Showing Posts For arka.8456:
If you play staff ele, one way to get someone to be hit by eruption is to use earth 5 for a immobalize, then cast eruption on the person, then cast static field around so that they cannot escape the blast.
I personally think celestial gear is perfect for a staff ele, the condition damage helps a staple of staff ele comboes; eruption a well as flame burst. Healing power helps water attunement a lot and power/crit helps fire and air attunement. But this is my preference, i also simply hate the notion of switching to an attunment and switching out as fast as possible simply because I’m not specced for it for when performing the attunement dance.
If they replaced each % of mf with a 1/2% condi duration and 1/2% boon duration it would truly be perfect.
If there was anything that would make the chests better would be if instead of getting items from chests you would get the skins, so that they can stack. Simply get the default skin from the vendor and transmute it useing the pvp skin you got from pvp chests. This would allow for a much wider array of options for crafting and mf in pvp. Like needing 250 of a each skin dropped in a cetain lvl to mystic forge into an epic skin. Really, there should just be a better reward for pvping, there is a reason people mindlessly grind pve, add that to pvp and make skilled play give you more rewards drags in the people that want a carrot to chase and give the people who enjoy pvp a large playerbase to fight against.
Edit: Also would be a good idea to still allow them to be salvaged, but have rarities on the skins, so the most common skins are white and can be salvaged easily. This would also allow the tp trading if the mystic forge recipies for the items are creative enough to support a demand. Like, make it usable by lvl 80’s in WvWvW, or legitimatly give people the ability to flaunt their pvp gear to a larger audiance, not the tiny map that is HotM.
(edited by arka.8456)
If you fear of turning conjures into engineer kits, maybe change the entire conjure set to full support. Instead of having 4 conjure weap skills you have one glyph like skill that drops one conjure based on attunement, allowing you to drop a conjure based on the situation in order to aid a team mate. You can also add 3 more conjure spells that are similar, like: conjure shourd -stun breaker for you that gives you and everyone around an aura, conjure armor – can give stat boosts, conjure boots – gives different effects on each step(like engie slick shoes).
Make conjures give the ability for eles to share their diversity and ability to adapt to any situation with their team. Making conjures work more like engie kits goes away from what they were designed to be in the first place.
^ it should be noted that celestial amulet also gives crit damage, so comparing it to amulets that give crit damage is a better comparison.
Zerker’s amulet gives 1651+15% crit.
Celestial amulet gives 1704+15% crit.
What about, if the buff had unlimited duration, but you could only have 1 or them. So use it once on your preferred attunement, then afterwards use it as a stun breaker.
EG: You use it in fire, your attacks now have the chance to burn, but if you use it as a stun breaker in earth, you lose the chance to burn with fire and now have a chance to cripple instead. If you slot out the skill, you lose the buff.
The up time gain isn’t that much of a buff, if you have quick glyphs its a 6 sec buff from what you can have currently, 15sec without it. This change will simply allow you to not have to choose between having a stun-breaker, and using the skill for the actual buff, which will be crucial in increasing the actual usefulness of the skill.
Again: why would that be a problem? What does it matter? Why erase all the diversity that exists in people of any gender and allow only a very narrow, unrealistic and frankly often problematic subset of female presentation?
The charr absolutely rock in no small part BECAUSE for once here’s a “beast race” in which the females aren’t cutesy-wutesy big-titted anime masturbation fodder and only the males are allowed to actually look bestial and kickarse. That species is proof that Anet can do it right.
That’s the devs’ own kitten problem then for creating the inane gendered armor system to begin with, instead of having items look the same on both male and female characters.
Really? Heh, I wonder if whoever is responsible for adapting skins for use with charr characters didn’t get that memo, given all the sheer amount of tail clipping and texture distortion going on there.
And being a buff alpha male isn’t a very narrow, unrealistic representation of males in games? Every single male body type is either fit to be a model, or a a pro wrestler. Being all inclusive is very time consuming, thus a-net has to exclude representing countless minorities’ interests in order to actually develop the game. You have to make trade-offs, content that is accessible to all, and content for a select few and it’s obvious what a-net is choosing.
The point of the charr you made is good, it is an example to show that even with the time they had, a-net still couldn’t develop kick-kitten skins for the charr without cutting corners in order to stay in budget.
My opinion is simply that it is not worth the cost.
@arka: What exactly would be the problem with not always and immediately being able to tell a male character from a female in any situation? What would be the problem with female characters of any species looking “off” or “weird” or even “creepy” in some way, especially if the male characters do as well?
Because you would get situations like with the asura and charr where gender has very little impact on how the character looks, only how your character sounds. Adding a very wide body type for norn females would necessitate a different set of armor skins for them, as they would be more similar to norn males, thus making the current armors visually awkward. While i have nothing against a-net adding this, they have previously stated that the reason that they don’t release many armor skins is because they need to make sure that the armors look good on every race and every body type, adding a body type that is vastly different for any other for the races gender would increase the resources needed to make an armor set prompting them to release even fewer armor sets.
Basically, were they to add a female norn hulk body type, they would need to retroactively create armor skins for that body for each availible armor set. So about 9 cultural + about 111 general armor sets. Even if they didnt reskin the look, a-net would have to fix every single bug that comes along with increasing the skeleton of the norn female. As with anything there would also be forum rage about how a lot of dev time is spent on something with very little gain for the greater population.
Its interesting some people want a make norn like thickness for the norn women. I can say that when i am using the most buff male norn i dont feel like im in control of a giant, but of a midgit/dwarf. That is because my mind immediatly recognizes the characteristics of a human in a norn and tries to fill in the missing info when there is nothing to compare the height to. The problem with making norn women like this is that it would be harder and harder to distinguish between males and females. Search up the “uncanny valley” and realize a-net can do what they want with asura, sylvari and charr since they are much less human-like, but make norn human-like but have inhuman-like body proportions will make the character creepy, the wide norn males are an exception because our brains simply view them as human like midgets, but do that for females and you will find that they will look so much like their male counterparts, maybe with some boobs, that all other races will have dialogue like “There are norn females!? Arn’t they an all male race?” (see Gimli’s comment in lotr about dwarves.)
Personally they can make a few changes to help staff get a big boost
1 – make fireball aoe as big as lava font; 120 and be affected by trait
2 – make water blast bounce like chain lightning
3 – remove bounce off chain lightning and give it 20% less damage then lightning surge
4 – make lightning surge give 5 sec of fury
these changes will boost staff ele in support, damage and aoe hopefully without making it overpowered.
I’ve noticed that few elementalists use conjure weapons and I find that the entire skill class can be improved. What i propose is make conjures similar to glyphs, what you create is based on attunement. This idea allows the team to have some of the flexibility of the elementalist that the class intrinsically has.
Conjure Elemental Weapon: Creates a one weapon at target area based on attunement. These weapons provide no stat boosts
Conjure Elemental Armor: Creates armor that can be picked up to be used at target location based on attunement, the armors give the same stat boosts that the weapons would have given.
I don’t know about FGS, it could either be added to a Conjure Greater Weapon, or kept as is. I would think that conjures from this spell would have the stat boosts.
Now with all the obvious skills out of the way, here is my suggestion for the additional conjure skills that would be needed to complete the set.
Conjure Elemental Boots: Same as conjure armor but the effects are different:
a) Fire: you leave behind a mini lava fonts on each step that do damage
b) Air: give you swiftness and increased endurance regen
c) Water: leave behind mini chill aoes on each step
d) Earth: knockbacks and pulls do not move you, though you still get stunned
It was quite difficult to come up with any other skill that wouldn’t make some other ele skills obsolete. If you wish to poke holes in my suggestion or suggest other conjure skills then feel free to.
The Guns of Icarus idea for wvw seems to be really cool. But the idea of adding flying mounts to pve portions will not happen. A-nets reason for doing this is that flying mounts cause content to be skip-able as well as reduces the grandeur of the scenery. A mountain ceases to a mountain and simply becomes a hill that you have to fly over. Thus this is a specific design choice by a-net to not allow flying mounts, and their view on regular mounts can be seen with the witch’s broom, 0% increase in move speed, thus purely cosmetic.
I would have to say arah looks best, with dry bones coming second, both holding the necro theme well. Personally i found it difficult to find the right dye color for the skin looking part of the arah armor, as it behaves differently from the rest.
Here are 3 ideas for a condition that would raise necro above and beyond in condition mastery compared to other classes.
Everlasting plague: (3 possible variations)
1)conditions do not expire while this condition is present
a) don’t count down seconds but still effect the target.
b) or duration restored to full
2)conditions appied to the target last longer.
While these are mostly suited towards conditionmancer either implementation will aid all necromancers in that fear will last longer.
I main Elementalist and have found that if you are looking at difficult dungeon PvE then i would suggest S/F as it gives great survivability. If you get a hang of it there should be no situation that you cannot get out of. The build requires 0/10/0/0/30 traiting into dodge and the most important trait being Zypher’s Focus. With the auto-attack in air on S/F being a channel, this means that you have double endurance regeneration at all times. This, along with the defensive skills that come with focus off-hand allow you to be more creative in your choice of utilities. This build has allowed me to survive in situation that would prove difficult otherwise such as Lupicus from Arah.
Right now what is limiting the ele from getting having the attunements be stronger on their own is the fact that when you switch from fire to air, it doesnt matter if air was the right one to go to as you can just swap to earth in a sec. If the elementalist was given powerful solo attunements then we would have to have the global cd on swaps to be 15 sec instead of just on what you swapped out of.
EDIT: What i would like to see is if the above happens, or the global cd is even higher, that traiting into fire would decrease the fire attunements cd only, this with powerful traits would allow you to combo different attunement spells primarily with those you have traited.
(edited by arka.8456)
