Showing Posts For Adiemus.2081:

new Mai Trin fractal boss bug?

in Bugs: Game, Forum, Website

Posted by: Adiemus.2081

Adiemus.2081

Lvl 35 Mai Trin boss fractal. Not sure if Mai got regen due to the instability from poison.

After the first barrage phase finished @75%. The firstmate go backs up to lauch another barrage while Mai Trin stayed down there. Since firstmate is not down there to launch the electric attack, we couldn’t remove the Captain’s shield.

The barrage continues until Mai Trin reaches 50% and go back up for another barrage phase. So in short, 3 barrage phase from 75% to 50%, non-stop.

Believe this is introduced after the fix for lvl 37, as, Mai now stay down here correctly after the first barrage but firstmate wasn’t fixed.

Vaporform in molten boss fractal not working

in Bugs: Game, Forum, Website

Posted by: Adiemus.2081

Adiemus.2081

In the molten boss fractal, my Ele went down from the Firestorm’s fireball (the attack that left a lava font on the ground) and my downed skill 2, vapor form, will not pop, that is, I pressed it and nothing happen and it go on CD.

This happened everytime I’m downed by the Firestorm’s fireball but vapor form did pop correctly if I’m downed by every other attack.

Anyone can confirm with me this is a bug?

List of balance changes

in Fractured

Posted by: Adiemus.2081

Adiemus.2081

Urban: New checkpoint at the Dulfy’s gate after the gate is broken, thus to reset the NPC, everyone need to run back to the starting tent.
Urban: NPC can now be aggroed to fight and then wiped against the infinite spawn ascalonian outside the Dulfy’s gate.

Volcanic: The final boss has reduced HP/or toughness

Charr army getting new AI in urban fractal?

in Fractured

Posted by: Adiemus.2081

Adiemus.2081

Anet added a new checkpoint at the Dulfy gate in Urban Fractal and coupled with the new Charr army AI of aggroing anything within 1200 range, it has become a nightmare.

This is what happened: we wiped after one guy(or the NPC aggroed the mages after the dulfy gate is broken. We then all come back alive at the dulfy gate, and realised that no NPC has been resurrected. After 3 more wipes we all ran back to the starting tent and the NPC then correctly reset.

We then set out again, hugging the south wall of the map toward the gate and then the army got aggroed by the infinite spawn ascalonian fighting in the middle of the map. They wiped. We tried three more times trying to lead the charr army to the gate without them aggro the ascalonian and all failed. On the last try, we managed to get to the gate with everyone together and as we start clearing the mages at the gate, 1 brave shadowblade went in and suicide while the rest of the charr army turned back and went back fighting the infinit spawn(and then wiped). We felt the new AI no longer set the NPC to attack the player’s target or enemy thats attacking the players, but randomly any enemy within a radius of 1200.

Luckily its only lvl 31 and we have 3 guardians, we fought to the courtyard by ourself. But I can’t imagine how to do this any level higher.

Mai Trin Fractal teleport bug or intentional?

in Fractured

Posted by: Adiemus.2081

Adiemus.2081

When ever I go near the wall (random points along it, not the full length of the wall) of the boss fight against Mai Trin, I get teleported to right in front of the door. This get me killed multiple times during the barrage phase.

Is this intentional or a similar bug that happened with TA AP path boss?

And also I’ve heard there’s a massive difficulty with Mai Trin on lvl 37 with the Keep Them In Line instability where Mai Trin get regeneration when it is invulnerable, i.e a simin situation. This intentional too?

Anet's rationale behind Ele's changes

in Elementalist

Posted by: Adiemus.2081

Adiemus.2081

I question him, because, seriously a S/D build without persisting flame?

Lol persisting flames is a really bad trait..he is talking about pvp there!

Now I understand everything. We have a PvP player balancing PvE . No wonder.

By the way S/D with persisting flame giving perma fury is pretty welcome in high level Fotm.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Adiemus.2081

Adiemus.2081

Elementalist water and arcane trait movement – many ele players are posting here worried about how the changes will affect their build. I believe that is because people do not like change, and have grown so accustomed to 30 in water and arcane that they cannot imagine a world without those traits. The moving of key adept traits to master is an excellent move in order to force hard choices for these traits that were previously so good at the adept level that it was very difficult to pass them up. Adversity builds diversity. If certain traits are so good that it only makes sense to take them, you end up with everybody running the same build. Now you have all these eles running 30 arcane for a long time afraid of change. Please do not let that deter you from making these necessary changes. Forcing difficult choices for players making builds is GOOD and encourages diversity – keep it up!

I’m sorry but I totally failed in understanding your logic here or you are being satire.
If I’m running arcane 30, changing V and VI up to Master only means I’m more reluctant to give us the 20 arcane points so I can keep them. In fact I’m currently running 10 arcane, so I can swap between V and VI depending on the situation, but now I’m almost sure I’m going up to 20 arcane.

If you want to create diversity, you are looking to find ways to make a trait not as dependable and vital. Making hard choices are totally irrelevant if the traits we are talking about are in the same trait line.

Also its the best not to guess what other people are thinking. That just make you sound like a fool.

Anet's rationale behind Ele's changes

in Elementalist

Posted by: Adiemus.2081

Adiemus.2081

I question him, because, seriously a S/D build without persisting flame?

Anet's rationale behind Ele's changes

in Elementalist

Posted by: Adiemus.2081

Adiemus.2081

The changes we’ve done to Ele are actually going to drastically increase the amount of build diversity. The arcane recharge change really does add the flow the Elementalist needed when not spending points in Arcane. This will now allow players to stray away from spending points in the Arcane line. Ele’s will now experience faster attunement swapping as well because they will be down to 1.5s globals when they have zero points spent in Arcane and 1.2s globals with 30 points.
This makes:
13 second recharge on 0 points Arcane
12 second recharge with 10 points Arcane
11 second recharge with 20 points Arcane
10 second recharge with 30 points Arcane
Dagger ele’s will now have new specs through Tempest Defense, Elemental Shielding, and Shared Auras much more appealing, as well as being able to go up the Fire and Earth trees.
Scepter ele’s will be able to play some forms of condition builds, burst builds with more sustain, and even bunker builds.
Staff ele’s will now be able to get blasting staff from tier one and now be capable of going for a trait such as Diamond Skin, or even Fresh air or high up in the Fire line.
Here are some examples of specs I’ve been messing around with:
0/30/10/30/0 (Tempest Defense, Elemental Shielding, Shared Auras with Cantrips and Dagger/Dagger)
0/0/30/10/30 (Diamond Skin bunker build)
0/30/30/0/10 (Tempest Defense, Diamond Skin, Double Arcane with recharge burst spec)
20/20/0/10/20 (Dps staff build based around sustain from Burning Fire)
0/10/0/30/30 (Generic D/D Arcane build)
0/20/0/20/30 (Generic S/D Burst build)
0/30/0/20/20 (Fresh air build)
Many more..
We thank everyone for their feedback. We are keeping a VERY CLOSE eye on this thread and we will constantly be chatting internally until this release drops for potential things to change.

https://forum-en.gw2archive.eu/forum/game/gw2/Dec-10th-Balance-Preview/page/6#post3134301

This guy really played elementalist at all?

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Adiemus.2081

Adiemus.2081

The change to arcana is lovely, and it’ll open up a lot of new possibilities, but I worry about some issues that might cripple those possibilities. Here’s a few comments:

3.1. Elementalists rely too much on Elemental Attunement or Renewing Stamina to survive. Although it might be worth trying the scepter’s higher endurance trait now that it is at adept, I think the earth traitline should have a… worthy substitute for elemental attunement’s protection. Maybe it could have a stun breaker trait? Rock Solid could get it, but I fear it could make it too strong. Maybe as a grandmaster trait, and moving Written in Stone down a tier.

The changes we’ve done to Ele are actually going to drastically increase the amount of build diversity. The arcane recharge change really does add the flow the Elementalist needed when not spending points in Arcane. This will now allow players to stray away from spending points in the Arcane line.

Tyler…. Elementalist spend points in Arcane line primarily to get the boon duration, and Arcane V, VI, and XI. not reduced attunement recharge To be honest, reducing recharge by 3 s does not really justify your claim that it increases the amount of build diversity.

Here are some examples of specs I’ve been messing around with:
0/30/10/30/0 (Tempest Defense, Elemental Shielding, Shared Auras with Cantrips and Dagger/Dagger)
0/0/30/10/30 (Diamond Skin bunker build)
0/30/30/0/10 (Tempest Defense, Diamond Skin, Double Arcane with recharge burst spec)
20/20/0/10/20 (Dps staff build based around sustain from Burning Fire)
0/10/0/30/30 (Generic D/D Arcane build)
0/20/0/20/30 (Generic S/D Burst build)
0/30/0/20/20 (Fresh air build)
Many more..

Can you please help me with one viable S/D build with 30 power and 20 Arcane (to get at least either V or VI)? Seriously any S/D build without persisting flame in fire XI is dumb.

(edited by Adiemus.2081)

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Adiemus.2081

Adiemus.2081

Ele

Arcane V – Elemental Attunement. Moved to Master tier.
Arcane VI – Renewing Stamina. Moved to Master tier.

this sounds very bad, I like to play d/d. I need fighting in melee range with low armor, low HP. If the fight starts I have a lot of ccs to avoid dmg but after 15-20 secs all is on cd. Then i need vigor from Renewing Stamina and protection from Elemental Attunement only to survive. If I can choose only one in future it would very bad because the pressure from other classes will just over roll me.

So i am not happy with this idea. I think it will hit d/d ele very hard. More then all other ele weapons.

Totally this. Same apply to PVE and high level FotM. With low armor and low HP, even mob can down you in 2 hits. How do we survive in melee without vigor and protection?

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Adiemus.2081

Adiemus.2081

Think about it, to make a trait line less dependable is to make vital trait more accessible with less point invested. How can they get this right with mesmer by moving illusion celerity down to 15 but totally messed up the elementalist by moving up Water V and Arcana V and VI?

I don’t get Anet’s logic.

Its not rocket science — those three traits were very, very, very strong (i.e. OP) for Adept level traits. (much, much stronger than IC)

I agree they are OP for Adept. Then why are elementalist so dependable on these 3 traits?

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Adiemus.2081

Adiemus.2081

Think about it, to make a trait line less dependable is to make vital trait more accessible with less point invested. How can they get this right with mesmer by moving illusion celerity down to 15 but totally messed up the elementalist by moving up Water V and Arcana V and VI?

I don’t get Anet’s logic.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Adiemus.2081

Adiemus.2081

Alright my first post in the forum and I feel if I don’t post it, I’m gonna quit playing elementalist after after 10th Dec.

Firstly I think the Dev has made a point in wanting us not to rely so much on Water and Arcana and also don’t want us to have perma vigor(they nerfed engineer’s speedy kit too “We don’t like classes having permanent Vigor, and this is one of the areas we needed to tone down the up time of the engineer’s Vigor.”) I’’m totally fine with this.But….

As every elementalist who play within the range of 600 LH and D/D can tell you, Renewing Stamina or elemental attunement are what’s keeping us alive, in PVE with all the one shot burst damage in high FotM.

And now you’ve moved arcane V and VI to one tier deeper in to arcana, hence decreased our survivability even further, we will simply be more dependent than before on the water line(from the HP and vitality) and Arcana 20 (to get either trait mentioned above) to be anywhere close to survivable.

Don’t you feel your goal of removing perma vigor and making us less dependent on water and arcana contradicting each other? Or are you saying that elementalist should not play melee range/don’t care about of dps by discarding D/D or LH

Even going 30 into toughness line will not make a difference on our survivability.

To fix this, while still following the above two goals, is to find a way to improve our survivability without vigor or ot to improve dps while not in melee range. One way to approach this is to make more use of aura(decrease their CD), decrease the CD of cantrips, or increase the damage capacity of focus so more people will use it, make soothing wave apply to all cantrips, improve our access to blind, give us reliable damage in staff Air/Earth/Water. A good example of these in other light amrour classes are necro’s DS and mesmer’s clones and sword 2.

Oh and lastly don’t tell me soldier build will solve the problem. I want to cry when my full zerker necromancer has more survivability and double the damage output compared to my full soldier ele wearing a LH.

And I feel really happy with this transparency with the community thing, good job ANET.

(edited by Adiemus.2081)