Showing Posts For Linda Shors.5629:

Fix Gust and Lightning surge please

in Elementalist

Posted by: Linda Shors.5629

Linda Shors.5629

Gust and Lightning Surge are clearly not effective enough and it drags the entire Attunement into the dirt.

Yes, they should just rename it Earth Attunement (0.5) . . .

Sorry, couldn’t resist >.>

I feel this is one of the weaknesses of staff in general. In exchange for awesome damage potential, great aoe, and 1200 range, you get this sort of clunkiness. Staff isn’t like s/d; there’s little frantic button mashing here, and you lack the speed and responsiveness of the other builds. While that kind of sucks, I actually like the feel of it a lot. From a roleplaying perspective, one could say the staff elementalist casts the most powerful spells, but these take more time to weave. In terms of gameplay, you’re limited more to staying at range, using the time it takes for someone to get to you to prepare a counter, unless you have others to protect you.

I do wish lightning had some better dps options. Sitting in fire attunement most of the time makes for boring play.

PS: Don’t forget the lovely cast animation on Lighting Surge! Would we really want to give that up?

Attachments:

Staff Ele vs thief/ranger

in Elementalist

Posted by: Linda Shors.5629

Linda Shors.5629

I’m also running zerk staff and have the same issues vs thieves. As for rangers, I typically kite them out of LoS as much as I can; it’s not too hard with all the stun/slow/wall fields we have. Holding a point against a good one is pretty much impossible though.

About meteor, I don’t cast it often in duels, but it can be very useful when you’re LoSing. Center it on the corner you’re running from, while they’re still trying to get in LoS and you have some nice area denial/dps.

Blast finishers and ranged builds

in Guild Wars 2 Discussion

Posted by: Linda Shors.5629

Linda Shors.5629

Being at range already means you miss out from other people’s blast finishers. I don’t really have a problem standing closer in pve, but I was looking at this mostly from a pvp staff ele’s point of view. Staff already pays for its raw, ranged damage for the damage coming in fields people can just walk out of, squishiness, and long cast times/delays on spells. A pretty staple fire trait gives fury for blast finishers I trigger on fire fields. That fury+might is quite a loss of dps overall. In pvp, if I walk into the fight to get my buffs, they go, OOOH STAFF ELE, splat.

I like the combo system a lot, especially on staff. One of my favorite combos is actually swiftness stacking while running around. Earth 2 at max range ahead, air 5 on it, (earth 2 blasts), arcane wave, air 4 for a bunch of swiftness. But due to the range limit, I have to wait a bit for the explosion to go off, or i’ll be too far to the swiftness, which runs a bit counter the the idea of getting somewhere asap (really annoying as a perfectionist).

I just think the combo system more fluid and satisfying if it always worked for your own finishers.

silly elementalist.. you can’t have your cake and eat it too
unless you aren’t an elementalist. . .

I don’t understand. . .

Do rangers or pistol thieves suffer similar problems from being at range?

Blast finishers and ranged builds

in Guild Wars 2 Discussion

Posted by: Linda Shors.5629

Linda Shors.5629

Ever since I started playing my ele more, I was struck by how I didn’t always get my might stacks from blast finishers on fire fields. Later I realized that blast finishers have a rather short maximum range, and even if I see the combo flash on my screen, I won’t actually benefit from it if I’m not close enough. This really sucks when playing with a scepter or staff, especially in pvp, where I often want a comfortable distance between me and my targets.

Is there a good reason for the combo system working like this? Wouldn’t it be better if you always got the benefit of your own blast finishers, regardless of how far you are from them?

Mesmer was only nerfed

in Mesmer

Posted by: Linda Shors.5629

Linda Shors.5629

Calling it a reliable stunbreak is having a bit of a laugh anyway. Decoy is a reliable stunbreak. Blink is a reliable stunbreak. Sword 3 requires divining the future, which is a guess at best, and often just dumb luck.

Sounds like a nice use of skill to me. And it has its tradeoffs. Root now or later, perhaps break a stun or not.

Or at least you used to be able to. No longer. Post-patch it’s root now, no later. If you wait until later, the clone will be dead, so no stunbreak and no root.

Yeah, I meant had :p

Edited

Mesmer was only nerfed

in Mesmer

Posted by: Linda Shors.5629

Linda Shors.5629

Calling it a reliable stunbreak is having a bit of a laugh anyway. Decoy is a reliable stunbreak. Blink is a reliable stunbreak. Sword 3 requires divining the future, which is a guess at best, and often just dumb luck.

Sounds like a nice use of skill to me. And it had its tradeoffs. Root now or later, perhaps break a stun or not.

(edited by Linda Shors.5629)

Discussion: iLeap [Rework]

in Mesmer

Posted by: Linda Shors.5629

Linda Shors.5629

The old ileap added considerable depth to mesmer play, the change removes it and nerfs mh sword. Was sword in need of a nerf? Was anyone complaining about swap? Is there any downside to keeping it as was, looking at the state of the game right now??

If not, revert the change. If yes, then tell us what it’s supposed to accomplish. And fix some real bugs, please…

It was never meant to be used as a teleport to avoid damage, stop trying to make it out like it was. It’s meant to be a lockdown mechanism via immobilization and gap closer because sword is a close range weapon, that’s the skill’s intent and that’s what it was mechanically designed for by the devs.

You keep saying this, but the truth is no one knows what they originally intended…because they never told us. If you have some source, feel free to post, otherwise stop making unfounded assertions.

a.) Many tooltips only give the basic description; you have to work out for yourself how they really act under different situations. There was nothing obviously “broken” about swap; if it wasn’t also meant to be used defensively, why does swap break stuns? Why can you phase retreat up a cliff?

b.) Sometimes they change the skill to match the tooltip, other times they update the tooltip. No way to tell what they intended from the tip…

c.) At this point, 2 years later, their original intent hardly matters. This is how it has been, and any change to ileap should be treated as a design decision.

(edited by Linda Shors.5629)

Mesmer was only nerfed

in Mesmer

Posted by: Linda Shors.5629

Linda Shors.5629

Many of our skills have subtleties which aren’t explicitly stated on the tooltip, like the fact that Phase Retreat teleports you backward if you have no target, or that some clone spawning skills (Mirror Images, iRiposte, iCounter) warp you back to the point of clone spawn, or who a 0-clone Diversion targets, or what happens with clone spawns when you have no target, or all the weird rules behind where you can blink or phase retreat up a cliff or height.

It’s not explicitly stated what happens to Swap if you clone dies. Most of us assumed it was just another of those interesting unstated quirks and have come to rely on it since launch. Others have already already shown how useful it was and I’ll just add a +1 to all that and the rage at its removal. To just call something we’ve counted on since launch a bug and remove it without further explanation is baffling, especially for a skill which is already so dysfunctional. Very disappointing.

There’s another weird unstated quirk of iLeap which I haven’t seen mentioned yet. Although it has a cast time, whether or not it casts is determined by the conditions when you started the cast, not when the cast finishes, unlike all other spells. If you start the cast while out of range or LoS then finish while in range, the spell will fail, going on cd but spawning no clone. I think this is why many find it failing for no apparent reason. (The plus side is that while casting, you can dodge or run out of range or los and the clone will still spawn).

Runes of Strength vs others

in Mesmer

Posted by: Linda Shors.5629

Linda Shors.5629

I’ve been wondering too what you power shatter mesmers were using for runes (particularly in pvp). I feel that Strength synergizes most with our role, as it helps our burst the most. +7% damage on a shatter combo is great. I liked Lyssa Runes a lot, to for awesome mass invis escapes, condi clear, and stability stomping, but they seem rather weak post nerf.

I don’t really see Rage or Pack as very viable options considering how little we have fury or swiftness up. I don’t value the procs very much for any of these sets, as they’re unlikely to proc at an ideal time, especially since I’m trying my best not to be hit, anyway.

(edited by Linda Shors.5629)

Illusions don't use costumes

in Mesmer

Posted by: Linda Shors.5629

Linda Shors.5629

The same is true of the Selfless Potion halo effect. Not as obvious, but still sucks.

Disconnects and "Incorrect Password" Message [merged]

in Account & Technical Support

Posted by: Linda Shors.5629

Linda Shors.5629

Playing on Seafarer’s Rest here.
I’m also getting frequent disconnects. I was completely fine until a week or so ago. Since then, there are times that I lag out and dc every few minutes, or lag and dc back to back (within a few seconds of logging in), and other times when I’m quite stable. So frustrating.