Showing Posts For Zorand.7451:
When I want a little more survivability with my Tempest I like to use this build:
http://gw2skills.net/editor/?vFAQFAWnMMA9XiVYC2NA0RgFBAzt1GbztBBgCwBYIIsDuhA-TRCBwAGViJRJI29HAcBAwp+jZlHp0BkwEXgHAAA-e
Celestial trinkets, Bererker everywhere else, staff, Fire/Earth/Tempest trait lines.
The playstyle is to start in air or earth, run up to your enemy and overload, switch to fire, lava font and flame burst, then switch to air or earth depending on which is up. Hang out in that attunement for 5 seconds, then overload and repeat. You’ll get an aura that heals for about 2k and gives you protection and vigor every time you finish an overload, swap to fire, or use one of the shouts or magnetic aura in earth staff 3. With the protection offered by Earth Overload you have permanent protection and you avoid a lot of conditions if you can keep your health above 90%, which isn’t so hard with all that healing and protection.
This build doesn’t deal as much damage as a glass fire/air/tempest build does (especially in the earth overload phase of the rotation) but it can survive quite a lot of things.
From what I can tell from people’s complaints, their biggest problem with Temptest is that they miss out on the defensive boons the Arcane tree provides from attunement swapping on cooldown. I think the devs want the Tempest to reward staying in one attunement longer than just the time it takes to fire off the useful 2-5 abilities, so how do we help Tempest defense while staying in one attunement long enough to overload?
One idea I have is that, instead of putting your current attunement on a 20s cooldown at the end of your overload, put every attunement on a 10s cooldown at the start of an overload, but also, for each one that was off cooldown when you started, activate all abilities that would trigger if you had changed to that attunement. So things like Electric Disharge from the Air Specialization and boons from Arcane would all fire when you start overloading. Now you’re stuck in a single attunement for 10s (less with arcane reductions) to promote not switching rapidly, but you still get the non-skill benefits of switching around.
This is a great idea. I had been thinking about something similar myself, although I did not think of having them leave behind a clone, which is a great way to preserve clone generation frequency. I’m not sure about letting some of them be untargeted, though, because the clone they generate afterwards would still need to be tied to a single enemy.
I just ran into this same bug. The turrets cannot be interacted with. Also, Destiny’s Edge just hangs out in the back of the ship without helping unless you kite one of the zombies inside, but I don’t know if that’s normal since I’ve never been this far in the personal story before.
TL;DR: Have a zone in Orr that is like the WvW borderlands maps, with players defending keeps against waves of undead.
A disclaimer first: My highest level character is only 63, so I haven’t seen Orr yet so I don’t know exactly what it’s like in there.
I started playing WvW recently, and I’ve been enjoying the give and take of capturing and defending keeps on a persistent map. Also, I have heard people complain about how in Orr there are too many undead who just mill about, doing nothing. So I was thinking a fun thing to do with Orr would be to create a new zone there with keeps and forts and supply lines like in WvW, but you are fighting against risen instead of other players.
How I imagine it working is that instead of mobs spawning all over the place and mostly staying put, as they do in all other PvE zones, there would be only a few places where they could spawn. But they would spawn in massive amounts there, and flow out to attack the players’ bases. The spawn points should mostly be near the risen’s home base, but have the ability to have large waves rise up from the field anywhere on the map to prevent spawn camping.
The map should mostly work like WvW does: players or undead can assault and take over keeps and supply depots, and have to use supply to upgrade and repair their keeps. Players can build siege weapons to help fight off the undead, but the undead get siege-like mobs that spawn when they have enough supply. Perhaps a monstrous undead beast for a bettering ram, or undead giants that hurl boulders for catapults.
When keeps are being attacked/defended, have dynamic events like in WvW so players can earn xp/money/karma. The difference here being that instead of having a DE spawn that says risen are attacking a keep, and the DE spawns the risen to attack, like in other PvE zones, the DE would spawn when the risen reach a keep after being spawned somewhere else, like DEs happen in WvW.
One potential problem with this could be that it ends up similar to other zones where players push the DE chain to the winning side and it never goes back. To prevent this, if the undead hold no bases because they have been pushed back to spawn, or even if they just hold too few, increase the spawn rate of undead until they push the players back and take over a few bases.
I think it could be a lot of fun for the whole server to work together to fight off the risen menace. If they could get the AI to do well enough to keep it from getting repetitive, and adjust the spawn rates dynamically so it doesn’t end up looking like some WvW match-ups with one side owning everything all the time, I know I could have a lot of fun in there.
The thing I miss most about weapon swapping is the ability to have a different weapon for different situations. On my mesmer alt I’m using sword/pistol for soloing, and swap to staff for large events or places I want to stay ranged. But even though elementalists have 4 attunements to work with, compared to other classes 2 weapons, they all work at a similar range. If I want weapons at different rages for different styles of play I’m forced to switch out from my bag, and even then sometimes the situation changes mid-combat.
An idea I had for a way to remedy this, without just giving elementalists a weapon swap and therefor 8 sets of skills to use, is to let us have 2 weapons, but tie them to our attunements. When you switch attunements, the game will set you to the appropriate weapon as you set up before hand.
The simplest way to do this, and one without a UI to create, would be to say the first weapon slot corresponds to fire and water attunements, and the second to air and earth. In this scenario elementalists would still start with fire and water attunements, but not learn any more until level 7, when they would get the other two at the same time.
A more versatile approach, but one which would require a special UI to set it up, would be to let you choose for each element which of your two weapons to use. So outside of combat you could choose to use your staff for fire and air attunements, and dagger/dagger for water and earth, for example. In this case I don’t know if it should be allowed to have 1 weapon for 1 attunement and 1 for the other 3 or not.
In either case, you could just leave your second weapon slot empty to achieve what we have now with all 4 attunements tied to a single weapon.