Please take a new bank snap shot for BWE2!
in Guild Wars 2: Heart of Thorns
Posted by: warherox.7943
twitch.tv/doctorbeetus
in Guild Wars 2: Heart of Thorns
Posted by: warherox.7943
Not to mention the lack of some stat combos and runes/sigils in the upgrade box.
in Guild Wars 2: Heart of Thorns
Posted by: warherox.7943
No bank reset means I don’t have the proper sigils to test out revenant.
/sigh
I edited the sigils in edit 2
Your build broke! Not showing revenant or any weapons.
Are you a fan of GW1?
If so, remember Underworld? As people got better and better at it, they actually made it harder to complete! Such as adding skeletons that disenchant, etc. Would appreciate this addition later on, or heck even implement it now with current dungeons.
All the Underworld change did was make it harder for balanced teams. The skeletons that go through all defenses were added in attempt to curb shadow form speed clears.
It’s meh, the thing I love about Herald is that it’s truly a sidegrade. If you don’t want to be a boon despensing support, that’s alright.
That’s exactly how it should be, an alternative way to play the profession. Some of the other specs like Chronomancer and Reaper, look like upgrades instead of alternatives that are balanced with the base profession.
I like the outgoing healing on Shrouding Mists. The only issue I have is when it comes to the interaction with Equilibrium. The heal portion of Equilibrium only happens on swap when the energy is below 50%, so Shrouding Mists outgoing healing wouldn’t benefit it at all.
I did some number crunching here and found out that a fully stacked Life sigil is better than Benevolence when all the traits are taken.
This is the same build I’m going for on my revenant, but I’m using mace instead for the blast finishers. I’m using Water+Renewal on Staff and Life+Renewal on Mace/Shield.
I’m going to be swapping between Invoking Harmony and Tranquil Benediction often to see what I like better.
I will admit I debated between mace and sword and I do like the idea of the mace, but I rather liked the idea of the vulnerability on the sword and might with being able to share out the boons on you.
If only Ventari had a water field…
I’m hoping it gets reduced or there are alternative ways of getting the elite specs. If it stays the way it is, it’s going to be such a grind to get it on one character, let alone all of the alts.
This is the same build I’m going for on my revenant, but I’m using mace instead for the blast finishers. I’m using Water+Renewal on Staff and Life+Renewal on Mace/Shield.
I’m going to be swapping between Invoking Harmony and Tranquil Benediction often to see what I like better.
Full Clerics for me. I have 18 stacks of Delicious Rice Balls ready!
Exotics should drop more often because they aren’t the best statistical loot anymore.
Being able to spam an unblockable CC that locks you out of the targeting system every fifteen seconds is extremely overpowered.
Out of curiosity, doesn’t stealth do the same thing – unblockable and locks you out of everyone’s targeting instead of just players nearby?
Necro has several unblockable ways to fear players….
But fear doesn’t prevent the player from targeting someone else to use a targeted instant skill.
I think having the healing on Equilibrium is fine, it just needs better scaling and a better base heal. It goes from 389 at zero healing power to 595 with 1375 healing power (Cleric’s amulet and Monk runes).
- Ventari .
1. Tablet summons automatically upon swapping to this legend on revenant position
2. Cast times to control tablet are removed. They no longer will disrupt revenant in combat
3. Increase radius of skills to 360 with exception of protective solace
4 Energy Expulsion – also creates water field for 5 seconds and no longer destroy the tablet
Great changes. The elite would be the best place to put a water field on Ventari.
Just curious about one thing that wasnt mentioned at all.. Now that Jalis hammer were changed, whats about reflexive summon trait which remains at 180 radius? Can it get changed to 120 as well? Or maybe get rid of it completely and change it to apply 6sec on 15cd weakness when we get hit (instead of activating on our hit) similiar to protective ward from rangers?
Overall I feel like that trait is lack luster, I’ll probably be re-making it when I do a trait pass. If you all have any idea feel free to shoot them out. I’ll also likely combine the two on CC traits and make a new master tier trait for that line as well.
Keep up the awesome feedback everyone!
But without reflexive hammer, downstate revenant won’t work!
Would be awesome but I doubt it’ll happen :|
Don’t buff projectile speed, please. We need projectiles that are strafable in this game. We don’t need Ranger Longbow 2.0 with instant projectiles.
If it is increased, please be a low number instead of 100% like rangers got.
(edited by warherox.7943)
I’m still hoping we get a second underwater weapon, i mean since we have swap, hopefully a trident that has unique fun skills
A trident equivalent to staff would be nice. Spear solves the condi/power damage part and trident could have support skills.
Biggest change being the outgoing heal bonuses now working with Ventari.
#ClericsRevenantHype
You guys have to consider that outgoing heal wasn’t working. If it did work we would have been able to heal around 4k-6k per Natural Harmony.
Exactly this. It does work with the Staff skills though, and I was able to heal allies in PvE for 6k with Staff 4 while in full cleric’s.
The outgoing healing stuff does work on the staff skills. I healed someone in PvE for 6k with Staff 4. Just doesn’t work with the Ventari skills.
Yeah it didn’t work in the previous beta test either.
LB auto attack projectile speed could be buffed but as long as they don’t go the ranger route. It should still remain strafable.
Just remove taunt from the game, it shouldn’t have been added in the first place.
No. That completely defeats the purpose of the time gating of ascended gear. ANet originally wanted exotics to be as difficult to acquire as ascended gear is now, but had to introduce ascended after realizing exotics were too easy to acquire.
Just craft more ascended gear the hard way or settle for exotics on your alts.
No, that was just an excuse because people complained about lack of gear grind.
The only thing I want to change with downstate skills to make the interrupts actually useful. Most interrupts are completely countered by blind, block, stability, invulnerability. and at that point you might as well just go defeated instead of into a downed state.
Another thing is there is no downside to getting interrupted by the downstate player. You can walk back up and stomp again like nothing happened.
Just because you can counter something doesn’t mean that it’s balanced.
Seems like boon removal is the same way.
Sounds like more one shot mechanics and bosses with insanely high health pools.
Would be nice to see some more things like this from GW1 brought to GW2.
We don’t need an immunity timer or diminishing returns, we just need a system like GW1. In GW1 you were punished if you mistimed a knockdown and ended up hitting someone that was already on the ground. Just make all forms of hard CC not overwrite so players have to time their CC abilities.
Conditions were never underpowered. As long as conditions exist on auto attacks, they’ll continue to be overpowered.
Especially the reduced CD on the abilities from another patch. CC already doesn’t require timing and now it’s even more mindless stunlock while critting for 6k.
Damage on the dodge bomb needs to be buffed if it’s keeping the ICD. Otherwise the ICD should just be removed.
I hope they remove taunting all together. It sounds too much like I’m playing Hearthstone or something. One of the main reasons this game is so popular is because it doesn’t require dedicated Tank, Healer and Damage roles.
Sadly taunt isn’t going anywhere. It should be removed, though, along with fear. Losing character control isn’t fun.
There need to be options that are high skill-cap if the game wishes to grow. For example animation canceling lightning whip was something that would’ve excluded many less endowed players but was something worth leaving in to allow elementalist players the chance to grow. (This could’ve been balanced around.)
No thanks. Stow weapon just needs to be fixed so things like the lightning whip exploit don’t happen. Lightning whip wouldn’t have been changed if they just fixed the root of the problem, which is stow weapon.
I would be fine keeping Stability like it is if CC spam didn’t exist. CC shouldn’t overwrite and it shouldn’t ever stack. Players need to be punished for mistiming a CC skill, just like GW1 with knockdowns.
Rampage needs the CC spam toned down.
It is a team game so balancing shouldn’t be based on 1v1s.
One thing that most players don’t understand is that something having a counter doesn’t always mean it’s balanced.
The game should be balanced around all levels of play, not just “high level” or “top tier” play.
They just need to remove the ICD on the dodge bomb. No reason for it to even have an ICD, even with the blast finisher trait.
The outgoing heal traits don’t affect the tablet skills.
Weapon Swap.
/15char
I know – I have finished it
Just wanted to say – do not like to be forced to do AP content for equipment.Chances are this will continue on into the future.
Hopefully this means that the achievement rewards are actually rewarding. Most of the Living Story achievements weren’t rewarding at all, the only thing meaningful was the ascended accessory for each chapter.
Yeah it’s just like the immobilize change. Stacks in duration 5 times.
Grenadier causes Grenade Barrage to trigger Static Discharge twice.
EDIT: Trying to replicate it. From what I can tell, I think it’s some wierd interaction with Takedown Round.
I was playing with this bug the day after the initial patch. from what I could tell, it would happen if you used another toolbelt skill with nothing targetted and the ground ate the previous static discharge. I got it to work repeatedly with toss elixir B and even with orbital strike targetted on nothing followed by a grenade barrage targetted on something. But I couldnt come up with anything common because I could find instance where it wouldnt work.
I’m 99% sure it’s a combination of toolbelt skills with a cast time and Takedown Round/Aim-Assisted Rocket.
Static Shock procs SD off of Takedown Round, and if Aim Assited Rocket triggers from Static Shock’s damage, it will trigger SD again.
(edited by warherox.7943)
Yes, it’s really easy to get away from. Now if it acted similar to Timed Charge it would be useful in PvP too.
As long as you could still dodge it so there is some counterplay.
Well longbow still has all those buffs that weren’t needed in the first place, so not really nerfed.
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