+1050 power
+1050 precision
+560 ferocity
+560 toughness
I know there were discussions about new amulets before, but i reaaally would like for this stat combination to be in pvp.
I realise that all stat combinations in pvp are available in pve and that this would break that rule, but the thing is in pve you can mix & mach gear to get something like this. However in pvp we are stuck with just the one slot (which is a bad design imo) and this combination would be a desirable choice for classes with medium and high hp.
Get a dc at the start of a game, reconnect as soon as the gw2 launcher allows me to, play out the game (loose by 200 points), get flamed by team (threaten to get reported) get 15 min dishonor.
But wait it gets better: queue for ranked, accept a game, queue bugs out and re-queues me, and gives me a 2 min dishonor for? idk for playing a game riddled with bugs i guess.
This is not fun, if you do not get screwed over by machmaking you get screwed by the dishonor system. And in most cases you get reported for whatever reason if your team looses (got reported for playing a non elite specialized class one time).
What are you all talking about? This is the ultimate balance, no one can kill anyone and no one can cap or decap any point. Seams as balanced as can be. /sarcasm
https://www.youtube.com/watch?v=NhYGyHhTRYk&feature=youtu.be
But than goodness there will be a update soon that will change 4? skills that is sure to make this whole apocalyptic mess better.
grouch, prevent capture point holding when under the effects of “well of precognition” or you will not change much in the current meta.
while i agree with some of the revenant changes (although others could have been implemented in a better way) the changes will still not do much against what’s ruining the meta.
- scrappers too tanky on marauder
- druid pets hitting too hard
- warrior basically useless
- chronomancer on point too strong
As a druid I can attest to this. Otherwise the class seems fine.
As a ranger player i need to make a correction here for the sake of the class: smoke scale and bristleback hit a bit too hard (or more like they can hit reliably, which is something the other pets cannot do).
So do not nerf pets across the board just because thees 2 are a bit too strong. Just reduce smoke scales & bristlebacks damage coefficients.
Also i will leave this here because it is funny, not that it can really happen in an actual fight.
https://www.youtube.com/watch?v=D-DxXEgH3Gg
(edited by foste.3098)
What you actually want is the marketing teams mail. The game, and thus pvp, is balanced by the marketing team. This is the reason why every elite spec is more powerful than the core (so that they could sell more hot), why revenant is strait up op broken (same reason), why they force esports when the game is broken, why they refuse a solo queue (so that you have to make a team to progress through leagues, and then since you have a team they hope you will take an interest in esports).
Lost a game with with a score of 500-499 lost 1 pip
Won a 4 vs 5 game where 1 person on the enemy team disconnected 1 min after the game started, got 2 pips
Who programed this stupid system? It doesn’t reward you with pip gain or loss based on how close the game is, but on..ummm esports? It is random.
The daily league participator achievement is bugged and it will not progress past tier 10 for me. I asked around in the mists and there are people who progressed past tier 10, this is a very strange bug.
I do not know how to resolve it, help me anet you are my only hope.
Stability would be a niche thing for fields and other hard CC (which is a hard counter for the skill and if you made them burn it on you, well done).
To have something like a teeny tiny bit of stability for the duration of the evade wouldn’t be worth the damage trade off IMO.
It’s respectable damage, fury, and condi removal (traited) that puts some great distance between you and your opponent and gives you a lengthy amount of vigor.
The only real buff I’d like to see to LR is to reduce the base CD a bit. I like the damage component of the skill, I’d rather not lose it.
If anything, maybe make it stronger or a guaranteed crit. Something along those lines.
A enemy tempast joins a team fight and overloads air,while you are caught in a mesmer gravity well and you use lr to not die. The second you press lr you break the well cc, but get instantly stunned again because every enemy in the team fight has shocking aura and the lr damage hits it. How would a tiny bit of stability or the removal of the damage be a niche thing??
Lightning reflex is a stun break that, in the current state of the game, often STUNS you when you use it to break out of a cc. And it crits for about 1.5k on a heavy golem, is this damage worth making a stun break not reliable?? If it is then idk what build you are running.
If the damage would get changed to something else (not a stun or a daze because that would introduce more problems with traits like mirror of anguish and the revenant taunt trait) it would make the skill much better. The only real argument that holds any weight is that by changing the damage component you make lr unable to clear a blind, and if that ends up as such a big part of it they can add a cures blindness on use effect to the skill.
In any case the skill would still give fury and clear 2 conditions when traited, would still be a evade, and would still put distance between you and a target.
Only major difference would be, it is no longer able to self stun you.
Why are some people against any changes, even when it would make things better?
Replacing the damage with CC would only move the issue, because Mesmers have a trait that returns CC to their attacker.
This is why a the damage should get replaced with a condition (a short imob, or cripple, heck even a blind).
The main reason for my post and suggestion is to make it so that this, otherwise good stun break, does not stun you instead of saving you if you encounter a shocking aura (which is common thees days since tempast is strong as hell). Fixing one issue only to introduce another is not good (mesmer with mirror of anguish or a revent with the 3 sec taunt on disable trait).
Think about what is reasonable and not what would make your druid build more op. A daze would be too much, so would a stun.
About the only thing LR dmg does is remove blindness if it hits something. Not completely bad since its capable of removing 4 condi when traited and stars align.
I’m actually thinking adding a second of stability, so you can use it through cc wards, would be more appropriate.
This could also work get 1 stability for 3/4 sec upon activating lr, long enough to over the evade frames of the skill and short enough so that you cannot make it linger with boon duration.
(edited by foste.3098)
If you use lr to stunbreak, while you do not have stability, and there is a enemy with a shocking aura within melee range you get stunned instantly upon using lr. This is because lr deals a small amount of damage to 3 targets around you on activation, so if it connects with a shocking aura this skill becomes a self stun.
Suggestion: remove the damage part and replace it with a cripple to 3 foes around you on activation (same range same number of targets duration of 3 or 4 sec). This would make the skill synergise more with predator’s onslaught trait and kiting with a ranged weapon in general.
I really don’t know what the higher ups at arenanet are thinking. This game will never be a esport, it is too messy to spectate, there is no balance at all, and they are ignoring the more casual pvp players which is beyond stupid.
If they care about getting views on twitch then they need take a look at wow, the game is not a esport, is not trying to be one but is constantly at the top 20 most viewed games.
The few players that get in to the game because they saw a tournament or whatever quickly leave since it is an imbalanced clusterkitten that rejects non ‘pro’ players.
But by all means throw more money at ‘esports’ and continue to ignore the lack of balance between classes and elite specializations, the broken and exploitable machmaking (abused by the pro teams no less), the bugs (still get stuck in an invisible dh longbow ward), ect. And whatever you do never ever communicate with the community, since this seams to be working wonders for you.
#espoorts #abjuredalwayswin #tuneinthetwitchchatforastupidgambleinortertowingems
Thief is not nearly as bad as people make them out to be, it can wreck necromancers, do work to mesmers, etc. Warrior, on the other hand, has nothing.
Warrior has the best rez skill in the game, the battle standard banner. Warrior can also bring lots of cc, which makes them a decent counter to necromancers (once their pulsing stability is over) and revenants while they are in mallyx stance where they have 0 stun breaks. Still can use some buffs for sure.
Imo the biggest problem is the distortion well. It is inconsistent with other skills that grant invulnerability (obsidian flesh, protect me, ect) that PREVENT you from capturing or holding a point.
This well not only allows you to capture and hold a point while invulnerable, but it also makes 4 other team mates invulnerable as well.
Nerf it to where you and all allied players that are stood inside the well have the ‘prevent capture point contribution’ effect. This way there is a risk to dropping this well twice with split.
I usually watch the esl, but not any more. I will, and i suggest everyone else, not tune in the twitch stream.
If enough people do this the tournament will have no wievers (or a very small amount). Since there is no other way to get the message to area net that they need to balance the game, and fix the broken and abusable league/machmaking.
If you play good enough aka do not camp longbow. Swap weapons on cooldown (when appropriate like when some one gets to you in melee swap to gs) and utilize quick draw to double up on damage or cc depending on what the situation requires (double counter attack or hilt bash for control or swoop for chasing/escaping, double rapid fire for damage or hunter’s shot/point blank shot for pealing or control, ect).
The shrub dog pet is there for the cc and the f2 regeneration which combos with the 5% damage reduction from regen trait (5% is noticeable, don’t let the number fool you).
In the event you face heavy stun spamming classes swap elite skill to wrao for pulsing stability, otherwise entangle is better. Keep in mind that the tool tip for entangle is bugged it stacks a total of 9 sec immobilise over 4 seconds, which is great for disrupting team fights or setting up a full barrage on a single target (barrage deals a ton of damage if the target stays in in for the whole duration, which you can often make them do), also is better for facing condi spammers (removes 2 conditions because of trait).
basically you have good damage, and good active defence, ok-ish armor and hp (swap to marauder if you have trouble, but you will loose out on allot of damage) and you have cc on top of cc riding cc (if you utilize quick draw good enough).
It’s REALLY silly that going up in divisions basically requires win streaks when the GAME itself tries to keep you from getting them.
I can confirm this, the machmakig viciously attempts to force you in to a 50% win rate. Even going as far as putting 5 random players against a full guild group.
This is o funny i had to drop it here. It hurts, the laughing is killing me.
Ok that’s it, i am no longer going to play pvp. And since that is the only thing i play in gw2 (for the last year) i am quitting the game.
Since you put priority on tournaments that no one cares about, lie about elite specializations and balance (they are more powerful than the core ones), and have almost no communication with the player base i will not log back in until i see a promising patch note (so that means at least 6 months from now), or i read that the balancing and pvp teams have been fired and replaced.
Have fun bashing your heads against imbalance and a rigged machmaking pvp players, you have my sympathy.
Played a few more games and the machmaking is definitely forcing a 50/50 win rate, maliciously so.
This is not fun at all, what happens when i force myself to play enough to get in to a devision where you loose points when you loose a mach? With this system no one will ever reach legend or diamond unless they hardcore no life it it kitten man team and voice com.
Get rid of the forced team balancing that favores a 50/50 ratio in ranked and just mach people based on mmr, not how many games they have won/lost in a streak.
For anyone that does not know, this is in place so that even if you play like garbage you can still win some games (50% of them to be exact). This way everyone gets to have fun, except in reality no one is having fun and everyone gets frustrated.
Could the mach making be forcing a 50% win rate any harder? There are about 3 more sets of games below that are also win win loose loose.
Also all of them are solo queue apart from 2 in which i wen in with a buddy (the 2 wins in the middle).
Make it ether as a emote or a button on the score board, if everyone on the team resigns within 30 sec the game ends early and the other team wins.
This way i do not have to waste 5 min loosing to a premade or a guild group because of your incompetents to include solo queue or make a decent machmaking.
They do not care, all they care about is their precious esports scene which will NEVER take off.
I have to bust a joint just to progress through the first 1/3 of the first devision because i was pvping allot before the pach, but a new player will go through the tears and devisions faster because he will be facing other players with lower mmr and have faster games one way or the other resulting in more shorter games thus faster progress.
How did they kitten up so bad? Nothing in this pach is good not the machmaking which still suck (still makes un-even teams resulting in 500-200 games), not the non-existent balance (lol revenant, thief? warrior? what are those aoe deals more damage than single target skills) nothing!!
The machmaking is still broken, making unbalanced teams with games ending up with scores like 500-200 or less.
Further there is no balance to be had, revenants are still op as hell thieves got nerfed again warriors are invalid, aoe cc spamfest that deals more damage than single target skills.
On top of that arena net lied about elite specializations, told us they are suppose to be on par with the core lines, are suppose to give classes different play styles, but they are for the most part clearly better than the base.
Also lied about the way they want to do balance updates
Direct Quote: We strongly believe that regular balance updates are one of the key pillars of building a successful competitive game. As such, prior to each season, there will be a balance update. League play will generally begin about two weeks after a balance update to ensure that the metagame has stabilized in an appropriate manner. Balance will be closely monitored throughout the season with the goal of having solid balance going into the postseason tournaments.
Also no solo queue for ranked or unranked.
Absolute disaster, what did you do to the ‘dedicated’ balance team? Did you lock them in a closet and use their monthly check to pay the ‘esports’ tournaments (that most of the community do not care about). Do any of the forum suggestions regarding balance make it to the developers, or is there a shredder under the forums?
Balance is such a disaster at the moment I can’t believe Anet doesn’t realize it.
“Coalescence of Ruin: Fixed an issue that prevented this ability from dealing damage at the very edge of its range.” Epic triple facepalm
This is a major change, now zergs in wvw can oneshot each other with cor from even farther away, and in pvp you will be able to out damage a ranger from an even greater range than before (ranger, the class that is suppose to be the best at ranged combat out of all classes). Goooo esports
/sarcasm
Teef is now officially reduced to a ambient creature, it now holds the status of a mosquito. It is able to buzz around the map and annoy opponents, but not much else and it is easily squished. And just like a mosquito it persists and keeps coming to annoy you, despite you losing all the windows it finds a way in just so it can jump around for a few before it dies.
#balance #esports #wewanttobeamoba
Direct Quote: We strongly believe that regular balance updates are one of the key pillars of building a successful competitive game. As such, prior to each season, there will be a balance update. League play will generally begin about two weeks after a balance update to ensure that the metagame has stabilized in an appropriate manner. Balance will be closely monitored throughout the season with the goal of having solid balance going into the postseason tournaments.
Spam this in every forum so then maybe anet will get the message, 2 out of 9 classes are dead in the water and 3 others dominate the meta.
Also screw the whole esl pro whatever bullkitten, and do not balance the game by adjusting it for the pro league (which is less than 0.1% of the total player base bdw). This is a bloody mmo not a moba.
Here is the scary part… they announced that they have a team who only has the job of balancing. I wonder what they do all day.
Something like this is the balancing process for the game, and then they put whatever comes out in to the game. Like steal for thief now requiring a target.
Dear Anet,
Delete anything that works instead of fixing what doesn’t.
Sincerely
Lel
*sigh, if you thing a build were all you do is spam 3 is ok then i have nothing to say to you.
Yes death blosom is a mechanically functional skill, but it does not fit the rest of the skill set and it promotes a play style that is unfun boring and stupid. This was the same reason used to nerf ranger spirits so now they cannot move, because the play style which that build brought was frustrating and unfun to play.
p/d is the thieves condi set, not d/d.
It doesn’t fit with the rest of d/d skills and the condi play style of d/d is laughable just leave a blank skill 3 on d/d weapon set. This skill enables a kittened build where all you do is mash skills 3 over and over and over and nothing else literally nothing else.
If this is what combat in gw2 is suppose to be, using 1/5 weapon skills at any given time, then by all means just leave it. Otherwise rework it to fit the rest of the double dagger skills or rework the rest of dagger skills to be condition based.
Ok it is more telegraphed skill than bs, but be real here it is a evade a leap that moves you 600 distance and a aoe. There is a reason why most daredevils just spam this skill when on staff, not that spamming it is a good strategy.
Is this a serious post?
Vault takes a lot more effort and skill to land than backstab anyday.
So team with most revs win.
Ok thats definitely going to boost HoT sales
This is very reminiscent of gw2 launch where thief was god like in every game mode. Well at least it will be fun reading all the qq and drinking all the tears if the revenant nerfs end up anywhere near as severe to what the thief nerfs were.
Slot in signet of stone, use signet of stone when a staff monkey starts to jump on you (also known as vault spam), hit him with a couple of auto attacks. Congratulations he is now in the down state.
But in all seriousness most thief/daredevil players are not very good and in case of dd all they will ever do is spam vault (or pistol whip if they role with s/p), making them very predictable. As a ranger if you can land a taunt you will win, if you land 1 point blank shot you will win if you land 1 hilt bash you will win. Vault has a small aftercast as the thief stands up from smashing the ground, so this is you chance to land the above mentioned skills.
Also as a tip from one ranger to another, run with longbow/greatsword and i highly recommend the skirmishing line for the vigor and quick draw.
With quick draw you will be able to better control a fight by reducing recharge of key weapon skills for that encounter. In case of daredevil you will be able to swap from lbow to gsword as he gets in melee range of you and use counterattack. What this will do is stop his initial burst, and posible cc him, but more importantly let you use this skill again in a few seconds (i thing 4 can’t remember the exact number). Quick draw is amazing for things like this, if you need to peal quick draw hunter’s shot for more stealth, if you need cc point blank or hilt bash, need dmg rapid fire, need to run quick draw swoop. Also this goes without saying but, don’t use longbow in melee (unles you swap to it for a bps or can use hunter shot in melee to gain stealth). Way yo many rangers camp longbow for no reason.
Also if a daredevil lands a vault for ~8k on you he is probably using a berzerker amulet, so he is the definition of squishy. When people said all you need to do is breath on him to kill him it was not a joke, he has 11k hp and no additional armor.
(edited by foste.3098)
A very neat way they could buff bs damage but not make it ‘zomg op oneshot’ is to give it armor penetration.
So it would become ‘hit your foe from the shadows striking for double damage if you hit from behind. This attack ignores 15% of your foes armor’. This way it would not be that much of a damage buff against targets that did not build additional toughness in to the build, but it would be noticeable against bunkers.
Also vault should cost 6 initiative, like every other terrestrial weapon skill 5.
@Decceiver
moving se is not pointless if you are roaming wvw solo or if you solo queue and end up with trash teammates that destealth themselves when you go for a rez. Even if you end up picking ma as the best trait out of the adepts IT WILL BE A CHOICE.
same for moving the 20% reduction from va to lv. If i want to use basilisk venom and devourer venom and want the cd reduction but am solo in wvw or do not wish to rely on my pug team i am shooting myself in the foot by taking va. The effectiveness of venoms is another topic all together.
And no mws does NOT affect the length of stealth you get through leap (black powder + h seaker) or bast (smoke field + cluster bomb) finishers. In both cases the default duration is 3 sec (the count down stars at 2 but ends at 0 instead of 1, so it is 2 1 0 out of stealth) and is NOT made longer by mws. Test it if you must, and also my suggestion would make it so that any stealth application would last 1 sec longer be it through a combo or a skill it would be a buff (right now you have a trait that is meant to make stealth last longer but it doesn’t work with half of our weapon stealths aka leap finishers).
And no i am not new to thief, i have been playing thief longer than most.
EDIT: yes i forgot to include traits in the new mws description so it would be ‘stealth you apply with skills traits or finishers lasts 1 sec longer’, the only difference to how this trait works now will be that stealth you get via finishers will also be 1 sec longer (you will still get longer stealth per pulse of sr).
EDIT EDIT: sry if i come across as spiteful, i am just frustrated with how weak thief is and now many disjointed traits there are that could be made better with a few tweaks.
(edited by foste.3098)
Shadows embrace swaps places with merciful ambush and becomes the new adept minor trait, remove the 20% cooldown reduction from venomous aura and place it in leaching venoms, and finally change meld with shadows from ‘stealth skills last 1 second longer’ to
‘stealth you apply with skills or finishers last 1 sec longer’.
The first change is simple to understand: if elementalists could get elemental attunement as a minor and necromancers reapers might as a minor because they always picked those 2 traits, then the thief can also get a mandatory trait as a minor (besides all rez traits should be a choice, looking at warriors tactics line).
I don’t know why venomous aura got the cd reduction when before the specialization change venomous strength had it. This change will allow thieves to make a venom build that does not revolve around allies and in a team composition it will not make a difference as you will still want to trait the v. aura.
The meld with shadows change is meant to make this trait work with the dagger pistol set (or sword pistol daredevil traited with bound). Right now you have a dead master minor trait unless you run with a dagger off hand (which no one does), at leas as far as entering stealth through weapons is concerned.
To me it seams to easy to block 1 attack by accident especially when the attack is a ranged projectile already in air, or a melee swing that is midway to a hit.
Would the mesmer player be offended if echo of memory got nerfed to having to block 3 attacks instead of just 1 to flip over to deja vu? In team fights this change should not be too noticeable.
Yes it is insane how fast a thief dies to random cleave not aimed at him. Also insane how a ‘master’ of stealth cannot reveal other stealthed classes, but others can reveal him.
But teef is still op, i can blink across the map and decap far if no on shows up to stop me. In the event they do i can use my op mobility to escape.
Unless it is a revenant who can glue him self to me with unrelenting assault or a ranger who can snipe me or a mesmer who can instagib me before i can bling out of his range, ect..
remember teef is still op and should be nerfed more as it can still do things from time to time.
This puts Anet into a sticky wicket. Thief players want to be stronger, but thieves have to be the weakest.
.
The same can be said for mesmers, they are stronger in a small fight/solo since their illusions do not get cleaved down. But do mesmers have a issue in team fights? Yes, unless they run a bunker spec, but are they otherwise totally useless? Not by a long shot, on any build. Thief is just a flawed class by design, nerf its mobility and buff something else (not damage).
Thief fine
No thief is not fine any class can move fast across the map, not as fast a thief, but be infinitely more useful in combat especially in team fights. Example any revenant with staff and shiro, or a ranger with sword/x greatsword and quickdraw, or a a engineer with elixir gun and rocket boots.
Further thief has utility skills that are balanced around having specific traits (venoms with v. aura and 5 ppl around you traps with 2 traits and a rune) to be any good. This is a horrid balancing decision, all skills should be bettered by traits not be useless if you do not trait for them.
Not to mention the acrobatics trait line which is total garbage now and critical strikes which is not as bad but also trash. On top of that no good range weapon with some weapon sets being disjointed (p/p d/d – power set with a condi skill 3 and a condi trait, sure you can make a condi build but ask yourself: is something wrong with a build/weapon set if all you do is spam one skill and nothing else??).
And to top it all of every thief always takes short bow because of skill 5, not the garbage skill 2 which is slower than a snail not the trash skill 4 which does nothing not the trash auto attack, thus further limiting build diversity.
But yeah sure teef is fine must be, as long as there are crusaders that say it is. In fact it is op by mechanics, isn’t that what one of the pro players said in a voice interview before a tournament mach? (i am genuinely asking not sure).
What you need to do is go to character select screen click on ‘create a new character’ and make anything that is not a thief. No matter what build you try as a thief you will be subpar to everything else. If you like the sneaky assassin character play a memser, it will be far less frustrating than playing a broken class.
And in a few days you will switch from thief to well anything really. I too love the teef play style but i do not like getting trashed because i am rolling as a overnerfed broken and useless class that might as well be renamed to ‘the devs punching bag’.
For open world dungeons and fractals anything is viable. For raids and pvp (and wvw) not so much.
The thief is currently the worst class out of all in every game mode. It has almost no group support its damage is outmatched by others its survivability is garbage, and it has poor build diversity.
Worst still the elite specialization is a rehashed version of pre nerf acrobatics (yes thieves had a 3rd dodge before daredevil) and no good range weapon set. On top of all that there are some weapon sets that are totally disjointed (like pistol/pistol that is a condition weapon but with a power skill 3 or dagger dagger which is a power weapon set but with a conditoin skill 3 and a condition trait associated with it).
I also head stories of thieves getting kicked from raids since they bring almost nothing to the party.
So yea it might get buffed and the garbage skills (pistol dagger 3 most venoms and all traps and the entire acrobatics trait line) might get fixed, but right now it is not worth it, especially if this is your first character.
Here is the meta thief build for spvp: http://gw2skills.net/editor/?vZAQJAVVl0MhenY5Tw0JQ/EHDFlPHWiSgHALQF0/qRYMB-T5wHABPXGol9HA4bAAA
As you can see it is made to fulfil the decap role to its absolute maximum potential, making you an uncatchable speed demon.
But you can still die if you foolishly decide to engage in combat against another player so you must avoid fighting at all times, you are simply not made to fight let alone defeated another player. Team fights are especially deadly and should be avoided like the plague.
In the event that one of your team mates falls in to the downed state you have a hard choice: do you simply abandon him to a grim fate or do you attempt to rez him, thus slowing down the process of decaping and risking your own life. The answer is clear you go for the decaps. I mean shure you have stealth to cover the rez but it is simply not the teefs job to do that, every second spent rezing or not moving to a point to decap it is wasted.
Master this build and the art of decaping and you will be able to carry your team to the legend tear (after dec 1st when the tear system is put in place). But you must have thick skin while wining games via decaping as the loosing team will spite you for playing an op class with an op spec caring out a game wining role that is simply not feasible on any other class.
I want this
+1050 power
+1050 precision
+560 ferocity
+560 toughness
Call it ‘the medium armor medium hp classes wet dream amulet’
Make Shadow’s Embrace a minor trait instead of merciful ambush. Reason is you always take sa and ma is situational and does not fit every build therefore should be a choice.
Then change meld with shadows to ‘stealth you apply through skills or combo finishers last 1 sec longer’ reason for this is better synergy with d/p which does not benefit from this trait since you gain stealth through a combo not a skill. If you are running d/p (or x/p with daredevil’s bound trait in order to combo finish stealth) you get 1, potentially 2 dead minor traits if you are solo.
Also remove the 20% venom recharge from venomous aura and put it on leaching venoms. Again reason is this way you can trait for shorter venoms and not take the aura trait which is useless in a solo scenario, basically if you want to run a non team oriented venom build.
Also also delete concealed defeat and put the 20% shorter deception recharge on cloaked in shadows. No one will EVER use this trash trait as it is now and it is beyond buffing. We do NOT want traits that trigger when we already lost, therefore do NOT replace it with another ‘when you die’ trait.
Also AlSo also change the skelk venom to siphon life (aka heal you and do damage) instead of just healing you (or make it heal you and apply a cripple or something on each strike it is a bloody venom that does not affect your victim, wtf who designed this), and change the casting animation, why are you slicing your own hand How is slicing your wrist going to envenom your weapon???
Also also also also change ice drake venom to…idk not teribad, i mean come one 4 sec of chill on a 40 sec cd IF all 4 hits connect. Ether change this skill or add another effect.
In fact redesing all venoms to not be balanced around venomous aura and limit all venoms shared by this trait to 1 charge per venom to 5 targets. This way you can have the full 5 (or how ever many after the rework) charges of impactful venoms, but your buddies can only get 1 charge of each venom you share.
Elite: A select group that is superior in terms of ability or qualities to the rest of a group or society.
We paid for “Elite” specializations. Of course they are better, otherwise they wouldn’t be called “Elite”.
How many times must this be said for it to get through peoples thick skulls, elite specializations are NOT suppose to be better than the core ones despite the name. The game director Colin J. said it himself, they are suppose to give classes different play styles that they could not get before (guardian with a viable long range weapon, engineer with a viable melee weapon ect).
I hope that other MMOs have forum threads that say “Level 90 makes level 80 redundant” when an expansion releases.
By your logic the next expansion should bring in super elite specializations that will make the elite specializations obsolete and so on for every new expansion.
This whole mess could have been avoided if they called thees things something like ‘focused specializations or ’narrow specializations’ or ‘many stupid people thing this is suppose to always be slotted in every build specialization’ ,anything other than elite.
(edited by foste.3098)
Revenant : 8
Engineer : 6
Elementalist : 6
Necromancer : 6
Ranger : 6
Mesmer : 5
Guardian : 3
Let me correct something:
Herald: 8
Scrapper: 6
Tempast: 6
Reaper: 6
Druid: 6
Chronomancer: 5
Dragonhunter: 3
Remember when Colin J. said that the elite specializations are not going to be more powerful than the core lines, that they are a ‘sub’ class for each profession? Well it looks like he lied cos there are no non elite speced characters in this tournament because the elites ARE more powerful.
So i was thinking of playing the agro holder in the raid with a ranger and theory crafted this build for it:
http://gw2skills.net/editor/?vNAQNAT8XjEqQPL2qC+qARLGSEKv0P2b4DgYfm5ztcPgT2VJkA-TRSBABPt/Alq1gmSwuU2hlShJuIA4pbATVFA4JAEAABw5Nv5Nv5NPt5NbzbWKAvmaB-e
All you really need to be the ‘tank’ is more toughness than anyone else to hold the bosses attention (and enough of it to be able to take a hit or two) but you still need to do damage. This build does that plus push out some team support by buffing the damage of the party and giving solid protection and vigor uptime as well as a good way to rez down state players who went down in a awkward spot (like the electric flore in the veil guardian).
Any suggestion for changes is welcome, is this much toughness an overkill, is it better to pick marksmenship over nature magic (seams kinda pointless since all of the minor trates are useless since everything will have 25 vuln anyway and permanent fury so clarion bond is useless as well), is a dagger offhand a better choice than an axe for the short cd evade.
My reason for picking Thief is I like trickster
Play mesmer, it is a trickster class like the teef but a caster instead of a melee fighter. You rely on active defences (blind block distortion) and misdirection via clones and also can choose to go the route of a stealth (with longer stealth than thief but with not as spamable), and on top of all that you are more useful to the team than the thief.
You can even play a decent bunker with chronomancer by taking the distortion well and sword shield with inspiration for healing on shatter. Or you can dominate team fights with gravity well x2 or go for a duelist build with power block lockdown.
What i am saying is as a mesmer you can achieve the exact same play style as a thief but be more effective and have more build diversity so you can play different roles other than just a +1 roamer with high burst (again mesmer is better at burst than thief).