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[!] Major bugs. Let's have a look!

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Posted by: Malcastus.6240

Malcastus.6240

  • Inscription (trait)
  • SPvP
  • Glyph of Elementals doesn’t trigger it.

[!] Major bugs. Let's have a look!

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Posted by: Malcastus.6240

Malcastus.6240

  • Elemental Surge (trait)
  • SPvP
  • When using Arcane Power + Tornado, Elemental Surge isn’t/can’t be triggered.

(edited by Malcastus.6240)

[!] Major bugs. Let's have a look!

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Posted by: Malcastus.6240

Malcastus.6240

Since Anet has chosen to focus on bugfixing, I thought we should make a list of bugs that needs to be fixed/looked at ASAP.

The bug fix thread is there, but is a mess. The idea is to have the most severe bugs fixed, so that the true potential of the profession can be explored and balanced if need be.

  • The name of the skill, trait, utility etc.
  • A short summary of the problem, highlighting the most crucual info/examples.

Ex.

  • Zephyr’s Focus/Obsidian Focus (trait)
  • Many skills (from normal and conjured weapons) do not trigger these two traits, and is wonky at best. Obsidian Focus works with Stone Shards, but not with Flamestrike, and neither of those trigger Zephyr’s Focus, although they are channeled skills.

TL;DR: Make a list of the most severe bugs you have encountered that needs to be looked at/fixed, be it skills, traits, the synnergy between the two etc., and be constructive.

N.B. This is for listing bugs that you have tested and discovered to be broken. If you have reason to believe that Enduring Damage is broken, give it a test, or do some research on it before posting. Thanks.

Edited for convenience

(edited by Malcastus.6240)

A Possible Balance Solution...

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Malcastus.6240

Elementalist wasn’t originally advertised as jack of all trades. That title was given them quite recently, instead of making the elementalist live up to its original description.

I agree that the elementalist needs some love, but OP’s ideas won’t work.

I see many cleric eles..why?

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Malcastus.6240

You forgot to mention the 1 sec Fireball cast time, Flamewall and other things..

Recent changes has done a lot to the class. Least of all the bunkers and it -is- forcing people to use cleric bunker builds out of frustration, from what I can understand (in PvP of course).

Biggest mistake of Anet is changing the role of the elementalist from damage oriented and squishy (not their exact words), to all-round meh class. They likely think that everyone is favoring D/D cleric 0/10/0/30/30 and try to balance around that build. It would explain the grand mistakes made. Nerfing EA heal, healing ripple etc., and now they nerf signet healing, which means that 30 earth signet builds are worse off and less appealing. You hardly see any signet builds around, and you are nerfing its heal?

Looks like they are in a bind concerning this class. They have invalidated builds that were far from optimal, but usable to a certain extent in PvP. There ARE other ways to nerf the bunker build, without leaving everything else ruined.

TL;DR: They keep nerfing heals and so many things, that cleric amulet bunker builds will be the only build in PvP.

Since last patch: 99% GPU load / FPS lags

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Posted by: Malcastus.6240

Malcastus.6240

I know what you mean. My pc has constant stutter/low fps since a patch around october/november. Can’t remember now.

Before I could SPvP without much, if any lag at all, and play BF3 on highest setting without issues nor lag. Now, GW2 is a slow mess. BF3 and Neverwinter has the same stutter/low fps as GW2. D3 runs fine, for some reason.

It is very frustrating that noone has a clue or ideas how to fix this dilemma.

Constructive Criticism on Elementalists

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Malcastus.6240

- Water attunement’s auto-attack is underpowered. I would suggest either a faster animation/ cast time, like the frost bow’s auto-attack

Conjure Frost Bow auto-attack is 3/4 second, like the water auto-attack. On top of that, Frost Bow auto-attack animation time is slower than water auto-attack.

Q: What are 10-player Servers for? 5v5? 1v1?

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Malcastus.6240

Fun for guild 5vs5’s.

d/d trait variations

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Malcastus.6240

I use..
0/20/10/30/10
0/30/0/30/10, or..
0/20/0/30/20, when using D/D.

Range damage require tools to stay at range

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Malcastus.6240

I would love to see a master or grandmaster fire trait, allowing you to swap fire fields for smoke fields (makes sense to have that option, right? Fire generates smoke).
Persisting Flames would be a fine trait to replace.

Might, fire auras and burning damage being traded for blindness and invisibility, ensuring that weaker weapon sets and builds that rely on damage (like damage builds that aren’t particularly popular) get a chance, but sacrifice extra damage as a tradeoff for survivability. Bunkers would not benefit from it, as it lies deep in fire, and you can’t hold points being invisible.

(edited by Malcastus.6240)

[Glyph of them Elementals] Build Diversity?

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Malcastus.6240

I guess the main problem is just that cantrips are just the best.

If there was a glyph or signet that broke stuns/granted stability you’d see more builds with them.

This is a big one. I’ve been wanting to run inscription with a bunch of glyph signets to have fun with all the buffs I’d get, but lack of stun break holds me back.

Having a stunbreak, instead of a destruction mechanic would be interesting, although not prove much help (compared to cantrips at least), as the CD on the summons are rather long. I don’t think that there will be other stunbreakers than the current cantrips for a while.

[Glyph of them Elementals] Build Diversity?

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Malcastus.6240

Can see where you’re coming from, but what you’ve got to keep in mind is that because the elementalist is designed as versatile build, it does have pets but they’re not the same as those of other professions.

The main appeal of them is that you can pick what pet you’d like, rather than be stuck with whatever was on your bar when you placed it there.

They’re fine to me anyway. It’s just a matter of picking the right one for each situation.

Yes, they are okay as they are, but could be a bit more. I got it that the summons aren’t like hunter, necro or guardian pets/summons, but eles did get two of them to begin with, so improving on such could help when it comes to build diversity. And that I believe is needed, in order to interest people in other types of playstyles. The CD of them are rather long, so it certainly doesn’t come close to other classes in that regard.

I am afraid that the jack of all trades, master of none label was put on them after the masses chose 0/10/0/30/30 type of builds to survive. While there are alternatives in PvE to a certain degree, this idea was to open up options.

(edited by Malcastus.6240)

[Glyph of them Elementals] Build Diversity?

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Malcastus.6240

After seeing the fire elemental thread, it got me thinking about the two glyph elementals you can summon and how they could be used to create new builds, as well as potentially making builds that lack that certain something more viable, both in PvE and PvP.

You are of course welcome to nitpicking and all that, just be constructive about it while keeping it civil, please. And please do not bring up current bunkers and how OP they are, as this thread was made with the intention to bring ideas to the table regarding build diversity, which I feel the elementalist is lacking in certain areas.

Like Conjure weapons has a dedicated trait and synergy with others, it could be very exciting to influence the summons in more ways than just Quick Glyphs.

General ideas:

  • Adding a “destruction” option for the summons by pushing the same button a second time (as with the guardians Spirit Weapons), which will have different effects based on the type of element you are using.

- Fire: A fiery blast that inflicts damage and burning to nearby foes.
- Air: A strong gust of wind that inflicts damage and pushes foes back.
- Earth: A blast of shards that inflicts damage and bleeding to nearby foes.
- Water: A blast of cold that inflicts damage and vulnerability to nearby foes.

This option alone would add some flavor to gameplay and make the summons more than just a button you push and then go about your business with no regard for what the summon does.

  • Two traits that allow you to focus on offensive and/or defensive play using Glyph of Lesser Elementals and Glyph of Elementals.

Offensive Trait: Positioned in fire or air (adept or master). The trait increases the damage of each summon type slightly, and allows you to use the summon destruction to greater effect.

This could aid the glass cannon variety for instance, as Quick Glyphs lies in the air traitline and offers neat synergy with fire/air focused builds. Fire would probably be best for this trait, not only because it makes sense that fire = more damage, but also because it’s viewed as one of the weaker traitlines and could use some lovin’.

Defensive Trait: Positioned in earth or water (adept or master). This trait allows you to increase the duration, health and toughness of the summon slightly.

I could see this trait being put in earth, because the traitline could use it. It also fits in earth well, opening up interesting variation in builds. It could make condition builds more interesting, and open up an aura sharing signet support build that could benefit the summons and allies (just a random example). There should be lots of variation possible.

There have been several threads about leveling elementalists being a difficult task. With the option to pick a trait or two that makes the summons more durable and/or doing more damage, it could help those in need.


There are plenty of traits that currently isn’t used often, or at all that could be potentially swapped out. What comes to mind are these.

- Fire: Persisting Flames and One with Fire.
- Air: One with Air.
- Earth: Salt Stone, Stone Splinters and Strength of Stone.
- Water: Soothing Wave and Shard of Ice.


These are just ideas I wanted to share and hear your oppinions on. Perhaps they can be used, perhaps not. Personally I do believe that you could make some interesting and viable builds, including a summoner type centered more around support.
The traits being adept or master, and what traitline they could be in are just what seeemed to make most sense to me while I was writing this, so don’t take it too much to heart.

What do you think about these mechanics? Would you like to see something like this implemented? Are there other and better variations you think could improve gameplay and build options involving the glyph elementals?

Thanks for reading.

(edited by Malcastus.6240)

Fire Elemental is kinda... lame.

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Malcastus.6240

do they benefit from your stats?

They don’t.

Remove laurels from pvp

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Malcastus.6240

Yeah, those people might want to play more, improve etc. and then the SPvP community (which is TPvP and hot join) receives more players, which is needed, ya?

And I can’t see why people would complain if they are easy to dominate in a scrap. The fight should be over fairly quickly. If you SQ and get teamed up with such a bunch, then it’s your own fault for SQ’ing in the first place (you can’t complain about random people, if you went into it knowingly), and the queue might not be working properly yet, so it is hopefully something that will be fixed sooner or later. Pretty sure it isn’t, as our quickly put together pre-made team of r32-35 got into a scrap with r50+, not that rank means how good you are, but only how long you’ve played.

I do feel like there is too much elitism about these kind of threads, not wanting new PvP players to be part of the game, or try it out. It is sad that this is the case.

By the way, the PvP community asked the devs to include laurels as dailies/monthlies, and they obliged. Yay laurels, I say!

Fire Elemental is kinda... lame.

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Malcastus.6240

The fire elemental is awesome against trebuchets, or if you are good at pinning opponents down. Btw, when it uses its big AoE swoop blast, it also cripples enemies, which is rather cool.

I actually am using the fire elemental more than the other ones in combat. Just make sure that you are close to it, when switching into water and using Cleansing Wave. Boon and aura sharing affects your summon, if it is within range, which is cool (wonders about a summoner/aura sharing build for funsies). The extra damage is neat, although it does take its sweet time busting out the quick rapid fire combo, followed by the big AoE, which crits for around 2k if I recall correctly (and adds cripple for several seconds).

NEW Elementalist bugs and glitches thread

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Malcastus.6240

Zephyr’s Focus doesn’t work with conjured weapons, and only with a very few select skills otherwise. Even scepter skills like fire and earth auto attack doesn’t trigger it, even though they are channeled. I think the trait needs to be looked at.

Happy with the patch

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Malcastus.6240

One word. Disappointing.

[SUGGESTION] Ride The Lightning

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Malcastus.6240

Terrible suggestion, OP.

Patch Notes - 3/26/13

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Malcastus.6240

It’s a letdown that they didn’t make non-cantrips more viable and generally do positive changes to underused weapons and traitlines for the ele, which they said they would in general.

No build diversity this time around.

(edited by Malcastus.6240)

The ele is game breakingly good on spirit

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Malcastus.6240

I find that rangers are stronger than eles, when it comes to orb running. I saw an insane ranger traveling the distance from orb to capture point at tremendous speed. It was as if he had swiftness and wasn’t affected by the slow of the orb, which is a big advantage to a mere RTL that works best when going in a straight line.

And since you dislike RTL being used for orb carrying, I can tell you this. You need to use it when you have a clean and long path ahead of you. So use immobilize/guardian walls etc. at the start of the grabbing the orb, and nearing a capture point, basically at the stairs. The way to the capture points are not straight lines, so using RTL has its disadvantages when you don’t use it correctly, which lets you anticipate its use.

Still, what I saw in game makes me see rangers as superior orb carriers, or at the very least on par with eles.

Then again, nothing will change the hatred of OP against eles.

ALL STATS ACCESSORY AND DIVINITY RUNES?

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Malcastus.6240

Once upon a time, the ele was different.. they say. Then suddenly they were given a role noonene predicted..

GW2 pvp survey. Thanks for your time.

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Malcastus.6240

Having a “strongest” and “weakest” option for classes only, doesn’t portray anything solid in terms of class balance, and the fact that it is both hotjoin and tpvp makes it even more vague.

Says the elementalist…

50% of people think the ele is the strongest class. I think this gives anet a free hand to nerf them significantly now. As to achieve a % that high means they must be really OP.

They aren’t. One build with a few variations is too powerful. That is not an entire profession. That is why I dislike such polls, because if they were to act on random noise, it would put GC in the same basket as bunker ele, and there is a huuuuuge difference between how these two work. One does, the other not.

Besides, there needs to be more specific criteria for a poll to work properly. This one doesn’t help with class balance at all.

GW2 pvp survey. Thanks for your time.

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Malcastus.6240

Having a “strongest” and “weakest” option for classes only, doesn’t portray anything solid in terms of class balance, and the fact that it is both hotjoin and tpvp makes it even more vague.

(edited by Malcastus.6240)

Elementalist and catching them.

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Malcastus.6240

Thieves and perhaps warriors are faster than eles. Even mesmers are slippery. There we go. At least thieves are far more slippery than eles. If you don’t want them to flee from your superiority, you can pin them down with a well placed immobilize, or other fancy trick. Daze, stun and such are good.

I think that staff needs quite a bit more mobility. Dagger off-hand is quite alright as it is, even though it was nerfed.

Elem getting greatsword?

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Malcastus.6240

A two-hander like shortbow/longbow/greatsword would be awesome, or sword AND torch would be a welcome addition (anything but guns).

The reason ele builds trend towards bunker

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Good luck kiting and dodging your way out of everything in PvP

The reason ele builds trend towards bunker

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Sadly you need points in water and arcane, no matter what. Extra healing and vitality is needed. You also want your boons to last longer and be able to attunement switch faster, so you can basically already be sure that 30-60 points will be invested into water + arcane, which leaves little for an offensive build.

If just vitality, healing and attunement recharge rate weren’t so important for eles. If I play staff, I won’t do with less than 20 water and 20 arcane (Blasting Staff I feel is a must). If playing with S/X, D/X, 10 arcane is ok, but 0 points? Never. And at the very least 15 points into water, for the attunement heal. Then again you likely go 20 to decrease the CD of cantrips, as you can’t live without instant stunbreakers/condition removal.

The only aspect of the ele that works really well currently is the defensive part (condition removal and healing).

If no other solid options exist, people are more likely to stick with what makes them survive.

I find it good and bad that EA was nerfed (on a sidenote).

  • The good thing is that bunkers have less access to healing than before (although not by much and barely noticeable).
  • The VERY bad thing is that builds that weren’t aiming for the bunker variant and relied on of the healing and condition removal of EA (focus builds for instance), took an arrow to the knee.

It makes bunker builds slightly less effective, but hinders ALL other possible builds a lot more. This particular problem hinders the SPvP part of the game. Not WvW or such currently.

Tired of seeing the same exact thing!

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Malcastus.6240

I believe that the scepter auto attacks in fire and earth needs a redo, along with some alterations here and there. They take forever to channel and don’t even benefit from channeling traits like Obsidian and Zephyr’s Focus. The two of the auto attacks just gives the scepter an odd, unpleasant feel. Fire and earth being sluggish in general, air being quick, and water in the middle.

  • Dragon’s Tooth: Should be a ground target skill like Phoenix.
  • Phoenix: The projectile moves too slowly and could use a speed increase.
  • Dust Devil: Just plain bad. Very low damage and causes blind, which we already have in air. Should be swapped for an entirely new skill, a damage oriented one. When you play S/F, there is basically only auto attack for you to use if you want to dish out damage (not counting Rock Barrier hurl). No need to say how weird that feels.

In my oppinion those things combined irks me greatly about the scepter. I play D/D, D/F and even staff, rather than the uneven and jarring playstyle of the scepter. What I mean is that it hasn’t got a good flow to it and many an odd skill that lacks punch.

Should Rally exist in spvp?

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Malcastus.6240

If you only like to mindlessly butcher other people in the simplest sense, then perhaps this game isn’t the best choice for you.

Why is it that every time someone complains about something “This isn’t the game for you”?

Please check previous posts, if you only read a highlighted part that it comes out wrong. I didn’t mean it in an insulting way. Sorry if it came across that way, but removing such a grand aspect of the game because you dislike it or find it inconvenient isn’t going to happen as I see it.

It is odd that you want to remove the downed state, as it makes for much more interesting PvP fights, especially when it comes to teamwork. Adds a new dimension to it all. But others have mentioned that already.

If all you play is hotjoins....

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Malcastus.6240

what is hotjoin:
random classes/players with no clue about the “rules” of map, wandering the map looking for glory farm.

what is hotjoin:
random classes/players with no responsibility to play the map with the intention of winning, as they might be playing it for various other reasons, testing out a builds capacities for instance. A mode that lets people study and learn maps, get a taste of fighting opponents on all skill levels, learning to react to the opposing teams players and getting the opportunity to grow accustomed to ones skills, utilities and more against a team with access to the same gear as you, thereby making everyone equal.

All this to establish yourself as a PvP’er in a small, fun and carefree enviroment. Once in control of ones skills, there exists an option to move on to TPvP if favoring competitive teamplay in small organized groups, where strategy and teamplay is key.

YES it is maybe more accurate, and your sentence makes OP even more right, because the time hotjoiners spend to test, have fun, have no responsability, dedicated tpvp players spend the same time to compete, try to win and be better/stronger than other players.
so, even if rude, OP is right. if you don’t care about agonysm, don’t talk about balance/op/up stuff, because u don’t have enough experience.

u can see threads about 100b & bs/hs thieves

Just meant to correct your errors in describing hotjoin.

That OP is allowed to create a condescending elitist thread is beyond me, considering the forum rules.

I play TPvP and hotjoin, depending on time of day (population/presence of players), thank you.

And just because you play TPvP, doesn’t mean that everyone else should do what you prefer doing. You assume too much by thinking people who indulge in hotjoin never play TPvP and doesn’t care about teamplay and winning, which is so very false.

And you’re wrong on several accounts. What you describe TPvP’ers to be, is the same for a lot of hotjoiners. People strive to become better and beat others more efficiently in many cases. You can’t say everyone acts one way.

I play TPvP and can comment to my hearts content. Pure hotjoiners or WvW players can comment too, that is their right. If the thread is labeled TPvP or revolves around it, people just have to take that into account and will likely not comment if OP makes it clear what the topic is about.

Your attitude is very hostile, and you jump to wrong conclusions. Please, don’t do that.

If all you play is hotjoins....

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Malcastus.6240

what is hotjoin:
random classes/players with no clue about the “rules” of map, wandering the map looking for glory farm.

what is hotjoin:
random classes/players with no responsibility to play the map with the intention of winning, as they might be playing it for various other reasons, testing out a builds capacities for instance. A mode that lets people study and learn maps, get a taste of fighting opponents on all skill levels, learning to react to the opposing teams players and getting the opportunity to grow accustomed to ones skills, utilities and more against a team with access to the same gear as you, thereby making everyone equal.

All this to establish yourself as a PvP’er in a small, fun and carefree enviroment. Once in control of ones skills, there exists an option to move on to TPvP if favoring competitive teamplay in small organized groups, where strategy and teamplay is key.

Bunkers and rank points

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Malcastus.6240

Firebreathz’s idea sounds good.

If all you play is hotjoins....

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Elitist alert! The numbers are off the scale.. hide!

Should Rally exist in spvp?

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Malcastus.6240

Why do all professions need to be dull and similar? That is so uninventive. An engi surely would have a bomb lying around that would trigger and blow people away. Or a ranger with its wound licking pet.

What is next. All need the same base hp, armor, skills and weapons available?

A bit of flavour is good. If someone who has the ability to move (mesmer, warrior, thief and ele) is making it hard on you, then lure them to a spot you know they can’t easily escape from.

The downed state is an awesome idea and serves to further strategic play, which is good and creates deeper gameplay and teamwork. If you only like to mindlessly butcher other people in the simplest sense, then perhaps this game isn’t the best choice for you.

Should Rally exist in spvp?

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Malcastus.6240

Necromancer isn’t helpless in downed state. They have fear and that’s one of the hardest things to get rid of. Its just as effective as elementalist going invulnerable for 3 seconds and moving away.

The three seconds you are invulnerable means that you also lose 3 seconds of health.

If you use Vapor Form when on low health, you will die when popping out of it anyway.

Necro fear on bridges and rooftops can be great fun.

Should Rally exist in spvp?

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Malcastus.6240

People seem to confuse downed state with being dead. It isn’t the case, however.

The point is that everyone can handle a certain amount of beating, until they keel over and only have a small handful of methods to fend off an attacker in desperation. Someone in 1 on 1 who is downed is most likely to lose, if the opposing player uses his/her brain a little, but the cool aspect of it is that if you use your surroundings to your advantage, you might even be lucky enough to survive.

If people would die immediately upon reaching downed state, it would leave some classes at a huge advantage, mainly thieves.

However there are an inbalance in a few downed states with skill damage, but nothing Anet can’t fix along the way and we as players can work around. If trying to stomp a mesmer with 10% health, be ready for a phantasm trying to backstab you (dodge), or heal up before the stomp. You should by now know all the different professions downed state and what to expect.

The downed state is awesome, and elevates the game from being as simple as other mmo’s. The feature makes strategic placement much more valuable, which is great. It also boosts the teamplay aspect of the game GREATLY. Without it, you will see a million burst D/D thieves in the game I bet.


The downed state is an awesome idea and serves to further strategic play, which is good. If you only like to mindlessly butcher other people in the simplest sense, then perhaps this game isn’t the best choice for you.

Boon Hate. Thoughts.

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Malcastus.6240

Yeah, bad idea. It would be an anchor for eles going anything that isn’t bunkerish in nature and limit options. Warriors could get it, and it could make their GC approach much stronger, but thieves should definitely not have access to it. Their damage is insane as it is.

State of the Game Feedback Thread [Merged]

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Malcastus.6240

The positive: I am just happy they mentioned traitlines and weapons, making less used weapons and traitlines more appealing. Build diversity will do much. The ranking and spectator programs coming sound good too.

The negative: However the rate at which changes occur feels too slow. The amount of changes happening are often minuscule, making you feel that the road to build diversity is lightyears away.

I do think that people could be nicer towards the dev’s on the forums. Constructive criticism doesn’t translate to being rude while complaining.

State of the Game Feedback Thread [Merged]

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Malcastus.6240

Thank you very much!

State of the Game Feedback Thread [Merged]

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Malcastus.6240

Is there somewhere I can see the SOTG video, as I missed the live stream?

State of the Game w/ J Sharp & Tyler Bearce

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Malcastus.6240

Seems like I missed it. Will the SOTG be uploaded anytime soon? I would appreciate that, thanks.

Conj weap, why can't they be like eng kits?

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Malcastus.6240

If you are fond of the weapons, use the trait Conjurer for additional 10 charges.

And if Anet ever tones them down, they truly will be worthless. Currently many of them are lacking in many ways (mostly damage and defensive skills), and even the Frost Bow I find too petty, as the auto attack fires incredibly slowly and has little to no damage potential (auto attack, still). Once you use up the better skills, you drop it.

Instead of making them like kits, they should just increase the charges of the weapon. The Lightning Hammer vanishes extremely quickly, for instance.

Focus needs help

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Malcastus.6240

Yes, give us a long for long range (mostly) single target dps. Would be incredible to a new weapon. We barely have any, and even fewer viable builds, which sucks greatly.

Do we have a Dev?

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Malcastus.6240

D/D eles are not imba and needs a buff. Oh, you meant a bunker? I meant a glass cannon.

See how you can misinterpret things, if you mention the weapon set only?

[Guide/Rating] Elementalist traits

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Posted by: Malcastus.6240

Malcastus.6240

There are some mishaps there. I will only pick one of them out, since I am lazy.

Strength of Stone
Deal 10% more damage while attuned to earth.
3
As good as Internal Fire. Worse for burst builds, better for Condition Damage builds.

It doesn’t affect condition builds, but burst ones only.

A Look at the Classes

in PvP

Posted by: Malcastus.6240

Malcastus.6240

I disagree with you on the elementalist part to some extent.

  • Hard to kill as a bunker only? Very much so. I felt like highlighting that part.
  • High AoE damage? Only if you go all out offensive, then yes, but then you are an extremely easy kill and have to hide behind others. This only goes for WvW and PvE. In SPvP things are mediocre.
  • Good single target dps? No, almost all skills are AoE to some degree and therefore the damage is much lower, as you can affect more people. The ele shines more when rushing into an ongoing fight, doing AoE damage and then flee. In a one on one fight, your realize your offensive skills are mediocre at best.

All in all, the description of the elementalist profession they advertised in the beginning does not live up to its name in all aspects of the game. PvE and WvW, yes. You can do good AoE damage, but your squishiness outshines the benefits of it, imho.
SPvP it’s definitely not the case. Be defensive, or be a complete pushover.

Focus needs help

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Posted by: Malcastus.6240

Malcastus.6240

Fire shield only gives you might if you are hit, and lords know an ele would try to avoid that. It’s usefulness is very limited, although evading all damage is impossible, at least for an ele.

Fire Shield + Obsidian Flesh + Kiiiiiiiiiiiiillroooooooy Stooooonekin = 25 stacks of might and no damage taken, enjoy my eles brethren.

@OP I think that freezing gust and gale need to become AoEs or have shorter CDs/ longer chill/KD duration (doubt KD will get buffed) and it’d be in a good spot, earth is already amazing, fire is in a fairly good spot, swirling winds and comet are both good after the comet buff.

That being said, if they make it so i could detonate my fire wall and just have a huge eruption of flames that scorches everything around out or maybe even a KB added to it i’d be VERY happy with the focus even if they don’t buff gale/icy wind.

Flame Aura: In addition to the burning condition, this aura now grants 10 seconds of might each time the player is struck. This aura can activate only once per second. This change affects all flame auras.

You can get 4x might on a stoneskin without taking damage, tops. Nothing fancy about it. Suppose the aura is much more beneficial for melee folks that can take hits, if they use a leap attack through a fire field, or you share your auras with them. A focus ele lacks healing skills in general, so you should not aim at being hit. Hmm, unless you use it in PvE and you got things under control, I suppose.

So it’s fine for fire aura in general, but Fire Shield shields against nothing. It only burns people briefly and gives you 5x might, if you let your opponent pound on you. Sort of like a Flamewall that is stuck to you. Pretty lame if you ask me.

Staff builds, sPvP

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Posted by: Malcastus.6240

Malcastus.6240

When I play, I prefer 20 air (III, VI), 30 water (III, IX, XI), 20 arcane (V, VIII), cantrip focus, with celestial amulet and berserkers jewel, with divinity runes and energy sigil. The build that works best for me. Mind you, I hate playing bunker builds with a fiery passion, and this offers some damage I barely can live with.

How did Feb patch change your build?

in Elementalist

Posted by: Malcastus.6240

Malcastus.6240

It made it slightly worse, as I play a roamer/burst-oriented build. RTL on a longer CD, means you are more likely to die, not being able to escape always and it hurts hybrid and glassy builds way more than it hurts bunkers, so that went wrong for the dev team sadly.

Less regen and vigor made my hybrid build worse and sort of forces me to focus less on damage and more on defensive stats, which is taking it all in the wrong direction. I prefer having as little arcane as possible, but feel I need 10 points for Elemental Attunement and attunement recharge no matter what. My runes are of divinity almost always, as I don’t want to lose too much damage, you know, because ele damage isn’t good to begin with. So no buff prolonging means beyond 10 or 20 arcane.

The micro changes to fire auras and frost armor do little difference.

It is like the devs assume that everyone plays or wants to play a bunker. This game is slowly getting frustrating.

@JonSnow: You can’t hold thieves away with Shocking and Frost Aura only. The CD on Shocking Aura is 25 secs, and thieves can vanish all the time if they go that route.

(edited by Malcastus.6240)