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Guild Wars 2 |OT5| We've got fun and games

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Quenk

Member
I hope the train of thought was "nerfing things isn't fun so let's just buff everyone's damage"

Bolt to the Heart and Fresh Air are still grandmaster traits. Apple am cry.
 

Mxrz

Member
Playing other games, been reminded pve can be a bit more difficult than what we get in GW2. Now, seeing the reversal on Ice bow, I suspect 'challenging pve content' is never going to happen to the degree some want it. The masses just aren't interested. Press 4 to Melt Boss is always going to be A Thing, whether icebow or something else.

Not sure what to make of it, but not as bothered as I'd thought I'd be. GW2 just isn't that game. Luckily about everything else is about the best in the genre.

They at least need to fix the shadow refuge bit tho.
 

Proven

Member
Quick and dirty Tactics notes:

Tactics

Minor
Determined Revival - Toughness while reviving

Reviver's Might - 3 stacks of Might (10s) after you revive someone

Inspiring Presence - Might you apply grants 10 Healing Power per stack
(I love this)

Adept
Leg Specialist - Inflicing Cripple also inflicts Immobilize (5s)

Quick Breathing - Warhorn 20%. No longer converts condition. Just remove.
(I AM SO VERY SAD)

Empowered - Deal 1% more damage for every boon on you

Master
Shrug it Off - Automatically casts Shake it Off (same)

Burning Arrows - Longbow 20%. Dual Shot inflicts 2 stacks of Burning per hit (same since last stream)

Empowered Allies - Nearby Allies Power Increase (same)

Grandmaster
Powerful Synergy - Leap Finisher activates twice (duration increase) (my new go to Grandmaster)

Vigorous Shouts - Shout 20%. Allies in radius grant 5 adrenaline.

Phalanx Strength - Unchanged.
 

Proven

Member
Half of what made me love Warhorn is gone. I may not survive this. I still enjoy the condition removal though... Yeah, I still need the cooldown reduction so I can get more Vigor and Weakness. But I suppose now I won't have perma-vigor against builds with bleeds...

Longbow is baseline 1200 range. I really like that.

They still haven't mentioned what happened to Inspiring Banners.
Which was this again? The cooldown reduction or the health regen? The latter is now in Discipline.

Edit: Googled it. If they don't add it to the Discipline trait then they might seriously be removing it. I predict it was an oversight.
 

Minamu

Member
Empowered - Deal 1% more damage for every boon on you
Again with the boring percentages :/ With, let's say, 10 boons, that would be a 10% damage increase. Would anyone even notice such a damage number difference? I know I wouldn't. And it's not like you run around with 10 boons constantly, if that's even possible. Sure, you could get additional percentages from somewhere else, but still.
 
Quick and dirty Tactics notes:

Tactics

Minor
Determined Revival - Toughness while reviving

Reviver's Might - 3 stacks of Might (10s) after you revive someone

Inspiring Presence - Might you apply grants 10 Healing Power per stack
(I love this)

Adept
Leg Specialist - Inflicing Cripple also inflicts Immobilize (5s)

Quick Breathing - Warhorn 20%. No longer converts condition. Just remove.
(I AM SO VERY SAD)

Empowered - Deal 1% more damage for every boon on you

Master
Shrug it Off - Automatically casts Shake it Off (same)

Burning Arrows - Longbow 20%. Dual Shot inflicts 2 stacks of Burning per hit (same since last stream)

Empowered Allies - Nearby Allies Power Increase (same)

Grandmaster
Powerful Synergy - Leap Finisher activates twice (duration increase) (my new go to Grandmaster)

Vigorous Shouts - Shout 20%. Allies in radius grant 5 adrenaline.

Phalanx Strength - Unchanged.

It doesn't look like Shout bout is affected? That surprises me! I thought they would nerf it.


Why Would you do Powerful Synergy over Phalanx or Vigorous Shouts?:D
 

Proven

Member
It doesn't look like Shout bout is affected? That surprises me! I thought they would nerf it.


Why Would you do Powerful Synergy over Phalanx or Vigorous Shouts?:D

8 seconds of Fire Shield (from Longbow), and 8 seconds of Frost Aura (from allies) primarily. Actually, 8 seconds of Light Aura wouldn't be that terrible now with the Vulnerability changes.

Again with the boring percentages :/ With, let's say, 10 boons, that would be a 10% damage increase. Would anyone even notice such a damage number difference? I know I wouldn't. And it's not like you run around with 10 boons constantly, if that's even possible. Sure, you could get additional percentages from somewhere else, but still.
Empowered would work well in a group setting where you're sure to get extra boons, and percentage increases are what PvE min/maxing is all about (sadly).
 
Damn Engineers take a long time!!



8 seconds of Fire Shield (from Longbow), and 8 seconds of Frost Aura (from allies) primarily. Actually, 8 seconds of Light Aura wouldn't be that terrible now with the Vulnerability changes.

.

Hmmm. What sigil would you use on longbow for this? The one with 20% burning duration?
 
Again with the boring percentages :/ With, let's say, 10 boons, that would be a 10% damage increase. Would anyone even notice such a damage number difference? I know I wouldn't. And it's not like you run around with 10 boons constantly, if that's even possible. Sure, you could get additional percentages from somewhere else, but still.

Damage modifiers are multiplicative, not additive, so each percentage point you can get from a different source makes a bigger overall difference once they are all combined. At the very least even a solo Warrior could have Might, Fury, Swiftness, Vigor, and Regeneration going during a fight, so those together would be a 5% multiplier to skill damage.


Just to take it from the wiki since I am too lazy to make my own example:
Damage multipliers are combined multiplicatively. For example the Superior Sigil of Force (5%), Superior Sigil of the Night (10%), a 10% trait, a 20% trait and the (6) bonus of the Superior Rune of the Scholar (10%) combine to roughly 68% more damage (1.05 * 1.1 * 1.1 * 1.2 * 1.1 ≈ 1.677), not only 55% (the summation). Consequently, combining a lot of multipliers is exponentially effective ("the multipliers increase/affect each other").


Call it boring, but it is noticeable and does matter when your goal is to do max damage. But there are two other completely viable choices if that one doesn't suit your fancy.
 

Emitan

Member
Those engineer changes <3 <3 <3 <3 <3 <3 <3 <3 <3

Only thing I didn't like is it seems like there's no perma swiftness from Speedy Kits anymore.
 

Levyne

Banned
Quickening Zephyr not reducing healing means I can use it more liberally in Fractal 50s, yay.

Gonna miss being able to use Frost's active for free chill. The other changes to spirits I don't really love. I guess I can expect battles to be short enough for it to not matter much. Dunno how to feel about Hunter's tactics being crit chance now instead of just damage.

Edit: Strider's Defense down from the last preview too. Blaah. No longer increases sword damage and 50% projectile destroying dropped to 25%
 

Retro

Member
Edit: Strider's Defense down from the last preview too. Blaah. No longer increases sword damage and 50% projectile destroying dropped to 25%

I could have sworn he said it was an increase from 15%.

Edit: Nope, just checked Dulfy's specialization tool, it was 50% last time. May bad.
 
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