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Somestimes training really helps a lot. I had problems with long bow rangers too, but if you practice to dodge the pushing arrow, you will be able to close the gap between them and you, especially if you have access to stealth. And the elite entangle you said before isn’t such a big thing, the vines break very fast and you can keep moving.
Seems like someone really loves earth benders. ^^
I really like suggestion 1 for the new mechanic for offhand dagger. Sounds interesting to cause heavy aoe damage if you get manage to hit laying foe with it. But another ranged heavy aoe for staff seems little redundant. If it still will be centered around the elementalist, I would be totally fine with it.
Most of our kits just act as weapon sets for us and we have nice support at elixir gun and med-kit now. I’m hoping for a heavy dps weapon, it has a rocket attached for brutal impact and the thing we are missing in our new traits is damage modifiers (many disappeared). Tanking is also possible, but we got nice traits for it like bunker down or iron blooded.
That’s right but you have a second weapon set so in one get GS and in another a ranged weapon, this way you can’t get kited to death.
Still searching for some information about quickness .__. does it make you move faster with a movement skill or not?
I’m sorry to read that, but maybe show me where I am wrong? For the invuln fact I didn’t read anything about a class which has more access to it (invuln, not evade). So someone please show me where I am wrong? I just want to understand and don’t bother you anymore.
If thief is getting a rifle and it will work like a sniper (many people seem to want it) it could bring interesting gameplay to thief. To balance the sniper with a class which has so much stealth, maybe the sniper skills should give thief reveal on activation instead of hiting the enemy? Only for rifle of course.
I listed earth shield to show elementalist is the class with most invuln in game and it is. And if you are saying elementalist is so depending on the vigor boon, then there is a balancing issue. So maybe we should start searching for other defensive tools for the elementalist instead of holding the old vigor.
Obsidian Flesh is 4 seconds I know that, that’s why I said 10s invuln (3s from mist form, 3 from earth shield and 4 from OF).
Cele gear is natural synergy with elementalist, which can do all things with one build (heal with water, condi with earth, direct damage with fire and crit/cc with air) and I fought against many elementalists literally perma-evading and found some builds in the internet which show the drastically stamina regen an elementalist can provide. ^^
And I just wanted to show elementalist has access to other defensive skills so vigor nerf will not hurt you that much as you think maybe.
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Ithilwen which profession are you playing? It would be much more constructive to ask how you can handle long bow rangers.
Elementalist is able to have 10s of invuln (earth focus 5, earth shield 5, mist form) and each weapon set does have at least 1 evade spell and some on conjured weapons.
Maybe this way elementalists will not be able to dodge every single attack of their opponent using dodge roll and their insane evade skills. Elementalists have most access to invuln and lots of evade skills. You will be fine.
You guys still remember you can play a reaper with another weapon but gs, don’t you?
Slow is the opposite of quickness, does quickness make you move faster on movement skills? No troll, I really don’t know that. ô.o
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The way I understood the change, cripple and chill will still have an impact on movement skills. It won’t affect the distance, but the speed you are passing it by.
Every skill except the AA. The others are different forms of medi packs thrown ground targeted.
If you want to have perma swiftness you still can go with Streamlined Kits. I think the new Med-Kit is really good, I ever thought it should be more of a group oriented heal skill and now it is by it’s AA. And just think about the synergy with elixir gun. If the elixir gun skills will count as an elixir traitwise, you will have 4 of 5 kit skills which will aoe clean a condition. The new elixir gun trait makes this skills converting conditions to boons instead. So clean all conditions of your team, generating boons by doing so and then using the 15% buffed Med-Kit AA, which heals for more for each boon on your allies! That’s just awesome!
I don’t think it is wrong to make it work like this. Just like I said, if you want an extremely powerful skill, you should have to pay in some form for it.
How about improving Light on your feet by increasing the effects duration and cap the number of stacks you can generate? With a 4s duration you can stack this one just 2 times, because you have to dodge for it. If we increase this so you can get 4 stacks of it capped it would be a massive damage boost of 20%.
What kind of argument is this? So I just can say now “well, how many necromancers will take Consume Conditions? Just take another.”? ^^
For example: A.E.D. got a huge cd of 40 seconds, is difficult to use cause you have to die in 5 seconds otherwise you get an extremely small heal. If you want this skill to be any kind of useful you have to get one of 2 traits: Automated medical response (at 25% you get your heal skill back, 60 sec ICD) or Gadgeteer (GM trait, 50% cd reduction if you got 5 charges). Without them this skill is just weak because it got such a massive cd.
You are able to reduce the cd with the corruption trait to 20 seconds. ô.o That’s much better than before.
But 10 stacks of vulnerability are just too much. I agree in reducing them to 5 stacks.
About wasting removing the downside: There are other skills like this, where you have to “waste” one or more traits for example to get a skill that actually works. Same here, there is a trait to remove the downside as i already said in another topic.^^
It really is kind of sad they took everything from the turrets. We got all downsides (can’t move, can’t get healed up by allies but from toolkit engis, don’t get any boons….) and none of the pros we had earlier (can’t get hit critically, can’t get conditions, can autorepair).
I really hope there will be some buffing in the future. Would be really nice if they could get boons too just like every other minion in this game. This way the trait experimental turrets would make them buffing themselves and the healing turrets regeneration would make them heal up again.
Making it an corruption skill does fit much more better in my opinion, cause the whole concept of corruption is about conditions and consume conditions is too. And every really strong skill should have a downside, shoudl’kitten
You are cleaning ALL conditions with this skill and gain more healing for every skill you cleaned this way. So the healing can be incredibly strong and there should be a something to pay for this. And it’s not a complete downside if you combo this skill with the right other skills or traits.
Well, thinking about it the point about gliding seems to fit the best.
Axelwarrior: You’re right about the chain you are complaining about and I already said there is some need to buff the mobility of the necromancer. I just don’t want it to be a skill which let you survive every falling damage. ^^
I really hope for necromancers to get some effort for this in the future.
Arioso, my friend, I love you so much right now.
I was really worried to get rid of my sylvari skills. But you gave me new hope. =’) Thank you very much.
That’s an interesting point, you could be right with that.
But I still think it’s a problem about disengaging too.
Thiefs were able to shadow step up but wasn’t there an update to fix something like this and aiming at teleports too?
Axelwarrior, sry, but I don’t get your point. Stealth is some guaranteed disengage, that’s right, but it seems arenanet is working on this. Just look at the new engineer trait “lock on”. And you listed many professions which can disengage by high mobility but there is a problem with this argument: you listed MANY professions with HIGH MOBILITY. So if one of them want to disengage with it, there are others having this mobility just to catch up. That’s just not possible if you jump off a cliff.
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I agree to a rework of the vampire signet, because I always thought his mechanic was kinda lame. Especially the passive effect of it.
But I have a question about the suggestion: you said it will be a one hit skill. Does this mean only you can trigger it? I guess so because it would be terrible if a party member steals your only heal. But vampire signet was meant to bring some support to the whole party so maybe another active effect would fit better?
A fleeing warrior can be catched up by some others, for example you called thiefs, elementalists and engineers should be able too i guess if they are using the right skills.
About the cliff scenario: The Edge of the Mist has nothing but cliffs where you can use this advantage properly.
But there are some new combos for the new CC spell aren’t there? Especially with the new trait to get one more condition for the cd reduction. There is a new trait, with 3 or more conditions on you your next critical hit will send your conditions to the opponent.
So heal yourself, activate another corruption skill and attack for sending those conditions to the opponent. Well, i don’t know how long the cd of the trait was ….
In my opinion it’s an unfair advantage because there is literally no other class in the game than necromancer who can follow you in this scenario. I agree necromancers got some mobility problems, so it would be great if you get some buffs in this. But it isn’t the answer to make it impossible to close the gap to you if you want to flee.
There are others classes with high mobility which are hard to follow that’s absolutely right but it isn’t IMPOSSIBLE to follow with other classes.
There is some simple reason why the devs did this. Spectral walk was giving necro players an unfair advantage when it comes to WvW. This skill was able to give you a perfect way to disengage every fight. If you are the only ones who can jump off a cliff surviving it there is no way to follow you to get the kill.
But don’t worry you are still able to do some unique and fun stuff with this skill. Just like this: https://www.youtube.com/watch?v=37HH6IEiPO4
This seems to be very fun to do and requires some skill.
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Maybe the racial skills will disappear with the new system. There was a picture of the new system to unlock skills and traits with elementalist as an example. (Tempest was confirmed as elite spec name this time)
There wasn’t a path to get racial skills so maybe they won’t be in the game anymore.
You might be right but i think it isn’t such a big deal maybe. If the 3 said skills (elixir f, acid bomb and super-elixir) will trigger the trait effects, it would mean 3 more condis to clear with them and 3 stacks of might (maybe less cause elixir f isn’t very reliable).
The elixir gun already has some heavy condi clear. Without the said elixir traits you can clean 6 conditions of your allies (5 by fumigate, 1 by super elixir). This way you would push the cleared conditions from 6 to 9 and only in perfect situations (all 5 ticks of fumigate hit, everyone standing in your aoe, etc). 4 of them you can clean from yourself.
Maybe condi clear was missing in the role of the engineer, but this changes give me the feeling they want to make the alchemy trait line a condition converting monster. Especially because condition builds got a huge buff in this update, so being a profession weak against conditions is really terrible.
will it be possible to use the mortar kit under water? i mean we dont have the 1500 range with grenades under water anymore ^^
but it would make much more sense for elixir gun ^^ 1. this kit is called ELIXIR gun 2. the new trait would it make possible to transform condis to boons with 4 of 5 elixir gun skills
hello i have a question about the upcoming skill changes,
we got some skills in kits (elixir f (isnt said in tool tip but should be), acid bomb, super elixir and elixir shell) which count as elixirs said by the tooltip.
do the new elixir traits have an effect on these skills? there would be great synergy with the alchemy minor alchemical tinctures and inversion enzym.
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It isn’t an argument that your skills are aoe which are easy to dodge. Each profession has an own concept how to do things, the elementalists concept are massive aoe damage skills which are fairly adressed. If you want to hit hard as an elementalist, you have to use your cc skills in combination to keep the enemy in your high damage skills.
Warrior skills more powerful than ele ones? Seriously? ô.o
Elementalists have the strongest damage skills in the game (like meteor shower or lava font) and the strongest heal. And you still got the extremely strong 4 skill on ice bow (which they said should be nerfed cause ice bow wasn’t meant to be such a huge damage weapon).
Sorry but i just don’t get what you are complaining about and it’s not that easy just to give engineer weapon swap and and make kits to conjured weapons. Weapon skills of the engineers are balanced around the kit mechanic, which means they are totally weak compared to other professions.
I absolutely disagree with this suggestion. Do you know why engineers got the kit mechanic like this? Because they have no weapon switch. Elementalist dont have it too, but got the attunements instead. Elementalist already have 4 weapon skill sets as class mechanic, giving them more skills to use every time they want to would make them just totally OP.