Sonya for females. (necro,rev,ranger,mes,engi)
All classes lvl 80.
I made something like that. The Zeal/Honor/DH version looks good for what I want.
Is it correct?
http://gw2skills.net/editor/?vVAQNAseWn0ABVdiddCOdCEEhF8hqaACgzFrHivDVu9f/+H-ThRBQBA4FAYSlgJU9nMq8DP6Bsy+DAA-e
I swapped around some things I would do differently:
http://gw2skills.net/editor/?vVAQNAseTn8cClChddCmDBkdil4BTe/FATgVBgHQ9CbJ8f2CA-TxRBQBP4EAQj9HMpSQ8oPAAPAgEq+TGV+BA-e
Btw, never use staff unless you are in a zerg that moves a lot between places. Most notable places to use it are Silverwastes after killing VW and WvW zerging.
And my personal Open World build:
http://gw2skills.net/editor/?vVAQNAsfTn8cClChddCmDBkdiF/hSO8H/33KAqg6MLCrwLE-TRCBQB5RfAWUecGlgCc/BA8EA0iSMFq+DDOEAQ4EAAA-e
Either way, “Retreat” and JI are mainly for mobility. Sword #2 and #3 comboed will kill trashmobs before you are done channeling 3. Only recommend these for Open World roaming, not dungeons or fractals.
I don’t know what that is but no, it won’t.
The only problem I see with DH is trap duration. Dropped traps should expire faster. Guardian may be my main class, but I do exactly 0 PvP with it. Necro and rev are my PvP mains and I defeat DH’s with both. But it is annoying when you go cap an empty point and discover the DH has left a surprise for you.
I’ve been playing Rev since the beta before the beta. The skill sets are fine with their functions as it is. There needs to be some QoL or number tweaks (I’m looking at you Jalis), and maybe a few additional addins, such as another stun breaker or two, but that’s it.
There does need to be an additional mid range condi or hybrid weapon however, and I think GS, Short Bow, or Long Bow would be fitting here. Rifles or pistols don’t seem to fit the professions theme so I don’t think that fits here.
I’m pretty sure I saw some concept art back around HoT launch of Rytlock with a longbow.
I have the issue with stats that I have no idea what I’m supposed to look for… I want to do some solo roaming and my guild wants me as a staff hammer for zergs
Ascended solo roaming gear, your zerg set can just as well be exotic as the difference isn’t huge.
Btw… these ideas are not meant to all be for the next expansion, but better yet, expansions. I think they’ll have an expansion for each dragon, or at least 2 more expansions.
Have you been playing recently? I think we might have 2 dead dragons by the end of this Living World Season. Not saying that limits the number of future expansions in any way, just saying.
Personally I think #1 is likely but not with GS(greatswords suck anyway) but sword instead. No idea on the new mechanics though.
Because it did nothing for PvP? This is that sub-forum yes.
Maybe to make it more suitable for Earth while also making it more powerful, it could be:
Diamond Skin: While attuned to Earth, for each stack of a damaging condition you apply, you gain one stack of Diamond Skin for 10 seconds. This reduces the damage and duration of conditions on you by 5% per stack, up to 10 stacks.
This would offer 50% condition damage reduction and duration as long as you can attack while attuned to Earth.
Mainly, my goal is to remove the health threshold that Anet is so stubborn to remove. It’s a freaking GM trait. It shouldn’t be mildly powerful above 75% hp and 100% useless below 75% hp. If they want to keep a health threshold, they need to make it useful somehow all the way to 0%.
I like this one. Except I would like it to retain the factor that it procs when a condi hits you, not the other way around as it is on necro, and reduce damage only, not duration. Although it could have a solid duration reduction component as in like 20% shorter.
Ele/Tempest already has improved Protection and a steady supply of Frost Auras, which makes it a bad idea to have more direct damage reducing components.
I just waited for some time (running back to the entrance) and it fixed itself.
Worked for me too. But seems like Aurene has some pathing issues on the 3rd task. For me she got stuck on the last generator.
ANet hasn’t touched any of the UW skills on any class for years now. Your likely going to be envying Mesmers for a while longer until they get around to completely rehauling all UW skills on all classes, pretty much.
I like the symbol to be a bit quicker, too. It’s always felt clunky to me.
Its the after cast that should be improved. and make it so you dont stop to cast it.
I think it would be enough to enable moving during the aftercast.
On WW/BB, they should remove the movement penalty and increase the projectile speed of WW. They could also make both of them 1/2s cast instead of the current 3/4s cast time. Alternatively, they could just make BB a 1/4s cast to make it better for interrupting key skills.
It depends a lot on your crit chance and hit rate which depends on the weapon. For rifle you will definitely want Force, but Axe is better with Air. Even in that case you will want a crit chance of +50%.
But I suspect you play with a berserker setup anyway, so just stick with Air on that Axe. On rifle it’s likely that you will only proc the Air Sigil once every Volley so you would be better off with a Force Sigil.
- No armor – Faster and lighter.
- Crusher armor – Blunt damage, ..
- Impaler armor – Piercing damage, ..
- Slasher armor – Cutting damage, ..
I hope these are just skill flavor instead of mechanics. It is way too late to start tackling the issues concerning damage types.
I would rather see Mesmer have a bard spec, seeing as bards use heavy illusion magics.
Not if they are into Death Metal or Hard Rock!
Good solid idea that takes advantage of RPG tradition, real world cultural inspiration, and recognizable tropes.
And ANets childish avante garde “better than thou” design attitude would make them never even consider it. If they made a shaman class, it would have to have nothing to do with how everyone knows (and already likes) shamans as they appear elsewhere, we’d end up with some hackjob pulling cthulu monsters out of space or something else completely nonsensical and contrary to the existing mythos.
Yeah, and that’s exactly how druid turned out as well. Oh no wait…
Seriously, if as a consumer you don’t like how ANet executes their intellectual property, you are free to take your money elsewhere. As a general sidenote, many people get bored of the sorcerers and priests that are present in other games, which ANet takes advantage of in a good way.
But that has nothing to do with Arsonist, Dual Torch or Shadow Form. I don’t think I’m interested.
Frankly I think dual torches, focuses, warhorns and shields are some of the worst ideas to come out of this community. They are not weapons, and so they are off-hand only wtih good reason.
Well s5 for Ranked is going to be solo/duoQ so you might as start practicing with a warrior. Guardian works well too.
Browse through the builds here to get started:
http://metabattle.com/wiki/MetaBattle_Wiki
But in the end you need to figure out what works for you and what doesn’t on your own. Specific match-ups, etc.
This thing is freaking huge. I haven’t had a patch this big since my virtual purchase of HoT. All the balance patches in the past brushed through in minutes, this thing took a while..
The Elite feels a bit UP. Scarecrows relate to Fear, so you could have that there too.
Why’d you make the auto 1200 range and all the other skills 900? That makes no sense. It would be fine if atleast one or two of the other weapon skills had 1200 as well.
Well, you certainly are getting better at ESpec crafting, as it’s not blatantly OP at first glance. However, I still have a few critiques.
1st: Not really a critique, just an observation. Earth Field. Isn’t that just a field? “The Shaman, catering to your agricultural needs in the new lands!” If I land a Water Field on my Earth field, can I grow my own crops?
Being serious, you could rename it. Like Magnetic Field?
2nd: This method of implementing mantras is horrible. Having 3s cast times on skills that need to be cast while in combat? DD’s will be having so much fun with this spec. Just invites to interrupt. The mesmer way is less fluid but atleast you can pre-cast them to be ready when needed.
All in all, this is a pretty idea. However, there’s no way to make it work for real. If you get into a 4v5 situation, it’s unfortunate but you are better off than the alternative. Matches in GW2 PvP are just too fast-paced to be resolved in this way.
Well first of all you need to say what gamemode you prefer.
He started a week ago. He might not even know the answer to that question yet.
@OP First of all, take your time. You’re not going to learn the ins and outs of your class in a week, especially when you play rev.
About combos, there are basically 2 categories of them.
Firstly, skills that chain and combine directly. This mostly comprises of how to utilize combo fields. For example as revenant, you have your mace skills #2 and #3. #2 drops a thing called a Combo Field: Fire. Using mace skill #3 inside the field will blast the field to give 3 Might. That’s because mace #3 is called a Combo Finisher: Blast.
There are 9 different types of Combo fields and 4 types of finishers, and each combination of these will yield a different result. You will just have to learn them, there’s really no way around that.
Secondly, there are combo skill chains that don’t combine directly in a way that produces a combined effect. It’s more about setting skills so that they each land perfectly. A good example of this is when you are wielding Sword/Sword and Staff as the second set. When on S/S, use #4 flip/2nd skill to immobilize your foe, then use #5 to separate them from their friends/line them up for your next skill, and then quickly swap to Staff and use #5 to safely land the entire Surge of the Mists.
If there are more, I forget, but that’s the jist of it. Now you just have to learn to use them.
For builds, try playing around with this:
http://en.gw2skills.net/editor/
It’s a bit outdated, some of the skills/traits don’t do exactly what they say on the editor, but it’s atleast easier to use than the game interface. And you get to try out different things.
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I have played quite a bit on every class except for engineer with majority being on guardian and mesmer and I can safely say that I agree that guardians are woefully lacking when it comes to spvp. Not a lot of mobility, not enough dps, and very little in terms of sustainability. Thieves and warriors in particular seem to melt me down with ease. I could almost deal with the low dps if there was more sustainability. A bigger health pool or more viable healing. For a heavy armor class I don’t understand the low hp pool. Like others I enjoy the guardian and don’t like that I’m kinda force to play another class to be competitive.
Yeah, what kind of build are you playing exactly? Guardians are mid-tier for sPvP right now, and are a direct counter for thieves. With warriors things should be around 50/50. The low healthpool is not to be understood, that’s just the way the cookie crumbles. Just the same as it is with eles and thieves.
depends which tier in pvp you are.
Yeah but that’s got nothing to do with the topic. There was no question of viability but instead if you were having fun. Seems like you are not having fun with power reaper.
However I am, and it’s all I’m playing at the moment. Though my build is nothing like OP’s.
10s is a bit too short, some players with slow pcs will find difficulties to change class during the match (long loading screen), there are also the pepole who get a random internet disconnection and want to relog quickly, imo 20s to 30s is good
I know, I’m one of those ppl that get random dc’s. Most of the time when that happens, I feel sorry for the other ppl in my team, especially if we were winning. But you know what? That happens, and I’d rather my team get a replacement ASAP.
All that said, 20s might not be too much. But you have to count the time that the extra player takes to get to the match, and to be useful in it. And that’s where the long loading screens and slow internet become even bigger devils.
I am running Staff (although may swap for hammer, not sure yet) and sword/axe (Love the CC/Teleporty of OH Axe and unrelenting assault
I’m not well versed when in regards to WvW but I’ll give it a shot since this quite like most sPvP builds.
Only swap to hammer for zergs. If you roam, stick to staff. The #3, #4 and #5 skills on it are quite invaluable. Staff #5 is possibly the most powerful weapon skill in the game when in the right hands. Learn how to aim it. It will always go to the direction your character is facing, not towards your target. But if you can’t pin down your target, don’t even use it. Weapons cd is much shorter than SotM cd.
Use Glint when moving around and for stacking buffs but when you enter a fight, quickly dispense your overturned facets, and swap to Shiro and S/A if you are on staff. Generally don’t use staff for AA but for when you need either blocks, CC or condi clears. Then you swap back to sword ASAP. Swap to Glint when you need to reset your energy, and for when you need more substantial healing.
Try to use the Glint healing when enemies can’t deny it to you such as when you have a ton of condis/when you are standing in DH traps. Use Shiro healing skill when around 50%-75% hp, or even at the very beginning of a fight, depending on if you are the attacker or not.
Use the Elite skills to pin down targets for your SotM. Personally I use Jade Winds more than Chaotic Release because it doesn’t throw back your target, it’s easier to use and it’s less likely to be interrupted based on experience. The downside is the energy cost, so make sure you have enough to pull off the combo.
Well, the sword is Dark Harvest, the asc quality Reaper ESpec weapon.
As for the armor, it looks mostly like Armor of the Lich, but I’m not sure so check here:
https://wiki.guildwars2.com/wiki/Norn_male_light_armor
(PS. That is the Arah dungeon armor)
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+100 Personal Score is like saying: “Please have a virtual cookie.” You get reminded of something u are not receiving which is an actual cookie. Please think of something more useful.
60s is more than enough for the opposing team to win the match. Honestly if they don’t, they suck and you should be able to win the match with 4. The only solution is to replace the disconnecting player ASAP with no waiting period at all or less/equal to than 10s.
I would like a reward track to upgrade Glorious Armor to an Ascended PvP precursor version, then to a legendary PvP version.
There should be exclusive PvP Legendary Armor. GW1 PvP armor was the best in the game.
As long as there are collections related to it that are equal in difficulty as the PvE collections are then sure. But simply doing a few reward tracks for legendary armor is not at all fair to people who want raid leg armor and have to put in months of work for the LI alone.
Just don’t get your hopes up, it took them over a year to get to a point where they can even show what 1 of the legendary armors looks like. I can imagine them doing something like giving WvW/PvP players a legendary armor, but it will be a long time coming. And it certainly won’t come from a reward track.
Would you want to see any changes to Courtyard before it came back? A new mechanic, perhaps?
Do to Team Deathmatch what you did for Stronghold – have a check for whether you want to queue for it or not.
That’s the best start you can do.
My suggestion would be to make it akin to the Priest Deathmatch of GW1: players respawn until a homebase NPC is killed. Win conditions:
- Kill enemy homebase NPC then wipe out enemy players
- Reach 500 points via kills only
- Time Out win condition: highest NPC health (major bonus to points) + number of kills.
And I would make this the base set up for all Team Deathmatch maps in the future. We have enough Conquest maps, we need more of other game format maps.
Maps, when more are made, can have variances such as:
- Boons like from Temple of the Silent Storm
- NPCs guarding the main one
- Central cap point that triggers an environmental trap on the other team
- Capture the Flag (grab a bundle in the middle of the room then run it back to your homebase NPC for bonus points)
- A nigh invulnerable NPC wandering the map that could easily slaughter solo players (only for the bigger maps) – would add an obstacle to avoid, rather than additional target like Forest of Niflhel’s npcs.
TDM
3 rounds
Time limit of 5m
Lowest average health team loses the round after time expiresProblem with your suggestion: Folks can just slap on vitality primary gear and have an innate advantage over those who don’t.
The way to fix this would be to just count % of health instead.
How is this different from Stronghold aside from the spawnable adds?
Another thing, killer NPC’s won’t happen. This is for the exact same reasons as the possibility of fall deaths was removed from Skyhammer. It makes knockbacks and other CC far too powerful. For example, I would always play hammerguard in a map such as that simple because of Banish. I would just shoot ppl to the path of that thing.
Yeah norn male based on the robustness of the character. The swordpose is a big giveaway too.
And I would prefer something different like this:
1050 power
1050 precision
560 healing
560 toughnessAnd now we are improving build DIVERSITY.
I would rather they just add this as a new amulet, and not touch Mender’s.
Hello
Is possible to get the Ascension wings right now?
Right now no. But in “Season 5”, yes. So when the next season starts.
Just including my voice to the choir. Bring back Courtyard! And make some new maps for Deathmatch too!
Then add a separate choice for it just like we have for Stronghold!
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Something that has 100% chance of Magumma Liliys, preferably at least 3 per track.
As the seller of those goodies, I hope not. They are the only HoT crafting mat left that is still worth selling even if getting them is rare.
I would like to see a Reward Track that doesn’t have a single bloody tome in it!
Ain’t there some rumor saying that a part of their team is busy working on the next x-pack? What’s sure is that the trading post team release as much content as ever, nothing seem to be able to hinder them.
Yeah, it’s not a rumor but a fact stated by ANet. More than half of the ppl in ANet are working on the next expansion as we speak here.
I would expect the next LWS update on the 29th of this month at its earliest.
One of the beautiful combos with Axe is that Ghastly Claws is counted as a single attack, so it actually procs Chilling Victory 8 times if your target is chilled. Which in turn procs Blighter’s Boon. So if you land the entire skill, it will in truth give you almost 30% LF in one go.
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P.S – The “best” PvP in an MMO is largely like the “best” anything else in an MMO, mainly down to personal preference, which is why most people playing an MMO are not playing this one…
It’s kinda wrong to say most ppl are not playing this MMO. GW2 by numbers is the 2nd most played western MMO in the world. And I think we all know the first one.
And I think Revenants have exactly 0 invulns…
The 2 mentioned bosses are ones you sometimes can’t get close to. Anomaly has those “instadeath” pools and the gladiator is running around the static fields. I remember those bosses well since my 1st time in Chaos Fractal was a disaster. xD
its very easy to stay in melee range of anomaly until the 2nd phase, during the 2nd phase you can continue to melee just should be always ready to teleport to a safe platform when platforms around you begin to collapse
gladiator is even easier to melee, in fact if you take aggro first and will always stay in melee range it wont even start running around
Nice to know. Maybe that’s why it was such a disaster. That’s what you get running with pugs.
2) Is mmr account or char bound? I’ve got a feeling its account bound but I also feel it should be modified for each of your chars so when you want to try a new class you don’t just get facerolled to death every game.
It should be to some degree char bound via modifiers but I have no idea how that works in practice.
I’ve been thinking more about this, and I’m suspecting that Mantra’s will be the utility add for the next elite spec.
What pairs well with sword (assuming sword is melee-ish, and sword is the next elite wep per the leaks)?
Looking at utility skill types that we don’t currently have:
Meditations: This is cool, but not sure it pairs necessarily with a sword
Traps: I like traps, but I think wells would be more spell caster-ish
Wells: Interesting but not really different than AoEs we already have
Banner: No thanks
Stance: Also interesting when considering a melee-oriented elementalist
Mantras: Very caster-ish, supports fast skill play (when charged)
Elixir: Doesn’t fit with spell-caster theme imho
Gadget: Ditto
Turret: Ditto again
Spirit Weapon: I love this, but too similar to elementals and remind me of conjures
Spirit: Maybe, but again similar to elementals
Venom: Doesn’t fit with spell-caster theme, but maybe they are elemental effects?
Physical: Same
Corruption: Interesting but does it synergize with elemental attunements?
Spectral: Interesting but similar with corruption, needs to synergize with attunementsMy favs from the list are Mantras and Stances.
You forgot Consecrations and Manipulations btw.
The thing about wards is wells are basically GW2 wards. Aside from necromancer wards which work quite differently.
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dagger+dagger carrion fire/earth/arcane, signet of fire, glyph of elemental power, balthazar or flame legion runes
Yeah, baltha runes is what I would have used with the build I posted, I just left it open on purpose because it was just supposed to point out the general idea, and not to restrict creativity.
Maybe something in between would be the best. Don’t forget that we actually have to go in allies’ face and blow cooldowns for this, and the fact that we are taking the signet means we aren’t taking RF, so it has to be worth it.
You may be right but it should still be closer to WoP than PoH, since we have other sources of healing as well like the aforementioned PoH/WoP as well as Selfless Daring, Monk’s Focus, etc.. These have to be taken into account when calculating that healing.
I think you need the damage trait as without the damage.. good players of other classes will outlast you as you don’t have enough damage so all of their defense skills will be ready again as you don’t have the damage to kill them and they will kill you sooner or later.
I can hit 25 Might before a Heavy Golem dies so damage really isn’t a problem. Boon steals/corrupts are a danger because it sets back damage and gives opponents time to finish me. But that’s a manageable issue.
Yes, heal allies on block for passive seems a lot better than what I put. But what would you say about the base value of heal, its scaling and range? Personally, I think base heal should be like third or half of Pure of Heart, same healing coefficient (0.5) with it and 240 ish range so we have to block stuff next to our allies, ideally block attacks meant for them.
No, I think it should actually be closer to Writ of Persistence healing and coefficient. I admit it would be cool to take an Unload/Rapid Fire and fully heal allies but others might deem it OP.
Also remember that pvp team decided to remove some of those to cut back overpowered builds which relied on them as they don’t have control over skills.
True. But things have changed since. Mercenary amulet for example would be exactly what Necromancers need right now. Ofc it would still be a bit OP in the hands of warriors/mesmers but that could be changed. The massive confusion from mesmers is something ANet should be looking into alrdy, and to be fair warrior condi application isn’t OP, but their ridiculous sustain is.
And I honestly believe that nerfing ele healing skills AND removing Cleric Amulet was a communication error on ANet’s part.
The 2 mentioned bosses are ones you sometimes can’t get close to. Anomaly has those “instadeath” pools and the gladiator is running around the static fields. I remember those bosses well since my 1st time in Chaos Fractal was a disaster. xD
Yet I dueled a Legendary rank warrior yesterday with a power necro, and won the duel rather easily.
He came off respawn and went far/our home on Foefire. I came from mid to greet him. I was on the point most of the fight, aside from when I needed my heal.
I really don’t understand why ppl feel Foot in the Grave is a bad trait. I think it’s the best trait in SR. A stunbreak on 7 s cooldown that also gives stab? I think that’s pretty cool.
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