Endless Petrification Tonic
Endless Petrification Tonic
Wow, it’s quite bad. Why even bother tempting us with “superspeed” when it has 0 effect outside of battle? I guarantee you, 99% of eles only care about our neutered out of battle mobility ever since you nerfed rtl.
Please do the right thing and restore rtl to 20s. The experiment has run its course and failed. Time to own up instead of making tiny negligible tweaks to try and appease us.
And now that I think about it… it would actually be useful if you gave us REAL haste (as it’s defined for other classes) for 1.5s on attune to air. That means attack speed.
Endless Petrification Tonic
(edited by Jabberwock.9014)
Agreed. Conjures already had good skills. The problem was and is cast time and cooldown. They need to be instant, pure and simple, or they add nothing to diversity. I can see how it might be op having them exactly like kits with no cd, but at least reduce cd to something sane like 25s. Ele is poor man’s engie as it stands.
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Personally hope it comes back for 5 to 7 bl tickets. Didn’t get it in the past since my main is an ele and can’t use it, but with how bad Anet’s warrior favoritism is my war is coming closer and closer to being my main every day… and it would be a shame if I ended up maining a war without this skin.
Endless Petrification Tonic
I don’t like invuln capping. The elementalist has access to 3 invulnerabilieties: Obsidian Flesh, Mist Form and Vapor Form. With these, the ele can hold a point 1v5+ for at least 10 seconds. Plus the time he stays alive. It’s just an annoying and cheap mechanic and eles definitely won’t be allowed to keep that.
If the elementalist gets overused in tPvP after that change, I foresee a dark future for eles:
- First, there will be completely unrelated nerfs, which do not affect the new bunker at all, but hurt elementalist in PvP/WvW: a higher cooldown here, lower damage there, 30 icd on aura share.
- Then, the invuln skills itself will be nerfed: obsidian flesh locks the skill bar, mist and vapor form duration gets reduced by one second. In addition to +5-10 second cooldown on each, of course.
- Finally, the week before the next big PvP turney, ANet decides that invuln capping is a cheap mechanic and will be removed again
- In each of the balance updates, warrior and a random underused class gets buffed.
- In March/April 2014 I’ll link to that post to say: Told ya.
Oh my god, I never even thought about this… sadly I can easily imagine this happening. Maybe for the safety of all eles, they should just make it so you can only “half cap” while invunerable (point bar decreases and increases at half rate).
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This is honestly the reason why I will never play a female norn. They sound like old husky women no matter what you make them look like. It’s really offputting and immersion breaking.
Endless Petrification Tonic
They need to at least make it so you can’t get stacks from random animals in WvW. I hate those no life thieves with zerker ascended gear and food buffs who farm up 25 bloodlust stacks from coyotes or what have you and camp lightly traveled roads to gank people minding their own business with op basilisk venom+mug+c&d+backstab combo (and run away if it fails).
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And next patch blocking characters will count towards this limit of 5 too. Gonna be harder to hit anyone in zergs soon…
Endless Petrification Tonic
20% stronger than healing surge with FULL ADRENALINE (so no healing after having used a burst move with surge), all while having no cast time/no opportunity cost, can’t be interrupted, and an active (that people often ignore) that can save you in a pinch if you are about to die to burning or bleeding so you can safely get ooc without dying. And to get the full “heal-per-sec” from healing surge, you literally have to use it every time it comes off cd AND have full adrenaline AND be missing at least 10k hp… something that will never happen in practice. Since signet constantly heals the small chunks of damage you receive, you almost always get the full hps without having to do a thing. I would go so far as to say practical hps of healing signet is at least twice that of healing surge, without even taking into account opportunity cost or signet active.
And healing surge’s “secondary effect” is completely negligible. If you are playing war effectively, you should almost always have full adrenaline by the time your primary burst skill is off cd. Not to mention if you are using the secondary effect you aren’t getting the full heal.
Endless Petrification Tonic
(edited by Jabberwock.9014)
They are incredibly ugly and undesirable unlike ff dyes. IMO speculation due to the performance of ff dyes is the only thing keeping them as high as they are right now.
Endless Petrification Tonic
It is kind of creepy as hell. It’s cool watching a video of it, but I don’t know if I could stand that thing popping up every time I come across some onions in the open world from here on out.
Endless Petrification Tonic
Do you think bunker eles may become viable again with the allowance of capping during invuln state? Unlike guards we have few blocks and many invulnerabilities, which ironically hampered us in the past. Obsidian flesh and mist form add immensely to our survivability, so being able to actually use them while guarding a point could be huge.
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(edited by Jabberwock.9014)
I think healing sig is better than healing surge in almost all cases because there is no opportunity cost since there is no cast time. You can’t be interrupted, and you’re healing for the same amount over time even while attacking and running away. And you can even use the active if you are about to die to a burn or bleed, and gs away to fully heal ooc. Not to mention you don’t have to worry about having to have full adrenaline before healing… if I need a heal now, I hardly have time to wait for my adrenaline to fill. The actual adrenaline fill from healing surge at no adrenaline is negligible since I’ll almost always have full adrenaline by the time eviscerate is off cd anyways.
Then again I’ve never actually tried healing surge. Like I said, I am a war noob.
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(edited by Jabberwock.9014)
Warrior is so mindless right now, I just got into the top 550 solo q spamming a single combo for 10 games. Bull’s rush, frenzy, hb, whirlwind, shield bash, eviscerate, and a few axe autos if they dodge some.
wat
Do you live in 2012?
I didn’t realize obscene damage, mobility, and survivability went out of style. Say what you will, but this old build has been buffed considerably due to new healing signet, berserker stance, and destruction of the empowered. You can still kill squishies as easily as ever, but now you can even kill tanky bunkers solo without dying. The fact that I got on the leaderboards as a war noob is testament to this.
Endless Petrification Tonic
(edited by Jabberwock.9014)
Warrior is so mindless right now, I just got into the top 550 solo q spamming a single combo for 10 games. Bull’s rush, frenzy, hb, whirlwind, shield bash, eviscerate, and a few axe autos if they dodge some. Even if I’m getting blocked (looking at guards) I’m racking up free ridiculous might/adren with short temper, essentially rewarding me for being stupid. The damage is obscene, and even if they survive, they can’t kill me even with zerker amulet because of my ridiculous mobility/blocking and healing signet. I can even kite with bladetrail and whirlwind after unloading, with both doing ridiculous damage. Running away ain’t exactly a penalty either when you can go to cap another point within seconds with gs mobility. Don’t even get me started on whirlwind into groups on points. It’s a massacre.
And I’ve been playing war in spvp for like a month, to far better results than I could ever get with the ele I’ve been playing since launch. It’s especially sad whenever I run into “burst” s/f or s/d eles in spvp, who can barely get past my healing signet as I take their entire health bar with a single hb or eviscerate.
I give credit almost entirely to pure numbers, rather than mechanics. Highest hp, highest armor, insane healing signet regen with no healing power investment. And on top of that, there are far too many damage boosting traits given warrior survivability and sustain. Desperate power+destruction of the empowered+slashing power+stick and move+berserker’s power+versatile power+short temper+heightened focus boost war damage to astronomical levels. For those saying cleansing ire is mandatory, it is not since engagements are so fast you can just kill and runaway while your healing signet keeps you up (or use berserker’s stance when it is up, which should last long enough for you to kill several people).
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(edited by Jabberwock.9014)
Ok, 5 and 3. There I told you.
You can win a footrace against all classes not traited for mobility, including all mesmers, necros, guards, and fgs-less eles with gs alone, assuming you don’t get ccd. With the ridiculously easy to obtain 25% speed boost trait most classes don’t stand a chance. Apparently you don’t know how to make GS work if you can’t outrun anyone with it. Or maybe you just have auto target lock on.
1-h sword and and warhorn just boost war mobility to ridiculous heights, but are in no way necessary to outrun or chase the vast majority of classes/builds, especially if you take bull’s rush. You can also use hammer or axe burst skills for extra mobility if you happen to have either of those in your second set (very likely if you don’t have 1-h sword).
Endless Petrification Tonic
Carrying GS = speccing useless in every other stuff? mkay.
And snow leopard form is op for all classes. How it made it as a racial elite (which are supposed to be subpar) is beyond me.
Endless Petrification Tonic
It is a lot better now since before you cced yourself. I usually only use it for the immobilize so it’s good to have the option not to leap. However in WvW it seems to always bug out and tell me obstructed even when it’s a clear shot.
Endless Petrification Tonic
I bet you frost bow “buff” will end up being a nerf when they inevitably neglect to add more arrows/comets to the frost volley when they increase the radius. So you won’t be able to hit your target because all the arrows are too thinly spread.
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Even at the peak (30k luck to level), that’s still only a stack of ecto salvages…
It takes THREE MILLION points of luck to get to 260% MF. Four million to 300%.
And? A stack of ecto will give you up to 27-30k points, of which ~70% of your investment is recouped by selling off the dust. Like I said, it only matters if you’re casual.
(4,500,000luck)(250ectos/30,000luck)(.3gold/ecto)*30% = 3375 gold.
It’s as casual as casual gets guys.
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Well the krait are about as one-dimensional as the risen, so it’s no wonder the other risen can’t tell the difference between a dead and a live one.
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More difficult yeah, but it was already 3x the price of wool. All them will rise anyways so w/e.
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Pretty sure you can get a good amount of cotton running cm. But it will rise a lot nonetheless… not convinced it will be better percent wise than wool, but it will be among the best. Keep in mind ascended require twice as much wool as cotton, and they currently have around the same supply. Only thing preventing wool from going nuclear is jute upgrade really, but you need like 5-10 jute for one wool and jute will probably rise a lot too (not like silk which has enormous evergrowing supply).
Endless Petrification Tonic
Just look up bolt of damask on the tp
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Hmm hardened leather section spiked a lot more than I anticipated from this speculation… 3x to be precise. Even though it is not used much in armor crafting compared to cloth. Wish I would have invested more in those, although I suspect when the patch actually hits it won’t increase as much as the others. Wool and linen scraps and thin leather sections are getting a nice increase, so I’m glad I packed all my mules full of those. I’m thinking those will have the largest percent increase come patch day.
Also, ectos/crystalline dust will probably spike a lot (at least 1.5x imo) with patch, making gossamer bolt promotion less worthwhile.
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(edited by Jabberwock.9014)
Good. Seriously don’t any of you see how horrible it would be to have good looking ascended armor? You would never be able to transmute over it since it is so costly to get the skins back if you change your mind (either un-transmute stone x6 or make a new ascended set).
In my opinion Anet went the right way by making them vanilla and not nullifying all the other awesome skins in this game.
Ugly armor + ca$h $hop stones = profit.
Good looking armor + way more expensive ca$h $hop stones (untransmute) = mega profit
I probably am biased though since I have over 250 normal transmute stones from blcs.
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Good. Seriously don’t any of you see how horrible it would be to have good looking ascended armor? You would never be able to transmute over it since it is so costly to get the skins back if you change your mind (either un-transmute stone x6 or make a new ascended set).
In my opinion Anet went the right way by making them vanilla and not nullifying all the other awesome skins in this game.
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Awesome finisher except for one aspect which may be a bug… the scarecrow “flag” doesn’t hit the player you are finishing like all other finishers. Looks kinda dumb with the player just suddenly falling dead for no apparent reason.
Endless Petrification Tonic
Don’t have a pic atm but I can say I am very happy finally being able to sport Maddie’s hair. Having it available on my permanent hair kit makes it all the sweeter… it really is the gift that keeps on giving.
Endless Petrification Tonic
Thanks for finally letting us have some of the beautiful new hairs you’ve designed. Happy I can finally sport Maddie’s awesome locks! Looking forward to the next ones
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The ironic thing is this dungeon is far harder and even more reliant on team setup than f/u was. Needing guardians/lots of reflects was the reason why f/u was unfair, and they dialed it up to 11 in this dungeon with the ooze pulling fire puzzle (where oozes get annihilated if you don’t have many reflects).
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I actually beat it with a group the second try after wiping once. But I won’t deny for some groups it will be impossible (I was in one of those before too).
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Good lord you are persistent. Way to put words in my mouth and then some. When did I ever call anyone a noob or recommend using the glyph on dead players? Pretty hypocritical, given you are the one being condescending and implying I am a noob who doesn’t know the difference between downed and dead. And if you would read my build summary you would know I recommend popping armor of earth before channeling to prevent getting interrupted. It is plain fact that a fully channeled earth glyph will heal more total hit points on freshly downed players then you can possibly do ALONE with regular rezzing. To claim otherwise is absurd. You think you are healing so much with f, but really that is because there are 50 other players helping. If half of those players channeled the glyph (I won’t deny that it is useful to have some normal rezzers just to get a few initial people up… which will happen naturally due to glyph cooldown) all downed would be up after the channel. And yes, you should be smart and reserve your glyph for when your commander is yelling for “banners” from warrior in ts (ie. 75% of players are downed).
Anyways, it’s obvious you are completely set in your ways, so I won’t waste any more of my breath.
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(edited by Jabberwock.9014)
The more back skins the merrier I say. Mostly cuz I bought out all the 500 rabid spineguards at 30s a few weeks back.
Endless Petrification Tonic
don’t use the glyph its so ungodly slow that its literally faster for everybody to just hit F to revive if someone goes down.
I doubt you can singlehandedly revive 3 people in the time it takes to channel the glyph. When 75% of the zerg goes down to a wave or poison field, F is hardly an option. When only one or two people go down then sure, F away.
you do not know how long that skill takes to channel, you can single handedly rez 5 people by the time that skill would finally take to proc.
and not to mention if the zerg wipes on the poison field they’re either gonna die while your channeling it or mist form out of the range of it.
You absolutely cannot singlehandedly rez even 1 person before the glyph channel finishes. If you ever used this skill in dungeons you would know. Not to mention you can move out of aoe while channeling so you don’t die trying to help others. The only reason people get rezed so fast at Teq is because so many people are helping, meaning your individual input is negligible without the glyph. I regularly get 3 experience popups letting me know I’ve rezed 3 people when using the glyph in teq fight. You can also channel in anticipation of people dying to a wave since there is a near 100% chance that some will on EVERY wave.
Anyways, at this point I would say to any eles, join TTS (Tequatl Terror Squad), and put my build to use there. I just fought with them today and won handily. They have the numbers and know how, but more knowledgeable eles will surely help them even more.
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They’ll probably fall when the minis actually ARE discontinued… speculation will end, and since minis never get soulbound owners are gonna be selling them like hotcakes once they notice how high the price has gotten. Then the speculators will be forced to sell too so they don’t lose their shirts.
Endless Petrification Tonic
don’t use the glyph its so ungodly slow that its literally faster for everybody to just hit F to revive if someone goes down.
I doubt you can singlehandedly revive 3 people in the time it takes to channel the glyph. When 75% of the zerg goes down to a wave or poison field, F is hardly an option. When only one or two people go down then sure, F away.
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Could I get an invite?
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The problem is it’s kind of hard to enforce a 50% ele 50% war makeup. It’s easier to just restrict it to 100% ele. And eles can make use of other ele frost bows anyways, since the frost bow utility cooldown is longer than the cooldown of the 4 skill of ice bow, so the dps is surely better 100% ele anyways.
Endless Petrification Tonic
With how devastating meteor and frost bow are against Tequatl, it seems like having an entire zerg full of eles would make Tequatl a joke. Additionally, glyph of resurrection in earth can resurrect 3 allies from downed state, so if all guild members carry it almost nobody will ever be down. I’ve made a small guide/build demonstrating the makeup of the guild zerg:
http://intothemists.com/guides/1218-tequatl_zerg_ele
So my question is: would anyone with a level 80 elementalist be interested in joining a guild like this? Post here if so.
Edit: It’s pretty obvious there aren’t enough numbers to make a pure ele guild at this point. So if you are an ele, I recommend joining TTS (Tequatl Terror Squad) and putting my build to use there. They have the numbers and know how to kill Tequila consistently, but more knowledgeable eles would certainly help them even more.
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(edited by Jabberwock.9014)
Then explain why my super backpack works underwater. Or my holo dragon wings for that matter (not moto, but since he is a genius you’d think he’d be able to outdo that).
Endless Petrification Tonic
Could I get an invite?
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Outnumbered should be the buff giving stat increases, not bloodlust. Make the weak stronger, not the strong. At least have outnumbered magnify bloodlust.
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Would you rather he kill us all permanently? Because that’s what would happen in a realistic loss scenario.
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Yeah wolf finisher is so much more epic than tiger or bear, but I don’t feel right using lower tier finishers. Makes me sad I have to wait until level 60 to get another decent finisher (might never even get there).
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Actually:
Desirable Item + Rarity – Rarity = Desirable Item. Dat kindergarten algebra.
And I don’t know why you all are so hung up on rarity and status. Nobody uses these items as a status symbol because 99.9% of players don’t give a crap about them. It would be like showing off your collection of exotic dried mushrooms to your friends in real life… just buy a car (legendary) if you want to show off. And in fact just making the tonics tradeable (a solution I have proposed multiple times) would influence their quantity/rarity in no way, merely taking them away from people who don’t care about them and putting them in the hands of people who do. However, since we already have this ticket framework I thought that would also be a logical step. Anyways if they really wanted they could make them something crazy like 10 tickets to preserve the “rarity”… honestly anything is better than the current system where you make no progress for hundreds of chests at a time and risk getting duplicates over the one you want.
Additionally recall that key drops from chests were nerfed in response to addition of tickets. While this was meant to be fair since you have a better shot at getting skins, it inadvertently made the acquisition of tonics even more abysmal.
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(edited by Jabberwock.9014)
I used to be like you. dumping in gold trying to get the Tonic.
Later on I found out that the consumable version is craftable.
So I went ahead to craft a stack, and they are effectively Endless.
Actually each furniture tonic costs like 5s a pop with how high ancient wood planks and crystalline dust are now… and to get the rare forms takes over 100 tries. Literally, I blew through 100 (5g) trying for the seraph armor just to see how rare it was and never got it.
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World events are not where challenging content should be. It’s hardly bragworthy to luckily land on a server that beats him…
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Unfortunately one of the many minor release bugs which will probably never be fixed.
Endless Petrification Tonic