Spirit of Frost actually has no internal cooldown. It can proc any time. Its the only one that doesn’t.
I definately think the cooldown on the other spirits should be reduced. It can’t be removed completely, lest you be able to rack up 30 seconds of Protection by proc’ing Stone Spirit 10 times in quick succession or something (which would be very possible with 50% proc chance and a rapid-hit attack like Barrage).
5 seconds would be more reasonable.
Hmm. Thats odd. I’ve never noticed my devourer using it when it was already at long-range to the point where it puts it out of its own attack range. I almost always see it being used once the enemy gets to melee range.
Curious. PvP or PvE? Any AoE’s being aimed at / near the pet, that maybe its trying to dodge them?
I’ve heard some people bring up that part of the reason the female Asura don’t get more feminine armor is because they resemble children and they didn’t want to appear to be sexualizing children (same reason their “underwear” is swimsuits). Seems at least somewhat plausible, maybe, especially given some of the female armor in the game. There’s also the fact that the lack of breasts means most female armor wouldn’t work on them anyway without heavy modification.
I mean, they could have modelled asura-only female armor, but… modelling a full array of armors for one gender of one race, which generally speaking makes up 1/10 of the possible playable characters in the game (and thats aside from the fact that some races are played more than others which makes it less than that as far as overall playerbase) is not the most effecient thing to do. You could maybe call it "lazy
I think it makes plenty of sense with the lore, though. While they may identify their genders more than Charr do and maybe even to the same extent humans would, that doesn’t nessicarily mean clothing would reflect that. With the whole society being focused on knowledge and practicality, it makes a certain degree of sense that they would focus more on functionality than appearence. And functionally-speaking its pointless to have different clothing for each gender, especially given the lack of physical differences between the two. Something like a dress would only serve to get in the way, and fancy ribbons or frills would only be hazards when working.
Besides, for Asura the main physical trait that determines attractiveness are the ears, which clothing (aside from hats) has little bearing on.
I support this as long as its an option, and not just forced.
Some people would really like this, and with some weapon combos it would look particularly nice. However, the clipping between certain weapon combos (stuff like hammer + greatsword or 2 sets of 1H weapons) would probably bug some people to the point where they’d rather not have it even if they tried to adjust the placement so one set wouldn’t clip with another, so keep it an option.
EDIT: There doesn’t seem to be a recipe for such a staff. I tried the combos listed above and none were valid. Then again, it might have some obscure fourth ingredient, which would explain why no one has found it yet. To be honest, if it doesn’t exist as such, some sort of purple glowy staff will probably be introduced at some point to complete that stylistic set.
I don’t know if thats nessicarily the case. Seems to me the purple mist weapons are mostly based around the weapons Mesmer Phantasms wield, and there’s no phantasm that uses a staff (the Phantasm summoned by a mesmer using a Staff, Phantasmal Warlock, wields the Abyssal Scepter).
Speaking purely from a PvE perspective and as far as having it applied to me… I despise Confusion. Its easily my most hated debuff. Its thankfully relatively rare, but when it does crop up I always get annoyed, especially on mobs that apply stacks of it over and over (veteran Nightmare Court >.>).
Being forced to do nothing to not die is not enjoyable. Its not like Retaliation where you can at least do other things besides attacking directly (heal, support, defend, ect), you can’t do anything at all without getting nailed with damage. Just stand there doing nothing or walk around a bit. Especially in an action-based combat system like this, standing around doing nothing is lame.
And heaven forbid you’re already doing some multi-hit attack when you get smacked with a confusion effect. Or even attacking at all, because for some reason the Escape key seems to take 2-3 seconds to actually respond to you mashing it and shouting “stop already”.
I haven’t been there since the Karka event.
But thats because none of my characters were level 80. I’m only just now getting characters to level 80 (my first one was 2 weeks ago and I’m now working on getting the last of my 5 original alts to 80). So I really couldn’t go there even if I wanted to.
I’m actually pretty excited to go back, I really dig the scenery of the place if nothing else.
So can you use it to bat treb shots out of the air?
Doesn’t work for Trebs – only Sanctuary will stop those.
It might work if the projectile actually hit the shield itself. That seems to be how most projectile blocking / reflecting abilities work, if the actual projectile hits the “shield” directly it’ll get reflected or blocked but if it hits the ground then nothing happens (well, nothing besides the treb causing AoE damage as it normally would).
Though it would be extremely difficult to pull off, given how small the shield is and the fact that treb shots come from above.
Magnetic Current is terrible. Having a Leap finisher would help, but it would still be pretty bad due to the delay at the end of the skill and the pitiful damage. It needs to lose the delay, gain a Leap finisher, and pick up a bit more damage (or an immobilize like Magnetic Leap has).
I disagree on your assessment of Trident being mostly ranged, though. Trident has a quite a few skills that only work well at close range, especially in Earth attune. Earth auto-attack is only probably 700 or so range (it says 900 I believe, but try it and you’ll see its shorter than that, you can reach a point where the game says your in range and will auto-attack constantly but you’ll never hit) and really only does decent damage if you “shotgun” the skill by being at point-blank range so all 3 shots hit. Earth #2 is also almost completely melee range. Outside of Earth attune, there’s also Air #1 which has the same issue of needing to shotgun it for max effect, Fire #1 (technically long-range but you’ll rarely hit with the secondary explosion if you don’t stay at close range to keep the enemy from moving), and Water#4 and #5. Not to mention that if you’re trying to use combos like Boiling Water > Ice Wall you need to be in melee as well.
Trident really doesn’t do well at long range unless you’re just rocking Water attune 1-3. Anything else requires you to be at mid-range or even melee range.
I imagine new legendaries will come in time, and hopefully even out the joke / “serious” weapons a bit (so they’ll add a serious mace to contrast The Moot, and a joke sword to contrast Bolt, ect).
Hopefully thats down the line a bit, though. I’d rather see new non-legendary weapons (and armor) than more legends, at least right now. Though part of that is probably just bias given the fact that I will never put in all the effort required of a legendary no matter how cool it looks.
I don’t really think Kudzu is a joke weapon, though. It fits the game world rather than being out of place like a disco ball or a unicorn launcher, and aside from being “girly” there’s nothing particularly goofy about it. And being girly is arguable, I’m a guy and I personally think Kudzu is one of the best looking legendaries in the game. IF I were going to get one, it’d either be Kudzu or Bolt. Also its arguable whether being “girly” is actually a problem, or just another matter of taste. Whether its something they need to compensate for (having a male and female aimed legendaries) or just something where certain styles will appeal more to certain taste and if you don’t like it, well sorry but you can’t please everyone. I’d lean towards the latter personally, that its all an issue of general preference and not something they should nessicarily compensate for.
They aren’t acquirable any more so I’m not sure its even worth mentioning, but I think the Wintersday skins (the wooden ones with ice effects from the Gem Store, not the toys) are wonderful fits for Sylvari. The weapons themselves are wood which fits well enough, and the weapons patterns on them that glow in a way similar to the Sylvari themselves (the glow fades in and out). I grabbed the Greatsword for my Sylvari Mesmer and the staff for my Sylvari Guardian.
Has anyone got: “This rose has thorns! And here they are!” I never have but I think I heard another player yell this once. Love it.
Thats for Retaliation. I hear it a LOT on my Guardian, between light combo fields and Symbol of Wrath. And I actually hate that quote, personally, its too long and sounds a bit awkward IMO. I would have preferred just “This rose has thorns”.
Might for females is “I am mighty”. Protection is simply “Protected”.
Having the same issue as OP, I have 4 of the items and no matter how many dirt or snow covered objects I poke around in it keeps telling me I already have them… Very frustrating!
You’re probably finding the same items after they move locations (not sure when exactly they move, but its probably once a day or something). Each item picks one of the random locations (use the map link above) and stays there for a period of time, then they all get randomized and shuffled around.
Best bet is to try and find them all around the same time, so you’re relatively sure they haven’t moved.
There seem to be weapon groups sets to each of the dragon / champions in the game. Destroyer weapons for Primordus, Corrupted weapons for Jormag, Orrian weapons for Zhaitan. These weapons share a general appearence in common with the “theme” of the dragons and the different corruptions they spread on the environment.
That is, except for Kralkatorrik. Unlike the others, there are no weapons that draw appearence from the crystalline structures of Kralk / The Shatterer. Which is a shame, because I think they’d have the potential to look really cool. Jagged crystals and storm / lightning effects.
Any chance of seeing new weapons based on Kralkatorrik to match the weapons based on the other dragons? It would nicely round out the “set” so to speak.
There are no Sylvari-specific T1 cultural weapons.
Sylvari and Asura share the same T1 and T2 weaponry (T1 is the Glyphic weapons, T2 is the Verdant weapons). Both for weapons looted from their region as well as the weapons given by their karma vendors. Only their T3 weapons are unique to each race.
Its probably due to a combination of the two races sharing the same region of the world (the Maguuma jungle) and an attempt to save resources by cutting down on the number of weapon models that needs to be created.
Pistol / Shield is pretty solid full-range, especially if you trait for longer pistol range. All of Pistol mainhand’s skills are long-ranged (not Ranger longbow range, but nothing besides Ranger Longbow is) and Shield gives you a handy block and projectile reflect.
Elixir Gun isn’t too bad either, even though only a couple of the abilities are actually long-range. 1 keeps perma-Weakness on an opponent to help you survive a bit better and 2 helps you close the gap by crippling.
Just heard a new one. I used a skill in WvW that causes swiftness and my Sylvari belted out “Let’s DO this!!”
Don’t believe thats a Swiftness-related quote. I think its just a “start of combat” quote that happens when you unsheath your weapon.
For my male Sylvari, I’m fond of the quote he says when he gets an achievement. “Its all skill… and a little luck”.
For my female, I like “Fit and feisty”. I think its for Vigor, but I’m not entirely sure. Also like one of the level-up quotes “I’m on my way to greener fields”.
It’s theoretically possible to keep track of a few timers in your head, but I can’t think of any good reason why such information couldn’t be included in the UI.
I can think of one. Not wanting to clutter the UI with half a dozen different timers for various traits / buffs.
It could be an option, I suppose. That way people who want them can have them and people who don’t care don’t have to put up with the extra clutter.
Underwater combat needs a lot of work. Many aspects of “ground combat” don’t exist underwater, between the fact that half of your utilities are completely unusable and the fact that even weapon skills sometimes lack certain aspects that normal grounded weapons do (Guardian Symbols, Elementalist Auras aside from Fire field + leap finisher, ect). Not to mention a general lack of variety, with only a max of 2 weapon types usable for any single profession. And the fact that the balance overall seems off underwater, with some professions being great and others being quite lackluster (Engineer’s harpoon gun springs to mind as completely terrible, but at least kits can offset it). They really need to do a lot of cleaning up with the underwater combat in general.
Having more combo fields / finishers was a step in the right direction but its definately not quite there yet. Make all utilities work underwater (not a fan of the idea of underwater-only utilities personally), fix up the weapon sets to match the ground weapon sets a bit closer, add a few more weapons including preferably some 1H / offhand ones, and we’ll be getting there. Probably need to make an underwater trait tree since a number of traits flat-out don’t work underwater and you often need different traits underwater compared to on land.
Its kind of a catch-22 though, because while underwater combat does need a ton of work, a lot of people will see any effort put towards underwater combat as a waste. I remember when the patch notes came out for the patch that added all those underwater finishers / combo fields many people had the attitude of “LOL underwater improvements, who cares about those, what a waste of an update”.
All that said… I’d still play in a pure underwater zone even as the game is right now. I don’t abhor it like many people seem to, quite the opposite in fact. Despite the limitations I rather enjoy the underwater portions. I’ve always been a fan of underwater scenery so that definately helps, and even the combat seems decent enough. Plenty of room for improvement as above, but its still playable.
(edited by Electro.4173)
I like these ideas and other potential “small” changes to turrets (like letting you pick up and reposition them) much better than anything major like making a “Turret Kit” which would require a great degree of balancing and probably some pretty big changes. I like turrets the way they are for the most part, they just need a bit more “oomph”.
Movement: Arrow Keys (screw WASD, hate it and always will)
Attunment: Delete, Page Up, Insert, Page Down
Auto-run: Num Lock
normal skills: Numpad 1-5
heal: Numpad 6
other skills: Numpad 7-9
elite: Home
Jump: Numpad 0
Weapon Swap: Numpad /
Weapon Ready / Sheath: End
Interact / Loot: Shift
Dodge: I’ve got it bound to Numpad . but I almost always use double-tap.
I can hit every key I need with my left hand pretty much without moving it since all the buttons are on one side of the keyboard in a nice rectangle, except when I need to type text obviously. My right hand can then stay on my mouse. Mouse is just a standard wireless mouse, its got 3 buttons but I don’t even need to use them with my key setup.
Works really well, for me anyway.
Its terrible even in PvE, far as I’m concerned. The time it takes to cast and pathetic damage completely nullifies the “bonus” damage you can possibly get from the vulnerability, and even in PvE its hard to hit with unless you’re facetanking your enemies to keep them in one place.
Maybe in a full group where everyone else is taking full advantage of the vulnerability it could be a little useful, but I still have doubts that completely crapping your own damage is worthwhile for a 12% damage boost for the group (I think 12% is about the max you can get if you cast it constantly). If you figure each person in the group is doing 20% of the total damage, you’re basically losing all of your “share” of the damage for an extra 12% to the others, which doesn’t seem like it’d be worth it. Unless you’re a pure bunker build and in a group of DPS’ers where you aren’t pulling the full 20% of your own.
I like the suggestion above about making it fire off multiple times. I’m pretty sure the version the Corrupted Ice Elementals have does something like that (though with bleed instead of vulnerability) so it should be possible, and 12 stacks of vulnerability in a second is actually worth it, unlike 4 stacks.
My Elementalist is an Asura. I didn’t do much “research” or anything, I just knew the 3 professions I was most intersted in were Ranger, Mesmer, and Elementalist. I’d already made my Ranger (Charr) and Mesmer (Sylvari) and I wanted a different race, and I don’t really like Norn or Human, so Asura ended up being it.
I’m very happy with the decision though. I love the Asura attunement quips (especially “Now they’ll feel my turbulance”) and the Asura animations for Dagger / Dagger are also fantastic, IMO. Unlike Kodiak above, I actually love the animations that have them jumping around, at least in the case of spellcasting. I don’t think I’d like the jumping with a more melee-oriented profession like Warrior (jumping into the air and slashing while hovering and the like looks sort of goofy) but with Elementalist I think it looks really nice.
I love this idea. It would make the attack very unique (both visually and mechanically) and much more useful overall.
The only problem I can see is that Staff already has Geyser and Healing Rain that heal on their own as well as creating Water fields which can heal even more. Having very effective / reliable healing on Water Blast as well might be a bit much.
This is pretty much the build I’ve decided I’m probably going to run as well, with a few utility / trait differences. I really enjoy supporting my pet personally, don’t find it boring or anything.
I usually run Guard and Sick’em over spirits. I do occassionally switch in spirits as well (and traps for that matter) just for variety because I don’t like to be completely static, but I like the shouts the most I think. Guard dropping aggro IS annoying though less so since the last patch, but the Protection from it is just too useful, and the stealth is actually really nice at the start of a battle so that enemies aren’t moving prior to your pet engaging (NPCs chasing your pet at the start often leads to both parties running past one another I find, and puts enemies closer to you). Have to try and use it with something like Axe #3 so that enemies don’t get much chance to run before the pet reappears in the middle of combat. I also will sometimes run Battle Cry (Charr racial utility) instead of Sick’em, works quite well with this sort of build since its basically a second Call of the Wild.
And of course, when using shouts I use the shout cooldown trait. I also tend to prefer either the 20% F2 cooldown or the 10% pet skill cooldown traits (really wish the later was 20% as well), just because abilities tend to be the best damage a pet can output.
I’m never very happy with the traits in Nature Magic. Even if I am using spirits, the spirit traits never seem that useful. Keeping spirits alive via HP seems like a lost cause to me, either they’re going to die regardless of an HP boost or you place them right so they don’t get hit. More frequent procs is useless on something with an internal cooldown. Nature’s Protection and Enlargement are based on me getting hit, which I usually avoid. I basically end up running Strength of Spirit and Nature’s Bounty just because there’s nothing else (unless I’m running GS in which case I’ll use Two-Handed Training, or using a pet that applies boons where I’ll use Concentration Training).
Wilderness Survival, definately need Offhand Training. Even if its only for Warhorn (which it often is, my favorite weapon combo is Axe / WH and Greatsword) its still worth it. More pet buffs and a wider range on those buffs, yes please. First slot is a competition between Vigorous Renewal and Expertise Training, which are both great. Wish VR was in Nature Magic so I could run both, and have something actually useful in Nature Magic.
I wish I could get to 10 in Skirmishing so I could pick up Pets Prowess, but that would mean losing 20 in Wilderness Survival and Offhand training (well, and losing 20 in Nature Magic, but thats… eh, besides Boon Duration wouldn’t hurt me at all).
But thats all just me, just my own personal build and me talking out loud about it just because. The only actual suggestion I’d make for you would be maybe looking at Expertise Training over Vigorous Renewal, especially if you aren’t dodging constantly, because with the Drake / Devourer bleed-on-crit and Sun Spirit having that extra condition damage for your pet might really help.
My main problems with spirits are the internal cooldown and the fact that their active ability doesn’t fit their purpose (why would a frail, buff-type utility that would rather be out of range of enemies have an active ability completely centered around hitting enemies in a short range?).
The former is an easy enough fix. Just reduce it. 5 seconds instead of 10 seconds would give much more uptime on their effects and overall make them much more usable.
For the second issue, I’d do this…
~ Take the current active abilities off completely, except when using the “spirits use their ability on death” trait. When using that particular trait, the spirits would still pulse their current AoE debuff ability on death, but other than that its gone.
~ Add a new, buff-centered active ability, so that the spirits are completely buff related utilities rather than the “half buff half AoE” wierd combination they are now. There are a number of possible options here.
A. They could simply give an on-demand (not-random) version of their existing buff. Kind of boring, but useful for the times you really need Protection at a specific time, or want to stack some burn ala Virtue of Justice.
B. They could give a different boon or a different type of “apply a debuff with your next attack” type effect. For example, Storm Spirit could apply a buff which makes your next attack inflict Weakness. Frost Spirit could make your next attack apply Chill. Stone Spirit could give nearby allies a Stability boon.
C. They could grant an aura to nearby allies, corresponding with the spirit type. Sun Spirit = Flame Aura, Storm Spirit = Shocking Aura, ect.
Glad to hear the T2 light glows – that’s the one I have in mind
Bear in mind that only the female version glows. The male T2 light does not have any glow at all. Rather disappointing, though it still looks cool anyway.
It does leave a fair amount of your skin showing (especially in the back), however, and that of course glows as Sylvari skin does.
Its certainly possible to gear yourself up with crafted goods as you level. You’ll probably have to hit the TP to buy certain fine materials unless you’re really lucky on drops, but other than that its doable.
Whether its cost-effective is another issue altogether. As many have said, its probably cheaper to sell the materials and buy the crafted goods you want. Crafted goods (aside from Rares and higher) sell for dirt cheap most of the time, where materials sell for a decent chunk of change.
However, if you’re going to level up crafting anyway, when it can still be beneficial to craft as you go. You’ll still be losing money in the long haul, but in return you’re getting yourself even more character levels and getting your crafting skill up in small increments rather than having to grind out all 400 crafting all at once (personally I find small increments to be much more preferable than doing it all in one sitting), and you actually get to use some of the gear you make rather than selling it for little return.
If you’re into the aesthetics, you also might appreciate crafting as the crafted armor has unique looks compared to the stuff you loot, and the Rare quality weapons you can craft have unique looks and will be one of the only things you can probably make cheaper than you can buy.
So in short… if you’re going to craft anyway you may as well do it as you level, but if you don’t really think you’ll be crafting its cheaper to sell the materials and buy your gear.
Chain would be cool, but afaik there is no chained ranged attack, so I don’t think they’d make exception for us.
You’re wrong on that. Mesmer Scepter and Necro Scepter both are both ranged and chained.
There are no bow chains (I don’t think) but that would only make it more unique.
Here’s my Charr thief, got tired of all the coats and skirts :P
What chest piece is that? Looks awesome!
T3 cultural chestpiece. One of the only medium chestpieces in the game that doesn’t have a skirt / longcoat attached to it (the skirt is on the leggings) so you can get some pretty nice looks going if you hate that sort of coat look, just pair it with any other leggings.
Don’t try pairing the T3 leggings with a normal chestpiece, though. Double skirt go!
Different strokes, I guess. I actually like the Sword animations a lot and the Greatsword animations are alright besides the wierd “half bend over backwards” 1st strike. Although my Charr who uses those two weapon types is a Ranger, and I have no idea if the animations are actually different between the professions.
Also, the Greatsword charge animation where you run on 3 legs while holding the sword in the 4th is awesome.
I am not a fan of this whole system. Having new items just randomly appear without warning, no way to know they’re around without reading about it on the forum or just checking yourself every single day… not a very good way to do it, IMO. Its not immersive to read about it on the forum and its not really reasonable to expect someone to check the same areas day after day in hope they might show up.
But thanks for the heads up.
Oh god, yes please. I am absolutely tired of targetting the random yellow enemy 200 feet away that just happens to be right in front of me rather than the enemy 2 feet to my left biting my arm off.
It would be nice from a variety standpoint, however I suspect the devs have restricted utilities to 3 spots for a specific reason and they would not want to hand out a 4th utility slot so freely.
spend them, they won’t take up space then
That doesn’t fix the problem. Player’s that dungeon frequently often build up dungeon tokens without anything to spend them on at that moment. I have tokens from pretty much every dungeon and at least 2000 fractal relics that I’m saving.
An alternate solution to this problem would be to unlock/add a collectible tab to store dungeon tokens in, without having to convert them into currency.
I remember reading something about collectible slots for dungeon items already being in the game code somewhere but not actually usable for some reason. Don’t know if thats true and they just haven’t gotten to actually enabling them or not, but it would definately help.
Agreed, and should apply to every thrown weapon skill in the game as well. I do not like throwing my Sharktooth Axe and seeing a lame hatchet being thrown with my Ranger, nor do I like throwing my Engineer’s Iron Legion shield and having it morph into a wooden round shield. Its very jarring to see your specific weapon turn into a boring basic model when thrown, if you ever pay attention to whats being thrown.
If legendarys can already do this, it can’t be that hard to make other weapons do it too. I know legendarys are… well, legendary. They get special treatment because of what they are. But basic things like having the thrown weapon match the in-hand model is not something that should be restricted only to special weapons.
Scepter works pretty well with a clone-on-death type of build (meaning spec’ing for all the different traits that apply debuffs to nearby enemies when a clone dies). Since clones “die” when you overwrite one of your clones by summoning a 4th and Scepter constantly spawns more clones.
Grab the “Clone on Roll” trait as well and between rolling and Scepter auto-attack (and the block too) you can spawn clones like crazy. Clones will be exploding everywhere.
Phantasm build actually works pretty well in combination with the above, since both maintain a similar strategy of not shattering very often (since shatter doesn’t proc the on-death effects). You’ll be limited to 2 Phantasms at any given time though, since you need at least 1 clone you can continually summon over to proc the on-death effects and I don’t believe Phantasms get the on-death effects, only clones.
Also, neat little trick with the Scepter, is that you can advance its chain without actually hitting anything. Which means you can start out of range of an enemy or just keep auto-targetting off and dumbfire, launch the first 2 shots (hitting nothing) and then start battle with the 3rd shot for a clone right off the bat.
(edited by Electro.4173)
Griffons would be awesome, but I don’t think they’d be much of a solution to the pet dodge thing. Sure, Griffons have a dodge, but they’d still need to move back into melee range to actually attack, and unless it was the F2 skill they probably wouldn’t use it intelligently.
Devourers have a dodge ability as well (and they stay at range to boot) but they’re hardly a solution to the problem either.
A pet isn’t going to solve the issue. Not to poo-poo on the idea, I definately want more pets (completely new pets, not just reskins of existing pets ala the Reef Drake). Griffons are up there, but my personal top choices are Wind Riders, Raptors, and Skales.
The attack seems to fire off based on how you have the camera angled (similar to how most projectiles work without a target). Angling your camera to aim down a bit further can also help the problem.
It should be fixed regardless, though. Projectiles shouldn’t be firing with the camera when you have a target selected.
While we’re on the subject of underwater combat bugs, Earth’s basic #1 attack has a borked range. Its actual range is signifigantly shorter than what the tooltip lists (I’d estimate its actually 600 or 700?).
Focus is definately my least favorite of all the Elementalist weapons. Lack of healing on Water attune sucks, many of the skills seem like lackluster / more limited versions of other Elementalist skills (Freezing Gust is meh compared to Frozen Ground / Chilling Burst, Fire Wall is meh compared to Ring of Fire or Lava Font, and Air #5 is meh compared to Dagger Air #5), the whole weapon being largely single-target is annoying, and overall it just seems mediocre. The only amazing skill Focus are the Earth attune skills, which are pretty nice.
I’d definately like to see some Focus improvement. For starters, maybe a Focus-boosting trait, since its the only Ele weapon that doesn’t have one (though technically Dagger’s trait doesn’t work). All Focus skills have a duration of some sort attached to them whether it be a self-buff or a debuff, so maybe the Focus trait could be something like “Increases duration of attacks by 50%” or whatever number wouldn’t be overpowered. They could maybe combine Comet and Freezing Gust, making Comet inflict AoE chill, to make room for a healing ability. Fire Wall cast time needs to be sped up. Maybe have Air #5 knockdown enemies in a small radius around the target.
Martial Mastery affects sword as well as Spear / Greatsword (20% cooldown reduction). There aren’t any sword-only traits nor any damage boosting traits, though, you’re right about that.
Maybe they should change Two-Handed Training (5% damage with Spear / Greatsword) to Martial Training and have it apply to sword as well.
Make it a chain attack.
You could do something like:
Chain 1: Shoot an arrow that does more damage the further away your are
Chain 2: Shoot two arrows in quick succession
Chain 3: Charge a shot, if range is greater than set amount, it cannot be blockedYou could make Chain 3 have a longer charge time than basic attack, kind of like Guardians hammer Chain 3. These are just thoughts though, you could make Chain 2 involve the pet somehow, like how sword gives pet might, you could make it grant the pet some boon or inflict a condition.
Actually, I like this idea very much. Since our SB is just a standard shot, I like having LB#1 being a chain attack. Especially since we should be using it at range.
(remove base distance requirement)
Chain 1: Shoot arrow that cripples for 1s
Chain 2: Shoot 2 arrows that deal more damage the further away the target is
Chain 3: Charged shot that deals big damage & grants pet’s next attack to deal +10% damageI dunno…that seems overly complex. But we need something that let’s us attack at long range effectively (buff damage at range instead of slashing it at close range). Giving the 1st attack a 1s cripple would help keep that range. And having a charged shot would feel like an epic sniper. Let it synergize with our pets so that at close range even if we can’t deal optimal damage w/ our bows our pets still gain a bonus to be more effective.
I don’t know about having a different effect on all 3 shots, but I would love a chain with 2 different effects on it. Having 1 be a chain would give it some flavor compared to Shortbow.
No thrown weapon in the game uses a modified projectile graphic except legendaries, far as I can tell. No matter what weapon you’re using, you always get the default basic axe when using Ranger mainhand axe, you always get the default shield when using the Engineer Throw Shield skill, the default dagger when using Crippling Talon, ect.
Its really lame having a great looking weapon and then ending up throwing a default skin. Its a minor thing, sure, but the devil is in the details as they say, and if you actually pay attention to the projectile it looks really bad to have the axe morph into a default model the second it leaves your hand.
I made a suggestion about it a few months back in the Suggestion forum, that they should change it so that the thrown weapon represents the model used rather than a default skin because of how jarring it looks if you actually pay attention to your projectile. Unfortunately, no one else seemed to care, the thread fell off the first page and into obscurity without a single reply.
It would be nice, but in a game with dozens of hairstyles and helmets, having to specfically adapt each hairstyle to each helm / hat would take a lot of work. And it needs to be done that way to avoid massive clipping problems. So I doubt its going to happen.
I doubt the game will ever be completely stagnant to the point where nothing thats not directly useful at level 80 will sell at all. It might slow down, but not stop completely.
And even if it somehow did, they wouldn’t be completely useless. At the very least the T2, T3, T4, and T5 mats would still be useful for making the uniquely skinned rare weapons (Bandit, Dredge, Ogre, Krait) which some level 80 players would still want to transmute for appearence, and to some degree the Rare crafted armor as well.
While the ‘consume 25 foods’ daily is easily obtainable by purchasing cheap food on the TP, it seems completely out of whack.
Most foods give you a 30 minute buff minimum. 25 foods would equate to over 12 hours worth of buffs.
Why require the consumption of more than 2-3 foods? A ‘normal’ player just playing would not use much more than this if this amount. I don’t know anyone who plays and consumes 25 foods in a normal playing day.
That said, I acknowledge it is an easy daily to complete.
This is exactly how I feel. It doesn’t cost much at all and it’s easy to do, but it just doesn’t seem like a natural objective. No one (besides maybe someone grinding Chef and not wanting to sell off a ton of food for no profit or clutter their inventory keeping it) is going to eat 25 food items in one day. Sure, some of the dailys are leaning more towards encouraging you to do things you wouldn’t normally do, get out of the comfort zone and all that, but this just seems like a really silly thing to try and encourage. “Go buy a bunch of cheap food and waste it all by eating it at once”. Uh… gee, thanks? I imagine a lot of people don’t use food at all, so just encouraging them to buy and eat a few food items would suffice perfectly fine, yet its 25 for some bizarre reason.
It makes even less sense when you compare it to something like the Crafting objective. Which is also easy and cheap to just grind it out (even if you’re buying materials to refine) but can also be accomplished with ease just by crafting a few actual items. Depending on the item you’re making, you can probably pretty easily craft 10 component items just to make one armor piece or sword (if you don’t already have everything refined). If you’re going to do any crafting it’ll come completely natural to finish this daily.
And yet when it comes to eating food, its a completely unrealistic “eat 25 items” goal that no one will ever do aside from just trying to grind a daily.
Other professions actually use the scepter for casting (the attacks come out of the end of the scepter and the animations are that of swinging the scepter), so no, it wouldn’t work unfortunately. Unless they introduce profesison-specific weapons.
I have 2 sylvari, one male and one female, and both use face 7 of their respective gender.
I don’t see “everything has a right to grow” as something that should be taken so literally and mean never kill or interfere with anything at all.
In my eyes, its meant more to discourage discrimination against other creatures / races. Treat everything as equal, everything has just as much of a right to exist and “grow” as the Sylvari themselves do. That doesn’t mean never kill, it just means that there needs to be a reason for you to kill, whether that reason be defense against an encroaching destructive species or needing to kill an insect to use part of its body. Don’t kill on account of them being different or inferior to yourself or the Sylvari.
