I strongly stand with the scenario that Thieves will get mantras. They got all that invisibility and little to do while in it that is not attacking. For their instant cast playstyle mantras would be the perfect addition that easily synergizes with their gameplay.
Rangers? Eeeee….not so much. We do have bit of stealth, but charging something…that’s not really our playstyle.
Now using the environment to our advantage – that’s our style. Something like guardian’s line of warding, engi turrets (but nature themed) and strong party support – those are the things i envision for the druid. But we shall see, hopefully quick:)
What they should if you ask me is:
Move Moment of Clarity to skirmishing.
Primal Reflexes from Skirmishing to Wildreness survival.
Oakheart salve from Wildreness Survival to Nature Magic.
Windborne Notes from Nature Magic to Marksmanship (warhorn is a power/boon offhand so fits both lines).
While that call of the wild on pet swap i’d move to Nature Magic or beastmastery – it doesn’t fit marksmanship theme at all – it’s pet reliant boon application.
(edited by ZeftheWicked.3076)
1. forest – love how it multiple paths leading to some sneaking and skirmishes. Guerilla warfare ftw! Beasts add yet another layer of tactics.
2. Temple – the buffs are great addition, though map favours snipers a lot.
3. Khylo – treb is too easy to approach. For such insanely slow weapon it should have more defenses to prevent enemies from easily blindsiding it and then just come up and take it out.
4. Spirit Watch – i like it alot, if only it wasn’t in unraked quque with Courtyard…
5. Foefire – Sniper map.
6. Skyhammer.
7. Courtyard.
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Well they did mention if i recall right, that druid will be a major player in spvp – i look forward to that.
My little voice on this that i would be great if there were some extra rewards for the top 1000 players on the leaderboard. Well given how it fluctuates, maybe for staying within that range for a certain time (like don’t fall off in 3 day or something). I’ll let smarter people then me word out the details on that one.
As for Dragon Hunter let’s not compare apples…to an empty shelf. We’ve yet to see what druid can do. Then we can compare.
But yeah. I’m also quite uncomfortable with moment of clairty being moved to marksmanship. I’m very happy to see it become master tier (i love this trait), but what is it doing there? Longbow doesn’t have any dazes or stuns. Shortbow and greatsword benefit from that trait, also downed state (thunderclap) and pet (boar forage items). Any traitline would fit but marksmanship…
So we gotta yell out to a-net just as they said – if a build is threatened, yell out so they can fix that.
While I agree with survival condi remove being in survival line (should’ve been from day one!) Empathic bond does not belong there indeed. It should indeed be either in beastmastery line or nature magic, since it’s quite “pety” and both of these lines deal a lot with master-pet helping eachother.
I couldn’t care less for thieves. I want my druid next:>
Anyone else noticed after base specialization revamp our only two strongest condi removals are now both grandmaster survival tier? Meaning you can’t have Emphatic Bond and the new Wildreness Knowledge on at the same time?
I say that pretty much kills build diversity, making tanky melee oriented builds (that will deal with a lot more attacks then ranged ones) less viable…
Looking at we got so far I’m coming do conclusion that each elite specialization is a form of a subprofession with some unique twists.
We have mesmers who did the necro and have wells.
Guardians took few lessons from rangers with the longbow and traps.
Necros seem to the going the warrior way with in your face one man army style and offensive shouts.
So having these 3 revealed i’m a gonna speculate a bit at what’ll the rest be, cause i can;)
Thief – in my honest opinion the first profession that would synergize with thief is the mesmer. Particularly it’s mantras. Thief is all about instant/near instant skills and also has often a lot of free time on his hands when stealthed with little to do. Mantras would fill that gap.
Ranger – engineer seems to be the ranger’s infiltration target. Seeing these vines shoot from the staff and pet still being there i think the druid will have nature themed turret engi play. Position your new nature based emplacement, and perhabs gain greater control over your pet positioning for some zone control and ally support/enemy hindering.
Engineer – engi seems to be looking up to guardians. Those flying drones remind me of spirit weapons. Also the bash them with slow hammer strikes (+that fire on them) hint strongly at guardian playstyle.
Revenant – most likely that Glint based spec. So it’s own unique thing i suspect.
Warrior – they’ll probs get some elementalist skills. A minion of some form would be the first and most obvious possibility for the warrior, since he’s the only profession that has absolutely no minions of any kind.
Elementalist – i suspect he’ll get something along the lines of thief’s venoms. We’ve yet to have an elemental enchanter giving unique elemental properties to other team member’s weapons.
Well not perfect, but that’s my hunch for the future.
necro’s “i’m the slowest of all casters” issue doesn’t seem to be going away. Unless reaper gets some solid stability we’ll be looking at horror ragdoll, not horror monster.
Let’s see, so far we have necro-ish mesmer spec, and ranger-y guardia spec. So we’ll probs get warrior-y necro spec now, especially since both necro and warr are relying on a bar that you need to fill as a class mechanic.
If you’re going drakes don’t miss out on river drake. His lightning breath is a killer if you got 2 enemies as it bounces and may attack same enemy twice. Buffed in pvp it did roughly 2.5k crits for me per hit (it has 5). Double that if it bounces back to original target.
Also as a ranger that’s not stuck with elitist there is another awesome support you can offer to your group – cc.
Don’t underestimate moment of clarity. With boar’s skull drop you get 6 sec fear off the bat. Inwest into condition duration and you may end up with 12 sec fear. Now that’s some serious control. Ofc you don’t always get skull from it’s F2 skill and you have to communicate with your party to make sure boss is stripped of defiance for your fear. But if it hits…it’s a deep, touching scene;)
Reason i’m not content with 50% strider’s defense is because i have no idea 50% of what exactly is that thing?
Does it block one projectile or all for it’s duration. Just what is it’s block duration. And from what angles? Do i have to time blade swing to hit the incoming projectile?
On top of all that it’s pure RNG. I want something that’s more clear on how it works and when it triggers, for both myself and opponent.
It can only be added to 1st aa, since #2 and #3 won’t happen unless first one hits something. And since this is a trait for “he’s ranged, I’m melee” scenario, then in most cases the opponent is out of our reach. Strider’s defense is to help us move in without eating too much damage, and then possibly provide some protection from him going ranged again, or getting ranged assist.
(edited by ZeftheWicked.3076)
Well to be honest chronomancer is pay2win unless for example 5th shatter replaces 4th. Then ok. Else we’re looking at non chronomancers having 4 shatters, chronomancers having same 4 + 5th. That’s not an alternative playstyle, that’s straight up upgrade.
When watching the vid on specializations i noticed they upped strider’s defense missile deflection chance to 50% and that’s fine and dandy, but still this trait is too cryptic, and too RNG based compared to others.
What i suggest is firstly strider’s defense creating a visible gust of air around the ranger (180 -240 radius) that will absorb projectiles for 1s. Something with similar animation to whirling defense’s wind gusts throwing leafs around.
Now that effect would have 100% chance to trigger on melee attack with 3-5s internal cooldown.
OR
Same as above with no Internal cooldown but a different condition:
Each melee attack you execute while under effect of quickness creates gusts of wind absorbing projectiles.
The duration of each gust would be 1s, they would not stack in duration with eachother.
Now we would have a real projectile defense that’s controllable, visible to opponents, and requires some skilled use (do i eat the damage, or do i proc strider’s defense, but at cost of getting exposed for few secs, or burning my quickness skill)
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Because male norn who can’t swing a greatsword around is a wussy. And my norn ranger is male:>
In all honestly i’m having serious trouble believing any specialization will surpass chronomaster’s fun and creative playstyle.
I’m of opposite opinion here. I mean let’s remember engi grenades – they modified grenadier because upping 2 grenades thrown to 3 made the trait too powerful and base kit garbage without it. But seems my imagination got better of me. Well that being said i can still do well with 2 mantra casts so won’t kitten about it.
It’s something in the back of my head – something about mantras getting 3 casts baseline. But i can’t find info on that anywhere. Was it just me jumping ahead or is such change really incoming?
Engi build i made and use in ranked games. basic idea is he self resses when downed or goes from 0 to high hp with A.E.D. Gets downed a lot but is geared for that and not an easy picking. Here’ the build in more detail:
https://forum-en.gw2archive.eu/forum/professions/engineer/Post-Your-Build-Thread/page/4#post5007344
So…as the zombieneer build inventor, i gotta say it – downed state can be awesome.
For some. Others are dead meat the moment they drop to the floor – by that i mean guards, often warriors, eles, sometimes rangers.
What downed state should be is best shown with engineer – last means of buying extra seconds if you’re in your plain average downstate.
But a powerful tool of returning into the fight and a real challenge to stomp if properly preapared beforehand, like with downed trait, having placed big old bomb, ress field to get downed into etc. There are mind games there and it’s far from over when done right.
Also some pretty cheap shots such as stealth stomps, black powders stomps, stability stomps should also be addressed. Not taken out of the picture, but the situation between stomper and stomped change so that the downed person (given they prepared properly) has a change of countering the currently 100% sure 0 skill stomp.
I suggest that a-net took a good hard look at profession’s downstates and developed such a gamestyle for all professions – normal downstate – same old. But tweak downed traits and some utilities to allow for some strong downed gameplay if properly prepared beforehand and intelligently used. Like the zombieneer:>
(edited by ZeftheWicked.3076)
So when does the beta potral event end?
in Guild Wars 2: Heart of Thorns
Posted by: ZeftheWicked.3076
Cause i found no info and plan to visit me some silverwastes …
Ok, so i played pvp with my ranger, warrior, engi, out of the 3 engi does best, warr second, ranger i just don’t feel.
Now i’m down to necro..and…well, you know it’s not going well.
I’m not new to necro (pve) but in pvp….well skills feel extra sluggish and i feel really glassy despite the huge hp. Well obviously it’s a L2P and learn 2 build issue, but before i go through it all…
Is necro good in pvp when build right and in good hands, or is it just flat out kitten no matter what i try?
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Guess no one caught on what the post is truly about;)
Chronomancer skillnames are screaming reference to BlazeBlue fighting series;)
How about we ditch the cooldown and do it like intimidation training? F2 gets casted, affected mobs get taunted. Given how pets with short cooldown F2 skills are an easy kill or the skill itself is not too useful i’d say it would balance out just fine. Also hope it’ll follow pet skill’s nature and mob skills such as the mentioned drakehound howl will taunt all enemies affected, or ally buffing skills won’t taunt at all (like red moa screech or sylvan hound regeneration).
As i read their post i noticed that they got ability to double shatter phantasms (Chronophatasm). Awesome. We also have the new shatter that goes back in time (Continuum Shift). Amazing.
And we can trigger Well of Calamity. Well nuff said there. This profession will rock hard, I can already see the Rebellion on forums from other professions vs some cybernetic white knighting on mesmers side, and tons of players making mesmers to sink their gluttonous fangs into this offering
One way or another this profession is just plain science fiction and i love it;)
RNG can be both mmorpgs greatest boon as well as bane. Depends on the usage, and to be honest A-net has not yet mastered this art. Far from it to be honest.
RNG’s benelovent side is player communication and trade. Didn’t drop it? No problem look it up at trading post. Dropped something nice you don’t need? Fresh money for you after you sell it.
That however is good and fine as long as we’re discussing tradeable, rare (but not ultra rare) stuff that does not have critical importance to most players.
Stray from that and you get pure RNG poison – like those portals (non tradeable, non giftable – so those who dropped more then one, can’t pass them along), or fractals skins/weapons of the Sunless – too low chance, no other ways of getting one.
RNG has it’s place and meaning, but here it’s still outta whack in many places.
I’m ears. what are their names?
I love pvp, but i hate having teams chugged down my throat.
4v5 matchups.
Ranked teams furious for playing my build with my own tactics.
Unranked unappealing because of being a total mashbag of randoms, pros, newbies, premades and who knows what.
custom arenas costing arm and a leg.
Seriously, can you ppl at a-net do this one pvp’er a favour and drop those 4 ppl i never asked for off my back and let me duel 1v1 with other players? No team nagging, no looking for scapegoat, no feeling kittenty cause “we” lost. My game, my win or my loss, don’t need others there. At all.
I wonder….when you use an elite with runeset that has special effects on using that elite, it’s said it can be blocked by cc’ing the character right after casting the elite (i think there’s 0.5-1s window between finished elite cast and special rune effect kicking in).
Could it be that fortified turrets follow similar paradigm and ccing engi before shield pops stops it entirely? Someone should check that out.
MOA!! Must be a moa!! Else our vengeance on mesmers will not be complete!:>
Yes, the original build had runes of lyssa for condi clear, however that is not to say there is no condi clear. There are 3:
1. A.E.D. big lethal damage heal.
2. Downed state – toss exlir R and few downed tactics are a thing here, downed zombieneer is not out of the game yet, more often just catching a breath – a condi cleansing breath;)
3. overcharged shot + drink elixir R – both cure immobi, overcharge cures chilled and crippled too.
Condi clear is indeed on the weak side, but not completely gone. And as mentioned i’m not forbidding to slot healing turret. I personally just don’t get along with that heal, which i understand is not the case for most engis;)
Heee’s baaack! Once again he has risen from the dead and into the leaderboard’s top 1000:) My new and improved zombieneer!
http://gw2skills.net/editor/?fdAQFAUnUISfWWeFWYB5XGhtQGd5wjF5xqfsRAA-TJBBwAG3fAwFAIzDAAcZAA
Unlike the first version this one gives up some defense for bigger hitting power. Following forum suggestion i went with incendiery powder and doom sigil for some extra condi pressure. But the biggest damage boost comes from rune of rage. Huge fury uptime combined with extra ferocity from it and extra damage when under effect of fury turn you into a monster when popping rampage on elixir X, and make the rifle no longer just a utility, but now a serious threat.
Elixir U was a fresh addition to previous build, and it stays. It’s anti-projectile toolbelt skill is diamonds, and elixir itself now sees even more uses in this build, as a support for offense. Popping it to get bigger fire power with rifle auto when chasing opponents, or in a dog fight with most cooldowns blown has proven it’s value.
Healing order should be:
Toss elixir R under your feet before you drop below 25% and then just be sure to stay in it when you’re downed. Unless things went south you’ll be back up in a jiffy, with the very same elixir that revived you off cooldown thanks to minor trait in tools. From there A.E.D. and the 2nd elixir toss when things get hairy.
Also remember that zombieneer has *many*ways to increase his chances of successfull rally. The simplest being damage. 5k+ damage crit boobie traps did happen and enemies did went down with that.
Other ways (and there are quite a few) involve using your own nogging and skills you have. And they’re a very good set for the task at hand.
Much harder hits, some condi pressure and ability to be one persistant zombie that doesn’t stay down are all still here with this build.
The price for the changes is less regen (no minor inventions trait), Other is major loss of dodging power. With no sigil of energy you’re down to regular 1 dodge per 10 seconds + full bar refill every 24s with drink elixir R.
You can however fix that with invigorating speed at cost of losing fast acting elixirs or backpack regenerator.
Also good news for healing turret fans. If you prefer that as your heal (I don’t), then you can free up tool’s trait “speedy gadgets” and put something else in there, like scope for extra rifle crit power at range, or adrenal implant for permanent, passive solution to slow endurance regen.
There is a lot more to a zombieneer, and i myself have not fully tapped this build power. But it sure worked in ranked for me, that’s all i can say:)
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PvP is not PvE. That’s one big notion to take to heart.
Here dying is part of the process and while ofc it’s better to live, it’s not what defines the win/loss. Getting the 500 points in a game is what makes a winner (except courtyard).
Getting zerged can actually be the winning strategy. If they’re focused on you in one spot, your other teammembers will have easy time capping/decapping other points. Getting enemies tied up in a fight off point (as long as you hold majority of points) is also a very good strategy. Points pulse for you, they just waste time.
Running when there’s 3 and more trying to kill you is nothing to be ashamed of. Better alive then dead. Even if it’s two but you’re afraid you won’t hold out.
If you’re defending a point, remember that when fighting on your point, you’re the winning side. As long as point is yours it’s pulsing points for your team. 10s fight on your points is 5 points for your team, 0 points + 10s lost for theirs. And those 5 points already refund the cost of your death (minus being 15s outta game).
Ah and if they react so soon to you being on their point, chances are they are a pre-made with teamspeak. So don’t be too kitten yourself there. premade vs pug usually ends with the latter getting thrashed.
Ps. censored word is “hard” and “on”. Forum censor is plain ridicilous.
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Well you have read my reason above. At least one person here does so after reading the first post, so no hard feelings your way.
Yeah i can see the allure of mobile kit, and true – they are revamping the crate to be a turret. Though in all honestly I still consider the mortar kit a lazy, unimaginative solution.
It’s basically a grenade kit with bigger range and combo fields.
A placeable mortar (given it’d been done right, and not the abomination that it was) would be a balanced, unique gameplay mechanic, that would offer more then kit version to skilled player, while punishing hard brain dead gameplay.
It’s that kind of skill i want to see on my engi elite, and not just “bigger grenades” with no original take on it at all.
Also all that hype about mortar kit, but already stated truth is they’re changing it’s skills to suit it’s new nature. This might be the deal maker or breaker. But i for one have to say “yaaaaawn” at this “Grenade kit Mk 2”.
So i shudder at thought they might get attunement cooldown reduction baseline. Everyone and their mother knows ele is meta, has strongest damage of all professions and played right is an amazing survivor.
And now the only thing that keeps them in check is supposed to be reduced for free?
HELL NO.
Instead make each respective attunement reduce in it’s cooldown if elementalist specs into it. If they went into water – fine, less cooldown for water attunement. But not fire, earth or lightning if they didn’t choose them.
Clearly you didn’t read my first post nor the answers to it.
Had you done so you’d easily notice a nearly total lack of answers other then “kit is better, ktnxbye” without a slighest hint of them having even taken a look at proposed changes and comparing that with the a-net proposed handheld kit.
Unless you don’t want the option to have reflective shield with fortified turrets on 10s cd, pulsing some stab at yourself and allies, and having ability for a buddy to drop healing and ice fields down before he joins you in the meat grinder at point.
Honest discussion? If you read what i just wrote here and give reply that makes it clear you actually read it, then i’ll consider that a start of honest discussion.
Toxsa – that’s a pretty good suggestion. And might be quite fun and balanced one if done right.
I would love for mortar kit (if that’s what we’re getting) to have the option to place it down as a turret, which can be destroyed, but also used by others, picked up and benefits from turret traits when in that mode.
Also it would make sense in my opinion for handheld kit version to be weaker then stationary one in some regards, range of it being the first that comes to mind. After all proper rooting in ground is the basis of launching a stronger attack, and gameplay wise less risk (can’t be destroyed, is mobile) should carry less rewards.
I’ll be brief:
Read the first post till the end before you comment
For the 5% that did and still disagree – it might be difference in what we want. You want EZ mode no challenge mortar. And mortar kit does just that.
I want a mortar that gives me more options, at cost of expecting me to be skillful to use it – and that’s what mortar turret with all the risk of a turret but also the benefits (turret traits+ability to have others use it) brings.
I pretty clearly mentioned ability to pick it up with 10s cooldown on it if you do so. That’s skilled gameplay factor there. But i do forget how many here get shivers and deep trauma the moment game expects them to be skillfull and use a skill that involves some risk…
So quit making all those “cele engi meta” whine posts. Unless suddenly meta is made of amulet and nothing else matters.
Never. Mantras are instant cast and can have one more cast added with harmonious mantras. Instant moa, then another one with 0 defenses against it? No way, Hose.
That’s why i’m giving a list of changes in my first post to make it usable in my eyes. Also before everybody jumps the #mortarkit bandwagon, here’s a little freebie for you:
It’ll get a nerfbat, a big one.
Do you honestly think things like launch ice mortar will stay as they are on kit that will have 0 uptime issues and 0 skill required to keep it operational? Cause i don’t belive it one bit.
nope. /15 characters.
To sum it up short – being able do deploy my own siege engine, that others can use is pretty awesome and feels 100% elite.
The idea of old mortar is awesome, it’s the implementation that sucked. So rather then this “new & improved” how about “old & fixed?”. But that i mean:
1. Ability to pick it up. Goes on 10s cooldown if you successfully pick it up, as it’s supposed to be the “always with you” elite.
2. Global cooldown on it’s skills gone, placement cooldown lowered to 30s (when destroyed).
3. Making it a turret rather then kit would also be awesome. Imagine all those traits working in it’s favour – especially fortified turrets, experimental turrets (small stability pulse?), and deployable turrets – place it for buddy who’s got higher ground so he can rain some death from above even if he’s full melee himself.
4. removing the minimum range from it would also be nice. Fix it’s animation to make it able to shoot 90 degrees upwards (read right into where you’re standing).
5. increase projectile velocity, let it crit. It’s still an arcing projectile, not ranger’s traited sonic speed arrows.
Why the new mortar sucks in my opinion?
1. It’s a kit. Where’s the bad-ssery of mounting an actual mortar?
2. self-only. Why can’t i let others use it while i jump into the fray?
3. Much less tactical terrain gameplay. New mortar is a kit. Only tactics here are traits/specialization choices, not using placement, terrain and teamwork to your advantage.
(edited by ZeftheWicked.3076)
Well spvp did get open stronghold beta, so there. Also what is the difference again between random selection closed beta and open beta? Cause it’s not the quality of testers if you ask me. And if it’s numbers of ppl getting access…well solution above.