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Weapon Swap w/ a Catch!
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Eh no. That would defeat the purpose. I DO think we need weapon swap, but it should have this restriction: weapon swap cooldown is tied to attunement swap cooldown. That is, you cannot swap to another weapon until all your attunements are off cooldown. Gives us many more possible builds/tactics/range options (which we are supposed to have as the “masters of versatility”) without making us overpowered and able to pull off ridiculous chain combos.
Endless Petrification Tonic
why not make the attunement swap count as a weapon swap?
why not make the attunement swap count as a weapon swap?
Attunement swap already counts as weapon swap
Oh Lord he’s at it again
honestly I don’t see a really need for weapon swapping for us. Sure it be amazing but then we be nerfed so deep into the ground we never see light again because of our 40 skill options.
Wouldn’t mind a out of combat weapon swap but thats because i’m to lazy to switch between mobs. but it you really feel you must have some kinda swap then lets making it something like an large cooldown utlility or elite skill. that be the only way a ele’s weapon swap would even be possible without a major uproar.
Actually i have 2 feasible suggestion for this subject
1: When you swap other weapon , all previous cooldowns are still present on new weapon set. Suchs as, your air 3 skill on 50sec cd after you change new set, your new weapon air 3 skill has 50sec cd going down.
2. When you swap weapon, your all skills on new set goes full cooldown.
Not this thread again…
The reason why we don’t have nor will ever get in-combat weapon swap is because ArenaNet wants to limit the number of potential combinations. It backfired on them in Guild Wars 1 and therefore they put restrictions on it in Guild Wars 2.
Other reasons include needlessly complex mechanics just to make it work, potentially overpowered combinations that nobody may forsee right now), the fact that range isn’t a deciding factor in our weapon choice (anywhere other than jumping puzzles maybe) and of course the conjure weapons, which are designed to compensate our inability to swap weapons.
It’s just not worth the trouble you’ll create by adding it. And when it comes to out of combat swapping, that can easily be incorporated with a traitbuild/equipment swapping feature, which would benefit all players rather than just the elementalist.
and of course the conjure weapons, which are designed to compensate our inability to swap weapons.
They are? Where is the 1200 range Conjured Weapon then? That’s the only thing that is missing to allow all Ele types to use all types of range just like every other profession can -very easily- do.
and of course the conjure weapons, which are designed to compensate our inability to swap weapons.
They are? Where is the 1200 range Conjured Weapon then? That’s the only thing that is missing to allow all Ele types to use all types of range just like every other profession can -very easily- do.
If you want that range, there’s a bunch of signets and an arcane skill.
But the main thing is that the range on elementalist’s weapons is pretty much irrelevant. An evasive arcana staff wielder spends a lot of time in melee too, and a dagger ele has enough gap closers to quickly get back into range. In fact, you even have a 600 range projectile attack on what are otherwise pretty much melee weapons…
Seriously, range is a secondary stat on ele weapons.
If you want that range, there’s a bunch of signets and an arcane skill.
But the main thing is that the range on elementalist’s weapons is pretty much irrelevant. An evasive arcana staff wielder spends a lot of time in melee too, and a dagger ele has enough gap closers to quickly get back into range. In fact, you even have a 600 range projectile attack on what are otherwise pretty much melee weapons…
Seriously, range is a secondary stat on ele weapons.
Signets and Arcane cannot be used all the time, they have ridiculously long cds for what they offer and gap closers are pretty much useless in PvE and dungeons, the point in many of those encounters is to stay at 1200 range and dps from a distance, something that an Ele can do only with a staff… A 1200 range conjure could “solve” this serious issue, so Eles aren’t forced into using only Staff in certain encounters. Even 900 (Scepter) is lacking at times.
You can ‘dps from a distance’ with daggers if you need to. There’s almost no fight that requires 1200 range and makes anything less than that useless.
The range of the ele weapons is a secondary stat, not their defining trait.
Ehmm…. the range is a huge factor to a fight, try this : Be immobilised from a ranger
and with your cantrip in cooldown… stay there for x second and you can just play with your thumbs. OR you can cap a point (sPVP) and a Warrior shoots you from above the rocks. You can easily try to hide running like a chicken or stay die. Truth is that the D/D is in a huge disadvantage in a fight if the opponent knows how to use the enviroment.
Ehmm…. the range is a huge factor to a fight
My apologies if I made it sound like it makes no difference, because there’s obviously an advantage to having a bigger range. What I meant to say is that dagger have so many ways to close the distance that it doesn’t matter so much to them that it’s a deal breaker.
For starters, their attacks aren’t strictly melee attacks as they can have up to 600 range, but at least 400. Furthermore, they have snares and stuns of their own to make sure the target won’t get away easily. Finally, they have plenty of condition removal and stunbreakers and if Lightning Flash is added to that, you can see that the only place where range would be an issue is jumping puzzles.
Range is a factor, sure. But there are ther differences between dagger/dagger and staff that are more noteworthy than their range difference. The playing speed, mobility and combo fields to name but a few.
In short, I wouldn’t swap weapons or cast conjures solely for the range. I’d pick a conjure that actually does something different. If it has a better range, then great, but not just for the range.
Truth is that the D/D is in a huge disadvantage in a fight if the opponent knows how to use the enviroment.
The same can be said for most staff skills.
(edited by ThiBash.5634)
In short, I wouldn’t swap weapons or cast conjures solely for the range. I’d pick a conjure that actually does something different. If it has a better range, then great, but not just for the range.
Just pointing out that I literally never play d/d because I can’t stand being restricted to close range, and that my main gripe about the ele is the lack of viable ranged options.
Well, the Attunement tree is all about switching attunements, this change would make it where you focus on mostly all the other trees instead.
Would love to see a “Focused” Mage. (Just Fire, or Just Water ect ect.)
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(edited by Daecollo.9578)
Would love to see a “Focused” Mage. (Just Fire, or Just Water ect ect.)
Anet abolished that idea, they wanted so called rainbow eles in gw1 for so long time, now in gw2 their dream was fulfilled.
Here’s another idea. What if you could disable 2 elements to gain weapon swapping? For instance, disabling fire and earth would allow an elementalist to still use wind and water with weapon swapping. That keeps the number of available powers at 20, gives elementalist the ability to change their range on the fly and opens up a LOT of new builds. All those, “only in fire attunement” traits would make a lot more sense if you have 10 available fire skills instead of 5".
I wanted to see just fire or ice…
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Here’s another idea. What if you could disable 2 elements to gain weapon swapping?
That would still leave the initial problem of adding new combinations, which goes directly against Anet’s initial design plans. The idea seems reasonable (more reasonable than most I’ve read so far), but it does create a lot of new combinations that have to be taken into account and balanced.