Showing Posts For Navzar.2938:

Increasing Survivability

in Warrior

Posted by: Navzar.2938

Navzar.2938

^The 5 point ranger trait increases it by 50%, not 100%, you’re thinking of guardians that get it on the 5 point minor.

Thank you Arenanet for the epic MF :)

in Guild Wars 2 Discussion

Posted by: Navzar.2938

Navzar.2938

It’s entirely possible that Anet is testing something new to replace magic find on armor.

I certainly hope so, but I wonder what mf gear would turn into if they did choose to remove it.

Healing Signet still worthless.

in Warrior

Posted by: Navzar.2938

Navzar.2938

They didn’t nerf it, the tooltip was wrong. The GW2 wiki had a note about the real healing for a long time.

Lets fix the Warrior hammer.

in Suggestions

Posted by: Navzar.2938

Navzar.2938

I wasn’t really sure how the burst idea was working. That’s why I said endure pain, I thought you meant for it to force them to only attack the user, rather than just switching target (in which case, it seems kind of pointless for real pvp?)

As for the staggering blow, 1.25sec isn’t really slow enough to justify the full strength of 100b in one hit. It’s not like churning earth, 100b, or kill shot with extremely obvious animation and multiple seconds to dodge. It’s only slightly slower than other hammer attacks and can easily be mixed in with some ccs or maybe quickness so the enemy would see it as a normal attack. 100b is also doing DoT damage, so it’s more of a flag to move out even if you start getting hit.

The fact that you want to remove the root on a big hit skill is also a huge factor, and would make it one of its kind in regards to heavy hitters. That’s why I said 2sec, very obvious, and just short enough to use with one kd.

As for something like blind, you have to remember that while it is common on some classes, it’s very scarce on many. Besides, you can remove blind mid skill using shake it off, unless they stack conditions.

The 8 sec on miss cd I didn’t like because it’s forgiving and I generally hate “aww you messed up, so I’ll make it easier on you” mechanics, and because hammer has many ccs, so that’d give too many good easy opportunities to hit with it.

Lets fix the Warrior hammer.

in Suggestions

Posted by: Navzar.2938

Navzar.2938

Pretty awful. It’s just way to much across the board.

First of all, there’s certainly no need to increase the range of the all the melee skills to 180. That’s a lot over other melee abilities and will never happen.

Skill 1. I agree that hammer one could use some more flavor, but it’s dps is already as strong as greatsword’s auto attack. Maybe the third hit could use a weak effect just so it isn’t boring but the chain isn’t too bad in terms of damage/sec.
Your suggestions also also weakness to be build up far to easily with just autoattcking.

2. I agree fierce blow could use a damage boost since it hits like an auto, but that’s about it. The weakness is a decent source of damage mitigation. Changing it to a sustainable 10 stacks of vulnerability + knock back is just far too spammable of a control skill. A fews stacks of vulnerability to supplement what it already does wouldn’t be too much though.

3.Having earthshaker as a weapon skill on 12sec cd is also far too much. A high damage aoe stun skill as a normal attack?

4. Absolutely not. That’s twice as strong as eviscerate, practically a one hit kill. Less cd if you fail to use a skill right is just bad and takes out a large chunk of the risk of using a strong skill making it too forgiving.
Then there’s the activation. Other extremely hard hitting aoes have very high cast times, and none of them let you move. 1.25sec isn’t. It would have to be at least 2seconds with an obvious animation and keep the self root. (Compare to hundred blades, which has the same damage as your suggestions, but takes 3.5sec, and also roots)

All staggering blow needs in its current form to be decent is to remove the self root. and maybe a small increase to range or knock-back or damage.

5. Okay. Overall it’s already a good skill, a decrease to .75 activation wouldn’t be too bad.

burst: That burst skill idea wouldn’t really work out to program for pvp and seems like it could be really op in pvp if it did work (go into a group and use it with endure pain).

And lastly, mace 5 doesn’t hit an infinite amount of targets, piercing attacks are still subject to the aoe cap.

Warriors Strengths and Downfalls

in Warrior

Posted by: Navzar.2938

Navzar.2938

Well if you’re running healing shouts, you’ll probably being running cleric’s gear right? So you’ll be healing around 2k a shout. I don’t think the trait itself is bad, it’s pretty decent for a grandmaster level. The problem is that the minor traits in that line kind of suck.

Right so not only is your dps and your weapon dps bad but now your dps is just awefull becasue your weaning clerics gear. GG you can have all the healing in the world but if you cant kill anyone than it makes no difference. And get kited and ganked. I really think your warrior should stick with the zerg becasue its the only thing saving you from death and its killing everything for you.

Bunkers generally don’t kill things, yet they’re still one of the best archetypes for pvp.
Anyway, what I was trying to say is that the healing shouts trait itself isn’t too bad (although a small buff wouldn’t hurt), it’s the tactics line leading up to it that doesn’t contribute enough.

(edited by Navzar.2938)

Warriors Strengths and Downfalls

in Warrior

Posted by: Navzar.2938

Navzar.2938

Well if you’re running healing shouts, you’ll probably being running cleric’s gear right? So you’ll be healing around 2k a shout. I don’t think the trait itself is bad, it’s pretty decent for a grandmaster level. The problem is that the minor traits in that line kind of suck.

Healing Signet still worthless.

in Warrior

Posted by: Navzar.2938

Navzar.2938

We already discussed the hp thing earlier. It’s not about how much or how little you have, but how large a percentage of hp you lose in comparison to how much of it you can heal.

So more hp=/= need more healing. It’s more damage taken = need more healing.
And no one is kicking spvp warriors, just disputing how you should be buffed. Don’t over exaggerate it :p

5 Fire Traits That Need Improvement

in Elementalist

Posted by: Navzar.2938

Navzar.2938

I don’t know what trait it’d replace, but how about some sort of reduce damage taken from burning foes type trait? Of course it’d be master level or so so bunkers can’t use it.

As for flame barrier, I’d say either increase it to 50% while in fire, or 25% but works in all attunements.

One with fire- doubles proc rate of flame barrier (if you want to keep the current idea). If not, then maybe something like transfers a condition when you burn a foes (5 to 10 sec cooldown)
A trait that increases burning damage might be nice too, seeing how we already have more than enough to maintain it.

Burning fire- perhaps this would be a good candidate for boon removal? Either the currently affected traits also remove two boons, or applying burning removes a boon (5 to 10sec cd)

Defense Grandmaster Trait: Indomitable

in Suggestions

Posted by: Navzar.2938

Navzar.2938

I’d rather have adrenline eat enemies boon’s, each bar removes 1 boon so we can remove 3 boons when adrenline full, much beter solution then the boon hate trait.

Sounds like a good idea for a replacement greatsword burst skill, with a bit of tweaking if needed.

Healing Signet still worthless.

in Warrior

Posted by: Navzar.2938

Navzar.2938

I’m not saying don’t buff warrior, I’m just saying that the buffs should be spread out instead of wanting it all in one area to try to fix the class.

Healing Signet still worthless.

in Warrior

Posted by: Navzar.2938

Navzar.2938

Actually, they have been nerfing eles and guardians because they can do it. It’s just that rather than nerfing the straight up bunker abilities, they’ve been nerfing abilities that supplement the bunker builds, leading to less build variety while only lightly changing the bunker.

And because other classes can isn’t really that good of a reason imo, since that’s what people complain about.

If the power is spread out like you say though, then it should be fine and you won’t have something to the extend of /d ele bunkers again, but more balanced builds instead. I don’t think .35 healing power on passive is the way to do it though.

Healing Signet still worthless.

in Warrior

Posted by: Navzar.2938

Navzar.2938

Nah, I think that just means war needs more damage mitigation instead. Just adding more passive healing supports faceroll play imo. With more non passive damage mitigation instead, it rewards skill more.

So while I do understand the lack of conditions/damage prevention, I think those should be addressed on their own rather than through healing.

That much healing would also invite more zero damage bunkers by people using builds that do have those anti condition/damage at the cost of damage.

(edited by Navzar.2938)

Healing Signet still worthless.

in Warrior

Posted by: Navzar.2938

Navzar.2938

Passive:
Healing received on skill activation, heals intensify the closer to death you are.
100%-70%: 15 + (2.5 * Level) + (0.25 * Healing Power)
70%-33%: 20 + (3.5 * Level) + (0.35 * Healing Power)
33%-0%: 25 + (4.5 * Level) + (0.45 * Healing Power)

So is that passive or active healing? You said both in your description. Assuming it’s passive, that seems too strong on the healing power scaling. If someone uses clerics gear, they’ll be healing around 650hp/sec from a single skill (in mid). Other passive healing slot skills seem to increase about 50% in healing with 1000 healing power, so maybe around .15 would be more reasonable? That would still place you at 300-450/sec.

Nerf Magnet - Ride the Lightning

in Elementalist

Posted by: Navzar.2938

Navzar.2938

Rush= 1200 in two sec, RTL= 1200 in two sec. RTL’s main advantage is not being affected by snares.
IMO, rush would be better for bunkers than the current 40sec cd rtl. Why? Being unreliable with hitting targets doesn’t matter when running away. Sure, it’s affected by snares, but what are bunker eles good at? Removing conditions.

In other use, it might not be as good for running away, but it is nice for normal long distance travel in pve or wvw in conjunction with perma swiftness.

I’d miss losing the rest of the extended jumps though, but overall, it wouldn’t be too bad, and not being affected by snares was always a pretty unfair advantage anway :p

Request: Nerf bunks

in Thief

Posted by: Navzar.2938

Navzar.2938

Bunker will always be meta when only conquest mode exists.

Healing Signet still worthless.

in Warrior

Posted by: Navzar.2938

Navzar.2938

Compare our heals…
http://wiki.guildwars2.com/wiki/Consume_Conditions
http://wiki.guildwars2.com/wiki/Mending
(Lol.)

http://wiki.guildwars2.com/wiki/Healing_Signet
(Can be traited to be +40 Precision…)
http://wiki.guildwars2.com/wiki/Summon_Blood_Fiend
(Can be traited to remove conditions every 10 seconds, become a poison field and can also be traited to heal even more (an additional 110.)

No contest…

Hmm…
Blood fiend’s attacks can be avoided, which results in not healing on that attack (makes a big impact). The poison field and condition removal are both traits are grandmaster level, so they don’t do much in the way of saying blood fiend is a better heal. The CD doesn’t start the fiend is dead, so while you can kill it for the heal (though it’s 3/4 sec, not instant), that’s not much different than popping a signet. And of course the fiend can die, but that means a person is attacking a minion rather than you (unless its aoe), so that’s a plus.

Overall, the passive seems to be decently better, but maybe not as much as you think. The active does seem to get twice the bonus from healing power on the active heal, as well as a slightly better base.

Consume conditions? Not much to say. That pretty much just tramples mending…
And yes, considering warriors are supposed to rely on being heavily armored, it’s surprising that they don’t have much in the way of damage reduction.

Would any of you like an Elite shout?

in Warrior

Posted by: Navzar.2938

Navzar.2938

Knighthonor, is there a reason don’t you like regen? It’s true that it doesn’t stack intensity with other regen boons, but warriors have very little options for their own regen. They’d mostly be relying on other professions for their regen on a shout build or on conditions to activate dogged march.

Anyway, how about something kind of frequently?
“I Will Survive”-Remove all conditions from yourself and gain 10sec regeneration, breaks stun. 45sec cd.
“Brace Yourselves”- Allies in earshot gain 10sec stability and protection. 60sec cd
“Finish Him!”- If target is under 33% hp, it is knocked down and takes 1000 base damage. If target is under 50% health, target is knocked down. Applies 25 stacks of vulnerability (10sec), weakness(10sec) and cripple(10sec) and 5 stacks bleeding (10sec) . Allies near target gain fury (10sec), 600 radius. 60sec cd
“Shields Up!” (or maybe incoming would be a better name?)-Allies in earshot block projectiles for 10seconds 90sec cd.
“Go For The Eyes!”- Each ally’s next 3 attacks do critical damage 45~60sec cd or Each ally’s next attack does critical damage and inflicts blindness (10 sec) and bleeding (10sec, 5 stacks)45sec cd

I also thought the other version of “Incoming” from above was a good one.

Note: All numbers are up for change, it was mostly the ideas I wanted to put forth.

(edited by Navzar.2938)

Signet of Malice question

in Thief

Posted by: Navzar.2938

Navzar.2938

If you’re bunkering up, toughness+healing power lets you take more total damage over an extended period. The vitality is really only to prevent bursts from owning you. But since most people will probably want to go for the kill your enemy before he kills you method, then vitality is more useful for general builds (imo), since healing power’s value increases with the length of a fight.

Signet of Malice question

in Thief

Posted by: Navzar.2938

Navzar.2938

Well for the toughness v healing power thing:
The more healing you have, the more valuable extra toughness is.
The more toughness you have, the more valuable extra healing power is.
So it’s not a straight up one is better than another because that depends on how much o the other you have.
It’s about finding a happy balance. (And I don’t know where is.)

Healing Signet still worthless.

in Warrior

Posted by: Navzar.2938

Navzar.2938


Armor does not have diminishing returns…

Armor DOES have diminishing returns…
…Each point in armor you gain is worth less and less damage reduction…
…According to your logic then going from 2% damage taken to 1% damage taken is the same, which it clearly isn’t…
…Then say getting 100K of something else you lack?

Going from 2% to 1% is the same as going from 100% to 50%
It really is about effective hp. If you were changing nothing but armor, then each unit of armor adds as much time alive against direct damage as the rest.
The graph of effective hp vs armor is a straight line. So guess what? That last 100armour adds just as much as that first 100.
Sure you say that 1% is clearly less than 50%, but in context, that 1% is still halving the damage you take. In terms of what it actually does, that 1% is equal to that 50%.

In terms of survivability, it’s actually a bit better because your healing is now worth more.

…Then say getting 100K of something else you lack?

Now this again. This is important because isn’t about diminishing returns. This is about opportunity cost*, which is something else that applies to every stat in the game. The more armor you have, the more valuable your other stats are yes. But that doesn’t mean that additional armor is statistically adding any less than the previous.

In short: X armor always means at least Y more survivability vs direct damage. So no, it’s not diminishing returns, because the effect (aka return) isn’t diminishing.

*This of course leads to trying to find ratios to maximize your limited resources.


Ex. From 1k armor to 2k armor= double effective health. 10k hp to 20k hp doubles effective health. Both same effect at same cost, but 1k armor to 1.5k armor and 10k hp to 15k hp, leads to 2.25x effective health, still at the same cost.

Does this mean the contribution of either hp or armor was getting lower? No. But as the the amount of one gets higher, the other’s ability to contribute increases. As a result, it’s more worthwhile to add that stat until it also reaches a certain point. Take note however, that if you were to increase health by 10,000 again, it’d still add an additional 100% effective health. More importantly, if you were to raise the stats at the proper ratio (in this case, it’s just evenly because this is a very simple example), neither of the two becomes less effective than the other, and both will effectively adding more than before.

I’m guessing this is probably why you though that increasing only armor is leading to diminishing returns, but as you can see, that’s not the case. It’s simply not giving increasing returns that you could get when you raise other stats along with it. At no point is either extra health or armor any less effective than before.

P.S. I chose health because it is very similar to armor in this situation and in how the effects of adding its stat works because adding a certain amount of hp directly adds a certain amount of damage you can take, just like armor.

-Also about the percent of total health healed thing I saw earlier; % healed of total hp vs. % damage of total hp taken might be a bit more accurate for measuring healing+damage mitigation capabilities (or else with two builds identical in all but hp, the one with less hp would look better)

(edited by Navzar.2938)

Nerf Magnet - Ride the Lightning

in Elementalist

Posted by: Navzar.2938

Navzar.2938

^The 5 sec cleansing water thing to stop cantrip spamming was also pretty useless imo. I mean, who spammed their cantrips just to remove conditions? They’re better saved for stunbreaking. And even if they did spam them for condition removal, now they’re out of their precious cantrips!

It hit staff’s healing rain and the aoe regeneration from swapping to water harder.

No Swimwear?

in Guild Wars 2 Discussion

Posted by: Navzar.2938

Navzar.2938

Does a Charr need a bathing suit? It’s just a big kitty.

mana system?

in Guild Wars 2 Discussion

Posted by: Navzar.2938

Navzar.2938

So, strategically, what does this give us? Basically, if all the skills stay the way they are, you would fight until you run out of mana, then be forced to disengage. You can’t keep fighting because you can’t use skills anymore. This turns into a “whoever runs out of mana first wins” sort of deal, essentially. Resource management becomes the metagame.

no.

Energy (gw1’s mana) management was just another concept that had to be considered while fighting. Not all skills needed energy, some needed adrenaline, some where free, others gave back energy. However, running out of mana doesn’t mean losing. It just means you can’t use energy consuming abilities for a while and had to wait a kite seconds for it to restore itself or use some non energy ability. You had to find a balance between your healing, defensive skills, dps/burst, interruptions and energy management in your build. In actual combat there was also kiting, positioning, timing and coordinating attacks. It wasn’t just better energy management=win. If a build had the best energy management in the game, then the build probably sucked. It didn’t become resource management wins, resource management was just another factor of the game you had to think about.

And yes, gw1 did have more build variety. Each class usually had a few distinct strong meta builds at any moment*, compared to only having 1 or 2 atm in gw2.

*Excluding paragons.

(edited by Navzar.2938)

RNG - Please stop Anet.

in Last Stand at Southsun

Posted by: Navzar.2938

Navzar.2938

I’m okay with keeping them. RNG chest boxes skins are a major source of income for games like this, and they don’t really have much of an impact on the game itself, so I like them trying to shake money out of people this way instead of making gem purchases affect game play. That being said, it’d be nice if they offered to sell the skin directly after a while for those who don’t want to gamble for it.

P.S. I can only say this because I don’t care about the skins. So my view is kind of biased.

Healing Signet still worthless.

in Warrior

Posted by: Navzar.2938

Navzar.2938

Please don’t use phrases like diminishing returns without actually know what it means.
Armor does not have diminishing returns. Let’s use a very low 1000 armor as a standard. 2000 armor takes 50% of the damage 1000 armor does. 2500 takes 40%. 3000 takes 33%. Yes, the % is decreasing a smaller amount of the original each time, but that doesn’t mean diminishing returns. 2k armor survives twice as much damage, 2.5k survives 2.5 times the amount, 3k survives times the amount, thus the effect itself is not diminishing. It only appears to be DR because it’s constantly (incorrectly) compared to the original in that view.

example 2: Going from 100% damage taken to 50% damage taken is the same boost as going from 50% damage taken to 25% damage taken. People say “Look, 25% reduction is much less than 50% reduction, so it’s diminishing returns!”, but that’s wrong. Sure, that second reduction of “only” 25% looks like less, but would still effectively double your health again, which is 4 times the original effective health at 4 times the original armor.

What is diminishing returns? 10 workers produce 100 widgets/hour. 15 produce 150 widgets/hour. 20 produce 190/hour. DR alert! The additional 5 workers did not add as much production as the 5 additional 5 workers earlier. If it was really diminishing, additional amounts would eventually reduce until more of that stat no longer adds any advantage. So 25 workers may only increase production to 220 widgets/hour and then 30 workers to 240 widgets/hour and so on.
This is not the case when it comes to armor, so it’s not diminishing returns.

The first 38k+ health warrior

in Warrior

Posted by: Navzar.2938

Navzar.2938

Because that vitality boost isn’t always there and varies from server to server. The food/equips on the other hand are constant. So you’d have to remove the WvW bonus to show how much hp you’re build actually has, since the bonus is not part of that build.

Nerf Magnet - Ride the Lightning

in Elementalist

Posted by: Navzar.2938

Navzar.2938

WvWvW is considered as PVE.

False

True. d/d eles are counter to every class. Anet sees the big picture, you obviously don’t.

I go onto the ele section for advice on how to make my ele because I recognize their usefulness in everything. I don’t look for ways to “counter” them. And I’m not a stealth build thief too.

WvW= pve. True
Ele= counter to every class. Very false.

Why everyone Q_Q's thieves.

in Thief

Posted by: Navzar.2938

Navzar.2938

QQ isn’t about thief too strong; it’s about them not being as fun to fight against as other professions.

Stealth "ripples"

in Thief

Posted by: Navzar.2938

Navzar.2938

a better idea is to leave footprints OR be semi-transparent

I personally like ideas like this, mainly because it means much more buffs in other areas.

Signet of Malice question

in Thief

Posted by: Navzar.2938

Navzar.2938

Yes. The passive healing increases by 5% of your healing power.
http://wiki.guildwars2.com/wiki/Signet_of_malice

Focus PvE nerf

in Elementalist

Posted by: Navzar.2938

Navzar.2938

^The old gw1 team did the same thing for quite a while until they started splitting some skills for (PvP).

Quit playing 4 months ago, can I come back>?

in Guild Wars 2 Discussion

Posted by: Navzar.2938

Navzar.2938

warriors are underpowered? Wow we play a different game I suppose.

but no you can’t.

Warriors are kind of weak in pvp, but strong in pve. But I guess you could consider pvp and pve different games.

(edited by Navzar.2938)

Paying Gold for your help

in Guild Wars 2 Discussion

Posted by: Navzar.2938

Navzar.2938

Darkhaven = US server
So I am not a real help for you (I am on EU server), but it is easier for the others to see whether they should have a look or not.

Can US guest to an EU server? If not, I would be looking for a US only. Thanks!

No, we can’t guest/transfer between regions currently.

Actually you can transfer. It’s just guesting that isn’t possible.

Why Do Most GW2 Players Hate Hard Content?

in Guild Wars 2 Discussion

Posted by: Navzar.2938

Navzar.2938

How about extremely hard content that that can be done in a moderate amount of time *? I don’t understand why people insist on hard content taking a long time, longer =/= harder. Kind of like a time attack or defense type mission, where you can get overloaded easily. Kind of like the gw1 beyond hardmode missions in Cantha were more challenging, but didn’t actually take long to do if you didn’t lose.

*If done with few mistakes, obviously doing badly will make it take longer.

(edited by Navzar.2938)

Infusions, have you made any?

in Guild Wars 2 Discussion

Posted by: Navzar.2938

Navzar.2938

I use a +5str +5 agony on my back slot, cost me about 30~35g to make.

Privet Gardens has been reached.

in Guild Wars 2 Discussion

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Navzar.2938

I would hope not, it’s not causing any harm after all.
And if it can be used as an exploit, wouldn’t that be more reason not to post how to do it? (Although I can’t see a way an area with nothing can be used to exploit).

found some areas as well the first one really took my breath away it is incredibly beautiful

That first one is amazing! I really hope that’s an area they plan to release, I’d love to get there ^^

Zoom Hack in WvW

in Guild Wars 2 Discussion

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Navzar.2938

What exactly does this let people achieve that they couldn’t without it? Besides from the obvious seeing farther I mean.

Downscaled Content is Far, Far Too Easy

in Guild Wars 2 Discussion

Posted by: Navzar.2938

Navzar.2938

Use weaker armor/weapons or fight naked.

Focus PvE nerf

in Elementalist

Posted by: Navzar.2938

Navzar.2938

They’ll probably just say the attacks are meant to be unblockable or it was too strong so they won’t have to bother fixing it.

I see many cleric eles..why?

in Elementalist

Posted by: Navzar.2938

Navzar.2938

Ugh right, I forgot about that (haven’t played much in the past few days)… I understand doing it for wvw, but I don’t see why they had to include pve bosses in the mix as well…

I think I know whats wrong...

in Elementalist

Posted by: Navzar.2938

Navzar.2938

Whine whine whine…. you don’t need stunbreakers….

Have you been to the Cursed Shore lately? I’ve been stunned more in 5 minutes there than in 5 hours of wvw.

Or spvp or wvw (outside of the zerg:p), or fractals. Stunbreakers are pretty important, especially against other players, which is what most balanced is done around.

(edited by Navzar.2938)

Crystal Desert Hates Zommoros

in Guild Wars 2 Discussion

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Navzar.2938

Lol nice job with the Molotov coc|ktails XD (stupid filter:p)

Guild Wars Beyond?

in Guild Wars 2 Discussion

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Navzar.2938

There IS an official forum, it’s at https://forum.guildwars.com/forum

That’s for support/bugs and announcements.

Fireball nerfed?

in Elementalist

Posted by: Navzar.2938

Navzar.2938

huh, wu-do-ya-know. it’s been known for some time that fireball has a radius of 90 units, so i guess i just forgot that it’s tooltip hadn’t been corrected.

i just checked the history of the fireball page on wiki and you are correct, the erronius description was not changed until May 7 (funfact: there seems to be a silent revert war going on about it)

i guess since the change wasn’t in the patch notes nobody noticed and therefore the wiki took a while to be updated. (and when it was updated it looked like a troll changing a random fact for no reason)

EDIT: it also doesn’t help that a LOT of staff eles use the ‘Balsting Staff’ (arcana viii) trait which widens the area of most staff spells. fireball specifically is increased to 120.

Ah alright thank you for clearing that up. I do happen to use blasting staff (though I don’t staff much anymore), so I just assumed it didn’t affect fireball.

As for the wiki edits, there wasn’t a revert war, they’re all from my IP if you look at the editor :p I just accidentally changed the area back to 120 when I decided to change the “Area of effect” symbol with a “Radius” symbol so it’d match the in game description.

Let's talk about Fire grab

in Elementalist

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Navzar.2938

The problem with firegrab is that when it was nerfed during beta, they nerfed both the cd and the damage, which was to much imo. Of course they later nerfed all ele damage later as well, so it’s basically went through 3 nerfs in beta before it got here. IMO, it’d be fine on a 30sec cd.

I think I know whats wrong...

in Elementalist

Posted by: Navzar.2938

Navzar.2938

Are you sure all of those stacks came from that trait? And just using auto attack actually makes look slightly better than it is, because dragon’s claw has a low cast time of 1/2 sec (although utilities do add to it, which I forgot about earlier).

I see many cleric eles..why?

in Elementalist

Posted by: Navzar.2938

Navzar.2938

On the bright side, hopefully more people will realize how strong focus is now.

it depends on many factors: it lacks self healing and mobility, so far I find it useful only in certain dungeons.

Self healing you do have to make up for yourself by using healing water traits or a high healing skill like ether renewal (only if you don’t spec into water or healing power, if you do the choice doesn’t matter much), but once you do it makes up for it with it’s strong damage mitigation abilities like reflections, invulnerability, and stuns+snares.

The lack of mobility was the main reason I wasn’t using it before, but that’s not as big of a difference now with the rtl nerf.
It’s definitely more of a defensive weapon though, you’ll lose a fair amount of offense.

I think I know whats wrong...

in Elementalist

Posted by: Navzar.2938

Navzar.2938

TL:DR 1. Air/Fire slot traits= weak | air/fire minor traits= very weak,
water/aracana=better basic stats. | stun breakers traits=water line

The real reason bunker is so strong is because there’s only conquest mode in pvp.
Now that our escape button was hurt, there’s even less of a case for going glass.

But as others said, it’s not that water/arcane is too good, it’s just that other lines are slightly weak. I always liked the idea of moving some defensive mechanics to offensive lines to even things out and make those specs more viable (condition removal in fire, damage prevention in air), as well as just giving them a direct buff as well.

As it is now, the ability to get some of that hp we’re desperately lacking seems far better than an extra 5 or so stacks of might, or movement speed that doesn’t stack, or things that only work in one attunement (which is a lot!). The offensive buffs are weak and don’t have much room for creative work. Air as bad, although the grandmaster level seem kind of weak. I count 4 traits I consider good out of 15, but I’d only use 2 of the fire traits and none of the master traits seem decent either. (earth 7.5/15, water 11/15).

Another reason though, is that all of our stun breakers are in cantrips. And since stun breakers are necessary, this means water traits to buff them are more of a reason to chose that line. If glyphs had a stun breaker, then I’m sure air magic would be more used (and so would earth if there was a signet stun breaker, but signets are already decent atm).

And lastly, the minor traits also need to be looked at. While going through the traits, I noticed that all of water’s minor traits are strong. Only the master one is decent in air, but it’s a little weak. The fire grandmaster one is okay as well, but it’s deep into the line. Adept and master minors are okay in earth and Arcana’s master and minor traits are both good. So water/arcana have better minor traits on top of the boosts in stats considered more important to our class.

I would say Pyromancer’s Puissance is a VERY GOOD trait. I’m able to add between 100 to 300 damage per auto-attack and that’s without precision and crit damage stats.

As for this, it would be good, but might stacking is already easy on an ele, and this trait requires time in a single attunement to build up, which offensive builds often don’t have much of.

(edited by Navzar.2938)

The Cantha Thread [Merged]

in Guild Wars 2 Discussion

Posted by: Navzar.2938

Navzar.2938

Oh wow, this thread is still going?
Well anyway, I’d love to see Cantha back in a future expansion as well. I never really liked the cluttered areas of Kaineng or the Echovald Forest, but the open areas like Shing Jea and the Jade Sea were amazing , and the palace was pretty nice too.

I really just want to see the Jade Sea again (fotm doesn’t count :p).