Showing Posts For Airwolf.5287:

Suggestion: added crowd control for staff

in Elementalist

Posted by: Airwolf.5287

Airwolf.5287

Yea, I saw that. It could have been what caused the knockdown whatever it was.
If only Glyph of Elemental Power didn’t force you to stay on one attunement if you wanted to use it.

Correction, it does affect other attunements, but the text for the Glyph icon where the boons are is misleading.

(edited by Airwolf.5287)

Suggestion: added crowd control for staff

in Elementalist

Posted by: Airwolf.5287

Airwolf.5287

The chance per meteor would obviously have to be balanced, not only that if you’re interrupted while casting, you do not get the same amount of meteors drop. It’s not a run and gun skill. You have to stand still to get it’s full affect. Should provide more bang for the risk in my opinion.

There’s even a video of Meteor Shower knocking down, though this was shown before release, but it’s still linked on their website.

https://www.guildwars2.com/en/the-game/professions/elementalist/
https://www.youtube.com/watch?feature=player_embedded&v=sT9uNtw9uGc

Static Field is the only one with stun.

Suggestion: added crowd control for staff

in Elementalist

Posted by: Airwolf.5287

Airwolf.5287

Meteor Shower – each meteor has a 10% chance to knockdown

Ice Spike – daze or stun instead of vulnerability
*move vulnerability to Healing Rain
(while keeping regeneration and condition removal for allies)

Gust – a 240 degree radius or a wider line of sight cone

Unsteady Ground – wider area of effect
————————————————————————————
What do you think?

Sigils With Set Bonuses (like runes)

in Suggestions

Posted by: Airwolf.5287

Airwolf.5287

An idea popped up while reading another thread so I created some examples of what you could add into the game. They will definitely need careful review and tweaking, but I think they could bring in more uniqueness in builds.

Instead of copy and pasting, here’s the post I made.

https://forum-en.gw2archive.eu/forum/game/gw2/If-a-new-Sigil-type-came-out/first#post2810825

If a new Sigil type came out...

in Guild Wars 2 Discussion

Posted by: Airwolf.5287

Airwolf.5287

Create Grandmaster (or whatever name) sigils with set item properties. Either depending on the weapon you have equipped or just a general one where you can mix and match whatever. You would have to have the same sigil again to gain the bonus: just like runes.

2 Handed weapons would have a double upgrade slot for this reason.

i.e.

Grandmaster Sigil of Fire
1. – 30% Chance on Critical: Trigger a Flame Blast for AoE Damage
(Cooldown: 5 Seconds)
2. – Flame Blast has a 50% chance to cause burning for 3 seconds.

Grandmaster Sigil of Accuracy
1. – 5% critical chance
2. – Critical Damage is increased by 25% on weapon swap for 10 seconds. (9 second cooldown)

Grandmaster Sigil of Ghost Slaying
1. – 10% damage vs Ghosts
2. – 10% damage reduction from Ghosts

Grandmaster Sigil of Bloodlust
1. – 10 power each time you kill a foe. (max 25 stacks and ends on down)
2. – Deal 25% more damage while downed

Grandmaster Sigil of Boons 
1. – Boons last 10% longer.
2. – Gain X health when a boon ends.

X = whatever forumla to determine this without being overpowered.


Grandmaster Sigil of Axes
1. – Critcal Chance is increased by 10% while an axe is equipped
2. – 10% chance to cause Vulnerability while an axe is equipped

Grandmaster Sigil of Staves
1. – Casting speed increased by 15% while a staff is equipped
2. – Attack distance increased by 300 while a staff is equipped

Grandmaster Sigil of Foci
1. – Armor rating increased by 100 while a focus is equipped
2. – Focus skill cooldowns are reduced by 10 seconds.

Grandmaster Sigil of Shields
1. – 10% chance to block incoming damage while a shield is equipped
2. – 50% chance to deflect damage back to target on block

I could go on, but you get the idea.

(edited by Airwolf.5287)

tornado`s skills and correct use?

in Elementalist

Posted by: Airwolf.5287

Airwolf.5287

I think Tornado should work off the attunement instead.
Get rid of the skills and change to…

Damage: whatever the calculation is to determine this
Stability: 15 s
10% chance to pull targets towards you. (up to 5)
Radius: 240
Combo Finisher: Whirl
Duration: 15 s

While attuned to…
Fire: 25% Chance to Burn for 3 seconds (change the whirl to grant Might instead)
Air: 25% Chance to Stun for 1 second.
Water: 25% Chance to Chill for 3 seconds. (change the whirl to grant Regeneration)
Earth: 25% Chance to Bleed for 5 seconds.

Probably too overpowered, but I rather have it more interesting than just spamming 3 skills that I think don’t even work properly.

(edited by Airwolf.5287)

Suggestions for Blasting Staff

in Elementalist

Posted by: Airwolf.5287

Airwolf.5287

Fireball radius does not change with blasting staff. It used to be 120, but only worked at 90 apparently, so they fixed the text.

Hide other players and their effects (PVE)

in Guild Wars 2 Discussion

Posted by: Airwolf.5287

Airwolf.5287

https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-August-6th-2013

Improved Effects Culling

In the open world, dungeons, PvP, and WvW, the new effects-culling system will slowly start reducing the detail of each effect in order to increase combat visibility when many effect types are overlapping.

Suggestions for Blasting Staff

in Elementalist

Posted by: Airwolf.5287

Airwolf.5287

On top of the area of effect increase I wouldn’t mind having…

Increased range to 1500 (would synergy well with Arcane Blast)
Chain Lightning up to 5 targets (how cool would that be)

I understand Meteor Shower, Unsteady Ground, and Fireball are not affected by this trait and that’s fine. You must have a reason for it.

I don’t think that’s asking for much.

Any other staff eles agree?

Someone bought a royal terrace pass?

in Queen's Jubilee

Posted by: Airwolf.5287

Airwolf.5287

I had a Royal Pass drop for me. Not worth to buy it though.

Um... Glitch With Balloon Chests

in Bugs: Game, Forum, Website

Posted by: Airwolf.5287

Airwolf.5287

I don’t feel six feet tall.

Attachments:

Negative Commanders

in WvW

Posted by: Airwolf.5287

Airwolf.5287

People with commander tags are no different than with someone without one. This is why they need to look over how commander tags are achieved now. Almost anyone now can get a commander tag just for prestige and think by having it they are one up on everyone else.

I would like to see separate tags for wvw and pve.

Commander tag for wvw should be achieved by participating in wvw activities. Perhaps time invested or achieving certain goals in wvw goes towards a tag.

PVE should have a similar tag, again for doing things outside wvw/pvp. Perhaps call it a Captain or Leader tag with a different colour.

Have the tags only turned on when you’re in that part of the game.

Still that doesn’t stop those who do get the tags to be they way they want to be, but it does turn away those who just want to get it just because it’s something to spend racked up gold on.

Bountyful Power Runes Lyssa ?Q?

in Elementalist

Posted by: Airwolf.5287

Airwolf.5287

Bountiful Power is 1% damage per boon now.

Elementalist Meteor Shower out of control!!

in Guild Wars 2 Discussion

Posted by: Airwolf.5287

Airwolf.5287

So you want the Meteor Shower from the first Guild Wars then?
I’m all for that. (excluding the exhaustion)

Suggestion: remove BoH as an inventory item

in WvW

Posted by: Airwolf.5287

Airwolf.5287

The suggestion is to remove Badges of Honor from being an inventory item to be like Karma and Laurels.

Either that or increase the stack size.

What do you think?

Terminally Ill, Saying "Thank You" to GW2

in Guild Wars 2 Discussion

Posted by: Airwolf.5287

Airwolf.5287

I apologize for not recognizing your character on the server, but thanks for the run if we ever helped each other.

God speed.

Maguuuuuuuuuuuuuuuma!

Tnum Nosaj – Staff Ele

Suggestions for improving/fixing eles

in Elementalist

Posted by: Airwolf.5287

Airwolf.5287

If they did think about playing with vitality…

Increase the health by 2000 and make the trait bonus:

+2% Health (Adept) / +4% Health (Master) / +8% Health (Grandmaster)

It wouldn’t scale per point, you would have at least one point into the category to gain the bonus to base health only. Any extra health bonus would not get scaled from this trait.

The base health would be 13829.4 at max trait and this would only put it 24.4 points above how it is now if you max the water trait at base health.

However, not maxing the trait would give a stronger health increase to play with other traits.

As for the healing bonus, it will have to be tweaked to compensate for the strong adept and master vitality bonus.

The class is all about playing a balanced role, so everything about it has to be balanced to make it so.

I don’t think increasing damage is the way to go. That just leaves a wider gap between higher damage output and being able to sustain your health.

Also, move Arcane Abatement to Adept for more WvW build diversity or put it into the Arcana trait.

Numbers will have to be tweaked, but I think a balance can be put here that can satisfy the player and the devs.

(edited by Airwolf.5287)

Suggestion: CL as a Projectile Finisher

in Elementalist

Posted by: Airwolf.5287

Airwolf.5287

Chain Lightning as a projectile Finisher

With all 3 bolts triggering the effect as long as they pass through a field.

i.e. Bolt 1 passes through a fire field and sets target on fire, bolt 2 passes through a water field and gives caster regeneration, bolt 3 doesn’t pass through any field so no effect is applied.

If all three bolts pass through the same field, the same effect is applied to the targets.

Just something I thought of.

Horn Music - X-Files

in Audio

Posted by: Airwolf.5287

Airwolf.5287

I didn’t grab this from anywhere. I just played around until it sounded right to me.

Highest Octave

132353 – 132363 – 87654363 – 87654373 – 132353 – 53

Enjoy.

(edited by Airwolf.5287)

Reward for dragon ball is 2 low

in Dragon Bash

Posted by: Airwolf.5287

Airwolf.5287

What would you like then?

another 10 min, another crash

in Bugs: Game, Forum, Website

Posted by: Airwolf.5287

Airwolf.5287

Have you made any hardware or software changes prior to crashing?

Burning speed changed?

in Elementalist

Posted by: Airwolf.5287

Airwolf.5287

Nevermind, Burning Retreat seems to have fixed itself within a few mins. It was cut in half.

(edited by Airwolf.5287)

I don't usually do this but...

in Elementalist

Posted by: Airwolf.5287

Airwolf.5287

Don’t forget to add in Might and Fury.

Necro Minions GW1 vs GW2

in Guild Wars 2 Discussion

Posted by: Airwolf.5287

Airwolf.5287

The idea of a minion master is awesome, but I don’t think it would have played out well in wvw.

Your 5 Favorite Things About your Ele

in Elementalist

Posted by: Airwolf.5287

Airwolf.5287

Favourite things about the Elementalist that I wished for back when I played the first Guild Wars extensively.

1. Use of all 4 attunements on the fly.
2. Ground targeting skills.
3. No ‘exhaustion’. I see it’s now called overcast. shrug
4. Self healing.
5. Skills accessible for most situations.

Updraft vs Gale (air focus #5)

in Elementalist

Posted by: Airwolf.5287

Airwolf.5287

Gale should have a 50% failure chance if you have less than 5 points into Air. /sarcasm

It should at least be a projectile finisher.

Ele Conjure weapons

in Elementalist

Posted by: Airwolf.5287

Airwolf.5287

I mentioned this in another thread, but I would like to see the conjured weapons into a glyph like Glyph of Storms, Lesser Elementals, etc.

Call it Glyph of Elemental Weaponry as an idea.

if you could add any weapon

in Guild Wars 2 Discussion

Posted by: Airwolf.5287

Airwolf.5287

What I would like to see for the Elementalist is…

Scepter (offhand) – dual scepters, awww yeah

Merge the conjure weapons into a glyph like Glyph of Storms.

i.e. Glyph of Elemental Weaponry

Merge Fiery Greatsword into an elite glyph like above with weapon skills for other attunements.

i.e. Glyph of Elemental Greatsword

(edited by Airwolf.5287)

Fire Traits

in Elementalist

Posted by: Airwolf.5287

Airwolf.5287

An idea for some traits I just came up with.
———————————————————————————————————
Fire Trait

Wild Fire: If you land a critical hit while target is burning, a flame burst at target location causes burning to nearby enemies.
———————————————————————————————————

Air Trait

Micro Burst: Gust, Updraft, and Gale skills have a radius of 360.
———————————————————————————————————

The other traits I’ll add in later when I think of something.

[Humour] RTL should be changed to this.

in Elementalist

Posted by: Airwolf.5287

Airwolf.5287

Summon 2 ghostly convicts that wreak havoc at target location with blowout and electric damage.

When this skill is used, people in the area will shout, “Oh my God! The Scoleri Brothers!”

/smerk

Magnetic Aura triggering autoattack

in Elementalist

Posted by: Airwolf.5287

Airwolf.5287

I bug reported this a week or two ago.
It’s not a first strike attack skill so it shouldn’t behave like one.

Regarding Sup. Rune of The Undead

in Elementalist

Posted by: Airwolf.5287

Airwolf.5287

I’m not sure if this was mentioned so forgive me if I have missed this topic somewhere, however something I’ve just noticed when using this rune.

“(6): +5% of toughness becomes condition damage.”

The following does not buff condition damage while using this rune.

Signet of Earth: Improves toughness.
Conjure Earth Shield: Conjure Earth Attributes: 180 Vitality, 180 Toughness
Stone Flesh (#5 trait in Earth Magic): Gain 1 toughness per level while attuned to earth.
Obsidian Focus (#10 trait in Earth Magic): Gain toughness while using a channeled skill.

Is this by design?

(edited by Airwolf.5287)

Maximum movement speed for my wind Ele?

in Elementalist

Posted by: Airwolf.5287

Airwolf.5287

Rune of Speed – 5% movement speed
Rune of the Traveler – 5% movement speed
You gain Swiftness when you switch to Air if you have at least 5 points into it.

Other runes that offer Swiftness when using the healing skill or when hit or some sort of action required to gain it, plus duration bonus.

Cast Static Field or fall while in Air (provided you have Arcane Abatement) and use a blast finisher (Arcane Wave) to gain Swiftness.

So far that’s all I can think of at the moment.

(edited by Airwolf.5287)

NPC's moving in Lion's Arch

in Bugs: Game, Forum, Website

Posted by: Airwolf.5287

Airwolf.5287

I have noticed this for a while now, but some npcs in Lion’s Arch have been moved around or being moved around from their normal location. They are either in the water or some ways away from the normal spot where they stand. i.e. the repairs npc is in the water just below the steps, and the first bank npc is outside on the steps, the merchant outside of the Bank/Guild Bank area pushed back.

The Guardian skill trainer moved in front of the Elementalist trainer and the Master Tailor npc moved back into the water, but those went back to normal while others still remain out of place.

I only notice this every time I log into the game when I haven’t been playing for a while. I don’t actually see them being moved.

Does anyone else see this and if so, is there a skill that is doing this perhaps?

This is on the Maguuma server.

(edited by Airwolf.5287)

Why must focusing on one attunement be bad?

in Elementalist

Posted by: Airwolf.5287

Airwolf.5287

I agree Eimi. The traits need to have more synergy between attunements to compliment the attunement swapping mechanic. I’m all for current element based trait perks, but seems to be too many that focus on the single element and not enough that still allows you to swap and still gain the benefit. I should say too many, “when attune to…” perks.

This is just an idea, but what about if youre attuned to a certain element, you gain a higher chance or better perk buff and when not attuned to get a weaker buff or smaller chance to on other attunements.

Example.

Fire trait perk: 20% Chance to cause a fire flash (burning) on critical hit when attuned to fire. 5% on other attunements.
Air trait perk: 20% Chance to cause a lightning arc on a critical hit to one other nearby foe when attuned to air. 5% on other attunements.
Earth trait perk: 20% chance to cause a dust cloud (blindness) to nearby foes on critical hit when attuned to earth. 5% on other attunements.
Water trait perk: 20% chance to remove all conditions on critical hit when attuned to water. 5% on other attunements.

Just something that doesn’t seem like you wasted points into a trait other than gaining the benefits from the stat (i.e. power, precision, vitality, etc).

I know there are some perks that do this already, but just doesn’t seem thought out and bland.

That’s just me. Others feel like the class is fine. I don’t.

(edited by Airwolf.5287)

Personal Story: Forging the Pact bug (blocking progress)

in Bugs: Game, Forum, Website

Posted by: Airwolf.5287

Airwolf.5287

Bugged for me. They won’t move.

That content has been temporarily disabled. Please try again later.

in Bugs: Game, Forum, Website

Posted by: Airwolf.5287

Airwolf.5287

I had this message the last 3 story missions. Really annoying. Also using an ele.

Useless Sigil for Ele

in Elementalist

Posted by: Airwolf.5287

Airwolf.5287

Just got a staff that dropped in WvW and it came with a Minor Sigil of Geomancy which reads…

Inflict bleeding on nearby foes for 3 seconds when you swap to this weapon while in combat.

Wow thanks! =)

The fact that it’s called Geomancy is kind of funny.

The problem of the elementalist:

in Elementalist

Posted by: Airwolf.5287

Airwolf.5287

I like the idea that you get a mix of elemental damage based on your weapon. So add in those various weapons that the ele class lacks, get rid of the attunement swapping.

You create interesting skills based on the weapon used instead.
Instead of the attunement swapping, add in a charge bar or mana bar whatever you want to call that fills up and you get to use an arcane skill based on your weapon being used.

i.e if a staff is focused on single target attacks, your arcane skill would be a reflect projectiles energy shield or something related to what the staff is about
Using a dagger you would get Arcane Power or something that increase critical chance or attack speed or some sort of pbaoe that does splash damage on attacks for x seconds.
I dunno, I can think of many things.

The attunement swapping sounded like a good idea. Coming from the first Guild Wars playing as an ele for years where you basically focused on one attunement, this seemed like a great idea, but it feels like it’s lacking.

I’m just throwing out suggestions, I’m not looking for a change over change overnight. Just wanted to give my input.

Oh and those conjure weapons really feel like they were filler. They were fun and amusing for 5 mins to show my friends, but I see no use for them.

What would be cool is to have the ability to use the scepter as an offhand with it’s own unique skills just like the Dagger has.

A warrior can dual wield melee weapons, why not have a mage type class dual wield scepters for that awesomeness fantasy that you can do so. =)
Anyway. That is all.