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Infusion.7149

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Everything posted by Infusion.7149

  1. I laughed about this since it seems so off from what an engineer theme is currently
  2. Was disappointed about this as well Scepter is relatively fast paced already in terms of activation even if there is a delay on hits, so a shortbow with DoTs and AoE/soft CC would have probably made more sense if a ranged weapon is the pick.
  3. Mesmers being bugged is a perpetual issue I guess
  4. Your thread is a bit dramatic IMO since it has been stated by Arenanet that quickness and alacrity should be provided by any class. The reason is because of PvE players. The design goal has never been to make everything the same, it is to make it possible to have the main offensive boons and heals at least in PvE. Of course because people have been asking for aegis and other such boons that were originally exclusive it has been standardized a bit. If you had asked me if I ever thought warriors, rangers, engineers, elementalists and necros were getting party aegis I would have said I doubt it. Diversity was still poor with the prior additions of alacrity to thief for instance and that has resulted in the need for a patch to rebalance the sources. Before firebrand and renegade we had chrono and druid, there is always going to be a preferred pair.
  5. It should get the block back and distortion removed from Virtuoso IMO.
  6. I'm not a fan of the change to have quickness on berserker bursts. However it would probably result in greater build diversity for quickness builds since you could probably play quickness with condi or power. I don't think Arc Divider needed to be sacrificed just to achieve their target however.
  7. Elevated compassion change means (herald) revenant is probably the lowest effort quickness source for PVE purposes.
  8. I do not think it would benefit the playerbase at large if Kinetic Accelerators is changed as proposed in the current notes. It requires too much effort if you camp hammer and grenades do not have finishers. It also makes heal scrapper unwieldy since the blast is only on infusion bomb. Rocket charge is a leap finisher, shredder gyro is a whirl finisher, blast gyro is a blast finisher, throw mine used on power scrapper is a blast finisher, so if you run mortar kit you have added projectile finishers. Whirl was probably left out due to electro-whirl.
  9. Will specter even output alacrity anymore? It is stated that alacrity is removed, without any mention of it being added elsewhere. Maybe I am missing something. Maybe alacrity is one of the "additional boons" on Shadestep? If that is true then it makes Specter much more shroud reliant for boons which is a bad thing.
  10. Elementalist Spectacular Sphere: quickness with jade sphere in any attunement --- probably a PvE oriented change but this should make it much more usable for the majority of players Engineer Med Blaster : The number of boons that affect this skill has been limited to 4 in WvW and PvP. --- late but should have been in place a long time ago Speed of Synergy --- the superspeed reduction might have been harsh if superspeed was not increased on Bypass coating and Toss Elixir U which both do not have added effects Kinetic Accelerators --- may make quickness scrapper a relic of the past since using blasts and leaps for quickness is less intuitive for players especially with only a hammer equipped : the low intensity versions of scrapper without kits would probably be left behind Mechanist changes are a step in the right direction as a longer recharge when the mech is away is more intuitive Guardian "Receive the Light!": Reduced cooldown from 30 to 24s --- this probably could have been a PvE only change "Advance!": Reduced cooldown from 40s to 32s --- this currently has 30s count recharge so the notes might be including an intermediate patch? Purging Flames --- probably does not need a cooldown reduction even with the Master of Consecrations change Mesmer 2 dodge mirage in PVP/WVW is great to see. Moa (Signet of Humility) massively reduced cooldown from 120 to 60s is a nice change Escape Artist --- removal of clone on stealth application makes it easier to counterplay mesmer , but the addition of distortion to phantasms does not seem to fit the name of the trait Stretched Time --- a rethinking of alacrity application to come from phantasms instead of wells, will have to see this play out Well of Action --- the alacrity addition might result in a change further down the line again depending on the duration Chaos Vortex (staff ambush) --- this seems to be a nerf to clone damage output Bladesong distortion --- still do not understand why it even exists , Bladeturn requiem probably should have kept the block instead Necro Desert empowerment applying alacrity is something that was unexpected , most people expected it to be from Sand Savant. Life from Death --- removal of revives changes scourge potential Transfusion --- the teleporting of downed allies will still be beneficial for extracting allies from harm but will no longer provide the same res potential Lesser Enfeeble --- removal of a semi-passive boon rip but what is troublesome is the removal of boon corrupt from most of necro skills Signets of Suffering --- probably stops signet reaper from being as effective ; signet of undeath was able to maintain shroud better at the cost of DPS Dessicate --- the skill is lackuster so even the addition of fury is only mediocre Serpent Siphon --- adding aegis to scourge is quite gutsy especially when it has 20s cooldown listed Ranger Spirits reworked again to allow untamed to provide quickness... "Search and Rescue!" --- the skill is only used when your allies are terrible and are planning to fail, it needs to do something when you have nobody to res Grace of the Land --- alacrity application is incredibly bold, we shall see Blood Moon --- this makes condi DPS druid more viable but you would still need to pack CC Eclipse (Ancient Seeds replacement) --- depending on the condition output , condition DPS druid might be possible Let Loose (untamed's Fervent Force replacement) --- depending on how well this works it can possibly be used but it seems to be more tedious since it hinges on unleashed ambushes Revenant quickness moved to Elevated Compassion could make this the most passive quickness source Thief Moving alacrity off wells onto unknown place or completely removed? Detonate Plasma --- further nerf to boon thief Fire for Effect / Steal Time (Deadeye) --- a move towards quickness deadeye obviously Second Opinion --- it is doubtful it would be run over Consume Shadows unless the condition damage is a large bonus Warrior Removing quickness off banners just to make alacrity a thing might be questionable since they are always a boon source Flurry --- can finally move while using this, a good change Explosive Shell --- massive power increase in PvP/WVW should be interesting Soldier's Comfort --- this probably could have had a lowered effective cooldown rather than an addition of protection Doubled Standards --- most people probably will not run this outside PvE if it only provides resolution Arc Divider (Beserker) --- will see how it pans out but it seems to change the skill entirely in usage Heat the Soul (Berserker) --- this would make quickness application much more intuitive Break Enchantments (Spellbreaker) --- a spec based off breaking spells in melee should not have a boon rip reduction Wastrel's Ruin (Spellbreaker) --- removal of one boon in melee in 12s cooldown is technically only strong against a PvE boss Daring Dragon (Bladesworn) --- alacrity on bladesworn will likely be quite janky outside of Keep Construct and Vale Guardian
  11. I don't think that the legendary spikes need to be added. I do think that most of the common drops need to go however (i.e. Mithril Ore, Silk Scrap, Silver Ore, Gold Ore, Jute, Rawhide Leather, etc). There is too much overlap with heavy loot bags currently and the T1 materials are unhelpful for most WvW players. Officer's Remnant Cache (~29 gold on TP right now) seems to be around 1 in 250 drop rate per fast farming or ~0.4%. Uncommon drops of guild siege are around 20 silvers which is not too bad once supply increases. https://fast.farming-community.eu/bags/bags/mist-hardened-lockbox 2500 dataset with 15 caches means it might be closer to ~0.6%:
  12. https://wiki.guildwars2.com/wiki/Dugan You cannot buy skirmish tickets whatsoever. It is a skirmish ticket sink with some questionable trades. The weekly feasts are probably worth it if you have tons of emblems but for most people emblems to WvW infusions is the best option along with badges and testimonies of heroics for mist hardened keys (see the unsealed box here https://wiki.guildwars2.com/wiki/Unsealed_Mist-Hardened_Lockbox). Memories of battle tanked in value yet they only come from the reward track and skirmish track.
  13. You need to kill enemy players to have gold participation in a tower cap usually. Also, stand in the ring.
  14. Not sure what people expected. I had even predicted a WvW infusion would be based off the Armistice Bastion visual effect. It will likely drop in price after a while similar to every PvE infusion drop. If you have the patience you can wait for the trading post version to decline in value.
  15. I purchased one outright from the vendor but if you look at gw2bltc clearly a few have dropped. Only dropped ones are tradeable. Ball of Charged Mists Essence | GW2BLTC
  16. If you have quartz in your inventory it tells you to charge the quartz instead of allowing your achievement to advance. The workaround is to deposit all quartz.
  17. I really don't understand the point of charging skirmish tickets for the first tab of rewards at Dugan , nor for the guild siege or crafting materials. Those items are effectively triple gated since they are weekly and cost accountbound currencies. Mist Hardened Lockboxes are from the daily WvW reward so those are actually well designed but supposedly they also come from keep lords (which encourages k-trains probably). You can trade in badges of honor, testimonies of heroics , or emblems of the avenger for the keys so the keys should have been reevaluated. There is a false equivalency of badges to emblems: emblems are generally harder to obtain. Most importantly you can now use cap and kill emblems for WvW infusions. This is a great change among the changes implemented.
  18. I do not think we would even have this discussion if Celestial Avatar had damage potential on Seed of Life (1s cooldown in PvE) or on Cosmic Ray. It is due to this lack of damage and two missing damage traits that this has become a topic. Lunar Impact does minimal damage right now (if Ancient Seeds is run) and so does Natural Convergence. A good thought exercise is if a druid running Ancient Seeds converted all healing in Celestial Avatar to bleeding stacks in PvE (except for Rejuvenating Tides) or if Grace of the Land added long duration bleeding when you immob or blind a target in PvE. Ancient Seeds is a damage trait but the damage is not high enough to warrant the current PvE cooldown and Grace of the Land used to have a damage bonus (which was removed when it could have been made a personal damage bonus or converted Cosmic Ray to do damage and massively increased Natural Convergence bleeding damage). That is why I suggested above that the non-CA version of glyphs could have bleeding added when Verdant Etching is used. Arenanet could also do something with Natural Stride which is more likely to be kept in its current form for PVP/WVW. Even Celestial Shadow could be made a DPS trait with a PvE bleeding damage trigger when you leave CA (much like when a holo enters and exits forge or a necro entering or exiting shroud ; see also Light on your Feet) as stealth application in PvE is trolling thieves anyway. Druidic Clarity could even have a personal DPS bonus when you do not have conditions, there are so many options for Arenanet to use as far as trait additions for PvE purposes. Nobody ever asks if firebrand is able to do damage (it is actually far too high up until the recent followup changes), renegade/herald, any warrior using tactics (the question is can it heal instead), specter, mechanist, scourge, chrono (healing is lacking), or tempest. Does the more supportive spec need to do chart topping damage? No. However, if the impact of gear and core traits is to take priority over one elite spec traitline then druid needs to do more as far as providing damage options. If you recall druid was used for a broken bug at QtP (Qadim the Peerless) in Wing 7 when Glyph of Unity tether was so-called bugged. It did massive power damage via magma pools (see https://wiki.guildwars2.com/wiki/Game_updates/2021-06-08#Ranger) while also doing damage in WvW when people were meme-ing (as that was during sneak gyro meta and druid did not have pet stow). Regardless I do not understand why people still ask the topic question repeatedly (should druid be a DPS) when Arenanet has stated they intend druid to have a DPS option. This would obviously hinge on gear and traits, whereas right now the only druid-specific DPS is coming from Ancient Seeds since Glyph of Alignment is underwhelming. I would not really consider Natural Convergence high damage option.
  19. Dragons Tooth is one big damage hit. Hurricane of Pain is a long channeled DoT. I would rather Hurricane of Pain and Wind Slam have 800-900 range instead of the 600 range it has now.
  20. As far as healing goes, if Arenanet halved the effective PvE cooldown on Soldiers Comfort via Marching Orders it would be better. I think you mentioned before that the Soldiers Comfort could scale with adrenaline level to keep spellbreaker in line. I was thinking of the implication of a suggestion with respect to the discretize core warrior support that does not heal (https://discretize.eu/builds/warrior/power-warrior/) which in today's game would be something akin to http://gw2skills.net/editor/?PKwAceFlFwmYdsPGJO2SVLLA-zRZYBRHhYL0dgwB9FGRVQVKYeACZP8aow4GA-e provided you did not use mace. If I remember correctly the condi berserker quickness needed 40% boon duration with two banners. In this sort of setup if your revised suggestion of hinging on traitlines is implemented you would then get might , healing (which should probably be regen), quickness (which should probably be fury). A condi variant with arms does not seem that promising (as an example if you push 900ish heal power just to make it differentiated from condi berserker http://gw2skills.net/editor/?PKwEwE2osA2Fzj9xIxSbydVD-zRRYmRHzN4zIOlQHyAxeACZP8aSxZFA-e) and a harrier variant probably would not be that great either if you need arms for fury. A more supportive mace variant with healing power would go along the lines of strength+tactics+discipline even if defense provided protection most likely (39% BD / >900 healing power http://gw2skills.net/editor/?PKAFkE25TZBsLmH7jRijtk5yC-zRhYBRPsFWXQ7qBRUGRUBpnCqdACZP8aQwnFA-e ).
  21. If core warrior gets a F2 it better be something not damage because it would result in additional DPS inflation. A core warrior has access to discipline, strength and tactics at the same time. Most likely you are not going to be running defense (no boon rip or CC trigger) or arms (since condition warriors rely on torch and rage skills). Therefore since there is no support warrior spec it really should be able to output offensive boons in PvE and defensive ones for defensive weapons. One of the major lacking boons is protection for other party members and putting it on mace mainhand would do a lot to help support warrior. Aegis is unlikely, alacrity is out of the question, quickness is also unlikely, resistance is possible but usually short duration regardless, resolution is likely on defensive weapons, stability is quite unlikely, swiftness I can see happening on sword only, vigor would probably appear on rifle. i.e. Greatsword shares fury , longbow shares fury, sword shares swiftness (this is a mobility focused weapon with cripple/immob conditions), axe shares might, hammer shares resolution (resolution is a defense traitline item), rifle shares might (auto already does) or possibly vigor (rifle has evade), mace shares protection (this is a defensive CC weapon with weakness), harpoon gun provides might, spear provides fury, etc I really do not think greatsword is getting a knockdown, axe a PBAOE cripple, nor hammer a blind. Since axe is far weaker without decapitate (the berserker burst) it could output might to other people which makes it instantly stronger whether you use tactics or not. Another (simpler) alternative is all the purely offensive weapons such as Greatsword, axe, longbow, rifle all have a skill that gives the might/fury/swiftness combination at 50% base uptime in PvE while defensive oriented weapons such as hammer, sword, mace give mainly short base duration defensive boons such as resolution, protection, and vigor (short duration resistance possibly).
  22. Good joke. Necro was irrelevant up until scourge. Elementalist had its heyday around core through HOT when raids came up, then when POF came out it was irrelevant for the most part. Warrior has been relevant since core up until the banner rework, it is usable now but is not a preferred source of quickness. Engi is currently meta with mechanist and scrapper is a solid quickness option when power quickness is better than condi quickness.
  23. @Batalix If a druid is getting 13K DPS benchmark it surely is not getting that in actual openworld. Why? You do not have quickness , might is reliant on Grace of the Land (you would take Ancient Seeds), and generally flanking is not possible unless it is a boss that other people are hitting. There is nothing wrong with a druid in full on DPS gearing getting 25 or even 30K DPS as a benchmark number in the long-term. The survivability of a druid without healing power and minimal access to celestial avatar (due to CA not allowing for many DPS skills) is going to be less than untamed with restorative strikes and plentiful CC or a merged soulbeast with predators cunning and poison applications. Your idea of scourge being a heal spec falls flat on its face so long as there is no alacrity application. There also is minimal might and fury output let alone other key boons such as protection and vigor. It also does not have a massive amount of healing: it is mostly barrier and ressing. Herald is not even a heal spec, it has never been used as such in WvW and in PvE you are more likely to see a renegade with soulcleave as a healer than just ventari herald. Catalyst is not designed as a heal spec, it is designed as a boon DPS, hence hammer does not even heal other players.
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