Showing Posts For LiQuid.3958:

Anyone stuck in PvP in the tournament?

in PvP

Posted by: LiQuid.3958

LiQuid.3958

DOBBY IS FREE at last!’

Anyone stuck in PvP in the tournament?

in PvP

Posted by: LiQuid.3958

LiQuid.3958

Still stuck.

thekam.9524
riseofmelkor.2765
LiQuid.3958

Anyone stuck in PvP in the tournament?

in PvP

Posted by: LiQuid.3958

LiQuid.3958

Please we are stuck

Leeching Venoms & Revealed Training

in Thief

Posted by: LiQuid.3958

LiQuid.3958

Why aren’t these traits’ places swapped?

Leeching Venoms -> Deadly Arts.
Revealed Training -> Shadow Arts.

It’s much more reasonable both thematically and mechanically.

Sustain nerf news?

in PvP

Posted by: LiQuid.3958

LiQuid.3958

Any more info on the sustain nerfs mentioned here in sigil proposals topic?

I loved the transparency and communication in the sigils topic and hope that it continues to be the trend for future updates.

Stealth Disruptor Trap needs to go

in WvW

Posted by: LiQuid.3958

LiQuid.3958

Last few days I have been playing this ghost thief build minding my own business. Immobilizing commanders before fights, killing backline, blueprint finishing afk players. You know, the classic stuff.

Then one enemy player places one of these stealth distruptor traps. Bam, 30 seconds of unfun. I either shortbow5 away or they kill me, jump on my corpse, whisper and take a group screenshot.

Nobody likes these traps. You waste 10 supply that you could have spent repairing a wall or building omega golems.

Wiki link for reference: https://wiki.guildwars2.com/wiki/Stealth_Disruptor_Trap

Let’s make wvw great again.

PvP Badges in WvW

in PvP

Posted by: LiQuid.3958

LiQuid.3958

All I do is PvP and WvW. Now that the season is over, I won’t even be playing PvP for at least a month. We also have a hide badge option and simple nameplates in WvW now, why are badges still disabled in WvW?

Decay until the end of season

in PvP

Posted by: LiQuid.3958

LiQuid.3958

Dude, who cares if you’re Gold instead of Platinum? Who cares if you only got Silver this season? They’re still fixing the system. Why would you actually be afraid of playing?

And it’s not like you get to keep your rating. They soft-reset every season now.

“First, every season will start with a soft reset of the previous season’s rating. "

I want the title. ^ ^ Simple as that.

Decay until the end of season

in PvP

Posted by: LiQuid.3958

LiQuid.3958

I played my last game 30 minutes ago. I’m finally satisfied with my placement and too scared to play more matches.

The season ends on Tuesday, will I lose any points to decay if I stop playing now?

How does decay work? Do you start losing points after 72 hours or at the end of the 4th day? If it’s right after the 3rd day ends, how much will I lose in 8 hours or so?

Thanks.

I started to like Tempest

in Elementalist

Posted by: LiQuid.3958

LiQuid.3958

Didn’t they all use fresh air builds which is against the concept of overloads as they must be punishing to use because of their high reward.

I started to like Tempest

in Elementalist

Posted by: LiQuid.3958

LiQuid.3958

2 reasons…

1. As an ele main I don’t need to deal with the new hard to get hero points and focus on the other content. Let necros and mesmers die dozens of times to the same hero challenge while trying to unlock their elite specs.

2. I’m having such an easy time in pvp. I keep using my old arc/wat/fire dd setup. Some old dd players are testing tempest and pulling out some aura shenanigans but they die much easier. Thus I have one lees enemy to worry about in PvP.

Karl, why have you forsaken me?

BWE 3 Tempest Specialization Changes

in Elementalist

Posted by: LiQuid.3958

LiQuid.3958

Aside from overloads and warhorn skills there is one thing I want to point out. A unique mechanic that was introduced with Tempest which changed the effect of a boon, protection in this case, by buffing it +7%.

This can be tied to successful overload channel by buffing several boons for 5-10 seconds after overload ends.

Fury crit chance to 40%
Might gives +50 power and +50 condi damage instead. (This could be a unique damage modifier compared to +10% we see everywhere)
Protection gives 66% damage reduction.
Regeneration effect is doubled.
Swiftness gives 66% movement speed.
Vigor regeneration is increased to 100%.
Aegis blocks all attacks.
Stability works as the old stab and doesn’t get removed when disabled.

Thunderclap vs WH Air#5

in Elementalist

Posted by: LiQuid.3958

LiQuid.3958

Lightning Orb

Launch an orb of lightning that fires projectiles at nearby foes.

vs

Thunderclap

Ionize an area, bringing down the power of lightning to stun and damage enemies over its duration.

Raising your hammer, you call down lightning to stun your foes and leave a pulsing lightning field at the point of impact. This can be used as an interrupt and set up for both damage and dazing when coupled with other attacks like Rocket Charge.

Both skills are #5 skills of their respective weapons. That’s all I wanted to say

BWE 3 Tempest Specialization Changes

in Elementalist

Posted by: LiQuid.3958

LiQuid.3958

While we are at it, why don’t you change the Water Overload as well. Make it a moving water field like in Warhorn#5. Even in an organized group it’s easy to miss the warhorn#5 water field. Rework that skill if you can.

Also, both water#5 and air #5 are not suitable skills for a game with multi-directional combat like GW2. Enemies can literally escape to every direction and once you fire the projectile off, they will switch positions for sure. If it was a stationary aoe effect you could disable or immobilize them, but it’s not the case for these skills. You can’t even use it on capture points effectively. Please turn them into one of those huge AoE skills in GW with slow, freeze, blindness and maybe knockdown. Ah, also that fire#5, keep it for torch elite spec and replace it with fire storm or AoE magic damage which scales according to the burning stacks the enemies have.

BWE 3 Tempest Specialization Changes

in Elementalist

Posted by: LiQuid.3958

LiQuid.3958

Just my 2 cents about the fire and air overloads. Don’t you want tempest to be a frontliner? Then why do you make the after cast effects of fire and air overloads stationary. You can easily make them to instant damage effects depending on how successful your channel was.

Revamped Fire & Air Overload End Effects

Fire Overload: If the channeling is successful, release the fiery tornado’s power in a spiral shape. Each curved( 6 total ) spiral part deals damge up to 3 enemies depending on the amount of burn stack on them.
The enemies will have more burn stacks on them if you can stay on them while overloading thus resulting in more damage.

Air Overload: Similarly, at the end of a successful channel, remove the static cloud and let it dissipate dealing arcing lightning strikes to nearby enemies. Strikes up to 3 nearby enemies. Each of these strikes can jump up to 3 nearby enemies as long as the first target is affected by vulnerability.
Just like in air overload, if you have managed to inflict vulnerability while overloading, the end effect will be more useful.

What do you think about it guys?

BWE 3 Tempest Specialization Changes

in Elementalist

Posted by: LiQuid.3958

LiQuid.3958

Do you know what would be a good buff to Imbued Melodies?

New Imbued Melodies:
Change heat sync completely and copy the effect to the trait I mentioned above with a little twist.

  • Warhorn Fire Skills spreads Fury, Might and Retalliation boons to nearby allies.
  • Warhorn Air Skills spreads Swiftness, Quickness and Vigor to nearby allies.
  • Warhorn Water Skills spreads Regeneration, Quickness and Resistance to nearby allies.
  • Warhorn Earth Skills spreads Protection, Stability and Aegis to nearby allies.

Every element has an ICD of 15 secs.

The perfect warhorn trait for you.

(edited by LiQuid.3958)

BWE 3 Dragonhunter Specialization Changes

in Guardian

Posted by: LiQuid.3958

LiQuid.3958

Maybe, just maybe, remember what we had in GW1. Make them expire after a certain duration, but remove the 1 trap cap and let us lay down infinite number of them.

What do you say Karl?

Mordrem Invasion Update: 11 September 12:30 PM

in Guild Wars 2 Discussion

Posted by: LiQuid.3958

LiQuid.3958

There is not much to say after 11 pages of suggestions but I’ve to share how this event changed me.

  • I have stopped hitting enemies so that they can kill a player with a bomb so that I can pick it up.
  • I haven’t revived people so I can be sure that I tagged the mob enough to get bronze.
  • I have blinked onto the bombs and stole them even from my guild mates.
  • I have tagged up to steal players from existing events.
  • I have tagged every single event I can and afk’ed for the remaining 15 minutes of the event.

[BW2] Feedback Thread

in Elementalist

Posted by: LiQuid.3958

LiQuid.3958

Instead of adding auras here and there, it would be nice if you could turn overloads or at least the after effects into big kitten AoE attacks like meteor shower, tornado? Both overloading and staying in an attunement for a longer time should be rewarded more. Also, focus would still be my way to go offhand for wvw frontline as it provides more survivability. Boon sharing is good and op with warhorn but, not even earth overload can keep me alive at frontline. If you are dead, you are just another rally bot.

WvW Tempest Commanders

in Elementalist

Posted by: LiQuid.3958

LiQuid.3958

When anet said that tempest is going to be frontline support, I thought that maybe I would start seeing some elementalist commanders.

What do you guys think after playing it for a few days? Are they as squishy as ever or are they a new commander candidate?

Can we get Meteor+Tornado combo back?

in Elementalist

Posted by: LiQuid.3958

LiQuid.3958

It may not be worth to switch to tornado just for the precision

Can we get Meteor+Tornado combo back?

in Elementalist

Posted by: LiQuid.3958

LiQuid.3958

After the change I’ve never touched tornado again, evethough fgs got nerfed I kept using it or the elemental.

Meteornado was fun and unique. You felt like a real elementalist after using it.

If the icebow didn’t get nerfed, why can’t we get this sweet combo back.

I know, the stat buff outside tornado wasn’t intentional but was it game breaking? I don’t think so.

It was just a unique element which is lost forever.

Which elite spec. builds will you use?

in WvW

Posted by: LiQuid.3958

LiQuid.3958

Lol, the original title had more info but I had to shorten it because of the 45 char. limit, i guess this is better now.

[Request] WvW Bl Test Montage

in WvW Desert Borderlands Stress Test

Posted by: LiQuid.3958

LiQuid.3958

Is there a montage of your yesterday’s test or a link to a discussion video with gameplay footage.

I missed the stream and don’t want to watch it if it’s not live to be honest.

Which elite spec. builds will you use?

in WvW

Posted by: LiQuid.3958

LiQuid.3958

^title

Dragonhunter, tempest, reapers, chronomancer and revenant

(edited by LiQuid.3958)

Lower Tornado Duration and Cooldown

in Elementalist

Posted by: LiQuid.3958

LiQuid.3958

^title.
It would be sweet to be able to turn to a tornado regularly and build builds depending on an elite skill.

"The Revenant" movie

in Revenant

Posted by: LiQuid.3958

LiQuid.3958

Just according to the keikaku

Tybalt Legend

in Revenant

Posted by: LiQuid.3958

LiQuid.3958

Poor tybalt :’(

My way of fixing Jalis in 5 steps

in Revenant

Posted by: LiQuid.3958

LiQuid.3958

How to fix Jalis in 5 steps!

Some of these suggestions are mentioned in other topics while some of them are brand new. Instead of a pure tank I want it to become a nuisance in battle. Below, you can find the five changes that would make me love using current Jalis skills.

  1. Activating Soothing Stone will give flat 3 seconds retalliation and more retalliation for each condition removed. Recharge duration down to 20-25 seconds. Activation time to 3/4 seconds.
    Reason: As all other revenant healing skills, this one is also very underwhelming. I agree with most other posts out here and this is my way of fixing it.
  2. *Inspiring Reinforcements AoE marker will always keep its original length but start to form up to 200 units farther than normal if the cursor is pointing away and in front of the caster. *
    ASCII Representation: If o = revenant, [||||||] = road and x = cursor:
    o[x||||]
    o [||x||]
    o [||||||] x
    Reason: If the caster is moving, caster often misses the road completely or gains only 1 stack of stability.If the caster is waiting for other more important combo fields to end, by the time the caster has to start moving, it’s too late to cast the road as the caster will leave the aoe long before road is formed. This change solves the problem of messing up other fields and missing your own stability.
  3. Vengeful Hammers upkeep cost to -3 from -7, activation time to 10 from 5, energy cost to 10 from 5, damage should be adjusted accordingly, self or area weakness can be applied as an end effect to maintain balance.
    Reason: As a GW veteran I’m against high upkeep costs, skills should have less power and easier to maintain and punishing to end early by end effects or cooldowns. This skill should either be used to increase close range damage or sacrifice some ranged damage for close range damage depending on revenant’s selection of ranged or melee weapon. Upkeep skills makes other skills less spammable not unusable.
  4. Rite of the Great Dwarf should be reworked. You guys could do something creative for such a thematic elite skill. Two Guild Wars skills are very suitable and can act as a replacement which are Protective Spirit and Bonetti’s Defense. Protective Spirit will be AoE and Bonetti’s Defense will have 3 seconds of self-slow end effect and maybe AoE protection. Don’t forget to lower the cast time and adjust the energy cost.
    + You guys could do something creative for such a thematic elite skill. These are just suggestions. I’m just shocked to see such a simple elite for such an historic event.

Thanks for reading!

F2 = Skill#1 Range Swap

in Revenant

Posted by: LiQuid.3958

LiQuid.3958

They did have energy costs and cooldowns in GW. Upkeep skills were barely used and even if they were, they didn’t have ridiculously high upkeep costs. 50 energy cost is like a joke as well. I agree that they should lower some numbers.

F2 = Skill#1 Range Swap

in Revenant

Posted by: LiQuid.3958

LiQuid.3958

They want to return to old style but, failed to import to old model into this game. GW2 is not the old GW where you could match hundreds of skills from two different professions. I don’t want them to take a step back by getting rid of energy costs as it feels nostalgic. However weapon swapping, even utility swapping will not be as useful as other classes because of this energy restriction.

They can’t give free energy on swaps or skill uses either. Therefore, skills should either be less powerful and spammable or more powerful and less less spammable like it’s right now. Considering the current skills “more powerful” is also arguable.

F2 = Skill#1 Range Swap

in Revenant

Posted by: LiQuid.3958

LiQuid.3958

I’m totally okay with weapon swapping, but didn’t they say that rev won’t get it? Thus I tried to find a work around. A new skill most importantly, which is an upkeep skill to suit the revenant.

Even if you can swap weapons, your energy is low most of the time so you won’t be able to use the energy costly skills of the swapped weapon anyway. And hey, hammers are supposed to be melee and staff is ranged, why not give both options?

edit: you can reset your utilities, although most of them don’t have cooldown.

(edited by LiQuid.3958)

how do we range???

in Revenant

Posted by: LiQuid.3958

LiQuid.3958

[This is what I came up with.](https://forum-en.gw2archive.eu/forum/professions/revenant/F2-Skill-1-Range-Swap/first#post5288071) Basically, you will have access to a range attack on a melee weapon and melee attack on a ranged weapon.

DD eles can switch to staff when out of combat but you can’t do that with revenant as your ranged weapon won’t synergies with your skill set. Eles can keep using staff with dd traits and utilies quite fine.

F2 = Skill#1 Range Swap

in Revenant

Posted by: LiQuid.3958

LiQuid.3958

I would love to have 5 specific skills but that is a lot more work than just adding one more melee or ranged auto attack skill to each weapon for a total of 4 skills. I would prefer more skills but this is much easier for them to implement, thus I kept F2 only on skill#1.

F2 = Skill#1 Range Swap

in Revenant

Posted by: LiQuid.3958

LiQuid.3958

tl;dr at the bottom

Hey guys,
I came up with an amazing idea on the way home while reading the Shiro announcement. No, I’m not going to tell you that revenants need to be able to swap skills. I won’t suggest to add more utility skills either as it should get at least 1-2 legend specific and probably some core traits that we can swap around no matter what. What I have will hopefully make revenants, especially their weapons much, much more versatile.
Now look at the weapons that revenant can equip.

#A hammer. What do you do with hammers in other classes? Although, it’s fun sending mist daggers at your foes, you want to bash your enemies faces’ with it like warriors don’t you?
#A staff. The elementalist right next to you is probably jealous of your staff animations but laughs hard at you when you can’t do kitten anything to enemies afar. Fret not! You are also wielding a staff, and have the power of the mists with you.

The other main-hand weapons are now a sword and a mace.

What are you talking about LiQuid? Spill out the beans!

I read this skill called Precision Strike which does “Strike nearby foes with precision, sending out blades that damage and chill them.”. Of what, you can throw swords, daggers, blades and even great swords in some cases. Mesmers can send beams from great swords. You have survived the mists, have the power to manipulate them, why can’t you turn a melee weapon into a ranged weapon. Rangers can throw axes, why shouldn’t you be able to go full Jalis and throw your mace at your foes.

Okay, okay. I’m getting there.

You can achieve weapon versatility with this one little trick.

If a nike warrior is running with barely any health left, press F2, 1-1-1-1 and he is dead.
If that pesky d/d thief is giving you trouble while you are pathetically swinging your hammer, press F2, smash that thief’s skull to pieces.
If you are immobilized, no shadow steps left, now you don’t have to watch your prey get away to safety, press F2, send jade winds or mists powers from your sword.
If the enemy revenant is throwing you big kitten hammers and you are having mobility issues with your mace, press F2, and turn this into a muscle showdown, throwing huge kitten weapons to each other.

Why don’t we add a new F2 skill to revenants Roy? Some of them even have a total of 5 F skills. This new skill will swap your auto attack skill(skill #1) from ranged to melee or melee to range. It’ll have -1 energy upkeep, 1/4 activation time to allow a cool swap animation with mist effects, and 10 secs cool down upon ending the upkeep.

tl;dr The bold paragraph above!

Thanks for reading.

(edited by LiQuid.3958)

If you could choose 2 additional legends?

in Revenant

Posted by: LiQuid.3958

LiQuid.3958

My monk from GW

Let's talk about Maniacal Persistence

in Revenant

Posted by: LiQuid.3958

LiQuid.3958

Either it should also provide extra stacks by getting hit or hitting enemies or it should also give some fixed percentage based crit chance boost like +10% on top of its current effect.

How to fix Mallyx in 5 easy steps!

in Revenant

Posted by: LiQuid.3958

LiQuid.3958

They are all good skills but you simply can’t lower their costs or cooldowns and wish them to be balanced. If these are lowered, they have to be nerfed somehow and nerfing the numbers is still not a good idea as it will make the skill a lot less useful. The best way is keeping the best aspects of it and reworking how the rest works imo.

How to fix Mallyx in 5 easy steps!

in Revenant

Posted by: LiQuid.3958

LiQuid.3958

Unyielding Anguish is a very powerful skill in almost any situation. Because of the self cripple it cannot be used as a leap outside of combat, it doesn’t matter if there is cripple when you are in combat because most likely you will have resistance. Also, because it is very strong, it may get nerfed in the future, it’s better to change some aspects of it’s now to have a crappy skill later. Finally, because it’s very strong, the energy cost is too high, which can be lowered with either weakening or reworking it.

tl;dr I don’t want UA to get nerfed or stay at 35 cost and the best way to solve it is reworking it. Out of combat leap would be a bonus.

How to fix Mallyx in 5 easy steps!

in Revenant

Posted by: LiQuid.3958

LiQuid.3958

This is my preferred way of playing Mallyx, a fierce beast with more tactical and less restrictive gameplay.

How to fix Mallyx in 5 easy steps!

  1. If there are no enemies in the AoE of Unyielding Anguish, self cripple is not applied to the caster.
    Reason: If there are no target to deal damage and apply torment, there is no need to punish the caster. The skill will be able to used to disengage if the caster can leap to an enemy free-zone only leaving a chaos field behind. Also, when out of combat, this can be used as a leap skill to move around faster.
  2. Unyielding Anguish does not pulse anymore. Instead, it’s replaced with another skill for 4 seconds or until its activation. This skill does another pulse for 10 energy with no activation and flash cast(doesn’t interrupt your current action and can be instantly used).
    Reason: The pulses are totally situation and being able to control them results into more tactical game and mind plays.
  3. Unyielding Anguish energy cost down to 20.
    Reason: With the changes mentioned above 20 is a much more reasonable cost.
  4. Empowering Misery has no activation time if you have equal or more conditions than the threshold applied to you. (Condition Threshold: 3)
    Reason: Just going with the flow of other threshold skills. Having no activation time is especially important if your resistance boon is stripped.
  5. Embrace the Darkness upkeep dropped to -3 from -8. Increase all attributes by 10%(wiki says 15%). Copy a maximum of 3 conditions if you have equal or more conditions than the threshold applied to you, else only copy 2 conditions. (Condition Threshold: 3)
    Reason: As a GW veteran who had a monk as my main, I can’t comprehend the new upkeep skills. -8 energy regeneration means that you will to make a choice between your elite+auto and the other 6 skills. Instead of having a overpowered elite skill, having a maintainable less powerful elite is more reasonable as you will be able to continue to use your other skills but spam them way less.

These are the changes I came up with to the current skills. I haven’t touched the legend mechanics as this particular class is pretty well thought. I’m mainly a WvW player and my opinions may reflect my inner WvW zerg player. I’m all in favor of lowering some of the numbers as some of them still sound 5 energy more than necessary. However some costs may have to be higher as there may be other uses to them I couldn’t think of.

ninja edit: I forgot to mention activation times! 1 second cast time of skills can be lowered to 3/4, especially the elite even down to 1/2.

(edited by LiQuid.3958)

[Discussion] Revenants in WvW

in Revenant

Posted by: LiQuid.3958

LiQuid.3958

##General Opinion
You need to take your energy into account before using anything besides the auto attack. I don’t remember how the hell I could manage my monk’s energy in GW but the moment you activate an upkeep skill now, you regret your decision and want to turn it off. I don’t know if we will get more utilities but I’m not touching those swirling hammers until I get a bifrost and want to show off. You have to keep an eye on your commander, on the enemy zerg on your energy and if you have a tablet you need to know where it is as well to drag it behind you in a zerg fight if you want that extra 1.5k heal. It sounds good, doesn’kitten Probably 2k+ heal with all that giver’s gear every 2 secs. Good for your back lines as your tablet will barely be able to catch up, if you are pushing and if they are pushing you you wish Rythlock came back with a better healing skill. Another problem is mobility. You don’t have access to any swiftness or leap skills aside from staff 5 which is far too valuable to use in most situations. You can’t keep up with the melee train and your skills can’t keep up with you as the brick road finishes before it even reaches you and tablet is kitteng turtle. For 8 hours, the only times I felt useful was, blocking projectiles with tablet while we are stationary, granting stability in engagements and using staff #5 and melting through enemy’s stability stacks.

Perhaps I’m just a noob when it comes to melee classes and I shouldn’t jumped to rev from a squishy back liner like elementalist. Don’t spout out nonsense like shiro will fix this or that. It may be a good legend, maybe glint will even be better but sup/tank revenant and staff is a no no for WvW until they give some leaps, fields and finishers, swiftness sources and buff tablet. It’s way too clunky and doesn’t offer anything other than projectile block. What I mean by projectile blocking is just 1-1-1-1ing and keeping that skill up.

I’m kinda frustrated as I’ve expected more from the revenant. Hope you all liked it but I’m going back to my ele in the mean time.

[Discussion] Revenants in WvW

in Revenant

Posted by: LiQuid.3958

LiQuid.3958

Almost a day passed since we got our hands on our sweet revenants. I jumped straight to our borderlands from LA. Got my sets ready, switched on TS and joined the current biggest zerg. I have spent around 8 hours following different commanders on different maps with dozens of different party members including other revenants.

I have always played an elementalist until now in WvW and not familiar with heavy classes and being on front lines. That’s why I wanted to hear your opinions about the new class. I have used cleric’s gear with monk runes and staff with Jalis and Ventari legends. I have only done zerging in the last couple of day so don’t know if revs would be a good addition to guild raids or even roamer groups.

I’ll list my opinion on rev skills and general usefulness of the class and want to hear yours as well.
##Staff skills:

  • Staff #1: Barely does any damage as expected. The orbs probably help with sustain as you don’t notice them at all. Perfect for killing downed players slowly shaming their sorry kitten to depths of the mists as you can hardly keep up with the melee train.
  • Staff #2: I try to use it whenever if it’s on cooldown and if I can keep up with the melee train as the enemy is 99% using a skill and you will get the second skill.
  • Staff #3: Sounds quite good in paper. Guaranteed to send you to the back of your melee group. Don’t forget to pat their backs while you watch them get ahead of you. Perfect skill to taunt enemy zerg from a far, you look bad kitten .
  • Staff #4: A blast finisher turned into a full skill on an already skillless class. Don’t forget to use on regroups.
  • Staff #5: Beast skill, Use it whenever it’s off cooldown and you haven’t messed up your energy upkeep.

##Heal, Utility and Elite Skills:
Legendary Dwarf Stance(Jalis)

  • Soothing Stone: All around nice heal. I used it to get rid of the first round of conditions to have retaliation asap then prayed my zerg to keep me alive.
  • Forced Engagement: Good enough to get that one extra kill by taunting a strangler. Could be useful if you know who their commander is.
  • Vengeful Hammers: Some extra DPS. To expensive to keep up. Barely used it unless I don’t have anything better to use my energy. Oh wait…
  • Inspiring Reinforcement: I have a better to skill to waste my energy. Use it everywhere, when your commander ask for a fire field or a veil, when you are hiding or just in the middle of an engagement. If you use it while moving you will either get one stack of stab or nothing at all. Press your look backward button and watch your whole zerg dirtying up your neatly crafted pavement.
  • Rite of the Great Dwarf: If you channel ends before the fight is over, it says that you will get huge damage reduction. I have never been able to use it at the right them when I needed it. I started to ignore having an elite skill just like my ele.

Legendary Centaur Stance(Ventari)

  • Ventari’s Will: I was very optimistic about this new mechanic but oh boi, I have never been so wrong. I may or may not be useful in other game modes but in WvW it’s such a burden. The heal from this skill is less than what I get from soothing mist. You have to think before moving it as you won’t be able to use the skill you want after spending the little energy you have after you have moved it. 90% of the time it won’t be where you want it to be and in the remaining 10% it will be moving to the position you needed it a few seconds ago. No you can’t send it forward if you are running around. You will pass the max position you can command it to go until it reaches its destination. Orianna is way better, sorry folks.
  • Protective Solace: Incredible skill for such a long up time. All revs should dedicate themselves to using this skill and nothing else. Put it on rams, on your groups, between zergs. The only downside is that you have to be in combat before using it. In order to act before a pesky defender disables your siege, you have to hit the wall once then activate this.
  • Natural Harmony: Another water blast finisher that you won’t have any energy for.
  • Purifying Essence: Every 65312th regroup you may be able to use this skill.
  • Energy Expulsion: Unless you die and your tablet decides to disappear into the mists and you can’t command it anymore although your bar says the tablet is still active. You won’t ever use it.

##Water Skills

wut?

##Downed Skills

Take a glass of scotch as it’s more useful then any of these skills.

more below

Did rock solid trait remain untouched?

in Elementalist

Posted by: LiQuid.3958

LiQuid.3958

I was really hoping that trait to become somewhat more useful, now it’s worse than what it was earlier. Maybe anet just forgot about like most eles do.

(edited by LiQuid.3958)

Aquatic Benevolence revive speed interaction

in Elementalist

Posted by: LiQuid.3958

LiQuid.3958

Do I revive allies faster with aquatic benevolence?

2 trait mechanic questions

in Players Helping Players

Posted by: LiQuid.3958

LiQuid.3958

1. Does reviving count as a channeled skill?
2. Does aquatic benevolence(ele water XIII trait) increase revive speed?

Rate the Humans name above you

in Human

Posted by: LiQuid.3958

LiQuid.3958

Sounds like he is from the Balkan Peninsula. Although the latter sounds cool, I didn’t like first name.
7.5/10

My ele: Chelsea Scarlett

Feature Pack 2 should have new weapon skills

in Guild Wars 2 Discussion

Posted by: LiQuid.3958

LiQuid.3958

I support the “more cleavage”. Everything else simply means more changes to the game, more balancing issues, more complains, more confusions, more rage quitters.

Also, do try to note that guild wars 2 WAS designed to be casual-friendly and not targetting to waste players’ time too much to the point that casual players (people who play limited hours) have difficulties accessing all other contents due to restrictions on skills and traits.

You can unlock the grandmaster skills either by gold + skill points or doing a similar event like killing the cave troll I’ve suggested. They are already using the same system, I’ve just wanted them to improve it and spread it to weapon skill unlocks.

Balance issues is a problem, you are right but they can only add them to pve and slowly to wvw and finally to pvp once they make the new skills balanced.

Feature Pack 2 should have new weapon skills

in Guild Wars 2 Discussion

Posted by: LiQuid.3958

LiQuid.3958

Everything is explained in the attachment or in the link below.
http://puu.sh/8m4So.jpg

Summary:

  • New weapons for every classes.
  • New skills for every weapon slot. ( Unlocked via the elite skill unlock mechanic in GW. )
  • A few other opinions

Attachments:

Bring back Bunny Ears please

in Black Lion Trading Co

Posted by: LiQuid.3958

LiQuid.3958

for WvW Playboy bunny raids

#elepocalypse?

in Elementalist

Posted by: LiQuid.3958

LiQuid.3958

Where is it?

Elementalist

Burning Speed: This skill now evades attacks.
Frozen Burst: This skill is now a blast finisher.
Water Trident: Added 3 seconds of regeneration to up to 5 allies in the radius.
Arcane Shield: Reduced the maximum number of targets on the blast to 5. Fixed a bug that caused the skill to not deal damage when underwater.
Signet of Restoration: Removed the split on this skill so that the signet passive heal amount will be increased in PvP to match the current PvE amount.
Armor of Earth: Reduced the recharge from 90 seconds to 75 seconds.
Fiery Greatsword:
Conjure Fiery Greatsword: Added a skill fact for number of targets: 3.
Fiery Rush: This skill now aborts if Shadowstep or Teleport is used.
Fiery Eruption: Added a skill fact for number of targets: 10.
Firestorm: Added a skill fact for number of targets: 10.
Cleansing Water: This trait no longer has an internal cooldown while in PvP.
Static Field: Fixed a bug that allowed players to block the lightning field.
Tempest Defense: Fixed a bug that prevented this trait from activating when an elementalist was hit by basilisk venom.
Glyph of Elemental Power: Added a skill fact to indicate the recharge when the skill triggers its effect.
Tornado: Fixed a bug that caused the area effect ring to persist if the player exited the skill early.
Ice Spike: Fixed a bug that allowed the spell effects to continue even if the skill was canceled early.
Dragon’s Tooth: Fixed a bug that allowed the spell effects to continue even if the skill was canceled early.
Eruption: Fixed a bug that allowed the spell effects to continue even if the skill was canceled early.
Earth Shield:
Magnetic Shield: Added a skill fact for number of targets: 3.
Flamewall: Increased the number of targets from 4 to 5. Added a skill fact for number of targets: 5.
Lava Font: Added a skill fact for radius: 120.
Meteor Shower: Updated the skill fact to display the increased endurance regeneration while the player has the Zephyr’s Focus trait. Added a red ring to indicate area of effect for enemy players. Added a white ring for allied players.
Lightning Cage: Added an unblockable skill fact.
Lightning Hammer:
Lightning Storm: Added a skill fact for number of impacts. Updated the description of this skill to be more accurate.
Cleansing Wave: Updated the skill fact for number of targets to display the correct number of targets.
Ice Globe: Fixed a bug in which this skill’s explosion could only hit a single target. Added a skill fact for number of targets: 5.
Signet of Fire: Added a precision increase skill fact.
Signet of Earth: Added a toughness increase skill fact.
Signet of Air: Added a movement speed increase skill fact.
Signet of Water: Added a conditions cured skill fact.