Hi !
A little suggestion I had while pexing with my necro and a mesmer friend.
Signet of Inspiration revamp ! I use Signet of the Locust and he was behind me everytime.
While in fight, the signet work as currently.
While out of battle, the signet grants +25% speed but no boon.
I hate everything about Charr, for they are … Charr. And I would like to see them go extinct before all others races.
Yet, I don’t see any good reason to go with claiming Ascalon for Divinity’s Reach.Ascalon still has its rightul claimants: the Ghosts of Ascalon, who have been there for their whole existence.
Too bad for you, Human is the most nearly extinct race of GW2 :p
In all technicality, I can be a god in real life, you can’t prove that I am not simulating my humanity.
MRA
Tyria is Charr’s homeworld.
Humans are the extratyrians invaders.
Don’t take the Flesh Golem. I just leveled a necromancer. He’s so dumb he go to the monster when he’s nearly died… Plague is better, a 20s poison/blind AoE with stability that will help you when surrounded.
First utilities, take Signet of the Locust to run faster. Second one is Well of Suffering, a very nice AoE. Third one is Signet of Spite. It grants you more Power to improve all your damages, reducing the need of power stuff of your level. These three are on the first line, so you will have all of them already bought at level 8. Save your skill points from level 20 to 30 for Plague that costs 10 skill points.
The best leveling weapons are double dagger and staff. Dagger have a strong DPS, a life stealing spell and the #5 skill make foes fumble half their attacks while staff provide AoE, healing and controls. Don’t forget to unlock your Death Shroud skills too. Death Shroud is the F1 necro skill, morphing you in a doppleganger with it’s own life bar.
For your healing skill, Consume Conditions is a must have, it’ll grant you a removing condition that’ll help you many times.
(edited by Kulvar.1239)
Without conjures ele will cease to be viable in dungeons.
It’s why I said “Before removing conjured weapons, Elementalist need real weapon skills.”
Before removing conjured weapons, Elementalist need real weapon skills. But I would love it.
Wards :
Ground targeted spells with 900 range units and 240 units effect radius. Last 9s with a 30s cooldown, pulse each 3 seconds, 4 pulsations.
Ward of Restriction
Fire, Weakness foes 3s
Water, Chill foes 2s
Air, Blind foes 5s
Earth, Immobilize foes 1s
Ward of Destruction (deal few direct damages to all nearby foes)
Fire, Burn foes 1s
Water, Poison foes 3s
Air, (2x) Torment foes 3s
Earth, (3x) Bleed foes 3s
Ward of Solace
Fire, remove a condition on allies
Water, heal allies
Air, grants Vigor (2s) to allies
Earth, grants Protection (2s) to allies
Ward of Revenge
Fire, grants 5x Might (3s) to allies
Water, grants Retaliation (3s) to allies
Air, grants Fury (3s) to allies
Earth, grants Stability (1s) to allies
By the time I finish to cast it, foes already leave the area. It’s why I would love to see a little global burning at the beginning.
I’ll not explain again the flaw of the Elementalists. You all know them (lack of sustainability, underpowered skills, lack of interests for some utilities).
But I like to dream of a better world, a better game too. And I love Elementalist (despite its flaws).
Here’s what I dream to see in a patch note. Who knows, it can provide ideas to Arena.net.
STAFF – FIRE
Fireball, the first hitted foe take 10% more damages
Meteor Shower, when the first meteor fall, all foes in the large area Burn for 2s
STAFF – WATER
Water Blast, if no allies are healed, the spell do 100% more damages
Ice Spike, the spell is now a Combo Finisher : Blast
STAFF – AIR
Lightning Surge, the spell also apply 1s of Daze to the targeted foe
Gust, the spell knockback 400 units away all foes around 240 units of the caster
STAFF – EARTH
Eruption, when the rocks sprouts, foes in the area are Crippled for 1s
TRAITS – ARCANA
Arcane Precision, the trait work “on hit” instead of “on critical hit”
And you, what do you dream to see ? (please be realistic, +9000% damages on fireball isn’t !)
(edited by Kulvar.1239)
Instead of helping them to disturb the train, I prefer to explain the basics (dodge, cast while running, straf dodge, waypoints, …)
Erf. Thanks for the explanation.
I don’t understand why we can’t craft our gear with the stats we want. A system with a main insignia and two secondary insignia could be great.
I’ve heard that you can select your stats combinations on a legendary weapons.
Can we choose the main stat and the secondary stats freely ? (for example making a Power+Healing/Toughness or Vitality+Precision/Cond dmg)
I want to know if I it’s possible or if legendaries are worthless.
If only ascended gear let us choose our stats combinations freely.
Asura aren’t Hylek or Quaggan… They’re not amphibians Oo
Also the’re hot blooded Asura too… No control-freak Asura too…
Please stop with cliché!
Hi!
Currently, the major concern and complaint about the megaserver is that it mix different languages on a same map without regards for languages people understand.
The most satisfying solution for everyone is a new option in the game menu with checkboxes for which languages people understand and agree to meet. By default and if no language is selected, the home server language is used as agreed and understood language. The language selection setting menu is optional.
On the megaserver side, each map instance have a defined language. People couldn’t land on a instanced map with a language they don’t selected.
The idea, the basic concept of a “Megaserver” isn’t even bad.
It’s just that it’s so horribly implemented. That’s what we’re discussing here. We know the megaserver won’t go away anymore. We just want it to be better than it is currently, because currently, it destroys communitys, playstyles and creates a hostile enviromnent for some people.
It’s exactly what I said.
But I’m upset that people spit on a system when the problem is it’s settings.
Megaserver > No-Megaserver > Megaserver with bad settings
No. From the beginning of MMORPG gender, servers is a consequence of technical limitations. The megaserver system is a solution to bypass these limitations. You spit on it stupidly thinking it’s the problem. The problem is that they set the megaserver to mix different languages with little caring, having bad consequences.
Telling you’ll leave the game is childish.
Or a mix ? Orr partially reclaimed. Risen, Inquest, pirates and Pact fighting for Orr.
A new WvW-like map on the south-east part of Orr (the current three don’t change).
Four fortress with their own style for each. Towers and camps (with waypoint) that could be claimed for the Pact by players. When lost or attacked, waypoint is contested. You must have the nearer places around the Pact Fortress to have the ability to reclaim farther places.
When a foe fortress is under siege, a special event can pop with a legendary commander.
A new world boss : Undead dragon, Inquest golem, Aetherblade ship, depending of the dominant foe faction.
i don’t leave the map, i quit definitely the game if it stay like this…
This good old threat that they’ll lost players… Tip: they gain more plyers, specially if they improve the system, than going back to the old system. Also, if you leave, why loosing time here to say that ? Go play to your new game ! Oh… It means you didn’t leave and you don’t. You’re just upset that the game evolve and change. But if it don’t change, it die.
But stronger language separation is a good thing. European dislike not understand others and few of them know more than their native language. Maybe an option of which languages you want ? (for me it’ll be FR + EN)
Asura don’t use technology. Technology is Charr’s knowledge. Asura use technomagic.
And for Ice, better name it Cryomancer ^^
Blood is Power could be more useful than Signet of Spite.
3887411Gameplay > Lore
Lore-side, Asura technology is prevented from Bookah hands. Asuran armors are full with technology and devices.
There’s several Moa trainers in many places.
As said, Maguuma is an hostile jungle and a trained scout can do many tasks in the wild with special techno-suit designed to improve his survivability.
You can take only samples to study.
There’s places IRL where you have high advanced technology and other places where no technology exists at all. There’s also places where they regress (like North Korea).
There’s a big difference between equals and identical. Also, my sentence wasn’t about the idea that an intelligent race have to be physically weak or strong (they may be both), but why races are so human (Norns are the worst case) ?
It’s not like the first star trek episodes where aliens are humans with strange noses, ears, or eyebrows because it’s the best they can do. This was many decades ago.
Charrs are stronger than Humans AND more advanced than them.
Races haven’t to be perfectly equals lore-sided. Also you can make a race lacking physical abilities without making them rat-like. And intelligent races didn’t need lightbulb heads.
(S)he’s an elementalist, peacemakers mostly are warriors or guardians.
Asura haven’t last name. But they have titles !
- Master Sera (Master of Elements)
- Doctor Sera (Doctor of the Synergetics)
- Professor Sera
- Genius Sera
- Headmaster Sera
- Expert Sera
- Archivist Sera
- Krewmaster Sera
- Creator Sera (Order of Whispers)
- Lightbringer Sera (Order of Whispers)
- Agent Sera (Order of Whispers
- Crusader Sera (Vigil)
- Warmaster Sera (Vigil)
- Scholar Sera (Durmand Priory)
- Explorer Sera (Durmand Priory)
- Magister Sera (Durmand Priory)
- Arcanist Sera (Durmand Priory)
Otherwise, you are left to guess the tactics that come with their size: to catch a rat, you gotta think like a rat. :P
Why technologically advanced races have to be short rat with big lightbulb heads and ridiculous walking/running animations in every game ?
How a question can be an assumption ?
They said that they want to reduce the need of Berzerk gears so people have more build possibilities. There are around ten traits in non-precision line that require critical hit.
For Sigil, they claimed that “With these changes, characters who aren’t geared towards critical hit builds will have a bit more access to attack-activated control, survival, damage, and support.”
This logic can be applied to Traits too. Will they do it ?
For example, an Elementalist with 25 in Arcana have “10% on critical hit to apply a condition”. An Elementalist that don’t have any precision will have a powerfully 0.4% chance to apply a condition on hit. So useful !
On the other hand, an Air Elementalist will have 5 to 10% to apply 3sec Fumble every hit.
(edited by Kulvar.1239)
Do someone have any information about traits and “on critical hit” revamp ?
Hi!
In a week, sigil “on critical hit” will become “on hit”.
Will the traits change too ? Especially those that aren’t in the precision line ?
The Elementalist trait that is triggered when critically hit can become “when disabled”.
Here a list of traits linked to critical hits : (+ means on precision line, @ means “when critically hit”)
Guardian – (2 traits / 0 on precision line)
- Vigorous Precision
- Empowering Might
Warrior (6 traits / 5 on precision line)
+ Furious Speed
+ Precise Strikes
+ Rending Strikes
+ Forceful Greatsword
- Sharpened Axes
+ Furious
Engineer (5 traits / 4 on precision line)
- Incendiary Powder
+ Sharpshooter
+ Infused Precision
+ Go for the Eyes
+ Precise Sights
Ranger (4 traits / 4 on precision line)
+ Companion’s Might
+ Honed Axes
+ Carnivorous Appetite
+ Sharpened Edges
Thief (4 traits / 3 on precision line)
+ Ankle Shots
- Sundering Strikes
+ Opportunist
+ Critical Haste
Mesmer (1 trait / 1 on precision line)
+ Critical Infusion
Elementalist (5 traits / 1 on precision line / 1 when critically hit)
- Burning Precision
+ Weak Spot
- Arcane Precision
- Renewing Stamina
@ Soothing Wave
Necromancer (4 traits / 3 on precision line)
+ Barbed Precision
+ Reaper’s Precision
+ Withering Precision
- Vampiric Precision
It’s a lot of traits !
They killed kitten.
You have two choices : Endure the big heads or leave the game. So much fun… Next Time the screen will be flashing to cause epileptic issues ?
April fools day joke must be short. If someone screech like a banshee if you go outside, will you believe it’s and april fools day joke ? Probably yes. But if he stalk you all the day while shrieking ?
Elder Scrolls Online day for me too.
There’s a big bug with in-game character models. Heads scaling parameter is bugged and characters’ heads appear oversized. Ugly and unplayable.
My guildmates give up and go played Elder Scrolls Online instead.
Charr and Norn Elementalists would totally fit “martial fight style” with greatswords.
Flame legion Charrs already use fire greatswords and Sons of Svanirs have greatswords with ice attacks. Aetherblades have electrical greatswords on some Charrs and Norns.
Also, greatswords are the best looking weapon in the game.
Ranger’s arrow will go faster in the new turret’s reflective shield and go back straight in your kitten at 200% speed.
*pet ranger head*
A little racial/cultural focus wouldn’t hurt now and then. In trying to be inclusive of all 5 races in all parts of the story, each one tends to become a homogenous lump of sorts.
I agree with that. Lore is rich, do not erase it’s richness !
He’s smaller because it reduce display calculations, texture size, etc…, since we don’t go near him during the fight it have no impact to our perception of its size.
Lore is the clay in wich stories are molded.
The more developed is the lore, the more stories can have depth, shades, plots and consistency.
The less you’ll find “very bad vilain” and “holy great knight” (unless case of mary sueism like Scarlet).
Celebrations, traditions, habits, common knowledge, morphology, physiology, history, superstition, opinions, leaders, wealth, health, geography, technology.
Staff ele have only one non-AoE damage spell. The #1 Earth.
The #1 Earth is fine, but is not intended for burst or high DPS.
Each time a staff ele is against a single foe, half is potential is lost.
Each time a staff ele is single against foes, half is potentiel is lost.
The second is fine, the first is not. It’s too much. And when 1v1 come, a Staff Ele have nothing. PvE and PvP.
It’s the meaning of the Fire/Air/Water #1 changement suggestions.
The #1 Water do very few damages but can heal allies. But when there are no allies to heal, this spell is the weakest of the game. It’s like a Magikarp Splash.
Lava Font, Ice Spike and Eruption are way too linear. Lava Font and Eruption are powerful, against static blind players. It’s easy to leave the AoE before you take serious damages.
By switching part of the damages in a Burning, Lava Font will do a little more damages against moving players.
Ice Spike is a highly telegraphed spell that do nothing special. If players will get Chilled by standing under the spell, they will try to avoid it. The Chilling haven’t to be long, just annoying enough to make players considering that a giant ice block fall from the sky.
Eruption have two “casting” time. The casting of the spell and the “blast casting”. During these four seconds, foes have already leave the area. Adding a small cripple effect at the sprung of rocks will help make this spell not a waste of time if people leave it. The bleed stack can be decreased a bit to not imbalance this spell.
Air is the worst element of the Staff and need some improvements to equal the others.
Lightning surge has a long casting time, but against a single foe it’s a waste of time. You lost your time applying Blind and the foe lose his time with a blank strike to remove it… A boon removal to the targeted foe will give an interest to both situation, improving Air Staff.
Gust is a special case. The spell currently knockback a foe from a big range. But it’s not when a foe is already away that you need to knockback him. Knockback nearby foes on the other hand is an ability that staff ele lack. In order to increase sustain & escape potentiel, revamp the spell to knockback nearby foes will help. When you think of the wind, you imagine an invisible thing moving even in the slightest crack. But even in Air attunement, staff ele are easily catchable. Who will loose time facing a foe to knockback him ? It’s a waste of time that can kill you.
Last part, the CD of some spells are way too long.
Unless other classes that swap weapon in order to do specific things, ele have to switch of attunement regularly to not be stucked with cooldown. But some cooldown are way too long and when you come back to an element, they’re not up and you have to wait a few seconds in order to do what intended or switch to another and give up what you planned to do. These “holes” kills you more than mistakes. GW2 is not a game of godly and almighty spells, it’s a game of this little spell at the right moment. Long cooldown doesn’t fit this gameplay well. Between a spell doing 10 000 damages every 30sec and a spell doing 1 000 damages every 3sec, I choose the second one, because a player can dodge one strike, but he can’t dodge ten strikes.
(edited by Kulvar.1239)
Staff Ele are nice in the spirit but lack of little things to breathe in my opinion.
Lack of non-AoE DPS against single foes, little things to improve sustain/escape, slightly too long cooldown for some spells, AoE too long (easy to avoid) sometimes for no reason.
Fire
[ 1 ] Fireball / slightly increase of damages if there’s only one foe in the area
[ 2 ] Lava Font / apply Burning (2s) to foes when sprung, direct ticking damages are decreased
Water
[ 1 ] Water Blast / strong increase of damages if no allies in the area (no heal)
[ 2 ] Ice Spike / apply Chilled to foes
[ 4 ] Frozen Ground / cooldown decreased by 5s
[ 5 ] Healing Rain / cooldown decreased by 5s
Air
[ 1 ] Chain Lightning / increase damages if the spell can’t hit multiple foes
[ 2 ] Lightning surge / remove a boon on the targeted foe
[ 3 ] Gust / knockback nearby foes (instead of a range knockback)
[ 4 ] Windborne Speed / cooldown decreased by 5s
[ 5 ] Static Field / cooldown decreased by 5s
Earth
[ 2 ] Eruption / apply Cripple (2s) to foes when sprung (not when it explode)
[ 4 ] Unsteady Gound / cooldown decreased by 5s
[ 5 ] Shockwave / cooldown decreased by 5s
(edited by Kulvar.1239)
You’re probably right, but why don’t say "questions about _______ cannot receive aswers currently". There, it’s seems more like "we don’t care" :/ No matter if it’s real or not, but it feel like this to us. My friends and me were waiting for the answers about Charrs to make our roleplay more consistent.
We’ll stand in the same case where a 5 years old fully grown adult with five brothers and sisters of the same litter live near a 15 year old teenager with no idea how to consider it.
Where Ascalonian players says that Charrs are not allow in Ebonhawk and chase them (other Humans fled long time ago).
Where players assume that Charrs are plague rats carrying many fleas or as clean as a home cat.
Where players think that gladium childs are not allowed in Fahrars and others play gladium child who just leave the Fahrar.
Some players think that Charrs are dumb beefy monsters with a few exceptions when other consider them as the second most intelligent race after Asura.
It’s a disturbing bitter feeling. What is false ? What is the general case and the exceptions ? How do we have to consider things ?
They’re many questions about Charrs (between others), they answers only one, one that we already know the answers…
Me and my guild mates are truly disgusted.
Maybe GW2 isnt a MMORPG but a MMOG with powder of RP for the shining…
It’s not a matter of deadline, just that I wait for the answers and check the forum regularly to read them as soon as posted. I don’t want to miss them
Why RP is always forget ? :’( It’s a third of MMORPG T_T We don’t say MMOPvEG.
*go cry in his bed* :D
Hi!
I’m wondering about the Dolyak Express (10th January) about the lore. When locked, devs says that the answers will come the next week. Did I miss them ?
It’s because you don’t tried our special Charr marinated meat in jalapeno-sylvari sauce or pancakes with maple-sylvari syrup. (Don’t ask where the syrup come from.)
I have a question, why do people think that ley-lines are straight like drawed with a ruler and not naturally chaotic like river, the flow of magic following the least resistant path ?
Against condition damages : Cleanse
Against direct damages : Toughness