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Josif.2015

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Posts posted by Josif.2015

  1. 25 minutes ago, Healix.5819 said:

    What are they going to do, put a rock on the ground and teach people to use intractables to CC? You're likely only going to have the first 2 or 3 weapon skills at that point (though if all the XP changes go through, you'll probably be level 10 instead of 4 at that point).

    Even if they do something like that, it's still something to teach new players about the defiance bar and how to break it. Besides, not too long ago they added how much defiance break certain weapon and utility skills do in their tooltips, just to help new players figure out which weapon and utility skill deals CC.

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  2. I'm aware that the defiance training mechs were introduced in End of Dragons, but that's no excuse to not put them in the Tyria zones. Core GW2 is free to play and every new player starts in those zones, therefore I see no reason for ArenaNet not to put a defiance instructor in each starting zone. If they want to, they can recycle the defiance training mech from EoD, put them in the vanilla zones and replace the mech with a golem.

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  3. Hello everyone,

    On the 19th of July, 2022 ArenaNet released Clockwork Chaos, bringing back episode 3 of LWS1, made minor changes to some of the professions,  improved the fractal instabilities and reworked the Core Tyria world bosses to their current design standards. This is what they wrote in the update notes:

    Quote

    Core Tyria World Boss Improvements

    We've made updates and adjustments to each of the four starting zone world bosses. Our goal is to bring them closer to our current design standards by adding skill telegraphs and defiance bars, improving encounter mechanics, and rebalancing health pools to accommodate the power level of modern profession builds.

    To me, it's always great to see ArenaNet go back and rework content that is years old, especially one that was released in 2012. Since then, they improved so many things, especially in 2014 with the 15th of April and the 9th of September Feature Packs. Why did I bring up these feature packs? Because in the second feature pack of 2014, they added a dodge roll instructor in each starting level to teach new players about this mechanic since it's so important.

    Now that this update is adding defiance bars for world bosses, I believe now is the perfect time to add an instructor for breaking defiance bar. It would be better if we put a defiance bar instructor next to the dodge roll instructor so new players can learn how to dodge and break defiance bar. I know that this question has been asked before, but with the 19th of July, 2022 update I think it's necessary to teach new players how to break defiance bar.

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  4. I'll try to make this list brief for every profession:

    Elementalist

    Revert back the changes made to Electric Discharge and Arcane skills. Nerfing core fresh air elementalist was a bad move considering how low sustain core fresh air elementalist has.

    Also, rework lightning fields so they apply quickness with blast finishers instead of swiftness. I know this may seem off-topic and something that is more suited for PvE, but give support elementalist more utility than just healing and cleansing.

    Engineer

    Nerf holosmith's sustain. Reduce the healing from Heat Therapy, reduce the block duration on Photon Wall, reduce the damage reduction on Spectrum Shield, reduce the stealth duration on Toss Elixir S from 5 to 2 seconds in PvP and WvW only. Scrapper is fine for the most part, please don't focus solely on this one elite specialization for the 4th or 5th time in a row.

    Core engineer needs to be buffed. Buff the main hand pistol by having the auto attack apply vulnerability if you're using the Explosives specialization since it's called a Fragmentation Shot and can hit multiple targets and reduce the cast time so that it shoot as fast as ranger's shortbow. Buff or rework some of the kit skills, make them more effective like reducing the cast time on Box of Nails, the Tool Kit auto attack and of course revert back the change to Gear Shield's block duration. Make the explosion radius and throw velocity from the Grenadier trait baseline and have it just reduce grenade skills cooldown by 20% and increase the throw range from 900 to 1,200 similar to the old Grenadier.

    If you're planning on reworking core engineer, just make it so core engineer is the only one who has access to kits, similar to how scrapper has access to gyros and holosmith to exceed skills. Instead of the kits being utility skills, they are on the toolbelt skills so for example if you swap the slots of the Med Kit and Bandage Self, the Med Kit's healing skill will function similar to other healing skills on the 6 key instead of on the F1 key. This will nerf the elite specializations mostly in PvE, but if you think about it Scrapper only uses 1 kit in both PvE and PvP (Elixir Gun) and holosmith uses 1 kit in PvE (Grenade Kit) and no kits in PvP so I highly doubt this will nerf them greatly. Considering that core engineer relies on using a lot of kits in both PvE and PvP, I don't think this would be a huge issue for the elite specializations, but it'll certainly make core engineer better.

    Guardian

    Rework the scepter's auto attack. We've wanted a rework for the scepter for years and with the latest balance patch you decided to not rework it, but instead nerf its damage and buff the sword's damage. I get it, you want melee weapons to deal more damage than ranged weapons, but can you get rid of those slow projectiles that are so easy to dodge and replace it with a beam like attack, similar to elementalist's scepter air auto attack or mesmer's greatsword auto attack or even guardian's downed state auto attack Wrath.

    Mesmer

    Nerf the number of clones mesmer can have active. Ever since mirage was released, clones have made fights such a visual mess.

    As for core mesmer, it's fine in PvP if you play power shatter builds, but I think it would be nice if you buff the other mantras like Mantra of Concentration. Buff it so whenever you use it, it gives you and allies quickness instead of just stability and reduce the cooldown from 15 to 1 second like Mantra of Pain. It may not be much, but it could give core mesmer some viable builds for end game PvE content. Restorative Mantra can also provide boons rather than just healing from using mantras.

    Necromancer

    Rework some of the Death Shroud skills. Life Blast, Doom and Life Transfer are the only skills that most people use. Dark Path is better than it once was, but still mediocre and Tainted Shackles is still a very delayed skill. Also, make the fire condition from the Dhuumfire trait baseline, make Death Shroud overall a hybrid of power damage skills and condition skills. Nobody should be forced to use a trait just so they have a way to reliably apply conditions when using Death Shroud. Core power necromancer builds don't have to use those kind of traits.

    Ranger

    Ranger is fine for the most part in both PvE and PvP. Soulbeast and Druid are still more dominant than core ranger in PvE so just give core ranger some utility.

    Revenant

    Revenant is also fine as it is in both PvE and PvP. Sure, some may want to see Facet of Light's healing reduced, but overall revenant is good as it is. Core revenant's Ancient Echo skill could use more useful.

    Thief

    Reduce the stealth duration on Deadeye and remove the evasion on Dagger Storm. That elite skill should've never been buffed this way.

    Warrior

    Nerf Rampage and buff Signet of Rage. So many warriors are using Rampage as a crutch skill to CC and kill enemies while having stability. Signet of Rage can be a lot better if it gives 2 strikes of adrenaline every second instead of every 3 seconds.

  5. @"Bam Stroker.1639" said:Can anyone give me some suggestions or even build ideas for a PVP roamer? Ideally, any tactics/combos/builds would be geared toward a beginner. If it helps, I love using the Daredevil Dash ability and the Shadow Portal preparation is great fun for me. I've been watching lots of videos on how to rotate and +1, but any other tips about how to be a better team player would also be massively appreciated.

    Thanks in advance!

    Thief, at least in PvP isn't designed to be a 1v1 profession. Due to its low health, thief isn't going to be victorious in fights against professions that have far better sustain skills like guardian or revenant so you'll only be +1-ing or outnumbering fights and decapping points the majority of time. As for builds, I'm a non-meta person, that is I don't just copy paste a build from Metabattle thinking that it's the only good build. I find it lazy to just take someone else's build without coming up with your own builds. Now sometimes you do get those situations where a meta build is the only viable build that is worth running, Power Herald being a good example of a meta build that is only worth running compared to core revenant and renegade.

    I never liked the sword/dagger core thief build mainly because I don't like the weapon, so I decided to make a build that is in my opinion better at bursting targets in outnumbered fights using dagger/dagger. Here is the build I use for core thief in PvP. I know a lot of people will ask: "Why not use dagger/pistol instead of dagger/dagger?". It's because you've got evasion on Death Blossom (dagger/dagger 3) and because I like the Assassin's Signet > Cloak and Dagger > Steal > Backstab combo. It's a very high risk, high reward type of playstyle that can kill almost every profession. If you're curious, try it out and see if you like it. Also, please use Basilisk Venom if you want your team to like you rather than being a selfish coward who uses Dagger Storm which is a very crutch skill.

  6. I'm not exactly sure which setting allows you to turn off the flamethrower lighting, but these are the settings I use. They may not disable the flamethrower lighting, but they will tone it down.

    • Animation: Low
    • Anti-Aliasing: SMAA Low
    • Environment: Low
    • LOD Distance: Low
    • Reflections: None
    • Textures: Low
    • Render Sampling: Native
    • Shadows: None
    • Shaders: Low
    • Post-Processing: None
    • Character Model Limit: Lowest
    • Character Model Quality: Medium
    • Ambient Occlusion: Disabled
    • Best Texture Filtering: Disabled
    • Depth Blur: Disabled
    • Effect LOD: Enabled
    • High-Res Character Textures: Disabled
    • Light Adaptation: Enabled
    • Vertical Sync: Disabled
    • Motion Blur Power: Lowest
  7. @noiwk.2760 said:also using spacter means having 900 range instead of 1200 of staff is it always worth it? or some situations i would want to change itno staff?

    While the staff has longer range than the scepter, it's a very slow weapon that falls flat in terms of dealing damage and it's not as fast or as fluid as the scepter. The staff in my opinion should only be used as a support weapon. It's one of the best support weapons in the game since it allows you to heal from range, making support elementalist a what I like to call sniper support.

    The healing tempest build on Snowcrows uses dagger/warhorn. The reason for this is because it has better boon application, but in terms of healing allies the staff is the superior weapon. Your auto attacks heal allies, Ice Spike (staff 2) has a short cooldown, applies vulnerability and it's a blast finisher which is great for additional healing if used in Geyser and Healing Rain. Geyser has the highest direct healing and it's a long ranged rallying skill, meaning you can rally a teammate if they get downed. Healing Rain is the best long ranged cleansing skill.

  8. @noiwk.2760 said:i see :) thank you sooo much that helped me alot ! so defensive and sustain isnt needed in pve? (i guess we are counting on the support then)ill go with the power tempest still i hear its not even too hard to play. and that if you do find it hard you can just skip the water skill. to make it more simple .i suppose arcane line works on all of the element so i guess its nice to have. i guess i can always change that .. ill start with air +Arcane+tempest and see how it goes i guess thanks alot you've been a great help ! last question tho.. even as pure power dps my aim is to grant allies with boons? and thats why i never want earth cause its selfish?

    Sustain and defensive stats are not needed in end-game PvE at all. Assuming your team has at least 1 healer, just go full power damage. The traits in earth only give the elementalist self sustain, a good example being Stone Heart which grants you and only you immunity to critical hits while you're attuned to earth. The only boon you can give allies from earth is protection whenever you apply auras, but that's nothing compared to what healing builds have to offer. Tempest is easier to play at least when compared to sword/dagger weaver and even fresh air scepter/focus core elementalist (weaver having plenty of skill rotations and core elementalist requiring good timing skills and constant attunement swapping) and you can avoid using the shatterstone skill because you've got plenty of vulnerability stacking abilities thanks to Glyph of Storms, Overload Air and Lightning Orb.

    Arcane is a must have because most of the time your team will have a support or even if you don't, other non-support professions can provide some boons so you get the 2% damage increase anyways. Power tempest isn't a build that's meant to provide boons to allies, you can certainly do that, but if we're talking about might stacking, the duration of those boons won't be long enough.

    @noiwk.2760 said:1 more thing.. ! i see they add weapon swap in the rotation but they do not have second weapon. if they do its another spacter and horne. why would they swap weapon then?

    Elementalist and engineer are the only two professions who can't weapon swap. The other 7 professions are capable of swapping weapons and they provide most of them 10 weapon skills. It may seem like you're missing out on weapon skills, but when you think about it, elementalist with the attunements gives you a total of 20 weapon skills. How many weapon skills does core engineer using 4 kits have? 25 weapon skills, 30 if you count the toolbelt skills.

  9. @noiwk.2760 said:

    @noiwk.2760 said:guys i decided to make Power Tempest any tips and advices? i see different builds on meta battles and crow.

    i do have some questions why spacter and horne? and why water element if its not healer ? is earth worth it for defensive? how the class concept work?thank you!

    Power Tempest is a build that is similar to core elementalist's fresh air build, only it uses warhorn instead of focus or off-hand dagger. Most meta sites show builds with power tempest using scepter/warhorn because the scepter is a very fast paced weapon that has plenty of instant cast skills especially when attuned to air and the warhorn is used for stacking might, CC, stacking vulnerability, reflects, water fields and blast finishers that can be used in that water field. It's a fresh air build because that trait instantly refreshes your air attunement by 100%, so anyone can just start overloading air, stack vulnerability and deal damage in an area.

    I don't think if I've ever seen a power tempest build using the water or earth specializations on meta sites, let alone see anyone use them in-game. Most players use air, arcane and tempest, occasionally switching arcane with fire. Thanks to the recent balance patches, core elementalist using that same build only with scepter/focus can be viable in end-game PvE content, but only if they are using the water specialization for the damage increase while enemies have vulnerability.

    i see i wish i understood everything but i understand most of what you are saying. some i still dont because i dont really know the elemtalist mechanic first time trying it.so overall power tempest is a good choice? and is tempest better or worse than core?

    Most players would say it's better because of the overload mechanic which provides plenty of vulnerability stacking, cleave damage and stun breakers, something that core elementalist lacks. Not saying that core elementalist is bad in PvE, far from it and the recent balance patches buffed the water specialization which has helped core elementalist become more viable, maybe not as viable as power tempest but it's very close.

    as for the lines. on both meta battle and Crow i see the power tempest build suggest air+water+tempest. i did find 1 build on meta battle tho suggesting Air+Arcane+ tempest. the Arcane seems to give quite abit of defensive and so does earth water i understrand if stacking heal power.. but i dont know why they pick water line when its pure power. i looked in the rotation and it seems they only use 1 skill of water and is the skill that cause vunability but just for that it worth a whole trait line? i feel like i really need some advices and guideline here.. most gw2 guides just show the build but they do not explain why they chose it or what that line really give me. they seems like builds for an already experinced players which im not. thank you !

    I'll explain the reasons for you then, but first I would like to mention this: Metabattle and Snowcrows showcase builds, but Snowcrows showcases builds made specifically for raids, not for all game modes. Metabattle has builds for every game mode and these are all user created so not everything is going to be exactly the same.

    Now about the specializations: Earth is a defensive specialization that only protects you so there is no point in using it in PvE, it's only used in healer tempest builds in PvP. Arcane is widely used because of the boons you provide to allies, the reduced attunement cooldowns and the 2% damage increase per boon which comes in handy if you have a support on your team, mainly druid, chronomancer or renegade.

    Like I mentioned, the recent balance patches buffed the water specialization. It did buff weaver in PvP with the trait Flow like Water which heals them when blocking or evading attacks, but in PvE it's core elementalist that got buffed the most. The damage increase while above 90% health and while enemies have vulnerability in any attunement is something that I especially wanted to see happen instead of being forced to camp the water attunement in order to get that damage increase.

    Shatterstone is great for stacking vulnerability, 5 stacks that last for 15 seconds every 3 seconds (2.5 second if using the water specialization) and if you're playing core elementalist, make sure you use this skill so you can stack vulnerability as much as the tempest's air overload. You don't only have to use this skill, you've got Water Trident for additional self and team sustain and the focus provides an AoE daze. The water specialization also provides core elementalist more sustain than tempest because every time you attune to water you heal yourself and allies, so you can play it as a full power damage build while also providing some sustain to your allies. I really believe that balance patch has somewhat helped core elementalist by bringing it into the PvE meta.

  10. @noiwk.2760 said:guys i decided to make Power Tempest any tips and advices? i see different builds on meta battles and crow.

    i do have some questions why spacter and horne? and why water element if its not healer ? is earth worth it for defensive? how the class concept work?thank you!

    Power Tempest is a build that is similar to core elementalist's fresh air build, only it uses warhorn instead of focus or off-hand dagger. Most meta sites show builds with power tempest using scepter/warhorn because the scepter is a very fast paced weapon that has plenty of instant cast skills especially when attuned to air and the warhorn is used for stacking might, CC, stacking vulnerability, reflects, water fields and blast finishers that can be used in that water field. It's a fresh air build because that trait instantly refreshes your air attunement by 100%, so you don't have to wait for 20 seconds or less for the attunements to be off cooldown if you overload them. Start the scepter air auto attack, attune to a different element, deal a critical hit, attune back to air and within 6 seconds you can overload air, stack vulnerability and deal damage in an area.

    I don't think if I've ever seen a power tempest build using the water or earth specializations on meta sites, let alone see anyone use them in-game. Most players use air, arcane and tempest, occasionally swapping arcane for fire. Thanks to the recent balance patches, core elementalist using that same build only with scepter/focus can be viable in end-game PvE content, but only if they are using the water specialization for the damage increase while enemies have vulnerability.

  11. @Shao.7236 said:Holographic Wave didn't need it's range to be nerfed, it wasn't really the problem that comes to it. Rather it's the fact that even after evading most CC, you're still gonna get autoattack spam by such a long reaching strong 360 chains that generates no heat.

    Actually, its range was properly nerfed because no melee profession should be able to hard CC 5 enemies around them and above terrain at a 600 radius. Not even Big Ol' Bomb from the bomb kit can't do that and that's a 300 radius explosion with a 3 seconds fuse time that is 10 times easier to avoid. I agree avoiding the holographic shockwave isn't enough because holosmiths can follow up their pummeling with other photon forge skills and kill you within seconds.

    I agree that holosmith as a whole should receive more punishing nerfs, but for now the nerf to holographic shockwave is a step in the right direction and it shows that ArenaNet are willing to properly nerf an elite specialization that is too powerful. Holosmith is meant to be a glass cannon yet it has plenty skills that offer sustain and they are nowhere near as fragile as they should be.

  12. @Shao.7236 said:td;lr Full Counter makes the sustain OP and it overwhelms everything. Cooldown is too low and needs to be increased because it holds no value or enjoyable benefits in the actual use, make damage taken to be the actual damage that's reflected, giving an incentive to use it in the right places for a good reward, adding value to utility skills as well so that nothing is recklessly used without much risk.

    I agree with you for the most part, Full Counter is indeed very easy to use, has a very low cooldown and the daze lasts for 0.5 seconds in PvE, but lasts for 1.5 seconds in PvP/WvW. Spellbreaker excels in team fights compared to core warrior and it can be annoying to get dazed when one of your teammate attacks the spellbreaker while using their Full Counter. However, it's not completely overpowered. For one, it's seen plenty of nerfs and it's no longer as annoying as it used to be. Ranged professions have no problems making spellbreakers waste their Full Counter and dodging as a melee profession especially as core warrior with Whirlwind Attack (greatsword 3) is a clever usage of weapon skills to proc the Full Counter while avoiding its daze.

    The reason why Full Counter gives spellbreakers so much sustain is that it also procs traits like Adrenal Health, Berserker's Power and Burst Mastery. If ArenaNet nerfs Full Counter by not making it proc those core traits, then nobody will play spellbreaker in PvP. If that ever happens then it won't be a big issue for me because, to be honest I've never been a fan of spellbreaker. It's mechanic is incredibly safe and it's no wonder there are more spellbreakers in PvP compared to the number of people who play core warrior. Core warrior is more engaging to me because you're not completely immune to damage, you have to play cautiously, but also because the axe burst skill Eviscerate rewards you for timing your attacks and seeing a huge portion of an enemy's health bar drop instantly is very satisfying to see.

  13. @voidek.5738 said:kitten, I'm reading, that you must complete HoT or PoF story chapter to start spending mastery points (as I said im at the end of original game story mode). And im not even sure I want do that with this character (main-alt problem).

    As far as I know, all you need to do to access the mastery is to reach level 80 and select a mastery track. Out of the three available core mastery tracks I recommend you start with the Pact Commander mainly because of the automatic loot pick up upgrade. Once you have selected your mastery track, start earning experience and when you reach the maximum amount of experience you can spend the mastery points on the track. Repeat the process, collect even more mastery points and spend them on more upgrades.

  14. @voidek.5738 said:Thanks. I just wonder what Central Tyria masteries give? I probably should go read more wiki.

    The Central Tyria masteries are fairly simple. If you're someone who planning on doing a lot of fractals, the Fractal Attunement track is your best option. If not, then Pact Commander is your next option because it gives you plenty of neat upgrades like being a mentor, increased experience gain from crafting, reviving allies faster and of course the best upgrade of them all, automatically picking up loot instead of pressing the interact button.

  15. My thoughts on the engineer changes are somewhat mixed. On one hand, I find the buffs to the scrapper's hammer damage pointless considering the whole point of the specialization is to tank damage, not be able to take a beating and still put out a noticeable amount of damage. As for the changes I like, some of the scrapper trait changes are good mainly the change to Impact Savant, the med kit being useable underwater is great and the nerf to holographic shockwave is by far the best change in the entire engineer profession.

    Sadly, no buffs to core engineer. Some will point out the nerf to the Shaped Charge trait in explosives, but I don't consider that a huge nerf and besides stacking vulnerability isn't too big of a problem for core engineer. This kind of change happened with thief and the Exposed Weakness trait, from a flat damage increase to now a 2% damage increase per condition and with the new Shaped Charge, once again from flat damage increase to a 0.5% damage increase. Maybe in a future balance patch they could increase it to 2% instead of 0.5%.

  16. You can't have it all. Nobody liked getting CCed by a holosmith who clicks a single button to CC 5 enemies around them and above terrain in a 600 radius. Not even the Big Ol' Bomb from the bomb kit can't do that and it only has a 300 explosion radius and it's 10 times easier to dodge than holographic shockwave because of the 3 second fuse time. The nerf is justified since holosmith is meant to be a glass cannon melee specialization that is easier to play compared to core engineer, yet is nowhere near as vulnerable as a glass cannon nor does it have near as much risk involved in playing it. I say start practicing using holographic shockwave wisely when you're within melee range instead of mindlessly using it at a close enough range thinking that you'll CC everyone.

  17. Warrior, whether it's core, berserker or spellbreaker is viable in end-game PvE content and it's one of three beginner friendly professions. Ranger and necromancer are the other two beginner friendly professions and since you mentioned that you don't like playing scourge after the 1st of October balance patch, either try out reaper, druid or soulbeast. Viable core builds for ranger and necromancer are still being made since the elite specializations are doing better than the core professions at the moment. The rest of the professions aren't as beginner friendly and they all have a higher learning curve, core engineer having the highest in the game and elementalist having the second highest.

  18. Unfortunately, there is no way to disable it. It's best to start collecting mastery points and spend them on a mastery track that requires a minimal number of mastery points. Whether it's mastery points in Central Tyria, HoT or PoF, just collect them and spend them because some of the masteries can give you neat upgrades like the glider and mushroom upgrades in HoT or the mount upgrades in PoF.

  19. Three build and equipment storage spaces will probably not be an issue for me. At most, I have two builds in PvE: one for damage and one for support. I enjoy build crafting, but I try to have one build made for these two roles. Besides, I knew this was going to be thing, having limited amount of spaces for build and equipment templates at release.

    I've been playing GW2 since 2013 and not once have I spent any gold or money on bag slot or bank tab expansions, so the three build and equipment storage spaces won't be problematic which I know is a very subjective thing to say. Then again, they did mention this:

    For a limited time after release, you’ll be able to pick up a free pack in the Gem Store for a total of six free Build Storage Spaces.

    If this is true, then I don't see an issue with the whole limited build and equipment storage spaces.

  20. Absolutely not. Reworks are indeed a priority for ArenaNet and they've proven that over the past couple of months this year. So far, we had the berserker rework, thief's trap skills being replaced with preparation skills and chronomancer having its own shatter skills. Now I know not many people are happy with some of the reworks particularly with the daredevil rework that replaced steal with swipe and the new chronomancer shatters, but elite specializations are supposed to provide a different playstyle for a profession and not something that is objectively better than the core profession. It's fine if an elite specialization is weaker than the core profession because that will provide every player, whether they're premium or free to play builds that are widely accepted in most game modes.

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