BSty
Ehmry Bay
http://wiki.guildwars2.com/wiki/Bowl_of_Lemongrass_Poultry_Soup
http://wiki.guildwars2.com/wiki/Superior_Rune_of_Melandru
http://wiki.guildwars2.com/wiki/Superior_Rune_of_Hoelbrak
Up to 65% permanent reduction to condition effectiveness, on top of the removal/converting options available.
PAXA went 6v20 last night twice and won.
What was your group makeup for those fights?
Uncap AoE!!!!
Or atleast up it to 10
Aoe is capped at 5 due to technical reasons, so they won’t be changing that.
Even better idea, give everyone upleveled tags and don’t put that info in the patch notes.
If the player is on their 2nd down then go for the stomp. If it’s their first down you won’t beat the rez without quickness, so focus on bursting the rezzer.
He was using Tornado, which for some reason makes confusion go off constantly while you’re tranformed.
@LordByron: I see you completely give up that 10 point in precision while using S/D transferring it to toughness and condition damage. Seems reasonable since it will increase bleeding and burning damage while increasing toughness by 180 while attuned to earth, but what trait you choose? I was using Zephyr’s Boon in my build. I see Obsidian Focus very viable while casting Churning Earth, but do you know if this trait works with channeled spells from attunements different than earth? Same question would regard Salt Stone and Stone Splitters.
Obsidian Focus/Salt Stone/Stone Splinters all work on abilities from other attunements, here’s a list of abilities Obsidian Focus works on Elementalist Channeled Abilities
•Players now receive World XP for repairing gates and walls in WvW.
This change alone should make it much easier to siege structures, since people will dump all of the supply into the gates and walls before taking out the siege weapons or placing siege weapons of their own to counter.
If your going S/F just use air 5 or water 5 before hopping into fire and immediately dropping DT, same effect without needing to take the earth signet.
Air 5 doesn’t last long enough for Dragons Tooth to hit, and water 5 does nothing to lock a target down.
The Rune has a minimum 15 second cooldown, and healing seed could have been changed to not give regen and just heal for a flat amount per tick.
1. Valid in WvW, don’t know about it in sPvP
2. Power tends to be a better choice since the build lacks crit damage and you’ll already have fairly good uptime on fury which gives a flat 20% crit chance.
It was an easilly abused trait which is why its removed, developers don’t like traits that can be abused with items and food and runes.
It could also be used with Healing Seed Trees in World Events to make you immune to conditions as well if your not a sylvari.
It is more balanced now! And balance is good!
How was it easily abused? Elementalists don’t have that many ways of applying regen, even if they did changing Healing Seed would have made more sense since not all Elementalists have access to it.
So this nerf is a good thing because some Elementalists used Healing Seed? What about all the non-sylvari eles getting screwed over because of it? Why wouldn’t they instead change healing seed rather than make a change that ruins builds for all eles?
What you’re describing is exactly what Frozen Ground does when you activate a blast finisher in the field. Your suggestion would thus be a major nerf.
The functionality would still be there with Ice Spike gaining the frozen ground effects, the change would give an on-demand option without having to apply a blast finisher.
Gust could benefit greatly from a faster projectile. Windborne speed wouldn’t matter much seeing that perma swiftness is commonplace on eles.
Windborne speed cooldown was more for the movement speed curing effects not so much the swiftness. I thought about a faster projectile for for Gust and Shockwave but one of the issues I always have is the horrible tracking the skills like it have, you either use it pointblank or hope the target stays stationary.
Eruption’s ability to combo with other fields is what makes its casting time good. I’d rather see it get instant casting time instead. That would also speed it up but still allow for combos.
Reducing the animation time by 1 second would make Eruptions take 3.5 seconds to go off instead of the 4.5 it now has, combos would happen slightly faster with an animation reduction.
Magnetic Aura change would be pretty sweet. However, seeing as how it’s much better than Fire Aura, you may wanna make that one have 20 recharge too, and maybe give MA 25 instead.
Both of those suggestions would be completely reasonable to have.
Every state of the game and major patch features nerfs to traits and utilities multiple builds use in an attempt to reduce the effectiveness of d/d bunkers, and along with these nerfs Arenanet talks about making other builds viable but doing nothing to bring viability about.
I wanted to give some suggestions to make the other weapon sets more appealing, starting with staff.
Fire
Fire is fairly well balanced doesn’t really need any changes to make it better.
Water
Water Blast: Fine as is.
Ice Spike: Combine with Frozen Ground, reduce the the duration of chill applied and the duration of the field to match up with the casting time/animation of Ice Spike and bump the cooldown to up to 10-15 seconds.
Geyser: Fine as is.
Frozen Ground: This becomes an AoE Frost Armour ability, 5 second duration 40 second cooldown.
Healing Rain: Fine as is.
Air
Chain Lightning: Fine as is.
Lightning Surge: Reduce casting time to 1 second.
Gust: Change into a ground target ability like Whirlwind Attack, slight increase to width of the projectile.
Windborne Speed: Reduce cooldown by 5 seconds.
Static Field: Fine as is.
Earth
Stoning: Fine as is.
Eruption: Reduce animation time by 1 second.
Magnetic Aura: Reduce cooldown to around 20 seconds.
Unsteady Ground: Reduce cooldown by 5 seconds.
Shockwave: Change into a ground target ability like Whirlwind Attack, slight increase to width of the projectile. Reduce cooldown by 5 seconds.
Scepter auto attacks need a buff to their base damage, the percentage will have to vary from each skill.
Fire
Flamestrike: Fine with baseline damage boost.
Dragons Tooth: Removing the casting time or making it ground targeted with a shorter animation will make this skill more reliable for damage. One option or the other would help.
Phoenix: Increase the speed of the phoenix, about double the speed it currently travels as it takes about 6 seconds for ability to complete its animation as is.
Water
Ice Shards: Fine with baseline damage boost.
Shatterstone: No longer ground targeted, requires a target to cast. Selected target becomes a shatterstone bomb same effects it currently has except its stuck to and centered on a target.
Water Trident: Removes a condition from effected allies.
Air
Arc Lightning: Now arcs to 2 other targets within 600 range of the primary for reduced damage about 50-75% what the main target receives.
Lightning Strike: Fine as is.
Blinding Flash: Blinds enemies in a 90 degree radius centered on your target.
Earth
Stone Shards: Fine with baseline damage boost.
Rock Barrier: Casting time reduced by .5 seconds.
Dust Devil: Change into a ground target ability like Whirlwind Attack, slight increase to width of the projectile.
And finally Focus.
Fire
Flamewall: Fine as is.
Fire Shield: Reduced cooldown to 30 seconds.
Water
Freezing Gust: Fine as is.
Comet: Now ground targeted.
Air
Swirling Winds: Fine as is.
Gale: Reduce cooldown about 5 seconds.
Earth
Magnetic Wave: Reduce cooldown to 20 seconds.
Obsidian Flesh: Fine as is.
I’m not saying all of these changes need to be made, just throwing out ideas for the skills to make them more appealing than just going d/d bunker and also to compensate for the attempted nerfs to d/d that hit other builds harder.
(edited by Snickers.9570)
Retaliation and Confusion counter fast attack builds, Blind and Aegis counter slow heavy attack builds. You’re being countered by skills that are meant to counter your attacks.
I say meh, the bag farm last night was spectacular. Give it a few days and the newness will wear off and all will be back to normal.
Because people stopped escorting dolyaks all by themselves with no intervention by Anet.
First tick is when the hammer connects and then three more ticks after that. You can check this fairly easily in the mists.
Ok, I went into the testing area and untraited and stripped naked with a steady weapon.
Whirling Wraths tooltip damage is listed at 162 over 9 hits. Light Golems were taking 20 damage from the melee strikes and 7 from the projectiles totaling 189 if all 14 hits land, with 7 melee strikes and 3 projectiles the damage would be 161. Medium Golems were hit for 19 melee and 7 projectiles, while Heavy Golems took 17 melee 6 projectile.
I also used Mighty Blow with a steady weapon the tooltip listed it at 83 damage, on a Light Golem it hit for 99, Medium 93, and Heavy 83.
So it looks like it might be a tooltip error.
What were your results with it?
This happens because Ring of Warding is not a wall and you can jump over the ring to get out, you can do this with Line of Warding as well and any type of ring or line skills.
What about some different Sigils for Superior Life? I think its useless, cause it needs realy long time to stack it up to 25 stacks.
What about:
Superior Force (5% more dmg)
Superior Hydromancy (Freeze nearby foes for 3 sec, when swap to this weapon)
Superior Leeching (next attack steels some health, when swap to this weapon)
Superior Battle (3 Stacks Might (20sec), when swap to this weapon)
Hydromancy, Leeching, and Battle would all conflict with the Sigil of Energy. Having two on-swap sigils will cause only one to work(main-hand) so none of those are options. If you’re looking to up your damage Force or Bloodlust stacks are the only sigils that would work with the build.
Unfortunately neither of these worked for me. The awesomium process is deleted while im still using the trading post and is not recreated unless I relog or paste a copy of it.
I have been having issues with the Trading post for the past week. I can use it fine for about 10 minutes, after that I only get the loading circle on all the pages except the pickup window. I’ve looked into the folder the game stores the trading post file: awesomium_process.exe and it seems that the file deletes itself and never recreates unless you exit out of the game and start it back up.
I can work around the problem without closing the game down by copying/pasting the awesomium_process.exe and then changing the text language with the trading post open.
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