Woah.
Needle Trap is awful, and caltrops is just, insanely amazing.
A little bit of poison (which thief has plenty of access to) and a short immobilize (also not in short supply), versus a very wide range 14s aoe that maintains 6 stacks of bleed and maintains a 10s cripple.
Caltrops is godlike if you’re going condition build. Pop caltrops in the middle of a control point and enjoy. Oh and not to mention if you get tricks trait to drop the recharge to 24s, that’s 14s duration out of 24s, on top of the 10s cripple that’s refreshed at the last tic.
Be warned though, the caltrops on dodge version is actually quite awful. It’s only use IMO is for a condition build that involved accurately dodging on top of people that won’t move alot to get 2-3 stacks of bleed. As an escape tool it will almost NEVER hit anyone.
(edited by Knote.2904)
All this talk is giving me DAoC nostalgia lol.
To be honest, it’s like this for pretty much ever class.
Traits in general need alot more work, in removing alot of the boring ones that don’t actually change how abilities work or change your playstyle.
Each class has dud utilities or even boring ones. Although I think guardian is probably the luckiest in this regard.
Yeah each bleed stack is completely independent, you will see the duration of the highest bleed.
So if you apply x3 bleed at 5 seconds, tics to 4s, you apply x1 bleed for 10s, the stack jumps to ten, then 4 seconds later 3 fall off.
And I believe conditions prioritize the strongest.
Ugh, all 3 of those posts give me a headache.
Melee on a Ranger seems wrong?!
Wait what, you do realise Ranger in this context does not mean a person that uses ranged weapons right.Traditional rangers use a sword! Just ask Aragorn. :P
Traditional rangers meaning rangers from Guild Wars 1, which didn’t support the wielding of melee weapons. Yes, you could wield a dagger or sword, but you got no benefit from your Marksman points, most Preparation skills, and (naturally) Bow Skills. Unless you were a “touch Ranger” in PvP you used a bow 99% of the time. That’s why melee weapons on the ranger seem wrong to me.
Only reason why rangers being exclusively ranged in GW1 was because there were dual professions. Like monk being exclusively a healer.
Considering how little there is to do in pve as it is I’m not sure that would be a great idea.
Being able to class change once for free and in the future for a hefty price maybe? In case you lvl up high and decide you don’t like your class or something.
I would definately blame it on the lack of skill progression and playstyle customization.
I haven’t been this indecisive on a character in a looong long time. Back when it took a longkitten time to lvl up in MMO’s and you had 0 customization and not a huge variety in skills.
It’s kind of the same here. The same 5 skills (most of the time you only need to auto + maybe 1-2 other skills for more dmg or utility). AS WELL as the fact that most utilities are just down right useless, and boring in PVE as far as leveling up goes. Most utilities are great for pvp and all.
Most of the time you just end up putting signets in just for their passives, or using utilities to get around faster, and SOMETIMES a defensive cooldown just in case. Other times you try and slot a “fun” skill that usually isn’t that useful and end up just replacing it.
Oh and traits as well, IMO they still have a lot of work to do on traits for every class, there are still too many boring traits, and you’re still “cherry picking” essentially. Every single trait should aim to help actually modify abilities and your playstyle, even just a little bit.
Traits like +10% more whatever just isn’t going to cut it. Traits like Torch skills recharge 20% faster and now remove conditions, or applying Blind applies 1s chill, or Whenever you apply cripple you apply 1s immobilize. Traits like that are actually fun, and can change the function for your abilities.
I always felt like traits were kind of inspired by Warhammer and should reflect that, traits there could actually completely change how a skill worked.
(edited by Knote.2904)
I’ll agree with your first point OP.
Dynamic Events are massive let down to me. I was leaving feedback and praying they would spruce them up in beta. I was actually hoping they would learn from Rift and Warhammer who’s public quests and rift events were nearly always the same, hell if anything public quests in WAR were actually more diverse than Dynamic Events here. And I remember rift invasions actually having tough mobs thrown in there that would kick everyone’skitten
The fact that DE’s scaling just throw more and more weak mobs at a zerg of players to be zerged down, which doesn’t challenge anyone, forces people to fight over loot by trying to lay down as much burst aoe as possible, and discourage any sort of teamwork whatsoever is a massive let down.
At the very least they could increase mob HP and start spawning champion and veteran mobs instead.
As it is now :
Defend this place from whatever mobs, 10 bad guys spawn and die, 10 bad guys spawn and die, 10 bad guys spawn and die, 10 bad guys spawn and die, 10 bad guys spawn and die. GOLD MEDAL YAY!
Escort this guy as he slowly makes his way to point X. 10 bad guys spawn and die, 10 bad guys spawn and die, 10 bad guys spawn and die, 10 bad guys spawn and die, 10 bad guys spawn and die. GOLD MEDAL YAY AGAIN!
I really really hope they prioritize making DE’s more diverse and “dynamic” otherwise I don’t think I could stomache doing anymore a day or 2 from now.
(edited by Knote.2904)
I’m the opposite. I’m always overleveled for every char.
I tend to gather everything I see so that’s a good chunk of xp, otherwise I just run around, kill stuff if I feel like it while hunting heart/poi’s etc for 100% map completion.
Killing stuff as I go I tend to hit mobs that gather alot of bonus xp/loot, and on top of the gathering that’s a bunch of extra xp.
Yeah DE’s need to be happening regardless if anyone is even there.
Then they will all fail and the zone will go to all hell until people come back there to clean stuff up.
TBH the only actual problem with it is that the only way to get into the fight is through a TINY TINY bottleneck where a ton of one shot aoe spam is being fired off lol.
Once you make it through that and just save dodges for the one shot meteor thing that gives you like 0.5 second warning and dodge the little fire blades on the ground it’s really not too bad.
However since you’re usually the only one who is in there you get molested by the adds. Which if there wasn’t a friggin bottleneck holding off everyone (partly a psychological effect) people could get in, kill adds and just dance til the boss dies.
Was that because you were spamming the skills?
Bahahaha! Really? That sounds AWESOME!
Man, perhaps my decision to get every class to 10 first was a bad one, coz I was starting to feel really slow paced, but then starting areas are supposed to do that xD
Now I am really looking forward to getting into the higher levels, if only making a choice on class was any easier…. it still isn’t
Lol I’m still the same way. My max char is only 42. I’ve been alt bouncing forever because I want to choose ONE char to max everything on. =/
I’m usually the type that sticks to a single char. I haven’t been an unproductive alt-addict since I was a kid lol.
You’re a spoiled wow-bred gamer for wanting to be rewarded, exploration is your reward enjoy it….
Ok blah blah I’m just preparing you for what you will be hearing soon.
For anyone who actually disagrees with him, there’s no good reason it shouldn’t be linked to your profession lol.
You sir, sure know to insult a person. I’ll have you know that I’ve barely played WoW, back when it came out, few days only. And then I’ve rushed into a store to buy GW1, coz it was infinitely better
At any rate, thanks for your contribution to the cause
Because really, it’s exactly what you’re saying-no reason not to
You realize I was mocking those that spew that on these forums right?
I’m saying, when you’re first choosing your order in the story, the npc’s don’t go “Hey each order has their own armor skin locked to that order just a heads up”.
Well the projectiles are fired off in random directions, you’ll almost never hit someone with even 1 projectile far away unless you’re lucky.
Condition dmg is extremely poorly designed for pve in this game.
It completely contradicts the “public raiding” aspect of dynamic events.
You’ll just have to deal with it. As far as the Guardian’s justice effect, just like most proc-sharing abilities it will act as though the person you gave the effect to, applied the burning. So it will use their condition dmg, and not yours.
I would love to see all proc-sharing abilities like that use YOUR stats instead. Another example is the ranger’s Sun Spirit, if I’m a condition dmg Ranger, and an ally procs burning from my Spirit it uses THEIR condition dmg and not mine.
I don’t recall anywhere where it told you Order’s have different locked armor skins.
The only “big choice” with Orders is story afaik.
I would love to see weather and day/night cycle with in conjunction with dynamic events and mob spawns.
Like more undead/nasties at night, or when it’s foggy, etc.
You’re a spoiled wow-bred gamer for wanting to be rewarded, exploration is your reward enjoy it….
Ok blah blah I’m just preparing you for what you will be hearing soon.
For anyone who actually disagrees with him, there’s no good reason it shouldn’t be linked to your profession lol.
I actually thought it was some anti-Illuminati propaganda or something lol.
I agree, and is why I facepalm whenever I see people bashing people for wanting more “carrots” in game.
Optional carrots are always good, if some people want to waste their time for something that’s not required to do stuff in game, let them.
Always having something you could be doing, progressing, achieving, when I feel like it, is one of the things I love about MMO’s.
I’ve been an Anet customer and player for 7 years, and loving GW2 so this doesn’t come from you average QQ nublet who died in DoA, I facerolled DoA with all kinds of setups.
Colin is missing a point here.
In DoA there was no mob that could one shot you, not even Aatxes in UW for that matter.
In GW2, some mobs and bosses are one-shotting a full defense Guardian with Protection up.If that is intended fine, we’ll use some gimmick to overcome a cheap, poorly designed difficulty, but it’s clear that instagib is not good design.
This right here.
This is the thing that drives me crazy in most MMO’s. I don’t care how “difficult” content is, I like difficulty, I want a challenge, but lazy and cheap ways of achieving “difficulty” such as just making mobs one shot you drive me nuts.
And tbh I feel like downed state was their excuse to have mobs put out so much dmg, bobbing in and out of downed state throughout a fight is simply not fun whatsoever.
On top of the lack of rewards, having all your money siphoned from you, it just makes dungeons an exercise in frustration.
Well for pve I can definately agree that having a lack of reward or things to accomplish is. and feels, bad. But just having fun should be good enough for pvp. I can understand that not achieving much in pvp sucks though. Hopefully they start adding new things like titles (that actually show on your char name), and other nifty bragging right things.
I’m definately getting tired of hotjoin spvp though.
I’ll give you the best advice out of everyone here.
Just practice. It’s all about getting the mechanics down til you’re smooth and memorizing all of your ability keybinds and cooldowns then you will naturally begin forming new combo’s on the spot.
That’s about it. Pve is EXCELLENT for practicing mechanics lol.
Oh, and if you haven’t already, give in to your inner curiosity and explore every single class in the mist, maybe even pve if you can (pve gives you much different perspective on things), so you know the in’s and out’s of each class, equally as important as knowing your class. Though this is really just pvp 101.
In this thread: a lot of people confuse high skill ceiling with underpowered.
Well it can in a sense. If you have to do alot more to be 10% better than other classes, in for example a high ranking tourny game where everyone is nearly flawless, there would be alot more opportunities for an Elementalist to screw up.
Ele could use some help in a few areas though, definately.
(edited by Knote.2904)
It’s true in the sense that most regular abilities don’t really synergize with each other. It’s actually something I think they should incorporate just to break up the monotony of auto attack spam for some weapons.
They could probably use what ranger skills do with their pets. Something like, X skill does dmg and x condition and your next attack do something different, your next Y skill gains cripple, or your next Z skill becomes aoe. For example.
Or also making it so using a different ability doesn’t interupt your auto attack chain, so you can stagger your autos to combo some things. Like third hammer chain is a blast finisher for example.
In time I suppose. Also another thing that would be awesome to see would be each weapon skill having their own secondary ability that you can swap between like utilities. Like for example Sword Warrior auto chain = bleed, bleed, big hit. You could change that to a different auto chain that does vuln, vuln, leap finisher. Would make customizing your playstyle and changing things up really refresh things.
But that’s ALOT to ask for, and I’m not expecting any of that lol.
They should probably just rework it so that it no longer decays, but instead your skills drain your Lifeforce, and you can basically choose which one to dump your Lifeforce on, direct dmg, condition dmg, CC, etc. Or choose to just use it to mitigate dmg. Would have to choose between extra survivability or dmg, and you could choose to dump your survivability for alot of dmg.
I’ve been doing alot of self heal tank ele builds. As much as I love focus, I just wish they would give water some form of healing. Dagger offhand having cleansing water is just so nice.
Earth Focus definately takes the cake though.
It’s definately intended for mist form to take condition dmg. Just like every other “invulnerability” in the game.
Endure Pain, Stone Form or w/e focus ele skill. Evasion skills, Distortion, etc.
They can prevent condition applying abilities just applying new conditions, but current conditions will remain.
Difference is, leveling up in GW2 you get to experience that gear progression still.
Just to correct you, Cone of Cold does heal the caster.
I think in beta it used to only heal others, but it definately does now.
So yeah, I did some testing in the Mists, and you’re right, it doesn’t affect Stone Flesh. It DOES however… affect Soothing Mist. You think it would affect both. I don’t have a reliable way to really test Flame Barrier or Zephyr’s Speed.
I have, however, been testing various skills for this trait, as best as I can without going out into the real world or getting help from other people, and have been updating the wiki accordingly.
I don’t think it affects Soothing Mist.
Soothing Mist get’s applied every once in awhile and has a 9 or so seconds duration when I glanced at it, so it remains in other attunments regardless of that trait.
Well I’m a bit slow lol.
Yeah it’s definately the lack of synergy.
They need to focus on traits to be useful in every element. Traits like 30% on crit to burn. As opposed to, 10% more dmg while in fire attunement.
Offhand Fire -
Ring of Fire – Really nice skill, I like everything about this skill, the fire field applying 5s burn makes it actually feel threatening, doing decent Direct Dmg as it explodes makes it an actual attack. I’d like to see other fire fields feel as good.
Fire Grab – Not sure if this should get any changes, but personally I wouldn’t mind seeing the delay/cast time removed, the CD lowered, in turn for maybe less dmg, so it’s a more consistent attack. Some would probably hate me for that though.
Flame Wall – Doesn’t feel very satisfying as a fire field. Since it’s only purpose is literally being wall of fire it should be punishing to run through or sit on, make it 5s burn like Ring of Fire or actually give it some good direct dmg for anyone standing on it.
Fire Shield – God this skill feels awful, 3s duration, only 1s burns, 40s cooldown, and nothing else. Only good use for this is proccing aura traits. Don’t really know what to suggest other than lowering the cd, and increasing the duration. Maybe give the skill apply a boon or something, retaliation? lol
Offhand Water -
Frost Aura/Cleansing Water – These are both excellent abilities, however 40s does seem a bit steep, maybe 30 or 35 seconds?
Freezing Gust – 3s chill on a 25s cooldown. Ugh, why? Compare this to Spinal Shivers. For starters, bring the cooldown down to atleast 20s, and maybe tack on some regen or something.
Comet – Pretty nice skill imo, wouldn’t change anything.
The one problem I have with dagger vs focus offhand as far as water goes, dagger is more offensive/melee and focus is more cc defensive/ranged, but dagger offhand has cleansing waters, I’m ok with that, but why doesn’t focus water atleast grant regen or something?
Offhand Air -
Ride the Lightning – No problems with this skill as far as design, I know it has issues with bugginess and auto targeting. I generally do fine since I’ve gotten used to having auto target off though lol.
Updraft – Amazing skill. Since you’re basically evading backward, would be neat if it was actually an evade.
Focus Air skills I don’t have a problem with, would be nice if Swirling Winds gave swiftness though.
Offhand Earth -
Earthquake – Pretty great skill would be nice if you could move using it, but w/e.
Churning Earth – Definately a hit or miss skill (literally), pretty much requires your teleport to ever use successfully, most of the time. The main issue I have with the skill is that the cripple doesn’t happen as soon as you start channeling, it’s delayed quite a bit.
There are many ways they could go with this skill, some has suggested using it while moving, they could just condense it like Eruption, or maybe make it a turtling skill, while channeling you gain toughness/protection or just straight up invuln, though that could be too good.
Magnetic Wave/Obsidian Flesh – These skills are AMAZING. Makes focus definately worth taking, I just wish focus water was as defensive focused.
I’m not going to go over anything else, although as far as traits go, they should probably stray away from traits that require sitting in a certain element and have more that work across all of them. A good example is the fire trait that burns on crit.
For those of you crazy enough to waste your time reading this, feel free to post/add to this lol.
(edited by Knote.2904)
Sceptre – Fire
Flamestrike – Kind of interesting since it’s the only auto that stacks burning, but since the way burning stacks compared to bleed I think it feels less satisfying. And the fact that it’s pretty crap for power based builds. Don’t have a suggestion.
Dragon Tooth – Ground Target please, that’s about it.
Phoenix – Great ability, a bit slow but I like it. It would be interesting if it could steal boons, based on the way the ability works lol, but that won’t and shouldn’t happen. =p
Sceptre Water -
Ice Shards – Ok-ish dmg, but it doesn’t really do anything outside of being good for procs. Maybe just make this skill stack vulnerability instead?
Shatterstone – I really wanna like this skill, the sound/animation is just so satisfying and I love the concept of being a super short cooldown rapid spam aoe. The vulnerability duration it stacks is amazing but what makes it god awful is the animation it forces your character into. My suggestion : make it not hold up your character.
Water Trident – Not really interesting at all, basically just used to dump at your feet for a little heal once in a while. Maybe give it some offensive purpose.
Sceptre Air -
Arc Lightning – Not a huge fan of this one, mainly because of how the dmg scales up, I would prefer if it was just a consistent stream of dmg, but I won’t care either way. Only other use is to proc stuff.
Lightning Strike/Blinding Flash – I think this is quite poorly designed, you might as well just stick this skill on auto cast. Should just merge this with Blinding Flash and average out their cooldowns. 8 second perhaps. Then replace #2 slot with a new dmg skill.
Sceptre Earth -
Stone Shards – Pretty amazing for bleed stacking, and TBH I’m really surprised it was left un-touch where as Necro Sceptre and Engy pistol auto’s were both nerfed quite a bit. I guess they thought you would be swapping often with Ele anyway. Unfortunately because of the way Attunement cooldowns work, Condition Ele’s are usually forced to sit in an Element to actually do dmg.
Rock Barrier – Interesting skill mechanic, though it doesn’t really feel that good to use. Just pop it whenever its not on for some extra toughness, the activation is awful. Give the activated shards a bleed perhaps, would be good for bleed burst.
Dust Devil – Just bring back the whirl finisher please.
Dagger MH Fire -
I like everything about this set. Would be nice if Burning Speed aimed based on camera.
Dagger MH Water -
Vapor Blade – I love the way this skill works, makes me super happy. However, make it so it doesn’t dissapear when hitting a wall or invulnerable targets.
Cone of Cold/Frozen Blast – Decent skill, ok dmg, kind of a weak heal but not useless. I think I would prefer they just remove Frozen Burst and make Cone of Cold apply a 1s chill. Then add a new skill to round out the set.
Dagger MH Air -
Lightning Whip – Really nice dmg, it misses often though.
Lightning Touch – Weakness is nice and all, but this skill is still underwhelming, give it some more dmg and/or make it aoe? This is one of the examples of Air being boring to use.
Shocking Aura – Prettykittengood.
Dagger MH Earth -
Impale – Decent but I would probably either have it fire faster or give it more range. Feels like it should be 600 like water.
Ring of Earth – I’d like to see this do 2-3 bleeds with a shorter duration, or maybe have it apply a very short protection.
Magnetic Grasp – Besides all of the bugginess with this skill, I would just like to have the cast/channel remove and let you cast while using it. Feels pretty clunky charging to someone and not being able to attack right off the bat.
(edited by Knote.2904)
Staff – Fire
Very few issues with this element.
Fireball – Painfully slow cast time at times.
Lava Font – Would like the dmg to start immediately when dropped.
Burning Retreat – The fire field border seems to be microscopic, hardly EVER burns anyone. Fire fields in general seem to be very inconsistent relative to one another.
Staff – Water
For the most part I think this also does it’s job quite well, a solid big Ice Spike when you’re swapping around, chill field and healing rain are just godly. (I hate that you can’t move using Healing Rain though. =p)
Geyser – can be a really annoying ability to use just because of it’s size, I wouldn’t mind seeing it become bigger at the loss of it’s combo field, or just be instant cast or something.
Water Blast – I think this is poorly designed, the dmg is laughable, and it’s only effect is a splash melee ranged heal which encourages sitting in this element to auto for heals, but then since melee is discouraged from just sitting on top of targets w/o moving, it’s just not very good. Maybe increase the dmg a little bit, and maybe stack a debuff or buff on you that can be detonated for a splash of healing when you change attunements or use a non water skill/attack.
Staff – Air
Something that’s always slightly bothered me about the air Element is that it’s not really a dmg element like fire is. It’s more of a cc/utility powerhouse with dmg in 2nd place to fire, which is is fine and all but it kind of makes the air element boring to use I find since you don’t have many attacks to use. And I was under the assumption that Air would be the other dmg element opposed to Fire. Like Fire/Air = offense, and Water/Earth = defense, with Fire being aoe dmg, and Air being spiky single target dmg.
Lightning Surge – I would like to see Lightning Surge have a slightly faster cast time, and hit a bit harder, as it is now it’s not that much of a hard hitting skill compared to it’s auto attack and is quite slow especially as an important blind skill. If necessary make the dmg single target and the blind aoe.
Chain Lightning – I’d like to just see it be a tiny tiny bit faster. (cast speed)
Gust – I would like to have a faster projectile and maybe make it not travel on the ground. Making it a third dmg skill for Air Staff could be a possibility.
Windborne Speed – I think this skill is excellent all around, wouldn’t change a thing.
Lightning Field – I have a huge love/hate relationship with this skill. On one hand I love it’s unique mechanic of stunning on the border (Veigar send’s his regards), but on the other it’s a PITA to accurately use, and I don’t think I will ever be able to insta stun anyone by accurately dropping this so the border lands on someone, even w/smart ground targeting off. Basically it’s a very unreliable skill and is generally only useful for kiting or “soft immobilizing” smart people, who usually have teleports anyway.
Maybe Lightning field should just stun regardless, as long as they’re in the circle, and hitting the border can cause big dmg or even make it a pulsing stun, 1s daze/stun every 1.5-2 seconds, similar to DotA’s Enigma.
Staff – Earth
Stoning – Decent auto, dmg isn’t spectacular, but can stack weakness, not super interesting, but not bad at all.
Earthquake – I used to really love this element in beta before Earthquake got a massive nerf in it’s radius, granted the range was pretty insane, but was also necessary most of the time to make up for the huge delay. Also was probably reduced for WvW reasons.
What I’d like to see now is have that annoying channeling/cast time thing removed, then just simply condense the ability, less delay, less dmg/bleed. Maybe even lower cd by 1 second to match if necessary.
Magnetic Aura – Beautiful.
Churning Earth – Long ago before beta for some reason I was under the impression that this skill was basically a barrier like Guardian skills that blocked people from crossing. I was quite dissapointed when I realised it just simply crippled.
I’m not a major fan of this skill since the only thing it accomplishes is, well, crippling stuff, and not even for a really long time, the fact that it’s a wall/line aoe is what hurts it the most. Not sure what to suggest, maybe make it stack some small bleeds? I tend to just dump it on immobilized or stationary targets, would be neat if it did some bleed dmg.
Shockwave – I think it’s a great skill, the aiming of it can be very wonky at times, but I don’t have any suggestions.
(edited by Knote.2904)
After playing Ele for quite some time (played tons in the beta) and up til now after release, I’ve gotten a good grasp for the profession and would like to point out some of the things I’d (personally) like to see change.
Of course these are all opinions, and I’m not expecting or demanding to see all or any of these changes, and some may possibly overbuff the class. Some of this may be considered nitpicking as well, but read on if you like.
Also a warning : this is a VERY long post.
To start with, I’ll talk about the Attunement system. First off, I absolutely love the mechanic, and for the most part flows very well, and feels like true spellweaving at times, which is what hooked me to the profession. That said I feel the super long cooldowns make it feel clunky at times.
Considering how important it is to make full use of all 4 elements, in terms of dmg, utility/cc, and survivability, the Arcane trait tree becomes so important since attunement cooldowns are sooo long. And the way attunements go on cooldown (cd starts after LEAVING an element) further maximizes your down time in a certain element. I feel this promotes a spammy playstyle (ex. Go to water, dump cooldowns, go to air dump cooldowns, go to earth dump cooldowns.), of course this usually happens when saving certain cooldowns isn’t super important.
But for those times when you DO need to save certain important cooldowns, you’re punished for even touching that element before you need said cooldown by either being locked out of it for a long time, or being stuck with poor dmg. I honestly feel they should do a slight redesign of the cooldown system by just bringing down the cooldowns slightly, lowering Arcane Tree’s recharge bonus, and changing the way cooldowns start (by ENTERING an element rather than exiting). Of course it’d require a change to certain traits that cause effects on swaps, which is why it would be a slight re-work.
To take it a step further, what if Attunements simply had no cooldown whatsoever? I mean Engineer’s get away with it.
Jump in med kit, pop swiftness/fury, jump into grenades, dump all your grenades, jump back to pistol and pew pew, jump bomb run away and dump bombs then quickly into med kit and dump heals, come back to fight with grenade and dump some more, then pistol/shield and block/reflect, back to bomb use smoke, use big bomb to invis, back to med kit. And on and on and on. Sure in a short time window this describes Elementalist as well, but my point is Kit’s don’t have any cooldowns/penalties whatsoever, so why weren’t Attunements designed that way?
Anyway, now for weapon skills..
(edited by Knote.2904)
Really? It’s an elite, be glad you can even do something against it, compared to Moa or something. If anything it’s one of the few elites that can be trivialized by anyone with a displacement skill lol.
Also it’s not permanent it’s 20 seconds, and that’s if you decide to completely ignore the roots.
I’ve noticed while playing that certain particle effects cause some huge dips in FPS for me. I could be sitting in an area at 30 fps, enter a cave and suddenly plummet to 15 for no reason.
And most of the time in small DE’s with about 5-10 people, I’m usually fine at 22-25 fps then as soon as a few people drop some aoe’s my fps can plummet to 10, it’s very inconsistent, and this also makes WvW unplayable for me. Possible it’s the same problem for you.
I wish I had a particle slider or something just to see if that’s actually the problem lol.
I think I hate everything about this map, the layout, the underwater imbalanced and buggy combat, the sharks, the effin cannon, everything. :x
/facepalm
Just for those that don’t know yet. Entangle basically spawns a melee ranged pet that will attack anything on top of it every 1 second and apply immobilize.
If you cleanse said immobilize and quickly dodge you’ll be out of it, or use an ability to displace you (a teleport).
If you would like to practice this, go find some giant Tree mobs to fight.
I tend to just stick with dagger storm, pve, pvp, anywhere.
I don’t like super long cooldowns (I absolutely hate that Anet went in this directly with elites to begin with, GW1 elites were 1000000x better). Not to mention thieves guild is pretty cheese, and frankly, popping my elite to insta win a 1v1 fight isn’t going to help me improve so I just decide not to take it at all.
Basilisk is just laughably bad, I’ve only used it when trying to do venom share support builds that gives everyone x2 basilisk venom triggers to be cute.
D-storm is quite bawler though, stability, good aoe dmg/bleed, reflect, cripple. So many uses.
Yeah I was dissapointed long ago with that skill. It feels like they decided to tack on boon removal and call it a day.
If it did just a bit more dmg, and the 2nd strike hit sooner it would such a huge improvement.
The way it is now, you flank, strike with dagger, then sit there waiting for that 2nd strike so that it even does dmg.
You’re actually able to interupt the 2nd hit if you spam it back to back which is just awful. The main reason the delay on the 2nd hit is bad is because you’re not evading.
It felt pretty bad to me as well, considering the mobs are basically just nonstop spewing out a stream of dmg that WILL down you unless you’re mitigating all of it. I wish there were either more bigger/slower attacks or as you said, lower hp.
Blind fields are too good as it is lol.
Well I’m like 99.9% sure Anet is reading as many posts as they can and working on it. And I don’t think it’d intended for dungeons to be pretty much un-puggable. I’m definately not going to waste my time and money pugging dungeons anymore lol.
And by that I mean story dungeons.
Also I don’t think this game needs gear progression, it just needs SOME sort of progression.
This. The “explorer” people that are against any sort of progression or carrot drive me nuts in these forums, and they’re always so hostile.
Explain why Anet decided to put levels in the game, as well as gear rarity or gear stats that increase with levels, or why traits/skills are tiered/locked. It’s simple, progression and achieving upgrades feels good. Exploring is great and all but so is progression, and having both = Why RPG’s rock. This is why leveling up a char by 100%’ing zones (like I am) will always be more fun than doing so at 80.
The endgame doesn’t necessarily have to have gear progression as the only progression, and I would also prefer to not have that, I think Dungeon Defenders is an excellent reason why not to have it. When it gets to the point that upgrades no longer feel like an actual improvement, it becomes a waste of time, a gimmicky carrot.
I was banking on the gear progression in this game to be “flexibility” in your stats as far as progression goes. As in, hit 80, have generic gear (with top level stats) but it’s very well rounded, and you would be hunting down and working on getting gear/pieces/mods that adjust your stat balance in the way you want to play. Going for crit/cond/vitality, or crit/power/condition (ultra glass), or healing/tough/vitality (still some restrictions of course).
While I like cosmetic grind as a carrot, completely by itself I just don’t think it will cut out. One of the main reasons to get new cosmetic gear/skins is to look cool or how you want while you’re playing (aka going out and killing things and show off), but if there’s no other reason to be out killing things (I don’t mean exploring, but doing DE’s and such) to actually PLAY while in your cool gear, then what’s the point, finish exploring the zones, and sit in town to look pretty? What about the people that get a few of their favorite looks already and don’t really care for more?
I think they just need to look at why having a continuous endgame is appealing. The thing I think I liked about the past MMO endgame progression was that there was always something to improve. Before it ended up becoming easier and easier (talking about WoW here) to get your gear, so they have to constantly pump out new tiers/levels of content/gear it started to become a treadmill.
Basically, even if they do revamp Orr and DE’s to be more fun than it is, it’s good to also have a solid reason to be out there doing them besides just being fun. Doing something you find fun that is ALSO rewarding is very very good. Dynamic events could very well be a way to “progress” say for example if completing a large difficult chain of events could unlock some fun minigames that have unique rewards.
Personally I don’t think Anet wasted so many resources on PvE just to say “sorry no endgame just finish exploring” and be done with it. I trust they will find a way to have meaningful and rewarding continuity in their PvE “Endgame”.
Woops a wall o’ text.
(edited by Knote.2904)
Not to mention huge imbalance of classes underwater lol.
I do agree with immobilize being too strong of a condition. I think it’s actually better than stuns/KD for burst cc since alot of stunbreakers won’t do akittenthing to immobilize, and there’s not many reliable immobilize removers. Alot of the “remove 1 condition” abilities will be wasted by a newly applied condition being spammed after said immobilize. Only abilities that state they remove immo or big condition dumps are reliable. =/
From my experience ranger’s are the one’s most boned by immobilize lol.