Showing Posts For KaneZ.4910:
I like the fact that Warhorn will provide a control-oriented option for Ele because currently the only way for Ele to clump mobs together is Earth Shield Conjure, the conjure itself is rarely use in all game modes.
Depends on how much damage/control/support Overload mechanic provides, it may or may not worth the wait and long Attument recharge rate.
The utility skills are uninspiring I think, not enough “wow” when I read about them.
So if I want to be a full zerker Ele in PvE: Fire/Air/Water or Fire/Air/Arcana or Fire/Air/Tempest(?) would be the desirable traitlines. Thought?
Fire :http://i.imgur.com/HOLoIGu.jpg
Air: http://i.imgur.com/sedmwsr.jpg
Earth: http://i.imgur.com/fzRs1qr.jpg
Arcana: http://i.imgur.com/DH70jqk.jpg
Screenshots by Dulfy
Very nice, from the stream they will buff Bountiful Power back to 2%
Edit: Arcane Abatement will be in Arcana Tree
(edited by KaneZ.4910)
Note that all the changes listed are experimental and may or may not make it to live when HoT is realeased so don’t get panic yet if you do not like the changes, post your concerns about the new changes below.
Changes to Minor Traits:
* Soothing Mist and Healing Ripple will stay the same.
* Bountiful Power will become a Grandmaster Trait and replaced with Aquatic Benevolence.
Changes to Major Traits: we will have 3 of each Adept, Master, and Grandmaster traits to choose from. These new traits are either the same as live or new or combination of existing traits.
Adept Traits:
* Soothing Ice: Gain regeneration and Frost Aura when you critically hit. (this is new)
* Piercing Shards: While attuned to water, your spells deal more damage to vulnerable foes. Vulnerability lasts longer. (Water IV + new)
* Stop, Drop, and Roll: Dodge rolling removes burning and chilled. (same as Water VII)
Master Traits:
*Soothing Disruption: Cantrips grant you regeneration and vigor. Cantrip recharge is reduced. (Water III + Water IX)
* Cleansing Wave: Remove a condition from you and your allies when attuning to water. (same as live)
* Aquamancer’s Training: Deal extra damage when your health is above the threshold. Reduces recharge on all water weapon skills. (Water VI + Water XIII)
Grandmaster Traits:
* Cleansing Water and Powerful Aura will stay the same
* Bountiful Power: Deal more damage for each boon on you. (this is my own expectation but I think if Anet is going to make this a major Grandmaster trait, it should be reverted back to 2% damage increase for each boon)
These are the traits that are currently on live but missing from the new Water Traitline:
* Arcane Abatement: Take less damage from falling. Create a spell when you take falling damage, based on your attunement. (This trait may get moved somewhere else)
* Shard of Ice: Arcane and signet skills cause vulnerability when activated.
* Soothing Wave: Gain regeneration when critically hit.
Do you think that each trait is viable and strong enough to compete with with other now? If not, why?
(edited by KaneZ.4910)
I also got the email but unfortunately I’ll be busy the entire Tuesday, March 24
Does anyone know if this invitation a one-time thing or I can play beta on future tress test occasion?
AoE is the better tactic, certain class such as Elementalist with staff relies heavily on AoE to deal damage, telling them not to AoE and spam staff Earth 1 is just extremely inefficient.
Personally I don’t even bother with Copper anymore, knowing that AoE can contribute more than single damage if you can CC/kill bubbles while using your AoE skills but trigger half of the map chat into saying “No AoE noob/troll/you want us to fail?” I’ll go to Gold/Silver where I can contribute without getting yelled at.
Edit: Reddit link with similar discussion, along with a picture of an Anet staff encourage AoE at Copper ages ago. http://www.reddit.com/r/Guildwars2/comments/2y1xxe/copper_hust_at_red_rock_your_hints/
(edited by KaneZ.4910)
Remember why DPS build is always superior to pure Condition build is PvE: Condition has a damage cap and can easily be overwritten by players that don’t spec in condi. Furthermore it only takes a few condi-specced players to reach the limit cap, if that happens then what should the other people at Copper do? Anymore condi on him at this point is actually a waste so it’s better to have more DPS on him.
Tell people to not use DPS at Copper is not the answer, he is a champion Husk so naturally he has high toughness on top of high HP so you need all the DPS and condi damage you can get and the best thing about DPS build is there is no cap.
The ideal scenario would be 3-5 condi specced players at Copper and the rest can go all out DPS on him while killing/kiting bubble.
AoE isn’t a problem, The regen from offshoot is neglectable, it’s the bubble that should be killed/ keep away from Copper.
Also more people get off the ledge is a great help because sometimes Copper resets if there is no one nearby to hold aggro. (Stand on the ledge and spam 1 does not hold his aggro)
Yesterday I encouraged people to put out AoE as much as possible while actively CC bubbles and kite Copper away from bubbles/kill bubbles before they can reach Copper. Not even 3 minutes later, Copper was the first boss in the map to die.
This “No AoE at Copper” nonsense needs to go.
Yup, when SW was first introduced, Gold&Silver was the hardest to kill, Copper was barely a problem back then.
“No AoE at Red” + “only spam 1” turns Copper into the most likely boss to fail.
It’s a sad thing to see Copper and Gold&Silver swapped place not because of the difficulty but player’s sheep mentality.
I don’t support toning down the rush because I like it the way it is: the rush is a bit different from others because the runners have to rely on themselves for the most part, have good knowledge of what to look out for, avoid aggroing mobs, and most importantly good timing on dodge to get to the end. I can offer some tips to help people get through though.
- Each runner will have 3 skills when they transform into crab: Skill 1 will reveals where the traps/bombs are (this is, for the most part, unnecessary because you can actually see the traps/bombs without using the skill, they look like a mound, it can be tricky to see them if they are hidden behind grass or in dark area) Skill 2 is useless most of the time so it’s better to ignore it, Skill 3 is a block and should be used for karka hatchings.
- The hardest obstacle of this rush is the Steampipe Steading event: a ton of ugly Karkas want you dead and you only have 2 dodges and a block skill to get though them so your chance of getting through is very slim without others helping you clear the event.
- Next is the Wurm event in Onyx Field: if that area is clear, feel free is run pass it; however, if the event is active (which is the case most of the time) tons of wurms with deadly almost one-shot attacks will be there to kill you. The trick of this part is to get the check point then turn around, stick to the cliff, and head to the tunnel, that way you can avoid all the wurms without taking any risk at all. (I can show where to go in-game if you pm me)
- Broodmother event is a minor problem because you can stand outside of its aggro range and wait for an opening to go through it. Still, the Broodmother is better off dead so 2-3 people can do that event.
- The cave before the Broodmother event has a few Drakes that can become a pain for runners so they are better off dead as well.
- As for the Karka hatchlings, good timing on dodge or block skill get rid of them, if you get hit by them, dodge to remove the debuffs they give you.
- The most important thing to do in this rush is to AVOID rushing through everything, that will kill you most of the time, take your time and heal up.
A guildmate of mine brought this to my attention and I’m posting on his behalf. It seems the latest patch did something to the Golem and it is now extremely powerful.
PS: Please look into it ASAP because it is indeed broken.
Reddit link: http://www.reddit.com/r/Guildwars2/comments/2g2zhg/broken_summon_7series_golem/
(edited by KaneZ.4910)
I want to say that I would not love Ele as much as I do now without the help of daphoenix’s guide, his build, to me, was the first stepping stone for mastering the Elementalist class. For that, I respected him.
IMO, winning duels does not make someone a great player, it’s teaching and helping others realize how fun a class can be.
Melandru’s Gaze maybe?
It’s not exactly an “earth” staff but tree theme should be close enough.
This thread was amusing to read at first but now I’m bored because the OP keeps repeating the same argument: icons are prettier and more polished compared to Roman numbers; therefore, icons are better than Roman numbers. I think this argument is unnecessary because:
First, most people have gotten used to it, for example: if an experienced Ele with 0/30/0/20/20 wants to deal more damage, he/she can quickly select Air VI,X,XII Water IV, VI Arcana V,VI without the need to look at trait descriptions. The key is know your class well, new players will need time to achieve this. Imo, there is no need to fix something that’s not broken.
Second, let assume that Anet suddenly thinks like the OP, they can design the icon to fit with class themes, and begins to draw icons for traits, then one problem will stands out: traits with multiple effects like Ele’s Arcana II ( Arcana Resurrection), Thief’s Deadly Arts VII (Improvisation) will be very hard to draw to match its description on a 2cm x 2cm space. Even if they managed to draw it, the details would be too small and then I would need buy a magnifying glass.
Finally, I dont think Anet’s Art team wants to do something insignificant as trait icons when they have to draw concept arts, model details, character animations… for new contents every 2 weeks. Honestly, if I were them, I would put trait icons at the bottom of the list
Just me and my opinions.
https://forum-en.gw2archive.eu/forum/professions/elementalist/one-with-air-trait/first
Working as intended, read the forum for similar post before making posts like this.
I would love to have an invitation.
I don’t hate the new contents but story-wise, I think they are weak because there aren’t many story development elements in BotFW (the new jumping skills was enjoyable though), from what I see, we go to another festival, enjoy what it gives us (mostly the mini-game imo). Now we are supporting for our candidate by playing more mini-games, give them our support tokens, and wait for the result. I can see where this is going but honestly I want to see more interaction with the Living Story.
Personally, I’m looking forward to see how the Living Story will turn out, some story or lore about the rest of the elder dragons (it weems there will be more in the future, see the link http://www.usgamer.net/articles/colin-johanson-talks-dungeons-dragons-and-chairs), new dungeons like Aether Retreat, new weapons for my Elementalist (an Ele using pistol would be awesome but it’s just a dream atm). It’s a lot to ask but I can’t help but wondering.
Sorry for my broken English :P
Here is my thought and advice about the Aether Retreat dungeon:
1. Mind your distance from Mai when she’s about to use her lightning bullet shot (she’s clearly aim at the furthest player away from her)
2. I’ve seen players try to find a safe spot to stand in like in the old Snowbind Fractal, don’t bother, Anet made sure that will never happen in this dungeon.
3. After some testings, your best defense against her lightning bullet shot is Aegis (or any form of block), invulnerable, projectile block (such as Elementalist’s Swirling Winds), reflect also works, but not ideal because it will teleport you right in front of her.
4. My favorite point, this dungeon is not about “more damage is better”, most zerker I’ve seen died halfway through the fight, so I think it’s better to be tanky. I am a full bunker Elementalist ( 56% crit dmg and fury as my offensive stat to balance the build) not the greatest dmg dealer, but I lived through all of the fights, her lightning bullet shot takes away 30-50% of my health depends on my dodge and protection boon)
P.S: oh, and the cannon phase as well, you will need the extra vitality and toughness in case you cant dodge in time, take Signet of Air to run faster in this phase.
5. An advice as a fellow Elementalist, don’t stuck with a fixed set of weapon or armor, you are limiting your Elementalist’s potential if you keep that mindset. Instead have several set of armors to be more flexible in term of stat, you don’t have to change your trait if you don’t want to. I have 5 full set of exotic armors (MF, Zerker, Soldier, Rampager, Carrion) and on my way to craft my 6th set. Also practice all off Elementalist’s weapon set, and change them based on what you think is the best for the current situation. Elementalist’s strength is being a jack of all trade, so think about it.
(edited by KaneZ.4910)
I took a look at the author’s posts and I think his most of his/her GW2 experiences comes from playing with random peoples or PUGs, this conclusion came from reading his/her post about Guardians.
I disagree about the author’s claim about no trait that supports staff because the typical 0/10/0/30/30 build with staff, IMO, excels at remove condition (water 3 and water 5), group reflection shield (Earth 3 with trait, plus, it gives fury and swiffness), and constant DPS while lock down enemies with chain CCs, other posts above me gave all reasons I can think of how useful staff Ele can be, so I dont want to repeat them again.
And I want to add 1 more thing, IMO, supports need to have flexibility to adapt to the situation they’re in, and the author’s point of view is too rigid to play Elementalist at full potential, that is my opinion.
(edited by KaneZ.4910)