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Suggestion: Rebalance the Defense Gameplay

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Wulf.5431

A lot of your complaints with defense against conditions are warranted, and that’s why resistance is a thing. I think resistance should be more widespread, though if it is it should be toned down. Maybe same as prot, 33 percent less damage from conditions while active, something like that. But yeah as it is now it’s too limited.

Tempest Discussion Thread

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- Air

Air is a bit of a mixed bag for me. Cyclone is a pretty cool skill, offering displacement and swiftness. I can see it helping to land hard to hit skills, maybe even scepter. and group swiftness is always good. Lightning orb I’m not sold on, as it doesn’t seem to fit the class. It does seem to offer good damage, which is of course important. But it offers no support and has little to do with melee brawler (Being ranged and offering no defensive utility). It does fit with airs single target motif. Both skills have fairly short CD’s however, and I can see them being used often.

Overload air is another lackluster overload, being very similar to fire. Damage around you, then when finished damage in an area. I won’t go into this one too much as it is so similar. But perhaps for a small change, it could fire out stronger bolts at random nearby targets, as the lightning orb does, so it would be different; it would be stronger against single targets.

Eye of the storm seems very strong. A surefire favorite for most eles. Not much to say here, obviously very strong, but not overpowered.

- Earth

Earth weapon skills are a mixed bag. It could be because we’re spoiled by the other offhands, but they seem to offer very little. Mechanically, sand squall is very interesting, and the only skill of its kind. However a 2 second extension for a skill with a half second cast time seems sort of ridiculous. Even with expert timing and communication, I can’t see this skill making a huge difference. 4 seconds of protection is nice I guess, but not enough if you ask me. This skill is going to be a tricky one to balance. Dust storm, however, is growing on me. Blind is a good condition for both support and brawler. I can’t see this being used in a lot of PvP situations – possibly in chokepoints or large scale WvW fights – but it’s something you throw out and hope it hits. I feel the skill should be more reliable, either targeted or surrounds the caster. As it is now it’s stationary, slow and possibly random from what we’ve seen, and none of those is a good thing. So to recap, earth has some good ideas but I feel they’re a bit lackluster.

Earth overload is one of the better overloads, as it offers some unique functions. It could be used in a lot of situations. I don’t know that the blast finisher is necessary though, maybe move it to another skill? You won’t be able to combo your own stuff at least, with a ~ 5 second channel time. Other than that not much to say here, I don’t think it needs any change.

Aftershock seems like a good skill. I understand why it has the highest CD, AoE magnetic aura is huge. Maybe too huge. I think it should be changed to just apply to self, and CD reduced. That way it would benefit from Aura sharing. But control and defense are both here.

- Other

Wash the pain away seems good for support, but yet another channeling skill seems like a bit much. Definitely not for a melee brawler type. Rebound is in a similar boat, group support is where it’s really gonna shine. And there’s not much else to put in your elite skill anyway.

- Traits

I feel like this is where the tempest has the most room to shine. There should be three distinct themes here, like in the other specializations. Right now it’s basically two out of three traits are support focused, and the rest are all over the place. Auras, shouts, and overloading should be focuses, not oddballs like Latent Stamina, Earthen Proxy, and Imbued Melodies. We need some damage, and more defense. Ideally, some stability.

Tempest Discussion Thread

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The class, or at least the presentation, definitely could’ve been neater. It would be nice to see why certain decisions were made, and the different focuses were for the class. We were told it was a supportive class and that it was a melee brawler type class. I’m going to go over my thoughts on the new tools we have and how they all fit.

- Fire

Weapon skills are very cool. Offering a unique boonshare mechanic is a great idea, and fits the class perfectly. Huge fire field is also nice, and adds boon removal, which is something ele had little access to. These abilities together offer the following support options – tons of might, boon control, and area control. Great abilities here, probably the most solid weapon skills on warhorn.

Fire overload is nothing especially new or flashy, but it does what the class is meant to do. You have support in yet more might stacking and a whirl combo. The melee brawler aspect is there if you factor in traits, as it’s melee, applies protection and swiftness. In most cases this skill will be the hardest to pull off to its full potential. No defensive utility beyond protection will be a huge kick me sign. The tornado at the end is a cool idea, but will have little use in many aspects of the game (The aspects where anything moves). Aside from all that, numbers are low for support and brawler, in that you could do more damage and gain more might stacks by playing normally than by risking a long channel and being locked out of your attunement. Those are numbers issues though, so we’ll see how those pan out. All in all, probably my least favorite overload.

Feel the burn is good; lowish CD, support through fire aura, and something for condition and power builds. Auras in general can support a brawler fairly well through traits, but I don’t feel that those trait lines add enough to beat out water/arcane. So not much going for the brawler playstyle defensively with this ability.

- Water

Water weapon skills have a lot of potential. Healing is a huge part of both playstyles, keeping others alive is a great way to support them, and keeping yourself alive is a great way to be a brawler. Having a knockback also helps with both aspects. I like that they put regen on tidal surge specifically so that it could be traited to cleanse a condition. My only gripe is that these skills need lower CD. They seem like they are the most important skills for warhorn, and right now 35 and 50 seconds is way too long to wait between casts. After all, water is the heaviest support line, and this specialization is heavy on support.

Water overload is one of the better overloads. It doesn’t really have to compete with other abilities for healing, as you can pop your two (High CD) abilities and use this in an emergency. The channel time is only 2 and a half seconds, and a 20 second CD, untraited. In the video one of the builds they were using was actually healing a fair bit as well, and it removes conditions. In PvP, I can see this being used to heal up quickly after disengaging, to save an ally, etc. And in PvE, well it’ll heal people. Which I know isn’t super important right now, but we’ll see with the new content I suppose. So yeah, like all overloads this paints a target on your head, but it does support well, and if used properly I can see you using it as a brawler to some extent.

Flash freeze is a fairly boring skill, but fits both playstyles well, as chill is a very strong condition and always useful. Aura is strong defensively even without traits.

Tempest & Warhorn confirmed – Feedback [merged]

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While I’m mostly in the ’let’s wait and see’ boat, I have mixed feelings about warhorn. On the one hand (Offhand lol), focus is my favourite part of the elementalist and I’d be hard pressed to give it up. So many survivability options it’s insane. I don’t think Focus will have a 4 second invuln, for instance. On the other hand, though still talking about offhands, there are so many possibilities for warhorn and I can see the devs being very creative. I mean, with a warhorn you could summon stuff, and with a magic class the possibilities there alone are endless. Could be the worst thing ever, like minions, or something amazing, like a giant stone fist that pops out of the ground and crushes foes.

We could look at warhorn as filling gaps for us too. Though staff has plenty of combo fields, aside from fire main hand/offhand weapons have none. Having a water field as a dagger wielder is huge. Though a smoke field would be terrifying.

Anet. To Lessen Thief Complaints

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First I’d like to say I don’t play thief all that much, though I have one at 80. And the reason is exactly what the OP is talking about. It’s so cheesy. I think thieves shouldn’t get to disengage and re-engage combat as they choose. Opening burst is fine, ambushing players is fine. But doing it continuously until your opponent finally gets bored or messes up is dumb.

I also think that in toning this down, the game will stabilize more. Right now, thieves are balanced around on demand, nigh permanent stealth. While I don’t know how one should go about balancing the constant disengaging, without it thieves would surely get buffs in other areas. Maybe a tanky thief, one with lifesteal and plenty of evades, could be built. Condi, support, etc could be buffed to compensate. I know personally I’d love to play a thief that didn’t HAVE to rely so much on stealth.

Let's Talk About: Specializations

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This is by far the most important thing to me. If there’s only one specialization I’ll be sad panda, as it’s basically getting new skills and abilities that everyone will get. But if you can customize your character just that little bit more, that’ll make all the difference. Hope we don’t have to wait long to find out.

CDI- Character Progression-Horizontal

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One thing I would personally like to see is more power in your utilities than your weapon skills. Make them more meaningfull, rather than be another weapon skill on a long cooldown. Utilities are the biggest customization options that characters have, and I feel they should have more impact. For instance, if you’re weak to a certain thing, like stun lock warriors, you should be able to alter your utilities to be able to counter it. As it is now, if you were say, an elementalist, there’s not really anything you can put into your utilities that’ll really make that big of an impact.

Basically I’d like more skills, and for your skill choices to make more of a difference. I want it to be so customizeable that there is no perfect build for any particular aspect of the game. If you got destroyed, instead of giving up and getting upset, it would be back to the drawing board instead of having to other options. More like deckbuilding/teambuilding.

Defensive alternatives to stealth

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See that’s the thing, theives already have so much self healing, it’s nuts. I think with a little tweaking, such as condition cleanses, blocks, or similar we might even make good bunkers.

I could see some sort of riposte skill as a utility maybe? It’s not something I could see being spammed.

Defensive alternatives to stealth

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In beta it removed any condition. Sorry should’ve clarified

Defensive alternatives to stealth

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I would personally love cure conditions on dodge. I think rangers had a grandmaster trait that did that, but they nerfed it hard. Give it an appropriate icd and I think it could work

Defensive alternatives to stealth

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I did say I’m by no means a pro player, and in that I was truthfull. And I know that thieves have unparallelled mobility, but I don’t think it’s fair that thieves only option is run away. All classes have some sort of bulky build, why can’t thieves?

The biggest problem I can see is condition cleansing, really.

Defensive alternatives to stealth

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While I am by no means a pro player, I think the fact that stealth is only going to get more and more counter-able means that thieves need more defensive options. Most of our defenses are tied into stealth. The only reliable condition cleanse, healing, and of course not being able to be seen. Having counters to stealth is fine, as I do feel pretty unfair being able to pick my battles so easily. But it’s unfair if it limits us by being our only defense.

Me personally, I enjoy playing a stealthless thief as is, and very often find it difficult to survive as. I’d like suggestions in this thread for traits, weapon skills, or even just little tweaks for thief defenses.

I’ll get the ball rolling with something that synergizes well with yo olde unicorn build;

- For every x initiative spent, you cure one condition.

Post your ideas!

Solo WvW 1vX [Video]

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Can you link build? Great vid.

Scaling Pets

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Areanet has never stated or hinted of pets scaling off their owners stats. Nice attempt on trying to mask your whine post though.

Don’t think I’m really masking anything, I’m pretty blatantly whining. As a ranger main, I’d love it if I could build tanky and my pet would be tankier, etc. It’s just hard to keep up with interviews, red posts, etc. and I was wondering if it’d been brought up

Scaling Pets

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I was wondering if anyone knew if pets are ever going to be tied to their owners stats? I just hit 80 with my ranger recently and it bothers me that aside from putting points in beastmastery I can’t influence my pets stats. Other than getting another pet I guess. It also seems pretty unfair that someone like a phantasm mesmer doesn’t have to build offense, and can just keep running away while his phantasms, which he didn’t have to gear for, do all his damage. It would probably be a big help to necros too, but I’m not sure they need it anymore.

Thank you for reading!

Fixing burn could fix all problems?

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What if condition cleanses actually prevented conditions from being applied for 2 or 3 seconds? Would that be too OP?

Post Your Build Thread

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I’m an elementalist main, but want to get bacjk into my ranger. Can anyone help me with a very surviveable trapper build? None of mine seem to work out, I can survive near anything on my ele. NOt a fan of spirits.

Seems to me all the traps traits are so spread out amongst different trees, and you’d have a squishy pet and self if you went into skirmishing and survival… I’m lost

Possible new class weapons?

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From a post on mmorpg.com based on a conversation with Colin:

“the team is also working very kitten finding a way to make it so that every profession has access to every weapon and their own weapon skills for those previously locked weapons. Engineer plus Hammer? Check. Again, there’s no specific timeline for this, but a new progression system is coming.”

Source: http://www.mmorpg.com/gamelist.cfm/game/473/feature/7597/Guild-Wars-2-ArenaNets-Master-Plan-for-2013.html

Edit: LOL at the kitten…

This makes me one happy camper, for sure, even if it’s a ways down the road. A couple weapons a year per class would be great. But it does bring up questions. For instance, ele’s and engi’s have very few weapons, for obvious reasons. If they were to get every weapon, they would straight up have way more skills than any other class. It also means something has to be done with conjures, imo.

Warriors would kind of get the shaft too. They have a huge amount of weapons available, and that’s one of their perks, that’s great. But it won’t be a perk when everyone can use everything. And lets face it, adrenaline, as is, is boring.

New Skills and Traits!!!

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I hope the thief get finally his perma +25% movement speed trait.
The thief should be a very fast class but every warrior with “Warrior’s Sprint” is faster.

Are you kidding me? Thieves are the BEST gap closer’s! You don’t need any more speed options. If stealth isn’t enough for you you are doing it wrong.

To reach the same speed like other classes you must offer your ini or a place of your skills, what have a massive negative effect on your deff and offensive.
And pls forgive me, but no all thiefs use stealth or can spam it as they like!

Not all classes have passive 25% movespeed either, and those that do have to spec for it

Focus rework, the new bunker weapon?

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ONe thing for focus that would be a simple, should-have-already-been-implemented buff would be to make magnetic wave an aura.

A Possible Balance Solution...

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While I think the idea in theory is pretty cool, I feel like it’ll make us less versatile in a way. Atm you can dps in every attunement, even if it is paltry. If you could do no/very little damage in two of the four specs, you’d be posing no danger to your opponent when in those elements.

I know I shouldn’t compare gw2 to other games, but this fit really well; in another game that is not to be mentioned, there’s a druid class. If your idea was to be implemented, it would be very much like it. Change into one attunement to heal, another to ‘tank’, etc. And while that seems great, it’s not. I played one for a long time. As an ele you’re much more versatile, being able to do a bit of everything in every attunement.

That being said, something very close to your idea could happen if they redid a lot of the traits. It’s been mentioned here already a bunch, and for good reason. It’d be great if you got a significant boost when you were in fire and earth, for example, but when forced out of those elements you were a bit weaker. Water’s already there, but earth, fire and air could get the same treatment, then we’d have one hell of an awesome class.

Medium armor on Charr.

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Ohh that’s what it’s from. Thanks. Been looking everywhere for those gloves. Little disapointed they don’t match tbh

Medium armor on Charr.

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Here’s my Charr thief, got tired of all the coats and skirts :P

Okay I know this post was made a long time ago, but I was searching for a good medium armour set and found this. I freaking love it. But I have no idea where to find a lot of it, except the chestpiece as it was talked about. Anyone know where to get the rest, like the gloves and boots/leggings?

Retro log-in music is great!

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I. Need. This.

Switching weapon skills

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I’m not sure if anyone else feels this way, but it seems to me that the one handed weapons available to eles are unspecific. I would personally like it so that there are clear cut winners in each area, so you could specialize much better. For instance, give cleansing wave (dagger 5 skill) to focus, which is supposed to be defensive, and give comet to dagger.

It’d be nice if we could classify the weapon easier, instead of them being all over the place.

Dagger mh should be about mobility, melee, aoe, and power, while offhand should be about mobility, aoe, and control. Scepter should be about range, conditions, support, single target, with focus being about defense and auras.

What do you guys think about rearranging weapon skills?

Risen Noble.A bane to escort events

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I just wanted to bump this thread, as I’m kind of frustrated with this mob. ON my char I can take on huge groups of mobs, take on champs, you name it. But this one enemy is kitten near impossible in a small group, say 4 or 5. I realize it may seem a little silly to say they’re too powerful when I can’t take a group of them, but there is no mob on the game that is near as hard. Except maybe fire imps, but their attacks are at least reflectable/blockable/etc. But with a few nobles, you have to CONSTANTLY dodge, which of course you can only do so long until your endurance runs out.

Mesmer vs Elementalist

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Ele was my first 80, and is likely my most played class. But when ele’s became so popular I stopped playing it, since I hate being the most played class. So I started playing mesmer, and the same thing is kind of happening with them, and ele’s are kind of dieing down a bit.

Which class do you feel is more powerful in certain situations? It seems to me ele’s have more mobility and heals, whereas mesmers have more avoidance and damage. I’d love to come back to my ele, but I feel kind of underpowered now compared to my mesmer, where I could actually take on a 3v1 on occasion, and feel like a total kitten. As an ele I can survive like nobody’s business, but I have 0 burst, and usually end up running away, which just makes me feel like a coward.

I have seen a few good ele vids, such as some of dapheonixes, but even they aren’t crazy impressive. And I don’t mean the gameplay, he’s much more skilled than me. I just mean the class. Even the best vids are him running away from multiple opponents that don’t know how to clear conditions and he eventually downs them.

Tl:dr – Which class do you think is better at what? Is a mesmer/ele straight up better than the other? List any awesome experiences you’ve had with either.

BM bunker vids?

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Ah thank you. I’ve always seen those PI ones hanging around, had no idea they were ranger vids though

missing the classic healer in this game most

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This game has a huge amount of depth to it, just stick with it. I was getting very frustrated with my thief when I first started, for example. Then I found little tricks that made me feel like i brought unique and clever ways to help the group. Scorpion wire pulls units without aggroing friends, black powder makes units in an area miss every attack, pistol whip could keep interrupting slow hitting enemies while netting me a ton of healing and direct damage immunity. The list goes on. Similarly, if you keep trucking, you’ll find tricks and tips. Guardian is a great tank, and there are classes and comboes that heal very well. If you have a group of friends to play with, that’s the best thing to do, as group support matters much more than in most other mmos.

BM bunker vids?

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There’s a lot of talk of how bm bunkers and trap rangers are powerful in pvp. This thrills me to no end, as ranger was my first class. Sadly I got sick of crappy pet AI and deleted my toon (He was ~lvl 65). So I start another ranger, as a charr, which are ten times cooler than norn anyway, and see how much has changed in the last two months. SB and LB feel much, much better, and my pet seems to do a buttload more damage.

Anyway there’s been talk of rangers being powerful bunkers, but I’ve not run into one and can’t seem to find any vids of them. I’m extremely interested, as I love bunkers. If anyone can post links to a good vid, or better yet make one, I’d be very happy.

Clearing conditions?

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Out of all professions, thief might just have the worst time dealing with conditions. Probably the closest prof is ranger, but thief is worse. I’m wondering how people deal with conditions? Or is your plan to kill the opponent before they get a chance, and if they do you’re screwed?

Both healing skills only cleanse certain conditions, and most traits only cleanse movement impairing conditions. Only things that cleanse reliably are 1 condition every 3 secs while invis, and shadowstep, which is on a 60 sec cd and is usually better used for other things. And signet, I guess.

Anyway, list your style below.

Experience with stafff builds!

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The famous Osicat, posting in my thread. Awesome.

I’ve watched all your videos. Before you posted. And it looks great, but I never realized you have a tank build. I was amazed when I watched them before, the way you spanked so many foes, but there’s no way I’ll have that skill level anytime soon. Looking more for a bunker/outlasting build that takes advantage of the huge amount of boons/might stacking that mesmers do oh so well.

That being said, I defer to you, and will try your cond and tank spec. Thank you very much!!

Experience with stafff builds!

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In pvp? UNless there’s a huge group, have you really been able to ‘mindkitten’ a decent player? They pretty much ctrl t right away usually

Experience with stafff builds!

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I’m an d/d ele bunker addict, and I’m leveling a mesmer currently. I thought I’d hate it, but I actually love it, especially the staff. Chaos armor is pretty much the best defensive tool you can get, and the buff stacking you can get is just amazing. I thought, after doing a fair amount of pve with it, it’d be great in pvp. Buuuut not so much.

WIth my d/d ele, I can survive pretty much anything. I can heal my hp up to full twice before even thinking of touching my healing skill. I have dodges galore, constant buffs, great mobility, everything. But the flavour of mesmer is just so awesome, and it seemed like with chaos armor, 2 on staff and chaos storm, I could be pretty much as defensive. Doesn’t seem that way though.

I guess the point of the post is wondering what people\s experiences with staff mesmer are. I’m not a fan of burst builds personally, and would love to do well in pvp without the need to spec that way. Post your experiences below!!

Power Toughness Healing power

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The Healing increase you get for Vigorous Shouts with Healing Power is abysmal. I have 0 Healing Power and heal for over 1.000 per Shout. Considering their relatively short cooldown, that is plenty.

You can get each shout to heal for over 2k, which is a fair amount. Would love to be able to yoyo my hp bar like on my ele, but that’s not going to happen anytime soon. But if you have 3 shouts and shrug it off, in addition to all the passive healing, so it helps a lot, I’d say better in the long run than a bunch of toughness and vit

Engineer water field

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I don’t usually make complaint threads, but this just bugs me so much. It’s so very silly how long the water field lasts on turret, and how long the cd is after it’s used. I just feel so ripped off as an engi with this skill. I know we shouldn’t compare classes and all that, because there are so many differences that make up each class, but compare it to rangers healing spring. Healing spring cleanses all conditions, periodically cleanses conditions, can’t be destroyed, provides a strong initial heal and heal over time, AND is a 15 second water field on a 30 sec cd. Like I said, engi’s have a lot more defensive skills to make up the difference a little, I’m aware, as I have a high level ranger myself. But engi’s are underplayed as it is, are they not?

Aside from engineer, the only other water fields are from ele and ranger. Making the engi water field more prominent would be amazing. If this field lasted like ten seconds and had a decent cooldown, I’d be a happy panda. That is all.

[Guide] Mastering S/D in t/sPVP (OUTDATED)

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Argh I can’t decide whether D/D or S/D is the way to go. I like the bunkeriness of D/D ele, and haven’t played much S/D honestly. Is S/D truly better for bunker builds? It seems like in high level play it might be too hard to hit with fire spells. Just thinking about it, I’ve got some more comparisons to add.

D/D
-Autoattacks hit faster, procc’ing heals more if you use sigil.
-Fire auto is multihit, and out damages any other auto, far as I know
-D/D is more power, where scepter is more condition, seems to me.
-Affected more by hitboxes/can hit multiple enemies with most autos. Except earth.

Water Trident, Shatterstone need fix!

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Trident’s great. Pretty powerful heal actually. Shatterstone’s a different story.

Holy Trinity Contradiction

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While some classes are definately better at some things than others, gw2 doesn’t force the trinity onto a party, and I think that’s what they meant. If you have a party, you don’t need one tank, one healer, and three damage classes. I’m sure there’s some composition of character roles that work best, but usually any 5 classes can make a dungeon work. And I think that’s what they meant when they said they wanted to get rid of the holy trinity.

What I get from your post is that each class should be able to spec into any role and do as well as any other class. This would be great, I know I’d love it. I’d love to pick any class on style alone and make it fit into whatever role I wanted. And they sort of can as it is, but some classes are straight up better than others, as you outlined with warrior’s having more hp, etc.

What gw2 tries to do, and might with some balancing, might be able to accomplish, is for every class to fill all roles differently. While ele’s have a crappy health pool, I’d put money that mine could live longer than most warriors. Some aspects of some classes will be buffed, like spirits for rangers.

I’d love for anet to be able to make it so all classes can fulfill any role. The ideas are already there, now the numbers need to be adjusted accordingly.

Future class development?

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I’d personally like to see a Golemancer class like the Puppetmasters from FFXI. Basically a class where the pet IS the fighter and all the player does is support and control it’s actions.

Also there is still room for a class that really manipulates boons, stealing them from enemies, reapplying or adding time to current ones, maybe doing the same with conditions, differently than the mesmer or necromancer. This class could wield a big scythe, and I’d call it the dervish…:O

Ritualists are in a sense covered by Engineers in this game, with similar mechanics between turrets and spirits. But I could see a return of this class as well.

Golemancer is definately a neat idea, never heard of that before. Reminds me of a certain collect em all game. But theme-wise, I feel like your ideas could maybe be added abilities to existing classes, maybe with engies getting a controllable mech. Dervish sounds a loooooot like a necro to me lol

Same with battlepriests, sounds like guardian.

Future class development?

in Guild Wars 2 Discussion

Posted by: Wulf.5431

Wulf.5431

I do agree a little, but now that norn is in, you can’t really have a class dedicated to it, imo

Future class development?

in Guild Wars 2 Discussion

Posted by: Wulf.5431

Wulf.5431

Something that hit me the other day while thinking about possible expansion updates, is that gw2 has pretty much everything covered with the classes they have now. I couldn’t think of another class from another game that didn’t fit, at least a little, into another class that exists in the game as it is. I’m mostly talking about flavour and not types of abilities; you can’t really have every kind of ability available to players.

I’m just curious as to where characters could be expanded upon in the future. This thread is not so much for suggestions as it is me being curious to know if the dev team has everything covered as it is. Feel free to do some brainstorming, I’ll get the ball rolling for some unusual classes from other games.

Time magic – Mesmer
Shapeshifter – Norn
Summoner – A few classes, mostly necro
Monk – Mix of mesmer and guardian, closest thing to needing to be a class imo
Bard – Mesmer

If You Play BM, You Are A Bunker!

in Ranger

Posted by: Wulf.5431

Wulf.5431

- Defensive pet skills are kind of silly, as the delay is super long (Howls). Skills that affect the player require the pet to be near, like fern hound or moa, to provide their benefits.

You make a lot of solid points, particularly in regards to condition removal.

But howls are quick to activate if done immediately after pet swap.

+

That’s new to me!! Thanks for the tip

If You Play BM, You Are A Bunker!

in Ranger

Posted by: Wulf.5431

Wulf.5431

I’ve been trying to make a ranger bunker work, but it’s tough to be as good as a D/D ele. I’ll go over some of my personal positives/negatives for bunker ranger, cause I’m bored.

PROS
- Have some pretty great healing utilities, life spring is a water field and troll unguent can be amazing if you don’t build glassy.
- Great ranged abilities, so you can stay on point and still attack, unlike guard/ele.
- Traps/spirits/spring all work very well if you’re covering a node, as the enemy’s forced to come to you if they’re melee.
- As mentioned, going into the healing tree makes your pets powerhouses, so they still do a huge amount of damage. Also have a super long range.
- Can have a respectable amount of regeneration, through signet and traits.
- Has more evades than a lot of classes, through weapon skills, endurance regeneration, utility skills.
- Offers great group support through Spirit of Nature and quickness rezzing/stomping, not to mention water field.

CONS
- Only one useful ‘on demand’ heal, unlike more popular bunkers who can heal in many different ways.
- Poor cond removal, trait gimps your pet and spring, while great, has a 30 sec cd so you can’t always have it up.
- Gimped defensive utilities, signets need to be traited, protect me screws over your pet, and that’s pretty much all we have. Ele has cantrips, and everything the guardian has is defensive.
- Defensive pet skills are kind of silly, as the delay is super long (Howls). Skills that affect the player require the pet to be near, like fern hound or moa, to provide their benefits.

That’s all I can think of at the moment. I have an 80 ele that I love to death, but I really want to love my ranger. I think with a few small tweaks they could be great bunkers, but now that Anet is kind of trying to get rid of bunkers, I don’t think we’ll ever get there.

Staff a necessity?

in Necromancer

Posted by: Wulf.5431

Wulf.5431

I’m looking to play a Necro, with the ultimate goal being tpvp. I’ve played around with spvp a fair amount, and have done decently well with a few different builds. I’ve yet to get into tpvp though, as I have friends to do that with once they get off their lazy buttocks’.

Looking through the huge amount of build threads around the internet, it seems like staff is needed in every build that hopes to be competitive. I hate staff. I very much dislike terrain type abilities, such as ele staff spells and so on.

Does anyone do tpvp without staff, and do well? Give me hope T.T

Ele transition class?

in Elementalist

Posted by: Wulf.5431

Wulf.5431

Right?! Ele seems to be, by far, the most active playstyle. It’s tough to play anything else. Why are people saying mesmer? Aside from wearing cloth, I don’t see much in common.

Ele transition class?

in Elementalist

Posted by: Wulf.5431

Wulf.5431

Yeah I have a lot of chars, including a 67 ranger, but after playing ele I can’t go back

Ele transition class?

in Elementalist

Posted by: Wulf.5431

Wulf.5431

I’d like to start by saying I love my ele to death. It’s the most fun I’ve had playing an mmo to date. Most of that is simply due to gw2 gameplay, but a lot of it is due to the awesomeness of the class. So this is the farthest thing from a whining thread.

I play a condi/tank d/d (Sometimes d/f, I know focus is frowned upon but the earth spells are soooo gooood), and am looking to make an alt. Something very sturdy, with plenty of healing/slipperyness, with strong condition builds. I’ve tried a few other classes and builds, but haven’t gotten very far.

tl;dr – Wondering what ele mains prefer for their alts.

Evasive Arcana NEEDS to be revisited

in Elementalist

Posted by: Wulf.5431

Wulf.5431

Evasive Arcana is still probably the best ele grandmaster trait. People are peeved because it got nerfed so hard, but instead of complaining about it, I think that we need to buff or change other grandmaster traits. Seriously, which ele grandmaster trait is better than EA, even in its current state?

Why are we forced to play D/D?

in Elementalist

Posted by: Wulf.5431

Wulf.5431

I agree that D/D is by far our most popular and probably our most powerful weapon set, and that others should probably get a buff/change. But attunement swapping is awesome and fun. Ele’s have a huge amount of utility. You can’t buff each attunement to be as powerful as another classes weapon set, because then in the hands of a pro player, they would be so much better than any other class.

If you don’t like attunement swapping, ele’s gonna suck for you. That sucks if it doesn’t suit your playstyle, I’m actually sorry, hate it when that happens.