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CDI- Guilds- Logistics and QOL

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Posted by: Yogurt.2160

Yogurt.2160

GvG, GH, capes.

GWAMM
GW>GW2
Bring Back Cantha, Elona, GvGs…

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Yogurt.2160

Yogurt.2160

Elementalist:

  • Fire II – Burning Fire – This trait has a new effect. Use Cleansing Fire automatically when you have a number of conditions on you. 3 conditions. 40 second cooldown. Moved to Master tier.
  • Fire III – Ember’s Might. The effect of this trait has been changed to Burns you apply last longer. 25%.
  • Burning Rage 25 – Increased damage dealt to burning foes from 5% to 10%.
  • Air XI – Tempest Defense. Decreased the cooldown from 60s to 25s.
  • Earth 5 – Stone Flesh – Increased toughness while attuned to Earth Magic to 1.5/level (120 at level 80).
  • Earth VII – Strength of Stone. This trait is now Gain condition damage based on your Toughness. 10%.
  • Water I – Aquamancer’s Alacrity. Moved to Master tier.
  • Water V – Cleansing Wave. Moved to Master tier.
  • Water VIII – Arcane Abatement. Moved to Adept tier.
  • Water X – Soothing Wave. Moved to Adept tier.
  • Arcane IV – Final Shielding. Decreased cooldown from 90s to 75s.

The following changes were done to reduce the necessity of putting points into the Arcane trait line.

  • The base cooldown of the attunement that you just left is now reduced from 16 seconds to 13 seconds. Attunement cooldown rate now increases by 1% per point in Arcane down from 2%. The end result is that now Attunements go from 13s to 10s instead of the old range of 16s to 10s.
  • Base global attunement cooldown is now 1.625 seconds. Global attunement cooldown rate now decreases by 1% per point in Arcane down from 2%. The end result is that now global attunement cooldown goes from 1.625 to 1.25 instead of the old range of 2.0 to 1.25.

Seems ok.

  • Fire VIII – Conjurer – Moved to Adept tier.

This change is fine, but I suggest to remove charges from conjured weapons and instead of that give them a shorter duration – like 40/45s (60s on elite) and leave the recharg at 60s. Or even give them a 30s duration, and a 10s boost from this trait. That would be more natural and more useful imo.

  • Air V – Soothing Winds. Increased conversion from 5% to 7%.

I don’t think that anyone is using this. Fix the healing power and make the support builds more useful at first. I think that precision can play a significant role in ‘healing’ builds. For example you can make a ‘critical heal’ based on critical chance, so the ‘healers’ won’t be able to heal and take little dmg in the same time, because they would be forced to balance their build between toughness and precision.

  • Earth XI – Diamond Skin. This trait has been redesigned. Conditions cannot be applied to you when your health is above the threshold. 90%.

This one is interesting. I want to see it in action. But what about the Agony? It also won’t be applied?

  • Arcane III – Arcane Retribution. Moved to Master tier. Decreased cooldown from 90 seconds to 45 seconds.

Is there a real need to move this? I’m not using it, but also don’t think that it would be abused after update.

  • Arcane V – Elemental Attunement. Moved to Master tier.
  • Arcane VI – Renewing Stamina. Moved to Master tier.
  • Arcane VII – Vigorous Scepter. Moved to Adept tier.
  • Arcane VIII – Blasting Staff. Moved to Adept tier.
  • Arcane IX – Windborne Dagger. Moved to Adept tier.

And these are the changes that I would not like to see. Arcane V and VI – I use both and please don’t make me to decide between supporting team with V or making my character live longer with VI. I know that I can gain Vigor from Water III and cantrips, but it’s not the same – short duration, longer cooldown, and takes all my utility slots to have some Vigor…

Arcane VII – Won’t make me cry less about Arcane VI, because it’s only 50% faster endurance regen, and I’m not always using a scepter. Adept Tier is fine tho.

Arcane VIII – no need to move it to Adept Tier, but it’s fine if you do this.

Arcane IX – really? Don’t move it here. Just make it more useful. Eles have almost perma Swiftness and can run 25% faster with Signet of Air. So I really doubt that anyone is using this trait. For instance you can redesign it to give us Quickness on crit when wielding both daggers. Like 10% chance, 3s duration, 40s cooldown or something like that.
Sorry for my English and mistakes I made, hope it’s readable.

GWAMM
GW>GW2
Bring Back Cantha, Elona, GvGs…

The Cantha Thread [Merged]

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Posted by: Yogurt.2160

Yogurt.2160

Bring back Cantha! Pleaaaaaaaaaaaase

GWAMM
GW>GW2
Bring Back Cantha, Elona, GvGs…