Showing Posts For Comaetilico.3645:
focus is a defensive weapon… but we already have plenty of defensive utilities (some that are really good…)… and a shortage of offensive utilities (that are in general not much effective)… this make the focus redundant with our utilities…
scepter soffer form a damage partition that u will not see in other weapon set… fire dmg comes half from condition (fire 1 and half the dmg from fire 2 are burning) and half form direct dmg (half of fire 2 and fire 3)… earth come almost from condition (actually only earth 1 is a dmg skill and is a condition spamming skill… while 2 and 3 are defensive skill that deal almost no dmg)… air totally from direct dmg… so if u spec for condition u will only have 1/4 of the total offensive skill avaible working well (fire 1, earth 1 and a decent dmg from fire 2 burning even if the upfront dmg will stay on the moderate/low side…)… and the same if u spec for direct damage (fire 3, air 1,2,3 and a decent dmg from fire 2 while the condition part will stay on the low side…)… water obviousl… deal almost no dmg no matter how u spec it -_-’ (water 2 being a dps loss no metter what u do… water 3 being a dmg and heal that does none of the 2 in a decent way…)
(edited by Comaetilico.3645)
Sadly since patch which was supposed to help with culling it got worse for me too. maybe it improved in WvW but pve suffered. It gets ridiculous and ANet should do something with it. It feels like the core of the game is broken and sadly they won’t get any money from me ever again if they won’t fix it.
unfortunately the last culling patch didn’t made it better for WvW too… it made it better for a part of the wvw player and worse for another part… so in the great scheme it is not generaly better (many argue that the part of WvW that got better is minimal against the part that got worse but this is a personal evaluation…)… it simply ADDED a problem to PvE while not solving the problem for WvW… so a total loss-loss
Agree, i can understand that culling is in WvW with all the 100 v 100 fights and the insane data transfer the server has to do.
100vs100?
culling already kick in in a 20 vs 20 -_-’
best taunt mechanic I’ve ever seen was in Warhammer:
sinlge target taunt: Increase aggro generated, it doesn’t turn automatically the mob… it just give an aggro generation multiplier to the tank.. if you’r not doing dmg in that time frame it will do absolutely nothing and in it was a 10% dmg increase for you only against that specific target (the bonus dmg also worked in PvP while the aggro part had obviously no effect in that field)…
AoE taunt: increace the aggro generated (just like the single target one but for shorter time frame), in adition it reduced dmg done by affected target against every other target but the taunting one, if the attack is AoE it is effected by the damage reduction only if it doesn’t hit the taunting character as well (as before the aggro part was PvE only while the other effect was applied to PvP too…)
this was a really interesting pvp mechanic…. and a funcional but not too much easy pve mechanic… it wasn’t an I WIN button in pve since good dps could easily take aggro away from bad tank even if they were cycling their taunt at every CD… also AoE taunt were often used fo it’s dmg reduction rahter than as a mean to take aggro… CD for single target was quite short (15 sec if I’m not wrong) while AoE taunt had a 45 sec cd… this combined with the “Guard” ability (50% of incoming dmg suffered by the guarded target was redirected to the guarding character after dmg reduction was calculated… and only if the the 2 character were within a reduced distance) made the tank role a really functional PvP role… where u wold really feel that u were DEFENDING your teammate… and the opponent often found himself in the position to have to kill the tank before being able to kill the defended character… more than a tank it was a real BODYGUARD… and in the hand of a skilled palyer it could be used to defend multiple target (by switching the guard from one ally to the other as soon as one started to take serious dmg)
a couple of question before answering your:
1) is this a PvE, WvW or PvP build?
2) if I’m correct those dmg assume that u’r permanenty in earth attunament (based on the fact that you’r stacking bleeding with a 6 second CD skill) so how do you plan to apply burning in a reliable way? (also u talk about building more bleeding with other earth skill but the only other earth skill for staff that apply bleed is the 5 that apply a single stack with a long CD).
aside form those question there is still a standard concern that u should think about:
Condition dmg is good as long as:
a) your opponent doesn’t cleanse him self (that make Cond build fantastic for PvE)
b) you’r not engaged in a fight with other ally that also use bleeding as primary damage source (due to the 25 stack cap for target)
c) you’r aiming for a victory over time rather than bursting down your opponent
the lasto point is probably the one that has to be taken into consideration more than any other… condition build generate more dmg than direct dmg build… over a moderate amount of time… but over a short amount of time (a few seconds) direct dmg build can generate impressive burst capable of shutting down your opponent before he has the time to react… this is the main advantage od direct dmg build… u don’t give your opponent time to act… while with a condition build even in the best case scenario your opponent will still have several second to cleanse him self, pop up defensive CD try to disengage, look for help… al obviously if we’r talking about a human opponent… as said before if this build is aimed for PvE than the only concern you may have is that u must be sure to be the only one running a condition damage in your party (otherwise your bleed dmg and your other party members bleed dmg will overwrite and you both will lose part of the dmg resulting in a total dmg reduction compare to that generated by pure direct damage build…)
What we have now is a reward catered to PvPers but presented to the whole community, ostensibly because PvP otherwise sucks and ANet needs some way to shoehorn more people into it, whether they want it or not. Might even work too since who wants to be reminded of all that wasted money or effort in unlocking a tree that they never use. The fact is (and it is a FACT), that far more people are interested in PvE than PvP and ANet knows this, proves this is an attempt by them to push players into PvP by forcing them to invest HEAVILY into a PvP only reward track.
Bloody social engineers. There is no corner of hell hot enough…
To this I will add that for a WvW focused guild… this type of content is absolutely of low interest since as the dev them self clearly stated this is a PvE content… so WvW guild that has easy access to this content shold go and do PvE content and have PvE reward (in WvW waypont cost 0 … ) that they will probably find useless… while PvE guild that are obviously interested in this content have to invest in something that is otherwise useless for them…
well… I don’t know if calling this the strangest marketing strategy I’ve ever seen is better than giving it a more apropriate name that will certanly bring me a warning from the moderation staff ^^’
One thing that is currently not understood by all the community is that guild missions and unlocking them is intended to take months.
except that a WvW focus guild (like the one I’m into…) already has all the requirement and the abundance of packed influence to start the new upgrade as soon as the patch go live (thing that we’r not sure that we will be doing since it will be locking up one of our research slot for something that I’m not sure will be of our interest instead of researching more usefull buff and siege weapon…)… while a normal PvE guild (that will have use and interest for this content) will have to spend the above mentioned month in reserching something that is absolutely of no use for them… in order to acquire the access to a content that will make no use of the research that are required to unlock it ^^
(edited by Comaetilico.3645)
no… nor golem buble nor dagger storm block treb shot nor does any skill that REFLECT… only skill that DESTROY projectil work against cata/treb shot… and swirling wind is the only one that does this (as far as I know…).. this is why ele are always the one that have to do that job… the only other way I know for blocking treb/cata shot is a smoke fiel placed in front of the target that will turn every shot passing over it in a MISS
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?They already have this. Are you a ele or below lvl 8?
he want a command to switch between 2 full set of weapon…
one for open field (with ALL his weapon optimized for open field)
and one for siege (with ALL his weapon optimized for siege)
while I can’t say that this will be totally useless… it is far from necessary… for open field fight u still need some ranged option so u would bring a ranged weapon with u even if u had the botton to totally change your weapon setup before a siege… certainly u could find usefull to have both your weapon set as ranged weapon while attacking a fortified keep… but locking yourself in a ranged only weapon set while specced for melee weapon could be really troublesome if the enemy chaged out…
so… unless u want the “weapon set switch” to be an instant no cd or low cd option just like the normal weapon switch (that is totaly out of the world since it will simply mean that u will have constant access to 4 weapon set rather than the standard 2/1 for ele) it will probably be a rarely usefull tool with a great drowback…
http://wiki.guildwars2.com/wiki/Healing_skill
here the definition of “healing skill”
A healing skill is a skill that occupies the sixth skill slot on the skill bar. All healing skills restore health via healing; some grant additional benefits.
Healing skills should not be confused with skills in other skill slots that can heal
The alternative, of course, for many players that want to see the new content now (as many will) is to rep a large guild, or be a spectator in one of their events. Since many large guilds require 100% rep, that means small guilds bleed membership while they struggle/“grind like migrant farm workers” to catch up.
this is probably what they meant when they were talking about guild mission as a way to recruit new members… yep… “new members” for big guilds… the fact that those “new members” were previously small guild members… is just… a detail they forgot to talk about… ^^’
the fact that the guild mission is a pve content (“Our team’s primary goal was to create a solid foundation to support PvE guild play.” directly from Leah Rivera comment on the guild mission at https://www.guildwars2.com/en/news/leah-rivera-on-new-guild-missions/ ) really don’t make sense for it to be in the AoW tree… a WvW guild will not be interested in such content (since it seem to be only pve content so out of a WvW guild interest) while a PvE guild will have low or none research spent in this tree since it offer no bonus for it’s interest (only large PvE guild that have already reserched everithing else and have a good amount of pve buff stocked up would put point into a tree that doesn’t benefit its own play at all)… so the only use for it been there that I can see is for PvE guild to have a new influence dump to spend their influence point into…
and this is about the problem of the AoW requirment…
now… why pve only? WvW is in serious need of attention… the great WvW patch that most of the WvW comunity was waiting for with great hope… has been postponed to march (and no news about it’s content have yet been revelead leaving the WvW crowd demoralized and uncertain about its own future)… and yet another content that once again doen’t touch the WvW people… is it too much to ask for guild mission reward to be of some use for WvW centric guilds? (and no… don’t answear me that the baner trasmutaion is meant to be used in WvW to show your guild heraldy to your opponent… because that is really silly… -_-’ ) do we have to wait for a future (don’t know when maybe within the year) before WvW only player and WvW centric guild will have a small fragment of the attention that PvE player and PvE centric guild have?
this is not a rant… but a simple criticims… having a content that could with easy appeal to a larger pool of player (both the PvE and WvW) just limit itself to only a part of them seem silly… by having WvW content set side by side with PvE content u will not only get a bit of satisfaction from the WvW player that may pheraps feel them self less mistreated… but will also promote a fusion betwwen the 2 play style… ‘cause once u’r there and have already completed all your “area of interest” mission and bonus just taking a look at the “other side” will feel natural… and this could help to drive PvE player in WvW and let WvW player feel a bit more of interest into the PvE part of the game… but what u’r doing now is just settin an even higher barrier betwwen the 2 “area of interest” and putting even more pressure over the already exasperated WvW comunity…
this is obviously just a personal consideration… that MAY or MAY NOT be that of the TOTAL WvW comunity… but I’m fairly sure that within that comunity there is quite a number of people thinking this way…
as people noticed it will lead to server problem… but… wait… on WAR we had massive lag and server side problem with 100vs100 or higher numbers… here we have mass culling with 30vs30, that is much less than the standard number for fight in WAR… 1 WarBand amounted to 24 player… and 2WB vs 2WB were standard even outside of peak hour and in open field… during siege 3WB for each side were quite a common sight and still lag and server crash were not that common… lag and server crash only happened when the last border was about to fall and everyone rushed to the citadel to reach the capital as fast as they could… (or to enter the citadel siege before they disable them) setting more than 100 player per side in a restricted area…
so… actually I dont think that collision would really make things that much worse than what they are at the moment… it will make them worse only if they were able to solve all the culling problem and make a 50 vs 50 vs 50 or 75 vs 75 fight a normal occurance not hindered by server related problems (such as the culling)… in fact collision generate server LOAD problem… while culling seem to be generated by the inability of the server to SEND information rather than computing them… (in fact u find your self dead because the server calculated your position, that of your opponent, both yours an his skill and generated the final effect… but simply missed to send to your client the data about your opponent position… while the problem generated by the massive load due to collision in a high populated zone is that action are processed at a slower pace that what are imputted so u can find yourself dead by skill fired many second before or your own skill may even fire after your death because the server didn’t had the time to process enough info… but still it sent everything as soon as it was calculated ^^’)
with thing as they are (skill set for pvp and for pve-wvw) confusion will not be nerfed… this because mob in pve has a much slower attack rating (most have just do 1 skill every 2 second or slower)… so if u nerf it for WvW (where player has an avarage of 3 skill every 2 second) it will become useless in PvE…
the only way to have a balance for confusion (and many other skill) is to have a different skill set rules for PvE and WvW… just like they have it for sPvP… unfortunately this doesn’t seem to be in the mind of devs… so the WvW player or the pve player will have to take the short shaft… and atm it seem that WvW player are the one that are going to take the short staff for every balance issue ^^’
PS: if u use tornado u will probably find your self in the condition to have to drop it halfway… this aside from confusion due to your inability to cleanse, heal disengage… when I use it (and I use it mostly to proc wirl finisher out of my own water field to heal allies) I just stay in tornado for 5 second or less… using it for a more extended period usually lead to death… or become usless because we’r already winning the fight and there is not enough opponent in the area of it’s skill so it’ just better to revert to the normal weapon skill set…
(edited by Comaetilico.3645)
actually there are quite a few game where caster are pretty dangerous at melee or really short range… those are the game where AoE is actually king… and so PBAoE are usually really effective (generally PBAoE have shorter cast time and higher dmg rue to the risk of the shorter range and so become really strong in the hand of a bit skillfull player)… an example is warhammer online… where one of the most feared bright wizard/sorcerer spec was based around the “close quarters” tactics that halved the casting time while in close range… making the long range-long casting time-high dmg AoE of those class turn into a short range-quick cast-high dmg AoE… but kittenill in those game the mage still FEEL like a mage… and can still be specced for an efficent ranged use… here when I play D/D (usually I run as a support staff rather than D/D… but when running solo to have a bit of effeciency I have to switch weapon set..) I really feel like an “magical versione of a thief”… the best comment I heard on this matter was from one player that stated smething like this (sorry but don’s tremember the actual post to make a quote): I rolled ele to play a mage not to play naruto-like ninja"
I think this sum it up pretty well…
tbh if you need to kill an object, icebow just rocks. And it increases your condition damage so anything you have up before summoning it starts doing more damage.
condition DURATION… not dmg… so no increased dmg… condition that u apply with the bow last longer… nothing more ^^
still it is pretty awesome against large structure ^^
I’ll start one rarely if there is 100 supply and I know it’s going to flip soon. That way the enemy doesn’t get the 100 supply.
except that supply auto replenish when the camp change side ^^’…
often if I see an empty camp being attacked I let the enemy cap it and than recap it afterwards (the buff is not a problem if u get a couple of condition specced player)… it’s way faster than waiting for the camp supply to respawn…
also the advantage of guard is only usefull if there is 3 or less people attacking the camp… if a group of 5 or more is attacking the camp the guards will only last a few second (u don’t even need to focus the player… just aoe the camp and the player will find himself alone inside it… than u can take all your time killing him…)
as said before the only way to take advangtage of the guards is when the camp is attached by less than a party and u can hide yourself and wait for the right moment to stun, KD them and let the supervisor land a few good hit… but again only against 2 or 3 player… if there are more the other veteran will explode instantly and the supervisor will not last long either…
also the inability to dodge roll make u a really easy and slow moving target…
major mon are used if u want to have the bes boon duration by using the last 2 slot for superior water (that give the same bonuses of the superior monk) if u’r going to use different runes on last 2 spot than u’r better with 2 superior water in palce of 2 major monk since they give the same exact stat but with greater numbers ^^
Conjure Greatswords
%30 of the time i suumon a GS and yet i dont get the sword in my hand but i have the 15 charge buffs an 1min cd buff on me without GS in my hands.
known issue related to on swap sigil with animation (hydromancy and geomancy) now (since a few patch) proccing when summoning the weapon… the double animation (sigil and weapon summoned in your hand) generate this bug where the sigil animation get the best and cancel the weapon in your hand… silly and really disturbing bug than can also be abused (to get a +180 precision and 5% crit dmg for 1 min with 1 min cd by using the hammer with one of those sigil equipped…)
given the range and casting time of the ress skill… if u’r unable to kill the ressing char than u will probably be unable to cap the keep platform too… u just need one char in the ring to stop the ress… also keep lord respawn after a few min if the keep is not conquered (once we had to kill a lord in hills around 7 time because people continued to pull him out of the room while there was still plenty of enemy bunkered inside… none rezzed him… it simply respawned inside the room… got pulled out again.. killed again… respawned again…) so if the enemy was able to ress it that many time than he was probably also able to delay u enough for the lord to respawn on his own…
DAoC had no limits to the number of targets an AE could hit, but they had something else to compensate. it’s called AE-dropoff. it means that someone standing on the center of the AE was hit for 100 % of the damage and that the damage decreased in a linear fashion the further away from the center, dropping down to 1 % of the damage at the edge of the AE. it’s a brilliant system. i hope Anet introduces it (but i don’t expect it).
Drop off with no maximum targets would be great for damage, but what about the other affects like conditions? Also, I don’t think DAOC dropped down to 1%, at least not when I stopped playing. Seems like it was more like 50% at the end of the radius at least on pbaoe spells.
apply drop off to condition/boon duration as well.. simple… really simple…
yes… “short duration aoe condition skill” will be a little less penalized by the drop off… but u just need to balance the aoe size of those skill (and work with the stack in case of multistack short duration bleed… that could drop off in number of stack other than in duration…)
also there are already skill that work this way… the warrior’s “fear me” apply fear with duration based on the distance…
this wil probably makes things much more tattical… reaching the far side of an aoe whold be enough to mitigate it’s dmg… so that u could save your dodge for when u’r in the middle of it low health…
zerg will not become uselees (numeric advantage will still be there… not as powerfull as it is now but still an advantage u can make use of)… but mono pixelf zerg will (that is not a tactic but simply an exploit of a flawed system…)
Aquamancer’s Alacrity doesn’t seem to work at all. Is there a list of working traits somewhere?
it was working quite fine up to a few hours ago (when I logged off)… at least with staff (last dagger test was yesterday and last scepter test a week ago… all after the last patch… and all working)
comet is not as good as u picture it… it’s area is quite small… and it still have a good delay (not on the level of DT.. but still enough to give the enemy enough time to dodge out of it…)
in the comparison between fire ring and flame wall u missed one thing… fire ring deal direct dmg when casted to all (well the usual 5 target limit is applied) those inside the ring area… and it is not a little dmg
that said… as the rest of your analisys explain… focus is almos worth for a couple of skill only… and the earth skill while really good on paper soffer the fact that we already spend most of our utility slot for defensive CD so we need our weapon skill to be effective in the DMG department… or we will not be able to kill a thing… (the obvious counter to this problem will be to use offensive utility skill… but unfortunately our offensive utility are really plain and at most decent compared to excellent defensive utility like armor of earth, arcane shield, mist form and so on…)
so… focus really need to be revised… if the intention is for it to be the single target offhand (to pair with scepter for a single target build or with dagger for a bit of range against fleeng enemies…) its dmg sould really be improved by a good margin (it’s actually really below the aoe dmg of dagger) and if it’s meant to be a controlling weapon (wall, daze, chill, KD, reflect) than some of those effect need to be improved in duration/target/effect… flame wall will not hinder nor it will work as a scarecrow… comet area as said is too little that combined with its delay make it usefull only in choke point, chill and KD as explained by the OP are on too long CD for being single target… they need the CD to be halved or the numerf of target increased (the second option wil probably help much more in the control department).. the reflect is probably the only shining part (altrought a bit wider area should help a lot… but is nothing that I actually will ask for without increasing the CD of the skill by at least 5 or 10 second…)… as said by the OP too magnetic wave is one of those skill that should be able to make a balanced weapon OP… unfortunately the Focus condition is that bad that not even this skill is enough to make it feel good… :/
0/10/0/30/30 or 0/0/10/30/30 or 0/10/10/20/30
all to be used with staff and magi or cleric equip/jewel/weapon + 6x rune of water
the first is the best I’ve found for healing output (air for reduced CD on gliph heal that will proc a 1600/1800 aoe heal out of water runes, water for cleand on attune, reduced CD on water and cleanse on regen, arcane for bonn on attune, larger area skill mostly for gyser, and evasive arcane) utility are glyph of storm (nmostly in earth for aoe continuous blind) armor of earth and arcane wave (to proc blast out of your field)
the second has little more survial with earth for auto cast of armor of earth and rest is the same as before..
the 3d has a little less cleanse (suggested if u run with guardians that can pop light field with high frequency) but has a really good survival without loosing much healing…
all those build are based on group play… u can dish out some good heals (water 1 will heal for up to 600 per hit… that is wuite good for a spammable and gyser will have a total heal of 6k+…) but to have your heals be really effective u need to combo into your field (earth 2 than switch water for gyser/rain or place gyser/rain than swithc earth adn dorde inside it + arcane wave that u can use in both rotation) but u also need your party to combo into them… a guardian with hammer can perform a blast every 5 second… have him know when and wehere u place your field and it will become amusing… also ask warrio to bring a bow with them thay can switch to hit and hit 3 for an instant blast on a moderate CD… thay also have a quick weapon swap most of the time so it will not hinder their dps that much…
I run with this build since a few month… and it really perform good … but I also play with my party since at least 5 years so we all know by instinct when and where each other will be ^^’
for solo u can just move around a few trait without respec and change to the classical D/D… it has really better chance in a solo envio….
windborn dagger is broken (and also useless since speed bonus don’t stack and u have lot of way to achive a 25%+ speed)
for arcane energy it worked right list time I checked…
for the known issue just look at the stiky in this same section
I could be wrong, but it might because Fractals are “infinite” so you can’t really “complete” them for the achievement. That’s just a guess, though, so I might very well be wrong.
mister vaughn sorry if this could sound inapropriate… but due to your many “ironic” posts in the last week… do we have to take this reply as a:
1) work as intended, we (a-net) don’t want fractal to count as completed dungeons and evertyhing else I wrote was just an “inronic” humore joke
or
2) This is just a guess that I will forward to the apropriate staff to investagate this bug because fractal “level completation” should count toward the monthly achivement
please clearly state if option 1 or 2 is correct… or if there is a 3d option that I missed in your post…
Thanks
mobility is gold in PvP in pve u can get enough mobility just with your basic dodge roll if you know how and when to use them…
healing is almost the same… in PvE u got 2 shotted by most hard encounter… so the ability to continuously healing your self is not needed (a couple of spike healing is much better) while in PvP the ability to have small but frequent heal can make a fight last enough to have reinforcement…
those 2 are point that show a clear contrast between what is usefull in PvE and what is usefull in PvP… unfortunately most people don’t understand this and u see generaly cry instead of specific cry… (have u ever seen someone accusing a thief of being OP in pve? no they simply say thief is OP because it work really nice in PvP and WvW… but it’s actually not that much of a great class in PvE…)… so what D/D could use is some slight nerf (better to say adjustment) that are restricted to the PvP area (they already used PvP and PvE set for balancing skill so it’s nothing out of this world…)
what really create a problem is the fact that PvE set is actually used for WvW too… and WvW is much more similar to PvP than PvE (not exactly the same since higher number of opponent/ally means different priority) so once again the ele mobility is a great plus in WvW… that balance our damage being not so much (due to us in need for defensive spec in order to live trough the random dmg that u get when fighting in great numbers fight)
what we really need before start talking about balnce is a new different skill set… in order to have nerf/power up specific for the 3 areas of the game, PvE, PvP and WvW…
IF u want those stat… and u FEEL that u NEED them… than u have to make a little sacrifice…
berserk is actually one of the most easy to acquire set… cause CoF that is the easiest and shortest dung of the game has it…
a full run (all 3 path) with experienced pug (not even talking about a guild party) wil take more or less an hour… even less if u’r luky with your party composition… that are 180 taken from dungeon completation + around 18 token from boss drop (avarage, sometime more sometim less)… it mean that u will have an avarage of 2 piece of armor every 3 day (most economic piece is 180 most expansive is 300+) and 2/3 day per weapon set… so a full set of armor + 2h weapon and 2 1h weapon will take 1hour a day for 13 day… this if u buy everything with token… but at the same time as u do the dungeon for the token u will also gather some money… 1 full run (all 3 path as mentioned above) is around 4 gold or even more if u got luky with random drop… so u will probably only need half the time above mentioned cause u will probably buy half the set with token and half with gold…
total: 1 week of 1hour per day dedicated to run dungeon in order to have a full suit of armor + weapon (and possibly even some jewel)…
it doesn’t seem to much… and once u’r done with your set u can kiss godbuy to dungeon for the rest of your life on gw2…
actually I dedicate most of my time to WvW… but still run a few dungeon a week just to stay on the good end with money and being able to invest in keep upgrade for my guild without having to warry about the next repair or my food running out…
u don’t need to grind a dung for month in order to complete a set like it happen in many other games… completing an exotic set in pve is so much easy that just stubbornly search for other way simply cause u DON’T WANT TO DO PVE is pretty silly…
but still is your choice… u can save every single penny of what u gather from running all your game time in WvW and buy your set in a month or so… or do it within a week sacrificing only one hour a day and than dedicated all your effert to WvW without the handicap of lower/inapropriate equip ^^
sigil of hydromancy and the one that apply bleed on weapon swap (don’t remember the name now) both cause this bug and are the only one that cause it (tested for the previous patch that intorduced this bug)… unless they made the bug worse with this patch…. but I have yet to test it… ^^’
From Wikki: Blasting Staff only affects the following skills:
Lava Font: 50%
Ice Spike :25%
Geyser: 50%
Frozen Ground: 25%
Lightning Surge: 100%
Static Field: 33%
Eruption: 25%Im sure if you test the above you will see it works fine, and not
skills like Meteor Shower which it does not. When you test these
radius increases on target dummies in the mist, you will see that
its not an overwhelming difference. Lava Font and Static Field is nice,
but when they put a 5 target cap on AOE this trait should have
been across all staff AOE skills.As a staff user, I think the trait is overrated compared to what you
could get in its place.i’m quite sure healing rain is also affected by it. the circle is just bugged. because even if u stand outside the circle you get the regeneration.
rain is enlarged but is also bugged… while the skill effect use the increased radius the field still use the non enlarged radius… so using a finisher in the outer part of the enlarged rain wil not proc a combo… this is a bug from beta that just like much of the ele bug is still to be adressed…
as for the usefulness of the trait… for offensive aoe it is reduced (but still has some utility expecially with lava font that as an original small area) but for support aoe like gyser it is a real blessing… the original area for this skil is really little and it’s short duration make it quite hard to land in an efficent way… also the increased area make using finisher inside it a lot easyer ^^
as caffy said.. making it a GT wold make it more usefull for ele (a targeted skill with that much delay is pretty much useless agist anything with brain and eyes… ) and also avoid this behavior that is argued since quite some time…
http://wiki.guildwars2.com/wiki/Blessing_Of_Bear
20 power for 10 minutes… not that much
the 25% speed is the right one (bull tooltip didn’t get updated but the speed has actually increased…
talking about your questione… I will say neither of the 2… ele has that much way to get swiftness that wasting an utility slot on it is just a waste…
if u’r running D/D u can use updraft + gyph of eternal harmony (coupled with good boon duration they should already be enough but for perma swiftness zephyr boon and u will cover the downtime of the lypg cating shocking aura…)
if u’r using staff earth 2 than air 5 and air 4… should be enough for perma swiftness (again boon duration makes this even easier and u can accumulate swiftness without much hassle)
the only problem is if u run S/F… if thet is your weapon setup the maybe u can think about signet of air…
if all aura grant 5 sec of swift/fury probably is shocking aura that is granting too much… expect the fix to reduce the duratione of shocking aura boons…
I’m pretty sure the 20% more dmg when vulnerable trait in Water “lingers” as does other stuff besides the 5p bonuses. Would be nice to get a comprehensive list.
sorry but test reported that it doesn’t work… feel free to test it again (make sure u have the same buff that will increase your dmg like vuln on target or might and use the same skill on a dummy with and without the trait in the five second of linger)… u will see no increse in the dmg
PS: the test has obviously to be repeted many time since every skill has a dmg range so u have to calculate the avarage dmg of the skill by firing it a few time before comparing the 2 value
lingering element colud be the greatest trait of the elementalist skill tree allowing a deep and complex use of the class making his trait line synergize with each other… but unfortunately it seem that this is not what the dev thought of it… :/… we are the most flexible lass but at the same time have the most restrictive trait… it seem a bit of a counterintuitive way of building the class… but this is what we have and what we have to work with…
unfortunately actually only the 5 point trait ability count as attunement bonus (also earth one did’nt work until last patch and haven’t tested it again since than…)
Does it proc off of the signet passive as well?
since last patch on healing runes doesn’t proc from signet passive healing any more… (not clear if bug or working as intended since it wasn’t in the patch note)
actually using it… and it’s nice… but i prefer glyph of armony over renewal.. I still have plenty of condition removale and the shorter cd of renewal is not that much appealing (considering that it start when the skill end so it’s actualli a 18,5 sec cd.. agist the 21 of a traited glyph)… also all on heal proc happen when the healing skill cast is completed.. that for ethereal mean at the end of the canneling… and I find myself interrupting it halfway pretty often (to dodge or due to interrupt) so it doens’t sinergyze that well with those kind of rune…
actually only 2 sigil benerate this effect (at least I tested them in the mist and only occurred with those 2 specific sigil,) that are Hydromancy and geomancy… note that those are the only sigil on weapon swap that produce a grafic effect, so it is probably related to the double grafic effect generated by the sigil (now activated when summoning a conjured weapon) and the skill…
also note that thx to this bug u can now go around with a significant stat bust… since the bonus stat buff came up but u have no weapon to consume the charge nor to drop… so it will last for one minute or until u go down (unless u pick up the weapon on land and so will follow the normal rules for the conjured weapon)… now this is not a so much good trade off for the elite conjure… but thinking about the hammer that will be traded for 180 precision and 5% crit dmg… is not that bad of an idea…
to sum it up… Anet finally made the conjured weapon worth their utility slot… by bugging them ^^
attunament bonus is not a BOON… boon are those listed in this page and those only:
the only thing that i found frustating (well maybe frustating is a bit too much since the game is quite fun ) is that health poll is based on your class while ability come from the game…
this mean that an ele or thief gunner have 10k hp while a wartrior or necro gunner have almost 18k :/ since the number 6 ability doesn’t do that much of a difference (for those that can actually use them… see necro) I think that a class independant health poll or a “special class” (as for scout, gunner, supporter and not actual character class outside the minigame) based health poll would be a little better ^^ running with the flag as a necro scout was much easier (regardless of the useless skill 6) than doing the same with scout ele ^^’ (almost half the health poll)
a worthless duration increase to 30 fire trait
Mmmk. If you feel that buff was “worthless” then you have no clue about how to play an Ele to begin with, so there is no point in further discussion until you do so.
It seems you are the one without a clue. No tournament build has 30 fire. No tournament build even has 10 points into fire because it’s such a bad trait line.
its not used in tournaments so its bad, is it?
its not used in tournaments so it sucks in pve, wvw and spvp?
what a narrow-minded view this is.
If peope are talking about sPvP and tPvP… than it’s obvious that they are interested in what work in that field… (if u read the opening post it was clearly tolking about that field…)
also that trait is not that bright in PvE and WvW since fire trait line is not shining in any field … now this boosted trait can push someone to try that line again… but for the ele going 30 into fire mean to forsake a great deal of survival trait (and rememebr that we have the lowest passive survival so we NEED active survival that comes form trait/utility…)
also all those that move critique to the ele usualyy talk about the common aura build… that work around a set of trait that in best case sceneraio leave u with 10 point to place where u want… if u want to put 30 point into the fire line u will have to breake that build… and makes a new one (with lot less survial as stated before) so there is no way that boosting that line boosted our so much hatred build… (is just like if they boosted thief short bow dmg and people come complaining that they bosted backstabber thief…)
all in all… yep ele recived a boost… not a boost that will increase its actual power (since actual build won’t make use of that boost) but a boost that may open a path to other possible build that are yet to be tested and refined
Burning speed evade not working.
burning speed (dagger fire 3)doen’t have an evade component… u’r probably confusing it with burning retreat (staff fire 4) that indead has an evade component and is working correctly (last used a few hours ago)
It does they aded it in the same time as for burning reatreat (long time ago, think it was in beta) which also didnt used to have evade on it.
don’t remember this addition (and played all the beta but it could be my memory going wrong ^^‘) anyway no tooltip indication of this evade… at leat since release (I didn’t tested D/D a lot during beta but played it a lot at release) and I don’t remember ever reading an evade while performing burning speed…
also no mention of this evade atribute is present in the wiki (that is generally more complete and usefull than game tooltip)
Burning speed evade not working.
burning speed (dagger fire 3)doen’t have an evade component… u’r probably confusing it with burning retreat (staff fire 4) that indead has an evade component and is working correctly (last used a few hours ago)
Fire, air and earth work as advertised.
Water has a graphical effect similar to earth, but doesn’t heal. I haven’t had a chance to test condition removal yet.
*edit- it doesn’t seem to be doing anything in water. It doesn’t even trigger my signet of restoration heal the way the other three attunements do.
*edit 2- after some more experience with it, water will go off when your health is bellow full, but it seems to trigger before fall damage is applied and will only heal the amount you were already injured and not the new falling damage.
That makes sense. They probably don’t want you using water to heal off damage from the fall itself. Would essentially make the water version “better” than all other fall traits, because it would reduce damage by more than 50% (through the fact that it would heal off part of the damage taken).
actually…. this is the best healing scenario… if u’r not full health and the fall could kill u… than with how it work now u will survive (reciving the heal before the fall dmg is calculated and so surviving the fall dmg due to your now refilled health poll)… if the heal was applied after the fall dmg than the fall will have killed u and so the after healing would have been useless (if ever hppened)…
curios question. why S/D particularly for going 30 fire? will staff and other weapon sets be equally viable with this new and improved traits or..?
probably MORE viable… since fire s1 is the slowest fire autoattack… so the slowest weapon to build might with this impreved trait…
it seem like most weapon swap sigil generate this problem…
While I’m all for them fixing bugs, they should not fix bugs working in our favour with any more urgency than those being detrimental to the class.
u’r right… they neeed to fix both WITH URGENCY… those 2 new bug are bad… and can destroy the experience of your opponent… at the same time a lot of ele bug just destroy the experience of plaing an ele…
both good and bad bug need to go asap…
unfortunately we all know that while those 2 new bug will probably get hotfixed (that is a good thing) bad bug (some of wich is here since beta) will stay lor a much longer time…
Yeah. Thiefs have a combo field and a blast finisher on shortbow (which is very spammable). Makes me sad we can’t have a blast on a dodge roll (if its on a 10 second CD, should be fine).
Having one on every attunement was over the top, and it was bugged to cause blasts even when the effect didn’t go off. Now instead of rolling every time you see a field, you have to setup a more intelligent combo to get the full effect, I like it.
if it had the proper CD applied it colud have been strong (maybe too strong for the water blast) don’t really know if cosinder it OP would have been right… certainly if we have to limit it to only one attunement earh is the wrost one we can have… since earth is also the only source for blast that we have… and we’r talking of one of the most delayed skill (second only to DT and shatterstone… but at least deal more dmg and it’s animation is less flasy and make it more easy to lend…).. so if we want to blast we have to chose between placing a blast BEFORE we deploy our field (making it’s use a bit hard when facing player and not npc)… or place our field and than roll into it (wich in most cases means to get into the fray… that is not where a staff ele want to be ^^‘)… we can’t have both due to them being in the same element (and every field being in adiferrent one)… what wold have made it really interesting wold have been placing the balst in fire or air (water will probably make it too strong because it wold make to much easy to blast inside water field without even have to put the attunement in cd…) that way we could have chose if split our finisher between different field in different moment or concentrating them but locking ourself out of 2 element… that wold have been a real tattical sources and cold have left space to tactical decision based on the situation…