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Topics - Bellatrixa

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Announcements / [Warning] Incoming Balance Patch
« on: January 29, 2018, 06:49:18 am »
An ANet dev You are not allowed to view links. Register or Login that the next balance patch should be dropping on Tues 6th Feb if all goes to plan.

Quote from: Karl McLain.5604
We are planning PvP/WvW splits, changes to the Confusion condition, regeneration effectiveness prioritization, boon/condition conversion table changes... PLUS MORE!! There are some mesmer changes we're excited about and hope to talk them about in more detail as we draw nearer to the update. Stay tuned!

Update 1st Feb:

Quote from: Gaile Gray.6029
A message from Robert Gee, Guild Wars 2 Systems Team:

Today I wanted to give you all a heads up on some important changes coming to the mesmer profession in the coming update. These changes affect phantasms, which are a core part of the mesmer profession mechanic (illusions) and as a result, will have a large effect on how the mesmer profession plays after the update.

In one sentence, these changes can be summed up as, "Phantasms become clones after their initial attack."

Here are the specific details of how it works:

  • Phantasms no longer will persist indefinitely. Instead, a phantasm will attack once and then automatically be destroyed. If interrupted during its attack the phantasm also will be destroyed.
  • Phantasms still can be targeted by skills and take damage while alive. Phantasms can be destroyed by damaging skills before they finish their attack.
  • A destroyed phantasm will be replaced with a clone based on your current weapon set. This clone will spawn regardless of how the phantasm was destroyed. The clone is spawned at the location of the phantasm at the time it was destroyed.
  • Shatter skills no longer destroy phantasms, and phantasms no longer count towards the maximum illusion limit.

This is a pretty large gameplay shift so I wanted to talk a little bit about why we are doing this and what it means for your mesmer gameplay.

The Illusion of Choice
Mesmers always have had a tension between clones and phantasms; this tension was designed into the profession when the game launched. The idea was that shattering clones would be good for burst damage while leaving phantasms active would be an option for sustained damage. Choosing whether or not to shatter was intended to be one of the core decision points for those playing mesmer.

However we've discovered as the game has developed and evolved that providing this tension usually ends up removing the incentive to use the profession's core mechanic and leads to more passive gameplay. This can be seen in a lot of "optimized" builds for mesmers involving summoning three phantasms and then auto-attacking for extended periods of time in order to avoid destroying the phantasms by using another illusion skill.

Mirrored Gameplay
In the past, we've made some corrections to professions with this type gameplay as seen with the changes to the warrior's Adrenal Health and Berserker's Power traits, which previously rewarded saving adrenaline over spending it. Phantasms are a mechanic entirely based on discouraging the use of shatter skills and as a result, correcting this has touched a larger number of skills and traits than it did for warrior. However our primary goal with these changes is the same: to create a more active profession gameplay loop that rewards spending profession resources over saving them. For mesmer this means play patterns which revolve around generating and shattering clones while phantasms can be summoned for utility, bursts of damage, or some combination of the two.

Power Return
Because the power level of phantasm skills and traits usually assume that the phantasm will not be destroyed immediately, we have done an extensive balance pass on all skills and traits related to phantasms as well as several related traits and skills. We've also taken this opportunity to re-evaluate some of the under-performing phantasms to rework them into more impactful skills. For example, the Phantasmal Defender skill now taunts foes instead of buffing allies and the Phantasmal Warlock skill summons two phantasms, each with a new attack.

Phantasmal Feedback
While we're committed to making this change to phantasms as we feel it will improve the gameplay health of the mesmer profession, we also recognize that there will be an adjustment period where players will need to adapt to these changes. This is one of the largest changes we've undertaken for a single profession short of creating new specializations, and we realize that it may be jarring to some players. We'll be You are not allowed to view links. Register or Login after these changes go live and make adjustments where necessary.

P.S. I'm sure that at least a few of you are wondering what this phantasm change means for Chronomancers in raids because the phantasmal avenger is a key component of keeping up alacrity for the party.

Quote from: Gaile Gray.6029
A message from Robert Gee, Guild Wars 2 Systems Team

With the changes to phantasms coming soon, I'm sure many players are wondering what this means for alacrity since phantasms are one of the key contributors of this buff in the current game. I wanted to take a minute to talk about alacrity and where things are headed in the next update.

A Lack of Alacrity
When we first started making changes to phantasms, we quickly realized that the new system would have a huge impact on alacrity uptime for chronomancers due to the changes to Phantasmal Avenger. We were actually okay with this since the whole point of the phantasm update is to make mesmer play more engaging. However, we didn't want to leave a huge gap in the duration of alacrity uptime for chronomancers. At first, we tried increasing the amount of alacrity provided by the avengers to compensate for the lower uptime, but we weren't very happy with this solution. The amount of alacrity uptime had to be pretty high to compensate for the limited uptime of the phantasm, and the change still meant that the alacrity application relied on an NPC entity. Moving some alacrity onto the other shield skill, Tides of Time, helped a little, but it wasn't quite enough, either.

Boon of Recharge
After some discussion, we decided that in addition to replacing quickness with alacrity on Tides of Time, we also would change alacrity into a boon. Originally, alacrity was built outside of the boon and condition system in order to make it feel like a unique buff. But as its use became more prevalent—to the point that it now enjoys nearly 100% uptime in certain game modes—we felt that the boon system was a better place for it to live. By being a part of the boon system it works better with the concentration stat, and it also has more counters and interactions throughout the game.

Time Distortion
With the conversion to a boon, we decided to lower the amount of recharge speed alacrity provides from 33% to 25%. We chose to lower this value because at 33% we felt it was a little too powerful compared to other boons and that easier uptime (due to interactions with traits and the concentration stat) should be met with a small decrease in power. For those who prefer alacrity with a bit more punch, we've updated the Chronomancer trait "Improved Alacrity" which now increases the potency of alacrity while decreasing the duration of incoming alacrity for the chronomancer only.

Clocking in Soon
As with phantasms, we also have done a pass on skills and traits that grant or interact with alacrity. You'll find alacrity in some unexpected places, such as the Thief's stolen bundle "Consume Plasma," and on the condition conversion list for skills like "Contemplation of Purity." We expect that there will be an adjustment period, but we think that these changes will be positive overall for alacrity use throughout the game while allowing chronomancers to maintain their current levels of alacrity uptime in a group.

2
Builds / Build Resources
« on: January 29, 2018, 06:25:22 am »
You are not allowed to view links. Register or Login - Use this build editor to make your own builds to share with others or to theorycraft.

You are not allowed to view links. Register or Login - Updated regularly with the latest meta builds for all game formats.

You are not allowed to view links. Register or Login - The current source of meta raid builds with DPS benchmarks.

You are not allowed to view links. Register or Login - High end fractal guild focused on T4 speed runs, good resource for optimal fractal builds and strategies.



Class Specific Guides

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If you have any links that you would like to see added to this post, please share away! 

3
General PvP/WvW / WvW For Dummies
« on: August 27, 2017, 07:15:35 am »
Work In Progress - Both formatting and content. Saves me formatting shit twice so please be patient as this guide takes shape :)


WvW For Dummies

Foreword
There's a few scattered resources out there for WvW in general, so the purpose of this guide is to pool information as well as adding some specifics. This means that some text is quoted verbatim, but the original authors are acknowledged in the bibliography/sources at the end of the text. This guide is less of a read all at once and more of a reference guide should you want to know something about the mode. If you’re looking for specific information, use Ctrl + F with the term you’re looking for, or one of the sections listed below in the contents to browse the guide more easily. 
I'm deliberately leaving out any profession specific guides as I feel these are best searched for on an individual basis via Youtube, and WvWers who can show you via streaming much more than can be explained in text. While there are indeed You are not allowed to view links. Register or Login comps just as in PvP/PvE, there is great diversity and constant innovation with builds and some top streamers run non-metabuilds. Just as in T4 Fractals and Raids, You are not allowed to view links. Register or Login are preferred for running with people you don't know, although some guilds will also have pug-friendly builds as well as their own specific comps.

RIOT WvW content is small scale roaming groups on Saturdays before reset with the focus being for the while on getting people acquainted with the mode in general. If people want more organised play in future, we can accomodate that if there's enough interest. However, the best way to learn WvW is to play it. If no one's around in Edge of the Mists or you feel confident enough, there's usually someone tagged up in the borderlands. Alternatively, you can get your feet wet roaming by doing easy You are not allowed to view links. Register or Login such as Big Spender (purchase a You are not allowed to view links. Register or Login from the guild hall, which are always welcomed as guild bank donations for scribing), in lieu of one or more PvE dailies. I highly recommend this daily to build up You are not allowed to view links. Register or Login, which are used to progress Reward Tracks. This way even if you don’t like WvW, you can work towards your Gift of Battle but over a far longer period of time.

   

Important Note: Some metabuilds will require HoT/PoF expansion content, some require access to both expansions. If you are interested in WvW semi-seriously, you will need preferably both expansions to access all attribute spreads and elite specialisations. You also will not be able to server transfer on a free to play account and we are a Dragonbrand based guild. If you are not on Dragonbrand but wish to WvW with RIOT, please refer to Section 1a in this guide about worlds and transferring, otherwise you will not be able to join us. We will not ignore you in WvW if you are on another server, you will simply be a bag to us ;)

Contents:

Section 1. Basics

1a. Getting Set Up
Game Settings and Keybinds
F11/Options Menu
Builds and Gear
Food and Utilities
Worlds/Home Servers and Population
Utilizing chat and Voice utilities
Dodging
Map Awareness
1b. Common Abbreviations and Terms
Skills
1c. Fields and Combos
Combo Fields on the Move
1d. WvW Rank and Ability Points


Section 2. Gameplay

2a. Commanders and Squads
Lieutenants
Squad Basics
Rules When Following a Commander
Supply Management
Effective Communication
Commander Communication Terms
Prioritizing Defensive Targets
Utilizing Zerg Numbers
Rules for Capturing Enemy Keeps
Using Supply During Defense
Militia
General Tips for Leading
2b. Siege and Supply
Siege Blueprints
Forging Superior Siege Blueprints
Guild Siege Equipment
Sieging Up
Siege Outline
Siege Tips
Fighting with Siege
2c. Structures, Tactics  and Upgrades
Guild Claiming and Upgrades
Upgrading Structures
Tactics
Sentries
Supply Camps
Capturing Supply Camps
Defending a Camp
Camp Assault Dos and Don'ts
Camp Defense Dos and Don'ts
Towers
Upgrading Towers
Tower Assault Dos and Don'ts
Tower Defense Dos and Don'ts
Keeps
Stonemist
Upgrading Keeps
- Westernmost Keep (Bay Keep - Alpine Borderlands)
- Easternmost Keep (Hills Keep - Alpine Borderlands)
- Center Keep (Garrison)
Keep Assault Dos and Don'ts
Keep Defense Dos and Don'ts
2d. Roaming and Scouting
Roaming
Small Group Objectives
Contesting
Ninja-ing Structures
Yakslapping
- Assaulting Dolyaks
- Defending Dolyaks
Calls
Scouting
Player Sentries
2e. Havoc/Fight Groups
Small Group Composition
Small Unit Tactics
Utilizing Fields with Small Groups
2f. Zerging
Front Line / Back Line
Might Stacking
Engagement
Bombing/Bursting
Portal Bombing
Party Harasser/Roaming Party
Target Priority
Pushing
Using Crowd Control (CC)
Movement
Holding/Contesting
Regroup
2g. Additional Tactics
Contesting and Swords
Facials
Ballista Flanking
Turtling Tactics
Foreplay
Sealing The Breach
Rez The Claimer
Enjoy Your Walk
Golem Portaling
Rally Chains
Chain Veils
Warbanner
Dealing with Hammertrains
Running out Boons
Forcing Cooldowns
Baiting the Bomb
Resetting


Section 3. Scoring and Rewards

3a. Skirmish and War Scores
Ticks, Pips and Participation
3b. WvW Reward Track
3c. Skirmish Reward Track
3d. Legendary and Ascended Armour
3e. Legendary Backpack


Section 4. Resources, Acknowledgements and Further Reading



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