Proximo Admin replied

708 weeks ago

So according to the latest patch notes, they've added "Trait tiers".


So it sounds like it works like this:

So, for example, if you pick up only ten points in a line, you won't have access to every major trait–you will, in fact, be limited to X number of arbitrarily determined major traits.

If, for example, you're an elementalist and you put ten points into fire, instead of having access to all major traits, you would only have access to, say, Conjurer, Ember's Might, Lava Tomb, and Spell Slinger. If you put twent points in, you gain access to those traits, plus, say, four more. If you put all thirty points in, your last major trait slot can be filled by any.

If this is the case, this is a bit disappointing as it kills a lot of different builds and limits customization. We'll have to wait to see for sure, but I hope it's not what it sounds like.

Ziddy Admin replied

708 weeks ago

May be a good thing, the game as it is right now has too much variation. This would limit builds that let you stack a stat for little commitment.

Proximo Admin replied

708 weeks ago

I mean it makes it easier to balance I guess, I just hope they don't take it to the extreme like in most MMOs where you have to invest heavily in a tree for one skill and the rest is crap you don't need or has nothing to do with the build you're going for. As it stands right now though, it feels pointless theorycrafting builds until we know how it turns out for sure.

Howl replied

707 weeks ago

Not sure why they are changing it, I think the system is fine and quite complex and this change is just making traits way less complex.
I don't know if this is bad anyway, could be better in the long run, hard to judge now.

Ziddy Admin replied

707 weeks ago

Okay more info on this has been released from a pcgamer live stream

Tier 1 - 1-6
Tier 2 - 1-10
Tier 3 - 1-12

Pretty good, but I need to check if my ideal build works with this now.

Apparently Utility skills are also Tiered now hmm

Edit -
Seems to work fine with my build, but then again I don't try to go jack of all trades. A lot of QQ about this on the forums, but its not the end of the world. May end up limiting OP ass builds with pure damage or utility.

Proximo Admin replied

707 weeks ago

I think it still gives a lot of flexibility but makes it easier to balance.

Ziddy Admin replied

707 weeks ago

I'll do everyone a favor and list the traits most affected
(All require Tier 3 Traits)
So essentially, No class can have more than 2 Traits from different trees that I have listed below. You also can't have 2 traits from the same tree. You be the judge.

Elementalist
Fire: Each Fire spell casted gives might
Air: Auras Grant Swiftness and Fury when applied
Earth: Keep passive signets when you use them
Water: Auras apply to allies (fury +20% crit chance)
Water: Dodges Remove 1 Condition
Arcane: Create Boon on Dodge (might, regen, swift, protection, vigor)
Arcane: Create Spell on Dodge (burn, chill, blind, vulnerability, immobilize)

Warrior
Strength: 3 stacks of might on any physical utility skill used
Arms: Gain Frenzy for hitting someone with less than 25% (frenzy is like +15% crit dmg)
Tactics: Shouts Heal
Discipline: Bursts cost less
Discipline: Bursts recharge 20% faster

Guardian
Zeal: Greatsword attacks heal you
Radiance: 1 handers gain +15 Crit Chance
Valor: Healed on Mediation use
Valor: Healed on boons to allies
Honor: Shouts remove conditions
Honor: Nearby allies gain passive regen
Virtue: Every 4th attack instead of 5th causes burning

Engineer
Explosives: Bomb explosions heal allies
Firearms: Stability and Toughness when using a flamethrower
Inventions: Explosions from mines remove player boons
Alchemy: Elixers give might
Tools: 50% faster endurance regen

Necromancer
Spite: Spinal Shivers on Enemy when they are below 25% health
Curses: Scepter conditions apply weakness
Curses: Chance for weakness on crits
Death Magic: Minions die in cloud of poison
Soul Reaping: Stability in Death Shroud
Soul Reaping: 50% cd reduction on Death Shroud

Ranger
Skrirmishing: Quickening Zephyr at 25% HP (atk speed + movement speed)
Nature Magic: Remove condition on roll
Beastmastery: Bird Screeches cause fear

Thief
Deadly Arts: Immobilize when hitting someone with @ 25%HP
Critical Strikes: Crits with pistols cripple
Critical Strikes: Gain initiative on Signet use
Hidden Thief: Stealing grants stealth
Acrobatics: Gain haste when CCed
Acrobatics: 10% runspeed in stealth
Trickery: Pistols have a chance to ricochet
Trickery: Stealing Dazes

Domination: Can use mantras twice before channeling
Domination: 50% chance to stun on Daze
Dueling: 1sec Distortion on Signet Use (Evades attacks)
Chaos: Signet use removes conditions
Chaos: Cloaking lasts 1 second longer
Inspiration: Heals you and allies on Mantra
Inspiration: Heals you when illusions are shred
Illusions: Diversion hits multiple enemies (Daze)
Illusions: Shattering effects apply to yourself (vulnerabilty up to 4 seconds and other effects)

I skipped over skills I thought were useless but I don't play a few of these classes so I wouldn't know.

Anyway, its hard to say who gets screwed the most, but I know my guardian build did. I would say thiefs and rangers will be affected the least. While Mesmers, necros, and elementalists received moderate nerfs to their builds.


last edited 707 weeks ago by Ziddy

Proximo Admin replied

707 weeks ago

http://gw2.luna-atra.fr/skills_tool/?lang=en&code has the numbered traits so you can check on there as well. Unless they moved any of the traits around.

Ziddy Admin replied

707 weeks ago

Yeah apparently some traits were moved around, so we'll find out for sure once we get beta.

Proximo Admin replied

707 weeks ago

Yeah looks like they changed a bunch of traits, moved stuff around to different trees and stuff.
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