221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
I’m sure these have been brought up before, but I’m new to ele and would like to share my thougts on changing some skills…
Staff 2 Fire- increase radius.
Staff 4 Fire- widen the trail substantially.
Staff 2 Water- speed it up.
Scepter 2 Fire- speed it up. increase radius.
Scepter 3 Fire- direct target attack, not reticle aiming.
Scepter 2 Water- increase radius.
Scepter 3 Water- direct target attack, not reticle aiming.
Horn 4, 5 Fire- sounds hideous. change sound.
Horn 4, 5 Water- sounds hideous, change sound.
Horn 4, 5 Air- sounds hideous, change sound.
Horn 4, 5 Earlh- sounds hideous, change sound.
Thank you very much!
Edit-
Staff 1 Fire- cooler projectile.
Staff 1 Water- cooler projectile.
Staff 1 Air- cooler projectile.
Staff 1 Earth- cooler projectile.
Scepter 1 Air- sounds like a baby rattle. change sound.
Thank you very much again!!!
(edited by Swagger.1459)
Welcome to the elementalist.
Elementalist auto-attacks are mainly worthless.
I disagree on just about every point. It sounds like, based off of requesting Ele to lose a blast finisher (Scepter fire 3) outside of combat by turning into a projectile and losing dps or using Water Trident as a projectile (which makes 0 sense and would require them to nerf the healing on the skill), you haven’t actually learned the class before asking for buffs.
Staff 2 fire is wide enough: on top of that, this has already been buffed with the June patch with staff AoE becoming baseline. If you aim well with this, you should be having 0 problems.
Staff 4 fire is wide enough as well. You can literally turn you camera 180 and use 4 through the enemy while kiting them. The main use of this skill isn’t dps, hence called Burning RETREAT.
Staff 2 water – Water isn’t about the dps. Since you have a chilling field already, you can use it when they’re slowed and if they waste their dodge, you can instantly pull combos like swapping into air for the stun field before meteorshower + arcane brilliance for immob on hit trait. There are so many things you can do with this skill that your request would literally ruin combos. The delay on it allows you to swap into other attunements and bait out dodges.
Scepter 2 Fire – The slowness can force enemies to dodge, just like staff 2 water. You have tons of tools on Ele to knockdown, stun, immob, etc. and it should almost always hit if you know what you’re doing. Also, you can just chain Fire Grab at the end of their dodge to hit them or waste their 2nd dodge which you can then just use Phoenix to hit. You can even Signet of Earth + Dragon’s Tooth for an ensured hit.
Scepter 3 Fire – Have you even played Ele? You can abuse Phoenix to hit 3 times (the projectile hits twice, the blast hits once) and deal max dps: if you make it a projectile, not only would you give up a blast finisher outside of combat, you would being losing dps.
Scepter 2 Water – Same thing with the staff 2 water. It’s slow so enemies can dodge out of it, but you can abuse it to lead enemies into other aoes and fake them out multiple times.
Scepter 3 Water – It appears you don’t understand the philosophy of gw2 either. They don’t want you watching HP bars and simply clicking on someone to use a heal. Heals are AoE for a reason, because they promote skill to heal people, thus the heal itself can be stronger (compare staff 1 auto on water versus soothing mist or regeneration. Staff 1 requires aiming, thus can be stronger.)
Warhorn – if you don’t like the sound, mute your weapons or don’t use it.
Scepter 2 Fire- speed it up. increase radius.
Scepter 3 Fire- direct target attack, not reticle aiming.
With things like these, I don’t know why they can’t give us both target attach (if we have a target and quickly tap) or reticle aiming (if we hold it down). Shouldn’t be hard to do. Dragon’s Tooth even used to be target-locked before it got changed to ground-targeted.
Gust should Launch instead of Knockback. Staff Water 2 should lose it’s vulnerability, double the CD, and become a blast finisher. Earth 2 should be able to be pressed twice to instant explosion but reduced damage / bleed stacks. Windborne Speed should remove Slow. FIREBALL SHOULDN’T LOOK LIKE A TENNIS BALL
Scepter needs a lot of buffs. These? Absolutely not. Dragons tooth van be a bit faster, but it should be easily evadable if not srunned (huge dmg, low cd). Phoenix direct target will miss sometimes and reduce its damage otherwise (cast it just behind the target for 3 damage instances). Water 2, that one needs way more than a speed up. Id suggest a reveal +radius increase. Water 3 targetable?! What if I want to heal myself or an ally??
Gust should Launch instead of Knockback. Staff Water 2 should lose it’s vulnerability, double the CD, and become a blast finisher. Earth 2 should be able to be pressed twice to instant explosion but reduced damage / bleed stacks. Windborne Speed should remove Slow. FIREBALL SHOULDN’T LOOK LIKE A TENNIS BALL
Staff 2 losing vulnerability? Well, what about piercing shard? I would actually advocate for increasing the duration of that vulnerability to something more reasonable than 10 seconds.
Weak Spot could also see some improvement; I would like to see 2 stacks of vuln instead of the 1 we see for 5 seconds (It’s a grand minor that grants 3 stacks of vuln maximum at the moment).
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