Showing Posts For Jekkt.6045:

bw2 - still no overload cast swap

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Posted by: Jekkt.6045

Jekkt.6045

still not possible to cast an overload and switch attunement without breaking the cast. please address this for a more fluid playstyle.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Cele S/D Gameplay

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Posted by: Jekkt.6045

Jekkt.6045

exactly therefor u run cele instead of zerk. to outsustain till u in or out of reach.

if you run marauder you run focus, ranged won’t be an issue there.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Cele S/D Gameplay

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Jekkt.6045

tried cele s/d in pvp and I can honestly say its on par if not better than meta ele.

I haven’t tried dueling any top ele (like phantaram) who plays much smarter than just spamming rotation 100% of the time.

afaik phantaram spams his rotation all day, maybe with the difference that he dodges enemy skills in between but that’s about it. that’s the curse of fire line might rotation, the faster you can do it the more might, the more fire shield and burn and the more damage without having to actually hit burning speed or fire grab.

+ scepter/dagger has difficulties with sustaining vs ranged. you have no mitigation against it and can’t catch them either.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

(edited by Jekkt.6045)

Cele S/D Gameplay

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Posted by: Jekkt.6045

Jekkt.6045

Cele S/D has actually been serving me quite well in pvp. I take strength runes (because condis aren’t a problem), cleansing fire over mistform (cap point), and persisting flames over blinding ashes (to make might stacking easier, plus get more fury, plus ring of fire is so much damage). The key really is to take the fire trait-line to get pyromancer’s training (so you get more phoenix-y and ring of fire-y goodness).

I feel like I have an advantage over d/d eles due to:
- Superior might stacking (you easily maintain ~20 might, compared to ~10 for d/d)
- Phoenix, Fire Grab, Lightning Strike, and lightning flash give you good burst potential
- Superior healing (both self and team) due to water trident over cone of cold
- Superior cleanse thanks to water-trident (an extra condi clear) and phoenix (another one).

D/D doesn’t really do damage if you don’t eat burns (and you have plenty of cleanse when you do), while you CAN outpace their heals by prioritizing your might stacks.

try to survive against a capable shoutbow or engi without dagger main or focus offhand. even rangers can pose a problem if they use shortbow. dagger > focus against everything that has projectiles.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Stop this

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Jekkt.6045

withdraw, consume conditions and ether renewal all had their cd increased to balance it with the cooldown reduction trait. there won’t be an increase in healing.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

F2P accounts abuse in PvP

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Jekkt.6045

and now guess how many “veterans” will do this… it’s a waste of time and they won’t do this for a long time.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Which would you be more likely to choose?

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Jekkt.6045

i would take rebound if the effect was no cooldown on the next weaponskill, similar to engi’s toolbelt gm trait. even if it was for the ele only.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Remove team support from traits

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Jekkt.6045

blinding ashes is not the major problem, it’s just one of them. the main problem is the burning damage that you can get out of it while half of it is from passives.

nobody would complain if it was strong but difficult to play, sadly it’s not.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Remove team support from traits

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Jekkt.6045

d/d ele should be a supportish bruiser, not an all killing abomination that takes no skill to play.

lol this always make me laugh, people talking kitten about class they know nothing about. Ele has the highest skill cap with engi.

The only thing right now is that the ele out-sustain other classes because it uses a bunker/celestial build, and it’s the only build that work at all for d/d. There is nothing more that eles would want than to be able to run something else.

You play with on berserker and marauder amulet high dps classes and then are surprised when a bunker celestial outlives you. Seriously just change your build and gear and you’ll have just as much sustain if not more.

Ever seen a bunker guard/d/d ele fight? Or a bunker war/ele fight? It never ends.

i don’t need to change anything and you don’t even know what you’re talking about…

d/d ele was fine prepatch without fire line, a very good support/bruiser build with mediocre damage, what it is now is a more tanky version with double the damage it had before.

d/d ele’s skill cap is bottom, the skill ceiling can be high if you know how to play ele but 99% or even more don’t and then it comes from properly supporting and peeling for team members, also something that 99% of eles have no idea how it works. but it doesn’t matter because they don’t need to know, why would they if they get build carried anyway.

and cleansing wave has a 240 radius, there is no reason to reduce that.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Remove team support from traits

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Jekkt.6045

yes because it’s imbalanced and not what ele needs.

if you want to buff offensive lines it has to be done in a way that it doesn’t benefit bunker/support builds or you will get exactly what we have now, a no brain build that can be played by scrubs which will still get above average results sadly.

burns need to be toned down, might stacks from cantrips and blinding ashes.

what needs to be buffed is air line and scepter. i wish the elite spec would have addressed the dps options but sadly it’s just another, yet worse, bunker.

d/d ele should be a supportish bruiser, not an all killing abomination that takes no skill to play.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Remove team support from traits

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Jekkt.6045

supporting ele is totally fine…
supporting ele + crazy burn damage from fire line is not…

nerf fire line and some burning application skills
buff dps eles so that if you wan’t dps you can actually spec for it in a reasonable way

/thread

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

[Concept] Elite Specialisation - The Weaver

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Posted by: Jekkt.6045

Jekkt.6045

bringing this up again. more feedback can never be bad :P

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Remove Celestial Amulet temporarly

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Jekkt.6045

No by removing it, you’re also removing ele from pvp. There is no second option for eles right now.

Lolwhat? If you don’t want to jump from OP as kitten cele d/d, it doesn’t meant this is only spec.

it is the only spec for eles. there is not a single other viable spec if you’re not using celestial amulet, and no, fresh air is not viable.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

stronghold: anet, don't think too far

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Jekkt.6045

SH is bad. in its current state, id say most people prefer playing conquest. it’s scary how much dev time and “resources” when into this, and it’s so bad.

that’s exactly what i’m concerned about. and that’s exactly what i don’t understand about stronghold; they could simply make gvg work for gw2. we have the maps and the map mechanics, they only need to be tweaked.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

stronghold: anet, don't think too far

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Jekkt.6045

that’s to be expected after 3 years of conquest :P but what’s odd and something that i never understood is why they went for stronghold in the first place when they already had the foundation from gw1 with gvg which was a very good game mode.

stronghold is.. kind of a mix between things and they’re still tinkering with the mechanics and so.. and people are not too fond of it. and i don’t get why they want to create something new if they could just reimagine GvG, everything is there for anet to make use of.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

stronghold: anet, don't think too far

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Jekkt.6045

recycling maps is something that benefits both players and devs, devs safe ressources and time and the players get more new maps.

blizzard does the same with heroes of the storm, they usually have 1 tileset/layout per 2 maps. so instead of making a new tileset for each map they safe time and money but can still put out 2 mechanically different maps.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

stronghold: anet, don't think too far

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Posted by: Jekkt.6045

Jekkt.6045

i always felt like arenanet is trying to mix stuff together with stronghold… a bit of moba.. a bit of gvg.. a bit of this and that.. but nothing real.

please stop trying to be “innovative” when it’s not needed. you have already made what is needed ages ago and nobody asked for anything else.

you have everything at hand and everything is recycleable and only needs a couple of tweaks because of the way gw2 works compared to gw1.

so please do yourselves and the community a favour and have a look at what your company has already made for the players:

http://wiki.guildwars.com/wiki/Guild_hall#Available_guild_hall_types

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

[Concept] Elite Specialisation - The Weaver

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Jekkt.6045

giving the elementalist something else than “a couple new spells” is difficult. adding an f5 would mean to give every existing weapon new skills. i had in mind to create something like, f5 is the mix of the last 2 attunements you used, but this would be way too much work for anet to realize so i went with something more simple.

there are many combinations with the weaver spells, finding the right one at the right moment is the key to it. ofc you can just do whatever you want but the question is if you will be effective. on elementalist you can always spam stuff, no matter the spec or the weapon but usually you cripple yourself more than you profit from it, the same applies here.

the sword is completely different from the dagger. the sword is more about active defense, the dagger has 1 defensive skill (shocking aura) and 1 evade (burning speed) while the sword’s focus is a mix between auto attack efficiency and skill usage. the only auto attack on dagger that gets used is air, i didn’t want that for sword.

the stance cooldown trait can reduce the cooldown by 34 seconds in theory. if you pop all stances at the same time it will still be 1s reduction and not 4×1 so effectively you can cut the cooldown by half. most likely you will not be running full stances on your utility bar and most likely you will also be smart enough not to use them all at the same time but when they are needed. waste all your stunbreaks and i’m sure you won’t live long enough to use your heal with the reduced cooldown.

weaver comes closer to the positioning of a thief than to something like fresh air because weaver is only close range, in order to provide defense the sword got those certain very short blinds and reflects, they are 0,25s long and they may help against auto attacks and every skill that has a longer casting time. it also takes 3 auto attacks to get there and it is also rng if your blind hits exactly when you get hit by an enemy attack.

combo field traits and malicious weaver dont reward spam, they reward attunement swapping because that’s the ele’s mechanic, not sitting in an attunement auto attacking. (yes, i made the autos a bit more desireable but i still want there to be a reason to swap).

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

(edited by Jekkt.6045)

I'm okay with Tempest

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Posted by: Jekkt.6045

Jekkt.6045

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Your thought on berserker's elite?

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Posted by: Jekkt.6045

Jekkt.6045

what kind of stupid argument is this, shroud and berserker mode are completely different mechanics. one acts as a seperate life bar while the other takes your own health bar… warriors can’t leave berserker mode even if they wanted to, necros can leave shroud and you’re crying about equality? come on…

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Should the celestial amulet just be removed?

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Posted by: Jekkt.6045

Jekkt.6045

idk when people will learn that celestial has nothing to do with imbalances.

certain marauder builds are over the top
certain celestial builds are over the top
one could even argue that there are carrion/rabid builds that are over the top but overshadowed by other things like high group cleanse, so they’re not all that worth it.

the biggest culprit right now in the game is burning, the cause of imbalance on certain builds. fix that and everything will get better.

there are other annoying things in the game, so after burning is fixed the whining will shift to them and it will most likely be PU and condi mesmers (and whatever AI builds are deemed “too brainless”).

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

(edited by Jekkt.6045)

Your thought on berserker's elite?

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Posted by: Jekkt.6045

Jekkt.6045

i’m gonna say this here and many people might not believe me but reaper > berserker.

the primal burst skills on berserker are basically trash. they look awesome and have cool effects but in the end they are mechanically inferior to the normal burst skills.

while reaper builds on necros and makes them better berserker doesn’t do that. it changes the warrior in a way that is different but not really better.

one of the examples are combustive shot, it’s power came from covering a whole pvp point, forcing you to stand in the fire if you wanted to keep the point.
the new combustive shot fires a row of smaller fields in which you don’t have to stand if you don’t want to.

flurry was an immob, good for setting up burst or keeping enemies from jumping allies. the new one just fires burning bolts and destroys projectiles. all in all interesting but better than the normal one?

another good example is primal burst earthshaker. the normal one stuns the foe for a couple of seconds, so you can follow up with backbreaker. the new one pushes them back, out of range for your backbreaker.

it might look shiny and all but it’s not as good as some of you might think (except that master trait, that one is really good).

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Thought on condi mesmers?

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Posted by: Jekkt.6045

Jekkt.6045

dd ele doesnt beat inspiration condi mesmer. burn is not enough to kill it, only real condi bombs. all you can achieve is a tie at most.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

[POLL] What are Tempests lacking?

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Posted by: Jekkt.6045

Jekkt.6045

seems like the ele subforum knows better what the spec lacks than arenanet. the top5 picks were exactly what i picked. #elesknowbest

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Lose Mid fight - What Next?

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Posted by: Jekkt.6045

Jekkt.6045

the key is that you send your thief to far to decap it, then you retreat to close if you have it and some people to far, depending on enemy rotation. while you retreat you try not to die. respawn goes to where it’s needed to even out fights or to regroup and prepare an assault.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

(edited by Jekkt.6045)

Revenant PvP Champion Title

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Posted by: Jekkt.6045

Jekkt.6045

i vote for ritualist or invoker

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

[Concept] Elite Specialisation - The Weaver

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Posted by: Jekkt.6045

Jekkt.6045

i get your point and i can understand your frustration, just what i’m trying to tell you is that trying to put everything that is needed and could be nice and intersting into one elite specialisation could a) overload it (pun not intended) and b) lower the overall quality and possibilities of what you could do with it on its own.

after all they are called “elite specialisations” so they try to specialise in one thing and i myself would be angry if ranged dps for elementalist was mixed together with something just to have something. i do like the idea of a rifle, a pistol or even a shortbow and if it ever comes i want it to be done right, the same goes for sword^^

i would feel honored if arenanet took some of my ideas and heck, i would even like to work for the balance team but sadly it will still take some years until i have my game design bachelor.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

(edited by Jekkt.6045)

[Concept] Elite Specialisation - The Weaver

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Posted by: Jekkt.6045

Jekkt.6045

what you kind of misunderstand is that this elite specialisation concept is not designed as a ranged nuker, if i wanted to do that i would have added rifle or pistol as the weapon, not a sword. what you want could be the theme of a different future elite specialiation, why do you need to pack everything into one? mine is designed for close range dps, interesting stuff with combo fields and some goodies for scepter condi players.

staff will never be viable as a ranged nuker in pvp just because of the way the weapon works. it’s slow and ground targeted, so you can walk out of everything. if you want a ranged nuker it needs something that is fast and hits hard with kiting potential, not something that makes you a walking freekill if you play marauder staff.

i think YOU misunderstood. i’m not asking for this spec to BE a range nuker spec. i’m asking for something to compliment a range nuker in PvE, too. I’m asking for some benefit outside of PvP game mode, too.

if you’re designing an elite spec, you can’t ignore the design of the core class all in the name of “specializing”. look at dragonhunter. it offers ranged (longbow) and close (traps) options. the same with chronomancer (wells, shield, traits for phantasm respawn). even Reaper offers ranged options with their shouts. and their traits still offers something for ranged users with chill synergies.

all i’m saying, is that Weaver needs to offer something to all elementalists or it won’t be worth even considering until after a full fledged ranged nuker spec is introduced. what i’m saying, is that you’re shooting your own idea in the foot if you ever want it taken seriously.

Anet is giving us a close ranged support / DPS spec in Tempest, but they still offer ranged users something. if the next elite spec is ALSO a close range spec but DOESN’T offer long ranged users anything, the forums will explode again.

PS: the changes i offered in the other post, would maybe help aleviate some of the hate for how UNviable staff is in PvP. some quickness might help with all those slow lumbering attacks. and maybe those new versions of stances would be better for a staff ele than those really long recharge cantrips. i know they’d make PvE more fun, regardless if i took staff or sword…

but staff just isn’t a long range nuke weapon, it’s an aoe zone weapon, that’s the difference. scepter can be a ranged nuke weapon but it needs some quality of life updates so other than trying to change the role of the staff i’d rather have a real range nuke weapon like a rifle with magical bullets for it. tempest tries to give the elementalist something that is already present in the form of d/d, close range support with heals and cc, tempest does the exact thing (and tempest is not dps).

sword takes a different approach and is even more close ranged than dagger and is built around active gameplay with reactive defense, 2 target (mostly) cleave weapon with mobility. it does not give support and the cc it offers is selfish and not team oriented.

you cannot try to give stuff to the whole core class, i already tried to give conditions a bit of love and addressing the low hp pool of some builds. putting everything into one elite specialisation kind of removes the purpose of future ones.

as an example, for a ranged elite specialisation one grandmaster could be a trait that increases the range of scepter staff and rifle (if the weapon was rifle) by 300, making scepter 1200, staff 1500 and rifle 1000-whatever. (i would keep rifle from getting 1500).

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

(edited by Jekkt.6045)

[Concept] Elite Specialisation - The Weaver

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Posted by: Jekkt.6045

Jekkt.6045

here’s some ideas for stances. i didn’t suggest anything for heal because your healing stance was the best of the ideas.

Enervating Charge 6s (cd: 45s): incoming conditions get converted into 2 seconds quickness.

Rust 10s (cd: 60s): your attacks/spells apply one of the following random conditions: poison (3s), bleeding (6s), weakness (2s), vulnerability (5s)

Ash Cloud 6s (cd: 25s): Surround yourself with smoke that moves with you. (combo field: smoke).

Iron Mist 5s (cd: 35s): stun break, convert 3 conditions into boons, gain 500 toughness

Elemental Lord 15s (cd: 120s): stun break. grant 3s (1 stack) stability every 3 seconds. strike your target with an arcane blast for critical damage every time you swap attunements. (this would synergize with arcane traits)

Lightning Speed: movement skills evade for 3/4 second (synergizes with dagger, staff, and even cantrips)

Swift recovery: breaking a stun grants superspeed (synergizes with cantrips, glyphs, signets, traits)

PS: somehow i missed the GM minor trait on my first read through. i really like it. it actually gives all weapons something to look forward to. overall. the traits you suggested are pretty good.

enervating charge: incoming conditions converted to quickness, i think the whole warrior community would come with forkpicks at you for this one. it’s basically berserker stance on steroids :P

rust: i’m not a fan of rng effects and it is kinda similar to the one glyph we have that deals conditions based on the attunement you’re in when used.

ash cloud: i like that one, might be a bit strong. i went for little blind fields on one of my stances for a little counterplay, so that you “lure” enemies into your fields by walking backwards and kite them. the field on yourself might be op.

iron mist: the problem with this is, protection is always better than armor. i already mentioned the reason why i designed my version of it with blind fields.

elemental lord: usually elite skills (in case this is still supposed to be an elite) have a casting time of 0,75s+ so giving it a stunbreak is okay but sometimes difficult to use, and i’m not really a fan of it. the effect of it is okay, like the air minor but on all attunements. the reason why i went for cooldown reset on crits was because to me “elemental lord” is about overcoming the boundaries of your elements.

in general for my stances i went (most of the time) for a half boon and half effect approach, half of my stances are boons, like the protection on iron mist, and the other half of it is an effect that you can make use of, blinding trail behind you.

lightning speed: while “on movement skill” traits can be interesting i feel like paired with an evade they’re not that special, especially because burning speed and burning retreat already evade. ride the lightning can only be stopped by immobilizing right before it, so nothing would change for this with an evade. magnetic leap would be the only skill benefitting from this, usually a skill you use when you try to get to somebody, not when you try to escape.

swift recovery: revenant has an identical trait and i would not pick it because you have to break stun in order to use it. so if you are chilled and you try to get away you first need to get cc’ed if you want to negate the chill.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

[Concept] Elite Specialisation - The Weaver

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Posted by: Jekkt.6045

Jekkt.6045

i don’t know why you think this is the same as the current meta, the sword is a duellist weapon… obviously i have also made traits that help staff skills and scepter skills but there is literally nothing in it for a d/d ele other than stances for which you’d have to drop cantrips and fire/earth line.

50% stronger blasts, 2 second extended fields, weavers frenzy.

Basically the only thing that would happen with this spec is people would use the exact same build as the current meta except drop water from it, since all that’s used for is the 20% extra damage while using ice bow.

You can even get those 20% back by getting ferocious stances and firing off Elemental Lord before you go for the burn.

Like I said, overall this is simply a straight upgrade to the meta, and I don’t see anything in it that would make people go for an entirely different approach.

yeah but you’re talking PvE, PvE was never balanced and will never be. where balance matters is PvP, the only thing that’s important for PvE is that everything can be done with all classes, not that you get stuff like “no necros or rangers” in lfg.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

[Concept] Elite Specialisation - The Weaver

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Posted by: Jekkt.6045

Jekkt.6045

what you kind of misunderstand is that this elite specialisation concept is not designed as a ranged nuker, if i wanted to do that i would have added rifle or pistol as the weapon, not a sword. what you want could be the theme of a different future elite specialiation, why do you need to pack everything into one? mine is designed for close range dps, interesting stuff with combo fields and some goodies for scepter condi players.

staff will never be viable as a ranged nuker in pvp just because of the way the weapon works. it’s slow and ground targeted, so you can walk out of everything. if you want a ranged nuker it needs something that is fast and hits hard with kiting potential, not something that makes you a walking freekill if you play marauder staff.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

(edited by Jekkt.6045)

[Concept] Elite Specialisation - The Weaver

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Posted by: Jekkt.6045

Jekkt.6045

sure, feel free to pm me. i think i won’t be able to go much into detail the same i did with weaver but like, give a general idea of what i think about it. i’m working on something not gw related atm^^

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

[Concept] Elite Specialisation - The Weaver

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Posted by: Jekkt.6045

Jekkt.6045

snip

that’s not true, the skills work in a different way on each attunement and do not replace each other. while they all try to give you active defense they’re built in a way where attack X is more useful than attack Y so camping an attunement will be very bad.

the leaps are 2x 600 ranger on 15s/25s each, ride the lightning for example is 1200 on 40s so it won’t be more mobility.

the cone on sword works in a completely different way than fire grab on dagger. fire grab is a burst skill that hits 1-2 targets while smoldering dismemberment is more like maul or arcing slice on ranger/warrior intended to catch running targets or cleave on downed bodies/large groups of mobs.

the only leap on dagger is magnetic leap which needs you to immob a target first, it is more of an engage/kite skill than the leaps on sword which are a burst skill and an escape skill.

the sword is designed to give dps builds active defense, it’s not designed to heal you or to outsustain foes but it’s acting and reacting. people would maybe stop taking dagger for dps builds (which is intended, that’s the sword’s role after all) but celestial elementalist would still pick dagger mainhand.

the ELEMENTalist is designed around elements and so are all its utilities, i don’t see anything wrong with this tbh, it’s the class’ design after all.

that’s your problem if you refuse to take cantrips or to play d/d ele, that mindset won’t get you anywhere.

that stances offer a lot new stuff, new mechanics unique to ele, and again, you can’t give the ele conditions like slow or torment, they simply don’t fit and giving the ele access to confusion is already a brave step.

hotheaded used to be “get superspeed when chilled” but i don’t like passives so i added the on weaponswap. on a melee weaponset you don’t want to get kited, so this fits perfectly.

what you keep forgetting is that dagger is not a true melee set, dagger is a hybrid close/midrange weapon where the sword is designed as a melee weapon with ways to close gaps. most of the attacks have a 120 range (that’s the general sword range afaik) and are 2 target cleave (except for some of them).

weaver played with sword is a frontline dps, not a support.
weaver played with staff is a backline support
weaver played with condi scepter is a midrange condi bunker

if you want to nuke people at range you should play fresh air, if they give the scepter some QoL with some damage number increases the build should be fine.

weaver offers a very high skill ceiling with all the combos and the decision making you can achieve on it and spamming skills would harm you more than benefit you. key to this is knowing when to use what, not to spam stuff.

maybe i see stuff in a different way because i only play pvp with almost 3000 matches on eles, having played all kind of builds from condi to fresh air, staff and daggers, be it celestial or berserk.

i respect your opinion but i do not share it. i’m still grateful for your feedback

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

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Posted by: Jekkt.6045

Jekkt.6045

the amount of time it takes to apply 3 burns with my suggested nerfs to other burning skills should be around the same as the internal cooldown is now but enables counterplay, so if you cleanse burning at 2 stacks you won’t get a blind.

should be fine

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Posted by: Jekkt.6045

Jekkt.6045

that’s why the heal heals for 9200 on 40s cd which is 230/s and should be on par with the other heals on a non healing power build:

signet is 202/s
ether is 275/s
glyph is 196/s
arcane is142-284/s
(tempest 256/s)

it has the potential to be very strong traited but is also on par with the other heals untraited so if you decide to play weaver with stances this is the way to go, if you don’t want the trait you can still pick the heal but you also have the options to pick a different heal, like signet of resto for example or the arcane in pve.

the reason i put the fire stance on a higher cooldown is because of the problems with burning right now. if i actually had a way to test it and the cooldown would “feel” too long for what the skill does i would reduce it. assuming you deal 300/s burn with your build it’s 5 stacks of burning (aoe) for 3 seconds which is 4500 damage + 15% to all your burns.

i actually like the idea behind the way this cooldown reduction works and it encourages smart play with your stances if you combo them well.

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Posted by: Jekkt.6045

Jekkt.6045

my suggestions won’t destroy that

cleansing fire will still cleanse the stuff but won’t deal burn burst damage, after all it is supposed to be a defensive skill

and blinding ashes might be harder to apply then but the internal cooldown is removed so if you’re using it in a smart way you can decide when you will blind the opponent. it will be a nerf, yes, but i guess there is no way around this and increasing the internal cooldown to 10 is also not really a good solution… right now blinding ashes blind is more of a random blind so with 3 stacks for 1 blind (without icd) it would actually allow you to decide when you apply the blind.

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Posted by: Jekkt.6045

Jekkt.6045

fresh air dps ele is played without fire, there is literally no reason to take fire over earth right now. a 40s cleanse with a bit of damage vs a 16s 3 condi cleanse and an invul on 33s, not even for a second i would consider picking fire, not with all the mesmers that can easily kill you if you don’t run def.

the reason why dps ele is underperforming is because air line was nerfed in the patch damage wise while the other classes mostly got buffs for their dps and picking fire won’t really make it better.

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Posted by: Jekkt.6045

Jekkt.6045

No burning on any of the Sword Fire Abilities? Condi ele is never going to be viable in sPvP

sword is not designed as a condi weapon^^ but weaver offers certain traits for condi players that want to use scepter or dagger. one of them being the hp traits that allowes you to play rabid and the other one being the conditions per weaver spell.

Jekkt I really like this as a specialization, I mean some skills need fine tuning (the heal is a little to strong imo) but all over amazing! I really wish this was a spec, I even like the name for it

thank’s and glad you like it^^ i agree some stuff still needs fine tuning but i think having the skills a bit stronger at first but in a good shape is a better approach than having skills that underperform and you first need to figure out how to make them stronger^^ in my case it’s just numbers i think. now if anet made this specialisation i could test it for them and give them feedback on numbers xP

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Posted by: Jekkt.6045

Jekkt.6045

nobody will stay in earth for 15s… nor will you achieve something with it.

if churning earth with 3,whatever seconds casting time doesn’t pay off how do you expect a 15s charge skill to pay off, you would have to oneshot everything with it..

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Your ideas for Tempest changes

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Posted by: Jekkt.6045

Jekkt.6045

i’m not going into detail because it’s already late but what needs to be done is:

- overcharges are boring and don’t feel as crazy as they should be. number tweaking wont get us anywhere. oh and fire overcharge is a whirl finisher, but only whirls once, how lame.

- shouts are kind of defensive.. and.. kind of not.. or are they offensive?.. make some fully offensinve and some fully defensive because “a bit of this and a bit of that” won’t work.

- warhorn is underperforming compared to dagger and focus (water fire on focus loses vs warhorn but earth and air gets the deal so warhorn loses, don’t even need to talk about dagger)

- skills need to be meaningful, right now they’re boring and undertuned

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Nerfing DD ele intelligently

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Jekkt.6045

again for all the people with random crap ideas and no idea how to balance, here a real balance suggestion…

drake’s breath:
burning duration of each tick reduced by 1 second

ring of fire:
make this skill more consistent, sometimes it bugs out and applies 6-9 burn stacks instantly. the skill by itself is fine as you won’t take a single stack of burning if you just fight inside the ring or dodge through it.

cleansing fire:
burning stacks reduced from 3 stacks for 4 seconds to 1 stack for 8 seconds.
instant burns that deal 3k+ damage are bad for the game, especially if they’re offered as passive traits.

burning fire (trait):
either reducing the might stacks from 3 to 2 or reducing the might duration by 50%.

blinding ashes (trait):
this skill now needs 3 stacks of burning to trigger, internal cooldown removed.

these changes should help fixing d/d ele. having said this, d/d ele is not the only broken thing in the game right now, so are all instant burns that deal “burst damage” and PU.

oh and buff ele scepter

Crap ideas and no idea how to balance, yet, doesn’t realize that this could increase rate of blind AND makes it AOE.

Fire doesn’t need blind,
Simple as that. Ele has two and a half incredibly defensive trees, there’s no sense in having a defensive utility like this in their DPS line. A better idea, if they really want to keep it, is Increase the CD to 10-15 seconds but make it per target and add a more offensive pirmary perk to the trait instead.

if there are 5 people running through your ring of fire then they deserve a blind…

the only way blinding ashes would proc this way is if you eat a full drake’s breath, by running through ring of fire or by getting auto attacked with scepter 3x which takes 3×1.25s. aoe and no cooldown is a fair compensation, and aoe doesn’t mean that when you trigger it on somebody everybody else will get it too but each target needs to get 3 burns to be blinded. it would even allow for counters if you cleanse burning at 2 stacks or simply dodge the 3rd burning application. counterplay, isn’t that what everybody wishes for..

oh and if you remove this trait people will just pick a) longer ring of fire or b) more might for everybody, both options that would not make anything better.

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Nerfing DD ele intelligently

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Posted by: Jekkt.6045

Jekkt.6045

again for all the people with random crap ideas and no idea how to balance, here a real balance suggestion…

drake’s breath:
burning duration of each tick reduced by 1 second

ring of fire:
make this skill more consistent, sometimes it bugs out and applies 6-9 burn stacks instantly. the skill by itself is fine as you won’t take a single stack of burning if you just fight inside the ring or dodge through it.

cleansing fire:
burning stacks reduced from 3 stacks for 4 seconds to 1 stack for 8 seconds.
instant burns that deal 3k+ damage are bad for the game, especially if they’re offered as passive traits.

burning fire (trait):
either reducing the might stacks from 3 to 2 or reducing the might duration by 50%.

blinding ashes (trait):
this skill now needs 3 stacks of burning to trigger, internal cooldown removed.

these changes should help fixing d/d ele. having said this, d/d ele is not the only broken thing in the game right now, so are all instant burns that deal “burst damage” and PU.

oh and buff ele scepter

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GW2 tank/sustain meta PVP is boring

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Posted by: Jekkt.6045

Jekkt.6045

when will people finally understand that conquest will always favour bunkers when the point of the game is to hold a node…?

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[Concept] Elite Specialisation - The Weaver

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Posted by: Jekkt.6045

Jekkt.6045

This is basically a spec line that just makes playing the Elementalist similarly to the current meta even more powerful. Two extra seconds on any combo field? Spamming projectile finishers through big cooldown fields to get them off cooldown pretty much instantly?

This proposal is only well thought out if you’re looking for something that will make Elementalists basically play the same, except far more powerful, not if you’re looking for something that actually changes their play style.

The masteries are supposed to be horizontal progression, not vertical progression. They aren’t supposed to be a stronger version of what we have, but something new.

it’s not the field that gets a reduced cooldown but the projectile/leap/blast.

i don’t know why you think this is the same as the current meta, the sword is a duellist weapon… obviously i have also made traits that help staff skills and scepter skills but there is literally nothing in it for a d/d ele other than stances for which you’d have to drop cantrips and fire/earth line.. and there is also no burn spam on it, only the fire stance which is designed for condi eles.

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(edited by Jekkt.6045)

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Posted by: Jekkt.6045

Jekkt.6045

snip

1. this would require you to run a full stances build which most people would not do i guess. but i see your point so i could see the cooldown being increased to around 120 or 125 to have the cooldown with the trait in a best case scenario at around 90.

2. elementalists don’t really have such great dps as you think, in pvp berserk elementalist is actually one of the lower end damage dealers right now. this trait was mostly designed for condition builds or cleric builds because you usually don’t want to fight with 11,6k hp.

3. superspeed increases the movement speed by 100%, not 50% so it cancels chill out, it’s an interesting idea to add cripple to the list.

4. that’s exactly the reason why elementalists are forced to go into water with all of their builds, this trait is to add build variety. not all weapons have a combo field or a combo finisher and not all weaver spells are a combo field. what this would add is basically just an over-time condi cleanse and not a burst condi cleanse so you could still just condi bomb an ele when you know what fields he can use. a problem could be if eles run water + this trait so i can see an internal cooldown on it if needed.

5. this trait is completely balanced. again: i don’t think anybody would run a full stances build and popping all of your utilities would mean certain death against most skilled players. elementalist lost a lot of damage when air training was removed and bolt to the heart became a grandmaster, overall 30% damage, those 20% while in a stance are justified.

6. it’s a nice addition to the weaver mechanic and helps with the general playstyle of doing interesting things with your combo fields.

7. why is this trait broken? you can only use your combo finisher once, so on a leap with a 25s cooldown you get 5s off when you combo it through a field. why is that broken?

8. i was actually thinking about this, but i would have given it a 8s icd instead of only 2s. 2s in combination with the elite might not be too bad. this one’s number tweaking and testing aswell.. if it would be too strong an internal cooldown would be needed. the conditions are designed to be more of a damage help than a burst so most of them deal around 1500-2000 damage over time or less with an immob and so on and should encourage condition players to switch through attunements than rather stay in earth/fire all the time.

9. the reason this is +3% instead of +2% is because a full rotation (in case you don’t take arcana) is around 10 seconds which is 4x attunement swap, giving you +12% so maintaining 15 is not that easy, especially if you get stunned in between. now tbh this is number tweaking and the auto attacks which profit the most from this one are not designed to deal crazy damage but rather act as defensive abilities in the sword weaponset and the attack speed would help with the scepter/staff autos a bit because they’re on the slower end. if i could actually test this and find that 15% is too fast i would tone it down to 10% with a bit of a longer duration.

10. i put this in the trait’s description now, the stances don’t reduce their own cooldowns, needed to clarify that a bit. this one is also number tweaking and i feel like it’s a tricky one and could make the stances either op or useless if they recharge too fast / too slow.

11. the reflects, blinds and evades are very short, they are 0.5 or 0.25s in duration and would only stop projectiles or blind attacks right when you hit the 3rd auto hit when your enemy used their skills. now for the fire auto, most of the time you won’t be in fire and most of the time you won’t be auto attacking. necros have better ways of stacking might and nobody complains about this either so i feel like it’s pretty balanced, if anything i would reduce the 15s might to 10s.

12. the attunement spells have an icd of 8.5s, i need to clarify that a bit better aswell.

thanks for your feedback

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

(edited by Jekkt.6045)

[Concept] Elite Specialisation - The Weaver

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Posted by: Jekkt.6045

Jekkt.6045

Y u no designer?

But seriously, this looks much fun. I am 100% sure you’ve skipped balancing issues with core specs, but thematically speaking it’s much fun and requires some wisdom when traiting. From an initial look, I’d change 3rd skill from fire auto-attack to either: 1 stack for 4s, 2 stacks for 2s. As it is now it’s a little overpowered for an auto-attack. Also, the might part is unecessary.

Thanks for sharing! I thought about this a while ago, but your general idea is much smoother. You could try making an elite spec focused on burning and burning traits, and traits which somehow aid players to make burning damage, etc (all things burning). :P

@Edit
Oh, and no. No smoke field. Once you add it the ele will go unbelievably overpower.

i tried to keep everything in mind regarding balance with the core class but without testing it’s possible that something just didn’t come to my mind^^

the auto attack should be fine, necro can have even faster might stacking in shroud and with reaper, also you won’t be sitting in fire all the time nor will be be auto attacking all the time so i think it should be fine. also half a second burn is around 70 damage on a marauder build without might.

i was sure some people would complain about a smoke field :P if it would really be too op another possibility is to go for a steam field that blinds and acts as a fire field.
ele has a smoke field since headstart, people just don’t know it^^ it’s on trident earth 5, so stealth is possible :P tbh i think it would be well balanced on ele, after all it would only be 2-3s, not like thief or mesmer.

i think if i tried to make an elite spec around burning people would want to burn me at the stake :P

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(edited by Jekkt.6045)

as an ele, i'm sick of fire line

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Posted by: Jekkt.6045

Jekkt.6045

i have to disagree on blinding ashes: this trait needs to go
eles have plenty of survival tools and passive blinding is last thing they needed
would rather see something more creative that requires more player intraction

the trait wouldn’t be bad if the activation of it needed a little more input. with the auto fire aura on attune this trait procs too easily, that’s why i suggested an increase in burning stacks to trigger it with the compensation of removing the cooldown. applying 3 stacks of burn for 1 blind is a fair tradeoff with the nerfs to cleansing fire and drake’s breath.

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Posted by: Jekkt.6045

Jekkt.6045

if it is traited with soothing disruption it is on a 32s cooldown.

getting burn from shadowstepping through ring of fire is intended behaviour you could say because of the way it is programmed. shadow step moves you out of the ring, it is not really a teleport but you do actually cross the way through it, that’s why it deals burning. now if this is justified or not, idk.

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Posted by: Jekkt.6045

Jekkt.6045

updated:

traits completed
names for everything except auto attacks added

the general idea behind traits was to add ways of increasing damage, ways of increasing the usability of combo fields and combo finishers aswell as some stuff for condition players to increase the viability of scepter rabid builds. (ofc this also makes condi dire strong but i balance my stuff around pvp stats). the weaver is by no means only designed for sword.

feedback would be appreciated so feel free to comment on whatever you like

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Posted by: Jekkt.6045

Jekkt.6045

1 serious suggestion from a longtime ele player in a thread full of people that don’t even know how to play ele, sorry but i rather create my own thread.

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