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The 6th bonus could use an adjustment, but in the grand scheme of things there are builds way cheesier out there that don’t use these runes (blackwater/phantasm mesmers, signet of spite condi-bombing necros , bunker-regen-stun warriors, infinite stealth d/p thieves, etc).
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So playing a glass cannon is inherently risky? Well Ill be..
@Sceinna,
My main character (until recently) was a thief that I had been toying around with on the condition side. My largest problem was those blasted warriors and how quickly they could lock me down and kill me (which is why I rolled one). Anyways, how do you counter them and do you find this build effective against them? Is the lack of the SB ever a problem for you? Sorry for all the questions.
Thief in general just isn’t good against a competent fotm warrior, P/D included. With P/D, instead of locking you down and blocking your bursts with their invuln/stunning you etc, they’ll just outheal your conditions, and use their superior mobility to run for it if they get close to dying.
I think the part that you guys are neglecting with regards to stun breaks is that dodges are mixed in (which every class has access to), and other abilities such as blind/stability/etc to negate/prevent stuns. All of that adds up.
However, I wouldn’t mind seeing stun abilities get a Ride-the-Lightning treatment when they miss/get blocked/etc. Double the cooldown on misses, or maybe a mechanic similar to revealed that gets applied on a missed stun (cannot apply stuns for x seconds).
If you are going for precision in a p/d build you might as well go full hybrid and make an all-celestial set.
Honestly I like the bi-weekly updates that trickle out stuff over an expansion, at least in theory anyway. The problem with living-story updates is too much of the content put out is temporary and the rewards can only be achieved in a certain time frame.
No sense of satisfaction or ‘fun’ from completing the encounter? Only disappointment from the loot? How sad. Better looting next time, I hope.
It’s fun the first time you beat him, but with crud loot there is no reason to join the fight again after you do all the achievements. Once other content updates roll in ppl will give up on him and it’ll be a dead event, like the old karka queen.
Official reason is the speed at which you can flip the ruins, giving wxp/karma etc would encourage farming/exploiting. Personally I think capping a point should give you a 1min swiftness buff. And I wouldn’t mind seeing a “mastery” line for ruins capping, to get buffs for killing enemies on a point/holding a point/etc and other benefits (faster capping maybe).
I hope they change the 5pt BM trait to something that isnt garbage. Moving Beastmaster’s Bond to that slot would work I think, just a matter of replacing it with a different one in the Markmanship tree. Or make it 5s of quickness for your pet when your opponent reaches 50% health.
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Necros are OP, but fold over when focused down/outnumbered (and hard countered by stun warriors and some other class specs). Does this balance them out? Dunno.
No one knows exactly what the rewards are yet for a full kill. Should know soon though (and Ill laugh if its just some champ chests and daily rare).
They just need to implement an equipment bag that carries 2-3 sets of equipment/weps. I find gear to be the most space consuming unless you only have one build/set.
The 1s immob might be good to root an enemy into your caltrops for p/d sets, so Im optimistic about that. Though good luck rooting anyone with -% duration effects… If the immobilize ignored + and – duration effects then it would be great I think.
As for p/p, I dont think such a change will make p/p popular, maybe Im wrong though.
Ele:I’d like to see the Windborn Dagger trait for ele fixed to be a 25% speed increase that functions at all times (when wielding daggers). I also think condi ele has potential but access to torment should be thrown in somewhere. It would also be great if the Lingering Elements trait functioned with the +% damage traits that apply for attunements.
Warrior: Personally I think it has a little too much mobility potential, any mobility weapon skill that pushes past 600 range should get a mechanic similar to RtL. Other than that I think they are in a good place.
Ranger: Big thing that I’d like to see is F2’s that respond instantly, even if the pet would miss. Make “Guard” shadowstep your pet to the area so you can F2 and put your pet in range if you need to (similar to Ele’s trick with churning earth + blink).
Thief: Body shot on pistol should be some sort of finisher, either leap or blast. I also think vulnerability stacking should be moved to unload, and body shot apply something else like weakness.
Guardian: Will condi guardian ever become a thing? Will they ever be able to use the longbow? Maybe make the Kindled Zeal trait apply some bleed and torment every time you apply burn.
Mesmer: Id like to see better access to condition mitigation, and the Compounding Celerity trait to increase speed for inactive illusions instead of active. It would also be nice if Mantras cast times were shaved a little more, down to like 2-2.25s.
Engineer: The builds that do exist I feel very happy about, but Engineer in general needs its traits overhauled for build diversity. Particularly power builds. When is it going to have access to mace or hammer?
Necro: I think applying Fear should reset duration instead of stack it, similar to how immobilize currently functions. Id also like to see better tanking/sustain potential to make up for the lack of mobility/stability.
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The only borderline OP thing about thieves in WvW is the S/D set, in small/medium group battles they can push in and out very easily to pick off targets.
1v1 it’s just a l2p issue, either your build is too weak to handle thieves or you can’t properly use the tools available to you to deal with them.
Worst part about the gem store is that apparently since Anet thinks customizing the look of your armor is a luxury its suitable to gate it entirely via gem-store-only Transmutation Crystals.. Beside that and the Infinite Continue Coin I don’t have any problems with the gem store.
IMO it would be funner if the buff was localized to the player/battles than to the map. Imagine if one player could jump into an enemy zerg and be upscaled to champ level stats lol
Some of the Warrior’s mobility moves need to be given the Ride The Lightning treatment I think (double cooldown if not used as an attack)
Or how about at least guaranteeing these wxp consumables which were supposed to help address the issue of playing with alts (which I’d be sure didn’t even exist except for the single time Ive seen one drop)
If you could trigger an on-heal rune’s effect at the beginning of a heal then forget about tormenting runes, every carrion condition thief would run balthazar runes.
The only fix would be to reduce total map caps, which they are very reluctant to do, for various reasons.
Another potential fix is to have an additional EB-style map unlocked for T1-T2 matchups to spread people out. However, none of those solutions would fix boring PvDoor gameplay, which IMO is a gameplay issue up there with mindless zerging and skill lag.
I’d rather it be swapped with Shadow’s Embrace
Shadow Embrace for free would be too much I think (maybe Shadow Embrace with an inner cooldown, but that would hurt a lot thieves that rely on it to clear conditions).
Then just swap it further down the tree with meld with shadows, making meld with shadows a 5pt trait.
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I’d rather it be swapped with Shadow’s Embrace
I am contemplating taking 6x superior runes of the traveler. No more need for swiftness, opens up another util slot as they have a built-in signet of air. They also have great stats on them and give some boon duration. Only way it could be better is if the condi duration was -10% condi duration to self. THESE ARE REALLY GOOD!
Also, these are going to blow up in price b/c they replace 1x divinity.
I think its kittened that this rune set is better than practically every passive movement speed trait we have. I wish we just got a passive 25% buff from a minor trait in air, we already get outran by nearly every class.
Or Anet could fix the windborn dagger trait so that it grants 25% movement speed when wielding two daggers..
Tribulation isn't hard, just tedious?
in Super Adventure Box: Back to School
Posted by: roamzero.9486
They outright said they were taking notes from cat mario and IWBTG for tribulation mode, I don’t know what you were expecting from that. I do agree world 2 had a lot bad moves, especially zone 2 with all those dart traps you have to just slow yourself down to a snails pace your first time through, and for a platformer like SAB that really doesn’t feel fun or fitting. I liked the yeti fight though, have yet to figure out the storm wizards pattern though, when he does that invulnerable charge thing. it just beats me
I dont mind the gameplay, but for such gameplay to be enjoyable you need infinite lives, and Anet put a 600 gem fungate in front of trib mode.
There is a flip side to the coin. What type of exploit or abuse would occur if pet death recharge was 30 sec. or 20 sec or zero. While pet death can occasionally not be helped In certain content. Outside of those times it’s the rangers fault.
If pets had a really low death cd rangers would just roll over all content by having pets do all the damage. To solve that they would then just lower pet damage. Making pets totally useless. While some people would like to do away with pets all together realistically we know any plan along that line is against what Anet wants.
There is a method to pretty much always have a pet out regardless of the 60s death timer. I wont go into the details of that but it doesn’t feel op at all, you still have to worry about keeping yourself alive during difficult content, you can’t really make your pets faceroll anything you or another professions couldn’t faceroll anyway.
I just want to see guard shadowstep the pet to the target area. Make it so that F2’s begin immediately without the pet moving in range, so once a channel/attack animation begins you can shadowstep it to your target (sort of like the tricks ele’s can do with their channeled abilities and lightning flash.
BG will probably win via excessive cheathaxing, SoR/JQ will duke it out for second.
Anet should release a free pvp client. Require a certain glory rank before being able to join in with players that have the regular game/be ranked etc.
Every profession is viable for all content in the game. However, if you rank said professions Ranger would be at the bottom, or near the bottom because the pet mechanic is the worst of all the class mechanics.
Body shot should be a blast finisher, instead of adding vuln it should extend all current conditions on the victim by 2s.
Headshot should torment (or maybe poison or blind) on interrupt. Leave the confusion function to the perplexity runes, which will probably get nerfed.
Vulnerability should be transferred to unload, short duration (1.5-3s).
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Hopefully you’ll be able to freely pop sigils in and out of legendaries to accommodate the ability to change stats..
Will we have to buy more trans stones?
in Super Adventure Box: Back to School
Posted by: roamzero.9486
If that is the case then apparently being able to customize the look of your char the way you want is considered a “luxury” by Anet.
Or they could do the sensible thing and allow the green lower level stones to be upgraded via the mystic forge. Everytime I get one of those in a daily/map completion I just see it as a big middle finger.
Are insanely OP.
Has anyone some WvWvW footage/montage of a condi-perplexity warrior, just for the lulz?
A.You have to interrupt someone doing sometihng in order for confusion to happen. So in some instances even though you CCed a target, they won’t get confusion.
B. You need significant condition duration increase to have that confusion effective. It is so short and burns as your cc wears off. Guess what..they aren’t doing any action while being CCed and so confusion won’t have any effect.
C. You sacrifice 20 points into a crappy line and you might be forced to sacrifice your runes for perplexity.
D.You are forced to drop either LB or S/S as a ful condi warrior to replace it with hammer or mace shield. Hammer is not favorable to some due to it’s clunky and predictable nature.
E.It is rendered useless with stability. Ppl pop stability vs. hammer warrior or even take a gamble and pop it randomly vs. a mace one.
F.Few ppl slot interrupts in their slot skills to try and squeeze in balanced stance/dolyak, endure pain and berserker stance. Some ppl might slot stomp but that’s it.
This is just on paper. I guess we’ll have to wait for a vid to show us if it is effective -in spvp-.
Don’t forget
G.Forum whine will cause these runes (and this build), to be put in the same bin that glamour mesmers were chucked in.
Neither – go sword/shield and mace/shield perplexity warrior (mix carrion and rabit) :p
I actually don’t think they necessarily need to add new professions, except maybe another heavy armor one. But what I would like to see more are sub-professions that you could take your existing characters into.
I.E., a thiefy ranger that summons a shadow ninja with an F1 ability that shadow steps and switches places with the summon, gains access to some unique traits/utilities and the ability to use a mainhand dagger + pistols.
The closest thing WvW ever had to a condition meta was with glamour mesmers confusion bombing. The current meta:
Stack up as many players into a zergball as possible,
guardians spam staff1 and shouts
staff eles and hammer warriors cast their aoe stun
necros spam wells and marks
Thats the meta.
I think eles got punched a little too hard with nerfs, but I think Anet did the same thing with a lot of the confusion changes. Confusion is one of those things that should counter thieves/eles, but I think eles could use some buffs.
WvW isn’t a place for “fair 1vs1” if you encounter it it’s your luck. Small groups is the minimum i found in Desolation.
Players need to make some more noise about putting those gauntlet arenas into WvW, but make them pit players against eachother..
-Massive performance improvements
-Acct bound WxP
-New temporary buffs that can be purchased for honor badges, minor effects which get stronger the more you are individually outnumbered in battle (i.e., 10% movement speed boost for 1h, +10% movement speed for each enemy outnumbering allies in a 600 radius(max 5), -10% condition duration reduction, -10% duration or each enemy outnumbering allies in a 600 radius, etc)
-The lakes in the borderlands have now been drained, and with Asuran technology floating gauntlet arenas have been placed inside. Spend badges to queue up challenges against players on the opposing servers, win badges and points for your server for consecutive victories. A network of underground tunnels/bridges has also been placed to allow movement across the lake area.
-Players can no longer use teleport doors to enter keeps while in combat, to compensate additional teleport doors/backdoors have been added to each keep.
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The only information the three dots give is the amount of illusions you have up, irregardless of whether they are phantasms or regular clones. Personally, I think it would be nice if the color of the dots was adjusted to indicate a phantasm or a clone, and maybe overlay a weapon icon to indicate the mainhand the illusion is wielding (or maybe what weapon the illusion was summoned with).
The counter-attack on Riposte should be like the thieves deathblossom attack, with a build in evade.
A half second immobilize on hit would be great, and add a cripple mechanic to the auto attack based on range (further away, more cripple, no cripple at point blank)
+1
The pet mechanic makes the Ranger the worst overall class in the game. The Ranger’s pet excels in only two areas: small scale pvp and overworld pve, so I guess it’s fine if those are the only things you play. However, they keel over in dungeons, wvw zergs, and any difficult content that requires dodging. Only going 30 into BM and judicious pet swapping helps, but not a ton (ranged pets like devourer are an option, but you are basically gimping yourself with them). If the Ranger pet problems were apparent in pvp it might have been fixed by now, but it’s sort of the opposite of a warrior now, since it’s good in pvp it can only see nerfs, while the warrior is basically nerf-proof and OP in pve because it is mediocre in pvp.
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The biggest hint comes from their looking ahead article:
In addition, we’ll also improve the functionality of legendaries, allowing you to set their stats when out of combat to any stat combo available, so you don’t need to transmute stat changes for legendaries. Legendary gear will remain with the same tier of stats as ascended gear and will not be made more powerful than other gear, it will simply be slightly more convenient since it will no longer need transmutations to change stats.
Without such a feature, crafting a Legendary after Ascended weapons hit would give them Ascended stats, but perhaps not the right stats. With exotic level gear and exotic Legendary stats this is/was a trivial issue, the costs of transmuting to another exotic for the stats weapon is miniscule compared to crafting the actual Legendary. What Anet seems to be saying with the above statement is that while Legendary weapons may cost an arm and a leg to make, making ascended weapons may wind up costing another limb.
Anet’s solution will probably be making ascended weapons/armor a giant gold sink (in addition to being time-gated and alt-unfriendly)
What’s funny is that they’ll nerf this but leave TP profiteers alone as usual..
That means what, exactly? You’re not familiar with the term “inflation”, are you? =)
I have nothing against Anet dealing with inflation, but I dont like that a few lucky/diligent TP traders have access to much higher personal profit potential, and they dont get touched just because they siphon gold off the market instead of creating it. Everything on the TP should be acct bound when bought or the TP tax system should be overhauled.
What’s funny is that they’ll nerf this but leave TP profiteers alone as usual..