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Name 5 Things you'd like to see in 2014

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Leuca.5732

1)More man-power on the balance/pvp teams.

Any way to enjoy Ele w/o attunement swapping?

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Leuca.5732

In PvE with more organized groups I guess you could focus on fire, but other than that there’s not much functionality without using all four elements.

Fair suggestion for Healing Sig nerf

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Leuca.5732

Where were all these people defending HS when Signet of Restoration got nerfed? Even pre-nerf it didn’t compare to HS’s current form because it had all the counters HS has and then a bunch more.

What do you think about "Bountiful power"

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Leuca.5732

No. Boons are Regeneration, Fury, Might, Vigor, Retaliation, and Protection.

Each stack counts as 1%. 25 Stacks of Might = Extra 1% (not counting what Might itself gives).

It used to be 2-3%, but apparently that was too good for Ele and got nerfed down to 1, while other classes still have 2%.

An extra 10% damage from the healing/vitality line was actually a bit too strong. However this coincided with a bunch of other nerfs, along with major buffs to other professions, so it now seems majorly underwhelming when it’s actually in a good spot objectively.

How exactly are ele's not viable?

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Leuca.5732

IDK, I felt like S/D required RTL->Updraft->Dragon’s Tooth for effective burst. Without that lightning burst alone, or even with arcane isn’t that great. DT is the easiest thing to dodge (big red flag that says get away now) so without Updraft your pretty much without damage that will land.

In small fights it’s just too devastating to miss DT and other spells that you really need to land to be able to get someone down these days. Having gone back to D/D I don’t miss S/D much. But I still don’t feel like any of the weapon sets are effective anymore. I wish every skill on the bar was good at something, and that each attunement for a given weapon set actually worked well together (imagine if Scepter did condition damage across all attunements for example)

Optimal S/D spiking doesn’t even involve DT. It’s a combination of Earthquake+Air Burst/Arcane skills. When executed properly it’s extremely fast and if you are caught it’s hard to get out of, but there are also really obvious tells if you already know what the ele is running. The build is essentially a one-trick pony; it’s almost useless if the spike fails because it sacrifices pretty much all of your possible defensive measures to accomplish its damage.

Does engi really haz high skill floor?

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Leuca.5732

I wouldn’t call it high skill floor as much as higher muscle-memory floor. Combat in this game is highly dependent on rotations.

warriors are not overpowered

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Leuca.5732

Actualy the OP is right. Now are more thiefs, necro, mesmer in matches than warriors.

How is that an argument for warriors not being OP? Some people just don’t like to play warriors.

Entangle for water

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Leuca.5732

Nah, I said it during beta weekend one lol, still upset it hasn’t happened yet…

Obviously it would be OP.

No it won’t, we’re Aquaman, and either way my ele had much stronger CC without the elite underwater than entangle would be…

OBVIOUSLY IT WOULD BE OP.

Entangle for water

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Leuca.5732

Nah, I said it during beta weekend one lol, still upset it hasn’t happened yet…

Obviously it would be OP.

How exactly are ele's not viable?

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Leuca.5732

Lmfao! A mesmer that got 2 shotted by an ele?
You have Sword #2 to evade their updraft + burning speed + fire grab combo. Distortion to get your hp up. You also have invisibility skills: Decoy, Veil. mass invis? You could also use blink to escape. You simply got outplayed and need to l2p.

I think you didnt read. There was no battle between me and the ele at all. Because i died in LITERALLY 0.5 sec.

Despite the fact that the damage from that spike is a bit ridiculous, it has clear telegraphs before the damage actually hits. If you know what you are looking at as the ele approaches you, it’s relatively easy to avoid. The build is a one-shot pony in this case. If you didn’t see the ele coming, that’s another story, and you either need to watch the field better or have your team do so. I can pretty consistently avoid that burst if I am paying attention to the ele’s actions beforehand.

You are also using an isolated build that doesn’t really have a lot of team viability as an example for how the ele is viable in the game as a whole.

Circle of Life

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Posted by: Leuca.5732

Leuca.5732

It’s hardly niche, it can easily turn a team fight, and from what I’ve noticed most enemy teams are hesitant to focus you until the end when you’ve got that trait, ESPECIALLY if it won you a team fight.

I’d say if they had a significant advantage and downed you first, it is a failure on their part to plan out fight strategy to properly follow up if this trait alone turns a team fight around. Your team must still stop to res you, cutting their apm and creating more openings for the enemy team to both deal more damage/recuperate depending on the situation.

Balance is imposible

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Leuca.5732

The game is partially hard to balance because Anet made it that way. They removed the healer class, then decided to add a healing attribute. They gave every profession the same recharge mechanic on weaponsets except for one. They made each profession’s core mechanic function so different that changing some of them to something more feasible would completely destroy whatever’s left of the competitive scene.

A lot more variables were added than were needed, but Anet’s really gotta get the ball rolling if they want this game to keep going as long as its predecessor.

Circle of Life

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Posted by: Leuca.5732

Leuca.5732

What part of “is a a second water field that heals and gives regen that requires you to be downed” makes it bad? It’s kittening great for Team Fights especially when you’re running a build that gets a lot of focus, like spirit ranger, or zerker ranger (I hate spirits unbound so I have an extra trait with my spirit build)

fix’d

It’s not numerically bad; it’s just blatantly inefficient and completely niche.

Circle of Life

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Posted by: Leuca.5732

Leuca.5732

It provides short water field. If you run with bigger group, that’s a good thing. But not really amazing for dungeons

I come from a PvP background so….. don’t really know much about what’s “good” or not in dungeons

That’s a complete waste in PvP though, so why would you use it there anyway?

elemental attunement, Put it back already.

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Leuca.5732

I understand it affected some builds, but none of mine were affected at all. I actually had some new options opened up.

What options did it open up that are really of any significance in the current meta?

Elementalist Conjures- What we need

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Posted by: Leuca.5732

Leuca.5732

All they need to do is have conjured weapons replace the weapon abilities of the attunement they are tied too.

Example(s):
Frost Bow would replace Water Attunement until dropped, or the duration runs out.
Flame Axe would replace Fire Attunement until dropped, or the duration runs out.
ect, ect.

That way we don’t lose access to all 20 of our abilities and instead just swap out 5 for each attunement type.

That’s actually a really creative idea. I’d love to test this out.

This would encounter a huge problem in builds where the player swaps attunements mid-cast to gain buffs.

Elementalist Conjures- What we need

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Leuca.5732

1 takes too much away from engi’s class mechanic.

This seems like a pretty insignificant reason not to use a mechanic that clearly works. If anything engineers have too much of the Ele’s mechanic, being able to swap weapon sets without changing their weapons, but you don’t see Eles running around crying about how they had it first. Not to mention the fact that Eles would not be linking conjures to their f1-4 mechanic.

Focus. Make some noise!!!

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Leuca.5732

The focus is a defensive offhand weapon set. I don’t agree any of it skills need more damage. However, I do agree that fire 4 and 5 skill are weak and for me it just doesn’t belong. As for the rest of the focus skills I truly like them.

Defense/damage are not necessarily mutually exclusive. Line skills are often designed as area denial; why not turn Fire 4 into that? Make it cause heavy damage when it is crossed to punish people for entering the area you are defending, or simply place an obstacle between you and a would-be attacker. Fire 5 could have a unique retaliation-like effect (for the weapon skill version only) that is more powerful than the boon but is balanced by the skill’s recharge.

Simpler Suggestion for Ranger Overall

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Leuca.5732

I can see how some people would find this ideal, but it’s not going to happen. I love having a pet, but I don’t like how it’s been implemented in this game.

Continuous struggle against Condi classes

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Leuca.5732

First of all, don’t stop to cleanse every single little condition. It’s very often not worth your time or cooldowns.
Second, do you run ether renewal?

Funny how our best heal is unreliable because of too much CC.

Lightning reflexes

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Posted by: Leuca.5732

Leuca.5732

We obv need it to do damage.

1106 suggestions pre-patch, 0 were ok.

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Leuca.5732

I get the impression that Anet is afraid to make big changes, so they iterate tiny bit by tiny bit.

Dhuumfire patch.

Simple Obersvation Pindown vs Dark Pact

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Leuca.5732

This is funny because Pin Down in GW1 was literally just a snare (cripple specifically). It only did base weapon damage.

Miracle on the 10th of December?

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Leuca.5732

Dont put so much on this patch. Its not like you’ll see a patch that will fix things all of a sudden. Devs know that even an apparent little change can screw things greatly, so they wont do big changes.

They’ve already made numerous huge changes that broke the meta in ways the playerbase could have easily warned them about. Their “we don’t want to whack-a-mole balance” statement means nothing right now.

GS evade off the chain, on to swoop.

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Leuca.5732

O Rly? Guardian hammer 2 says hai.

Guardians don’t access to water field, and that’s the only finisher their hammer has.

Who says thats what the we (the whole ranger community?) want, let alone actually knows what is intended for defensive capability? Certainly no one for the first point, and no one thats not a red poster for the second. The idea that the evade alone would make it problematic is silly considering RTL isn’t effected by movement impairment at all, Warrior GS 3 and FGS 3 both have evades on gap closers, and as far as their other gap closers go warriors are nearly immune to movement impairment (- 93-98% chill/cripple/immob duration, not to mention warhorn movement break if they want overkill).

The greatsword is obviously a defensive weapon with a small amount of offensive utility. Greatsword is not really lacking in the defense department; it merely needs a little tuning up in that regard. That leaves offense as the main wanting category.

RTL: Has a significantly longer recharge even if it hits, and no finisher.

Whirling Attack: Has inferior range and finisher, with a minimal recharge advantage.

Rush: Has a longer recharge, no finisher, and awkward end animation for its hitbox.

FGS: You’re really going to compare Swoop to another skill that’s linked to an ult?

I’d like to see swoop work like a forward moving version of withdraw (evade + movement impairment removal). Why? Rangers are supposed to be the at-one-with-nature class, yet we’re the ones without dogged march or a movement impairment break on warhorn. Solution? Put it on GS3.

If thats too “OP” (hard to imagine, considering Withdraw isnt OP, swoop doesnt hit hard, and we dont have dogged march elsewhere), then I would choose a movement impairment cleanse for Swoop long before I chose an evade.

Withdraw doesn’t have a leap finisher and does no damage.

Our inefficiencies in other areas, as well as other professions possessing mechanics that are really too strong aren’t reasons to overbuff a weapon when Anet is likely to nerf something else to compensate. I honestly don’t have a lot of confidence in their balancing capabilities as of right now, so I’d rather not encourage risky buffing.

GS evade off the chain, on to swoop.

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Leuca.5732

Blast Finisher on Maul. That is all

Unnecessary and doesn’t solve the problems Maul has. The skill needs to have damage. If they add a Blast finisher, they will probably nerf the cooldown on it or change one or more of our combo fields to compensate.

Do people use warhorn? Idea/Brainstorm thread

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Posted by: Leuca.5732

Leuca.5732

The blast finisher is why I like this weapon, and the buffs are a nice bonus. Skill 4 could prolly see a slight buff… but still, I’m pretty baffled to see this. Warhorn is one of my most used ohs as power. :o I only use axe more (for pure dps), but only when I want to see some selfish big numbers.

Although, I think your change to Call of the Wild might work out too, I dunno how much they balance it around the blast finisher though.

Are you really that baffled? There’s enough fury/swiftness access across the board for Call of the Wild to be redundant as team support, and a blast finisher every 35 seconds unless traited is really unimpressive. It needs to be more relevant as a self-supporting skill without taking away from its team potential.

With the amount of AoE buffs people have in PvE, I’d rather take dagger as an offhand for a power build, and in PvE the cooldowns on warhorn just don’t cut it against skilled foes.

Do people use warhorn? Idea/Brainstorm thread

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Leuca.5732

It really makes me wonder to see somebody is unsatisfied with warhorn-performance.

Has he tried using mainhand axe? That weapon is confused with itself.

Back when I actually tried to make new builds I tried mainhand axe with warhorn in the same set. Needless to say my damage was abysmal whether I tried power or condi.

Its a great condition weapon with bleed on crit. But if they buff the damage then there would be no need to use offhand axe either. Because the blast finisher on horn is arguable better than whirling defense.

Neither Whirling Defense or Call of the Wild really deserve their recharges. And Hunter’s Call is only good for condition spike if your opponent can’t cleanse the non-staggered bleed application. Otherwise it’s got a minimum of 20 seconds in between uses, which is pretty bad for sustained damage, leaving you with a ranged weapon in your mainhand that requires melee range to do significant damage.

Do people use warhorn? Idea/Brainstorm thread

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Posted by: Leuca.5732

Leuca.5732

It really makes me wonder to see somebody is unsatisfied with warhorn-performance.

Has he tried using mainhand axe? That weapon is confused with itself.

Back when I actually tried to make new builds I tried mainhand axe with warhorn in the same set. Needless to say my damage was abysmal whether I tried power or condi.

Do people use warhorn? Idea/Brainstorm thread

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Leuca.5732

The birds still hit it’s target even if they stealth though, aslong as they are not running around a corner or similar that is.

Addressed in OP. That’s the skill’s only saving grace aside from its ability to proc on-hit stuff multiple times. It has terrible overall dps for its numbers vs recharge.

Do people use warhorn? Idea/Brainstorm thread

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Posted by: Leuca.5732

Leuca.5732

Warhorn as a weapon isn’t actually a support weapon as such. Think of it as like a warrior, good self buffing capabilities with a DoT that crits a lot, but it’s mainly for damage. The 4 skill applies wonderful pressure on an opponent (remove LOS from it srsly) and the 5 skill….as you said it is lackluster. I would decrease the cooldown and leave the boons as they are tbh

Mainly for damage? Hunter’s Call has a 25 second cooldown and does slightly more damage than Maul, assuming it doesn’t get LoS’d and all the strikes hit. That’s a pretty measily damage increase when it equates to less than an auto attack chain and its only advantage is the range.

Suggestion (Implementing Legendary Weapons)

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Posted by: Leuca.5732

Leuca.5732

Keep them out of PvP. We don’t need any more animation clutter.

Condis a little to long?

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Posted by: Leuca.5732

Leuca.5732

Someone I was practicing with said “How am I supposed to cleanse all this at the rate you apply it? And how is my heal supposed to have any effect if it’s ticking for like 5 min”

The first question addressed the main problem. Because of frequency of application, it’s really hard to prioritize your main condition removal against people who are used to staggering their application when faced with a skilled foe. Vitality is not an effective counter to long-term condition damage the way toughness is against power damage. However, because a lot of conditions are tied to auto attacks/skills with low recharge, balancing this situation would require a combination of both reducing rate of application and duration, and not necessarily both at the same time for certain skills. Certain traits make it very easy to link condition application to auto attacks; these need to be toned down imo.

Do people use warhorn? Idea/Brainstorm thread

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Leuca.5732

I suppose it’s not terrible if you have offhand mastery and can justify the trait with two sets for it to affect, but the warhorn by itself seems terribly underwhelming to me. The might is paltry, the swiftness is almost redundant, and we have decent access to fury already via traits/runes. The recharges for both of its skills make it functionally awkward to use because they’re just really long, making it fall off against powerful PvE monsters and skilled players in PvP.

As a relatively radical change, I would propose changing both skills.

Hunter’s Call: Now has a 20 second recharge; increased total damage by 10%

Call of the Wild: Now has a 25 second recharge; decreased duration of boons applied from 15 to 10 seconds

My reasoning is as follows:

As a weapon, the ranger’s warhorn has very little defensive utility if any, which can be boiled down to tracking stealthed foes by using Hunter’s Call before they stealth, since it has a long animation to deal its damage, and swiftness as an escape tool via Call of the Wild.

Hunter’s Call: This is an amazing tool for proccing on-hit/crit effects, but really isn’t stellar in any other regard. I want to increase its utility against opponents that utilize stealth, slightly increase its overall dps, and reward players who use it properly as a multi-hit trigger skill. I think the 10% damage increase would come second to simply decreasing recharge.

Call of the Wild: Simply put, the addition of a Blast finisher didn’t really address the fact that this skill’s recharge is too long for the fact that it takes up half of the skills on a weapon. I want to increase the utility of the blast finisher (remember that offhand mastery will still only take this to a 20 second recharge, and ranger’s have terrible access to blast finishers anyway) and increase CotW’s desirability to be activated regardless of whether you activate the finisher in a field. Despite the boon duration reduction, the CD reduction means you actually have more uptime on the boons it applies. The recharge reduction will also help the might application if you have torch as your offhand, and make sure that the skill is always available if you want to use it with Healing Spring.

Please note that I’m aware that this would be a huge buff to the weapon; it just seems so numerically unappealing when not traited that I usually can’t justify bringing it. Any critiques/other ideas are welcome, as I would like this to be a brainstorm thread.

(edited by Leuca.5732)

GS evade off the chain, on to swoop.

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Leuca.5732

@ Nica please dial down the toxicity. We’re trying to have a dicussion here.

Come to think of it, leaving the chain as is and just adding on-demand evade on swoop, doesn’t sound imbalanced at all. I mean we already have a weapon set (sword/dagger) with 3 evades as is.

The idea to give it to Maul instead isn’t too shabby either, although an evade seems… unfit (I mean with the bear animation and the overall feel of the skill not being acrobatic, does that make sense?), which could’ve been worked around with a sec of distortion or block.

That actually sounds fun, making Maul an ability that isn’t just pressed for the damage and vulnerability. With the added defensive aspect, it would add another layer of tactical usage. “Should i use it now or is he gonna throw a something nasty, should i save it a couple more seconds?”. That duality in my head sounds fun!

Actually adding an evade to Swoop would make it pretty problematic as an escape tool. It would almost guarantee that upon activation there would be no chance of hitting you with more CC whereas right now a well-timed daze/stun/KD will shut it down. We want the GS to be a better offensive tool while making sure its defense actually works as intended; adding an evade to swoop accomplishes neither if you ignore its other problems.

I think the best solution is to keep it on the AA chain, since it’s conceptually ill-suited for Maul and doesn’t solve the problems Hilt Bash actually possesses. To buff damage/keep the evade under control, you can slightly increase the attack speed/base damage/ratio of the AA chain’s attacks. This will increase dps, increase its usability with quickness, and keep the evade time under control because a faster attack animation decreases evade frames.

That said, Maul’s buff wasn’t enough, #4 is still too clunky in both of its functions (I pretty much only use it as a ranged block) and Hilt Bash’s activation range/pet effect are underwhelming.

Elemental Attunement

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Posted by: Leuca.5732

Leuca.5732

It’s a cool idea but it will never happen. Despite Eles being quite obviously balanced around boons being present (meaning boons are a base-level necessity for the vast majority of our builds), Anet doesn’t seem to have that kind of functionality in their vision for the Ele.

December 10th Elementalist changes

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Posted by: Leuca.5732

Leuca.5732

I think they should give protection to all aura’s then if you want to share it you trait powerful aura’s and it actually makes powerful aura’s look good at GM. I think this would alleviate the feel to need to grab Elemental attunement at Master for those that don’t want to go deep in Arcana. With the elementalists base stats if they really want to keep it that way I think inherent protection for aura’s would really help open up builds then replace elemental shielding with something else.

Perhaps a 10% damage reduction that stacks additively?

December 10th Elementalist changes

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Leuca.5732

Apologies; I’m rather used to bb code.

Yes, I am saying nerf it. I agree that it’s too strong, but I also think its function is too core to the Ele itself to be master level. It needs to be toned down while remaining accessible. The Eles that are actually gearing their builds towards support have myriad tools that affect areas besides Elemental Attunement. Eles can already trait to give protection to allies with Auras, and aoe stability with one trait that’s at master tier.

Really? You would rather elemental attunement be nerfed and left at Adept than moved to master and staying the same? Renewing staming is more important than elemental attunement Vigor>every boon from elemental attunement.

Yes, I would rather it lack aoe and remain adept. I have plenty of other abilities to support allies.

Back to you saying it should be toned down. It sounds like you are saying that just to “be right”. My apologies if I am in correct in my assumption but really? 5 secs of protection, swiftness, regen, and 15 secs of might is to strong?

Honestly I think the main problem EA has that makes it worth moving to master tier is the duration of protection and the fact that it’s aoe. These two factors make it numerically very strong in comparison to other adept traits that apply boons. If the protection was short enough to be a significant anti-spike measure and the aoe was reduced/removed, this trait would keep the bulk of its relevance without forcing Elementalists further into Arcana.[/quote]

ELEtism

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Leuca.5732

Thanks for the chuckles. I was hoping this update would bring me back to the game.

December 10th Elementalist changes

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Leuca.5732

Since I don’t know how to speak between quotations, I’ll just have to make do.
1. In the end, you are still saying “nerf it” and I mentioned that a majority of people would get mad about this trait getting hit like that.
2. I know. I use Elemental Attunement for the protection, swiftness, and regen. The might is just extra to me.
3. Removing the AoE portion might have helped, if we Elementalists wouldn’t take a hit on its group playability (even with its rather low radius, a well-timed protection can change everything).
4. a good portion of the adept and master traits are indeed worthless which is another reason as to not reducing the effectiveness of Elemental Attunement, why make a good trait worth less when we already so many worthless traits? Also lets see what are now in the arcane adept. Vigorous Scepter, Blasting Staff, Windborne Dagger, Renewing Stamina, Arcane Resurrection, and Arcane Mastery. Can you honestly say Elemental Attunement is weaker than any of these?

The developers have to start somewhere and they are starting at both ends. Reducing the reachability of good traits, and improving weaker and less-used traits. Also if all our good traits were on the bottom, why would anyone want to go further in the traitlines? One OP build is just as bad for build variety as one viable build, and the developers know it.

Apologies; I’m rather used to bb code.

Yes, I am saying nerf it. I agree that it’s too strong, but I also think its function is too core to the Ele itself to be master level. It needs to be toned down while remaining accessible. The Eles that are actually gearing their builds towards support have myriad tools that affect areas besides Elemental Attunement. Eles can already trait to give protection to allies with Auras, and aoe stability with one trait that’s at master tier.

Most of the traits Eles don’t use are either redundant (Windborne Dagger, Vigorous Scepter) or useless the vast majority of the time (Arcane Resurrection). This has almost nothing to do with Elemental Attunement being a solid trait and almost everything to do with the developers not adequately testing their trait library before launch. When you take a trait that is useful in nearly all situations and compare it to a trait that is effective in few situations, the former will always win out.

There are a few traits in each tier that possess this quality, and that’s why those traits become part of the meta. Unless something is buffed/changed to numerically compensate for the self-sufficiency Eles will lose by moving EA to master tier, the only thing this update will do is shove Eles further into Arcana or further into glass cannon builds.

December 10th Elementalist changes

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Posted by: Leuca.5732

Leuca.5732

Give elemental attunement boons on swap to self naturally, make the trait give these boons to nearby allies. Tadam!

ZELYHN STAHP. LOGIC TOO STRONK.

December 10th Elementalist changes

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Posted by: Leuca.5732

Leuca.5732

But part of the developers jobs is to balance the traits.

So attempt to balance it before nerfing it by moving it up a tier when you’re trying to decrease dependence on its traitline.

People may just get Elemental Attunement just for the protection

Protection is the most universally useful buff it provides, but it’s not even close to being the sole reason many eles take it.

but the fact still remains it grants might, regeneration, swiftness, and protection to you and 4 other people at most.

Remove aoe. Cutting a trait’s potential numerical output by 80% while letting it remain useful to its profession is bad how?

This trait has been stated by developers as being too strong for an adept trait and they are completely right on that issue. While this does nothing to improve our trait options, it does not give an excuse to have powerful traits early. As an adept trait, Elemental Attunement was the best choice among most of the adept and master traits. It is unreasonable for people to expect this trait to stay in adept, not to mention the outcry the developers would get if they weakened the trait to fit in adept.

Most of the adept and master traits are garbage; saying EA is the best isn’t saying much, though it is definitely good. It’s hardly unreasonable for people to expect some semblance of this trait to stay at adept tier because boons are base-level operating for Elementalists. I’m pretty sure more people would be more upset by a tier change than an efficacy nerf, because removing aoe and decreasing the protection duration would still allow for the Elementalist to function while also ensuring that defensive lines are actually utilized when one wishes to go for a support role.

The fact is that eles are a boon-hungry class. Removing our access to them without compensation does nothing to help build versatility, and counteracts changes made that try to accomplish this goal.

December 10th Elementalist changes

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Posted by: Leuca.5732

Leuca.5732

as for Elemental Attunement, I have yet to see an argument that could have a chance at reverting that decision, mostly because they defeat their own argument when they state how important the trait is which can also be seen as how powerful this trait is.

Actually, the reason it’s so important is that Elementalists run off of boons; a great deal of their skills were obviously balanced around having decent might stacks, and protection is an absolute must for a low health profession.

You could completely remove its aoe and cut the protection duration in half and it would still be brought because the boons are base level operating for Elementalists.

More traits should have the synergy Elemental Attunement does; simply nerfing/raising tiers does nothing to help the viable trait option problem.

December 10th Elementalist changes

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Posted by: Leuca.5732

Leuca.5732

Is anyone really using alacrity traits?

Been using Aeromancer’s Alacrity for almost a year now. It’s always been pretty relevant with skills like Shocking Aura, Updraft, etc.

These double standards, I 'kinda' get.

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Posted by: Leuca.5732

Leuca.5732

So….you’re annoyed that if an opponent negates your attack, you don’t get rewarded for it?

I…uh, k.

That’s a nice way of twisting words you have there. RtL is the only weapon-based gap closer in the game with an OOC recharge of 40. It doesn’t do the most damage, doesn’t cover the most distance, and isn’t the only one that ignores slowing effects (which was one of the reasons for the nerf). When it hits, the damage is negligible and you temporarily gain base-level combat mobility.

Glyph of Elemental Power

in Elementalist

Posted by: Leuca.5732

Leuca.5732

Actually it can. Apply the effect you want to apply, switch attunements.

I highly recommend you go test that in Heart of the Mists. Once you activate it, its effect is locked to the attunement the cast completed in.

Glyph of Elemental Power

in Elementalist

Posted by: Leuca.5732

Leuca.5732

Nah. Stability along with stunbreaks are the counters.

Plenty of the later, several of the former with stability being a hard counter. All of them are on long cooldowns.

It’s not broken.

I guess I have to respectfully disagree on this point then. I don’t think it’s particularly productive to have so much of your combat revolve around stuns and breaking them, regardless of whether or not the current implementation is “broken.”

Which would be an improvement from where it is now.

Almost anything would be an improvement from where it is now, but what you’re proposing has a lot of potential to be very unwieldy even to experienced players despite that.

If people can use stability wisely enough, they can use GoEP as it works now with an added autobreak function.

It’s forcing somebody to waste a disable if they want to get you within the duration of GoEP. That’s very valuable.

People that didn’t have a use for the non-stunbreak aspect of it won’t find it that much more appealing with the addition of an autobreak.

For those who do use it, it would be a boon to be able to choose your active effect without losing the stunbreak aspect of it. Makes it less clunky of a skill.

I don’t think I’d be far off in saying that its current active effect is barely useful due to the fact that it can’t mix up its own condition application. Making a badly-designed, clunky skill marginally less clunky doesn’t change the fact that it’s clunky. It would have needed work even if it hadn’t become a stunbreaker; the fact that we gave up Lightning Flash/Cleansing Fire for this crap just makes it all the worse by comparison.

What I find a bit funny is that Arcane Shield already somewhat has this function. A stunbreak that provides blocks can essentially block more incoming stuns, though it doesn’t prioritize them.

Mesmers Immune to Reveal Debuff

in PvP

Posted by: Leuca.5732

Leuca.5732

“Gain stealth and summon an illusion to attack your foe.”

Change tooltip or fix bug.

Glyph of Elemental Power

in Elementalist

Posted by: Leuca.5732

Leuca.5732

Nah.

The excess of stuns in this game is a core design flaw.

Kinda making my point for me. If it were made an autobreak like I described, I’d bet it would see a lot more play. It’s a low hanging fruit/QoL solution.

It would continue to never touch my bar if it was changed to function like that. I have no desire to bring a stunbreak that I can’t completely control. It would have marginal use if you were fast/reliable enough to precast it before key stuns, but not all of them are telegraphed enough to do this.

December 10th Elementalist changes

in Elementalist

Posted by: Leuca.5732

Leuca.5732

Not exactly. Lingering elements allows soothing mist to tick once more which refreshes soothing mist to 10 seconds if it had already applied on to you while in water. At most, this refresh adds 3-4 seconds after you leave water, unless you left at the right moment which allows the refresh to tick twice.

Soothing Mist has never appeared to refresh every 10 seconds for me; it seems to do so every 3-4 seconds. If this is the case, Lingering Elements really isn’t doing all that much to affect it.