Toss Elixir buffs
Toss Elixir R does that already, and removes 2 conditions per pulse when traited with Cleaning Formula 409.
Also you way over-buffed Elixir S lol. And you managed to nerf Toss Elixir U somehow (buff the actual Elixir).
With modifications, I could definitely get behind bringing back Elixir Builds, they’re pretty fair, in my opinion.
One thing I’d really like to see is a radius increase from the tosses, so supporting allies, isn’t so difficult.
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I’d like to see Acidic Elixirs not be so poopy!
Wahoo! Bye frands!
I’d like to see Acidic Elixirs not be so poopy!
Wahoo! Bye frands!
The main thing it needs is to not auto-reveal you when combined with elixir S. Perhaps also two boons stripped since it’s a large investment to use an elixir over a kit/healing turret. Maybe even apply an AoE blind, I dunno.
As far as the OP’s suggestions:
Toss elixir H – I think 2k is perhaps a bit high, although a heal on toss would be a nice little buff it could get.
Toss elixir B – this cannot be a stun breaker. As odd as it sounds, this would just make the ability too good, especially with it’s partner-in-crime elixir S. 8s of stabs also seems a bit long, but perhaps it would be more appropriate with the upcoming changes in HoT.
Toss elixir C – I don’t think this can be a stun breaker either. Maybe the base elixir could have it instead of the toss? That has a longer cooldown, so it would be less powerful as a stun breaker while still providing one.
Toss elixir U – the toss elixir is already quite valuble, but it’s frequently not taken because the actual utility skill (AKA “drink” elixir U) is highly suspect. The toss also doesn’t really synergize well with cleansing formula 409 or HGH. I can’t really think of what to do to that elixir though, it’s really the oddball of the bunch.
Toss elixir S – way too low a cooldown, especially considering that can be lowered to almost 20s with full investment in tools. The only thing keeping this ability balanced is it’s long cooldown. Putting it at that level simply gives too much access to stealth, especially relative to mesmers and thieves.
I’m a bit worried about the fate of toss elixir B in the expansion. With the stability changes, it could lose the only thing that makes it good. Hopefully it will at least provide a few stacks of stability, but even then I don’t know.
Some other suggestions you could use with HoT is something like resistance. For instance, if toss elixir C (and the drink elixir too) provided, say, ~3-5 seconds of resistance on use, that would make them directly more powerful and fit in with the theme too. Thus you can clear conditions, but also become unaffected by them for a short time. So even when that necro just reapplies 10 stacks of bleed, 15 seconds of poison, and chain fears you after you pop elixir C, at least you’ll be defended against it for awhile. It would also let you put resistance on allies via the toss to fulfill a more support-style role.
Maybe there could also be a new trait (or maybe mod acidic elixirs or something) so that the toss elixirs apply ~1-2 seconds of slow on enemies or something. I dunno.
EDIT: Oh also, there’s still bugs with the underwater toss elixirs. For instance, cleaning formula 409 does nothing for them. I don’t forsee those being fixed anytime soon though.
(edited by Yamsandjams.3267)
I’m actually looking forward to the stab changes with regards to Elixir B (the guard in my is scared the engi in me is excited) it’s such a mediocre stab already maybe with the changes it’ll be decent.
One thing I’d really like to see is a radius increase from the tosses, so supporting allies, isn’t so difficult.
this
one of the biggest problems of Toss elixir skills, is a hard application.
tbh, i would like to see part of elixirs used like shouts but with cast time to make, so Elixir B for ex-le would be
Spray elixir 450 radius
while leave the reviving, quicknessas it is
I’ve sent requests in mail to Anet and tried mailing devs in game (grouch) to change Toss Elixir U to be the same reflective bubble that turrets can be traited for, rather than the randomness of a reflective wall or a blinding wall. (Reflection 10x better)
Alas, nothing ever happened.
I’m actually looking forward to the stab changes with regards to Elixir B (the guard in my is scared the engi in me is excited) it’s such a mediocre stab already maybe with the changes it’ll be decent.
You are much more optimistic than me, but I hope the change is for the better too.
I’ve sent requests in mail to Anet and tried mailing devs in game (grouch) to change Toss Elixir U to be the same reflective bubble that turrets can be traited for, rather than the randomness of a reflective wall or a blinding wall. (Reflection 10x better)
Alas, nothing ever happened.
Having a circular AoE rather than the line would definitely synergize better with 409 and HGH, and the consistenty in the skill would be a breath of fresh air. However, I imagine this change wouldn’t be made because it’d lose the “randomness” to it. It days past, it was actually capable of making a line of warding too, but they removed that early on.
Though the smoke screen is not necessarily less valuable than the reflection wall, it’s just more situational. It’s capable of defending you against melee opponents while the wall isn’t, and it can be comboed for more stealth whereas the reflect wall will just get you retal. Though it’s a bit unreliable for dealing with melee opponents since getting the reflect wall doesn’t help in that regard, which is why people generally reserve it for dealing with ranged enemies and thus not wanting the smoke screen.
Then there’s also the galling fact that an engineer can make a wall of reflection or smoke screen underwater via toss elixir U, but guardians and thieves can’t.
Because sense-making.
I wouldn’t call it optmistic when my thinking is “well it can’t get worse reletive to other stabilities” of course the whole idea of stability might be completely kittened so… there’s that.
From https://forum-en.gw2archive.eu/forum/game/gw2/Stability-Change-Clarification/first#post4835530:
while Toss Elixir B (which is an area of effect ability for the engineer) will grant 3 stacks to 5 allies for 5 seconds.
Well, there we have it. 3 stacks. Since I mostly play WvW for competitive action, I feel it’s a bit low. Although it does give it to multiple people, so I can understand why they don’t want it to be that strong. It’ll be interesting to see how it compares to abilities like SYG.