Q:
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.
Q:
Is it me or now it is not affected by swiftness?
Because you know
mobility is a tradeoff for elementalists
Cit.
If its true i won t add any more comment….my opinion about balance team is so low that i think any player would do better even the most biased.
If its not… the lag is becoming unbearable.
Just tested it. It isn’t affected by swiftness.
Edit: Just for the sake of testing, #3 doesn’t seem affected by it either, though the range on it is a lot longer than #4.
(edited by Chesire.9043)
skill 3 affected by superspeed, took one on my trapper ranger, and dat distance tho! u wont believe me how op it is w superspeed (the distance)
Yep, you’re right. It’s no longer affected by swiftness. Another stealth nerf or hopefully just a bug. Dont know why they would nerf it. as far as movement goes, it’s essentially the same as warrior GS skills, and those are affected by swiftness. Didn’t they change it so #4 isnt affected by immobilize? Cuz im sure some fool will try to use that as justification for it not being affected by swiftness. I only need to point out “mobile strikes” on warrior and the fact that FGS is an elite on a 3 min cooldown that is now ONLY useful for running away since the damage is so horrid you’re better off auto attacking. Nerfing the damage to the point that its not worth taking over a racial skill and also nerfing the movement would make FGS the absolute worst skill in the entire game. If they insist on making this skill weaker and weaker, they’d better drastically reduce the cooldown. even at a 45 second cooldown it would still be pretty terrible in its current state.
(edited by Nikkinella.8254)
As i said prepatch i remember iaiah Cartwright wanting to nerf FGS mobility.
He said ele is not supposed to be mobile since mobility is a tradeoff (tradeoff of what exactly? but if we look at how warrior weakness to condition is actually one of its many srtengths we can get an idea).
And i expected this completely illogical nerf to come this patch.
Since devs doesn t read this section you might want to answer warriors player that said that is fair because its a conjured….
In Profession Balance section
That makes no sense. Temporary summoned weapons should be better than normal weapons BECAUSE they’re only temporary, and you give up all your normal skills by picking one up. Warrior logic, pffft. Also, as long as we’re talking about conjured weapons, how come they gave guardian spirit shield a stunbreak but didnt give one to earth shield? That change would make that useless skill actually worth slotting for once. and they should buff ice bow’s rapid fire-like skill to be on par with the new ranger rapid fire.
(edited by Nikkinella.8254)
The only reason I keep it on my bar is summon in a big fight to prepare for escaping. Summon, rush in, use #5 for the free AE damage, then drop it. If the brown stuff hits the fan, then I just pick up the other one (assuming an ally didn’t) and get the eff out of dodge.
Usually allies won’t even use it though, and it’s understandable as to why.
FGS#4 is no longer affected by swiftness, no, but it’s also unaffected by chill or cripple now.
I’m not sure why this matters now, since chill/cripple no longer let you stack fields together as of this patch *anyway*... but I guess it’s sort of useful for low-cleanse builds who still want to move around?
It still sucks as a gap closer, what with none of the rest of the FGS skills making good use of melee range, and dropping the weapon destroying that copy permanently.
It matters in WWW roaming when you have to actually move fast to defend camps.
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