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Acyk.9671

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Posts posted by Acyk.9671

  1. > @"Grand Marshal.4098" said:

    > > @"Acyk.9671" said:

    > > This design is too redundant with the damaging capabilities of berserker and the weakening/sustain part of spellbreaker. I mean i would rather have a new E spec that feels fresh than a make over of what kinda already exist...

    >

    > That's fair. My issues on making a 'unique' espec are:

    > 1) Make something new with adrenaline

    > 2) Not pump some new 'form' or 'kit' on the spec with 5 new skills and call it a day

    > 3) Find a balanced duelist warrior

    >

    > As a wvw roamer it reflects on my choices. Spellbreaker is viable with FC, Berserker is bad and Core is boring since you cannot theorycraft with it. So I'd give away "uniqueness" of a spec for a more fun experience while fighting. We actually need to question: 'How many unique styles of a brute-warrior style of fighter can there be? We have a vanilla, a damaging and a defensive. What could come next if not a hybrid?

    >

    > What would you suggest though? I'm very interested in other concepts.

     

    I don't know if they can make another good roaming spec after spellbreaker. Unfortunately, removing damage on CC made any synergy with damage modifiers on CC impossible and spellbreaker is less efficient than other roamer's builds imo. So maybe the next spec is a hybrid support + damage on CC. That would be a huge fu to everyone playing war but that wouldn't surprise me after all this years. I don't think berserker will ever be a viable roamer again but it's easy to fix for teamplay, reduce the trade off.

    Sorry mate but i don't care enough about the game to develop my wishes about a new espec.

  2. This design is too redundant with the damaging capabilities of berserker and the weakening/sustain part of spellbreaker. I mean i would rather have a new E spec that feels fresh than a make over of what kinda already exist...

  3. I don't want to see firearms on Ranger.

    Depending on what the next E Spec will be my weapons' picks would be (i don't see Anet adding another OH):

     

    Melee:

    - Hammer

    - mace (too much like warrior but i would settle for it)

     

    Range:

    - Scepter

     

    If they introduce new weapons:

    - Javelin (i would love that and a MH spear could be a projectile launch on AA and used in melee for CC, block, aoe on skils 2/3 )

  4. > @"Opopanax.1803" said:

    > > @"Acyk.9671" said:

    > > > @"Opopanax.1803" said:

    > > > > @"choovanski.5462" said:

    > > > > > @"Opopanax.1803" said:

    > > > > > > @"choovanski.5462" said:

    > > > > > > I think y'all underestimate how good heal warrior is right now. it's the meta healer in spvp right now with tempest, and it was just nerfed last patch. it's a better support than any guardian, druid or rev centaur build right now, even after big nerfs.

    > > > > > >

    > > > > > > warrior is also meta on minstrel shout heals for boon strip and support in WvW too.

    > > > > > >

    > > > > > > adding more support to this class is just going to make it overkill, and either the spec or tactics will have to be gutted for the sake of balance, as support warrior right now is already so strong it's basically the only way to play the class in PvP modes. as for PvE, everyone already knows about banners no need to go over them.

    > > > > > >

    > > > > > > a mobility utility spec with pistols would be far better. you know something that might let warrior play damage on side node in PvP again. a support spec that would be so broken it would have to be nerfed on launch or break the game is really NOT what we need.

    > > > > >

    > > > > > You folks keep calling warrior with banner in pve "Support". This is not accurate. It is a dps spec that slots group buff utilities.

    > > > > >

    > > > > > In no way is a banner slave a support in any sense of a minstrel or harrier firebrand, renegade, druid, or tempest in pve.

    > > > > >

    > > > > > You don't play them or gear them like support, you gear and play them like dps...because they are.

    > > > >

    > > > > feel like you completely missed the point of my WvW and sPvP focused post my dude.

    > > > >

    > > > > still, I would classify a full bar of group buff utilities as being a support. not a healer sure, but an offensive support none the less.

    > > > >

    > > > > regardless, in two of three gamemodes warrior is stuck playing heal support. power creep to this role is hardly what we need there.

    > > >

    > > > It would be better to delete Runes of Trooper for pvp/wvw since this is a large part of why shouts are run.

    > > >

    > > > Although a lot of your post talks about pvp/wvw, you bring up banner slaves, which I have only ever seen in raids/fractals. And as you admit, this is a dps spec that uses banners, it is not geared for +heal or +concentration.

    > > >

    > > > If an actual heal/boon spec was made, all you need to do is make utilities necessary to compete w shouts and banners, and possibly change Trooper runes and you are good to go.

    > >

    > > Why change trooper rune? it's not overpowered, it removes 1 condi.

    > > New E spec utilities are not there to replace core utilities like shouts but to offer alternatives or complete what's missing in group support, be it in range/radius or effect. I don't see why you should reduce shouts' effectiveness for new utilities when people often play 2/3 different types of utilities anyway.

    >

    > I would rather see runes nerfed than core warrior abilities.

    >

    > But trooper runes have been a problem for Tempest as well.

    >

    > The reality is that cleansing has become super important in wvw and shouts and trooper runes are a big part of that.

     

    And the alternative is almost always monk rune at least on classes providing a decent amount of boons and heals so i don't see a problem.

    I would actually like having more runes affecting mechanics, too many meme ones

     

    EDIT: If Anet is going to release a support Espec it won't be the exact replicate of what support you currently get from shouts. It would give other boons or heal/cleanse in a different manner.

  5. > @"Opopanax.1803" said:

    > > @"choovanski.5462" said:

    > > > @"Opopanax.1803" said:

    > > > > @"choovanski.5462" said:

    > > > > I think y'all underestimate how good heal warrior is right now. it's the meta healer in spvp right now with tempest, and it was just nerfed last patch. it's a better support than any guardian, druid or rev centaur build right now, even after big nerfs.

    > > > >

    > > > > warrior is also meta on minstrel shout heals for boon strip and support in WvW too.

    > > > >

    > > > > adding more support to this class is just going to make it overkill, and either the spec or tactics will have to be gutted for the sake of balance, as support warrior right now is already so strong it's basically the only way to play the class in PvP modes. as for PvE, everyone already knows about banners no need to go over them.

    > > > >

    > > > > a mobility utility spec with pistols would be far better. you know something that might let warrior play damage on side node in PvP again. a support spec that would be so broken it would have to be nerfed on launch or break the game is really NOT what we need.

    > > >

    > > > You folks keep calling warrior with banner in pve "Support". This is not accurate. It is a dps spec that slots group buff utilities.

    > > >

    > > > In no way is a banner slave a support in any sense of a minstrel or harrier firebrand, renegade, druid, or tempest in pve.

    > > >

    > > > You don't play them or gear them like support, you gear and play them like dps...because they are.

    > >

    > > feel like you completely missed the point of my WvW and sPvP focused post my dude.

    > >

    > > still, I would classify a full bar of group buff utilities as being a support. not a healer sure, but an offensive support none the less.

    > >

    > > regardless, in two of three gamemodes warrior is stuck playing heal support. power creep to this role is hardly what we need there.

    >

    > It would be better to delete Runes of Trooper for pvp/wvw since this is a large part of why shouts are run.

    >

    > Although a lot of your post talks about pvp/wvw, you bring up banner slaves, which I have only ever seen in raids/fractals. And as you admit, this is a dps spec that uses banners, it is not geared for +heal or +concentration.

    >

    > If an actual heal/boon spec was made, all you need to do is make utilities necessary to compete w shouts and banners, and possibly change Trooper runes and you are good to go.

     

    Why change trooper rune? it's not overpowered, it removes 1 condi.

    New E spec utilities are not there to replace core utilities like shouts but to offer alternatives or complete what's missing in group support, be it in range/radius or effect. I don't see why you should reduce shouts' effectiveness for new utilities when people often play 2/3 different types of utilities anyway.

  6. i like your ideas but would like an adrenaline bar like warrior where you choose from traits which kind of burst you want.

    F1: pulsing condi and huge power damage + immob at the end with large radius

    F2: water field pulsing heals and cleanse around you (like gyros for ex so you can blast) giving vigor at the end.

    F3: pulsing CC (like druid CA 5 while moving) with a lighting field + 2sec invuln at the end

     

    paired with OH mace or sword, it would be dope imo

  7. > @"anduriell.6280" said:

    > > > @"Swagger.1459" said:

    > > > And please become more familiar with what Druid was designed for...

    > > >

    > > >

    > > >

    > > > “Bringing heavy healing to GW2, unlike anything you have seen before. Strong support, very powerful in upcoming raids and WvW. Can sustain a zerg train of 20-30 players in WvW.”

    > Well i'm not saying Druid can't be a support, i'm just pointing out extend the stances duration would be good for the ranger and for the game mode as we get more variety.

    > Soulbeast also have the supportive archetype with the F3 skill which heals and provide resistance, + increased outgoing healing. So the support option is there.

     

    Stances are too strong as is. If you increase allies' durations you end up with best in slot utility toolkit. I and some others have tried for years to push Anet toward this, even with compromises from our part (75% duration instead of 100 or 50% but 10 men). They didn't acknowledge this as a problem, yet they changed sword MH, changed axe MH, reduced mobility on bird, improved synergy with Beast Mastery, etc. It's not like they haven't made any effort, they just aren't willing to make soulbeast some kind of damage brawler/utility support like we would like it to be. The fact that stances can be shared is already an acknowledgment that ranger lacked group interaction...

    >

    > > @"Acyk.9671" said:

    > > It's never stated that soulbeast is a melee condi. if you focus only on fury synergy you could say it's a melee power damage spec. They only stated it's a close range spec.

    > > Soulbeast is actually closer in design to what a bruiser would be than any pure damage dealer class to be honest even if it's close enough. E spec often follow a pattern in how they are designed

    > Well also soulbeast has a lot of support options with pet skills (aoe heals from moas for example) and F3 archetype. So i agree with you this conversation about "what is soulbeast supposed to be" lead us nowhere.

     

    Well it's more focused toward condi or hybrid damage but my point was more that Anet can't, from a business perspective, constrain their E spec design to one thing.. If one day we get an E spec that focuses more on power it would happen through CC, long range, pets, etc. E spec are made as roles from a mechanical design stand point, not power damage or condi like PvErs think it works.

    Having some support options makes it more of a bruiser but moas didn't receive Spiritual Reprieve for example. I think Anet had no other choice but to offer those pet's mechanic in soulbeast merge without angering the community anyway. Look at what happened when they changed Protect Me. I highly doubt they wanted beastmastery to become so proficient with soulbeast. I may be wrong though

     

    >

    > > @"anduriell.6280" heard how druid is a support and not a bruiser as you have claimed so many times?

    > It can be actually both, same as could be a DPS + support like herald is. Because of the constant healing and CCs and total lack of sharing boons or buffs the class is designed as bruiser at least in my opinion, although the original idea was to be pure support. No class in this game is build to do just one thing, ranger is not exception.

    >

    No mate Druid is designed as a support. What you make out of an Espec and what it's designed for are two different things, obviously Anet can't make Espec that offer no synergy with core class. But if you look at it, almost every traits are a pure addition and offer little synergy with core class mechanics. Offensive support, namely fury, is offered by core so they had no need to offer even more fury and just a little regen for example. They focused on what Ranger lacked when it comes to group support. Think of it as a puzzle game.

    Herald is an hybrid like scourge, they both have an entire trait line dedicated to damage.

     

    Pure Support spec follow one pattern up to this point:

    - 1 trait line is utility/offensive support

    - 1 traitline is Defensive support (heal, condi cleanse, defensive boons)

    - 1 trait line is about CC and damage on CC.

     

    Bruiser Design follow another pattern and is heavily influenced by Core class design:

    - 1 trait line about resistance/tankyness

    - 1trait line about damage from effect (CC or boons)

    - 1 trait line about self sustain (cleanse, heal)

     

    Hybrid follow this pattern

    - 1 trait line is support (off or def)

    - 1 trait line is damage (power or condi)

    - 1 trait line is self sustain

     

    > Look my point still stands: **Soulbeast need just one number change in one trait to have a legitimate spot in squadrons. It seems a fairly easy fix which would make happy all those ranger players who play in a gamemode which hasn't been kind to them in 8 years.**

    >

    > This buff does not change the soulbeast 1vX capabilities at all and this would eventually better the good will from the squad members towards rangers. And still Druid can be the pure support some people want it to be.

    >

    I agree with you but i don't think Anet wants Soulbeast to be more than a roaming/skirmishing Espec. Otherwise we would have received another weapon, not dagger and let's be real they are preparing the next expac, they are not going to increase stances' efficiency now when they haven't for 3 years.

    If scrapper was nerfed to tempest/warrior level of support we could see more Immobeast in squads without buffing stances.

     

  8. > @"Swagger.1459" said:

    > And please become more familiar with what Druid was designed for...

    >

    >

    >

    > “Bringing heavy healing to GW2, unlike anything you have seen before. Strong support, very powerful in upcoming raids and WvW. Can sustain a zerg train of 20-30 players in WvW.”

    >

     

    I listened to irenio and he didn't say anything about numbers.

    And the design shown in this video is different from what we got at release and even more different than what it is now.

     

    > @"Swagger.1459" said:

    > @"anduriell.6280"

    >

    > "I would like to see where Anet has stated "it’s main design function was supposed to be a condition melee spec"."

    >

    >

    >

    > https://wiki.guildwars2.com/wiki/Soulbeast

    >

    > https://wiki.guildwars2.com/wiki/Dagger_Proficiency_(soulbeast) "You can wield a dagger in your main hand."

    >

    > https://wiki.guildwars2.com/wiki/Predator%27s_Cunning "When you apply poison to a foe, steal some health from them."

    >

    > https://wiki.guildwars2.com/wiki/Twice_as_Vicious "Disabling a foe increases your damage and condition damage for a short duration."

    >

    > https://wiki.guildwars2.com/wiki/Oppressive_Superiority "Deal increased damage to foes at a lower health percentage than you. Conditions you apply to foes at a lower health percentage than you last longer."

    >

    > Under related trait... https://wiki.guildwars2.com/wiki/Ambidexterity "Gain condition damage. Gain additional condition damage while wielding a torch or dagger. Torch and dagger skills recharge faster."

    >

    > https://wiki.guildwars2.com/wiki/Groundwork_Gouge

    >

    > https://wiki.guildwars2.com/wiki/Leading_Swipe

    >

    > https://wiki.guildwars2.com/wiki/Serpent_Stab

    >

    > https://wiki.guildwars2.com/wiki/Deadly_Delivery

    >

    > https://wiki.guildwars2.com/wiki/Double_Arc

    >

    > https://wiki.guildwars2.com/wiki/Instinctive_Engage

    >

    > https://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Soulbeast

    >

    > https://wiki.guildwars2.com/wiki/Soulbeast_Pads

    >

    > https://wiki.guildwars2.com/wiki/Soulbeast%27s_Dagger

    >

    > https://wiki.guildwars2.com/wiki/Fang_of_Mok%C3%A8l%C3%A9

    >

    > And the support skills are there to help prevent it from getting squashed in seconds in melee, and add a lil extra to teams so they aren't completely useless.

    >

    > ...

    > You don't want to fix SB, you want to make a super support/lb pew pew for wvw. No thanks.

     

    It's never stated that soulbeast is a melee condi. if you focus only on fury synergy you could say it's a melee power damage spec. They only stated it's a close range spec.

    Soulbeast is actually closer in design to what a bruiser would be than any pure damage dealer class to be honest even if it's close enough. E spec often follow a pattern in how they are designed

     

    @"anduriell.6280" heard how druid is a support and not a bruiser as you have claimed so many times?

    As for making stance last longer on allies, we have asked for years but Anet doesn't seem willing to give full duration to allies on such strong abilities as this spec was not designed to be a support. If Anet did extend to the full duration they would have to nerf stances quite heavily to not make them overpowered anyway.

  9. > @"fuzzyp.6295" said:

    > > @"JusticeRetroHunter.7684" said:

    > >

    > > And this niche you think tempest fulfils only exists in your own world... not in the world of the game... Tempest had to compete with other classes like Scrapper and Guardian for the spot in the zerg, and those spots are not changed so long as guardian provides stability, and scrapper provides the most cleansing and exceptional healing...so Ele needed SOMETHING to deserve a spot in the group...

    > >

    > > The idea was to have it's aura's, which are Ele's unique mechanic, to be applied to 10 people instead of 5 people, justifying the removal of one scrapper for an ele in a group of 10. It was also justified by the fact that Ele could heal and do cleansing in competition with Scrapper, and this made it useful and actually "almost" meta for a while in WvW.

    > >

    > > Once February came, it received huge nerfs to it's healing and cleansing capabilities...putting it now at parity with the those other classes. How it became meta to me after that is a mystery...but from what i know, due to the overall shift in the meta, WFT Tempest became favored for it's usefulness in condition based comps...so it still had it's place in the group...this time more as a condition cleanser and buffer than so a straight healer.

    > >

    > > Now with today's patch, the healing and cleansing again received a heavy tax from this singular change (another half of it's condition cleanse output...gone.) So it's condition cleanse capability and it's 10 man target capabilities are gone...there's no longer a reason to justify it's position in a squad when guardian and scrapper are needed in the party. Not to mention that Ele just sucks now in comparison...forget about looking for a tempest...it's just not good anymore. Everything that made it useful and wanted in WvW has been taken away...and that's it for it.

    > >

    > >

    >

    > I dont really see how the niche exists in "my own world" when the only game modes that can require more than 5 people are WvW Zergs and Raids (which this was effectively buffed for). Auras were always limited at 5, the cap of small teams. All of the tempests skills were set to 5 when it was released. The overloads were limited to 5 at release. It was geared to be a small team fighter in small scale and sPvP, which is where Tempest has constantly remained a shining star despite its dips through out the years. I dont get this mindset of some players. Why does every class have to "compete" for spots in a zerg? Why does Tempest need to be 'zerg approved' but specs like Thief and Ranger can't? Can't certain classes just be designed for different sorts of encounters? **Tempest was designed as a small scale supportive class, not some massive heal bot like Firebrand**. I'm glad ANet is finally putting it back where it belongs.

    >

    > Also were players really relying on Tempest for Condi Cleanse in _zergs_...? What is this 2014 lol.. all Tempest I knew were running Powerful Aura and Monk Runes because Trooper runes only effected five players anyway. But you know who did use Tempest for cleansing? ...Small scale groups! :open_mouth:

     

    That's actually wrong. Support specs are by design not small scale and they only become seen as such if their core class support abilities limit this support to small scale. Tempest being Ele's support spec, it's definitely focused toward a larger scale, even more with the addition of abilities like 600 radius shouts and warhorn. If you want an example of small scale support look at druid. Basically any support having access to abilities with wide area of effect is more focused toward large scale.

    People are mad because limiting shouts to 5 people has nothing to do with balance since it couldn't even attain support scrapper's results with 10 targets on shouts. Removing 10 targets support is fine but then Anet must nerf support abilities on scrapper to balance

     

    EDIT: FB healing isn't that great in WvW. It was behind every other support before the patch.

  10. > @"Mormegil.2345" said:

    > > @"Lahmia.2193" said:

    > > Make it something that isn't sustain or dps. Preferably something that you would take in a pvp/wvw situation that enhances or is triggered by chilled.

    >

    > made me think like: what if they transfer the rrecharge time reduction from reaper's onslaught as an addition to deathly chill? so it can mean something and also make us not to feel forced to take the onslaught lol

    > lately i was about to build around blighter's boon but at the end it felt like the onslaught is way too precious to give.

    > despite blighter's boon also provide a precious life force income too, the onslaught it also provides the recharges beside the dps output.

    > i mean if deathly chill was providing enormous condi output like burning instead of chill, i could understand like "it adds too much by a single thing so it doesn't have to provide anything else" but that is not the case lol poor deathly chill:d

     

    Why do you want to change the design? As a Damage E spec Reaper has 1 self sustain trait line, 1 condi damage trait line (through CC) and 1 power damage trait line. Condi Reaper might not be as effective as it once was but i see no reason to replace it. Nerfing this trait line was a deliberate choice to push reaper toward a more power or hybrid choice instead of entirely condi.

    Reaper's onslaught is too strong but Anet has made alternatives in spite for quickness (synergize well with blighter's boon) and in soul reaping for extra ferocity.

    This can be resolved through balance imo, no need to change traits

  11. > @"Smoosh.2718" said:

    > Its good that they added something more to the chest with :

    > Added Memories of Otter and Shards of Crystallized Blood of Jormag to the final reward chest of the repeatable WvW Drizzlewood Coast Reward Track.

    > Added a rare chance to obtain Tribune weapons from reward containers in the repeatable WvW Drizzlewood Coast Reward Track.

    >

    > However, I left the chest in the bank hoping that the rewards of said chest would be added to it... still zero of the new things added meaning all those who did the track the first time are at a loss.

     

    It seems the track is not available. I only see the non repeatable reward track from the first part of the map and not from the more recent LS...

  12. > @"lare.5129" said:

    > you can right now take any druid biuld, any type of armor, and any weapons, and play wvw. No one can disturb to you do this.

    > Problem solved?

     

    this kind of contribution serves no purpose. The thread is about finding ways to make druid interesting for large scale comps.

  13. > @"Fire Attunement.9835" said:

    > As we mentioned on last week's Guild Chat, we've been listening to your feedback about the meta and taking it into account. With that in mind, we want to let you know about an update coming to the game next Tuesday, August 11. After the update is released, the chests that spawn throughout the map at the end of the meta will all be relocated to Claw's Roost. Now you can reap all the same rewards in one convenient location rather than searching the map!

    >

    > Thanks for the feedback, and keep it coming!

    >

    >

    >

     

    Adding an actual reward to the WvW reward track would be nice :)

  14. > @"Lazze.9870" said:

    > > @"Acyk.9671" said:

    > > so maybe nerfing scrapper is easier?? jk

    >

    > To take that joke a bit further, taking Purity of Purpose away from them and adding it to Nature Magic for rangers would go a long way to even out scrapper and druid for blob fights. Scrapper/engie is already stacked with superspeed, better mobile cleanse potential and stealth + other useful albeit niche tools.

    >

    > That trade is obviously never gonna happen, BUT Anet needs to start looking at core ranger and Nature Magic in particular if druid is gonna be "viable" in zergs. Because there is no way they are going to buff druid alone to the point where it makes up for core ranger pretty much bringing nothing useful except immobs and healing spring. Invigorating Bond should have been kicked out of the game years ago and replaced with a useful support trait that doesn't rely on the pet's F2. Evasive Purity needs to be AoE cleanse, not just self cleanse, similarly to the ele water trait. Add in spotter, Quickdraw utility and shorter cooldown on HS from Skirmishing, and you have a decent baseline before druid comes in.

    >

    > Druid itself needs refinement. Glyph of the Stars was a step in the right direction in terms of adding good support utility, but in typical Anet fashion it is designed in the most clunky way possible. GotS needs to function like a scrapper gyro/well OR it needs to be placed similarly to the FB tome skills without leaving the druid channeling it for 7 seconds.

     

    I agree with you but do we need another support or do we need soulbeast to become the meta spec for ranger in WvW large scale. Ideally both but ranger is designed in such a way to fit the skirmisher small scale gameplay that it's extremely complicated to fix.

    Any other large scale core class has their defensive/support abilities tied to 3 trait lines, ranger has them spread out everywhere with WS being the superior selfish defensive one.

    If you want any decent boon duration you need Beast Mastery (+ commands) and Nature Magic and if you want good healing/support you need Nature Magic and Skirmishing. In both situation you loose your best self sustain trait line with WS. Any other support can do 2 out of 3 at the same time. And then you have to consider how to generate CA and be self sufficient to be efficient in a large scale environment. Basically you have a tough choice to make between every strong skills at your disposal at each crossroad.

    Let's be clear i am not advocating for every other support classes (except scrapper) to get nerfs so druid can be good. Ranger should just get a rework instead.

     

    As for taking purity of purpose from engi and giving it to druid, it's all about design choices. What kind of support should Druid bring to the group?

    heal? cleanse? convert? boons? stealth? superspeed?

    Changing Evasive purity is a good idea even without convert

    Why do you want invigorating bond to be removed? do you find this trait useless per say or is it because it doesn't scale properly?

     

    If i were to implement convert in Nature Magic, i would move Protective ward to WS instead of Shared Anguish (300s CD) so WS gives a decent amount of self prot uptime and put convert as a Nature Magic GM trait. Being able to take both convert and Invigorating Bond would be optimal but i don't know how to make this work without sacrificing a decent mechanic.

    Or maybe merging 2 out of 3 beast abilities in Beast Mastery (Go for the eyes, Wilting Strike, Beastly Warden) and making room for Invigorating Bond to become a GM trait. It would be even better as BM offers better CA generating with regen from Resounding Timbre and Natural Healing. No need to switch Glyph of Alignment and Glyph of Equality's effect as Protect Me offers group break stun GotS cleanse.

    Yes GotS is a good skill, just badly implemented. you can't cast something for 7sec... and taking it means no stab so a core skill or glyph should give stab.

     

    EDIT: You would play something like this:

    http://gw2skills.net/editor/?POQAYlNwYYYsQWJmuXft6SezVA-zVJYjRBfRUdB47s0+mF-w

    Think of invigoration Bond as Convert trait and think of Beastly Warden as Invigorating Bond.

    Signet could be replaced by the new skill with stab. GotS after improvement. Druid traits don't matter as much as you can make up for that another way.

     

  15. > @"Lan Deathrider.5910" said:

    > > @"Acyk.9671" said:

    > > > @"Lan Deathrider.5910" said:

    > > > > @"Acyk.9671" said:

    > > > > > @"Lan Deathrider.5910" said:

    > > > > > > @"Acyk.9671" said:

    > > > > > > > @"Lan Deathrider.5910" said:

    > > > > > > > > @"Acyk.9671" said:

    > > > > > > > > I would like for Anet to bring back non crit damage on CC skills. There is too much of a split between damage weapons and cc weapons now which affects builds and gears in a binary way in WvW: minstrel or marauder.

    > > > > > > > Do you think via a trait, like Pulminary Impact or possibly by reworking Body Blow?

    > > > > > >

    > > > > > > If you add that to traits you are even more enforcing a playstyle on you character, E specs and trade offs already do that to an extreme. And this affects every classes, not just warrior.

    > > > > > > But if you were to reintroduce blank damage through traits, Body Blow or weapon's traits like Merciless hammer and Sundering Mace would be the solution. Especially since those traits are never played. Merciless hammer is even more useless now... Maces need a rework though.

    > > > > > Well this is up to Anet owning up to no damage CCs being a mistake. I think we'd have more success getting additional effects via traits than getting straight damage back.

    > > > > True.

    > > > > > > > > Also reduce the trade off (fatal frenzy) on berserker in competitive game modes, -300 toughness alone makes berserker nonviable and +300 power/condi is not really needed. +/-150 should be enough.

    > > > > > > > >

    > > > > > > > > Adding few stats in PvE/WvW from PvP amulets would also improve warrior's build diversity.

    > > > > > > >

    > > > > > > > Fatal Frenzy's toughness hit is stiff considering we lost core F1s as well. EITHER would have been enough of a tradeoff.

    > > > > > > > I vote to just begone with the toughness penalty.

    > > > > > > >

    > > > > > > > I also suggest changing Burst of Aggression so that the quickness and super speed are refreshed when you hit with a Primal Burst.

    > > > > > > >

    > > > > > > > These two changes would go a long way in helping Berserker, but am not sure what else it may need.

    > > > > > >

    > > > > > > Honestly, i don't think berserker needs much more. Anet made it too much of a glass canon imo to make it competitive. It already does a fair amount of damage, it is just crippled by a lack of self sustain.

    > > > > > Well removing the toughness penalty would help its sustain and might actually make it more viable don't you think?

    > > > > >

    > > > > >

    > > > > yes, at least reducing it. Another thing is for melee gameplay to be more viable in WvW but that means nerfing other classes and probably WoD.

    > > > > Head Butt also need an improvement or rework but coming from WvW i like banner. Any other improvement/balance should come from core trait lines imo

    > > >

    > > > Warrior in general just needs the tools to dive bomb in WvW. Head Butt could be faster I suppose. Despite have some range it is easiest to hit at point blank range. With the no dmg on CC thing though they need to rework what it does, again.

    > > >

    > > > You are right that most of the improvements that need to happen are within the core traits and weapons, but Berserker specifically needs some attention, see the above comments with @"felix.2386".

    > >

    > > Well it will be viable in WvW. I can't really say for pvp but do not think of berserker as what warrior's role was. It will never be a side noder or bruiser anymore. Anet is enforcing trinity and i'm 99% sure they want berserker to be played with a support at its side and have the same role as a reaper right now.

    >

    > True, but a Reaper can do the same thing but have more sustain with less need to be baby sat, speaking from experience playing both specs. Still Berserker needs something about it to change.

     

    then expect a lot of nerfs on reaper's sustain... it would be a mistake because reaper problem is its damage with 600 ferocity at disposal. The main difference is reaper can't be healed in shroud, warrior can be healed whenever needed. Reaper uses a defensive traitline with blood, nothing forbids berserker to play Defense trait line and a couple of stances once it's reworked.

  16. > @"Lan Deathrider.5910" said:

    > > @"Acyk.9671" said:

    > > > @"Lan Deathrider.5910" said:

    > > > > @"Acyk.9671" said:

    > > > > > @"Lan Deathrider.5910" said:

    > > > > > > @"Acyk.9671" said:

    > > > > > > I would like for Anet to bring back non crit damage on CC skills. There is too much of a split between damage weapons and cc weapons now which affects builds and gears in a binary way in WvW: minstrel or marauder.

    > > > > > Do you think via a trait, like Pulminary Impact or possibly by reworking Body Blow?

    > > > >

    > > > > If you add that to traits you are even more enforcing a playstyle on you character, E specs and trade offs already do that to an extreme. And this affects every classes, not just warrior.

    > > > > But if you were to reintroduce blank damage through traits, Body Blow or weapon's traits like Merciless hammer and Sundering Mace would be the solution. Especially since those traits are never played. Merciless hammer is even more useless now... Maces need a rework though.

    > > > Well this is up to Anet owning up to no damage CCs being a mistake. I think we'd have more success getting additional effects via traits than getting straight damage back.

    > > True.

    > > > > > > Also reduce the trade off (fatal frenzy) on berserker in competitive game modes, -300 toughness alone makes berserker nonviable and +300 power/condi is not really needed. +/-150 should be enough.

    > > > > > >

    > > > > > > Adding few stats in PvE/WvW from PvP amulets would also improve warrior's build diversity.

    > > > > >

    > > > > > Fatal Frenzy's toughness hit is stiff considering we lost core F1s as well. EITHER would have been enough of a tradeoff.

    > > > > > I vote to just begone with the toughness penalty.

    > > > > >

    > > > > > I also suggest changing Burst of Aggression so that the quickness and super speed are refreshed when you hit with a Primal Burst.

    > > > > >

    > > > > > These two changes would go a long way in helping Berserker, but am not sure what else it may need.

    > > > >

    > > > > Honestly, i don't think berserker needs much more. Anet made it too much of a glass canon imo to make it competitive. It already does a fair amount of damage, it is just crippled by a lack of self sustain.

    > > > Well removing the toughness penalty would help its sustain and might actually make it more viable don't you think?

    > > >

    > > >

    > > yes, at least reducing it. Another thing is for melee gameplay to be more viable in WvW but that means nerfing other classes and probably WoD.

    > > Head Butt also need an improvement or rework but coming from WvW i like banner. Any other improvement/balance should come from core trait lines imo

    >

    > Warrior in general just needs the tools to dive bomb in WvW. Head Butt could be faster I suppose. Despite have some range it is easiest to hit at point blank range. With the no dmg on CC thing though they need to rework what it does, again.

    >

    > You are right that most of the improvements that need to happen are within the core traits and weapons, but Berserker specifically needs some attention, see the above comments with @"felix.2386".

     

    Well it will be viable in WvW. I can't really say for pvp but do not think of berserker as what warrior's role was. It will never be a side noder or bruiser anymore. Anet is enforcing trinity and i'm 99% sure they want berserker to be played with a support at its side and have the same role as a reaper right now.

  17. > @"Lan Deathrider.5910" said:

    > > @"Acyk.9671" said:

    > > > @"Lan Deathrider.5910" said:

    > > > > @"Acyk.9671" said:

    > > > > I would like for Anet to bring back non crit damage on CC skills. There is too much of a split between damage weapons and cc weapons now which affects builds and gears in a binary way in WvW: minstrel or marauder.

    > > > Do you think via a trait, like Pulminary Impact or possibly by reworking Body Blow?

    > >

    > > If you add that to traits you are even more enforcing a playstyle on you character, E specs and trade offs already do that to an extreme. And this affects every classes, not just warrior.

    > > But if you were to reintroduce blank damage through traits, Body Blow or weapon's traits like Merciless hammer and Sundering Mace would be the solution. Especially since those traits are never played. Merciless hammer is even more useless now... Maces need a rework though.

    > Well this is up to Anet owning up to no damage CCs being a mistake. I think we'd have more success getting additional effects via traits than getting straight damage back.

    True.

    > > > > Also reduce the trade off (fatal frenzy) on berserker in competitive game modes, -300 toughness alone makes berserker nonviable and +300 power/condi is not really needed. +/-150 should be enough.

    > > > >

    > > > > Adding few stats in PvE/WvW from PvP amulets would also improve warrior's build diversity.

    > > >

    > > > Fatal Frenzy's toughness hit is stiff considering we lost core F1s as well. EITHER would have been enough of a tradeoff.

    > > > I vote to just begone with the toughness penalty.

    > > >

    > > > I also suggest changing Burst of Aggression so that the quickness and super speed are refreshed when you hit with a Primal Burst.

    > > >

    > > > These two changes would go a long way in helping Berserker, but am not sure what else it may need.

    > >

    > > Honestly, i don't think berserker needs much more. Anet made it too much of a glass canon imo to make it competitive. It already does a fair amount of damage, it is just crippled by a lack of self sustain.

    > Well removing the toughness penalty would help its sustain and might actually make it more viable don't you think?

    >

    >

    yes, at least reducing it. Another thing is for melee gameplay to be more viable in WvW but that means nerfing other classes and probably WoD.

    Head Butt also need an improvement or rework but coming from WvW i like banner. Any other improvement/balance should come from core trait lines imo

  18. > @"Lan Deathrider.5910" said:

    > > @"Acyk.9671" said:

    > > I would like for Anet to bring back non crit damage on CC skills. There is too much of a split between damage weapons and cc weapons now which affects builds and gears in a binary way in WvW: minstrel or marauder.

    > Do you think via a trait, like Pulminary Impact or possibly by reworking Body Blow?

     

    If you add that to traits you are even more enforcing a playstyle on you character, E specs and trade offs already do that to an extreme. And this affects every classes, not just warrior.

    But if you were to reintroduce blank damage through traits, Body Blow or weapon's traits like Merciless hammer and Sundering Mace would be the solution. Especially since those traits are never played. Merciless hammer is even more useless now... Maces need a rework though.

     

    > > Also reduce the trade off (fatal frenzy) on berserker in competitive game modes, -300 toughness alone makes berserker nonviable and +300 power/condi is not really needed. +/-150 should be enough.

    > >

    > > Adding few stats in PvE/WvW from PvP amulets would also improve warrior's build diversity.

    >

    > Fatal Frenzy's toughness hit is stiff considering we lost core F1s as well. EITHER would have been enough of a tradeoff.

    > I vote to just begone with the toughness penalty.

    >

    > I also suggest changing Burst of Aggression so that the quickness and super speed are refreshed when you hit with a Primal Burst.

    >

    > These two changes would go a long way in helping Berserker, but am not sure what else it may need.

     

    Honestly, i don't think berserker needs much more. Anet made it too much of a glass canon imo to make it competitive. It already does a fair amount of damage, it is just crippled by a lack of self sustain.

     

     

     

  19. I would like for Anet to bring back non crit damage on CC skills. There is too much of a split between damage weapons and cc weapons now which affects builds and gears in a binary way in WvW: minstrel or marauder.

     

    Also reduce the trade off (fatal frenzy) on berserker in competitive game modes, -300 toughness alone makes berserker nonviable and +300 power/condi is not really needed. +/-150 should be enough.

     

    Adding few stats in PvE/WvW from PvP amulets would also improve warrior's build diversity.

  20. > @"DanAlcedo.3281" said:

    > > @"Magnuzone.8395" said:

    > > In my opinion:

    > > For large/medium scale fights, stab + aegis is often what you want first. There's a reason you wont find many healing eles anymore, they are just not needed. If you are in an ok group with a FB and a cleansbot Engie or Rev you are pretty much set there. A firebrand who camps Tome of Resolve is pretty much unmatched in this area already.

    > >

    > > Could work in smaller roaming groups, or in a second tag group that often lacks support.

    >

    > After now almost 8 years, all i want for ranger is a viable zerg build.

    >

    > It doesnt have to be top tier meta kitten.

    >

    > Just enough to not make ranger a burden.

    >

    >

     

    Having 1 or 2 in a 50 men group for immob is actually quite good but that's not meta.

    The thing is, ranger in GW2 and in almost every RvR games is designed as a skirmisher. E spec are expanding their roles within that core design that's why Soulbeast received a main hand dagger instead of mace or a hammer. Anet obviously care about this kind of stuff and a mace/hammer coupled with stances would have made soulbeast closer to warrior in design without retaining that core skirmisher design.

    You probably noticed that Anet's plan for the last 3 to 6 months when it comes to balance has been to provide each class trinity roles. So Anet makes sure that each spec (core included) is provided with tools to fit a role within that trinity even if they are still figuring out on how to implement that without having an e spec for core. If you want that trinity to work supports cannot be able to sustain themselves too much as it is tank's role and it makes druid too strong in roaming/pvp.

     

    So if you take those two design limits into account, the druid situation is quite complex to fix. On top of that druid viability relies on melee gameplay and it's still not there yet. Not even gonna talk about pets...

    EDIT: adding a way to sacrifice some of your pet's life to sustain yourself would be nice.

     

    Maybe they could switch some glyphs' effect so CA is not entirely about healing and non CA less about cc+mitigating damage. That would provide Druid with cleanse and group break stun out of CA. Even generating and staying in CA is a hustle compared to shroud for example. As someone said, allow glyphs to increase CA's duration.

     

    But without a bit of stab druid is limited to a second support role and lacks the minimum self sustain for large scale without WS. Unfortunately boons are the main support in this game and without a good uptime on stab, resistance, protection it's hard to get a spot if your skills don't affects 10 targets like warrior or tempest. Glyph of the Stars could have been an answer but is badly implemented and as always packed into an elite skill. If you want stab you need an elite, if you want prot/vigor for your allies you need an elite in CA.

    Another thing they could improve are sources of superspeed and stealth as they are packed on 1 trait.

     

    At the moment scrapper is better at everything druid does: better prot uptime, better regen, better cleanse + convert condi to boons, better stealth, better superspeed and probably better heals (i haven't tested lately) so maybe nerfing scrapper is easier?? jk

     

     

  21. > @"RedShark.9548" said:

    > > @"Acyk.9671" said:

    > > Prepare for melee gameplay and be destroyed by reaper/soulbeast within WoD. Hahaha good times ahead> @"mixxed.5862" said:

    > > > > @"yinn.2317" said:

    > > > > > Still doesn't explain why they would effectively delete a GM trait; it is, now, utterly useless

    > > > >

    > > > > oh yeah, if there was any part of the nerfs that i dislike it has to be the insane blow to Sand Savant. before the patch hit on the 7th Sand Savant was still kinda useless, but one could argue for the ease of the bigger aoe. now though, there's literally no reason to not run Feed from Corruption.

    > > >

    > > > I think the reasoning is that if they left big shade at 3 targets or more, everyone would run that trait on their dps scourge. While small shade is more fun and big shade is meant to be the choice for support builds. In the future they could give it an increased number of allied targets: Still only hits 2 enemies, but 5 allied targets.

    > >

    > > Sand Savant shouldn't increase enemy target nor radius in the first place, only increase allied target to 5.

    > > 3 enemy target was fine, 2 is killing the spec

    >

    > id say indeed good times ahead, melee gameplay was always more fun than pirateshipping, which is boring AF

     

    True melee gameplay is more fun ( at least for me) but i was a bit sarcastic here as reaper and soulbeast (can also add berserker) have access to an insane amount of ferocity which might obliterate people with immob in WoD

  22. Prepare for melee gameplay and be destroyed by reaper/soulbeast within WoD. Hahaha good times ahead> @"mixxed.5862" said:

    > > @"yinn.2317" said:

    > > > Still doesn't explain why they would effectively delete a GM trait; it is, now, utterly useless

    > >

    > > oh yeah, if there was any part of the nerfs that i dislike it has to be the insane blow to Sand Savant. before the patch hit on the 7th Sand Savant was still kinda useless, but one could argue for the ease of the bigger aoe. now though, there's literally no reason to not run Feed from Corruption.

    >

    > I think the reasoning is that if they left big shade at 3 targets or more, everyone would run that trait on their dps scourge. While small shade is more fun and big shade is meant to be the choice for support builds. In the future they could give it an increased number of allied targets: Still only hits 2 enemies, but 5 allied targets.

     

    Sand Savant shouldn't increase enemy target nor radius in the first place, only increase allied target to 5.

    3 enemy target was fine, 2 is killing the spec

  23. > @"RisenHowl.2419" said:

    > At the very least, remove the damage from the player based shade. Leave the other effects (f2, f3, and f4), that way people can have their on demand cleanse/barrier/fear. But get rid of the player based f5 damage, that effect should only occur at placed shade locations. Same for the damage from manifest sand shade.

    >

    > With player based shades you can't push into a stack of 20 scourges, so it forces the large scale meta towards a pirate ship. 2 years of pirate shipping is why this game mode has dwindled in population. Removing that mechanic has been the healthiest change WvW has seen since path of fire dropped.

    >

    > Some numbers: right now manifest sand shade hits for ~1k and it triggers on each of f2, f3, and f4. f5 deals 2k per pulse and pulses 7 times. Lets look at just the initial damage first: 1k x3 + 2k= 5k on the initial hit. Lets go with 5 targets each, half of the potential damage which anyone should be able to do after spending a couple hours playing scourge. With 20 scourges, that's 500k on impact with small damage packets that reduce the effectiveness of aegis.

    >

    > If you were to push into that group of scourges, that number doubles to 1m. 500k against anyone in melee range, 500k against anyone in the back/midline. This is followed by 6 pulses of f5, for an additional 200k damage every second. The tighter your group stacks, the more effective this is. With player based shades, this is why you can't melee any large groups until you've wiped out most of their scourges.

    >

    > Pirate ship meta has 1.5-2 scourges per party, so a full squad should actually have 30 on the low end.

     

    Why add another layer of complexity when you could just fix this by balancing already existing skills and traits?

    - Reduce ferocity on Death Perception from 300 to 150 as it was 2 years ago. It was a mistake to increase burst damage to 20% on shroud as it allows scourge/reaper to melt people in both competitive game modes.

    - Desert shroud's power coeff should be sightly reduced to push toward a more hybrid gameplay

    - Manifest sand shade should be 240 radius at all time imo regardless of grand master traits.

    - Rework Sand savant to improve support but not radius nor target cap. Or make it that increasing target cap affects 5 allies but still 3 enemies. There are numerous ways to improve this trait without making it a pain in the ass for melee gameplay...

  24. Don't expect a minion on an espec whose whole lore design is about burning reanimated corpse from joko.

     

    You want to improve the skill?

     

    1/Barrier should be stronger

     

    2/ Add another effect on the skill:

    - stab for safe stomp

    - vigor or regen (or prot) for safer cleave

    - or chill

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