Showing Posts For SipulimiesO.7436:
I quite like the idea that unsteady ground and shockwave conditions swap. Add the same animation as grasping earth when enemies try to cross unsteady ground and it would be perfect
3 second immobilize though because if it was 2 seconds static field would do the exact same thing with an added daze.
Why use unsteady ground when I have frozen ground and static field? Tbh we don’t need so many similar spells.
I’m a norn elementalist. I like bleeds and would love to use this skill rather than my signet of fire but there is no reason because signet of fire has lower cooldown, over 2x more damage and a signet passive.
Add a bleed refreshing feature on the owl skill and then I might use it. Like if the target had 12 bleeds and the time on them was about to run out, use your owl and increase bleeds to 15 and the time is refreshed on all bleeds to 8 seconds.
When using the earth attunement with a staff we are able to cast this very OP spell called unsteady ground. It has the power to cripple numerous enemies to the point where they can only walk at 50% movement speed for… 2… seconds! It also deals ’’humongous’’ amount of damage while applying the cripple.
Ok… joking aside. This spell is horrible. Why on earth (hehe) do elementals have this so called ’’spell’’ in their spellbook? Enemies are able to go through the field without being crippled and even if they are crippled they will only be that for 2 seconds… not necessarily even that. Frozen ground and static field are 5 times as good as unsteady ground when you try to get away from someone, they are also combo fields and have about the same cooldowns.
Any suggestions how to make it better?
A channeled earth/mud wall for max amount of 4-6 sec which would be impassable by everyone, also projectiles? I can see some problems though…
Arenanet should just combine the 4 conjure weapon skills into 1 utility skill. You would then conjure a weapon based on your current attunement.
Has anyone ever used 3 conjure weapon utility skills at the same time???
Only problem: Anet would have to create 3 new utility skills.
I use the earth/magnetic shield sometimes cause I think it’s fun and unique. It does have certain problems though…
1st skill (auto-attack) burns the charges very quickly. Would like to see Anet reducing its attack speed (maybe like 2-3 sec per attack) and increase damage. Maybe add vulnerability?
2nd skill is kinda odd one, a crippling throw. I’d like to have some kind of single target taunt skill replacing this odd one, add crippled to it and maybe even bleeding when the taunted target hits you.
3rd ability (dash/daze) has too short range (600). Would like to see it increased to 900.
4th ability is perfect. Only thing I’d change is the visual effect.
5th ability (immortality) is good. Adding the taunt ability would be so good with this. Also add reflect projectiles to this.
Overall I think conjured weapons should have more charges. Or maybe just remove charges and let players use the weapon for a limited time (40 sec?).
Personally I think conjured weapons should only be conjured for the elementalist. Change the fire trait (conjuring) to something that would make conjure weapon spells work like they currently do. But move that trait to a lower tier, spending 20 trait points in fire ’’tree’’ is not neccessarily what every conjurer wants to do.
I recently got my first conjure weapon skill (earth shield) and noticed how fast the charges depleted. They only have 15 charges, 25 if you ’’sacrifice’’ 20 trait points to fire traits (which I don’t). Those charges were gone under 20 seconds.
Personally I think conjured weapons should have at least 20 possibly more charges and the weapon should only be conjured for the elementalist.
Though a trait which would make the conjure weapon spells work like they currently do should be added or even better should replace the fire trait I just mentioned… though the fire trait should be moved somewhere else. Arcane traits anyone (tier 1)?
And now some feedback about the conjured earth/magnetic shield:
-1st skill (auto attack) is too fast and deals minimal damage. Maybe add vulnerablity (x3 for 6 sec per strike) and reduce attack speed to 1 attack per 2-3 sec. Increase attack damage.
- 2nd skill (shield throw) stands out in my opinion. It is too offensive for a shield. Would personally like if it was some kind of single target taunt for 5-8 secs. When the taunted enemy hits you it will suffer from bleeding (x3 for 6 sec, stacking).
- 3rd skill (dash/daze) is ok though the range is quite short.
-4th skill (magnetic pull) is fun and unique.
-5th skill (invulnerability) quite nice. I like it. Only thing it needs as a partner is the taunt ability (my suggestion for the 2nd skill). Add a nice projectile reflect to it and it would be perfect yet still not OP.
I don’t have any experience of other conjured weapons :P (once I did wield the fiery greatsword but I can’t remember what I could do with it)
If you have suggestions for conjured weapons, feel free to post them.