Prometheus Rook.
I took the name of a tragic character from Greek mythology who is associated with fire and intelligence and added on a surname that I think flows really well.
Elementalists don’t really shine until they obtain gear and traits. For leveling up, I recommend using Soldier’s rares. Upgrading every 10 levels should be sufficient. Once you hit 80, you can build pretty much anything and do reasonably well. I still recommend using Soldier’s or Sentinel’s until you master the Ele to a reasonable degree, but then you can transition to a more balanced spec, if not a full glass cannon.
Also, in PvE, you should consider a focus off-hand if you’re doing poorly. You don’t need Ride the Lightning nearly as much against AI and the extra defensive skills could make the difference between taking the mobs out and spending quality time with the floor.
Removed damage bonus effect from Tempest Defense to bring it in line with other profession’s disable trigger adept/master traits.
Nerfed Storm Chased to 5%.
Reworked One With Air. Same basic concept, more simple, balanced effect.
Air is currently a redundant and often underwhelming trait line – it certainly has its merits, especially on a scepter build, but it fails to complement other weapons past the 10-15 point mark. It also suffers from excessive use of non-swiftness speed boosts that generally serve no purpose in most Elementalist builds. My redesigned line is as such:
Minor Traits
Adept – Zephyr’s Strength (Replaces Zephyr’s Speed)
While attuned to air, you deal 5% more damage while moving.
Master – Electric Discharge
(Unchanged)
Grandmaster – Weak Spot
(Unchanged)
Major Traits (Adept)
Zephyr’s Boon
(Unchanged)
Zephyr’s Focus
Reworked to grant pulsing Vigor to yourself and nearby allies while channeling skills. The duration of the boon is identical to the time spent channeling.
Bolt to the Heart
(Unchanged)
Tempest Defense (Swapped with One With Air for Grandmaster and weakened).
Surround yourself with a Shocking Aura when disabled. 60 second cooldown.
Soothing Winds (Buffed)
10% of your Precision is converted to Healing Power.
Air Training (Moved from Master)
Deal 10% more damage while in Air Attunement.
Master Majors
Glyph Mastery (Merged)
Gain a boon associated with your current attunement when you cast a Glyph. Glyphs recharge 20% faster.
Aeromancer’s Alacrity
(Unchanged).
Arcane Lightning
(Unchanged)
Storm Chased (New)
Deal 5% more damage to moving foes.
Grandmaster Majors
Fresh Air
(Unchanged)
One With Air (New)
You move 10% faster. Stacks with other speed boosts.
Summary of changes
Zephyr’s speed replaced.
Glyph traits merged into Master tier.
Tempest Defense is now an Adept trait and has been somewhat nerfed to compensate.
One with Air is now a completely reworked Grandmaster trait.
New trait in Master line.
Soothing Winds buffed.
(edited by Duke Blackrose.4981)
Might be this way for programming reasons, but if they can accomplish it, sure, why not?
Looking at traits and skills, I always find myself annoyed at just how much redundancy there is, particularly in the air line. In a game in which speed boosts don’t stack and only the highest one is taken, we have:
Zephyr’s Speed (Air)- 10% movespeed while in air
One With Air (Air)- move faster the longer you stay in air attunement (up to 25%)
Inscription (Air)- gain a boon associated with your current attunement when you cast a glyph (swiftness for Air)
Zephyr’s Boon (Air)- Auras grant fury and swiftness.
Elemental Attunement (Arcana)- grant yourself and allies a boon on attunement swap (air grants swiftness).
Windborne Dagger (Arcana)- gain 15% movespeed while wielding a mainhand, 10% for offhand. Stacks to 25% with both. Only works in combat.
Signet of Air (Signet utility) – gain 25% movement speed passively. Activate to lose the speed (unless traited) and blind the target foe and nearby foes.
Windborne Speed (Staff) – Place swiftness on and cure chilled, crippled, and immobilized on yourself and nearby allies.
Updraft (OH Dagger) – Roll back, blow adjacent foes forward, and gain swiftness.
Blast finisher (lightning field) – AoE swiftness.
Glyph of Elemental Harmony (healing skill) – Heals you and grants a boon based on your current attunement (swiftness for Air).
I mean, seriously, who designed this? Why do we have so many sources of movement speed that cancel each other out. There will almost always be wasted traits, utilities, or skills in a given Elementalist build because of this. It’s so easy to maintain permanent (or nearly permanent) Swiftness as an Elementalist that skills and traits like Windborne Dagger, Zephyr’s Speed, One with Air, and Signet of Air are shafted into redundant wasted slots reserved mainly for lazy players or builds.
Could Elementalist traits and skills be looked at? We have so many wasted sources of movement increasing abilities that could be better designed as short duration Fury buffs or various other effects. Air can do a lot more than make us run faster, after all.
Permanent Quartz Node.
You’re welcome,
~ANetDisclaimer: I am not ANet.
It’s still a bit of a cop out. Those who didn’t/couldn’t participate in the event basically get screwed out of a resource that will likely have a dramatic price increase after the permanent quartz node becomes the only source.
I have to wonder what you’re talking about. Hammers have a lot of the best skins in the game – they don’t need to be comically oversized to be aesthetically pleasing. It’s maces, foci, torches, scepters, and warhorns that are often treated as second-class weapons.
Actually, pretty much anything that isn’t commonly wielded by Warriors and Guardians is often overlooked. Look at every living story armor piece – it’s all obviously designed for heavy armor.
not so much about giver armor as .. celestial is already strictly better than 3 armor sets, unarguably… and you want to buff it to make it strictly better than a 4th set? es loco?
As I said earlier – the sets that were explicitly designed for magic find are poorly designed and certainly shouldn’t be holding back legitimate nomenclatures – like it or not, Celestial is a standard set – it’s a pvp set, albeit an unpopular one, and magic find was simply added on to make it more enticing.
Frankly, I’d trade magic find for boon and/or condition duration (or simply higher stats) on PvE/WvW Celestial Gear any day of the week. Or, you know, they could add gold find, xp gain, and karma increase stats to the other 4 Magic Find sets – if they’re useless armors that only provide selfish gains, they may as well do it well.
giver armor has no mf broski.
the mf gear that celestial beats only has 3 versions.
pls
Oh, Giver armor. That’s what this is all about? It’s easy to forget that Giver armor even exists, what with it being nothing more than a Wintersday sidenote – and quite possibly the worst armor in the bloody game.
you want to make it completely nullify the unique utility provided by a 4th set of armor?
hmm
celestial best mf gear 2013
You know what? If it gets rid of standard magic find sets, then yes, yes I do. MF gear was a stupid idea on release, and it’s no better now.
Celestial is a pretty niche set. It’s viable on a few builds (such as Elementalist builds), but rarely considered optimal on any build. It’s certainly an unpopular stat choice.
What if it granted a small boon duration bonus – like 1-2% per piece? With 13-14 pieces of gear (armor, weapons, and accessories), you could reach 15% by making each armor piece, accessory (except for Amulets), and one-handed weapon carry a 1% bonus, and two-handed weapons and amulets carry a 2% bonus. Ascended tier would not increase the bonus.
What do you think? Would it help popularize the Celestial nomenclature without overbuffing it?
For the best update since the Mad King:
Achievement Rewards
Gorgeous Zenith weapon skins. I am most definitely using a Spire on my Ele.
New back and head items that can be obtained through gem gambling, hard work via scrap collection, and winning the Sanctum Sprint.
Sanctum Sprint – arguably the most fun and challenging mini-game yet.
A unique jumping puzzle zone – the best thing to come of jumping puzzles since the Super Adventure Box.
Belcher’s Bluff (even if I do think it’s overly difficult)
Celestial can now be crafted.
Quartz node in the home instance – an early sign of a meaningful home instance in the near future, if not full on player housing.
New SPvP map.
New WvW abilities.
The Achievement Rewards stand out as a particularly exciting addition. I’m looking forward to opening up more and more achievement chests.
Though in the future, could we please avoid throwing living story achievements into WvW jumping puzzles? It only serves to fill up WvW slots with non-contributors, distract players from actual WvW objectives, and frustrate PvE players.
(edited by Duke Blackrose.4981)
4000+ Coffers, no ticket.
First day of Bazaar, a bunch of scraps from the open world and a backpack skin from Sanctum Sprint.
I’m ok with this.
Same here. I have about 20 scraps from just regular open world play and a wind back item from Sanctum Sprint.
Much, much better than RNG gambling.
Same here. After 3 times, I give up.
If they’re a Ranger… yes. ….and I main Ranger. Most ranger players are TERRIBLE and they don’t get the same Success-Wellfare that Warriors tend to get. I don’t even attempt to get my own Ranger into pubs b/c of it. A lot of Rangers players will swear they’re “not the bad ones”. It doesn’t matter. ANET didn’t give us the right tools to prove it. Most Arah runs will fail when you attempt to run a DPS Ranger instead of a much more niche class like support Guardian, Geo-Exploit portal Mes, or even evade Thief.
Engineers are also very questionable. One of my better friends in this game played Engineer at release and his survival was pathetic and for some reason the Mobs ALWAYS targeted him first and there was nothing he could do to stop them. That’s not really his fault, that’s just weird Aggro mechanics by ANET as usual. But it’s still too much of a hassle to constantly have to rez someone like that.
9 times out of 10, I’d prefer a Ranger over a Thief in my dungeon groups. The vast majority of Thieves have no clue how to play their profession in dungeons and Rangers at least offer significant group heals, condition removal, and some boon support.
Exclude? Never. Vote kick for terrible attitude or for screwing the entire team over repeatedly? Most likely.
Feels like that suggestion would be ridiculous.
Glyph of Elemental Power would pretty much be standard. Now all your attacks can knock people down if you cast it in earth. Would be fun and funny but more than crazy.
They could make GoEP an exception, much like Plague Form doesn’t trigger chill on blind for the necromancer.
I will, however, ask the Necro if they are a power build before removal.
Do so for engies as well. They also have power builds.
Indeed. Bomb engineer can actually bring a lot of dps and healing to a team.
On the sword – this combined with a main-hand dagger would give you access to two Shocking Auras, two Fire Auras, and Magnetic Aura. The reason I designed my GS concept to include heavy aura use was that it would possess its own unique auras which can be balanced independently around their availability on that weapon. A weaponset with heavy access to standard auras can’t receive focused balancing in the same way.
That said, I like the concept of ley lines, even if I think that the name “ley line” is unfitting
Sorry, this would make more whiners to whine about us. The less whiners whine about us eles, the better. We eles are already bad as it is. (though I know some of us would like to disagree with me). But it is a fact we are WEAK……if we don’t play properly. And anymore additional stuff like this that makes us a little stronger will only let more whiners whine about us….. thus nerfs and more nerfs. I would prefer we lay low and don’t give a kittens about showing off. Let the whiners go whine about some other professions.
Lol that rather a bum reason.
So nothing should be created because it could be nerfed? Let’s not add content and gears and skins to the game anymore because they might get nerfed! Let’s not try to balance classes because we might have to go back and nerf other things.
I for one don’t fear nerfs as that just means the game changes giving you more reason to learn more about the game. If the devs decide to add more content in lieu of a nerf is only a bonus.
I meant to comment on this thread yesterday but another post took up all my posting time. It’s an interesting concept, the torch. What synergies do you feel this weapon has with the dagger though? I’d think the prize of the set would end up being Infernado. All in all I think it’d work really well with a scepter since it doesn’t need as much mobility.
What it lacks in mobility it makes up for in the ability to control your foe. Keep them in place with Infernado or Meteor. Reverse their fear towards you with a second use of burning fear. Etc. Coupled with the MH dagger’s gap-closers, it shouldn’t be difficult to stick to targets.
Facepalm.
A 20% damage increase vs. foes under 33% health is only equal to a 6.67% overall damage increase if all other factors are removed and the situation is that of an Elementalist as the sole source of damage against his target. No opposing heals. No allied sources of damage. Nothing. Any other factors will either increase or decrease the overall damage percentage increase of the trait.
And a 20% vs. low health foes makes the Elementalist a good class for finishing foes off – a 6.67% flat increase vs. all foes would make the Elementalist mediocre during an entire fight rather than excellent towards its conclusion.
How many mobs can heal themselves? Try to read thread title before throwing facepalms, it makes you look less ignorant.
Quite a few actually, especially dungeon bosses, skale, etc.. And why assume everything is about PvE? It’s not like PvE requires specific theorycrafting.
And I think a facepalm was warranted. I shouldn’t have to re-explain a simple concept.
A 20% damage increase vs. foes under 33% health is not a 6.67% overall damage increase. It is exactly what it says on the tin – a 20% damage increase against foes below 33% health. As in, it provides you with a huge chunk of extra burst against low health foes, as well as helping you to finish off your target. It implies a change in playstyle as well as becoming that “6.67% increase in damage” if you were to remove all other factors and box the Ele into a prolonged duel.
What are you trying to say? What duels? Please explain.
Facepalm.
A 20% damage increase vs. foes under 33% health is only equal to a 6.67% overall damage increase if all other factors are removed and the situation is that of an Elementalist as the sole source of damage against his target. No opposing heals. No allied sources of damage. Nothing. Any other factors will either increase or decrease the overall damage percentage increase of the trait.
And a 20% vs. low health foes makes the Elementalist a good class for finishing foes off – a 6.67% flat increase vs. all foes would make the Elementalist mediocre during an entire fight rather than excellent towards its conclusion.
I really don’t want to have to nit pick every part of what you’ve said because I’ve tried it and the damage is a lot lower. That’s really all it comes down to. Fire moves just hit hard and have short cooldowns.
Sure, you get a lot of % damage increases along the way— but percent damage increases can’t do much for you when your base damage is so low. 300 healing power and 300 vitality do nothing to help your damage. 20% reduced CD on air is crap compared to 20% reduced CD on fire, which hits much better.
Bolt to the heart only does bonus damage to those with less than 33% health. So its a 6.67% damage increase, not a 20%.
Those builds also throw away 3 moves that vastly increase your damage in favor of survival utilities.
Thanks for critiques.
A 20% damage increase vs. foes under 33% health is not a 6.67% overall damage increase. It is exactly what it says on the tin – a 20% damage increase against foes below 33% health. As in, it provides you with a huge chunk of extra burst against low health foes, as well as helping you to finish off your target. It implies a change in playstyle as well as becoming that “6.67% increase in damage” if you were to remove all other factors and box the Ele into a prolonged duel.
hope they remove one stun break fron cantrip and put in signet or glyph. the only kind of utility that I can think that are as useless as conjure is ranger shouts.
Glyphs are in a worse place than conjures, IMO. They don’t really synergize and their utility is just so easily outclassed unless you’re going for something very specific.
Conjures at least take center-stage in gimmick builds (like Thor). Frost Bow is excellent in dungeons, especially AC. And the FGS is actually a pretty decent elite.
Another option for a balanced gear set is P/Pre/T armor, Zerk trinkets, and your choice of P/V/T, Zerk, or P/Pre/T weapons.
You could actually think about a primary torch skills. No other profs have them but there are dual wielding torch NPC.
I was thinking about it. It would indeed be awesome to have dual-wielded torches as a unique class weaponset.
The Torch is easily one of the most fitting weapons to a class that relies on elemental magic. So here it is – the Torch, which takes the form of a control-based AoE off-hand, with the unique aspect of mixing every element with fire.
(The range of the torch is 900, to match the scepter, but the weapon also carries significant synergy with the Dagger mainhand.)
Fire Attunement
Skill Four – Burning Fear
The target foe is feared and burned for 2 seconds. Has a subskill to reverse their direction towards you by inflicting another burn (fear duration is not affected).
Skill Five – Eruption Aura
A unique aura that periodically pulses with small eruptions around you that knocks foes back very slightly and deals damage. 3 second duration (with 1 pulse per second). Counts as an aura.
High cooldown.
Water Attunement
Skill Four – Blast of Steam
Target foe and foes around them are blinded for x seconds and dealt damage by scalding steam.
Skill Five – Hailfire
A fireball surrounded with a thick layer of ice falls on the target area, dealing damage to struck foes and chilling them for 1 second. After a delay, it melts, invigorating (granting vigor to) allies within the radius and damaging foes with boiling water.
Air Attunement
Skill Four – Searing Winds/Hot Air
Places a debuff on the target foe for several seconds that summons hot air around them. Every pulse, the debuff deals damage to them and other foes around them.
Skill Five – Infernado
Create a tornado full of fireballs at the target location for x seconds. Foes in its eye are unaffected, but those that touch its boundaries are dealt significant damage and forcefully blown out of the tornado. Constitutes a fire field.
High cooldown.
Earth Attunement
Skill Four – Hot Coals
Heat up the ground at the target location, dealing high damage to and crippling stationary foes. Moving foes are unaffected.
Skill Five – Meteor
Drop the bombshell on the target location, striking foes for high damage and knocking them down for 1 second.
High cooldown.
(edited by Duke Blackrose.4981)
In Perfect World Online, a male character can carry a female character at least.. Makes running distances so much easier (for us with female toons). I want such convenience in gw2 too!
Could you imagine carrying your bride-to-be around in Orr, pursued by undead?
It’s so silly that it must become a thing.
thats hilarious because
1. those are all opinions =)
2. NCSoft owning Wild Star is fact.and i will bet that the micro-transaction model used in GW2 will be in Wildstar.
Actually, 1 and 2 were facts. WildStar’s artstyle is more comparable to Torchlight’s because it is a cleaner cartoon style without the characteristics of the WoW style (ie: oversized spiky shoulders). And no information on the business model is available – that is not an opinion, it’s a fact. They are still debating on the model.
And if it is – good. That means that WildStar will be a game with no subscription fee, no pay to win, and the ability to buy everything in the game with gold.
I can’t name one MMO business model that is more reasonable.
Pretty much anything without RNG. If it has gambling for items in it, it will be the same garbage cash shop that is worse than every other MMO out there currently in GW2 now. EQ1, EQ2, Vanguard, soon to be Rift, etc. all have better cash shops that guild wars, and most of those have sub options. I can buy any skin/membership/anything I want in EQ1 and 2 with in game gold as long as it’s for sale. All of these games are more “free to play” than GW2 could ever hope to be as long as they gate content behind RNG boxes. Oh, and I don’t have to gamble with hours of my time that Anet likes to waste! The only 2 games I can think of with worse cash shops is Neverwinter and ToR, and both of those games are notoriously crappy.
Skins are not content. Lotro has races and quest areas that you have to pay for. DDO has the same. And EQ 1 and 2 are owned by Sony and don’t provide content updates nearly as often. I’m not sure either are currently as ambitious as Guild Wars 2 is.
Also don’t they offer option subs?
This. At the end of the day, nothing in Guild Wars 2’s cash shop or business model is unreasonable. The RNG boxes offer SKINS. NOT CONTENT. NOT POWER. SKINS.
No other MMO on the market offers the large, frequent patches for the price of this game. Very few MMOs offer gold → cash shop currency conversion – and most that do involve pay-to-win shops.
thats hilarious because
1. those are all opinions =)
2. NCSoft owning Wild Star is fact.and i will bet that the micro-transaction model used in GW2 will be in Wildstar.
Actually, 1 and 2 were facts. WildStar’s artstyle is more comparable to Torchlight’s because it is a cleaner cartoon style without the characteristics of the WoW style (ie: oversized spiky shoulders). And no information on the business model is available – that is not an opinion, it’s a fact. They are still debating on the model.
And if it is – good. That means that WildStar will be a game with no subscription fee, no pay to win, and the ability to buy everything in the game with gold.
I can’t name one MMO business model that is more reasonable.
WildStar= more NCSoft trash. iIf your having issues liking gw2 you will be in the same boat with WildStar. Its a wow look alike with the same crappy micro-transaction scheme ast gw2.
More Real money sinks for in game content.
NCSoft = money over players
That’s hilarious because:
1) WildStar’s art style is more like Torchlight 2 than WoW.
2) No information is available on the WildStar business model.
3) I would rather deal with NCSoft, which brought me the first Guild Wars than Square Enix which has brought me nothing of value in recent years. Hell, despite it’s problems, Guild Wars 2 is still easily better than 90% of the competition (and I don’t care about RNG boxes for AESTHETIC ITEMS anyway.).
I just want the geyser effect to be more dramatic or replaced with a new effect. Also, is it just me or is the new animation much longer than the normal sickle animation? If so, it should be shortened.
Only if it comes with an offhand sword as well. I want to either duel wield swords or wield a greatsword or longbow.
I was able to disarm them, but I haven’t been able to actually damage Canach with them… even if he’s right on top of them, and I trigger them properly.
That’s a lot better than what’s happened to me. Disarm them and they blow up in my face instead of his.
I was able to disarm while standing quite a bit away, since disarm (all three versions) is a ground targeted ability.
This should have really been described in some way. I have fast cast ground targeting on and there was no clue as to this. No freaking wonder.
Seriously. One step outside of the circle and the bomb won’t disarm most of the time. One step inside and it blows up in my face. Who designed the detection for disarm skills here?
Pretty simple. Each dungeon merchant would offer one of any lodestone for 250 dungeon tokens. Fractals would offer your choice of lodestone for a much higher amount (like 500 or 750 fractal relics).
How would you solve the problem that there’s a greatsword that has the same skin as our elite?
And after reading it, don’t you think you have a bit too many auras? Especially when the blast finishers are taken into account?
I don’t see that as being a problem any more than the existence of a greatsword skin identical to our elite is in scenarios with a Volcanus-wielding profession and an elementalist with FGS working together is a problem. If players choose to use that for mindgames, especially in WvW, which is casual pvp to begin with, then more power to them.
And no, I don’t think I have too many auras. By making the built-in auras unique to the weapon, they can be balanced individually in order to keep the weapon in line with other options. Ice fields were also intentionally omitted from the weapon in order to prevent the usage of blast finishers to create ice auras. There is a Fire → Leap combo for Fire aura, but that’s about it. The auras could potentially be excessive if one was to go 20/0/0/30/20 with all signets for additional fire auras, but this involves losing out on a lot of stunbreaks and utility.
What if it just blocked their effects over the duration, rather than removing or preventing the use of them?
Elementalists don’t have a whole lot of weapon sets and still lack plenty of niches – including a pure melee weapon, a single-target ranged weapon, etc. There’s a lot you can do with the profession. The following is my concept for the Greatsword, which brings a direct-damage melee-only weapon with unique auras and utility.
Traits
Greatsword Mastery (Arcana, Master Major) – Auras last 2 seconds longer while wielding a Greatsword.
Fire Attunement
Auto-Chain
Fueled Slash Deals damage to struck foes. Deals additional damage to burning foes.
Fueled Cleave Deals damage to struck foes. Deals additional damage to burning foes.
Burning Blade A two-handed sweep that strikes the target for direct damage. If it connects, the foe and all adjacent foes are burned for a short time.
Flame Wheel
A targeted channeling skill in which you spin in place at your current location, greatly damaging foes near you and releasing fireballs to rain down at the target (small) area. Counts as a whirl finisher.
Trailblazer
Disappear in a puff of smoke and reappear at the target location instantly, damaging and burning foes at the new location. Has no activation time and can thus be used with Flame Wheel and other channeled skills.
Shining, Burning Aura
Gain a unique aura which surrounds you with a ring of fire that follows you around. Foes who touch the edge are hit by a large amount of direct damage. This constitutes a mobile fire field which can be triggered by your skills. Counts as an aura for traits.
Explosion
Hit the area around you with an explosive force that pulls struck foes towards you and deals direct damage. Constitutes a blast finisher.
Water Attunement
Chain Skills
Cold Steel – Slash foes in front of you, chilling them briefly.
Mist Blade – Cleave foes in front of you, hitting for direct damage and slightly healing nearby allies for each chilled foe.
Shattersword Smash the target foe for direct damage. If they are chilled, this deals additional direct damage in an area of effect around them.
Piercing Cold
Hit the target foe in melee range, stabbing through them to deal direct damage and chill them and foes behind them.
Surf
Ride a wave of water forward a short distance, healing allies you pass through.
Aqua Aura
Your body starts releasing water in all directions, slightly healing allies once per second. You become a mobile water field. Counts as an aura for traits.
Mistborn Sword
Briefly evaporate yourself and your sword into mist, haunting the target foe as an invulnerable specter. Channels damage on them over this time. Any auras on you will remain in effect and follow you/your target. When the duration ends, you’ll manifest where your foe is unless you use the secondary activation, which causes you to end the channel early and return to your original location.
Water Cycle
End Mistborn Sword early and return to your starting location.
Air Attunement
Chain Skills
Jolt
Stab your foe with a spike of electricity, inflicting vulnerability briefly.
Bolt
Stab your foe with a second spike of electricity, inflicting vulnerability briefly.
Volt
Shock nearby foes, dealing additional damage to vulnerable targets.
Chain Lightning
Shoot a ball of lightning that bounces between foes and allies, damaging foes and granting fury to allies. Projectile finisher.
Electric Slide
Slide backwards, leaving sparks in your path that damages foes. Constitutes a Lightning Combo Field.
Storm Aura
Gain a unique aura that calls down lightning on foes, periodically damaging them and inflicting vulnerability to them. Counts as an aura for traits.
Counterbolt
Channel a block. If you are struck during this time (regardless of range) counter by calling down a bolt of lightning on the foe who struck you, damaging and stunning them for 1 second.
Earth Attunement
Chain Skills
Earth Slash
Slash your foe for direct damage.
Cleaving Stone
Slash your foe again.
Stone Sheathe
Surround your sword with an sheathe of stone and perform an overhand smash, dealing hefty damage and shattering the rock for a spread of direct damage rocks that count as 20% projectile finishers.
Rock Smash
A short leap (much like the Guardian Hammer leap) that smashes the target location for a Blast finisher and direct damage. Sprays rocks that cause short duration bleeds over a larger area.
Stone Spear
Throw an earth spear in a straight line towards the target area, damaging all struck foes and impaling them, which carries them to the target location.
Earthen Aura
Surrounds you with an earthen shield. All foes who strike you trigger AoE bursts of short rocks that damage and bleed them and surrounding foes. This includes projectiles, but the burst is point-blank. Counts as an aura for traits.
Stonewall
Raises an impassable wall of earth at the target location. Obstructs projectiles.
A simple suggestion – for 100 gems per piece, give players the ability to rename any piece of their gear to anything they wish.
For example, if I wanted to rename all of my Ele’s (Prometheus Rook’s) armor to “Prometheus’s Armor” or “Phoenix Hood/Chest/Gloves/Legs/Boots/Shoulders,” I could do so through this feature.
There isn’t a whole lot of purpose to it, but it is a valuable roleplaying feature and would add in a simple extra gem store item.
In my efforts to make light armor look as awesome as medium, I ended up making a custom set that is strikingly Assassin’s Creed-esque.
My Elementalists new look:
Vigil Shoulders
Priory Chest
Feathered pants
T3 cultural boots
Obviously Jora from GW1. Dat armor… even though war heroes sucked I still used her haha.
If we’re counting Guild Wars 1 heroes, the answer is Livia.
Norgu, man. I got some man love for that guy.
Fixed it for you.
Obviously Jora from GW1. Dat armor… even though war heroes sucked I still used her haha.
If we’re counting Guild Wars 1 heroes, the answer is Livia.
Riel Darkwater.
For female characters, I’d say that light armor has the best variety and overall selection. Medium armor is more than a little lacking, but no so much as it is for male light armors. Heavy armor gives you a good variety.
For male characters, I’d say that the light armor selection is terrible, the medium armor variety is low but the medium armor quality is high, and the heavy armor is a mixed bag of the best sets in the game and some of the worst sets in the game.
Floating orbs for Elementalists and Engineers – with both magical and technological skins to meet the needs of both. Serves as a 2-handed weapon.