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Moment of Clarity activation

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Posted by: Leuca.5732

Leuca.5732

Moment of Clarity is just a garbage trait. It’s unreliable in its current form and it actually has redundancy with Hilt Bash and Signet of the Hunt, since it won’t stack with either of those buffs.

Lightening reflex

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Posted by: Leuca.5732

Leuca.5732

I just want it to have a shorter cool down and not do damage. Breaking immobilize would be nice, but then it would have a longer cool down, which would destroy its usefulness of creating range.

Remove damage, half the vigor gain, and remove snares. Leave recharge alone.

Problem solved.

Ele Patch spoiler by Karl

in Elementalist

Posted by: Leuca.5732

Leuca.5732

As long as they don’t nerf the recharge, I’ll be ok. Otherwise it will still be inferior to Guardian’s Line of Warding.

Q: Why isn't there a healing class in GW2?

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Posted by: Leuca.5732

Leuca.5732

My point is that, as Sunshine stated earlier, in Guild Wars your team was often crippled without a good healer. You’re quite right in saying that this was not true across all areas of Guild Wars, or under all circumstances. But, generally, it was true. Objectively, that means Monks “ruined” Guild wars as much as healing classes have “ruined” any other game.

But you need the other parts of the trinity just as much, if not more so. A team composed entirely of defending monks in FA would often lose simply because they had no means to kill the opposing team.

PvP in this game is much the same; you absolutely must have a certain amount of all parts of the new “trinity” Anet has come up with or you will fail, and certain professions are much more adept at these roles than others.

Removing the old trinity does nothing but create a game that is harder to balance from a PvP perspective. You only really gain something when you achieve a perfect level of balance, which is nigh impossible.

What you are saying is that role-requirements ruin games, but this was not exclusive to the gw1 monk, and it’s not even close to be fixed in gw2.

(edited by Leuca.5732)

Q: Why isn't there a healing class in GW2?

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Posted by: Leuca.5732

Leuca.5732

In Random Arena, pug groups often got one of two things: a group without any Monks, in which case players would often quit before a match could even get underway; or a group with 3 Monks, in which case players would often quit before a match could even get underway.

Monks were also a necessity in Fort Aspenwood, dungeons, and end-level PvE content. Even if this Monk was a Hero or a henchman, you had to have one to avoid a complete party wipe. In many cases, you had to have multiple Monks.

The class was well-executed, but it was still a crutch in the gameplay. The success of a group revolved often around whether or not you had a competent Monk.

In RA, you also sometimes got a team with enough damage that opposing monks didn’t make a difference unless the entire enemy team had them, in which case they would often resign.

The same situation was frequent in FA, JQ, etc.

The funny thing is that monks kept the same level of importance pretty much throughout all parts of the game, but in high-level pvp your team relied more on proper execution from your front/mid-line to win games.

I’m not sure what your point is though; we have that kind of situation where specific specs are called for in most areas of the game; it’s just not at the same level of requirement. Breaking the trinity was a give/take situation, not a win/win choice.

AAA Espot PvP still comming?

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Posted by: Leuca.5732

Leuca.5732

There are myriad amazing suggestions throughout the SPvP/profession forums. Anet doesn’t have the manpower to have somebody see them all and forward them to the team for consideration, and many of our ideas do not coincide with their design plans.

I doubt this game will ever become an esport, but it can at least become better than it currently is.

PvE players farm r50 in 2 weeks, disgusting

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Posted by: Leuca.5732

Leuca.5732

With the relatively small effort this will take to fix, and Anet already being aware of the problem, I’m not sure why you didn’t dedicate the time spent making this thread into creating some kind of more-productive discussion to better the bad state this game is in PvP-wise.

Q: Why isn't there a healing class in GW2?

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Posted by: Leuca.5732

Leuca.5732

GW1 had one of the best-executed healers that I’ve seen, and it didn’t even come close to ruining the game. The only real advantage for not having one that I’ve seen is less picky players in dungeon runs.

Is this true?

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Posted by: Leuca.5732

Leuca.5732

No traits? You’re missing steady focus (10% dmg while endurance is full), spotter (5% dmg roughly), vigorous spirits (7% dmg flat), as well hunter’s tactics (10% dmg while flanking) or our free scholar rune Peak Strength (+10% dmg while health is above 90%); you’re missing potention companion’s might + fortifying bond + sigil of strength (25 stack might on pet), or Furious grip (fury on swap).

That’s how ranger brings the DPS.

Few professions are so weak without traits. Consider that in your DPS tests.

When do you have full endurance or above 90% health after the fight has been going on for more than a few seconds? As soon as you take damage or dodge, you lose your % bonus for the rest of the encounter unless you are literally standing off to the side and using a longbow, while also being completely ignored. You must also be flanking for your flanking trait to do anything, which is not difficult for people to avoid in small-group fights. That’s 3 damage increases that are exceedingly unreliable when compared to their counterparts on other professions, which is the compounded upon by the fact that our pets have bad ai, which ties into your example of stacking 25 might on your pet.

Is this true?

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Posted by: Leuca.5732

Leuca.5732

But then you also have to consider that the Rangers third attack has an evade, meaning the Warrior could end up only dealing 259-259 damage.

And the ranger gives up attack speed to justify the evade, making GS even worse of a dps source. This has nothing to do with your pet’s dps %.

Yes, but the pet isn’t dead 100% of the time, and the Ranger has more crowd control then any other profession for a reason. Even if the pet only hits 3 out of 8 attacks, it is also possible to make up for that lose of damage, if you use the River Drake’s F2 skill on your opponent. Or you simply chain crowd control your opponent, to allow your pet to hit more often.

Warriors, engineers, necros, and guardians have superior cc. Even elementalists have cc that’s close to on-par with rangers. I’m not even sure why this is being mentioned though; the pet’s inability to hit a slowly moving target that doesn’t have swiftness is not the fault of the ranger. Also, you shouldn’t mention drake f2 as an example of efficient damage, because the windup combined with the fact that they cannot follow a target that goes to the side/behind them with the skill makes them awful.

I was simply pointing out that it’s not 40%, or 50% as many players likes to claim as well. To get a real estimate, you’d have to take in to account too many variables. Like the fact that the Ranger has an evade on auto-attack, that makes the opponent miss an attack. Or control skills, like a canine that knocks down an opponent, that prevents a that opponent from dealing any damage at all, and allows the pet to get more hits in.

What does the ranger’s evade on auto have to do with pet’s % of damage output anyway? The fact is that pets have awful pathing which makes them terrible balance references when calculating raw numbers, which Anet did when balancing the ranger’s base damage and coefficients.

Pls make Firegrab more userfriendly

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Posted by: Leuca.5732

Leuca.5732

With that cooldown it should be a full PBAoE IMO.

It’d be too OP

With the conditional extra damage, almost full second of cast time and obvious wind-up telegraph? The only way a decent player won’t see it coming is if they’re stuck in a bunch of other effects from other players. It might be quite strong as full pbaoe, but it’s not even close to breaking the OP threshold when compared to any other burst skill.

How... Is... This... Possible...

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Posted by: Leuca.5732

Leuca.5732

I’ve got to say your assessment of fresh air, and the air attunement isn’t spot on. I think air is our best attunement. It’s at the very least my favorite attunement.

It’s not a bad attunement, but it’s certainly not living up to what its description says it should do.

Your views come from a big zerger or a primary staff ele. That’s fine, but our best auto attacks are in air. I’ve got some good, not zerker builds that use fresh air effectively. Mind you this is WvW. I’ve seen people use it as a burst spec well in spvp too.

Scepter air auto is really bad dps if you aren’t supplementing with anything else; its saving grace is the fact that you can use instant skills while it’s channeling. The burst spec in spvp doesn’t even rely on Fresh Air for the bulk of the damage; the spike actually works better and is much easier to execute with Tempest Defense, to combo with Earthquake’s knockdown effect. Fresh Air is for attempting to sustain dps, not burst, but it doesn’t even do that very well.

Air gives you swiftness. (awesome for fighting because you hit them more frequently as you don’t see “miss”).

Slightly true, but most professions have enough gap closers to make hitting without swiftness pretty much a non-issue. Swiftness is stronger outside of combat because it’s a % increase, and you move slower while in combat, making gap closing skills stronger when they have reasonable cooldown.

It gives hit deterrents. (Blind or stun, great for close range fighting)

Ironically, eles have some of the worst access to blind out of professions that are supposed to be good at it. Look at ele blind compared to thief blind.

It has the best autos for simple damage. On most zerkers I hit 3.5-4k per full air auto attack.

Our autos don’t really stack up to the competition because the tradeoff for sticking to an auto for that long is not worth giving up the utility of your other skills.

It has good movement skills like RTL.

RtL is ONLY half-decent if you are using it and successfully hit somebody. It’s received too many nerfs to stack up to its competition, and ele mobility is pretty pathetic compared to quite a few other professions now.

I don’t know what there is to complain about.

A lot. There are many design flaws that are pretty obvious, and not just with Air magic.

No it isn’t good for staff, but it wasn’t intended to be. Not every grandmaster trait was intended to be used for every build. It works for over half our mainhand weapons.

Where in the trait does it specify that staves aren’t good with it? The reason I’m asking is because Fresh Air is not a weapon-specific trait; it is an Air Magic trait. That’s an example of bad design.

Attunement Cooldowns

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Posted by: Leuca.5732

Leuca.5732

People making the comment about removing the CD making eles like engis would do well to note that eles not only existed before engis, they also previously had almost no internal cd on their attunements. It was on-attune effects/rapid cycling between optimal damage combos that caused the cd change, but the problem is that eles are no longer capable of doing that kind of damage without sacrificing the bulk of their survivability.

[Merged]Stun warrior meta

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Posted by: Leuca.5732

Leuca.5732

https://forum-en.gw2archive.eu/forum/professions/warrior/Merged-Stun-warrior-meta/page/8#post2893673

There is already a thread here about this subject.

Sigil of Paralization is getting fixed, which will lower this builds effectiveness by 1/3, which is quite big.

No it won’t. The sheer number of CCs will still mean that healing signet can keep chugging away and that your opponent will be trying harder to avoid your CC than damage you.

Arenanet "fix"

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Posted by: Leuca.5732

Leuca.5732

Yes, they’re good skills. It was the combination of those two effects that made them mandatory. Other skills are good too, but you have to give them a chance. Sticking to cantrips because they used to be uber isn’t the answer.

No, the other skills are not really that good. Our conjures are extremely impractical, our glyphs (even GoEP) are borderline useless, our signets mostly give us passives we don’t need that sometimes don’t even go well with their active effects, which we often don’t need due to inherent ele abilities. Arcane skills are decent, but still below par if you’re not playing instagib.

It was the lack of a stunbreaker that kept full signet builds from being playable. You severely underestimate non-cantrips. Would you really prefer cantrips to be the only viable build because they’re the only ones with stunbreakers?

No, it was a lack of inherent needed utility with signets that kept (keeps) them from being used. Only two of them provide any really-needed passive effect (earth/restoration) and none of the actives really provide something eles don’t already have enough access to. Combined with the fact that there are very few related traits that don’t require a large number of points into otherwise bad traitlines, signet builds are still sub-par. Giving signet of air a stunbreaker doesn’t fix the problems signet builds have; it just makes eles want to have a 30 second cd stunbreaker. We don’t really need the passive, and the active isn’t particularly useful. The cd on the skill is just good enough to warrant using it, since we don’t miss out by keeping it in its passive state until it’s needed.

Arenanet "fix"

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Posted by: Leuca.5732

Leuca.5732

Like you said, stunbreakers are that valuable and that’s the primary reason only cantrip builds were viable before the change. The game encourages to focus on a single utility skilltype and used to force us into bringing at least 1 cantrip, or focus on the completely. Spreading them among the skill types promotes build diversity and the change was neccesary, but I’ll admit not every utility tree was equally suited to have a stunbreaker added. With that in mind, I still feel adding it to GoEP makes the most sense and ties in with the overall design and purpose of glyphs. You’re always making tough choices with glyphs. If can’t handle that, don’t play glyphs. ;-)

No but seriously, what would you have done under these circumstances?

No, cantrip builds were brought because they were superior skills, not simply because they break stuns. Our other utilities are not useful on a global level, with arcane skills having some degree of spike potential. Stunbreakers are only useful when the skill they are tied to is useful. In the case of cantrips they all had some dual usefulness. GoEP locks the condition to one attunement, and only has a 25% chance to apply said condition. This effect is negligible to the point that the only reason you would take the skill is for the stunbreak, only nobody ends up taking the skill because the stunbreak isn’t worth losing your slot’s usefulness.

You can also see that a huge number of eles still take Lightning Flash. This is because although the stunbreak it needs (especially in this meta) is gone, the mobility and utility is too good to pass up in comparison to our other terrible utilities, given the global effectiveness of a teleport that has potential to grant regen/vigor/condition removal/might.

If eles had more viable utility options from the get-go, we wouldn’t be in this predicament. As it is, ele stunbreakers are going to require another overhaul, because they’re just vastly inferior right now.

You might want to look at what build diversity those stunbreaker changes actually brought to eles before you use your bolded statement again.

How... Is... This... Possible...

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Posted by: Leuca.5732

Leuca.5732

Lina, you’re spot on with the ironic nerf comments. However… I must say eles weren’t designed poorly. They just need some trait reworks similar to fresh air to make each trait line as valuable as the next. It would be neat to see Arcana give minus condition duration or something beneficial instead of attunement recharge and have all attunement recharges standardized at 8-9 seconds.

A rework to Arcana like that would make Fresh Air almost unnecessary. Not a bad thing, but that’s what would happen.

Lightening reflex

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Posted by: Leuca.5732

Leuca.5732

Lightning reflexes is fine as it is: stun break, 3/4 sec backwards evade, and 10s vigor. The damage is meh, but its a defensive utility. Whenever I get immobilized and I think a burst is going to follow, just evade spam with Dagger #4 and Sword #3 and 2.

Um, why does it even need damage? Reduce the vigor to 5 seconds, remove the damage, and have it remove snaring effects.

Arenanet "fix"

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Posted by: Leuca.5732

Leuca.5732

It’s a choice you’ll have to make, but that’s what glyphs are about basically: lots of choice. The only difference with this one is that you have 5 options instead of 4. I guess we disagree on how to use it during a fight, but at least having a stunbreaker doesn’t hurt the skill. So why not just leave it where it is? And if not that, which glyph would you use it on instead that makes more sense?

That’s an awful choice to have to make when stunbreakers are so valuable.

Having a stunbreaker on the skill wouldn’t matter if they hadn’t taken that function from another skill.

Is this true?

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Posted by: Leuca.5732

Leuca.5732

Obviously has never played with sw/torch axe/dag. That set has tons of fluidity.

Obviously missed the fact that I said some.

Elementaliste can't use bow? why not?

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Posted by: Leuca.5732

Leuca.5732

I’m not 100% sure that’s the easiest solution. Engineers only have their 5 weapon skills to combo with. Elementalists would have 20 skills. Just imagine being able to rapid fire with your Frost Bow through every combo field you have. It would be tricky to balance (even if it would be preferable to the way things work now).

And how would you balance our elite? Same effect but a cooldown?

Or maybe, X uses (with swaps counting as uses too?) and THEN a cooldown. That might work.

The only set that will have access to that many fields is staff. The projectile finisher on that skill could just be 20% and be fine.

Honestly, I’m fine with the elite keeping its current function in terms of recharge, but by giving it exclusively to the elementalist you open room to make it functionally more powerful. This makes up for giving up access to your attunements and prevents people from abusing two swords.

Elementaliste can't use bow? why not?

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Posted by: Leuca.5732

Leuca.5732

Thank you Leuca for stating that. As I was reading this post I was amused at some of the unfortunate uninformed and narrow-minded views. First off, I’m a massive fan of the ‘Ice Bow’ mainly because I was highly intrigued with the concept from beta-launch. There’s so much more Anet can do with conjured weapons. But to stay on post topic I’ll state this, physical bows is a great idea, but I rather Anet just develop conjured weapons further. Make them more effective and efficient so their purpose becomes stronger. As an Elementalist, I should be able to make conjured forms of whatever weapon I want. And I’m hoping when this occurs I wouldn’t be too disappointed [because Anet has a habit of doing that to Eles.]
However, upon the early pre-launch of the game, Anet announced/showcased the original intent of the elements. Setting distinctive standards for the class as well.

When I want to shoot physical arrows with physical bows and have fancy effects, I’ll go on my Ranger and shoot through combo fields.

Unfortunately, I don’t think Anet will even consider the easiest solution, which is to make conjures like engineer kits in that they would only be available to the elementalist. The only significant use you get out of sharing them is in PvE, which is completely unnecessary even from a dps point-of-view. People might think it’s cool to share your profession’s skills with other people but in the long run it does very little for the elementalist from a build-crafting perspective because of the ridiculous cooldown for summoning conjures in the first place.

To balance this function, you need to have a cooldown upon swapping out of your conjured weapon similar to swapping attunements.

Is this true?

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Posted by: Leuca.5732

Leuca.5732

You can compare weapon ratios to other professions and see what’s going on. Coupled with the fact that some of our weapons lack great flow between the skills, it’s not a great combination of factors.

Fire Shield. change.

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Posted by: Leuca.5732

Leuca.5732

Doesn’t help fire attunement do damage, which is what it’s supposed to do.

Make it do damage to people striking you.

Burning is damage :o.

If you want to look at Fire attunement in focus not doing damage. Firewall is the culprit for that.

One second of burning on a one second internal cooldown on a skill that’s on a defensive weapon set in an offensive attunement. That’s absolute garbage.

Firewall is its own problem, but Fire Shield might be even worse.

Fire Shield. change.

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Posted by: Leuca.5732

Leuca.5732

Doesn’t help fire attunement do damage, which is what it’s supposed to do.

Make it do damage to people striking you.

Elementaliste can't use bow? why not?

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Posted by: Leuca.5732

Leuca.5732

Just for some trivia, knives (daggers) have been used in ‘magic’ rituals for centuries among various cultures around the world.

Elementalist Discussion

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Posted by: Leuca.5732

Leuca.5732

Drastically Improves the Fire Attunement, completely locks out Air.
Drastically Improves the Water Attunement, completely locks out Earth.
Drastically Improves the Air Attunement, completely locks out Fire.
Drastically Improves the Earth Attunement, completely locks out Water.

Traits like this, that improve yet simplify the class.

Ohai, I like to limit build versatility by creating traits that lock me out of some of my skills.

Arenanet "fix"

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Posted by: Leuca.5732

Leuca.5732

To me, the stunbreaker on GoEP makes sense. Glyphs are all about versatility. You can pick the desired effect based on your attunement. What the stunbreaker does is add to that versatility: you cannot just pick a condition of choice, but you can also save it and use it to breaks stuns should you want to. Compared to the other glyphs we have available, GoEP was the best choice. And having stunbreakers be a single skilltype did hurt our build variety a lot.

You pick the desired effect based on attunement and potentially waste your stunbreak, or you use the stunbreak and potentially miss the attunement you want to get the condition from, unless you want to sit in one attunement just to wait for a stun.

A better idea would have been to give the stunbreak a retaliatory effect, causing some kind of PBAoE effect with an additional condition based on your current attunement. In its current state it’s borderline useless anywhere but PvE.

How... Is... This... Possible...

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Posted by: Leuca.5732

Leuca.5732

Its easier to balance a class that uses 1-2 attunements then all 4.

Your not going to see upgrades unless the class is simpler.

If you buff all four attunements or even one and leave it how it is, you are just going to make an Alpha Class for some players, which ele was for a while.

If eles only had two attunements period, that would be easier to balance. Instead what you are suggesting is that the elementalist be balanced around having about 6 different sets to choose from instead of one global set that is balanced around all of its parts. You then have to work each element so that it is a separate weapon set entirely, then make sure that your traitlines are in line with this, whereas in other professions you can receive a much more universal benefit per traitline.

We don't need more skills right now.

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Posted by: Leuca.5732

Leuca.5732


Yes we do.
Do you know why GW1 was successfull?
Anet made so many skills, so many hundreds of skills to pick from, that by shear odds, out of that random unthought out mess, there would accidently be a number of deep engaging skills…
Like 2/3 of the skills were utterly useless… but out of the rest there were some extremely well done ones.

In GW2, 2/3 of the kitten is still useless… but since there is only like a dozen choices to a class, there aren’t thousands, the pool of ‘accidentally well made specs’ is depressingly small.
Anet thrives under ‘random spam’ and tossing conquest while going more in that direction (while slowly winnowing out cheese) seems the only way GW2 could ever get anywhere.

I played GW1 for a long time, and while I do see your point I just see more of an opportunity to solve the problem in this game than in its predecessor.

To clarify, I don’t think adding skills is an inherently terrible idea, I just don’t think it should be so soon, when there is ample opportunity to fix skills that don’t see use.

just need some kind of advice

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Posted by: Leuca.5732

Leuca.5732

I guess under some very select conditions, but healing signet warriors are rather over-the-top right now, and eles have no inherent access to poison, which is the main way you deal with that particular ability. Even the sigil isn’t going to get you the results you want because it’s too infrequent to keep up with the condition cleanse ability warriors recently received.

Nobody plays anything but Asura.

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Posted by: Leuca.5732

Leuca.5732

I for once agree with you Daecollo.9578. A large part of this game comes from reading animation since their are no cast bars in this. Asura are small so that means all of their animations are A LOT smaller. An easy fix would be just give people cast bars. Or we can normalize models in pvp. This is a serious issue and honestly i wonder why anet put in a very small sized class in a game based off of reading animation.

It should be no.1 priority. Cleaning up the battlefield and making dudes bigger. We have no idea what balance is because it is all hidden by this BS

There are plenty of skills that are badly telegraphed even on the largest character model you can create. It is dishonest to say we have no idea what balance looks like when there are skills that clearly violate any idea of what balanced should be.

Prioritizing animations (even by race) is more important than the size of your character model. I also see nobody mentioning the fact that really big character models can completely obstruct your view of normal-sized models, but nobody is asking for huge Charr/Norn to be brought to a size standard that makes sense.

We don't need more skills right now.

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Posted by: Leuca.5732

Leuca.5732

Recently it was brought to my attention that at some point in the (relatively) near future there will be new skills added to the game. While the thought of adding build variety excites me as a player, the other thought that immediately occurred to me was that it will make build crafting even more confusing for newer players, while making the balance situation worse for more experienced players. This is because some skills (for all professions) are still sub-par, similar to traits that are never used, while a small selection are too good not to pick at least a few from their group, meaning new skills will have be comparably strong, which introduces power creep.

The larger the skill library becomes, the more work it takes to make skills/traits that are both unique and balanced, with at least some degree of universal appeal. However, with the current state of the game, can we really say that we’re close enough to a decent semblance of balance/build variety that it warrants adding new functions to professions? You could achieve the same effect with greater efficiency by simply making a few really bad skills comparable to their amazing counterparts.

In my head the only thing that made sense was temporarily devoting a larger portion of the GW2 team to helping the current state of things before this change occurs, but I do not think this will happen.

How... Is... This... Possible...

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Posted by: Leuca.5732

Leuca.5732

You need traits that well… specialize in 1-2 attunements, but have amazing traits like this!

Stop pushing your agenda please. Your idea makes the elementalist even harder to balance (not that it’s that hard to balance in theory anyway; it’s just been terribly messed up) and completely messes with its core mechanic in a way that would necessitate a rework of the profession.

Arenanet "fix"

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Posted by: Leuca.5732

Leuca.5732

It might turn out to be a good ability if we get some buffs to our condition traits and get some more conditions. For now it’s really not that useful compared to our other options for stunbreakers.

It will always have a contradictory nature that makes the player waste one effect or the other. It’s a terrible place to have a stunbreaker and whoever made the decision to put it there should be ashamed.

Power builds

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Posted by: Leuca.5732

Leuca.5732

I use a relatively high power melee power build with valkyrie amulet in SPvP. I run it mostly for fun, but it doesn’t do too badly.

S/D and GS with 10/0/30/0/30. Sitting at about 2150 power and using sigil of accuracy+runes of the pack my damage isn’t terrible. I’ll be the first to admit that my build isn’t optimal, but it’s fun for me.

Power rangers in general are not very good at dps though if they aren’t running berserker stats.

Arcane Spell Revamp:

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Posted by: Leuca.5732

Leuca.5732

Imo the only reasonable change they should do to arcane skills is give them a very small cast time to prevent instagib burst, but at the same time reduce some recharges to give them a lot more synergy with their related traits. There’s a reason nobody uses this:

http://wiki.guildwars2.com/wiki/Arcane_Energy

Arenanet "fix"

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Posted by: Leuca.5732

Leuca.5732

That stunbreak change was a huge hit to eles. Lightning Flash was one of our pretty much required skills with a universally beneficial effect. Its new function means that offensively it’s inherently better for power-based builds (with a negligible DPS increase given its recharge) and is now terrible as a reactive skill against stuns, because the distance cannot be increased and most stuns last long enough for the person attacking you to close the gap you just created.

There’s a huge rant that could be posted about either of those skills you mentioned, but I’m sincerely hoping Anet realizes that it hurt eles way too much to justify the change. Even if conditions/stuns are toned down, those skills will still be hurting.

Too many ranges for rangers!

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Posted by: Leuca.5732

Leuca.5732

My issue with some of the changes you are suggesting is that they don’t solve the problem you are claiming exists. For instance, nerfing offhand training doesn’t change the fact that all offhand weapons have both a point-blank and a long-range effect. This creates some degree of versatility within the sets but also hinders them if you are wishing to specialize more in one range over another. The problem you are talking about would be better addressed by redesigning weapons entirely.

I like some of your changes though, notably changing SB range back to 1200 and making LB 1500. I don’t think adding even a little RNG to Eagle Eye would be productive though, so I’d say it needs something besides crit chance.

Leave Swoop alone though please; it’s one of the saving graces for GS right now.

(edited by Leuca.5732)

Focus. Make some noise!!!

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Posted by: Leuca.5732

Leuca.5732

but with scepter, u can go s/d with signet of rest. and i think u know where im goin with this 1.

Not really, because aura builds are pretty subpar if you’re going for a full signet bar, and your aura uptime is not that great if you aren’t.

Make Passively Activated Traits "Active"

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Posted by: Leuca.5732

Leuca.5732

Too many RNG traits. That’s all there is to say.

Nobody plays anything but Asura.

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Posted by: Leuca.5732

Leuca.5732

If you play an asura, its easier to see what other asura are doing.

If you mean that having experience playing an asura gets you somewhat used to their animations, then that kind of goes without saying.

Vigorous Recovery and Vigorous Renewal.

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Posted by: Leuca.5732

Leuca.5732

Rangers have 50% vigor as a constant effect with 5 in Wilderness Survival. They need more relevant effects. Please reanalyze the professions you are trying to pick apart.

100% doesn’t stack with 50%. 5 points for 50%, 10 points for 100%.

5 points for an effect that cannot be stripped, and is not reliant on hitting your foe, on a class that has evasion skills on four weapons, increasing the overall potential damage you can avoid by staggering evasion skills with dodges. 5 points for not having to choose between more endurance and a damage enhancing trait.

5 points for being able to dodge more sounds relevant to me.

I was referring to vigor. It’s not as important, so prioritizing it over effects that are more relevant to the ranger’s needs would be more beneficial to the class. Of course constant 50% vigor is relevant; I’m sorry for not being clear.

(edited by Leuca.5732)

Vigorous Recovery and Vigorous Renewal.

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Posted by: Leuca.5732

Leuca.5732

Rangers have 50% vigor as a constant effect with 5 in Wilderness Survival. They need more relevant effects. Please reanalyze the professions you are trying to pick apart.

Why more than 5v5 wont work

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Posted by: Leuca.5732

Leuca.5732

You could look at it from a different perspective; the risk of going down and rallying the enemies is so high, that it increases the skill floor of all the players on the team no matter what class they play.

I’d actually say it decreases the skill floor. There should be a more interesting mechanic than auto ressing off of dead things. With your train of logic the skill floor would be just as high if there was no downed state, which would also make balancing easier.

Nobody plays anything but Asura.

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Leuca.5732

I prefer smaller models because of the smoothness of regular movement. I don’t have that much of a problem with Asura animations, at least not with skills that are pretty clearly telegraphed anyway. I can see where it becomes an issue with skills that are a bit more telegraphed on bigger models, like Skull Crack etc, but wouldn’t a better fix be to just improve the targeting system and rework some casting time/animation? Also, many of the skills you can’t see are just badly telegraphed anyway.

Idea for Attunements

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Posted by: Leuca.5732

Leuca.5732

Fun idea, but you have to make sure they’re not all so game-changing because you’ll have four of them at your disposal on top of all your attunement weapon skills and your utility bar. You’ll also have to be careful about instant activations, because telegraphing is extremely important to have and this game already has a huge problem with in that regard.

Focus. Make some noise!!!

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Posted by: Leuca.5732

Leuca.5732

good god, focus is amazing on ele with an aura build and d/f wep set. Sure the mobility isn’t spectacular, but it has incredible condi remove and defense…an aura build is awesome, but you have to know how to use it.

Please tell us how to use it.

Elementalist/Ranger/Engi easier to play.

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Leuca.5732

Bless you.

/12chars

Cleansing Water and Sylvari Healing Seed

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Posted by: Leuca.5732

Leuca.5732

My guess is that it’s because the seed that pops up is the source of the regen, even though it scales off of your healing power. This is somewhat akin to the Ranger’s Fernhound pet, although that doesn’t scale off of the player’s healing power. The problem is just that you are not the direct source of the regen, so it doesn’t proc your trait.

But you are the source of the regeneration for the Runes of Dwayna sixth bonus, no? How come it doesn’t work for that?

I’m not sure; I remember it functioning properly in that regard. You may want to do some more precise testing with a friend before submitting a bug report.