Hey all, no worries, we got you covered.
Weapons, armor and trinkets with magic find will become account bound, lose their current stats and will gain the ability to be double-clicked to select one of several stat options depending on the item.
For example, if you have an Explorer’s Pearl Staff, you can now double-click it to change it to any other crafting stat.
We will have a blog post about it with more extensive information as well, keep an eye on the website.
that’s potentially disappointing… We were originally told we would be given compensation such that our account bound MF stat would be similar to what it currently is. I have no need for more gear. All my characters have all the sets of combat gear they need. My MF set was just that, a MF set… will there still be an option to convert it to the new account bound stat?
edit: hopefully the blog sheds more light on that.
And with this everyone will buy full MF gear before update to get +/-150%MF just fo few golds.
This is what you would run into, no question.
I applaud the removal of MF and with the new overall lowering of MF, they can adjust the loot drop rates across the board.
but nerfing the main point why someone got celestial gear in the first place, MF, without compensation is ludicrous
I hope you are not seriously saying that you intentionally obtained a full set of celestial gear for the Magic Find even though they said that Magic Find was being removed from gear WELL before you could have possibly obtained a full set.
The main point of Celestial gear is NOT magic find. The main point of Celestial gear is to provide a set of dirt cheap unspecialized exotic gear. The only build that ever really got any use out of it as a “specialized” set was and continues to be an Attunement dancing Elementalist. The design of Celestial gear suggests it is not intended to be used by specific builds, rather, that it can be used by new/poor players to get their first character into exotics while they work on getting the gold/mats/tokens necessary to get their real exotics.
Yes, new/poor players are going to take months to build their “cheap” worthless set. Because spending a week or two running dungeons for a useful set is too hard.
I’m glad they are releasing Ascended gear. This game isn’t compelling enough to play just for the sake of playing. An MMO without progression is laughable. The only question is whether the pacing of the progression is appropriate. Personally, I like that they are keeping it slow and the progression is not excessive. 8% increase is not really that much, though if they screw up weapons and make them too hard to obtain in the style of legendaries combined with 8% increase from stats and 8% from weapon damage then that will be a problem. Another issue is gearing alts with the time gated progression. They should have made laurels/dailies character rather than account bound, but oh well that ship has sailed.
I didn’t spend a MONTH making this armor AND large amounts of gold to have it simply become less effective.
In terms of gold, celestial gear is some of the cheapest gear out there and probably the cheapest craftable.
It’s cheap because it’s garbage. If it were worth crafting, the mats would skyrocket. It also is time gated and you can’t craft a set instantly like you can with all other gear.
- Celestial will stay as it is minus the MF bonus on it.
- MF food will work as it is working now.
- Utility Infusion will still work.
I’ve heard rumors that the Magic Find stat on celestial gear will be changed to boon duration. Can you comment on this?
all your time investment, all your charging and the money invested in the gear is for naught.
they just removed MF with no replacement.
considering that 3% MF was the primary stat on other gear, this is like removing the primary stat on celestial with no replacement
Considering celestial gear gets more crit dmg than any other piece of gear in the game… we should totally fix the stats by lowering that.
You’re really worried about the 1% extra crit dmg on a few pieces of gear when it has 50-100 less power on those pieces? Your stat weighting is WAY out of whack.
But hey, that’s fine. Remove the 1% extra crit dmg and give us an extra 10 in every stat per piece of gear instead.
Just an FYI, Celestial gear provides MORE gear stats in total than any other gear type, and that’s before you even factor in the Crit Damage and Magic Find stats.
Even with MF% removed, Celestial gear will still provide more stats than any other set at a cost of those stats being distributed across all types instead of focused into useful groupings.
Not all stats are equal, no matter what build you play. The amount of extra stats you gain is very slight and when you consider that you might have several of them be only half or less effective than your primary stat, it’s an overall loss.
Everytime i run my healing build in PvE it takes 20 minutes to kill a boss and people dont like that
So you do all the damage in the group? What are the other 4 players doing during that time?
Worst case scenario where you do 0 damage, the group takes 25% longer to kill a boss. A 4 minute fight becomes 5 minutes. Oh noes.
(edited by Yaki.9563)
Guardian’s don’t have permanent swiftness unless you screw over your traits and utility choices for it. Symbol doesn’t give permanent swiftness, more like 95%. And you never build any buffer so you are forced to spam where every fraction of a second you miss gives you that time less swiftness.
Compared to real permanent swiftness, on my warrior where traited warhorn with no special runes combined with the elite signet can give me swiftness of multiple minutes in duration. And it all stacks with swiftness from other classes.
can also try the mace/shield regen war. You can troll harder and literally…never die.
Maybe against a single bad. No protection and self-healing that isn’t even that great. Doesn’t compare to hammer guardian, and mace guardian can do better healing.
I heard they were one of the better classes at healing/support. Little did I know that those were largely worthless in this game. For some reason I thought that roles weren’t completely eliminated, rather that every class could fulfill every role. Instead there is nothing but DPS and whatever “support” increases DPS.
GS is better for killing. You really don’t need protection for leveling. Gear with berserker’s.
Apparently the definition of OP is that you can beat a thief. God forbid a thief not beat every single class. Also, LOL @ calling a super low damage build (can damage get any lower?) “high damage”.
That’s funny, because Quick Breathing has been working like this since release. For all we know, it could be intended and the tooltip is just incorrect this whole time.
This is how Quick Breathing has always been.
Um, no. It may have been that way once, but it has not been that way for the last 6+ months until recently.
And even now, the condition removal by warriors is still inferior to other classes. The passive condition removal examples I listed were just that: PASSIVE FORMS OF CONDITION REMOVAL, or in other words, condition removal that takes no thought, input, or skill from the player. Even those passive condition removals rivals Quick Breathing in terms of effectiveness. Then, if you consider the numerous ACTIVE condition removals of these classes on top of the passives, which many of them do affect allies, you will get a general idea of where warriors are at in terms of condition removal superiority.
Provide some numbers. Otherwise you just have empty claims. Not to mention you seem to assume this is a solo game where removing conditions on yourself is every bit as good as removing conditions on your entire group. And while you’re making this comparison don’t forget that warrior has a ton of other condition removal options as well.
It’s honestly not even a big change. People didn’t even notice it.
Other classes have far superior condition removal. With purity trait and signet, guardians passively remove 2 conditions every 10 seconds. Rangers remove 4 conditions every 10 seconds passively. Etc.
Warriors have the best condition removal in the game with this bug. Both of those examples you mentioned affect only the player. Warhorn and soldier rune shouts remove conditions from the entire group. Heck, even if you just consider yourself, you have the potential to far outstrip those. Charge: 5 conditions on 12s cooldown. Call to Arms: 2 conditions on 16s cooldown. Shouts: 1 condition, except 2 conditions for SIO all on <30s cooldown. Then there’s the fact that Warhorn converts those conditions to boons. The comparison isn’t even close, warrior blows those classes out of the water.
Except no one uses condition removal in PvE b/c you can faceroll through with no support, and in WvW people only care about numbers. Condition removal doesn’t make numbers. I wouldn’t be surprised if less than 5% of warriors used warhorn more than intermittently.
(edited by Yaki.9563)
It removes 2 conditions everywhere, not just pvp. I already posted this but the thread filled with kittens who didn’t understand.
toughness: 2739 = -53.52% damage
total reduction: 96.52% damageFixing your math:
(1-0.5352)(1-0.33)(1-0.12) = 0.274
You’ll end up taking 27.4% of the original damage you would “normally” take, which is pretty impressive, but clearly not 100% damage reduction.
If you went with knight’s everything, slapped on a shield and traited for maximum toughness, you could get pretty close to 80% damage reduction.
Actually the damage reduction from signet and protection stack additively.
The math and misunderstandings in the OP is so bad, lol.
A base lvl 80 has 2127 armor so damage reduction from toughness = 1 – (2127/3937) = 46%
Damage reduction from signet/prot = 42%
Total damage reduction = 1 – (1-.46)(1-.42) = 69%
That’s relative to a full berserker 0 valor character, so about the maximum difference you can possibly get. Notice that you get more damage reduction from protection and signet than you do stacking all that toughness.
LOL @ the OP coming back with further misunderstandings of how damage reduction works and his wild claims. Dude, toughness/armor is part of the damage calculation formula. It is not “damage reduction” that comes up with a % then adds that to the % from protection and signet.
The way your reasoning is, someone would be better off with 0 armor because then they would have higher “damage reduction” from toughness. That makes no sense and it doesn’t work that way.
(edited by Yaki.9563)
Also, the -40% food makes warriors invincible/unkillable in wvw when combined with melandru runes and dogged march as well as knights armor. I don’t think its intended to be able to ignore what your opponents do and just try to smash them into the ground. I’d expect the food to get nerfed a bit, eventually, which would go a long way to fixing this (i.e. its not class-specific)
It’s not the food, it’s ANet’s bad game mechanics. You don’t add percent durations, you multiply them. If it worked properly, the food + runes + march would only be a 70% reduction rather than a 98% reduction, something that could be countered by the appropriate +duration runes/food/traits.
Guardians aren’t reliant on healing power. All of your heal skills scale poorly with heal power and AH scales poorly with heal power. You get defensive boons such as protection and aegis which have nothing to do with heal power at all. The only reason you can sort of make healing power work is because you have more tiny heals than other classes so you get more overall contribution from heal power, but by no means are you “reliant” on it.
Let me clarify, our provided game mechanic that was intended to make up for our lack of HP is reliant on healing power. Virtue of Resolve.
That one virtue is supposed to make up for our low HP, and then additional things such as regeneration, altruistic healing, monk’s focus, writ of the merciful, and I’ll even go as far as to say zealot’s blade are supposed to enhance that innate class based regeneration.
VoR alone is not supposed to make up for the low HP. It’s the entire toolkit. VoR, easy access to protection, VoC for aegis, along with all the heals. The baseline value of those heals is more than adequate to make up for the low hp. Else how would bunker guardian work so well without any healing power at all?
what are you talking about, you people are nuts. A 3.75 sec stun on a 7sec cd is in no world balanced; not only that but given the fact you have heavy armor, high hp, high damage output, and high mobility you shouldn’t be complaining at all. Warriors literally are the one of the most overpowered things in this game and if you don’t think so you’re lying to yourself big time.
You show your ignorance by putting 3.75.
Stuns round up to the nearest full second. It’s 4 seconds with sigil of para
What about immobilize? Does that round up to the nearest full second as well?
It’s hilarious that in this age ANet can’t do fractional seconds of duration. It’s as if time doesn’t exist between the ticks of each second.
I hear you Aza, but as you said, guardians are very reliant on healing power and yet the game doesn’t want us to be, and the meta doesn’t use healers/support for the most part in pve, pvp on the other hand we still perform well in a defensive role.
Guardians aren’t reliant on healing power. All of your heal skills scale poorly with heal power and AH scales poorly with heal power. You get defensive boons such as protection and aegis which have nothing to do with heal power at all. The only reason you can sort of make healing power work is because you have more tiny heals than other classes so you get more overall contribution from heal power, but by no means are you “reliant” on it.
Healing power is implemented extremely poorly in this game. Some issues:
1) The scaling is inconsistent between abilities. Ex. regen and virtue of resolve both heal per second with low initial values, but they both get different contribution from healing power.
2) Relative scaling is completely out of whack. Big heals get marginally larger even with tons of heal power. AH gets a negligible increase from heal power. Yet dodge heal gets ridiculous contribution, increasing by over 1500% when you max out heal power.
3) Different classes have different amounts of heals. Tons of tiny increases is better than a few tiny increases. It doesn’t help that many classes best heal is shared by every other class (regen) and doesn’t stack intensity (why not!?).
However, the fundamental problem is that you really don’t need defensive support in this game. Even if healing power were buffed you still wouldn’t take “healers” in good groups in this game because they simply aren’t needed.
(edited by Yaki.9563)
I’m not jealous of the Giver’s armor they are clearly wearing. Their damage is laughable so they are more annoying than challenging. At least they don’t have stupid 1-shot mechanics.
Who’d have guessed? Never before have players tried to exploit in order to gain gold…
What’s sad is how exploiting in this game has become the norm. I think it’s because the devs implicitly support this kind of behavior.
Also, you can tank with your passive block, popping your virtue and using retreat, so that alone lets you facetank three hits, I’m not sure why you need to use armour just for that. And even if you do, at least use knights.
3 hits every 60s does nothing for facetanking. The power of aegis comes from negating huge 1-shot hits, not a stream of constant big hits.
I think hammer’s better for tanking anyway since you can permanently apply protection to yourself and your team.
Unless by team you mean the 4 warriors in your group who are also meleeing, that’s not true. The symbol, even buffed, is very small. In addition every time you dodge and interrupt your hammer chain you’re losing uptime.
There is no tanking in GW2 but if you want to be a supportive build go 0/0/20/30/20 with mace/shield or mace/focus and cleric’s gear with boon duration runes. Permanent regen for melee, virtue of resolve (230ish hp/sec) to entire group, dodge heals, 50% protection uptime with larger range than hammer, and flexibility in support utilities.
However, group healing isn’t needed in this game and support is usually not needed either. In addition, if you PUG you’ll be stuck when you get another person thinking the same thing because your group will do less damage but not gain any benefit at all since things like regen don’t stack.
In having “no roles”, GW2 really just became a game where the only role is pure DPS. It’s not like you can’t use WoR when you have berserker gear and DPS spec.
This is the worst suggestion I have ever heard in the history of video games.
Books could be written on the ways this would ruin the warrior profession.
Exaggerate much? Most warriors don’t even take this trait.
I’m just saying there aren’t any balanced MMOs regardless of whether they are pure PvP or not.
BTW RMP isn’t the top 3v3 team. Hasn’t been for quite some time. Not because of anything they did specifically but just because of the way class changes and synergy works from xpac to xpac and patch to patch.
Also, regen doesn’t stack. So you might be thinking “hey I’m giving super regen” but then chances are either a) you overwrote some poor non-healing spec guy’s regen or b) your regen is useless because someone else healing spec is providing it as well. This is why shouts are better than banners from a purely healing pespective. Banners provide better buffs and flexibility in utility slots. Shouts give greater freedom to move around and synergize with soldier runes.
Condition damage is so easy to achieve because you only need one stat, and that is Condition damage, while power damage requires Power, Crit chance and Crit damage.
Your mistake is assuming that condition damage = power + crit chance + crit damage, when that’s not true.
Look at burning, for example:
328 + 0.25*cond per second.
0 condition damage = 328/sec
1312 condition damage = 656/sec
So it takes 1312 condition damage to double burning damage. Meanwhile, 1312 power will be a 1312/916 = 143% damage increase. So power alone increases physical damage better than condition damage does (at least for burning). Precision and crit damage are just additional damage increasing stats on top of that.
Welcome to Blizzard Season 1 Arena’s…and S2, S3, 4, 5, 6, 7…..to present day.
I’ve yet to see any developer or publisher balance a PvP game when there is PvE content. Arena Net is no different. They say the road to hell is paved with good intent too…
It has nothing to do with PvE. It has to do with it being an MMO.
On a 5 point trait?
Daecollo believes that he should be able to get awesomeness with the leftover 10 points from going 30/x/x/x/30.
So true.
http://wiki.guildwars2.com/wiki/Charge_
learn your kitten before you post stuff like this. confirmed. warhorn has ALWAYS been this way.
How about you learn your kitten by logging into the game, use the warhorn, and see how willfully ignorant you come across? Then come back and admit it.
Here’s a clue if you’re too stupid to figure it out: Charge can remove up to 5 conditions with the trait.
The nice (or lame) thing about Asura is it doesn’t matter what skin you use b/c you can barely see the weapons anyway.
You might not even use it either then. Did you notice the warhorn skill that gives swiftness also removes some movement conditions? Maybe that has you confused
Maybe before assuming I’m confused you should confirm it yourself.
Or they could just increase armor on PvE mobs.
If you’re within 50-100g of buying it outright, then it should be a no brainer what the choice is.
Clearly he wasn’t. He just thought he was special and would get lucky spending only 1/4 of the sale price on mats.
1600 probably isn’t even the average amount required. You didn’t have bad RNG at all. If it only took 1600 then people who could afford that much would be printing money because the precursor sells for about 3x the cost of those 1600 rares, not to mention all the other exotics you get out of it.
Sadly, the meta has swung so drastically far away from support that no one noticed.
Damage Reduction of a Full Toughness geared out Necromancer/Elementalist/Mesmer:
Damage Reduction 42.54% (This is ascended.)Damage Reduction of a Full Toughness geared out Warrior/Guardian:
Damage Reduction 48.8% (This is ascended.)Greatest difference between Light/Heavy Armor = 6.24%
LOL @ the math fail.
Heavy armor using your numbers takes 11% less damage than light armor.
1000 damage hit in light armor: 574.6
1000 damage hit in heavy armor: 512.0
Damage reduction % = 1 – 512/574.6 = 11%
This bug makes Warhorn very strong. Charge is 12s cooldown and removes up to 5!! conditions.
Even bugged, I’m not sure I like PoV over BP for healing guardian. Guardian shouts have cooldowns that are too long and without soldier runes there’s no synergy. Guardians also have a LOT of useful utility skills that I’d be happy to use instead. For the non-heal Guardian PoV is pretty nifty but I’m not sure why I’d want to go that far (if at all) into Honor.
Because Condi removal Is condi Removal… Guardian shout CD are definitely not too long either. And PoV Is Basically A Soldier Rune… So your statement isn’t making very clear sense. For Healing Guardians, PoV Is almost a must in today’s game play.
Yes, PoV is basically a soldier rune (even better). But since you get no additional benefits from shouts, forcing yourself to go 3 shouts so you can remove 1 condition every ~12s from your group isn’t worth the tradeoff. You can give your group ~250 hps instead while freeing your utility slots for other things. Other things that, if needed, even remove conditions from your group!
On-demand removal of up to 15 or so conditions / minute is super strong. Apart from that, it makes it way easier to keep poison off, plus 3 separate breaks out of immobilize.
20+ points in Honor is common for AH DPS builds because of Empowering Might, putting 10 more in is not a big deal at all.
I’m pretty sure resetting virtue of justice on kill (plus an additional 100 precision, further enhancing EM) adds a lot more to DPS than removing conditions for your group.
I guess if you guys think removing conditions on shouts with long cooldowns is a “must”, you probably crap your pants in excitement over how unbelievably awesome a warhorn/shout warrior is. If only conditions got applied just once every 10 seconds, you’d surely be right!
This bug makes Warhorn very strong. Charge is 12s cooldown and removes up to 5!! conditions.
Even bugged, I’m not sure I like PoV over BP for healing guardian. Guardian shouts have cooldowns that are too long and without soldier runes there’s no synergy. Guardians also have a LOT of useful utility skills that I’d be happy to use instead. For the non-heal Guardian PoV is pretty nifty but I’m not sure why I’d want to go that far (if at all) into Honor.
However, I’d like to reiterate that people who think toughness is bad because of diminishing returns are just ignorant. Power has far more diminishing returns. Oh no stop stacking power!
I don’t understand what you mean by “diminishing returns”, the game has no diminishing returns, as I understand it everything is linear.
Toughness and power are percent modifiers for incoming and outgoing damage, respectively. Power scales linearly because each point of power adds a fixed percent to the damage modifier regardless of what your current power is. While this seems like it doesn’t diminish, the relative effect of each point of power is not the same.
Toughness is not linear. It is also a percent modifier but it is in the denominator of the modifier which makes it an inverse function. Inverse functions behave differently than linear functions. This is good because if toughness were linear, there would be massive balancing issues. Each additional point of toughness would be worth more than the prior points. As an extreme example, lets say you reduced damage by 1% every X amount of toughness. Well going from 100% to 99% damage taken is not that big a deal. But going from 1% to 0% damage taken is massive. It allows you to take a 10 billion damage hit and not even have your health budge.
I lost interest in the personal story when Trahearne took over. I totally loved it until that point (on two characters).
Griefers are the main reason we can’t have nice things. Devs have to spend so much effort on circumventing them.
Same in life, really.
I find that griefers are rewarded in real life.
haha… never seen this, but whoever thought of it, props to you.
Why? Why would you ever give props to someone that actively plays against teammates?
Because sometimes things like this are funny the first few times. You’ve never played a joke on your friends? Lighten up. It’s only a problem when it get abused and repeated (as these things tend to do).
Just make armor work like weapon damage. A separate multiplier. I’m not sure why weapon damage works one way and armor a different way.
I personally believe that ANet really didn’t do a very good job thinking through their game mechanics. Stuff like condition duration’s additive stacking is just ridiculously bad design.
It is our fault for believing on support roles.
This game is just about zerg and dps.
No need for support on 99% of the game.
So go zerker or waste your time.
Remember that video? https://www.youtube.com/watch?v=PWQ-39_C8LI
Estimated team composition :
1 support Mesmer. Portal, Blink, Signet of Inspiration, Feedback, Timewarp
1 support Ranger. Spirit of Frost, Spotter, Call of the Wild
1 support Warrior. Banners, Empower Allies, FGJ, Long duration Fire combo field with longbow
2 DPS thieves, kinda. Blast finishers in fire fields as support.Support roles exist, it’s just that they are expected to deal some DPS themselves too so they gear in zerk stuff.
That’s not support. That’s just maximizing damage enhancement boons. I don’t see a anything on that list like regen, water fields, protection, aegis, reflection, etc. that I would actually classify as support in the classical sense that nearly everyone else in this thread means.
Feedback is a Reflection.
I bet if it just absorbed instead of reflecting, it would never be used. Lesson learned: damage > all because ANet made everything avoidable.
Healing doesn’t benefit enough from healing power to justify the trade
Healing gives as much more more benefit to many healing skills than power does to damage. The difference is that the base heal values are so low that it isn’t worthwhile.
It is our fault for believing on support roles.
This game is just about zerg and dps.
No need for support on 99% of the game.
So go zerker or waste your time.
Remember that video? https://www.youtube.com/watch?v=PWQ-39_C8LI
Estimated team composition :
1 support Mesmer. Portal, Blink, Signet of Inspiration, Feedback, Timewarp
1 support Ranger. Spirit of Frost, Spotter, Call of the Wild
1 support Warrior. Banners, Empower Allies, FGJ, Long duration Fire combo field with longbow
2 DPS thieves, kinda. Blast finishers in fire fields as support.Support roles exist, it’s just that they are expected to deal some DPS themselves too so they gear in zerk stuff.
That’s not support. That’s just maximizing damage enhancement boons. I don’t see a anything on that list like regen, water fields, protection, aegis, reflection, etc. that I would actually classify as support in the classical sense that nearly everyone else in this thread means.

