Showing Posts For eliroth.3869:

Best race for thief?

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Posted by: eliroth.3869

eliroth.3869

Definitely Charr!

Once you see Charr’s animation for Dash, you well never look back to other daredevils!

Sigil Proposals v2

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Posted by: eliroth.3869

eliroth.3869

the re-addition of condition duration sigils
_Thanks for this. I really wanted other conditions to also gain bonuses, not just bleed,poison.

On Hit
Sigil of Frailty
On hit: Inflict Vulnerability (10 Seconds).
(Cooldown: 2 Seconds)
This is much better. Vuln works better as an on hit in my opinion.
Sigil of Generosity
On hit: transfer a Condition to your foe.
(Cooldown: 15 Seconds)
Hmm, 15 seconds seems too long? Either increase the number of conditions transferred or decrease the cooldown to like 4 seconds? (that’s at least two boon removals before swapping)
Sigil of Purity, Nullification
On hit: Remove a Condition
(Cooldown: 10 Seconds)
again I think 10 seconds seems two long. Honestly I’d like this to be an option to justify taking another damage utility over a condi cleanse utility, especially in this condi meta. In general, if On hit: sigils have higher cooldowns than On-Swap sigils, it becomes a watered down version of the on swap sigil. I’m hoping you can at least get two procs within one weapon swap or slightly longer than a weapon swap. so maybe 4-6 cooldown?

On Swap
Sigil of Stagnation
Cripple nearby foes when swapping to this weapon while in combat (3 Seconds, 240 Radius).
(Cooldown: 9 Seconds)

Sigil of Intelligence
Your next three attacks after swapping to this weapon while in combat have a 100% critical chance.
(Cooldown: 9 Seconds)
My opinion on this has changed after Boot’s recent bad builds on ranger. I think this has a place with valkyrie builds
Sigil of Escape
Remove movement-impairing effect from yourself when swapping to this weapon while in combat.
(Cooldown: 18 Seconds)
Oh, this is much better. Now it feels like thief’s unbounded dodger but without the swiftness.
Sigil of Revelation
Reveal enemies around you when swapping to this weapon (1/4 seconds, 240 radius).
(Cooldown: 18 Seconds)
Never had a problem with this sigil but I guess you had to do something about the thief whiners :P
Sigil of Greater Nullification
Your next attack after swapping to this weapon while in combat removes 2 boons from your target.
(Cooldown: 18 Seconds)
Either make 3 on 18 seconds, or 2 on 9 seconds in my opinion. The boon spam is much greater than this.

Passive
Sigil of Compounding
Sigil of Exploitation
Sigil of Opportunity
Sigil of Punishment
Sigil of Separation
I really like these much better than force. It encourages specific playstyles and focusing (for compounding and exploitation)

Sigil of Paralyzation
+30% Stun duration
Deal 3% more damage versus disabled foes.
I run this a lot, can’t wait to use that bonus!
Sigil of Agony
Sigil of Peril
Sigil of Smoldering
Sigil of Venom
Sigil of +Confusion
Sigil of +Torment
Yes!

Sigil Proposals

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Posted by: eliroth.3869

eliroth.3869

Sigil of Earth
On hit: Inflict Bleeding (5 Seconds)
(Cooldown: 3 Seconds)
I should do the math on how high the stack can be with 100% condi duration

Sigil of Frailty
On hit: Inflict Vulnerability (10 Seconds)
(Cooldown: 3 Seconds)
I suppose this could work for Valkyrie Necro, an extra stack is 2% crit chance.

Sigil of Strength
On hit: Gain Might (10 Seconds)
(Cooldown: 3 Second)
_On hit sigils need more options though. Why not make nullification and generosity an On Hit Sigil? the amount of boons. 1 boon strip per 3 seconds isn’t so bad. _

On-Swap:
Sigil of Agility
Gain 5 seconds of swiftness and 1 second of quickness when you swap to this weapon while in combat.
(Cooldown: 9 Seconds)
with the removal of air and fire sigils which at this point are mandatory for all power builds, more classes will be willing to use this. I noticed that this sigil hasn’t changed at all and the fact that people think this is an addition is proof that they haven’t been using this at all xD

Sigil of Doom
Your next attack after you swap to this weapon while in combat inflicts Poison (5 seconds).
(Cooldown: 9 Seconds)
Poison is annoying condition in my opinion. even with 0 Condition damage, healing is reduced by a full 33%. I really don’t like this sigil at all. I wish you’d bring back the sigil of torment though.

Sigil of Energy
Gain 25% of your endurance when you swap to this weapon while in combat.
(Cooldown: 9 seconds)
As opposed to vigor? I mean 25% isn’t so bad since endurance is always regenerating. At least unlike Vigor this isn’t corruptable so I think this is a good change.

Sigil of Exposure
Your next attack after you swap to this weapon while in combat inflicts 5 stacks of Vulnerability (5 Seconds).
(Cooldown: 9 Seconds)
Yeaaaah, kinda weird but I guess we’ll have to use say auto attack before our burst combo for this to be effective. If we use our burst move right after switching, we’ll get no benefit from this. I suppose it’s just a tiny change to rotation and is a good addition otherwise.

Sigil of Stagnation
Cripple nearby foes when swapping to this weapon while in combat (3 seconds, 240 Radius).
(Cooldown: 9 Seconds)
Cripple’s a pretty annoying condition. I’d like to use this, cripple can sometimes mean the difference between kiting and escape. I’d like to see this in the game.

Sigil of Hydromancy
Chill nearby foes for when you swap to this weapon while in combat (2 Seconds, 240 Radius).
(Cooldown: 9 seconds)
Chill is such a strong condition, I hope you do remove the damage

Sigil of Intelligence
Your next three attacks after swapping to this weapon while in combat have a 100% critical chance.
(Cooldown: 9 Seconds)
Not really something I used. This is kind of pointless since the on crit sigils will be removed and classes that relied on Precision procs will run loads of precision anyway. I think this sigil should just be removed

Sigil of Nullification
Your next attack after you swap to this weapon while in combat removes a Boon from your target.
(Cooldown: 9 Seconds)
in my opinion, it’s better as an on hit sigil.

Sigil of Revelation
Reveal nearby foes when swapping to this weapon while in combat (240 Radius).
(Cooldown: 9 Seconds)
Not sure why people are complaining about this sigil. Thieves use stealth to move around the map and normally steal then burst combo anyway. They usually teleport away THEN stealth to run away. Thief can easily create distance via their dodge so I really don’t see this as a major thief.

I suppose this means that thief’s stealth skills will be harder to pull off. So to be fair to then, I think this should be an “On Swap, reveal enemies you hit”. This would reward target prediction and allow thieves to get that much needed backstab to enemies not in the fray.

Sigil of Escape
Remove immobilize from yourself when swapping to this weapon while in combat.
(Cooldown: 9 Seconds)
how about a remove chill sigil and poison as well? I really like these boon removals/condition cleanse that prioritize specific boon/conditions. I really want a boon strip prioritizing stability and resistance.

Sigil of Lethargy
Pity this will be removed. I was thinking of potential burst combos with Chrono danger time but oh well :9

Sigil of Cleansing
New: Remove 1 condition when you swap to this weapon while in combat.
(Cooldown: 9 Seconds) I’d imagine warriors could use this. traited, they could remove 2, also revs on legend swap. I was thinking of making it 2 condis but then thinking of warriors cleansing more condis really bothers me.

Passive
Sigil of Punishment
Deal 1% extra damage per boon on your foe. Maximum 5%.
I think you should remove the limit on this one. Keep the limit on compounding. I’m gonna miss Sigil of Paralyzation and Impact. Accuracy was removed, thank heavens for that.

Imagined Elite Engie spec: Branded Technician

in Engineer

Posted by: eliroth.3869

eliroth.3869

VII. SYNERGY W/ PROFESSIONS AND OTHER NOTES
1. Synchronized Fields will improve the DPS of field dependent classes such as Elementalist, Guardians, Condition warrior, Well Necros, condi Revenants and subsequently increase the support capabilities of Chronomancers, Engineers, Druids. This would make engies more desirable in raids because it offers a buff unique to its class. (also this brings back the old OP Lava Fonts, but only if you have engies!)
2. Also its traited glamours which increase ranged damage output via Propulsion Fields, AOE damage over time through Electric Pulses, and Ionic Distribution supercharge buff will provide decent dpspossibly secure it a spot in fractals, and perhaps even raids as either DPS or a Utility.
3. Thieves: I don’t see that much synergy with this class. Perhaps longer blind fields or dark fields (SR). But beyond that? None. Again, these synergies are just a consequence of the ideas I came up with for this spec, so I’m sorry I didn’t consider thieves. Thieves may be able to benefit from constantly leaping through magnetic fields to gain quickness.
4. I initially wanted to create an engineer elite spec that discouraged the use of kits, empowered gadgets AND turrets but I think it was too much to handle for just one elite spec; It would have been counter-intuitive to discourage kits because of their access to fields and finishers. I foresee that anyone who would want to equip this elite spec in PVE would spec 2 kits, 1 glamour, and mortar elite while in WVW possibly 2 glamour utilities, elite glamour and grenade kit for ranged condi pressure.
5. PVP: This class would likely still take a bunker role since most of the glamour, magnetic field traits are dependent on enemies staying in their fields. taking mace/shield but would take the elite glamour which will make or break teamfights. Unless they have a Technician as well, in which case, their elites will cancel each other. This class may see a Burst build in pvp with its access to stability stripping.

POTENTIAL ISSUES WITH THIS SPEC
1. Unsure if Area Inversion should work on Boss AOES. This could potentially be game breaking. At the very least, this skill will not work on skills that have a opaque orange (such kittenterer shard storm) or green aoes (Such as Vale guardian’s wipe skill) but may work on red circles.
2. I intended the mace elite to be compatible with the engineer shield, not off-hand pistol, thus the lack of synergy between mace and pistol. It could be possible to see mace/pistol combination (which is highly unorthodox and I’d love to see it) but it’s beyond me to think of any at the moment.
3. I’m still debating on whether Multidisciplinary or Gadget Technician should be a major and the former a minor. But if Gadget Technician became a minor, then Technicians would be forced into a trait even when they don’t use gadgets. Similarly, this has become an issue with minor trait Impact Savant for Scrapper since Gyros lost their ability to Daze.
4. Upon review, the gadgets do seem tacked on. Still, I do like that they provide more finishers which this spec is also supposed to specialize in.

Imagined Elite Engie spec: Branded Technician

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Posted by: eliroth.3869

eliroth.3869

3. GRANDMASTER
Minor: Multidisciplinary – Executing either: a leap, whirl, or blast finisher gives an added effect depending on which grandmaster trait you equip: reduce 10% damage received, 15% condi duration, or 10% more direct damage respectively for a duration.

Major:
i. Highspeed Volt – Gain superspeed on leap finisher. Leap finishers regenerate health and cleanse all movement impairing conditions (Chilled, Immobilized, Cripple) Synchronized Fields enhances the effectiveness of allies’ leap finishers. (this trait is essentially the leap version of Unhindered Combatant)

ii. Bipolar Bomber – Blast Finishers execute twice. Synchronized Fields enhance the effectiveness of allies’ blast finishers.

iii. Charged Rotations – Whirl and Projectile finishers bounce among targets up to 3 times each. Synchronized Fields enhance the effectiveness of allies’ whirl and projectile finishers.

NOTE when I say enhance, I mean that leap/projectile/whirl/blast does more numerical output, conditions/boons have increased durations etc.

VI. Utilities – Glamour – (Durations already factor in Synchronized Fields +2 sec duration)
i. Heal: Magnetized Momentum: This AOE pulses slight healing and grants immunity from and cleanses movement impairing conditions (and slow) while standing in the glamour. Large heal at final pulse.

ii. Area Inversion: Leave a glamour that converts an enemy area of effect skill or if this skill is casted onto an enemy’s Area of Effect skill, the foe’s skill is re-casted on the same location and registers as the player’s area of effect. Duration is reset according to the original skill’s duration plus 2 seconds from Synchronized Fields. New area of affect is still affected by glamour traits. If this glamour is not used on another area of effect, then it acts as an ordinary Magnetic Field.
Skills without combo fields such as Meteor shower are not affected by this skill.

iii. Polarity Dome – 6 seconds. Lay a glamour that absorbs enemy projectiles. Projectiles absorbed explode inside the dome doing damage to enemies inside. If an enemy shoots a projectile from within the glamour, the projectiles reflected become AOE damage on hit. Combo Field: Magnetic
NOTE: Thematically, projectiles in the dome are suppose to just bounce everywhere at tremendous speeds because of the constant push and pull mechanism, but that is likely to reduce framerate so I think an AOE attack is good enough to represent this.)

iv. Ionic Currents: Supercharge your allies’ weapons to shock enemies while they are in the AOE of this Glamour (the same buff that tempests get when they finish casting their overload air) Combo field: Magnetic

v. Field Conversion, glamour – gain a Conversion Buff. While this buff is active, the next field you lay down, all subsequent fields that overlap the next field you place down convert into its current element. Combo fields produced by this skill are still affected by glamour traits.
(E.g. I have the buff, I put down a fire field with bomb 2, now for the duration of the field, guardian light fields turn into fire, Mesmer wells turn to fire, etc. when they overlap my fire field)
(The only combo field Engineer does not have access to is Dark field, which is blind and lifesteal)

vi. Elite: Repulsion Field – 10 seconds, Time Warp size. Create a Glamour that nullifies the effects enemies’ currently placed and subsequent area of effects placed in its area. If another Repulsion Field is placed upon this field, the two fields will cancel each other out.
Note* This skill is heavily inspired by the Professor/Scholar’s skill from Ragnarok Online called Land Protector/Magnetic Earth.
http://ragnarok.wikia.com/wiki/Magnetic_Earth
In RO, Magnetic Earth also prevented friendly aoes from working in the area. I removed this to prevent trolling, then made it an elite so matches don’t turn into pirate ship metas wherein in both wvw and pvp wherein everyone moves along the magnetic earth.

Imagined Elite Engie spec: Branded Technician

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Posted by: eliroth.3869

eliroth.3869

IV. WEAPON
Mace Main-hand (I know Bolt would have been thematic with this elite spec but I think Mace is the better choice for my ideas)
Mace 1. Auto attack:
- Anode Amputator – Bash an enemy with a crack of electricity.
- Branded Bonk – Hinder your enemy’s movement by absorbing electricity in their body. Slows the enemy for 1 second.
- Circuit Crescendo – After gathering electricity from your enemy, whirl your mace to create a magnetic surge. Whirl Finisher.

Mace 2. Kinetic Jolt – Jump towards your enemy, immobilizing enemies from where you leapt from and immobilizing your target. (Leap Finisher)

Mace 3. Magnetize Chains – Pull all Immobilized targets towards you then create a magnetic field.

V. TRAITS
NOTE I was greatly inspired by the daredevil and chrono’s traits when I made these. What’s amazing about the DD traits is that the grandmaster major trait greatly influence the playstyle of the class depending on which you equip. While for Chrono, the three trait lines represent a different type of focus: I.e the 1st focuses on utilizing slow, the 2nd enhances shatter potential, and the 3rd is related to alacrity and quickness.
For the Branded Technician, I decided that the pattern would be 1) Enhancing Magnetic Fields, 2) Improving core Engineer traits, 3) Improving finishers.

1. ADEPT
a. Minor – Access to the main hand Mace, Glamours, and Magnetic Fields
b. Major
i. Increased Gravity– Slowing enemies also cripples them. Deal 10% more damaged to slowed enemies.
ii. Polarity Wall: Shield skills now create a Magnetic Field upon hitting a target. (In the case of shield 4 it will simply cast 1 AOE on the player even when it hits 5 targets. Shield 5 will only produce a magnetic field when it is thrown and makes contact with the first enemy it hits. )
iii. Propulsion Fields – Allied player’s projectiles are propelled by the power of magnetism when they pass through magnetic fields, thus granting a 10% damage bonus for projectiles that pass through Magnetic fields.

2. MASTER
Minor: Synchronized Fields – apply an effect to yourself and allies that increases the duration of their combo fields by 2 seconds.
a. Major
i. Electrified Pulses – Enemies standing in Magnetic fields take damage over time.

ii. Electrode Instability – Glamours strip stability off enemies. Enemies whose stability
has been stripped are knocked down and weakened. Against monsters, monsters are knockdown and weakened with or without stability.
(The idea here is that characters with stability are “heavier” thus they have stronger magnetic potential. This also works in favour of classes like thief who have little to no access to stability; they can just walk through these AOEs with little trouble)

iii. Gadget Technician – Gadget utilities have added effects and toolbelt skills now become either a blast, leap, or whirl finisher.
1. Rocket Boots knockback foes from initial impact then land with an explosion at the end of a leap. Tool belt skill is now a whirl and burns in a radius.
2. Slick Shoes now inflict weakness upon initial knockdown and pulse it within its AOEs. Tool belt skill is now a leap.
3. Throw Mine: The gadget now releases 5 mines in the target area. Inflicts random conditions in an aoe per mine in addition to each boon stripping. Tool belt skill, detonating mines is now a blast finisher for each mine exploding.

4. Utility Goggles: For its duration, enemies within the radius will be revealed, revealed enemies gain 5 stacks of Vulnerability and 3 seconds of slow. (Can be traited to cripple) Toolbelt Skill is now a projectile finisher

5. Personal Battering Ram. Range is now cone shaped; Ram is also unblockable and ignores stability. Toolbelt skill is already a projectile finisher but now sends several Rams around the user. (5)

6. A.E.D. This skill is now a Stun Break. Still removes Burning, Bleeding, Poison, Torment. Toolbelt skill is now a Projectile Finisher.

Imagined Elite Engie spec: Branded Technician

in Engineer

Posted by: eliroth.3869

eliroth.3869

This topic is just for fun, I’m NOT expecting Anet to implement any of this.
Imagined New Engineer Elite Spec: Branded Technician
Technician, or Tech/Tec for short.

Introduction
Rata Sum’s head researchers from the college of Dynamics contacted priory scholars from the Black Citadel who specialized in Branded research. Utilizing Asuran Dynamics theory and extensive branded knowledge of priory scholars of the Black Citadel, Engineers, with the greatest affinity for electronic technology and magnetism can now harness the power of the Branded amplified by electrified basalt commonly found in the sands of Elona without succumbing to the manipulation of Kralkatorrik.

By equipping the Branded Technician Elite Specialization, you gain access to Main Hand Mace, Magnetic Fields, and Glamour utilities.

Themes: Magnetism and Electric Charges

Lore inspired by:
https://forum-en.gw2archive.eu/forum/game/lore/The-Branded-and-Magnetism
and of course, Kralkatorrik. I really wanted to make an elite spec that was relevant to GW2 lore.

Shout out to /r/Tulki and his previous post about the Aetherblade elite spec which inspired this elite spec.
https://www.reddit.com/r/Guildwars2/comments/5gqzei/an_engineer_elite_spec_aetherblade/

I. Objectives:
- To specialize in/enhance combo fields & finishers
- Encourage other classes to utilize combo field and finishers.
- To enhance core engineer gadgets.
- To avoid adding another profession skill (because core engineer already has 5 profession skills which I think no profession should ever exceed)
- To reduce the amount of stability currently being shared in game. (I noticed that there is a surplus of Stability being given by several classes so I introduced skills that prioritize stripping stability.)
- To provide another reliable source of quickness

I. Limitations
While I do consider possible balance implications and counter plays to some of the abilities I add with this elite spec, I will not frequently give specific Cooldowns, ICD, durations, or any specific numerals for damage output. But I hope to hear your input on this.
Secondly, I do not care if Anet will include this into their future expansions or not. I thought of this elite spec simply because it was fun. Although, if Anet decides to include even just ONE idea from this post, I would be extremely happy. They can freely take any ideas from this post.

II. Combo System Rework
- I considered removing light fields from Guardian symbols but then I remembered that they have traits involving keeping uptime of retaliation. Even though traits such as Radiant Retaliation from guardian are relatively unused, I would still like to avoid nerfing core classes for the sake of creating new elite specializations.

- This change has been mentioned several times before and I completely agree with it. A player’s combo finishers should prioritize his or her own combo fields regardless of whomever’s field was laid first. This way you can always blast your water fields even when several fields overlap in boss fights. This makes Engie healing builds more viable.

- Make Whirl finishers reliable. How it works now is that whirl finishers shoot bolts randomly. For the rework, whirl and projectiles should not be too strong but at least reliable, thus I suggest whirl finishers to fire in waves, 5 projectiles in 5 directions (similar to how Cantrip Tornado 4 skill for elementalist works.) with an ICD of 1 or 2 seconds. This is useful for bosses with large hit-boxes; large bosses will be hit by all 5 projectiles if you whirl in their hitbox. In addition, whirl projectiles should be homing up to a 45/60 degree angle from the direction they are fired from. Thus it’s possible to hit an enemy with 3 bolts if they’re close enough.

- The second dilemma is how to reliably cast finishers on other player’s fields that you intend to during a 10 man or 5 man scenario during battle. In other words, if players cast light, fire, then dark field in that order, how would you be able to finish in the fire field since it’s sandwiched in between two finishers? For this, I introduce the Field Conversion utility. See Utilities section.

III. PROFESSION MECHANIC
Magnetic Fields: The Magnetic field is a combo field exclusively produced by the Branded Technician. It slows enemies standing in the field; the technician’s fields produce unique effects when players finish in its area.
Blast – AOE Quickness(2 secs); Whirl/projectile – Quickness (1s); Leap – Knockdown (2 sec)
(Blast skills “excite” electric charges in the magnetic field, thus speeding up allies’ movements. Projectiles are hastened because they pass through magnetic fields which increase their velocity, Yes it’s weird that the character benefits from this but this is also how regeneration works. Leaping propels you through magnetic propulsion then allows you to pummel someone with the heavy gravity of your weapon unto them)

Are macros allowed in pvp?

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Posted by: eliroth.3869

eliroth.3869

Yes and no.

You may use a macro to activate a skill, for example I have the F5 skills macro’d onto my mouse thumb buttons.

You may not macro multiple actions to one key press like using judges intervention, smite conditions and test of faith to activate exactly 1s after activating true shot like so many DH seem to.

Or jump and dodge at the same time, yes you people who do it every single time without fail even when it makes 0 sense to do so.

I mean those who use multiple spells at the same time. I figured some guy was using macros because they all activated at the same time but in some cases it didn’t make sense to use them like this but he still did.

If you’re talking specifically about DH’s trap combo, it’s because Test of Faith and judge’s intervention has no cast time. this means you can cast these while using other skills. You can literally faceroll these 2 skills with another skill (like True Shot).

The Mind Games!!!

in PvP

Posted by: eliroth.3869

eliroth.3869

Hey everybody let’s have a fun thread!

No! This is the PvP forum, we must only speak of how bad the game is!!!!!

I laughed, thanks for this!

Suggestion: New sword Legend

in Guild Wars 2 Discussion

Posted by: eliroth.3869

eliroth.3869

I really don’t want another legendary weapon with ice footfalls… We already have Frostfang, the new legendary shield, and to an extent the Howler which all have a similar ice/white footfall.

Don’t get me wrong, the Glacial blade you linked looks sleek and handsome but just… no more ice themed legendary weapons.

New Legendary Shield (Shooshadoo)

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Posted by: eliroth.3869

eliroth.3869

Also, people are so focused hating on the quaggan shield itself but I’m even more bothered by the fact that the footfalls is just another howler/frostfang. :/

New Legendary Shield (Shooshadoo)

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Posted by: eliroth.3869

eliroth.3869

I like it. Considering the first legendary shield was a serious one, rather than a joke, it seems fitting that the second should be more jokey (Quip/Hope, Dreamer/Chuk Chump, Bifrost/Nevermore etc.)

I hope you mean Bifrost for staff because nevermore seems more of a serious type legendary which’s lore is deeply embedded in Norn culture.

2x Chrono vale guardian no green circle

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Posted by: eliroth.3869

eliroth.3869

2) F4 gives distortion to random players so using this will mostly likely make you miss giving distortion to your own subgroup team mate so it’s better to use SOI.

Create two subsquads and put one Chronomancer in each subsquad. By being in the same subsquad as the Chronomancer, boon, effects, stunbreak etc applications on allies will prioritize those in your respective sub squad.

Why is Illusionary Leap (sword 3) so clunky?

in Mesmer

Posted by: eliroth.3869

eliroth.3869

Perhaps i’m just doing something wrong but often times when I cast this skill, it tends to fail. Not even a “skill fail” message or “out of range” message nor a “obstructed” nor “evaded” or whatever message. Nothing, zilch, just a silentkitten

Putting it into context, i use Action cam. What i like about it is being able to look behind quickly without using about face, its responsiveness, removing the need to hold RMB and most of all the reticule.

The reticule tells me (i think) when an enemy is within 1,200 range of me. I consider also that while it says enemys are in range, not all my skills can connect. But regardless at max range, this skill STILL casts only to inevitably fail to summon. If it’s obstruction, i’d understand but Sword 3 ignores obstruction.

As for range, which is my major gripe, why can’t this skill be coded so that if I cast it in range, it will still summon the illusion even if my enemy decides to move out of range? It’s fine if the leap won’t teleport me outside it’s max range, i dont mind blinking to the enemy THEN using sword 3 to leap even closer. But the skill just failing to summon outright without a message is so annoying.

Tl;dr. I’d like the sword 3 NOT to cast when out of range then when it does cast, the clone will be summoned regardless of the distance from target. Leap distance will be the same distance

SOI -> 10 seconds Swiftness

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Posted by: eliroth.3869

eliroth.3869

But what is the point? I mean, we have a passive runspeed trait as a minor in Chrono, so we don’t need any extra runspeed.

“Not rely on Chrono” is a bit redundant as an argument, lest they remove the double-cast of Chrono. You won’t not spec it, it includes the pillars of our current gameplay.

There isn’t a good reason to not give us perma swiftness if we have SoI on the bar, even as a chrono. Chrono’s run speed trait will still work when you are in a solo setting and don’t have SoI on your bar anyway. And even if you are in aa group setting, other people’s swiftness combined will get you to 100% uptime anyway. Just no reason to keep it from base mesmer other than mesmer hate.

If you mean in terms of traveling in PvE, I highly disagree. Changing traits is easy and if you do it enough, you won’t even spend more than 5 seconds changing traits. SOI, Focus 4 and Warden’s Feedback gives more than enough swiftness plus Mimic and Blink make Mesmer one of the most mobile classes in the game (behind thief). sure, some classes will be better at it than others (Rev gets literally permanent swiftness, Thief has telelports and swiftness on dodge, Engie has a lot of access to superspeed etc.) but if everyone had permanent swiftness then on just an on-off button then I’d think it defeats the purpose of having classes.

Or we’ll have mounts in the future which in that case, I take everything I said back.

If your problem is that it’s inconvenient and it takes too much effort. (I know people who prefer not using skills at ALL when traveling) Then I’d have to say tough luck.

Scepter/Warhorn

in Elementalist

Posted by: eliroth.3869

eliroth.3869

https://m.youtube.com/watch?list=PLXvMMXxU4SIoLGeZlRoFCmvSY4z6e71TB&v=Hr5EMkDVNbA

One of the best S/w ele builds i’ve seen.

Skip to the “Camping build”. I’ve used it in pvp and wvw with scepter warhorn to moderate to great success)

The Dreamer - Sound

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Posted by: eliroth.3869

eliroth.3869

Seriously, they could just omit legendary effects ala Effect LOD setting.

Cosplay Screenshots

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Posted by: eliroth.3869

eliroth.3869

Reisen Udongein Inaba from Touhou series

Attachments:

Eternal Coliseum Feedback

in PvP

Posted by: eliroth.3869

eliroth.3869

Like all other maps, you have two exits from spawn. But both of them lead to the home node. It becomes kinda pointless whichever exists you take

This is the best feedback in the thread so far. I’d like to add that the secondary exit takes longer to get you to all three nodes from respawn, so essentially there’s only one viable exit.

Not to mention that the second exit is closed near the first exit so you can’t just walk from the first exit during the 10s start-up. Thus this 2nd exit has absolutely no use while exits in Kyhlo, Spiritwatch, Hammer do.

Moreover, I love the crowd chant mechanic. Maybe allow more animated crowds on then disable it on Limit LOD effects? I’d prefer higher framerate.

I highly dislike the wooden structures. It’s a terrible choice of texture and asset usage. I understand that reusing assets in pvp is normal because it’s supposed to be connected to PVE maps but the wooden structures were a bad choice. I’d have preferred stone or metallic structures.

Regarding map flow
1) Artifacts do seem unbalanced. Reaper being the more powerful one because multiple people can rally on one downed player while while the Shield artifact only revives the holder ONCE. You should make it so that when the Reaper artifact finishes the Shield artifact holder, the two artifacts cancel out and remove buff from both teams.
OR those revived by the Shield artifact holder return with slightly higher toughness temporarily thus while the reaper enforces death, the shield encourages survival.

2) The wooden block in front of spawn. why the hell is that there? It just blocks people leaving the spawn and does nothing more but annoy people. Take it out

3) Yes the map does support Teleport skills, though for the ledge near mid, I’ve noticed leap skills work as well. e.g. Engineer elixir 4 skill, warrior sword 2, ranger sword 2 etc. Considering the mid is just wide open space with little cover and can be cleaved from the two higher ground areas, I think this is a fine trade off.

4) I really can’t help but think that the map is too bland. I mean I know colloseums are supposed to be simple but I think it could use skeletons, torches, more statues. The Dwayna and Grenth areas look great and I wish that same attention to detail was present throughout the map

5). Overall, this is a much better alternative for Courtyard. It promotes deathmatch but still has objectives for possible rotations.

Extended Off-Season and Other Updates

in PvP

Posted by: eliroth.3869

eliroth.3869

i don’t find team vs soloq to be a problem. As long as teams are prioritized to be against other teams, I think it’s fine. In fact, through out this season, I had gone against full premade teams maybe once or twice in ranked. Yes, a few were absolute faceroll but other’s not so much. It’s not like I’d be up against Esports teams at MY skill level.

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: eliroth.3869

eliroth.3869

Mesmer Elite Spec: Phantamancer

Honestly, I’d rather the mesmer gains illusions that persists even after targets are defeated and focus on area denial and enhancing the current shatter skills. This idea is similar to Ranger’s Spirits but locked unto the Shatter skills instead.

The new profession mechanic: F5 Reflection which chains into F5 Dispell after a Reflection is summoned.
Bonus: you can now generate one extra illusion/Phantasm for a total of (4) however the 4th slot prioritizes Reflections.
These new Reflections persists even after shattering and can only be deleted upon use of F5 Dispell but only one Reflection can be summoned at a time. Each shatter summons a specific Reflection. So one Reflection represents one of the 4 shatters:
Reflections are summoned depending on which shatter you use. So F1 has a different Reflection from F2,F3,F4. The Reflection takes precedence over all Illusions and occupies the 4th Illusion slot so summoning a new illusion or phantasm will only overwrite one of the 3 old illusion slots. But if a Reflection is not currently summoned, the 4th slot can be used for Illusions or Phantasms.

F1 , Summons a Reflection of Migrane on your location. On each F1 activation, the Reflection will apply vulnerability, weakness, and cripple. When shattered with F5, it explodes in an area, dealing damage based on enemy vitality and toughness plus a set base damage.

F2 Reflection of Confusion summoned at your location. It will apply confusion, torment, and blind in an area on each F2 activation, stacks depend on how many illusions/phantasms are summoned to a maximum stack of 4 (traited to increase stacks if desired). On F5, the duration and efficiency of Confusion, Torment, and Blind double. Confusion and torment do twice more damage and Blind is effective for two hits rather than just one. Unblockable.

F3 Reflection of Burden, deal damage on enemies depending on how many boons they have. On F5, the number of boons strip depending on the number of illusions shattered, prioritizing Stability and Resistance, then daze enemies in its radius then deals damage depending on total boons stolen by the reflection in its radius.

F4 to summon Reflection of Inversion. On each F4 activation, projectiles will be absorbed then redirected to nearby outside the aoe. If there is only one enemy attacking then his projectile will just be reflected back. If enemies deal Melee damage to allies, it will be absorbed then divided evenly among all the enemies in the aoe; if only one enemy then the damage is reflected. Duration depends on how many illusions/Phantasms shattered.
On F5 Reflection of Inversion, damage and healing become reversed. Healing received by enemies (self and incoming) in the area become damage, damage done by enemies becomes healing onto allies.

Show us your Mesmer!

in Mesmer

Posted by: eliroth.3869

eliroth.3869

I actually made a character banking on the possibility that the Rabbit Ears item existed in game. Fortune smiled upon me and I managed to buy a pair last easter

Name: Reisen Udongain Ina
Cosplay of Reisen Udongein Inaba from Touhou Series

https://gw2style.com/look.php?id=11591

Attachments:

Mesmer downed skill need tweak or rework

in Mesmer

Posted by: eliroth.3869

eliroth.3869

sometime u didn’t need cancel finish, mes show up at very close and u finish him…..

Thank you for illustrating my point so cleanly. You see that happen and think ‘oh, this skill must be bad’ when the truth is that the Mesmer using it is bad, and you lack the necessary understanding to see why.

Well, you’re supposed to activate the skills near when the skill 3/4 finishes, not as soon as someone tries to finish you. This is the one advantage the mesmer 2 down state skill has over thieves. If I was finishing a thief as another thief/mesmer/elementalist, I could easily prepare a teleport skill to follow them when they teleport. With Mesmer 2 down state, when they stealth before your finisher finishes then you can’t follow them because they’ll be in stealth.

However the randomness of the teleport is pretty bad but I guess that’s the trade off of having BOTH a teleport AND stealth.

Where is the Dragon Vigil instance?

in Guild Wars 2 Discussion

Posted by: eliroth.3869

eliroth.3869

Auric Basin, egg room

[Suggestion] Ember Bay Clams in Core Tyria

in Guild Wars 2 Discussion

Posted by: eliroth.3869

eliroth.3869

Can you please paste your list of cc’s skills to help us newbies who don’t know which skills/profession can cc the break bar. Thanks

I try my best to post a list of CC’s whenever I’m in a boss zerg.

[Suggestion] Ember Bay Clams in Core Tyria

in Guild Wars 2 Discussion

Posted by: eliroth.3869

eliroth.3869

First of all, THANK YOU VERY MUCH to the Devs for Ember Bay; it is a fantastic map! It has a varied amount of creatures, loads of side stories and lore to cover, and a vivid theme that promulgates throughout the map; the skulls plastered through out mountains reminds me of Brutal Legend and the lava rivers and falls emphasizes its uniqueness from Mount Maelstrom.

One of my favorite additions are the Clams located at the Osprey Pillars. I just find it so satisfying to see my Crowd Control skills diminish its defiance bar. Subsequently, for the longest time, I’ve questioned if any of the “Soft” Crowd control skills (e.g. blind, cripple, immobilize, chill etc) did any damage to defiance bars; but after using these conditions on these clams, I can at last confidently use these against larger bosses.

Now, crowd control is a very important mechanic that I think is not properly explained nor demonstrated in game. Every zerg fighting bosses always shout “CC!” but more often than not, it’s not after I shout out my copy-pasted text about the list of CCs that I usually see defiance bars break. This leads me to believe that not many people know what CC is or do not know all the CC skills of their class to maximize their defiance bar breaking potential, and worst case scenario, extinguish all their burst damage skills BEFORE breaking the defiance bar.

In retrospect, it’s hard to see if your CC are actually contributing any damage against large bosses. Mainly because there are no damage indicators for crowd control on defiance bars unlike Condition damage and Direct damage. Therefore, I believe most players just believe the CC bar magically reduces by spamming all their skills.

I would like to point out that there is a dodge roll mechanic tutorial on beginner maps and I understand that at the early levels, there is no access to CC skills for most classes. Thus, I would recommend placing these type of monsters on the 60-80 maps would be helpful.

The advantage of having monsters similar to Clams in Core Tyria is that players will be allowed to individually discover for themselves which skills damage the Defiance Bar without an angry player pressuring them and be able to confidently use that knowledge for bigger bosses.

Thank you for your time reading this!

[Closed] Design your elite spec contest

in Mesmer

Posted by: eliroth.3869

eliroth.3869

Honestly, I’d rather the mesmer gains illusions that persists even after targets are defeated and focus on area denial and enhancing the current shatter skills. This idea is similar to Ranger’s Spirits but locked unto the Shatter skills instead.

The new profession mechanic: F5 Reflection which chains into F5 Dispell after a Reflection is summoned.
Bonus: you can now generate one extra illusion/Phantasm for a total of (4) however the 4th slot prioritizes Reflections.

These new Reflections persists even after shattering and can only be deleted upon use of F5 Dispell but only one Reflection can be summoned at a time. Each shatter summons a specific Reflection. So one Reflection represents one of the 4 shatters:

Reflections are summoned depending on which shatter you use. So F1 has a different Reflection from F2,F3,F4. The Reflection takes precedence over all Illusions and occupies the 4th Illusion slot so summoning a new illusion or phantasm will only overwrite one of the 3 old illusion slots. But if a Reflection is not currently summoned, the 4th slot can be used for Illusions or Phantasms.

F1 , Summons a Reflection of Migrane on your location. On each F1 activation, the Reflection will apply vulnerability, weakness, and cripple. When shattered with F5, it explodes in an area, dealing damage based on enemy vitality and toughness plus a set base damage.

F2 Reflection of Confusion summoned at your location. It will apply confusion, torment, and blind in an area on each F2 activation, stacks depend on how many illusions/phantasms are summoned to a maximum stack of 4 (traited to increase stacks if desired). On F5, the duration and efficiency of Confusion, Torment, and Blind double. Confusion and torment do twice more damage and Blind is effective for two hits rather than just one. Unblockable.

F3 Reflection of Burden, deal damage on enemies depending on how many boons they have. On F5, the number of boons strip depending on the number of illusions shattered, prioritizing Stability and Resistance, then daze enemies in its radius then deals damage depending on total boons stolen by the reflection in its radius.

F4 to summon Reflection of Inversion. On each F4 activation, projectiles will be absorbed then redirected to nearby outside the aoe. If there is only one enemy attacking then his projectile will just be reflected back. If enemies deal Melee damage to allies, it will be absorbed then divided evenly among all the enemies in the aoe; if only one enemy then the damage is reflected. Duration depends on how many illusions/Phantasms shattered.
On F5 Reflection of Inversion, damage and healing become reversed. Healing received by enemies (self and incoming) in the area become damage, damage done by enemies becomes healing onto allies.

New elite "Spellbreaker" Dagger/Dagger

in Warrior

Posted by: eliroth.3869

eliroth.3869

I’m still praying for off-hand scepter, main hand torch, main hand focus and more rifle specs. Rifle mainly because predator is my absolute favorite legendary but it gets little use.

You think there’s any possibility that anet will add new weapon skills outside elite specializations? i.e. mesmer pistol on-hand, revenant axe on hand, ranger dagger on hand, scepter off hand etc.? These could also add to core specs, current and future elite specs.

What keeps you playing (PvP)?

in PvP

Posted by: eliroth.3869

eliroth.3869

I enjoy GW2’s gameplay. It’s active yet it still requires mastery of your profession skills and knowledge of your opponents’ skills. The classes are quite unique and play much differently from previous MMO’s I’ve played (Mesmer, elementalist in particular.), structured pvp doesn’t rely on grinding equipment and you can change builds on the fly.

Sure profession balance can be questionable. I can never count how many times I’ve died from DH traps, how useless I feel against resistance/endure pain warriors, but then again, these are the two classes I still don’t have yet.

PVP is also the fastest way to finish dailies and a guaranteed way to get exotic weapons to throw into the mystic forge.

Chalice of tears checkpoints

in Living World

Posted by: eliroth.3869

eliroth.3869

Hello!

So i attempted to do this JP with a party today and i noticed that the checkpoints (the steam vents) have no visible indicator nor buff to indicate how many checkpoints you’ve activated. A friend of mine did the jp, suddenly slipped and died yet didnt respawn at the last checkpoint. He did NOT at anytime change map, relog in nor get disconnected yet he did not respawn.

Now I understand the checkpoints are supposed to stop people from cheezing the jp and that leaving the map (to repair armor perhaps), re-logging, disconnecting, or changing instance (not sure what exploit could result from this) resets the checkpoints

But a buff to show how many checkpoints you’ve passed would help tremendously. Also it can disappear so you know you’re no longer elligible for the chest due to change map. At least let the buff remain for disconnects or sudden instance changedue to overflow.

So basically all i’m asking for is a buff that shows checkpoint progress.

Thank you for your time!

Any chronos using pistol??

in Mesmer

Posted by: eliroth.3869

eliroth.3869

Here’s a video of a condi pistol mesmer. Worth a shot I’d think. It might not be as efficient as meta but if it’s fun to play and you can find people aren’t such meta zealots, then I don’t see a problem.

Beta Eternal Coliseum

in PvP

Posted by: eliroth.3869

eliroth.3869

Colliseums should be bland and temporary battlements etc. That’s historically accurate. Sometimes arenas would even be flooded for sea battles. This was circus entertainment on a grand scale. Scenes would change several times in the course of a day.

Now perhaps they could make several sub maps and you never know which one you’ll get.

I’m just over the moon with playing before the crowd. This needs to not be just a death match though.

It might be historically accurate but I still think the inside of the arena could use different textures and the monotony of wooden structures bothers me. I wanted to see a mix of wooden and metal, not just along the sides. That said, the outside of the arena and the castle back drop is beautiful.

And I am ALL FOR the crowd mechanic. I love it.

Beta Eternal Coliseum

in PvP

Posted by: eliroth.3869

eliroth.3869

I find the inside of the map to be too barren. Maybe it could use more torches? It doesn’t feel like a colloseum inside but more like a training gym. Also the two triangular walls (the ones near spawn when you go mid first) bother me because they have nothing inside. I’d rather it be covered with wood or something. Just seeing an area i can’t access just adds to the barren feeling.

Coliseum & Capricorn Achivements

in PvP

Posted by: eliroth.3869

eliroth.3869

I knew from the get go that the capricorn achievements were temporary but since you said it will be available only until season 4 ends, I am annoyed that you decided to add the colloseum achievements in conjunction with the capricorn achievements. You may as well have said that the capricorn achieves end yesterday because they’ve effectively become improbable to have matches on it with colloseum overshadowing it. It’s just injury to insult at this point.

Before you blame team, balancing, etc...

in PvP

Posted by: eliroth.3869

eliroth.3869

I’d like to throw this in here since I learned it the hard way the other day.

Some stronghold matches can be won by time out. BUT, if both lords are still in combat during timeout, the timer resets to 3 minutes :/

Guardian traps

in Thief

Posted by: eliroth.3869

eliroth.3869

Furthermore it was an Asura, I dont know if you are able to see animations on Asuras on 1200 units range?

There is an options in Gameplay to set Standard Team Models so that all enemy models in pvp will be humans; that should solve your problem.

A Fungus Among Us bug

in Bugs: Game, Forum, Website

Posted by: eliroth.3869

eliroth.3869

Good evening!

I was repeating the “A Fungus Among us” adventure several times in order to earn my gold reward (as well as the mastery point but when, according to the timer/scoreboard, and at last, I was able to reach the minimum requirement for Gold (1:20 seconds remaining) yet the achievement did not credit.

As evidence, attached is a screenshot of evidence that I did achieve the required time to earn the achievement “A Fungus Among us (Gold)”. At the “Lifetime” tab, where it says “1/2” which means I did NOT obtain the achievement despite the rank & name in the leaderboards listing that I did in fact have a time of 1:20.

Server: Stormbluff Isle
Map: Auric Basin, Griffonfall
Character info: Ten Saigah, level 80 Elementalist, Human

Thank you for your time!

Attachments:

[Suggested Mesmer/Chrono Changes]

in Mesmer

Posted by: eliroth.3869

eliroth.3869

So you’re telling me this entire community has given up and being snide and cynical the answer? Most just post topics about maining another class or just outright not playing, and it’s the MESMER forum.

I wasn’t addressing these changes towards the developers, it’s towards the Mesmer community forums. My expectations on these changes actually happening are slim.

Before scrapper came out, everyone was speculating it was going to be called the Forge instead. Mixed reactions on the reveal but that didn’t stop people from excitedly speculating on what could happen.

Regardless, thank you for your comments.

My ideal is that mesmer should also have a certain degree of boon control just like necro but instead of cleansing it, they misplace it. Moreover, I think good-niche is much better than either extreme of meta or unused because skill use can vary from Pve, WvW, and PvP. If they can fit a role somewhere or potentially open up unique build possibilities, isn’t that enough?

[Suggested Mesmer/Chrono Changes]

in Mesmer

Posted by: eliroth.3869

eliroth.3869

good luck, sorry to burst your bubble, but Anet doesnt really care about Mesmers. Dont be encouraged by the “Gaile is looking into our situation!” thread, she has yet to offer any follow up, and most likely just sweep our concerns under the rug.

For the next 3 months we will just be trash tier. Either play a different alt, or catch up on your other games. It’s better for your health, trust me.

I think you need to chill. It’s not about whether they’ll implement these changes or not, it’s about the fun of discussing a better Mesmer.
I will admit that with every changelog they release, I have this small hope that I’ll see some positive mesmer changes, but right now, it’s fun enough just to speculate or theorize how mesmer will change. That’s what forums are for

Pessimism isn’t particularly creative.

[Suggested Mesmer/Chrono Changes]

in Mesmer

Posted by: eliroth.3869

eliroth.3869

I’ve been lurking these forums for awhile so I just wanted to give my input.
As much as possible, my goal with these changes is to incorporate Anet’s principle to “buff underused options” and “nerf overused options.” (which they have done quite a lot of) While I personally agree with the philosophy they’re using to create balance, I’ve yet to see it come to fruition, especially with the scepter weapons.

TOOL TIP FOR ALL PHANTASM.

  • a basic Quality of Life change.

Mind Stab:
This movie will strip the boon of an enemy BEFORE applying damage.
*This means that this move will practically ignore Aegis, Protection, Retaliation, Stability. Just to live up to it’s name, it should literally STAB the mind, bypassing physical barriers.

Staff:
Winds of Chaos: Increase projectile Speed
[These are really SLOW winds, the elementalist and necro staff auto attacks have decent speeds, why not Mesmer?]

Scepter:
Illusionary Counter: After successfully blocking an attack, daze foes for 1/4 a second then leap backwards 200m, summoning a clone at your place and inflicting torment on the enemy.
[One problem I’ve had with this skill is that even though I’ve blocked my enemy’s attack, somehow I still take damage because they aren’t pressured enough to stop attacking. I think they should be penalized more especially considering how obvious this animation is. Moreover since it’s a ranged weapon, the leap back should help to get distance between you and the foe]

Counterspell: Faster projectile speed.
[I would be more inclined to use this skill if the projectile would react as fast as I need it to. Normally when it’s been launched, the foe will have already used the burst I’m trying to avoid in the first place.]

Sword
My general problem with the Off-hand sword is that it doesn’t have a prominent SLASHING animation which is a waste considering the mesmer can dual wield swords (especially for swords with an after-image)

Illusionary Riposte:
On a successful block, create an illusion then use Mind Thrust.
- Mind Thrust: The same as Mind Spike but with a Leap forward (400m)

Counter Blade: Slash your blade upward so fast that it launches a vertical vacuum that slices forward and dazes foes.
[This is just to change the animation from the generic Scepter bolts.]

Phantasmal Swordsman: Slash in a circle and summon a phantasmal swordsman
Evade 1/2 second
[More slashing animations, yay]

Pistol
Magic Bullet:
if 1 target, that foe is Stunned, Dazed, binded, and confused
if 2 targets, the bullet alternates betweens the two. In other words, one foe is Stunned and blinded, the other is dazed and confused.
If 3 targets, the 1st target is stunned, the 2nd target is dazed, the 3rd target is confused, and 1st or 2nd target will be blinded (depending on proximity after 3rd bounce)
[This is to make the skill function similar to Revenant’s Relentless Assault wherein the skill is highly effective against single targets but is diminished when multiple targets are present.]

Torch:
Phantasmal Mage: transfers 1 burning condition to itself. Each stack of burning increases the Phantasmal Mage’s damage. The Phantasmal Mage’s damage still receives burning damage.

Slot skills
Healing
Mirror: User gains retaliation for 3 seconds when this skill is activated
(This is to give it more anti-physical defenses but just enough so mesmer is not impervious to melee hits.)

Utility:
Arcane Thievery
Send 5 Conditions you have to your foe and steal 5 of their boons
(This is just to make this skill more in line with Necro’s corrupt a boon back when it’s cooldown was still 45 seconds)

Mantra of Pain
Power Spike: Inflict 2 stacks of vulnerability and 1 stack of bleeding on your foe for 3 seconds (Up to 6 stacks if traited with Harmonius Mantras)
[Hopefully this will encourage power/condi builds to use this mantra]

Traits:
Restorative Mantras:
Casting a mantra heals you AND allies for a small amount.
Heals allies AROUND you for a large amount when you finish preparing a mantra.
[This is so that mantras give a reliable source of healing]

Ineptitude:
In addition, illusions that evade attacks will also blind foes.
[This is to synergize better with Protected Phantasms]

Chaotic Transference:
Gain condition damage based on your toughness
When you have 3 active illusions, each illusion will take 1 condition from you unto themselves. Cooldown 5 seconds
[To synergize with my suggestions for Malicious Sorcery]

Malicious Sorcery:
Increase attack speed of scepter 20%
Reduces recharge of Scepter skills
Ilusions will transfer conditions on them unto foes they hit; internal cool down PER Illusion is 3 seconds.
[Hopefully this will encourage taking this trait and using Scepter as a thematically condition weapon]

Chronomancer:

Danger Time:
Gain additional Critical-hit chance against slowed enemies
Increase critical damage on enemies by 5%
Damage taken from slowed enemies is reduced by 10%
(I believe this skill is meant to punish foes who do not cleanse the Slow condition. So it’s better to let it resemble Reaper’s Cold Shoulder.)

I did NOT fully consider how most of these changes will affect other classes however so suggestions and constructive criticisms are welcomed

Tempest Build Discuss (Post 1/26/16 Patch)

in PvP

Posted by: eliroth.3869

eliroth.3869

Hello! I also had the same ideal as you after the January 26th patch. I also felt that a condition elementalist had potential and it seemed like most classes are relying on conditions now.

I definitely like your build! I never thought of using Sunless runes; The fear definitely works great as a contingency plan or for teammate ress. I debated on whether to use Focus or Dagger but I honestly have problems landing the Fire wall, even if it’s on points since the area is so small while I prefer the mobility from RTL and the extra CC from Earth 4 and 5.

Also, does Magnetic Wave really cure conditions? It’s not on the tool tip or perhaps it’s traited?

Just to share
Here is the build I’ve been using:
http://en.gw2skills.net/editor/
I’m using Mender amulet also.

NOTE: If the enemy team has:
- DH, I switch Flash Freeze for Mist Form
- If Ranger, Aftershock for Eye of the Storm
- Several daredevils: Trait Gale song instead of Unstable Conduit.

So far, my build does decent to high DPS especially if the enemy isn’t paying attention, my build can get them to at least 50% while the conditions do the rest of the work. I use Balthazar for the extra burning duration. The quickness is nice because it allows me to weave in and out of combat when things get a bit hairy. Moreover, the burn with heal allows me to stay in the fight while still adding more pressure.

I chose Dagger/Dagger because for initiating, it’s amazing. Starting with RTL, I close up to the enemy then use Updraft. While they’re down, I can switch to Earth and use Churning Earth (Since they reduced the cast time, I’ve been itching to use this), cast Feel The Burn to smolder them a bit, and then Earthquake to knock them down again. Then switch to Fire and start with Burning Speed > Fire Grab > Ring of Fire > Drake’s Breath and then finish them off with Overload fire.

I traited Tempestuous Aria instead of Invigorating Torrents for constant access to Weakness. Having access to 40% Protection ala earth trait and reducing enemy attacks 50% allows this build to sustain against power builds effectively.

I’ve had problems with Dragon Hunters and Rangers. Daredevils and Necro’s have been 50/50.

Dragon Hunters:
I would equip Mist Form so if I see them activate their traps, I can activate mist form to trip them. If RTL isn’t available, I’d initially charge in with Rebound earth so that i can get close while reflect damage. (Basically, closing distances will be either RTL or Rebound, or Overload Earth) When traps are triggered, I begin my Earth > Fire rotation once again.

Druids:
Basically the same with Dragonhunters only Mist Form would be a contingency plan if say, another enemy decides to intervene or disengage. Only this time, I’d equip Aftershock for the extra Earth aura uptime.

Daredevil:
As much as possible, I’d avoid fighting them 1v1 if I don’t have Lightning Flash. I would even use Gale Song trait if necessary because the last thing I’d want is be stun locked. I’m willing to give up Unstable Conduit because I think I have enough aura uptime when with Water 4, light 3, feel the burn, and Rebound. Also note that I do use Overload earth but I rarely finish the cast. Either it’s to ensure enemies don’t escape or to gain stability for safe stomp.

Reaper:
As long as I stay out of their aoes and maintain Protection and Weakness, I’m able to tank through their conditions until they die.

Weaknesses of this Build:
- High risk, high reward build.
- Protracted battles are especially dangerous
- Relies too much on initial hit/ambush tactics
- Relies too much on Burning which can be easily cleansed (although it can easily be reapplied.)
- Condition cleanse is limited. (Diamond skin, no matter how mediocre it is compared to before, is still condition cleanse, so I’ll still take it. Also Water 5 and Overload water. I can try to disengage temporarily to wait for Overload water then enter again w/ it activated)