(edited by Yashuoa.9527)
Thanks both for all the info.
I went with Acalonian.
@ Konig des Todes.
To avoid confusion, I didnt meant to say that it would have an effect on my order.
It was more meant story wise, on the lines of that with the info I had before this thread,
I thought that it would be cooler to choose order of Whispers if I chose Elona.
Than I would be of Elona descent and be in an order that has contact with that area. But my Asura character already has Order of Whispers
So I want to pick a different order for my human to unlock more gear. which gives me personally less reason to go for Elona.
I am at a story quest, where I have to say if my sister and I are from Krytan, Elona, Canthan or Ascalonian descent.
I know little of these human nations (having read a little bit through wikis) and was wondering if someone more knowledgable, can give a short description about their identities.
Will my choice have any influence on the story btw?
I am probably not gonna pick Elona, because I am not gonna choose the Order of Whispers on this one (already have that order on another character) and they have an unknown way of travelling and communication with Elona. Or I might do.
Canthan are a bit of an Asian looking human nation right?
My human does not look as such (could of course still be Canthan and have lost its Asian looks through generations though).
I am considering to answer Krytan (Shining blade Krytan if that is eventually possible or if it remains unknown what type of Krytan you are).
I know that the Acalonian are that Nation who are now largely ghosts.
Also the Thackeries are from here, which could be cool because Logan Thackery is asking from which descent I am.
I read that King Alberdern was not the next in line for the thrown, yet he is descended from king Doric.
Who was the next in line for the thrown?
Anyway, could you please describe a bit of what the Krytan, Elona, Canthan and Acalonian are about (cultures, identities, environment, looks), so that I can choose the one that fits my identity the best?
Agree.
Maybe we could also get more astral force when dealing dmg, than we currently get?
Seeing as we cant get any from making our heals hit full hp targets (i loved collecting it from my pet), getting some more from dealing dmg seems fair to me.
It might also open up some less staff reliance builds.
(edited by Yashuoa.9527)
Thanks.
So there are no dangers of your order getting switched if you pop along on an order mission of a friend who is from a different order?
I vaguely remember something like that.
It could have been something else though.
It has no lasting impact after finishing these race missions. It may be that some of the races show up in later missions, but you can see them like weapon skins: they look differently, but their impact is the same, which is actually none. Choose whoever you want to see later on.
The more “important” decision in the Order of Whispers story line is just behind you: I hope your choice was “Thrown off Guard” where you led Tybalt in disguise as decoy through Lion’s Arch. That’s by far the best mission in whole GW2 – if you like the dialogs. But this has also no lasting impact. It’s only that one mission. After that, the branches of the storyline are united again.
Nah I didnt choose ‘’Thrown off Guard’’ sadly enough.
I didnt choose it, because on quests I noticed a lot of betrayal from people that you work together with.
So when I could choose to lead Demmi with Tybalt or to let someone else watch her, I therefore chose to do it myself :P.
I watched it on youtube after your posts though to see what it was like.
Tybalt: ‘’Burn me I am a human girl! Whoa, I’ve got two hands and some lovely…. apples’’.
:P
I want to change element while overloading.
This will probably never happen because of Fresh Air. Because if you could switch elements while overloading, you’d start Air Overload, immediately switch to another element, crit with the air overload (or another instant skill, maybe arcane), reset air attunement, instantly switch back to air attunement while the air overload is still casting for 3ish seconds, wait for it to finish, wait 1-2 seconds, cast another air overload.
Also, you’d be able to make all overloads un-interruptable with switching to earth as soon as the overload starts and using focus earth 5.
They could always put “overload current attunement” on the f5 and make each element’s overload have an ICD independent of the attunement. This would also get rid of the stupid 20s penalty that leads to only fresh air builds and fire-camping staff builds truly overloading.
Meaning the f5 would have an overload cooldown ticking, but the attunements themselfs will only have their attunement cooldowns?
@Schmendrick
I dont see a problem with Focus earth 5 being usesable on all attunements btw.
It has a 50 sec cd. A 33 sec cooldown if traited. So you would be able to sometimes use it with the attunement of choice with that idea of attunement switching during overloads. Its not like its ready for every overload.
How about the following additions to the overloads?
Fire overload=Blind enemies within x radius.
Water overload=Attacks done to you during this overload are converted to x amount of healing/or x% of it is converted to x amount of healing.
Water overload changed to be useable after 1 second in the overload, compared to the other overloads who require 5 sec waittime.Air overload=Put weakness on enemies within x radius.
Earth overload=Put slow on enemies within x radius.
What do you think of these additions to the overloads?
This would give them a bit of an extra defensive touch.
I like this. Give the Overloads a fixed radius as well, probably as big as the current Air Overload (360 radius). Add these effects to the current ones:
Fire Overload – Balance damage. Lower it to the same level as Air overload. Blind enemies for 2s on your radius with 2s ICD per person.
Water Overload – Damage you receive is converted to healing and heal your allies in your radius for half the amount. Chill enemies in your radius for 3s with 2s ICD per person. Leaves a 4s Frozen Ground that chills enemies for 2s per pulse.
Air Overload – Fine as it is. Apply 3s Weakness on enemies within your radius with 2s ICD per person.
Earth Overload – Fine as it is, just make the radius higher. It already applies cripple
Thanks.
Slow works differently than cripple though.
Slow makes skills and abilities slower (and thus, would provide a defensive element to earth overload, just as air would have weakness, water the convert and fire the blind), whereas cripple doesnt apply a defensive element. Someone crippled does just as much dmg to you as someone not crippled.
Anet honestly doesn’t really give a kitten about your opinion. Nobody from the dev team will reply to this. There will be no serious consideration. They are busy with important issues like adjusting the visual effects of our abilities.
I can understand that it becomes demotivating if you want and need changes that you dont see happening for x months/years(?),
that it gives a feeling of being ignored.
However the attitude of saying, dont try anything they wont reply anyway, will for sure not give us changes.
Maybe they wont reply, but if they read it would at least be something.
How do you suggest to make a voice be heard? Or your view is dont bother?
Making threads from time to time and posting in them doesnt really take much time from me.
It helps me to see what others think of those subjects (which I am curious about) and
maybe if those threads become large and have constructive input in them,
that they will catch Arenanet’s attention (which I hope for).
Idk about this, been an ele all the time and my favorite weapon is the scepter, deals massive spikes of damages (high damage in short time frames) using fire mostly. This doesn’t happen with staffs and don’t feel like going nowhere near melee range with my ele. The trick I guess comes with experience, ….if the target is moving you don’t aim dragon tooth where it is standing, you put it ahead on the target’s path, followed by a phoenix in the back (usually cast during the animation of DT so it hits at the same time… connect it with arcane insta damage spells and almost no mob resists it in core…elites takes about 2-3 rotations and thats it… bosses well, bosses just take some more, but the best damage spike is scepter!
Pve enemies behave differently than pvp opponents though.
A pve enemy is more scripted, so you can predict where you need to land the Dragon’s tooth, whereas a pvp opponent is more unpredictable and will use different tools to avoid getting hit.
The F2 from the Eagle pet has a possible bug/delay.
Its casttime is 0.5 sec.
It applies weakness for 4 sec if traited.
The F2 eagle cooldown is 4.75 sec.
So if I use this off cooldown, than there should be a 1.25 sec window of no weakness and F2 use. Lets take a bigger margin and make it roughly 1.5 sec.
However when my weakness buff falls of the Golemn target dummy, I still see a 2.x sec duration left on my cooldown.
Meaning the cooldown of the ability starts delayed after the weakness is applied.
Otherwise it cant have a 2.x sec remaining cooldown after the weakness falls off.
Is it bugged/delayed?
Am I overlooking something?
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https://wiki.guildwars2.com/wiki/Racial_sympathy
Getting into pve lately and I have recently chosen The Order of Whispers.
I am on the quest An Apple a Day where I enter the Chantry of Secrets.
Here I need select which minor race to investigate, the Hylek, the Guaggan or the Grawl.
I am an Asura.
The choice of order was clear to me (Whispers, Prio or Vigil), what it leads to and that its permanent. I chose Whispers for their gear looks and style of play.
However it is not clear to me, what the choice for a minor race mission, will lead to.
What will the choice for a minor race mission result in? It will influence something in the story on lvl 50 (as one can see in the link) but it is not clear to me what.
Can you eventually unlock all minor races by popping along on missions with others?
Do those need to be people within your order?
I vaguely remember something about someone popping along on a friends mission and his order/something else, getting changed unwantingly because of that.
Does that ring a bell anyone? What could that have been?
I want to avoid something going wrong like that.
I hope that someone can provide the answers that I am looking for.
Thanks in advance.
(edited by Yashuoa.9527)
Anyone? :P
/15char
The strange thing about air is there is no real damaging condition that could be put on skills that makes sense, so maybe a trait that says blinds deal damage similar to retaliation, or maybe adding a few stacks of confusion to end of Arc Lightning?
I think one more thing that sceptre might be missing is a ranged or condi offhand.
Focus is very def, dagger is good melee offence and warhorn is mostly boon share utility but none of them have any poison or ranged bleed on offhand. Maybe at some stage we will get books offhand that can bring the other condis and then will have a choice between defensive focus and the ranged dps item.
Yeah confusion and retal could be fitting. As long as that change doesnt come at the cost of direct dmg for those who play fresh air.
Regarding the bookoffhand,
when we get a new weapon, I would rather like to see a weapon that can at least be worn in the mainhand, because last time we got an offhand (warhorn). I dont want another offhand.
Sword could work, because that can be worn in both the mainhand and the offhand.
The offhand sword could have what you ask for.
Or another weapon that can be in both the main and offhand (or books that can work in both main and offhand).
Fire(tennis)ball is what I now call it and I do my best to try and ignore it. That said, why is this a strict enforcement across the board for everybody? You should be able to turn up and down particle effects in the options for the game. I did not build a good gaming PC to have my graphics nerfed when my computer can more than handle it.
It sure looks like a Fire tennisball.
They should make an option as mentioned, for those with a pc who need this (preferably the option for all spells and an option for enemy spells only).
Not have visuals suddenly be changed without any option selected for it.
Its odd though.
Something relatively harmless graphic wise like the old fireball gets changed, yet the Herald Elite part 2 (Facet of chaos, Chaotic release), which shows a whole dragon on your screen remains as it is.
I would say that dragon is a lot more harmful to someone’s pc’s performance than the old Fireball (that dragon is arguably the most harmful of all classes their spells in this game).
There are many spells who could be considered more harmful for a pc’s performance than the old fireball.
Was fireball ever complained a bout in this context?
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Rebound is just a trainwreck of an elite really. Doesn’t even give you the Aura when it saves you from death – when you could need it most.
Rebound doesn’t work. I tried it on the Raid boss today just before the burst attacked, got 1-shot for 30k damage and still died.
Maybe it doesnt work if the dmg you take is more than the health you have?
Dont get me wrong though. It should work, also vs that amount of dmg, according to the tooltip.
However I am looking for a reason for why it didnt work.
Not every overload needs to have the same pre-charge, post-use CD, and cast time.
Finally, the single stack of stab needs to be incorporated into a minor trait. As it is, if you EVER want to overload you need to take that trait and still be careful about when you use it.
Indeed, not all overloads need the same waittime and cooldowns.
Water needs a really short waittime or none.
I agree that we should have the stability trait on the overloads by default.
A trait in its place could be the following:
Your overloads have a defensive element added to them:
Fire overload=Blind enemies within x radius.
Water overload=Attacks done to you during this overload are converted to x amount of healing/or x% of it is converted to x amount of healing.
Air overload=Put weakness on enemies within x radius.
Earth overload=Put slow on enemies within x radius.
What do you think of these additions to the overloads?
This would give them a bit of an extra defensive touch.
Or should this be by default on them as well?
There’s only one mention of pvp in this post, other than mine, so there’s no indication it’s a pvp only discussion. If it is, perhaps it belongs in a different category. In any case, it seems to be the assumption, at least on your part, that this is a pvp debate so I withdraw from the discussion as I have no interest in pvp at this stage.
I wrote my post from a pvp point of view and there are mentionings in the thread of fighting vs someone/people, rather than mobs/pve enemies, but my intention is not for this to be a pvp only thread.
It is about overloads and therefore, both aspects of the game, pvp and pve, can be talked about.
Also because when changes are suggested for one area of the game (pvp) that they wont hurt the other area of the game (pve) and the other way around.
Although abilities can be changed to work differently in one area (pvp) compared to the other (pve).
(edited by Yashuoa.9527)
How about the following additions to the overloads?
Fire overload=Blind enemies within x radius.
Water overload=Attacks done to you during this overload are converted to x amount of healing/or x% of it is converted to x amount of healing.
Water overload changed to be useable after 1 second in the overload, compared to the other overloads who require 5 sec waittime.
Air overload=Put weakness on enemies within x radius.
Earth overload=Put slow on enemies within x radius.
What do you think of these additions to the overloads?
This would give them a bit of an extra defensive touch.
(edited by Yashuoa.9527)
They should at least consider adding either invulnerability or Defiant Stance/Infuse Light effect if you’ve been saved by Rebound for a few seconds, like the Revenant ressurrection trait. Then the pitiful heal wouldn’t be such a joke.
That I would like very much.
It would be more fitting than invulnerability too.
Learnign when to use which is it. I am sucsessful overloading. But if i try it blindly or by force i die …
I am fine with overloads. Just water gets no use :-(.
Maybe water should be useable sooner than 5 sec?
Like after 2 sec or sooner?
I would like to post some suggestions for changes to our Elite spells.
Rebound:
I like the spell in design, but the heal is fairly small.
Rebound stops the killing blow but if the heal is little, than you can die right afterwards, unless you have something like a big defensive ready to pop after the rebound.
A bigger heal and/or a x sec of invuln after the rebound would be required to make it work more properly imo.
Tornado:
Swirling winds on the focus offhand can destroy projectiles.
Tornado should be able to do so too, seeing as its a stronger wind and it would give that extra something to make Tornado more useful.
Glyph of Elementals:
Cant these have significantly more health/dmg reduction?
Its an Elite spell after all.
They die really easily.
What are your views on these?
(edited by Yashuoa.9527)
u cant protect urself with staff fire 5, icebow3, dagger earth 5 neither
its just a timing issue: choose the right moment to overload
or trait it ;-)
i like it =D
I have overload traited with stability if that is what you mean.
Although you have to be careful that someone doesnt boonstrip it.
On your overload you have 3 sec of protection (unless you extend it with an aura) during 4 seconds of overload, in which you cant use spells as mentioned, becoming a punching bag so to say.
But yeah true, choosing the right moment to overload is part of the survival.
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Are people satisfied with the way overload works?
I would like to see that we could press something to defend ourselfs while overloading for 4 seconds, besides instant spells with no animation.
At least being able to use dodge while the overload continues would be helpful,
because 4 seconds of not being able to defend yourself properly is a long time.
In earth we can press Obsidian flesh if that one is not on cooldown (and you play with focus). That is something useful to do while overloading, but earth is already the most defensive with its extra stability.
Air has shocking aura, which helps a bit (from the focus weapon as well),
but in general we lack being able to defend ourselfs properly while overloading.
A duration of 4 seconds (the overload channel) while not being able to defend yourself properly is a long time.
EDIT:
How about the following additions to the overloads?
Fire overload=Blind enemies within x radius.
Water overload=Attacks done to you during this overload are converted to x amount of healing/or x% of it is converted to x amount of healing.
Water overload changed to be useable after 1 second in the overload, compared to the other overloads who require 5 sec waittime.
Air overload=Put weakness on enemies within x radius.
Earth overload=Put slow on enemies within x radius.
What do you think of these additions to the overloads?
This would give them a bit of an extra defensive touch.
(edited by Yashuoa.9527)
Note:
Made two edits to the opening post.
My views for long range nuke?
One big solution.
Lava Font – The first tick of damage ticks instantly after the cast.
Done. It does not buff PvE, just helps the PvP side.
I would welcome that,
However that is staff and not scepter,
but it would be nice if the staff aoes hit a bit sooner.
Does not buff pve as you say, but helps the pvp side.Well you talked a bit about staff being a non-option for burst elementalist. I felt it was relevant.
Sure np.
I did agree on that it would be a good change for staff and its okay that you mentioned it. However I just wanted to point out to talk about scepter in here for the most part.
Currently my biggest counter (or everyone’s) is Burst Dragon Hunter.
In my opinion that is because of the lack of Rabid gear in the Meta.
Rabid brings Condi and Toughness, the combination of which would probably destroy a dragon hunter especially if the condi application could be done at range.Running the risk of suggesting making scepter another super underpowered weapon, like necro and mesmer scepter, I still think the niche that scepter needs is more condi application.
Not saying we should nerf or touch Fresh air burst builds, Fire and Air attunements could remain untouched, but speed up Earth auto to apply sustainable bleed, and or add poison to earth sets also, and perhaps change Dust Devil to be targeted.
Whatever options they choose it would be nice if it ended in Scepter being a good choice against Ranged Power builds that are weak to Condi.(definition of DH)
I agree. It would be nice if scepter would gain strong condi application.
However this could be done by reducing the delay of Dragon’s tooth, as hitting with that one is vital for this. Also a faster fire autoattack is required. Both need to be changed like this anyway, because they are both to slow to make proper use of them.
As you say, giving earth auto to apply sustainable bleed would help in this too.
The faster cast on earth in my suggestion could help in this.
What other changes do you think of that would make scepter a better ranged condi?
Fresh air builds can still exist I think if they improve the air autoattack as I mentioned.
Dont you think so?
Thanks for the info everyone
.
It is clear to me now.
Nice change.
I love it.
It has a calming effect on me.
Does anyone else like it?
It sounds especially good with headphones on.
yes you can do 1k from you and 1k from your pet, adjusted higher based on healing power, anytime you use a heal skill. They do mean your healing skill so it only counts against that skill. I don’t know if it has an internal cooldown but WHaO traited at 16s pops it everytime.
Okay thanks for clearing it up.
Hmm, than they worded it wrongly on this druid trait though.
It is written as ’’A’’ heal skill and not as ’’YOUR’’ heal skill.
Whereas engineer has
https://wiki.guildwars2.com/wiki/Recovery_Matrix
Here it says using ’’YOUR’’ heal skill.
That is why I got confused.
Or at the very least give us 4 seconds of protection on starting an overload rather than 3. That leaves 1 whole second of no protection without using a utility where you cannot swap attunements/dodge without interrupting the overload.
Yeah I agree on the 4 seconds instead of 3.
At least as long as we have a lack of activating spells or dodge while overloading (we can activate the instant ones with no animation though, but those wont help defensively in fire and water at the very least).
Although you can use your auras to extend the protection duration to 4+ sec, if you pick up the elemental shielding trait in earth. Maybe not ideal but it is possible.
(edited by Yashuoa.9527)
My views for long range nuke?
One big solution.
Lava Font – The first tick of damage ticks instantly after the cast.
Done. It does not buff PvE, just helps the PvP side.
I would welcome that,
However that is staff and not scepter,
but it would be nice if the staff aoes hit a bit sooner.
Does not buff pve as you say, but helps the pvp side.
I have not played with this trait yet.
The trait Cultivated Energy.
What does it exactly do?
https://wiki.guildwars2.com/wiki/Cultivated_Synergy
You can do 2k (1k aoe outwards from you and 1k from the pet) aoe heal extra,
on every single heal spell with this trait right?
So if you are standing on your pet and you do a heal, than 2 aoe heals for 1k pop without internal cd, on top of the heal you do?
The trait says ‘’using A heal skill’’ and not ‘’using your heal skill/spell’’, so its not talking about only our heal utility spell that every class has.
So several of our skills fall under ‘’A heal skill’’.
I tryed to find out which skills, but I cant find the heal from Cultivated Energy, in the combat log when testing.
So my question is, which skills activate the Cultivated Energy and does it do what I describe that it does?
I think it would be more useful than the pet did not stop the run when cast F2.. What do you think ?
Almost every ability can be used while moving.
I dont see a reason why the pet F2 cant be used while moving.
Yeah I agree, it would be a good change and more useful.
They changed Deathly Chill into:
Reaper—Deathly Chill: Removed the 50% health threshold on this skill so that it now does the same damage at all times.
Adjusted the damage ratio.
Decreased the base damage from 40 to 10.
Increased the level multiplier by 25%.
Increased the condition damage multiplier by 87%.
Necro being an alt I havent payed much attention yet to what it was before and how much the dmg changed.
So it used to only proc on targets below 50% health?
How much has the dmg changed with the multipliers?
Like roughly how much did it do before compared to now?
UA does feel to strong in PvP in my opinion. There is almost no counter play to it. It’s a one button, high reward skill with no risk, you don’t have to think about using it wisly and that is my problem with it. My fix? If your opponent dodges the first strike, the skill will stop and go on full cooldown. This way you would need to think about when you use it, instead of just press it whenever it is off cooldown.
I am against your suggestion.
That makes it way to easy to counter.
You can blind/cc the Rev in his casttime (3/4 a sec) animation where he jumps before he does UA.
That way the UA will fail.
UA will also fail if you stand in a blind field, when a Rev does UA on you.
You can dodge/block/invuln/distortion etc. while the Rev is using it on you.
I would not call that almost no counter.
However, I can see that it may deal too high dmg for an ability which already teleports and has evade.
So maybe lower the dmg a bit, but also the cooldown and cost?
(edited by Yashuoa.9527)
Bristelback’s Spike Barrage.
A cool new ranged pet is what I thought at first.
The thing is, this ability misses fairly easily.
Scenario 1:
If your opponent is on slightly lower ground, than the Spikes will fly over your opponent’s head and miss.
Scenario 2:
If your opponent is on slightly higher ground, than the higher ground will block the projectiles.
Now I can accept scenario 2, but I find scenario 1 to be really weird.
Cant the pet aim the spikes towards the opponent, so that they hit,
similar to how players can do from higher ground, towards an opponent on lower ground? Cant they make it so that the Bristleback can make the spikes go down?
If I position my Bristleback really close to my opponent than chances are he will be on the right height to hit my opponent, but doesnt that beat the point of it being a ranged pet?
Am I overlooking something?
p.s.
Edit:
Juvenile Lashtail Devourer (a scorpion pet), does a similar attack, in that it shoots several spikes from range (less spikes and for less direct dmg though, but he has bleeds and poison among his abilities).
https://wiki.guildwars2.com/wiki/Rending_Barbs
This scorpion pet can aim his spikes in a way that they fly down to the opponent, if the pet is on higher ground and the opponent on lower ground.
So cant they just make the Bristleback able to aim the same?
The mechanic of being able to make your spikes fly down?
Its already in the game after all.
(edited by Yashuoa.9527)
3+ years of feedback are enough for a positive change on Scepter.
And right now Tempest and Scepter need love… lots of elemental-ly love.
Lets hope so.
After 5 seconds in an attunement, you can use overload and you channel it for 4 seconds.
In these 4 seconds, you cannot defend yourself through your spells.
You cannot dodge either. Afterwards a 20 second cooldown is thrown on the attument.
So you basically become a punching bag so to speak when overloading.
People will know, that you can hit the tempest with all you got during those 4 seconds.
Besides boonstripping and interrupting.
That is what I dislike the most about the overloads. The defenceless feeling.
In several scenarios it feels like weakening yourself, rather than empowering.
Cant the overload be a form that lasts 4 seconds, rather than a channel, so that we can dodge?
Similar to other form spells where you can dodge (the Plague form from Necros for example and our Tornado).
Maybe in addtion the form could have a few spells, like Plague and Tornado.
Defensive spells, beside the overload.
Other options could be access to our heal, utility spells and elite spell while overloading.
As tempest is not really popular in pvp, this form improvement could be welcome.
Forms are not something new to implement. It already exists in the game.
That might make a change like this easier to do and likelier to happen.
@Yashuoa
If we assume that Druid is more powerful for former ZerkMeta than our former variation – where Ranger already was ZerkMeta member – we can gladly assume we are fine at PvE as well.
When it comes to conditions… Well… We don’t need druid for that. We cannot want druid to be best for every single freaking content.
If only more people had the general idea of how the game works… We wouldn’t have to go through topics like these.
I just threw in the pvp druid link to post something that shows how druid is at the very least, not useless.
I am not saying that they are useless in pve if you may have thought that I did so.
On the pve part I made no comment but I can imagine what you say about pve that its true.
Yeah it would help if people would take a bit more time to grasp how something works, before complaining and blaming it to early on the class, rather than improving a bit more themselfs. Similar to your sig.
(edited by Yashuoa.9527)
Ok. If i want to buy GW2 HoT i need to pay at least xx euros for HoT + Core game.
But i already have core game. My question is what now?
1) Can i just buy em, upgrade my acc and give another core game to my friend?
2) Or maybe just because i already have core game i will receive some extra bonusses like gems or some other stuff?
3) Or i Get HoT for the same prize that new players must pay even if i paid already.
I guess its option number 3. I dunno. But if im right dont u think the another options will be fair choice for the ppl that already own this game?I dont rly know how it looks but if im wrong i will be happy if someone explain me how this rly look.
HoT is ~50 bucks.
A f2p account (who has restrictions) gets upgraded to the core game.
That is what is thrown in for free, on the account, who upgrades to HoT.
Everyone pays the same for HoT.
The bonus you have as a player who played before the game went free to play, is things like having enjoyed the game for x time, having lvled, unlocked stuff that a new player hasnt yet.
Also you get a knight outfit for being around before it became free to play (new players dont get this).
You dont pay for the core game anymore so you dont need to get HoT for cheaper if you already have the core game. Nor do you get a core game for free thrown in when buying HoT.
The price for HoT is ~50 bucks.
A f2p account (with restrictions compared to the core game), gets upgraded to a core game account for free, because that account upgrades the account to HoT,
by buying HoT.
If I buy a product, lets say a Tv, for 30% off after a few years, than you dont hear the people complaining, who bought the tv a few years earlier for a higher price right?
At least they would have no need to complain about that.
Products gets cheaper after a while. The core game has become an upgrade for free, for the account that upgrades to HoT.
It is not individually thrown into your purchase to give to someone else.
It upgrades the f2p with restrictions account, to a core game, as a free bonus, for upgrading to HoT.
Does this make it all clear?
There is no unfairness.
I would say a one time purchase of ~50 bucks is not much if it gives you enjoyment for years (especially compared to some other mmorpg where you pay monthly).
Doing other stuff for years every month/every few months like having a drink or going to the movies, is a lot more expansive than guildwars 2 HoT by comparison
.
(edited by Yashuoa.9527)
Druid is fine in pvp.
http://metabattle.com/wiki/MetaBattle_Wiki
Press conquest.
See meta specs:
Daredevil – Dagger/Pistol
Dragonhunter – Meditrapper
Druid – Celestial Avatar
Herald – Power Shiro
Scrapper – Celestial Hammer.
How much does infuse light heal for each hit that you take?
Thanks.
Everything besides blocks and leaps let you cross it unharmed
Just to be sure, a normal leap does not work to cross over it, but a leap/teleport with a baked in evade in the spell works?
Yeah it’s not particularly hard to avoid. To get the most use out of it at a higher level of play, you have to be actively trying to cc your enemies through it.
Yeah the complains from people (enemies) about it have to do with it being new and people having to get used to how to deal with it I think,
because as I see in this thread, there are quite some ways to deal with it.Exept it does initial damage which has no counterplay on top of the damage people get when they cross the ring. Also ccing people through it with f1 pull doesnt require much effort and at worst you will still force dodges to hit your true shot. I would say the trap is really strong even on higher level play.
All instant spells do initial dmg. In that sense there are more spells without counterplay.
Yeah the trap is strong.
You dont have to use only dodges to deal with the trap and other stuff.
Better to use a block on the non-Test of faith trap skills if you have a block, because it wont work on the trap.Its not like you can only use dodges vs the trap and that you dont have anything left for the other skills.
There are many ways to deal with the trap and to still have stuff left for Trueshot for example.On my Scrapper engineer I have a block (2 if I slot the tool kit with Gear shield, which also has a pull on #5 to pull the guard to me).
Sure the blocks dont work for the trap but I can use the blocks vs other skills to save dodges for example for the trap.
As Scrapper engineer I also have reflect on low cd, a leap with build in evade and an invulnerability (elixir S).Besides if you have a chronomancer in your team, than he can throw a Well of precognition on the trap so that you can just run into it. Its a team game after all.
Than there is the tactic of letting pets activate the trap for those who have pets.
Btw again, I am not saying that the trap is not strong.
I am just pointing out that its not like you are defenceless after your dodges and its not like you can only defend with dodges.There are more ways than dodges. For both the trap and the other skills.
Your point? I just said it’s very strong and has more uses than just damaging with the damage people get from passing it. You couldn’t deny either because it’s true. :<
I havent denyed either. If you believe so than you need to reread my post again, where I also have made my point.
I even wrote 2 times in that post the trap is very strong.
I can repeat some of my post, where I made my point.
You say that if you use your dodges vs the DH, than he can hit with his Trueshot, as if dodges are the only measures of defence.
I pointed out that there are more ways than dodges to avoid taking dmg from the trap (you can even avoid the intial dmg in multiple ways. For example, if your class has a pet and you use a pet to activate the trap. So in that sense, counterplay exists vs the initial dmg too) and that there are more ways than dodges to avoid the True shot and other skills.
You made it sound that once your dodges are used, that its game over, which isnt true.
Seriously guys, give me one good reason to go for DH’s longbow. Every skill is weak, barely doing any damage and doesn’t apply any condition whatsoever except that nice burn, which is again – bit weak.
Please, for DH’s name, buff that longbow(or at least in PvE).
Admittedly I have not used it in pve yet, but I have great fun with the Longbow in pvp.
The only thing I feel could get a change is Hunter’s ward, the longbow #5.
A 2.75 sec cast (while standing still) is kinda really long before the barrier gets applied to those still within there.
I wouldnt mind a shorter cast at the cost of a shorter barrier.
As of now, you need a long cc on someone (that you know they wont break, because otherwise you waste your cd), in order for longbow #5 to be applied to someone.
Otherwise they can easily get out in time.
Thanks.
Everything besides blocks and leaps let you cross it unharmed
Just to be sure, a normal leap does not work to cross over it, but a leap/teleport with a baked in evade in the spell works?
Yeah it’s not particularly hard to avoid. To get the most use out of it at a higher level of play, you have to be actively trying to cc your enemies through it.
Yeah the complains from people (enemies) about it have to do with it being new and people having to get used to how to deal with it I think,
because as I see in this thread, there are quite some ways to deal with it.Exept it does initial damage which has no counterplay on top of the damage people get when they cross the ring. Also ccing people through it with f1 pull doesnt require much effort and at worst you will still force dodges to hit your true shot. I would say the trap is really strong even on higher level play.
All instant spells do initial dmg. In that sense there are more spells without counterplay.
Yeah the trap is strong.
You dont have to use only dodges to deal with the trap and other stuff.
Better to use a block on the non-Test of faith trap skills if you have a block, because it wont work on the trap.
Its not like you can only use dodges vs the trap and that you dont have anything left for the other skills.
There are many ways to deal with the trap and to still have stuff left for Trueshot for example.
On my Scrapper engineer I have a block (2 if I slot the tool kit with Gear shield, which also has a pull on #5 to pull the guard to me).
Sure the blocks dont work for the trap but I can use the blocks vs other skills to save dodges for example for the trap.
As Scrapper engineer I also have reflect on low cd, a leap with build in evade and an invulnerability (elixir S).
Besides if you have a chronomancer in your team, than he can throw a Well of precognition on the trap so that you can just run into it. Its a team game after all.
Than there is the tactic of letting pets activate the trap for those who have pets.
Btw again, I am not saying that the trap is not strong.
I am just pointing out that its not like you are defenceless after your dodges and its not like you can only defend with dodges.
There are more ways than dodges. For both the trap and the other skills.
(edited by Yashuoa.9527)
Thanks.
Everything besides blocks and leaps let you cross it unharmed
Just to be sure, a normal leap does not work to cross over it, but a leap/teleport with a baked in evade in the spell works?
Yeah it’s not particularly hard to avoid. To get the most use out of it at a higher level of play, you have to be actively trying to cc your enemies through it.
Yeah the complains from people (enemies) about it have to do with it being new and people having to get used to how to deal with it I think,
because as I see in this thread, there are quite some ways to deal with it.
(edited by Yashuoa.9527)
For the Test of faith trap, which measures allow you to cross over the trap (going inside/outsie of it)?
Dodge jump?
Invulnerability spells?
Spells with baked in evade?
Mesmer distortion and blur?
Which of these?
Any others?
(edited by Yashuoa.9527)
Would it hurt to increase the duration of the function gyro to 15 sec and to lower its internal cooldown?
The 20 sec internal cooldown seems kinda long and the 10 sec duration feels kinda short.
Hell, tornado doesn’t even need to reflect, just let it block projectiles. Like Swirling winds is a peaceful looking wind movement and it blocks kitten, what could possibly be more “swirling winds” than a TORNADO?
I fully agree.
Nuking from range [scepter pvp].
An elementalist is a wizard, who uses the elements.
Such a class should have at least one build, where you can nuke from range.
Being it medium to long range.…
The staff elementalist builds with their aoe is not such a build.
*When I think of a real-world nuke, I think of a bomb with massive destruction power over a huge area, or in short, AoE. When I think of a nuker in a game, I think the same fashion, AoE, damage over time in particular due to its commonality.
I don’t disagree that scepter needs some buffs, but you ask for a nuker in one line and discount exactly what I think of as a nuker in another.
To clear up the confusion.
Staff ele is not exactly known for its dmg in pvp, due to the aoe fields requiring enemy targets to stay in there.
I mean nuking in games as in pewpewpew shooting bolts/beams/projectiles etc. at a target.
Staff ele in pvp is more a support build than a pewpew nuke dps build.
Anyone?
Comon its not that long a post
.
Lets not give up on scepter.
What do you think of these points?
Nuking from range [scepter pvp].
An elementalist is a wizard, who uses the elements.
Such a class should have at least one build, where you can nuke from range.
Being it medium to long range.
D/D is not that build (melee).
D/F tempest is not such a build (melee).
The staff elementalist builds with their aoe is not such a build.
S/F could be that build, however it just doesnt work. Scepter is to weak.
Easy fixes to improve scepter.
Fire:
Fire #2 Dragon’s tooth delay reduced to 0.5 sec.
Fire autoattack faster casting speed.
Fire #3 Phoenix possibly cooldown lowered.
Water:
Give water #2 Shatter stone pulses before it explodes. The pulses can be heals/regen/something useful edit: (it should at least be a chilling ice field during the pulses).
Water autoattack heals/chill on hit.
Water #3 Trident should give more healing edit: (or at least cleanse conditions as base).
Air:
Air autoattack should do more dmg and possibly weakness/blind at the end of channel.
Earth:
Poison or cripple on the autoattack and faster cast.
More toughness on earth #2 Rockbarrier.
These changes:
These are not huge changes, yet they would make a world of a difference,
without making scepter to strong.
You wont hit competent people atm with Dragon’s tooth. The delay (+casttime) makes it just to easy to avoid. The change in delay will make it more viable.
The other changes will make the autoattacks into proper autoattacks and will increase survival some.
Please share your views on this.
(edited by Yashuoa.9527)
I have just one little wish: when two air #1 beams cross, make a huge explosion at the point of contact. And play this sound bite: “Who you gonna call?!”
Where is that quote from?