Showing Posts For Scorp.9052:
Good day all. Lets get straight to the point.
1) The trade post needs a filter for gear class {Heavy, Medium, Light}
2) It also needs to remember last visited page. not default to gem store……. {thanks to: solvejg.3720}
3) Fix the recently sold/bought/items selling to not enter the trade post buying page when clicking on an item you traded.
(edited by Scorp.9052)
Be nice to have some replies on this one… (AkA BUMP)
I honestly thing that out of all the classes.. Elementalist are the most useless in PvP, All their skills with staff are avoidable and those that hit do almost no damage.. Their defense sucks even when building a tanky mage. Daggers are nice but they limit your range so it puts you in a place you really do NOT want to be seeing as your defense out classes everyone else -.- (sarcasm)
The attunement system was a nice idea, But 60% of the skills you gain is really useless to you in PvE and maybe even 70% is useless to you in PvP (Being aoes with large trigger or casting times) And the biggest downside to the attunement system is that your traits only really affect so much and no more..
I have found my elementalist to be most usefull as a tanky-support, because its damage really SUCKS especially versus good players who know to not stand in the red circle. All our single target spam skills are really weak in damage and can be out healed by everyone else.. I use combo earth combo blast the give auras to my team since it has a relatively short cooldown. And the number one reason i play a tanky-support elementalist is because to do sufficient damage with my spam skills i would need to have full (Pow-Pris-Crit) damage gear and traits which would make me even easier to kill and dead dps is equivalent to No dps.
I read a thread about someone suggesting weapon switching for elementalist, I think it is a very good idea but it should be Extreemly limited.
1) Weapon swapping should be unlocked not upon reaching level 7 but rather by traits.. Maybe a grandmaster trait. (Has two possible ways to do this)
example:
-30/30 in fire you can choose pyromancer; allowing you to swap the skill set of your fire skills only.
-30/30 in water you can choose hydromancer; allowing you to swap the skill set of your water skills only.
-etc.
OR
-30/30 in Arcane can select one attunement to gain proficiency in.. (will be easier to choose and experiment or even switch depending before you go into combat)
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2) Elementalist will gain the swapping ability for ONE of your attunement based skill set to a secondary weapon of your choice. Example
Main weapon: Staff
Secondary: dagger-dagger
Pyro-Mancer
Main Skills——————————————————————Secondary Skills
Fire:—-Ball——LF—-FB——BR——MS————————DC——DB——BS—-RoF—FG
Wat:—WB——IS——Gys—FG——HR
Elec:—-CL——-LS—Gust-WS——SF
Eart:—-Ston—Erp—MA—UG—-SW
Hydro-Mancer
Main Skills——————————————————————Secondary Skills
Fire:—-Ball——LF—-FB——BR——MS
Wat:—WB——IS——Gys—FG——HR————————VB—-CoC—-FB—-FA—CW
Elec:—-CL——-LS—Gust-WS——SF
Eart:—-Ston—Erp—MA—UG—-SW
Electro-Mancer
Main Skills——————————————————————Secondary Skills
Fire:—-Ball——LF—-FB——BR——MS
Wat:—WB——IS——Gys—FG——HR
Elec:—-CL——-LS—Gust-WS——SF————————-LW—-LT—-SA—-RtL—UD
Eart:—-Ston—Erp—MA—UG—-SW
Terra-Mancer
Main Skills——————————————————————Secondary Skills
Fire:—-Ball——LF—-FB——BR——MS
Wat:—WB——IS——Gys—FG——HR
Elec:—-CL——-LS—Gust-WS——SF
Eart:—-Ston—Erp—MA—UG—-SW———————-Imp—RoE—MG—EQ—CE
(edited by Scorp.9052)
I love this game, Its content is very interesting and the “effective level” system just makes every bit of content enjoyable no matter when you attempt it..
But my problem is that maybe 65% or more of this content is being skipped especially the world bosses (unless its a dragon). People look for the easier things to do with the best reward and just abuse it..
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So my suggestions are:
*Let each world event drop gear based on its nature. Either Visual Effect/Stats or add some new feature to boss gear drop.. eg:
-Fire Elemental: Small chance to drop weapons with flames on them, or cause burning (non sigil) on attack.
-Tequatl: Small chance to drop items dripping with poison/water. or cause poison (non sigil) on attack.
*Let mobs/bosses/chests give rewards based on the current state of the map. How many towns over run by mobs.
*Give special rewards to the people doing the most damage/Healing/Buffing/Debuffing (as a percentage), maybe the top [1+ (p/10)] performers………………………. Where (p/10) is the number of people doing the event divided by 10
*And if any event (Dynamic/World) is completed by a solo player, they should be rewarded to accordingly.
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There are some maps being over-run by mobs 24/7 simply because the content is just simply too hard compared to other stuff or its just not rewarding enough to attempt.
Anything to motivate the everyday players to do other stuff so the casual gamer population can get in on a piece of the action also (especially newer players) versus running into low populated areas and meeting over run villages and mobs agroing them everywhere they turn.