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messiah.1908

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Posts posted by messiah.1908

  1. > @"Aeolus.3615" said:

    > That number of scourges... sadly it is mandatory.... Anet embraces lame.

    >

    > @messiah.1908

    >

    > no backpedall + decent positioning :} its decent to watch it rather than try to embrace being carried with barrier xD well done on that.,

     

    thanks. yeap scourge is mandatory 2 in each group.

  2. > @"shortcake.8659" said:

    > pretty poor hps output in comparison to scrapper there unless your arcdps is bugged or very outdated, but it's definitely a MUCH easier build to play. You don't swap legends nearly enough though and I'd adjust a couple traits, could bump it up a good bit. My rev had pretty terrible healing gear but it was still pretty amusing to try.

     

    i used to have higher values but after several patch on arcdps these are the numbers.

    compare to scrapper (we have couple sometime) i compare results and most of the time i have higher values.

    i swap at key moments when needed and not 10 sec.

  3. here is another vid gvg from ventari pov.

    the open field was a outnumbered warm up (15v18 or 20)

     

    easy sustain healing of 2-3k hps. followed by 7-9k hps burst moments. we didnt take much dmg due to good prolong sustain.

     

     

     

    trying to think maybe minsitrel rev can be a commander with herald/jalis with dmg reduction, stability, never ending regen and protection .

     

    what do you guys think?

  4. > @"Crinn.7864" said:

    > > @"Zenix.6198" said:

    > > > @"Zenix.6198" said:

    > > > > @"zealex.9410" said:

    > > > > > @"Zenix.6198" said:

    > > > > > While im not opposed to OPs idea, I think the problems with revs insane burst go much deeper than just the dmg modifiers or even the 25 might and perma fury (=which should be freaking nerfed as well).

    > > > > >

    > > > > > Revs have been playing more or less the exact same build with the exact same playstyle since HoT release.

    > > > > > And when I look at their go-to traitlines, I can't help but to see it as the rev-equivalent of a fire/air weaver.

    > > > > > There is absolutely 0 defense in their trait choices.

    > > > > > Anet has continuously buffed dwarf stance and the retribution traitline and yet people just dont use them.

    > > > > >

    > > > > > So personally I see two ways to "fix" Rev.

    > > > > > First: Nerf literally every "gain might"-, "gain fury"- and dmg modifier trait to a level that can be dealt with.

    > > > > > OR

    > > > > > Second: Take the nerfbat to the Shiro-stance, specifically "Riposting Shadows" and "Phase Traversal".

    > > > > >

    > > > > > Riposting Shadows is such an obnoxiously powerfull skill, that legit makes me wonder if the Devs have even realized how hard it carries the spec.

    > > > > > Read its skilldescription. It's disgustingly stacked.

    > > > > >

    > > > > > It clears movement impairing conditions, breaks stun, is a 600 range backwards evade, gives endurance and gives you fury and therefor 5 mighstacks if you traited correctly.

    > > > > > All that on a ~6 second CD if you take the energy cost/regeneration ratio into account.

    > > > > > And Phase Traversal is in a similar boat.

    > > > > >

    > > > > > If RS would actually be nerfed to give "just" the 600 range backwards evade with movement impairing condition clear (and they can keep the stun break for all I care), maybe they would actually have to drop some damage and take proper defensive traits or stances.

    > > > > >

    > > > > > If I cant take full PVE dps traits on my weaver without getting absolutely demolished, why can Revs do just that?

    > > > > >

    > > > > >

    > > > > >

    > > > > >

    > > > >

    > > > > Wouldnt making dmg buffs additive be a direct nerf to rev's dmg output and as a result rev would look for maybe more tankyness to offset the risks for the increased ttk?

    > > >

    > > > I dont think so tbh.

    > > > Like, if we multiply all the dmg mods with each other (for revenant), the extra dmg we get in comparison to an additive stack is very insignificant.

    > > >

    > > > some quick napkin-maffs:

    > > >

    > > > Vicious Laceration: (3x) 3 = 9%

    > > > Targeted Destruction: 7%

    > > > Ferocious Aggression: 7%

    > > > Reinforced Potency: ~4% (assuming 4 boons as a realistic value)

    > > > Forceful Persistence: 13% (just assuming max value cause Im lazy atm)

    > > >

    > > > So additively those would be 40%.

    > > > Multiplicatively those would be: 1.07x1.09x1.07x1.04x1.13 = 46.6%

    > > >

    > > > Unless this is wrong, it doesn't seem like that much of an issue.

    > > > So instead of getting hit for 17k, you would instead be hit for ~16k.

    > > >

    > > > Please correct me if im wrong here.

    > > >

    > >

    > > Edit: Okay, so If you add crit dmg as an additional modifier (and rev crits basically all the time), you get to about 11% more dmg with a multiplicative stack instead of an additive stack. Which is a bit more substantial

    >

    > You also didn't account for vulnerability, (18 stacks in the vid) nor for damage modifiers from runes (such strength runes or scholar runes)

    >

    >

    > If you do you get and additive of 63% (ferocity not included) and a multiplicative of 81%. Including ferocity in that number gets 165% additive and 366% multiplicative.

    >

    >

     

    so if you use you are all weaklings no crit at all. which could save your life

  5. > @"Nimon.7840" said:

    > > @"messiah.1908" said:

    > > regarding numbers

    > >

    > > usually for 20 man squad

    > > 1 FB in each team (if not guildies its hard to finds)

    > > 1 power backline rev in most groups

    > >

    > > so its 20% FB and power backline rev

    > > 2 SB so 10%

    > > 1 mesmer so 5%

    > > 1 scrapper or healing ventari (me) 5%

    > > rest is power scourge 40%

    > >

    > > in group of 50 we get 15% FB and power backline rev

    > >

    > >

    >

    > Power scourge has its uses, but when enemy movement is good, they do only very little. I think it's better to run at least some condition damage. Especially if you look at how much torment dmg you do in wvw on scourge.

    >

    > So you have to decide for your group wether you go power scourge with almost no sustained damage, but very good spikes

    > Or if you go hybrid, with good sustained damage and still very good spikes.

     

    when i check condi dmg from torment its usually 400 per second. which is low due to cleanse. so power is best combine with good burst which can shut down few members (spike with hammer rev and scourge = OMG)

  6. regarding numbers

     

    usually for 20 man squad

    1 FB in each team (if not guildies its hard to finds)

    1 power backline rev in most groups

     

    so its 20% FB and power backline rev

    2 SB so 10%

    1 mesmer so 5%

    1 scrapper or healing ventari (me) 5%

    rest is power scourge 40%

     

    in group of 50 we get 15% FB and power backline rev

     

     

  7. > @"Wandidar.1692" said:

    > Hello everyone - I'll keep this quick and simple:

    >

    > Most of the folks I play MMO's with seem to be off doing other things - and I'm looking to (possibly) try GW2 again. I typically heal in an MMO. Is there a best choice? Does that best choice have another role it does OK at?

    >

    > Thanks in advance!

     

    yes there are several class who are healers

     

    **wvw**

    FB is a must - both as healer with low hps and strong boons sharing

    scrapper - mainly condi cleanse and boons (cannot control the boon he share) and sustain healing . high hps

    rev ventari - mainly healer with the highest hps . both sustain healing and burst healing . also boons sharing

    aure ele - not in use that much

    druid - not in used due to low healing and viability in wvw

     

    **raid**

    druid - is the king due to group buffs and boons and nice healing

    rev - also viable due to boons and best healing and alacrity

  8. in a zerg fight you can see thief and ranger working with the group. they just work aloe sniping ppl and finishing the low hp enemies from the sides.

    so they dont have a party as they are self sufficient. they have self boons and way to self defend.

    it doesnt mean they are not needed.

     

    when i zerg with a group we usually hate the fact the enemy zerg has a small squad of ranger thief which cloud us ....

     

    thus in a group the light armor needs the heavy armor to support them

     

    back in the day i played a thief who scout and kill the backline or sideline of the zerg... its great fun job.

  9. > @"RisenHowl.2419" said:

    > > @"messiah.1908" said:

    > > > @"RisenHowl.2419" said:

    > > > > @"messiah.1908" said:

    > > > > > @"RisenHowl.2419" said:

    > > > > > You can also use arcdps to check how many cleanses you do over a fight

    > > > >

    > > > > unforchenatly not that many as the scrapper or FB as the cleanse abilities consuming nrg while the FB is a bit sufficient for a 2 min fight. also the meta shifted to power

    > > >

    > > > Removing weakness, vuln, chill etc is a big boost to group damage. Cleansing remains a big part of the meta

    > >

    > > its a soft cleanse . usually my team and me see low stacks of vulnerability so 2% more dmg. , weakness is nice but cant be control with all the easy application of it. and chill is just for movement

    > > the main boost come from boons and dmg reduction and reflect.

    >

    > Scrapper converts back into boons to boot, so cleansing soft conditions grants might, prot, and alacrity etc. Which is a big gain to damage.

    >

    > Are we arguing or agreeing?

     

    i am not argue nor agree. just clarify. scrapper cant control which boon he gives or when to give it. lets say the group need protection for the push . he cant control it rather cleanse and some will get it also for short duration.

     

    so yes scrapper is master of cleanse but has less burst healing and has amazing small sustain healing ability. he cant control which boon to give. his regen ticks for 600 which is low compare to rev (1000-1200) but he has reflect and stability and super speed (which got shorten)

    for gvg he is a must for its unrevealing ability. but for wvw i dont think he has a place atm and only nice to have.

  10. > @"RisenHowl.2419" said:

    > > @"messiah.1908" said:

    > > > @"RisenHowl.2419" said:

    > > > You can also use arcdps to check how many cleanses you do over a fight

    > >

    > > unforchenatly not that many as the scrapper or FB as the cleanse abilities consuming nrg while the FB is a bit sufficient for a 2 min fight. also the meta shifted to power

    >

    > Removing weakness, vuln, chill etc is a big boost to group damage. Cleansing remains a big part of the meta

     

    its a soft cleanse . usually my team and me see low stacks of vulnerability so 2% more dmg. , weakness is nice but cant be control with all the easy application of it. and chill is just for movement

    the main boost come from boons and dmg reduction and reflect.

  11. > @"Pyroatheist.9031" said:

    > > @"messiah.1908" said:

    > > > @"Pyroatheist.9031" said:

    > > > > @"messiah.1908" said:

    > > > > > @"Pyroatheist.9031" said:

    > > > > > Chrono is pretty awful in WvW groups right now. I play with arguably one of the most effective comped guilds in the game, and we've been evaluating chronos for our comp.

    > > > > >

    > > > > > They still bring useful utility in the form of veil, gravity well, and signet of inspiration. However, that's it. Previously you could replace another pillar class with Chrono; that's no longer true. Now you have to consume a dps spot for the Chrono, and that makes them harder to justify.

    > > > > >

    > > > > > Ultimately, we still run chronos sometimes. They're decent to drive on still, as firebrand driver doesn't gracefully provide party support anyway, but fitting one into the rest of the comp is very difficult. We've been running without any chronos but the driver, and that feels pretty good. It still allows us to have veil without sacrificing too much. We've also been running more just without chronos at all. Lacking veil is unfortunate, but really it just means we need to be more careful with how we engage. Long term, I don't think we're going to use Chronos on a regular basis, just for niche stuff.

    > > > > >

    > > > > > Then to touch on a different aspect of this change, one part of this comp change was driven by the fact that Chrono is miserable to play in WvW groups now. You drop veil, you hit soi, you use gravity well and focus pull, and you press shield 5. Congratulations, you're done. You can't provide more boons. You can't heal. You can't provide effective stability. You can't deal damage. You just jam your thumb up your kitten and watch the rest of your group play the game for the next minute. After the first day of this, every single person on Chrono in the group remarked that it sucked and they'd rather not ever play it again.

    > > > >

    > > > > same goes for SB warrior . pull out his bobble and w8...

    > > > > mesmer is valid for his veil/portal tactics. same as mesmer used to be from the start of wvw. he never was hard support and always his healing output were low.

    > > > > now mesmer due to increase cd on FB abilities can prolong the duration of the boons which can buy the FB time for cd's. yes its more tricky and need communications.

    > > > > but the fact stay the same. mesmer role hardly change for 5 years (even more)

    > > >

    > > > Well that's not true at all. The spellbreaker role *begins* with dropping the bubble, but it doesn't *end* there. Spb has very respectable damage throughout a fight, often competing with the lower-skilled heralds and scourges. Additionally, Spb continues to provide powerful boon stripping through break enchantments and traits that trigger to strip boons. Lastly, Spb is the best WvW control class in the game with multiple low cooldown aoe hard cc abilities.

    > > >

    > > > Additionally, what you identified as the Mesmer role doesn't matter at all. Extending boons is useless in WvW because they get stripped. The only type of boon control that matters is actual boon *application*. Since Mesmer can no longer apply fresh boons, they're helpless when boons get removed.

    > >

    > > spb dmg is low in wvw compare to other class . his main abilities comes from hammer CC abilities and bobble. that is it!

    > > regarding boon stripping again with bobble and also memser can do so with null field. with lower cd...

    > > so yes mesmer and spb are supporting the fight

    >

    > Null field is on a 25s cooldown, slowly strips boons up to 5 times in a 240 radius aoe. Break enchantments strips 3 boons instantly in a 360 radius aoe (that's over 2x the area of effect) on a 15 second cooldown. It's vastly superior to null field by itself. However, that's also amplified by enchantment collapse, stripping even more boons in an aoe. Additionally, dispelling force makes all cc remove boons as well, so spellbreaker is a continual boon stripping machine.

    >

    > The main Spb cc comes from hammer and full counter, but earthshaker is on an 8 second cooldown **and** gets reset when you land full counter. Full counter itself is on a 12s cooldown, so Spb is able to almost continually chain large cc skills with skilled play.

    >

    > The roles and capabilities of Chrono and spellbreaker are not even remotely comparable, and trying to draw meaningful comparisons is absurd.

     

    thus support role nothing else.

  12. > @"Pyroatheist.9031" said:

    > > @"messiah.1908" said:

    > > > @"Pyroatheist.9031" said:

    > > > Chrono is pretty awful in WvW groups right now. I play with arguably one of the most effective comped guilds in the game, and we've been evaluating chronos for our comp.

    > > >

    > > > They still bring useful utility in the form of veil, gravity well, and signet of inspiration. However, that's it. Previously you could replace another pillar class with Chrono; that's no longer true. Now you have to consume a dps spot for the Chrono, and that makes them harder to justify.

    > > >

    > > > Ultimately, we still run chronos sometimes. They're decent to drive on still, as firebrand driver doesn't gracefully provide party support anyway, but fitting one into the rest of the comp is very difficult. We've been running without any chronos but the driver, and that feels pretty good. It still allows us to have veil without sacrificing too much. We've also been running more just without chronos at all. Lacking veil is unfortunate, but really it just means we need to be more careful with how we engage. Long term, I don't think we're going to use Chronos on a regular basis, just for niche stuff.

    > > >

    > > > Then to touch on a different aspect of this change, one part of this comp change was driven by the fact that Chrono is miserable to play in WvW groups now. You drop veil, you hit soi, you use gravity well and focus pull, and you press shield 5. Congratulations, you're done. You can't provide more boons. You can't heal. You can't provide effective stability. You can't deal damage. You just jam your thumb up your kitten and watch the rest of your group play the game for the next minute. After the first day of this, every single person on Chrono in the group remarked that it sucked and they'd rather not ever play it again.

    > >

    > > same goes for SB warrior . pull out his bobble and w8...

    > > mesmer is valid for his veil/portal tactics. same as mesmer used to be from the start of wvw. he never was hard support and always his healing output were low.

    > > now mesmer due to increase cd on FB abilities can prolong the duration of the boons which can buy the FB time for cd's. yes its more tricky and need communications.

    > > but the fact stay the same. mesmer role hardly change for 5 years (even more)

    >

    > Well that's not true at all. The spellbreaker role *begins* with dropping the bubble, but it doesn't *end* there. Spb has very respectable damage throughout a fight, often competing with the lower-skilled heralds and scourges. Additionally, Spb continues to provide powerful boon stripping through break enchantments and traits that trigger to strip boons. Lastly, Spb is the best WvW control class in the game with multiple low cooldown aoe hard cc abilities.

    >

    > Additionally, what you identified as the Mesmer role doesn't matter at all. Extending boons is useless in WvW because they get stripped. The only type of boon control that matters is actual boon *application*. Since Mesmer can no longer apply fresh boons, they're helpless when boons get removed.

     

    spb dmg is low in wvw compare to other class . his main abilities comes from hammer CC abilities and bobble. that is it!

    regarding boon stripping again with bobble and also memser can do so with null field. with lower cd...

    so yes mesmer and spb are supporting the fight

  13. what ventari needs is better salvation trait line which can support other legends with unusable trait line.

     

    **Minor Adept Disarming Riposte 20 Striking a foe while they are using a skill blinds them.**

     

    common minor trait which force me to be aggressive healer. but ventari is backline healer so i hardly see it use-able. this trait can work with other legends if it was real riposte.

    like when entering combat the first attack is blocked and blind your foe if it was a melee attack. this trait refresh every time you use elite skill.

     

    **Major Adept Nourishing Roots Grant regeneration to allies near Ventari's tablet.**

     

    good with ventari lack of regen abilities.

     

    **Major Adept Blinding Truths Blind nearby foes when you use a healing skill.**

     

    good with pvp mainly when fighting melee enemies. outside of pvp unusable. i would give it a twist like blind nearby foe and gain light aura to them. this way you reduce the condi dmg by 10% also work nice with jalis retaliation trait line abilities.

     

    **Major Adept Tranquil Balance While above the health threshold, healing to allies is increased.**

     

    nice but a twist to it would be while below 25% healing to self is increase by 20%. as ventari self heals are bit low.

     

    **Minor Master Hardened Foundation Gain toughness. Gain healing power based on a portion of your toughness.**

     

    ok one.

     

    **Major Master Tranquil Benediction The healing orbs that you create while wielding a staff will now grant swiftness and regeneration when picked up by allies.**

     

    i dont like the healing orbs but that's another story. i could come up with many buffs to the staff. but the easy one and reasonable is the last attack chain proc regen and swiftness to nearby ally.

    as a healer i want to control the regen and swiftness i proc and not making it random picked.

     

    **Major Master Eluding Nullification 10 Dodge rolling removes a condition from nearby allies.**

     

    could see a minor buff to it. when you remove a condition from self gain 5% endurance. nice buff to endurance recovery will need 10 self conditions remove to gain a dodge. so if you master your combo abilities or with elite ventari skill it can be nice defense trait.

     

    **Major Master Invoking Harmony Healing done to allies is increased for a short duration after invoking a legend.**

     

    only work with glint and ventari. as glint got regen proc. while other legend dont have healing to allies. this trait encourage legends swap which is great. so the way i see it is if i want to use jalis i would give it nearby allies gain 100 toughness for a short duration after invoking jalis

    if using mallyx nearby allies gain 10% condition dmg reduction for a short duration after invoking mallyx

    if using shiro nearby allies gain 100 power...

    if using glint nearby allies gain increase health 100...

    if using kalla nearby allies gain increase ferocity 100...

    if using ventari healing to allies increase by 20%

     

    could create a nice pve build with salvation trait line

     

    **Minor Grandmaster Serene Rejuvenation Increase healing to allies. Natural Harmony also applies alacrity in an area.**

     

    ok one which only benefit ventari.

     

    **Major Grandmaster Selfless Amplification Increase outgoing healing based on a percentage of healing power.**

     

    must one as ventari healer

     

    **Major Grandmaster Natural Abundance Create energy fragments around Ventari's tablet when using a legendary centaur stance skill.**

     

    basically useless trait. used to be used in pvp in small scale fights where the fragment give 1.5k healing to you. the healing contribution is calculated between 20% to 50% as elite skill proc 5 so 1/5=20% and other skill heals between 3k to 4k so around 50. so this is the change i would make

     

    Selfless Amplification - also increase healing to self. so another 20% in pvp and 30% in wvw/pve.

     

    Natural Abundance - ventari tablet skills will now dmg nearby foe when being used.

     

    **Major Grandmaster Momentary Pacification 45 Using an elite skill attaches vines to nearby foes. After a short duration, vines will immobilize their host. **

     

    the immobilize idea is great and can be used with all elite skills. i would just reduce the cd to 25 sec and delete the short duration. as for now this trait is unusable. most of classes have some immunity to immobilize or reduce duration. so i dont see it a OP with 25 sec cd to create a combo attack using an elite with it.

     

    hope you like it

  14. > @"Pyroatheist.9031" said:

    > Chrono is pretty awful in WvW groups right now. I play with arguably one of the most effective comped guilds in the game, and we've been evaluating chronos for our comp.

    >

    > They still bring useful utility in the form of veil, gravity well, and signet of inspiration. However, that's it. Previously you could replace another pillar class with Chrono; that's no longer true. Now you have to consume a dps spot for the Chrono, and that makes them harder to justify.

    >

    > Ultimately, we still run chronos sometimes. They're decent to drive on still, as firebrand driver doesn't gracefully provide party support anyway, but fitting one into the rest of the comp is very difficult. We've been running without any chronos but the driver, and that feels pretty good. It still allows us to have veil without sacrificing too much. We've also been running more just without chronos at all. Lacking veil is unfortunate, but really it just means we need to be more careful with how we engage. Long term, I don't think we're going to use Chronos on a regular basis, just for niche stuff.

    >

    > Then to touch on a different aspect of this change, one part of this comp change was driven by the fact that Chrono is miserable to play in WvW groups now. You drop veil, you hit soi, you use gravity well and focus pull, and you press shield 5. Congratulations, you're done. You can't provide more boons. You can't heal. You can't provide effective stability. You can't deal damage. You just jam your thumb up your kitten and watch the rest of your group play the game for the next minute. After the first day of this, every single person on Chrono in the group remarked that it sucked and they'd rather not ever play it again.

     

    same goes for SB warrior . pull out his bobble and w8...

    mesmer is valid for his veil/portal tactics. same as mesmer used to be from the start of wvw. he never was hard support and always his healing output were low.

    now mesmer due to increase cd on FB abilities can prolong the duration of the boons which can buy the FB time for cd's. yes its more tricky and need communications.

    but the fact stay the same. mesmer role hardly change for 5 years (even more)

  15. i like to create builds out of the meta for pvp and wvw/gvg. few years ago as condi thief which became viral 1 years ago. turned to condi mesmer which become viral till this day and now support role mainly. aura share ele, soothing mist ele, scrapper and for the last 2 years mainly ventari rev.

    FB not that much

     

    after so long seeing the big red numbers on the screen i like to see the greens/blues on it now with supporting others

  16. > @"Dawdler.8521" said:

    > > @"messiah.1908" said:

    > > just finish a game with a fellow scrapper and fb with 50 man squad.

    > > i play power rev/jalis - so front line with commander. the healing i got was about 920hps. scrapper heals is low... regen 680, mdf 340, and medblaster 440. other skills not so often. with FB also low hps as most heal used for the spikes.

    > Of course. The numbers people state is theoretical maxes that wouldnt work outside of a min/maxed stationary PvE raid boss encounter - and I question if they would even reach it there. Healing is as hard to quantify in WvW as dps, especially for classes like the scrapper which focuses on AoE condi cleanse and boon conversion instead of big numbers.

    >

     

    for me nothing is theory- i use acrdps and check my skills heal output and hps on real fights. my regen proc the above states.

    sure some fight i get 3k hps which my team is winning due to larger numbers or good tactics. but when the squad get outnumbered i get the results i aim for

  17. > @"RisenHowl.2419" said:

    > > @"Dawdler.8521" said:

    > > > @"messiah.1908" said:

    > > > just finish a game with a fellow scrapper and fb with 50 man squad.

    > > > i play power rev/jalis - so front line with commander. the healing i got was about 920hps. scrapper heals is low... regen 680, mdf 340, and medblaster 440. other skills not so often. with FB also low hps as most heal used for the spikes.

    > > Of course. The numbers people state is theoretical maxes that wouldnt work outside of a min/maxed stationary PvE raid boss encounter - and I question if they would even reach it there. Healing is as hard to quantify in WvW as dps, especially for classes like the scrapper which focuses on AoE condi cleanse and boon conversion instead of big numbers.

    > >

    >

    > Run arcdps, you can record your healing output in realime to see the actual output. Scrapper and Herald are both consistently over 10k hps

     

    lately my scrapper much below than it used to be . less super speed procs due to the change in the trait. while herald easily 10k hps just with regen itself

  18. > @"Pterikdactyl.7630" said:

    > If ANet is planning on culling down group boon access for classes, it makes me wonder if a spec like Herald will become more sought after in various content since boons are an inherent part of Glint's design and can't really be taken away.

     

    dont think so cause other class can cover some of their boons (like ele as sugested, guard with mesmer as for now ect...) the idea is to give group to build a unique combination depends on several meta's and not only 1.

  19. > @"Solori.6025" said:

    > > @"messiah.1908" said:

    > > so its clear that anet wants to make class more unique and team composition more versatile.

    > >

    > > what do you guys think about this direction

    > >

    > > boons - each class hold several major boons abilities and minor ones

    > > major boons abilities - share with 10 allies, longer duration like 5 sec base, higher stacks application.

    > > minor boons abilities - share up to 5 allies , shorter duration like 2 sec base, lower stacks

    > >

    > > same goes for conditions - each class have major dmg conditions specialty and minor for cover ones.

    > >

    > > **Guard**

    > > major - stability, aegis and retaliation

    > > minor - regen, protection swiftness and might

    > >

    > > main burn dmg with minor cover conditions

    > >

    > > **Warrior**

    > > major - stability, might, fury

    > > minor - swiftness

    > > main bleeding and confusion condition and minor cover conditions

    > >

    > > **Revenant**

    > > those boons based on legends so not all available at the same time

    > >

    > > major - regen, protection, might, fury and swiftness

    > > minor - stability, resistance, alacrity and vigor

    > >

    > > main torment and burning condition with minor cover conditions

    > >

    > > **thief**

    > > major - none

    > > minor - might, fury and vigor

    > >

    > > main poison and bleeding condition with minor cover conditions

    > >

    > > **Ranger**

    > > major - none

    > > minor - vigor, fury, swiftness and regen

    > >

    > > main poison and burning condition with minor cover conditions

    > >

    > > **Engi**

    > > major - retaliation

    > > minor - quickness, swiftness and fury

    > >

    > > main poison and confusion condition with minor cover conditions

    > >

    > > **Ele**

    > > major - regen, protection, might and swiftness

    > > minor - vigor, fury and stability

    > >

    > > main bleed and burn condition with minor cover conditions

    > >

    > > **Necro**

    > > major - none

    > > minor - might and swiftness

    > >

    > > main torment and bleed condition with minor cover conditions

    > >

    > > **Mesmer**

    > > major - quickness, vigor and alacrity

    > > minor - retaliation, stability, might and swiftness

    > >

    > > main torment and confusion condition with minor cover conditions

    > >

    >

    > I love how necro got no boons ??

     

    also ranger and theif got no major boons to share. self boons will remain as they were.

  20. > @"Taobella.6597" said:

    > keep up the good work messiah i always like viewing what you post :). i do not play tablet exactly like you but i do enjoy seeing what you do with the class :D.

     

    many thanks mate...

    please show or explain how you play with tablet. i am always eager to learn

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