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RabbitUp.8294

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Posts posted by RabbitUp.8294

  1. Sword 2, 4 and 5 are your main damaging skills (besides the auto), and they are hardly slow. Unless you are hellbent on spamming 3, I'm not sure why you feel sword/sword is slow or low damage, as neither of those are true.

  2. How were you hitting moving targets with 3 before the update? All arrows converged at one tiny spot, at best you could hit like 1-2 of them if the target moved. The only thing I don't like about the new version is that it used to be one extra AoE skill for tagging if you had the piercing trait, but it's not like Renegade lacks AoE.

     

    Skill 2 remains the problem with shortbow. It's boring, clunky, and superfluous with the other skills shortbow has. I would love to see it removed completely and replaced with skill 3, then a new skill 3 that's more utility oriented (an immob or mobility skill, like a backroll).

  3. > @"anduriell.6280" said:

    > Actually the trait doesn't seems to be designed to to provide a big chunk of barrier once, but to provide constant barrier ticks taking advantage from other effects:

    > Does it work with heals from food?

    > Does it work with heals from runes and sigils?

    > Does it work with all the healing traits?

    >

     

    If it works the same as Rune of the Sanctuary, then it doesn't work with healing over time boons/buffs*, but works with everything else.

     

    *This specifically means effects that are applied to your character and provide healing over time, not stuff like Well of Blood.

  4. I've played Trailblazer/Dire condi in core (which means no power, crit or ferocity), and it was fine. Burning immune mobs still die to Mallyx's torment. Structures are annoying, but the hp values are so low in core.

  5. > @"Justine.6351" said:

    > > @"rdigeri.7935" said:

    > > > @"Justine.6351" said:

    > > > But it was a weird stupid idea maybe.

    > > And this is a someone must've already noticed this but :p

    > >

    >

    > Which tells anybody absolutely nothing of its content...

     

    And "weird stupid idea" does?

  6. > @"Scoobaniec.9561" said:

    > I would be bored of swords too if all i could is spam aa bc youll experience dps loss if theres more tha 1 target. Perfect desing.

     

    Sword 4 my dude. Also sword 2 is not a dps loss even with multiple targets, if you use it at the start or between aa chains.

    We are talking levelling here anyway, everything dies in 2 hits.

  7. > @"Stand The Wall.6987" said:

    > > @"RabbitUp.8294" said:

    > > Our stun breaks have 30-40 energy cost. Going from 25 to 30/35 will not kill anything.

    > > In any case, they already have tech that differentiates when a skill breaks a stun or not, so they could just a +10 energy cost penalty when you use it to break stuns, like how Elusive Mind was penalised with Exhaustion.

    >

    > having a low cd cleanse that is usable anytime is partly what makes ventari usable as a bunker/ support. say they put the stun break on the cleanse. if you use it for the stun break then you're susceptible to condi burst, and if you use it for the cleanse then your stun break is on cd. this clunkiness would hurt it in competitive modes, especially wvw. its the same thing for vs ranged but ranged is less common then condi and the animations are generally more obvious.

     

    You have no stun break now, so how does that hurt you? You are already susceptible to cc. You'd just gain an extra option.

  8. > @"Thornwolf.9721" said:

    > You want sales? Welp you need something big. E-specs just don't cut the mustard when it comes to dragging in people unfamiliar with the game. (Clearly they've been doing something wrong given how, well everything has gone down over the years.)

     

    Kinda ironic that you shoot down the balance argument as laughable, then repeat the "new blood" argument in the next sentence. If there's a laughable argument here is that a new class will draw any attention to the game.

  9. > @"Hawkeye.2308" said:

    > Some of us were talking about this last night and we were looking at some of the GW1 classes that have come over.

    > Warrior, Ranger, Mesmer, Ele, Necro those 5 we have felt stayed true to a lot of the core ideals from GW1

    > Thief is just a reworked assassin with some changes and Guardian is a completely different style monk without a lot of the healing in the base class.

    > Rev is sort of a new version of the Dervish, Even though I would love to see a entire new dervish reworked with a scythe, since they can call upon spirits to aid

    >

    > I think if they wanted to bring over another class we truly only have 2 options are Paragon and Rit

    > With all the shouts, chants and boons Paragon would be a good fit into a ranged dps and bring a new weapon the spear into the category and then they could add another elite spec that would all be synergy around spears or spear shield or other weapons.

    >

    > Rit would be cool because it could use current weapons in the game just fine without adding anything while also bringing it new spirits and such to the game again. It would be like a support necro and I think it would mesh well along with fit with the rumored new expansion coming out where paragon would have fit more into season 4 living world since we were back in hte Nightfall areas.

    >

    > I think both would be awesome options if they decided to pull from the older content or they could just rework them all together and call it something else like I feel they did with the Rev being a different version of the dervish.

     

    Rev is a combination of Dervish and Ritualist, they commune with figures of the past from the Mist, like Rits, but instead of summoning them as spirits, they channel them like Dervs.

     

    And Renegade is pretty much a proper ritualist, they use static spirits for healing, support, damage, disruption.

  10. > @"LucianTheAngelic.7054" said:

    Ok, so I'm on a phone and it's extremely annoying to respond in quotes, but I'll try my best.

    You keep trying to compare Rec'd limitations to what other classes have to deal with, but it's pointless. Everything you mention, rev has to deal with, too, on top of the energy mechanic. Rev can be on the wrong weapon set, can have their legend on cooldown or already used their CC for some other reason. This is equal for all classes, but revenant has a unique limitation of top of that. The only other ckass that can sort of compare is mesmer as you might not have clones for F3, but that's one skill and mesmer builds clones much more reliably that rev recovers energy, in pve at least.

     

    As for Engi, having to go through kits means nothing, kits have no cd or cast time themselves, if the CC skill is up, they can access it at any time.

     

    >The energy mechanic "not being strong enough by itself" is fine as long as there are options to help mitigate that. Currently the class does have those options in the form of Herald, Charged Mists, and/or Ancient Echo (or even Replenishing Despair).

     

    Let's agree to disagree on that. Band aid solutions only prove the existence of the problem. If every elite spec going forward is going to require a new band aid or be forced into Charged Mists, I would rather the problem was addressed directly.

     

    The scope of an energy rework wouldn't be bigger than the phantasm rework. Also, you contradict yourself when you say that legend cooldown wouldn't need to be 10s but then point out the problems that reducing it below 10s would create. It would stay at 10s for the reasons and traits you mentioned, but because it's a gameplay issue. Swapping legends should have the same opportunity cost as swapping weapons. Even though weapon skills have their own cooldown, there's still a 10s cooldown, to create downtime for the player and a window of opportunity for their opponent.

     

    Yes, herald would need work, specifically because it was designed as an energy bandaid. Adding energy costs to consumes is not done colossal work, though.

     

    >I'm not going to go digging for a citation for something that has been fairly obvious since before Heart of Thorns was even released (5+ years ago). Yes, the class was designed around dedicated legends that were intended to be static choices that offered a mix of utility/damage/healing/etc. depending on legend. If the developers didn't intend for build choices to be more "copy paste" (as you put it, not me btw), then they would have designed it with more inherent options. They absolutely knew and understood ahead of time (as can be seen in the revenant reveal streams with Roy back before HoT) that the trade off built into Revenant was an extra static 5 utilities +50 energy at the cost of losing your current set and any remaining energy. The developers, regardless of what people think of them, aren't dumb and don't just make random design decisions with no forethought.

     

    I don't understand what you are saying here. Has any dev ever said that it was fully their intention to make duplicate legends?

     

    I'm not talking about builds being copy paste, I'm talking about the legends themselves, like needing a second healing legend when Ventari exists. As I said, this is a problem created by the forced legend swap. If you want to play a healer Rev, you will be forced to swap at some point and stay in that other legend for 10 seconds. If that other legend doesn't offer any healing, then your build stops working for those 10 seconds. This is what I'm talking about copypaste legends; because we are forced to swap, they made a second healing legend in Kalla, to fill that downtime. At the same time, Kalla was also the second condi legend to couple with Mallyx.

     

    What I'm saying is that the original design of rev was to make 4 legends, each with distinct roles. But the energy mechanic makes it so you need 2 legends for each role.

     

    > Being forced to swap is fine. It's the inherent gameplay design of the class.

     

    You are basically saying "it's fine, because it exists". It's the design, but it's a bad design. Phantasms were the design of mesmer, old herald was the design of that spec. Yet reworks happen all the same.

  11. > @"LucianTheAngelic.7054" said:

    > > > @"LucianTheAngelic.7054" said:

    > > > > @"RabbitUp.8294" said:

    > > > > > @"LucianTheAngelic.7054" said:

    > > > > > Energy doesn’t need a rework it’s fine as is. It’s a l2p issue if you’re not performing well on rev in any mode

    > > > > >

    > > > > > We also don’t need empty vessel back. The class still has tons of evasive and defensive tools; use those!

    > > > >

    > > > > Rev is performing because it has Herald, which circumvents the whole energy mechanic. You are wilfully ignorant if you can't see that Herald is carrying the class atm.

    > > >

    > > > Herald is certainly not “carrying the class” in PvE. Renegade is straight up better there for Condi, Power, and Heal/Support. So your blanket statement that Rev is “performing well (in all modes) because of Herald” is wrong just on that basis alone.

    > > >

    > > > In PvP/WvW Herald performs better in many situations for three main reasons:

    > > >

    > > > 1) **Infuse Light** is the best heal Rev has. Period. Followed closely by Breakrazor/Soulcleave.

    > > >

    > > > 2) **Draconic Echo and Easy Access to Boons.** Herald has high access to consistent boons that other Rev specs struggle to maintain for large, consistent periods of time. Echo is especially potent in WvW where it provides tons of boons for 10 people easily. If Echo didn’t exist you’d see more Revs running Mallyx/Jalis in WvW for more specific support instead of Glint.

    > > >

    > > > 3) Literally **all of Glint’s skills are useful and strong in their own right.** Yes, the lower energy usage factors into their usability, so you’re partially correct about that, but even then their active effects are all some of the most powerful in Rev’s entire kit. Infuse Light has already been mentioned, but look at things like Mallyx FoN, Gaze of Darkness, etc. and even if these skills had energy costs they’d still be incredibly potent regardless.

    > > >

    > > > Lastly, **Renegade currently performs well in PvP.** Like “wins a Monthly At” level of well. And that’s a Rev spec that clearly isn’t being “carried by Herald” nor is having issues with the energy system thanks to how strong Charged Mists can be.

    > >

    > > PvE is another matter entirely because you just design a rotation around energy costs and nothing will interfere with it 99% of the time. Oh, and of course, can't forget Charged Mists if you are playing Kalla.

    > >

    > > And even under these condition, what do we end up with? [spamming autos for multiple seconds](

    ) because you use all your energy 5 seconds into your legend swap. Even with Charged Mists. You know those breakbars people need to work together to break? Not you, if you use your CC, you are now 30 energy down and have ruined your whole rotation.

    >

    > Interesting that you didn't link the condi rev build since it's considerably more complicated and goes directly against your argument. Also you can use CC skills in Rev if you omit low DPS parts of your rotation. For example, using Darkrazor instead of Icerazor + 10 energy. Super easy if you plan for it in advance and it doesn't ruin your whole rotation or lower your damage by much at all. Also Rev comes with built in CCs in their kit, unlike some other classes which sometimes have to drop utilities or weapons to "get more CC." This isn't the case for Rev in most scenarios. Other classes also lose damage by taking the time to CC, just as Rev does. Rev also has the added bonus of being able to start certain encounters and phases with 100 energy for higher initial dps burst, unlike other classes.

     

    Everyone has to take time to CC, it's not like Rev's CC are instant cast. But while other classes only lose the cast time, Rev also loses a heap of energy. And yes, if you plan in advance, you can minimise the losses, but that is not possible for every encounter, and it entirely depends on how energy you have left at the time and what legend you are on at the time.

     

    There are only a couple of builds that can't sacrifice a single utility or elite slot for CC. And the supports are usually expected to take the breakbars to minimise dps loss from the damage dealers, but even as a support Renegade, you are just as energy constricted, so there's a good chance you won't be able to contribute, or drop alacrity uptime to do so.

     

    > Charged Mists is also fine. It's not required on Herald builds (actually counter-intuitive on those generally) and is optional on Core, since Ancient Echo provides decent energy spikes as is. Also not all Grandmasters need to be equally viable, as long as they're useful in some situations.

     

    Yes, you can forego Charged Mists when you pick the bigger band aid called Herald. As I said, both exist for the same reason, to fix the holes of the energy mechanic.

     

     

    > The class is built around being copy paste; that won't change without a huge overhaul of the entire class, which is incredibly unlikely. Personally, I don't want that to happen either necessarily since I'm happy with how it is now.

     

    [Citation Needed]

     

    The class was designed around dedicated legends. They looked at the core roles a build could provide and turned them into legends. Shiro for power dps, Mallyx for condi dps, Ventari for heals, Jalis for tankiness and utility and Glint for boon support. So, it's the exact opposite, the legends were designed to be as distinct as possible.

     

    Then you have the huge wrench called energy dropped in that design. You are forced to swap, because energy regen and costs are designed around that 50 reset. Suddenly, instead of dedicated builds, you have supports being forced to swap to damage legends and vice-versa. This is what forces the copypaste legends, the fact that you are forced to swap. If energy was designed in a way that you could stay on a legend as long as needed, we wouldn't have this issue.

     

    And it doesn't take a huge overhaul, just removing the energy costs from weapon skills and removing the energy reset on swap. It's not like Rev's weapon skills are any stronger or have lower cooldowns than other professions' skills, so the added cost is arbitrary.

     

    > Renegade offers support, higher condi and power dps, better heals, adds more AoE, and ranged condi. All of these things were not available on Core or Herald. So Renegade offers a lot, even if you want to overlook its contributions.

     

    I'm not saying Renegade doesn't offer anything useful, I'm saying it doesn't offer anything *unique*.

     

    Literally all the things you mentioned, except ranged condi access (and even then mace had a 1200 skill) existed in core rev, between Mallyx and Ventari. The reason Kalla was needed was because you had to swap to something, and when you did, there was nothing that complemented either of those legends.

  12. > @"aaron.7850" said:

    > I am talking about the three utility skills for Renegade, I can drop all three of them on top of a random non-veteran mob and it will remain alive with 80% health left... kitten?

    > Where is the damage? The wiki says some of them do pulsing damage, but the damage is laughable.

    > Are they bad or am I missing something here?

    >

    > Coupled this with how bad the shortbow is for wvw and pvp and I am finding renegade the worst spec I have ever played yet. The only fun bit is the melee weapons and switching legends to proct the aoe condis.. but thats about it.

     

    Are you power or condi?

     

    If you are power, Icerazor's Ire does huge damage, and even more if you combine it with the Dance of Death trait. But keep in mind the damage is not AoE, it will hit 1 target per strike, so the damage is split among several targets when used against a group.

    For condi, none of them do damage on their own, but Razorclaw's Rage will make your other attacks do bleeding, so you have to combine it with other skills and spirits.

  13. > @"Nephalem.8921" said:

    > > @"RabbitUp.8294" said:

    > > > @"Nephalem.8921" said:

    > > > > @"RabbitUp.8294" said:

    > > > > Among the core legends, Shiro and Jalis for power dps (honestly with the addition of Battle Scars/Dance of Death, Jalis is better for burst due to how often the hammers can proc). For condi dps, it's Mallyx.

    > > > >

    > > > > Basically, only Ventari is bad for damage, anything else you can make it work.

    > > >

    > > > Shiro can procc DoD aswell and it does way more damage than jalis.

    > > > Shiro, Kalla, Glint are dps legends for power and Mallyx, Kalla for condi.

    > > > Ventari and jalis are utility.

    > > >

    > > > None of the legends are pure dps but some are pure support and this is a major design flaw. Only 1skill is a dps skill on shiro. 1 on mallyx etc. All legends try to be jack of all trades. This becomes super annoying in fractals since legends are taken for just 1 specific skill most of the time.

    > >

    > > Everything can proc DoD, but hammers can proc multiple stacks nearly instantly, especially against multiple enemies, which is great for burst following sword 4. Basically, for base rev, what I do is start in Shiro, use Jade Winds, swap to Jallis and use hammers and sword 4. It's insane burst damage.

    >

    > You could start in kalla, drop ice and darkrazor. swap to shiro and start with 75 energy, use citadel + sw4 +sw2. Leagues higher burst.

     

    Well obviously as a renegade, you are not going to pick Shiro+Jalis.

     

    I'm talking base rev here. Still, for burst situations, proccing all the stacks of Battle Scars is better damage than Impossible Odds.

  14. > @"Trash.1765" said:

    > Tbh I feel like if they got rid of the tablet moving thing and just let the effect pulse around you with a slightly bigger radius because the 240 radius atm just feels bad, swap out Ventari's will with Natural Harmony with a 30 energy cost and add a stun break skill for the new missing slot it would make it so much better.

     

    Then the legend loses all flavour and is just a discount druid?

     

    > @"Stand The Wall.6987" said:

    > why does everyone want the stun break on purifying essence? that doesn't make any sense, anet will increase the cost of this skill by a large margin cuz its a stun break and now ventari has bad cleanse. you just gg'd yourselves. put it on protective solace instead with a 10 sec cd or something. maybe even the elite, would hurt but would still be better then killing ventaris cleanse.

     

    Our stun breaks have 30-40 energy cost. Going from 25 to 30/35 will not kill anything.

    In any case, they already have tech that differentiates when a skill breaks a stun or not, so they could just a +10 energy cost penalty when you use it to break stuns, like how Elusive Mind was penalised with Exhaustion.

  15. > @"Nephalem.8921" said:

    > > @"RabbitUp.8294" said:

    > > Among the core legends, Shiro and Jalis for power dps (honestly with the addition of Battle Scars/Dance of Death, Jalis is better for burst due to how often the hammers can proc). For condi dps, it's Mallyx.

    > >

    > > Basically, only Ventari is bad for damage, anything else you can make it work.

    >

    > Shiro can procc DoD aswell and it does way more damage than jalis.

    > Shiro, Kalla, Glint are dps legends for power and Mallyx, Kalla for condi.

    > Ventari and jalis are utility.

    >

    > None of the legends are pure dps but some are pure support and this is a major design flaw. Only 1skill is a dps skill on shiro. 1 on mallyx etc. All legends try to be jack of all trades. This becomes super annoying in fractals since legends are taken for just 1 specific skill most of the time.

     

    Everything can proc DoD, but hammers can proc multiple stacks nearly instantly, especially against multiple enemies, which is great for burst following sword 4. Basically, for base rev, what I do is start in Shiro, use Jade Winds, swap to Jallis and use hammers and sword 4. It's insane burst damage.

  16. > @"Yasai.3549" said:

    > > @"RabbitUp.8294" said:

    >

    > > > We also don’t need empty vessel back. The class still has tons of evasive and defensive tools; use those!

    > >

    > > Rev is performing because it has Herald, which circumvents the whole energy mechanic. You are wilfully ignorant if you can't see that Herald is carrying the class atm.

    >

    > Untrue.

    >

    > Core Rev has been performing pretty well due to Ancient Echo and Renegade has always been consistent with Charged Mists.

    >

    > I would still like Energy costs looked at though.

     

    Yes, like I said, Ancient Echo was one of the crutches, as it operated outside of the energy mechanic. And if you can't see the problem with Charged Mists being nearly mandatory, I don't know what to say.

     

    > @"LucianTheAngelic.7054" said:

    > > @"RabbitUp.8294" said:

    > > > @"LucianTheAngelic.7054" said:

    > > > Energy doesn’t need a rework it’s fine as is. It’s a l2p issue if you’re not performing well on rev in any mode

    > > >

    > > > We also don’t need empty vessel back. The class still has tons of evasive and defensive tools; use those!

    > >

    > > Rev is performing because it has Herald, which circumvents the whole energy mechanic. You are wilfully ignorant if you can't see that Herald is carrying the class atm.

    >

    > Herald is certainly not “carrying the class” in PvE. Renegade is straight up better there for Condi, Power, and Heal/Support. So your blanket statement that Rev is “performing well (in all modes) because of Herald” is wrong just on that basis alone.

    >

    > In PvP/WvW Herald performs better in many situations for three main reasons:

    >

    > 1) **Infuse Light** is the best heal Rev has. Period. Followed closely by Breakrazor/Soulcleave.

    >

    > 2) **Draconic Echo and Easy Access to Boons.** Herald has high access to consistent boons that other Rev specs struggle to maintain for large, consistent periods of time. Echo is especially potent in WvW where it provides tons of boons for 10 people easily. If Echo didn’t exist you’d see more Revs running Mallyx/Jalis in WvW for more specific support instead of Glint.

    >

    > 3) Literally **all of Glint’s skills are useful and strong in their own right.** Yes, the lower energy usage factors into their usability, so you’re partially correct about that, but even then their active effects are all some of the most powerful in Rev’s entire kit. Infuse Light has already been mentioned, but look at things like Mallyx FoN, Gaze of Darkness, etc. and even if these skills had energy costs they’d still be incredibly potent regardless.

    >

    > Lastly, **Renegade currently performs well in PvP.** Like “wins a Monthly At” level of well. And that’s a Rev spec that clearly isn’t being “carried by Herald” nor is having issues with the energy system thanks to how strong Charged Mists can be.

     

    PvE is another matter entirely because you just design a rotation around energy costs and nothing will interfere with it 99% of the time. Oh, and of course, can't forget Charged Mists if you are playing Kalla.

     

    And even under these condition, what do we end up with? [spamming autos for multiple seconds](

    ) because you use all your energy 5 seconds into your legend swap. Even with Charged Mists. You know those breakbars people need to work together to break? Not you, if you use your CC, you are now 30 energy down and have ruined your whole rotation.

     

    And that's without even addressing the other problems I mentioned, that the forced legend swap leads to copypaste legends. What did Kalla actually give the class? Literally nothing, she is condi to match Mallyx and heal+alacrity to match Ventari. And now we need another power legend to match Shiro.

     

    So yes, the energy mechanic "works". Just like mesmer's phantasms "worked". Yet mesmer was reworked because it lead to an extremely unfun playstyle where once you had your 3 phantasms up, you couldn't use your shatters and stood there spamming autos. Well, it's the same with revenant, you are limited to 3-4 skills, you are spamming autos because your energy evaporates in seconds, and using anything outside the rotation is a major dps loss. Or you are already too low on energy in which case you don't even get a choice. Sure, the other classes have a rotation of a few select skills, but they can actually use the rest of their bars when needed.

     

    After Empty Vessel, Herald and Charged Mists, can't wait to see what new band aid the third expansion will bring, so we can all continue to pretend that energy is fine.

  17. > @"LucianTheAngelic.7054" said:

    > Energy doesn’t need a rework it’s fine as is. It’s a l2p issue if you’re not performing well on rev in any mode

    >

    > We also don’t need empty vessel back. The class still has tons of evasive and defensive tools; use those!

     

    Rev is performing because it has Herald, which circumvents the whole energy mechanic. You are wilfully ignorant if you can't see that Herald is carrying the class atm.

  18. > @"Jaykay.9641" said:

    > > @"RabbitUp.8294" said:

    > > Healing Power is not meant to be a selfish stat, you build it to heal others. The reason why selfish heals have low coefficient is both because they are balanced around their base values, so those don't traits don't feel useless when you don't invest in healing power neither unkillable builds when you, and also because when you make a healer, they don't want you to both heal allies and be extra tanky yourself.

    >

    > Yeah, I'm quickly finding this out. I just assumed you could build some healing power to have more sustain which will offset how much damage you do. In PvP, it seems it's more ideal to either build straight damage, tanky, or support - seems like it's designed with really no in-between. This just sucks for Rev because healing power is gated behind using Ventari and Salvation. Since Rev heals mainly through utility abilities and not weapon abilities, you need to use Ventari and Salvation is the only trait line that benefits healing. Sucks because I picked up Rev because I was theorycrafting some unique playstyles but I'm quickly learning it's very rigid in it's design philosophies :(

    >

    > This post was eye opening because it really shows that even though there seems to be so much horizontal progression for each profession with gear stats, weapons, sigils, runes, traits, etc., it's really a smokescreen because the ideal way to play, especially in PvP, is to build for the Berserker (sometimes Marauder in WvW), Carrion (Trailblazer's in WvW), or Mender (Minstrel in WvW). There's really no other reason to have any other gear for PvP. Really sucks IMO.

     

    Salvation is not the only option. Devastation and Retribution offer self-sustain through Battle Scars and upkeep use, and there are multiple ways to get damage reduction in Retribution, Corruption and Herald. And of course Jalis.

     

    You are focusing too hard on healing, that's only one layer of defense and usually the weakest, because it has the least interaction with your opponent. You have blocks, evades, blinds, weakness, protection, resistance, etc.

     

    Lack of choices is something that's mainly affecting PvP, and that's because every balance patch has been removing amulets, runes and sigils.

  19. > @"Jaykay.9641" said:

    > Wow. So this is the reason why I'm having such a hard time building for a sustain/bruiser style for WvW. I knew the current coefficients were pretty bad but never thought to look at other professions' numbers. (Battle Scars healing coefficient is an embarrassing 0.003 in PvP. Wow!)

    >

    > I got tired of the meta builds and started theorycrafting and thought maybe Crusader gear would work well with a Retribution Herald because of the damage reduction and the regen from hammers and Steadfast Rejuvenation would allow me to tank some condi damage straight up without using cleanses. Turns out, it doesn't really do that and then my damage suffers somewhat too.

    >

    > Is there a reason Rev's self healing coefficients are so low? The numbers currently in place actually punish you for taking healing power without using Ventari and Salvation specializations. It really prohibits build diversity because of just numbers.

    >

    > Follow up thoughts: maybe all professions self sustain outside of their primary heal should be reduced? I'm talking about traits like Rapid Flow and Shining Aspects where they give heal on energy use and barriers like Weaver and Holo; maybe all of these types of traits and abilities across the board need nerfing? Everyone is mainly running Beserker's Amulet for sPvPif they are power as it's max damage and lots of professions already have really good sustain without even needing to talent into healing/vitality/toughness. This might be where to start.

    >

     

    Healing Power is not meant to be a selfish stat, you build it to heal others. The reason why selfish heals have low coefficient is both because they are balanced around their base values, so those don't traits don't feel useless when you don't invest in healing power neither unkillable builds when you, and also because when you make a healer, they don't want you to both heal allies and be extra tanky yourself.

  20. Among the core legends, Shiro and Jalis for power dps (honestly with the addition of Battle Scars/Dance of Death, Jalis is better for burst due to how often the hammers can proc). For condi dps, it's Mallyx.

     

    Basically, only Ventari is bad for damage, anything else you can make it work.

  21. The problem is energy, namely like another post said, that you are pressing one button that costs 40 energy and now all your skills are disabled. Even in pve, where you have full control of your rotation and rarely need to use a skill in a pinch that would mess it up, rev still has to stand there spamming autos because they are out of energy 5 seconds into swapping into a Legend. And that's with using the +25 energy GM.

     

    Empty Vessel was a band aid, a way to ignore addressing the actual problem. When every legend has a stun break (and Ventari should get one), why is it that the class needs a 10s energy-free stun break? Well the answer is obvious, because you are usually too energy starved to use your actual stun break skills.

     

    Remove the energy costs from weapon skills, and remove the energy reset on swap and go from there. Balance the energy costs among the right-hand bar skills only.

     

    Energy is another reason why legends like Ventari are problematic. Forcing the legend swap to recover energy means that unless you have 2 legends that facilitate the same playstyle, then your build only works 50% of the time. So our specs, instead of introducing new opportunities to the class, are forced to retrace the core specs to give them a partner, like what happened with Kalla and Ventari/Mallyx.

     

    Rev was carried by two things that hid the real problem: Empty Vessel and Herald. EV removed stun breaks from the energy mechanic and Herald skills being resourceless removed the problem altogether. Now we lost access to the former, but the latter remains.

  22. > @"Astralporing.1957" said:

    > > @"RabbitUp.8294" said:

    > > In case you are wondering, no, neither of those things are true, rollbacks don't affect accounts on an individual basis, whether you logged in or not made no difference to whether your account would be rolled back and you weren't helping anybody by not logging in. And no, anet never told anyone not to log in.

    > Actually, you're completely wrong here. Anyone that during that time interacted with TP or guild bank (the systems that _weren't_ rolled back) or played PvP (for which some parts were rollbacked, and some weren't) only added to database corruption and inconsistences Anet will still need to fix. Additionally, people that obtained valuable drops in that time and are now sending mails to support in order to get those valuables back are also adding to Anet's work.

    >

    >

     

    TP and, I assume PvP, are on separate servers, which is why they were not affected by the initial accidental rollback.

     

    The TP being out of sync with the rest of the server would have to be fixed regardless of what people were doing and I really doubt this was done manually, so logging in wouldn't have increased the workload.

     

    Finally, you are making a jump from logging in to playing, farming and getting drops. The people who were hesitant to log in were those that were aware of the situation and knew that a potential reversal of the rollback was imminent, so they would not have started playing like nothing happened. And even if they did, you are still making another logical jump here, these are the people who we are assuming they were such good Samaritans that they didn't log in fear of making Anet's life harder, so why would they now be sending tickets to support? If you are altruistic enough to not log in, surely you are altruistic enough to accept your precious drop was lost and move on.

  23. I would suggest giving Revenant a try, if you own an expansion. You get your fix of GW1 nostalgia, channeling familiar icons of the past, and thematically, it's the love child of Dervish and Ritualist (especially with the Renegade specialization).

     

    In general though, classes in GW2 are more flexible and varied than GW1. Sure, the first game has duel classes, but for example, a monk would still be mostly a healer/support, or a warrior wouldn't really become a caster regardless of what your secondary profession was. In GW2, and especially with the addition of elite specs, the same ranger can be a pure dps or a full healer as druid. Mesmer can be a stealthy, agile assassin or a tanky support.

     

    So I would say try different classes to see what fits best for you. Just don't get stuck rerolling, get to level 80 first and you start getting tons of tomes and levelling scrolls, so that you don't have to worry about hard levelling your next toon. GW2 makes it extremely easy to have multiple alts.

  24. > @"JustTrogdor.7892" said:

    > I'm having a good chuckle at all the people that said they didn't log in when things seemed broken because they "didn't want to make things worse for Anet." LOL. You didn't login because you feared another rollback and didn't want to lose anymore progress. Stop acting like you were being altruistic by not logging in and had Anet's best interest in mind. You didn't care about that. You only cared about possibly losing progress if you logged in and played during that time period.

    >

    > Also:

    >

    > 1. You are not being punished for not logging in after the rollback. If it was a punishment it would be something like, "Every EU player that didn't login during that time will lose 25% of their gold." That's punishment. Not getting something just because you want it is not punishment.

    > 2. Many, many players never follow the forums, Twitter, Reddit, and would never know there was a problem. There are probably thousands of players that don't play everyday and would not have noticed there was a problem due to the initial rollback.

    > 3. I know a lot of NA players that stopped playing when they heard what was happening. There was some fear that there may be a rollback across both regions to correct it. So if EU players stopped playing and deserve the reward, "because they didn't want to make things 'worse' for Anet," then all those NA players that stopped playing and "lost potential progress" deserve it as well for trying to do best by Anet. /sarcasm

    > 5. You will live. It's just a skin.

    >

    > This reminds me of the time they gave out, I think it was a kite, for people that bought gems over a period of time as a thank you. People freaked out saying things like, "I would have bought gems if I knew," and it was never done again. Even though most of the people complaining probably never bought gems.

     

    This.

     

    The people that say they were acting "responsibly" show a fundamental misunderstanding of how servers work. And because they don't understand how servers work, all they were trying to do was to protect their accounts by not logging in, not reduce Anet's workload.

     

    In case you are wondering, no, neither of those things are true, rollbacks don't affect accounts on an individual basis, whether you logged in or not made no difference to whether your account would be rolled back and you weren't helping anybody by not logging in. And no, anet never told anyone not to log in.

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