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The availability of the off hand skills leaves much to be desired, but I was getting used to them, not sure how I feel about it if I know an off-hand skill is needed to survive better.
Some of the better things sword has over dagger are the evades and water field, otherwise the gap closers on dagger are of 150 more range.
Comparing similar traits for other classes, i.e an adept tier Resounding Timbre has superior healing power scaling than a master tier Soothing Disruption. It also does more because it affects allies, so it doesn’t seem fair.
https://wiki.guildwars2.com/wiki/Resounding_Timbre
https://wiki.guildwars2.com/wiki/Soothing_Disruption
The way it is now, it is literally a worse Lucid Singularity, but you have to invest in 2 other traits in 2 other traitlines to make the most of it. If it worked for all conditions then I would not have to invest in water or earth traitlines for condi clear.
Also reducing radius will remove one of the few classes that can destroy hard to reach siege. We do not want that especially with the meta described above.
It’s a trait that’s not worth taking over the others. It’s playstyle promotes camping the attunement and only overloading in response to being CC’d (soft or hard). Would synergize well enough with Tempest Runes, I suppose, for the team support 1100 base heal. Although it’s worse because the number of auras on some weapon sets and utilities taken exceeds the number of stunbreaks (including that passive Gale Song trait). It is a passive vs active thing. I might play with it later but I think the CDs will be hurting.
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Not enough focus on what would be a fun experience to play against.
This is a great idea because afk people who keep just enough participation to gain pips artificially inflates the population algorithm when they are not really playing the game.
See how removing bunker amulets won’t stop a bunker meta from happening. It’s a combination of skills/traits/amulets/sigils balance.
You use this skill to create red circles and to cleave downs, along with the other #2 skills in earth and fire.
I will still take Healing Turret post patch.
Purge Gyro is great for Scrapper. If you are having trouble with condi and want to stay base Engi, try Elixir C. It is a great utility & toolbelt skill.
You could use one of these on your Asura.
imo these are some of the more legitimate complaints about the skill:
- Cast time (Apr 19 patch aimed at reducing Engi sustain was a degradation of QoL)
- Cannot control when the overcharge happens after casting Healing Turret
Anything relating to premature detonation is l2p because it relates to learning new timing or new cues a sloppy player may have never notice (i.e. looking for the water field animation, but it is a legitimate complaint for WvW players if there are AoE skillspam fields or lag).
You can intentionally detonate a turret to get the blast without triggering the field or use knowledge of field applied last is used. Though the timing is still difficult but some example rotations would look like:
- Smoke Bomb > Healing Turret > Detonate Healing Turret (1 blast)
- Healing Turret > wait for auto-overcharge w/ delayed water field > precast Big Ol’ Bomb > precast Orbital Strike > Smoke Bomb > Detonate Healing Turret (3 blasts)
Being able to do these things take skill that is not being rewarded enough when you also have to pay attention to other mechanics in X gamemode. The neural delay when these skills are ground targeted do not help either.
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If you hit a target (say, another player) before they stealth, you can still leap to wherever they move and start cleaving the area until they break stealth. Keep in mind the leap is still 900 range (same as Lightning Flash). Only problem is that the skill flips and goes off cd if you don’t use the leap within ~5 seconds. It is good to know when fighting classes that stealth so I hope they never change the stealth tracking behaviour.
I mostly use the leap finisher through fire fields for the magnetic aura when I can tbh.
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I noticed that while running with swiftness and dropping the turret, sometimes you’re out of the area before you can even detonate in the water field.
Yeah this was the result of the April 19th patch in an effort to reduce Engi survivability. It was annoying and made the skill more irritating to use imo.
Healing Turret (April 19): The casting time of this skill has been increased from 0.5 seconds to 0.75 seconds.
Sorry man, just trying to help. From my observation I see that you are mashing the heal ~5 times before it deploys and are continuing to mash it after it goes down. The icon darkens with a closing box shadow when you press it while another skill is being channeled. This is referred to as a skill queue.
Once the heal goes off, wait and watch for the water field animation before detonating it.
Quick clip for the things I was talking about – https://youtu.be/yuHegUtHKhM
I don’t blast the water field with Healing Turret, but when you see the water field is when you press your heal again. Play it at 0.25 speed if you must.
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Press your heal and then wait. The cleansing burst (clears 2 condis) happens on its own. You can still pick up Healing Turret and have it go on a 15s cd.
Some turrets apply their field after it is detonated causing you to miss out on the field.
I think Flame Turret has this problem. Never mind, tested. The smoke field only drops when you are in combat.
Supply Crate has a water field that is dropped by one of the turrets and this is not reflected in the tooltip.
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Patch note says:
Turrets: Added a 0.5-second recharge delay to detonate-turret skills, when a turret is first placed, in order to prevent accidental detonation.Well they ALMOST solved the problem of detonating before overcharging but I can still manage to detonate before the overcharge kicks in when I spam the healing button
if anyone knows how to inform the devs about this that would be cool because now is the time that most of such issues will be resolved (patches)
Video Proof(posting it here 2 for more exposure)
Yeah if the water field drops at the same time as the turret, that should fix it.
idk there is a ton of potential for redesign with how abysmally this kit performs. The pickup radius could be bigger or get rid of the ground targeting altogether and make each skill AOE for ease of use.
There’s only so much that match making algorithms can do, but it’s follies are further excaberated by low population. You need better players, but not all of them read internet forums or are motivated to improve themselves so I think the correct direction would be to create annoyingly visible alerts on screen that tell people what they’re doing wrong (or deceptively helpful tips so you’re not demoralizing) without interfering with their visibility on the fights.
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idk if in-game players even take the time or have the initiative to improve themselves (reading forums, match-up knowledge, etc) which helps considerably with match quality when your team kind of knows what to do.
So why not have in-game hints to help players make better decisions? We could have pop ups when conditions are met. Maybe start with simple things to help with positional rotations like:
- 2 or 3 on your team wipe when enemy has > 4 or 5, consider regrouping at spawn message
- warning message when 2 or more capping uncontested node
- warning message when 3 or more capping (fighting on) a contested node with 1 enemy
- etc, add more
Hmm vulnerability debuff is not that strong since most builds use it as a cover condition with the way condi cleanse is prioritized and it relies on actually having to land the skill which is difficult with the cast time. You get it on crit with Weak Spot minor trait too so the vulnerability application is there but not enough to be useful to bait your opponent into blowing their cleanse.
Also there is so much condi cleanse in general that it’s just not worth it.
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Map currency + Unbound magic from the vendors on the new maps introduced with LS3:
- Bloodstone Fen (ring/amulet/back)
- Ember Bay (accessory/back)
- Bitterfrost Frontier (ring/accessory/back)
- Lake Doric (amulet/back)
This goes for all new post-HoT stats if you do not raid. If you raid then you can get them all from raid vendors. The rings and accessories are unique so you will want one from each map. Raid vendor trinkets are not unique so you can equip the same named item without infusing or attuning them.
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Think about how you use Shatterstone. You do more damage by auto-attacking in water and using the crit to proc Fresh Air for the Air 1,2 burst, rather than waiting for Shatterstone to complete casting to do damage. Your opponent can simply not walk in the red AOE. It is so inefficient that it is even wasted cast time on cleave damage when Fire attunement does it better. At best you can use it to mind-game your opponent by casting it while kiting to prevent them from running in a straight line (as you run for your life with 11-17k health because who doesn’t run Marauder Amulet with this build?). That said it could be improved by either having a 1/4 or instant cast time (better) and maybe have the damage tick happen sooner. — Actually changing the skill to something new would not even be out of the question.
DT is only good for cleaving players already in downstate, stacking might, or fighting incredibly incompetent players who like to stand in red circles.
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I was thinking of using Seraph stats but it seems people mostly run a Dire/Rabid mix. The precision for the Incendiary Powder procs and the healing power makes me think of my Cele Rifle/Condi Engi roaming days sans the power/vitality stats. I understand the use of Intelligence Sigil since IP’s icd is 10s and you can set it up easily with a kit swap, but if you have enough precision you can free up a sigil slot for a Torment, Earth, or Doom Sigil.
The 1v1 is detrimental when you will always lose the cap because of the kiting. Other classes will just sustain with more health, blocks, and invuln duration while on point. You have to stick to a role similar to Thief in order to be effective for your team when playing this build, imo.
1s or 2s super speed on weapon swap in combat maybe? It would synergize well with some Scrapper, Ele and Druid traits. Helps with movement in general for professions that do not have access to it.
Sigil that does a blast or leap finisher on weapon swap (keep water and smoke fields in mind, mostly).
Undo Battle Sigil nerf feels right with the way balance is right now too.
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I feel like Tempest is counter-intuitive to how Ele felt before the specialization. Swapping attunements and maintaining a loose rotational order to respond to new situations is the most fun, imo.
Opposite on both counts.
Hate the constantly switching attunements style of play and Tempest is probably my favourite of the elite specs.
It was an interesting design choice though. I’ve never had the impression that players like you are a tiny minority so an elite spec which kicks that style of play in the nads has always puzzled me.
Attunement camping is better for PvE DPS rotations, so if you liked that game mode better I can see where you are coming from. Any seasoned PvP/WvW player would probably enjoy the attunement swaps when you are fighting sentient beings.
Sometimes an engage with RTL is ok, other times you might want to combo it with LF or Burning Speed > Fire Grab > Drake’s Breath > Ring of Fire (combo with blast finishers in Earth 4/5 cancelcast and Water 3 to stack might while doing damage) and save RTL to disengage. You also have FGS for that too but the cast time is tight if you get interrupted.
You can squeeze a Magnetic Grasp leap finisher through Ring of Fire for the Magnetic Aura if you cancelcast (stow weapon) through Churning Earth before swapping to water to blast.
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I don’t understand the Overload Air nerf for PvE, do they hate D/Wh and Fresh Air Staff builds?
Was hoping Arcane Shield change was just a straight block (4s?) because as it stands other professions that skillspam can remove it in 3 seconds (e.g. Locust Swarm for Necro Wh 5). Think Bandit’s Defense. That would have had at least made it better instead of just a cooldown decrease which is appreciated as well.
Where would you put this? Roll it into another trait or minor trait? Maybe roll it into Zephyr’s Speed or Weak Spot.
I have no doubt that we can use a GS with the next elite spec. FGS >_>
Lightning Orb could use a 360 degree cast cone. I would like to be able to cast it backwards while kiting. Some cast time or projectile speeds could be reduced on other skills and Dust Storm is kind of hard to see.
It’s skills like this that make me feel like investing too much into toughness is pointless.
You can’t change Headshot because that will affect core Thief, so the change (if it needs to happen) must happen on Pulmonary Impact since it only affects Daredevil. Also be thankful https://wiki.guildwars2.com/wiki/Superior_Sigil_of_Draining is not in PvP.
I feel like Tempest is counter-intuitive to how Ele felt before the specialization. Swapping attunements and maintaining a loose rotational order to respond to new situations is the most fun, imo. I would add an F5 like Scrapper and Chronomancer, to do something different. Most of Ele’s utility comes from its weapon sets so reworking some of those could be key (mostly Scepter, Warhorn, off-hand Dagger). The past few metas have been littered with passives so if other classes’ designs aren’t going to reduce them then I’d like to see some combination of reworked skills with more invulnerable/block/evade frames.
Fresh Air still can’t fight well on a point in a 1v1, most of what you’ll fight will just decap/fullcap before you get the kill since you still have to kite. You can teamfight and +1 a bit worse than a Thief because of the superspeed from One With Air.
Why not change it so that traps disappear when they come off cooldown? That would prevent people from double triggering the same trap in succession off cooldown.
Not just for DH though, the same for Ranger and Thief traps.
Don’t you mean a Dragon Hunter Angel?
Surely the flaw in the design is the limited ladder spots — not that people legitimately put in the effort of time to attain that rank, even on multiple accounts. They put in the time and effort to be good at this game so shouldn’t that be rewarded? People wanted exclusive titles and skins for PvP so that’s what this is and maybe that is a questionable implementation if someone could place (hyperbole) 20+ spots to prove that it is an exploit of the reward system.
What if some people want to play more and aren’t getting enough matches? This happened a lot when the queue times were insane.
What does that have to do with being placed on the ladder multiple times?
Do you really not see the correlation between the quality of matches, number of accounts and hours played? Some people obviously enjoy the climb more than others.
What if some people want to play more and aren’t getting enough matches? This happened a lot when the queue times were insane.
Of course there is interest. Look at all the custom duel servers for those hot join heroes.
They need to do something about the cast times and after cast for the other skills to aid in fluidity. Maybe have Phoenix clear another condi as well.
It’s not possible to lay the same trap twice so you can’t have 8 down at once. The first one disappears, although if it’s off cooldown and someone trips the first trap, you can lay it on them again. That’s possible.
Tornado is a gap closer + CC, and has a 1s spammable AoE CC. I wouldn’t call it bad, it’s actually pretty good, especially for pushing people off points.
Rebound is more like a glorified aegis that either heals or grants an aura (which in the support build is a smaller heal). The text isn’t that clear on what defines “lethal damage” but it’s only good for one attack, so does that mean autoattacks break it?? It’s also a shout which means it pairs with Soldier/Trooper Rune to clear condi. It synergizes so well, but the short duration amd one hit wonder is kind of bleh.
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It’s basically a 1:12:26 podcast. It’s so long, did not listen.
But feels weird man, there is no Arcane category elite.
Gaile GrayFinal Shielding: The cooldown of this trait has been reduced from 75 to 60 seconds The health threshold for activating Arcane Shield has been increased from 25% to 50%.
Earth’s Embrace also triggers at 50% life, a lot of Fresh Air Scepter Ele play with Air, Earth and Arcane. (not only in PvP)
I Hope u considered this… because it is useless having these 2 defensive Traits with stunnbreaker trigger at the same time. I don’t think the 15sec difference in cd will do the trick…(sorry for bad english :S)
If you traited for Gale Song you could blow all 3 stunbreaks on a single CC!
It’s good to see this kind of action again.
Watching the intro you didn’t LF to the floor above in SMC for the jukes >_<