Showing Posts For Comaetilico.3645:

Evasive Arcana

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

yes since release they were all combo finischer (don’t remeber if they where changed this way during last beta or directly at release)… also EA was bugged and it was able to produce blast finisher even when the abilit per attunement CD was down… resulting in easy multi blast…

after the change and the greate pressure produced by player that loved the play style generated by the old EA (even those that didn’t made use of the bug changing attunemnt between each dodge) a dev answeared that by policy they don’t want classes to have finisher and field avaible in the same weapon set because the combo system was created to be used by group of player and to give additional value to cooperation…

this is the reason that was given along with the promise (realized in the previous patch) of a reinstallament of the finisher effect on the earth versione of EA…

now… personally… the reason seem a bit hollow… if u look at other classes u can see that there are some that have access to good combination of field and finsisher by combinating weapon and utility… this because most field come from utility… and u need only ONE field to make use of all your finisher… while the elementalist work the other way… all his field comes from weapon skill… and among utility he also have only 2 finisher… there are exception to this like ranger that doesn’t have a great number of finisher other than phisical projectile and a really short amount of field… but also exception like guardian that have abundance of light field in both weapon and utility skill as well as finisher in they weapon skill… like the hammer 2 that is a 5 second cd blast that can be combined with 3d chain of hammer 1 that place a light field…

so… looking at it from what the dev say, the reason why EA souldn’t enable a staff ele to take full use of his own field could sound right… but looking at it in comparison to what other classes can do makes this reasinonig seem a bt off ^^’

(edited by Comaetilico.3645)

Healing Ele and Rune Procs

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

What race do you think suits an ele the most?

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

everything but norn… ele elite skill are a bit useless (except for G elemental in non solo pve ) and norn elite are not what u want in your bar if u’r an ele…

Buffing Elementalist Dagger/Dagger? Really?

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

magnetic grasp was always a leap finisher, i dont understand what the difference between before and now.

it was bugged since last patch… and also not listed as a finisher in the tooltip… now the effect is back

Buffing Elementalist Dagger/Dagger? Really?

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

So no doubt this will receive hate from some of the D/D ele crowd, but D/D was if anything fine, and in most cases a LOT more than fine, and now it’s been buffed even more.

Reading through the ele forums, there are enough people stating that they feel forced into D/D because it is overpowered and is the ‘only’ good trait setup at the moment.

So instead of making these fresh D/D ele’s learn how to play better (because admit it, a good D/D ele is an awesome force to be reckoned with), you buff the already overpowered setup. How does this make things better, for ele’s, and for profession balance in general?

Shocking Aura no longer dispellable (although it can no longer benefit from boon duration to balance it)

Signet of Air now provides 25% movement speed. D/D ele’s already have the highest mobility of any profession if they so choose (arguably tied with thief). Granted, this buff will affect all elementalists, but since keeping your distance from a D/D ele is important if you want to survive, this will make this a lot more difficult.

Stone Splinters now has ‘increased range from 300 to 600 units’, it’s description is “Deal 5% more damage when you are within melee range of your target” … since when is 600 units melee range? Another good sized and unnecessary buff for D/D.

Magnetic Grasp is now a leap finisher, and therefore gives 6 seconds more of fury, swiftness, and burning damage — ontop of the 12 seconds of fury and swiftness you get from Shocking Aura (air3) and 6 seconds from Frost Aura (water4).

And Pyromancer’s Puissance. Not normally taken in a D/D trait setup, but it’s been buffed to allow for even easier might stacking.

1st I play ele with all weapon but lately I’m plaing only as a staff ele due to heavy group play where I run as a full time support… now that I clarified my position in reagrd to D/D ele…

shoking aura was a bug fix… and if u think that it HELPED auramncer or D7D in general u’r wrong… there are really a few abilities that dispell boon… and ele stuck boon with easy so it wasn’t that common at all to have your shocking aura purged away… while it was pretty common to run with lot of boon duration… and support aruamancer where amazing giving up to 8 second of shoking aura to their party members… now I’m not colling it a nerf because it is a bug fix… but surely it0’s not a buff ^^

signet of air… if ele in evrey incarnation have realy few problem with movement speed… D/D is the one that have the least problem with it… being able to have perma swiftness with easy… and if u don’t know, movement buff don’t stack… so if u already have swiftness every other movement speed buff is wasted… ^^

stone splinter… the only advantage that D/D take form this increased range is for water attunement all the other skil have 300/400 range… and u don’t want to be at your range limit risking to have your target do a step back and so misisng your skill… so u will always be within 300 unless u’r kiting in water attunement spamming vapor blade.. that is the lowest dmg skill in the D/D asset ^^’

magnetic grasp… not being a leap finisher was a bug introduced with the last patch… it was so before it and now it’s back to being one… during the time from the last patch till now it also triggered combo as if it was working but only the visual and notification effect took place… no buff and no combo effect really happened… or to be more accurate they triggered 10% of the time…

pyromancer pursuit… this is probably the only buff that D/D (as well as all other ele dps build) recivied from this patch… and while it’s true that is a good buff it also was’nt selected because the actual D/D build need high point in other trait… so to take it now D/D will have to forsake other really usefull trait that boosted their survival…

All in all… not much of a buff… pyro is the only one in your list that really is a buff for D/D and as explained is more of an alternative option that a direct buff…

December 14/12/12 Update

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

Shocking Aura: This aura is no longer incorrectly considered a boon. The aura will no longer be affected by boon duration, but also cannot be ripped by boon removal skills.

Does this still work with powerful allies, zephyr’s boon, and elemental shielding?

This looks like a nerf to the d/d auramancer build, is it?

Also monk/water/earth runes don’t help dagger 3 aura anymore? wtf.

What it’s referring to is the actual aura, not the boons granted by auras. Shocking aura was lasting more than 5 seconds, and that is what’s being fixed. The boons granted by aura application should remain unchanged if the text is correct.

It was also granting extra damage if you had the water minor trait and could be removed by enemies.

Yes, which means that it wasn’t really nerfed at all; we were probably helped more than hurt simply because boon removal could wreck anybody who used shocking aura at the wrong time.

well I’m calling it a bug fix… a bug that helped us more than what it did aginst us… boon removal are not so frequent (only a few class as access to them and few people use their sigil slot for the boon removal one…) also elementalis is known for staking a good amount of boon so efen against a boon removal we have a good cover for the aura… and a 70% extra duration in wvw was awosome (form 5 sec to 8,5 sec) add it up to powerfull aura and u will have a great boos to your party during a push inside the enmy lines…

but as said.. it was a bug… so calling it a nerf is out of the way… just that people would probably feel a bit happier if the see some bug that damage us get taken care of ^^

December 14/12/12 Update

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

BIG indirect nerf to D/D and staff support builds.

Necros, Rangers, and Mesmers will be moving considerably faster.

I still like the D/D build though.

well… if our support value was in the area swiftness… than we really had nothing to loose to begin with ^^’

fortunately support ele bring more than just swiftness to a group… so I don’t see it as a nerf… not even an indirect one…

December 14/12/12 Update

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

Elementalist

Signet of Air: Increased the passive movement from 10% to 25%.
Soothing Wave: This trait has incorporated the benefits of the now-defunct Icy Mist.
Icy Mist: Replaced with Arcane Abatement. Take 50% less damage from falling. Create a spell when you take falling damage based on your attunement. Fire—Ring of Fire, water—Healing Wave, air—Static Field, and earth—Earthquake.
Bolt to the Heart: Increased health percent from 25 to 33.
Pyromancer’s Puissance: Increased might duration to 10 seconds.
Cantrip Mastery: This skill now works with Mist Form in PvE.
Mist Form: This skill now allows players to swap attunements while it is active, allowing glyphs to work in Mist Form.
Magnetic Grasp: This skill is now working as a leap finisher.

those are the worth fix/change… well… ti could have gone better but it could have gone really worse… at least it doesn’t seem that we got nerfed… but still soon to say since some of the last nerf we got were stealth or from bug introduced due to patching…

still one of the best patch for the ele till now…

PS: if I understand it correctly… the new falling dmg trait is in place of an old water trait… but it really sound like something that should be in the arcane line :/

PPS: also on the falling dmg trait… lol… RoF vs Quake vs Healing wave…. alwayis remeber to switch attunement mid air if u’r in fire attunement…

PPS: and with the new update to signet of air all those speed passive that already where pretty useless due to not stacking are now totally dead… just equip the signet while moving and be ready to swap it out before entering combat…

PLEASE add a 0.5 second cooldown to Mist Form

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

I agree with this as well, as I see a lot of number 2 skills thrown out the moment someone goes down (my favorite is the ‘thought I was going to use 100 blades, but got Throw Hammer’ one). It could be something we’ll do in the future.

except that u will find yourself with a KDed opponent and not with an additional downed penalty and a 25% less downed health (due to the above mentioned downed penalty increase)… that is what an unwanted vapor form means for an ele… and this when u’r at zero penalty… if already got downed a few times (in WvW u can go down and up a few time in a short amount of time during hard fight…) u can even transit from downed to death due to that queued vapor form…

so… if u put this on the same level of wasting a KD… well… I think it should use a bit more of priority in your list of “thing to adjust”

(edited by Comaetilico.3645)

Just tried Specter.

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

Since DT is ground targetable now, could it be theoretically used to divert your target into a trap? Or at least to force your opponent move out of a place you don’t want them?

O_o did I miss some change? I haven’t used scepter since a long time but don’t remeber DT being changed to GT…

just tested it… and it still is not a GT…

Just tried Specter.

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

Since DT is ground targetable now, could it be theoretically used to divert your target into a trap? Or at least to force your opponent move out of a place you don’t want them?

O_o did I miss some change? I haven’t used scepter since a long time but don’t remeber DT being changed to GT…

Condition Damage or Critical Damage?

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

condition is king of little number PvE (dungeon and exping…) but in WvW and events it got a bad kick in the kitten due to the bleed stack limit and burning stack in duration… if 2 or more condition dmg player meet there the total output will be around half the sum of their potential output… (considering that perma burning is something that u can achive by yourself and can stack 15+ bleed without problem…) as the number of condition based player rise the total dmg output wil decrease… and this is probably the greatest downside of condition…

In sPvP condition is pretty good… but u also have to stack other tipe of condition to avaid being cleansed with easy (earth bleed stacking is good but it can be cleansed pretty easy so u want to have your opponent wast his cleanse on other non damaging conditions…)

on the other side burst while lesser performing in pve don’t have to mind what your allies are doing… u will do your dmg regardless of what they do… olso it is not vulnerable to cleanse and can allow u to burst your opponent down before he can get u down (and getting downed fast is pretty easy if u’r not in a bunker spec due to our little health pull)

Lupicus Melee Solo, 8.5 mins

in Fractals, Dungeons & Raids

Posted by: Comaetilico.3645

Comaetilico.3645

Nice run, and ye, hylarious is timed as a 5 manned fight. Talking about unbalance.. ah wait, maybe Robert Hrouda is gonna post soon how amazing you are and not about balance every class to do the same ( or underpower those curious classes).

Have you actually tried doing any of these bosses solo? I still hear about how weak Mesmers are in PvE, which is laughable to me. We are able to amazing things. And Robert is right, every class can dodge. That’s a huge part of soloing most of these fights.

soling the boss? yep every class can do it… some can do it easier some have to struggle a bit more…

doing it in 8,5 min… about this I have some doubt that every class can do it… but if the dev is so sure about it… than he surely have a vid or data of someone doing it ^^

because dev talk only based on data and not personal (possibly biased) opinion… right?

(the last sentence was obviously ironic… but reading it again it doesn’t sound as clear as when I thought of it… so better clarify it…)

Predict todays/tomorrows Ele Buffs and nerfs.

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

~You will be able to change attunements while in Mist Form

~Maybe they’ll add a trait that halves falling damage

Those are my best bet because devs already posted about them

as said those are the confirmed change (that we hope will come today/tomorrow)

as my personal bet…

for nerf (or better to say “balancing by lowereing efficency”)

bunker and/or conditional removing are going to be toned down…

vapor form will no more reset the downed state or get some other slight adjustement to decrease the downed state capability of escapre in WvW/sPvP (altrought if they remove the downed state reset from vapor form it would also mean that we won’t get the additional downed penalty by using it and that could also sound as a buff for PvE)

for buff (or better to say “balancing by increasing efficency”)

there are really a lot of trait that could use some love… air and fire over all… and GM trait in those line are really the one which need the most love… but I doubt that we will see this…

possibly some base damage values adjustment on air/water skill

cantrip mastery finally working for mist form in PvE/WvW

lingering element working with more trait as it tooltip suggest (well… this is my hope but as for the fire/air trait I doesn’t have that much hope on this)

well… we just have to wait and see… by bet on the patch time is between 10 am pst (7pm cet) and 3 pm pst ( midnight cet)

Glyph of Renewal resets in Mist Form

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

If you go mist form and reset glyph skill and use it, it doesnt work.. Try on storms. You use skill but the 2nd storm never happens.

I dont know what is the thing which is bug which should work in here lol…

because it still isn’t the 14/12 ^^

the patch will come tomorrow… and with it will come this fix… (and with hope no new bug due to it…)

Can Lightning Flash have same range as Blink?

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

the difference between blink and LF is not the range (even if blink as stated before can be upgraded to longer range…) but the CD that is lower for blink… LF longer cd is due to the dmg it does … well… i wolud gladly lose that dmg for the reduced CD but as it stand it is balanced… in its own way…

Buff-oriented Elementalist viable?

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

Ah cool!

How many/much stacks of what kinds of boons can I get out of Scepter/Focus (& whichever Utility Powers you’d suggest). All I know of is might for now.

I know this is a REALLY specific question, but please bare with me.

from scepter/focus u will only get might and vigor (vigor from phoenix)… with just 10 point into arcane line u can get a trait the gives u a boon whenerver u switch into an element, fire=might, water=regen, air=swiftness, earth=protection, as well as fury on every element switch (5 point minor trait of arcana), also u could look at gliph of elemental armony as your healing skill (it give u the same boon as above based on your current attunement)

about the stack (only might stack in intensity all the other boon stack in duration) u can with easy get 6 or more stack of might just by blasting inside your flame wall (3 stack of might to ally in the area for every blast within the field)… and with the above mentioned rune u can with easy stack perma swiftness and have a good uptime of protection (based on the frequency u switch element)… more point in the arcana trait line will help a lot into stacking boon due to the increased boon duration as well as the reduced attunement cd that will allow u to switch with higher frequency…

NEW Elementalist bugs and glitches thread

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

To lazy to read through to see if this is posted or not, but it was just being done on me and seems buggy.

An ele was casting the big Earth AoE on me the that does 9 stacks of bleed, anyway I would dodge out if it he would use lightning flash to port to me and have the AoE follow and cast on me.

I would think casting lightning flash would cancel the cast of the AoE instead of moving it with the ele…

Anyway if this is working as intended it seems OP for an already powerful AoE

lightning flash is a cantrip and as all cantrip (as well as shout and other utility type of skill for other classes ) don’t interrupt the cast.. and is the only pratical way to land the churning earth… that is a 3 second standing lon cast…

also the way to avoid it is still pretty easy… u don’t have to dodge OUT of the aoe… u simply have to dodge at the last second so that your dodge will make u evade… this way your and his position is not a problem

(edited by Comaetilico.3645)

Help with an Ele healing build / gear

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

if your’s primary interest is dungeon support/heal and are planning to run with guild mate only (or mostly) than staff is the way to go…

I’m actually running a staff healing build and after me and my pal got the right timing it made all our dungeon run trivial… in the next days we’r going to test it out at high level fractal (we’r actually at lvl 15 so we have to push a bit to rise it up to 30)…

for specific suggestion:

karma/dungeon armor and weapon for Healing/vit/precision (I tested with full cleric but the extra vitality seem to work better than the extra toughness…) with cleric jewels… with those stat your water 1 will heal for 500+ hp per second… yoru dodge roll (due to EA) will reach over 2k.. and so on…

suggested treat are 30 water 30 arcane for key treat like cleansign water (water 11), elusive arcane (arcane 11), blasting staff (arcane 8 ) and elemntal attunement (arcane 5)…

runes that I really suggest are 6 runes of water… the “small amount” of heal tha proc out of your healing skill in the previously listed equip reach 1600 hp… the area is not huge… but with good timing (the effect proc at the end of the heal) u can just deliver it while running trough your friend…

about utility: elemntal storm… to use when u’r in earth wil provide consitent aoe blind… tha will help with the thoughest pull… arcane wave is really good to proc a finisher in your own field (blast finisher in water field amount to around 1600 aoe heal)

the element u want to be when u’r not in water is probably earth; 1st it provide a delayed blast finisher that u can set up and quicly switch to water and place a gayser over it… 2nd weakness on the 1 is nice and can be even more usefull than heal agaist channeled skill (like CoF flamer guys…) or if well timed agaist big hit… also u want to quickly switch to it after placign one of your field to make use of your dodge roll that thx to EA will produce a blast fisher while in earth attunement… and again finisher in your field is what u’r looking for

I hope this could help… feel free to ask more ^^

PS: even if it is much more complicated I’m starting to use the same build even for WvW… the pace of combat is much higher and u can’t certainly ask a friend to stay still in your field… but once again is all about timing and a good vision of the field…

arcane shield revisit.

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

except that elemental surge doesn’t work on arcane shield ^^’ (it didn’t worked the last time I checked it and didn’t see any fix for it so I assume it still doesn’t work)

It does in the Mists, even though it can be hard to test.

ok I’ll test it again tomorrow (I suppose it proc on the blast after 3 hit are blocked… right?)

… and anyway arcane surge is worth a GM trait only in combination with arcane power (that apply the surge effect to the next five attack… sometime…)

You still have 2 spare slots you can use for Arcane Shield. In fact, if you’re gonna go for an Arcane build then you might as well. However, the main reason that I posted my comment is to have all the variables in before a decision is made. Not to claim that every build should run an AS/ES combo. Quite the opposite in fact.

no problem it was only a remark to show that arcane surge is worth only if u decide to dedicate more utility slot to it’s use other than AS… lot of player use cantrip rather than arcane (to compensate for ele’s lack of hp/defense) or signet to proc aura (auramancer bunker) so it will probably be a dedicated build… and this is what I don’t see as a right thing… a GM trait sould not be good only in a specific build… it should at lest be usefull with various build/situation… but this is a personal opinion and as nothing to relate with the orginal argument so I’ll drop it here ^^’

after all this… personally I still think that AS is a nice skill… but there are only a few situation where it shine bettere than armor of earth… (in WvW/pvp 1 shot skill are not the standard… exception for backstabber thief that are slowly dieing away as a trend) also if u take a look to trait related to arcane skill they seem to work good with short cd skill like blast and wave… (25% endurance regen or short condition is something that u expect to use with a good frequency) and a 45 second AS will probably take more use out of them

arcane shield revisit.

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

You can boost it with Elemental Surge, making it a lot stronger.

except that elemental surge doesn’t work on arcane shield ^^’ (it didn’t worked the last time I checked it and didn’t see any fix for it so I assume it still doesn’t work)… and anyway arcane surge is worth a GM trait only in combination with arcane power (that apply the surge effect to the next five attack… sometime…)

Trait in character creation

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

only cosmetic… the only difference is your starting head piece appearance (that u will change later on anyway)

Let's talk traits

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

worst suggestion ever… it will only mean that with a 10,10,10,10,30 build u wil have all the best trait… (u can swithc 10 point from arcane to a different line if u think there are 2 must have trait in that line but nothing major will change)

during first beta it worked this way… there were no disintione between trait tier… and u were able to select every trait for every slot in that line… they changed this fo all classes because it leaded to all build being exactly the same… with at best 1 or 2 trait difference… but everyone will be using the same trait and will never use all the other…

what we really need is for GM trait to be worth the 30 point investment… and ALL OF THEM… not only a few (water, EA and written in stone are actually the only treat that I will spend point for… if I ever go 30 point in oterh line is just for the stat…. even if current EA could use some rebalancing but is still one of our best GM trait) also CD reduction trait could use some love (something on the same line of warrior or mesmer CD trait that also apply a secondary effect while whielding the weapon…)

(edited by Comaetilico.3645)

"Eye of the Storm" Not appearing?

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

it probably is under your hair… the same happen to me with the exalted helmet (at the begin I thought it didn’t have a skin at all but some friend shown it to me on their character with different hair style…

ele 1 shot me

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

taking a look at combat log when thing like this happen willl make things easy ^^

Mistform + Cantrip Mastery still bugged

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

im not going to argue im just making an input in the post i have the timer on and it counts down from 60. been playing for like ever i know wat im doing.

test it again please… (if u really have a real 60 sec cd in pve than it mean that it work for some player only… )

this screen was just done http://imageshack.us/photo/my-images/32/gw072e.jpg/ as u can see water 9 (cantrip mastery) is equipped and mist form is on a 73 sec cd

the tooltip say 60 sec but as soon as u use the skill it goes into 75 sec cd and the tooltip rise to 75 sec cd… once u’r out of mist form the tooltip go back to 60 sec but u will still be on a 72 sec cd (3 second past due to the mist form duration)…

Armour of Earth VS Earth Shield.

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

using a conjure just to use 1 or 2 skill (that is what it mean to use it as an attunement as someone sggested ) just mean to have those 1 or 2 skill as utility skill with a long casting time (time u need to deploy the conjure + casting time of the skill) and a 1min cd

at this point u have to see if those 2 skill are on par, plus or subpar with other choice for that slot…

if we talk about the shield we’r talking of pull, daze, and invuln…

invuln is bad… standing still while not being able to use skill… bad version of mist form…
pull is mha… long casting time and it only pair up good with D/D but u already have plenty of way to reach your target so I can’t see why u would use an additional mobility skill (and if u really want there is lightning flash…)
daze is ok an additional cc can sound goo… bu again… casting shield plus casting daze… and melee daze too… is not that great…

comparing conjure to eng keet is a really bad choice… while on a first tought they could seem similar… there are a lot of differences…

1) kit has no cd.. u can swap betwwen a kit and your normal weapon or betwwen 2 kit as much as u want…
2) kit are instant… so u can really swap just for a skill cause it doesn’t take more than the skill cast time
3) kit are designed (and do it pretty well) to be used on par with normal weapon… all kit skill are on par with normal weapon skill… their CD are designed as normal weapon CD…

Let's talk traits

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

Lingering elements – this allows you to be in multiple attunes at a time. With this you can take advantage of specific element attune buffs like +10% damage while attuned to <insert element>. You can go d/d with a build like this (not a serious build here) and have 10/20/30% more damage at some points in combat.

Piercing shards – I believe this is more of a conjurer build. Weak spot gives you vulnerability for piercing shards, while your damage comes from your conjure.

unfortunately lingering element doesn’t work with any +x% dmg while in element.. it only work with 5 point minor trait (and test reported that it doesn’t even work with earth one… hard to test for fire…)

so… actually lingering element is POOR… it only work with 3 minor trait (assuming it work with fire) 2 of wich are poor (fire and air)… if it worked with every attunement only trait (like +10% dmg while in XXXXX attunement) it whold have beengood or even excellent… but as it is now it is really POOR

on pircing shard I agree… heavy air + 10 point of water makes an excellent conjure build…

(edited by Comaetilico.3645)

What the Ele Community Agrees On

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

1. If you’re not attunement swapping, you’re doing it wrong. You should be attunement swapping during a fight so as to get the most out of your elementalist. Elementalists were balanced around attunement-swapping, so anyone who’s not doing it is hobbling themselves. This leads us to a few of the next ones, including…

FALSE. Elementalists are NOT balanced around attunement-swapping. The community in majority wants it to be this way but it is NOT. How to tell?
- The arcane trait line reduces our attune swap cd. If it were true that we are supposed to swap as much as possible, then the cd reduction should be baseline.
- Trait lines cater to specific elements (more damage in fire/wind etc)
- Only 1 trait line builds around the idea of constant attune swap

For the statement “elementalists are balanced around attunement-swap” to be true, all traits must cater to this idea.

Again, it’s something we want. It’s something we’ve fooled ourselves into believing is true. Right now, it just isn’t.

Yup because to be an amazing Ele you need to stay in one attunement. Thats why all the other attunements are locked when you spec into one.
/sarcasm

As I read it… he is not saing that if u stay in asingle attunement u will work the right way… but simply that if we really were tought to work around attunement swapping all the time than there are great flaw in the trait design… he simply is stating that the elementalist trait line is not how it should be if we were balanced around the swapping (there should not be that much need to reduce the swap cd nor there should be that much trait that only work in asingle element…)

so… wile it’ s true that we NEED to switch element in order to be a decent class… our trait line does’nt seem to be INTEDNED for that…

Attunement bonuses?

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

as said… lingering element work only for a few talent that it is supposed to work for… and as it seam none of the damage increase talent seem to work with it ATM…

Swirling Winds, Looking for Details

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

machine attacks are not influenced by projectile destruction/reflection ability (tested many time with different ability but without any effect)…

all the phisical projectile finisher are effected by them and some other skill too (no GT as far as I’ve seen… but skill like fireball that is a targeted AoE are reflected/destroyed by them)

probably it only works on ranged targeted skill that have a projectile animation regardless of they being single target or aoe (note that blade trail from warrior GS is reflected too)

Lightning Flash range question

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

120 is the range of the dmg that it deat after the teleport… 900 is the range at wich u can place the GT for select the location to teleport…

and not… he doesn’t use RTL because he have to teleport midcast and the only way to do it is using lightning flash that doesn’t interrupt cast…

note that the combo we’r talking about is really easy to avoid and u need to use all 3 your utility and be on a heavy dps beuild that mean u will really have no defensive option (nor passive nor active…) and it also is based out of long cd… is just a 1 trick pony… not really good to use out of promotional video ^^’

Several attunements at the same time?

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

also note that most of trait that require u to stay in a specific element doesn’t work with this treat (due to bug…)

ele fixes in patch don't actually work

in Bugs: Game, Forum, Website

Posted by: Comaetilico.3645

Comaetilico.3645

Thank you for the reports; I’ll pass these issues on for further investigation.

those report has been posted since the day after the patch in the elemntalist forum… in various topic and in the official elementalist bug report tread…

do we really need to crosspost (that should also be considered a bad behavior in forum) to have the attention of a mod? (don’t even think about getting the attention of a dev since the elementalist forum last dev reply is 22 page old…) if so just say it and we will crosspost all the elementalist bug… there are quite a few (actually over 90 bug reported in the official ele bug tread…)

PS; this is not a critic… just want to know the best way to have the staff acknowledge the bugs… (please don’t respond with “in game report” because some of those bag where reported since beta and still have to be recognized…)

(edited by Comaetilico.3645)

More finisher

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

might stacking still totally viable d/d just need to use other means, sorry to repost as i already have a topic with this but here my post nerf might stack build in action

might from = 3x stack on cantrip,3x on weapon swap (counts on attunement) also u get an extra 1 from attuning fire, and theres still burning speed/flame ring, into churning/earthquake combos i find just puting down fire fields sometimes allys will also give u might due to the fact its area might, if you have alot of boon duration that will help i personally have 30% boon duration 10% from rune, 20% from arcana, and 40% might duration from runes.

its not as easy to stack or as fun anymore, but most of the fights i have between 13-20 stacks and sometimes 25

it could work but:

1) 7 stack of might are not that much (considered our base dmg)
2) u’r using a sigil to do it and u could use it for better purpouse (also I found the sigil of strenght that gives might on crit more reliable in holding up the stack)
4) u’r using long cd skill to generate the stack (cantrip) so while u still can get some stack u will have problem in holding them up…
5) u’e using your defensive cd to generate might at the begin of the fight so u will not have them for when u need them…

so… yes u can still reach some good number of might stack by yourself… but are giving really a lot in order to get them…

Mist Form still doesn't have CD reduction

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

This appears to have been fixed in yesterday’s patch. At the very least, the tooltip reports a 60-second cooldown when you have the Cantrip Mastery trait outside of PvP. I didn’t time it to see how long it actually took.

no fix… the tooltip was like that since the initial patch… but when u use the skill the CD start from 75 rather than 60

Arena Net vs Elementalists

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

Why does everyone keep repeating this crap about cantrip mastery not working on mist form did anyone actually test it or are u all to busy crying about nerfs, it works perfectly fine for me i get a 60s CD. And the fact is the evasive arcana staff build was too strong, they could have went about it a difrent way but the healing was too powerfull, on other stuff i mostly agree with evryone else.

maybe u should be the one to test it ^^ and test it for good…

it work perfectly IN THE MISTS… but out of there it only work in the tooltip… once u use the skill its CD start from 75 instead that from 60 ^^

Why are we still not getting our hotfix?

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

These issues have a lot less priority than an increase in CD by double, and are probably 20 times harder to implement changes for that will not result in something else being bugged.

I think that out of 97 bug reported in the stiky tread… should be at least a couple that are of enough priority and enough simple to be corrected…

also the fact that they delay fix due to testing seem an empty reason after the last patch… where 4 of the elementalist fix turned into a nothing changed or worse (RTL, mangetic grasp, mist form and dragon tooth were not fixed and magnetic grasp now doesn’t activate the leap finisher most of the time… as well as dragon tooth blast finisher been totally absent ^^’)

EA issue - not casting the "real" spells.

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

Lol? 8k crits and 8k bleeding from dodging seems fair? It’s quite obvious the dodge gives a weaker version of the actual spell just from understanding that it procs after a dodge.

and this is resonable… (i wold be creazu if I really wanted a full power churning earth on a dodge roll… i was like O_O when I first saw the cange log in the beta 3 ^^’ )but than why put churning earth in the description? it doesn’t have the direct dmg of chunrning… it doesn’t have the 8 bleed stack component… it does even register with a different name in the combat log…

also… the cleansing wave (that is a quite powerfull skill to… with a really long CD and for a good reason…) is exact as the spell (I run Dagger offhand and the amount healed by a dodge roll is exactly the same as casting the spell) so having a downgraded version of the churning earth is really a single episode… there is no other trait that work this way (as far as I remember)… so why put churning earth into that trait and not a different spell? why even CHANGE it to churning earth? and if u really want to have a downpowered version of it… ok just tell it… and also… if it really is a downgraded version of the spell… as it retain it’s basic component (direct dmg+bleed+cripple) it sould also retain its finisher quality…

so what I’m saing is not that I want a full churning earth on a dodge roll (as I said there is not even a reason to test it to know how OP it would be ^^ )… but just have a clear standing on HOW EA is supposed to work…

So, no more blasts on evasive arcana [Merged]

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

as already reported many times… after the patch that was supposed to move the blast location form the caster to the impact zone the finischer effect has totally disappered… many player has tested and reported that no balst hapen nor on the caster nor on the impact location… it only stay in the tooltip…. at least for now… :/

EA issue - not casting the "real" spells.

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

in the previous incarnation (beta 2 if I’m not wrong) EA earth attunement cast was shockwave… they changed it along with air attunement effect (that previously was updraft) to the actual spell… so… why did they changed it if it was clearly too powerfull? why change the tooltip and the animation (actualy the animation is that of churning earth while in beta it had the animation for shockwave that it was actually casting as indicated in the previous tooltip) if u don’t intend to change the skill? (is not that the actual tooltip is wrong like it was for armor of earth duration where they changed the skill without appling the change to the tooltip… it is the opposite…)

so… the question is: is it meant to be crippling earth and so the skill is bugged for casting a different skill… (than why did they applied a change with this patch without correcting the bug?)? or is the idea to cast churning changed while implementing the feat (than why leave the tooltip wrong even when u go and makes new change to the skill in this recent patch as well as adjusting different wrong tooltip?)

any way u look at it the QA department made half the work they were supposed to do… they didn’t notice that it was producing the wrong skill or didn’t notice that the tooltip was indicating a wrong spell since beta 3… (as well as the patch note for beta 3 being wrong because there was clearly indicated the cange in the earth skill for ea from shockwave to crippling earth…)

now… recrimination about the qa work are meaningless… so can we just have a dev or even an informed mod clearly state what are the intention for this skill?

So, revert the changes to grasping earth?

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

I’d like to have grasping earth proc a fire shield and self CC rather than self CC alone.

Do you mean that skill http://wiki.guildwars2.com/wiki/Grasping_earth ? How does it self cc?

magnetic grasp as well as ride the lightning work really bad against moving target… the result is that mostly they lock u in the animation (that could go on for 2 or 3 second in worst case scenario) while u’r unable to do anything… this is suposed to be fixed with this patch but no actual change was noticed (or if a change was there it reduced the chance for the malfunction by a so little margin than most users missed the chance to notice it…)

Churning Earth Hold and Release

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

early beta… that time it was an hold and release skill… and I really liked it… but than it was changed to this “channeling like” skill… still a good skill but much more difficult to land (to the point that u usually need the teleport to land it against anyone that know the animation… so 2 skill to do the work of one…)

most likely we will not see that incarnation of the skill ever again…

How to remove root, specifically?

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

armor of earth (and stability in general) don’t prevent CC skill… it only prevent stun, daze, pushback e knockdown… while chill, cripple, fear, adn immobilize are applied as normal… read the toolptip it is clearly explained

PS: note that even if daze disable effect is prevented by stability it’s interrupt component is sill applied

Character Collision / Body Blocking

in Guild Wars 2 Discussion

Posted by: Comaetilico.3645

Comaetilico.3645

2 reason:

1) performance… as many already stated the collision calculation are heavy… GW2 actual WvW numbers will be too much to andle and the game will probably turn from really fluid to a side show… unless Anet is willingly to spend lots of money on the most advanced machine (project titan from nvidia should be enough :P )…

2) race size discrepancy… all melee dps will be asura (to get trough small space between player)…. while all tank would be norn (to cover the most space with less player)… ranged dps will also be all asura so that they could hide in greater number behind the large shoulder of their friendly norn guardian… melee norn and tank asura will be a lughing stock as well as massively penalized in WvW…

[Exploit/Tricks?] how to deny area effect

in WvW

Posted by: Comaetilico.3645

Comaetilico.3645

AoE limit is fine as it is… and I’m an elementalist…

if u ask those that were on Warhammer they will probably all answear the same… I still remember how a few Bright wizard/sorcerer could hold a keep against 40+ people by simply spamming their RoF/PoS on chokepoint… if u remove the target limit or rise it too much it will simply turn every keep/tower siege into a “wait for them to take down the gate and than cover it of AoE” … in choke point where everyone is forced to pass if every aoe it every target u only need 5/6 player to kill an infinite amount of player (avarage of 2,5k dmg per second * 6 = 15k dmg per second, add an aoe chill or cripple to expand the time the enemy need to spend within your aoe and u will not even fear invulnerability skil)… and there is no skill or tactics involved into this… simply stay put and spam toghether AoE on a same location… I still remember vividly a video of 2 Bright wizard wiping over 20 player… simply because they were able to hit every single enemy at the same time…

Blinding Bosses bugged

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

if u notice almost all champion (and all dungeon boss) have a buff (a white square with a black simbol on it), that buff apply them immunity to cc every time a cc is used on them ALSO it reduce blind efficency to 10%… this mean that blind last 1/10 of its normal duration… so a 10 second blind (pretty long…) will last only 1 second… normal 5 or 6 second blind will last 0,5 or 0,6 second… so u have to use it WHILE thei’r doing their attack and not before…

using blind against boss/champion is almost useless due to this (unless u know the boss/champion animation really well and have a really good coordination).

Valkyrie gear compared with precision gear

in Elementalist

Posted by: Comaetilico.3645

Comaetilico.3645

what do you mean with precision gear? berserk gear? or any other set that give u precisione but not power AND crit dmg?

precisione only increase your crit chance… the big number u see are due to power (that increase the base dmg of the skill) and the crit dmg (that multiply that base value on crit)… if u have 90% crit chance but only the base 50% crit dmg u will never see high crit… lot of them for shure but not that much high…

berserk give u exactly the same amount of power and crit dmg of the valkiry… and simply switch the vitality with precision so u will have the same max and min dmg of valkiry but with higher cance of crit and so highest chance to see those bg numbers…

rampager instead gives u more precision (so more crit chance) but less power and absolutely no crit dmg… so while u will score more crit with rampager than with berserk your highest (due to the lack of crit dmg) and min (due to the reduced power) dmg will be lower than with valkiry

Guild Tag on tower/keep lord

in Suggestions

Posted by: Comaetilico.3645

Comaetilico.3645

We all know that when a guild claim a tower or keep its symbol is shown on the tower/keep’s banner… but the number of guilds in a server is quite huge and so sometime (most) it’s hard to recognize which guild has claimed a specific object just by looking at the keep’s banner… (also only a few people show the guild heraldy on chest/backpack/weapon and so u can play a lot with members of a specific guild without ever see their guild symbol)…

So, what I humbly suggest is to add to the keep/tower/castle/camp guild claming NPC of a claimed objective the tag of the guild that claimed it, this could:

1) help the guild make itself more visible for their effort (fortify a keep is not a task worth nothing…).
2) help the other player locate which guild has claimed what and so who to ask to add specific upgrade to a sensible objective (I know that everyone can upgrade an objective, but to claim an objective also mean to take responsability of it… and I see quite a lot of keep claimed and left to their own -_-’).

also there is the instance of guild without an unlocked healrdy claiming an objective… actually this make totally impossible to know which one was that guild (yesterday for example a guild calimed Etheron hills for RoF on underworld borderland and it had he orb of power inside… but the guild had no hearldy and they let the keep without upgrade the whole day… until “somone”… went there and spent his money to run some upgrade on a VERY sensible objective… I would really like to know which guild that was… but there is no way to know it…).

so… do you think that it could be possible to add this simple feature (just a tag on a npc nothing more… it would be rellay nice to add it to every NPC of the related objective but just the lord could be enough)?

Cursed Shore, localized latency

in Bugs: Game, Forum, Website

Posted by: Comaetilico.3645

Comaetilico.3645

Is there a reason for the significant latency in the Cursed Shore map and there only?

I’ve been in maps with lot’s of people… even at stonemist siege with all 3 server at capped pop attacking and defending it at once… and never had a bit of lag or latency… but when I enter Cursed Shore (lvl 80 map at the south of the orr region) a 2 to 5 second skill delay start to show up… this appen every time… even when there is no event nor mass of player nearby (truth to be told when there is a massive number of player and event it gets worse), every other player in my guild as experienced the same and I’ve seen many other player writing the same in chat.

PS: additional info, I’m on the EU server Vabbi and only skill delay happen, no fps drop nor other malfunciont that could be related with a problem on my side, only skill delay and ONLY in this one map, also on botton down the icon of the skill immediatly flashes just like it should do but the skill doen’s start until some second later.

(edited by Comaetilico.3645)