Geyser & Healing Rain
Maybe cause healing rain is huge!!
Why not just give healing rain a small heal and make geyser last a bit longer?
Or at least make geysers combo field last longer.
While you are at it make earth 4 not suck and increase damage on anything and everything. :P
Btw if i remember correctly gust is the only skill that the game throws at your enemys CURRENT location which results in an miss 90% of the time.All other ranged attacks count your enemy’s speed into the euqation and aim the attacks at what will be his position if he keeps moving at same speed in the same direction!
Why??Are eles the cool kids to have a different mechanic?I think dust devil does this too!!
since they fixed healing rain, staff water line is pretty solid..
what they could do to mildly improve on it: If spellcaster is in blast radius of [ice spike], then player gets 2 seconds of ‘frost aura’
i agree gust is a joke and should simply be scrapped for a skill that actually works..
since they re-worked it, i actually think it fails in More situations than it used to..
and they do need to buff [unsteady ground] or [stoning]
at least in fire attunement [lava font] and [flame burst] make up for [fireball]‘s —— poor damage output.. sadly, because earth attunement has crowd control, combo, and support role capabilities.. they’ll never throw us a bone in that department.. they increased [unsteady ground] duration, yayh?
also, [chain lightning] doesn’t chain enough and needs a range increase.. otherwise, it serves very little purpose
They really ought to make a Trait that causes Healing Rain to do damage or cause vulnerability and geyser maybe blind or cause damage. Because let’s be honest… a geyser is a very dangerous spout of steam but in Guild Wars 2… it’s a sprinkle of water. lol
Why would you want chill if you already have an ice combo field, an ice elemental elite and some random skills to makeup the gap (if the projectile combos don’t do that first)?
Why would you want chill if you already have an ice combo field, an ice elemental elite and some random skills to makeup the gap (if the projectile combos don’t do that first)?
Hanging out in the AoE would be much easier if everything you were kiting was slowed. I just really like the idea of “good for me bad for enemy” aspects in AoE.
Why would you want chill if you already have an ice combo field, an ice elemental elite and some random skills to makeup the gap (if the projectile combos don’t do that first)?
Hanging out in the AoE would be much easier if everything you were kiting was slowed
. I just really like the idea of “good for me bad for enemy” aspects in AoE.
That’s your inner mesmer speaking. You should answer it.
Why would you want chill if you already have an ice combo field, an ice elemental elite and some random skills to makeup the gap (if the projectile combos don’t do that first)?
Hanging out in the AoE would be much easier if everything you were kiting was slowed
. I just really like the idea of “good for me bad for enemy” aspects in AoE.
That’s your inner mesmer speaking. You should answer it.
LOL I love this!
Geyser has too short a duration to do anything other than really well coordinated Blast Finishers for healing. It’s so lackluster on it’s own. A change is welcome.
Healing Rain is fine as it is. I mean, I’m thankful enough that casting the skill won’t root you anymore.
later. It doesn’t care that I’m there.”
Geyser has too short a duration to do anything other than really well coordinated Blast Finishers for healing. It’s so lackluster on it’s own. A change is welcome.
Healing Rain is fine as it is. I mean, I’m thankful enough that casting the skill won’t root you anymore.
Reduce healing per pulse by 40% and add another 2 seconds to the skill duration + a 10-15% recharge increase. This increases ability to provide the intrinsic support staff was designed for without the ele speccing into healing power just to get something out of the skill, while also preventing cleric eles from spike healing with it. While this allows much more time for blast finishers, the reduced healing will prevent spike/sustain healing from anything that isn’t completely specced for it. It also rewards creative skill placement since you have more duration to work with.