The rifle maybe used in WvW, other than that it does not offer much. Though for PvE, P/P will be much better with Dead Eye line, but again that is open world PvE, so not much :/
This has been beaten to death in other threads. Mantras cannot support due to range issues, so they are more like single target shouts. Tomes are extremely underwillming. Only tome of justice has some uses and does not work well in sPvP.
As a healer, you will be primarily utilizing honor, mace, shield, staff and merciful intervention. FB line does not offer much there and axe offers nothing. It is not a question of wither can Guard support or not, it is what does FB offer to support that role. Not much.
I play bunker/healer in sPvP using valor/honor/DH. Using FB instead of DH is slight increase in support for a nose dive in suvivability and damage.
Tomes are meant to be cooldowns, not something you just slip in and out of. You save them for those intense moments.
Instead of asking for the cooldown and cast time to be reduced we should ask for the tome skills to be more impactfull.
Tomes may function like Kits, but we are not meant to use them like Kits, they are essentially 3 bonus elite skills, just like our old tome elite skills were.
The cones on Mantra have to stay, otherwise what’s the point in Shouts? We can talk about widening the cone and increasing the range but the cone is a key aspect to the gameplay.
The charge up on Mantras is good, your’e not meant to burn through all charges in one go, you have to weave your skills and time them according to the situation, not spam use them all at once.
The final charge can be more impactfull so that flirt of going on long cooldown is more incising.Also why do we need to be the masters of everything? That creates design chaos, if Firebrands are good are fire bombing then let them be good at fire bombing, use DragonHunter if you want more support.
Forgot “masters of everything” it is not even adapt at anything except PvE condi damage. It is pretty weak.
My experience so far:
Mantras: I liked the mantras. They worked better than expected. The issue is that the third charge in almost all of them is way to weak to justify using it vs waiting ammo to re-fill. And when used most of them have ridiculous CD + 2.75 cast time. Should almost never use third charge unless you are about to die. In addition, for any ally to benefit from it they must be extremely close, as a result it is mostly used for yourself and no support benefit.
Heal mantra: Will be great in PvE, since it provides aegis and no cast time. Will not be used in sPvP since the heal is weak and long CD.
Tomes: terrible on so many levels. I will be honest, I do not play Druid and Elemetnalist for a reason, and that is I do not want to change my cast bar. This changes the way guardian plays and not in a good way at all.
The tomes themselves are incredibly underwillming, beside the tome of justice, which is not that useful in sPvP. Needless to say, the Virtues primary goal is instant sustainability or damage avoidance, to which the tomes fail miserably.
I would rather the entire tome system be scrapped. There is no saving grace here. It needs to be instant cast skill just like core guardian and DH.
Axe: it is a bit weak in sPvP. It would be okay if the symbol cast is reduced to 0.5-0.75 sec. The way it is designed right now will never work in sPvP or even in PvE. And please remove the daze. Enough with the AOE CC already.
As far as Firebrand currently stand, both core guardian and DH are stronger in sPvP. Better damage and better sustain. Even for condition damage, core guardian is better.
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LS 3 was fully voiced, stronger dialogue and you visit much more locations. It also had much more interesting game play. That makes it much better. As for the story, LS 2 played mostly as one continuous story, LS 3 was more episodic.
In terms of story, LS 3 had many heavy handed narratives to either open new venues to be addressed in PoF or close old ones (white mantle). I think the most apparent questions was “which Dragon will we kill next?” something that LS 3 did not provide and answer for. LS 2 was simpler and more coherent, addressing primarily one narrative; Mordremoth.
On the bright side, I like that we are heading to PoF without a clear goal. Will we kill Balthazar? If so, what about the locals, branded and undead? It is far more interesting narrative than HoT.
You do not like butt caps :P
Mounts surely do not substitute way points. However, they are supposed to add more into exploration and navigation. They also removes the need of a mobility skills in open world PvE. There is nothing wrong or negative about them.
In addition, whatever said about mounts can be also said about gliding.
DH needs to be weaker than FB
that is the class progression system this game has… they arent equevalent choices.
Still sadly ANet moto, they dont change class stuff that gone wrong, they just progress blindly…..
DH is bad and will always be a bad class due its utilities… ANet expect players to use more the trap spamming than actually use the bow…
What exactly is wrong with DH? It is one of the strongest dps in PvE and is strong in sPvP. It has several usable weapons. Currently its only issue is LB is a bit weak. And as far as the information available and comments from devs new elites do not substitute old elites. In all likely hood DH power build will remain top dps.
(edited by otto.5684)
As far as I know, top damage classes in PvE are Thief, Elem and Guard and their builds are power. In addition, open world PvE significantly favor power builds. From PvE standpoint things seem fairly balanced between power and condition.
I’d be nice of them to make challenging group fights in the open world that make use of these things.
Why in the open world?
I just read a comment from a guy in the official feedback thread, complaining about how easy the open world mobs were using his raid setup. Seriously? Are you friggin kidding me? OF COURSE they’re easy when you’re using your raid setup! The more challenging content one plays, the easier it gets. So at some point open world content is going to feel easy, but that’s the way it is supposed to be!
We have raids and fractals and dungeons for challenging group fights – we don’t need them at every corner in the open world.I didn’t say in every corner of the open world. I said, they done a horrible job at maintaining appropriate mob archetypes and relative power scaling.
A Veteran mob should be able to be handled relatively easily by 1 person
A Elite Mob should likely require 1 good person or 2 Average players
A Champion should require 3-4 good players or 5-6 Average playersEvents with all of these should scale appropriately, and Group Dynamic events need to have much better Scaling that isn’t just add more HP.
This is not correct. While dynamic events do scale up, you do not need 3-4 people to fight a champion. Most champions can be soloed. I do not expect this to change.
As for PoF difficulty, I think it was about right. It is not piece of cake easy, but also not a challenge, as open world events are not supposed to be so.
U don’t necessarily have to go the condi route, the power route seems viable as well.
as we all know, there’s a firebrand trait that grant quickness whenever u drop aegis. You pair it with wrathful spirit (which grants retaliation when aegis ends), plus the recently buffed retaliation traits for further empowerment.
Condi is not necessarily the end-all, be-all; power-based firebrands seems intriguing and might even end up as a better hybrid/support spec. We might even see the return of the Mace.
Righteous Instinct + Retribution +Wrathful spirit + Stalwart Speed seems like a powerful combo. of course, until we get to test it, this is all speculation.
Hybrid looks very appealing, but firsg we need the right gear set for it, something without any precision.
Like Power, Ferocity, Condi or 4-stat with ExpertiseAny stat set without vitality for guardian is no good seeing as we have a base health pool of 11k(pvp). If there were no new stat combos introduced with the xpac, Sage’s amulet seems the most promising for a hybrid firebrand.
I am expecting the most prominent sPvP build will be condition + quickness support + some healing using sage amulet.
PvE it will be somewhat similar, with more focus on 100% up time on quickness and aegis.
Is there any chance to update Dragonhunter elite specialization in PoF ?
~ Make longbow autoattack and True Shot a bit stronger.
~ Symbol of Energy flying speed faster.
~ Rework Virtues for Dragonhunter specific for example: After using specific bow or any orher weapon skill or a trap your Virtue is updated with aditional effect ( *after using True Shot your Spear of Justice has increased damage or knock back.
*after using Deflecting Shot your Shield of Courage is modified so that after created shield infront of you expires it launches that shield forward and has an effect as Deflecting Shot but larger)
By reworking Virtues like that will make Dragonhunter versetile!!
The balance update for PoF was already made. Do not expect additional changes, aside for the new elites. Long bow is currently lack luster. It may see changes in the future, but surely not before or with PoF.
As for the virtue changes for DH, that is not gonna happen.
Overall I liked the demo, there are good and bad things:
Good:
- The map looks amazing. I really hate sand maps, but I liked the map. Great use of color and graphics. The night looks amazing.
- Mobs have interesting design and looks. They were challenging but not cheap.
- I loved the raptor mount. I liked the feeling, the speed. It also frees up a utility spot that in open world PvE typically reserved for movement speed.
- Much better start than HoT. I loved VB, but it is unplayable without gliding and mushrooms. As a result, the beginning of HoT was extremely annoying, were you are forced to play in a verticality map without the necessary tools. The start here was much more fluid.
Bad:
- I understand this is a demo, so I cannot tell for certain, but there were no meta events. The map felt like GW2 leveling maps. They are fun, but not repeatable. I am hoping that the maps end up somewhere between HoT and LS3 maps. We want interesting massive meta events with small events and hearts.
- There was not much in terms of exploration. I was expecting more.
- The bounties are okay, but should be more frequent. Why are not there multiple active at the same time all the time? I guess that can be kinda of meta event for this map.
Worst:
- Why puzzle to obtain a mastery point?! I love jumping puzzles and navigation based efforts, but memory sequence… No, just no.
- Only 3 way points in the entire map… why..
Other:
- Hero points were too easy. I honestly have not noticed how many points they provide. If they provide 10 points as HoT that will be pretty lame.
- If I jump off a cliff with mount can I use glider. It happened many times were I jumped and was like ohh crap I cannot glide!! Would be nice that you do not have to dismount if you want to glide.
I was disappointed it is all condition damage, primarily confusion. Mesmer already has several skills and builds that do the same thing. This seems pretty redundant. Will test and see how the mechanics work and if it works with power, but very disappointing so far.
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Hi fellow Revs,
Recent “balance” patch got me interested in Power Rev with dual sword & hammer (shiro/jalis)…
I took off the ascended armor from my Warrior, which is full Zerker with 3 Zerker and 3 Marauder trinkets. Only my weapons aren’t ascended yet and wanted to start hammering away in open world PVE. So I teleported to Auric Basin to complete Herald spec.
Problem is: insta death… Insta death everywhere… I just could not stay alive… Even the slightest touch knocks your HP down in a flash..
They very few punches I could get in did great damage but I just kept dieing..Is full Zerker Rev in open world even an option? How do you play Rev? I failed to grasp how to play the class yesterday.
So, any power build advice (not condi!) or how to even play Rev would be very welcome. Is it normal your energy completely drains if you activate just 1 or 2 skills? Insane energy drains doesn’t seem right to me. I would have thought you could at least stay in each Stance for quite a long time..
I am not sure you play it right. For Warrior, unless you are using the defense line, power Rev is more survivable. It is not “thiefy” in open world PvE. It has strong, easy accessible sustain and several methods to obtain protection. Using sword and staff it has access to many blocks as well.
The Renegade seems to be an offensive support for groups (especially for condition damage). It does not offer much otherwise.
As someone else mentioned, no CC break, sustain or stability. It will not be used in sPvP the way it is currently structured.
So is torch the only viable offhand weapon for the axe?
We do not know how things will work out in PvP. Though torch is the only viable offhand weapon for damage in PvE in any and all builds using MH and OH.
OP, Guard condition damage currently comes from VoJ, torch and utilities. If we make the MH provide strong condition damage then it will be way over the top. We still need to actually test, but my concern is that the symbol takes 1.25 secs to cast. That is way too long to be functional in sPvP. In addition, playing axe torch does not seem to offer much in terms of survivability.
Overall I liked the demo, there are good and bad things:
Good:
- The map looks amazing. I really hate sand maps, but I liked the map. Great use of color and graphics. The night looks amazing.
- Mobs have interesting design and looks. They were challenging but not cheap.
- I loved the raptor mount. I liked the feeling, the speed. It also frees up a utility spot that in open world PvE typically reserved for movement speed.
- Much better start than HoT. I loved VB, but it is unplayable without gliding and mushrooms. As a result, the beginning of HoT was extremely annoying, were you are forced to play in a verticality map without the necessary tools. The start here was much more fluid.
Bad:
- I understand this is a demo, so I cannot tell for certain, but there were no meta events. The map felt like GW2 leveling maps. They are fun, but not repeatable. I am hoping that the maps end up somewhere between HoT and LS3 maps. We want interesting massive meta events with small events and hearts.
- There was not much in terms of exploration. I was expecting more.
- The bounties are okay, but should be more frequent. Why are not there multiple active at the same time all the time? I guess that can be kinda of meta event for this map.
Worst:
- Why puzzle to obtain a mastery point?! I love jumping puzzles and navigation based efforts, but memory sequence… No, just no.
Other:
- Hero points were too easy. I honestly have not noticed how many points they provide. If they provide 10 points as HoT that will be pretty lame.
- If I jump off a cliff with mount can I use glider. It happened many times were I jumped and was like ohh crap I cannot glide!! Would be nice that you do not have to dismount if you want to glide.
We will know in 4 days.
Omg Voj is getting nerfed!!! Omg Voj is getting nerfed!!! Omg Voj is getting nerfed!!! Will know in 4 days…
I really wish there is an intelligence filler for posting on the forums so we do not get threads like this one.
SoJ is definitely a must now in PvE. It does more damage than PB considering the CD. It definitely substitutes ToF. I tried it in sPvP and it works kinda like PB, with shorter CD. Easily avoidable, but highly punishing if not.
The other weapons will never see the day of light in any build.
On second thought, I think I’m pretty happy with this change just for the sake of spiting people who wanted it to be a farming tool rather than a support weapon.
That seems to be the purpose of the change. I am WvW illiterate, so I cannot say what the impact will be there. The change is non-existent from PvE standpoint and for sPvP, if you are playing support or bunker, you should be standing on the point anyway.
Guardians can’t really bunker, but generally a staff guardian deals no damage anyway, so there was no point to using using the auto in the first place in PvP.
There is not. It is just a filler if you are using staff and the range is irrelevant in sPvP.
From PvE and sPvP prescriptive the change is meaningless. Annoying? Ya sure, but it does not make any difference.
On second thought, I think I’m pretty happy with this change just for the sake of spiting people who wanted it to be a farming tool rather than a support weapon.
That seems to be the purpose of the change. I am WvW illiterate, so I cannot say what the impact will be there. The change is non-existent from PvE standpoint and for sPvP, if you are playing support or bunker, you should be standing on the point anyway.
Condi rev says hi in PvE. Meta rev build, no Glint. Sip?
That only works in raids and fractures since someone else is providing the boons. And while it is viable, it surely is not meta.
Is Herald a must? If you are using condition build In PvE no (assuming someone else provided fury), but you will move really slow. In sPvP it is. If you are using power build you must use Herald and invocation.
The issue is skill 5. Seriously long cast time with an animation that a blind man can see it coming. If it is changed to be a mobility skill that will make hammer much more viable outside WvW.
Skill 5 is
stronggood, just got to use it intelligently.
In PvE or WvW, maybe? In sPvP, no body cares you managed to hit a dummy. The skill does not work at all.
The issue is skill 5. Seriously long cast time with an animation that a blind man can see it coming. If it is changed to be a mobility skill that will make hammer much more viable outside WvW.
Jails is actually good if the utility costs are dropped significantly. As it currently stands, the cost are way too high for what they do (with the exception of the hammers) and the stability has to change from the stupid to being like an AOE shout.
To be honest, I read the info regarding skill tree and skills and it is not clear how it functions. We know firebrand will be be condition and support. Effectiveness is not clear. I would also take any values and CDs with a grain of salt.
Will see how things work out with the open beta.
It is a support weapon. It is actually decent now in sPvP with most recent buff. I think it is meta for WvW, but I might be wrong. As for PvE, never use it.
I am very happy with Mirage being condi – I Love condi on Mesmer despite Torment and Confusion being subpar in pve. I do believe that with enough skill split balance devs can make it viable in end game pve. And I do Love the theme and mechanics seems very interesting! Also all the animations <3
But condition is what mesmer already offers. So we will end playing the same thing in both sPvP and PvE. This is why we wanted a viable power build. Next expansion I guess.. And for fractals and raids, if Mirage is going to be confusion and torment, it will not be played at. So chrono tank will remain the only thing viable.
Will see in the open beta. If it is a confusion and torment condition build, that will be very redundant and really bad.
How is this build in the meta tier and how are other people using it with success? I am so at a loss.
Power Rev only works if you’re able to read the mid of the enemy player and to use evade/block/blind to neuter the important attacks and to play (very) patiently.
Against players as smart/skilled as you is extremely hard to win a fight, specially in roaming, where enemies aren’t constricted to try to defend or break a control point, and where most of the other classes have better tools to pressure you at range and/or disengage or reset the skirmish.
In PvP is a bit better because control points matter, but anyway the main goal of this build in PvP is to roam and being a +1 (a role in which is worse than the current Thief builds). You have no balance access, no stealth, almost no condition cleanses and your skills have both cooldowns and high energy cost, so no one is expecting you to being able to beat similar skilled players using other classes. Is a high risk – low reward clas which also happens to be hard to use. Deal with it.
The above. Its real value comes down to boons and AOE CC. It deals mediocre damage, cannot fight conditions (in a condition meta) and its not that survivable. TBH, its good for groups but really bad solo.
And do not use hammer, Dwarf stance or retribution line. Complete waste in sPvP.
Super fast/punishing cleave to help with power rez teams, too.
And that is the problem. Power rev was nerfed in sPvP in every area cuz of the cleave CC. Why does the entire power build revolve around rez stomp? Why was not rez stomp nerfed instead of every thing else?
I am excited. The primary reason I could never play necro for long is I cannot stand the shroud. No shroud and better mobility. Sounds like fun.
How is this build in the meta tier and how are other people using it with success? I am so at a loss.
Power Rev only works if you’re able to read the mid of the enemy player and to use evade/block/blind to neuter the important attacks and to play (very) patiently.
Against players as smart/skilled as you is extremely hard to win a fight, specially in roaming, where enemies aren’t constricted to try to defend or break a control point, and where most of the other classes have better tools to pressure you at range and/or disengage or reset the skirmish.
In PvP is a bit better because control points matter, but anyway the main goal of this build in PvP is to roam and being a +1 (a role in which is worse than the current Thief builds). You have no balance access, no stealth, almost no condition cleanses and your skills have both cooldowns and high energy cost, so no one is expecting you to being able to beat similar skilled players using other classes. Is a high risk – low reward clas which also happens to be hard to use. Deal with it.
The above. Its real value comes down to boons and AOE CC. It deals mediocre damage, cannot fight conditions (in a condition meta) and its not that survivable. TBH, its good for groups but really bad solo.
And do not use hammer, Dwarf stance or retribution line. Complete waste in sPvP.
From all the new elites this seemed to be the least interesting. Conditional range will be nice, but if we have to give up Glint there is much that the new line must offer.
What guardian is lacking is condition damage and support. This seems to address both ends. How effective? That remains to be seen.
I am looking for advice for what is the best build for open world PvE.
I am looking for what deals the highest burst damage. I am not sure what works better, staff or scepter.
I assume I should go full power. Is there any reason to invest in any condition?
I am using fire, arcane and tempest lines. I assume these would be the lines to use.
Appreciate the help!
Except at least 40% of the hype is already ruined by the leaks.
Well, we know we are going to Elona and we roughly know what the new elite disciplines are (though not all of them).
We dunno when is the expansion going to hit (probably Nov 2017).
What is the new class (I am guessing it will be Elona themely based, medium armor with high HP pool).
We probably get to test the new class and elite lines (similar to last expansion).
Probably newThere is much to be covered. I am excited
99% sure there wont be any new classes tho
Last expansion did have a new class and GW1 had a new class every expansion. It is safe to say it is more likely than not. In any case, will know next Tuesday.
A resolve bar as swtor will be good enough.
It’s broken in swtor though, but still is a big +.
For anyone don’t know how it works, it letting you take only a certain amount of cc and then you have some seconds of immunity.
I played SWTOR way more than GW2 and when I hear people complain about CC in SWTOR, I am like bro you have no idea.
GW2 has way too much CC. In fact you cannot play any build without at least 1 form of CC break and if you are power melee stability as well. And it is not uncommon to get CCed and downed with full HP. It is a normal occurrence.
Problem is as well, without healing it takes very little time to down someone, which magnifies the CC problem significantly.
Except at least 40% of the hype is already ruined by the leaks.
Well, we know we are going to Elona and we roughly know what the new elite disciplines are (though not all of them).
We dunno when is the expansion going to hit (probably Nov 2017).
What is the new class (I am guessing it will be Elona themely based, medium armor with high HP pool).
We probably get to test the new class and elite lines (similar to last expansion).
Probably new
There is much to be covered. I am excited
I generally loved it. Though when looking back at S3, I feel it opened up more questions than it provided answers. I think the dialogue, character and voice acting were solid.
I liked the new map. It has some annoyances, but overall it is good.
I am hoping for a power dps build that does not rely so heavily on shatter or phantasms. I am preparing to be disappointed
For the people who have said they like Guardian/DH for open-world, would you mind sharing your builds and playstyles? Returning after an absence, would love to see what you’re using.
I would go to Guild Wars 2 Meta website. Look for the meta PvE build for Fractures and Raids. It is the same for open world PvE, but instead of going full zerker gear, add like 150 vitality, to get you HP between 13-14K.
If you want to solo champions and content generally not meant to be soloed, use PvP symbolyist build from Guild Wars 2 Meta website, with the same gear as above. In my opinion, when there are no dps checks, Gurdian is the third strongest class in open world to solo champions and so forth, after Ranger and Necro.
I am not the most experienced, but overtime LB was demoted to a one trick pony. Do as much damage as fast as you can so you kill the opposition before you run out of DCDs.
Now, it has even less survivability and the damage was also nerfed. I can still see it good in a team format as it does the most AOE power damage of any build out there. In any other shape or form it sucks.
Regen is kittening fine people. Its handed out like candy, and is made weaker to compensate for that. If you guys want it to be super powerful, then it would start to be restricted like quickness or resistance is, and then overall you’d more than likely get less usefullness out of it due to the increased difficulty in keeping it up.
It is absolutely impossible for anyone to get ‘less use’ out of Regen than its current incarnation, because it currently does absolutely diddly-squat of value. So, no, Regen is NOT “Fine” – It’s completely useless.
Stacking intensity instead of duration would probably fix all its problems.
No just no. You solo almost all content with full Berserker gear and end game PvE survivability is not an issue for any class. This will mess with game balance significantly making it so much easier to solo things you are not supposed to solo, and render a lot of PvE mechanics useless. Why?
And certainly should not apply in PvP.
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.
For a skill with 20 sec CD having the cast from 0.25 secs to 0.75% is close to overall 5% damage nerf, considering that is an extra 0.5 secs of no damage.
Erm, maths? It’s 0.5/20*100 = 2.5%.
You are correct. Me sloppy
Strange, I am quite happy with my Rev in open world PvE and in Fractals.
Yup. Revs are fine for open world/Fractals and even raids, but comparatively speaking, Revs is the worst overall class. They provide literally nothing to the table that other classes cannot, and other classes do it better.
Quoted for the truth.
TBH, the Ventari changes for once look promising. And the PvE damage output in raids and fractals should be slightly stronger due to hammers buff. Overall though Rev lacks diversity, as sword is the only effective weapon. Weak in PvP, except as boon bot and rez stomp.
I was hoping either staff and/or hammer become usable in PvE and Jalis become usable in PvP. Ventari maybe okaish, but it will not be played as a support role competitively in any game mode.
As other mentioned, the changes on GS are definitely good and much needed.
The changes on the VOC and VOR being game wide is great. What sadly did not make it is VOJ and that was the most one needed to be game wide to improve conditional builds in PvE.
The change to SOJ is something good in PvP. It had no counter play. From PvE though this is pretty bad. For a skill with 20 sec CD having the cast from 0.25 secs to 0.75% is close to overall 5% damage nerf, considering that is an extra 0.5 secs of no damage. Even with Big Game Hunter trait, assuming someone else applies cripple, that trait and SOJ will probably be dead in non-solo PvE.
For Purification, TBH, I have been using Litany of Wrath already in PvP, since Purification nerf last patch. Now, with Litany of Wrath having 20 sec CD traited, with this nerf Purification is dead.
When I first saw the patch notes and I saw “underused skills,” I was thinking Concentrations and Spirit Weapons. Nope :/