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[PvE] Plasma Weaver

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Posted by: lLobo.7960

lLobo.7960

The build editor is up and running with the PoF elites and stats so its time to theoricraft…

I’ve been wanting to try this since I saw the weaver and griever stats

Plasma Weaver

The idea is to maximize burn duration with just food, trait and runes and use griever stats to improve direct dmg with air traits.

This way you get the maximum of burn duration where it provides the maximum for the slot (runes, sigils, food, traits) while keeping all the big dmg boosts and ferocity boosts that stats and the traitlines can provide.

100% Burn duration: 20% on att swap, 15% from food, 20% from fire trait, 45% from runes.
Tons of direct dmg mods: 10% against burning foes, 10% while in fire, 30% against stuned foes (trait+sigil), 20% against foes under 50% hp, 7% against weakened foes, 10% on att swap, 5% from sigil.

On group scenarios the healing stance helps a bit with sustain and applies burns thanks to the runes of Balth.

You have good mobility to stay on target with air #2 and air #4 and elite stance speed

The rotation will be swaping between air-fire-fire, the dual attack on air/fire deals great dmg and the pure fire #3 and #5 deal massive dmg to burning targets. If your group can deal with breakbars well (you have tons of CC to help) this will make a massive burst.

On oponents without breakbars, air #2 folowed by fire #3 and #5 will deal massive burst.

Another option (in case dmg against stunned foes is not viable) is to swap impact sigil with smoldering and swap the runes with flame legion. This will give you further 7% dmg against burning foes and overcap burning duration for 5%

TL/DR: Get all the big numbers of zerker crits with the big ticks of viper burns in one build!

(edited by lLobo.7960)

Will vendors be updated for PoF?

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Posted by: lLobo.7960

lLobo.7960

We will be adding a new currency that is similar to Proof of Heroics that will allow you to buy new sigils, runes, recipes, and hero points from PoF.

Will the new stat combos be available from the ascended armor we can get now?
Or will that need the new currency also?

Same question for PvP ascended armor.

PoF stat combos obtainable with Mag Shards?

in Fractals, Dungeons & Raids

Posted by: lLobo.7960

lLobo.7960

In WvW, new PoF runes/sigils and HP won’t be obtainable with old (current) currency used to buy HoT things.

We will be adding a new currency that is similar to Proof of Heroics that will allow you to buy new sigils, runes, recipes, and hero points from PoF.

So my question is, will this be the same for ascended gear you get from raids?
Will we need new currency to get gear with the new stats?
Or can I use magnetite shards to buy ascended gear with PoF stats on them after PoF is live?

On the same topic, will PvP and WvW armor purchased now be able to select PoF stats or are those going to use new currencies also?

Weaver, no way to deal with condis

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lLobo.7960

I wish it was that low of a cd but you cant go back into water when you already in water. This is where the longer cd comes into play. You can go doble water but you will only trigger the water line 1 clear you should not be able to trigger the reg agen at least that what it reads (all though you could during the beta so i am not sure about that) and after you doble water you cant swap back into water agen so you will just have a cd there.

When you attune to an element with weaver you attune your main hand, with the offhand getting the previous MH attune.
So if you are in water/air and want to go to water/water, attune to water again. if you want to go to invert (air/water,) attune to air…
This means that you can double attune to water getting the benefits every 3 secs with arcane. Since cleanse wave, cleansing water and elemental attunement have no CD, you can remove 4 condis in 3 secs (double attune). Not sure if you can attune water again when double attuned (havent tested), what would gives you 2 condis removed every 3 secs, plus weapon skills, sigils and runes…

If you get unrevel hexes it will clear movement imparing condis really fast and let you focus your condi removal on the dmg ones… Air/Water/Arcane could be quite nice with sword for all the superspeed and cc

Weaver, no way to deal with condis

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Posted by: lLobo.7960

lLobo.7960

Water arcane weaver will wash out conditions like crazy.
The superspeed traits will help a lot clearing the cover stuff and then you can get the rest cleared with going into water…
going into water every 3 seconds will clear up to 2 condis… plus whatever you get from weapon skills… with weaver elite it gets nearly one condi every sec with constant water swap.

Every 6 to 8 sec doable atument only going to work on water line swap not the reg from arcain and then you have a longish cd of 6 to 8 sec to get the swap clears back. Its not bad clear its just not as strong as you think it is. Any way cleaning is not going to be strong on ele any more convention condis to boons or healing on condi clears is better use for the other teams condi effects.

Weaver needs some type of you cant be condi for x sec or a dmg -% condi dmg. Fitting there short times of barrors to let the weaver get in land there dmg / cc and then get out.

- every 3 to 4 secs you can go into water, clearing 1-2 conditions with water/arcane traits.
– On water you get 5 clears with sword 2, 2 with dodge, 2 with dagger
Include in there anything from runes and thats a ton of clears.

I roam in wvw with water/arcane/tempest and I only have problems with condis if I have more than 2 condi spammers on me. And its only fair that I have trouble with 3+ people spamming condi on me… And I still do 7k firegrabs if I do my rotations right…

If you have problems with condi on ele you are doing something wrong, either your cleanses or your fights… Sure there is a ton more condi on a zerg fight, but your erg should be dealing with it too, get a better commander or group.

weaver will have access to a lot of condi cleanse if it wants to…
Anyone that wanted to go full dmg with air/fire and still get a kittenload of condi remove with unravel hexes is just asking for an easy OP setup.

Weaver, no way to deal with condis

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Posted by: lLobo.7960

lLobo.7960

Water arcane weaver will wash out conditions like crazy.
The superspeed traits will help a lot clearing the cover stuff and then you can get the rest cleared with going into water…
going into water every 3 seconds will clear up to 2 condis… plus whatever you get from weapon skills… with weaver elite it gets nearly one condi every sec with constant water swap.

Any change on Weaver during stress test

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Posted by: lLobo.7960

lLobo.7960

Weaver is loaded up with dmg utils and traits. It does have some defense options, as it should if you want to be melee with the lowest armor and hp pool, but I think its far from a ‘tank’

Weaver’s power damage is kitten in comparison with core ele. It’s loaded with condition damage.

Weaver is not sword.
Dagger, staff, scepter still have the same coeficients…
Weaver has quite a few traits to improve power dmg, bonus to power and precision on attunements and the elite skill gives you even more…

https://wiki.guildwars2.com/wiki/Elemental_Polyphony
https://wiki.guildwars2.com/wiki/Swift_Revenge
https://wiki.guildwars2.com/wiki/Superior_Elements
https://wiki.guildwars2.com/wiki/Elements_of_Rage

Combine that with air and fire and you have a great power dmg boost.

Sword could use a direct dmg buff, but weaver in itself has good dmg modifiers…

(edited by lLobo.7960)

Any change on Weaver during stress test

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Posted by: lLobo.7960

lLobo.7960

I would love to see the changes to come. As things stand weaver seems more like a tank then a dmg dealing class and some other classes are way overloaded with rolls.

Weaver is loaded up with dmg utils and traits. It does have some defense options, as it should if you want to be melee with the lowest armor and hp pool, but I think its far from a ‘tank’

go condi or go home?

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lLobo.7960

The reason why condi (right now) is better on single target than AoE is because the triggers on EP and other burning activation will be stacked on a single opponent.
The problem with the current condi setup (arcane fire) is that to use its utilities (cc, heals, cleanses) you drop your dps A LOT, being stuck out of fire for a long time. The other problem on real fights is to time your overloads so you dont have to dodge during its activation loosing a major dps source.

The current power setup is more forgiving and has more access to utilities (due to fresh-air removing the CD to get back on air) so its a better setup for some scenarios where group comp is not ideal.

The weaver will likely change this a lot with the buffs it gets to its dps and the way their attunements work… And griever stats could open the way to a true hybrid dps setup.

Match Manipulator

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Posted by: lLobo.7960

lLobo.7960

You should not put their account name in a forum post, its against the rules and it will only get you infracted.

Take screanshots, send to support.

I’d remove the account name of your post if you don’t want to get an infraction.

Condi Weaver Full Viper or mix? (desc inside)

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Posted by: lLobo.7960

lLobo.7960

I am seeing both Fire/arcane and Fire/earth very solid options for open world.

Earth gets extra dmg from Earth/Fire Signets + 5% dmg + 100condi dmg

While Arcane gets Burn/bleed on crit + elemental surge (more burn) + decent fury uptime

I think Arcane actually has more Sustain than earth specced like that tho, due to Shield Block + + quite high Protection uptime (if most of the dmg comes from Fire/earth swap)

Also Arcane has perma-swiftness easy peasy without using any weapon/utilities, Earth needs the Air signet. Which is quite meh utility. And even then it’s a worse Swiftness.

I am liking the arcane version more overall.

I’m personally looking forward air/fire combo for a more mixed condi (burn) and direct (crit) dmg using full griever stats. You will loose the arcane burns but gain massive direct dmg and crit buffs from air. Using flame legion runes, with smoldering signet and fire meat chilly you get 85% burn duration (over 100% with weaver trait)

It will be interesting to see if bleed/burn with vipers will do ore dmg than an air/fire spec or if they will be balanced.

Condi Cleanse outside water.

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Posted by: lLobo.7960

lLobo.7960

Im sorry,

but diamond skin and burning fire are options.
Yes you need water for a bruiser spec to be reliable against condi. But its expected.

You cant put condi removals on all traitlines and call it balanced. The suggestions by Jski are just blatant OP and crazy.

If your oponents are traiting for condi, you should trait for cleanse. Or trait to finish them (or run) before the condis take you.

Legendary PvP Armor - Upgrade Fail!

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Posted by: lLobo.7960

lLobo.7960

People really need to understand that ascended armor does not change stats…

What you can do is to trade ascended armor for other ascended armor of different stats.

There is a huge difference in the two, and this topic shows a big set-back of doing the reforge.

LF PVE leveling build

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Posted by: lLobo.7960

lLobo.7960

IMO, Fire/air/water with conjure hammer is the best way to lvl in pve.

In PvE lvling, what you want is speed and blinds.
Usin water, air and fire traits that improve your dmg and provide tons of blinds you will have a great solo capacity to most pve stuff.

Here is how it goes:
http://gw2skills.net/editor/?vFAQJArYhUMoAiNNwsB0RMIAY0TYLkJjAQosIKXyQQKA
Use scepter to gather a few mobs, use sandstorm to have AoE blind, swap to water and conjure the lightening hammer. Smack things to your hearts content.

Constructive feedback on Conjures

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Posted by: lLobo.7960

lLobo.7960

I think a charge system, with 2 charges and 30s charge recharge with the skill summoning one conjure per cast (on your hand if target at your location, at location otherwise) would be a great way to go about it.

Condi Cleanse outside water.

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Posted by: lLobo.7960

lLobo.7960

yeah . But arcane/water/fire doesn’t seem like something people would want to do. They lose out on earth , air or a specialization trait line. With all the condi bombs flying around , it doesn’t even seem as OP as it would have years ago lol

Arcane/water/fire is a great wvw roaming setup, and the best condi cleanse combo (out of tempest, maybe better than tempest for self cleanse).

Also, if someone specs to deal conditions, its fair that you need to partially spec to deal with them. We are stuck with water because everyone specs so much into condi, if no one did and everyone was all about burst, then we would be going earth for dmg reduction.

2nd ascended armor set

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Posted by: lLobo.7960

lLobo.7960

I have 3 full ascended sets.
– zerker with scholar runes, weapons with air an force.
– viper/sinister with zerker runes, weapons with smoldering and bursting
– celestial with durability runes, knight weapons with energy and generosity

And I have 3 sets of medium armor too with my engi, similar setup.
Also got one ascended set on my rev, but I dont use him much.
And probably have enough ascended chests drops from fractals/wvw/pve for another set or 2.

Working on my mixed wvw/pvp set so I can upgrade it to legendary and salvage all sets to free some bag space.

Ascended drops start to pile up when you play for 5 years.

Celestial set for ele is nice if you build for a balanced set-up (water/air/arcana, or water/fire/arcana) and need some room for healing/cleanses. Mostly for wvw or solo HP.

(edited by lLobo.7960)

Unravel hexes straight up does not work

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Posted by: lLobo.7960

lLobo.7960

Weaver as it stands lacks condi removal (even with Water) and if we take any other trait line than Water we’re just completely kittened when condi spammed.

The issue is that cantrip utilities can proc regen which procs condi removal.

Stances do not have any condition removal and can’t be traited for that.

While Unravel Hexes might be working as intended, it still doesn’t justify the lack of condi removal on weaver skills / stances / traits.

I personally wished Unravel Hexes would work like the community imagined it to work (with some interval tweaks to not make it op), so that we could experiment with Air / Arcane / Weaver (#FINALLY CHANGING WATER TRAIT LINE FOR THE FIRST TIME SINCE 2012).

You get quite some condi removal with water/arcane.
You can get in water very often (4 secs) removing 2 condis (water trait + regen from arcane) and water skills (sword 2 gives regen, dagger 5) plus evasive arcana (1 or 2 condis). Thats not bad… If you add to that superspeed removing movement conditions (chill, cripple, immob, torment) you get quite a decent condi removal if you build for it.

[Suggestion] Easy way to fix weaver

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Posted by: lLobo.7960

lLobo.7960

> You will need to keep that defensive attunements always

Sorry, but there is no tactical depth in always staying in Lightning attunement just so you have an RTL ready on swap when you need to escape. Locking the player in one attunement is essentially the same as killing the core elementalist mechanic. I’m not gonna stay in Air 24/7 just so I can access RTL faster. There really is no tactical depth in that and people need to stop thinking there is.

You don’t understand what I meant… and you completely hacked my comment…
keep that defensive attunements always in your rotation

I never said you need to camp an attunement, but keep defenses close.

If your defense is RDL and stoneskin, then you will need to include earth and air on every second attunement swap.
And sword has a few other defenses too..

It will take a while for people to get used to it, but I think there is potential.

My main problem with it was the short distance of the gap closers/openers and the low attack speed.

Unravel hexes straight up does not work

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lLobo.7960

It sure is disappointing that it doesn’t clean all conditions. But also, it would be quite OP (with FA) if it did… Specially 2 per second. Would be nice… sure.

Although, I can see the trait could be working as intended, and just mislead in the tooltip…
It would be focusing on keeping the weaver mobile due to the small range on sword. I can see it working well on a bruiser build to help you cleanse the other conditions…

If that is the goal of the trait, then it should also remove torment, and it should make the weaver immune to such conditions while under superspeed…
Its not the dream of leaving water in pvp/wvw, but it would make it a better option.

Weaver Sw Build/Rotation after 3 Days Testing

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Posted by: lLobo.7960

lLobo.7960

I think air is totally not worth going into as condi from what I’ve tested. I could get decent condi dmg out by just rotating fire and earth around, but alas, it still feels very weak compared to the other specs. Also I used focus, dagger is not really a good condi off-hand. Maybe for some kinda hybrid build that would probably just not be as good anyway.

I constantly use dagger off-hand on t4 fotm to help with breakbars (updraft and earthquake does a lot of breakbar dmg) and I combo it with firegrab for up to 25k crits on bosses. This is using the usual FA tempest build.

With a griever stat (powe/condi > fero/prec) and taking tempest defense instead of FA (due to quicker att swaps between fire and air) it could make for a great dps. BttH or FA can be good options, with tempest defense for more dmg when you break the boss bars.

Btw, keep in mind that primordial stance seemed to be broken during beta, and was doing 3 stacks of burn instead of 1

P/P Deadeye Enjoy

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lLobo.7960

And then he fought an Ele or Guard who knew how to play and instantly killed himself.

Although that applies to Rifle #4 as well :P

For some reason, reflects were broken on deadeye and you could not get reflected. Only blocked.

That made the elite feel a lot better than it would on pvp… and the fact that most engies/eles were busy using their new elites and didnt had the usual amount of reflects.

Weaver Sw Build/Rotation after 3 Days Testing

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Posted by: lLobo.7960

lLobo.7960

I’m not sure a pure fire condi build will do more dps than the current tempest fire, as weaver depends a lot on swaping attunes to get the most of its coeficients. So if you have a pure fire weaver, you will miss some time out of fire and I think other builds will make better use of this time.

Depending on griever stats and weapon coeficients, I can see a fire/air weaver being a good option for a hybrid dps. Use all dmg coeficients of air with the extra burn of fire and swap betwen then to get the most of weaver.

If sword can sustain a good amount of bleeds, I can see a earth/fire weaver being an option for a full condi spec.

[Suggestion] Easy way to fix weaver

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Posted by: lLobo.7960

lLobo.7960

No. It’s a trade-off.

You’ll have to change your rotations to be able to play it well.
You will need to keep that defensive attunements always in your rotation to be able to use the defense quick.

If you are in earth/fire and want fire/earth you just tap fire again…

Expanding on the idea of Unravel being F5

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Posted by: lLobo.7960

lLobo.7960

No.

It’s a trade-off.
You’ll have to change your rotations to be able to play it well.

You will need to keep that defensive attunements always in your rotation to be able to use the defense quick.
It will be a very different rotation than d/d ele. I think Phantaram already posted a video with some suggestions.

I much rather they give sword a bit more power dmg, longer range movement skills and better evades to compensate the short range and cleave.

What's wrong with kneel/sniper's cover.

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lLobo.7960

D/P and Sword have good engage capability to overcome the loss of steal teleport.
The malice generation also is a good match to these kits as they provide good engage/disengage via stealth or infiltrator strike/return.
Combine Iron sight with maleficent seven and perfectionist for some sustain and the new dmg reduction in stealth…

Rifle wont be a spam weapon like p/p.
It will rely more on positioning and waiting the right time to shoot.
I think it will be a powerful weapon for a +1 setup in PvP.
If you are 1v1 in a node, and see the mark above your head, that alone will be enough to make most people run for cover and let your teammate cap the node.

Combo that with Sword for example.
get higher ground, set the mark and go in with inf strike. Get a few punches in, stealth, inf return, watch the target blow defenses, kneel and shoot.

[Weaver] Condi or Power and probs best weapon

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Posted by: lLobo.7960

lLobo.7960

Again,

I dont think a bleed intensive build will be on PvE. Burn just have more dmg and seems you can keep better dps by staying in fire and using the burns than going back and forth to earth/fire for bleeds.

If you leave fire for earth, you will stay in earth for 4 secs (att CD), its quite short, but do the 2 skills in earth provide enough bleeds to provide more dps in those 4 secs than the burns from the fire auto chain?
Now, if you have a hybrid, and swap to air, you get some burst and buffs that might be worth the 4 secs while fire #2 is on CD. And sword dual skill F/A does good burning too.

PvP could possibly do with a earth weaver for the earth defensive traits and some tanky condition setup.

[Weaver] Condi or Power and probs best weapon

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Posted by: lLobo.7960

lLobo.7960

It will be a matter of what will provide a better dmg on most scenarios.

- You can go fire weaver (fire/arcane/weaver) and focus on condi and be a version of the current condi tempest.
– You could go fire/air weaver (fire/air/weaver) and focus on power dmg and burn dmg using all the power mods from air.

What will decide is likely how much the power dmg from air/fire can compete with the condi dmg from arcane/fire…

I don’t think adding bleeds will be improvement for a max dps pve build (it will help on pvp builds)

Not sure if the weaver trait lets you overcap condi duration, but a fire/air/weaver with grieve stats (pow/condi>prec/fero) with flame legion runes, fire meat chilly and furious crystals is 100% burn duration and some nice power dmg mods…

What's wrong with kneel/sniper's cover.

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lLobo.7960

Deadeye will be good 1v1, with sword or d/p.

Riffle will be a good +1 weapon.

[suggestion] Make Deadeye Viable

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Posted by: lLobo.7960

lLobo.7960

Riffle DE will be just a meme/troll thing in PvP/WvW.

D/P DE or even S/D DE will be quite good 1v1 builds. There is a lot of dmg reduction potential for DE and the chasing potential of the S/D and D/P sets make up for the loss of steal…

Need advice

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Posted by: lLobo.7960

lLobo.7960

Yea, celestial is great for core ele solo PvE but it’s hard to obtain.
Try to go for a mix of offensive and defensive (power/prec/tough/vit/heal/fero you could get that with a mix of berserker and nomad or many other mixes) and get used to a arcane dd gameplay.

I’d recommend to not spend too much resources gearing your ele now.
A lot of things (including core ele) will change in the next month.

Its all good to get some exotic with karma, but don’t go spending too much to get ascended gear this month.

Make conjured weapons fun (for me)

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Posted by: lLobo.7960

lLobo.7960

Agree with use of ammo mechanic, but (imho) for balance and enjoy:

  • As said, no time to disappear (like Engi), but recharge 30/60 sec once you drop it
  • Count Recharge: 5 sec, starting charges: 2 and Max.Count: 6
  • first skill must have 0 cost
  • Other skills have a cost based on their potential, by example Ice Storm (frostbow) cost 4.
  • Only 1 conjured weapon (on your hands) but Conjurer (trait) changed to: “Gain fire aura when an ally picks up a conjured weapon. You drop a second weapon on the mark”

With something like this, we can’t nuke with Ice Storm with a recently conjured frostbow but can enjoy more time of fighting with any weapon, and in addition Devs have better control of the balance with some skills, adjusting his ammo cost, without break all the conjured weapons.

P.D.: Obviously, the elite must have other numbers.

I think you misunderstand the charge use on my proposal and the OP’s.
The charge is only to conjure the weapon, there are no charges on weapon skills.
So you can summon 2 in quickly succession (0.5 sec) and have the next one ready in 30s. Or you can summon them when their CD is over (30s) and have a constant supply…

The main problem with having conjures up permanently is that you cant do that and still give them away, or you would be able to arm a whole zerg with FGS…

[Weaver] Condi or Power and probs best weapon

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Posted by: lLobo.7960

lLobo.7960

On Pve it will most likely be power/condi hybrid.
100% burning is already easy with traits+runes+sigil+food, so you can get the new grief stat on your armor and do high condi and crit dmg with fire/air/weaver.

On WvW celestial is looking good again. You might not want to go arcane, as there is just too much boon hate out there to focus on boons, but FA with superspeed might be able to get us away from water.

Make conjured weapons fun (for me)

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lLobo.7960

The proposed change

Instead of reducing recharge time of conjured weapon skills, the trait “Conjurer” does the following.

- Conjured weapon skills do not create a second copy on the ground.

- Conjured weapon skills hold 2 charges.

- Conjured weapon skills gain 1 charge every 50% of their original recharge time. That is, flame axe, ice bow, lightning hammer and magnetic shield gain 1 charge every 30 seconds, and fiery great sword gains 1 charge every 90 seconds.

- Conjured flame axe, ice bow, lightning hammer and magnetic shield last forever.

With this you remove a key point in the conjure use, that is providing the weapon to allies.

I think conjures with 2 charges, each summoning a single conjure weapon and the option to drop it on the ground or on your hands (with targeting) is overall better and achieves the option to keep one 100% of the time (with the downtime of recasting it) or providing to allies (conjuring a shield to someone being focused for example).

I thought core ele was getting barriers

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Posted by: lLobo.7960

lLobo.7960

A lot of things are pointing out to another balance patch just before or at exp launch.

is celestial gear still useful ??

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lLobo.7960

Cele in PvP? RIP 2014

Cele weaver on wvw? maybe…

There has been a few petitions to bring back the cele ammy to PvP, since what made it so powerful was might-stacking and fury and that will be hit hard by boon hate on PoF…

Wow that conjure change...

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Posted by: lLobo.7960

lLobo.7960

Fun fact guys: If you pick up the second conjured weapon before it disappears then you get to use that weapon for an additional 30 seconds. Now that the charge mechanic has been removed you can go hog wild with the first weapon for 25ish seconds then pick up the second and carry on for an additional 30, meaning that you can have a conjured weapon up nearly constantly so long as someone doesn’t pick up the second before you get back to it. I’ve been playing with the Water Hammer build ILobo mentioned above, just with the Conjurer trait for additional Lightning Leaps(loving that new Quickness) and Lightning Storms, and it has been an absolute blast.

Thanks ANet, you’ve made at least one of us happy with these changes.

Yea, it would just be nicer if we didn’t need to rely on picking up the second one.

I’ve made a suggestion on another topic that it would be great if conjures used the new ammo/charge mechanics:
– Each conjuring skill (the utility) having 2 charges with 30 sec charge recharge (longer for FGS).
– Each charge conjures a single weapon (instead of the current two)
– conjuring the weapon on you (you are inside the AoE) gives it to you
– conjuring the weapon away from you (you are not on the AoE) places it on the ground.

this way you could keep using the weapon without having to pick up the second one, you could give one to someone (its fun in newbie areas) without having to spend both, or you could use the same way as the current functionality.

Last legendaries - when?

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Posted by: lLobo.7960

lLobo.7960

With LW latest season finished and PoF arriving soon, are we going to have to wait until the next LW to get the new legendaries missing from set 2? (dagger, focus, longbow, greatsword)
Or would they arrive before that?

PvP ascended cost

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Posted by: lLobo.7960

lLobo.7960

Maybe it’s because you can upgrade them to legendary status?

This is the only reason to craft ascended PvP gear.
Same goes for the T2 ascended WvW gear. The difference is that you can get a T3 WvW ascended set that doesnt use marks but require a really high rank.

Would be nice if PvP got a T3 set that doesnt need marks, with some shinning effect to differentiate from T2 and maybe related to tournaments rewards and/or PvP rank…

Non-Grenade/Bomb Build?(Open PvE & Fractals)

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Posted by: lLobo.7960

lLobo.7960

For open PvE you want good mobility and burst.

Riffle with rocket boots, mine, tool kit is a good option if you dont like the bomb kit.
explosives, firearms and tools.
Use rifle jump, rocket boots and toolkit (for traited swiftness) to move around fast.
deploy mines, pull with magnet, rifle burst (blunderburst+jump shot) and things are dead…

If you have scrapper you can run a quickness elixir build (alchemy+firearms+scrapper)

For most pve and low lvl fractals this is all fine…
If you want to do higher fractals you might need to adapt to the bomb/nades play or find a group that is willing to let you not be optimal.

(edited by lLobo.7960)

Base ele can still pull 33.7k

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Posted by: lLobo.7960

lLobo.7960

Staff is still really good in WvW for the water field and now the improved geyser.
With the upcoming specs and all the boom-removal, staff might be even better in WvW for all its area CC. Not to mention all the big hits from weaver and the option to have your fire #1 and #2 skills while keeping the water #4 and #5…

Elemental bands/bracelets out of combat?

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Posted by: lLobo.7960

lLobo.7960

I like it.

Why? What does it give you to have them show while out of combat?

I especially dislike having the water and fire ones showing while OOC since they’re so flashy (compared to air/earth). They could also use some work IMO.

I don’t think they are too flashy (specially compared to all the auras and effects we have now).

I have a sylvari ele and wear minimalist armor to have the natural glow of the character pass the feel that the character itself contains magic power, not his armor and weapons. Keeping the elemental bracelets out of combat enhances this perspective without being overkill like a fractal backpack or wintersday shoulders…

Which sword skin?

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Posted by: lLobo.7960

lLobo.7960

Those weaver gloves are screaming for a bolt/incinerator combo

Suggestion Thread for Conjures

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Posted by: lLobo.7960

lLobo.7960

The conjure utility have 2 charges/ammo, with 30 sec charge/ammo recharge.
If used at your location (you are in the AoE), it summons one on your hands, otherwise it drops one at the designed location. This way you can choose to give to someone (and not use yourself) or have your it only for you (using 2 charges for 2 conjures over 60s, 120s for FGS), besides the current functionality

Conjurer trait needs to give you an aura based on conjured weapon to fit each role better.

Change Flaming Great Sword to Arcane Great Sword.
Aura on conjuring AGS is lesser arcane shield (less blocks, lower dmg).
– the AA shoots arcane missiles (lesser arcane blast, lower dgm +50% crit chance instead of 100);
– the #2 delivers a spell based on your current attunement; (spells same/similar to evasive arcana)
– the #4 activates lesser arcane wave (lower dmg, +50% crit chance instead of 100) when landing and leaves a field based on attunent (fire, ice, static, sandstorm)
– the #5 rains arcane bolts in the area;
change the looks to be something similar to chaos GS.

(edited by lLobo.7960)

Shield and Ammo System

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Posted by: lLobo.7960

lLobo.7960

The only thing shield could use would be a CD reduction to 20/24 seconds on 4/5 respectively and maybe a buff to the shield trait as its fairly lackluster.

This…
And the swap on pistol #3 to #4.

Elemental bands/bracelets out of combat?

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Posted by: lLobo.7960

lLobo.7960

I like it

Message Body length must at least be 15..

Any idea for engi build. Did the update help

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Posted by: lLobo.7960

lLobo.7960

rocket boots look really nice now. WvW condi roaming builds might make good use of it.

The new explosion traits might make mine come into play with PvE power builds.
And if minesweeper mines remove boons, then it could find its way into pvp too…

Lots of things to test

So FA roamer... back to core A/W/A?

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Posted by: lLobo.7960

lLobo.7960

DD F/W/Arc is quite a decent roamer with balanced stats.

Will sword feel different enough from dagger?

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Posted by: lLobo.7960

lLobo.7960

As much as I like the Weaver, they basically made another melee oriented elite spec. Tempest pretty much had to run dagger and max out sustain because the overloads were close range and removed out ability to dodge. Hilariously, they also added vigor related traits…vigor…in the trait line that can’t dodge half the time.

But then they add Weaver, which at least allows us to dodge, but then its weapon is a melee range one. We already have a melee range weapon! This was their chance to give us a 1200 range one hander (that would have hopefully not overshadowed staff or sceptre too much). But at least it appears that we aren’t restricted to melee range because we can use other weapons and they would work with the new profession mechanic. Already, in spite of receiving another melee weapon, this spec is far better than Tempest.

Tempest is support (and will be more and more with the inc changes) and support needs to be close to where it is needed (melee).

The dagger is not really melee, its a mid-short weapon (600-900 range). Sword is actually melee (130 range) with good evades movement skills.

Maybe you don’t like the theme of a spellsword but a lot of people were really waiting for it since elite specs were announced.
You can still use weaver with staff and have a long range high dmg long cast skills. Just look at the numbers on those dual skills and the weaver mechanics and dmg bonus.

I can’t see the ele getting a one handed long range weapon (what would that be?). But I hope for a arcane archer type espec sometime in the future, with longbow and 1200-1500 range single target skills (so staff remains the AoE long range weapon), where attunements become weapon enchantments.

Wow that conjure change...

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Posted by: lLobo.7960

lLobo.7960

I’m not sure…
Haven’t had time to test yet, but with the changes to conjures and arcane, and the nerf to tempest dps we might have the good old water hammer build back.

with fire/air/water, using lightening hammer, you get to sit in water for 30% dmg bonus (piercing shards and aquamancers training), with the bonus from air (bolt to the heart, ferocious winds, tempest defense) and fire (burning rage and power overwelming) or arcane… scepter dagger for might stacks, lightening hammer, gliph of storms and arcane blast.

Edit:
Also, no more charges to FGS sounds great for wvw roaming.