Yesturday i did Ascalonian catacombs path 3 with my guardian (who’s not op) a level 69 necro, 2 mesmers (one low level) and a ranger.
Everything went perfectly fine, necro pulled his weight, as did the mesmers and the ranger. So let’s not get depressed over necros in dungeons. Alo keep in mind that in dungeons you often run into guardians, and that means necro’s achilles’ heel that is lack of normally accessible stability gets treated fast:)
I’m in very much same situation as opener here. And very much on the fence about it too.
While ranger does have quite a few advantages over necro in terms of mobility and not being cc ragdoll, the problem is the pet. And i’m not talking it’s AI or dying (unlike 95% rangers here), but the fact that 30% of rangers damage is said to be the pet. And the pet is gear- independent. So in short fullly gearing up the ranger would give 70% the result as gearing up any other profession. And that’s why i’m on the fence here going back and forth.
If you wanna craft ascended maybe it would be good idea to consider the looks, or what weapons/armor will your alts benefit most from – those for your ranger, or for your necro.
I don’t mind ninjas but yeah super charr lvl 1 is indeed scary;p
If Jenna gets killed logan’s combat effectivness might go up by 400%. He might also get offensive skills in place of his “save yourselves”, "retreat’ and “Hold the Line without me”:)
This is a spoiler rich post so watch out!
So i come to fort Salma to resque seraph..but well…i wasn’t best at it. So i had to go the traditional way about it. Kill mordemoth’s minions and then revive what’s reviveable. That is 1 outta 5 seraph on the ground. Unfortunately for Belinda something unexpected happened that even A-net could not suspect. The character clearing the instance was my revive specced necro who doesn’t take “i’m dead” for an answer;)
So maybe i couldn’t revive them manuallly but signet of undeath worked just fine. All 5 up and kicking…and not moving from spot. Instance couldn’t progress cause i saved lifes (hush you about the method). So i replay instance, raise only one person that “i’m supposed to” and then it all progresses nicely. So remember, people DIE, or you get no progression. But i’m sure Bellinda knows this by now (evil grin)
Ranger’s pet. Probably only one that doesn’t leave you face to ground when you get downed, or operate something. In those situations you can still command your pet which is a life saver.
Sometimes you run into jerks, and let’s be honest, idiots. I got kicked yesturday from end of path 2 for “afking 4 times”, being the guard that took very active part in all bosses and kited the gravelings. The “pros” were later looking for “no noobs” since the 3 of them couldn’t handle a boss, a two man party that knows it would have no issues with. After venting my rage, started my own p2 dungeon, took in normal people, out of which 2 were first timers, and we got it done without issues.
Just a short reminder. “Meta” is made by people who refused to accept previous meta, and believed they can do better. You know, the people most meta worshippers call “burden” at best;)
basicallly the idea here is that guardian’s defenses are active and need to be used and at a right time, wheras warriors are passive (huge hp pool, signet regen, trait regen) and thus warriors are easier to manage. Also guardian has to pay attention to party not just himself, while warrior is basically “drop down banner, hammer away”.
So…essentially you’re saying that if a party full of zerkers can’t keep themselves alive longer then a short amout of time, then it’s the tanky ranger that’s at fault and not the 4 guys who can’t keep themselves alive with their build.
Interesting.
I see a lot of kitten here.
Rune of Privateer bird does not take away our own pet. And while others may have “our pet equivalent” (though without any real control over it), we may have 2 pets at one time with our own, and bird (plus we can swap our own out for 2nd one).
That and with runes out there like rune of strenght or lyssa or ranger or tons of others, rune of privateer would just become obsolete choice if nerfed.
I disagree with the hunter’s shot change idea. Curret one is a great survival tool, that’s great for a longbow ranger that got too much attention.
By getting stealthed yourself only, the aggro obviously gets diverted to pet. That’s also why pet switness is there. A very reasonable and good skill for a longbow ranger if he got more attention then he bargained for.
There’s “guard” shout for pet stealthing. Though that should be insta-cast.
well older players got hours upon hours of entertainment till now that new guys didn’t get yet from it;) I say gw2 returned it’s purchase price to with hefty extra already:)
I don’t see what’s your problem with subatomic matrix 3 dimensional expander unit mounted with every asura 2h. The longer the stick, the bigger the pain!
I will respectufully disagree about guilds not being needed. Just do some pugging in dungeons and either bow down to zerk-zerg-sheep meta, and groups disbanding after a single wipe, or get a guild with some hopefully mentally stable folks that don’t jump off a building cause their joghurt was rasberry and they wanted banana…
Also combat system is kitten good. It’s not perfect (condition caps!) , but it’s good. The encounters are the problem. They just (in most cases) let zerk-zerg fest slide by and so everyone thinks this game has one profession (warrior), one stat set (zerk), and one skillset (whatever meta mouth breathers warship at given time).
But an intelligent player who likes to think for himself can find the depth and diversity he seeks in professions.
Also A-net seems to be learning the lesson as Teq, Wurm and Marionnete(when it was around), most certainly aren’t happily brain-off zergable bosses.
I want hammer for rangers. Badly. It’s not because a norn ranger with big hammer looks kitten;) It’s only because hammer should have one more profession using it and out of all non heavies rangers seem the ones who are capable of waving around a 2h.
You must belive me!
(edited by ZeftheWicked.3076)
In what situation is bearbow great? When/how can it be used correctly?
Ok here’s insight for you:
Bear:
1. Bear is the only pet that can do aoe condi clense. Your party just got poisoned/bleeded, chilled etc and healing spring on c/d?. Well they can now go commit suicide cause obviously pro players are too proud to accept help from a bearbow:)
2. oh did i mention he’s tanky? That means you can use signet of reneval active pulling condition from your party to him and he’s most likely to live. Or how about that protection on dodge roll trait? You can have your 18k glass warrior facetanking stuff, or leave it to bear while you get some heat off you.
Longbow:
1. Shortest cc skill (point blank shot) in ranger’s kitten nal along with path of scars. Good for taking down defiant stacks, or pushing a boss/mob away, given you know when it’s time to push, and when it’s time to not use it when defiant’s down.
Today at tequatl i abused it defending eastern battery from bloated creepers. Just pushed the sucker away, then followed up with crippling aoe #5 so it wouldn’t advance before it dies. It worked.
2. Rapid Fire – good damage, 10 vulni. Nuff said.
3. It can be traited for 1500 range. Gargoyle heads in Ac for example need that.
4. Only auto suffers damage reduction from close range. Who says it has to be main weapon. There’s another weapon set you can have for melee and longbow for long range/support.
Few of top of my head, now pardon me, teq time.
(edited by ZeftheWicked.3076)
If i hear another frost/spotter saying bearbows give them bad name then i’ll bearbow his rear end myself.
Meta exists because someone did not listen to idiots saying “that’s the best build, do it or get out” and tried something else himself and found it to be better. Both frost/spotter and bearbows are great if used correctly and nothing to scream about if used incorrectly.
Also there are things like traps, other weapons (yes! they do exist!) that can be extremely effective if used right in given situations. There’s a reason A-net made trait respecs free and available anywhere save combat.
I don’t know what’s the idea here, but it’s ridicilous that our best pet control skill (it really does go exactly where we want it to!) that is a SHOUT has a 1 sec cast time.
It’s pretty obvious that if it was insta cast it would fullfill a much more important role then ambushes – that is a reactive skill to save our pet from aoe if we’re fast enough.
In fact this skill should be split into two parts:
a) An instant cast , no cooldown pet command (under F5 button or something) that tells it exactly where to go, and it obeys just like with guard.
b) the accual shout that tells it to guard area it’s at, with that protection and stealth.
So moving your pet to a desired location is not at 15 secs cooldown, and shout does not receive OP functionality (compared to other shouts) of being the only skill that truly controls your pets position.
Just want to add that necros do have party sustainability aid. Not as obvious but they do.
First off all wells but well of blood = all dark combo fields, which means hp drain on projectile & whirl finishers and blids on blast and leap finishers.
Secondly we got that trait adding short protection when a well is casted.
And signet of vampirism is our “tag’em and drain’em” skill. Also there’s that blood magic trait that heals allies when using life transfer in death shroud.
Not saying they make necro a boon machine, but he’s not totally naked in terms of party support.
The story is good. There are some things that need to be read between the lines, which makes it good;) But i won’t spoil that here:)
that and as for the bombs if you suck with dodging just use stability. I did it with necro, by long ranging him when he teleported around (life blast in death shroud), which has nearly no stability save for elite (lich form).
And the vines down below are not your concern, let npcs worry with them. Your fight is on top with him.
Here are some additional reasons for weapon …well weapon and armor and triket (since they all can be ascended) vault:
1. I hear each account is entitled to one rollback. Ok, and what if they slip up/get hacked again?
2. Not everyone wants a rollback. I personally dislike the idea of my account hanging in void from the time i submit a rollback ticket to the time of accuall rollback (given i am granted one, and they do it at their chosen time, not mine).
Guy like me would much prefer to accept the losses (given i’m not that rich) and move on, as long as i know gear i worked for is safe and sound in my vault, ready to get me back on track. Well that and perm gem store stuff i got.
3. What if you weren’t exactly hacked, but just messed up? Got drunk and sold your legendary to npc vendor and logged off? Or something similar? Or quickly deleted a character without taking that ascended/legendary off it? Dude at your house got on your pc and “played a prank”? kitten happens!
4. Do i REALLY have to use account bank everytime i want to pass a staff from my necro to my guardian and back? can’t i just have build in button in inventory to open up my vault and pop it out then back in when i’m done?
Some would, some wouldn’t. Not everyone enjoys having their account in suspension because everything you’ll drop in coming days (including even precursors) will go to pot with rollback that’s probably (it’s their decision not yours) incoming at a time you’re not 100% sure of.
And the locker does not conflict rollbacks for anyone if that’s their method of action. What it does it gives a way to self-defend your most precious stuff without being forced to ask for a rollback when it’s all over and done.
“It’s a account wide, character independant storage chest that will hold ascended and legendary items.”
How is that locking them with low tier gear?
..Which may or may not be granted and who knows when. With vault mechanic ingame a lot of that stress would be taken off both A-net’s shoulders and players themselves. Better to prevent then treat:)
A certain nibling i knew got hacked and his gear…yeah. Well he got his account back and is starting from scratch but this shouldn’t happen to anyone so here’s my idea.
A weapon vault to protect your gear. It’s a account wide, character independant storage chest that will hold ascended and legendary items. One slot for each possible ascended legendary weapon. Kinda like that crafting materials deposit you can access at crafting station. At any time you just open it from inventory and withdraw the weapon, then when done you can store it back in.
Now here’s the big idea: when you store item there you bind it your account in a new way.
From that moment on, that item cannot be dropped, sold to npc or otherwise destroyed. On character deletion it’s send back to the vault. That way if you don’t want it for some odd reason, just put it in storage and close the lid. It won’t clog your inventory it won’t be forced upon you to see it. But hackers won’t be able to delete “just because”.
The binding is one way and irriversable. So if you wanna sell your legendary don’t go there. But if you got a hunch someone might be out for your shinies, that would be a good way to keep them safe.
Anyway that’s my idea on the matter. Feedback, criticism or support heartilly welcomed:)
Watched a vid of flute and guy suggested bagpipes. Man is a pure unadulterated long eared genius! Add them. NOW. And jackalope pet for ranger!
No need to thank me for 200% increase in revenues, just passing along good advice;)
You know, that HUGE chest that spawns on map. Anyone got his hoard from that, or only from the small exotic daily chest you get on first clear?
For other topics its usually good to go with the majority. Problem is that many issues have multiple sides, not just black and white. Also hard to tell what the majority truly is because not everyone voices themselves here.
Oh hell no. To solve problems you call in a specialist, someone with a brain. Majority is at best average in their intelligence (after all you can only be considered “smart” if you outperform most of your peers), and no decisions should be based on average caller when there’s an above average solution available. In short if 100 people give me one advice, and a genius in given field gives me another, the smart thing to do is to follow the genius’ advice.
Oh and on side note, teq fight is awesome:)
Being an awesome one man guild is fun, but there is some research that needs to be done with trusted guildies. So…trusted guildies needed:)
If you like:
a) doing stuff your own way
b) trying new and fun builds
c) doing PvE with chilled out leader and krewe
d) jungle and the mighty green parrot! (our logo:)
e) small cosy guilds focused around quality over quantity
f) not being bothered with ts, forums and hundreds of other “top guild things” that keep you away from the game itself and accually having fun
g) building a small guild from nearly ground up with few people you like and can rely on:)
Then hop in! Jungle Krewe is recruiting on eu servers! Our current goal is to assemble a group of people for tequatl that will know/learn their stuff and provide support in tequatl runs, to ensure more of them net us that juicy dragon chest:)
Generally any PvE challenge is fun to tackle for me:)
So do not delay! Your lives need a purpose and organs new hosts! Sign up today! Just contact one of my chars ingame:
1. SwampJoe
2. The Puller
3. MonsterZed
and join the genius Jungle Krewe!
As a proud leader of Jungle Krewe i honestly hope that asides desert and canyon themed regions new S2 will feature more jungle! Yes, i know how much jungle we have in gw2 (around 20%), but that doesn’t mean that can’t be fixed (to a fair 90% roughly)
Also that green marker color for forum category looks very promising:)
well if you’re sure of it…then i’ll gladly take that off your hands for certain asura guardian to run proper, legendary research on it!
All this talk about balancing professions but finally people are starting to see that in PvE it takes two to tango, other half being the monsters we face, from trash mobs to world bosses.
And it’s on this side that there’s a lot of fixing to do, so we don’t have to read every now and then that “no trinity sucks, this game failed” etc complaning, that annoying as it is, is grounded in it’s belief. As i LOVE the no trinity approach here’s few of my ideas how to make the idea work, instead of shooting your own leg with almost every boss encounter and dungeon:
1. Bosses supporting build diversity - so far it’s zerker meta that feeds majority of game’s critics. And it’s a pretty good fodder too.
Bosses should reward presence of multiple roles in the fight, and punish lack of diversity on player’s side. I’m not talking enforced hard “healer or wipe” penalties, but certain softer, yet effective means can be used. It’s not breaking no trinity rule, as everyone can fill every role. You don’t wait for healer, you just can respec yourself into one.
Tequatl fight is a huge step in the right direction. A world boss requiring mass group coordination, killing zerker meta with immunity to crits, and rewarding healer/resser builds with numerous corpses (my inner necro took over) that unhelped will be huge loss to dps and the clock is ticking.
How to achieve this
Ofc not every boss fight should require turrents, vigil megalasers, few commanders on map and totally killing crit damage vs main boss, but a similar yet softer approach can do a lot of good for lesser bosses. For example consider following scenario on a smaller world boss.
1. Dpsers are doing their job, but the boss goes into defensive mode, reducing direct damage taken by huge amount, and regenerating health. Both of those are done with boss specific mechanics, as well as known, and rippable boons (that get refreshed on him every tick of his defensive stance, let’s say 3 every secs).
2. This is where condition appliers and boon rippers move in. Poison weakens the heal, protection gets ripped off, dps-ers are still doing their work, albeit less effective, it still has it’s merit, and much bigger with that poison on and protection/regeneration getting taken off constantly.
3. The healers won’t be sitting there twiddling their thumbs either. The boss has ability to launch huge hard to dodge aoe attack that deals all the conditions dealt to him to those who step in it, as well as powerful and fast aoe stump around himself for those dpsers who don’t know when to back off. Skilled will avoid both, rest will need a healer and fast, because aoe circles do damage asides conditions, and the melee stump is followed few secs later by an even more powerful one (though better telegraphed) , that will kill all players in range, unless they dodge out. So the downed guys either get a ress by then or been nice knowing you.
4. limit of stacks for damaging conditions that stack in intensity is 25 per player, so condi builds aren’t a joke no more. Ofc the boss can still have periodlical condi clense and major condition duration decrease, during certain phases, so the direct damage dpsers aren’t out of business too).
5. From time to time a boss might run to a nearby environment object giving itself a massive heal. It’s up to both dpsers to destroy it, and condition and cc appliers to slow boss down long enough to pull it off. if failed, then you can still try to minimize the damage done by trying to interrupt his meal (lets say he takes 5 bites, 10% health each), and poison him to reduce health restored. To make the latter a challenge and not a single button solution, he can be in a state when he can have only 2-3 conditions on him, each new one pushing out the oldest one, or maybe even locking himself from receiving any new ones a for short durations. So all those traits that do condition on crits or runes will bite ppl in the rear unless they think what they use and coordinate.
All that above does not force anyone into anything. If all go zerk they can, they’ll just have to bear with having periods of their dps getting destroyed by defensive stance and be really good dodgers for lethal aoe. Condition and/or cc appliers won’t have it bad either. What they lack in raw power they can fix with condition damage and putting a stop to bosses advances when he tries to heal up.
Healers might be the most optional role, but we all know that at a challenging boss no one needs to die, yet many undertake this unthankful task despite the rule;) And a bad dpser is still better then no dpser at all.
And ofc game’s judging system needs to take into account the achievements of guys that don’t do much damage but do plenty of support with buffing, cc-ing the boss, or ressing and healing the rest.
This was long. Anyway no trinity system is good. It just needs the challenging boss encounters that will make it shine.
Well i joined 2 teq runs today (and epic ones they were, especially fist one, killed it in last secs), and i decided to be team player and run support/ress necro. And so signet of undeath landed on my skillbar for it’s active.
Problem is the cast is way too long. By the time i’m done casting the downed player is either up, or dead. I know this is a powerful skill and WvWvW might have it’s concerns about it, but in pve that cast should be way faster. The skill already has huge cooldown to offet it’s powerful effect. And forcing 3 seconds of castime is not balancing it, it’s killing it’s functionality as a tool for ress necro.
So please, consider severely cutting down the castime in PvE. Cooldown and lackluster passive are penalties enough.
Yeah this is what happens when one yells “zerker all the way” and all sheep follow….
Necro already has best cleaving attack of them all. It’s called epidemic. Just make sure to apply solid amount of conditions on target and epidemic away.
Ok i got this evil plan. Get a legendary weapon (roughly 3 years needed;p) then transmutate it to ascended or fractal skin, cause not all legendaries are bearable for me.
Questions:
1. Will transmutation work fully (i mean not strange auras, clown sounds, tracks etc)
2. Will the legendary skin land in my warderobe?
3. If so will transmutating a weapon to have legendary looks also bring back all the effects mentioned in point 1?
Welcome to Guild Wars 2:)
What you read is 100% truth. Each and every proffesion is garbage and it’ll stay that way. Because in here it’s not a profession that does something, it’s you. Being a guardian does not warrantee tankyness, being a elementalist does not warantee top damage. You gotta select the right weapon, right stats on gear, right skillset for it, and learn to DOOOOOOODGE! (for those Gohans out there). Then you may rock on your char;)
Now i’ll provide with list of…(mauahahahhaaha.. weaknesses!)..for each profession:
1. Guardian – you thought he’ll be tanky. Find physical job, you’re not much of a thinker. Also heals suspiciously less then some others, despite you’d think he’s the healer.
2. Warrior. he does allright on all fronts…for himself at least. His party..not that much (not nearly the level of guardian).
3. Necro – ragdoll crash dummy. Every cc in the book owns him unless he goes way out of himself to get stability via grandmaster trait. Also his pets are dump, they die, and they leave a dumb corpse.
4. Thief. Ever heard the one about a thief who shook off 6 conditions and killed that guy? Me neither. Thieves suck at removing conditions.
5. Elementalist – how do you call huge dps elementalist that soloes lupicus? Tissue cannon. Glass cannons are too tanky for him.
6. Engineer. Al-Queida’s finest. He knows real damage is done by walking around wrapped in bombs and detonating them under your own feet (bomb kit), or shooting stuff down with rocket turret. Both choices not too good for your health. Any other scenario = short conditions, and/or crappy damage. Also has similar stability issue as necro.
7. Mesmer. Don’t have one, can’t really say. But heard they’re squishy and their clones do what most clones do in s-f movies – anything but what you wanted them to do.
8. Ranger. Not too good with condi removal (but better then thief!), only job who’s greatsword skills make you think if you didn’t transmute a broken toothpick to look like a sword.
9. All jobs. This is the most terrrible flaw of them all. They require skill:/ None of them will give you waranteed victories simply for being “a tank” like in other games. All those evil abusive professions require you to learn the system, learn their skills, traits, proper stats on gear, and die a couple hundred times before you can say – YES! I’m average at guild wars 2!! achievement unlocked
I agree the traits starting at lvl 30, and one point being worth 5 previous ones but attaintable only every 5 levels was a bad call from a-net. I don’t mind the challenges to unlock traits, but that late start and “jump growth” is annoying and needless.
Most of your gripes come from one source – you want your strategy done in the forge. You’re looking for game strategy and depth via stats on gear.
GW2 strategy is done in the field from battle to battle with proper skill selection with utility skills, weapon type you use and traits supporting the build.
Equipment stats are tools for supporting a build, not making it. If you check combo fields, cc, and read carefully what each skill does, you’ll see the depth you’re missing.
And skinning is awesome. I see no fun in being the n-th guy clad in end-game armor wielding end-game sword that looks same like all the rest of “pros”.
Conjured weapons are an issue here. They’re too powerful. Just try path 1 and 3 AC with and without them.
As a ranger player i must say no. Just no.
We rangers already got amazing stability with rampage as one + signet of the wild traited with signet of beastmaster. On top of that we get dodge independent evasion with almost every weapon (especially sword and greatsword) and still a few stunbreakers. That block on gs and reflection on offhand axe doesn’t hurt either. nor does protection from stone spirit or bark skin.
Not to mention we’re hands down best profession when downed due to pet and not losing control over it when downed.
Ranger is the absolute best in surviving along with necro, or even above necro.
I can’t support such thread when there are engis who get stability once in a cold year or necros who gotta hog deathshroud like mad in hopes of getting any, when we got such easy access to massive source of it (RaO).
Necro is the survival specialist with tons of conditions to apply, tons of ways to remove them off self and even ways to convert them to boons, or boons to them (on enemies).
He has highest health of all professions (same base as warrior + death shroud). And quite a few ways to leech life as he attacks. To top that he can summon his minions that serve as either distractions, or meat shields.
necro’s weakness is rather lackluster ability to do aoe damage that is not condition based, and very short end of the stick when it comes to defending against CC or inflicting it yourself (except for fear, which he has in bulks).
Basically as a necro you wanna stack tons of conditions on enemies, let your minions do the mauling and throw in a few blows yourself (you can take quite a lot though) , but stay away from anything that can knock you down all day and night long.
I know this may not be the best place but nowhere else did i get an answer and wildstar forums won’t let me post as i haven’t bought it yet.
Now just about everyone and their mother know about Wildstar’s non tab target combat and telegraphs…but that’s a critical point for me.
What i want to know, yet got no reply so far, is how id the combat depth? Any good gw2 player knows that one skill can do many things at once (like guardian’s sactuary the pulses knockback, prevents projectiles, heals and is a light combo field). And there are traits and combos. That leads to tons of synergies between skills and different setups. In short lotsa depth and experimentation.
Does wildstar also provide such deep combat style customisation and true ability to “fight your way”? Or is it just down to movement with fairly standard mmo rpg skillset?
I know i’m late, loong late, but i can’t get over the traits changes. At least them starting from level 30 and being obtainable every 6 levels. Why on earth did ya do this arena.net?
The point “to steamline it, so people don’t get stuck with 4 points into one line and 1 into another, later realising their mistake” falls dead on it’s face with that trait reset button we got now.
Traits starting from level 11 was great, i had something to work with, a long term goal starting early and lasting till the end of the game. Every level i got a trait point to boost my character’s stats and feel extra rewarded. At lvl 30 when first dungeon unlocks i already could enjoy the benefit of 20 traits points giving me stat boost and two adept tier traits available to me for some little extra customization and edge in there.
Now it feels like i’m getting starved till level 30 and from there every 6 levels matter, rest is “a drag through” phase….such a buzzkill.
I recently started my own veggie engi and am enjoying the experience so far, but i got major gripe with turret overcharge commands.
1. Overcharges are unresponsive. A major part of them are panic buttons (stronger heal and condi removal, aoe blowout, blinding field). It is unacceptable to wait few seconds after i commanded an overcharge for it’s effects. many flame turrets and their engies ended up dead, because it refused to realease smoke screen on time…
2. Overcharges on thumper and flame turrets refuse to work (yet go on cooldown!) when casted outside of combat. Thumper turret’s overcharge is a blast finisher, flame turret’s smoke field. If i want to cast those it’s my business and a mechanical turret should not try to be smarter then it’s owner!
Looking forward to seeing those fixed. Yours overcharged with this issue,
Zefirez
I know i’m late, loong late, but i can’t get over the traits changes. At least them starting from level 30 and being obtainable every 6 levels. Why on earth did ya do this arena.net?
The point “to steamline it, so people don’t get stuck with 4 points into one line and 1 into another, later realising their mistake” falls dead on it’s face with that trait reset button we got now.
Traits starting from level 11 was great, i had something to work with, a long term goal starting early and lasting till the end of the game. Every level i got a trait point to boost my character’s stats and feel extra rewarded. At lvl 30 when first dungeon unlocks i already could enjoy the benefit of 20 traits points giving me stat boost and two adept tier traits available to me for some little extra customization and edge in there.
Now it feels like i’m getting starved till level 30 and from there every 6 levels matter, rest is “a drag through” phase….such a buzzkill.
I can bet this has been touched upon 100 times but just in case:
Make fractal achievements (like 100 fractals done) etc reward fractal skin boxes where you pick your skin. RNG is bad, especially with fractals. There should be sure rewards for those who aren’t blessed by RNG star.
I like the sustained damage idea and most of it’s execution (“bursts” that are infact timed damage increments and not single, easy to avoid damage spikes).
What needs to be added is means to counter defensive bursts from opponents like spiked heals or running for the hills when we got no way to kill them off fast. For first we have poison, for second we need TORMENT. That’s one very effective escape punishing condition.
Also as suggested in my revamp is the proposition making attack of opportunity a time lasting damage buff that activates on non-crits, would give PvE rangers a unique advantage of structure destroyers and good damage dealers on crit immune bosses, as well as means of damage dealing for non berserker builds.