pve ,wvw or just useless skill list in pvp

pve ,wvw or just useless skill list in pvp

in PvP

Posted by: dzindzinier.6138

dzindzinier.6138

write skills that u think that are useless in pvp (like not hot joins but the real tpvp) and will be useless probably in future….
maybe i will write from engi view :
Elite :mortar-useless -maybe comletely changed would do something ,but i think it is better to give new skill
eliksir x -not useless but first shouldnt be random, u should choose it in trait(for example) what u want to get tornado or rampage ,why random with engis so much ..dont understand it it is not professional
all turrets -turrets are good idea but machanics has to be different in pvp completely
maybe they should be unkillable or something and than disapearafter sometime ,maybe they should have wheels or something and follow u if traited…..

rest of the skills are not useless,need corrections probably but not useless
i think other profs have more useless skills ….

traits:didint find a useless trait

pve ,wvw or just useless skill list in pvp

in PvP

Posted by: DiogoSilva.7089

DiogoSilva.7089

From an elementalist’s point of view, here’s the skills I think need tweaking or rework. I’ve been thinking of them over the year, so I’m not making it up as a write them.

Signet of Fire
The precision/ burning combo doesn’t makes much sense. Critical builds probably won’t want to sacrifice direct damage input for condition damage, and vice-versa. Even if the trait Burning Precision were ever to become any good, it would be uninspiring to sacrifice critical chance for burning, to apply even more burning.

My suggestion is to change the passive effect, and add a precision signet down the road. Now, what passive effect would be nice for this? I honestly don’t know.

A bigger change could be:
Passive: Increases Burning and Might duration for 20%.
Active: For 6s, you have swiftness and leave a fire trail behind you.

This way, you could sacrifice sustain to escape and punish those who go after you. Or to create your own flamewall/ fire circle.

Signet of Water
I have a great suggestion for this trait.

Passive: Conditions applied to yourself last 15/ 20% less.
Active: Heal yourself and allies nearby you.

Allows elementalist players to further specialize in party healing, and sacrificing long-term defense for short-term survival adds an interesting choice.

A Signet of Ice/ Chilling/ Blizzard could be added in the future for the chill effect.

Signet of Earth
Ok, I don’t think this one needs much work. The choice is already interesting. But I’d say that the active should add a nice stack of vulnerability. Maybe 5 stacks of vulnerability for 3-5 seconds.

Signet of Air
Honestly? Add a 1s “evade” effect on active, instead of the blind. Or else, up its damage considerably for offensive roamers to burst down while stun breaking. Probably as much damage as Lightning Flash.

Cleansing Fire and Armor of Earth
Those are used, but a bit underwhelming. Lower the cooldowns. 35s for Cleansing Fire. 60s for Armor of Earth, but tone down its boon duration from 6s to 5s.

Glyph of Auras
This one doesn’t exists, but the name says it all. It would be quite sexy for an aura build. Also, stun-breaking, please. Would 90s cooldown be a bit too high? Considering it can add fury, swiftness, protection and even be aoe once traited…

Glyph of Elementals/ Lesser Elementals
Make the AI cast its strongest spell at the beginning of combat. The current problem with elementals is that they are unreliable. Make sure that, for example, casting the elite on water or on earth will be followed right after with the healing field or aoe protection. This way, players will use them not only for the passive pet, but also for the initial effect.

Glyph of Storms
Does Fire Storm deals higher damage than the other effects? If no, it should, or else it should apply 1s of burning every 3s or so. Lightning Storm should add stack of vulnerability per hit. The range should be 1200, or else it feels unnatural while wielding a staff. If the skill still doesn’t becomes viable this way, just tone down the cooldown to 45 seconds.

Glyph of Elemental Power
33-50% chance to trigger, or 30s cooldown, or 45-60s duration.

Glyph of Renewal
Fix the bugs? :P Also, all revive skills should work on dead NPCs in pve.

Arcane Shield
It’s used when a lot of defense is needed, but always secondary to Mist Form. 60s cooldown to help it a bit.

Arcane Power
No idea! But maybe the cooldown could be lower, or the skill could also increase critical damage by 10%.

Tornado
Toughness needs to be doubled, too. Otherwise, have it pull in foes like whirlwind.

All Conjures
Instant cast time, with a stun break on conjure shield. Lightning Hammer needs less damage on auto-attacks and more damage on the remaining four skills. Its Lightning Storm is bad, as well. Frost Bow needs a better auto-attack (maybe with better healing), and an extra healing skill (Frost Fan could heal allies in addition to the current chill effect). It’s currently not making much use of the extra healing power it gives. Flame Axe could get some extra defense. Maybe cripple on #2. Fiery Greatsword also needs an additional form of defense. Earth Shield needs more damage overall, but instant cast + stun breaking would already help it tons.

(edited by DiogoSilva.7089)

pve ,wvw or just useless skill list in pvp

in PvP

Posted by: Master of Timespace.2548

Master of Timespace.2548

All mesmer skills. Source: pax tournmanet.

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