Showing Posts For Electro.4173:

Charr racial ability idea...

in Charr

Posted by: Electro.4173

Electro.4173

I don’t particularly like this idea. Doesn’t make much sense to me.

If Charr were equally effective with just their teeth and claws as they are with weapons, then they wouldn’t use weapons. So as such, I assume that weapons are more effective than Charr claws / teeth.

If you’re already using a weapon which is more effective, why would you ever put it away and start fighting with claws?

Risen completely ignoring the pet?

in Ranger

Posted by: Electro.4173

Electro.4173

Risen in general tend to ignore most pets / summons and go only after players (or NPCs). Just one of the quirks of the different creature AI’s. I don’t think its like some others have mentioned where you simply need a pet with more Toughness, I think its just Risen AI that they (mostly) ignore pets. I run full Beastmastery with Cleric’s gear and Risen still tend to target me a lot.

Everything you need for your new armor

in Players Helping Players

Posted by: Electro.4173

Electro.4173

Very nice work.

The one major suggestion I’d make is to maybe add a color option which uses 4 different colors in a set order (maybe Red for color #1, Blue for #2, Yellow for #3, and Green for #4) that people could use to judge which parts of the armor are dyable at a glance. You could see which different sections each slot of dye applies to.

Scepter (poison needs to be improved)

in Necromancer

Posted by: Electro.4173

Electro.4173

I’d like to see a slight increase in the poison duration if only because it would make it easier to use Scepter #3 more effectively. As it is, if you want to use #3 and actually benefit from having Poison on the target to up the condition count and do more damage / LF gain, you basically need to do #3 right after finishing your auto attack chain. A small duration boost would possibly allow you to use #2 or an off-hand skill to apply another condition between auto-attack and then use #3 to still benefit from the poison.

Either that or make Scepter #3 a bit faster. Its not exactly slow as-is but it has a bit of cast time and I’ve had poison drop off during that cast time more than I’d like.

Daily JP requires one not done before?

in Players Helping Players

Posted by: Electro.4173

Electro.4173

You can most definately do a JP you’ve already completed to get the Daily Jumper achievement. I know what your problem is, though.

You’re talking about the windy cave, right? Thats not actually classified as a jumping puzzle, despite the fact that it does involve some jumping and a bit of puzzle solving. What it actually is considered, is a “mini-dungeon” I believe.

The only jumping puzzle in Lornar’s Pass is Griffonrook Run.

Dragon's Tooth bug?

in Elementalist

Posted by: Electro.4173

Electro.4173

As long as we’re listing things that also have the problem, Eruption does as well.

Pet Stat management

in Ranger

Posted by: Electro.4173

Electro.4173

Eh, I don’t know about this. While it would allow for more general diversity, it would also make pet choice less meaningful. Where right now certain pets fill certain roles which allows for different reason to use a variety of pets, with a change like this any pet could fill most roles which would reduce pet choice to “which F2 / skills do I want”.

That, and it seems overly complicated to some degree. You’d need to either majorly change the current pet window or make a completely new one in which to distribute all these stats.

Even if this did happen, though, I definately would not support adding stuff like crit damage. There are traits for that sort of thing, having stat points able to be added to that as well would allow for pretty crazy numbers.

Not sure why you say HP can only be boosted by traits. Vitality boosts health and the Beastmastery traitline boosts all 4 major stats, which includes Vitality.

Robert Hrouda on pets in dungeons

in Ranger

Posted by: Electro.4173

Electro.4173

This whole thread has had some amazing discussion. Huge props to Robert for his participation, its great to see some reasoning and in-depth responses, and especially to see actual ideas being thrown and acknowledged.

The F# functionality change ideas sound amazing.

Do you use radiation field a lot?

in Asura

Posted by: Electro.4173

Electro.4173

Radiation Field is very nice. One of only a few utility combo fields in the game (and easier to use than something like Ranger traps which have to be placed on an enemy) makes it fairly unique, and 10 seconds of weakness in a large area is pretty great.

I might call it the best racial utility in the game. Its definately up there if not #1.

Charr running speed?

in Charr

Posted by: Electro.4173

Electro.4173

Everyone moves the same speed, but larger races seem like they’re moving slower because of their size and the animation speed. Likewise Asura seem like they’re speeding around like crazy even though they move the same speed.

Favorite Charr Quotes: Collection

in Charr

Posted by: Electro.4173

Electro.4173

I’ve always liked the Iron Legion cadence march. I think he says “flail” though, not “frail”

Yes, it says flail. Which is odd because there are no flails in the game.

We need flails so this song actually makes sense, Anet!

[March] Issues with character art, weapons, or armor?

in Bugs: Game, Forum, Website

Posted by: Electro.4173

Electro.4173

Race: Charr
Gender: Female (though since male and female Charr have the same armor model, I imagine it effects both genders)
Class: Engineer
Armor: Tier 1 Charr cultural Drover armor, and the specific piece thats bugged is the Drover Coat

There are two holes in the back of the armor model underneath the jagged “cloak” portion of the coat that drapes over the shoulders. Shows up specifically during times when the character is in a horizontal posture and moving their arms, such as when swimming or during the Charr running animation.

Attachments:

Where best to report bugs?

in Bugs: Game, Forum, Website

Posted by: Electro.4173

Electro.4173

Perhaps the lack of response means there’s no preference for one method or the other?

Shaman's Norn Trident

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

Did it used to have an animation? I just got one the other day and it looks darn cool as it is. An animation would make it even cooler. Why indeed.

I also agree that the staff should have a similar look instead of the current (boring) appearence. I wouldn’t want it to be a carbon-copy of the Trident (there are a few weapon sets that have the Staff / Trident exactly the same and thats lame) but something with a similar glowy feather motiff for the Staff would be nice.

I am sure the feathers used to rotate.

Only in the preview. It never(or haven’t in a long time) animated when wielded. It is definitely not recent and not a result of the last two patches.

Hmm…. I noticed this same issue (or at least a similar one) with most of the Flame weapons. They’re supposed to have a glow from the “furnace” part of the weapon and a minor ember particle effect. They animate in the preview window if you have them sheathed, but they don’t animate in the preview window if you have them wielded or weapon-only.

In-game, they animate when you first equip them, as long as you keep them sheathed. But as soon as you take them out to attack, the glow effects go away and will not come back unless you manually unequip / reequip them again (sheathing the weapon doesn’t work and even weapon swap doesn’t fix it).

Its a rather odd behavior, and a shame because they would look much cooler if they kept their glow properly, its one of my favorite particle effects in the game, noticable enough but not overbearing.

Allow Us To Dye Aquatic Helms

in Suggestions

Posted by: Electro.4173

Electro.4173

Agreed 100%. Aquatic helms are armor and should as such be dyable just like armor is. It makes no sense that they aren’t dyable, and given the very limited number of skins they have, at least letting you dye them would give some degree of customization.

Fine Trans to turn soulbound to acctbound

in Suggestions

Posted by: Electro.4173

Electro.4173

If you can find a non-soulbound back piece, you can use a transmutation stone to change it. You just need to put Mad Memories and the non-soulbound back item into the Transmutation window, pick the MM appearence but the stats of the other item.

I believe the only non-soulbound back piece is the bag given away during Wintersday, though, so you’d be sacrificing a unique skin.

Why does my character run slower when hit?

in Players Helping Players

Posted by: Electro.4173

Electro.4173

Characters who are in combat move at a slower speed. When you get hit, you’re automatically put into combat (including if you get “hit” by taking fall damage), and thus your movement speed is reduced until you get out of combat.

There’s no specific indicator on-screen to show whether you’re in combat, but if you look at the bottom right side of the combat bar (where your utilities / healing skill is) you can see that when you’re in combat, that part of the screen is surrounded by a yellow highlight and you’re unable to switch healing / utility skills during that time, so you can use that as a sort of pseudo-indicator.

Ambient killer daily

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

‘Old Sledge Site’ Waypoint in ‘Mount Maelstrom’ has lots of bugs and frogs if you’re sick of knocking out bunnies dead cold.

It may be a bit ghoulish, but freezing bunnies makes me giggle. The death animation is priceless. And yeah, those bunnies are probably descendants of the evil GW1 bunnies and totally deserve it. They’re planning world domination while tricking us into thinking they’re harmless.

I agree with this. I love killing the ambient creatures with fire / ice / lightning and watching their different animations (I’m particularly fond of the fire rabbit death animation where it looks like its trying to put out the fire with its paws). I’m probably a horrible person because of it, but oh well.

Disagree with new Chest Loot

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

Limiting it to once per character regardless of guesting / overflow seems the obvious fix here. You get the chest once per day on a character, and you’re done, no matter what else you try to do.

The fact that they made it once per day in the first place obviously points to the fact that they don’t want people to farm them. That should include not wanting people to guest into other servers to farm them either. Its still farming, just with a few more hoops to jump through. If they’re trying to end farming of the same events over and over, then circumventing the issue with guesting is something that should be ended as well.

Shaman's Norn Trident

in Guild Wars 2 Discussion

Posted by: Electro.4173

Electro.4173

Did it used to have an animation? I just got one the other day and it looks darn cool as it is. An animation would make it even cooler. Why indeed.

I also agree that the staff should have a similar look instead of the current (boring) appearence. I wouldn’t want it to be a carbon-copy of the Trident (there are a few weapon sets that have the Staff / Trident exactly the same and thats lame) but something with a similar glowy feather motiff for the Staff would be nice.

Is there ever a use for jumping in combat?

in Players Helping Players

Posted by: Electro.4173

Electro.4173

You can jump during the animation of a ranged attack in order to shoot over some obstacles that might otherwise block you. Rocks and the like. Very situational and can be difficult to time properly, but possible. The other day I was using it to shoot enemies through a gap in a broken wall.

As mentioned, you can also jump onto inaccessible ledges and the like to get enemies to drop aggro on you. If you’re solo, that’ll make the enemy leave combat and they’ll regenerate their health, so not very useful in that situation (unless you’re just at risk of dying and want an easy way to end the fight), but if you have a pet / summon or are playing with other players the enemy will simply switch targets to something it can reach rather than leaving combat, so you can use it strategically in those situations. Useful in mixed groups of ranged / melee enemies as well, you can jump on a ledge and get all melee enemies to disengage so you can pick off the ranged enemies more easily.

Also nice for placing stuff like Ranger spirits in places where they can’t be killed but still having them apply their bonuses to you.

Glyph of Storm needs balancing?

in Elementalist

Posted by: Electro.4173

Electro.4173

Fire already has consistent AoE damage? Huh. It certainly doesn’t look like it would, but I’ll take your word for it as I tend to rarely use Fire GoS (usually Earth and occassionally Water). Maybe I should use it more often, though it sounds like Earth is still better.

I guess its personal preference whether you want random with a chance to do more damage or whether you want consistent damage. I definately prefer consistency personally especially in this case, and would happily see all 4 Glyph of Storms options become consistent. I’ll run Ice Bow if I want a random AoE with a higher chance of murdering large enemies.

Daze on Air Storm seems like it’d be broken. Large AoE dazes are extremely rare as it is (I can’t think of one off the top of my head) probably because of how good they could potentially be , and having it apply multiple times while you can act in the meantime would make it even moreso. Allowing you to eat through multiple stacks of Defiant would kind of defeat the purpose of Defiant in the first place.

Favorite Charr Quotes: Collection

in Charr

Posted by: Electro.4173

Electro.4173

Reeva: “Maybe I should change my name to Reeva the Cleeva… Nah, that’s awful.”

Elexus Shredskin, when you assign her as your sniper during one of the Blood Legion quests: "With pleasure. And if it takes me more than one shot per kill, you can shave the word ‘loser’ into my fur. "

decent light armor... IT EXISTS!

in Charr

Posted by: Electro.4173

Electro.4173

I like the SE light armor a lot (though my favorite part is the shoulders, I like the lanterns).

I just don’t like the clipping with the tail on the legs. Wish the back part was split like the medium SE armor so the tail would just go through the middle.

New Hair/Eye Colors screenshots

in Charr

Posted by: Electro.4173

Electro.4173

I’m a bit dissapointed they didn’t let you use the new colours on your fur. I’d love to see some bright pink charr running around!

I’m glad they didn’t. Hot pink Charr running around would make me want to hurl.

Where best to report bugs?

in Bugs: Game, Forum, Website

Posted by: Electro.4173

Electro.4173

It’s occured to me that there are a number of different places to report bugs. Obviously here on the Game Bugs forum is one, and also the /bug function in-game and even the individual profession forums have lists of bugs.

So with that in mind, what is the best place to report bugs? Is it better to report here on the Game Bugs forum? Better to report in-game? Should we report the same bug to both locations, or is that redundant?

legendary with its own skills?

in Suggestions

Posted by: Electro.4173

Electro.4173

It would be broken and move legendaries from “work toward them if you want the look” to “everyone has to work toward them to get more skills”.

Mesmers get the only good looking focus'?

in Mesmer

Posted by: Electro.4173

Electro.4173

If you’re so hung up on purple = Mesmer, that’s your problem. As for me, I see no reason why purple can only equate to Mesmer. I mean, yah, Mesmer skills are (mostly) purple, but if anything thats all the more reason to pick something other than purple for a weapon on a Mesmer. Why stack purple on more purple? I’d rather have some variety.

And Necro having a purple mist weapon? Seems perfectly fine to me. Its just a color.

Accursed Chains looks great as-is. I wouldn’t want it to glow black.

Robert Hrouda on pets in dungeons

in Ranger

Posted by: Electro.4173

Electro.4173

The thing is that even if they gained a ton of tank ability pets won’t become ungodly meatshields. Enemies target the person/entity that deals the most damage to them. Unless you go full tank BM, you will always out dps your pet. It’s the reason the enemy pretty much stops attacking your pet once you get past lvl 50-60. I was actually surprised how much my pet was surviving in Orr until I realized that almost every enemy acts like it isn’t even there.

I think thats more an issue with Risen than pets in general. Risen seem to ignore all non-players most of the time, be they pets, turrets, clones, whatever.

I do run 30 Beastmastery, but even still, most Risen will ignore my pet and go after me. Its just a quirk of the Risen AI.

Healing Spring and Whirling Axe

in Ranger

Posted by: Electro.4173

Electro.4173

Adding even more Regeneration (pretty sure thats what Healing Bolts does is apply regen, not up-front healing) is somewhat useful, but considering Healing Spring applies Regen already, I wouldn’t really say its the absolute best combo to pull off. Also, the random nature of the bolts makes it realiable only on allies standing right on top of you.

Its still a pretty nice combo if only for the fact that it doesn’t require specific setup. Other Whirling Defense combos require weapon swaps (if trying to set a fire field via torch), specific pets, or traps. The water field from Healing Spring is always available as long as you use Healing Spring (I run HS exclusively, personally).

Robert Hrouda on pets in dungeons

in Ranger

Posted by: Electro.4173

Electro.4173

I agree with Robert that general survivability probably can’t go any higher without overpowering in open world.

But agony resist would not effect that at all, and should definately be addressed (though as above I’m pretty sure its going to happen, they wouldn’t have added the field to the pet window if they didn’t intend to use it).

And I don’t really feel like some sort of inherent AoE resistance would really do much to break open-world PvE either, as long as the resistance is a reasonable amount and not the 90% I’ve seen one or two people suggest. Its mostly champions that utilize heavy AoE and I doubt a moderate AoE resist is going to turn my pet into a godly champ tanker.

Engi jargon-busting anyone?

in Engineer

Posted by: Electro.4173

Electro.4173

Fireheart Rise has at least one area where enemies outlevel you by a fair amount. I have no idea why they set it up that way, but areas that for example downlevel you to 66 but the enemies are level 69. Thats one thing that can make you feel really weak.

There also tend to be a lot of enemies in some areas, and getting swarmed can make you feel outmatched pretty quick as well.

Turret Rework Theory - Boons

in Engineer

Posted by: Electro.4173

Electro.4173

I happen to like turrets as they are – secondary methods of attack. Replacing all turrets with boon dispensers would leave people like me, who use turrets because they like turrets, going “Well, great, I guess I’m Boony McBoon, the Boon Booner.”

If they suck, it’s because they don’t scale well enough, are too fragile, buggy in terms of AI and traits, and immobile with long cooldowns.

This sums up my thoughts pretty well. I don’t want mobile boon dispensers, I want turrets. I like turrets as they are. They could certainly use improvement, but I want them to continue to function like they do now. Not become something else entirely like boon dispensers (or kits, as many people seem to keep suggesting).

Now, they could ADD stationary boon dispensers as brand new Engineer utilities. I’m sure they will eventually add more utilities into the game. That’d be pretty nice, though it might step on Ranger Spirits a bit, since thats pretty much exactly what those are and boon dispensers as you outline would be much, much better than current Ranger spirits.

But removing turrets as they are and replacing them with something completely different would be bad.

Glyph of Storm needs balancing?

in Elementalist

Posted by: Electro.4173

Electro.4173

I find it kind of odd that Elementalist has absolutely no snow or blizzard attacks

Water focus 4 would like a word with you.

I suppose that kind of fits the bill, but I was thinking more along the lines of a powerful AoE blizzard, not a single-target chilled wind.

Plus, that attack is so mediocre I tend to forget it exists.

What keeps scepter from being a go-to weapon?

in Elementalist

Posted by: Electro.4173

Electro.4173

Personally, I dislike the scepter because of the single target aspect of its autoattacks. It feels unnatural to me. In terms of actual utility, it doesn’t work well in crowded group scenarios, because it becomes difficult to single out opponents. Main hand dagger suffers no such problems.

This for me as well, though its really the autoattacks that I find the problem (I actually like single-target autoattacks for ranged weapons) but just the general lack of AoE in general. Dragon’s Tooth and Phoenix are solid, but none of your other attunements have any major AoE components, not counting Shatterstone because its terrible. And DT / Phoenix are difficult to hit with. Adding offhand Dagger gives you a few more AoE abilities, but all melee range, which doesn’t really sync up with the range of Scepter. Focus works better with the range but adds almost no AoE (and in fact almost no offense period).

I also dislike the fact that its a ranged weapon that is mostly useful only at close range (in PvE, anyway, probably a different story in PvP where people are more apt to stay at range themselves). Dragon’s Tooth isn’t going to hit any enemy unless you’re staying in one place to keep the enemy from moving, which means you have to melee against most enemies who are also going to try to melee. Same with Phoenix and Shatterstone. You also can’t benefit from might combos unless you’re in melee. And if you take Dagger offhand to pick up a bit more AoE, then you definately need to melee to make use of those abilities.

Staff has a similar array of hard-to-hit-with abilities, but its got other abilities to offset those somewhat. Water 4 will lock down enemies long enough for any of your delayed abilities to hit, and both Air and Earth also have abilities to slow down / disable / knockback enemies for a moment to allow slower abilities to hit. Scepter has none of that, the only way to keep an enemy from moving is to make them not want to move, which against PvE melee enemeis means staying in melee range.

I guess people would argue “so just use it in melee and don’t worry about it” but I’m not really a fan of using ranged weapons in melee combat. Figure if I’m going to do melee combat anyway, may as well be using an actual melee weapon.

Glyph of Storm needs balancing?

in Elementalist

Posted by: Electro.4173

Electro.4173

I’d like all of the different Glyph of Storms effects to become full damage AoE (like Earth is currently) rather than keep the meteor storm “random hits” type of effect. The skill already relies on attunement to alter its effects, and having randomness on top of that doesn’t really gel that well IMO, plus the random hit thing makes Fire and Water storms too similar to other attacks (Meteor Storm and Ice Bow #4).

Fire could be a burning cylinder or perhaps just an intense ray of sunlight (might be stretching “storm” but meteors isn’t really much of a proper weather-related storm either). Ice would be a blizzard / snowstorm (I find it kind of odd that Elementalist has absolutely no snow or blizzard attacks). Air could be an electrified tornado. Earth as-is, of course.

Fire and Air also need to pick up a debuff, since Water and Earth have one already. Air would be weakness or vulnerability (I’d go with the latter personally). Not sure about Fire, Burn would be the obvious choice but Fire attune has an overabundance of burns as it is. Or maybe Fire could have no debuff but do more damage to compensate, so you have a choice of 3 storms with different debuff effects or just raw damage with Fire.

underwater fight

in Elementalist

Posted by: Electro.4173

Electro.4173

Water combat is pretty different for Elementalist. Unlike pretty much any other Ele combat, Fire is definately not your go-to attune for damage. I pretty much exclusively use Fire to lay down fire fields or get cripple on the enemy / vigor on myself, I never stay in it at all for damage. Water is your go-to for upfront damage, and Earth is your go-to for condition damage. Water is also your go-to for combo finishers, though you’ll need to get your fields from other attunes.

I like to approach underwater combat like this…

Start in Fire as you approach the enemy, and as you approach hit them with blind, cripple, and a few basic attacks. Once you get into melee range, cast #2 to set down a Fire field, then immedietly switch to Water and double-activate Ice Wall (set and detonate). Do it fast enough and you get 2 blast activations to give yourself 6 stacks of might. Throw in Arcane Blast before using Ice Wall if you want another 3 stacks. Then immedietly do Water #5 to dash forward and hit the enemy as well as getting a Fire Aura for dashing through your fire field (if you’re fast enough). Then you can throw out Water #2 for burst damage and either stay in Water (basic attack actually does decent damage and #2 has a low cooldown) or swap to Air / Earth for more available skills. Definately swap to Earth if you’re going for condition damage, though if Fire is off cooldown (depends on your traits) you might consider swapping Fire first, then laying down another Fire field so you can get into Earth and try to get some burn off your Earth #1 projectile finisher in a fire field.

About boon duration

in Players Helping Players

Posted by: Electro.4173

Electro.4173

Boons work off the Duration mod of whoever applied the boon.

If a random stranger who has 0% boon duration applies a boon to you, it will have its default unboosted duration. Your own boon duration has no effect, because its another player applying it, and it works with the applier’s stats.

If you apply a boon to another player while you have 30% boon duration, the boons granted to that other player will last 30% longer, no matter how much boon duration they have.

Healing utilizes the same mechanics, in case you’re wondering. Whoever is doing the healing has their Healing Power used in the calculation, not the recieving end.

Need more control over dailies

in Suggestions

Posted by: Electro.4173

Electro.4173

More would be nice. Hopefully they’ll keep adding more options as time goes on.

laurel exchange?

in Suggestions

Posted by: Electro.4173

Electro.4173

Well, yah, thats why I said arguably. It depends somewhat on personal view.

But either way, you’re offering different and potentially better rewards (again, depends on the person) for people who held onto the items for whatever reason, vs the people who turned them in like you were supposed to.

It would kind of suck for people who turned in a few hundred Ugly Socks / Sweaters for a bunch of random boxes or some skins just because “they’d be worthless otherwise” and didn’t really get anything they wanted, only to turn around and find out that had they kept them for a few months they could have traded them for laurels to use toward high-end accessories.

Not to mention the tension it would create the next time something like that popped up. No one spends their random holiday currency the next time it happens in hopes that something better is offered months later, and then nothing else is given and people are annoyed about holding onto worthless junk.

Spirits-Remove the Chance!Make like signets?

in Ranger

Posted by: Electro.4173

Electro.4173

Chance is fine with me. Its a chance per attack, so even untraited its got pretty good odds of proc’ing.

I just want the internal cooldown to be decreased. Thats whats really keeping the effects from being seen more often, not the fact that its only a chance of happening. If it can only happen every 10 seconds, its not going to seem like something thats happening very often, chance or no.

That said, I do agree with one of your points. I would like it if they changed the active effect of spirits to a buff skill as opposed to the current “CC / damage ability on something thats not meant to be in combat” situation we have going right now. The active abilities right now are largely pointless, I find. Even getting a chance to use them means the spirit is probably going to die (or is already dying, if you trait for the effect on death) and thats not something to aim for.

I mean, I guess if you trait for on-death effects, it can be a “Oh, you killed my spirit so here’s a revenge debuff” type of thing. Which is OK I guess. But the active ability, the ability you CHOOSE to use, should be something you ever have a reason to actually use, and something you can actually use on a regular basis.

Take Engineer turrets for example. They have a trait that makes them explode and cause damage / knockback on death. Or you can even choose to blow them up manually via toolbar skill. But thats a secondary thing. Each turret has a completely different active ability thats actually useful in addition to the “revenge hit” type thing. They vary, but in general they give the turret a stronger attack for a bit and usually apply other status effects as well. The active abilities of turrets are extremely useful, and as a heavy turret user I trigger them constantly.

Spirit abilities, though? I almost never trigger them. Spirits should have useful activated effects too. If you want to keep the trait for on-death AoE debuffs, fine, keep it and have it work exactly like it does now. If you have the trait, the spirit dies and triggers an AoE when it does. But have that seperate from their active ability, and make the actives actually useful and desirable to activate on a regular basis.

Doesn’t even have to be the same buff, if they don’t want to double up. Frost spirit could give a buff that lets your next attack inflict chill. Stone Spirit could give stability (Ranger is pretty lacking in that right now). Storm Spirit could give Fury or a buff that makes your next attack inflict Weakness. Sun Spirit could give might or cleanse a condition. Or have each spirit grant its respective aura even, though that might be a bit too powerful as a group buff (or maybe not, Elementalists can distribute auras with traits). Stone Spirit gives Magnetic Aura, Sun gives Flame Aura, Storm gives Shocking Aura, and Frost gives Frost.

(edited by Electro.4173)

Air Elemental

in Elementalist

Posted by: Electro.4173

Electro.4173

I love it. I found the old design about as boring as you can get (a floating ball… ooh, real imaginitive) so I think this one has a lot more flavor to it.

Does anyone use the Charr recial elites?

in Charr

Posted by: Electro.4173

Electro.4173

I made the mistake of grabbing Artillery Barrage as my first elite on my Engineer thinking “Well that fits an Engineer perfectly, she must have set up a remote artillary gun somewhere in the area that I can call for support from”. Worst mistake ever. Skill is completely useless in every concievable way. Low damage, terrible cooldown, no range… garbage. In essence all I did was keep myself from getting an elite for another 10 levels.

Warband Support is pretty decent. Getting 2 NPCs is nice and they do decently well drawing fire and have a bit of useful knockback / CC. Still dwarfed in usefulness by most profession elites, but at least its usable.

Have yet to get Charrzooka on any of my characters. 30 skill points is steep. I did buy the consumable version in Fireheart Rise, but I assume thats a poor emulation of the actual skill, since it only has 1 attack.

mourn the maw

in Players Helping Players

Posted by: Electro.4173

Electro.4173

Sad really. So if you see a chest event make sure you jump in while you can, as once people get their daily chest they likely aren’t going to be willing to participate more than once since there’s no longer a reward for doing so.

sigh, this is going to make it so much harder to get people for temple and dragon events.

As long as it doesn’t decrease the numbers to nothing, thats a good thing IMO.

The number of people doing Maw made the event a complete joke. The champ would die in like 20 seconds. At least on my server, but then again I’m on TC which is where everyone and their mother is or wants to be, so… maybe more of a problem on other servers.

laurel exchange?

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Posted by: Electro.4173

Electro.4173

That would make it arguably better to have saved the items instead of turning them in like you were supposed to. Not a good idea, I think.

Who are the Daily Achievements intended for?

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Posted by: Electro.4173

Electro.4173

I can certainly see where you’re coming from. There’s been a definate change in Daily philosophy from “Give players an extra reward for playing as they already do” to “Give the players incentive to do stuff they wouldn’t normally do”.

Hard to say which is better, really. Rewarding normal gameplay is nice especially for those without a lot of time. But there’s also value in having little challenges to complete while you’re playing. Both have their advantages and even downsides. Even personally, sometimes I enjoy the new “challenge” dailys and other times I just loathe having to deal with them, just depends on what kind of mood I’m in.

Maybe the biggest issue here is not which option is better, but the fact that it changed abruptly. People enjoyed and got used to it one way (not everyone mind you, but plenty of people), then suddenly had the rug pulled out and it became something completely different. And its especially bad because its a change from “freedom” to “structure” which some people will automatically resent.

I don’t really know what the solution could be in this situation, really. I guess they could leave the current challenge-type Dailys and have them reward karma / laurels (laurels being a pretty big reward and so given for the bigger effort), and return the old Dailys and have them reward karma / money / experience, but then you’d probably get people complaining that they only want to do X type of Daily but can’t get Y reward from it. You could reward the same for both dailys, but then you’d end up doubling it up for people willing to do both (and people would complain about being “forced” to do 2x the work).

Maybe have dual Dailys that give the same reward but only let you do 1 type a day.

Or perhaps just put all of the old Daily categories into the “choose your own daily” type (so every day you’d have Gatherer, Kill Variety, Kill Count, and Events) along with a variety of the rotating challenge-type dailys. You’d still need to pick at least 1 challenge type to complete the daily, and there’s a risk of everyone ignoring the challenges and just taking the path of least resistance every day, but… it would at least satisfy most everyone. Doing 1 extra task outside your normal gameplay if you choose to go down that route doesn’t seem like too big a deal.

Removing wvw from daily/monthly

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Posted by: Electro.4173

Electro.4173

I do agree that its no good to try and force people into WvW if they don’t want to do it, via dailys / monthlies (particularly the later). WvW stuff is one reason I’ve never completed a monthly to date, though not the only one. But…

With the new “choose your daily” type system thats in place, I don’t think having WvW options is a problem, as long as they provide enough PvE-related categories to complete the daily that way. This way the WvW’ers can at least partially complete their daily doing what they like, and those who don’t care about WvW can complete it their way.

Hopefully monthlies will get the same treatment, which would eliminate the problem in that as well (again, as long as there are enough non-WvW categories to finish it).

Will we see selectable monthly achieves too?

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Posted by: Electro.4173

Electro.4173

There are clues that seem to be pointing to that being the case as mentioned in this topic, and I certainly hope it is.

I have yet to complete a monthly in this game. There’s always 1 category that blocks me. October it was the candy thing (I’d rather keep the candy for crafting than waste it), November I think it was something WvW related as I don’t do WvW / PvP at all, December it was fractals, January it was… I dunno, for some reason I’ve completely blanked it out, maybe WvW again. This month it’ll probably be Dungeon Runs.

I’ve never done a dungeon before, been waiting to get to level 80 to do so with all the complaints I’ve read about noobs being terrible in dungeons and people getting kicked from groups and all that. Figure I’ll at least give myself a high level to remove one possible bad point to counteract the fact that I won’t know what I’m doing. And given the fact that I’m playing 6 characters its taking a long while. I’m finally to the point where I have 3 characters that are 75+ (and one is even 79) but that still leaves me only 2 days counting today to try and gear up and do 5 dungeon runs. I doubt its going to happen.

If we get selectable monthlies maybe I can finally complete one. That’d be nice.

Anyone feel you level too fast?

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Posted by: Electro.4173

Electro.4173

I feel the same way, especially with regards to map completion / crafting. I feel like those things reward far too much experience. I don’t really think they need to award experience at all personally (you found walked into a random village, have some experience!… really, I get experience for THAT?), but even putting that aside, the amount you get is pretty crazy (half the time I’ll go to craft myself some items and by the time I’ve levelled my crafting up from the last point I made stuff I’ll gain 2-3 levels). I mean, its kind of a general trend now that everything needs to be rewarded and in particular fewer people seem to like exploration for the sake of it but rather for what they can get, and experience is the “best” option to give as a reward because giving money would make people too rich and awarding karma would decrease the desire for people to do events. So I guess with that in mind this is the best possible scenario.

While I may prefer it a bit slower, many people seem to enjoy it as is, so I’d say people like me should just get over it and let it stay for the people who do like it, because changing the experience gain now would probably annoy people more than anything.

Trident #1 is now a AoE Bleed!

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Posted by: Electro.4173

Electro.4173

Wasn’t it always? Seems like thats exactly what it was doing the other day when I was playing.