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

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Retro

Member
Ah, Dulfy has the schedule written down;
Guardian (Ongoing)
- Break -
Engineer
Mesmer
Necro
Ranger
Warrior
General Q&A


So what zone do the 80s hang out in now? I noticed there's two new (ish) zones in Maguuma. Is that where people are doing their stuff now?

Yep, mostly the Silverwastes but Drytop is pretty cool too.
 

Ashodin

Member
That Guardian trait is awesome, totally changes up combat because you have to be aware when you are on FIRE

Force of Will: Vitality +300, Healing effectiveness +10% based on Vitality will increase
 

Retro

Member
Huh, consecrations are ground-targeted by default now.

Edit: Force of Will being more than just a generic health boost is good, but the addition is more passive crap. Oh well, guess that's Guardian's niche.
 

Moondrop

Banned
Guardian
(zeal)
- wrathful spirit, adept
- damage against burning foes, adept
- might when virtue justice expires with scepter, adept
- immobilize and blind apply vuln, master
- greatsword damage, heal, CD, master
- %power into condi damage, master
- spirit weapons burn, CD, gm
- shattered aegis, gm
- more damage against foes in symbols, gm
(whatever)
- fury when strike foe that has "burning stacks over threshold (3)," adept
- right hand strength + sword CD, adept
- using virtue of justice activates signet of wrath, master
- increased damage while retaliation active, master
- zealot's flame on crit, + burn duration, torch CD, master
-> torch skill converts to a projectile
- burn enemies on block + burn damage, gm
- light aura on signet, signet CD + passive bonus, gm
- retal scales with condi damage, gm
(valor)
- condi cleanse/10s + downed health, adept
- smite condition on heal, adept
- gain protection on focus skill + focus CD, adept
- toughness with shield + shield CD, master
- strength in numbers, master
- communal defenses, master
- altruistic healing, gm
- monk's focus + grants fury + meditation CD, gm
- gain toughness while blocking and %toughness into ferocity, gm
(honor)
- increased healing while blocking with mace that stack + mace CD, adept
- shield on revive + boons on completing revive, adept
- fall damage, adept
- boon duration with staff + staff CD, master
- pure of heart, master
- empowering might, master
- shouts cleanse + cd, gm
- symbols larger, last longer, heal allies, gm
- plus vitality, healing increased with vitality, gm [too bad Retro! all hail the rise of the Magi!]
(virtues)
- ???
- retal and aegis while disabled, adept
- consecrations last longer + CD (ground targeting base), adept
- ???
- absolute resolution, master
- hammers have chance to slow (33%/3s/10s ICD) + hammer CD, master
- permeating wrath, gm (may change to area around target)
- battle presence, gm
- combined virtue bonuses, gm
 

Proven

Member
Just got home. Thoughts on the first half...

It sounds like the only legitimate condition Thief will be pistol thief, but at the same time pistol damage traits are in the Critical Strikes line. While the changes to dodge thief sound exciting, they also see Sword/Dagger and Sword/Pistol as the primary dodge specs. My Deathblossom build is just going to have to die at this rate.

But poison and burn now stack in some way.

My Guardian build is a hybrid power/condition build, and it sounds like that's going to get buffed. If burn really does stack, however, that's pretty much all Guardian needs to be purely condition focused anyhow. AND THEY BETTER MAKE SMITE A DAMN SYMBOL ALREADY. Otherwise I'm going Magi Guardian.

Edit: They also did that thing again where two of the minor traits in a line are about applying conditions, and then the last minor is about doing more direct damage. Deadly Arts line on Thief makes me annoyed.
 

Moondrop

Banned
"bindle"

11_-_450x300px_.jpg


It sounds like the only legitimate condition Thief will be pistol thief
I wouldn't jump to that conclusion yet. Dagger grants stacking poison and increased damage against foes with a condition (edited in response to your edit- clearly the idea is to soften them up with shortbow or pistol then finish them off with poison and heartseeker).
 

Ashodin

Member
Just got home. Thoughts on the first half...

It sounds like the only legitimate condition Thief will be pistol thief, but at the same time pistol damage traits are in the Critical Strikes line. While the changes to dodge thief sound exciting, they also see Sword/Dagger and Sword/Pistol as the primary dodge specs. My Deathblossom build is just going to have to die at this rate.

But poison and burn now stack in some way.

My Guardian build is a hybrid power/condition build, and it sounds like that's going to get buffed. If burn really does stack, however, that's pretty much all Guardian needs to be purely condition focused anyhow. AND THEY BETTER MAKE SMITE A DAMN SYMBOL ALREADY. Otherwise I'm going Magi Guardian.

I asked this very question.

My symbol guardian build is getting buffed to high heaven
 

Proven

Member
"bindle"

11_-_450x300px_.jpg



I wouldn't jump to that conclusion yet. Dagger grants stacking poison and increased damage against foes with a condition.

I just made a little edit touching on this, but the thing that annoys me is that the point of Deathblossom was that it was a pure condition and dodge thief. Didn't stealth for any reason except for stomps and maybe revives. Used things like Bountiful Theft for Vigor and endurance sigils to keep dodging, then use Death Blossom to dodge other key attacks when I was sure I could get the timing right. Death Blossom only has like a half second dodge window, you know!? I still loved the build. But it didn't need any direct damage. And I even stopped using Withdraw just show I could use the heal signet along with Caltrops, Shortbow 4, and Daggerstorm. Of course, now Withdraw and Daggerstorm are becoming tricks along with Caltrops, so there's synergy there if I can fit it, but I'll probably still shy away from Withdraw if I'm using Deathblossom.

But Deathblossom feels continually hamstrung because it's attached to Stealth Dagger 1 and Dagger 5. They might actually revert its bleed stacks now and make it just do direct damage to be in line with the rest, and focus on poison. Did you know that the Thief's Dagger auto attack currently provides endurance and poison? If it wasn't for Backstab and Cloak and Dagger this would be my perfect set.

And if I couldn't do Deathblossom Thief I'd probably do an Unload Thief instead, using either Ricochet or Invigorating Precision. I think I might also be obsessed with life steal thief... I got an exotic set of Settler's on my Thief currently...

Edit for your edit: I think I just want a pure condition build for Thief that isn't with Pistol. But I'll probably be content with hybrid if I can still use the new dodge Thief traits with Deathblossom.
 

aember

Member
Have you done any more dungeons after we took you through AC p1? We should show you some more.
Nope, I'm still at story + path 1. We should definitely do more next time we're all on!
I'd get on now but I had a pretty exhausting day, so I'm heading off way earlier.
 

Retro

Member
I didn't catch all the details, but Juggernaut as it is now, plus pulsing Stability will be insane, so something is gonna get pulled out of it (probably the toughness while wielding flamethrower).

HGH + Fast-Acting Elixirs? Yes please.

Weird seeing Formula 409 in Tools.
 

Moondrop

Banned
Engi
(skill changes)
- short-range healing blast on Med Kit 1
- aoe buff totem on Med Kit 2
- drop quickness potion on Med Kit 3
- Mortar Kit replaces Grenade Kit for extreme range
- supply crate will be classified as a turret
- throw elixir x is AoE moa
(explosives)
- grenade radius and velocity (extra grenade is base), adept
- chance for explosive rocket belt projectile, adept
- tbd, adept
- plus damage again vuln foes, master
- fall damage, master
- short fuse, master
- mortar field duration, barrage and blast effects, gm
- shrapnel grants bleed + cripple, gm
- evasive powder keg is blast finisher, gm [old-school evasive arcana is back!]
> accelerant packet turrets, explosion radius become baseline (and ele staff area, missed that earlier)
> pistol 1 and rifle 5 (both parts) become "explosions"
(firearms)
- increase condi duration/stacks with pistol, adept
- crit chance < 600 range, adept
- precise sights+infused precision merged, adept
- rifle/speargun trait, master
- %crit into condi damage, master
- reduced movement condis + swiftness becomes super-speed ("robo legs"), master
- modified ammunition, gm
- juggernaut + pulsing stability (1stack/3s), gm
- incendiary powder + napalm specialist, gm
> rifled barrels range, coated barrels made baseline
(inventions) - mostly new
- remove damaging condi from allies on heal, adept minor
- removing condi grants aoe regen, master minor
- healing power increased while regen, gm minor
- shield skills grant aoe protection + shield cd, adept
- blast finish on heal, adept
- autodefense bomb dispenser, adept
- experimental turrets, master
- blast finishers heal, master
- tbd, master
- bunker down gives med kits, gm
- incoming heals also heal allies as % of heal received, gm
- fortified turrets + metal plating, gm
(alchemy)
- protection injection, adept
- elixir gun trait tbd, adept
- invigorating speed, adept
- backpack regen, master
- med kit trait tbd, master
- self-regulating defenses, master
- hgh + fast-acting elixirs, gm
- automated response, gm
- tbd, gm
(tools)
- static discharge, adept
- always prepared, adept
- power wrench, adept
- speedy kits + kit refinement, master
- adrenal implant, master
- tbd, master
- gadget trait tbd, gm
- cleansing formula 409, gm
- tbd, gm

[engis are the new healing class; didn't see that coming]
 

Retro

Member
Yeah, there's a lot of healing going on in there with all of the blast finishers. Not exactly my cup of tea, but it also sounds like my Juggernaught / HGH Flamethrower build is going to get improved. I didn't see much mention of Flamethower though so, we'll see.
 

Proven

Member
I'm going to jump on the healing Engy train. Probably mix it with Explosives and Firearms. Don't have any class running Cleric's currently.

Happy Day for Engineers. I feel bad that mine is still only around level 30.
 

Moondrop

Banned
Yeah, there's a lot of healing going on in there with all of the blast finishers. Not exactly my cup of tea, but it also sounds like my Juggernaught / HGH Flamethrower build is going to get improved. I didn't see much mention of Flamethower though so, we'll see.
It's not just all the new blasts, it's also that blasts heal in themselves and you share your heals received with allies! Re: flamethrower, they seem to be going with only one trait per kit. Maybe some skills will count as "explosions."
 

Retro

Member
Seeing lots of Mirror skills, my hope of having a crazy distortion / reflection build is growing.

It's not just all the new blasts, it's also that blasts heal in themselves and you share your heals received with allies! Re: flamethrower, they seem to be going with only one trait per kit. Maybe some skills will count as "explosions."

Yep, blast finishers healing was what I had in mind... as far as Flamethower goes, maybe I missed it but I didn't see a trait for it...
 

Moondrop

Banned
Yep, blast finishers healing was what I had in mind... as far as Flamethower goes, maybe I missed it but I didn't see a trait for it...
Umm, the Juggernaut + stability trait?

Good point made by dev that we have to change how we think of grandmaster traits now that we automatically go all the way into the line.
 

Proven

Member
Deceptive Evasion now in its proper position as a Grandmaster.
Obvious Avatar Quote is obvious.
My favorite classes in TF2 were Medic, Pyro, and Soldier/Engineer, lol.

Edit: I just realized! I can finally take three grandmaster interrupt traits!
 

Retro

Member
Umm, the Juggernaut + stability trait?

It didn't mention Flamethrower outright though (probably because they used powerpoint instead of the in-game menu), so I wasn't sure. There's a lot of TBD traits where they might decide to put Flamethrower instead and have Juggernaut be a separate effect.

We'll have to see.
 

Moondrop

Banned
Mesmer
(domination)
- increased damage to vuln foes, gm minor
- convert stun to daze (maybe 100% with ICD), increased daze duration, adept
- illusion damage, adept
- rending shatter, adept
- shatter concentration, master
- signets grant distortion + signet CD, master
- quickness on interrupt, 5s ICD, master
- gs power + reduced gs skill recharge when your or illusion hit with auto-attack, gm
- shatter damage + wastrel's punishment effect, gm
- power block + halting strike + grants weakness, gm
(dueling)
- you and illusions cause confusion on crit, gm minor
- phantasmal fury, adept
- desperate decoy @ 50% health, adept
- pistols can cause bleeding, interrupts reduce pistol CD, adept
- aoe blind on shatter, master
- mirror on successful evade (small ICD), master [this will be huge in PvP; rangers be afraid]
- ???
- bonus mantra, activating mantras stacks ferocity, gm
- interrupt causes aoe confusion at target, gm
- deceptive evasion, gm
(chaos)
- # of boons on you increases boon and condi duration, gm minor
- illusionary defense, adept
- fall damage, adept
- mirror on manipulate (after), manipulation cd, adept
- ???
- ??? [sorry I got distracted]
- gain protection on chaos armor, master
- chaotic interruption + bountiful interruption, gm
- prismatic understanding: +100% stealth duration, gm
- bountiful disillusionment + stability on shatter (likely to change), gm
(inspiration)
- phantasm health and retaliation, adept minor
- phantasms have disotrtion (1s) on creation, master minor
- medic's feedback + revive speed, adept
- mender's purity now casts power cleanse (mantra active) on heal, adept
- vigorous revelation, adept
- warden's feedback, master
- restorative illusions, master
- compounding celerity + swiftness on shatter, master
- shattered concentration, gm
- summoning phantasm activates inspiration signet (copy boons to allies), gm
- temporal enchanter- glamour duration + fields grant super speed to allies, gm
(illusions)
- compounding power, adept
- shattering recharges phantasm cds a bit, adept
- torch skills remove condis + torch cds quicker while stealthed, adept
- when applying 5+ stacks of confusion, apply torment, master
- phantasmal haste, master
- increased torment damage while moving + reduced scepter cd when applying confusion, master
- confuse on blind + confusion duration, gm
- combined bonuses to each shatter skill, gm
- torment on shatter, gm
(general)
- illusionary persona may be made baseline
- illusionary elasticity, manipulation range baseline
- signet of inspiration passive may be swiftness + one boon
 

Proven

Member
Illusionary Persona (you player counter counts as an extra illusion for shatters) Baseline!

Stealth note: Necros getting more Retaliation love? Please.
 

Proven

Member
I... might be able to make my original Spiteful Vampiric Necro that I had originally planned on making before going full Power Necro...
 

Moondrop

Banned
Necro
(spite)
- minor traits apply various effects at low target health
- increase damage against foes w/out boons + focus CD, adept
- reaper's might, adept
- chill grants vuln, adept
- chill of death, master
- pbaoe pulsing vuln while in DS, master
- axe damage to crippled foes, auto-attack reduced axe CDs, master
- might on signet, signet cd, signet of locust when low health, gm
- close to death, gm
- axe 3 (cripple, retal, remove boon) on entering DS, gm
(curses)
- fall damage + corruption CD, adept
- dagger enfeebling blood on entering DS, adept
- ???, adept
- ???, master [these were old traits they covered super fast]
- path of corruption, master
- banshee's wail, master
- condi damage + duration with scepter, gm
- % of condi damage heals you, gm
- terror, gm
(death magic)
- leaving death shrouds gives protections to you and minions, gm minor
- flesh of master, adept
- shrouded removal, adept
- less damage from poisoned foes, adept
- greater marks, master
- reaper's protection, master
- % power based on toughness, more power gain while in DS, master
- death nova, gm
- minion damage, draw conditions from you, can transfer condis to foes, gm
- unholy sanctuary, gm
(blood magic)
- vampiric traits combined, master minor
- ritual of life (at beginning) + revive speed, adept
- bloodthirst, adept
- mark of evasion, adept
- dagger move speed (only need 1), dagger CDs faster while above 75% health, master
- vampiric precision, master
- [unchanged trait], master
- wells pulse health + siphon + well CD, gm
- unholy martyr, gm
- heal in area when entering DS (won't heal you), gm
(soul reaping)
- unyielding blast, adept
- marks grant life force + staff CD, adept
- movement speed in DS + DS recharge, adept
- spectral CD + duration + life force, master
- life force drain slower in DS + DS skill CD, master
- fear duration + fear while downed, master
- foot in grave, gm
- death perception, gm
- dhuumfire (now with its own animation), gm

[the availability of both DS and spectral traits in the last line looks strong for power necro PvP]
 

Proven

Member
You know, it's going to suck when most of the profession notes Moondrop has typed down are on one page, and the rest on the next page. Oh well.

Necro changes leave me a little sad because they didn't really buff Death Shroud like I'd hoped. It's more of the skills and interactions outside of Death Shroud that got better.

I just hope the new Spite changes are actually useful.
 

Moondrop

Banned
You know, it's going to suck when most of the profession notes Moondrop has typed down are on one page, and the rest on the next page.
I decided not to wait because my lists are incomplete; someone will post a more complete version on reddit I'm sure.
 

Retro

Member
Remorseless granting Opening Strike on Fury is insanely synergistic with the rest of that tree. (Heh, they're showing it now, actually).
 

Retro

Member
Wow, Quick Draw could be pretty crazy. 66% is pretty damn fast.

These are the kind of fun, interesting 'mechanical' changes that I like to see, glad it's Ranger because I actually really enjoy mine.
 

Levyne

Banned
Strider's defense goes from useless 20% projectile blocking to 50% and 10% damage on sword. Woah.

Edit: Bark skin is now high health and not low health.

Edit: Sideways move on bountiful hunter. +1 per boon instead of +5 flat.
 

Retro

Member
So far not seeing any traits that affect Spirits yet, wonder if those all moved into Druid.

Edit: Nevermind, there's one. Huh, no more moving Spirits.
 
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