Showing Posts For Zintrothen.1056:

Weaver, no way to deal with condis

in Elementalist

Posted by: Zintrothen.1056

Zintrothen.1056

Water arcane weaver will wash out conditions like crazy.
The superspeed traits will help a lot clearing the cover stuff and then you can get the rest cleared with going into water…
going into water every 3 seconds will clear up to 2 condis… plus whatever you get from weapon skills… with weaver elite it gets nearly one condi every sec with constant water swap.

Because we want to keep being forced into Water. And now we’ll be forced into Water and Arcane? Why should we have to spec for two trait lines just because Anet doesn’t want to fix conditions?

How to survive pvp

in Elementalist

Posted by: Zintrothen.1056

Zintrothen.1056

It’s impossible to survive against the most powerful conditions specs, even as arguably the most powerful counter to condition specs. That’s how out of hand those specs are. But as long as conditions can be countered more frequently than power attacks, conditions specs need to apply insane quantities or else they just won’t do enough damage.

I’d just like to see condition counters totally reworked. Let’s just go over every condi and think of a rework and counter that everyone can achieve as easily as simply dodging a power attack.

- Torment (PvP and WvW only): deals 0 damage while still; deals high damage while moving; duration reduced overall. Counter by not moving.
- Confusion (PvP and WvW only): deals 0 damage when not using a skill; deals high damage when using a skill. Duration reduced overall. Counter by not using skills.
- Poison: no longer deals damage; each stack reduces healing you receive by 5%. Counter by saving biggest heals for when stacks are gone or lowest.
- Bleeding: damage reduced; Receiving healing reduces the effectiveness of the next bleeding tick based on the amount healed. This one is a bit trickier, but it makes sense that healing someone’s wounds would slow down bleeding, so some kind of system in which healing you receive reduces the strength of bleeding on you would be good. Counter by healing!
- Burning: dodge rolling removes x amount of burning stacks. Water based skills could work to remove stacks, but then ele would just become too good against it.

And that’s where I’m stuck. There are many other conditions and I’m too tired to keep arguing for changes to make conditions ACTUALLY BALANCED FOR ONCE.

Condition Damage.

in Guild Wars 2 Discussion

Posted by: Zintrothen.1056

Zintrothen.1056

Here are two problems with conditions:

Once your out of blocks, evades and immunities, you still have cleanses and resistance. We all know that conditions have more counters, so they should do more damage right? No! Why should one damage source have to do more than another because it has more counters? And why does one damage sourse even have more counters in the first place??? Conditions can never be balanced as long as they have more counters. Specs either apply too many or too few condis, and/or they apply too much damage or too little damage. And if you can manage to balance condition specs around the most powerful condition countering specs, then conditions end up being far too OP against all other specs. Every spec has roughly the same amount of defences against power attacks, but some are vastly stronger against conditions. So now conditions need to be stronger so they can be viable against specs like support Tempest. And this is just one issue. This leads to more issues.

You’re spec has to run the most defences against condition specs in order to survive. Because conditions have more counters, you need to run as many of those counters as possible. This ruins build diversity.

There are other issues, many other issues that would turn this into a thesis instead of a forum post.

My solutions are simple, but will be controversial. The first one is to remove all cleanses and resistance, and then make condition specs do about the same damage overall as power specs. And then make toughness have an effect on condition damage. Next idea is not to remove all cleanses and resistance, but instead to vastly reduce their quantity and strength. This could also involve some fine tuning to cleanses so that they focus more on cleansing useful conditions. Resistance would be just like protection, reducing condition effectiveness by 33%.

This third solution might be the most reasonable and the most appealing to Anet. More powercreep. Add more cleanses to all weapon sets and specs. Just go all out so that every spec has roughly the same amount of counters to conditions as they do to power damage. This is the “give up” method because it’s obviously the worst one, but also the one that most will agree with, including Anet. Since we can’t agree that condition attacks will do more damage over a period of time as power attacks, we will never find a solution that actually works for the majority while also not being a terrible solution.

Staff autoattacks

in Elementalist

Posted by: Zintrothen.1056

Zintrothen.1056

Boost air AA damage, lower fire AA damage but add burning. Done. Now air has some value and fire finally has some extra condi damage.

Conditions supposed to be damage over TIME

in PvP

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Zintrothen.1056

Conditions would be fine if they were weaker but the game had fewer cleanses and resistance was nerfed to act more like protection. It’s the kittening powercreep that is once again screwing this game up.

Sugg: DC = volunteer to sit for bonuses

in PvP

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Zintrothen.1056

Then in addition to the already existing problem of people being payed to throw matches, you’ll have people being payed to flat out DC.

The solution is actual punishment toward players who abuse the game. Anyone can run around throwing matches with literally zero punishment. It’s absurd that Anet is so incompetent with this issue. I’m more likely to be banned permanently from the forums for calling out their kitten than someone is for throwing a few dozen matches and being reported for it.

(edited by Zintrothen.1056)

NERF Thief Shortbow 5

in PvP

Posted by: Zintrothen.1056

Zintrothen.1056

If you’re actually Korean and playing this game for 5-6 hours a day every day for 5 years, then I’m sure you can figure out how to counter a team with a thief.

Why oh Why

in PvP

Posted by: Zintrothen.1056

Zintrothen.1056

That’s a team based game and we can’t make a team to play with. That’s the reason of every sPvP problem.

Force players to do teams to enter ranked and they will do teams to do ranked, balancing the game easy and fast.

As long as it’s strictly team vs team. It was solos vs team at one point and that was even worse than we currently have. I’ve always said that there should be solo players as one queue and then 2-4 as another queue and then 5v5 only as a third. 5 player teams never fight 4+1 player teams, but that queue has the best rewards because the queues will likely be longer and the games harder because you’re going against organized teams. If a team of 4 or two teams of 2 players queue up, then the most suitable player from SoloQ is put onto that team, and that is the only exception where a SoloQ player would be put into a more organized game . 4+1 vs 3+2 should be fairly even overall. If at all possible, the matchmaking algorithm should try to prevent these kind of games though, especially a 2+2+1 vs 4+1 game. Only when there are simply not enough players online should games like those be possible. And don’t kitten anyone by saying that 2+2+1 vs 4+1 would be fair when the +1 on the double duo team has a higher MMR than the +1 on the other team. That person will either do nothing useful or just carry the whole team. Nothing fair about that.

Permanently banned players still free to play

in PvP

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Zintrothen.1056

I thought it was pretty comical when he (Chris) said, “There seems to have been some impression that these players and all their accounts would forever be prevented from participating in PvP in any fashion forever. That was never stated…”

And Ben originally stated,
“ima kong fu ninja.3052: permanent dishonor meaning just this season? Or For all seasons to come?
Ben: All seasons.”

https://forum-en.gw2archive.eu/forum/game/pvp/NA-July-Monthly-Tournament-Investigation/first#post6659330

They can’t even get their story straight and they expect people to play by the rules? I don’t even know what to say at this point.

The two messages given work together just fine. They are not permitted to play in ranked during seasons, but they may play anywhere else. What’s wrong with that? The rule they broke doesn’t actually ruin the game for anyone outside of a competitive environment.

Feedback on Ele Condition Cleanse

in Elementalist

Posted by: Zintrothen.1056

Zintrothen.1056

Right now Water is a must have line because it has the most reliable condi cleanse traits inside. It limits build diversity a lot. I think we should spread out the condition cleanse to other line so we can have more build diversity.

I think it should be like this:

  • Fire: cleanse when received burning
  • Air: cleanse every 1s on superspeed (that trait belongs here, not on Weaver)
  • Earth: cleanse on hit above 75%, every 0.5s
  • Water: cleanse on Regen
  • Arcana: cleanse on attunements
  • Tempest: cleanse 2 on starting an Overload (only once)
  • Weaver: cleanse on gaining a barrier

Then we tune down Ele ability to gain more Regen (which basically means condition cleanse in the old system). For example, remove Regen on aura on Tempest.

This enable builds like Fire/water/Arcana. Or Fire/Air/Arcana. A lot of possibilities there.

Thoughts?

I do agree with ele needing more condition cleansing, but I’d much rather see conditions nerfed and then cleanses reduced. But that will never happen, so we’re stuck needing more cleanses. However, not every line needs a way to cleanse unless those cleanses are weak, in which case they’ll become mandatory traits.

Superspeed cleansing in Air would make that trait mandatory because that’s amazing for a base trait line.
Cleansing when being burned would only work against a few builds, and burn builds tend to be extra weak to condition cleansing.
Cleansing when we swap attunements could be good, but only in minimal amounts. Arcane already provides a little cleansing through the dodge GM, so that in combination with Water regen (the middle minor trait gives regen when you swap to water), and then on top of other trait line cleanses would make condi specs useless against ele.
Tempest would need to lose synergy with the regen cleansing before any more is added.
Weaver can provide cleansing through a cleansing utility. Ele lacks utilities those kind of utilities and nobody likes Unravel, so it would be the perfect stance to add cleansing onto.

Other utilities could have cleanses added onto them as well. Signet of Water’s active could cleanse. This adds a nice tradeoff from occasional passive cleansing that would cleanse more over time, but then you have the burst cleansing for extreme situations.

Have you ever noticed that every profession’s meta specs try to achieve as much condition cleansing as possible without sacrificing too much damage? And there are specific cleanses that appear is nearly every build going up against any condi heavy spec because that build wouldn’t survive otherwise.

- Thieves run Signet of Agility and movement impairment cleanse on dodge.
- Reapers are Reaper’s and they don’t have valid defences lol.
- Revs are just naturally weak to conditions outside of Demon and Dwarf.
- Eles have to run Cleansing Water and regen on auras in Tempest.
- Warriors must run Cleansing Ire and Berserker Stance.
- Rangers must run cleanse on CAF use and also the cleansing signet.
- Engis run Purge Gyro and sometimes Elixir R (I think that’s the condi conversion one).
- Mesmers run a very specific build because it happens to provide incredible damage while acquire all the mandatory traits and utilities, such as cleanse on shatter and Signet of Illusions.
Guardians naturally have quite a bit of cleansing, so they can get away without taking certain cleansing traits and utilities.

Use of the R word

in WvW

Posted by: Zintrothen.1056

Zintrothen.1056

The block button is a fantastic function.

Because you can totally get away with blocking a commander on TS. I sure hope you know exactly what he’s going to do, because any commander who says “kitten” is going to kick you immediately as soon as he sees that you are not listening. kittens tend to be like that.

Zero reason to take spellbreaker

in Warrior

Posted by: Zintrothen.1056

Zintrothen.1056

So walking into a fight and mass AoE dazing everyone while avoiding their damage isn’t a good enough reason? Oh, and there’s also the condition copying among other the billion other things that Full Counter can do.

Anet can we gain benefits for dual attuning

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Posted by: Zintrothen.1056

Zintrothen.1056

We need more benefits for fully attuning, not duel attuning. You already have a benefit for duel attuning, and that’s gaining two attunements. If we gained the full benefits of two attunements at the same time, like Pyromancer’s Training with Aeromancer’s Training, nobody would spec out of Weaver for any reason.

This would also remove all reason to ever fully attune. Fully attuning takes several extra seconds away and you lose any duel attuning benefits that you could get (barrier on duel skill for example). The only thing, from what I remember, that you could get from fully attuning is a different third skill.

And can you imagine if Glyph of Storms worked with duel attunement? How do you think that would go? Yeah, Air and Ice storms together would be maddeningly OP.

Condi.

in PvP

Posted by: Zintrothen.1056

Zintrothen.1056

Solution to condi: lower damage significantly to match power, but remove cleanses and nerf resistance. Or at the very least vastly reduce the amount of cleanses going around. Some professions can cleanse so much that condi builds become totally useless around them. With so many cleanses, condi builds need to have OP damage in order to be effective. With fewer cleanses, we can get away with lower condi damage. The builds could remain more defensive, but they would also kill slower. And at the same time, they would hardly have more counters than power builds. If you don’t avoid a condi bomb, you take all the damage you would take if you didn’t avoid a power burst.

Also, splitting cleanses would be great. Most cleanses would just work on non damage ones, but then the occasional one would work for damage ones.

Power builds: kills fast, but is squishy
Condi builds: kills slow, but is defensive

Another thing I’d like to see is all condis being removed when you rally. When you rally against a power build, you can dodge to avoid the damage, but against a condi one, you must pop resistance or cleanse everything because you rally with so little hp and condis can still tick for a combined 5k+ damage.

Lingering Elements

in Elementalist

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Zintrothen.1056

Only as long as the trait doesn’t actually go into the Arcane line! Air and Fire already have enough trouble competing against Arcane, Water and Earth. Some Weaver traits are just PvE traits. I’m sure replacing one of those could work for PvE and PvP.

Vote to Delete Servers!! Make new Worlds!

in WvW

Posted by: Zintrothen.1056

Zintrothen.1056

What about strictly WvW servers? Then these servers won’t fill up with PvE, PvP players, and inactive accounts are booted from that server after so much time.

You just copy your character to a different server dedicated to WvW. When you want to WvW, you log out and select that WvW character. When you log in, you must enter a map. If there’s a queue, you are taken to the open world or PvP lobby to pass the time. Any progress and loot gained by that character is copied over to your other copy.

There are probably a ton of details I’m missing here that won’t make this work unfortunately. This was just a spur of the moment idea that I wanted to write out. As I’ve always said, an idea can be bad as long as it gets the ball rolling for better ideas.

Scourge. "When entering shroud"

in Necromancer

Posted by: Zintrothen.1056

Zintrothen.1056

That changes everything

Haha, I had the exact same concern as you until someone pointed out that F5 is Scourge’s shroud. Then I thought, 20 second CD shroud that lasts 6 seconds? Bit weak… I don’t want to buff Scourge any more than it needs, but if the CD is going to be 16-20 seconds, then it should last at the very least, 8 seconds, at the very least. Also, I think pulsing barrier might be nice for it since I have a good feeling Anet won’t change barrier’s moronically low decay timer.

Also, look on the bright side. You don’t have to worry about double tapping shroud anymore.

Seriously, why did they fix portal’s double tap problem but not Death/Reaper shrouds’? A .25 second CD wouldn’t have been noticeable.

So will weaver receive a buff?

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Zintrothen.1056

Change Unravel to cleanse a condi every second. Then make double attuning mean something so good that having a stance for it would be OP! But really, a utility that literally turns you back into a base ele for a few seconds is a kittenty idea and you know it. Ele also lacks decent condi cleanse utilities. Cleansing Fire is on a huge CD and Signet of Water is…awful! Make Weaver that spec you should run to combat condis. Tempest and base ele can run Water for their condi defence, but Weaver shouldn’t also be forced into Water because you don’t know how to balance conditions. Let us actually spec into Air or Fire or something other than Water!

Expanding on the idea of Unravel being F5

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Zintrothen.1056

Someone had also suggested adding a weapon swap mechanic that switches around your selected attunements. I personally like the weapon swap suggestion more. Then they could still replace Unravel with something else. Someone had also suggested a pulsing AoE (like Primordial Stance) that corrupts boons, but I’d rather it cleanse condis from allies. This would finally add some more useful condi cleansing utilities, something that ele lacks. And then, in order to help make double attuning more useful and rewarding, add a passive trait that gives a nice bonus when you double attune. Here are some ideas:

- Damage boost, either just power or power and condi. This bonus shouldn’t be so high that PvE Weavers would have to stay in one attunement at all times. It would need to be handled well. A temporary bonus on double attuning could work IMO.
- Gain trait bonuses again. The heal on water attunement selection should trigger again when you attune to water a second time. Perhaps, just like the above idea, traits like the Pyromancer’s Training could apply twice. The risk with that is PvE Weavers camping in Fire and never double attuning. Again, perhaps it’s enough just to make double attuning grant a temporary bonus that makes all single attuning traits apply when double attuned.
- Skill 3 when full attuned grants increased barrier as oppose to duel attacks.
- You are granted barrier when fully attunning.
- Fully attuning resets the GCD.

There are plenty of things that could be done to help make full attuning better while also helping make Weaver smoother.

I Wonder...

in Elementalist

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Zintrothen.1056

I was toying around with chaining Tailored Victory with Gale Strike and noticed that floating targets will just keep going up! I was able to get my targets so high that it made me wonder. Does the actual character float, or is it just an animation and that the character is still technically on the ground? Because if it’s the former, then could we possibly get players high enough to take fall damage?

Warrior sustain

in PvP

Posted by: Zintrothen.1056

Zintrothen.1056

It’s already been toned down significantly

they still have ridicoulus ammount of self healing tough……

Only if they’re running Might Makes Right, Healing Signet and maintaining full Adrenal Health, with no poison.

Sure they have many ways to self heal, but it’s not enough to put up against the damage output of Scourges, Holosmiths, other Spellbreakers and other high dps specs from HoT.

PoF Elite Specializations - Feedback

in PvP

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Zintrothen.1056

Once people learn to not stand in the Sand Shades, I think you’ll find Scourge is really not very strong. Torch is fine, but the Punishment skills and survival tools are incredibly weak. Its only real defense is killing your opponent before they can kill you (which, admittedly, it’s very good at if they stand near a shade).

And then Scourges will adapt and place their shades to force you into a path you don’t want to go. And if you keep moving, good luck surviving intense torment stacks.

Stealth + Ranged Damage is too overpowered.

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Posted by: Zintrothen.1056

Zintrothen.1056

Stealth has always been poor mechanic and excuse to not fix core issues. I wish they would reduce the amount of stealth in the game and actually fix the issues that stealth focuses professions face, whether or not it means nerfs or buffs to those professions.

Holosmith and Scourge damage.

in PvP

Posted by: Zintrothen.1056

Zintrothen.1056

For all those saying Scourge doesn’t have any range hate, maybe try fighting ones who actually place the Sand Shades outside of melee range! You get three of them and you can move them around if you don’t spam them all out at once. Place them in your enemy’s path and then say that you can fight them out of melee range. They also have range attacks too.

Glyphs on Weaver

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Zintrothen.1056

Would be interesting, but yeah, it would end up making Glyphs too good. I really don’t know how they could balance that. The entire function of each glyph would need to change when you select Weaver.

The amount of stuns is TOO HIGH

in PvP

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Zintrothen.1056

Welcome back AoE Wars 2.

Just when HoT specs were finally starting to see nerfs, and base specs seeing changes to make them competitive.

Please Anet, cut back on the insane AoE. Don’t make this xpac a more insane HoT. AoE CCs are especially a culprit. Massive AoE damage can be handled better when you can move out of them without stability.

PoF sPvP Intra-Class Feedback

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Zintrothen.1056

Cleansing Ire and Adrenal Health weren’t nerfed. It was Berserker’s synergy with them that was rudely nerfed. But in spite of Spellbreaker only using one adrenaline bar per burst, they get a second burst skill, also on a low CD (and one that does a way too much stuff for one low CD skill). Cleansing Ire works fine with Spellbreaker and the new heal cleanses 7 condis. Basically, Spellbreaker does fine against condi specs. Actually, it’s probably the only spec that can truly handle a Scourge’s monstrously massive condi output. All others can put up with it for a time, but after a while, the Scourge will win.

Weapon swap attunements [suggestion]

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Posted by: Zintrothen.1056

Zintrothen.1056

After playing the weaver for quite some time i noticed it’s actually not that bad as i thought at first when i saw the low damage and survivability but after learning how to use the skills and getting the rotation right it turns out to be quite fun to play. That being said i also noticed it could flow a bit better since this current system feels a bit clunky and slow.

Unravel: This could be implemented as an f5 upkeep skill that can turn your dual attacks on or off when you use it to make other weapons than sword useful.
Currently, dual attack skills on every other weapon are worse than the original except for the sword.

Weapon swap: Switch main hand and offhand attunements. First swap without cd to help to get the access to defensive offhand skills and swaps after that with cd.

Sword: Damage has to scale a bit better with power. Currently, the skills are kinda low damage compared to other classes.

These changes (especially the swap) would also help the new weaver players to get used to the class since it’s really confusing at first.

I like the weapon swap idea. My issue with an F5 is that it ends up turning Weaver into another elite spec that adds so much more than base ele, instead of just changing how it’s played. Some careful design should be enough to help make the double attuning and 4-5 skills more accessible. If they can design a good, but not OP mechanic to be used with the weapon swap button, I would be all for that.

So barrier numbers need to be tripled, right?

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Zintrothen.1056

Phantaram seemed to be having no real trouble surviving with current barrier numbers, even against Spellbreakers. Mainly the reason he ever struggled against any spec was because they’re OP. Scourge, Spellbreaker and Holosmith all deal absolutely insane damage. On the other hand, even low damage specs can still punch through the higher numbers of barrier.

I had suggested yesterday that barrier shouldn’t decay as long as you are taking damage, but another suggestion instead is to increase the decay timer. Both mechanics together might be OP, but something needs to change anyway because barrier just doesn’t provide any real defence.

Ridiculous power creep

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Zintrothen.1056

Weaver would like a word with you.

My experience with PvP vs thief

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Zintrothen.1056

Some skills actually are unevadable. Static Field, Line of Warding are two examples. They stop all movement when going across.

Who thought it was good idea

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Zintrothen.1056

I want to know more about why someone thought self lockdown skills on a superspeed spec weapon was a good idea. It’s bad enough that this weapon (if you haven’t figured it out by now, it’s Weaver sword) does worse damage with Zerker amulet than a Spellbreaker running Knight’s, and yet has worse survivability wearing Knight’s than a Spellbreaker wearing Zerker. And then it also has literally only one mobility improving skill. Losing to a Weaver is like losing to a season 1 Berserker, only far more embarrassing.

Want to hear a good pvp joke?

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Zintrothen.1056

I’ve got a better one for you.

All of Weaver.

Weaver Builds

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Zintrothen.1056

Even in Viper’s, my damage doesn’t make up for the lack of defence.

The issues with weaver

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I disagree that survivability would be better if we had more damage. Many professions can evade while attacking at the same time (Mirage is going to be a huge offender of this), so they can easily pressure you while avoid your burst during those 4 seconds.

I find the biggest issue is how barrier works, and this actually applies to Scourge too. Barrier starts to decay only a second after the last application. This makes so much of barrier going to waste and it’s not only annoying but reduces our potential defence. Anet needs to remember just how much damage there is in the game. If a Weaver/Scourge stacked up 10k barrier, that would be gone immediately even without the decay. Now, in addition to barrier also decaying way too quickly, you also don’t get nearly enough of it. If I went up against the Blue Lord in HotM and all 4 adds were wailing on me, I could literally spam my barrier defences and it wouldn’t be enough. But then if I wasted even once, a good chunk of it would decay, assuming that chunk isn’t immediately blasted through. This is a problem for Scourge too. They can also spam their barrier skills and not have enough defence, and they, from what I noticed, actually get more barrier than Weaver! However, unlike Weaver, Scourge can put out some monstrous damage and boon hate.

It would be fine if Barrier just didn’t decay while you are taking damage, but then barrier numbers themselves also need to go up a bit. With these simple changes, barrier should be plenty of defence for Weaver.

Weaver Attunement suggestion

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Zintrothen.1056

4 second CD between attunements, but 1 second to go to full attunement. Example: attune to air, putting all attunements on a 4 second CD, except for air which goes on a 1 second CD. Then change Unravel to something actually not crap.

Risk vs Reward for weaver?

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Zintrothen.1056

The whole spec is impossible risk with no reward.

Why the hell does barrier decay while being hit? Barrier not only needs a buff in the amount given per skill, but it needs to not decay unless you’re not taking any damage. If needed, just add a cap to it (and don’t make it this moronically low number like 2k). 5k barrier can be blasted through, but if it’s not, then it goes to waste.

Weaver is easily one of the worst specs I’ve ever tried. It does crap damage, it has crap defence, and it has crap mobility outside of a FA build.

Unravel hexes straight up does not work

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Zintrothen.1056

Does it also not remove any movement conditions? Or is it just on all conditions?

Feedback thread for Weaver!

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Zintrothen.1056

So far, I’m not impressed for one reason: low damage. Even with a power, precision, ferocity amulet, my damage was absolutely awful. Running Sage’s Amulet, with 18 stacks of bleeding, it only ticked for 800! It took several seconds of constant bleeding attacks to get those stacks and it didn’t even do remotely threatening damage. I like Weaver is trying to work better with condi specs, but both power and condi sword attacks need a damage boost. AA’kittenting for not even 200 with 1050 power is terrible.

Otherwise, I love that there are so many different combinations and I hope they take the time to make many of them viable.

Also, I noticed that the superspeed GM wasn’t removing conditions. It might only be applying to movement impairing ones, and that just turns it into another version of that Tempest GM that nobody used. Barrier on dodge would have significantly more value. Rust Frenzy should not lock you in place. It only does some damage and bleeding. Actually, several skills, all earth from what I’ve noticed, lock you down, and that’s just terrible on a weapon that has little mobility and on a spec that focuses on moving around a lot. It’s counterproductive to the spec. None of the sword weapons should lock you down.

A lot of the sword skills look very nice and they offer some decent defence, but defence only lasts so long, so eventually you need to kill your target, and sword can’t do that.

Edit with updates:

Barrier is terrible! It just doesn’t stop any meaningful amount of damage. A single low damage skill can rip through a dodge barrier with ease. What I dislike the most about it is that you can’t use it in anticipation of an attack because it’s time before decaying is so short and it decays even while being attacked. So my suggestions are to remove the decay when you take damage of any kind, but if you take no damage for 1-2 seconds after applying a barrier or taking damage, then it starts to decay. Also, increase the amount given by barrier.

Some more condi cleansing on sword would be nice too as has been mentioned by many others in this thread. Sword also lacks mobility. The mobility comes from traits and since even barrier builds don’t provide enough damage mitigation, a superspeed build likely won’t either.

(edited by Zintrothen.1056)

any decent arcane pvp build

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Posted by: Zintrothen.1056

Zintrothen.1056

http://gw2skills.net/editor/?vFAQFAWnMICdOgtMAGRAcYiFWArIJmBmAuZ1vaZlIBcACAA-TJxHAB2XGQ5HAAAXAgd2fAA I’ve been toying around with this, but haven’t tried it in any serious PvP. Give it a shot. You can swap out CES with Arcane Blast for more immobilize. Arcane Wave can be used to immobilize or chill as well as heal in your water fields.

Now that we have Cat commander tags..

in WvW

Posted by: Zintrothen.1056

Zintrothen.1056

All I want is the ability to set the size of commander tags on my UI. I’m sick of needing to use a target reticle because the tiny tags get lost in the mass of spell effects.

Remove all amulets except celestial

in PvP

Posted by: Zintrothen.1056

Zintrothen.1056

As an ele main, I approve this message.

How to play Power Rev and not insta die?

in Revenant

Posted by: Zintrothen.1056

Zintrothen.1056

Abuse your hundred blocks and evades.

Staff 3 and shield 5 blocks (yes I know it locks you down but you still get a block). Staff 5, sword 3 are evades, and Shiro has an evade that gives back half a dodge worth of endurance. But then on top of that, you also have an insanely powerful and fast AA (good for bursting, but not for long term DPS which is a problem) with sword, along with a low CD chilling attack, and then there’s also your double healing skills (yes double healing skills is far more amazing than you think, even if they’re a tad weak at times and have actually counters). Rev is actually a pretty hard profession to play, so don’t fret if you struggle at it. It takes time to learn how to manage energy, but once you do, you can rotate your defences to stop a maddening amount of damage and then just heal through what you do take.

Revs absolutely need to stop thinking that they’re weak. They weren’t even the weakest profession last season because a good one could still wreck anything in their path. Revs are so much like thieves. They think that because their class is difficult, it should be more powerful than everyone else. But then you get a huge imbalance at the top level, which is where balance should be at its best.

Anyway, I’m going on a rant. My advice to you is to learn every possible defence you have and learn how to rotate them according to the professions you are fighting at a given time. It takes time to learn, but learning that skill will benefit you till the profession is finally, at long last, nerfed into the ground. :P

Echo of memory

in Mesmer

Posted by: Zintrothen.1056

Zintrothen.1056

No. It is an extremely powerful elite spec skill. Two blocks in a row regardless of whether the phantasm is summoned is still amazing for its current CD. Its CD is fine where it is now. If you’re concerned about the crazy damage going around, then ask why such insane damage is still allowed. With lower damage, blocks and evades become less valuable and their longer CDs, compared to the CD of offensive skills, become more balanced.

[SUGGESTION] Conjures use ammo mechanic

in Elementalist

Posted by: Zintrothen.1056

Zintrothen.1056

Hmm. I like the idea, as it could just be ground targeted and one doesn’t summon into your hand. But to prevent trolling, allies must wait a few seconds to pick it up. So let’s just work out a possible skill facts scenario.

Conjure Frost Bow

Conjure a frost bow onto a target area that allies can pick up. This weapon lasts for 30 seconds on the ground, but dissipates after 10 seconds after an ally picks it up. Allies of the caster must wait 2 seconds before being able to pick up this weapon.

2 charges. Charges can be spent every 1 second. Charges are refreshed every 30 seconds.

So no more 1 minute CD with a 30 second duration BS.

Another suggestion I’d like to make is changing the elite conjure to more than a fiery weapon. I’d love if the weapon you get when you or an ally picks it up is based on your attunement. So if you are air when an ally picks it up, that ally picks up a lightning greatsword. Since this is an elite, it’ll need some CD changes.

Instead of 30 seconds for refresh, it’s at least a minute.

This change to help the ele choose weather an ally picks up a weapon will help prevent unfamiliar players from screwing up a fight by using a weapon they know nothing about.

One final change I’d like to see is making the conjure cast instant or at least a 1/4 second. It already takes time to pick it up and this will give a them a faster pace that matches the fast pace of ele.

How to remove Ventari Rev from the game:

in PvP

Posted by: Zintrothen.1056

Zintrothen.1056

You want the whole build gone? Give me a break… this post is screaming L2P. Amulets are so rarely the problem with balance. Ventari has weaknesses. Learn them and abuse them.

Warrior does not suck if you're good at it ;)

in Warrior

Posted by: Zintrothen.1056

Zintrothen.1056

Pretty sure Vanilla warrior isn’t what people are complaining about…

What are people complaining about?

in Elementalist

Posted by: Zintrothen.1056

Zintrothen.1056

Conjures only lasting 30 seconds on the ground. They’re still a clunky and slow mechanic, but now they’re forcing us to use this clunky and slow mechanic quickly. And before, at least you or an ally had plenty of time to choose when to pick up the ground weapon. But not anymore! The way conjures work now didn’t change how we use them while wielding them, so it really feels like they were nerfed. I really wish they just made them on a shorter CD but only gave us a few seconds to use them. Nobody’s going to stay on the weapon for more than a few seconds, so why not just make them last 10 seconds, but lower the CD to 20-30 seconds. But I’m sure the ele community could come up with some more creative suggestions to make conjures truly great.

Other than that, I’m loving this new ammo thing.

Suggestion Thread for Conjures

in Elementalist

Posted by: Zintrothen.1056

Zintrothen.1056

Hey all!

After looking at the conjure changes, I was beginning to get hopeful about them, but then I tried them, and… they still suck. The mechanics themselves aren’t terrible for the most part (note that I didn’t they were good either), but the way conjures function in combination with how elementalist functions has a clash. So in the tiny hope that Anet will actually listen to us, I’m starting this thread so we can post our suggestions for a conjures rework. They can be any suggestion, no matter how terrible, because one idea could get the ball rolling for someone else who can come up with a better idea. Also, posting lots will keep the thread from getting lost.

First, I’ll go over how they used to work and how the trait used to work, and then I’ll go over the new functionalities. Then I’ll call on everyone to make their own suggestions with reasons for them, which I’ll write down and compile into a future post.

Past functionality

You summon a weapon into your hands and onto the ground at a target area. These weapons lasted for 60 seconds in your hands and on the ground, but each had 15 charges. The trait would add 10 more charges to each weapon and also grant fire aura to ele and to anyone who picked up the ground one.

Current functionality

You summon a weapon into your hands and onto the ground at a target area. These weapons now only last for 30 seconds in your hands on the ground, but they no longer have charges, so the trait no longer adds charges. Now it reduces the CD of the conjure weapon skills.

So now I leave this thread for you to invent your own conjure functionalities. Ideally, they should work in all game modes reasonably well, and also work with base ele, Tempest and Weaver. Anet, I know you’re watching!

condi thief untouched in balance patch

in PvP

Posted by: Zintrothen.1056

Zintrothen.1056

Condi thief was OP but manageable before sword started being used with it. Now you can’t truly kite them. So anyone who could kite them enjoyed fighting them, but now nobody enjoys fighting them. Maybe a good warrior who could time their stuns super well and kill them before resistance was up or could land Primal Bursts for cleansing (which was gutted btw with no compensation).

So yeah…nobody knows to your first question, and nobody to your second one.

Oh, also, another reason could be explained by the buff to Consume Plasma…