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Improvements to scepter

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Jhoul.6923

The only thing I hate for the Scepter are the animations (not the special effects). Well apart from the auto-attacks and the loooong charges, and no vuln or heal on water auto…. Or the not so tough earth 2 skill….

…ok, yeah. Some improvement could help.

[BW3] Feedback Thread

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Jhoul.6923

*Rebound:
I am playing pvp and when I’m trying to use rebound when I’m about to die, and I don’t negate the deathblow, I am not getting healed and I am not getting the aura.

I was thinking that it would work like the engi’s healing gadget but apparently it is not doing anything to mitigate dmg or anything that’s in its description.

  • Dust storm:
    Is VERY weak and is not that visible (btw would it be possible to make it a smoke field if the dmg is not buffed?)
  • Traits:
    Unstable Conduit and Harmonious conduit should be merged.
  • Overloads:
    Water OL still feel like meh’ It should chill foes or something.

I do have to say, that I have had a LOT of fun with it, and I’m looking forward on using my Main Ele in HoT since I’m optimistic in the Tempest future.

Gyros have HP = Gyros are useless in pvp.

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Jhoul.6923

I did not care for the gyros, but the ‘F’ skills I did like a lot… fields go a looong way with this elite spec. But yeah, overall I expected more out of the gyros.

Scrapper - Engi Elite Spec Preview MMORPG.com

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Jhoul.6923

Well… yeaaahhhh… I don’t know what to think about the name… I will forget about the name if it make sense once I see it in action.

Please don't change Heat Sync

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Jhoul.6923

mmmm I can already spread might, plus… Is any other prof not able to get high stack of might by them selves? If anything limit the type of buffs you can share. (edit: btw, don’t make it so you only share might and swiftness either… everyone can get swiftness in this game)

But I do understand this change… In PvP 1 Tempest was extremely bad, but 3 tempest (sharing Armor of Earth) and upping the durability of all buffs by 2 secs before sharing was OP.

Please give ele weapon swap

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Jhoul.6923

I do hope in the future, we get an Elite Spec that makes you a Arcane Ele that throws out Attunement swap and allows weapon swap… but I do not believe both should be available without a tradeoff.

Why there is no build management tools?

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Jhoul.6923

I am sure it has been asked before and I can also see the results of that, but I am still curious as to WHY GW2 doesn’t have any in-game build management tools. Forum search is not working, so I can’t search for other similar threads.

I am especially interested in ways of changing your build with one key press or at least faster than now.

So … what is the official reasoning for GW2 not having build management tools? There must be a reason why ANet is refusing to make one, and I would appreciate if anyone can tell me what that is?

I have asked it before, so I can save a UW build aside from my land build, but YES! I love this idea. I would even pay gems for it.

soo no forger or druid teaser today?

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Jhoul.6923

Yeah, this week there is also the invasion… Soooo I don’t think this week is the reveal week. But do not let Hope die.

[Feedback] BWE2 Druid Impressions

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Posted by: Jhoul.6923

Jhoul.6923

Impressions:

Mechanic
I am aware that this is a beta, but is the mechanic even finished and will it be ready for launch by October 23rd? The cast times on the pet mechanic are much too long to justify some (most) of the skill effects. Also, the pathing and general responsiveness is horrendous. The mechanic seems almost like starter area AI (in the base game) was tacked on to a class at the last second and then changed to an ally at the very last second.
Hopefully though, because this was just a beta, either this is just a temporary mechanic, or there will be a ton of changes and iterations to the AI and skill responsiveness and effects of the mechanic.

Traits:
Quite a few of these traits are served the injustice of being tied to these unfinished feeling utilities (more on that later). Additionally, certain traits, like giving a random chance to destroy projectiles to sword or making axe’s chill AoE, are incredibly basic, beta level traits that need some serious up-tuning in order to ever justify their slots. Also, there seems to be a whole ton of damage modifiers missing, especially when compared to every other class, and the class itself doesn’t exactly stack boons on itself or anything either. That is definitely something that needs to be looked at before the live version of the game.

Utilities:
So, there are Survival utilities, Signets, maybe a spirit or two for exclusively PvE, and then just garbage utilities, pure garbage. Traps will never make ranger compete against something like engineer who just facerolls out the same sort of conditions at a higher rate and intensity than ranger can ever hope to, and Dhuumfire Reaper is a nightmare of a condition spec, along with mesmer and really anything else with heavy condition oriented combat. Spirits are immobile and for some reason have active PBAoE effects which makes them terrible by design, and the passives aren’t worth the slot the skills take up. Shouts…. Just wow.
Good thing all of these utilities are still in beta, because ANet, you definitely need this time to make these utilities worthwhile.

Weapons:

  • Longbow-Good weapon, ANet, you managed to get one right for this BWE. Don’t change a thing.
  • Greatsword-The autoattack chain is awful, but the rest of the weapon kit is pretty decent, although hilt bash only reaches about 200 of the 300 range it lists. Fix this bug before Druid goes live.
  • Axe-What is this weapon trying to be? It has range but can’t do anything at range, it has no conditions on autoattack even though the damage of this weapon is clearly favoring conditions, and the secondary effect on the axe is only as reliable as the mechanic, so aka, not reliable.
  • Sword-This is a great weapon, outside of the ridiculous autoattack chain animation binding you. Does this weapon even need this sort of treatment? It makes it very clunky and hard to use, even after you get used to it, because you have to use it either situationally or all in.
  • Shortbow- Horrible weapon. Outside of the autoattack and 5, the rest of the skills are boring, don’t really work well or add much to the ability of the weapon to do anything (shortbow 4 and the bleeds are so weak, this is just a beta issue right?). Good thing this is still beta, because this weapon needs a total overhaul.
  • Torch – another thing done right. Don’t touch this weapon.
  • Dagger – the third thing done right so far. Leave it as is.
  • Warhorn – Warhorn 5 skill is strong, though its effects don’t justify its cooldown. Warhorn 4 is extremely subpar. Single target, long-ish cooldown, poor damage, no additional effects. Since this is beta, the numbers or something on this skill is getting tweaked right? It could at least be AoE (like mad king rune effect 6) and dodgeable to compensate (delayed animation to where the birds meet, dodging the first hit negates the whole attack).
  • Offhand Axe – Axe 4 is perfectly fine, although it bugs out on terrain WAY too often, halving its potential or worse, since the pull effect is usually the part that fails on the second half of the skill. Axe 5 is one of the longest channels if not the longest channel in the game, and is plagued by rooting you during the whole cast, dealing lackluster damage, and only being functional as a reflect, which compared to all of the commonly used reflect skills, make it a poor choice to ever even activate since you root yourself and lose the ability to do any other action during that time period.

Overall, my beta impressions of the Druid were not pleasant (sorry that I keep using Ranger and Druid interchangeably). Everything was clunky and seemed fairly duct taped together, especially the mechanic, without any sort of design goal or effort to make the skills functional and effective.

Hopefully, these things improve for Druid by the next BWE or by expansion, because they are otherwise pretty awful and should never make it to a live game in their current condition.

I gave you a +1, just for the guts to do this. I feel your pain as I’m also waiting for my Engi’s reveal.

[BW2] Feedback Thread

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Jhoul.6923

Why not just make the OL have stability instead of Protection and Swiftness ? That way the vulnerability would compensate for the power of an OL.

[BW2] Feedback Thread

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Jhoul.6923

Hi all!
Thanks for your continued feedback on the Tempest. If possible, let’s compile all feedback into this thread.
We’re iterating in quite a few areas for this specialization, including Rebound. Here’s the description of the latest implementation we’ve been testing over the last few days:
“Shout and infuse your allies with arcane energy. Allies who would take lethal damage while this is active ignore the deathblow and are healed instead. If the effect expires naturally, grant an aura based on your current attunement.”

Another small change we was due to the case that warhorn was missing an aura. As such (in our test iteration), Magnetic Aura now belongs to Sand Squall, in addition to its other properties. Looking forward to your constructive feedback from this BWE.

-Karl

Sounds better, but I always have to try it in different builds to give you feedback.

Now my opinion for BW2:

PvE:

It was a bit better for me this time around. There is an event with an OP frog (please don’t change the difficulty, yes it was OP but it was FUN!) in this event I was able to see and experience the true support power of the Tempest (and I wanted to be 100% sure so I did it 4 times with different builds with regular Elementalist)… in this event people were dyeing left and right until I changed to my water element and with the moving water field and the overload… I started to keep everyone alive, the ppl around me started noticing and started saying how awesome it was the battle and how powerful I was as a healer (They called me a Healer!!!) after that we kept together and did every AP for the beta together changing builds and trying different things. It was EXTREAMLY Fun in PvE.

Now, I saw how much synergy shouts had with elementals (I don’t know if the AI changed but they responded better), I just hoped there was a trait that kept the elementals alive and took out the timer.

PvP:

Here was different, and I’m going to divide it in coordinated and uncoordinated.

Coordinated:
With TeamSpeak we made a team where we covered each other weaknesses. The necros and other tempest game me stability (as I did to the other tempest) and while we were able to give stability to each other… we were unbeatable. But the bad thing is that if I soloed I was interrupted every time (when I say every time, I mean 99% the other 1% I was able to complete the overload because of armor of earth).

Uncoordinated:

As I said in PvE, with my elementals I was able to forget about overloads and share auras (this build was: Tempest1-1-3/Air 1-2-3/Arcane 1-2-1) I know this can be achieved by changing tempest by water trait line, but the difference was that with shout I kept High stacks of Might, and weakness around me, and share fury and aura heal to my team and elementals. (idk if its possible, but PLEASE see if it is to make elementals last until killed or until they use their activation skills an X amount of times).

Overall:
I did not had time to go with my awesome guild to WvW
(Shout out to Kinght of Roses – KoR \\(^_^)//), that’s why I did not have a WvW section (I’ll try next time).

War horn felt stronger this time, but Air 5 only hit in PvE… It missed like 80% of the time and it wasn’t because it was slow or fast (the speed of the projectile seems ok) but the casting time of all WH skills makes it feel a bit sluggish.

I see some ppl asking for a WH CD reduction trait… but elementals don’t go by weapons, they go by element and in each trait line you got a CD reduction for each element.

I saw that the moving water field only allowed one finisher and I had my combo ready in my mind to do a lot of heal blast to see that I was only able to do only 1.

Overloads are very easy to interrupt, so it would be good if like every other channeling skill the ele had, we were able to change attunement while we cast it.

In BW1 I hated the Air overload… This time it was my favorite. Earth felt only useful to give protection to ppl, and only that. Water I saved for emergencies, but I never was able to last even 1 sec in PvP, so it was only used in PvE. The Fire OL felt like I had to get closer to hit (Idk if it was a bug) but yeah, I was not able to do much with it in PvP, only used in PvE.

Visual Effects and Animations:
I left this to the end, because this won’t affect the performance of the Tempest, only how it would look and feel.

There is a difference between Visual Effects and Animations. This Spec was praised by it animations when the Visual Effects are the awesome part… The actual animations are bad, the Earth and Water overload are in the worst state (Fire and Air are ok) the only race that looked good was the asura, the other races only did the /sit animation in water and the very awkward earth OL once ended it did not make sense.

For War horn, thanks for not making it sound like the necro’s fart WH sound. But what can I say about an animation that only consists of blowing the WH… The skills visual effects did look good, but as I said before the casting time made it really hard to hit my targets in PvP.

But let’s face it, Scepter looks worse and it was never changed, so I know this is not going to either.

Ending comment:

Sorry for the long read, but yeah, it would be better if the aura traits weren’t scattered in all trait lines, and I know you are working on the mesmer elite… I mean the Ele Rebound elite (sorry for being a smart kitten at the end… but deep down in your heart, you know it is the truth).

(edited by Jhoul.6923)

Tempest water overload bubble ugly fix?

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Jhoul.6923

ehhhh… Scepter animations are ugly… and they never changed… So I expect nothing to change for the Tempest witch the visual effects are ok but the actual animations are definitely NOT ok.

Even WP said Ele was the worst Spec so far

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Jhoul.6923

He said Tempest was his least favorite elite spec…

Sorry for my bad English.

For me, Least and Worst are the same when you view it as a competition.

Even WP said Ele was the worst Spec so far

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Jhoul.6923

Sorry, is just that the same video talks about the spoiler IGN did… and I did not want to ruin part of the surprise of this Saturday.

Here is the link, but yeah… spoiler alert.
https://www.youtube.com/watch?v=0YsbDUzGM1o

Even WP said Ele was the worst Spec so far

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Just as the title says. He was the person that made me fall in love with my Ele, and just when I’m thinking on what prof to change to I saw his last video…

When someone as optimistic as WP says that, you know something is wrong.

(yes, I can keep playing my regular awesome ele, but after 3 years, I wanted to try something different, and I will but probably not with my ele)

"Rebound." Tempest elite skill

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Jhoul.6923

The Elite should be called Elemental Scream and it should just do the combined effect of all the other shouts.

Feel the Shock of the Wash after the pain in your eye’s burn-freeze!!! After that, the Ele just falls to the ground out of air.

(edited by Jhoul.6923)

Tempest vs Herald?

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Jhoul.6923

Wash the pain away!!!!

Tempest BW1: Let's Vote!

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Jhoul.6923

1. Tempest (Overall): 2
2. Traits: 4 (Good auramancer is not posible since Aura Traits are sparse around all the trait lines)
3. Warhorn: 3 (Earth and Fire 5 are too slow, Air bubble should follow target)
4. Overloads: 2 (They felt better with Cantrip Armor of Earth)
5. Healing Skill: 4
6. Utilities: 4
7. Elite Skill: 1 (it doesn’t even gets the trait buff of shouts nor arcane)
8. Animations & sound effects: 1 (Visual effects were good but the actual animation is horrible.

My impressions: good and bad.

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Jhoul.6923

Rev:
I did not play the Rev too much in BW1 (for time constraints) but I did saw all the improvements and I have to say; well done.

Animations:
Beautiful, awesome and EPIC.

Professions (Overall):
Of the 5 I saw, the one that surprised me the most was the DH. Reaper (witch I love) I would give 2nd place. 3rd is Rev. 4th Chrono. 5th Tempest. For shout I would have loved even more if some times he screamed his lines and other times do some Screeches for the reaper and speak in other tongs for the Tempest.

There is something that maybe bad in the future and that is that it is too easy to get 25 might and 25 vuln with the Elite Specs (I did not check with the Chrono, but everyone else was rlly easy).

Masteries:
Anet, although I may suffer in the future… Since the masteries are account bound, it is rlly easy to lv them up by just creating a new character and deleting it and doing another… I don’t know how you will fix that, but there it is.

Now over all, I love how it felt like it was opening a new path for every mastery I learned.

Story:
(Hugs to the story team)

I loved that the sylvary are the only one able to listen to Mald’ and it even felt good with other races (this kind of thing motivates me to re-play the story over and over again) . It felt very natural, and I loved being a figure of authority in the game.

Overall:
Focusing on what I saw, it felt good, monsters were really easy to beat. Karkas and Giants felt harder than Veterans in the jungle. The only mob that felt kind of hard was the Awesome SmokeScale.

Now, I wish you the best ANET. This seams promising and I will look forward to BW2.

(edited by Jhoul.6923)

My impressions: good and bad.

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Jhoul.6923

Tempest:
Well… Yeah (let me remind myself that no Q_Q is allowed).
It was weird with the Tempest; first I tried the hole Tempest Traits, with D/WH.
The aura trait are to sparse in all the trait lines to actually do an awesome Auramancer. Although Tempest/water/earth is the “tankiest” thing I have seen with good support.
Now, what felt wrong to me is that Overload can be easily interrupted, water OL does not heal more than Staff Heals and worst thing is that OL work better with Cantrips.
With Armor of Earth I was able to fend of 2v1 by just melting them with Fire OL + Armor of earth… but if I took Armor of Earth out of the equation… I was not able to even scratch ppl with it.

WH skill should do stability somewhere. Air bubble was to slow, and everyone evaded it to easily (I would recommend that the bubble follows a target to be effective). WH fire 5 and earth 5 skills were too slow.

Animations:
(Sorry to say this mr./miss animator) The only thing worst than the WH skills and the interrupt me plz OL are the animations.

What is so masterful about blowing a WH over and over again?… use your imagination. (now visual effects ppls you where awesome, animations are trash but visual effects were really good). For the OLs, Fire seamed good, the others were very clunky. The Earth one was the worst for me, he would look better standing in a floating rock and the spikes should be more like one of the bounties where the mob spawns like this earth tubes (I will try to find a image and post it).
And every OL, when it ended it seamed very clunky, there was no translation of movement when it ended.

Chronomanser:
I noticed in the Chronomanser, most ppl are very pleased and what I think of it is not different from the others. That is why I will not go deeper into it. I do have to say that I did die a lot in PvP, but it may be because I don’t know how to use it because all the other Chronos were having a blast.

Animations:
Pretty butterflies… Deadly Butterflies.

My impressions: good and bad.

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Jhoul.6923

Rule: No Q_Q Allowed.

During the BW1 I have played non-stop in this weekend and asked around for opinions and created different builds with DragonHunter, Tempest, Reaper, Chrono, and Rev.

So let’s start one by one, and then I will write about everything else:

Dragon Hunter:
I loved the Dragon Hunter, I enjoyed it. It did not felt slow as most people say he does. It felt like taking the best of a Guardian and Ranger and putting into 1 profession. I read a lot of Q_Q about the traps and for me they are awesome. I allowed me to play awesome range and switch to my GS for melee. In pvp I wasn’t beaten even once which I love about this class. The only thing is that LongBow 3 skill should reflect the projectile as well.

Animations:
Awesome; He moved with authority and the light effects were good. The only thing is the F2 skill with the wings, it felt a little clunky when he landed.

Reaper:
First of all, I main Necro.
A lot of ppl said that it was too slow and that it did not hit as hard as marks.
To that I say… not true, I loved my Reaper. Yes it was slow (but it is not that slower than Warrior of Guardian GS) plus it was extremely easy to keep a stack of 25 vuln and 25 might… witch is OP in my mind. In PvP I also was not beaten. Being able to fend of 2 ppl at once was awesome. And the Reaper shroud is just EPIC Awesomeness.

Animations:
Holly Gods of Tyria! I felt like a monster in Friday 13 movie!
Lots of chill effects. Shroud looks awesome and it did not seem clunky at all (who ever you are mr/miss animator: please receive a warm hug as a congratulations… you may choose a daughter or son of mine to marry) (PS: I don’t have kids, I just said it because it was funny).

Guild Wars 2 HoT Release Date? [merged]

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Jhoul.6923

As long as they make an awesome end battle for the Boss of HoT… they can take as long as they like or at least until Dec 31

Your Plans for the BWE?

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Jhoul.6923

I will test every new elite Spec and give feedback in skills and animations.

All Aboard The Hype Train

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Jhoul.6923

yeah right. they giving you a taste that is all lol joke on you. its all hype alright seems they making the game for dummies

We all can perceive your IQ level.

Love for Underwater and rec. for ANET

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Jhoul.6923

No, underwater is not happening. Waste of resources from a development standpoint. Theres WAY WAY WAY more critical things devs should be working on rather than dead content.

Best case scenario is they add a world boss for underwater… but thats lol, lame. It will be zerged and you just spam autoattack and win, like all the other worldbosses.

Underwater combat… like i don’t get it honestly, what makes you buy the game for underwater combat lol….. all you literally do is stay in the water and spam your skills/cooldowns… theres no skill or strategy compared to land combat…underwater just sit in the water and just spam skills and swap weapons and continue spamming.

Theres no might stacking, no rotations of any kind, no need to properly time dodges/blinds/CC, etc etc. its as simple as you get. go underwater, target enemy, spam every skill off cooldown and wait for enemy to die. This will not change because it doesn’t deserve to be changed. Theres more important things to do for developers on the land, not try to make spongebob wars 2.

You seem a dedicated member of this community, why would you want to see underwater combat fade instead of it being revamped…. When looking at underwater content it is a bit limited in weapons, we could get knives (daggers) and magical weapons functioning without real problems…

It woud be, while A-net could get the spear out of the water the dagger could go into the water. and allow for some weapons to be used on land and in water.

I doubt it fades but I’m speaking realistically here, there are more important things to revamp than underwater combat……

If you believe anet will put underwater combat into their development schedule, than thats your belief. I just realistically don’t think they will commit resources into revamping something that has no place in 2/3 of the game (PvP, WvW).

Could I see some more underwater PvE content? possible, especially in some story type missions or open world events.

ANET works with Backlogs tasks and items… I don’t mind if they put it for next year. I just care that they incorporate it more in the future.

Love for Underwater and rec. for ANET

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Jhoul.6923

I dislike the underwater combat but I can see why some people love it as well.

That being said I don’t think you’ll get a separate traits tab just for that.
They can’t/wont do it for PvE / PvP .. And they’re the larger groups of the community.

I understand; and yes. Underwater traits equivalent would be necessary(in the existing trait lines).

Love for Underwater and rec. for ANET

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Jhoul.6923

  1. Make traits switch when going underwater, like skills do.
  2. Ensure all traits that do not affect underwater skills gain new affects while underwater/are switched for traits that only hold affect while underwater.
  3. Add some underwater-only skills so that in the end players have an equal amount of skills both above and underwater.
  4. Add more underwater weapons, and turn some pre-existing weapons into amphibious weapons (usable both underwater and above water) – e.g., swords allowed to be used underwater, and spears allowed to be used above water.
  5. Turn ground targeting spells into enemy targeting spells rather than PB spells (looking at you, wells).
  6. Create full tiered aquatic-breather crafting ala the addition of backpack crafting (but only for the three armor crafting professions – tailor, leatherworker, and armorsmith) with a unique appearance per tier.
  7. Add a Leviathan world boss that is on par to Tequatl or Triple Wurm (or inbetween), adding a unique ascended aquatic-breather and underwater weapons as a rare drop.
  8. Bring back underwater combat in PvP/WvW once above is done.
  9. Add Largos playable race.
  10. Add DSD campaign.

That’ll get everyone interested in underwater combat.

Plus One! Love this idea.

Love for Underwater and rec. for ANET

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Jhoul.6923

No, underwater is not happening. Waste of resources from a development standpoint. Theres WAY WAY WAY more critical things devs should be working on rather than dead content.

Best case scenario is they add a world boss for underwater… but thats lol, lame. It will be zerged and you just spam autoattack and win, like all the other worldbosses.

Underwater combat… like i don’t get it honestly, what makes you buy the game for underwater combat lol….. all you literally do is stay in the water and spam your skills/cooldowns… theres no skill or strategy compared to land combat…underwater just sit in the water and just spam skills and swap weapons and continue spamming.

Theres no might stacking, no rotations of any kind, no need to properly time dodges/blinds/CC, etc etc. its as simple as you get. go underwater, target enemy, spam every skill off cooldown and wait for enemy to die. This will not change because it doesn’t deserve to be changed. Theres more important things to do for developers on the land, not try to make spongebob wars 2.

No Q_Qing.

The point is giving guidance on what to fix and making an integral part of the game.

Love for Underwater and rec. for ANET

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Jhoul.6923

Try not to Q_Q. This is meant to be constructive.

Although I notice people are not that interested in Underwater, this was a selling point for me that convinced me to buy the game and my guild knows me for being in every map available where I can swim and fight freely.

Now I made my build to be more efficient in underwater content (something that I have seen no1 do). And this made me realize something…

…Most people make their build to excel in land content (and they should since that is the majority of the content), but if we were able to set an Underwater build apart from the land build, more people will see it more attractive to play in the water.

I love GW2, and I will keep saying: this IS the MMO with the BEST Underwater content available in the world and just by allowing everyone to set an underwater build apart from the land build, more people are going to feel more attracted to it.
(every one else is just afraid of deep water in real life)

The other thing is that I play every prof available in the game (I literally rotate the use of every single one of them) and every utility should have an underwater counterpart. That way every profession will feel more useful underwater.

\\(^____^)// Anyway, I just hope ANET likes this idea (idk if some1 else has said it before) but please see if that is viable for the game).

Question to Devs about Ascended armors

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Jhoul.6923

I got all my ascended gear by playing PvP… Stop crying! I did craft my weps.

Mystic Dragon "mini" is too big

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Jhoul.6923

If it were for me, it would be bigger. I LOVE my Muchu! and if when an Azura stands by him, I wish he would wrap the Azura and bite his head like an anaconda.

He is soooo awesome!

"Wash the QQ away!" The underwhelming tempest

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Now we know why they took auras out of signets in the last patch.

Animations Brainstorm \\(^___^)//

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Posted by: Jhoul.6923

Jhoul.6923

ALSO, all the overcharge looked really stiff and the Earth one… Uffff, it looked like a moving chess piece. Make him float on a slab of rock that does not touch the ground while the spikes come up as they do.

Animations Brainstorm \\(^___^)//

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Posted by: Jhoul.6923

Jhoul.6923

I know is work, but PLEASE Anet, don’t let the tempest get crappy animations like the Scepter… Or no more waving hands (like miss congeniality) for the Staff… PLEASE! I implore YOU!!! \\(;____;)\\

(This video made me laugh so much, but sets the mood LMAO!!!)

(edited by Jhoul.6923)

Animations Brainstorm \\(^___^)//

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Posted by: Jhoul.6923

Jhoul.6923

I noticed that the skill 5 was an area of effect.

In air and water we saw an orb (air’s orb shot even more projectiles at the enemy while water was a moving area of effect the healed) but the earth and fire fields where both created by a twister.

For this one, I made another eye puncturing masterpiece. I used my beautiful Ele (once more) using the only skill that looks good of the Scepter (trident) and the Howler preview picture.

Here the elem trows the WH, notice the WH is looking up (mouthpiece on the floor), the WH would be spinning and the initial twister would come out from where the noise is generated from.

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Animations Brainstorm \\(^___^)//

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Posted by: Jhoul.6923

Jhoul.6923

As I said, bare with me and utilize your imagination to your fullest extent //(>____<)\\

I use pictures of my beautiful Elementalist and the preview of the Howler, threw them in paint and created a eye puncturing masterpiece.

Now here is my idea for the skill 4; instead of blowing the WH like everyone else, the WH will float on the left hand while the character pushes the element through the mouthpiece provoking the awesome roar of the WH.

Attachments:

Animations Brainstorm \\(^___^)//

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Posted by: Jhoul.6923

Jhoul.6923

For the Warhorn animations, for me the elementalist does not have to plow on it literally. I will try to make some drawings (warning: I am not an artist and your eye may bleed when you see it LOL).

Animations Brainstorm \\(^___^)//

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Posted by: Jhoul.6923

Jhoul.6923

Hi Everyone!

I am known for just writing in the forum for animations on the Ele. Like: https://forum-en.gw2archive.eu/forum/professions/elementalist/Please-fix-Scepter-Animations/first#post5282702

Now, even with the reveal of the Tempest, that is not a finished product (as well as everything HoT) and none of us will know if its good or not until we try it BUT we can give realistic feedback to the developers and designers so every profession can be their best in the end.

I already gave my thoughts about the skills but I want to talk about the ANIMATIONS. In the POI they said none of the animations are finished, neither the sound effects. Sooooo let’s BRAINSTORM! \\(^____^)//

Tempest Discussion Thread

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Posted by: Jhoul.6923

Jhoul.6923

Is not as bad as I thought it would be. \\(^_^)//

But I hope that each time I activate the shout my ele wont scream the same thing over and over again.

Loved the quantity of aura this spec will bring! (and they are not only fire auras, wich is even better)

The Earth Overload looked REALLY crappy.

The WarHorn skills I still need to try it to see if I will actually prefer to use it over the other off hands. (Plus they evaded showing how it worked with the Scepter)

Please create a break bar when overloading.

The elite will only be useful in organized pvp.

Making Single Attunement Builds Matter

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Posted by: Jhoul.6923

Jhoul.6923

I like this idea, a lot.

Tempest & Warhorn confirmed – Feedback [merged]

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Posted by: Jhoul.6923

Jhoul.6923

Overload Fire: The tempest builds an infernal tornado over time that continuously damages and burns enemies while granting allies might.
Overload Water: The tempest pulls water into an aquatic bubble that allows them to regenerate and cleanse conditions from yourself and nearby allies.
Overload Air: The tempest creates a nimbus cloud above themselves that repeatedly strikes nearby enemies.
Overload Earth: The tempest will rend the earth and bend it to their will, taking a ride on it and granting protection to nearby allies and crippling enemies.

(I left out the stuff that happens when you complete the channel because you’ll never complete the channel in pvp anyway. But for the sake of it, fire adds what seems to be lava font-ish, water aoe heals, air is a lightning field with damage and earth immobilizes.)

Speaking for the standard-ish d/f or d/d spec in pvp:
Attuning to fire grants aoe might (and damages enemies if fire spec) and dodging in fire damages and burns enemies.
Attuning to water grants aoe regeneration and removes a condition from you and your allies.
Attuning to air deals damage to an enemy if fire spec.
Attuning to earth grants aoe protection and if specced for earth cripples enemies and damages them.

Besided the 25% reduced cooldown on the next ability from the elite shout (which is rather weak if you aren’t in teamspeak and even then delay can kitten it up, and doesn’t do much in 1v1 either) there’s not a single new mechanic for eles really.
Why couldn’t overloading an attunement use a new mechanic for eles?

Overload Fire could grant aoe retaliation, overload water could convert a condition into the respective boon, overload air could aoe daze, overload earth could grant aegises? Aegi?

That would be something to be excited about, not just more of the same but in a slightly different way.

Just my two Eurocents.

I get you… I’m quite sad since in my mind my ele is dying (and I KNOW I’m overdramatic).

But I will wait till I use my ele with the tempest spec…. If it ends up being crap I will call for a massive Elementalist suicide where everyone records their Eles jumping to their death and puts the vids in the FB page of GW2.

Tempest & Warhorn confirmed – Feedback [merged]

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Posted by: Jhoul.6923

Jhoul.6923

I am also excited about these changes. Anybody that isn’t excited is kitten fool. Arena net knows exactly what elementalist needed. The power of more team work is always great in my book.

Yeap Anet has their ears to the ground man. They got the vibe of what’s really core of Elementalist game play. I mean it’s a long time known fact ANet has it’s finger on the pulse of the Elementalist community. It’s not surprising at all they delivered some really solid and exciting changes. I mean when I think Elementalist right now, I think selfish player. Limited to no team support. Limited field generation for others to combo with. No utilities that can be shared with other people. Don’t even get me started on the small amount of boon sharing. Before Tempest we didn’t even have shouts to share boons!

I can’t wait till Friday to see all the exciting new stuff with Tempest that really finally gives us the ability to support our team.

All I can say is: #believeinkarl. I think he has earned it.

True… He has… I will not cry anymore, until I test the Tempest with my own keyboard and mouse in HoT.

Tempest & Warhorn confirmed – Feedback [merged]

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Posted by: Jhoul.6923

Jhoul.6923

… What I used to hate about caster in other MMOs was the fact that I had to wait X amount of time to cast or activate a skill…. In GW2 I loved the fact that Elementalists where quite mobile and a minimal amount of skill had cast times.

If for what I see I will have to stay put, being vulnerable to many interrupts, (no matter how big the payoff) I don’t think I will use the Tempest at all. Witch means that I will keep using my regular elementalist or change my main to another class.

But I will wait to see the Tempest in action when HoT comes out, and only then I will make my decision.

Are you going to kill UW content and combat?

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Posted by: Jhoul.6923

Jhoul.6923

UW = Under Water.

I know this is not the most famous aspect in GW2, but the reality is that this game has the BEST underwater content / combat when compared to ANY other MMO.

I have seen how slowly but surely ANET has stop updating it; Personally, I loooooove all the maps that have water and land.

Please ANET, don’t let water content die…. THINK OF THE QUAGGAN!!! AND ALL THE BABY QUAGGAN!!! \\(0__O )\\

Please fix Scepter Animations.

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Posted by: Jhoul.6923

Jhoul.6923

Then why equip a Scepter in the first place? If it is the same with our without a weapon… it ends up looking silly. In you heart of hearts you know its true.

Still Ele are my favorite class, that’s why I’m passionate about how they look at everything.

Please fix Scepter Animations.

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Posted by: Jhoul.6923

Jhoul.6923

So scepter makes you into the Avatar? Now if only there was a way to make a weapon invisible…

That is actually how I feel. But if you have a Scepter, or X weapon, make it shine with its abilities. \\(^__^)//

Please fix Scepter Animations.

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Posted by: Jhoul.6923

Jhoul.6923

This is not a Rant. I love the game, and I LOOOOOOVE the Elementalist. I did not write this with any ill feelings or intensions \\(^__^)//

Please fix Scepter Animations.

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Posted by: Jhoul.6923

Jhoul.6923

Even if you are never going to change this animations, please be sure to ask yourself: “What weapon is shinning with this animation?” When you make the animations for all the new weapons on every Specialization in the Present and Future.

Love you ANET!

Please fix Scepter Animations.

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Posted by: Jhoul.6923

Jhoul.6923

Scepter Earth 3:

Same as most; looks good, but the Scepter is not the one that shines.

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Please fix Scepter Animations.

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Posted by: Jhoul.6923

Jhoul.6923

Scepter Earth 2:

I Like this animation, but once more, it appears to be cast by the off hand.

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