Showing Posts For JiiJii.1634:
Direct quote from a recent blog post that answers my question
You’ll also see more Legendary items in the future and an update to our existing Legendary weapons. Legendary items were always intended to be on par with other “best-in-slot” items. So fear not, all existing Legendary weapons, which are currently on par with Exotics, will be upgraded to be on par with Ascended weapons at the same time that we add Ascended weapons to the game. Thus Legendaries will remain “best-in-slot” items. All Legendary items going forward will be of Ascended power. We also have plans to add more fun ways to acquire Legendary precursor items with a more “scavenger hunt” feel than they are acquired currently.
The new additions in November are just the start of our item progression initiative. We’re going to add tons of new high-level content to Guild Wars 2 in the future. As we introduce the new high-level content, we’ll also roll out complimentary Ascended and Legendary items (to say nothing of the other rewards you can earn by playing the content).
Would love to see trailing musical notes for The Minstrel.
I would too, and perhaps a music note wherever you step.
As for off hand legendary why not make it so that one footprint is for one legendary and the other footprint is for the other legendary. you have 2 feet after all. This could lead to some cool combos if you had an ice and a fire legendary then you could have one footprint being all flaming and the other all icy.
I have noticed that some legendary weapons are in a non complete stage and was wondering if Arena net plans to do an update to the legendary weapons to add the missing things from some of the legendary weapons.
For example the legendary focus known as the minstrel has no special footprints, no special effects of any kinda, no particle effects, and no special sounds.
While on the other hand the legendary great sword known as twilight has special footprints, special particle effects that trail off the sword, an aura the envelops the player, changed weapon animations, and is flashy enough that you stand out in a crowd while standing still.
TL:DR
So in a future update will the rest of the legendary weapons all be updated to be on equal ground with things like Twilight and Sunrise?
PS this would also average out the demand for all the precursors as there would be an equal demand for all the legendaries as they would all be cool.
Release purchasable dances in your black lion store. I play a game called battlefield heroes where you can purchase emotes that you can use in the game to taunt your foes after you kill them. So adding things like that for the store would be a great idea imo. Just imagine the sales for a dance like gangnam style or release the classic bundle which has all the dances from GW1
Hi there I have gotten 100% map completion doing most zones solo with the staff and do EM dungeons no problem being a support class with the staff heres a link to the build i use
http://gw2skills.net/editor/en/?fEAQFAWhImab6R5gjDAkHnADLBFEwQRxM7A;T8AgzymEMJZS1kiJqbM3Iuxej7G5NjGONMFA
Wear full clerics armor as this gives you Power, Healing Power, and toughness. This means you will be able to still deal damage to monsters while having some fat heals and your no longer so squishy thanks to the toughness which is a must have for squishy classes like ele’s. Keep in mind the counter to toughness is conditions, but since you lose a condition each time you gain regeneration you never have to worry about that
Ok so I have played the elementalist for a very long time now and have noticed a few things where the elementalist gets a disadvantage compared to other classes.
Underwater:
- The elementalist gets no elementals underwater while all the other classes can have there: pets, minion, turrets, spirit weapons,warbanners, and phantoms underwater. I know currently some elementals wouldn’t have a good day underwater(fire elemental) but why not turn it into a steam elemental when it goes underwater.
- the attunements fire and water are mismatched in underwater combat in my opinion for what you would want to do with them. For example water is used for damage and not for support while fire is used for the blind and cripple and not damage as it does very little compared to water. Is this on purpose because water should be more powerful underwater and fire should be weaker?
- The elementalist currently only has one elite skill for underwater which is whirlpool (a downgraded version of tornado) This elite skill has no strategy or skill attached to it except that you turn into a whirlpool with no skills and you just sit there and suck things into you and do damage to them. Now you could add some skill to this elite and make it require some skill and right now i figure its a place holder as Arena net comes up with some new ideas for underwater elites. Here’s my suggestion for an elite that would require skill, teamwork, and timing. It would be called elemental chain or something like that and you would select 3 teamates or enemies and a link would appear between you and those targets just like a connect the dots game. You would then get 4 skills one for each element. Depending on which one you choose to channel the link would do a different effect for allies and enemies attached to it. For example if you chose to use fire allies attached to the chain would gain like might and enemies would be burned and take damage for each pulse you channel that skill. In addition enemies or teammates who stand in the chain between you and the enemies could gain the positive or negative effects. This would let teams for advance formations to decimate enemies or to buff allies. Water could grant regeneration to allies and chill enemies passing through the beams. Earth could cripple enemies and grant allies stability(or protection) and improved toughness. Air could grant fury and swiftness while blinding foes and causing weakness.
Downed state:
-All elementalists know that are downstate is by far the worst in the game currently. I will go over each bad skill we have and a good alternative for it.
-Your first skill in downstate is a flash of lightning that puts 1 vulnerability on an enemy and doing minimal damage. I would suggest changing this to the skill blinding flash which is an instant lightning strike that deals minimal damage but blinds a foe. This would allow the ele to assist there teammates if they saw a warrior powering up an eviscerate they could blind them to help there alive ally.
-Your second skill is grasping earth which immobilizes a foe. The idea is that you could stop an enemy long enough in order for your third skill vaporform to be ready. The only problem is that 90% of the time they are already right next to you before you can even use grasping earth and the other 5% of the time use do immobilize them but then they just run up and stomp you and your vaporform is still not ready even though you successfully immobilized them. Now compare this number 2 skill to other classes such as the guardian who gets an AoE push back and the necromancer who gets an AoE fear and last but not least the thief who can just teleport away and then wait for people to come over to him and then stealth at the last second to make there stomp not work, but by that time he can use his number 2 again and get away once more and repeat the cycle. My suggestion for this skill would be an earth spike that hits one foe and has a small blowout that would launch that one foe away from you.
- Your third skill is vapor form which lets you turn into mist and try to run away as your enemy follows casually follows you, and waits for the skill to end. My suggestion would be to change it into the cantrip flash which lets you teleport away. If done correctly you could possibly evade your attacker by teleporting away and he couldn’t find you again, instead of him being able to just follow you while your in vaporform.
land combat:
- The skill lightning storm which is made from the glyph of storms while in air attunement and while using the lightning hammer is not effective. The hit box for the lightning is very small and thus will either hit the enemy only one time for low damage or miss them entirely, compared to the the ice storm which might hit a foe 8 times and 15 times if they are large. Simply increasing the hit box would make that skill useful.
I feel that Glyph of elementals should be usable underwater, necromancers get minions, engineers get turrets, and mesmers get there phantoms yet elementalists dont get our elementals :C