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Arcana II, 25, XII traits change

in Elementalist

Posted by: Faera Gaelwyn.4786

Faera Gaelwyn.4786

I didn’t realize I had forgotten to put the 10s cooldown on Elemental Surge, was getting rushed out of the house at the time. If one were able to just spam attunement switches and rapidly gain all of the boons then yes, it would be quite ridiculous, especially with Powerful Auras.
It is intended to have good synergy with Powerful Auras, as well as the earth and air traits that grant boons with auras.
Powerful Auras is currently a somewhat weak trait because its alternate is a very strong condition remover and because methods of giving oneself an aura though combo fields do not share with allies. I believe my version of Elemental Surge would make aura-based support a very real option.
However, it’s not only there for support, different aura based builds could be:
0/30/10/0/30
0/10/0/30/30
0/0/10/30/30
20/10/10/0/30

(edited by Faera Gaelwyn.4786)

Post a picture of your Elementalist [Merged]

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Posted by: Faera Gaelwyn.4786

Faera Gaelwyn.4786

My first character, my first 80, Aura Nightflame.

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Arcana II, 25, XII traits change

in Elementalist

Posted by: Faera Gaelwyn.4786

Faera Gaelwyn.4786

Apologies in advance for the text wall.
I have long thought of Arcane Precision (25 minor in Arcana) as a useless trait. It is completely unreliable, and frankly has no place being in the arcane line as it is.
It grants the Elementalist, based on current attunement, a 10% chance on crit to apply:
Fire: 1 second Burning
Water: 10 second Vulnerability (1 stack)
Air: 3 second Weakness
Earth: 5 second Bleeding (1 stack)

Now, these conditions aren’t horrible, but they are very, very unreliable in their application.
10% chance of application on critical hit means that there’s only a 10% CHANCE
that you’ll even see it occur in the event that you have 100% crit chance, and that’s probably not something you’ll ever really see on an Elementalist.
If an Ele is running a build that isn’t heavily reliant on criticals for damage, then this trait probably has between a 2-4% chance on hit to be applied. Negligible.
The primary defect in this trait is its reliance on crit chance in a trait line that is supposed to be… balanced between the elements, equal. Yet, it caters only to those who build heavy on critical chance.

Here is where I propose a change to both Arcane Precision and Elemental Surge (Arcana XII).

I propose a sort of merge of the two, and a new Grandmaster trait to take Elemental Surge’s name and rival Evasive Arcana.
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Arcane Wrath (25 minor)

“Skills have a chance to apply a condition based on attunement.”
Chance on hit: 15%
Cooldown: 10s (per attunement effect. ie. Evasive Arcana)
Fire: Burning (3s)
Water: Chill (2s)
Air: Weakness (3s)
Earth: Bleeding (5s)
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Elemental Surge (XII Major)

“When attuning to an element, gain an aura based on attunement.”
Cooldown: 10s
Fire: Fire Shield (3s)
Water: Frost Aura (3s)
Air: Shocking Aura (3s)
Earth: Magnetic Aura (3s)

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Arcane Resurrection (II Major)

I’m not a fan of traits based on the premise that your party will be getting downed or dying a lot. I do, however, occasionally use traits, like on mesmer and guardian, that give you some form of benefit when you go to revive an ally.
This one I simply propose to apply the aura to yourself when you start to revive an ally and remove the revive speed mechanic. Obviously there would be a cooldown on the aura upon initiating revival (to avoid starting and stopping revival to spam the aura).
Then upon completing the revive, renew the aura and apply it to the ally as well.

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Thoughts?
Please do not be rude, aggressive, or otherwise unpleasant to myself or others below.

(edited by Faera Gaelwyn.4786)

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Faera Gaelwyn.4786

Faera Gaelwyn.4786

“Tools XI – Armor Mods. … trigger on struck …. Reduced the CD from 25s to 15s.”

While I understand that Armor Mods is a grandmaster trait, I feel a 15 second CD would in fact provide engineer with even more aegis than even a guardian. Notably, a more sustained form of aegis vs guardian’s minimum 30 second traited aegis renewal. (Which is only while the virtue is active)

I would curve the Armor Mod CD up closer to 20s.

That OR:
Allow Guardian’s Virtue of Courage passive to stack up to 2-3 Aegis (The ‘Aegis’ from VoC passive would be a different, stackable version of the Aegis boon with a low number cap).

Portersmoke's Famous Hot Sauce

in Suggestions

Posted by: Faera Gaelwyn.4786

Faera Gaelwyn.4786

One of my friends came across this unique object that players can interact with, launching them and setting them on fire. Yes, the ’Portersmoke’s Famous Hot Sauce’ in Plains of Ashford. We gathered up a few guild members and ended up having… quite a party with it, hehe. One person said “I would throw money at Anet to have one of these!” and I admit, it would make a great addition to the cash shop, something a player could drop on the ground like the box o’ fun.
So there it is!

Post a Screenshot of your Guardian

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Posted by: Faera Gaelwyn.4786

Faera Gaelwyn.4786

My guardian, Tyrella Dawnstriker, in all her dark glory. Working on getting twilight eventually.
Helm: TA
Chest: TA
Shoulders: T2 Human
Gloves: Arah
Legs: CM
Boots: CM

Dyes: Midnight Ice, Black Cherry

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Guardian Bugs compilation.

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Posted by: Faera Gaelwyn.4786

Faera Gaelwyn.4786

Judges Intervention:
This skill seems to have the same issue as the Sword’s Flashing Blade. I sometimes get teleported into objects/terrain near my target, and am unable to target enemies from within, and so unable to use either skill to teleport out. I’ve managed to get out by having a party member call target on a mob so i could target it and try to blink out, but sometimes it doesn’t work.
Examples: teleport to a rabbit, stuck in a rock. teleport to a cultist in giant FotM, stuck in the corner of a wall. teleport to a flame legion shaman up on a rocky ramp, stuck in between the ground and the top of the ramp.

Elementalist Elites

in Suggestions

Posted by: Faera Gaelwyn.4786

Faera Gaelwyn.4786

The Elementalist is my favorite class, I’ve been playing mine since release, as well as during the BWEs. I like the majority of their skills, each one has its place/situational use. The only thing I can honestly say I don’t particularly like about this class is the elite skills.
Including race specific (Sylvari) elite skills, I have 4 Pet elite skills (skills that summon an object that can be targeted and killed) and 2 Non-Pet elite skills (Tornado and Fiery Greatsword). In dungeons, my pet type elites tend to get killed in moments, before they can do anything effective, outside of dungeons they’re alright, but using pets really isn’t my play style. Even so, for the most part I end up using Take Root (sylvari racial) or Glyph of Elementals.
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The Tornado elite skill is the icon skill of elementalists. Yet, when using it, it feels limited in functionality. It grants stability while in use, and lets you knock back nearby enemies every few seconds, but it renders you unable to heal yourself while transformed. Being an PBAoe elite, it should most effective when used on multiple enemies, but you end up pushing enemies in different directions, spreading them out, and ranged enemies can easily pick you off from a distance without you being able to do anything about it. Using it in dungeons, you’re more likely to push enemies out of your allies aoes, or cause allies’ projectiles to miss by moving the target out of the way. It has no place in a boss fight as it limits your mobility, and has no utility benefit on bosses as blinds are significantly less effective, and being in range to deal damage with it is often suicidal.

I suggest adding the ability to use your heal skill during tornado, as well as a 4th skill to the Tornado skill bar that causes you to block projectiles for a few seconds in place of the effects of the other 3 skills, as you are a tornado after all, and that would give the skill the utility it needed to be useful in dungeons with high damage ranged attacks.
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Another suggestion I have is a change to the Conjure Fiery Greatsword. I enjoy the conjured weapons. As a primarily Dagger/Dagger elementalist, I’ve found the Frost Bow very useful as it makes up for the fact that using daggers in a fight means you’re committed to short range abilities. We have 4 conjured weapons in the utility set, one for each element, yet an extra fire type conjure in the elite skill.

What I propose is to make the Conjure Fiery Greatsword skill similar to the Glyph of Elementals in that it conjures a Greatsword of the element the player is attuned to when it is cast, with appropriate stat bonuses for the conjure. This is how I feel the greatsword was intended to be. Being only a single element doesn’t feel right for an elite, much the same as if the glyph of elementals were a fixed element.