Showing Posts For Alys Florent.1359:

Making Solo Queue Less Frustrating, More Fun

in PvP

Posted by: Alys Florent.1359

Alys Florent.1359

Here are some suggestions:

  • Mismatches. Matches that spend at least 1:30 minutes (or so) as anything other than full 5v5 will automatically not be counted to determine MMR or leaderboard rank.
  • Surrender. Matches where one team is up by around 250 points or more are neither fun to play nor watch. If at least 3 members of a team agree, they can forfeit the game early without accruing Dishonor.
  • Map preferences. You can select one or two maps that you would never like to play on, voluntarily accepting longer queue times if you wish, and the queue system will try its best never to place you in a match on those maps.

(edited by Alys Florent.1359)

Thieves in pvp

in PvP

Posted by: Alys Florent.1359

Alys Florent.1359

We all know warrior is by far the easiest class to play. It can be OP played by a average player, yet time and time again its stated that warrior takes half if not less skill to master than any other class… you dont see that you got L2P issues there.

Thief stomp is whatever though. In all honesty it comes down to who can stomp you how.

1. Thief- stealth
2. Ele- Mist form
3. Necro can get you with elite
4. War-3 down state.

I mean these are by far the safest ways to down people in the game. I dont think stealth stomp is op. I honestly think ele stomp is op if you are comparing. But then again the cool down negates the fact that it is op. So i think they are all fine. Call for team or be near then next time you go down to a thief.

A few wrong things here

Have you mastered all professions? If not why are you asserting which is the easiest to master? Warrior’s one of the easiest to learn, true, but so are the other class with easy to use spam builds like thief, ranger and necromancer. Warrior simply has the dubious distinction of countering the other spam builds.

Invulnerable stomps are great sometimes but keep in mind that they don’t work on thief and mesmer at all. If anything the best stomper in the game is mesmer, with lowest CD invulnerability, instant stealth skills, and the ability to blink on top of a thief.

sPvP - Ideas to "Shave" the Current Warrior

in Warrior

Posted by: Alys Florent.1359

Alys Florent.1359

There’s also the fact that healing spring is a long duration water field, applies regen continuously to allies within it’s Aoe, cures conditions with each pulse … and you want to bring mending down to the same base heal with none of that extra utility …

In short don’t spout words like “balanced” when you clearly haven’t got the slightest concept of what the word means.

Lol, I never even used the word “balance” in any of my posts, but feel free to keep using scare quotes to make a “point”.

Re Healing Spring, I was comparing cast times, not utility. I never mentioned specific base heal reduction numbers and furthermore put that idea as a “possible” addition. Healing Spring also has a longer recharge than Mending.

CC is most frustrating in GW2

in PvP

Posted by: Alys Florent.1359

Alys Florent.1359

From all the MMOs I’ve played over the past decade I find the CC in GW2 to be the most frustrating of all.

This may seem odd at first since at first glance, CC in GW2 is of fairly short duration and not all classes have much of it. That’s true to a point, but only until you consider other factors.

1. CC duration vs. time to live.

In GW2 the time-to-live for your character depends heavily on your class and build. I’m going to base this off a 1v1 situation + some additional random AoE damage flying about (assume a node-team-fight with one guy targeting you). Soft glass-cannons (Thieves, Eles) may barely last 2 seconds in such a situation.

Compare that to say World of Warcraft, where every character could take a 10 second beat-down even while afk.

Now look at your 3 second fears or stuns in such a situation and compare it to the max. 6 second stuns/fears in WoW (with most being considerably shorter). GW2’s average CC duration is 100-150% of it lowest time-to-live character while WoW’s is 60% tops.

2. CC is fairly abundant on certain builds.

For the first few months of GW2, CC wasn’t a major focus for most builds. But now it is, especially in WvW where CC is the decisive key to many zerg fights. Nowadays PvP combat is all about CC your enemy as much as possible while beating him down with damage or conditions. Hammer Warriors are the pinnacle of this development but Necros and Mesmers aren’t that far off.

Fighting classes that have one or two minor CCs is fine. But fighting classes that have more…or just revolve around CC…is incredibly frustrating.

3. So much CC is AoE

This is probably the biggest difference to most previous MMOs. Most CC ins GW2 is AoE. Very little of it needs to actually be targeted as a specific target. Instead it’s enough to throw it in the general direction of your enemy and you will achieve the desired effect.

This is what makes node-fights and zerg battles such a clusterkitten and is a big reason why playing such content without Stability is very frustrating.

Ironically Stability, the only real counter to this CC spam, is most available to classes that are the biggest CC spamers.
__________________________________

If your favorite class has access to Stability you may disagree with my assessment. But play a class that has no such thing and I’m sure you’ll eventually reach the same conclusion.

I sympathize. The longer the CC is, the bigger the wind-up should be, right, so you can dodge or interrupt? But that’s not how GW2 works mostly. Hammer on Warrior is actually one of the most balanced CC weapons because all of its big CCs (2s knockdown, 2s stun) have very visible cast animations. But mace is unbalanced – 3s stun that’s instant cast? Doom (Necro DS #3) is also absurd, 2.5s instant cast fear and requires even less skill to land than skull crack. I’m not saying these skills are OP, just that they’re badly designed.

Lockdown CC, like anything with at least 1s duration, should have at least 1s visible cast time. Interrupt CC, where the duration is like 0.5s, can stick with lower cast times.

The Most OP skill

in PvP

Posted by: Alys Florent.1359

Alys Florent.1359

Twisting Fangs.

How do you even see it coming?

sPvP - Ideas to "Shave" the Current Warrior

in Warrior

Posted by: Alys Florent.1359

Alys Florent.1359

Let’s face it, warriors are in a great place right now. Even when we stop hard-countering the current/slightly past meta, we’ll still be doing very well. We got a bit over-buffed in recent months, and some changes are going to have to be made to appease the frothing masses of QQers. Here are my ideas.

  • Burst Mastery: Should no longer refund adrenaline, but rather prevent it from being spent at all. This way, using the burst at full adrenaline will only cure 2 conditions instead of 3 when Cleansing Ire is also equipped.
  • Sigil of Paralyzation: Currently broken. Extends stun duration by much longer than intended. Also, should not be able to be stacked to get +30% stun duration, even after it’s been fixed.
  • Healing Signet: Base heal should be reduced. Base heal should be 220-ish with 0 healing power and 400-ish with 1500 healing power. Reduce cast time of active effect to compensate.
  • Healing Surge: Heal scaling should be increased for all adrenaline levels and recharge increased to 35 or 40 seconds, to make it on par with Signet of Resolve.
  • Mending: Cast time should be reduced to 1/2 second, like Healing Spring. Should only cure 2 conditions to compensate, and perhaps have its base heal reduced.
  • Cleansing Ire: Adrenaline gain should be reduced by around 33%.
  • Signet of Rage: Passive effect should grant more adrenaline.
  • Banner duration should be reduced to 60 seconds, and recharge reduced to around 100 seconds (Warbanner excepted).

any thoughts?

No, no other healing skill in the game requires a great requirement of healing power to compensate for its weakness. This would turn Healing Signet into a Niche.

Signet of Restoration has a base heal of 168 hp/cast, so effectively around 200 hp/sec if you use optimal rotations with dagger mainhand. And it has a longer recharge on the active heal too. Granted ele has more self-healing sources than warrior, but it’s still less than half of Healing Signet’s passive.

Oh I see you’ve expanded -

“It would kill it for lower levels, it would be a worthless healing skill.”

This is for sPvP only, as the title indicates.

(edited by Alys Florent.1359)

sPvP - Ideas to "Shave" the Current Warrior

in Warrior

Posted by: Alys Florent.1359

Alys Florent.1359

Let’s face it, warriors are in a great place right now. Even when we stop hard-countering the current/slightly past meta, we’ll still be doing very well. We got a bit over-buffed in recent months, and some changes are going to have to be made to appease the frothing masses of QQers. Here are my ideas.

  • Burst Mastery: Should no longer refund adrenaline, but rather prevent it from being spent at all. This way, using the burst at full adrenaline will only cure 2 conditions instead of 3 when Cleansing Ire is also equipped.
  • Sigil of Paralyzation: Currently broken. Extends stun duration by much longer than intended. Also, should not be able to be stacked to get +30% stun duration, even after it’s been fixed.
  • Healing Signet: Base heal should be reduced. Base heal should be 220-ish with 0 healing power and 400-ish with 1500 healing power. Reduce cast time of active effect to compensate.
  • Healing Surge: Heal scaling should be increased for all adrenaline levels and recharge increased to 35 or 40 seconds, to make it on par with Signet of Resolve.
  • Mending: Cast time should be reduced to 1/2 second, like Healing Spring. Should only cure 2 conditions to compensate, and perhaps have its base heal reduced.
  • Cleansing Ire: Adrenaline gain should be reduced by around 33%.
  • Signet of Rage: Passive effect should grant more adrenaline.
  • Banner duration should be reduced to 60 seconds, and recharge reduced to around 100 seconds (Warbanner excepted).

any thoughts?

Character size normalization in SPvP

in PvP

Posted by: Alys Florent.1359

Alys Florent.1359

I don’t play asura because they’re advantageous in pvp, I play them because they’re so goshdarned cute.

I for one would welcome large-ified asura. Let’s have asura the size of charr! The emotes will be glorious.

An Honest Apology to Devs

in Guild Wars 2 Discussion

Posted by: Alys Florent.1359

Alys Florent.1359

The flavor of the month class is always overpowered, and the class you main (unless it’s the FotM) is always getting nerfed into oblivion, of course.

pvp veto map for tournament

in PvP

Posted by: Alys Florent.1359

Alys Florent.1359

As far as I know this has been constantly suggested at least since the introduction of skyhammer, by myself included. Though I’m not sure why you would need it for team queue as those maps are all pretty well balanced – it’s just skyhammer and spirit watch that are bad.

Solo Arena BS

in PvP

Posted by: Alys Florent.1359

Alys Florent.1359

and what about the match up system? matching rank 1 with rank 50 seems hardly fair…

This kind of has to do with MMR, and how difficult it is to gauge accurately when everyone’s playing on 5-person teams. If I win about 4-5 games, regardless of whether I’m getting carried or the other way around, I suddenly get placed in matches with Marauders and super high ranks. And then if I lose a couple games, regardless of whether my teammates were bad or I was bad, I get placed in matches where people are mid-rank.

So you can get very inexperienced players who got carried by good teammates having extremely high MMR. They’re not always a liability – my average rank 30-40 team the other day had a rank 1 ranger and we still won by over 100 points.

pvp balanced

in Warrior

Posted by: Alys Florent.1359

Alys Florent.1359

The QQ about warriors in this current meta honestly reminds me so much of people QQing about backstab thieves (even if you avoid the first backstab, they can just go back into stealth again!!!!! nerf stealth!!!).

Tbh I’m not sure why there is such a sudden outcry over warriors now. Warriors lacked sustain before cleansing ire and healing signet buffs, and were basically useless. They got some sustain several months ago, and now suddenly the game is completely broken and we need a hotfix RIGHT NOW?

pvp balanced

in Warrior

Posted by: Alys Florent.1359

Alys Florent.1359

All they need to do is fix sigil of paralyzation to tone down the stun duration of hammer and mace/shield. That’s the only thing that’s actually broken.

If you are getting chain-CC’d by a warrior then you made a mistake, simple as that. Earthshaker’s almost as easy to dodge as Churning Earth for goodness’ sake. Stop trying to fight in melee while they have mace out if you keep getting hit with Skull Crack. It’s far from impossible to survive for the 8 second duration of Berserker Stance.

No reason to be in Guild as Spvp player

in PvP

Posted by: Alys Florent.1359

Alys Florent.1359

Your Guild Backpiece will display your guild’s emblem though!

Suggestion: Map Preference/Veto

in PvP

Posted by: Alys Florent.1359

Alys Florent.1359

I’ll keep this short and to the point. I don’t ever want to play a solo queue game on Spirit Watch or Skyhammer. I don’t understand why these maps are in the solo queue rotation anyway, but if they are here to stay, please allow us to set something in preferences that would prevent the matchmaking system from putting you in a game on one or two user-selected maps. I would take a longer queue time any day over having to play a ranked game on these for-fun, terribly unbalanced maps.

An addition to taco's rewards

in Suggestions

Posted by: Alys Florent.1359

Alys Florent.1359

In order to make these rewards even remotely accessible for lower-tier/less-organized servers who rarely if ever defeat Tequatl, I would suggest adding 1 token drop in each phase chest, with a super-token drop in the final chest. The super-token could just be worth 10 regular tokens, or could function like a golden fortune scrap (i.e. Tequatl weapon costs 40 dragon tokens + 2 gold, or 2 super dragon tokens).

What would be truly Awesome!

in Elementalist

Posted by: Alys Florent.1359

Alys Florent.1359

Skill 1 is Compensation Blast

Skills 2-5 are all Flanking Strike

Sab, Rewards and motivation to play

in Super Adventure Box: Back to School

Posted by: Alys Florent.1359

Alys Florent.1359

I feel like I have to do Tribulation Mode to get any decent rewards (namely skins), and I don’t have it in me to suffer through World 2 Zone 2’s bugged checkpoints and the massive length of Zone 2 and 3.

World 1 Tribulation Mode was pretty nice, I ran it a few times for skins. Reasonable length, no obvious bugs, evenly spaced checkpoints.

But my point is, I think World 2 is long and difficult enough on normal that the drastic decrease in the rewards available from doing anything but Tribulation Mode just makes me want to stay far away from World 2.

Let's make GW2 exciting to watch!

in PvP

Posted by: Alys Florent.1359

Alys Florent.1359

How on earth did you get this job?

People have to eat, in this economy a job is a job.

Though I’m surprised she’s posting again after what happened last time. Then again these responses reek of straight A’s in anet’s “Forum Academy”

No, I meant, like…how did she get this job. She accomplishes nothing. Her sarcasm makes me want to puke and swallow it again, for flavor. She is in no way helpful to the community in anyway. Dead weight.

You’re a great example of why if I were on Anet’s PvP team, I wouldn’t touch these forums with a ten-foot pole.

Ideas for replacing Evasive Arcana

in Elementalist

Posted by: Alys Florent.1359

Alys Florent.1359

Evasive Arcana is a staple of most ele builds and has been for a while. Why? Not only is it easily one of most powerful grandmaster traits ele has, eles feel almost required to go 30 in Arcana to reduce attunement recharge. Hence the vast majority of ele builds taking the form x/x/x/x/30.

Other classes have “almost required” traits, like Deceptive Evasion for mesmer, but almost none of them are Grandmasters.

Currently, there is at least one Grandmaster trait in the other ele trait lines that is decidedly lackluster, and few Grandmasters that are attractive outside of a specific build (Persisting Flames for mightstacking builds, Fresh Air for scepter, Written in Stone for signets, and Powerful Aura for aurashare). Pyromancer’s Puissance, Tempest Defense and Diamond Skin are okay, but none is really good enough to justify going 30 points in their respective lines to take, regardless of game mode.

So, what if we got rid of Evasive Arcana, and replaced four lackluster Grandmasters with traits that grant dodge effects based on the trait line?

Fire Magic: Meditation on Flame and Rage. Gain might when you dodge. Damage and burn foes at the end of your dodge roll.

  • Might: 3x, 10s. Burning: 3s.
  • The damage and burning effect is a Combo Finisher: Blast, but can only activate once every 10 seconds.

Air Magic: Meditation on Wind and Lightning. Endurance refills 50% faster. Replaces your dodge roll with a short-range teleport.

  • Removes evasion from dodges.
  • Dodges can be performed while immobilized, but do not cure immobilized.
  • The bonus to endurance refill stacks with vigor, but is reduced to 25% if you have vigor and do not have weakness.

Earth Magic: Meditation on Rock and Soil. Grant nearby allies protection and inflict heavy bleeding at the end of your dodge roll.

  • Protection: 3s. Bleeding: 5x, 10s.
  • The bleeding effect can only activate once every 10 seconds. Combo Finisher: Blast.
  • This trait results in the availability of bleeds outside of Earth, and would help condition ele become more viable.

Water Magic: Meditation on River and Rain. Increases the duration of your dodge roll to 1 second. Heal nearby allies at the end of your dodge roll.

  • The healing effect scales greatly with healing power. It is a Combo Finisher: Leap, and can only occur once every 10 seconds.

To give this a semblance of balance, you could only have one Meditation trait active at a time.

(edited by Alys Florent.1359)

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: Alys Florent.1359

Alys Florent.1359

Other Misc. fixes:
Tab Targeting Improvements

  • Now prioritizes Champs/Legendary, then players/clones, then everything else

First of why the clones? I dont like targeting clones

Second of all: when you tab pvp does it mean that I will target players first then if you tab again it will target clones?

Third and last: Can we have the option to choose to target clones in the options window? I’d like to decheck tab targeting clones.

Thanks

The point of mesmer clones is to confuse you, if you could automatically target the “real” mesmer it would completely defeat the purpose.

Mesmer summoning Jagged Horrors

in Bugs: Game, Forum, Website

Posted by: Alys Florent.1359

Alys Florent.1359

From what I’ve heard, some unrepeatable and unexplainable series of events makes Mesmer clones think they have runesets you used to have.

This is almost certainly the case. If you had 6/6 Golemancer runes from the CoE set, I believe, your clones can and will summon the golem even if you have another rune set equipped.

Best of worst in Trib mode

in Super Adventure Box: Back to School

Posted by: Alys Florent.1359

Alys Florent.1359

Trying to get up to the elite shop in W1Z3, getting to the top of the hollow log, and being knocked down to my death by clouds.

[Merged] Updated Bosses?

in Tequatl Rising

Posted by: Alys Florent.1359

Alys Florent.1359

I really hope they take this opportunity and add mini versions of the world bosses to their loot tables. Mini Shatterer? I hate grinding RNG and I would so grind RNG for that

Elementalist GM Trait Ideas (Unique!)

in Elementalist

Posted by: Alys Florent.1359

Alys Florent.1359

Aspect of the Golem
33% of your power is toughness when attuned to Earth.
Earth Spells are instant cast and do 25% more damage while attuned to Earth.

That would make dagger offhand ridiculously overpowered and I love it

Have Asura invented cosplay?

in Asura

Posted by: Alys Florent.1359

Alys Florent.1359

OP… do you know what cosplay is? Cosplay is dressing up as a character from a work of media, regardless of your or the character’s gender. Are you talking about crossdressing?

all you really need to do for an ele

in Elementalist

Posted by: Alys Florent.1359

Alys Florent.1359

The problem with any fixes to make conjures viable is that we already have 20 weapon skills. Making them function like engi kits would give us access to on-demand 25 weapon skills – engis themselves only have 5 weapon skills.

I do think they should be instant cast and function like a bundle, but:

  • We should be locked out of swapping attunements and lose any attunement effects like healing ripple and evasive arcana while holding them,
  • Summoning them should not count as a weapon swap, and
  • We should be required to hold them for at least certain length of time, and there should be a similar cooldown before they can be summoned again.

I.e., we should have to sacrifice a lot to make use of them.

Or just stop rooting me when casting FGS. I’d be okay with just that.

What about transmuted Legendarys

in Super Adventure Box: Back to School

Posted by: Alys Florent.1359

Alys Florent.1359

The dev silence on this issue is starting to become REALLY conspicuous.

A straight answer is most definitely called for. Will transmuted legendaries receive the new legendary functionality or not?

Another very pertinent question that hasn’t been asked very much is whether legendaries will be able to be transmuted AT ALL if they receive this new functionality. Maybe I’ll want to switch my legendary from one character to another – will I be SOL after the next patch?

Save Blue Meteorlogicus! Do not want Purple

in Guild Wars 2 Discussion

Posted by: Alys Florent.1359

Alys Florent.1359

Whatever changes they make, it’s bound to upset some people. I made my Meteorlogicus and was disappointed that there was no aura or footfall effect – but I know people who specifically like the fact that there are no footfalls on some legendaries.

So what are the obvious solutions?

1) Add a “Display legendary footfall effects” toggle in settings (if a footfall effect is added)

2) Allow certain legendaries to be tinted, i.e. Meteor can be colored anywhere on the blue to purple spectrum, with a slider in the same location as dye colors for armor (if the color scheme is changed)

Magic Find [merged]

in Guild Wars 2 Discussion

Posted by: Alys Florent.1359

Alys Florent.1359

So… what’s going to be the use of Claws now? We currently have 8 fine material categories for 8 stat combinations in crafting; now that Explorer’s is being removed, Claws will only be used in making legendaries, infusions and ascended backpieces. Or so it seems.

Elementalist nerfed into oblivion in PvP

in Elementalist

Posted by: Alys Florent.1359

Alys Florent.1359

So, let’s take a look at Invulnerability Skills compared to Mistform …

Ele – Mistform:
3s Invulnerability, 75s Cooldown Untraited, 60s Traited. Can be traited to Damage, Chill and Inflict Vulnerability. Also can be traited to give Vigor and Regeneration. Breaks Stun.

Warrior – Endure Pain:
4s Invulnerability, 60s Cooldown, Still take Damage from Conditions, Breaks Stun.

Guardian – Renewable Focus:
3s Invulnerability, 90s Cooldown, Recharge Virtues.

So you’re saying Mist Form is worse then similiar skills? It ’s not. It ’s the most versatile. It seems only a learn to build and learn to play issue.

I mean, you’ve left a lot of stuff.

Let’s not look at traits. Or if we do, let’s use the most traited possible version of this type of skill. Deep breath…

Mist Form: 75s cooldown. Breaks stun. Unable to use skills, grants invulnerability for 3 seconds. [Traited: 60s cooldown. Grants regeneration and vigor and cures a condition, OR damages, chills and inflicts vulnerability on nearby enemies.]

Distortion: 60s cooldown. Cast while CC’d. Able to use all skills, grants evasion for 3 seconds. Does not take up a skill bar slot. [Traited: 46s cooldown. Lasts for 4 seconds. Grants reflection. Grants 4 stacks of might and vigor. Inflicts confusion on nearby enemies. Cures a condition or heals you, or removes a boon from nearby enemies.]

Death Shroud: 10s cooldown. Cast while CC’d. Able to use a special skillbar, grants immunity to damage while active. Does not take up a skill bar slot and allows capturing of points. [Traited: 7s cooldown. Grants stability, fury and retaliation. Damages, weakens and bleeds nearby foes, or cures a condition, or inflicts vulnerability on nearby foes, or grants 25% increased movement speed.]

Elixir S: 60s cooldown. Breaks stun. Unable to use skills, grants evasion for 3 seconds. Grants a toolbelt skill that applies stealth or stability. [Traited: 48s cooldown. Cures a condition upon use and upon tossing it. Grants 2 stacks of might on use and 1 stack when tossed.]

Endure Pain: 60s cooldown. Breaks stun. Able to use all skills, grants immunity to damage for 4 seconds. Allows capturing of points. [Traited: Lasts 5 seconds and grants vigor.]

Renewed Focus: 90s cooldown. Unable to use skills, grants invulnerability for 2 seconds. Recharges your virtues, so you can burn your foe, heal, and block an additional 2 attacks. [Traited: Lasts 3 seconds. Recharging virtues and using them heals you, and grants might, regeneration, and protection or stability. With Lyssa runes, cures all conditions and grants all boons.]

First off, it’s strange that Obsidian Flesh is ostensibly a much better skill than Mist Form. It grants a longer invulnerability frame, is on a shorter recharge even untraited, and does not lock your skillbar. Something’s fishy when we have a weapon skill that’s superior to a utility skill in almost every way.

But regardless, it seems as though the actual effect of Mist Form is inferior to all of these other skills except Elixir S, because it’s on a high recharge and locks your skillbar. Endure Pain is also comparatively weak, but given the natural durability of the warrior and the ability to do damage and heal while under its effects, I’d say it’s still strong. Elixir S, however, also gives the engineer Toss Elixir S, which is a great spell even considered by itself.

People have said that it was obviously imbalanced for the ele to be able to heal in Mist Form – but honestly, I think that we should be able to. The ability to cast Ether Renewal during Mist Form would certainly go a long way toward making us more competitive in the current meta.

(edited by Alys Florent.1359)

Everyones weapon's unsheathed... bug

in Bugs: Game, Forum, Website

Posted by: Alys Florent.1359

Alys Florent.1359

My apologies then. I have them both on Highest all the time and haven’t encountered this issue. (Yay 5 FPS in zergs)

I have them on Highest too and I encounter this bug 24/7. It appears to be unrelated to culling settings and was introduced as an unintended (I hope) consequence of the culling removal.

I know this is blasphemous to utter, but some of us actually want an option to turn PvE culling back on. Better to have players culled than to have all these ugly bugs with faraway nameplates and weapons glued to people’s hands.

Asuran Elemantalist armor help.....

in Asura

Posted by: Alys Florent.1359

Alys Florent.1359

I’ve had the same problem for a while, but as I main an asura ele I had to find some kind of solution. So I have two sets (PvE and WvW).

- Full cultural T3. Gloves aren’t necessary as they are the least visible piece, shoulders don’t matter because the female chestpiece obscures them, and you don’t have to use the helm if you like your hair to remain un-Zojjafied.

- A mix of Priory skins and exotic Acolyte skins (like Khilbron’s Coat, etc.)

Link to shameless showing off of my char in these getups: http://megidophilia.tumblr.com/post/58272256816/finally-found-a-decent-looking-armor-combination

[Merged] Players have weapons glued to their hands

in Bugs: Game, Forum, Website

Posted by: Alys Florent.1359

Alys Florent.1359

I’d just like this issue to be fixed. It is unrelated to character quality and limit settings, and persists throughout the range of each from highest to lowest.

Because at this point I would much rather have culling back than to have to look at this nonsense on every single player character. Actually I would really like an option to re enable culling. I liked not seeing the swarm of nameplates. Now, even if I disable “Show all player names”, I still see nameplates in the distance even though those around me are hidden, which is completely counterintuitive and ugly.

What if JPs Dropped Champ Loot

in Guild Wars 2 Discussion

Posted by: Alys Florent.1359

Alys Florent.1359

Jumping puzzles (along with mini-dungeons) will be some of the locations that begin rewarding ascended crafting materials once crafting to 500 goes live; this is intended to help make these areas more rewarding and fun to go back to and play.

Yes! Minidungeons are one of my absolute favorite parts of this game. Finally people will have a good reason to do Vexa’s Lab with me, especially since the golem boss fight is as or more interesting than a lot of dungeon bosses (though I wish the sharks in the tank were buffed, to aggro easily and kill quickly, so people would really have to worry about not falling in).

Need help with an ele build

in Elementalist

Posted by: Alys Florent.1359

Alys Florent.1359

That looks a lot better. I’d suggest ether renewal as a heal, kinda lacking condition removal outside water attunement cooldowns. With ether renewal I’d also drop the 2 monk & guardian runes in favor of 4 altruism, same boon duration and healing but another 3 stacks of aoe might (for you as well).

The azurite gems are spendy and not necessary, emeralds or beryls will do basically the same thing. The azurites are exactly optimizing the build anyway.

The power is still low for my tastes, but pretty good survivability.

I think 1800 power is a good baseline for ele. You trip and give yourself 4 stacks of might, which gets you close to 2000, and if you’re decent with blasts and sigil of battle you can easily maintain 10+ stacks which is over 2200.

Lightning flash.

in Elementalist

Posted by: Alys Florent.1359

Alys Florent.1359

It’s meant to be used offensively. It crits for around 1500 and lets you land big PBAoEs like Earthquake. Oh, and even though it doesn’t break stun, you can still cast it while CC’d like other instant abilities.

LF is actually my favorite cantrip. Mistform and Cleansing Fire got nerfed and Armor of Earth went from meh to worse because of it. If they want to keep Mistform the way it is, they should reintroduce stunbreak to Cleansing Fire and up the CD, or lower the CD on Armor of Earth.

Has anyone tried the Sigil of Renewal yet?

in Elementalist

Posted by: Alys Florent.1359

Alys Florent.1359

It just seemed a great way to keep my own health up since I swap attunements so often and 300 range isn’t much . With it I could justify taking some points out of water to get some more offensive skills. To bad it don’t work for us, it’s just like Anet to release an awesome weapon upgrade the works for everyone but Ele.

Yeah for self healing sigils Blood is the best if you have decent crit chance and Leeching is halfway decent if you don’t. Leeching is also an on-swap sigil but it guarantees a 900 heal for you, opposed to Renewal that only heals 400ish.

Looking to make a light armor class.

in Elementalist

Posted by: Alys Florent.1359

Alys Florent.1359

I’ve got a heavy and a medium armor class already so I decided it’s time to make a light armor class, take advantage of those sexy light armor clothing wnkwink, there is a couple of mesmers in the group of people i play with already so i dont really want to make one of them. So that leaves me with necro or ele and i’d like to see what each forum has to say about their class.
I’m thinking more of a PVE focus so how are eles in dungeons and fractals, maybe for champion farming. What are their strengths and weakness in your guys’ opinions?

Ele is great in dungeons and fractals, and a lot better than Necro IMO (I’ve played a fair amount of both).

- Ele has one of the highest damage weapons in the game: Lightning Hammer. Beats even Warrior for sustained DPS when fully buffed.
- S/D Ele can grant AoE 15 stacks of might and 1 minute+ of fury with Persisting Flames in the space of 6 seconds, and repeat every 30-45 seconds.
- Ele has the largest AoE projectile negation skill in the game with Swirling Winds. Great for fractals, especially Dredge and Bloomhunger.

Need help with an ele build

in Elementalist

Posted by: Alys Florent.1359

Alys Florent.1359

Im having trouble balancing the toughness, Vitality, crit damage and chance, someone told me to atleast have 1600 toughness, 15k vitality , 20+ crit chance, and a moderately high crit damage, but i cant achieve that, no matter what i try or change

To achieve this you needed to move around where you’re getting stats from. Here is a link to a common ele “WvW roamer” type build with mostly easy to acquire exotics (no ascended at all). It gives you 1600 toughness (2500 armor), 15.8k health, 42% crit chance and 67% crit damage. Also, 60% boon duration and respectable 1745 power to boot.

Some tips: Always use Ruby Jewels for upgrades, they have very good stat ratios for Crit Damage, along with Berserker amulet (and an ascended version of that amulet shouldn’t be too hard to come by with 20 laurels). You also don’t need the 2 Divinity runes, the extra +20/2% isn’t necessary, you can pick orbs or major water runes or Melandru runes.

Edit: I see a lot of people posting builds with full orbs on their armor. That’s not the best use of armor slots, as eles we like to stack boons so never underestimate boon duration. 2 Sup Water and 2 Sup Monk give +30%, along with the standard 30% from arcana. Worth a lot more IMO than 120 power and a few crit chance points or vitality.

(edited by Alys Florent.1359)

Condi Ele Build

in Elementalist

Posted by: Alys Florent.1359

Alys Florent.1359

I am always confused about this: do weapon-swap and on-crit sigils share a cooldown? If so you wouldn’t be getting any use from your Sigil of Earth because your Sigil of Doom would always be on cooldown.

New Voice Lines?

in Audio

Posted by: Alys Florent.1359

Alys Florent.1359

We adjusted the frequency of when certain PC lines trigger in a previous release.

And it was a shame. I guess it was needed for certain lines that kept getting spammed, but now some of the rarer ones almost never trigger.

Also, Warriors keep spamming “For Great Justice” and “Shake It Off” while Guardian shouts are inaudible to all but the Guardian.

Are eles able to kill others in 1 on 1 ??

in Elementalist

Posted by: Alys Florent.1359

Alys Florent.1359

The classic “bunker” – 0/10/0/30/30 with D/D and triple cantrips – has apparently fallen out of style but I still find it to be incredibly effective in 1v1s. We’re living in a condition heavy meta, and, for example, I LOVE when a necro puts a dozen condis on me, terror bombs, then watches me swap to water and make it as if they never touched me. I don’t even need Ether Renewal to cleanse condis, I can keep pretty constant pressure.

The problem with this setup is that because I’m relatively bunkery, fights take longer to win, and you run the risk of being caught by a zerg or another enemy roamer. Also, if I touch a tanky guardian, I realize it’ll most likely end up a stalemate and not bother risking it… two of the best boon-stacking, self-healing classes in a 1v1 usually doesn’t end up very decisive.

There are some pretty cool griefing builds you can put together with immobilize, Updraft and Phoenix/Firegrab bombs with full power/crit setups (Phoenix alone can one shot squishy targets if all of its phases land). These work better in team setups because you’ll die if a thief so much as glances at you.

water trident needs work

in Elementalist

Posted by: Alys Florent.1359

Alys Florent.1359

All of Scepter’s water skills need work, the autoattack is useless, Shatterstone and Water Trident are afterthoughts.

How about something like this… increase the channel time and add 3x vulnerability to the autoattack (analogous to the the earth auto), increase the radius of Shatterstone and have it cause chill instead of vulnerability, and increase the heal and radius of Water Trident. A projectile finisher chance for the auto and/or a blast finisher somewhere in there wouldn’t hurt either.

Remove Underwater Weapons/Helm.

in Suggestions

Posted by: Alys Florent.1359

Alys Florent.1359

No, what they should do is add more underwater weapons. The current system is way too bland.

We have spears, which are generic melee weapons, tridents, generic magical weapons, and harpoon guns, generic projectile weapons. Why shouldn’t underwater combat get more uniquely underwater weapons? The art style of daggers, shields, horns, and others gets completely lost right now.

Meteorlogicus needs more love!

in Suggestions

Posted by: Alys Florent.1359

Alys Florent.1359

I’m crafting my Meteorlogicus tonight (no regrets, best legendary, plus on my ele I never have to swap out of it so it’s always on) but I agree, it really could use some effects. Even Flameseeker has the cool thing where the book’s pages flip every time you use a skill, but Meteorlogicus just sits there and looks pretty. It’s beautiful, but it’s conspicuously lacking in the effects department.

It has the whole windy/air theme, heck the precursor is called “Storm”, why not have a sort of cloudy aura around the wielder? Or leave little white clouds as footsteps?

So... everything in this patch is temporary

in Queen's Jubilee

Posted by: Alys Florent.1359

Alys Florent.1359

“Everything in this patch is temporary”? Uh. No, not even remotely true. The new minizone and associated rewards are temporary. Champion/dungeon rewards, account wallet, solo queue, watchwork recipes, minigame rotation, these are all permanent changes. I’m QQing myself about the temporary nature of the Queen’s Gauntlet because it’s really kitten hard to justify taking something like that away after a month, but it’s not like the WHOLE patch is temporary.

IMO professions and combat are shallow

in Guild Wars 2 Discussion

Posted by: Alys Florent.1359

Alys Florent.1359

You can get through the majority of GW2’s content by mashing autoattack and not using your skills strategically. This is definitely true (and that’s how I played my first character!). Most dungeons and overworld stuff falls into this category of “shallow” (whatever that means) combat.

If you think this is true for the entire game, you clearly have never played high level tPvP, solo or coordinated groups in WvW, or high level fractals.

Pax Finals - SYNC vs TC!

in PvP

Posted by: Alys Florent.1359

Alys Florent.1359

I want to know who registered Fine Undertones [BEAR] and give them a high five.

Election: feedback

in Living World

Posted by: Alys Florent.1359

Alys Florent.1359

[b]casuals, don’t care about anything but shallow goals without thinking about the future. With the waypoints, Kiel has an iWin button. However, she is still leading the vote charts only by a bit, even after this.

Seriously?

I’m voting for Kiel because I want the Thaumanova fractal. I think Abaddon will inevitably be disappointing. Not all “casuals” are voting for Kiel and not all “non-casuals” are voting for Gnashblade. Try not to be so polemic about this.