Doctor Love – Mesmer
Captain Awesome – Warrior
It does need a change.
Maybe adding a smoke field to the staff 4. Similar size to tempest war horn 5 .
yes please do this ANET….. and add more melee staff skins
My Feedback
Staff – Animation should resemble a cast more so than the melee. See Ele/necro/mes/guard….
Solar Beam – 15% dmg increase 10% heal increase. Animation needs
polishing. One hand casting animation would look more fluid.
Astral Wisp – great skill i think the radius should be increased
to around 180.
Ancestral Grace- add an evade frame.
Vine surge – great add bleeding to it?
Sublime Conversion – Make it stand out more see wall of
reflection. make a solar wall of reflect yellow coloring?
Celestial Form : increase the pool or buff the weapon
generation.
Cosmic Ray – rough to land , increase radius to 180. maybe the
rumored target ground targeting will fix this?
Seed of Life – decent skill.
Lunar Impact – great skill
Tidal Surge – great skill.
Natural Convergence – make it ranged ? id like to hear other
people thoughts.
Traits:
Druidic Clarity – Good
Cultivated Synergy – OK i guess.
Primal Echoes – Decent
Celestial Shadow – Ok
Verdant Etching – OK
Natural Stride – good
Grace of the Land – good
Lingering Light – Good but see Astral wisp for radius thought.
Ancient Seeds – ok
Glyphs: Make them 600-900 ranged?
Glyph of Rejuvenation – is decent i do find myself using springs
more though. Cele Version : Good add a short regen though.
Glyph of Alignment- add bleed or burn to it. Cele : Add 3 sec
protection.
Glyph of Equality – Fine as is. Cele : add 2 seconds stability?
Glyph of Tides – swap the effects. The pull would be more
usefull outside of Cele form.
Glyph of Empowerment – add 3 stacks of might. Cele : add a 800
heal.
Glyph of Unity – increase dmg to 320. increase heal to 320.
I just hope they rework the party system to help healers receive rewards. A party kill tagging system would be nice so a heal gets credit for the groups accomplishments.
My thoughts….
Tempest / Elementalist Changes
Starting with the base class:
Scepter Changes :
Shatterstone – should be an instant blast finisher aswell as a quicker skill.
Arc Lightning – increase damage by 10%
Warhorn Ajustments :
I feel like warhorn is currently focused too much on support and could use a few changes to give it more of a “frontline” feel.
Heat Sync – Fine as is.
Wild Fire – Fine as is.
Tidal Surge – Fine as is.
Water Globe – seems fine sometimes hard to catch up to the field.
Cyclone – Love it.
Lightning orb – I would change it to a cone AOE skill with a small channel that builds up a large lightning ball that then blasts in front of the player kinda like fire grab however it adds 3 second blind to targets hit.
Sand Squall – With the new change i enjoy it.
Dust Storm – remove the vuln. replace with 3 second cripple.
Overloads:
Fire – Should pulse whirls aswell.
water – it is ok.
air – i feel like this one should not be channeled.
earth – its fine when traited.
Traits :
Earth – Rock Solid – should also apply 2 sec stability on aura application.
Tempest –
Shout Traits …..
Gale Song – is alright.
Tempestuos Aria – Allies gain 2 might 15seconds , weakness is fine as is.
imbued Melodies – keep range , recharge , targets.
Change effect to attunement based
Warhorn Fire – Grants 5 seconds of 2 Might.
Warhorn Water – 3 seconds of vigor.
Warhorn Air – Grants 4 seconds of Fury.
Warhorn Earth – Grants 2 seconds of Stability.
Sustain Traits….
Latent Stamina – Fine as is.
Earthen Proxy – Fine as is.
Lucid Singulairty – Fine for now.
Aura Traits….
Unstable Conduit – love it !
Harmonious Conduit – Love it !
Element Bastion – Heal and remove a condition when you apply an aura to yourself or allies. Healing 552
keep the frost aura proc….
Shouts….
“Wash the pain away” 20 second cooldown. 360 range 5 targets.
“Feel the burn” fine as is.
“Shock and Aftershock” CD 45 seconds
“Flash freeze” Fine as is.
“eye of the storm” add AOE blind to it.
REBOUND – i like the post Karl McLain made recently…
Although a bigger Glyph of storms in shout form would rock. Get some more damage output on the tempest.
(edited by CptnDrunk.8361)
Sadly the only fun I’ve been having is late night poking of the SoS [TF] blob. T3/4 looks so tempting now.
Brilliant Concept. I really like the synergy it would have with our lesser used builds.
I find the d/p trickery setup to be more annoying than SA. Most SA thieves you can predict and burst down. Those trickery kittens have plenty of utility to troll you.
i kinda like what other games have done with RvR , where depending on how much you personally contributed to the score directly coincides with the rewards you get.
I like to use hoelbrak rune + lemongrass for group play, works well solo roaming too…
hate them condis
http://gw2skills.net/editor/?fZAQNAsYVl0Mp0pdPxyJ8PNBNB5dY+SZ0KAdfko0XA-TFCEABEcCASU9ntUCykyPDeCAtpPAgDBQM7PQGAmFA-w
I feel this new system is a better idea. The current player driven GvGs are fine as is. Personally excited to try stronghold. Teamwork is better shown with objectives in place.
Well if we are discussing the buff/change/nerf of death blossom. Ill go with make DB 9 second bleed + 9 second poison. =D
D/D weapon set is fine as is… Id rather see S/P buffed or better trait changes to Acro line.
Changing DB would wreck a lot of condi thieves. I’ve fought some killer 3 spammers !
New Siege Trick: Sharknado
Its the communities fault for the imbalance in WvW. All this stacking is caused by the players.
Funneling down the amount of match ups in to campaigns with time duration would be a nice fix.
take a look at the change ESO made
fewer servers would also fix the OCX / SEA gaming experience. Most Late night players went to tier 1 & 2 due to lack of player base.
Finally, Bigger and new maps. Tired of the copy/past BLs…
5-10 man groups the heal guard is way better than the ele. You got to play more offensive in smaller group.
15-50+ the Ele waterfields are far more useful. spend a lot of time staying organized.
hopefully Tier 3 and 4 remain as is. By far the best match up
Still think they should go with this:
step 1: Make tags account bound. Refund people with more than one tag.
step 2: 4 color options for said tag.
step 3: add in another tag (separate color) purchased with guild influence
(20k influence) that can only be seen by the guild.
step 4: change the way community tags are acquired and used. Make tags bought in PvE only work in PvE and WvW works in WvW.
PvE : 300 gold.
WvW: 100 gold + 2k badges for example.
Step 5: Problem solved, get to work on new border land maps.
Step 6: Check forums and laugh cause people will always complain about something.
If anything id like to see an objective GvG structure. Look at GW1 for notes.
The current “unofficial” crap i see guilds doing is pathetic. As stated they run the same builds and do routine maneuvers until someone screws up. 15 v 15 , 20 v 20 is all most of those “gvg” guilds can do….
Currently ANET sees WvW as a place where guilds can flaunt their “skill”. To be honest they are right in that mind set. Spontaneous reaction to the environment is what really tests your skills. Using bait tactics to get fights or completely crushing a defense is pretty darn fun.
That said I still wouldn’t mind seeing that objective guild group PvP with leader board system. Give large group PvPers something to work for.
Dancing Dagger is fine although id like a small bleed added on to it.
Death Blossom just needs its timing reworked like stated above. D/D condi thieves played right are deadly!!!
P/D isn’t cheese. Been using it since launch and finally got a few buffs. D/P is cheese >.>
Build: Power/Condi P/D – Short bow
Rune: Balthazar
Why: Burning adds to my burst setup. Been using it for about 10 months now
1: Id like to see new map designs. Each borderland should be different. Have extra maps to rotate in the rotation kinda like Spvp to keep each week refreshing. total of about 6 maps but with only 3 active per week. EB could use a few changes.
2: Personally i do not participate in GvG but id like to see a structured zone for guilds to do it in. Sanctum was a joke…
3: Static defense siege like arrow carts and ballistas. Similar to canons and mortars to cap out siege in the area. Siege warfare is pretty lame.
./laugh I use to provoke my opponent to get hot headed. If i beat them i /laugh to provoke them to return. To be honest getting a fair fight in WvW is like finding a meg tooth on the shoreline. I enjoy finding fun fights whether i win or lose.
1: Merge Maps or remodel borderland sections. More choke points.!
2: Add a slower rotation speed to ballista & arrow carts.
3: Longer cool down on arrow cart skills but a 25% increase damage output.
3.5: Alternative is to have arrow carts require supply for a certain amount of volleys.
4: remove the useless blood lust system.
5: Bring back orbs with different effects. Give alternative objectives that let small to medium size groups contribute.
I currently run this in our 5 man group.
Likes:
-Open field fights
- constant activity
- roaming
dislikes:
-vast amount of siege. change the siege cap!
-dull borderlands. IDEA: rework the borderlands to something similar to EOTM. each BL is themed. desert arctic and forest.
- rewards are lacking.
Bump. Cant even WvW cause of it.
Make Cluster bomb a longer bleed. When you detonate it, it should apply a burn. I feel as if condi thieves just need that 1 extra boost to make them on par with spike.
Indo [TW] & Ace [FEAR]
The TUNE , WS , BURN train (20ish people) is to counter the 40+ blobs we run in to. Other than that we each run separate 5-10 man squads. Even with the little fights this week I wanna give NSP some props. Got some darn good roamers/havocs on NSP it has been fun! Hope y’all enjoyed our concerts.
On behalf of TUNE, thank you Yak’s Bend and Crystal Desert for the fun match up. I hope you enjoyed our music.
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