Showing Posts For Avadore.4196:
All other on crit vigor are 10 sec cd for other classes so it dose fit the ideal of normalized. Though its not that big of a deal for ele with all of its other vigor generation.
Except other class vigor on crit trait is a adapt minor trait while Ele is adapt major trait and have to trade something to get it…
I would take 2 sec of fury on ever swap over a vigor on crit for adapt. Keep in mind ele can get vigor on cantrips use and getting hit when in water soon on water swap if they chose to use the tempest line.
You do have a point some what but becuse its only one step up from an adapt cutting its cd to 5 sec over the stander 10 seems a bit much as in there simply nothing else on ele trait even the GM that gives you 100% of up time vigor or realty any buff on its own.Same thing could be said for fury. There is many other places to gain fury instead of the 2 sec on swap. Zepyr’s Boon, Blasting Fire with Persisting Flames, Elemental Contingency. It depends on how you specialized.
The point I was making is that Anet claim they are “Normalizing” the trait when they clearly are not.
Its normalizing as in other like effects in the game have the same cd it dose not realty have to do where these effects come from.
We will have to disagree on the degree of what “normalizing” should be. What is interesting is that Anet wanted to do this like a year ago but pulled back once the Ele community complained and pointed out the difference.
All other on crit vigor are 10 sec cd for other classes so it dose fit the ideal of normalized. Though its not that big of a deal for ele with all of its other vigor generation.
Except other class vigor on crit trait is a adapt minor trait while Ele is adapt major trait and have to trade something to get it…
I would take 2 sec of fury on ever swap over a vigor on crit for adapt. Keep in mind ele can get vigor on cantrips use and getting hit when in water soon on water swap if they chose to use the tempest line.
You do have a point some what but becuse its only one step up from an adapt cutting its cd to 5 sec over the stander 10 seems a bit much as in there simply nothing else on ele trait even the GM that gives you 100% of up time vigor or realty any buff on its own.
Same thing could be said for fury. There is many other places to gain fury instead of the 2 sec on swap. Zepyr’s Boon, Blasting Fire with Persisting Flames, Elemental Contingency. It depends on how you specialized.
The point I was making is that Anet claim they are “Normalizing” the trait when they clearly are not.
Clearly this appears to be a nerf due to PVE. it’s unfortunate that the change will affect PVP and WVW. I would love to see this to be exclusive to PVE and rest of the game remained unchanged.
All other on crit vigor are 10 sec cd for other classes so it dose fit the ideal of normalized. Though its not that big of a deal for ele with all of its other vigor generation.
Except other class vigor on crit trait is a adapt minor trait while Ele is adapt major trait and have to trade something to get it…
I would prefer if Anet would buff FGS to an real elite. Something along the lines below.
Change Skill 1 to an Melee attack chain at an increased damage.
-Slash up to 3 enemies
-Slash again up to 3 enemies and add burn
-Forward swing FGS and nock back up 3 enemies a short distance(200 maybe)
Change Skill 2 to a defensive skill. Channel/hold the sword in a parry position for 3 seconds blocking all melee and burn/destroy all projectiles. Applied conditions and magic still do damage. Add an AOE burn to nearby enemies during the channel.
Keep Skill 3 the same
Keep Skill 4 the same
Increase Damage to Skill 5
DAOC had no AOE cap and had long duration crowd controls that a small group (8 man) could take out large forces. It was fun and the imbalance was not as a big of a deal.
Don’t try to rewrite history. These long duration clipping-range AoE mez/stuns were the bane of the game and ruined the fun for many as they stood there looking stupid while an 8-man group used /assist macros to pick them off one by one or massive PBAoE spam to kill them as a group. This was horrible and unfun.
Anyway, back on topic…
I take you were on the unfavorable end of that.
Anyways the point was that in DAOC, a smaller realm ( OR server Here) could be competitive in that game play. I do not see too many groups here beating the zerg odds of being outnumbered by a large margin. I would also include not seeing many smaller server beating larger ones at the end of the week.
There was population and converge imbalance back in DAOC. In those days it was not server VS server but between the 3 different realms.
I’m surprised no has pointed out the main difference is that DAOC was not a conquest game like Guild Wars 2. The winner was not who had the most keeps but who can get the more kills. DAOC had no AOE cap and had long duration crowd controls that a small group (8 man) could take out large forces. It was fun and the imbalance was not as a big of a deal.
Couple of things for having more keeps were access to the huge dungeon of Darkness Falls, which at times it was great to let the other realm have so if your inside you could RvR with a never ending respawn of enemy players. Another was to add more super high level guards for the Relics which granted large damage bonuses depending on how many you had.
Problem we see in Guild Wars 2 is the current game mode is conquest and the majority of the rewards is for taking keeps/towers. Unlike DAOC the rewards were to killing other players.
A claiming guild (keeps towers etc) should be allowed to dismantle troll siege and similarly to avadore suggests have an option to lock down siege placement within that keep or open it for all. This would also give guilds another incentive to claim keeps.
This is another suggestion that I think works well, though it is hampered by the fact that 2nd Account trolls can still start their own guild. It would, however, give larger WvW guilds an incentive to claim Keeps and Towers quickly, and a “Despawn” or Timer on Guild Claims is a good idea (every 12 hours, for instance, things need to be “reclaimed”)
I was thinking there should be a cost so a lone/small group of trolls cannot support a claimed keep. Typically trolls are not with the real players that take the tower/keep so the real players will have first chance to claim.
The siege placement trolling problem would be reduced as well if we can prevent them from getting the supplies to build the siege in the first place.
From day one I always wished there was more guild control over WvW objects which this lacks in GW2.
No solution will be perfect but Anet is looking for some way to resolve or minimize the problem without direct GM intervention.
Here are my thoughts for prevent trolling/taking of Keep/Tower Supplies.
First, Allow the claiming guild lock down keep/tower supplies to 3 options, Locked for All, Open for Guild, Open for All. This will prevent trolls from draining supplies from keeps/towers.
Second, add a claiming cost of guild influence for guilds to have a keep/tower claimed. This will prevent a trolling person from claiming and holding a tower/keep since they likely won’t have the guild influence to do so.
Signet of Restoration is fine, now if you want to talk about signet builds in general I would agree they need a bit of help.
But back to the Signet of Restoration, hypothetically if your trait into signets you can get Signet Mastery (Earth 2) & Written in Stone(Earth12) you can potentially gain the passive affect while using the active affect every 20 seconds. . . Unfortunately Signet builds are only good on paper and stink in practice. Which leads me back that Signet Restoration is OK but Signet builds could use a little something.
Power Auras as a trait is only good when you build for it. Otherwise the trait itself is subpar and better getting Cleansing water If 6 water or putting points into something else.
If you want to build a support Aura build, your currently not going the right way. Powerful Aura is to share and the best way to do is to get the boon on aura traits. If you become an Aura Sharer, be prepared to be focused more than normal because you being alive improves all your teammates.
I use the following spec http://gw2skills.net/editor/?fFAQJAodhMMKbW5wwBfEBPAC5fvaN6koAFrmE-TJBEwAGeAA23fAwJAgbZAA .
This makes me be supportive with boons, decent bunker, mid damage, mobile, projectile destroyer, loaded invulnerably/Stability stomps. Very good in team fights. Bad in solo fights (would have to hold out for help). Best play is to move back and forth between two points in assisting those that are holding each point.
Just for the fun of it I gave a glyph build a try… Overall it sucked but I believe it could be an interesting build if Anet did some buffs. I made some adjustments to that OP here http://gw2skills.net/editor/?fFAQJAodhUMKa20wqBd0AUAC5VliJcQgiL/B-T5gFwAAeAAw3fwaZAA .
I was not sure what Rune Set, Sigils, or water 10 to use but hey it’s all for fun. Picking up cleansing water did help with condition removal a bit but the real problem i found is the lack of stability. Very easy for a Warrior to stun lock. Other issue is that the glyphs have cast times.
Reducing cast time or removing the cast time would be a lot of help. Possible tie it to Quick Glyphs. Other change Anet should make is add more boons to Inscriptions Trait. 3 Might instead of 1 Might, Add Fury with Swiftness, and add stability with protection.
Everyone, I found the solution to our problem. You lose the stacks if you do not have a weapon equip with the stacking sigil. Solution is to put the sigil in your water weapon. BOOM you can swap out your stacking sigil weapon like before.
does lingering attunements apply to this? I assume it does?
It should, BUT it wont. Lingering Elements only work for the 5 point minor traits ( Flame Barrier, Zephyr’s Speed, Stone Flesh, Soothing Mist) . Anet will NOT fix it for the other traits because it would make the Ele OP… Not that I agree with them.
I recall Anet argument is that Ele would be able to “Slam” all attunement swaps at once I gain all the single attunement traits.
I would make the first “Elementalists strike” in history, with aaaaall elementalists forfeiting the WvW season.
I know that most Ele zerglings “feels ok” and would not be part of this movement, but would be a nice message to devs….
If all the elementalists did that then Anet would have to “Hot Fix” a staff weapon set for warriors that had a compliment of all of the elementals staff abilities. You know Warriors always could use a group support build….
I wish thy would change soothing wave to gain regen on aura. That would make aura share builds a little more supportive
But that would make too much sense.
Jokes aside, I would love to see that + a 10 point trait in fire line that gives Might on aura, would match the earth 10 point trait for Protection and air 10 point trait for Swiftness/Fury. Could see using a 10/10/10/30/10 build the maximize auras.
I really want to suggest this variant:
Diamond Skin: Gain a stack of Diamond Skin every [x] seconds, up to a maximum of [y] stacks. Each stack prevents one condition from being applied to you, and is then removed.This remains relevant throughout the entire fight, would be visible to opponents before they attack, has a degree of counterplay (don’t blow a big cooldown if you think the ele’s about to gain a stack or has one, use an auto-attack to remove it first), and can be broken through by all condition builds given enough time.
Great solution worthy of a Grandmaster Trait. Powerful, versatile and not situational.
Summation of high risk concerns for elementalist.
Arcana
…
That being said, Elemental Attunement is just a beast of a trait and could honestly be compared with most grandmaster traits.I have a problem with this line of thinking. Yes elemental attunement is extremely powerful, but that is why ALL elementalists should have easy access to it, since it is such a core element of our survivability. It’s not like you would say “having 4 attunements is too powerful, so we are moving the functionality of changing attunements to a grandmaster trait”. That is how you should think of the trait elemental attunement, because it should never have been a trait in the first place; it should have been a built in feature of attunement swapping. The fact that nearly 100% of eles take it and still can’t compete with warriors and the like should tell you that it is not a problem having a powerful trait in the adept tier, especially for a class with atrocious inherent survivability.
This… With how the mechanic of the class is with attunement swapping. Elemental Attunement should be inherited into the core mechanic of the class. That with the lower base cool downs of attunement swapping should solve the Arcana dependency and open up diversified builds more than adding frivolous changes to the other lines.
The problem I see even with the counter proposed changes that were made with Arcana and elemental attunement. The builds with 20 into Arcana already will be fine. Those builds that are more diversified outside Arcana will take a hit with the changes.
It can be argued that Elemental Attunement is a power trait bordering on master or even grandmaster level but here is the glaring problem with the changes now. Majority Elementalist builds are built using Elemental Attunement and over the year all Elementalist balance changes have been made with Elemental Attunement trait as is. None of the changes to the other lines can compensate for the loss of Elemental Attunement as a 10 point trait now 20 point trait.
The end result will have an affect opposite of what Arenanet is trying to do. More players are just going to stick with builds with 20 points into Arcana instead of diversified builds outside of Arcana.
Problem is that the Candy Corn 20 slot bag is the same as all other 20 slot bags but at an increase cost. What should have been added was a bigger slot bag. Possibly as a 24 slot bag. In this scenario the item is different than all other bags in game because it can hold more. The added cost would be justified and would be up to players and market to decide the gold cost/value of the item.
I gave the speed stacking a try shortly after game launch. As far as I know if it the same as then, the Max speed you can get is the top Passive or Boon. Which means Swiftness at33% is the fastest you will go.
I find the OP humorist at best. As many have pointed out that D/D weapon set with around 0/10/0/30/30 or 0/20/0/30/20(I use) spec to be the most versatile and viable for an Ele.
OP complains now, should of seen it few months ago before a couple of nerfs. I was one of those that took advantage of the food pies. Think of Perma combat fiery at 82% crit + 66% Heal on Crit = 54% hits will return health. Used to dual Zerg bust with a Guardian Friend.