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Elementalist elites are the worst ones!

in Elementalist

Posted by: Barabbi Moonshadow.3089

Barabbi Moonshadow.3089

Per the person above that said they use the Norn racial…

As a Sylvari, I use the turret summoning elite for great effect. (As a staff elementalist) They make for

a. Wonderful auxiliary ranged “units” dmg’ing enemies that are below a wall (with you on top)
b. In the zerg, and someone targets you? Become invulnerable, make the enemy waste their powers, and immediately dodge roll toward the zerg again when the invulnerability ends.
c. … Many other uses.

Class wise? Yes, our elites are pointless in wvw. In pve, however, the pet can be used for great effect in the right circumstances.

The Ringmaster.

in Personal Story

Posted by: Barabbi Moonshadow.3089

Barabbi Moonshadow.3089

Indeed. Completed this last night with a mate (Warrior) on my Necro. It was a good thing the two of us were both there, and we were both spec’ed for AoE dmg. (The fight ended up with one of us doing lots of dmg, getting them all, beginning to kite. The other would heal up, let cooldowns reset, then pull from the first. Rinse and repeat.)

Leveling an Elem...constructive advice requested

in Elementalist

Posted by: Barabbi Moonshadow.3089

Barabbi Moonshadow.3089

[Level 50, mostly PVE, light WvW, staff (since unlocking all weapon abilities)]

A. The most important thing about ele(mentalist) is to, as stated above, learn how abilities will work together.
B. My current / future build. (Fire 10 V, Air 25 VI & ?, Water 10 VI, Arcane 25 V & VIII) Equipment = Precision, Crit Dmg, & Power. Runes = 2 Lyssa for Condition Duration and 4 Eagle for Precision & Crit Dmg. (As of level 50). Point: Critical hit for high dmg & to cause conditions while using your 1.2k range to all its benefit.
C. Skills: Glyph of Elemental Harmony (can heal on move), Cleansing Fire (clear conditions), Signet of Fire (crit chance, needed at my level), Signet of Air (movement speed), [Sylvari race] Take Root (turrets, let them help you + invulnerability in longer fights)
D. Always keep an active look around you when in the general world. You survive via killing things before they agro on you. If you are agro’ed first (at my present level), it will be a much … much tougher fight.
E. Run around in Air magic, giving you 10% more run speed.
F. Typical pull:

1. Switch to Earth magic & gain 10 seconds of Protection and 2 seconds of Fury. Cast Eruption under the mob or mobs you are pulling.
2. Immediately cast Unsteady Ground 3/4 from you between the mob(s) and you. (Most pulls have a melee based enemy in the group.)
3. Cast Shockwave.
4a. (Put points in Arcane first as to lower your element switch times.) Until you can switch back to Air, Cast Stoning.
4b. Switch to Air magic, gain 2 seconds of Fury and 5 seconds of Swiftness.
5. Cast Lightning Surge on the enemy most likely to actually get a hit on you.
6. Cast Windborne Speed, gain 10 seconds of Swiftness.
7. (Use Gust if necessary.)
8a. Finish mob(s) with Chain Lightning if probable to kill them.
8b. Switch to Fire, gain 10 seconds of Might & 2 seconds of Fury.
9. Cast Flame Burst. (Instant cast)
10. Cast Burning Retreat. (If room is available.)
11. Cast Flame Font so the circle will dmg the mob.
12. Switch to Water, gain 10 seconds of Regeneration.
13. Cast Frozen Ground. (Get some distance between you and the mob while Flame Font hits again.)
14. Cast Geyser on yourself (if needed.)

Thus far, both in solo (farming nodes and doing the odd event) and group/event play, it works well. Further, it is easy to be productive in WvW if you ever decide to do so while running “with the zerg” and/or operating wall mounted siege.

Thought I would give you a staff ele’s point of view/play scenario.

Necromancer bugs compilation. (discontinued)

in Necromancer

Posted by: Barabbi Moonshadow.3089

Barabbi Moonshadow.3089

First, a thank you for keeping this list up-to-date. (From a elementalist & necro player.)

In this regard, a note on (NB0091). I had the same thing happen to my elementalist last night, this time in regard to “dual actions activating in regard to the F key.” In my case, I was attempting to Revive a groupmate (by using F) and, at the same time, switching elements (via mouse click) to deal with an enemy that was incoming.

This bug is most probably not in the necro class itself, but instead is somewhere in either the A: Revive code OR B: Class abilities.

Cant make new password?

in Forum and Website Bugs

Posted by: Barabbi Moonshadow.3089

Barabbi Moonshadow.3089

Additionally, a newly created password is added to your (ArenaNet’s) list of blocked passwords even though the old password is still in effect. Therefore, after releasing the Account Security post and adding the auto-blocking of old passwords, you are going to end up encouraging people to go back to the passwords they already know. (“I created a new one, it is blocked now, and I am still using the old one? Fine, I’ll just keep the one I wanted anyway.”)

Elemental bugs/glitches thread.

in Elementalist

Posted by: Barabbi Moonshadow.3089

Barabbi Moonshadow.3089

After reading through the initial listing of bugs posted for the Elementalist (my main), as well as bugs for a few other classes I play as alts, I went ahead and made a general “state of game in my opinion” post.

Due to a combination of forum rules and not rewording/posting it all, most of the post includes the bugs/problems I have noted while playing the Elementalist character. (Including for submission to this mass bug post.)

https://forum-en.gw2archive.eu/forum/game/gw2/Class-Balance-Bugs-One-Player-s-View/first#post162433

Class Balance & Bugs, One Player’s View

in Guild Wars 2 Discussion

Posted by: Barabbi Moonshadow.3089

Barabbi Moonshadow.3089

In short, a ranged focused Thief build does not have the same capability to survive as other classes. It beats the Elementalist in surprise situations, but that isn’t saying much.

3. Norn, Warrior, Rifle/Dual Axe. Duo play with a Short Bow – Ranger until level 8. (All weapons were unlocked and played with on various enemies.) Duo rerolled to group 4, below.

The above play led to my picking of the Warrior class for duo play. Rifle for dealing with veteran & event mobs, with dual axes for AoE. It worked as intended during the low levels, and I may return to it someday. (Characters were changed due to racial pick & desire for testing.)

4. Human, Thief, Bow/Dual Pistol. Duo play with a Axe/Short Bow Ranger. Presently level 12.

Attempt 2 with the ranged build, this time with a duo partner played ranger. After it took the two of us (both) kiting / pulling a Veteran world mob from each other over 5 minutes, it showed me that the build is probably not duo worthy either.

5. Sylvari, Necro, Staff/Axe-Dagger. Duo play with a Dual Sword/Greatsword Warrior. Presently level 19.

The above led to the following duo being played and well enjoyed, a duo capable of actually surviving a hit or two and doing dmg. My duo partner coming from the ranged only thief in the group of 4, and my group character being the Elementalist, we were looking for class/builds that could survive and do dmg well. From my Wow background, I chose to test the Necro with a “Deathknight” like playstyle. Lots of conditions being placed on all mobs in the area, draining health from all mobs to “tank,” and similar. The build works well. (And, I am not having to deal with the broken pet issues that other necro players are dealing with right now.) As for my duo partner, they are enjoying the capability of actually feeling “useful”… by actually doing significant dmg.

All of the issues I have experienced with the Necro have already been reported in the mass “Necro bug” thread.


As stated in the Title & Preface, this is simply this player’s perspective on certain class’s balancing from the perspective of particular builds and playstyles. (I will be making a post in the Elementalist bug thread with a link to it so the original author can pull bugs for that post from it, if desired.)

Overall: Thank you for being more responsive than “other MMO running companies” have been in regard to fixing issues, especially during the first month of game launch. (The servers were actually up and running most of the time, that was an accomplishment in itself.)

Class Balance & Bugs, One Player’s View

in Guild Wars 2 Discussion

Posted by: Barabbi Moonshadow.3089

Barabbi Moonshadow.3089

k. Eruption, with its long “cast to dmg time”, when combined with its high Bleeding dmg, is relatively balanced. The problem is that mobs (and, I expect players in pvp), simply take several steps to get out of its range. Suggestion: Lower the bleeding dmg, make it actually have an effect sooner.
l. In our party play, veteran level world mobs are killed with Stoning instead of Air: Lightning Surge. This is due to the Weakness condition it applies (which helps the Warrior player). The problem, as with Water and Fire auto-attacks, is the time from cast to dmg applied. Test the following: Have another character pull a mob with a projectile shot. The elemantalist casts Stoning at the same time. (This was testing with same real room play.) The Stoning will not be able to hit the mob until it is in front of the player that initially did the pull, relatively not moving, and cast when they are there. (Which leads us back to the Lighting Surge “only good auto attack” issue.)
m. Arcane Fury should either be affected by Lingering Elements, or the wording changed to note that it will not be.
n. Blasting Staff: The ground target circles frequently do not show the enlarged area of the spells. This makes “precision AoEs to avoid neutral mobs (Mosshearts, in our play)” difficult.
o. Why do most Elementalist Adept level Minor abilities state “when attuned to this element?” If a player wants to play a “well rounded” Elementalist, they are forced to pick and choose their elements to use based on this. Suggestion: If is a balancing issue, change these to half their current values and make them be applied all the time.

General Overall: The Elementalist simply feels like it didn’t get the polish that other classes did for play simply because it had options available to it. Furthermore, the class plays simply as follows: “If you get the first hit, you will most likely kill the single or group of mobs before they get to you. If you didn’t, you will most likely have very little hp or be dead.” No survivability in non-prepared pulls (when compared to other classes), even if traited and equipped for it.

2. Sylvari, Thief, Bow/Dual Pistol. Solo play to level 15 before stopped.

This character was enjoyable much like the Elementalist, in the fact that prepared pulls are easily dealt with. Choking Gas, Cluster Bomb, … then either Trick Shot or (switch weapons), Unload. I decided to stop playing this character during the personal story “The Heart of Nightmare.” (SPOILER ALERT) After spending minutes reverse circular kiting the named mob, using all provided “ground weapons” to their best effect, and hoping to have enough initiative left over to deal with packs of mobs when the named spawned them… (the friendly npc with me long mauled to death), I decided the build would never work in long term play as a solo character.

Class Balance & Bugs, One Player’s View

in Guild Wars 2 Discussion

Posted by: Barabbi Moonshadow.3089

Barabbi Moonshadow.3089

This post is being written after I have played the game from the beginning of the headstart weekend launch to the current date, with no prior Beta GW2 play nor any GW1 background. With a MMO background spanning over 15 years in MMO play in various games (EQ, DAoC, Matrix Online, CoH, SWG, Rift, & Wow) & roles (from healer, to support, to tank), I am not new to MMO play.

The below will organized based upon the character I played, how it has been played, and the things I have observed during the time. NOTE: All play thus far has been in PVE only.

1. Sylvari, Elementalist, Staff. Character usually played in a group with 3 friends: 1 Sylvari Bow/Dual Pistol Thief, 1 Sylvari Engineer (varied weapons/kits), and 1 Norn Longbow/Greatsword Warrior. Currently level 47.

This character was specifically built as my main for the primary purpose of “support”, both in PvP and PvE as my group of friends and I played. As such, the initial build was going to focus more on buffing the party and light dmg instead of dmg. The problem is that during events, the dmg you do to the mob is what mostly determines your medal reward for the event. And, with events & hearts being how one gains experience (with events being centered on hearts), event rewards were always lower. On the other hand, experience gain soared (and continues to) compared to my group as I do a little dmg to all mobs no matter what. This has led the build to be directed toward a Precision, always crit, use %’s to put conditions on all mobs build. This way, dmg will hopefully be higher on the boss mob & all mobs for gold credit.

From observation, the engineer & thief players in our group have had a difficult time even getting hits on regular mobs when compared to the warrior and myself. By the time I get a single auto attack or first AoE off, the warrior has charged ahead with greatsword in hand, pulling all mobs to them (proximity), and… via hundred blades… slaughters them all. A single hit via thief/bow auto-attack will hit 3 mobs, and the engineer may get a single hit.

Elementalist bugs/suggestions:

a. Meteor Shower will frequently not even hit a stationary mob when the spell is cast directly over it.
b. Healing Rain does not last for 9 seconds.
c. The Water line of spells cannot be used in most circumstances due to the lack of dmg on 3 of 5 of them, and the other 2 have too long before they do their actual dmg effect.
d. Static Field, when cast on top of a stationary mob, does not actually do any dmg to the mob since it has not been agro’ed yet. Therefore, it cannot be used as an “initial stun” for solo play.
e. Windborne Speed needs it radius looked at. It is probably not effecting people in a 240 radius.
f. Lightning Surge still has a longer range than 1200. (It was infinite, but a recent patch fixed/reduced it… some.)
g. Chain Lightning is the only auto-attack ability in the Elementalist arsenal that can be used to get kills on regular mobs. With its ability to “smart” hit numerous mobs and quick “cast to actual effect” time, it works where others don’t.
h. Shockwave frequently doesn’t hit a mob if a direct straight line of pathing is not available between the player and the mob.
i. Unsteady Ground’s cast time, when combined with its short (2 second) Cripple, makes the ability useless to use unless you are preparing for a pull (or see a group of mobs coming to you and place it relatively close). Otherwise, you are better off (to survive) to switch to fire and hope for the best.
j. I have repeatedly been shot by npc arrows with Magnetic Aura active. I no longer even bother casting the ability.