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Agreed that Elite specs should straight-up be more powerful than core specs. They’re limited by the fact that you can only have one equipped, after all. They should also radically alter the way the core class plays.
I personally want the next Elite spec to be more selfish, seeing as how Tempest is about frontline support. Ideally, I’d prefer a condition damage-based Elite spec that uses a Sword or Greatsword and focuses on powerful and consistent burns and bleeds. Something that synergizes well with Fire and Earth, the current underdog core specs. Would also fit thematically with Primordus, and with the Crystal Desert too, if the leaks are to be believed.
staff/sword ;-)
If the Wizard Lightning Finisher dude gets to do it, why shouldn’t we? :p
I don’t see why Eles getting more skills than other professions should preclude us getting a new two-hander.
The devs made the conscious decision to give Eles the Attunement mechanic. It would be a poor excuse for them to avoid giving Eles another two-hander just because they would have to balance 20 new skills. And, like others have mentioned, Ele weapon skills on an individual basis are weaker/more situational than those of other classes. Not to mention, Attunement swap is affected by Chill, which does affect how often Eles can spam their weapon skills (of course, it is affected by Alacrity too.)
Personally, I’m sick of having only one two-handed option since launch (Trident notwithstanding.) I’d love Greatsword, even though we have FGS already.
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An Earth Prayers/Wind Prayers-inspired Elite specialization would be awesome, especially if we get Greatsword and Transforms. I just don’t know what sort of niche it would fill. Earth Prayers in GW1 were all about personal defense, and Wind Prayers were about personal mobility; both had some healing skills mixed in too.
Anything to have Dervish back though :/
I expect the Shatterstoner.
All skills are changed to Shatterstone. All traits add an extra stack of vulnerability to Shatterstone. The elite skill is Elite Shatterstone, which has an extra stack of vulnerability.
The offhand is now Shatterstone.
Fear the might of Shatterstone!
This person gets it.
If the leak is true, they’ll likely be getting a sword or greatsword.
Leak? Elaborate please?
(Or don’t, if you think you’ll get infracted.)
We need more two-handed options tbh. We’ve only had Staff for all this time.
Anet being Anet though, they’ll probably go path of least resistance and do one-handed sword.
My prediction? They’re going to take the fact that Tempest was represented in ESL as proof that the class is largely OK, and we’re not going to get any meaningful changes.
I’m certainly not expecting changes like Chill no longer affecting Attunement swap, cool down reductions for underused Utilities, buffs to Fire, impactful Elites, buffs to Scepter, QoL changes to Warhorn, or reworks for Conjures. Let alone larger issues such as lack of build diversity and over-reliance on Toughness/Healing Power.
For the record, I totally agree with you. I don’t think the old Auras were the real offenders when it came to visual noise (rather, it’s stuff like on-hit effects that scale with the enemy model.) I also agree that the new Auras are harder to distinguish from each other, which is counterproductive for PvP.
But the devs have decided that this is how Auras will be, so that’s what we’re stuck with
At least they’ve reverted most of the other visual nerfs they implemented (Elementalist Fireball etc.) Overload Air still doesn’t have its storm cloud back though
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Hi Metharius, welcome to the game!
A few months ago, the visual effects for all Aura skills were redone to make them less flashy. This was done to reduce visual noise in fights. The first picture you posted was how Auras looked like before the change.
-No defined PvP role (that other classes can’t do better)
-Weak auto-attacks (besides Fireball and Lightning Whip)
-Clunky weapon skills (Most Scepter and Warhorn skills and some Staff skills)
-Prohibitively long utility skill cool downs (especially key skills like Arcane Shield, Armor of Earth and Mist Form)
-Too much reliance on Toughness and Healing Power to just survive, limiting build diversity (i.e. not enough compensation for having the lowest armor and health)
-All condition removal is located in Water, making it mandatory; Tempest is mandatory due to auras and Overloads; no real diversity of choices specialization-wise
-Useless/overly situational utility skills (most Conjures, most Glyphs); though this is a problem with other professions too
-No truly tide-turning Elite skills (none hold a candle to Moa/Rampage/Renewed Focus)
-Weak offensive Specializations/traits
These are some of the issues with Ele IMO.
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As for topic: Nothing beats Southsun Faren.
What about Festive Faren? Or Jungle Faren?
I have Jungle Faren as well as regular Faren. Festive Faren…I don’t like the ears. Jungle Faren is a very close second to Southsun Faren IMO…there’s just no beating that little red Speedo :p
Rockfur raccoon is my favorite. I have a whole farm of them because back in 2012 when I was new and didn’t know about the invisible bags, and in the days when Deposit All would also deposit your minis to the bank, I came up with a “genius” ideea on how to keep my furry friend in my inventory: I bought an extra 250 from the HoM merchant and deposited those in the bank, so the tab was full and I always had the 251st with me.
This is great
As for topic: Nothing beats Southsun Faren.
Noob when it comes to this stuff…could someone please ELI5 what multilooting is? I’ve seen many AB maps with multiloot squads but I don’t know what that means.
Scepter and Warhorn both suffer from incredibly clunky skills. Staff too, when it comes to a few skills. With how fast-paced combat is nowadays, it really makes it difficult to consider using those weapons in PvP. Even Scepter is only really viable with Fresh Air, which does most of its damage via instant-cast attacks and procs.
List of clunky skills IMO:
Scepter: Flamestrike (slow), Dragon’s Tooth (slow), Ice Shards (slow), SHATTERSTONE! (lol), Arc Lightning (channel too long, damage too low), Stone Shards (slow), Dust Devil (slow)
Warhorn: Wildfire (slow to spread out), Tidal Surge (slow to CC), Cyclone (slow), Dust Storm (slow to spread out)
Staff: Water Blast, Ice Spike (slow), Gust (slow), Shockwave (slow), Stoning (too high arc)
Not unless they’ve changed the policy about the Mad Memoires. Which they may have done…who knows?
Please note that skins or partials skins that you previously purchased but which you no longer possess will not be unlocked on your account. The Guild Wars 2 Support Team cannot unlock skins that fall into this category.
Oops, never mind
Maybe try putting in a support ticket. I’m sure they’ll be able to restore the item to you.
Lets face it..nearly every single one of these characters in either destinys edge or the new crew – what ever the hell they are called – are hardly classic characters. Even by video Game standards. Particularly risible are Kasmeer and Marjory and their forced and totally unconvincing “relationship”. Probably the only two characters with any depth of note are coincidentaly Asurans. Both Zoja and Taimi have more personality and seem much more believable. Even though I dislike the personality and her precocious nature, Taimi knocks spots off the others for her characterisation.
Rytlock could also have been interesting but the teen mag style writing he is lumbered with relegates him to the forgettable pile too. I will never forget the ludicrous cop out in HOT when asked how he got to be a REV and the simple answer was, no time to discuss that now. It was absurd and proved to me that the writers didn’t really have an idea of how to explain it.
The rest are totally forgettable. Iv’e said it before and I’ll say it again; ANet could do worse than look at how Bioware creates characters that we do have a connection with, because the hollow husk they are currently pushing as our band of friends, don’t cut it.
The Secret World IMO has some of the best writing in MMOs. Totally different setting, but the dialog in both cutscenes and in the open world is just phenomenal.
I was somewhat weirded-out by the whole Eir deal during LWS3.
Like… Trahearne was 100x more important than Eir during both the main story and HoT, yet we hear like one line of dialogue about Trahearne, yet have a whole mission dedicated to remembering Eir.
I’ll admit she was a large part of the Norn personal story, but for every other race it just doesn’t make any sense.
This.
People love to hate on Trahearne, but IMO he was a good character. He did kind of appear out of nowhere for me as a Human character, but I loved his progression from reluctant solitary scholar to respected leader of the Pact, and the culmination of his Wyld Hunt (the cleansing of Orr) was more emotionally compelling to me than Zhaitan’s death was. The fact that Trahearne’s corruption and death was barely mentioned doesn’t sit well with me either. At least Eir went quickly…
Hmm, never thought about using Leadership runes. I’ll try this out, thanks!
I think this build might work better with D/X. Might also have potential with Air instead of Earth, for Zephyr’s Boon, Tempest Defense and Lightning Rod if going with /D. Will test.
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I think it’s a good enough skill for what it does, but I’d love for it to also share Swiftness. More synergy with Speedy Conduit and Zephyr’s Boon that way.
In one word? Elementalist.
Everything about the class is just awesome. The mechanics, the look, the lore, the flashy animations. No other class in the game (or in any of the other MMOs I’ve tried) compares to how Ele plays and looks IMO. As silly as it is, this one class is my one and only reason for sticking with this game.
Unsurprisingly, my time in-game has varied based on how effective the class has been; currently, after all the nerfs, it’s been a bit demoralizing to play Ele, so my playtime has decreased, and I say that as someone who stuck with the class throughout the year it was trash-tier in PvP.
Don’t get me wrong, the class is still viable and tons of fun—I never played the cancerous Cleric Tempest bunker or the godlike Cele D/D—but it feels like the people in charge of balance don’t have an idea about what direction they seem to want to take the class in. I yearn for the days just before HoT came out, where Cele D/D Ele had been reigned in and was truly fun and balanced to play.
Besides that, stuff like no subscription, no gear treadmill (besides Fractals/raids/WvW), individual resource nodes, action combat, gliding, art direction and music are the other things I like about this game. I also think the Gem Store has been implemented well, with nothing that’s truly mandatory to buy for most players. World-building, especially map design, is a big pro too.
HoT maps are indeed great, though I do admit that Dragon’s Stand is a bit of a pain for me to navigate. I can’t go back to Central Tyria (except for Orr, Silverwastes and Dry Top) simply because of how boring the old maps are in comparison.
HoT maps are also just beautiful, and the dynamic events are quite fun.
ARCANES
Arcane Shield: Cool down reduced to 50 seconds untraited. Blocks all attacks for 3 seconds. Option to detonate Shield early for critical damage. (Final Shielding trait changed to same.)
Arcane Power: Cool down reduced to 30 seconds untraited. for 5 seconds, you gain 180 Power and your attacks are unblockable.
Arcane Blast: Now pierces.
SIGNETS
Signet of Fire: Passive: no change. Active: Double Burning stacks to 4.
Signet of Water: Passive: Cures a condition every 5 seconds. Active: Freeze your foe (Like Ice Bow 5.)
One With Fire trait: Added functionality: Signets grant you Fire Aura upon activation.
CANTRIPS
Mist Form: Cures Chill. Cool down reduced to 60 seconds untraited.
Tornado/Whirlpool: Cool down reduced to 100 seconds untraited.
CONJURE WEAPONS: Charges are eliminated. Conjure weapons disappear 60 seconds after being summoned, and do not disappear after being dropped.
Conjure Earth Shield: Breaks Stun when cast.
Conjure Frost Bow: Skill 1 heal scale with Healing Power improved. Skill 4 also heals allies in range.
Conjurer trait: Reduces Conjure weapon cool down time by 20% (both the individual weapon skills as well as the global Conjure skill.)
GLYPHS
Glyph of Storms: Cool down reduced to 40 seconds untraited.
Glyph of Lesser Elementals/Glyph of Elementals: Cool down reduced to 30 seconds untraited (cool down begins after Elemental dies.)
Glyph of Elemental Power: Cool down reduced to 40 seconds untraited.
Glyph of Renewal: Cool down reduced to 90 seconds untraited. Radius of Renewal of Earth increased to 600.
Inscription trait: Glyphs also cure 1 condition depending on your Attunement. The condition is cured at the end of the Gylph’s cast.
-Fire: cures Chill
-Water: cures Burning
-Air: cures Immobilize
-Earth: cures Weakness
SHOUTS
Tempestuous Aria trait: Also reduces cool down on Shouts by 20%.
EARTH
Rock Solid: Stability stacks increased to 2.
Strength of Stone: Gain Power and Condition Damage equivalent to 8% of your Toughness.
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I’d kill to have Dervish back, but it’s just not going to happen. That profession has been butchered and divvied up into other classes (Revenant/Guardian/Warrior in terms of mechanics, Necro in terms of aesthetics.)
I don’t think Anet will ever release new professions. I just don’t know what combat/flavor role is left that a new profession would fill, and that new elite specs wouldn’t.
I just hate that such a ubiquitously used skill was nerfed just because of raids. I wager most people don’t care about raids; certainly, more players care about the flow of the class. With the LF and Training trait nerfs, the class feels more clunky, and you have to auto-attack more often, on a class with mediocre auto-attacks to begin with. I’d rather they have reworked raid mechanics to keep the hardcore players happy. It’s really left a bad taste in my mouth.
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SHATTERSTONE is godly as is, pls don’t ask for buffs kthxbai
I’d still love for Overload Air to get its cloud back…I mean, it’s in the description of the skill…“Use your air magic to summon a nimbus”….
Yes please. Tempestuous Aria is just begging to have this added to it.
As someone who desperately wants to run a Lightning Rod Warhorn build, I fully agree with OP and hope Anet buffs TD to work with all disables.
While they’re at it, I hope Anet speeds up the animations on Tidal Surge and Cyclone, gives Cyclone a slightly wider AoE and makes Earth Shield an instant cast and Stun break.
The pessimist in me says that even if Anet manages to buff Ele DPS capabilities, it will still not be meta since a) it will have to give up a lot of support to do damage, and b) it will lose a team spot to DD, which is more mobile, has great burst and better survivability since it doesn’t have to soak and heal damage.
I hope I’m wrong.
CONJURE WEAPONS: Now replace the respective Attunement for their duration; charges are eliminated. When activated, the Conjure utility skill becomes a “drop Conjure weapon” skill that restores the respective Attunement; when dropped, the Conjure goes on a 30-second recharge. Conjure weapons that are created for allies function as they currently do, but charges are eliminated.
Hell no. I accuse anyone wishing to cause Conjures to replace respective attunement of having not played with a Conjured Weapon on their build before. Conjures are currently best to fill up the delay of an Overload. For instance, preparing a water overload preemtively before a condition bomb. When the conjured weapon fits better your rotation than a water attunement or earth attunement…
Current conjures as they are have more depths.
Fair enough. Outside of trying to play Lightning Rod builds with Earth Shield and Frost Bow skill 5, I haven’t really messed around with Conjures much because I find them too clunky. But my suggestion wouldn’t really play much differently than how Conjures currently work, since I also suggest adding a drop Conjure button that the utility skill becomes (which would restore the corresponding Attunement, much like an Engineer kit restores the weapon skills.) This just gives flexibility to those who wish to maintain their Conjure weapons as well as their other Attunements.
I’m also not suggesting replacing the Overloads, just the corresponding Attunement’s weapon skills—which Conjures do right now anyway, but to all Attunement weapon skills.
Unless I’m misunderstanding you.
A bit of misunderstanding. I get that overloads would still work. But, with your suggestion, you cannot wield a Earth Shield while attuned to water. That’s how conjure tempest builds work. They wait out the next stun or predict the next move by readying an overload.
Example of combos.
-Magnetic Shield (Pulls 3 targets) -> Overload Fire
-Earth Shield standard fighting -> Overload Water to clear conditions. And cover that healing with 180 extra toughness (Though the vitality will reduce the total healing by 10%)
-Safer Overloads or Stronger Overloads by wielding a Power or Toughness Conjured Weapon.
-Air Overload -> Earth Shield daze for Tempest Defense’s 20% damage increase.
-Any damaging overload -> Magnetic Shield Pull to pull back in enemies into overload without having to do the Earth Shield Cast. (But do not expect Tempest Defense 20% damage increase. It does not work on Knockbacks, Pulls, Sink, Floats, Fears, launch, taunt.)
Sounds good to me. Anything to make Conjures less clunky.
CONJURE WEAPONS: Now replace the respective Attunement for their duration; charges are eliminated. When activated, the Conjure utility skill becomes a “drop Conjure weapon” skill that restores the respective Attunement; when dropped, the Conjure goes on a 30-second recharge. Conjure weapons that are created for allies function as they currently do, but charges are eliminated.
Hell no. I accuse anyone wishing to cause Conjures to replace respective attunement of having not played with a Conjured Weapon on their build before. Conjures are currently best to fill up the delay of an Overload. For instance, preparing a water overload preemtively before a condition bomb. When the conjured weapon fits better your rotation than a water attunement or earth attunement…
Current conjures as they are have more depths.
Fair enough. Outside of trying to play Lightning Rod builds with Earth Shield and Frost Bow skill 5, I haven’t really messed around with Conjures much because I find them too clunky. But my suggestion wouldn’t really play much differently than how Conjures currently work, since I also suggest adding a drop Conjure button that the utility skill becomes (which would restore the corresponding Attunement, much like an Engineer kit restores the weapon skills.) This just gives flexibility to those who wish to maintain their Conjure weapons as well as their other Attunements.
I’m also not suggesting replacing the Overloads, just the corresponding Attunement’s weapon skills—which Conjures do right now anyway, but to all Attunement weapon skills.
Unless I’m misunderstanding you.
How about starting with eliminating the RtL cool down penalty as long as it’s used with a target? If Anet wants it to be used as a gap-closer, then they shouldn’t punish us so heavily if it’s blocked/evaded/the target stealths after RtL is activated; at that point, missing out on the damage should be punishment enough.
Although ideally, I would much prefer a global uniform cool down of 20 seconds. I think the days of worrying about x/D Ele running away, healing, and coming back are over, since D/D damage and sustain have both been nerfed, and power creep has ensured that other classes have great mobility options to keep up.
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snip
I totally agree with you that Warhorn has potential, especially because it’s so underestimated. It lets you do quite a bit in terms of offensive and defensive support.
I just need skills like Air 4, Water 4 an Earth 5 to not be useless against targets with normal mobility.
ARCANES
Arcane Shield: Cool down reduced to 50 seconds untraited. Blocks all attacks for 3 seconds. Option to detonate Shield early for critical damage. (Final Shielding trait changed to same.)
Arcane Power: Cool down reduced to 30 seconds untraited. for 5 seconds, you gain 180 Power and your attacks are unblockable.
Arcane Blast: Now pierces.
SIGNETS
Signet of Fire: Passive: no change. Active: Double Burning stacks to 4.
Signet of Water: Passive: Cures a condition every 5 seconds. Active: Freeze your foe (Like Ice Bow 5.)
CANTRIPS
Mist Form: Cures Chill. Cool down reduced to 60 seconds untraited.
Tornado/Whirlpool: Cool down reduced to 100 seconds untraited.
CONJURE WEAPONS: Now replace the respective Attunement for their duration; charges are eliminated. When activated, the Conjure utility skill becomes a “drop Conjure weapon” skill that restores the respective Attunement; when dropped, the Conjure goes on a 30-second recharge. Conjure weapons that are created for allies function as they currently do, but charges are eliminated.
Conjure Earth Shield: Breaks Stun when cast.
Conjure Frost Bow: Skill 1 heal scale with Healing Power improved.
Conjurer trait: Reduces Conjure weapon cool down time by 20% (both the individual weapon skills as well as the global Conjure skill.) Conjure weapons that are created for allies have an effect when summoned:
-Lava Axe: Ring of Fire where summoned.
-Frost Bow: Cleansing Wave where summoned.
-Lightning Hammer: Static Field where summoned.
-Earth Shield: AoE cripple where summoned.
-Fiery Greatsword: no change, already damages+burns where summoned.
GLYPHS
Glyph of Storms: Cool down reduced to 40 seconds untraited.
Glyph of Lesser Elementals/Glyph of Elementals: Cool down reduced to 20 seconds untraited (cool down begins after Elemental dies.)
Glyph of Elemental Power: Cool down reduced to 40 seconds untraited.
Glyph of Renewal: Cool down reduced to 90 seconds untraited. Radius of Renewal of Earth increased to 600.
Inscription trait: Glyphs also cure 1 condition depending on your Attunement.
-Fire: cures Chill
-Water: cures Burning
-Air: cures Immobilize
-Earth: cures Weakness
SHOUTS
Tempestuous Aria trait: Also reduces cool down on Shouts by 20%.
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Would Cyclone be OP if it had the same speed as Dust Devil?
Would Wildfire and its huge AoE be OP if it was instant like other fire fields?
No to either question IMO.
Cyclone could additionally use wider AoE (pull foes from a wider cone in front of it.)
About fire overload, I had a suggestion about having the radius increased to 300 upon completion. It also gave a 100 power/ 100 condition damage buff for the party. What did you think about it?
I like it. It gives you more of an incentive to complete the Overload, and helps you trap more people in it (maybe catching them off-guard.) Would the buff apply to allies sort of how Auras from Shouts do? I think it would be nice.
Edit: The buff reminds me of the Lightning Jolt from OLA; a nice little offensive boost for the team.
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If the devs read your post, this is what they’ll do :
- Increase Fire’s OL radius by 5% but now every target that are to closest half of the outer limit of the OL will only take 50% of the dmg
- Wildfire is now faster, meaning that the fire cease sooner. Duration of wildfire reduced by 25%. Damage per second unchanged.
- Harmonious Conduit gives now 2 stacks of stability, but your OLs now stun you both when you start casting them and when the cast ends.
And so on, and so forth.
:(
I should clarify, by speeding up Wildfire, I mean just how long it takes for it to reach its full extent. I don’t want its total uptime to be reduced.
Context: SPvP
The idea of Tempest being a support class (weighted toward bunkering because Invigorating Torrents and Elemental Bastion are pretty much the best options to take) runs counter to the devs’ goal of speeding up the game/reducing TTK.
I wish they would buff the offensive capabilities of the spec then, to incentivize using the offensive Overloads more. Undo the 10% Overload Air nerf (at least in PvP), and:
—Increase Overload Fire’s radius a bit.
—SPEED UP WARHORN SKILLS! Particularly Wildfire, Tidal Surge, Cyclone and Dust Storm. This promotes synergy with Lightning Rod and Tempestuous Aria: damage and team support through CC and Weakness.
—Make Harmonious Conduit give 2 stacks of Stability instead of 1 stack. CC spam is crazy currently, making it downright impossible to Overload safely at times.
—Add the following functionality to Lucid Singularity: Gain 10% damage for a short time after you break a stun (has an internal cool down.) OR Add the following functionality to Lucid Singularity: Reduces Overload recharge time by 5 seconds. This synergizes with Overloads.
—Normalize Hardy Conduit’s Protection to 4 seconds, which is how long each Overload takes to cast.
Thoughts?
I agree that the idea of Tempest being a support class (weighted toward bunkering because Invigorating Torrents and Elemental Bastion are pretty much the best options to take) runs counter to the devs’ goal of speeding up the game/reducing TTK.
I wish they would buff the offensive capabilities of the spec then, to incentivize using the offensive Overloads more. Undo the 10% Overload Air nerf (at least in PvP), and:
—Increase Overload Fire’s radius a bit.
—SPEED UP WARHORN SKILLS! Particularly Wildfire, Tidal Surge, Cyclone and Dust Storm. This promotes synergy with Lightning Rod and Tempestuous Aria: damage and team support through CC and Weakness.
—Make Harmonious Conduit give 2 stacks of Stability instead of 1 stack. CC spam is crazy currently, making it downright impossible to Overload safely at times.
—Add the following functionality to Lucid Singularity: Gain 10% damage for a short time after you break a stun (has an internal cool down.) OR Add the following functionality to Lucid Singularity: Reduces Overload recharge time by 5 seconds. This synergizes with Overloads.
—Normalize Hardy Conduit’s Protection to 4 seconds, which is how long each Overload takes to cast.
Thoughts?
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D/D Ele for sure.
I actually didn’t play it when Cele D/D was the monster on the block; I was on an extended break from PvP at the time. I did get my first 20 or so ranks in PvP with ZERK D/D lol. But this was waaaaay before HoT and the power creep; that would just be suicide nowadays.
I still think a well-played D/D is a huge asset to a team, as long as you maintain constant situation awareness: jump in when it’s safe to heal or burst or CC, jump out when things get hairy. It’s just sad how faceroll everything else has become, making surviving in team fights (where D/D used to shine) quite hard. It’s also stupid how you’re forced to give up mobility (Air) or condi cleanses (Water.)
OH, and I’m salty AF that Anet STILL refuses to undo the nerfs to RtL and Blinding Ashes. And I hate that Might on Cantrip doesn’t exist anymore. I really don’t feel like those would be OP in the current environment.
Meh.
+1
Especially Tidal Surge and Dust Storm. You can back-pedal away from those skills, it’s terrible.
Cyclone could be a little faster.
Wildfire could spread out faster.
Lightning Orb really should have a 1/4 second cast time.
Conversely, I feel like Water Globe could move just a tad slower, to allow for more Blast finishers.
Man, I really envy you if this is really your biggest problem with the game
I agree, that CD reduction trait hit DPS builds hard too, since you have to wait longer for Magnetic Wave and Obsidian Flesh to come off CD.
Anyone getting absolutely wrecked by Warriors? I know that their condi output is insane but it seems nearly uncounterable right now.
Equip the Tempest specialization from the traits menu.
Warhorn in my opinion is not bad – they only problem that it’s clunky. You hardly every know if you can hit with it something and you have to face tank everything.
Agreed. That’s why I’m suggesting animation speed ups for a few skills. Aftercasts could be shaved a bit too.
Wow, plot spoilers in this thread. Should NOT have read.
My proposals:
Scepter:
-Arc Lightning: Channel time reduced to 2 seconds.
-Ice Shards: Also inflicts Vulnerability.
-SHATTERSTONE: Also Chills enemies while charging up. Recharge increased to 5 seconds.
-Stone Shards: Channel time reduced to 1 second.
Off-hand Dagger:
-Ring of Fire: Now unblockable.
-Ride the Lightning: Cooldown penalty eliminated. Cooldown reduced to 30 seconds.
-Churning Earth: Final hit is now unblockable.
Warhorn:
-Tidal Surge: Skill animation speed increased.
-Cyclone: Speed slightly increased.
-Lightning Orb: Stuns enemies that touch it.
-Dust Storm: Skill animation speed increased.
Utility Skills:
-Arcane Power: Your next five attacks are unblockable and deal critical damage. Cooldown reduced to 40 seconds.
-Arcane Blast: Now pierces and is unblockable.
-Arcane Shield: Now blocks all attacks for 3 seconds. Still breaks Stun. Becomes a sequence skill that gives you the option to detonate the Shield early for its current damage. Cooldown reduced to 45 seconds. Final Shielding remains unchanged (cool down 60 seconds.)
Thoughts? Too OP?