I always had the sense that balanced trait builds looked great on papar......but wondered how viable they were in practice.
Waiting for the inevitable Anet clarification to come out before I pass any kind of judgement.
I always had the sense that balanced trait builds looked great on papar......but wondered how viable they were in practice.
Waiting for the inevitable Anet clarification to come out before I pass any kind of judgement.
Not liking the traits change at all.
It's like MoP's shitty talent system.
BAM! Charr = cows. It's canon.Rytlock picked up Snaff, slung him onto his shoulders, and growled, “Don’t touch the horns.”
The asura sheepishly released them. “Sorry. They look like handlebars.”
“I don’t need to be steered,” Rytlock said.
“Can’t steer a steer,” Snaff quipped.
Not liking the sound of the trait line changes at all :-/
Hello, mmo-champs.
I want to talk a little about pre-purchase prices. Last time I checked them (somewhere around time when pre-purchase opened) digital edition costed 60 bucks if I remember correctly (what I definetly remember, it was ~1800 converted into roubles). Now it's 55 euro (2300 converted into roubles).
And I ask: "WTF?"
Sorry for my bad English, I'm from North Pole.
Do you remember what your actual build looked like? the Hammer war I used was 20-15-25-10 ham/rifle
I think it was this one http://www.gw2builds.org/view/255021/war_thump (I made loads of builds )
rifle:4-1- weaponswap: 7 ftw
Last edited by Meledelion; 2012-06-02 at 09:35 AM.
I'd much rather have them delete traits, such as the falling damage ones, that were next to useless, and make the other ones equally good, than this. Even if there's not a big difference in the end, which I think there will be, I'll always have the feeling now that 1) Some traits are better than others 2) I have to go through the bad ones to get to the cool ones. Restrictions of this kind, at this point, make me feel like the game is moving backwards towards the mmo roots that it's trying so hard to escape from.
It's kinda like the pointing out of how many x mobs do you need to kill to complete y event. I never really got why we needed to know that.
we'd better be able to color Asura blue.
any response from the developers about the trait/skill-tiers yet?
Choices are created by limiting players. If you can have nearly everything, there are no meaningful choices.
The way I see the trait system change is that it creates more meaningful choices. Choosing between a trait you want and a bunch of traits you don't really care for can hardly be called as a choice. But choosing between two traits that you really want, now that's something I like seeing.
Necromancer now:
Spite-Line:
minor trait 1: Parasitic Bond - gain health whenever you kill s.th.
minor trait 2: Death into Life - 5% of Power is given as a bonus to healing
minor trait 3: ?
Trait 1: Deaths Embrace - deal 50% more damage while downed
Trait 2: Spiteful Talisman - increase focus range
Trait 3: Spiteful Removal - when you kill a foe you lose a condition
Trait 4: Signet Mastery - Signet recharges are reduced by 20%
Trait 5: Spiteful Spirit - gain Retaliation when entering Death Shroud
Trait 6: Reapers Might - Life Blast and Plaque Blast grant Might for 15sek.
_____
Trait 7: Spiteful Marks - Marks deal more damage
Trait 8: Signet Power - activating a Signet gives you Might
Trait 9: Spiteful Vigor - gain Retaliation when you heal
Trait 10: Axe Training - Axe damage is increased
_____
Trait 11: Chill of Death - cast Spinal Shivers on an enemy when they hit 25% health
Trait 12: Training of the Master - Minion damage is increased by 30%
what has changed?
Trait 1: Deaths Embrace - as before
Trait 2: Spiteful Talisman - as before
Trait 3: Spiteful Removal - new in the line - before: Spiteful Return (cast unholy feast when you rally)
Trait 4: Signet Mastery - wie früher
Trait 5: Spiteful Spirit - wie früher
Trait 6: Reapers Might - new in the line, before: Reapers Blast (life blast does more damage) --> got stronger, Plaque Blast gets a might-boon too.
_____
Trait 7: Spiteful Marks - as before
Trait 8: Signet Power - as before
Trait 9: Spiteful Vigor - as before
Trait 10: Axe Training - as before
_____
Trait 11: Chill of Death - as before
Trait 12: Training of the Master - new in the line, a Minion Trait as Tier 3 Trait in the Spite-Line... hmm. - before: Death Shiver (apply Spinal Shivers to enemies near you, when you enter Deathshroud)
I'm not familiar with Necromancer builds, do you feel that the new trait 11 and 12 are must haves?