Not a fan of DH so yes, I run core guardian. I have two of them in fact, one norn and one asura.
I wouldn’t call it build diversity though…. its more like the game demands specific things, and 1 of them is shoehorned specifically to give the Ranger something to do. Rangers are “useful” in all game modes…. but their build “diversity” suffers severe tunnel vision. You don’t have the room to muddle with ideas like most of the other classes do….. and thats largely because they allocate a whole trait line just to get 1 Trait…. Quick Draw. That single trait accounts for the biggest portion of you’re performance gains, and without it, you’re not going to be effective enough in endgame scenarios.
This is a problem that all the classes have though. I have everything (except revenant, cuz it’s seriously kittened) at 80, and all of them suffer from this. I’m not saying we have great build diversity, but it’s better than most. (a relative statement of comparison, not a black and white value statement, please take it that way.)
This is just for casual PvE, open world. But I’d take suggestion as for what gear/stats I should use, nothing too expensive/hard to get.
This is why I didn’t even bring up Viper or Ascended gear. facepalm
Ranger is one of the few classes that still has a viable build for end game content that doesn’t use its elite spec. Mesmer has one build for endgame; anything else and you will get kicked. Enjoy!
if you are going for cheap gear, probably a mix of Rabid and Carrion. Both are accessible without doing any end game content. Probably want axe torch for your other weapon set. Skirmishing and wilderness survival trait lines are the main ones for this build. Lynx is gonna be your go to pet. Entangle for your elite, some traps, sharpening stone.
Tbh, at this point I kinda wish that the “elite” specs were reduced in power to that of a normal traitline, so that balance would be a lot easier. They can still be unique (only one elite spec traitline at a time), but I hate that core classes aren’t viable without the elites. I know this is a little off topic, but I feel like it’s close enough for me to state my opinion here.
Edit: and yes, I have access to HoT, so this isn’t QQ because I don’t want to get the expansion fyi. I just think build diversity has suffered greatly since they introduced those things.
I have a level 15 or so necro and think I want to try another class. I didn’t love the death shroud mechanic and it seems pretty vital to the class. I will be spending most of my time in the 1-80 experience I’d think, with the hope that maybe i’ll have time for end game activities. (I only get an hour or two to play a night, if that) How is the ranger to level? How is it’s power in PvE? Anyone have any videos or links to read up on? How does it transition into the end game content if I do actually get there ? Can anyone describe how the ranger plays through the 1-80 experience?
Sorry if these are all basic, I’m enjoying the game as a first time player and I appreciate the insight, thanks.
Side note: a minion master build for necro doesn’t require shroud at all. It’s a nice tool, but not necessary for that build. Just fyi.
This thread was necro’ed. Leave it to its final rest.
These traits all come from Blood Magic which has two things going for it: It makes a reasonably tanky class even more so, and it contains most of our party support by way of heals, revives, and life steal sharing. So if you are in a group, it’s a great way to be a non-selfish player, but it also depends on who else is along for the party. If you have a druid, then I wouldn’t worry about ritual of life or well of blood too much. Life from death can still be useful but I feel like there are better choices in that set of traits.
Wow. No love for guardian, which is in my top 3. I’m surprised tbh…
Ranger and Necromancer are both excellent choices for solo pve content. I can not in good conscience recommend Revenant in general. It’s a great idea, but the execution… It’s gonna need a lot of reworking…
If you want something that won’t be a completely new experience, I’d suggest guardian. Solid class imo. If you want something that plays very different, engineer or elementalist would be my suggestions.
I would say that druid is a solid support role, but there are others. Tempest provides lots of boons and auras (also keeping up dps like the aforementioned warrior), guardian can be decently supporty, engineer can also but that definitely has a higher skill floor than most other classes. Mesmer (with Chronomancer) is the main source for quickness and alacrity (yes there are other sources, but nowhere near as good), and can support in some other unique ways, but again, high skill floor there.
Just letting you know the options, but druid would be the one I’d recommend.
Warrior is the better of the two. Revenant lacks flexibility (your 6-10 skills come in a set, no way to mix and match). Warrior is pretty much always welcome given its superior might stacking capabilities (look up Phalanx Strength builds). Solid power and condi builds, good sustain, static boosts to groups stats with banners, etc etc etc.
Revenant was a good idea, but…. Shrug
Edit: I leveled a revenant to 80 and consider every minute I spent doing that time I’ll never get back. Warrior is pretty easy to use (imo). Always welcome in group content. Can’t speak to WvW. I have enjoyed Warrior greatly, and with its wide array of weapons, you can switch around and keep from getting bored. Works well at melee and range. Berserker is great for condi builds, but is still a damage booster for power builds. (Herald does do boon support well, but there are other and usually better ways to get those boons.) Thief… isn’t as good as warrior, and aside from Basilisk Venom, doesn’t have much to contribute to group content aside from raw damage, which can be gained from other classes that also benefit the group in other ways. You will learn active defenses with a thief, or die trying. Something to always work on regardless of class. Staff is an awesome weapon (gained with Daredevil, which focuses on Staff and dodge/evades.)
(edited by bearshaman.3421)
Norn Ranger. Favorite race and class.
I would also recommend warrior, though reaper and guardian would also be good melee solo options.
Did people miss the part about this being designed by a son for his mother who was having problems using active defenses and just wanted to play around without the extra effort of ACTIVE defenses?
Necro definitely. Mesmer also has “pets”, but the fact that they despawn with the death of their target is a major downside. However, there are ways to keep clones up almost constantly even without the elite spec, so it might also be worth a look.
I think her preference is simple. She would like to see a good 1200 range build in the future, and she would like to see necro have a good support role which it lacks right now. I am uncertain if condi has to be a part of this, but those are what I took away from what Lily is saying.
The only support we have is boon corruption, condi management, and life steal. All pretty unique, but not in high demand, sadly.
Guard needs overhaul of their skills and traits, especially some weapons.
Welp, get in line behind the revenant….
Revenant needs a complete class redesign. That’s totally different.
So here’s an idea, and I know it won’t go well with the condi players (of which I am one) but it does return deathly chill and the whole traitline back to a more power focused build that Anet initially intended.
The original DC turned chill into a damaging trait in and of itself. This was very problematic since chill stacks duration, not intensity, so if anyone else was also applying chill, odds are your damage never happened, or at best was delayed or effectively reduced. Less of a problem for you pvp types, but still a bad design.
Then they changed it to bleeds. An improvement, but this also opened up the can of worms that is being debated in this thread. (power elite spec → hybrid elite spec)
Why don’t they just do what they did with Terror? Have the trait do a set amount of damage, working off of a power coefficient, at the time of chill application? No DoT, no condition damage, just “hey you applied chill, here’s some extra damage” and done?
This would have been the best way to change DC, have reaper still be a power focused elite spec, but not have DC be a wasted trait.
Now, I’m not trying to destroy the condi reaper. I’m merely showing how the trait could have been fixed and have kept the original idea for what reaper is supposed to be. I love condi, just wondering why they went in the direction they did. I remember the flood of tears and screams of anguish when they first changed DC to apply bleed instead of its own damage.
The level 80 boost is best used later to test out classes at lvl 80 to see if you want to bother leveling them. I would never actually expend it (kicking myself for doing this).
This may be a stupid question, but does the dedicated dodge button allow for dodging in different directions, or is it always dodging back (not to either side or forward)?
So I like the idea of using shift 1-5 for the utlity skills, and I will definitely look into remapping some of them. Lots of good suggestions. I did think about getting one of the game pads (the thing that has a thumbstick and about 16-20 buttons for your non mouse hand). What about the other options in the game menu like ground targeting, directional dodging, and the other things that aren’’t just what key to use for what command?
I’ve read debate about the targetting, and I know the double tap to dodge should be turned off when doing any kind of jumping (which is sad cuz I’m gonna have to relearn dodging). I’m sure there are other things as well.
Honestly, the character that is, comma, “worth it”, comma, is one that you are comfortable with. If you can move around, easily kill enemies and come out from it stronger, then you’ve found your new favourite class. Sadly, finding the right class this way might be difficult.
This is what I’m getting at as well. The meta changes, but what class you are good with doesn’t.
So I know people change the default control schema, but how? What set up for controls and options do you serious players use, and why is it better than the defaults? Thanks!
The thing to keep in mind is all of this applies AT THIS TIME. There are regular balance updates, usually around 4 times a year, that usually have significant changes on what classes are Meta at any given time.
Nice break down! I never thought about Necro. Have not done a necro since the days of EQ =)
FWIW, in every other MMO out there I “know” the classes I’m going to enjoy up front. The paladin / guardian / magic plate tank, the dark magic and greatsword warrior, the archer / ranger / hunter, the summoner / pet oriented DPS.
GW2 is the first one that doesn’t match up perfectly to that. The things I enjoy are different to every other game out there. (Though I <3 reaper, and almost love ranger, so it’s not as far off as it could be, but still … not an exact match. Go differences!)
Point is, try classes you normally wouldn’t think of enjoying in other games. GW2 is different enough you might love them.
This is very true. I typically hate paladins. I love Guardian. Same thing for Necro. Go figure… XD
Every elite spec introduced a new utility skill type to the class. This isn’t really unique to engineer. Kits are a type of utility skill, and while highly meta, they are not a class mechanic. That’s what toolbelt skills are. So more kits would have broken with the stated purpose of elite specs.
Yes and no…
Kits are intrinsic to the engineer as attunements are to eles or pets to rangers…
We got no weapon swap and use kits to cover for that.
The reason why 4 kits is the meta for condi is because the build focus on doing as much dmg as possible, and the condi dmg is spread on those 4 kits (bombs, nades, FT, mortar). If you need utility for anything (beyond some CC from fields) you would have to swap, most likely bombs, for something else.Scrapper gave the engi a good weapon on its own. The auto provides might and hits reasonably well, it has defense, CC and a bit of burst. And yet scrapper still needs kits (on PvP/WvW) because it has no range. So we are forced to use EG for range and some condi removal.
Ok first off, you’re comparing a utility skill to two actual class mechanics. Our class mechanic is the toolbelt. Period. Kits aren’t intrinsic, they are just so powerful that everyone uses them. The fact that this conversation is even happening is proof that there is a serious balance issue surrounding kits.
We have no weapon swap because we have another 5 skills right above the weapon (the toolbelt, our class mechanic).
The reason 4 kits is meta is because, as I said, they are unbalanced. The changes with FT to give the kits more of a focus will hopefully move us away from this, as you won’t NEED 4 kits to do good damage, and can do well with only 1 or 2 instead of being forced to hop between 4 kits to do good damage. Hopefully this will continue so we can have some true build diversity in this class again.
Why does everyone just overlook the toolbelt? We have 15 skills at our fingertips AT ALL TIMES without even using kits, without any cooldown on switching, nothing! Who else has that!?! No one!
To people complaining about their build being dead:
Guess what, change happens. Learn to adapt. The profession as a whole is better off than what it once was. Your previous build doesn’t work they way it used to. That’s true for everyone at some point. Balance patches change how things work. That’s the point. They are trying to change things to make the game better for everyone. It’s not about you and your one particular build. If you can’t adapt, then I’m sorry, but you’re gonna have a hard time not only in the game, but life in general. Nothing stays the same.
This was a good patch for this profession. Hopefully the ideas behind some of the changes will continue, and we will get even better, more efficient, and more effective. Time will tell. In the meantime, roll with it, and enjoy the ride.
Took me a while to get over what anet did to my perfect build when they took stun away from gyros. Still a bit salty but i moved on (now running vanilla as I find vanilla is better overall…but I miss my function gyro)
And I get that. Not sure what vanilla means, guessing you’re not using scrapper? These and previous changes have forced me to change the builds I run with too (the venomshare change for thief completely wrecked my concept build for that class), but there are usually upsides to them as well (thief now has a set of skills that buff a party). If anything, while yes it can be annoying to have to change, it does keep things interesting, and I for one might get bored after a while otherwise. Also, as I said, I do think this direction of “purity of purpose” with kits is sorely needed, and I can see it making the frantic kit-switching that is necessary for top dps a thing of the past in favor of having more diversity on the 6-10 skills and for builds without sacrificing dps for whatever kind of build you go with.
I didn’t read everything but what I have to say is:
The reason Scrapper added no Kits to the game is that when ANet was developing the elite they asked the community what they wanted from the class and they said: “Something that doesn’t use kits because we’re sick of using all 4 of them”.
So we got it. An elite spec that uses no kits. Only it also doesn’t use virtually anything else from the core class… or plays like it… >.>
Every elite spec introduced a new utility skill type to the class. This isn’t really unique to engineer. Kits are a type of utility skill, and while highly meta, they are not a class mechanic. That’s what toolbelt skills are. So more kits would have broken with the stated purpose of elite specs.
By making the kits more focused, it will improved build diversity, because you won’t need 4 kits to do the damage you need 4 kits for now, and will get to use some of the other utility skills.
I’m really curious to try the boosted static discharge.
It’s not much better but it’s still better. Still won’t be anywhere near viable to 4kit builds.
wasn’t aware that they were mutually exclusive.
To people complaining about their build being dead:
Guess what, change happens. Learn to adapt. The profession as a whole is better off than what it once was. Your previous build doesn’t work they way it used to. That’s true for everyone at some point. Balance patches change how things work. That’s the point. They are trying to change things to make the game better for everyone. It’s not about you and your one particular build. If you can’t adapt, then I’m sorry, but you’re gonna have a hard time not only in the game, but life in general. Nothing stays the same.
This was a good patch for this profession. Hopefully the ideas behind some of the changes will continue, and we will get even better, more efficient, and more effective. Time will tell. In the meantime, roll with it, and enjoy the ride.
I’m really curious to try the boosted static discharge.
Might have to do with the top 3 raid builds for dps all being ele.
I tried to like this class. I really did. But I couldn’t stand it. It’s the one class I don’t have leveled to 80, or any level since I deleted it months ago. Maybe I’ll check back in a year or two and see if it’s become playable for me.
The build editor isn’t up to date for this patch, so it won’t show things correctly yet.
I already made this thread.
Every change here is pretty much completely justified. I’m really liking the direction they’re going in with the new balance patches.
Excluding Rev of course. Even Guard changes are meh. To be honest, Guard was in a decent place before the patch with great diversity and strong presence in all game modes. The changes did not do anything except kill Purification as a healing skill in PvP.
Rev…. I have nothing good to say about it. I tried to like that class, I really did, but I gave up on it. It’s the one profession I don’t have at 80. Ugh.
Guardian I’m happy with.
slowly but surely everything power about engi is falling into disfavor and condi overtakes
Power overtook condi hard when scrapper came out. Condi coming back is a good thing, balancing the two builds (though I think one has dominated in pvp, and the other in raids). I will admit I don’t understand why rifle #3 exists (condi on the power ranged weapon?!?), and that should be fixed. Pistols might see more use now, and I’m all for the kits getting slowly reworked to be more focused, and not all over the place like they are now.
Reaper and wells…
Will condi-copter be good enough for a raid slot?
condi-copter?
Every change here is pretty much completely justified. I’m really liking the direction they’re going in with the new balance patches.
Agreed.
What I’m hearing isn’t “flamethrower is now a bad weapon kit”, what I’m hearing is “Flamethrower isn’t what I want it to be anymore”, and to be honest about it, I don’t think it was ever what a lot of people thought it was to begin with. Whenever I heard people talk about it, they just AA spammed it, but 2-5 hardly even got mentioned. Now that it is been given more direction (and that direction is in favor of condi), some people are upset. I’m not sure why, you can still ignore the 2-5 skills, get your might stacking, and use the AA, nothing has really changed for you. But to complain that a FLAMETHROWER is now doing more BURNING is about the most ridiculous complaint I’ve ever heard in these forums!
I mean, seriously?!?
This is the one class I couldn’t stand in terms of playstyle so much that I couldn’t even stand to level it to 80; I didn’t even make it that far. It might be fine if your playstyle is different from mine, but I can’t recommend it. ;-;
Deathly Chill got better, and I find QQ. I don’t understand…
What I found interesting is the auto attacks now built in phantasms. Which means that now, if you are casting phantasms while cloaked like in pvp or wvw, which I do, you are now going to break your cloak by casting them.
EDIT: Unless of course the attack comes from the phantasm instead of you? Working, can’t test it yet.
It comes from the phantasm. No idea if it breaks stealth.
Engineer
The goal for engineers in this update is to improve trait synergy, weapon usefulness, and kit purity of purpose. Both power and condition builds will be affected in this round of changes, with a focus on PvE group viability. Notable to this, the trait Pinpoint Distribution now grants a unique condition-damage bonus to allies around the engineer. The Flamethrower utility kit is now focused on burning and keeping that condition on your enemies.
Blunderbuss: This skill has been unsplit from PvP and will now deal the higher (10%) damage values in all areas of the game. Increased bleeding stacks from 1 – 4 to 2 – 5, based on range. Increased bleeding duration from 4 seconds to 5 seconds.
Fragmentation Shot: Bleeding duration has been increased from 3 seconds to 4 seconds.
Blowtorch: The number of burning applications that this skill applies has been increased from 1/2/3 to 2/3/4.
Elixir U: The recharge of this skill has been reduced from 45 seconds to 40 seconds.
Toss Elixir U: The recharge of this skill has been reduced from 50 seconds to 40 seconds.
Super Elixir: Fixed a bug where this skill would display the wrong healing values underwater.
Shredder Gyro Self-Destruct: Increased damage to match other gyros.
Shredder Gyro: Increased damage by roughly 50%.
Glue Bomb: Immobilize duration of this skill has been increased from 1 second to 2 seconds.
Big Ol’ Bomb: This skill is now affected by Short Fuse. The visual size of this bomb has been increased by 33%.
Short Fuse: Updated the Fuse Time to correctly display the fuse time reduction of 0.5 seconds. This trait now affects Big Ol’ Bomb.
Glass Cannon: The threshold for damage increase has been reduced from 90% to 75%.
Shaped Charge: The damage of this skill has been increased from 7% to 10%.
Static Discharge: The damage dealt by this trait has been increased by 20%.
Shrapnel: The chance for this trait to activate has been increased from 15% to 33%. Reduced cripple duration from 2 seconds to 1 second. Reduced bleed duration from 12 seconds to 6 seconds. Fixed issues with this trait that caused it to activate at lower-than-expected rates for some skills. Updated the description to specify that this trait only activates on hit.
Explosion: Skills that count as explosions for the traits Steel-Packed Powder, Explosive Powder, and Shrapnel are now marked with a skill fact. Scrapper gyro detonations are now considered explosions. Skills that do not hit the enemy, such as Smoke Bomb and Magnetic Bomb, are no longer considered explosions for combat clarity reasons.
Pinpoint Distribution: This trait no longer grants condition damage based on precision. This trait will now instead grant up to 150 condition damage to nearby allies.
Flame Jet: The duration of burning inflicted on the final hit of this skill has been increased from 2 seconds to 4 seconds.
Flame Blast: Reduced the base damage of this skill by 66%. This skill now inflicts burning for 3 seconds.
Detonate Flame Blast: Reduced the base damage of this skill by 57%. This skill now inflicts 2 stacks of burning for 3 seconds.
I was wondering how people would react to this. I’m glad so far it’s been positive, especially given what went away to get it.