Showing Posts For Quintal.6594:

Best Mouse and Keybinds for Eles

in Elementalist

Posted by: Quintal.6594

Quintal.6594

I just use alt-1 to alt-4 for attunements

Tornado should be similar> Dagger Storm.

in Elementalist

Posted by: Quintal.6594

Quintal.6594

My solution would be to take away the transform aspect of tornado. Make it a ground target skill, that after use changes to a “targeting” skill, when you use it again the tornado travels to the second point.

Elem getting greatsword?

in Elementalist

Posted by: Quintal.6594

Quintal.6594

Why not just change fiery greatsword into a glyph, “prismatic greatsword”, then have it give different skills based on the element it’s cast in.

8-Team Tournaments Disabled

in PvP

Posted by: Quintal.6594

Quintal.6594

Good change, but now that there’s only 1 kind of tournament why not reintroduce some map rotation in it? Otherwise serious players who don’t play hotjoin will only be playing 1 map for a whole week, and that’s just boring!!

For those complaining about premades steamrolling you: the hotjoin format was deliberately created with t he solo queuer in mind, so why not practice more in that?

Hot join doesn’t cap teams at 5, yet the maps are clearly designed for 5v5. When you get more than that it becomes very zergy and much less fun.

Guild Missions [merged]

in Guild Wars 2 Discussion

Posted by: Quintal.6594

Quintal.6594

Just to echo what many others are saying.. my small guild is dead due to this. We will be joining a larger zerg guild.

Comfirmed- Nothing being done re: conditions

in Guild Wars 2 Discussion

Posted by: Quintal.6594

Quintal.6594

Think of how much you’d see getting done to, say, glass cannon builds if they ate 12x 25 Stacks of Bleed? Heck, even a tank-like build might be really in trouble at that.

How is that different than being hit by 5 different 100b warriors at the same time? Why should a team of direct damage dealers be more effective and capable of dishing out damage than a team of condition dealers?.

. . . because you can dodge Hundred Blades. You can’t dodge ticks from conditions.

You can however remove conditions. No matter how many bleed stacks you have on you, one condition removal takes care of it completely. It’s as if you had an effect type that removed all damage you have received in the last x seconds.

Is that part of what you’re proposing, that one removal removes all “Bleed”/“Poison” effects? That’s a difference, then.

On the more visual side of things, would this mean I’d have to look at like 20 Bleed icons? :P

This is already how it currently works. In the current game, if you have 20 bleeds and use a cond removal that removes 1 condition, it removes them all.

Massive Guides for Condition Necromancer

in Necromancer

Posted by: Quintal.6594

Quintal.6594

What are you thoughts on incorporating +100% bleed duration via pizza/runes/spite if you’re in a group that doesn’t have other condition users (so you don’t hit the cap)?

Getting the extra tick on the earth sigil seems like it may be worth it

That would involve giving up well traits and utility to go into Spite, which is absolutely not worth it in group PvE situations, in my opinion.

Getting 100 percent seems somewhat arbitrary, anyway.

Ok, cool. I was mainly looking at it for a way to get 2 ticks per sigil of earth proc

Massive Guides for Condition Necromancer

in Necromancer

Posted by: Quintal.6594

Quintal.6594

What are you thoughts on incorporating +100% bleed duration via pizza/runes/spite if you’re in a group that doesn’t have other condition users (so you don’t hit the cap)?

Getting the extra tick on the earth sigil seems like it may be worth it

Change Shockwave (Staff E5) To be an Instant Cast

in Elementalist

Posted by: Quintal.6594

Quintal.6594

I’d say a better solution (to avoid making it OP) would be to make it a skillshot. Make it cast at a ground target line (like the whirlwind attack on wars). This way we could lead targets. As it is, if a target is moving perpendicular to you you just can’t hit them with it period.

Why Magic Find is a Poor Mechanism

in Guild Wars 2 Discussion

Posted by: Quintal.6594

Quintal.6594

I fully agree that MF is a bad mechanic.

I have every non feast type cooking recipe. I only use one. Omnom bars.

The gear I wear the most? My MF set. I use this MF set to grind for my other sets.. which I never wear because MF is more practical.

I only agree with MF if it comes from a source that no other stats come from (like guild banners).

If other stats have to compete with MF, they would have to allow you to kill at an increased rate fast enough to compensate for the loss of MF. However this can’t happen due to running out of mobs to kill. Therefor MF will always win.

Shouldn't "Earth Attunement" be called "Tyria Attunement"?

in Elementalist

Posted by: Quintal.6594

Quintal.6594

This would be like calling it Terra attunement if it was used here.

We use these words interchangeably because we live on one planet. The same is true of our sun. We call it “the sun” when it’s name is Sol

What Qualifies As An Aura?

in Elementalist

Posted by: Quintal.6594

Quintal.6594

Fire focus 4, Water dagger 4, Air dagger 3, Earth staff 3. Those are the auras.

how am I getting aggro if my dps is so bad

in Elementalist

Posted by: Quintal.6594

Quintal.6594

I’m gonna be honest Quin, that sounds entirely inaccurate. Threat is based off of how threatening you are to a target. How likely that target is going to die if it lets you live as opposed to another character.
With that in mind, damage done to said target would play one of the more important roles in determining threat.

Case in point, I play a staff ele, stacked with toughness. So even though I have alot of toughness, and spend most of my time at max range from an enemy I end up pulling a ton of threat because I do a ton of damage.

Not to say that damage is the only contributor to aggro, but its certainly one of the main causes.

It’s exactly the way it worked in GW1, and testing has shown it’s very similar. Take off your armor and stand next to a mob, it’s gona hit you.

Giving up on Staff

in Elementalist

Posted by: Quintal.6594

Quintal.6594

I carry a staff as well as my daggers, and just equip the staff if I end up going to a dungeon or something. No reason not to use both.

how am I getting aggro if my dps is so bad

in Elementalist

Posted by: Quintal.6594

Quintal.6594

Threat is based on more than DPS.

The 2 biggest factors are distance, and toughness. The closer you are the more threat, and the lower toughness you have the more threat.

There is also a randomization factor, fuzzing all the numbers. Also mobs will from time to time wipe their threat table and acquire new targets.

Damage dealt is on the lower end of what causes a mob to hit you.

Wearing 12/6 runes? Can anyone help

in Players Helping Players

Posted by: Quintal.6594

Quintal.6594

It counts the PVP runes you have equipped in the counter. Doesn’t affect stats.

Getting first set of exotics... what stats should I focus on?

in Elementalist

Posted by: Quintal.6594

Quintal.6594

For a first set I’d go with pow/pre/tough (knights set). This gives you a decent baseline with room for error.

Once you’re settled, grab your berserk or rampage sets.

Conjured weapons are nifty but....

in Elementalist

Posted by: Quintal.6594

Quintal.6594

The real issue with them is that they don’t scale right at 80. When you’re in blues and greens leveling they’re actually decent, but once you get nice exotic 80 weapons with superior sigils, you see the issue.

Conjured weapons do not get stats/sigils from your equipped weapons

You know, this tier list DOES bring up a good point.

in Guild Wars 2 Discussion

Posted by: Quintal.6594

Quintal.6594

They do use corpses, just not from a game mechanic perspective.

Those bone fiends are using bones stitched together with magic from a lore perspective. However GW1 necros required actual corpses of slain mobs/players, and it crippled minion builds in specific places.

This was a change for usability, not lore, reasons.

Dungeon Support Staff Sigil Inquiry

in Elementalist

Posted by: Quintal.6594

Quintal.6594

For support, I love sigil of energy. It gives you an extra dodge every 9 seconds when you change attunement. This combos with evasive arcana letting you do an extra water blast finisher for more aoe healing.

Edit: though, you don’t have evasive it looks like.. no 5x water blast finishers for you =(

Magic find obsession needs to be addressed

in Suggestions

Posted by: Quintal.6594

Quintal.6594

I don’t understand why someone would wear MF in a dungeon at all if they want loot.

If you want to make money, you wear your MF at dynamic events that spawn waves of mobs. Tons of loot. Fighting 3 vet mobs for 1-2 minutes in a dungeon gives the same loot as 3 trash wave mobs from an event… and there will be more like 20 of them in that wave.

If you wear your good gear in dungeons, it goes faster and your token/hour rate goes up (the only reason to be in a dungeon in the first place)

Best Profession for Dungeon Content?

in Players Helping Players

Posted by: Quintal.6594

Quintal.6594

While any class can be viable, I have to say guardians are fairly impressive in dungeons. I think my ideal dungeon group would be 2 guardians and 3 gun/bow warriors.

Good damage, virtually immune to conditions due to combo spam, everyone is survivable, loads of control.

Whats going to happen to all those that have done Arah Speed Runs?

in Fractals, Dungeons & Raids

Posted by: Quintal.6594

Quintal.6594

Well, judging from the dungeon patch (buggy or not), the general direction seems to be heading the way of making speed running impossible. They could simply remove individual token rewards and just tally them at the end of the instance.

As long as the dungeon generates at least 40 tokens in an hour (+ bonuses), by your math, the overall income of tokens would not change. 1 hour seems to be their goal time for explorable dungeon run with a coordinated and experienced group anyways.

I’d be happy with this solution. I’d much rather run full dungeons and get a ton of tokens at the end chest, than have the current situation.

Stealing svanir kills

in PvP

Posted by: Quintal.6594

Quintal.6594

As others have said, this is just like a MOBA. I fully expected this the first time I went into the map, and I’m sure it’s intended.

WoodenPotatoes

in Elementalist

Posted by: Quintal.6594

Quintal.6594

Isn’t he more PvE/WvW instead of sPvP?

(Or can someone link me a better vid than my own google skills can find)

You are correct, he even says in this video that he hasn’t done much sPvP and will comment on that later.

However I will note that the build (with some changes to add cond removal) works decently in sPvP

Whats going to happen to all those that have done Arah Speed Runs?

in Fractals, Dungeons & Raids

Posted by: Quintal.6594

Quintal.6594

Once they fix the jumps, people will just shorten it and only fight the first boss before they reset. 4 tokens every 6-7 mins that way.

The root of the issue is that it’s not rewarding to do the entire dungeon. There needs to be something great coming from the end chests (and not just a few more tokens that more speed runs would give easier)

WoodenPotatoes

in Elementalist

Posted by: Quintal.6594

Quintal.6594

I’ve been trying the aura build (with evasive arcana like Importune as well, I like blast finishing fiery rush), and it’s working great.

Absolutely wrecks PvE, decent in sPvP, and great in the field in WvW. It’s biggest downside is the issue with all ele dagger builds, WvW keeps. Frost bow doesn’t cut it. However I’m in a matchup where we’re dominated (on IoJ vs ET, they own 100%) and in that situation any melee range attack is futile. In a more even match there should be more field fights going on.

Edit: I also fully agree with WP on disliking S/D outside of sPVP, I’ve never understood why I see so many people cooldown burst builds in PvE when sustain matters more.

Please make it so allies can't revive clones

in Mesmer

Posted by: Quintal.6594

Quintal.6594

I’m not a mesmer (ele, reading other forums) and I have to say YES, I fully agree with this. I can’t tell you how many times I’ve gone to res a mesmer, only to get the clone instead. This is especially bad due to the auto-targeting on F. Even if I know the real one, sometimes both are in range and F targets the clone..

I like world bosses, just don't know when they're up

in Guild Wars 2 Discussion

Posted by: Quintal.6594

Quintal.6594

I agree that it’d be nice to see when these are happening. Often I’d like to fight them, but don’t want to waste money porting over to check

DMG vs Weapoin Strength

in Guild Wars 2 Discussion

Posted by: Quintal.6594

Quintal.6594

I for one am glad they got rid of damage types. Those systems always seem to just screw over magic users

Should dungeons reward karma?

in Guild Wars 2 Discussion

Posted by: Quintal.6594

Quintal.6594

Yes, for sure. It would be a welcome change of pace from grinding out Orr events.

My opinion of combat - Incredible bias against melee!

in Guild Wars 2 Discussion

Posted by: Quintal.6594

Quintal.6594

I don’t play a warrior (I play ele), but I agree with the OP.

Go mention going D/D ele in an explorable dungeon in our forums, see how fast you get laughed out.

Event Cap Makes Legendaries a Nightmare

in Guild Wars 2 Discussion

Posted by: Quintal.6594

Quintal.6594

If you are farming the same events in a rotation enough to get hit with the anti-bot code, then you are doing it wrong. Story mode with guild-mates give big karma bonuses. Guild banners only take a few hours to create and give a big karma bonus. Consumables grant more karma. And these work in every 60-80 zone in the game.

Farming Orr events, even with the anti-farm code, is still more karma per hour than other options. And you can (and should) be using consumables/banners there..

I’ve farmed about 300k so far. I would love other options to be as effective, but they just aren’t. If I could go to some level 40 zone and get the same karma per hour I’d be very happy, but the infrequency of events in those zones makes it impractical. In Orr I’m doing an event every 10-15 minutes, way more if a chain doesn’t bug and actually happens.

Best PvE Dungeon Ele Build ?!?!

in Elementalist

Posted by: Quintal.6594

Quintal.6594

run a support build, using a staff and 30 points in arcane to get to evasive arcana (granting you lots of blast finishers) and try to get decent uptime on area might (fire field+ blast) and area heals (water field + blast)if you see allies in trouble. Also try to use movement impairing conditions (cripple, immobilize and chilled) on hard hitting melees. You still deal decent dmg with lava font and eruption mostly, while dramatically increasing dmg and survivability of your team. Going glass cannon as ele isnt really worth it i feel, other classes do it better so you should play to ourstrength, which are combo fields, condition and a sprinkle of cc.
Run arcane wave.

This is exactly what I do, seems to work very well.

I know the dps speced people love the might stacks.

Event Cap Makes Legendaries a Nightmare

in Guild Wars 2 Discussion

Posted by: Quintal.6594

Quintal.6594

Swagman, you need 250 obsidian shards (525k karma) and 77 mystic clovers, 10 shards +10 ecto +10 coins +10 crystals gives a 1/9 chance of 10 clovers. (can also give random t6 fine mats)

So the average is around a million, it could be as low as 693k, or far far higher depending on luck.

Loot Drop Rate Decreasing With Time Spent Farming?

in Guild Wars 2 Discussion

Posted by: Quintal.6594

Quintal.6594

I wonder if those magic find boosters they sell let items keep dropping.

Funny enough, no. You use one and hit the anti-farm code long before it wears out, making it somewhat pointless to buy them.

Event Cap Makes Legendaries a Nightmare

in Guild Wars 2 Discussion

Posted by: Quintal.6594

Quintal.6594

I think part of the problem is that the event chains in Orr either bug out, or never start because people defend. (never lose Arah and you never again fight the wizard king)

This means there are only 3-4 events that pop on a regular basis, the defend events. These events also feature massive waves of mobs.

Due to the above factors, it’s very easy to get hit by the anti farm code in Orr and see both karma and loot drop to nothing. Leap and Straits have the same issues.

Other zones like Frostgorge are not really alternatives, as they’re heart based and have much more infrequent events.

Since Orr has no hearts, you should be able to always be doing an event without penalty.

Warriors

in Warrior

Posted by: Quintal.6594

Quintal.6594

Warriors can not be as squishy as everyone else

A. heavy armor. This innately gives them more defense than a light or medium armor class even if they spec DPS and wear full berserkers

B. Health pool. The classes have different base HP’s. At 80 an elementalist with no vit gear at 10,805 HP. A warrior with no vit gear has 18,372 (max an ele can get is around 20k)

Please get your facts straight before you say they can be “just as squishy”

How do I play support without raid frames?

in Guild Wars 2 Discussion

Posted by: Quintal.6594

Quintal.6594

Watch hp above their heads. Every condition has a unique graphic on the character.

Ementalist Elite skills

in Elementalist

Posted by: Quintal.6594

Quintal.6594

Glyph of elementals. It’s the only good one.

Get the other 2 later in case they patch em.

Which 42k armor set compliments elementalists?

in Elementalist

Posted by: Quintal.6594

Quintal.6594

Honestly, get any set and craft armor with proper stats to transmute onto it. None of the sets have really cohesive stat distribution like crafted sets do.

Too many burning effects

in Elementalist

Posted by: Quintal.6594

Quintal.6594

I agree. Often I’ll see 1 minute+ of burn on a dynamic event mob. At that point it’s useless to cast anything with a burn.

Best Elite Skill for dungeons?

in Elementalist

Posted by: Quintal.6594

Quintal.6594

As others have said, glyph of elementals is the only elite worth using.

Greatsword is less damage than you do with your skills, and removes your utility

Tornado does terrible damage and tosses mobs around, which is the last thing you want in a dungeon(thanks for the adds, tornado!). Also again, removes your utility.

I really want to like them, they look awesome and are great ideas.. but in a lot of cases using them is worse than having no skill slotted at all

Staff on the Air Attunement

in Elementalist

Posted by: Quintal.6594

Quintal.6594

I would much rather the auto attack on air be a single target thunderbolt type spell. Chain lightning seems redundant with all the aoe on fire, and it does poor damage compared to fire (even if it double hits).

Going D/D in exp dungeons

in Elementalist

Posted by: Quintal.6594

Quintal.6594

=/ that is disappointing I don’t really want to spend all my ecto on making a support set because then I wont be able to use it to solo but it sounds like that’s all I can do unless I reroll.

Nah, you can go pow/pre with a staff in a dungeon and be just fine. The support staff offers comes in a large part from it’s control skills, which don’t need specific gear.

Is it just me, or do the downed abilities suck?

in Elementalist

Posted by: Quintal.6594

Quintal.6594

They do suck.

Less damage than other classes (with no aoe like thief)

rooting something next to you is silly. If we also had a knockback this would be more useful

as you mentioned, Mist form doesn’t break agro, so mobs just follow you beating on the mist. Hell, if you’ve got a condition the damage keep ticking during mist form, and can result if you dying as soon as it ends (as it also counts as re-downing you).

Many other classes have downed skills good enough to kill mobs and rally. Ours only let us rally if the mob is almost dead anyway.

Water Trait Line

in Elementalist

Posted by: Quintal.6594

Quintal.6594

Yeah on JQ when you are on a wall you are pretty much getting constantly blown up by siege. I can’t remember the last time I got to sit on a wall freecasting for more than 3-5 seconds without getting plinked by someone or something.

Very different then. I mostly see people just autoattack gates <.<

Water Trait Line

in Elementalist

Posted by: Quintal.6594

Quintal.6594

There are a lot of times I’m at 90%+ when defending (no, they don’t use siege, I assume this is mostly due to the 1 day rotations currently). But this also makes your initiation and burst hit harder.

However, I mostly PvE, so that does skew my perspective a lot. In PvE this traits health requirement can be ignored. (30 fire, 30 air, 10 water gives the hardest hitting fireball/lavafont sustain)

Water Trait Line

in Elementalist

Posted by: Quintal.6594

Quintal.6594

I disagree with stopping at 15 in water. if you spend an extra 5 and get 20 you can have both cleansing wave and vital striking. Getting 10% more dps for 5 points is fairly nice.

Edit: especially in wvw where you’re often on a wall at full hp

And I’m going to have to disagree in return as that bonus can be picked up from from just about any attunement tree including ones with a much higher damage output than Water. The damage output on Water Attunement is absurdly low, 10% damage on an already menial figure could be considered borderline useless comparative to the mobility, survivability or even damage out put you can get through investing in other trees.

It sounds like you do not understand vital striking. This is 10% for all attunements(when you have 90%+ hp), and stacks with the other 10% traits.

Going D/D in exp dungeons

in Elementalist

Posted by: Quintal.6594

Quintal.6594

I do not suggest it. I’ve tried running a pow/vit/tuf(exotics) D/D in explorable arah and.. it’s just not wise. Even geared defensively we’re still far squishier than a warrior or a guardian and the off-attacks/aoe’s from mobs will destroy you up in melee range.

Not to mention you end up at something like giganticius lupicus (spelling?) where melee isn’t an option for anyone..