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New Water GM: Frostbite

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

What we really need is just a few conditions actually added to our condition attunement (Earth) a Bit of Torment and maybe Poison would be very welcome addition i think.

New Water GM: Frostbite

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Where would this go? Water? No condition ele will go 6 into water. Not even for this trait. I wish we got a Better Fire trait, something like the Guardian one would have suited us better.

[Video] My Conditionalist

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Posted by: ArmageddonAsh.6430

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Lol, only thing I’m worried about dodging are those bloody Eviscerates. Was running along South Stonemist the other day when I encountered a warrior who hit me for 10k (2.8-3k armor). I stood there in shock as I looked at my health bar and combat log as he died to confusion.

I don’t think I need to dodge anything that is condition related since I run DS also.

Yeah pretty much ALL pure condition based builds you have no need to dodge what so ever. Hybrid i think it all depends on the class and the actual build they are using.

It is Power and Zerker builds that you want to be dodging. Even then if i know i won’t die from it and can heal back up quickly while i am attacking then i will often decide to not dodge and continue to attack to be as offensive as possible.

Only some skills really need to be dodged/Arcane Shield. Those being Kill shot, Eviscerate being the top 2. The ones that can pretty much tear you apart no matter what. Though if i know they are Power builds and have the time i will switch to Stone Heart and just use it to soak up the damage.

I am thinking about using a Stacking Sigil. As i have mentioned in other threads. It requires remembering NOT to gather anything and being VERY careful of water. If you can do that you can gain the stacks on land. Go into water swap the weapon out and still have the stacks.

It is just VERY annoying that some water in WvW will remove the stacks while others won’t while doing ANY gathering will remove them. With just Guard Buffs i have 1,300 Power and 1,300 Condition damage. Not quite sure which stacking Sigil would be better in this situation.

With food it becomes nearly 1,500 Power and 1,450 Condition damage. Can easily have 6 stacks of Might just from weapon swapping. That grants another 210 increase to both Power and Condition Damage. of course this is higher in fights due to going into Fire (1 stack of Might) and blasting Fire fields so can get around 10 stacks (350 for Power and Condition Damage)

[Video] My Conditionalist

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

All these ppl attacking you cause you don’t dodge, kitten them. Some people need to dodge to stay alive, you don’t. End of the story

Doesn’t bother me. Only terrible players dodge when they don’t need to. I gain nothing from wasting dodges. I don’t run Evasive Arcana or anything so dodging for no reason is just a sign of bad play.

[Video] My Conditionalist

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I decided not to do a WvW for last week (we faced Drak and FSP) The fights weren’t that great and too many were Pure condition based builds which just aren’t that fun to watch. I took the early days of the week off (Friday to like Wednesday) so didn’t have a lot of time to really get much for a good video.

I have changed my build quite a bit now. I have changed:

Weapons: I have moved from Apothecary to Cleric
Sigil: Replaced Geomancy with Battle
Accessories: Replaced Rings(Apothecary) and Amulet(Dire+Rabid) to Celestial
Food: Tuning Crystal(Condition Damage) to Sharpening Stone(Power)

This means i have gone from 1,726 Condition damage and 941 Power (Food, no buffs) to 1,341 Condition damage and 1,388 Power (Food, No buffs)

Combined with Guard buff and Might from Sigil of Battle (Average around 6 stacks min can be up to 10-11 with no fire blasting) means i end up with around 1,700 Power and around 1,650 Condition damage. Going With some Celestial means i have dropped about 100Toughness as well. Gained about 16% increased Crit damage and about 5-6% Crit Chance increase as well as to Vitality

Worked quite well in the few fights i have had so far. I do feel that little bit more squishy against Power builds but nothing that really makes me think i need more Toughness or anything yet.

I am tempted to drop Some more of my Dire gear for something else. Even at the start of the week with Guard Stacks i have nearly 20k Health. So i think i can drop some Vit for something else.

I have a few options.

Apothecary – This would be a lose in Vitality but a gain in Healing Power
Rabid – This would be a lose in Vitality but gain in Precision
Cleric – This would be a lose in Vitality but a gain in Power

Currently my Helm, Shoulders, Hands and Feet are Dire gear. So i got mix it up with pick all 3 of them once and having one of them twice. All would be a minor decrease again in Condition damage but the more direct offence it would give might be worth it.

Condi removal

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Ether Renewal is easily interrupted. Assuming that you don’t have Armour of Earth or maybe Arcane Shield ready to use. Though the cool down being reasonable does counter that a little bit. Though that gets interrupted and that puts you in a VERY tough spot.

[sPvP] Thief is meta breaking

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Lol, I really bet you wouldn’t be complaining if Perplexity runes got added in sPvP. So you think Rune of the Strength is the problem? So there’s like…No other possible solution to replacing rune of strength? :P. None at all!? I’m sure I could think of a few other possible solution if they decided to nerf that particular rune set. I’ve seen plenty of bad eles with Strength runes. Sounds like a l2p issue to me.

I play an ele ^^
I have no issue with Perplexity myself. Only a select few can really abuse it those being Warrior, Engineer and to an extent some Thief builds.

everyone knows that the runeset will get nerfed. The problem will be the class hit hardest by it will be ele, not that i am worried the few times i actually play S/TPvP i dont run it anyway

Chill Affecting Attunement Swapping

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Meanwhile, on the other side of the coin: attunement swapping allows Eles to proc on-swap sigils more frequently than classes with normal weapon swapping.

The only problem I have with chill is that Ice Shard Stab causes 10 seconds of it.

I think you will find that Ele are bound by the same cool downs as every other class. So no we don’t proc them more often because they still have an internal cool down and the last time i checked that wasn’t removed for ele.

Ele also have to spend 6 trait points in Arcane to get attunement swap down to 10 seconds like everyone else. Even if we had 0 cool down on attunement swap, the fact that sigils have an ICD means it doesnt matter how often we could swap they would still only proc when they come off cool down.

Also. Lets not forget that Ele has 2 Sigil slots Vs 4 like everyone else (except Engineer)

[sPvP] Thief is meta breaking

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Warriors and d/d eles are broken in PVP at the moment because of this runeset (for warriors moreso intelligence sigil on PTV amulet coupled with runes). It’s only a matter of time before it’s nerfed.

That is my point. Ele is not viable because the class is strong. They are viable because of an unbalanced runeset and once that gets nerfed and it will. They will just be back down where they were.

10 € > 100s of hours in pvp

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They gotta make money somehow dudes, don’t be petty.

Maybe if their content wasn’t so shoddy full of issues and bugs then maybe people would be a little happier. It seems that Anet has no interest in anything unless it stops them making money from the Gemstore.

Likely the only reason they added seasons, i wonder just how much money they make from people stacking onto servers….

Sigil of Battle Vs Stacking Sigils...

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So if it is like that I would stand with battle since it gives additional comdi dmg and I dont like stack to begin with. Other thing stacking sigil as a secondary one – would it be better then air or doom? I think not.

Thinking Battle and Doom with stacking one, once i see everything that you can and can not do with with the stacks or lose them. So far the list is:

1) Gathering. You can’t gather ANYTHING or you lose all your stacks
2) Water. This is the hardest one, it removes from SOME water but not others.

It would really help both us and Engineer if we had a 3rd sigil slot. This would be something for a stacking sigil. Seeing as others can have stacking sigil and THREE spare sigil slots.

build halp staff aura

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I would personally put points into Arcane. The boons you get from that go a long way to helping you survive.

(edited by ArmageddonAsh.6430)

Sigil of Battle Vs Stacking Sigils...

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I discovered that it is possible to stack up on land, go into water (having that sigil on underwater weapon too) and then you can swap the land weapon and have all stacks.

Just so you are all ware do NOT use ANY gathering when you have gained 25 stacks and swapped it out as you will lose the stacks the moment you gather from a node meaning you will have to gain the stacks again.

They were removed from a Veg node. I will gain some more stacks and try the other type of nodes and see if that happens. I am pretty sure it will.

Further testing. This method is VERY unreliable. Going into some water will remove it while going into other water won’t remove it. Gathering ANYTHING will also remove it. I am not sure if it is worth it considering just how unreliable it is to actually keep.

Gathering removes it. This is easy don’t gather. However the fact that SOME water removes it while others don’t makes it VERY hard to be able to keep up as you have no idea if it will stay when you go into the water.

Condi removal

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Posted by: ArmageddonAsh.6430

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Diamond Skin, Ether Renewal, Signet of Water, Cleansing Fire and the Trait. Not sure about any others

What started the WvW decline

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Posted by: ArmageddonAsh.6430

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The lack of content for WvW has been shocking. One rather terrible map since release is just not enough. They changed a few parts and removed the water which i think was the right move. They could really shake up the maps each season, changing them up.

Actually, I found EotM to be a fascinating insight into what Arenanet are capable of. Ironically, we don’t need a map so intricate, complex and packed with features and content. We simply don’t want or need a lot of what EotM contained. Keep it simple! Arenanet don’t have to spend that many resources on WvW, especially if they are then going to ignore WvW for months and months on end.

I actually like the map design of EOTM. What i don’t like is the fact that it has become nothing more than a Karma farming area, just like Queensdale and such. It’s used to farm Karma, Gold and such.

the map itself is visually very nice, and the set up is quite nice as well. I just don’t like all the NPCs that promote farming and blobbing NPC events….in a WvW Mode -.-

[sPvP] Thief is meta breaking

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Posted by: ArmageddonAsh.6430

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- D/D ele

Take out The rather powerful rune of Strength which every class has and then what is it like? All i see is people saying the class is overpowered because of a Runeset that also makes other classes and build very strong – they all have the runeset in common so surely the reason they are so strong currently isn’t because of the class itself but because of the runeset that i am pretty sure will be nerfed.

Without that D/D isn’t all that powerful damage wise.

Sigil of Battle Vs Stacking Sigils...

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I discovered that it is possible to stack up on land, go into water (having that sigil on underwater weapon too) and then you can swap the land weapon and have all stacks.

Just so you are all ware do NOT use ANY gathering when you have gained 25 stacks and swapped it out as you will lose the stacks the moment you gather from a node meaning you will have to gain the stacks again.

They were removed from a Veg node. I will gain some more stacks and try the other type of nodes and see if that happens. I am pretty sure it will.

[Suggestion] New Weapons Ideas

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Posted by: ArmageddonAsh.6430

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Ele: Duel Pistols, it would be nice if they were condition based weapons

Sigil of Battle Vs Stacking Sigils...

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You don’t even need 6 into Arcane for pretty much 100% uptime on 6 stacks. I think you could have up to 9 stacks with just 4 into Arcane though it wouldn’t be as long. Though as i stated in the OP. Assuming you dont run 6 into Arcane and you don’t run any other sigils or runes that increase Might Duration or anything.

What would be the better option?
I am kind of leaning towards Battle as no need to farm monster kills or player kills to get stacks and then having to do that every time you are downed.

@Rudy – Ah, so they changed it back. I remember a week or so ago when doing that removed all the stacks. That is even better. So i could have both Battle AND stacking Sigil stacks. Now which stacks to go with.

Testing in the Mists i managed to top out at 16 stacks but that was using Fire, blasting Fire fields as well and even that 16 lasted only a few seconds.It was Normally around 10 stacks which is 350 Power and Condition Damage

(edited by ArmageddonAsh.6430)

Sigil of Battle Vs Stacking Sigils...

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I dont think that would be a problem. I rarely fight under water so having on on the under water weapon would be a decent option as well.

An interesting fact – Having a stacking Sigil on Under water weapon and gaining stacks they stay after you leave the water. The only problem is it takes SO long to gain the stacks under water that it is not really viable.

I could go with Battle on Land and stacking for water, at least that way should i get kills under water i would have both Battle and the stacking sigil stacks.

What started the WvW decline

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Posted by: ArmageddonAsh.6430

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ArenaNet is what is killing WvW. I don’t think they expected it to be as popular as it has become and expected most to play the terrible (imo) S/TPvP mode. With that in mind i don’t think they really had a plan going forward for WvW.

The lack of content for WvW has been shocking. One rather terrible map since release is just not enough. They changed a few parts and removed the water which i think was the right move. They could really shake up the maps each season, changing them up.

Like having a different dragon rage across the maps changing them. With changes being something to do with the dragons. Like they could have Mordremoth go around and ravage all the maps, causing earthquakes and shaking up the whole map making it look totally different and such.

They have struggled so far to curb the constant zerging and blobbing that occurs. This is the biggest issue the mode has in my opinion. Having certain servers just swamp all maps. A certain Server ignored another server and then swamped it with what had to have been 50-60+ people, took the whole map in about 15-20minutes and then left….

Sigil of Battle Vs Stacking Sigils...

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I was just curious what do you guys think is better? Battle has the benefit that is buffs Power and Condition damage but not to the extent that using a stacking Sigil can. Lets assume you aren’t using Sigil of Strength or Rune of Strength.

What would you guys pick? At the very least you should have +105 Power and Condition damage, +140 if you swap into Fire with Elemental Attunement. Within say about 10 seconds you should have increased that to +210 (245 if for Fire)

What is the highest you have managed to get with it, without using any outside Might buffing runes/sigils/food. Lets assume you have 20% Duration. That would mean that the Might would last 24 seconds. I think ignoring Fire line for now that You could swap 3 times before the stacks start falling off. That would take around 30 seconds of fight time to gain a possible 315 stat increase.

So it comes very close to that of the stacking Sigils but they have the benefit of working right from the start of the fight. No need for you to be slowly gain them but of course they come with the downside that you lose them on downed. They take time to gain the stacks as well and only affect 1 stat vs the 2 of Might.

Is their one you prefer?
I am thinking about dropping Geomancy as a Sigil as i look into a more Hybrid build. I currently when fully stacked with Guard Buffs and food have around 1500 Power and Condition damage but even that isn’t enough to actually make using things like Fiore Grab worth while, rarely hits above 1k (non-crit) damage even with nearly 1,500 Power.

(edited by ArmageddonAsh.6430)

Ashes to ashes Dust to dust. condi build idea

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Posted by: ArmageddonAsh.6430

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In my opinion you are still making a mistake putting any puts in Fire. The offense you gain simply is not worth the huge defensive loss. I would move points into Arcane. In my opinion nothing less than 2 but 4 would be better to gain Elemental Attunement. Everything else traits wise seems solid.

Armor wise, pretty good. Only weakness i really see is the runeset. Maybe give Balt set a try? Perplexity is also every strong but gets you a LOT of hate. If you are aiming for Hybrid. I would be dropping Condition Damage stats and going for more Power.

Just curious, what race are you?

Ele: Hybrid drive

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I personally use Doom and Geomancy as my sigils. Because i find Near constant 3 stacks of bleeding that alone can reach 1k+ ticks without even going into Earth for Churning Earth to be better, remember it is also an AoE.

Churning Earth is near impossible to land against good players and Intelligence if i am right will only crit for ONE person and not crit for everyone in the AoE skill. So if you hit say 5 people with Churning Earth the sigil will only proc on one of them.

Condition Staff build?

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Yeah i can see the Geyser and AB combo being pretty solid. Even better if you run the water cool down trait and the arcane cool down trait. In that sort of situation i think running with Elemental Surge would be quite decent. I would also then go with a Runeset that offers conditions on heal to increase the condition load when you heal for those that are in range.

In groups the mobility isn’t that much of an issue. It is when you are separated. It is far too easy to catch and kill an ele in that sort of situation.

If i see a Staff using Mesmer in a condition build i know i will have a high chance of killing them. The damage from them just isn’t good enough to break the 90% mark. It does also depend on the stats and the other weapon set which if using Scepter is pretty much a kill because it has the same issues as the staff does with terrible direct damage.

Yeah i have encountered some. Won some, lost some. It all depends on the stats they run as well as the weapons. Sword is pretty much a must in a Mesmer hybrid build. Scepter and Staff even in hybrid just can’t do the damage to break the 90% mark. Especially when i run more than 2k Toughness and going into Water gives me an instant 2k heal, 1.5k regen as well as Soothing Mists.

Ele: Hybrid drive

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Posted by: ArmageddonAsh.6430

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It can be Viable. Personally i would remove the points from Fire. They are better spent in Arcane and Water. You need at least 15 points in Water for the full benefit of Diamond Skin and getting (on my build) over 2k heal every time i go into Water as well as the Regen (from Arcane) and the regen from Soothing Mist really helps keep you topped up.

Elemental Attunement is VERY strong for us and holds a lot of our defense with great Protection and Regen up time and the Might and Swiftness is welcome as well.

As for gear. The runes are hit (Doom) and miss (Intelligence) in my opinion. An option you have is for swapping it out and running Doom and either Corruption for higher Condition damage or Bloodlust for higher damage.

Stats wise, you could drop points in Vitality as you can get the Guard stack for like 2,500 extra health and the other guard buff for an extra 100 power and condition damage. With that in mind i would look into increasing Healing Power. Going another point or 2 into Water will help but just to push it a long a little more for the healing wouldn’t hurt.

Utilities wise, that is down to person preference. I myself wouldn’t run Mist Form. It weakens you. Giving your target time to recover and go on the full offensive when it runs out. Lightening Flash is down to preference as well, i don’t myself run it but as you don’t have any 25% movement increase i can see it being more required

Condition Staff build?

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Posted by: ArmageddonAsh.6430

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I personally think the staff on mesmer is a lot of fun, the problem with it, is that when it comes up against Diamond Skin it offers nothing. It has nothing that can break through the 90% mark and even if they have a weapon set that can once they switch to Staff the advantage is lost because you can be back up and past 90% health in seconds

When its condition build Vs condition build. Running your normal thing such as +40% food and such the ele becomes a much bigger threat. No pure condition build will beat ANY ele build with Diamond Skin that is where the strength in it is, especially roaming in WvW kitten many will be either bunker or condition builds.

I think the biggest problem that staff has is not only the lack of conditions but the long cast times of pretty much everything. This makes running Signet of Restoration more of a weakness than a strength. It offers very little mobility as well which is another problem.

Condition Staff build?

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Posted by: ArmageddonAsh.6430

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I disagree with this statement, fire staff builds are proven to have the highest DPS in the game for an ele in PvE, and are actually used by top tournament teams.

He is talking about a condition build. Thus this doesn’t mean anything. No one is disagreeing that Power staff builds can be very strong, however this talk was about conditions….

It has a much higher skill cap than D/D, as does S/x, but Its a little much to say that staff is a terrible weapon outside of “big groups”. You can 1v1 with it if you know what you’re doing, but you do need a good team to peel for you, which is a challenge I do admit.

I wouldn’t say that it is harder than D/D or other combos. It is more down to the fact that it isn’t made as a roaming weapon. It works great in parties and zergs. In zergs you can just stand at the back, use all the AoE on the main fight and that isn’t requiring that much skill. You can 1 Vs 1 with it, that is right however. Against decent players you won’t win with it. It just isn’t build for roaming.

While I don’t play conditions on any class besides mesmer, and only run power/blanaced builds for ele, I thinks its a neat idea that just doesn’t work on staff. S/x and D/x have a few reliable ways to cause bleed and burn and cover conditions, staff really doesn’t, the burning from staff is only on 1 skill reliably, and earth can barely stack bleeds. Water just gives vuln and chill clunkily, and air just does vuln. I guess if you wanted it to work, you’d need perplexity to profit on the many interrupt skills, but still

It’s not that it can’t work. It could be decent. In groups. I myself run staff every now and then in groups depending on the situation. The Burning and Bleeding can be great. If you have a good enough group around you and you are built to be able to take a few hits before dying then it can be okay.

Of course not as good as the other weapon sets. I think that is down to how the other weapon sets have been made with great survivability and mobility. Dagger/Dagger has the better acces to conditions, mobility and healing. A Scepter/Dagger build could work as well. Not a big fan of the Focus myself. The Earth skills are pretty decent but losing Cleansing Wave and Ride The Lightening is the biggest issues the weapon has in my opinion.

Chill Affecting Attunement Swapping

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Just try it. You can thank me later and swallow your pride and I hope you apologize here after you’ve tried it. Have a good day.

Edit: Oh, and if I recall, you are a condi ele right? Condi Ele complaining about condis when his only condi application lies in fire attunement and some utilities and refuses to take stop drop and roll…Lol. Yeah, I can understand why you get annoyed by chill when you sit in one attunement for your damage. Funny guy.

How have i been complaining about conditions? Asking for a condition to have the SAME affect for all classes. That is all i ask for. Nothing more. Nothing less. Not quite sure what me playing a condition build has to do with wanting a condition that is fairly strong to actually work the same for ALL classes.

Why is it, that just one condition should work differently for certain classes? That is all i am saying. Not saying the condition is overpowered and not saying it is under powered. It should work the same on other classes, that is all.

Lol, no ele on any build sits in one attunement….

Condition Staff build?

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Posted by: ArmageddonAsh.6430

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Everything you had said had already been said. When its not viable that kind of means that it doesn’t work. Though in my opinion you are wrong. While its not that great for roaming, that goes for staff in general.

It can be pretty decent in groups. Just not as good as D/D which offers more burning, more Bleeding, Chill, Weakness, Cripple, Vul. It just does what Staff can do, just a lot better and with much better defence.

Pretty much the ONLY thing it has going for it over Dagger/Dagger is Magnetic Aura which is hilarious considering Dagger/Dagger has to be in melee 100% of the time and is in MUCH greater need for projectile reflection. The focus has it as well but that overall is a much weaker weapon than Dagger offhand.

Condition Staff build?

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Posted by: ArmageddonAsh.6430

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How am i at all being hostile? NOTHING i have said has been hostile at all. The fact this topic is about CONDITIONS would make at least some assume he would want CONDITION based information, not power. That is what i was pointing out.

Chill Affecting Attunement Swapping

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Posted by: ArmageddonAsh.6430

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Why not? Which conditions on auto attacks are so problematic?

To me it just promotes auto attack spamming. I just see A LOT of condition builds spamming auto attacks, these are mostly Long Bow rangers, Sword Warriors, Sceptre Necromancers and Pistol Thieves all have a HIGH tendency to just spam Auto attack.

This is especially the case when it comes to range. At least warrior has to put themselves in harms way to get the condition from the sword on the target.

Sooo…what else are those builds supposed to do when everything else is on cooldown/an inappropriate time to use? Are you saying players shouldn’t be able to deal damage as soon as they are in range? Cause that sounds exceedingly stupid.

And yeah, man, those longbow rangers really hurt with those conditions…

I am saying that they should not be able to spam conditions when they are at range. Too many classes can and even before you actually get into range you are at a huge disadvantage.

Damage is one thing, having many stacks of conditions including Bleeding, Poison, Burns and others before your target even gets to you is just a little too strong in my opinion. Poison and Burning should not be on ANY auto attack in my opinion, both are VERY strong.

Remember, i am talking from a Condition build perspective. In power builds these conditions aren’t really that dangerous but when facing Condition builds when its Range Vs Melee means you are at a disadvantage even before the fight has even begun.

Also, so i spelled ONE word wrong. It is rather clear that i meant Short bow.

Power, Con Dmg, Con Dur sets?

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Might not work in PvE but could be an interesting idea for WvW. Though no condition duration. The Power and Precision/Ferocity should be the lowest stats

Power, Con Dmg, Con Dur sets?

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

An interesting idea, would it stop the Dire Condi bunker builds? I don’t think it woud. An option could be:

Condition Damage
Precision
Power

Condition Damage > Precision > Power. That would be the stats awarded. So Condition Damage would have the highest, then Precision and then Power.

Chill Affecting Attunement Swapping

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Posted by: ArmageddonAsh.6430

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To me the access to ranged conditions needs to be reduced. Players should not be able to spam conditions from the moment someone is in range, especially when it is Ranged Vs Melee.

Chill Affecting Attunement Swapping

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Posted by: ArmageddonAsh.6430

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It does affect thief skills. Go heartseeker spam when you’re chilled, or literally any of their leap/movement skills that aren’t shadowsteps, it absolutely murders them. Initiative can’t be affected by chill the same as other things because that means every single skill has longer recharges when casting a single one.

You constantly go around telling people to adjust their build to not be affected by other stupid mechanics. Try fixing your ele build so it doesn’t get affected by chill.

Movement? Yes.
Skill cool down? No.

Isn’t EVERY build on EVERY class affected by the moment part. How are they affected by skill cool down? So Why should ONE class have Chill only 50% effective? Why not make it for other conditions to be the same and weaker.

The skills themselves have reduced distances, something that is actually fairly unique to thief, not to mention how harshly it affects things like backstab, another unique thief mechanic. So affecting mobility, especially when it doesn’t just affect movement speed but the actual distance you move with certain skills, absolutely hurts a profession so balanced around mobility.

Also initiative affects every single skill. A thief with chill affecting initiative uses their 5 skill, now their 2-4 skills also have been hit by it as well. Realistically if thieves got hit by chill fully they’d be absolutely screwed against chill as a mechanic.

Reduced skill movement affects all classes i think, i know it affects ele that is for sure. I would assume other classes that use movement skills as well. So i dont think that really counts.

How does it “harshly” affect Backstab? In what way is it harsh to them that it isnt to other melee based attacks on other classes.

Chill Affecting Attunement Swapping

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Why not? Which conditions on auto attacks are so problematic?

To me it just promotes auto attack spamming. I just see A LOT of condition builds spamming auto attacks, these are mostly Long Bow rangers, Sword Warriors, Sceptre Necromancers and Pistol Thieves all have a HIGH tendency to just spam Auto attack.

This is especially the case when it comes to range. At least warrior has to put themselves in harms way to get the condition from the sword on the target.

WvW Tournament Rewards Distribution Delay

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I think for this we deserve a new WvW map… Just saying…

(doesn’t have to be big, just some deathmatch field with 3 spawns and a crazy keep in the middle surrounded by a lake and 3 bridges)

Just imagine the bugs and game breaking issues that would arise from them making a map, when they can’t even get achievements from a SECOND season to actually work properly…

Chill Affecting Attunement Swapping

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

It does affect thief skills. Go heartseeker spam when you’re chilled, or literally any of their leap/movement skills that aren’t shadowsteps, it absolutely murders them. Initiative can’t be affected by chill the same as other things because that means every single skill has longer recharges when casting a single one.

You constantly go around telling people to adjust their build to not be affected by other stupid mechanics. Try fixing your ele build so it doesn’t get affected by chill.

Movement? Yes.
Skill cool down? No.

Isn’t EVERY build on EVERY class affected by the moment part. How are they affected by skill cool down? So Why should ONE class have Chill only 50% effective? Why not make it for other conditions to be the same and weaker.

Ele = Reduce Burning Duration
Warrior = Reduce Bleeding Duration
Guardian = Reduce Confusion Duration

just some ideas. Sure we could come up with some for Ranger, Engineer and Mesmer as well.

I personally have no issue with Chill, i DO however think it is an issue when 1/8 classes are only affected by it 50% and 1/8 class is affected more than all the others. Though that is just me and seeing as its Ele, nothing will be done anyway.

Chill Affecting Attunement Swapping

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

ArmegeddonAsh has an unreasonable hatred regarding conditions. He wants to completely ignore them and complains when he doesn’t get to do that.

Lol. I have no problems with them. I mean it would be nice if other classes actually had to make sacrifices to be condition builds. Conditions should NOT be attached to weapon auto attacks in my opinion. Especially long range weapons.

Other than that, fix Chill. Make it actually AFFECT Thieves skills. Should reduce the initiative regen. Shouldn’t affect weapon/attunement cool downs. Other than that Chill is fine. Can be a bit too punishing too Ele but not enough to Thief but it is okay on other classes.

Chill Affecting Attunement Swapping

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

facepalms Dude, please actually try it before you whine about it. That trait actually made me a lot stronger. It’s definitely worlds apart from taking something like soothing disruption or whatever. My survivability has gone through the roof just from that ONE “kitten” trait. It’s a free burn/chill removal every 10 seconds which is USEFUL. Seriously, the serious top eles are using it right now.

The simple fact is. We should NOT need a trait to fix the game designers mistake. With it having a 10 second cool down as well. It is nothing that amazing either. Sure, its decent but we should need a decent trait to begin with.

The “top eles” – if they went and all quit…would you? What does it matter what others use? You should be running what you want. Unless you only run other peoples builds and never really understand why they use specific things. I run a build i made myself. I don’t have the trait.

That being said, this SHOULD be fixed. However, we are ele when was the last time an actual PROBLEM with the class was actually fixed?

Boom spam is imbalance #1

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I love diamond skin. It punishes those who choose to go cheesy all out condi builds hoping to 1 button their foe to death.

Exactly. The moment they go Hybrid it becomes a different story and that is the whole point of the trait. To punish those that use such builds that rely on nothing but conditions.

Ashes to ashes Dust to dust. condi build idea

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

In my opinion, This will not work. No healing Power, no points in Water at all is pretty much a death sentence on its own. No boons on attunement swap from Arcane is also not a good idea.

Weapons: Could work.
Utilities: No defensive options. Not a good idea
Elite: Not a fan of it myself, easily able to move out of its range.

Traits: Fire line is rather poor, The burning is nice but that is it. 3 conditions every 40 seconds would be death against condition builds in WvW, maybe in any mode. No points in Water, not enough in Arcane makes you weaker.

Stats: Solid stats. No Healing Power is very worrying. No traits in Water means pretty much all you have for heals is Restro Signet. Toughness is solid, Power is reasonable

Gear: Runeset is meh. Sigils are rather poor as well. I would swap out the sigils, the runes and some of the gear into other options.

Alacrity traits not worthwhile?

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Another option could be – Increase the effectiveness of the 3 point traits, add them into the Alacrity traits and then add new 3 point traits.

What i would do:

Fire:
Move Embers Might into 3 point trait.
Combine Sunspot and Pyromancer’s Alacrity

Air:
Move Zephyr’s Focus into 3 point trait.
combine Electric Discharge and Aeromancer’s Alacrity

Earth:
Move Serrated Stones into 3 Point trait
Combine Earthen Blast and Geomancer’s Alacrity

Water:
Move Piercing Shards into 3 point trait
Combine Healing Ripple and Aquamancer’s Alacrity

They could then add a new Minor trait into Fire, Air, Earth and Water.

Boom spam is imbalance #1

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

An Ele’s “Diamond Skin” is pretty messed up trait and it should be reworked. Maybe only active while sitting in Earth or something else.

I think it is fine, to me it was added to try and make Condition builds go more balanced/hybrid and STOP relying 100% on the conditions. In a hybrid build Diamond Skin is pretty much useless.

if your build can’t deal around 2,000 direct damage then you should NOT win a fight. If you rely on conditions the whole time and having easy access to conditions and just spam conditions on to a target you should not win.

Diamond Skin counters my build. I am fine with that. Builds NEED to have a counter so you have to think how to be countered and how to counter other people. To try and counter Diamond Skin i am looking at what changes i could make to my build.

Chill Affecting Attunement Swapping

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

If it’s handling one of your primary weaknesses, is it making you weaker?

Its a weakness due to the design, not the class. So why should we have to use traits to make a condition not be unfairly stronger against us than other classes? The trait also has a 10 second cool down and what if you have other traits picked? Having to change your trait set up to counter a issue that should NOT be in the game to begin with.

WvW Tournament Rewards Distribution Delay

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

If it was PvE something players could make good amounts of gold from Anet could make real money from it would have been fixed and patched within 24 hours.

Chill Affecting Attunement Swapping

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I wasn’t joking. Stop, drop, and roll trait. You are welcome.

So to remove the unfair disadvantage ONE class has to a condition we should make ourselves WEAKER by taking such a trait. We should NOT need it. NO class should be affected by it for weapon/attunement swaps.

Celestial Viable in WvW?

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I hate this stat combo. It should never have been introduced. Its the only stat combo that is decent (at best) for other classes but insanely strong for ele.

Alacrity traits not worthwhile?

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I use the water one myself. Personally they need something else added to them. For example i would have them so they increase stats in that attunement something like:

Fire – Power
Air – Ferosity
Water – Healing Power
Earth – Condition Damage

I know Mesmer ones increase stats, not sure about others as i only have played Ele for the last 5-6months.

Or they could Make a Arcane one that decreases the cool down of ALL attunements. Replace Elemental Attunement, make it class mechanic. Remove arcane resurrection as it is useless and have the new trait there.

Then make the Alacrity traits increase stats while in that attunement. They could even make it so that it is increased the longer you are in that attunement or something. This of course would not work with Lingering Elements and going to another attunement would reset the counter.