Showing Posts For Akath.2650:

Balance Goals for the Winter 2016 Update

in PvP

Posted by: Akath.2650

Akath.2650

Aside from skill adjustments, another way we can adjust balance in PvP is by looking at the runes/sigils/amulets that are available for use through the customization panel.

I would be interested in hearing thoughts (with the high-level goals from the blog in-mind) on adding/removing various sigils/amulets/runes. In general, our goal for PvP is to be faster-paced with a higher-level of lethality than what we’re seeing in S1.

I know we’ve had this conversation a few times before, but it’s always important to have this discussion with the correct context in mind.

Aww, I really wish those missing skills /cry so I could finally make a well skills only necro or a signet only thief =\

[Suggestion] Map Queue and Grace Period

in Guild Wars 2 Discussion

Posted by: Akath.2650

Akath.2650

I would like to talk about a great issue in game right now which is switching between Mega Servers, we should have a queue system, the same way WvW has one, also we should have a grace period in case of DC’s or Crashes so you don’t fear losing all of your progress because of a misfortune; For example, today I was running TTW and by the end of the event, right before the second fase, I got disconnected so I had to face an inexisting queue run by luck to try to get in the same map, resuming I didn’t get in, all my efforts on the event were gone (I mean, I helped them, but I didn’t get any reward).
Does ArenaNet have any plans to introduce those systems?

[Suggestion] Skill Type Set

in Guild Wars 2 Discussion

Posted by: Akath.2650

Akath.2650

Hello Tyria,
a few months ago I made a post about “missing” skills of certain skill categories for certain professions, like elite Wells for Necromancers, and I also presented some suggestions.
[ Previous Post ]
I really would like to persist on that subject, since we had no response and also with the new runes a full skill type set, six skills of the same category, might provide some benefits, besides they are not working on launching HoT like back then. It would be awesome if you could support this cause =) and if ArenaNet could provide us with some answers.
Thanks, Akath a.k.a Zarek Black

Revenant Bugs

in Revenant

Posted by: Akath.2650

Akath.2650

Here are some of Revenant bugs:
Unyielding Anguish (Underwater): This skill works as its old version, displacing enemies underwater at random locations.
Bostered Anguised: It’s unclear whether this trait works or not, or how many stacks you have on.
Maniacal Persistence: It’s unclear whether this trait works or not, or how many stacks you have on.
Pulsating Perstilence: This trait applies one stack of torment intead of copying all conditions to your nearby foes.
Charged Mists: only works on legend skills.
Momentary Pacification: doesn’t affect Ventari’s elite.

Switched Gemstones

in Guild Wars 2 Discussion

Posted by: Akath.2650

Akath.2650

Today when I was crafting I noticed that one of the ingredients of these two recipes are switch Crusader Intricate Gossamer Insignia and Marauder Intricate Gossamer Insignia; Crusader Insignias are using Agate Orbs, which provides: power, precision, ferocity and vitality, while Marauder Insignias are using Ebony Orbs, which provides: power, toughness, healing and ferocity, which points that their stats are inverted.

Under Construction Items

in Guild Wars 2 Discussion

Posted by: Akath.2650

Akath.2650

I used the item and nothing happened, also this is not the only one

Attachments:

Under Construction Items

in Guild Wars 2 Discussion

Posted by: Akath.2650

Akath.2650

Does anyone have any idea what are those “under construction” items that started showing up since HoT launch?

Attachments:

[Suggestion/Report] Revenant Skills

in Guild Wars 2 Discussion

Posted by: Akath.2650

Akath.2650

Hello, I would like to report some concerns as Revenant:

  • The underwater skill Unyielding Anguish is still the previous version, it keeps teleporting the targets at random places which makes difficult to use/aim, also you can use it to drain down the defience bar of underwater bosses.
  • Underwater Legends: It would be awesome if you could have legends set for underwater and legends set for land, the same way utility skills works on other professions, so when you go underwater Shiro and Mallyx are swapped automatically, instead of having to swap them everytime.
  • Maniacal Persistence: It would be nice to show an icon, so it would let you know if maniacal persistence is up or not, though I think this trait is not working.

Thanks, Akath

250 HP For Elites [Feedback][Merged]

in Guild Wars 2: Heart of Thorns

Posted by: Akath.2650

Akath.2650

We’ll see in two weeks, when everyone has their elite spec… And don’t say “Elite spec” is not supposed to be Elite, because it’s, it’s supposed to be something that you have to work for it, as if you were training it, but the problem with Anet is that they can’t deal with the players, so their awnser is always a nerf and in a month people will start complaining that they are out of content already, it’s not because you don’t have time or patiente to train that those who have it, have to deal with a nerfed content.
So if you decided to rush the old content, it’s not our fault. I was playing for what I paid for.

250 HP For Elites [Feedback][Merged]

in Guild Wars 2: Heart of Thorns

Posted by: Akath.2650

Akath.2650

I know that many people is excited for that, because they want their Revenant running around as Herald or even a new player/character wants their hands on the elite spec, but for those who completed Central Tyria Hero Points, 250 points means almost full elite specialization unlocked… Which means that for those who explored the Core Guild Wars 2, unlocking the elite specialization will no longer be a challenge or even feel like an accomplishment. Thanks all

[Suggestion] Action Camera

in Guild Wars 2 Discussion

Posted by: Akath.2650

Akath.2650

First of all, I would like to thanks Joel Helmich for his working on this amazing feature, I’ve been enjoying this a lot and the combat feels much more dynamic. But what I would like to suggest is based on this information:

[…]
Can I rebind left/right click?
I’ve seen this asked a bunch of times, and unfortunately the answer is no, not at this time. That is not to say there is a lack of desire to make it happen, but there are significant complicating factors. Left and right mouse buttons are treated as special snowflakes in our input system and throughout code, and changing that so that people can arbitrarily bind them to other actions was a can of worms I didn’t have time to open. Another consideration I had was to put some action-camera-specific binding selector for right mouse in the options menu; however, I decided pretty early on that I wouldn’t have any options specific to action camera in the options menu for this first release, other than the toggle keybind itself. Generally speaking, we don’t have options that themselves depend on other options, and I didn’t want to unnecessarily ruffle feathers. Anyway, custom rebinding is definitely not off the table™ but it won’t be natively supported for now.
[…]

I started using the Action Camera and I kinda left out the right button main purpose (select the target on the crosshair), but my instincts from previous games makes me press this button to dodge.
What I would like to suggest is not a binding key option, but a checkbox option, which allows players that are using action camera to replace “select the target on the crosshair” to “dodge”. I know it’s not simple as it sounds, but dodge is one of the main features on the game and finding a quicker way to dodge would simplify this task.
Thanks for you time, Akath =)

Daredevil updates, post BWE 3 (launch)

in Thief

Posted by: Akath.2650

Akath.2650

For trait mods, we’d like to experiment with Weakening Strikes slightly, adding a secondary to it within its role of debilitation. Options we’re looking at it:

  • Inflict X (torment, bleeding, something) when you weaken a foe.
    or
  • Receive less damage from weakened foes.

-Karl

I think poison would be a nice idea, since Potent Poison from Deadly Arts increases poison duration and damage dealt. Also poison fits very well with weakness since it reduces the healing effectiveness.

[BW3] Feedback Thread

in Elementalist

Posted by: Akath.2650

Akath.2650

PvE – Sinister Gear (played at SW, Verdant Brink and the first Raid Wing)
Overload:

  • Its damage and conditions are in a pretty good spot, though using these skills as a stun breaker might be overpowered, since changing attunement only restricts you for 4 secs then you can overload again, I would suggest to only add stun break to earth overload since its function is more defensive or, if left as it is, once you overload, all the others overloads go in cooldown aswell.
  • Also, since fire and air leave a combo field once you finish overloading, it would be very interesting if water leaves a water field and earth a smoke field to add more after play once you finish overloading.

Warhorn

  • Heat Sync: This skill was great on the raid, but I suggest that, if nerfed, restrict only the amount of might that is being shared.
  • Lightning Orb: Still very hard to use, unless you are in a fight with lot of mobs. Also if this skill hits a wall it will end. Some people are fine with skill but I have a suggestion: a lightning ball that work as a projectile and when it hits the target it explodes, damaging and applying vulnerability to all enemies nearby the target.

Utilities

  • “Shock and Aftershock!”: It’s in a fine place, but it could have the benefit of being a blast finisher, perhaps nerf some of the damage or reduce cripple duration to balance out with this add.
  • “Eye of the Storm!”: It would be awesome if it had a Shock Aura, to fit the other skills and this auramancer theme, also since is a “retreat” skill, I would help your allies to escape. Perhaps increase the cooldown to compensate.

Traits – Tempest has a lot of potencial to reintroduce the auramancer idea, so here is what I suggest:

  • Unstable Conduit: Add: Rebound applies Chaos Aura when used. (Not as an after casted “bonus”)
  • Harmonious Conduit: Add: Wash the Pain Away applies Light Aura when used.
  • Element Bastion: I think the idea of auras healing fine, but I don’t think we need another frost aura, I would suggest that this trait should increase the duration of auras.

(note: light aura is very rare in the game right now and chaos aura is mostly applied by mesmer or chaos fields, the auramancer idea here is spreading as many aura types as it can and restricting it by certain traits will differentiate a Tempest from an Auramancer Tempest)

[Suggestion] Healing and Elite Skills

in Guild Wars 2 Discussion

Posted by: Akath.2650

Akath.2650

Spectral armor doesn’t get removed when the necro enters deathshrouds.

I see… but either the tool tip is mistaken or the skill is bugged, I mean if you look in the game says that the it should be removed upon entering shroud, but as you said it’s not removing. So I don’t know XD

[Suggestion] Healing and Elite Skills

in Guild Wars 2 Discussion

Posted by: Akath.2650

Akath.2650

Spectral skills don’t get removed when they enter shrouds.

Yeah, but I was looking at Spectral Armor description on the wiki. I thought it would be nice to follow a pattern

[Suggestion] Healing and Elite Skills

in Guild Wars 2 Discussion

Posted by: Akath.2650

Akath.2650

Well, I guess no one cares about having a full set off a certain skill type =\ —- Not a single word after all.

[Suggestion] Healing and Elite Skills

in Guild Wars 2 Discussion

Posted by: Akath.2650

Akath.2650

Hello Tyrians,
Before you proceed I would like to thank you for reading this post and please only post constructive feedbacks, if we work as a community perhaps ArenaNet will give this a credit and implement these “missing skills”.
As you know not all skill types has a complete set, which means that if you try a signet build on a ranger, for example, you still have to provide a healing skill and an elite skill from another skill type, which in the end, if you want the trait benefits you will have to trait for that skill type also. This also means that some professions have more options between elite/healing skills while others has less options between them.
So I went ahead and “created” my own skills to fill these gaps and I would like to read your ideas, maybe … who knows… Anet implement them on the game.
BTW it’s a long post. XD

Guardian
Healing Slot
Consecration
-Shelter: Consecrate the ground around you (radius:120), blocking while healing (Heals you for 4000~ and allies for 1200). Allies inside cannot attack.
Spirit weapon
Staff of Courage: Summon an arcane staff to heal you every few seconds.

  • Command: Command the Staff of Courage to remove condition from you and allies around you.

Elite Slot
Spirit weapon
Tome of Wrath: Summon an arcane tome to burn your foes while granting fury to allies.

  • Command: Command the Tome of Wrath to barrage a location with a Fire Storm.

Consecration
Forbiden Ground: Create a ring that foes cannot leave or enter. Foes that try to leave/enter are burned.

Warrior
Healing Slot
Physical
-Mending: Deal a little damage on enemies around you and heal yourself, curing three conditions.
Banner
Banner of Resilience: Place a Banner of Resilience that heals allies and grants protection and regeneration to allies.

  • Banner of Resilience: Inspire nearby allies, granting regeneration.

Elite Slot
Stance
Invulnerable: Take no damage from attacks and conditions cannot be applied to you for 4s. You are still susceptible to crowd control effects.
Shout
“Victory Is Mine!”: Damage foes around you, healing yourself and regaining adrenaline for each foe struck.

Engineer
Elite Slot
Gadget
Protective Robe: Equip a robe breaking out of stun, gaining resistance, protection and stability.

  • Fastening Gaulets: Equip a gaunlet, gaining quickness. Break out of stun.

Elite Racial Tool belt:
Summon 7-Series Golem > Detonate 7-Series Arms: Detonate the golem arm applying Fury and Might to nearby allies.
Summon D-Series Golem > Detonate D-Series Arms: Detonate the golem arm applying protection and resistance to nearby allies.
Summon Power Suit > Detonate Power Suit Arms: Detonate the golem arm to cause an electrical surge, dazing and damaging nearby foes.
Artillery Barrage > Missile: Call down a single missile at target location, dealing damage to enemies.
Charrzooka > Seeker Rocket: Fire a seeking rocket at your foe.
Warband Support > Warband Kit: Call down a Warband Kit into the target area.

  • Warband Kit: Grant Might and Quickness.

Avatar of Melandru > Melandru’s Embrace: Pray to Melandru granting Vigor and Protection.
Hounds of Balthazar > Flames of Balthazar: Inflicts burning and blind on a selected target.
Reaper of Grenth > Whisps of Grenth: Inflicts chill and poison on a selected target.
Become the Bear > Pray to Bear: Pray to Bear granting Might and Fury.
Become the Raven > Pray to Raven: Pray to Raven granting Regeneration and Protection.
Become the Snow Leopard > Pray to Snow Leopard: Pray to Snow Leopard granting Vigor and Resistance.
Become the Wolf > Pray to Wolf: Pray to Wolf granting swiftness and quickness.
Summon Druid Spirit > Celestial Energy: Deal damage on a selected target.
Summon Sylvan Hound > Sharp Leaves: Inflicts Poison and Bleeding on a selected target.
Take Root > Entanglement: Imobilize several enemies around you.
Mistfire Wolf > Mist Essence: Your next attacks burn foes.

Ranger
Healing Slot
Signet
Signet of Nature:

  • Signet Passive: You and your pet gain health every few seconds, based on your pet’s health.
  • Signet Active: Heal yourself and refresh all your pets skills recharges.

Elite Slot
Trap
Lightining Trap: Set a trap that dazes foes on every pulse and apply confusion when triggered.
Signet
Signet of the Hunter:

  • Signet Passive: Conditions you and your pet apply last 50% longer.
  • Signet Active: Removes conditions from you and your pet.

Thief
Healing Slot
Trap
Replacement Trap: Set a trap. The first enemy to trigger this trap swap locations with you. Also heals you and transfer conditions to that foe.
Elite Slot
Signet
Signet of Speed:

  • Signet Passive: Increases attack and action speeds by 10%.
  • Signet Active: Removes movement imparied conditions from you. (Slow, Cripple, Immobilize and Chill)

Trap
Trap of the Thief: Set a trap that steals all boons foes when triggered. Also grants initiative.

Elementalist
Healing Slot
Conjure
Conjure Water Staff: Manifest a water staff in your hands and at the target location. Wielders of the weapon gain increased boon duration and healing power.

  • Water Blast: Spray a jet of water at your foe that splashes to heal nearby allies.
  • Water Trident: Cast a water trident that damages foes and heals allies.
  • Geyser: Create a geyser to heal nearby allies.
  • Cleansing Wave: Heal yourself and nearby allies, curing a condition.
  • Healing Rain: Call down a healing rain on the target area, granting regeneration to allies and curing conditions once every three seconds.

Elite Slot
Arcane
Arcane Agony: Your next attacks have increased condition duration.
Signet
Arcane Signet:

  • Passive: Improves healing power and boon duration.
  • Active: Deals a massive arcane damage. (This ability cannot critically hit enemies)

Mesmer
Healing Slot
Phantasm/Clone
-Ether Feast: Heal yourself. Summon either a phantasm or a clone depending on how many active illusion you have in the world. Phantasm Monk heals nearby allies.
Glamour
Healing Wall: Heal yourself, creating a wall of energy that heals once and grants regeneration to allies who cross it.
Elite Slot
Phanthasm/Clone
Phantasm Martial: Summon an illusion that dazes foes.
Mantra
Mantra of Disillusion: Meditate, charging a spell that will slow your target and grant quickness to yourself.

  • Power Illusion: Slow your foe and grants quickness to yourself.

Necromancer
Healing Slot
Spectral:
Spectral Veil: Heal yourself as you take damage. Removed when you enter Shroud. Also applies regeneration.
Elite Slot
Well
Well of Chaos: Target area pulses, striking foes, weakening them and absorbing life force.
Signet
Signet of Suffering:

  • Passive: Improves condition damage.
  • Active: Inflict bleeding on your foe with the next attacks, increase output damage by 10%.

(edited by Akath.2650)

Revenant and Elite spec NPCs on the PvP Lobby

in Guild Wars 2: Heart of Thorns

Posted by: Akath.2650

Akath.2650

At HoT launch, are we getting a Revenant npc on the lobby, like the other professions? And, are the current NPCs getting elite specializations?

NEW PETS!!!

in Guild Wars 2: Heart of Thorns

Posted by: Akath.2650

Akath.2650

Will these new pets be available, in structure PVP, even for those that do not own a HoT copy?

Bring Back Raid on the Capricorn!

in PvP

Posted by: Akath.2650

Akath.2650

Other cool idea is: Making them as checkboxes (same way stronghold will work).
Like this:
|x|Stronghold
|x|Conquest
|x|Deathmatch
|x|Underwater Maps

I, as many ppl, don’t like Courtyard, and yet it’s still in-game and you can’t even “unselect” it. Also I know it’s hard to program such a thing.

Raid on Capricorn

in PvP

Posted by: Akath.2650

Akath.2650

I would be really nice to have another map for structured pvp, but I the dev team doesn’t seem interested =\.

Raid on Capricorn now becomes reskined to a winterish setting, so that water freeze.
#smartbalancing

It’s a nice way to change the map, since Capricorn is the name of the ship and removing the water would be weird, though I think anet should give some love for underwater combat.

Bring Back Raid on the Capricorn!

in PvP

Posted by: Akath.2650

Akath.2650

Lookit and wallow in nostalgia!

I had thought the map was removed to be revamped and returned in a new form.. but it’s literally been years now and nothing.

Guys, seriously.. A new map is overdue anyways! Can we please get Raid back? Just dry it up (remove the water) a bit.

Yeah, it would be nice to have RotC, but I made a topic about 2 weeks ago and not a single word from the dev team until now =\.

Necromancer Underwater Elite Skill

in Necromancer

Posted by: Akath.2650

Akath.2650

Hello Tyrians,
I would like to present a quality-of-life change that Anet could really add to help necromancers.
Lately I’ve been exploring Orr as necromancer and I noticed that they really lack on underwater elite skills, even more frustrating is, swimming between islands with a Flesh Golem as they keep dying and going under cooldown. It would be a bit of help if they had an underwater Flesh Golem (Perhaps a small fleshy Megalodon).
Most of the necromancers don’t like minions because of their lack in AI, but it’s better than having only one option as underwater elite skill, though many would prefer having an underwater Lich Form, which in my opinion all skill types should have one elite skill.
Thanks, Akath

Engineer Utility "Sneak Gyro" is outrageous

in Thief

Posted by: Akath.2650

Akath.2650

Personally, I think Shadow Refuge should remove the reveal debuff. Kind of odd that it does not. […]

[…] the worst part of Sneak Gyro is Detection Pulse, which you didn’t bother responding to. Frankly I don’t blame you. It is disgustingly overpowered and completely ruins the most important class feature of the thief class.

We are 100% dependent on stealth for

-Condition removal
-Healing & survival
-Positioning & damage

There is zero counter play. It is a free 1800 circle of reveal with absolutely nothing a thief can do to stop it that totally removes all those aspects of the play from our class. Detection pulse needs to be massively nerfed. Cut the radius by 1/3rd and double the cooldown at minimum.

Yeah, the amount of reveal being added to the game with HoT is crazy, thieves should have a counter play against reveal, as wolfpaq.7354 mentioned many of their skills need stealth such as Stealth Attacks and Traits benefits.

[…] Also, Engineers need to give up actual useful Elites to counter two classes.

Yes, they can choose another elite, but the toolbelt skill from this elite is very strong against a thief that relies a lot from hide and also you can’t foresee what the enemy is going to pick for their skills.

[…] As for Sneak Gyro you failed to mention that the gyro is always visible and destroying it ends its effect. […]

The counter play is destroy the drone.

The amount of stealth other classes are getting is not so important since a lot of reveal is being added to the game, also destroying the drone only fixes the gaining stealth part, they can still use their massive reveal from their toolbelt.

BWE 3 Tempest Specialization Changes

in Elementalist

Posted by: Akath.2650

Akath.2650

We added two things to overloads today:
Overload Air will imbue allies with electricity, giving them the Static Charge buff. An ally with this buff will deliver a Lightning Jolt to the first enemy they strike.

Overload Earth will now leave behind a dust-nado (name ongoing) at the tempest’s location when complete, which delivers the same effects that occur while overloading (cripple, bleed, protection). Increased bleed duration to 9 seconds per strike.

Dust Storm – warhorn: Increased the velocity that each storm appears by 33%.

Wow, those are awesome changes, but maybe instead of a “dust-nado”, sandstorm or whatever the name, why not leave behind a crumbling ground like the elementalist down state skill “Grasping Earth”. Elementalist has a lot tornados already. XD

Raid on the Capricorn and underwater content

in PvP

Posted by: Akath.2650

Akath.2650

[…] when half your team and half their team is rangers, the water node fights never end. When a ranger is out of water, you had to try and spike before they made it to the water where they would essentially become immortal. […]

Yeah, I see your point, but rangers are the most annoying when talking about rally, not only underwater but also on land. The difference between them is that underwater fights you can move while you are drowning. Perhaps remove the ability to move while drowning could work on structured pvp.

Raid on the Capricorn and underwater content

in PvP

Posted by: Akath.2650

Akath.2650

I feel so happy I’m not the only one who would like to see this feature back. =)

Raid on the Capricorn and underwater content

in PvP

Posted by: Akath.2650

Akath.2650

Hello Tyrians,
It’s been about one year and a half since Raid on the Capricorn and underwater content was removed from structured PvP. Since then, ArenaNet gave us the Courtyard which is a deathmatch arena and Battle of Champion’s Dusk which is a stronghold that will come out with Heart of Thorns.
As most of us know Anet decided to remove them because it was not something that the team would like to continue. Also underwater combat is pretty difficult to handle, there are, in some cases, a severe imbalance between professions when talking about this style of combat.
Underwater combat is an amazing feature that GW2 have and Anet could be taking advantage of this feature. This style of combat requires from the player attention around them, in order to avoid combat, to ambush another player or even to avoid an AoE skill, which makes the combat more challenging and fun. And Raid on the Capricorn was one of these challenges, which you have to pay attention on enemy player and aggressive npcs, also manage your points on a fight that might involve underwater combat.
Also since underwater content was removed from structured PvP, it’s been hard to test out builds that involve underwater combat, which was usually tested on Waters of Obrin known now as Obrin Ruins, these builds could be use to improve WvW underwater combat and PvE dungeons, like Honor of the Waves and Fractals of the Mist.
My point here is it would be nice bring back these features, perhaps rework on some of them, since it doesn’t seem that GW2 structured PvP will get another conquest arena in the next couple months and with Revenant and Elite specialization coming out next month it would be great to test out new underwater builds on Obrin Ruins.
Thanks, Akath

Tempest Beta Feedback Thread

in Elementalist

Posted by: Akath.2650

Akath.2650

Here are some thoughts on the Tempest Skills:

Warhorn skills: The warhorn skills lack in blast finishers and auras, making the other two weapons more viable. Perhaps add some finishers on the warhorn skills.

  • Fire:
    • Heat Sync: It’s good if you have a lot of buffs, but usually that’s not the case. Also you are not always close to someone to share your buffs so only 3 stacks of might is not that great, perhaps adding some Fury or Retaliation (since Tempest is more focuses on Support/buffs)
    • Wild Fire: It’s a great fire field, but it doesn’t seem to synergize with the trait “Persisting Flames” (Need a better confirmation).
  • Water:
    • Tidal Surge: It’s a great healing skill, since you heal yourself and allies nearby and also knockback the enemies.
    • Water Globe: It’s a great water field, but it’s too fast and sometime doesn’t heal where it’s suppose to or you can’t even blast it. Perhaps making it a bit slower would work better.
  • Air:
    • Cyclone: It’s great if you want to stack enemies on your “Wild Fire” and “Dust Storm” or if you want to run around with a speed boost.
    • Lightning Orb: It’s not that great, it’s good if you are in a blob of enemies, but when you use on single target it doesn’t play out, most of the times the enemies run away from the orb or if it’s a player, they just avoid it completely. I don’t know what to sugest because increasing the damage will make it overpowered for blobs, perhaps rework on this skill?
  • Earth:
    • Sand Squall: As said before, most of the time elementists don’t have a lot of buffs, so for single play this skill won’t work out, but since “Tempest” is more focused on group support this might be fine, though elementists lack on stability perhaps this is the skill to add some or maybe make it as an blast finisher.
    • Dust Storm: It’s great if you use and stand on the storm, so the enemie has to face those blinds, but besides that, it’s easy to dogde. Also if you are condi ele this skill will lack on those extra damage from the bleeding. Maybe add some bleeding stacks.

Shout skills:

  • Wash the Pain Away!: Great healing skill, but takes too long to cast. Perhaps making its casting time 1sec.
  • Feel the Burn!: Great direct damage/support skill, but 1 stack of burning is not worth for condi builds. Perhaps making it 2 stacks.
  • Eye of the Storm!: Awesome skill, imo… it’s a buffed version of “Retreat”.
  • Shock and Aftershock!: Another awesome shout, but I think it deserves a blast finisher, since its cd is 50 sec.
  • Flash-Freeze!: I know that they wanted to make like fire, air, earth and water but this skill looks like a nerfed version of “Freezed to the Bones”. Maybe add “Resistance” as a buff, so it plays out like you’ve froze your conditions for a short while (more buffs for Tempest to share, since this looks like their “new” role).
  • Rebound: Ok, I know that elementist has domain over arcane magic, but reducing cd is more of a mesmer/chronomance thing. Elementists elite skills are not that great, and Rebound won’t change it.
  • Trait: I’m not going to go one-by-one, but I think they should add more benefits for those traits so they can compete with the other specializations, maybe add something to reduce the cd for shouts or a certain element skill have a chance to grant certain buffs when used.
  • Overload: It’s fine, though takes a lot of time to charge and get the final benefit, so the risk/reward might not be worth. Also it has some animation glitches and wierd underwater animations, but they said that they were working on it.

Thanks for reading!