Just wanted to add in that I believe attunement cds are affected by alacrity as well. So while it is annoying to have them affected by chill, it would probably be affected by both or by neither.
Um, is this thread intended to troll or what? Of course you should trend toward 50% win-rate. In an ideal matchmaking set, both teams have an equal chance to win. If you’re currently at 70% win rate and every match you play gives you a 50% chance to win, odds are you will slide down toward 50%.
It sounds like what you’re actually complaining about is matchmaking placing players of varied skill levels together? So instead of playing with and against players of equal skill to your own, you’re in matches that are 2 good and 3 not-as-good vs 2 good and 3 not-as-good?
I don’t play Mesmer much (though I do love the class) and I haven’t even finished unlocking or played much with Chrono, so take this for what you will.
What if Alacrity’s bonus was halved on other players (or if needed, on non-Mesmers?) This lets Mesmers keep their 66% and current cds so it doesn’t affect them as much while bringing down the problematic overbuffing in groups that led to this change?
The problem is that most of the traits are 100% fall-damage based. They may have another effect in addition to reducing fall damage, but that effect (in all but one case) only activates when you do take fall damage.
Only Thief has a trait with another effect, and theirs is a GM instead of an adept like every other class.
I’d love to be able to activate fall damage traits at will. That would make the traits quite useful for most classes. Their ICDs would need to be significantly increased (that or the source of the fall damage would).
How does this even work? You can’t pick and choose which person you buy or sell from on the TP.
If you’re selling an item, it can only be bought when all cheaper quantities have been sold. If you’re buying, you can only purchase the cheapest available.
This would require a very specific set of circumstances. And even then, there’s going to be hundreds of players who would be ‘involved’ because they have an item priced cheaper than the intended RMT target purchase.
Something seems really fishy from reading the comments on the reddit. This line in particular by Chris: “The gold that was used to purchase your arcane slivers (4 of them) for a total of 499.99 Gold originated from a RMT source”.
Following that there is another comment: “Since we only removed 300g, it looks like you are netting about a positive 166 gold from this.”
According to Spidy the price of Arcane Slivers has never gone above 42.5g (unless I’m reading it wrong?). Even at that price, 4 of them would be 170. Keeping the 166 gold vs being given back 4 Arcane slivers sounds like Anet is doing the person a favor, not hurting them.
Anyway, it does seem like the best and safest course of action is for the gold to be removed (all of it), the slivers+listing fees to be returned.
Edit: Nevermind, seems like Spidy is giving me data from a year ago.
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You purchased multiple copies for convenience. You -still- have that convenience and have enjoyed it for however long you’ve owned the multiple copies. That has a value. Anet did say that they would consider refunds on recently purchased items. This makes sense because those people did not get value out of their purchase. You really can’t expect them to refund an item someone has bought and used for potentially years just because they’ve decided they no longer need it.
This video echoed a lot of my sentiments. For all the great features that HoT has added it is equally combated by poor implementations that make the entirety of it a love/hate relationship for me. While I wouldn’t call HoT a failure, I’m not sure if I’d call it a success either.
That makes me picture two Elementalists playing ‘Hot potato’ with conditions.
I’m not particularly fond of outfits. It does help when leveling because you’re changing armor so often, but they’re just so limited in customization.
The biggest drawback of course is not being able to mix-and-match parts. I would never expect this to be changed for outfits. What I -would- like to see (and think is probably reasonable and has been said above) is for Hats to be a separate slot on outfits that will let us show armor hats.
The one outfit that I did buy myself (Arcane outfit) I bought with the intention of wearing it with the Bear hat. I was disappointed at first that I could not but I’ve come to love the Bear hat on many other armors anyway. Sadly I can’t say the same about the Arcane outfit. There are a lot of outfits that have really pretty aspects but I know that they’ll never compare with what mix-and-match armor can achieve so I try to hold myself back from buying them.
The new Nature outfit for example. I really like the dress (Human female), and the top is decent too (though would look even neater if they could be paired with Sylvari culturals). The boots don’t match at all and are a huge down point for me. But the boots do look great on their own. I’d love to use them with other armor sets, or perhaps with Norn cultural armors.
Shrugs I don’t know. Outfits are better than nothing. I wonder if the head/gloves/boots could be separated with little trouble.
Not a scam at all. It’s not Anet’s fault that you made an assumption and decided to buy something before actually reading what it is.
Weapons:
-Scepter: Better autoattacks, mostly.
-Staff: Improve Air #2. Shorter cast time preferred but cd would work too. The real problem (for me) with Staff Air is that there’s nothing to do while in it. #1 and #2 aren’t great, and 3-5 are situational. While it too would be made more situational, a quick blind is another reason to swap to Air in staff.
-Focus: Fire shield cd reduced to 30s.
-OffDagger: Churning earth pulsing/channeled damage instead of at the end. Frost aura cd reduced to 30s.
-Warhorn: Water/Air feel a little clunky to me. Not sure on changes.
Utilities:
Arcanes:
Lower cds for the most part + moving Elemental Surge to Master tier.
Glyphs:
-Lesser Elementals – Change their effect to a pulsing aoe buff/debuff that is activated/deactivated at will (perhaps with a cd after deactivation).
-Greater Elementals – Lasts until death, improve active effects (fire esp.)
-GoEP – Increase proc chance to 100% or lower the icd to 2-3s. 25% proc chance + one proc every 5s seems redundant.
-Renewal – I can’t speak much on them as I’ve never, ever had a reason to use the revive skills on any class.
Conjures: I’d like to have these as a weapon switch instead. As they are now could use a significant cd reduction (60s to 30-kitten , 180s to 90-120s).
Cantrips: Not much to say here. I wish Lightning flash were 1200, but not a big deal.
Shouts: Fine except Rebound. Also love Alekt’s idea of Light Aura on Eye of the Storm.
Signets:
-Water feels seriously bad to me. Chill is far too weak of an active. Perhaps significant Vulnerability stacks? (15 for 10s). Another option might be to swap the effects; Passive: Every 10s your next attack chills. Active: Cleanse conditions or grant resistance.
-Arcane: New Elite Signet with ‘Recharges all attunements’ active. Perhaps something simple like 15% Boon duration passive.
Traits:
-Fix Inscription to +3 Might.
-Get rid of “One with Fire” completely (or combine with Conjurer, as Alekt said).
-Elemental Surge to Master tier.
-Lucid Singularity, Something.
-Serrated stones (I liked Alekt’s idea of Cripple applying bleeds).
As for nerfs. I’m not sure what to nerf exactly.
-Dagger shocking aura increased to 30s? (Mostly to match the others. It may be fine).
-Wash away the pain feels like it heals me a lot more than other heals. I usually play alone so I can’t say how effective it is with allies.
-I’m not big on pvp but I hear a lot of complaints about too much sustain (auras specifically for Ele). It sounds like that’s not just an Elementalist issue though and may need to be addressed (if it’s a problem) at the core.
Boons cannot be removed above 90% threshold. Cleanse 1 condition every 5 seconds while affected by Protection or Stability.
When I read the blog, I likewise assumed it might be similar to Cleansing Water but with Protection. I do like the 5s ICD though and inclusion of Stability. This would give us a cleanse on Earth swap, as well as during overload and if traited, Auras while preventing protection spam (or pulsing stability) from removing too many condis.
Sidenote: Might we see some Tornado use with this trait?
Attunement recharge would be nice, however not as an Elite spec skill. It should be for base Ele. Still in favor of it being the active effect on an Elite Signet, myself. And just the attunement cd, recharging skills as well would be veeeeery powerful.
As for Rebound… Hum. This is a bit of an odd idea, but here goes:
Depending on attunement: (Max targets: 5 for allies and enemies)
Fire Rebound – Grants Fire aura, 3x Might (10s) and Fury(10s) on allies and inflicts 5x Vulnerability(10s) on enemies within 600.
Water Rebound – Heals 2500ish and grants Resistance(5s) on allies within 600. (Perhaps slow(3s) on enemies?)
Air Rebound – Grants Shocking aura, Cures Immobilize, Chill and Cripple on allies within 600 while inflicting Immobilize(2s), Chill(5s) and Cripple(5s) on enemies.
Earth Rebound – Grants Invulnerability for 3s. (Maybe Bleeds enemies within 600.)
I really like the idea of shouts giving buffs to allies while nerfs to enemies simultaneously. Fire feels a bit weak to me, but its the most useful in ‘ordinary’ situations when you’re not in any danger. And Air is really, really busy.
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Seems like a reasonable enough request. I’ve seen similar complaints in-game and I believe on the Ranger forum as well.
I think this is a wonderful idea for brief tips. The /wiki tip is a good one. As is a reminder about viewing currencies in the wallet. It’s very easy for a new (or returning) player to wonder what happened to their Bandit crests, Geodes, etc. now that they’re added to the wallet.
I’d never expect to see patch notes on a loading screen, and that’s okay. They change far too often to expect the loading screens to be updated each time.
This is probably a bit of a non-issue, but one concern I’d have with gliders during jumping puzzles are the jumps you need to be very precise with. It’s soooo easy to mistakenly open your glider when jumping in Maguuma. I can’t imagine how frustrating some JPs would be if you mistakenly glide and fail because of it (ie. with a downdraft).
I like this idea.
While many mobs fronts and backs are obvious, some are more questionable. It could also help for objects like gates if they have fronts/backs.
I’d like to see the cds for Arcanes decreased and some changes to Elemental Surge. Perhaps some of this is a bit OP? I can’t tell because Arcane utilities are pretty bad as is.
1) Remove 20% cd from Elemental Surge.
2) Move Elemental Surge to Master tier (gives us an offensive option).
3) Move Elemental Contingency (or other) to Grandmaster and buff it a tad (lower icd? or add old lingering elements to it? Something.)
4) Reduce cds of Arcane skills:
Arcane Blast – 12-15s (previously 16 w/ trait)
Arcane Wave – 20s (previously 24 w/ trait)
Arcane Power – 30s (previously 36 w/ trait)
Arcane Shield – 40-50s (previously 60 w/ trait & Final shielding cd to match it)
Arcane Brilliance – 20-25s (previously 20 w/ trait)
-Arcane Blast at 15s allows us to keep +150 Ferocity buff from Elemental surge procced.
-Arcane Wave is ok for a blast finisher and is a tad better than Feel the Burn in damage w/ Elemental Surge.
-Arcane Power is comparable to Glyph of Elemental Power w/ Fire, but it currently competes with Evasive Arcane. 5 Immobilizes in Earth might be decent for break bars?
-Arcane Shield is decent but cd vs effect, as was stated in the thread.
-Arcane Brilliance is fine as is imo, but traited cd is better obviously.
Hum. After writing this I’m not so sure. Most Arcane skills here rely heavily on Elemental Surge to be useful. Arcane Shield would be usable without, as would Brilliance. And I think it would be best to move away from utilities requiring traits to be useful.
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Not a great idea nor one that I’m fond of but it just occurred to me so I thought I’d post it: What if Rebound scaled really well with Healing power?
Right now it looks to scale at 1.5 per point, +1801 HP from 1200 Healing power. Would it be OP at 5 (or even a bit more)? That’s 6000 more HP healed when it works with 1200 Healing. Celestial would be at 4932 with the base heal included.
Though I’d still vastly prefer the damage inversion idea posted above.
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Just checked in HOTM and Verdant Brink with Reaper’s Shroud. I was able to proc Sigil of Hydromancy both entering and leaving shroud in both places. Sigil of Energy procced both leaving and entering shroud in HOTM (but I don’t have one with me to test in VB).
Maybe there’s some combination of factors that is preventing it from working?
I think… I’d use Rebound regardless of what it did if I could hear “I’ll be back” every time I used it. Especially on an Asura.
Perhaps difficult to program, but what if the cd was reduced to 25ish seconds if no allies are saved from death? Another aura on a utility-level cd would be decent, if still a bit weak.
- “If the effect expires naturally, grant an aura based on your current attunement and reduce cd by 50s.”
This would give it an effective 25s cd in many situations (and it’d -still- be worse than a utility, but more usable and versatile).I really like that idea. Isn’t 50s a bit too much?
I thought it might be, but when I compared it to Flash Freeze and Feel the Burn I still felt that Rebound was a worse skill. I didn’t take into account that Shocking aura is often much better than Fire/Frost, so with that in mind, 50s could be a bit much.
You said you’re a mesmer. What weapons are you using?
Sword is your usual go-to 1h weapon for PvE power-based builds. It deals the most auto-attack damage and has a really handy #2 defensive blur skill which will let you evade for a few seconds whilst dealing damage. Offhand is your choice but I tend to go with Focus for movement speed. Pistol/Sword could work as well. Try them out and see what you like.
Greatsword is a good compliment to a power build because it gives you a ranged option. Don’t use the auto-attack from close-range because it will be painfully weak. It deals more damage the further away you are, at certain distance breakpoints.
If you’re using condition damage (not really recommended while leveling and without proper trait lines) Scepter and Staff are often your weapons of choice. You can still use sword for the defensive capability (or if you have a mixture of power/condi on your build). Torch is a decent offhand but you may choose to use Focus still for the speed buff from Temporal Curtain. Mesmers can really have trouble maintaining swiftness.
While leveling you’re probably not going to have optimized stats or runes and that’s fine. Try to make a choice based not just on the level of the equip but on the stats that it gives, too. When you’re given choices for equips from rewards, try to choose the stats (or rune) that fits with your trend.
Direct damage benefits from:
-Power (increased damage)
-Precision (crit rate)
-Ferocity (crit damage)
Condition damage benefits from:
-Condi damage (damage)
-Expertise (condi duration, not available until Lv80 + HoT I believe, except on very few items and its not listed as Expertise).
Defensive stats are good when learning content and slowly (or quickly sometimes) become less useful. They are:
-Toughness (Armor)
-Vitality (HP)
-Healing power (Healing)
And remember, if you’re killing at the same speed (roughly) as players you’re downscaled to (assuming similar optimization and ability), then its doing its job exactly how its supposed to.
Also.
The example you gave in your first post OP is as bad as it gets. The sons of Svanir are in lvl 40 zone, so it’s impossible for a lvl 13 character to be there. The Rev player you are talking about was surely lvl 80 with lvl 13 masteries.
There are Sons of Svanir as early as Wayfarer foothills. I want to say in the level 3-5 range. I’m guessing that OP was killing them in the northern portion of Wayfarer which should have 10-15ish mobs.
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I’m inclined to believe it may be partly due to equips. I’m not saying that you’re undergeared for your level, but from what I’ve read in other posts, it seems that downscaling has a greater effect the higher level you are and the better options for equipment that you have.
That is to say that (from what I understand) a Lv20 in Lv20 green equips will have more stats than a Lv50 in Lv50 green equips scaled down to Lv20. I believe this to be acceptable and perhaps even help with balance because the higher levels have access to more traits, utilities and elites that will often more than make up the difference. I -think- I read that it uses the highest rarity of armor you can use as the basis for down-scaling?
Anyway, downscaling is an incredibly useful thing in games. I wish more used it. It increases the amount of maps that you can level in and more importantly allows you to play with friends and new players without potentially ruining (imo) their experience.
Perhaps difficult to program, but what if the cd was reduced to 25ish seconds if no allies are saved from death? Another aura on a utility-level cd would be decent, if still a bit weak.
- “If the effect expires naturally, grant an aura based on your current attunement and reduce cd by 50s.”
This would give it an effective 25s cd in many situations (and it’d -still- be worse than a utility, but more usable and versatile).
Definite +1 for the Accessories and Rings thing. At the very least add a “equip to 2nd slot” to the right click context menu.
I like this idea. Especially making them a separate salvage kit. That way your inventory isn’t cluttered with skins from normal salvaging and you introduce a good way to convert armors when leveling.
Though perhaps I’m misremembering, wasn’t the older transmutation system even more limited? We had one type of transmutation charge for Lv1-79 and one for Lv80 and both were items that actually took up inventory space. They were still consumed when transmuting and we still had to do map completion to obtain them. Was there another system before that one?
If I’m understanding correctly (and I may not be) it sounds like the problem is with newly added permissions?
Your guild leader did in fact give all permissions to the 2nd leader position, but when new ones were introduced they were by default unavailable and your guild leader had to log on to add them, as well?
If so, then this seems like a valid addition to me.
There have been numerous posts of guilds with multiple leaders demoting other leaders and ‘stealing’ the guild, so it seems the best safeguard is to create a pseudo-leader position that has all of the same permissions but is unable to demote the official leader?
There’s nothing wrong with asking people to be considerate and not spoil newly released media. It’s the polite thing to do. It’s not hard to create a party to discuss the movie with others who have seen it. Ask in map chats if anyone would like to discuss it and there you go.
That said, I think infractions would seriously depend on the context. There’s a huge difference between trolls who are intentionally spoiling and someone who is just so excited they want to talk about it with everyone. I think most would fall into the latter category. They probably don’t consider it spoiling so it doesn’t occur to them and when they’re met with harshness they may respond in kind.
Similar things happened at HoT release and some of the guilds I’m a member of had to frequently ask people not to discuss the HoT story in guild chat. None had malicious intent. They were simply engaged in the story and wanted to share their ideas and talk about what had happened. It still ruins it for others.
Incredible. Skills that barely have an effect are being nerfed now. Auras look sooo bad its funny.
And Anet had a solution to all this. A solution that dozens of games have used before. A solution that would have appeased nearly every group of players. Optional toggles to reduce 1) All graphic, 2) Others’ graphics, or 3) No graphics.
Problem solved. Those who have problems seeing beyond spells can reduce graphics, starting with others and extending to their own if desired. Then again, this was said the first day they talked about reducing visual noise.
Swap sigils have an internal cd of 9s. As far as I know only Warriors and Necromancers have a greater advantage with swap sigils because they can proc 4 of them every 9 seconds in ideal circumstances (Warrior by swapping every 4 to 5s, Necro by flashing shroud or exiting shroud just before weapon swap).
The only disadvantage we may have in Sigils is versatility. For example if you used a different weapon for Earth and Fire, you could use Bleed duration on Earth and Burn duration on Fire and probably be better off than all burn or all bleed. Conversely, we only have to buy 2 Sigils per active weapon set instead of the 4 that most classes need to buy, so that’s a (minor) plus for Engi and us.
Edit: Curious. I just realized that overloads are also at 9s (5s warm-up + 4s channel), which puts them in sync with weapon swap. I wonder if this was intentional.
(edited by Glacial.9516)
Help! Trolls killing legendary progression.
in Guild Wars 2: Heart of Thorns
Posted by: Glacial.9516
Its baffling that Anet refuses to learn from their mistakes. They had this exact same problem when they changed Traits to require some of the failed event chains and soon after it was modified to work for both successes and failures.
They repeat the problem in Legendary collections, people immediately see the problem and point it out. And now they do it AGAIN with the next wave of Legendary collections.
It would certainly be an interesting idea.
I’d picture being able to select 0-4 Elements to each weapon. if you wished to use Staff for all 4, you’d have that choice. If you wanted Staff for Fire. and Dagger/Focus for Water/Air/Earth you’d have that choice too.
I do think it would be too strong though, and we’d need a rebalance of a lot of our skills. Air Dagger with Fire Staff would be incredible together. It would be a welcomed addition to be able to switch between Melee and Range while stuck in combat.
That said, I’d gladly settle for a strictly out-of-combat weapon switch.
This would be fantastic (assuming that we can in fact wear all of the Cultural armor). I especially like the concept of a Sylvari that’s taken to living with Humans or Asura and wearing their cultural clothing. Or a Human in Norn garb RPing as a diminutive Norn. (Not that we’re incapable of doing either of these and more already, but it would be a nice addition!)
One question might be: Would you be required to maintain a level 80 character of both races? Or might the mastery be unlocked upon having a level 80 of a specific race, regardless of whether you keep them or not?
I can see 3 for Heavy:
1 (Top). Four little spots on the outsides of the helmet nearest to the face. Most notable the parts that connect the ‘wings’ to the helmet.
2 (Left). The ‘inner’ part of the helmet’s top.
3 (Right). The majority of the helmet.
But you’re right, Light and Medium, even when testing on a bald Norn to see the entire mask, seems to show no change for 2 of the 3 slots. Medium uses the 1st channel while Light uses the 3rd. I don’t get it!
I really like the idea of resetting the rune/sigils on stat swap from the Forge. The reason for this is that it encourages you to craft multiple ascended weapons (or armors but that might be more feasible to do the stat-swap instead) with different stats, and then add the sigils/runes to each. This will keep some of the demand of sigils and runes while still allowing flexibility. Not the case for legendaries, but that’s okay they deserve that.
Additionally, I’d -love- something to do with all of the ‘bad’ sigils and runes floating around. Being able to forge 4 Superior into another Superior, for example, would raise the price of the low-end ones and lower the top-end ones. Even being able to convert a Superior down to a Major would at least let you try to upgrade it.
She used Arcane Shield just before that. I’m guessing the explosion Arcane shield makes when you’re hit 3 times is the same as Arcane Wave. In-game it shows it as a blast finisher in the combat log, but I tried to get hit in a fire field and didn’t notice any might stacks. Nor did I get swiftness when it triggered in a Lightning field. Anyway, I’d imagine that’s why it showed Arcane Wave?
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Glacial.9516
My primary problem with Anets decision on HoT bundling and pricing is that I believe it actually makes it -harder- for new players to get into the game. F2P helps sure but there are a boatload of restrictions along with it (and most/all of them justifiably so to prevent abuse).
Having the option to pay $5 to buy the Core GW2 game and remove these restrictions could have been a stepping stone to ease players in. Instead they are stuck with massive restrictions or the $50 price tag. It would have gone over better with existing players, too if they hadn’t acted like bundling the two together was doing us some kind of favour.
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Yes please. It heavily discourages playing multiple characters for PvE unless you have each designed to play in one specific map. And unfortunately DR tends to combat doing exactly that.
Would be nice to get Spirit shards after Masteries are maxed out. Or perhaps add a “Spirit shard” option below the groups of Masteries that would fill up just like Mastery bars. While selected this bar progresses toward earning a spirit shard just as previously. Masteries save the amount of progress made towards a level up and the Spirit shard bar could do the same, allowing us to switch to and from at will.
That way by default we will gain Mastery experience unless we specifically choose Spirit shards, but if for whichever reason Spirit shards are more desirable than Mastery exp we would be fully capable of choosing to earn Spirit shards instead.
Some thoughts and ideas for Lucid Singularity (and other traits):
Lucid Singularity
1) Combine with Unstable Conduit (Adept aura on overload trait). This way it does something even if you’re not under movement impairing effects. Downside: Can’t synergize Unstable Conduit with Elemental Bastion anymore.
2) Add Quickness as suggested above.
3) Add an Aura duration buff to it. Auras last 33% Longer. Elemental Bastion doesn’t benefit from longer auras, just repeated applications. This gives another aura build choice synergy. Also cannot be used with Imbued Melodies for even longer Magnetic aura chains, if that’s an issue?
Edit: Just tested Radiance runes with One with Fire and they stack. So 33% on this would give potentially 100% Fire aura duration and 66% for others.
4) Combine with Harmonious Conduit’s damage bonus after overload.
Tempestruous Aria
Does anyone use this skill?
Might and Weakness on shouts vs Regen and Vigor that also work on other Aura abilities just seems so incredibly weak.
This might be a bit of a stretch but… what if Tempestruous Aria also applied to Warhorn ‘Shouts.’ That would give a -lot- of sources of Might and Weakness (though we really don’t need more might, we have tons as it is). It would buff Warhorn at the same time.
Perhaps increasing the duration of Shout effects by 2 seconds (or even doubling them). This would work for all but the Heal. CD reduction would work as well (though I wonder if they were already designed with CD reduction built-in and we’d just have most of them ‘adjusted’ after the fact.)
Speedy Conduit
Change to Sturdy Conduit. Stability on Overload.
Move the Swiftness to Harmonious Conduits (if keep it at all) and then buff the damage boost to 20% or duration to 10s. A 10s duration would theoretically allow you to keep it active 100% of the time by swapping attunements the second your overload finished, though would probably result in lower dps due to using suboptimal skills?
Also it would be much preferred if the buff were given at the time you start an overload as opposed to finishing. This gives the damage to the overload itself and allows you to sacrifice an attunement cd to swap and gain the damage buff (Which is probably why a lot of our Overload traits are only applied after it finishes in the first place).
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I agree. We do have some weak utilities and especially elites. We have some pretty awesome abilities hidden away on Conjures, but they just aren’t very effective.
Cantrips: Mostly fine but very long cds. The -20% cd from trait could be baseline so they are more usable without Water. (And of course Tornado needs a -lot- of help).
Conjures: Too many problems, need to rework them into a weapon swap probably. The cast-and-drop usage really hurts them imo, but reducing cd and duration by half would help that aspect of them.
Glyphs: Situational but versatile. Heal glyph gives perma swiftness with Inscription. Elemental Power is ok for Condi builds, but trigger chance could be 50-100% (it already has 5s recharge time). Storms is good. I’m really not sure what to do with glyphs, they’re not too bad.
Arcanes: I want to like Arcanes but they just feel weak. Elemental Surge trait is almost a requirement for them to be used. Arcane blast down to 18s base would allow it to keep the trait’s ferocity buff procced. Arcane shield is a bit long cd. Arcane power is ok but difficult to slot because few builds (if any) need 5 guaranteed crits every 36 to 45 seconds. If Elemental Surge were -33% cd it would solve a lot of their problems other than being even more reliant on that trait. Removing their 100% Crit mechanic might give more leeway to buff them.
Signets: Fire and Earth are very good for condi builds. Air is a good stunbreak. Water I’ve never used (perhaps if we had some synergy with chill?). Low enough cd that they are usable. I think our Signets are in a great place as a whole.
Shouts: No complaints except Rebound. They’re very good with Aura traits.
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Nearly all elite skills need improvements, and not just for Elementalist. It just so happens that we don’t have a single Elite (imo) that would be an improvement over a utility in its place instead. In fact the only utility I wouldn’t take might be Glyph of Renewal, and that’s saying something because a lot of our utilities are considered underpowered as well.
What I’d like:
FGS – Reduced cd to at least 90s, maybe even 60s if the 2nd FGS is sacrificed (esp. if other conjures were reduced to 30).
Glyph – Elemental stays until death or cd reduced to 60s. Increased HP might be good but I find Earth Elemental survives quite well as is.
Tornado – I liked the suggestion of making it a ground targetable aoe. If it reflected projectiles that might be a usable option too.
Rebound – Damage inversion or invulnerability for a short time after saving would be fantastic.
New Elite:
Signet of Arcane.
Passive – 10% Boon duration.
Active – Recharge all attunements (60ish cd, 0.5-1ish activation).
Great post.
And I actually really liked that Mordremoth’s weakness was his mind. Often times our greatest strengths can turn into our greatest weaknesses. That said, I definitely wanted more. More tricks and deceptions by Mordremoth. More close calls and losses suffered by the Pact and friends. More of a lover’s quarrel and sad final confrontation between Faolain and Caithe. More of a ‘Eureka!’ moment when we discover we can use the dream against him.
And for that matter, was it even adequately explained how Mordremoth is connected to the dream? I assumed that he created it and uses the Sylvari linked to it to explore the world through their experiences. Using them to gain power, both mentally by assimilating their minds and physically by using their bodies after they’ve been taken in. In this way the Dream would be Mordremoth’s source of power and also weakness by giving us direct access to him. I -think- this is what happened? But the explanation was so very bare that I’m not even sure.
Also this.
Even if there was nothing about Mordremoth, I would have gladly taken some Primordus lore in its place.
So much this.
I was so hoping for some lore on Primordus. Instead all we get is “Wow, the Asura must have really hated Primordus.”
If they wanted us to know the Asura hated him so badly, they should have shown us that in their findings. Talk about millions of pages of research devoted to it, about detailed studies done on Destroyers, about theorized locations of him. About past failed engagements. A story about a believed weakness of Primordus that proved terribly wrong and cost hundreds of Asura their lives. Perhaps even touch on the second realm of influence that Primordus controls (or unconfirmed Asuran theories on what it might be so they can change it later if need be.)
My problem with overloads is similar to my problem with conjures. Our attunements and weapons are not very well balanced. Conjures are usually used for only a few attacks and then dropped. Changing attunements is similar: We often have 1 (sometimes 2) attunements for our build that actually deals damage and the others are used for their support abilities.
Swap into water, cleansing wave, swap out.
Swap into Earth, Obsidian flesh, swap out.
Swap into attunements for blast finishers, swap out, etc.
Overloads just don’t work with this style of play because of the 5 second warm-up before you can use them. I think they actually work quite well with Conjures because their skills aren’t reliant on our attunement, but conjures are often weaker than our regular skills anyway.
I can think of 2 potential changes to overloads right now, but they each have their own problems.
1) Overloads working similarly to Mantras.
They would be broken into 2 parts: Charge and Cast.
The charge would work the same as it does now; 5 second warm-up before a 4-second channel. This would be saved for each attunement so you could potentially have all 4 overloads readied at once.
Then the cast would be an instant cast upon using the readied overload. This allows us to charge them in downtime and use them when they are needed.
2) Replace the warm-up time before using Overloads to a # of casts in the attunement.
So after 10ish casts, an attunement is ‘charged’ and can be overloaded just like now. These charges would be saved between swaps so we could for example:
Cast 8 Fire skills, Switch to Water
Cast 5 Water skills, Switch to Earth
Cast 10 Earth skills (OL Charged), Switch to Water
Cast 5 Water skills (OL Charged), Switch to Fire
Cast 2 Fire skills (OL Charged), Overload Fire, Switch to Earth
Overload Earth, Switch to Water
Overload Water. etc. etc.
Attunements we camp would generate more charges and be used more often, but swapping to Water for 2 casts would still slowly generate enough charges for the Overload.
(edited by Glacial.9516)
^ That is a great screenshot. Partly because its cute. And partly because at first glance your ear+ponytail looked like a scythe when combined with your staff.
What annoyed me is that there was an entire wall of perfectly good conduit tubing on the opposite wall. Or the tubing that lead to the broken Asura gate. Surely any of those could have been re-purposed?
I want to say there was an extra piece on the same wall closer to the gate as well because I recall running up to it anticipating I’d need to ‘Find a replacement part.’ Perhaps I’m misremembering things because also I seemed to recall Taimi giving semi-optimistic odds of Scruffy being ok in a nervous and unsure tone and I can’t find it in the wiki transcription.
Anyway, it was a sad moment imo. Especially because after the fact I was like “omg -Sniffle- Taimi knew! She knew what would happen and she still let Scruffy go through with it. She so brave. -tear-”
While I agree they are terrible runes, if Anet likes the theme of the runes one fix might be to add +15% Condition duration to the 6th set bonus.
That would give Tempest runes +30% Condition duration, which is certainly tempting for Condi users. They would be better (imo) than the Trapper/Nightmare combo which seems to be popular in threads these days. 36 All stats and 5% Condi duration vs 100 Condi damage.
(edited by Glacial.9516)