Sonya for females. (necro,rev,ranger,mes,engi)
All classes lvl 80.
If you find a HP train in Maguuma, that is definitely faster. It is my experience you get 5-10 proofs of heroics in WvW every 20 minutes, whereas in Maguuma you can get all of them in a few hours with the train.
Staff as a weapon doesn’t really support any specific thing(power or condi), it’s more a utility weapon. And a necessary one in WvW simply because of the range. Necros almost always run staff, regardless of if they like it or not, regardless of if they run power or condi. Personally I don’t run necro in WvW, so I don’t have an issue there.
Don’t go full soldier. Soldier (or even Sentinel) for armor maybe, then Marauder for weapons and trinkets? Don’t know exactly but I think that could work.
NCSY feels more valuable to me for this build than Suffer or YAAW. Suffer would be redundant since I already have enough condi clears and chills. YAAW actually interests me a bit but I kinda have enough might already, so the only additional advantage would be the weakness.
That +5s window from NCSY where all of my attacks are unblockable is just too good to pass up though. It totally destroys mesmers, guardians and revenants when you manage to keep the pressure up. Mesmer clones usually work for you since there are more targets for your shouts.
I may actually try Blighter’s Boon, I think it could work here.
But as for the staff, I think it could actually harm the effectiveness of the build. A big part of why the build works really well is Unyielding Blast. Swapping that with Soul Marks may be a bad idea. And if you don’t have SM, you may as well use something else than staff.
Yeah, Blast Gyro works best in melee range. It’s hard to spot with all the other carp flying around.
I know the general consensus is that power builds suck, but just try it out. I’m having a 70 – 80% win rate with this build, and it can totally carry teams. Been trying it out for about 25 games now. The sustain is great as is the damage.
Primary damage set is A/F, D/Wh is just for swiftness and utility. I use NCSY to set up the elite. GS works in place of D/Wh but you lose the mobility from Wh #5. The build auto-generates Might and Vuln, usually sitting on 15-20 might and 25 vuln after RS rotation.
Burst builds can counter it, been having some trouble with good thieves as well as some warriors. And haven’t gone against any really good mesmers yet. I have yet to lose a duel against condi reapers or druids :P
Just make the heroes immune to superspeed, problem solved. Except Nika, she’s supposed to be fast.
So necro really has fallen off the bandwagon? Have warriors really improved that much?
I was told Frostball was the best pro mes.
Yet all I see is a scrub XD
That’s debatable. Maybe in EU. Personally I think Supcutie is the best mesmer. I might have misspelled that
Glad to see ANet enforcing bad behavior. I was wondering if all my reports about gold sellers were falling on deaf ears.
I would never pick a rev over an ele but ok.. You have a right to your opinion.
I’d like to hear the community’s thoughts on what the optimal team will be when the Pro leagues start again next week.
I think Elementalist, Revenant and Mesmer will still be in the teams but what about the rest? Have Scrappers or Necromancers fallen below the threshold? If not, how will the builds have changed?
So basically a jumping puzzle pvp map? I like the idea but never gonna happen!
Shiro melts in teamfights but it shines against Scrappers and Daredevils in particular. I only use Shiro in 1v1, 2v1 or 2v2. In bigger teamfights or when outnumbered, you need the defense and utility from Glint.
You could host a serious Beta Map tournament. I’m sure having some actually competitive play in those maps would really help ANet figure out the kinks in those maps. Just saying.
Edit: I don’t mean now but maybe in the future.
Btw, I think the core traitline for ranger is Beastmastery, not Marksmanship. You don’t necessarily have a bow but you always have a pet, right?
Wish list
I would love to mix and match my Outfit Armor skins.. that would be just awesome. Be cool if we reach a certain requirement in PvP; where we’re alowed to match a single outfit with another one, assuming we already own the outfit in the store. So there’s a long term goal to unlock outfit swaps in pvp, as well as a bigger incentive to buy outfits in the store.
I’m sorry but I can’t support this. Outfits are stupid. Give us armor and make the existing outfits into armor. It’s silly to have both.
I would like to see a 10v10 gamemode in GW2. In large part, I think it is what this game is missing. We have small scale 5v5 and we have massive scale WvW. In 5v5, individual skill is massively important whereas in WvW individual skill is almost insignificant.
A 10v10 gamemode could fix that, it would be the middle ground. Where individual skill would still be significant but not enough to decide matches if 1 or 2 players happen to be new to pvp. It could work as the stepping stone to pvp, where skill threshold is much smaller. It could also work as a real Guild vs Guild mode.
I remember back in GW1, my favorite gamemodes were Alliance Battles and GvG. AB was a 12v12 (3 parties of 4 to a side) kind of mode where you fought over 5 points that were each protected by 2 NPCs when they were capped.
GvG was an 8v8 gamemode where people fought in the large Guild Hall map. In GW1, the GH map had a prebuilt enemy base for hosting GvG. The goal was to kill the enemy lord after punching through some serious defenses.
These are basically conquest and stronghold respectfully but what matters is the scale. AB for example had a very small skill cap, new guys could easily drop in to the less competitive matches and just tail a more experienced player. It was good training for the more serious arena type 4v4 pvp. (Which I personally never got into)
The same principle works in other games too(WoW Battlegrounds…), why not GW2?
Glorious Armor, Glorious Hero’s Armor just to name a few.
“Your conditions deal increased damage to Chilled foes”
I know this is the third time I’ve posted this, but it does feel like it could be a good alternative.
^ this.
Though I’d prefer : “You do more damage and condition damage on chilled foes”. 5% – 7% would be fine.
I would also be fine with a percentage increase to condition damage to chilled foes. These are both (this and torment) better options to fit the theme of Deathly chill I think.
+1’d This is the only sensible suggestion I see in this thread. As for the others… Confusion? Burning? Torment?! Powercreep much?
Bleeds may be boring but they are easily stacked high. It also makes multiple reapers more viable. It has the potential for higher dmg than ever. You just need to commit to playing differently.
I’ve been actually using a power necro build after the patch. It has nothing to do with the patch but it’s a nice change of pace. On the bonus side, I’ve yet to lose to a condi reaper. That might well be more about general player quality in unranked but anyway.
This thread belongs to the necro sub-forum btw….
I think most people perceive this “issue” with elite specs wrongly. I don’t deny that what skills ESpecs brought are a bit stronger than what base classes had, but most of it is just that ESpecs bring more choice. You get to mix base skills with the normal skills, and that’s mostly what brings out their power.
It is impossible to balance out ESpecs with the core professions without completely shutting out the base class or bringing out a new set of ESpecs. Or elevating the main core traitline to ESpec status and quality. And not locking these changes behind HoT.
What needs to happen is they bring out more ESpecs ASAP. Another 2 years for the next expansion is way too long a time to wait for these.
Edit: Okay, got a bit mixed on topic but what I said stands.
(edited by Yannir.4132)
I already like this friend of yours.
I actually don’t feel like Skyhammer favors ranged classes, there are so many places where you can play around with the LoS. It has however become boring.
I find the main issue I have with Skyhammer is that the map is very small, the distance between A and C is only around 3000 units, of almost completely open ground no less. The small nature of the map forces 1v1s and teamfights in unfavorable places. I think a basement level would add a lot of depth to the map. Especially if you could move around the map by using the basement level. That links to my 2nd point about the layout.
With a basement, you could reapply the breakable floors. It could do some dmg to fall down but not enough to instakill(or even close to it). It would be an element of the map but not enough to decide matches. It would restore the uniqueness of the map, give additional play options and give more ground for team play instead of forcing it. There could even be a small sub-mechanic to power up the cannon faster.
I also noticed someone talking to Karl (the dev in charge of thief) directly on yesterday’s stream, and still it went ignored.
You are not alone, he seems to be doing the same with guardians too.
The way I proposed though avoids a lot of work redoing lots of unique weapon skills for a weapon set change. As long as big damage (power and/or burning) and nice AoE reveal access get in there somehow.
This is basically a non-issue. No rework has to be done to weapons for an elite spec. Unless the spec is specifically about that. That’s why we get new weapons. The new weapon is designed for the spec, the others are left as they are.
Necros down #3 is very useful sometimes, just the other day a thief downed me while at around 50% health herself. I was trying to disengage a far-point fight at Forest, and at very low health initially.
So anyway, she downed me but took some distance at the last second, probably anticipating a final shroud from the trait but as it happens I didn’t have that trait on. So I could hold off my fear a while longer, then used it to interrupt finisher, I hit that poison field squarely and they went downstate from that(from 50% hp). And as you know, necros downed AA trumps any other downstate AA.
I actually find thief and ele have the worst #3 skills. Thieves #3 usually just delays the inevitable and for ele the skill is just plain useless. For mes, rev and necro it atleast does some pretty good dmg, I’ve seen the rev skill even doing like 5k dmg.
Warrior #3 has actually pretty good play if u can hit it while an enemy is alrdy down, or nowhere near going down. In the 1st case, you can maybe score a kill at the very least and in the 2nd case, maybe help your team gain an advantage.
Engis have another CC there, guards can heal as can rangers, so those are rather good.
pro league season 2 has no class stacking rules and guardian has never been used ONCE (outside of 1 time from a team that was scrambling to fill a roster and ended up playing non meta classes for fun not on TS) while 4 classes were locked in meta and the 5th/6th slot being fluid between druid and scrapper.
Twice. But I’m glad they did it, those were the 2 best match-ups I’ve seen all season. I’m rooting for them now.
The name would fit a guardian much better than a thief, I think you still need to rethink the name. Explaining the name doesn’t help, it needs to fit.
- Pet toss: Throw your pet at your foe, causing confusion and bleeding.
That would be an awesome ability.. A flaming lion projectile incoming!
I actually don’t have much to say on the ele fights but against the DH you atleast made the same mistake several times. Don’t attack when he has Shield of Courage up. You need to kite with staff when he puts that up. Preferably staff 5 so it breaks the shield. When fighting DH, you should save that unblockable fear for that very occasion.
Thanks for your help! But I have another question:
You said that I can shoot fireballs right under me while running (Fire 5). But I thought it is not possible to run while casting this spell since there is a casting time that runs at the bottom. Doesn’t it cancel the skill when I’m running?
Nope. Moving only cancels casting in some cases like Meteor Shower, which is fire 5 btw. Fireball is the fire staff AA. You need to learn what these skills are and adjust accordingly. All Auto Attacks for example can be cast while moving. Dodging on the other hand cancels any skill you are casting at the time.
(edited by Yannir.4132)
I haven’t used the arcane line in such a long time I mostly forget it’s even there. It needs a design overhaul, there’s no reason to take it in PvE(full damage fire+air+tempe) or PvP(full defense earth+water+tempe).
In WvW maybe you could use condis in zergs, but in anything smaller scale condi effectiveness just falls down very rapidly for the reasons reikken said before. D/D Earth used to be very good for bleeding targets but it isn’t anymore.
There should be a limited number of players in Legendary. Like if you are not in the top 500, you drop back to Diamond. Increase rewards for Legendary game wins, and then a final reward for staying in Lege until the end of the season.
It’s not your fault, the MMR is random is biased against low MMR players. I know the feeling,
First step, stop blaming the matchmaking. It’s almost certainly the player’s fault. This week we got a pug complaining that he lost like 15 in a row and matchmaking sucks, then he proceeded to throw the game by losing to classes he’s supposed to counter, wiping under 2-3 seconds in every fight. He singlehandedly ended our winstreak of 25-30.
If you have a lose streak bigger than 3-4 matches, you’re the problem, and denying it won’t help you climb.
Even if it is their own low level of skill, you should’ve been able to carry the guy if your team was so good. Besides his MMR should’ve made it impossible for him to even join your match, he should’ve been in a lower level fight. So while he may have caused your defeat, he never should’ve been there in the first place. That’s how MMR fails.
MESMER
22) Continuum Shift is game breaking and should be removed.
23) Power build deals too much damage. Combine it with stealth, clones and other strong abilities – most of other classes can’t do anything against power mesmer. (same could go for condition mesmer, but condition mesmer have lower damage)
What?! Power Mesmers suck, it’s the condi mesmers that are the problem. Wth are you thinking here?
And how is Continuum Split game breaking other than double Moa?
Then there’s the nostalgic minority that keeps bringing out how the “good old times” were better. You have a right to your opinion but don’t mistake it to be the majority opinion. I like the Elite Specs, and how they bring out new things from a class. And the balance will shift again, it just takes a while.
I haven’t been angry or let down with any of the changes in game. Except maybe when they announced that no more legendaries are coming. Have ANet made mistakes? Yes. But I still like this game, all aspects of it.
Start firing at max range and open up with Lava Font+Flame Burst, cast Meteor Shower so that the back-edge of it is where your character is. When done with MS, drop another Lava Font at your feet and start going around the circle to avoid hits while still keeping your enemy in the middle of the Font. Enemy is usually dead when this is done. I run full Rampager’s for open world.
If the opponent is Veteran or bigger, open in Air Attunement with Glyph of Storms, swap to fire and everything I wrote above. If the first salvo doesn’t finish the enemy for some reason, use Burning Retreat to get some distance and fire your Lava Font+Flame Burst again.
-Reconfigure: 1/4s Cast 20s CD: Heal yourself for 5k. If this skill fully heals you, deal damage around yourself. If it does not, heal yourself and allies around you for 2k.
This sounds reasonable, but Cd could be 25s.
-Reposition: Instant Cast 30s CD: Stunbreak. Teleport to target position within 360 range. This skill can be cast up to twice more over the next ten seconds.
Maybe just once more? 2 seems excessive.
-Redirect: Instant Cast 50s CD: Block incoming attacks for 3 seconds, then deal damage around yourself equal to the damage you blocked. Damage is limited in PvE.
Damage needs to be limited in PvP even more than PvE. A well timed block could annihilate the entire enemy team. Maybe have a cap on how many attacks it blocks? And what is the radius of this skill?
-Rearrange: Instant Cast 25s CD: Stunbreak. Pull nearby enemies towards you. Chains to a skill that pushes enemies away. Radius, pull distance, and knockback distance are all 360 units. No damage. Both casts break stuns.
CD needs to be higher, this is a double CC and a double stunbreak afterall. Maybe 40 secs? And how does it chain? Does the player cast it or is it a delayed effect like “Aftershock”?
-Reclassify: Instant Cast 10s CD: Turn your conditions into boons, and your boons into conditions.
Well, that sounds like a high risk, high reward kind of skill. I kinda like it. ^^ But as the player you can pretty much choose if you use boons or not, so I don’t see this working really. It kinda discourages teamplay as well. See what I’m thinking? You wouldn’t want to play with a Herald when using this.
-Elite: Remove: 1s Cast 60s CD: Remove all players in target location from this world, disabling all their skills but leaving them invulnerable for three seconds. At the end of this effect each player returns to existence with a damaging AoE. 900 Range, 360 Radius on cast and return damage. Return damage would hit about as hard as ring of earth, so it would be mediocre on a single player, but the overlapping AoEs could do massive damage in total.
Can they still move during this time? Will they contribute to capping a point? Can a well timed dodge evade the damage on the ring?
This spec doesn’t feel too op to me. Maybe slightly when you look at the traits but the skills are pretty good atleast.
Here is a question for you cause its interesing one. Earthshaker, Phase smash and Anguish are quite similiar in it own way. They all leap to x area, if you end up hitting in “air” earthshaker and phase will do nothing, but not anguish. Despite landing in air you still create a field on the ground that damages just fine. It also doesnt suffer from issues like searing. If the field is down, it will always hit. Why?
Now the funny trick i found with searing issue is that if it doesnt hit on terrain (even flat sometimes) doing a jump before it goes off usually fixes that issue, it also goes to rift (axe 5).
Dude, I’m just theorizing, I don’t claim to be an expert. But I think you may have answered your own question. While Earthshaker, for example, looks similar to Unyielding Anguish, how they function may be actually different. For one, Earthshaker doesn’t leave behind a field. Field is a stationary ground function, whereas Earthshaker is essentially is a jump with a melee attack attached to it.
Keeping in mind that GW2 operates in a modified GW1 engine, it may be that the game doesn’t have true 3D functionality. Instead, it operates the Z-axis by tilting and rotating the X- and Y-axis(es?). So while Anguish lands basically in air, the field is created to the closest point below it in the X- and Y-axis. This in turn doesn’t happen with Earthshaker.
Hmm makes sense now, in fact I was wondering the same, that is why I asked if I could be refunded. Since auras can’t get more than 4 secs duration, we shouldn’t have this rune in game anymore. I bought this rune to try it out and figured it’s not working.
Do you think they will refund for this and remove this rune?
Probably neither, I think they will just change how it functions at some point but things happen very slowly in this game. So you may have to wait for it. I’ve never heard of anyone getting refunded for a thing like this.
I think this problem is not in the skills themselves but in the ground texture, that’s why it is so hard to fix. Just yesterday an engineer in PvP accidentally made a vertical Thunderclap that didn’t hit anyone, making it not a class issue but an issue with all ground targeted skills. But since rev skills are not placeable, the problem shows more frequently.
Thanks for your reply. I did try it with weapon auras as well, the 6th one doesnt seem to be changing anything at all? is it normal?
The thing is that the maximum duration I mentioned was probably implemented in the last quarterly balance patch in January/February(don’t remember the date). So while this was done, the rune never received any changes. It used to be a good rune but it’s redundant now.
And, caps doesn’t always mean rude but it’s for getting attention as well, so don’t always assume negative.
Yes but just bumping the thread without using caps would have prompted a reply from myself for example. Never saw your initial post.
CAN I GET A REPLY ON THIS?
Pls don’t use caps… It’s rude and childish.
As for your question AFAIK auras have a maximum duration of 4 secs, so even when you use the runes, it never exceeds that 4s. The only thing this currently has an effect on is auras you gain from combos, not any of the elementalist aura skills. I may be wrong, but I think that’s it.
Earth
Traits:
Stone Flesh: Now Grants Protection (30%) Permanently While in Earth Form.
Earthen Blast: Damage Increased to 1100, and Blinds the Targets.
Geomancer’s Defense: Reduced Damage From Foes With in 120 Radius by 20%.
While Attuned to Earth
Tier 1:
Armor of Earth: Now Grants Stability and Reflection.
Serrated Stones: Damage Increased: 20%, Bleeding +20% Duration.
Elemental Shielding: Provides: + 350 Toughness To Yourself and Allies in 600 Yards [Instead of 40% Protection]
Tier 2:
Strength of Stone: 30% Of Toughness Converted to Condition Damage
Tier 3:
Diamond Skin: Removes 2 Conditions Every Second When Below 45% HP.
Stone Heart: When Attuned to earth, You and allies in 600 radius cannot be critically Struck.
Written In Stone: Now Also Grants + 200 Vitality.
There is so much powercreep going on in this post that I’ll just use earth as an example. I don’t think you even understand some of the these terms you are using. “Geomancer’s Defense: Reduced Damage From Foes With in 120 Radius by 20%.
While Attuned to Earth” for example, greatsword melee range is 130 so this would basically do nothing when at max melee range. Adjust the range to 240, and have it apply only when under 25% health.
-Stone Flesh: Just no, no protection on this trait. When eles can alrdy have perma protection up, what do u even need this for? We don’t need any more of it.
-Earthen Blast: The Blind is ok, as long as it has an ICD. Leave the damage as it is on eles currently, it’s not meant to be a meaningful damage component.
-Armor of Earth: It is alrdy a massively powerful skill, it doesn’t need reflection on it. The only reason it’s not used is because auramancers want the perma protection from Elemental Shielding. When you are not an auramancer, you go for this trait instead of ES.
-Serrated Stones: The damage increase is way too high. It can be a flat 5% increase in damage, 10% to bleeding foes or 15% while in Earth Attunement. The bleeding time increase works but not here. It needs to move elsewhere.
-Elemental Shielding: No. Guardians already do this, and only with +150. Besides, remaking this trait would destroy auramancer builds. While I don’t particularly like auramancing, we shouldn’t destroy the playstyle on purpose.
-Strength of Stone: 30% is way too high again. When you stack toughness as your main stat, let’s say +900 from amulet and +175 from runes, this would alrdy result in +600 condi damage. It gives you a whole another stat. 10% is the absolute maximum here. Or you can increase bleeding dmg by 30%. (guardians can increase burn damage, necros have dmg on chill, this could work as well)
-Diamond Skin: Condi removal doesn’t fit the flavor of earth spec. If you insist on changing this, it could prevent condi application when under 33%/50% health, but doesn’t remove any of them, and existing condis would keep ticking. Personally I think Diamond Skin is good as it is.
-Stone Heart: Umm, no. This would totally shut down any builds that rely on crits. It’s fine as it is.
-Written in Stone: Don’t give it a flat +200 Vit. Instead, it could give +100 Vit per signet you have on cooldown. (same number as warriors who have signet precision)
There’s a fundamental flaw in your thinking. You think you are giving classes progression, which you do, but GW2 is about horizontal progression, not about vertical progression. That’s why everybody hates powercreep in this game.
When you look at other games they have powercreep but it fundamentally belongs to WoW for example. When you get a level cap increase, it automatically ups your numbers in everything. In GW2, 80 is the max lvl, it is forever going to be the max level. And the max power level for a lvl 80 character is alrdy set, you cannot start upping those numbers via specs or skill changes. 1200 dmg is about the max dmg for any given once hitting skill.
PS. 30% chance on crit to stun when in Air Attunement?! So what happens when you Overload Air(or just plain scepter AA), which hits you like twice per second? This needs like a 90 sec ICD or not happen at all.
(edited by Yannir.4132)
Needs a 120sec + cd.
You want to give it a longer cd then most elites….yeah that makes sense..0.o
Makes perfect sense: http://wiki.guildwars2.com/wiki/Signet_of_Mercy
- No, its dsnt make sense..
You are comparing a signet with passive effects that fully revive a team mate when you activate it Vs a shout that ports a down allies, no instant rez.
( and theres counterplays for SnR)This is mostly a L2p issue, watch where the druid is going, keep your cd’s up for CC and cleave.
It’s not an instant rez, it has an almost 4 s casting time.
What about truly defensive hero spawns? This would seriously add dynamic to Stronghold. Such as:
- Mhenlo – spawns and goes to your lord room and defends it.
- Zho – spawns with her black moa, goes to your lord room and sets up a ton of traps.
- Ton – spawns and goes to supply point, then rigs area with a ton of bombs.
~ Just thoughts, just thoughts.
Let’s just remove players from Stronghold and make it a 1v1 minigame, where you summon heroes and minions for various purposes.
But seriously, my vote goes to Gwen. Or Cynn. Or the Master of Whispers.
I honestly don’t think mesmers are going to see any big changes with this balance patch. Mesmers got hit by the nerfhammer hard last time around, I don’t see them targeting one class like that.
You might want to look at the current state of the thief.
As I said, thief is fine. It’s the powercreep of other professions that’s causing thieves to be low tier.
Can we get like a moa trainer NPC into HotM? The guy turns you into a moa, and then you can go whack some golems moa-style. ^^
One of the big problems with moa is that people don’t know what to do with it. One of the PRO league guys even scored a Chieftain kill while moa’d.
….. adding concentration will add about 37% to all regenerations that each aura will trigger. That will overcompensate the 150 HP lost …. And then its added to all those boons especially protection. Its a huge buff. The sweet spot (for me) in armor is at about 2600 so i on´t care much loosing some from clerics. I even play without toughness amulets depending on team composition.
I actually suspect Invigorating Torrents and Elemental Shielding will be hit by the nerfhammer with the next balance patch, but that’s a separate conversation. Maybe the conversation should be held back altogether until that happens…
I honestly don’t think mesmers are going to see any big changes with this balance patch. Mesmers got hit by the nerfhammer hard last time around, I don’t see them targeting one class like that. The continuum split part may well become reality, but that’s just removing an unfair advantage. It’s not even a nerf.
Personally I think Scrappers and Reapers are going to be hit hard this time around. Heralds are going to take a hit too. Warriors and Dragonhunters are going to get some sustain but lose some of their burst potential. Tempest and Druid will gain dmg while losing some sustain and healing. Thieves are going to be left largely as they are because nerfing the other professions will bring them to a more level playing field.
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