Showing Posts For kajii.9381:

Scout Acan bug?

in Bugs: Game, Forum, Website

Posted by: kajii.9381

kajii.9381

male sylvari elementalist, I tried everything mentioned here too. Nothing worked! T__________T

[BW3] Feedback Thread

in Elementalist

Posted by: kajii.9381

kajii.9381

I played the tempest in all the beta weekends and i’m still thinking it misses something: it lacks in the idea of the overload.

An overload should be something unique, amazingly powerful that leaves you exhausted after finishing it. I think overloads should be time dependant, i mean: after 2 seconds in an attunement you can overload it to create a minimal change (low damage, low healing or low condition). More you stay in an attunement, more effective and powerfull will be the overload. For example: if i overload the water attunement after 2s, i can heal myself or allies just for 1000hp; if i overload the water attunement after 20s of staying in that precise attunement, i can heal to 20.000 hp.
Of course bigger the effect, bigger the “punishment” for every attunement, we can have a condition on ourselves as payback: fire→ torment; air → daze ; water → weakness; earth→vulnerability. Of course the payback should be equal to the effect: if i overload after 2 s, i get 1 stack of confusion, if i overload after 20s i get 25 stack of confusion.

In this way the overload could be more effective in gameplay and it could really be that powerful move of the elementalist we all want. Of course i know, this would mean camping in an attunement, but for some elementalist (staff one for example) this could be a great change.

Sorry for the poor english, not native speaker here. Hope you understood (numbers were completly casual just to help explaining my idea)

[BW2] Feedback Thread

in Elementalist

Posted by: kajii.9381

kajii.9381

Feedback: first of all, i need to say that i played just WvW and PvE
Specialisation: Tempest, i didn’t use the warhorne

Overall:
Honestly, I found the tempest quite boring. I tried lots of different traits combination and the only one i found interesting (with staff) was an hybrid celestial staff auramancer with water line for cantrips, tempest and air lines.
It provided massive auras to my allies, supporting them in different kind of situation. The main problem with tempest is that it should be a front line character, but lacks stability, leapers, Hp and armor to really be one, so you are forced to play it with staff but overloads are not intended for range combatants

Mechanic (Overloads):

Overload Fire: really difficult to land on a moving target
Overload Water: perfect
Overload Air: the casting is way too long and the range is so narrow
Overload Earth: it could be better, i used just for extra group protection

They should have bigger range and ground targeting positioning

Skills (Shouts):

“Wash the Pain Away”: horrible, with celestial plus 10% more healing to others i could heal for more or less 4.000.
“Feel the Burn”: not used
“Shock and Aftershock”: really good shout
“Eye of the Storm”: with shock aura, it would be perfect
“Flash-Freeze”: never used once, never seen the chance to use this in combact.
“Rebound!”: redo this elite please! And give some special aura

Traits: This is the biggest problem of all: traits are completly inconsistent. I really had so much trouble in choosing one over the other because they didn’t match or help one another, nor for support neither for damage. +They need to be completly redone. +

Sorry for the bad english, not native speaker.