Showing Posts For daemonrus.4703:
“True elementalists”
To tell the truth, I always suspected that I was a fake ele… the temptation to play a war or a guardian is overwhelming at times. the thrill of eviscerating my target with a crazy crit, or applying an aegis right before a serious attack – mmmm, just to realize a moment later that all I did was, in fact, switch an attunement. The disappointment is harsh. I keep coming back though. My mom keeps telling me that I’m as true as they get. The confusion is just unbearable.
(edited by daemonrus.4703)
…Do you see what’s happening here? 99% of the population are royally upset over something that was released to please the other 1% of the population. Something is very, very wrong with that.
So just like RL then?
Man this nerf makes 0 sense to me, its only purpose seems to be to messes up mobility out of combat. I mean if it is the escape out of combat portion of it that needed a nerf, then why not just give this skill a 1-2 sec wind up and an animation tell if the player is in combat? Lazy balancing…
Yes, this has been happening to me and a bunch of my guildies as well, except we get dropped out of the game. The internet is there, I can still open webpages immediately after crash, but vent and game keep loosing connection for a few seconds. Since release I’ve only lost connection a handful of times, but in the last 4 days I’ve been getting dropped out constantly.
^
Neither twilight nor sunrise count towards the legendary stat, even though both are legendary weapons. Now if you get both of them, throw them into the mystic forge and get the eternity out of it – it will count towards the legendary stat.
I got an endless griffon on my sixth try. Pretty happy about it but I am now scarred to try for others o.O I mean hundreds of tries and no luck for some people, wow
@Runcore, so to summarize
Yes its best gift for me too that this Tixx crap end soon. The worst event I have ever seen on all games I have played till now. Total crap.... This event is TOTAL tragedy.
and therefore
Omg Anet most ppl want (whatever I want.) Ppl play gw2 (for my reasons!)
Dude, year after year we see evidence of people making plans for the new year that include real life partying with real people. Nobody sets up gw2 game stations in night clubs for those that want to go out, nobody broadcasts live gw2 streams on tv for those who stay and celebrate with friends and family at home.
It is a safer bet that parties, concerts, socializing, and alcohol will dominate the attention of most people during this time (including, I imagine, the staff at anet) I highly doubt that most people want hardcore gw2 events to conflict with their new year’s celebration. This is the main consideration behind the laid back and simplified in game event, as has been said many times before. It has nothing to do with rainbows and unicorns – just some very appreciated consideration for the player base on the part of the developers.
There will be plenty of other in game events that are full of shinies, so just try to enjoy the holiday
I don’t mind the way ANet has set up the holiday related stuff in the store with one exception – hats.
GW1 – you get a hat just for showing up, or playing halloween games, or collecting orbs – whatever.
GW2 – you get tiny horns on halloween and some random wizard hat on wintersday, like it’s a harry potter holiday or something.
150 gems for a santa hat. I mean, really? Santa hat, the symbol of christmas, costs money? Yet harry potter hat is free…
I mean whatever, if you really must squeeze out as much money out of these events as you can, fine – its a free-to-play game, you have to make money, etc., etc. I get that.
Can we at least get a temporary santa hat then? Have it become active on Dec 24 and melt down on Jan 2. You can even have a store tag attached to it with some cheesy label like:
“This hat is temporary and will expire on jan 2 because this player is a cheapskate, yet we still want him to get into the spirit of christmas in our game as a form of good will on our part”
You already have plenty of cool kitten with which you can make money, like awesome costumes and weapon skins. Is it really so much to ask for a free santa hat on wintersday?
I also do not receive the (3) +50 power bonus. Wiki says it applies +50 healing power instead.
Yes for the out of combat weapon swap please. Just give us the same second weapon set as other professions but disable the swap option when we enter combat.
have you tried dodging and then swapping attunements? Stop blaming china for your clear lack of skill!
On a serious note (well not really :P), you think our traits were made in china too?
I pretty much agree with the OP on all points.
I’m not sure if ANet is aware of this or not, but the novelty of the new area… well it tends to wear off. Evetually you don’t want to fight past all the awesome content they have populated the map with and just get to some remote part of the map where your friends are waiting for you (for a while probaly).
Now, it seems that the only options in these last couple of areas are to either WP to where you want to go or fight past the mobs. This is weird because the game DOES feature running skills, so presumably it should be a viable option to skip some map areas and engage only those places that you want. Yet running is crippled by mobs’ supperior speeds and annoying pulling skills.
As for the mobs’ CC – I don’t know what strange design philosophy is being practiced here. The mobs reapply conditions like crazy, the timers on conditions reach 30-40 sec points routinely, the conditions are annoying beyond belief (cripple… immobilize… fear…). In other words you don’t want to stay there and wait for them to run out, it may sort of prove detrimental to your health, and subsequently your wallet. The condition removal skills that I have seen so far (that may remove one or more conditions) have some crazy cooldown timers, 30-90 seconds.
I would like to see mobs using those CC conditions to not just blatantly stack crazy durations on you, but for some purpose. For instance, they immobilize you for 3-4 sec during which they attmpt a really powerful attack – you have a shot to either pop some shield or CC removal and dodge. They should do that at the rate simmilar to your CC removal cooldown. Either that or give me a trait/elite passive that removes 1000 conditions every second, because the way it is now is infuriating. And no matter what you do, 30 second fears need to go, end of story. There is no purpose to it at all. My phace haz a permanent sad becasue of this.
Also, don’t tell me about the passives that remove a condition every 10 seconds. This effect is out of your control so it may or may not trigger when you want it to, and 1 condition every 10 seconds is not nearly enough.
(edited by daemonrus.4703)
freaking double post
Anet really needs to address this.
:D
This looks like it works. It seems the cinematic is triggered from the 3 undead spawning after the tower blows up and killing them last. But most of the time when you get to the third tower there are a bunch of undead still up when Tonn decides to blow up the tower, he blow them up any time you get close. so you will sometimes kill those 3 undead before all the undead are…dead. So the last one you kill will just be some random undead guy and will not trigger the cinema.
Gave it a second try last night and I did it. I think you might be spot on with the last 3 unded triggering the cinematic. I did it normaly, without backtracking from third tower to the second to the first…. just followed the quest’s directions. On the last tower though I somehow managed to pull the mobs without Tonn blowing up the tower. The three that spawned after that were the only ones left.
Made sure the veteran was the last to die without doing anything else special and the cinematic appeared. It was suggested on another post I found and seemed to work.
Don’t think it matters since the vet mob was one of the first to die in my run. I killed him without triggering Tonn to blow up the third tower though.
Hi everyone, thanks for the reports! We’ve been looking at this from the back-end, and we could use some help from you to identify where it would be breaking. If you could provide some additional details, it would help us track down the problem:
- Your previous story choices (i.e. race, profession, etc.)
- Whether you’re doing the story solo or in a group
- What you’re doing in this story step prior to the point where it stops working
Screenshots, etc. are always helpful as well.
Thanks again for helping us track this down!
Human, female, elem, raised by nobility, missed out on circus opportunity, charm, lyssa, fire. Joined the priory.
Did the quest solo.
Followed all the directions, blew up all the towers – got the green checkmark, cleared the beach – got the checkmark. Nothing is happening from now on. The bull is staying at the top (with a few wyld hunt members I think, which I ressed). Tonn is staying at the beach and doesn’t initiate any dialog with me. The vigil group is still following me anywhere I go.
On some other forums I’ve read a theory, that perhabs it is caused by one or some of the enemies exploding (or suiciding) next to you rather than you actually killing them, which causes the game to think you still haven’t killed all the mobs (although there is a checkmark next to clearing the beach), which in turn stops the cinematic from going off.
Hope this helps.
And yet another “it isn’t weak, you just suck” post. /ignored
Because posting in the thread you’re supposedly ignoring just to say you’re ignoring it is the very definition of ignoring…
@OP: cool builds, gj in those vids.
I dare you to try this build in PvP omg I lol’d when you said this is your build. 1.9k toughness, are you kidding me? 2.2k attack?
/deaths please. I bet it’s near 100.
</elitism>… please.
As someone mentioned already, the poster specifically stated the build was for pve, do you really think anybody cares that it does not match your pro pvp standards?
Seriously dude, after reading many of your comments on these boards, you strike me as a zealot. Must you push your opinion on everybody who disagrees with you?
The OP said he is tired of hearing about “ele is UP” threads and so you start proving to him that ele is UP. What are you doing?
I like the challenge with playing an ele. I would rather have ANet balance other professions to make them this challenging as well.
(edited by daemonrus.4703)
Regeneration from Healing Signet is much better, then crap, named Signet of Restoration.
Yeah that thing is pretty much useless outside of the dagger main hand skills
I too made a warrior recently to try it out (untill then it was only elem for me… lvl 65 now)
My war is 11 now, and I have to say, it has MUCH easier time going through pve than how I remember my ele did. If I even as much as stuck my nose into a higher level area than my current level (the mobs being maybe 2-5 levels above me), the ele would cringe and die painfully fast. With this warrior in the same situation I may still die, but much less frequently and quite often I have the mobs (3-4 around me usually) down to almost no health, so I am able to rally anyway.
Of course I have learned to do pretty well with my ele, and most of the time I have no problems with it anymore (pve only, have yet to try pvp).
But yeah, I agree there is a problem with the ele. That said, I’m kinda grateful that I’m learning the game through that class first. It forces me to not be lazy and learn to work for my kills/rewards, even if through an artificial obstacle of poor balancing. If I can learn to play good with this class, other classes should be a breeze then :P Not that I don’t want to see it amped a bit.
we need something similar to *spoiler**spoiler**spoiler* the avatar of balthazar from that story line in the priory story. that thing was fricken epic and a lesser version of that would be nothing if not awesome. cmon, its the only god were really missing.
Yes.
Please.
Sounds like a job for earth attunement.
Especially with that dagger auto attack XD
I use dual daggers.
My usual tactics are:
Solo mob:
Switch to fire or earth (others are nice too but these two have DoT conditions – burning and bleeding). Now run around your mob and use your skills as they recharge… switch between attunements as much as the difficulty of the mob requires. Basically autoattack on earth can do it – just stack bleeds and wait.
Tough solo mob or a group of mobs:
I open up with earth. Use the number 3 skill to pull your self to the boss (or in the middle of the mob group). Hit skill 4 to knock down the enemies. Hit 5 to start charging curning earth (name? the super rock spikes skill). As the enemies get up, activate arcane shield (or mist form… or whatever utility shield you want). Once skill 5 fires off, I quickly tap skill 2 (lesser spikes) and dodge out of the mob or away from the boss. Alternatively you can switch to air and use the skill 5 to blast out of the mob and knockback the enemies as well. At this point I’ve stacked plenty of bleeds on the mobs. So I can either switch to fire to apply some burning and aoe damage, or water for some heals and chills and aoe. I also use arcane blast for aoe critical dmg – also used while charging churning earth. By the time you bail out after the earth combo most mobs will be at around half hp or nearly dead in some cases… boses probably not, but they will be bleeding for a while.
Most mobs can catch up to you, but more often that not they stop to attack you, and the attack animation takes a while – enough time for you to get out of the way, not dodge out… just regular running.
You do not turn your back to the mob though, because you cannot cast this way. You have to run around and keep stacking conditions/keeping the pressure up.
I recommend the healing skill that has a passive heling effect for every time you cast – works well with dagger main, since dagger auto attack is really fast. Keep in mind that if you activate that skill, the passive effect will go away until it recharges, and the active heal is less than other heling skills. So you really gotto master kiting and DoT’ing.
(edited by daemonrus.4703)
Whoop whoop for whirlpool
Not sure I agree that fire is bad (well the auto attack kinda is I guess :-/) But I like the aoe steam thing skill (forgot the name) you can use the fire chain skill first to keep the mob in place (would be nice if it was an aoe stun), then the steam bath, does some nice aoe dmg
Elementalist under water has a ridicolous poor damage output compared to on the land.
If I had to describe ele underwater, it would be kind of like humping a rock until you make a hole in it
You have to strafe-swim around the mob. In other words, you pick a direction, lets say left. You hold left to swim sideways, but at the same time you rotate your camera in the direction of the mob to constantly almost-face it. So you’re basically always holding the right mouse button and one of either direction keys, and at the same time trying to rub a hole in your mouse pad.
If the mob is directly behind you, you cannot cast. Swimming towards it tends to shorten your life span The way I suggest, you always move away from the mob, but you still face it enough to cast your spells.
I solo fought from 4 to about 10 mobs at a time and won his way, although the highest level area I’ve tried this at is bloodtide coast (lvl 45-55?), so I am not sure how this method is going to hold in the higher level areas.
Plus ranged enemies are a pain, I recommend taking them out first. Also I use cleansing fire to remove stun and conditions, arcane shield (if I get stunned and cf is on cooldown), and the healing skill that restores hp every time you cast.
And switch switch switch between attunements.
Ele underwater is no walk in the park, but it is doable. I too miss the elite skill :’(
Hope this helps.
(edited by daemonrus.4703)
I agree, you have 20 weapon skills, why would you want to limit yourself to just 5, especially with the long cooldowns on the last 2? I mean if I’m up against a random mob in the middle of nowhere, the I’ll probably just kite and bleed them with earth spells. For any serious engagements and mob swarms I switch between attunements as soon as all the skills hit the cooldown.
(edited by daemonrus.4703)
I was exploring the bloodtide coast yesterday, and this problem was really annoying, and especially strong while underwater for some reason. I would be about 1500-2000 game units away from the enemy npc… I can see it attacking someting, I can see something attacking it… I have to get really close for that something to finally turn into a swarm of players.
At first I teamed up with a guildie to explore this area, but we kept disappearing for each other if we get half-the compass map away from each other. That’s that old party-members-disappearing bug. Can the two problems possibly be related?