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"Furious" has been changed to: Critical hits grant triple adrenaline.
I'm afraid they might have killed my Warrior build. It depends on if they changed what might have been a "bug". Why did they have to touch this trait...
... I don't think that GIF means what you think it does... and it's way off considering we're getting a huge build variety / class balance update tomorrow.
Edit: Also, it implies GW2 doesn't measure up to the Manifesto, which I'd say it does.
... I don't think that GIF means what you think it does... and it's way off considering we're getting a huge build variety / class balance update tomorrow.
Edit: Also, it implies GW2 doesn't measure up to the Manifesto, which I'd say it does.
For those that don't know, Furious was an interesting interesting trait because of the way it was implemented. See, when doing a burst skill you would gain zero adrenaline until its animation ended. This meant that a skill like main hand sword's Flurry, one of the only multi-hit burst skills in the game, just had you sit there just like Hundred Blades stacking conditions and nothing else. However, Furious got around that. If you did a critical hit, for any reason, at any time, you got +1 strike of adrenaline.
All together, this meant that I could combine sword with the other multi-hit burst skill, Combustive Shot, and create a build that allowed me to go from burst to burst to burst, while focusing on condition damage. It was a very fun trait interaction, and only worked with a narrow type of setup that happened to be one I wanted to use anyway.
I suppose that that's the main reason it got changed. It was a Grandmaster trait that no one else thought was good enough to take.
Anyway, I'm guessing that the trait interaction only worked before because it would give me +1 adrenaline on a critical hit, meaning 0 + 1 = I get something. But now it sounds like they're not making it +2 but rather *3, and 0 * 3 = I get nothing.
Trying other variations without Furious left me with a build that didn't do enough condition pressure. The bleed duration on Flurry is extremely short. So now if I want a condition pressure build I'm going to have to try Longbow-only or some kind of power/condi hybrid.
I'm starting to get really ticked off over the fact that condi damage builds for most classes look like they're all one way or another getting forced into being a hybrid build that focus on the top two trait lines. It took me a while to realize that the burning given to Necromancers isn't on their +Condi Damage trait line. I originally thought that the purpose of having +Condi Duration on the Power line was for stuff like cripple and weakness to allow classes to stay in melee better. But if you force condition builds to have to put a chunk of their points in the top two lines, they have to choose fewer traits for defense, sustain, and support. Which means that they have to go big or go home. Which means just another burst build, but with even less defense than what current burst builds have evolved to have in PvP.
But hey, at the very least the weakness change means that you don't only need crits to do damage with power, right? Right?
Doesn't change the fact that crits are an overpowering strategy, which is why the crit damage stat is capped in PvP as compared to WvW, and they still felt it was necessary to do this change to weakness.
/rant
edit: Just noticed this: The Minor Adept trait "Illusionists Celerity" has been made the Minor Grandmaster trait and the other Minor traits have been pushed down.
edit: Just noticed this: The Minor Adept trait "Illusionists Celerity" has been made the Minor Grandmaster trait and the other Minor traits have been pushed down.
edit: Just noticed this: The Minor Adept trait "Illusionists Celerity" has been made the Minor Grandmaster trait and the other Minor traits have been pushed down.
It's been kind of mandatory for Mesmers since forever, we all knew it was coming. If the other minor traits go straight down, it means 5 points will give all shatters confusion. That's not bad, honestly, I can see people still dipping 5 points into Illusions for that (especially in WvW).
I'll be surprised if the Guardian's "Inspired Virtue" trait isn't pushed deeper at some point too, since that's sort of required as well.
Finally gender changed Cierra over to a dude, then renamed to Anno to better match everything else. Seems...weird, but I've been meaning to do it for some time now and the sale just sealed it.
They really need to add some kind of guild group. Whether its through research or something you have to pay for like a "guild commander." Something to be more than a 5 man party but be guild only so its not a pub tag that all the puggers go to in wvw.
I just loaded up the game and am downloading an update with 14,500 files. It's been many months, like last year since I last played. What should I check out first? lvl 80 Engineer, the small race that look like hamsters, forgot their name. I loved 1-80 in the game, hopefully there's some new stuff to try out now.
E: Just remembered I never finished the storyline, probably only like half-way through so I guess that's #1 on the list!
Completing the story is a good goal but I wouldn't focus on that exclusively...because it's not the greatest. Mix in some dungeon runs, world events, fractals, pvp, wvw havocing etc. I dunno, I could see myself getting bored really quickly going from green marker to green marker.
If you are interested in the *current events*, right now the Dragon Bash festival is going on with some story bits that introduce some enemies that will actually be the focus of new stuff coming tomorrow. This chapter goes until the 9th
@Katoki nothin out of the ordinary, just CoE CoF and TA.
Oh if you would like a guild invite Heavy, just put down your name.numbers and someone can get you in.
If you are interested in the *current events*, right now the Dragon Bash festival is going on with some story bits that introduce some enemies that will actually be the focus of new stuff coming tomorrow. This chapter goes until the 9th
So do you get anything cool if you do all the Dragon Bash achievements? and is it hard or fairly easy? Looks pretty easy to me. I just won 2 dragon ball games in like 10 mins and you need 20. That's probably the longest achievement. I see 2 treasure chests in the rewards for it but don't know what they do.
I have to go to bed, the festival will still be on tomorrow to do these tasks right, despite the "new stuff" coming tomorrow.
So do you get anything cool if you do all the Dragon Bash achievements? and is it hard or fairly easy? Looks pretty easy to me. I just won 2 dragon ball games in like 10 mins and you need 20. That's probably the longest achievement. I see 2 treasure chests in the rewards for it but don't know what they do.
I have to go to bed, the festival will still be on tomorrow to do these tasks right, despite the "new stuff" coming tomorrow.
The two Dragon Ball achievements don't count towards the two treasure chest ones, unfortunately.
One, you won't be able to do since it ran over a weekend. All it gave were some helms that, while cool, remove your facial hair. The other is a pair of holographic wings you wear on your back.
The achievements aren't too hard, a little grindy, but nothing you can't do over the space of a week or so.
Well the insanely huge Mesmer nerf certainly makes our previous discussions interesting.
I think I'm definitely going to focus on another class now. The reason everyone took Illusionists Celerity is because phantasms and illusions are on extremely long cooldowns - you ended up taking both the weapon cooldowns ability and Illusionists Celerity to get -40% cooldowns just to make builds work in PvE.
When a single trait is taken by every single player of a class, I generally feel the response shouldn't be to nerf it but to look why. Mesmer cooldowns are ridiculously long for PvE, and this change will significantly hurt phantasm based builds to the point where they probably aren't PvE viable anymore. Leaving us with just shatter builds...
Yes, sometimes abilities are just too powerful and need nerfing. But sometimes abilities are just the baseline for the class and that's a completely different problem to tackle.
My engineer is slightly buffed down one trait line and slightly nerfed down another.
Edit - The warrior changes to Berserker’s Power and Heightened Focus hit my build. Which is annoying. I'll probably pick the buffed Heightened focus over Burst Mastery since I'd rather have constant damage I think when running with a Zerg. It's still a shitty choice. It's not clear what I replace the hole with but sharpened axes might be an option (since I currently have two adept traits in that line - run speed being big in WvWvW). I'll probably replace Beserker's Power with Dual-wielding. This will mean that I'll replace a sliding improvement from 3%-12% with a flat 5% when (dual-wielded) melee weapons are out. It's possible I'll swap my rifle for a longbow, since my single target ranged damage will be hit most...
Whether my engineer gets slightly nerfed or not down one trait line depends on whether you prefer Aegis or Retaliation. The more I think about it the less sure I am.
To be positive, I evaluated the trait changes in a vacuum. We don't know how they're rebalancing skills for this, so we've only seen one half of the balance changes. Mesmer clone generation skills have to be rebalanced. Warrior, Necro, and a couple others are definitely getting some skill changes here and there as well. I think that the spreading out of stun breakers will get into this patch too (and I hope that they get in like they were in the leaked doc, where many give you one second of stability as well as a stun breaker. This would mean you're rewarded for predicting/seeing a stun come at you, and not just letting it hit you and getting out of it). Reacting to something like a Bull's Charge coming at you with a Stomp would be hilarious.
In the meantime I'm just going to start making more builds where the trait stats and equipment stats aren't in sync. I hated doing it because it felt inefficient (which lead to a lot of precision + condition damage builds) but it looks like they really just want that. I'll reexamine my Guardian Radiant Scepter build and probably just drop the burning, as it seems more and more like burning was designed for Sword and Greatsword. Will probably try Staff and figure out some combination of Vulnerability and Might stacking.
Thinking of pulling the 15 points out of beastmastery and putting 5 more into Skirmishing for flanking damage (hello sword 3) and 10 into Nature Magic for Regen/Protection or Power bonus. Will have to see how terrible the pet becomes as a result.
Well the insanely huge Mesmer nerf certainly makes our previous discussions interesting.
I think I'm definitely going to focus on another class now. The reason everyone took Illusionists Celerity is because phantasms and illusions are on extremely long cooldowns - you ended up taking both the weapon cooldowns ability and Illusionists Celerity to get -40% cooldowns just to make builds work in PvE.
When a single trait is taken by every single player of a class, I generally feel the response shouldn't be to nerf it but to look why. Mesmer cooldowns are ridiculously long for PvE, and this change will significantly hurt phantasm based builds to the point where they probably aren't PvE viable anymore. Leaving us with just shatter builds...
Yes, sometimes abilities are just too powerful and need nerfing. But sometimes abilities are just the baseline for the class and that's a completely different problem to tackle.