Hopefully we can see changes in the next balance patch.
Anyone here on the forum who wants to share views on this?
Thanks Rauderi and Vaelen.
Yeah it would need to be balanced in pve too.
Regarding warrior representation in tournaments.
Although thiefs are not in a great position atm either, they are still seen in tournaments. I believe there were even 3 in NA ESL (compared to 2 Scrappers even, although there were 6 scrappers in EU ESL).
Thiefs will still have something they are great at and taken for. Among them is their mobility, especially with shortbow.
Warriors are nonexistant in the top teams from tournaments.
Warriors need stuff where you want to bring a warrior for to the team (besides being improved in general).
Stuff which they currently lack.
A team without a warrior has a better mix of tools from classes.
If this was not true, than topteams would bring warriors, which they dont.
As developers, you cant just let all classes have representation, except one, warriors.
That cant be left like it is for long. That needs to be changed.
Also another suggestion.
They should also make the trait Last blaze in the Berserker spec,
make rage skills/some rage skills break stuns.
To go full condi berserker you kind have to pick rage utility skills to maximize your burns.
Wich means you have to sacrafice stunbreakers utility slots and you cant pick Berserker mode breaking stuns and Eternal champion stability trait either (at least not without losing burn traits).
How about a third weapon slot? After all, Warrior is a weaponmaster…
Cool idea. That would be awesome.
Either for base war or for a new Elite spec.
F3 could maybe be the button to swap to your third weapon.
Thiefs still seem to be used in tournaments (at least for their shortbow mobility) so they are far from extinct. They have seen better days though.
I would say warriors are more in the extinct league atm.
Edit:
Can you link your build?
(edited by Yashuoa.9527)
I agree that it costs to many gold to unlock it all.
Unlocking some through pvp would be more preferred.
I disagree that the tomes should be removed completely,
allthough seeing less of them in exchange for sigels, runes and transmute charges,
would be better.
Which tournament was this?
Disconnects.
Can you make it so that besides for the games that you can currently que for,
that you can also have ‘’join midgame’’ messages pop up for games where someone has disconnected and isnt returning.
That someone can fill that spot and join (at least in unranked).
Joining those games could provide a bonus for joining them.
Obviously you would see the score of the game before you decide to join midgame.
Just lost a game with 450-500 with one player on our team being disconnected and not returning. That kinda sucks, because we were doing fine at the first quarter of the game when we were still 5v5.
It sucks in general when its not 5v5 anymore in a game due to afk/disconnects and such (allow report for afk and staying to long in the base after that report=kick). Makes it near impossible to win without equal amount of members, unless your enemies are really bad.
This suggestion would help in keeping it 5v5 as much as possible.
(edited by Yashuoa.9527)
In addition to already some good suggestions in this thread by other posters, I would like to suggest a few things as well.
Please share your views on them and feel free to suggest alterations, like for example improving them if they are to weak or decreasing them in strength if they are to strong.
SURVIVAL:
Stronger the longer the battle
Warriors should be fighters that can endure long in battle and become stronger the longer the battle goes on, according to the description.
Currently their sustain seems to have improved a lot less compared to other classes in HoT.
How about a buff that, as long as you are in battle, the tougher you become (taking less power and condition dmg and this could even be a different number for power and for condition dmg).
Every second in combat can give you a stacking dmg reduction up to a certain limit.
This amount of dmg reduction could be different vs pve enemies and vs pvp players, to balance it in both sections of the game. Maybe besides the stacking dmg, reduction, also a stacking dmg increase.
Lower cooldowns on:
Lower cooldowns on Endure pain and Berserker stance for more frequent access.
Cut the duration a bit as well to compensate.
Like 1 second from Endure pain and 3 sec from Berserker stance in exchange for ~20 sec from the cooldowns.
GROUP SUPPORT:
Battle standard:
Reduce the cooldown to 180 seconds for 5 targets revived and reduce the casttime some, because 2 seconds is very long.
Make it have a lower cooldown if you revive less targets.
For 1 target the cooldown will be 60 seconds.
For 2 targets 90 seconds.
For 3 targets 120 seconds.
For 4 targets 150 seconds
and for 5 targets 180 seconds.
Tooltip/how spell works
Make Defiant stance work the same as https://wiki.guildwars2.com/wiki/Infuse_Light
The tooltips are the same after all.
ENEMY DEFENCES:
Unblockable:
As mentioned by others, we should have more access to unblockable attacks than we currently do.
Warriors are weaponmasters after all and more or less everyone having blocks nowadays hurts especially warriors a lot.
We should have ‘’your next x attacks will be unblockable/your attacks will be unblockable for x duration’’ on multiple of our weapons.
For example on:
Greatsword #5, Rush.
Hammer #3, Hammer shock.
Rifle #4, Brutal shot.
Axe #3, Throw axe.
Mace #4, Crushing blow.
The spells with shorter cooldowns will activate less atttacks/duration that are unblockable, compared to the longer cooldown attacks obviously.
Its also a form of group support, because we could break blocks, by using a cc when going unblockable.
Burst finishers and Primal burst finishers:
They should just go right through dmg reducing boons.
They should just burst right through it.
Dmg reducing boons like protection are flying all over the place nowadays, so in light of that, this should be fair.
The burst and primal burst finishers need to count.
ADRENALINE:
The more adrenaline you use, the lower the cooldowns of some of our spells could become (a selection about which spells should be made).
(edited by Yashuoa.9527)
Comon ppl, dont give up on changes.
I hope and expect that we get an option to reduce visual noice on our character, our opponents or both. So that you can choose to use it or keep the other visuals.
However regardless of that option, can you come up with different visual noice auras? Fire shield, Chaos armor, Magnetic aura and the likes?
The previous auras looked cool.
These new visual noice auras look really bad. Especially that thin eggshape line that these new auras have.
What I find odd is that the heaviest visual noice spell has not been changed.
I am talking about Facet of Chaos->Chaotic release.
That dragon occupies my whole screen and is the only ability that my pc has slightly trouble with and I guess that I am not the only one.
That is a spell that I would actually like to see being reduced visual noice wise, as long as it remains cool looking on the lvl of Facet of elements>Elemental blast, which doesnt seem to be trouble visual noice wise, while still looking cool.
I really like your suggestions.
Especially Sundering leap jumping to higher ground and Endurance bar removal attacks.
Even though you explain your part about survivability, I still wouldnt mind a bit better survival.
Looks to me that more or less all other classes have gone up quite a bit more in survival with HoT compared to warriors. Having a little bit more access to better survival wouldnt hurt and would be fair imo.
Self applied fury giving blind immunity could maybe be a bit to strong?
A blind immunity ability would be nice though
and that name, Blinding rage, is cool.
Maybe make the trait give immunity to blindness for x sec when applying fury, rather than blind immunity being up as long as you have your self applied fury?
I’m not keen on this idea for one primary reason, the gyro-toolbelts generally range from ok to actually good. If they ditched the gyros (which were a dreadful idea that nobody who understood the game engine’s limitiations would seriously have tried to put into the game, if they’d actually spent any time thinking about it) and replaced them with something actually useful, the toolbelts could be left intact and we’d have a utility line that wasn’t completely awful. Which would be nice. But no, the AI is one of the main problems. Having them in a kit form, wouldn’t make the gyro’s any less unreliable.
Funny how engi is now the only class that has two kind of the same utility after HoT. Every other class got something they didn’t have before but engi gets another Ai set. Can you imagine how annoyed the other classes would be if they got another set of utils they already had and were already underperforming? If reaper got a second set of corruptions? If druid got a second set of shouts or spirits? If Dragon Hunter got a second set of spirit weapons?
It’s ok for Scrapper though.
If I understand you right, to sum it up, you are saying, you are against the idea because you want the gyros gone completely and replaced with something?
The reasons therefore are they are just a second Ai set and they are not reliable enough.
?
(edited by Yashuoa.9527)
Create a Gyro kit and put 5 Gyros out of the 6 on there (either all utility gyros and the elite or all utility gyros and the heal).
To not make this kit to strong, give them shared cooldowns/partly shared cooldowns if you have spells in your other non-weapon slots.
The less spells are selected in the non-weapon slots, the less cooldown is shared.
Make the toolbelt skill the Gyro that you have pressed (if all other slots are occupied with other spells).
You will get Gyro toolbelt skills on the empty toolbelt slots if you choose to go for empty non-weapon slots.
This way, people who want to go full gyro, can still do it the old way
and people who dont, get to enjoy scrapper utility slots that arent all gyro.
It still needs to be worked out a tad more but this is the general idea.
Now make a cool new spell(s)/kit(s) for Scrapper, because the Gyros have been merged into a Gyro kit. So we need some extra Scrapper specific stuff.
I would be for some cool lightning utility spell or kit.
Firing lightning bolts and throwing pieces of scrap metal and such.
What do you think of this?
EDIT:
Maybe me suggesting a gyro kit like this was not the way to go.
It is not likely to happen I think, because it would be complicated to implement with the different shared cooldowns (new mechanics) and with which toolbelt will be displayed and such.
Also complicated for new players to understand.
Some changes like number tweaking would be more likely to be heard and implemented.
It was interesting to read some of your stuff,
but I am gonna try make a thread from a different angle (with mostly number changes).
Freel free to continue in here though.
(edited by Yashuoa.9527)
Whirl finishers are kinda crap in general right?
It would be better if it used other finishers than whirl dont you think so?
Sometimes you wont walk on swiftness speed, while having the swiftness boon and
I am not talking about when carrying the orb in one of the pvp maps.
As if the swiftness sometimes has delay (couple of sec) before it takes effect on the character.
Does anyone recognize this?
Besides the delay of the Dragon’s Tooth needs to be reduced to 0.5 sec at the longest.
It already has a lengthy casttime.
A faster casttime to fire scepter #1 is needed as well, because its to slow to apply condi properly with it.
Some other scepter spells could use improvements as well.
Maybe you want to check out this link and post there some too?
https://forum-en.gw2archive.eu/forum/professions/elementalist/Nuking-from-range-scepter/first#post5781008
Yea, buff a profession that can basically ignore all damage and still have tons of damage output.
Why not just delete all the other professions and just keep ele?
re-name it : ele wars 2
He is talking about Scepter changes.
When was the last time you met an Ele who used Scepter?
(edited by Yashuoa.9527)
Seems to me they need some desirable group utility for pvp to make them more wanted.,
right?
What could this group utility be?
A change to some of the warrior traits/weapons/utility spells?
Where could the change be done?
(edited by Yashuoa.9527)
Were you using a scepter? Chances are the last hit of the chain got reflected and created a clone for the elementalist. I thought this bug was fixed, but apparently not!
Yeah as said my weapon swaps were scepter + shield and Staff.
If this is the reason for an elementalist clone, than it would be welcome if they fixed that bug.
So I was fighting on my Mesmer and I faced an Elementalist in pvp.
My Mesmer is an alt, so maybe you can explain what happened.
I was fighting this Elementalist and he summoned clones.
I was just trying out a build. A bit of a mix between condition mesmer and the chrono alacrity bunker to see if this would give me a bit more dmg at the cost of not to much support. I used scepter shield and staff.
How can an Elementalist get clones?
Can some of our mesmer clone abilities be reflected and becoming clones with the look of the opponent?
It depends what you want to do.
Pvp or pve.
1)They are similar in the sense that they have a lot of abilities available in one build and access to a mix of dmg, cc and support.
2)It depends on what you want to do and the build you want to use.
Most common for Tempest elementalist in pvp is dagger + focus.
3)Both are doing well atm.
4)Matter of taste I guess.
5)It depends on what you want to do. For pvp, you could use the Tempest auramancer on metabattle to use as a starting point.
6)Try both to see which you prefer.
In Heart of the Mist you have access to all their spells so you can try and pick what you like. Or you could just play both.
Rebound:
https://wiki.guildwars2.com/wiki/Infuse_Light
Please add something similar as Infuse light/invulnerability for few sec to rebound, after the killing blow has been prevented.
Currently Rebound doesnt really rebound you.
The heal is low up to the point that the next dmg you take, the second right after rebound, could kill you. It just doesnt feel atm that it does what it should.
However with a mechanic like Infuse light/invulnerability added to it, the Rebound Elite could actually work properly and be a good working Elite.
Tornado:
Just make it destroy projectiles and maybe up the dmg some.
Swirling winds, the focus air #4 can destroy projectiles, why cant a Tornado?
Besides, it would be just what Tornado needs to not feel like becoming a Tornado punching bag.
Glyph of elementals:
They either need to be very durable as an Elite elemental (and not die when sneezed at) or the cooldown needs to be a lot lower, so that your uptime can still be descent when they die easily.
I prefer the latter, because you could than choose more often which elemental you want to be up
and you could summon them more often,
which would mean less issues with terrain like stairs and such.
A timer to see how long they are still up would be welcome.
Conjure fiery greatsword:
Either reduce cooldown significantly and leave it as it is
or reduce cooldown significantly and make it into an utility spell (remove it from the elite list).
In its place could be a different Elite.
Feel free to suggest an Elite.
Please share your views on this.
(edited by Yashuoa.9527)
No duels
Only 1 game mode
No 2 handed axe
No duel sword for thiefs
Horrible Balance
Only 1 viable pvp build per class
Boring Tanky Aoe meta
Etc etc etc…….
Anet your game sucks. well done.
Duels exist.
Some classes have more than 1 pvp build.
Balance could be better yeah.
The rest is a matter of taste.
Cant you just go with Well of precog, recall, signnet of inspi and time warp?
That way you have more access to the important alacrity and you still got some resistance from timewarp.
The recall well has a lot of alacrity, meaning faster access to cooldowns for everyone, including your own dot cleanse heal well and others their anti condition survival tools.
Better to have overkill on the alacrity (as far as you can actually have overkill with that), than overkill on the resistance with null field right?
So basically its adviced not to run 1 on 1 towards something to kill it, because the dmg is low on this build?
Edit:
Can someone share the Pyro version?
(edited by Yashuoa.9527)
Thanks.
Ill keep in mind to cancel the knock of Bandit’s defence.
Btw I dont have it instead of Shadowstep and Signet of Agil. I have it besides Shadowstep and Signet of Agil.
I am trying P/P daredevil for lols atm.
With traveler rune to make up somewhat for the loss of swiftness.
Are there any other condi Thief pvp builds apart from that Daredevil jumpy bleeds build?
That one is not really growing on me yet.
Steal now requires a target in order to use.
The change is rather dull and eliminates one of the core thief skills as well as a couple of traits.
Edit: Made the post a rather more … user friendly.
Why is it changed to need a target?
It was nice for some boons like swiftness, when you went quickly with shortbow from point 1 to point 2.
Nobody complained about it needing a target right?
Thief is my least played class and out of the classes I know the least about Thief.
So therefore I am here for some advice for PVP.
Why isnt Bandit’s defence listed among the possible choices in the metabattle D/P Daredevil build? Isnt a really low cd stunbreaker (which can knockdown the enemy if you block even) awesome for Thiefs?
When I try Thief I play alterations of S/D Daredevil (love Infiltrator’s strike) and D/P Daredevil.
I know the latter is better than the first, but I just really love Infiltrator’s strike.
Are there any other builds recommendable?
Condi Daredevil for example? How would that build look like?
Any others?
Is Shortbow the way to go in all builds?
Where will you get replacable swiftness from in the non-Dash builds now that steal requires a target?
(edited by Yashuoa.9527)
Please stop changing the visuals of our spells by default.
You call this reducing visual noice.
Cant you do that just by creating an option that someone can select in the option menu?
This option would change your spells, your opponent spells, or both, into less taxing visuals for your computer.
The only spell that my pc has slightly trouble with is Chaotic release from the Revenant (which summons a Dragon who knockbacks targets). Yet that spell is among the few that is not changed :P.
Shield looking spells, like Magnetic aura, Fire shield, Chaos armor and such, have been changed into almost being not visible anymore,
while they looked really cool before the change.
Now they are an almost not visible thin line, and some have a bit of color around your feet.
Fireball has become Firetennisball…
Please stop changing visuals by default and thus sorta forcing them on people.
Visuals can be part of a good experience on your class too.
I find gameplay to be more important, but visuals can be part of the reasons of choosing and enjoying a class as well.
These visuals shouldnt be changed by default.
Please make them a choice that you can select.
Why cant this be done?
Talking unranked here.
Some players join games and are afk for like 90%-100% of the game, not moving out of the starting area. Making it essentially 4v5.
Besides the afk ppl, there are the afk cheaters.
Those who lose on purpose, because they are friends with the other team who they want to win.
As one can read from the thread ‘’Cheaters in pvp’’ on these pvp forums.
It is bad enough that this happens, but its even worse that you cant report them properly for afk/cheat.
Which makes you have to choose something else from the report list if you want to do a report, which doesnt really cover well what the player in question has been doing.
(edited by Yashuoa.9527)
Perma-evading enemies are annoying, right? Right. Warrior is hurting for a niche right now—perhaps it can specialize in punishing enemies for evading.
There are a few options here.
1) The most straightforward—an “Unavoidable” effect, just as there is an “Unblockable.” This could be implemented as a timed buff a la Signet of Might or given to certain skills.
2) A little softer—a skill that drains enemies’ endurance (does this already exist?). Doesn’t help against evades attached to weapon skills, though. Would make sense attached to something like Wild Blow (got the wind knocked out of ’em, yada yada).
3) A debuff, “Spinal Fracture,” that causes damage (or daze, or maybe torment—adjust to your desired level of death) when the target evades. Would also make sense applied to Wild Blow, or perhaps some mace or hammer skills.
Cool ideas.
Nades are nice for pve but we have no reliable power based ranged weapon for pvp.
Thus i propose Anet implements the NailGun.
-Power Based
-Kit for engineer base not a scrapper skill.
-Same range as pistols.
Some real ranged options, through kits and/or a new elite spec would be nice.
Pistols and Rifle their strongest attacks are around melee range.
These weapons are therefore melee/in between melee and medium range.
Flamethrower kit is in between melee and medium range (bit more near medium range than the two above).
Hammer, although cool, is a melee weapon.
So our next weapon and/or kit should be a reliable ranged weapon for sure imo.
Ranged as in 900 range with your best attacks or higher range, like in the 1200.
Maybe a longbow/shortbow with trick arrow bombs like flash bomb arrow and such.
Maybe a new engi only weapon, which would be more gun like, which is probably more fitting. Like a ray gun or arm cannon. Or that could be the kit.
Anyway, real ranged tools would be cool.
(edited by Yashuoa.9527)
Is there even a balance patch on December 1st?
No, there isn’t. 6 months per patch. We can stop dreaming; it’s not like ANet read the forums. They read Reddit.
The 7th post on first page especially sums it up a bit. Among the things is balance (limited balance changes for key issues).
https://forum-en.gw2archive.eu/forum/game/pvp/Fear-not-the-balance-is-here/first#post5803400
(edited by Yashuoa.9527)
Soothing bastion.
The using a shield skill increases boon duration part, doesnt seem to work.
Or does it?
Hello guys!
I was wondering about why elementalist couldent weapon swap in combat and I read some topics about it, where people said elementalist would have be overpowered if they could swap weapons with the four elements and all the 20skills available at hand.
After some time thinking about it I thought to myself, well why should elementalist have all the elements available for one weapon set , why not when weapon swap, to have 2 elements for each weapon set and like Revenants stances, you can have the ability to change between your elements to fit the element with the weapon you have equiped.
For exemple:
1. weapon swap: 2 elements: Fire/Air – Dagger/Dagger (10skills)
2. weapon swap: 2 elements: Water/Earth – Staff (10skills)
or..
1. weapon swap: 2 elements: Fire/Water – Staff (10skills)
2. weapon swap: 2 elements: Air/Earth – Specter/dagger (10skills) etc.
As you see here you have 10skills available for each weapon swap instead of 20skills as it would have been with all four elements each weapon swap.
I just wanna see what you guys think about this, could this weapon swap work for elementalist or is it still to overpowered?Please discuss this!
This is just my opinion about the topic.
i would like the possibility to say swap only traited elements but select the weapon set for each element and get 5sec swap CD for only having two elements.
Or get a weapon swap instead elemental swap on 5sec CD and choose your element. So you are a fire Elementalist with staff + D/Wh and can swap within fire.
Cool ideas.
Maybe this could be done for a second elite spec in the future.
@ Nearlight
Dont get me wrong though I dont want OP mode either.
I think the stability being a minor trait instead of swiftness would be fine, and HC could reduce overload cooldowns again in addition to its 10% modifier. To me that would be the ideal solution,
I agree that would be nice.
I don´t run stability. I watch when to use an overload. The only in fight OL when i am alone or focused is earth. I use air and fire, but the timing is the key and if there is no window i don´t OL them. I consider overloads an option not the main reason for tempest and this works well. The utility that fits me more are the shouts and aura support. I killed with fire overlaod in a teamfight or scared off oponents with a starting air OL but i am not overloading as soo as i can.
Lightning has some protection in the sense that you can throw down swirling winds and shocking aura for defences for example and go into overloading.
I guess we dont need more than 1 stack after all.
Besides if there is a Engi in the team for example with Elixir B, he could toss that for stability.
Yeah the shouts and aura support are cool.
What do you think of 5 sec waittime on water overload?
Please squish a change to Dragon’s tooth in if its not already in the upcoming balance patch.
Fire attunement.
Scepter #2: Dragon’s tooth.
Please reduce the delay to 0.5 sec at the most.
The huge current delay is to large for pvp.
Only a long cc that someone cant break will allow you to hit the target.
The ability is not strong enough for that much requirement.
Short ccs allow the opponent to get out in time.
A reduced delay still allows for counterplay (besides it also has a casttime already).
A reduced delay to 0.5 sec at the most, will make the ability more reliable and properly useable.
Preferably more scepter changes like this:
https://forum-en.gw2archive.eu/forum/professions/elementalist/Nuking-from-range-scepter/first#post5781008
But a Dragon’s tooth change alone would already be pretty welcome.
(edited by Yashuoa.9527)
You do realize how many buttons the gun flame warrior has to press right?
f2 then f1? LOL.
Apparently you dont realise how many.
He needs to go in combat first as a defenceless glass cannon build to build the adrenaline he needs.
He needs berserker power buff for 10 sec, which requires him to do a burst skill first.
Than he needs to get his bar full + all buffs needed for the gun flame in those 10 sec.
His heal, elite and all his utilities.
He needs full invuln on target.
Full might.
Crit
and do the attack on a target with close to no dmg reduction.
Otherwise I wont see 20k happen.
I tryed it with ~10-15 stacks of might, 18% invuln + berserker power buff and got 14k-17k crits on light armor golemns.
So there is still some room for additonal dmg buffs.
I can see 20k being able to happen.
Still the attack can be avoided after all that prep and than he is a sitting duck right after.
Or you just interrupt the preperation and make dmg buffs fall off (some fall off rather quick), so the dmg will be quite lower.
Seeing as no warriors (as the only class not present) were in the top teams of EU and NA, I doubt that this build is a real problem OP wise and such.
Its a gimmicky build.
(edited by Yashuoa.9527)
Please fix this as again…as I have been saying for a long time….the expansion actually took things away from me. In this case 1 class selection.
In WvW usable and enjoyable maps….
The lack of being able to use shield generators…but my enemy can…
The list goes on and on.
How did they take something away from you?
You need to have something first, otherwise it cant be taken away from you.
If you never had Revenant than it cant be taken away from you.
What happened to courtyard? Was my favorite map and it’s disappeared. Can we replace stronghold with courtyard or something?
I kinda like Stronghold too.
Maybe just add Courtyard back?
Than it will have 3 modes.
Stronghold.
Conquest.
Team Deathmatch.
If you can’t balance there the solution !!!
Sadly, Guild wars 2, a generic P2W.
P2W and buying an expansion is not the same.
Besides, its not like the expansion is expensive relatively.
Its a one time purchase for the expansion. You dont have a monthly subscription either, as with some other mmorpgs who do and who also have expansions on top (WoW for example).
Having a drink a few times, seeing a movie, buying a few dvds over time etc. will cost you more for less hours spend than GW2 Heart of Thorns (HoT).
They need to make an income somehow to keep it all running.
Its not coming from montly subscriptions.
There is the gem shop, but that doesnt provides mostly cosmetics in there, which you can just skip.
Tbh it sounds a bit spoiled and ignorant to me if you want everything this game has to offer for free and no monthly subscription on top.
How do you expect to keep the game running well if they have no income from a onetime purchase of the game/expansion AND no montly subcripton?
The quality of the game would go down for sure with much less income.
I find it normalthat you have to buy HoT once to access all that a game of this size and quality has to offer. There is no montly sub afterwards so after that one time payment is all free. That one payment to support the game (that you play yourself) and keep it running well seems fair.
Please name another MMORPG of this size and quality that has no monthly sub and not more than a one time purchase of the expansion.
(edited by Yashuoa.9527)
Evasive arcana will always proc even if at full health and no conditions. Stop dodge and roll will remove burning and chill at the start of your roll unlike ea.
To answer your question if you have both traits, burning, and roll you will remove the condi at the start of your roll then at the end you will remove another and heal.
Thanks.
Anyone?
/15char
I am looking how to get the following items that I have seen in the wardrobe storage:
Guild breastplate (none of these are to be confused with the Guild Defender items).
Guild tassets.
Can anyone tell me how I can get them?
How do these two traits interact?
I mean Evasive arcana cleansing wave
and
Stop, dodge and roll.
Both have a 10 sec internal cd.
Stop, dodge and roll removes burning and chilled.
Evasive arcana cleansing wave removes 1 condition.
Will one always happen first?
Which one?
(edited by Yashuoa.9527)
In pve people seem to be more content with the overloads than in pve.
Regarding PVP:
In pvp do you consider 1 stack of stability that doesnt refresh, enough? (which even costs a trait)
A 4 second overload casttime is plenty of time for an opponent to remove the stability and interrupt the overload.
Besides even if the stability doesnt get removed, that still makes us quite defenceless for 4 seconds, in which we cant dodge and not use other important defences. So we can become sorta a punching back.
So thats why it seems needed to me (in pvp), that the overloads gain the stability that earth overload has
and maybe in addition the suggestion for defensive elements to overloads (the posted idea with the additons of blind, convert healing, weakness and slow).
The 3xstability could be on the overloads by default and the blind, convert healing, weakness and slow additions idea, could be in that trait its place.
This would give an option in that trait row.
What do you think about that?
A change that can also be made is just more stacks on stability baseline on fire, water and air overload (just like on the earth overload), or at the very least make the Harmonius conduit trait give more than 1 stack
and than just leave it at that for now
(as in forget the other changes or try make some other additional improvements at a later point in time).
(edited by Yashuoa.9527)
Having to choose to use my ulti or unrelenting assault. I should be able to use both in my opinion. It does not happen all the time but it happens and when I do run out of energy its annoying. I find myself screwed a lot when there is more than on person. If and hop of other classes and not care if theres if 2 people. But on this class gg
As you know you can use utilities, swap legend and than press unrelenting assault with the energy of your other legend.
You can even cast Enchanted daggers in advance before you swap legend, to have that as well.
The whole point of the energy is to make choices and read the battle some in advance. Deciding how to use your energy and legends. It gives some extra depth to the class.
There would be not much of a choice left if you could empty your bar on utilities and than use your weapon attacks at no cost.
There are times that you can use the utilities a lot (for example if you go crazy on them so that you wont die, because you know backup will arrive) and other times you need to be careful with how much you use the utilities, because you need to follow them up with attacks that you need energy for.
I like how in some situations you can decide to use some abilities very extensively and other times you have to be more careful with them.
Besides the whole energy cost thing, the autoattack is free of cost and it doesnt hit to shabby.
Can someone tell me what it exactly does?
It is not completely clear to me.