Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
I was able to do this on all my characters by eating the bacon, waiting exactly 3 ticks of health then casting heal and putting it on auto cast.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Well no matter what I do I couldn’t match these numbers. I was constantly getting 18-22k dps. Basically I get 22k on VG, 20k on Gor, and 18k on Sabetha.
My lightning storm hits do 4.9k, no where near the 7k you are getting. Not sure what my problem is. I don’t have infusion yet, but other than that everything is the same.
Maybe i’ll try setting up some recording software so I can go back and look.
Same food? Same group comp + buffs (alacrity/GOTL/Assassins Presence)?
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
I’m not sure either. Normally I’d agree with you on the memory part, unused memory is wasted memory, however the system itself is slowing to a crawl when running GW2 with other things (such as chrome with 3 tabs open) when it never occurred before. GW2 ran beautifully side by side with other programs (up to 30 tabs from chrome lets say) and never bogged the system down the way it is now.
I upgraded to 16 right now, testing to see if I can reproduce it though.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
The 64-bit does use a fair amount more over the 32-bit client, side effect of all memory pointers in the data now being twice as long.
Edit: Just tried a quick test, loading in DR at the Royal Terrace and waiting for all the assets load into memory, spinning about just to be sure I get everything. 64-bit used 3.1 GB, 32-bit used 1.6 GB.
3.1GB makes sense for sitting at the Royal Terrace, I’m at 5.3GB ATM while sitting there which is why something looks funny.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Hey,
Recently I’ve been having massive trouble playing GW2. Normally I play while doing other things and it’s been working fine, however in the last few days I’ve noticed that while playing my PC cannot do anything else at all and that even while playing, the game seems to stutter or “lag” due to not enough PC resources.
For reference:
i5 2500K at 4.5GHz
Intel 510 SSD (game location)
MSI NVIDIA Twin Frozr GTX 980
8GB RAM (1600MHz)
As you can see, the system shouldn’t be having any trouble running the game at all. Most issues to be honest started when I updated to Windows 10 right after HoT launch, but it was fine for a while.
Up till now, the game took around 2-2.5 GB worth of memory, leaving some for doing other tasks. Recently, the game is now constantly taking up anywhere from 4.5 to 5.5GB of RAM at all times, regardless of what is being done. This is bottlenecking the system so hard that it is slowing down anything and everything including playing the game itself. I am indeed using the 64 bit client to solve the DC’ing at meta events issue, but this is a little far out.
Aside from telling me to get more RAM (which I will be regardless) is there a memory leak or something that I’m not aware of? Anything at all to help this out?
Thanks.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
This isn’t an exploit at all, I suggest you look up what that is. This is more an oversight of overbudgeted food that they didn’t tone down when they re-did stats.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
It’s not a bug. All channeled skills track in stealth if the channel was started before the target went into stealth. This is intended.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
I’d love to see an actual full video, not these clips you keep putting up.
Impressive nonetheless.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Yes you have to swap elements. You cannot swap from Air to another element and still keep the Overload going (only the aftercast keeps going). In order to use the Fresh Air trait with Air Overload you need to fully complete the Overload in Air, swap out of air and get a crit (I believe the Air aftercast AoE can count) and then you get the reset.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Am I the only one trying to find the recipe?
Nope, I’m trying to get this staff too.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
armor is earth, mist form, and obsidian flesh.
Armor of Earth is not an invulnerability skill. It’s protection + stability, that’s it.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
but tempest is garbage and underpowered and does everything baseline d/x ele does but worse? it has lol damage and no support? warhorn has no place in the game? tempest will never be taken for any meta groups for raids or pvp?
tempest all day
Warhorn is still bad, Tempest on the other hand is good.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Elementalist, Warrior, Guardian, and Ranger all have good condition specs.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Thank you for clarifying your preference. I love it that my favorite trait (fresh air) made it into raids!
I say preference, but Focus is better than Warhorn objectively as well depending on how you look at it and your group composition. The only real reason to run Warhorn is just for Water. Even then, your group should be able to cover the healing without it.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
assuming a 10 man raid layout with 1 phalanx warrior and or 1-2 revenants, you won´t need to stack might in which case it would be better to go with a fresh air d/f build(https://www.youtube.com/watch?v=elV5EiNU4dM), along with assassins armor/weapons for 100% crit.
it would certainly boost your own dps, the rotation isn´t that hard and with the possibility to use gale/flash-freeze the break bar should go down fast as well. with wash the pain away/rebound and water overload for dicey situations you´ll even have a lot of utility you can bring to the party.
Nice vid, and gratz for beating him! Dagger mainhand would be better with an elemental bastion build indeed, but might I ask why you are using focus instead of warhorn? My choises for preferring warhorn would be:
Better healing in water
Better fire attunement
Lack of projectiles in the encounterBoth weapons have decent breakbar breaking, and I cant find a use for obsidian flesh that makes it great. Is gale that amazing?
Gale is that amazing (plus Comet) and you never know when you need obsidian flesh to pick up a fallen ally, avoid mechanics and such. I’m not positive that the weapons have the same breakbar potential as I think Gale far outstrips Air 4 on Warhorn, I’d have to test that to be sure (also can’t forget that comet does do breakbar damage too).
Added on to the fact that you can quickly pop Fire 5 for a small heal and Flame wall while swapping back to air is better than Wildfire.
Also the extra blast finished is nice (comet/magnetic wave vs sand squal). It becomes a matter of preference.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
The DPS Ele used Dagger/X.
Oh, I see . I thought you were using staff to DPS XD
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
This is what I am running just for Vale Guardian:
Only reason I’m using Zephyr’s Boon/Strengh Sigil/Accuracy Sigil instead of Ferocious Winds/Force Sigil/Air Sigil is because I was not receiving any boons from my party members for some odd reason when I enter the raid.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Congrats! Very nice job.
Just a tip – for the Vale Guardian though I’d suggest forgoing the staff for dagger/x as it lets you do more reliable damage since lava font is a pain to use on it.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Honestly despite the fact that it’s possible to succeed in the new raid with tempest, it’s still not worth taking if you want to optimise.
The truth is that elementalist isn’t really in good shape right now because it’s had so much taken away from it in the past 2 years without having gained nearly as much by comparison with a lot of the other classes.
It isn’t a bad class, but it just isn’t really worth it anymore (at least right now it isn’t).
We’ll agree to disagree. Damage wise, they are perfectly viable. All we really lack is a good way to break the defiant bar outside of Ice Bow 5.
I don’t know how he gets those numbers… i’m in full ascended assasin/zerker and my numbers are about half of what he is getting… I don’t get it, does Vale guardian have much less armor than other things? I’ve been practicing in HoT maps.
Vale Guardian is medium armor I believe I heard someone say. The reason he’s seeing those numbers is there’s constant 25 might, 25 vuln and all the group buffs from others.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
1. I’ve been running D/F for a while now and honest to god I just can’t fathom whats so defensive about it. Sure, it has some nice defensive utility, but overall when you’re health goes down there’s not much you can do [Other than the earth 5, which is on a really long cooldown], Isn’t Wh more defensive/supportish?
2. Really? is it also true with legendary boss encounters? Take Vinetooth, or Deldimeer blademaster [The legendary boss from Dragon’s stand, can’t really remember her name), I honestly don’t know how can anyone melee these (Other than mesmers, with their ridiculous evade/invuln uptime)
3. Thanks. What 2nd sigil would you run?
1. Invuln (earth 5) + condi clear & reflect (earth 4) on earth, projectile destruction + super long knockdown (that does a huge chunk of break bar damage) on air, kiting potential + daze on water (another huge chunk of break bar damage). With the 2 CC options you have you can pretty much solo break most break bars I’ve run into (this isn’t including legendaries) I wouldn’t say that Warhorn is more defensive than focus at all, it’s different forms of defense. Warhorn is heals/blinds where as focus is just straight mitigation. Focus is pretty much the ultimate in self defense if you play your cooldowns, dodges and evades correctly. You can either reflect all projectiles or destroy them (snipers/frogs come to mind) or just ignore the damage altogether. You can also swap to the Earth trait that reduces cooldowns for Earth + faster recovery from movement impairing conditions and have an invuln on a 33 second cooldown and 3 condi clear + reflect on a 16 second cooldown at the cost of a small amount of condition damage. Your heals are coming from the fact you can use Signet heal active and passive as well as just straight up mitigating any damage whatsoever.
2. You have to keep in mind you are not really “melee”, you have longer range than any other melee skill in the game. Signet of Fire has 1200 range to it, flamewall has 900 range, drakes breath has 400 range. These are easy to use and land since you’re not really in melee range. The only thing that is “hard” is your fire overload because that’s a 180 range and is a large source of damage for you, but that is knowing when and where you can channel it for those tough fights. Those are the main sources of damage along with your burning speed which is an evade built in. You can out range most melee mobs and if needed take a breather by backing off and still keep up damage. And with focus if something caught up to you , then you just cripple it with Earth 4 or chill it with Water 4 and laugh.
3. I linked to you what I currently am running, but I use Sigil of Earth so I can keep up bleeds. You can use lifesteal instead like Sigil of Blood too. Another extremely good option is to run Signet of Earth to keep up bleeding on a foe and run Sigil of Bursting.
Also, I haven’t decided if I like the lower recharge on Fire skills over the condition damage based on power. Both are super nice as more condi damage = more damage but lower cooldown on flamewall + drake’s breath is also very important.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
(edited by Raif.9507)
I’ve run this using Viper and Sinister, or at least a version of it. I choose Earth over Arcane mainly for the option to run Signet of Fire and use it on everything, and can choose to run signet heal if solo too. Plus the extra condition damage doesn’t hurt either.
1. I choose Focus over Warhorn because I like the defensive options more as they allow me to use more damage oriented gear instead of needing Vitality/Toughness and give very good break bar options. Learning to place Flamewall properly is just a matter of getting used to it. Damage wise? I believe Flamewall stacks more burns (which is your main source of condi damage) than Wildfire, but skill wise it comes down to Focus allowing more damage oriented gear than warhorn.
2. I don’t particularly have trouble with much in HoT using this, just sometimes takes a little longer since it’s condi damage. I’d personally stick to Viper/Sinister stats if you want the highest damage (Viper specifically).
3. Smoldering sigil + Balthazar runes + Bowl of Sweet and Spicy Beans + Toxic Fusing Crystal = 95% burning duration increase. Burning is your main source of condi damage so this is how it all comes together.
Here’s a breakdown of what I run normally (note this isn’t BiS and I’m swapping to Vipers ATM):
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Yes Tempest will be welcomed in PvE content. The Tempest is a DPS increase for the old staff builds and are pretty good even with dagger mainhands (though the DPS difference between staff and dagger is pretty big).
Here’s a video of a Tempest from the [KING] guild in the new fight using full zerker (looks like) with Dagger/Focus: https://www.youtube.com/watch?v=elV5EiNU4dM#t=5m50s
Staff support ele for WvW has been pretty untouched and is still good, even there adding Tempest could be a good addition depending on the build.
Only thing that stands out to be pretty meh is:
- Warhorn
- Ramp up time for Water Overload
- Radius of Fire Overload (but that’s not too big a deal)
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
What I feel like is that I do less damage overall than my warrior, but I offer much more utility
The fact that you feel like you do less damage than your warrior should tell you something. For a very long time now elementalists have been the #1 damage dealers (yes, yes sinister engi’s blah blah no fights over 30 seconds existed yet) in instanced PvE (not talking about linecasting and such) and warriors have been relegated to doing decent damage but there for might stacking so that elementalists and other classes can do the damage needed.
Scepter and dagger mainhand are so far behind the damage capabilities of staff for instanced PvE that it isn’t even funny. I love scepter, it’s my favorite weapon, but even I have had to put it aside for the sheer power and utility that staff has over it.
Regardless, knowing Laraley, he’s not talking PvE but PvP and WvW where scepter mainhand is sorely lacking.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Dagger offhand: Updraft, Earthquake
Focus Offhand: Gale, Comet
These do a lot of damage to the break bar, though I find updraft/gale/comet to be a little temperamental with if they damage or not lately.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Ehh, I run around with D/D berserker and Tempest in open world PvE. The Fire/Air Overload helps with the sustained damage and used it to solo the Lich in the Labyrinth. I use it mainly for the mobility and extra shocking aura as it’s nice, though Staff and Scepter/Focus do the job better (either more damage or better survivability).
Here’s how I see it:
Scepter/Focus – Better survivability, blast finishers, and burst. Slightly less breakbar damage than D/D. Little to no mobility.
Staff – More damage and group utility. Lose a lot of break bar damage. Decent mobility when using Fiery Retreat.
The major question is – what kind of PvE are we talking? For open world, it doesn’t really matter. For dungeons/fractals and such staff tends to be the better pick.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
We need a lot of grinding. We need things to work towards.
They are two different things.
I almost never agree with Ohoni (actually, I never agree with him/her), but in this case they are right. These 2 are not the same thing and you can have one without the other.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Most likely you have already downloaded most of Heart of Thorns due to the betas that have been in the past have been using the live client. The other stuff might have just been disabled/hidden so that this very thing could be avoided.
I expect a minimal amount of download on the release date.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
I’m glad its being tested, however with only two guilds invited why even announce it to the community. You’re just inviting jealousy and flame posts. Should have just kept this on the down-low…IMHO. This sounds more like an alpha test than a closed beta test.
They announced it so that if the community wants to continue on with tracking World Firsts they can. While Anet doesn’t track, reward, or care about World First, they know the community at large does and are most likely coming at this from the POV of “Hey, let’s give them a heads up that we’re asking these 2 guilds for FB so they can know to take them out of the WF running”…
Also, they might just be trying to let you know they’re learning from mistakes and are asking some of the “top” PvE guilds to test the content so they can actually make it as hard as they promised.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Good Morning everyone !!
well I’m trying to buy GW2 Expanion but the website ( Buy.Guildwars2.com ) keep telling me ( Payment Authorisation Failed ). I’m using MasterCard and yes my card still active and I double check my bank account and there is more than enough money to buy the Expansion ……
I’d try a different payment method then, they do accept PayPal. If that doesn’t work, contact support and never try buying through a 3rd party.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Fixing forumbug
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Do you understand the process or software development? Rings and Trinkets came out first because it’s merely a 2D graphic pictures of the items.
It did not take them a year to made the models for the ascended weapons, when they put out a dozen or so weapon sets in the same year. It did not take them even longer to make the three armor sets. Those things take time, they do not take remotely that much time.
It’s more than designing the looks, it’s the system to create the ascended armor/weapons that take up tall that time. It’s the whole package.
- Creating models
- Creating the system to craft (what mats, how much, how big of a gold sink)
- How much time should it take
- How do we want it to affect the economy
- How much stat increase do they want it to be
All of this and more is involved in introducing such a system which is why it took so long to get ascended weaponry and armor out into live after rings.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Raids are suppose to be the most chllenging content of the game, therefore it isn’t an issue at all that it require Ascend armor.
Also ascend armor aren’t hard to get, just time consuming because you can craft 1 item daily, and even if you play a small amount of time you should have it rdy by now.
Btw “require” isn’t acurate, it will be appreciate but good players will be able to do it in exotic.
It’s only recommended not required.
Doing TT with organized core of players is also only recommended, not required. You can try doing it with pure pug. You will 99.9% fail it, but you can.
Saying something is just recommended doesn’t mean anything. The content is still balanced for ascended, not exotics, and the enrage mechanic exists to punish anyone trying to run it undergeared.I pug teq all the time, so far the only time it’s failed is when we literally had 5 people on the map, which was obviously not enough.
TT = Triple Trouble, not Tequatl.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
A little off topic, but since this topic is so hard to follow due to how the OP is having trouble quoting:
The code you want to make sure stays in the post after you edit so you can successfully quote someone is this:
[ quote=<Don’t touch what is written here, this will fill in automatically when you use the arrow button with their name and post number>:]
Here is their text
[/quote]
You want to not touch the 2 bolded parts and only edit the “here is their text” if you want to reply to something specific in their post.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
though I found it funny, it blocks the view and will be annoying in the long run, so I think it shouldn’t be a part of GW2.
some bugs really have humour.It does not block the view more, then the big wings do.
I’m going to agree with Devata on this, the wings visually bother me (I want to stab/burn every single pair of wings I run into) way more than the giant pets.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Well I guess I will be skipping out of this class for now, id rather be able to play with all of my options.
Most classes have something like conjures (read: utilities that are terrible and not used), it’s not just Elementalist only. The reason not having conjures be awesome isn’t game breaking is because the weaponsets for Elementalist cover pretty much all you need, they are all encompassing.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Ah, I see your point. Yeah ele does not really hit things with its weapons themselves. Lightning Hammer does, but as I said it’s not optimal at all.
Sorry again for ele not being what you wanted, but I would definitely encourage you to check out mesmer or necro, because they do actually hit enemies with the weapons as opposed to only using magical attacks in melee range.
I do not get it, why can we conjure all these weapons but not use them? I do have a mesmer but really it is only 2 melee skills, and necro I hear are to stationary for my tastes.
Thank you for the awesome suggestions though.
Necro isn’t stationary, none of the classes in GW2 are to be frank. The reason no one uses conjure builds is that they aren’t very good. They have limited charges, the abilities they have are pretty bad in comparison to normal skills and lose access to all your attunement abilities. On top of that, if you wanted to solely use the conjure, you would have to make sure that no one picks up the conjure you put down.
The only conjure worth using right now is Ice Bow and that is for using Deep Freeze (#5 on ice bow) > Ice Storm (#4 on ice bow) and then dropping it. Until conjures get a rework, they aren’t worth it over other skills.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
I find it interesting you type out “assassin” but don’t type out “berserker” even though the letter difference is 1 letter between the 2. Not opnly that, but you add in a letter that isn’t even in the word.
Beyond that, you found the error I was going to point out.
However, if you factor in Weakness, Precision and Ferocity fall flat. That is why in sPvP you see people run Marauder over Assassins or Berserkers, because relying too much on critical hits is a bad idea when weakness is getting thrown around a lot.
People mostly run Marauder in PvP for the health pool, not because of the weakness.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Is this a thinly veiled thread jabbing at the other “legendary gear in raids” threads? If so, well done.
Also, are you by any chance the same Bladezero from the D3 forums, father of the Demon Hunter Grim Sever build?
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
No there is no discount for “veteran” players. The expansion costs the same for everyone.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
I won’t quit, but I’ll just ignore the elite spec and wait for one that suits my playstyle and isn’t contrary to the very things I love about elementalist.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Ahh a full zerker ele roamer, a man after my own heart.
We are few and far between XD
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Your cooldowns are out of whack, that healing skill, while cool, is an insane cooldown (let alone your “fire stance”). For example, the current Tempest heal heals at base 6400 on a 25 second cooldown and is AoE. I think across the board you need to shave some 10 seconds off of your stance ideas, otherwise your stance cooldown reduction trait becomes nearly mandatory (almost like how reducing cooldowns of cantrips). Look at Warrior Stances, they’re at max 60 second cooldowns. I wouldn’t pass that mark on any stance save the elite otherwise you risk the chance of them not being used.
While your CDR mechanic is interesting, I’d rather just do away with it and reduce the cooldowns as they are and add in a different trait. CDR traits are generally boring and not fun to use (as you can see by how they bunched the CDR traits we already have with other traits). I’d keep the stance duration though and slap it into another trait.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
No they’re not aware since they just LOST TIME doing something that will end up beeing useless.
I mean, just read this kittening patch noteTweaking a few numbers won’t cost them much time. Meanwhile, they are using their actual time to make major changes to the game, changes that might be for another class right now, or that might be for the Tempest but won’t be ready by the next beta, but better that they use their time where they feel it is most effective than that they spend their time inefficiently trying to make sure that every class feels like a special snowflake at every phase in development.
The appropriate response is “Thank you but this doesn’t solve the inherent mechanical/playstyle issues presented in PvP/WvW where the overloads are interrupt bait. Can you please look into adding XYZ to help with these issues? While the number tweaks were necessary for the Water overload and the range increase on Air was needed, the mechanical implementation issues are the biggest offenders and confirmation you are looking into alleviating these issues would be awesome. We know you’re not the dev who is in charge of making these changes, but if you or he could give us a heads up as to looking into it, that would be great.”
That is also an appropriate response, but they likely know all that stuff already from the previous feedback threads. The inappropriate response would be all that, followed by “and I want it nooooooow!,” which seems to be a fairly common response to this thread so far.
Most of the people who have a head on their shoulders know that “now” is impossible. However, many that are disappointed have been around here for a very long time and have very little faith that these issues will be addressed especially due to how this post and the followup were worded and are just frustrated.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
They chose to give us these tweaked numbers, and the appropriate response is “thank you.”
The appropriate response is “Thank you but this doesn’t solve the inherent mechanical/playstyle issues presented in PvP/WvW where the overloads are interrupt bait. Can you please look into adding XYZ to help with these issues? While the number tweaks were necessary for the Water overload and the range increase on Air was needed, the mechanical implementation issues are the biggest offenders and confirmation you are looking into alleviating these issues would be awesome. We know you’re not the dev who is in charge of making these changes, but if you or he could give us a heads up as to looking into it, that would be great.”
No need to kittenfoot around and treat the developers as if they’re on a pedestal. They’re human and giving critique is why we’re here and why we have the beta weekends.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Most of the traits do synergy with existing ele effects but just in a support or def way not dmg.
Don’t know why I’m bothering but… no that’s not exactly true. You have 3 lines in the Tempest traits:
Warhorn/shouts – Tempestuous Aria, Imbued Melodies
Overload – Unstable Conduit, Harmonious Conduit, Lucid Singularity
Aura – Elemental Bastion
The Overload line is attempting to make it easy/better to use the Overloads (though Lucid Singularity seems to be in the wrong spot). Some overloads are support, others are damage. The only traits that are “support” are:
- Elemental Bastion
- Latent Stamina
- Imbued Melodies
The rest of the traits are either making overloads better, warhorn and shouts better, or improve life for you. The Tempest isn’t “all support”, it does however give you the option to support your allies well.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Its silly to think your going to get more then a number change. The tempest is going to be as is your just going to get some number higher or lower as things progress. The F1-F5 are not going to changes in how they work nor will tempest get a sword. Wait for the next spec for ele to get them.
“Rise!”: This skill is now unblockable and instant cast. Damage increased. Now creates a shambling horror for each foe hit which lose health every second. These minions place Dark Bond on their master when they hit with attacks which causes 50% of the damage from attacks on the master to be redirected to the minion.
You know where that’s from? The Reaper BWE; which wasn’t just entirely numbers(they also changed GS #4’s animation and made it mobile…) and even if it was, they actually listened to feedback. They can totally change the function of Overloads if they wanted, it’s not nearly as much work as creating new animations. There’s many ways to change how Overloads work without starting from scratch, but they NEED to change them.
That dose not really changes the skill it just makes it better or a numbers changes. Look if you do not like overloads are they are now (not number or effect but as in casting and the cause of use) then your NEVER going to like tempest. Overloads will get stronger and may get lower cd but they ARE not going away or becoming something different. You could say the same for WH and shouts but these are not a must use on tempest.
Most people would be happy with some form of small stability access to cover the overloads and some small reduction in the ramp up time. This is easy to solve:
- 2 stability stacks on shouts from Imbued Melodies/Tempestuous Aria
- 1 stack of stability pulsing every 2 seconds on Lucid Singularity/Harmonious Conduit/ new GM minor
- Ramp up reduction from Harmonious Conduit
Ok the thing about giving stab to overloads is over doing it for one class having stab. As things stand going tempest dose not lose you any stab out put it only adds to what ele has. If overlodes give 2 stack of stab you have 4 more stab generators that you did not have before bring tempest to 6-7 non transformation stab ability. 2 of the old stab active aoe and passive are some of the strongest stab effects in the game.
I think a better thing to ask for is a brake bark on overloeds with there own down side if you are “broken” out.
Though over all though are a number changes at the end of the day not a changes to how overlode works.
English man, English, I know you’re capable of creating proper sentences and spelling.
No one is asking for AoE stability, read what I wrote.
1 stack of stability that lasts 1 second on your longest channeled abilities (the longest in the game) every 2 seconds while channeling is perfectly fine. It matches exactly what Rock Solid does and isn’t OP at all. You would get all of:
- 2 total stack on water overload (one on cast, one on the last part)
- 2 total stacks on fire overload (one on cast, one halfway through the channel)
- 2 total stacks on earth overload (one on cast, one halfway through the channel)
- 2 total stacks on air overload (one on cast, one halfway through the channel)
For example during the Fire overload you can get rid of 1 stack of stability (or wait or strip it) and then stun the target super easy and the second stability boon is worthless. Stability is not a stunbreaker but it lets you at least it 1 CC. It isn’t spammable either due to Overloads being long cooldowns and have a ramp up so you can’t always have stability and such. Can also always add an ICD. This has the most counterplay as while you can’t immediately stun, if you play right you can stun in between the first application of stability and the second application on the longer channels and prevent the final “blast” so to speak.
The 2 stacks is from the shouts ONLY and is traited and is also a good solution. You can’t use the shouts while channeling so you’d have to spend ALL of your shouts to get a good amount of stability to not get it stripped.
And no, overloads do not need any more downsides, it has plenty as is. Also, break bars let you eat way more CC than 1 stack of pulsing stability and I’d be more wary of adding that than the stability.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Its silly to think your going to get more then a number change. The tempest is going to be as is your just going to get some number higher or lower as things progress. The F1-F5 are not going to changes in how they work nor will tempest get a sword. Wait for the next spec for ele to get them.
“Rise!”: This skill is now unblockable and instant cast. Damage increased. Now creates a shambling horror for each foe hit which lose health every second. These minions place Dark Bond on their master when they hit with attacks which causes 50% of the damage from attacks on the master to be redirected to the minion.
You know where that’s from? The Reaper BWE; which wasn’t just entirely numbers(they also changed GS #4’s animation and made it mobile…) and even if it was, they actually listened to feedback. They can totally change the function of Overloads if they wanted, it’s not nearly as much work as creating new animations. There’s many ways to change how Overloads work without starting from scratch, but they NEED to change them.
That dose not really changes the skill it just makes it better or a numbers changes. Look if you do not like overloads are they are now (not number or effect but as in casting and the cause of use) then your NEVER going to like tempest. Overloads will get stronger and may get lower cd but they ARE not going away or becoming something different. You could say the same for WH and shouts but these are not a must use on tempest.
Most people would be happy with some form of small stability access to cover the overloads and some small reduction in the ramp up time. This is easy to solve:
- 2 stability stacks on shouts from Imbued Melodies/Tempestuous Aria
- 1 stack of stability pulsing every 2 seconds on Lucid Singularity/Harmonious Conduit/ new GM minor
- Ramp up reduction from Harmonious Conduit
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
I find this a bit strange. From my short stint as a tempest, the problems seemed to stem from the lackluster traits. I’m surprised to see not a single trait change.
I’m not sure damage was the problem.
Damage was only really an issue on the Air overload since the Lightning Whip auto attack out damaged it and that’s pretty much it. The rest were OK damage wise, but needed help in other areas. Earth could have used bleeding and not more damage, Fire just needed the might stack duration increase and maybe some burn duration increase.
If the traits had the solutions to overloading (which they should), this wouldn’t be such an issue. Adding in to Harmonious Conduit something like making the charge time lower as well (5 seconds to 3.5 second ramp up) and adding a pulsing 1 stack of stability per 2 seconds on Lucid Singularity would have made Overload focus Tempest a thing, or at least, closer to a thing.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
“The concepts behind overloading an element were pretty well received” ¯\(?)/¯
That’s not why I got from reading this forum since the BWE.
The idea behind the overloads were indeed well received. The implementation on the other hand wasn’t.
I disagree. Just the idea of overloads is pretty bad if you consider how ele works currently. And no it’s not going to add a new playstyle like they tried to do due to the fact you either need to revamp the whole class of make overloads broken to be worth taking at the moment.
Anyways, I’m starting to think they’re rushing HoT so they picked some classes that would get worse elite specs because they do not have time to make them good. Maybe we were even supposed to get a sword, but time was pushing them. There is really no reason to work kitten some elite specs but not others.
I’m not sure I completely agree. If the Overloads were instantly available and were just an AoE effect around the ele but you can still do your normal skills? I’d say that’s not bad! Or if you overloaded your attunement you got an instant effect and then your normal abilities were more effective for a short period of time and then you lost it for 15 seconds?
Idea (overloading your attunement) is fine, implementation is bad.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net