Showing Posts For Alekt.5803:

Fresh Air S/D Roaming Montage

in Elementalist

Posted by: Alekt.5803

Alekt.5803

Good video, mister Macaroni.

Alerie Despins

New Runes (Self-made.)

in PvP

Posted by: Alekt.5803

Alekt.5803

None of them are good.

Idk ale that one interrupt one sounds prettyyyyy fun ;p

I would take it in condition damage for sure. I just don’t like the 6th point. And the internal cooldown on the might.

Alerie Despins

To hit Elementalists sustain.

in PvP

Posted by: Alekt.5803

Alekt.5803

OP: Nerf cantrips ele because I don’t play it.

Basically. Rofl @ change of meta.

I removed the Soothing Disruption part. What about the soothing mist?

Alerie Despins

To hit Elementalists sustain.

in PvP

Posted by: Alekt.5803

Alekt.5803

The OP is elementalist.

The bug fix will increase the heal from Soothing Mist by a large portion, by the way.

The thing with all those “fixes” and nerfs are that they force Ele to go even further to Bunker. Remember the Vigor nerf? It didn’t move people off Arcane. In fact, it made Water line and Cantrips even more mandatory. You want to nerf Vigor in Water? You’re just making the Arcane line more mandatory to get back the Vigor loss.

Put on a Marauder amulet and see how long you can survive. One Shatter burst from a Mesmer and you’re down. You won’t even have time to react.

Any D/D Ele build that use a glassier amulet than a bunker Celestial is just not viable. Ask yourself, do you see Marauder Staff Ele running around killing? No, they die in a few shot. Ele sustain without bunker traits and bunker amulet is very terrible.

What they need to do is to significantly increasing the base healing/sustain of the base Ele, then reduce the healing scale of bunker Ele. Any nerf to their sustain without increasing the base sustain will only push people even further into Bunker build.

I am from the ones that did not want a renewing stamina nerf; I wanted to see cantrips getting the nerf.

I didn’t think it was the right nerf too. However, I don’t see why your proposal of also nerfing the Vigor from Water makes sense. It doesn’t undo the nerf in Arcana, and it only push people further into both Arcana and Water, and keep a Sigil of Energy. All the build will be locked up with your proposal.

What about the soothing mist thing?

Alerie Despins

To hit Elementalists sustain.

in PvP

Posted by: Alekt.5803

Alekt.5803

The OP is elementalist.

The bug fix will increase the heal from Soothing Mist by a large portion, by the way.

The thing with all those “fixes” and nerfs are that they force Ele to go even further to Bunker. Remember the Vigor nerf? It didn’t move people off Arcane. In fact, it made Water line and Cantrips even more mandatory. You want to nerf Vigor in Water? You’re just making the Arcane line more mandatory to get back the Vigor loss.

Put on a Marauder amulet and see how long you can survive. One Shatter burst from a Mesmer and you’re down. You won’t even have time to react.

Any D/D Ele build that use a glassier amulet than a bunker Celestial is just not viable. Ask yourself, do you see Marauder Staff Ele running around killing? No, they die in a few shot. Ele sustain without bunker traits and bunker amulet is very terrible.

What they need to do is to significantly increasing the base healing/sustain of the base Ele, then reduce the healing scale of bunker Ele. Any nerf to their sustain without increasing the base sustain will only push people even further into Bunker build.

I am from the ones that did not want a renewing stamina nerf; I wanted to see cantrips getting the nerf.

Alerie Despins

To hit Elementalists sustain.

in PvP

Posted by: Alekt.5803

Alekt.5803

The OP is elementalist.

The bug fix will increase the heal from Soothing Mist by a large portion, by the way.

Alerie Despins

To hit Elementalists sustain.

in PvP

Posted by: Alekt.5803

Alekt.5803

I’d like to share a few ideas on the topic of shaving the elementalists’ sustain without breaking too many builds. Some ideas have also been spoken, but I don’t believe the soothing mist one has been.

Soothing Mist
Increase the heal value by 10%, but reduce the max duration of the boon to 5 seconds, down for 10 seconds.

Bug fix the reapplication interval in water attunement so that it does not cancel ticks of healing. (It currently does 2 ticks every 4 seconds. For example, 1st tick is applied, 2nd tick is applied, 3rd tick is cancelled due to reapplication, 4th tick applies 1 second after reapplication.)

Soothing Power
Add a max duration increase to the Soothing Mist boon up to 10 seconds. (With the initial 10% increase, Soothing Power becomes 220% of the initial value.)

Nota Bene. It is not because I propose nerfs/changes to elementalists that I do not want other very strong classes to remain untouched. I am not very competent to talk about the technicalities on other classes. I do know however that a nerf to classic cantrips ele might provoke an Engineer or Mesmer meta.

Edit: I just removed the Soothing Disruption part. It shouldn’t have been there in the first place.

Alerie Despins

(edited by Alekt.5803)

New Runes (Self-made.)

in PvP

Posted by: Alekt.5803

Alekt.5803

None of them are good.

Alerie Despins

Viable Tempest Builds (theorycrafting)

in Elementalist

Posted by: Alekt.5803

Alekt.5803

Condition Staff Tempest (TPvP ; SPvP)
Tempest/Earth/Arcane
Tempest: 3; 2; 3
Earth: 1; 1 ; 1
Arcane: 2; 2; 3

Settler Undead : Geo /Doom
Signet of Resto, Signet of Earth or Feel the Burn, Conjure Earth Shield, Glyph of Elemental Power; Rebound

Not saying more.

Alerie Despins

New Runes/Sigils/Amulets in sPvP and info on Vampirism

in PvP

Posted by: Alekt.5803

Alekt.5803

What if the trap is placed through stealth?

You still hear it?
Dunno about Rangers.

Thieves have little dust animation and trap setting sound even when stealthed.

In 1v1 it’s spottable and if you focus you’ll follow up.

But in Xv1 scenario – forget it xD

I don’t know… There seems to a bug lately about downstate sounds in stealth where you can hear it even without vision. Is that intended or not?

Alerie Despins

New Runes/Sigils/Amulets in sPvP and info on Vampirism

in PvP

Posted by: Alekt.5803

Alekt.5803

Ok, Trapper Rune will maybe not be a problem for higher PvP. But for SoloQ and even lower Tier PvP this Rune will destroy alot of fun. All the Condi Specs are annoying like hell allready. No need to make it more annoying.

To Keep Dire and Perplexity out of PvP is good. No need to buff Condi Mesmer.

All this started with the Idea of adding more Amuletts and now we get more Runes and other Crap.

Higher MMR PvP is not that much different. There is absolutely no way to know where the guy could be in stealth with superspeed, the vector of search is simply too wide. And in High MMR, we’ll surely have some “innovative cheesers” managing the traps to fit against High MMR.

High MMR are not gods, guessing where are the traps is tiresome and very annoying. Simply said, hitting 1 trap can result death.
Walk in invisible thing —->Knock-up —--> Aids —-> Binding roots —->RIP (What a nice play pattern.)

It’s not about guessing.

Traps have animation and release sound upon placement.

Thing is, you have to pay attention to floor more often.

What if the trap is placed through stealth?

Alerie Despins

New Runes/Sigils/Amulets in sPvP and info on Vampirism

in PvP

Posted by: Alekt.5803

Alekt.5803

Ok, Trapper Rune will maybe not be a problem for higher PvP. But for SoloQ and even lower Tier PvP this Rune will destroy alot of fun. All the Condi Specs are annoying like hell allready. No need to make it more annoying.

To Keep Dire and Perplexity out of PvP is good. No need to buff Condi Mesmer.

All this started with the Idea of adding more Amuletts and now we get more Runes and other Crap.

Higher MMR PvP is not that much different. There is absolutely no way to know where the guy could be in stealth with superspeed, the vector of search is simply too wide. And in High MMR, we’ll surely have some “innovative cheesers” managing the traps to fit against High MMR.

High MMR are not gods, guessing where are the traps is tiresome and very annoying. Simply said, hitting 1 trap can result death.
Walk in invisible thing —->Knock-up —--> Aids —-> Binding roots —->RIP (What a nice play pattern.)

Alerie Despins

Streamlining the Elementalist.

in Elementalist

Posted by: Alekt.5803

Alekt.5803

4. I think you misinterpret the ability … you are locked into a single weapon that you choose at the time of your casting based on what attunement you are in. Swapping from FGS and returning 9s later leaves your shower ability with another 6s of cooldown to wait on. You can’t swap to Ice Bow until all your FGS charges are gone and you recast (5s cast) the elite after the 60s cooldown. 60s Cooldown vs the 180s cooldown we have now.

The way I understand it, the you can swap into a “selected conjured weapon” for the last 25 charges. Only thing is that you can bring it back only every 9 seconds.
Do I understand it?
1. You cast the glyph and get 25 stack of the weapon. 2. If discarded, it goes in a 9 seconds cooldown and keeps the stack count remaining. 3 After 9 seconds you can swap again, and again until no stacks remains.

OR
Is it… When you swap, you are locked in the conjure for 9 seconds?

You are locked into the Conjure for 9s just like with other secondary weapon swaps. Of course you are still considered to be in whatever attunement you are in at the time and can still swap attunements while using the conjured weapons.

Then it’s absolute junk. Anet’s bad iteration is over twenty times better.

I don’t like going into conclusions like that, but you don’t seem to play conjures yourself and do not understand why and how they can fit in the utility bar.

Alerie Despins

(edited by Alekt.5803)

Streamlining the Elementalist.

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Posted by: Alekt.5803

Alekt.5803

Bonus. You’ve still not answered about my claim that your iteration would disqualify auto-attack oriented conjured weapons like earth shield and lightning hammer. Also, when I talked about the fact that you were nerfing the conjures in a way and buffing them, I meant that you were specifically hitting those.

1, 2, and 3 I will leave open while you absorb my last post.

I still don’t know what you mean by disqualifying. The autoattacks arn’t going anywhere , you have 25 attacks you can make before it goes on its 60s cooldown (48s with -20% Glyph Cooldown from AIR).

I hope that you’re aware that Inscription only grants 1 stack of might.

Alerie Despins

Streamlining the Elementalist.

in Elementalist

Posted by: Alekt.5803

Alekt.5803

1. Being a tournament conjuring elementalist makes you basically a unicorn. You’re one in a million, but then again that sort of proves the need for a rework. The current system is rejected by virtual all elementalists. Sure, there are a few, like yourself, that “specialize” to avoid the “mainstream”, but that doesn’t work for the rest of us.

2. As for using a few skills and switching … Your describing how every attunement is used right now. No one uses all their attunement abilities. In fact, based on spec, many abilities are avoided from ever being used. Heck, entire attunements are sometimes actively avoided.

3. The new sPvP map and WvW don’t have tiny capture points where you drop and pickup mechanic makes any sense.

1. You’d see the build in action, you’d want to play it. Of course, I enjoy having my own style of play and care about how it plays. I wanted a real offensive staff build. I did not pick conjure weapons because they are conjured weapons. In fact, I’ve always considered Earth Shield like thrash until I carefully checked my options with it.

2. It would go to a whole different level. Some of the conjured weapon abilities are very strong because they are conjures. That’s what make them interesting. Imagine including FGS spin in your regular combat rotation.

3. I do not like the 60 seconds cooldown. I want that reduced. I just like the idea of picking it up for extra value, or even a team utility against a Rampage or what not.

Bonus. You’ve still not answered about my claim that your iteration would disqualify auto-attack oriented conjured weapons like earth shield and lightning hammer. Also, when I talked about the fact that you were nerfing the conjures in a way and buffing them, I meant that you were specifically hitting those.

Alerie Despins

Streamlining the Elementalist.

in Elementalist

Posted by: Alekt.5803

Alekt.5803

4. I think you misinterpret the ability … you are locked into a single weapon that you choose at the time of your casting based on what attunement you are in. Swapping from FGS and returning 9s later leaves your shower ability with another 6s of cooldown to wait on. You can’t swap to Ice Bow until all your FGS charges are gone and you recast (5s cast) the elite after the 60s cooldown. 60s Cooldown vs the 180s cooldown we have now.

The way I understand it, the you can swap into a “selected conjured weapon” for the last 25 charges. Only thing is that you can bring it back only every 9 seconds.
Do I understand it?
1. You cast the glyph and get 25 stack of the weapon. 2. If discarded, it goes in a 9 seconds cooldown and keeps the stack count remaining. 3 After 9 seconds you can swap again, and again until no stacks remains.

OR
Is it… When you swap, you are locked in the conjure for 9 seconds?

Alerie Despins

Streamlining the Elementalist.

in Elementalist

Posted by: Alekt.5803

Alekt.5803

I do not like the idea. Conjures are interesting the way they are, it’s just that some of them suffer from outdated abilities and need some quality of life changes.

Your idea is a complete mess to balance overall.

5 seconds to cast is pretty crap, and it completely ignores the possibility to run multiples conjured weapon at the same time.

Problems.
1. You did not resolve the cooldown issues on Conjured weapon. You even made it worse by denying a second pickup which could cope with it.
2. You break a current playstyle.
3. You are overly buffing conjures with important cooldowns.
4 You do not promote the active use of the conjure. Instead, you promote a play pattern relying on using important cooldown and swapping. I.e. FGS spin and swap back to D/D.

This provides the exact same gameplay that already exists in both Engineers with weapon kits and Mesmers with Mantras. Balance methods already exist for both which would transfer over. It would all come down to recast time and cooldown.

You call out that 5s cast time as crap, yet I do it on my mesmer often … but for only THREE charges max of a mantra vs 25 charges for a conjure. You call out the cooldown by saying I make it worse when I actually reduced it by 66%.

1. A second pickup grants you a total of 30 charges, if you are allowed or in a posiiton to pick up the item. My idea grants you 25 all the time.
2. The current playstyle is already grossly broken. Conjures aren’t used outside of certain PvE and even that is extremely rare post IceBow nerf.
3. You basically said I am nerfing conjures by combining them and then say I am overly buffing them. Doesn’t this just mean they are different then they are now?
4. That would be the exact same gameplay of how Weapon Kits are used now. Also, its the exact same gameplay as what conjures are used now in sPvP and WvW. Elementalist summon, use a couple of abilities, and then drop it.

You may feel that D/D gets the least out of this change … and you would be right. As D/D you may only use FGS whirl and they go back. Other builds that are currently not very viable, however, will get a LOT more out of it. Fresh Air would have the defense of Earth Shield, Cele Staff would have access to another blast/leap finisher for its fields, ect. This is how it should be, D/D doesn’t need help, it should benefit the least.

I play sPvP tournaments with conjured weapons. My point is a complicated one. With your idea, you will not see an healthy use of conjures. What you might see is a “Cast instant stuff and drop”. That would take the form of.. For every weapons.

Icebow
-Constant access to Frost Volley (5x proj finisher 100%)
-Constant access to Frost Fan (5 seconds of chill; used to be 7 but 5 chill stack limit now)
-An improve meteor shower for every weapon set.

Conjure Flame axe
(Deleted)

Fiery Greatsword
-Every 9 seconds, deal about 3k damage along with an evade that you can cancel not to go too far away for the target for an easy re-engage.
-Constant possibility to leave the fight.

Earth Shield (Auto-attack based conjure)
-Extra 2 seconds daze every 12 seconds.
-Possibility of Fortify every 25 seconds.

Lightning Hammer (Auto-attack based conjure)
-I do not know much about that one. It’s just a very slow weapon overall.

People will eventually realize that it’s just better to save conjures stacks and only use the best cooldown in it, then swap back. Inscribing a FGS is infinitely better than lightning flash. Once people realize, it’ll be broken, they’ll nerf conjures to the ground and we’re back to square 1.

Personnally, I like the picking up mechanic (I would like it less clunky though). It does not guarantee the possibility to use the conjure twice, but if you’ve been using conjures for long enough, you get to learn and remember where you’ve dropped it. When fighting on point, conjures on the floor represent safe spots where very few realize. Right now, conjures are good without picking them up for a second time, but when you do, the value of the utility increases by a lot.

-You’ll have to explain your point about reducing conjure cooldown by 66%.
-The point of conjures is not to drain all stacks
-Conjures are not used because they need some QoL changes.
-Combining Conjures will be a huge buff at first, but it will force a nerf, since every elementalist will have access to everything. Conjure would no longer be allowed to be a power spike.
-I don’t want conjures to be like engineer kits. Engineers increase weapon skills via kits; elementalists specialize via conjures.
-I am not a d/d elementalist player. I am a staff purist.

Alerie Despins

(edited by Alekt.5803)

Ranger

in PvP

Posted by: Alekt.5803

Alekt.5803

Rangers are not bad. It’s just that they do not contribute much to the team overall, or it’s just the people’s impression.

Alerie Despins

New Runes/Sigils/Amulets in sPvP and info on Vampirism

in PvP

Posted by: Alekt.5803

Alekt.5803

Ahahahah! Don’t they realise the people suggesting Trapper runes were trolling?
I suppose they’re adding Defender runes for Chronomancer too ..
still the best way to get something balanced is to introduce it into PvP.

Please reconsider Dire/Perplexity too!

As a mass CC/Disable Condition Elementalist with Lightning Rod, I adamantly oppose the introduction of Perplexity runes.

PS. You can’t find a better build for perplexity runes.

Alerie Despins

Staffing about in WvW

in Elementalist

Posted by: Alekt.5803

Alekt.5803

I’ve noticed in the youtube comment section about a talk in Condition Staff, a certain Minami.

About condition staff, I believe that Air, Earth and Arcane is the most potent combinaison. Settler Undead in SPvP, Sinister + Apothecary + Celestial weapon for WvW. Earth Shield is also a must in that sort of build to combine with Lightning Rod.
And before the nerf, you could rely on Icebow number 2 on a fire field

Though, I am very interested to have a talk with some people doing condition staff.

Alerie Despins

New Runes/Sigils/Amulets in sPvP and info on Vampirism

in PvP

Posted by: Alekt.5803

Alekt.5803

inb4 the permastealth condi ranger/thief/guard complaints

Without a doubt. Have you seen how potentially broken that rune set is? Stealth and super speed are no laughing matter. Especially since traps are by essence a bad mechanic.

Alerie Despins

Streamlining the Elementalist.

in Elementalist

Posted by: Alekt.5803

Alekt.5803

I do not like the idea. Conjures are interesting the way they are, it’s just that some of them suffer from outdated abilities and need some quality of life changes.

Your idea is a complete mess to balance overall.

5 seconds to cast is pretty crap, and it completely ignores the possibility to run multiples conjured weapon at the same time.

Problems.
1. You did not resolve the cooldown issues on Conjured weapon. You even made it worse by denying a second pickup which could cope with it.
2. You break a current playstyle.
3. You are overly buffing conjures with important cooldowns.
4 You do not promote the active use of the conjure. Instead, you promote a play pattern relying on using important cooldown and swapping. I.e. FGS spin and swap back to D/D.

Alerie Despins

(edited by Alekt.5803)

[BW3] Feedback Thread

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Posted by: Alekt.5803

Alekt.5803

SUPERIOR RUNES OF THE TEMPEST

(1) +25 Toughness
(2) -25% Incoming Cripple Duration
(3) +50 Toughness
(4) +15% aura duration
(5) +100 Toughness
(6) When you activate a shout skill, you gain aegis for 8 seconds. (Cooldown: 30 seconds)

That is a pretty horrible rune set.

Why? One of the biggest complaints about overloading is its too dangerous to use it on a squishy light armor class.

You have made a weak shout set, not an overload set.

He just made one of the weakest rune set in the game.

Alerie Despins

We want Zealot Amulet for HoT

in Guild Wars 2: Heart of Thorns

Posted by: Alekt.5803

Alekt.5803

Why we have to be pigeonholed into these amulets anyway is beyond me, the flexibility allowed in WvW gear is perfect, and would allow much more build options for professions in spvp, keep the stat balance because this is good, so no advantage from ascended gear etc, but allowing freedom in stat spread is the way forward, allowing people to perfect how much offensive and defensive ability they want.

That’s what I’d like too.

Alerie Despins

We want Zealot Amulet for HoT

in Guild Wars 2: Heart of Thorns

Posted by: Alekt.5803

Alekt.5803

I’d like a settler with Condition Damage main stats.

Alerie Despins

[BW3] Feedback Thread

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Posted by: Alekt.5803

Alekt.5803

…for all your get in there and stay in there (and blow them up!) needs…

SUPERIOR RUNES OF THE TEMPEST

(1) +25 Toughness
(2) -25% Incoming Cripple Duration
(3) +50 Toughness
(4) +15% aura duration
(5) +100 Toughness
(6) When you activate a shout skill, you gain aegis for 8 seconds. (Cooldown: 30 seconds)

((suggestion for new profession-complimentary runes for HoT))

Will it retain the 2-3 seconds delay to gain the aegis after the shout?
Why did you decide to base a rune on easily one of the worst rune set possible?

Alerie Despins

Elementals to equip conjures

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Posted by: Alekt.5803

Alekt.5803

I thought you meant that you would first summon an elemental representing the conjure’s element to fight by your side. Then, once it dies, it drops the 2nd conjured weapon for the team of yourself.

I know that I don’t communicate well in that language, so I will clarify it, maybe I will help a little. Summon and then that summoned ele can pick conjure weapons from the ground to equip them if they find next conjure weapon they equip that new one instead that old. Picking mechanism could be troublemaker cuz players would suffer of elementals stealing environmetal weapons so better way to do that would be: when we conjure weapon then elemental if exist make copy of that for iteself autmatically changing their skills.

Effect on dying is effect is dropping things like med. kits things that engineers drops or those shards of faith of dragonhunter or like enivronmental weapon like rock – that have 1 skill and 1 use.

I understood at first. I was just building around your idea.

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Looking for Burst Ele Suggestions

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Posted by: Alekt.5803

Alekt.5803

Let’s not forget about Inscription giving 3 stacks of might instead of 1 stack!

Alerie Despins

Elementals to equip conjures

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Posted by: Alekt.5803

Alekt.5803

I thought you meant that you would first summon an elemental representing the conjure’s element to fight by your side. Then, once it dies, it drops the 2nd conjured weapon for the team of yourself.

Alerie Despins

[BW3] Feedback Thread

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Posted by: Alekt.5803

Alekt.5803

You guys do realize that sitting in an attunement is very possible when using a conjured weapon? Though, the only conjure that is worth mentionning is Earth Shield at the moment in sPvP.

Alerie Despins

Looking for Burst Ele Suggestions

in Elementalist

Posted by: Alekt.5803

Alekt.5803

They could start by doing some QoL changes to staff to the offensive casts. The changes are thought to not influence the current PvE staff builds, and will not buff them in the direction they are known to be excelling at.

Lava Font. First tick of damage instant.

Healing Rain Cast time is slow, and does not feel like the proper clear mechanic it should be. It would be more rewarding if the regeneration was removed (in my opinion) to increase the condition clear mechanic.
Duration 6 seconds —--> 4 seconds
Pulses number 3——>4
Clears one condition per pulse.
Add a minor heal per pulse. 350 × 0,25 healing power
Cast time 1,25 seconds —-> 0,75 seconds
(It could even apply soothing mist to the targets in the area at the end of the water field to increase the number of affected targets by Soothing mist. #Soothing Power Synergy)

Lightning Surge. Reduce cooldown to 5 seconds to synergize more with Fresh Air builds. Reduce cast time to 1 second from 1 1/4 seconds.

Gust. Either add a minor damage, make it more reliable, or reduce cast time. Something is just plain wrong when someone can jump without dodging to evade it.

Shockwave Increase velocity, increase bleed stack and reduce the duration of the bleed.
Bleed stack 1 —-> 3
Bleed duration 20 seconds —-> 8 seconds

Magnetic Aura Reduce cooldown, make it apply 5 seconds of cripple in a 240 radius around the caster. (Bonus: And clear 1 condition.)
Cooldown 30 seconds —-> 25 seconds

Trait:
Earthen Blast The cripple when attuning to earth when traited. Add a short but intense bleed to it. Like 3 stacks of bleeding for 3 seconds.

Serrated Stones Actually it’s 20% bleed duration, deal 5% more damage to bleeding foes.

Change it to: Increase Bleed and Cripple duration by 25 % Crippling a foe applies 1 stack of bleeding for 3 seconds. Deal 5% more damage to bleeding foes; Increase critical hit chance against crippled foes by 10%.

Alerie Despins

(edited by Alekt.5803)

Another nerf condi thread

in PvP

Posted by: Alekt.5803

Alekt.5803

If that’s good, I am the president of the United States.

Alerie Despins

Another nerf condi thread

in PvP

Posted by: Alekt.5803

Alekt.5803

That’s my point, those big condition hits? Not instant In fact, large stacks cannot come from instant effects. And if it’s not a big stack? You’re looking at a few hundred DPS from it. If you’re dying to less than 1k DPS, you’re a terrible PvP’er. Is the total amount high? It can be, but the actual DPS isn’t much. This is why people are more concerned with avoiding Maul over Locust Swarm, even though Locust Swarm actually does more total damage (not counting multipliers like Moment of Clarity or Opening Strike).

There are literally three things in the game that work on direct damage, but not conditions: Toughness, Protection, Weakness. Likewise, there are two things that apply to conditions, but not Power damage: cleansing and Resistance. Everything else can protect you equally well from both.

Clearly, you don’t want to listen. This isn’t a case of you just not knowing, it is being blatantly explained to you and you are still ignoring it.

Enjoy being stuck in low leagues.

Honestly, I did not even know that Magnetic Aura could “reflect” grenade. Just to be sure, I’ll test it when I’ll be able to. To be honest, I’ve never perceived a difference with or without the magnetic aura against grenades. It was definitively not helping when Grenadier was bugged at june 23.

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Another nerf condi thread

in PvP

Posted by: Alekt.5803

Alekt.5803

Grenades can be reflected before impact just fine.

Tell that to my Magnetic Aura, because it does not reflect it.

Alerie Despins

Small change for tempest water overload

in Elementalist

Posted by: Alekt.5803

Alekt.5803

Personnally, I would like to see the water overload being able to heal downstated allies, with a slight increased heal on them.

I’ve proposed 2 things for the water overload;

First one was a cc potential: make enemies float around you while you are channeling in the floating bubble.

Second one was exactly what you are proposing: Make the water overload either res downed allies or heal them for 2-3 times more than normal allies.

I agree that how it is right now it is quite underwhelming, it’s just another heal and the effect is uninteresting.

Water not an hard cc atument your better off asking for chill if you need to have cc on it. I say just make water overload make a water field that alone would push the usefulness of it even though its an good overload as is remove 4 conditions heals 4 smalls times and then one big.

Comet, Water Surge? Big, mother ____ wave?

Relay dose not make water lend it self to hard cc like say air and earth lines and more so to an overload who has no dmg at all or effect that to the other team. Earths overload end is more like to be an hard cc or even air’s but they are not why would water get something that different from its atuments ideal?

A mobile frost field when overloading in water would be nice and not too op due to the frost aura changes (it no longer stack in duration). I just do not see how you can make that logically work your in a water bobble how would that translate to an frost field?

The elementalist could actually have surfed on a wave of water… But as bubbles goes it could explode in a torrent of water that knocks or launch enemy back.

Alerie Despins

What are you using instead of Frost Bow?

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Posted by: Alekt.5803

Alekt.5803

I used it as a condition weapon. Frost volley’s projectile finisher x5 100% is pretty good on a fire field. But with the massive nerf on the Ice Storm, I can’t cleave down properly on sPvP so it has lost one main use.

Also, Frost Fan shoot 7 chilling arrow each doing 1 second of chill. But, the limit of chill stack if 5. You can’t chill for 7 seconds anymore, so it’s thrashed and put on the side at the moment. That’s coming from someone who was actually casting 2,3,4 and 5 and repicking up the conjured weapon; maybe that speaks some truth.

Alerie Despins

Beyond B Staff Ele Solo Roaming/Zerging Video

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Posted by: Alekt.5803

Alekt.5803

Since you’ ve entered the kitten train with staff

Lightning Rod damage is not increased by Tempest Defense’s damage increase for instance.

You can jump over Gust without a dodge roll to dodge it…

You might want to consider adding Earth Shield instead of Mist Form if you use Lightning Rod and your plan is only to roam.

And, you ought to practice your Static Fields and Earth Lines, especially against thieves. There is too much time between casting it and being safe inside or out of it (5 min in the video).

Pretty fun to watch, staff eles can hyet even vs the most mobile class.

What does that even mean? About jumping the bang wagon using staff?

I also run tempest defence with lighting rod, not for the extra dmg but it’s also good for defence as lighting procs weakness.

Didn’t know about gust, thanks

Not actually tried the shield out but I normally use arcane shield as a stun breaker mainly as my third utility.

I did not mean band wagon. I mainly meant the “club”, dps staff against other player is problematic by itself. Staff, one will notice has some major flaws when it comes to that. Must mostly, this fact is overshadowed by another use. In WvW; it’s used for fire fields, static fields and water field, in PvE for the damage on -immobile target-, and for sPvP for the support and CC mainly.

When you are doing staff ele 24/7, you notice those issues and a large numbers of glitch and bugs limiting your capacity. It’s an uncharted territoty; no wonder why I spot and report a bug nearly every week. That’s what I meant about the S*** Train.

Alerie Despins

Beyond B Staff Ele Solo Roaming/Zerging Video

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Posted by: Alekt.5803

Alekt.5803

Since you’ ve entered the kitten train with staff and try to do some actual mobile dps, you might want to get informed about a few bugs.

Lightning Rod damage is not increased by Tempest Defense’s damage increase for instance.

You can jump over Gust without a dodge roll to dodge it…

You might want to consider adding Earth Shield instead of Mist Form if you use Lightning Rod and your plan is only to roam.

And, you ought to practice your Static Fields and Earth Lines, especially against thieves. There is too much time between casting it and being safe inside or out of it (5 min in the video).

Alerie Despins

(edited by Alekt.5803)

Small change for tempest water overload

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Posted by: Alekt.5803

Alekt.5803

Personnally, I would like to see the water overload being able to heal downstated allies, with a slight increased heal on them.

I’ve proposed 2 things for the water overload;

First one was a cc potential: make enemies float around you while you are channeling in the floating bubble.

Second one was exactly what you are proposing: Make the water overload either res downed allies or heal them for 2-3 times more than normal allies.

I agree that how it is right now it is quite underwhelming, it’s just another heal and the effect is uninteresting.

Water not an hard cc atument your better off asking for chill if you need to have cc on it. I say just make water overload make a water field that alone would push the usefulness of it even though its an good overload as is remove 4 conditions heals 4 smalls times and then one big.

Comet, Water Surge? Big, mother ____ wave?

Alerie Despins

Small change for tempest water overload

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Posted by: Alekt.5803

Alekt.5803

Personnally, I would like to see the water overload being able to heal downstated allies, with a slight increased heal on them.

Alerie Despins

[BW3] Feedback Thread

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Posted by: Alekt.5803

Alekt.5803

So we got to spend one major slot for 1 stack of stability? I can’t take it seriously.

I simply tend to agree that overloads are in a good place already. It’s just the rest of Tempest that is seriously lacking.

Alerie Despins

[BW3] Feedback Thread

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Posted by: Alekt.5803

Alekt.5803

This is why the ele community is spoiled, d/d ele spoiled us too much..

Tell me more about how much I’ve been spoiled by d/d when I always and only played staff.

You are a very, very, very, very, very, very,very, very, very,very, very, very,very, very, very, spoiled brat. Okay? Magnetic Aura on 30 seconds cooldown is way too good! Oh and kitten , don’t get me started on Stoning and Shockwave, much wow.

Alerie Despins

[BW3] Feedback Thread

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Posted by: Alekt.5803

Alekt.5803

4)
Condi removal?
You can trait for shout removal on top of cantrips, regen and heal on shout, is that not enough?…ofc not..people don’t want to give up on strength/hoelbrak whatever am I right? So you need condi removal on shout untraited…

What is this Sorcery? There was a trait that made shouts condi cleanse and I did not see it O__O!

…I did not mention rune sets for nothing,trait by using trooper runes that what it’s good for, synergy with shouts but the problem is people still want to do damage so they ask inbuilt condi clear on tempest..but it doesn’t work like that.

This is why the ele community is spoiled, d/d ele spoiled us too much..people believe that 2-3 eles for team is normal while no ranger and few wars are used and when a ranger spec is deemed more useful than an ele in pve..all hell break lose, 3 years of dominance and all of sudden the dream is over, similar concept in PvP.

To simply put it it cannot be allowed to buff tempest to a level where stacking it becomes beneficial like it happens already with d/d; you can’t put all eggs in a single basket, that creates imbalances

Can you imagine a game where overload are instantly available, reduced time lock on attunement, 2s window to interrupt them and shouts get a 20-33% CD reduction trait?

I tell you what happens…

- 2-3 tempest spamming air overload on a point
-very difficult to interrupt them as they have at least 1-2 stacks of stab and even if you interrupt them..they’ll have overload up again in few secs
-feel the burn spam for massive gain ( aoe fire aura, might, weakness, burning and 1k+ dmg)

If you buff tempest in the wrong way..you’ll just replace the current d/d with tempest and the meta won’t change..

Always wanted ele to be optimal and never oppressive like it’s now, wanted EA as GM and something else as ele main mechanic and force staff on people who still wanted a support role on ele, force them to choose between d/d duellist or staff support.

If something too strong…people will abuse it….it’s that simple

I agree. Overload should not have a passive stability attached to it, except for earth. As for Tempest power, it’s because we need actual minor traits in the line.

Alerie Despins

5sec ICD on cleansing water

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Posted by: Alekt.5803

Alekt.5803

The last time this happened, back in 2013, we experienced a condi ranger meta. Do you really want that again?

Except this time around, it’d probably be condi chronomancer/revenant/berserker/dragonhunter. Does that sound like a fun metagame to you?

One must add that it was also a period where Elementalist were completely out from the competitive environment. Rangers were also top tier.

Alerie Despins

Lots of Reveals.......

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Posted by: Alekt.5803

Alekt.5803

What I don’t like is how Scrappers seems to be master of stealth. They have a ton of stealth while also being the best at revealing.

might wanna learn about what you talk about before doing so

the stealth gyro doesnt give stealth to allies randomly for 15 seconds it is still a farcry of what shadow refuge is

the sneak gyro functions as a mobile stealth field wich you can kill , the gyro is target able as such as soon gyro expires or gets killed = no stealth and it is counterable by said other reveal skills , players have to be under the gyro to begin with so you will Always know where they are if they went invisible right under the floating gyro

if you cant survive 6 seconds revealed then you werent meant to play thief specially with the tons of evades and even more now with the new spec that is nothing but pure evades even evades while hitting

Might wanna know that I don’t play thief. I also think that the stealth gyro can potentially be better than Shadow Refuge.

Alerie Despins

1 class per team

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Posted by: Alekt.5803

Alekt.5803

How about no? For the sake of diversity.

Diversity of build exists. And I’ve had enough of being punished for playing staff elementalist. I could not be matched in some competitive teams due to the class limits because 2 d/d eles are common ground while I share nearly nothing with d/d cantrip as a air earth arcane no cantrip build.

Alerie Despins

Tornado PvP

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Posted by: Alekt.5803

Alekt.5803

What is Tornado? I thought it was an Engi skill :O

/s

Hahaha, not even really an engie skill. Tornado is the punishment for losing the elixir X gamble.

I am pretty sure some crazies want to keep Tornado extremely bad to act as a trade-off against Rampage.

Alerie Despins

Custom arenas should not give any rewards

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Posted by: Alekt.5803

Alekt.5803

If unranked gets less rewards than ranked, all the people there just to farm tomes/trans or whatever will go ranked…

That’s fine. They’ll be at the lower end of the leagues so the good players won’t have to deal with them.

Really now?

Alerie Despins

Lots of Reveals.......

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Posted by: Alekt.5803

Alekt.5803

What I don’t like is how Scrappers seems to be master of stealth. They have a ton of stealth while also being the best at revealing.

Alerie Despins

if you want to shave vigour for ele then:

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Posted by: Alekt.5803

Alekt.5803

I can confirm that the Vigor nerf is felt as a no cantrip elementalist.

Alerie Despins