Showing Posts Upvoted By Zelyhn.8069:

Elitists, I'll honestly miss you !

in Fractals, Dungeons & Raids

Posted by: Agony.3542

Agony.3542

As someone who considers himself as not an elite, I also want to point out that the elitist have had a lot of love from Arenanet. Us lesser talented footfolk, condemmed to farming Cursed shore, frostgorge sound, crused shores again, Malchor’s leap, karma, champ lootboxes are allready used by it. This update the elitsts are getting a lot off love. A long wished for revamp off the agony-resitance, a revamps off fractals, better rewards for fractals, leaderboards. There is one minor point wich I actually understand (although in both the communication and the execution it could have been done better).

There is a small problem with your comparison. These farming methods may have been fixed (which could “compare” to beeing unable to progress even number fractals lvl 50+), but you still keep the money/materials you farmed. The stuff you worked for and spent time with.
This patch will make all the effort/money/time put into leveling up fotm up to 80 go to waste. And to be honest, I do not think there is anything that could make up for such a loss, that would’be unfair to all the other players except letting everyone keep their highest fotm level.

Like wethospu already stated, this patch will show what “high end” dungeon runners can except from the game in the future.
For me it goes like that: If AR gets more accessable, but mandatory at the same time (you did not need any point of AR so far for any boss but jade maw) the game goes to the worse. Mindless button smashing will be rewarded, or at least not punished, while there remains very little room for personal skill.
Imagine what would happen if CoF got more levels (like fotm), but every boss attack so fast and hit so hard that you would need to grind low lvl cof for essences that would buff up your thoughness. Grindy content, gear spirals and little room for “skillful actions”.

TL;DR the update does not give elitists much love, it robs them from their achievements.

RIP game 2012-2014

Questions about fractals

in Fractured

Posted by: Fror.2163

Fror.2163

Well, a lot of answers were given to a lot of players, but given that the titles of the topic mostly don’t say anything, I’ll be clear and ask legitimate questions. Most have already an answer in the various topics, but not all.

Rewards and fractal-specific items

  1. Do we lose the karma mechanism?
    Before it was possible to get karma based on this formula 6400 + 8 * (min(10,<personal level> – <played level>)) * <played level>
    This is one of the last places where you can get decent karma. This was not wondrous, but non-neglectible as well.
  2. Does the fractal weapon skin drop chance change?
    It was stated (rather surprisingly) that fractal weapons already dropped from level 10. Do you change the chance? Because if they drop in level 10 as often as they do now, I’m fine with it. Also, for higher levels, do you change the drop chance? (Please no) I read that a box will have a chance to drop so we can choose the skin at higher levels. Has this a correct chance to drop? I mean something between 1:2 and 1:4 regarding skin drops.
  3. Besides infusing, can we spend our stacks of Shards of Crystalized Mist Essence?
    Shards are only used to infuse rings. Not even the backpack. One answer was that the new rune and the new sigil were craftable using the vial, globs and/or shard. But hey, I stacked on them for months and I’d like to craft something that will be useful to me as a fractal player, not some random toughness-based boost.
  4. Will we be able to spend our pristine fractal relics on something else?
    This is also a no-brainer: they stack, they stack and all our characters have ascended, infused rings. So there is actually nothing we can spend those on.
  5. Will I still be able to buy +5 AR infusion from BUY-4373?
    I’m quite sure these will be removed, but we never know.
  6. What will I be able to buy with fractal relics?
    Well, some people have piles of those (well, not anymore since they are in the wallet, but you get what I mean). I have all my pve chars filled with 20 slot boxes and ascended capacitors, I still need something like 40 AR total accross all my chars (that’s 3k relics, which is a fraction of what I have), that leaves me with nearly nothing to spend my fractal relics on. What can I buy with them?
  7. Do we finally get some XP as well?
    Well, we barely got half a bar of XP for a whole run of fractals in 40+. Does this change? Can I finally get skill points for playing fractals?
  8. Why did you change the daily reward to account-bound per 10 levels?
    People are crying everywhere about the alt-unfriendlyness direction of the game in both PvE and WvW. Why attack the fractals as well? To make them like other dungeons? Ok, but why do you do that with dungeons in the first place? I’d really love an answer to this. We love our alts, you apparently don’t.

Running fractals

  1. What are the fractal tiers you thought of?
    I would say that tier 1 is Swamp, Underwater and Snowblind. Tier 2 is Ascalon, Volcano, Uncategorized. Tier 3 is Thaumanova, Underground Facility and Cliffside. Boss is Jade Sea, Molten Facility and Aetherblade. What can you say about this?
  2. Why are we limited to 50?
    It seems that we can get more Agony Resistance, then why limit the fractal level again to 50. You already know that we will get back to that level in no time. Plus you add leaderboards, so I don’t see why you limit them now. You stated somewhere in the forums that you will open levels above 50 in the future, but why wait?
  3. What do you want to achieve with the leaderboards?
    Well, this question has not found any answer anywhere. So I’m really wondering.
  4. Did you reduce the length of Underground Facility?
    This fractal is unnecessary long (not hard, but long). Did you finally revamped it to shorten the time?

Future of the fractals

  1. When can we expect more levels?
    You know we will get to 50 in no time. So when can we expect to go higher? This way, well… we can meet some challenge. I welcome the idea you implemented to go from 30 to 50, though I dislike the idea that the difficulty and AR requirements will be lowered. But as of today, this doesn’t feel enough to keep the usual fractal runners interested. The community takes this as a serious nerf.
  2. Can we expect a whole lot of new fractals?
    Currently you baited us with 3 new fractals, but 2 of them are actually bosses. I’m a bit disappointed, to be honest, as I would have loved to play the 3 new fractals in a row (randomly, yes, but still ;-) ) plus we go from 9 to 12, so there are still a lot of times where we will meet the old fractals. Granted, the fact that we have boss fractals make the chances higher that we will get a new fractal amongst our run, but that’s quite meh. I’d seriously have preferred something like 7-10 new fractals.

I know all those questions won’t find an answer, but thanks for any answer we can get!

Frór (yes, with the accent!)

Make Conjures like Banners

in Elementalist

Posted by: Neko.9021

Neko.9021

Here’s a thought. Players have been asking for Conjures to be like Kits. That’s cool and I support the idea, but what if we went a different route, and made them like Banners instead?

In particular, I think we could save the Fire tree, Ele survivability, and Conjures, all in one if we made the Fire tree support them better.

Here’s my idea. Maybe Conjures shouldn’t create one in your hands and one on the field. You just summon one to the field, and you can pick it up. It has no charges, it just lasts for 60 seconds, then it’s gone. You can also drop the weapon, and rather than disappearing, someone else can pick it up once you’re done with it.

So what do we do with Conjurer? Well, we could just get rid of it, and create way better traits to support Conjures instead.

For instance, what about a trait that said:
-“Conjures give their stat bonuses to nearby allies.”

This could easily be worth a Master Trait slot. Giving your allies tons of bonus stats from weapons would turn the Conjures into bright little totems that would significantly boost your party in support, while also having great functionality as well. Warrior Banners are less functional, but they don’t have to trait to have them endow (gigantic) stat bonuses, so it seems like a pretty fair way to treat them.

Then, perhaps for a Grandmaster Trait, we could make something like this:
“Conjures grant a boon to nearby allies. Hammer – 5 seconds of Swiftness every 3 seconds, Axe – 5 seconds of Might every 3 seconds, Bow – 5 seconds of Regen every 3 seconds, Shield – 5 seconds of Protection every 3 seconds.”

This would allow you to build a wonderfully colorful support-damage Elementalist around conjures while giving out boons and bonuses, and then of course, the conjures themselves, which no longer have charges, and can be passed around since they don’t disappear when dropped! The protection granted by the Shield would also be tremendously helpful, giving the Elementalist a way to gain Protection outside of having to spec 20 in the Arcana tree, while also investing in a DPS tree.

Just my thoughts.

December 10th Elementalist changes

in Elementalist

Posted by: DiogoSilva.7089

DiogoSilva.7089

Okay, time to suggest more specific changes. I’m only going to address our poor base survival, not every single underpowered skill we have (like most of our auto-attacks).

Based on my reflections:

1. We need more stat-neutral active defenses. Can’t be too close to what other professions (especially mesmer) already have to offer.

  • How: mesmer is naturally poor at mobility, and elementalists have the flavor of air and thunder to go for them. Evasion also fits that flavor, but needs restrictions to not overshadow thieves, rangers, etc.

2. We need more stat-driven active defenses that don’t rely on boon/ healing/ defense

  • How: Chill is part of our flavor, and it so happens that it synergies well when alongside mobility. Torment could be a possible addition to earth (or outside of it!) not only to make our condition builds more viable, but so that the condition damage stat can also be used with defensive purposes. Finally, retaliation relies on power, and even though we’re tapping into guardian’s/ mesmer’s ground here, it fits with fire aura.

3. We need defensive traits in our offensive traitlines

4. We need our underwhelming survival skills to be made stronger

Mobility, evasion and more defensive air traits

  • Ride the Lightning shouldn’t have twice the cooldown if the hit is blocked or evaded. The cooldown nerf was meant to hit it as an escape skill, not as a leap skill, but this detail nerfs the skill in both ways, and makes escaping more unreliable after using it as a leap.
  • Ride the Lightning shouldn’t auto-target if the auto-targetting option is on.
  • One with Air: Buff super speed’s duration to 2 seconds or 2.5 seconds. Make super speed ignore the speed cap restrictions outside of combat.
  • Aeromancer’s Alacrity or new trait: Add evasion to Ride the Lightning, Swirling Winds and Windborne Speed (aka, all #4 air skills). The former would last RTL’s duration, the later two would be a passive 1 second of evasion party wide. Alternatively, add evasion to RTL in Windborne Dagger.
  • Zephyr’s Speed: Revamp to add 33% passive endurance regen while in air instead.

Higher access to chill, and possibilities for torment

  • Make Fire Magic add condition damage instead of duration. Make Earth Magic add condition duration instead of damage.
  • Freezing Gust: Add torment in addition to chill (inspired by GW1’s skill Winter’s embrance) or improve chill duration. Add a radius effect.
  • New trait, Winter’s Embrance (inspired by the skill of the same name in GW1), or just a revamped Piercing shards (sorry, Lightning Hammer users): whenever you apply chill, inflict torment.
  • Shatterstone: Increase cooldown to 6s, add chill on the effect. Also helps dragon’s Tooth hitting. I might as well as suggest 2 extra stacks of vulnerability, from 4s to 6s, but that’s another matter.
  • Shard of Ice trait: signets and arcane skills also inflict 1 second of chill.
  • Stop, Drop and Roll: chills foes at the end of dodge roll, or:
  • Revamp Stop, Drop and Roll to new trait (Winter’s Embrace name could also be used here): Chill lasts 25% longer.
  • Comet to apply torment instead of, or in addition to, dazing. Ground-targetted.
  • Hurl from Rock Barrier with slower animation, but applying low-duration torment per hit.

Improving other underwhelming skills

  • Lightning Touch (and fire Grab for that matter) with improved functionality to hit more often.
  • Dust Devil revamped. Perhaps in order to compensate for its cast time, which makes it impossible to time blind effectively, have the sandstorm move much slower, but apply blind each half a second. So enemies within it wouldn’t be able to hit anything while within the animation.
  • Water Blast: have it heal self.
  • Gust/ Shockwave: leave the speed, it’s the line effect that needs to be wider.
  • Unsteady Ground: This skill doesn’t seems to work the first half second, or maybe it’s the cast time that needs to be finished before the skill is even activated. Lower the cast time, have the effect work the moment the animation triggers.
  • Stoning: 1 second extra of weakness, or higher damage. It’s pointless to keep an enemy weakened, if you’re wasting your entire time by doing so and end up dying anyways. Either of those buffs would make the time casting Stoning worthier.
  • Lightning Surge: Needs some sort of base defense while channeling. Or create a new mechanic: the more damage you receive while channeling this skill, the stronger it hits for.
  • Fire Aura: Add retaliation, or add a stat-neutral active defense, like a block. would make it too similar to arcane shield, though. Perhaps a flat defense boost like frost aura? Or maybe increase the burning duration to 2s in pvp, and 4s in pve, to punish however hits the ele much harder?

Additional forms of defense

  • Add evasion to burning speed.
  • Elemental shielding trait: increased protection duration.

(edited by DiogoSilva.7089)

December 10th Elementalist changes

in Elementalist

Posted by: Nike.2631

Nike.2631

I originally posted this in a separate thread, but have since realized it goes here if I’m hoping for Dev consideration .

On the concept of making people branch out in their Elementalist builds, with less absolute reliance on Arcane, I have a counter proposal for the Devs~

General: It would be nice to see more synergy between the elemental trait lines. Give me obvious, tangible reasons to build 30 Fire & 30 Earth or 30 Air and 30 Earth. Make elemental “pairing” sing. There’s only 6 possible pairs among the 4 elements, go through and deliberately make sure each pair offers something (probably by way of their 25 point minor trait) that has specific utility and application if you have 25+ points in another of the 4 elements. Give us an incentive to break away from the tyranny of Arcane rather than increasing the opportunity cost of Arcane in the hopes that we’ll maybe give up on the cornerstone choices in that line.

Specific: Dump all-aspect recharge% from Arcane entirely. Rather than neutering it down from 60% to 30% for a whole line’s worth of investment, keep the current recharge times and ADD “+50% recharge% for that element only” to each of the 15 point minor traits for each elemental line in addition to their current effects. Do you want fast recharge for Fire attunement? THEN SPEND POINTS INTO FIRE! Splashing 10 is not a commitment. Splashing 15? Cool, you get fast recharge for that Attunement. 15 points is also a low enough number that you could see a “fast-swapping master” built on 15/15/15/15/0 with 10 points left over to mix it up.

But what to replace the class specific boost of arcane with? Make it a stat buff that varies with your attunement! Make it “double down” on the attributes already associated with that element as seen in their trait lines. A fully fire-traited elementalist in Fire Attunement with 30 points in Arcane should get a huge bump to Power and Condition Duration (the Fire line bonus). When he shifts attunement to Earth, that Power and Condition Duration bonus morphs into a Toughness and Condition Damage bonus (The Earth trait-line attributes). Make points into Arcane something that reinforces the flavor and playstyle of your other choices, rather than diluting them.

Less “I want to be a hydromancer, and arcane lets me get away with occasionally swapping through other attunements…”

More “I want to by a hydromancer and arcane lets me stack even more vitality and healing power while in water Attunment, making me a BETTER hydromancer!” With it built-in that being a 15+ point hydromancer means you can get back to that attunement quickly after rotating out to answer some specific need.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Elementalist dungeon build

in Elementalist

Posted by: haviz.1340

haviz.1340

Staff is the horrible choice for dungeons. I’d advise to stay away from it as much as possible.

Lingering Elements

in Elementalist

Posted by: Gorni.1764

Gorni.1764

Now let me explain why making Lingering Elements work with listed traits would be fun. In general Elementalists have to use all of their Attunements to be effective. Everything that restricts them to do that is bad for elementalists. Best example is (was) the 16s attunement CD which makes (made?) Arcana absolutely necessary. The second thing are the huge amount of traits and utilities that only buff one element (including all -20% CD reduction and +10% damage-traits) – they never see any play (in PvP). So here are some things that a reworked Lingering Elements could promote:

  • it would revive a huge bunch of currently useless traits, including all +10% damage traits that are restricted to their attunement and Lingering Elements on its own. Spending 15P in Arcana might be considered, but as it is now it’s a waste of points since the 5P minors aren’t worth it.
  • not only the +10% damage traits would be usefull even other traits might see some play: Shard of Ice for example to enable the +20% damage from Piercing Shards – I could totally imagine to make a new build around this. Heck, I’d even test 30P in fire for a might-stacking-build. Build-variety all over the place!
  • By making it work with stuff like Elemental Surge or Arcane Precision (this trait needs a buff urgently btw.) you could possibly make condition-Elementalists viable. The greatest problem for condi-eles is that they can’t apply more than one condition at once and conditions are always bound to specific elements so you’re locking yourself out of conditions as soon as you switch attunements (and truth to be told: Signets suck). Elemental Surge has much potential but is extremely useless as it is now. Burning for 5s that other classes can have everytime they crit is not worth a 30P-trait. However when you can apply two or even three conditions with it, I might consider taking it and make a condition build.
  • Same goes for Glyphs (especially Glyph of Elemental Power or Glyph of Storms). Glyphs don’t see any play right now. Not in PvP and they’re quite rare in PvE too. You could lower the damage of Glyph of Storms and make it apply more conditions AND make it work with Lingering Elements. That would be an appropriate spell with 60s CD in PvP. Glyph of Elemental Power may finally be used and we can make use of our “lost” stunbreak from Cleansing Fire again.
  • I’m sure there are more funny synergies that I haven’t thought of – be creative!

To sum up this trait has endless potential to create new builds and even completely new playstyles for eles. I really don’t get why DEVs don’t want to change it to work with all mentioned stuff. I don’t think it would be overpowered at all (if you think so, you could lower the duration or at least consider changing and testing it).

Discuss!

Rachat – Elementalist (Abbadon’s Mouth)

(edited by Gorni.1764)

Lingering Elements

in Elementalist

Posted by: Gorni.1764

Gorni.1764

Hi Community, hi Developer-Team!

For everyone who hasn’t read it yet:

I think this trait needs better wording. I hope you all understand why that trait would be wildly overpowered if it carried over everything particularly all 10% damage bonuses. You could simply slam through all attunements and then get 50% bonus damage. Similarly making other things work with this would requires those traits get lowered in the base case as well. I think this is a fine 15 point minor trait on its own and we can reword it and then discuss the merits of the other traits on their own.

To me, that is a better starting point for discussion than attempting to balance all of these effects with how they might work with a minor trait in Arcana. That would predicate the entire profession around that trait which is not what we want out of our minor traits.

Jon

I’m really sad to hear this, so let me try to explain you why this wouldn’t be overpowered at all, but instead would be extremely fun to play with:

Here’s a list of stuff that is currently bound to one attunement but could work with Lingering Elements:

VI – Internal Fire – 10% more dmg when attuned to fire
X – One with Fire – Flame barrier proc chance increases while attuned to fire
XII – Pyromancer’s Puissance – since it doesn’t work like described (every spell you cast in fire grants might, not only your fire-weapon-spells)

X – Air Training – 10% more dmg when attuned to air

VII – Strength of Stone – 10% more dmg when attuned to earth

IV – Piercing Shards – 20% more dmg to vulnerable foes when attuned to water

First off we can’t even specc all of them at once, since we also need 15P in Arcana. Second such a build wouldn’t be viable at all (it lacks severe defense and synergy) nor would it deal good damage. Why? – To make use of all of them (+40% damage max when you specc stone splinters which isn’t restricted to an attunement) at once you would have to rotate through all of your attunements at once without casting spells in each attunement. Then you would have all attunements lingering for about 1s before the first one vanishes. In this one second you can hardly cast one single spell while you’re locked out from all other attunements for about 13s which would be devastating in PvP (like it’s the case when using conjures). So in a more realistic scenario we would at best only have 2 of the effects active at any time, meaning +20 or +30dmg (though +30 has the restriction of vulnerability). Now take a look at other classes or even the elementalist itself: +20% damage can be obtained much easier. Warriors have Unsuspecting Foe – one single trait that boosts overall damage of CC-warriors by more than 20%. Eles could Just take Stone Splinters and Burning Rage for example or any other trait that boosts damage +10% in its attunement. So I think we can all agree that +20% or 30% damage aren’t considered as overpowered.

[continued in post 2]

Rachat – Elementalist (Abbadon’s Mouth)

(edited by Gorni.1764)

December 10th Elementalist changes

in Elementalist

Posted by: Taldren.7523

Taldren.7523

vigor in earth maybe?

Again, please no.

Listen … Jon wants to help out fire and this is how I suggest he does it.

1. Move Renewing Stamina to 5 points in Air.
2. Move Conjurer to Adept in Arcane (there is nothing to that ability that makes me think fire anyway).
3. Move Persisting Flames to Fire Master.

Ta-Da … room for a brand new Fire Grandmaster without any decisions that don’t make sense.

80 Elementalist (RotV), 80 Mesmer (RotV)
80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.

Lingering Elements

in Guild Wars 2 Discussion

Posted by: Conncept.7638

Conncept.7638

December 10th patch notes
Elementalist

  • Lingering Elements has received an updated skill fact
    Lingering Elements- This trait does nothing

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Philips.2541

Philips.2541

Well i’m going to put my ideas to improve the elementalist:

Pyromancer’s Alacrity Reduces recharge on all fire weapon skills 20% and reduce fire attunement CD at 40%

Aeromancer’s Alacrity Reduces recharge on all your air weapon skills and reduce air attunement CD at 40%

Geomancer’s Alacrity Reduces recharge on all earth weapon skills and reduce earth attunement CD at 40%

Aquamancer’s Alacrity Reduces recharge on all water weapon skills and reduce water attunement CD at 40%

Maybe too much?

Regards Philips

Progress Blocking Fractal Issue

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

Stop using staff.

Make Vigor on Crit an Air Trait

in Elementalist

Posted by: Neko.9021

Neko.9021

Put it ANYWHERE in the Air Tree short of being a Major Grandmaster Trait. But locking it so deep into the Arcane tree makes it very difficult for glass Ele builds to gain access to it.

Warrior = Ele 2.0 ?

in PvP

Posted by: JonathanSharp.7094

JonathanSharp.7094

Game Design Lead

Warriors are pretty strong right now, but will be seeing changes in an upcoming patch.

We like how they can be tanky, and we like how they can do DPS if they want. We also like the CC they can bring. We just don’t like them doing it all with 1 build.

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

Zelyhn's Advanced D/F [PvE Guide]

in Elementalist

Posted by: Anicetus.1253

Anicetus.1253

As for guang, well ...

6u4n6m47h

(edited by Anicetus.1253)

to make dungeons more fun?

in Fractals, Dungeons & Raids

Posted by: Clumsy.6257

Clumsy.6257

adding skill requirements is overrated, just add dredge

Staff Analysis after Update (PvE)

in Elementalist

Posted by: Molch.2078

Molch.2078

Hm, Zelyhn, maybe you should write a guide about your dagger/focus build that stacks more might and deals more damage than this awesome 30 points arcana staff thing. Maybe even put it in your signature? Yeah, thats a good Idea. You should do that…

Remember to submit your bugs

in Elementalist

Posted by: Lavadiel.6231

Lavadiel.6231

It’s funny Tyler Chapman made this thread to tell us to post bug reports in the bug sub-forum but people do exactly the opposite here and talk about bugs in the very thread asking them no to do this. I am amazed, but not surprised.

when you get older you will be not even amazed…
http://youtu.be/z9pD_UK6vGU

Skill vs Reward

in Guild Wars 2 Discussion

Posted by: Mikuchan.7261

Mikuchan.7261

This may have been discussed before but I couldn’t find it in the top forum pages.
But what disturbs me alot is that the game absolutely do not reward skill what-so-ever.

If you want money, loot, rewards, whatever it is, you go to Frostgorge sound and mindlessly zerg for champions while you watch a movie or whatever and make your 8g/h + exotics and rares and stuff and then buy whatever you want.
It requires no skill at all and it’s the best way to get stuff in the game.

Compare it to explorable dungeons.
1 path of CoF takes like 10-15 mins and gives you 1 gold and a bit of this and that. That’s about 4-6g/h. I wouldn’t say CoF requires alot of skill, but definately more than zerging for champions.
Then we have Arah, which I would say would be the hardest dungeon in the game but I guess that’s subjective.
Path 4 I believe is the hardest and longest and it gives 3 gold for clearing it. If you don’t know how to run it, it will probably take hours to clear it. If you do know how to run it, it takes about 30 min according to my sources if you don’t fail anywhere. That would be 6g/h
That said, those paths are not repeatable while you can do Frostgorge all day long if you want. So Dungeons are inconsistent while Frostgorge is consistent.

Now compare to fractals, which is said to be an endgame dungeon.
A fractal run varies alot in time depending on what fractals you get, but I’d say a run takes 30-45 mins for levels up to 20-ish with a good party. The higher the level, the longer the time.
But in no fractal have I ever got more than 5 gold for a run and that’s when I get 2 exotics and a charged lodestone. I could be incredibly unlucky but I’ve run some 250 fractals. On average I probably get 2 gold per run.
So in the best case that’s 4g/h.

So the more skill you need to complete content, the less you are rewarded for it.
Frostgorge require no skill and you get 8g/h.
Fractals on high lvls require alot of skill and you get half of that at best.

Now I’m not saying that champion farming should be removed. Absolutely not. If people wants to mindlessly farm then go ahead.
But I do say that the reward should be balanced better with the skill required.
If I could get 8g/h for doing fractals or dungeons, I wouldn’t have to mindlessly zerg for champs and gradually destroy my brain more and more out of boredom.

That said I think that champ farming should be slightly nerfed and dungeons and fractals and other activities requiring skill should be buffed alot in reward. And should be as repeatable as champ farming is.

Now I know that fractals are getting an overhaul and I really hope that the rewards are part of that overhaul.

So I kicked a dugeon seller...

in Fractals, Dungeons & Raids

Posted by: Harrahou.4518

Harrahou.4518

Even if some sellers would skip some bosses how does that affect you , I don’t understand. You can’t find a ‘GOOD’ arah group ? If you were good yourself you could carry your party. So the lame excuse ’ Pugs are terribad , i can’t find a decent group’ is pathetic . I pug arah p2 everyday and it’s not a big deal.
Me personally, I don’t care about the sellers, if some people are dumb enough to buy
arah slots its their problem.

You come here and don’t notice I mentioned you in a good way…Do you want this whole thing to go back to normal…Im also happy about your paragraphing.

R80 Multi Classer
Proud Owner of:
Oh Did That Just Happen [Mhmm]

one with air trait?

in Elementalist

Posted by: DiogoSilva.7089

DiogoSilva.7089

Anet should experiment with the numbers behind this trait. 2s next patch, and maybe even more if people still don’t use it.

I think One With Air should be viable regardless of Fresh Air. Fresh Air builds lack a lot of defense, and revolve (in pvp) around scepter. What One With Air adds to fresh air builds, is better escaping (at the cost of lesser damage), and better kiting should you decide to go with MH dagger. For that reason, I don’t think Anet should be too worried about balancing it with fresh air in mind. I can see this trait going up to, say, 2 or 2.5 seconds. To non-fresh air builds, that should be a good number. To fresh air builds, it could be a bit much, but the damage loss and the natural lack of survival would justify it.

I’ve tested it out myself in pvp. It was cool to give me time to finish ether renewal versus melee characters. But it did nothing versus ranged chars, versus leaps, and more importantly, most of the times an ele would want to switch to air with a fresh air build, would be to burst. So by the time the buttons are pressed to activate the burst, one with air’s duration would be over.

Anyways, experiment with 2s next patch, Anet!

P.S. Alternatively, having it affect out-of-combat speed would allow for very interesting roaming builds, especially if it could synergize with RtL. I wouldn’t mind upping this trait’s tier to master if that was the case, to prevent a situation where highly defensive eles from using it. That’s if assuming Anet still doesn’t wants bunker eles to have their old mobility back.

(edited by DiogoSilva.7089)

Lingering Elements trait bug since release

in Bugs: Game, Forum, Website

Posted by: zitounae.4803

zitounae.4803

i m a supposed to be a support class in a game w/o holly trinity, so i think i must support that thread.

I ran into a VERY strong staff Elem earlier on live and was excited to see it -time4nerf-

disapointed by patch

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Posted by: florence.1674

florence.1674

IMHO, I think the AoE nerf is not so much a nerf, but rather an optimization to allow for servers to handle large WvW loads. This “nerf” guarantees that only 5 are definitely calculated for that AoE, rather than 5+indeterminate number due to block/evade/etc.

It has almost absolutely no effect on spvp though.

WvW law #1: nobody in WvW can count.

State of the Elementalist (Discussion)

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Posted by: Mbelch.9028

Mbelch.9028

Gorni I agree with you 100% and I actually agree with Devs.

I just wish they’d give us a date, stick to it and stop trying to pull the wool over our eyes with patches to shiny conjures and useless traits.

Yes, it is a useless 20 air trait. The things you could take over it are big.

We would be well off in a situation where we aren’t so focused even. I’m not sure if that means giving us evades or stealth or what, but we need something. I’ve suspended gem buying until ele is fixed as well.

-Nex, [FEAR] Elementalist
https://www.youtube.com/user/GW2FearGaming

State of the Elementalist (Discussion)

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Posted by: GuildWarsPlayer.5608

GuildWarsPlayer.5608

Well from my experience thus far, the elementalist is the hardest profession I’ve leveled.

>We're buffing staff!

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Posted by: Wethospu.6437

Wethospu.6437

AoE changes are same for everyone else. What makes you think your Elementalist is the special snowflake?

Anyways I would like to remind everyone that their philosophy is to do small changes and let the meta evolve. If they say massive they probably just mean lots of changes.

(edited by Wethospu.6437)

Which one of you did it?

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Posted by: Guanglai Kangyi.4318

Guanglai Kangyi.4318

I even went back and checked.

I see no nerfs.

Stop your whining.

Our mobility is back...baby!

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Posted by: FrownyClown.8402

FrownyClown.8402

Tested out conjures. OP against opponents who don’t know what they are doing and when you are 5v1ing


Bad Elementalist