Showing Posts For Nova Stiker.8396:

Seeing names is too easy, Bug or not?

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

There was a time you could actually hide but now you can’t because your character has their BIG RED NAME always within easy view of the enemy screen.

Intentional or an overdue unfixed-bug?

Edge of The Mists Reward Suggestion:

in Suggestions

Posted by: Nova Stiker.8396

Nova Stiker.8396

Have capturing points grant Realm Bonuses?

For example:

  • Reduce the cost of Waypoints by X%
  • Reduce duration of incoming Chill by X% (Has a cooldown)
  • Rallying restores all Endurance
  • Have X% more downed health
  • Repair Costs are reduced by X%
  • Gain Haste when you use a Finisher (Has cooldown)
  • Slowly recover health when down
  • Gain aegis once your health reaches 25%
  • Move 10% faster out of combat
  • Champions give 200% Experience (Has cooldown)
  • After killing 25 enemies, for 5 minutes gain 25% Magic Find and Experience.
  • Camps/Bases/Keeps give 25% more WvW Experience
  • After killing an invader, gain 5% Magic Find and WvW Experience for 2 minutes (stacking)
  • When you craft an item, the next item has a 33% chance to give 50% more crafting experience.
  • Sentries will reveal enemies on the map/Sentries will have two extra allies/Sentries will have a downed state.
  • Increase the drop rate of Black Lion Keys
  • Tome of Knowledge now has a small chance to drop from World Chests.

Not just minor Realm Bonuses but some WvW bonuses as well. That way, everyone on the server can benefit from it, that wants to go to the Edge of the Mists and it NOT contribute to the WvW point tick.

(edited by Nova Stiker.8396)

Power creep in the next Balance

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

Google power creep before using it as a thread title to a topic that isn’t about power creep.

Do I have to explain this?

A lot of traits and skills are being buffed next update to match the current level of other skills.

Why are they getting buffed?

Because the other, stronger traits were ‘slightly’ buffed in a previous update.

Before Torment, the game was at it’s prime for balance.
Now everything is getting more damage, more defense, more control. You got ascended accessories, now ascended weapons and soon ascended armor in a game originally balanced for exotic gear.

This update, traits are following the same higher stat path.
That is the point, that is power creep.

Power creep in the next Balance

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

I main the Elementalist, I know the class inside and out the buff to attunement recharge is nice and much needed.

However, you are trying way to hard to make unused traits viable with increased damage, toughness, healing power, whatever.

That is not the answer.

I made a thread, took me 8 hours to make, redesigning the Elementalist traits.

My goal is to make every trait tree feels different, if I put 30 points into Fire, it will feel different than if I put 30 points into air, etc.
With a focus on play style diversity, not build diversity.


  • Fire Magic not only had a focus on damage but had an a defensive offense. In other words, Fire Magic is not only your source for damage but it turns into a defensive option as well with offensive allied support and self healing.
  • Air Magic had a focus on speed, supporting allies by removing conditions that snare. It’s damaging aspect comes from quickly swarming with Air Elementals which die quickly after.
  • Earth Magic not only had a focus in defense and condition damage but offers ranged possibilities for the dagger.
  • Water Magic has it’s healing options but offers more than just support with offensive capabilities used with projectiles.
  • Arcana focuses on benefiting all elements and weapon types.

TL;DR
Is this increase in more traits power the answer?
Or should the answer be more creative traits?

(edited by Nova Stiker.8396)

Why no conditions nerf?

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

  • They limit viable classes
  • They limit viable builds
  • They limit viable weapons and utilities
  • It is very clear they are not fun
  • It is very clear they are a problem

So what gives ArenaNet? Last update made PvP EVEN WORSE. It’s clear the Torment update ruined PvP and has only been going power creep downhill ever since.

I can’t tPvP anymore with my Mesmer now that I can be loaded with 10 seconds of immobilize. I have to give up a lot of damage to my shatter spike in order to survive, which utterly kills the spike in the build.
In other words, this update unintentionally killed my favorite build.

It’s very, very, very clear you need help balancing.

Jonathan Sharp

Warriors haven’t been buffed. They have always been good with condition damage, it’s just now they are being recognized

Stun duration bug. Torment to sword. Warriors got buffed.
Jonathan Sharp, I respect you as a person but as a game designer this is shameful.

When are you going to admit you need help?

Warriors Meta

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

Thank god any decent mesmer can beat their ass=meamer back in meta?

Pin Down, Throw Balas. 10 seconds of immobilize, switch and wack with sword.

A non-mobile Mesmer is a dead one.

I swear ArenaNet wants to kill Mesmers like they did Elementalists.

Condition Meta, Stun Meta, Immobilize Meta

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

Just call it “I died because I’m bad and meta”.

lol me bad? I’ll be happy to duel you, I’ll give you a handicap. See if you can beat my naked Elementalist. Here is a spoiler, you can’t win.

This buff to immobilize is just broken. Mesmers are probably the lowest PvP tier, that immobilize just kittens them up so hard. Pin Down, throw Balas, they have no choice but to blow Arcane Thievery. If that is on cooldown, GG, 10 seconds of just eating attacks.

Lol are you the one who’s been running the naked kamikazee staff ele all evening? So many stupid teams get wiped b/c they don’t think to train out the staff ele lmao

lol, no, I’m the naked D/D Ele that everyone focuses and completely ignores my team hoping for an easy kill. Not noticing the 3 scepter glass necromancers piling on massive conditions at a safe distance.

Condition Meta, Stun Meta, Immobilize Meta

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

Just call it “I died because I’m bad and meta”.

lol me bad? I’ll be happy to duel you, I’ll give you a handicap. See if you can beat my naked Elementalist. Here is a spoiler, you can’t win.

This buff to immobilize is just broken. Mesmers are probably the lowest PvP tier, that immobilize just kittens them up so hard. Pin Down, throw Balas, they have no choice but to blow Arcane Thievery. If that is on cooldown, GG, 10 seconds of just eating attacks.

Condition Meta, Stun Meta, Immobilize Meta

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

It’s really sad that before this patch, necros and warriors were OP. After this patch, necros and warriors are OP. Seriously, it took 3 months to not fix the balance issues?

Remember PvP before Torment? How everything was balanced.

Then BOOM POWER CREEP TIME!!!

Someone slap the combat designer and tell him, viable isn’t a synonym for fun. If you want to add something fun, you fix your traits to be interesting.

As of right now, more than 20% of all the traits are deal X% more damage. Very creative. Claps slowly

What is the point of having traits to increase damage, isn’t that what Runes and Sigils are for?

Elementalist current state in PvP?

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

Could be worse, could be Mesmers state of PvP.

RIP Mesmers, I knew the well until 10 seconds of immobilize.

Summons + Latest Patch

in Elementalist

Posted by: Nova Stiker.8396

Nova Stiker.8396

Yes. The elementalist summons got a health boost.

[GUIDE] Strongest Burst In Game

in Elementalist

Posted by: Nova Stiker.8396

Nova Stiker.8396

No way, if you think mes is on the same level as ele. Ele is still a viable class if played correctly… But it takes us 10x the work the achieve our objective.

Granted finding a good mes is tough, but that aside, mes is one of the strongest classes in the game. Period. If you think I’m wrong the you’ve never played against a good mes.

They need to just bring ele back to its launch form. Vs the current meta, it would put up some amazing fights and be up there with the best classes.

You kidding? Please tell me you’re kidding.
Mesmers no longer have a place in PvP, in fact, they are easily the most useless class in tPvP right now thanks to the unneeded buff to immobilize.
Pin Down, Throw Balas. 10 seconds of immobilize GG.

They even lost their strong point of being powerful with 1v1 as they get wrecked by condition engineers and warriors. Elementalists are the masters of nothing, Mesmers, the ‘dueling’ class is the losing class.

Mesmers are now the weakest class in PvP. Period.

(edited by Nova Stiker.8396)

First QQ post! PvP is Broken! again!

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

is there pvp in this game?

No. It was removed for NvN, Necromancers vs. Necromancers.

Then they removed that for SvS, Stun vs. Stun or Spirits vs. Spirits.

And now it’s at IvI, Immobilize vs. Immobilize.

The next gimmicky form of player combat will be BvB, Banners vs. Banners when ArenaNet thinks it’s a great idea for banner effects to stack.

And after that they’ll buff Elementalists to hard without proper testing which will lead to EvE.

ArenaNet: Adding new mechanics and power creep to the game with very little people doing QA.

I’ll be off doing IvI on my warrior. See ya later.

(edited by Nova Stiker.8396)

[GUIDE] Strongest Burst In Game

in Elementalist

Posted by: Nova Stiker.8396

Nova Stiker.8396

I pray that no one else follows this build and guide.

The Elementalists are already a joke in PvP, we don’t need to be running around with super glassy builds pretending that we’re thieves and trying to burst and run.

You can’t team fight with this, you can’t roam with this and you can’t 1v1 with this, so why do you run it? To blow up stupid people? I can tell you it won’t work against decent players.

Don’t even get me started on how bad this would be in WvW…

It isn’t the build that is bad in WvW, it is the class.

Thanks for nothing anet.

Elementalists are not underpowered, we’re balanced compared to Mesmers, Mesmers are on the same level as us. They nerfed Mesmers and Elementalists then buffed everything else because…

?

[GUIDE] Strongest Burst In Game

in Elementalist

Posted by: Nova Stiker.8396

Nova Stiker.8396

I pray that no one else follows this build and guide.

The Elementalists are already a joke in PvP, we don’t need to be running around with super glassy builds pretending that we’re thieves and trying to burst and run.

You can’t team fight with this, you can’t roam with this and you can’t 1v1 with this, so why do you run it? To blow up stupid people? I can tell you it won’t work against decent players.

Don’t even get me started on how bad this would be in WvW…

Condition Meta, Stun Meta, Immobilize Meta

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

Wonder what will happen… A return of the old Immobilise, or a pointless round of changes across 6 months that dance around a problem that didn’t need to exist in the first place…

They added a new mechanic in a game not designed for it.

Power creeping will also be an issue as now dungeons will become easier and easier with more ascended gear.
Once again, NOT designed for higher stats.

Power creeping already hit PvE and is now peeking it’s ugly head in PvP.

If they want to add something new and exciting, ArenaNet should redesign every, single, trait. Make each one unique, giving a visual feel to builds instead of random, ugly numbers.

Will it be balanced? Hell no. However, I redesigned the entire elementalist trait system to something fun and exciting to build your character. I doubt anyone bothered to look.

You balance by going to your player base, make forms to fill for each and every possible change.

Focus less on making things viable, focus more on making things fun.

You’ll get two entirely different results that way.

Condition Meta, Stun Meta, Immobilize Meta

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

imo there needs to be passive condi removal on all builds, or some sort of base mechanic inherent to call classes (like doge roll = remove 1 stack of 1 condition)

for the most part burst can be avoided by just ya know, avoiding it.

Condi’s come easy and are on more skills than doge able and there is no real mitigation unless you roll a 100% counter condi build which has no damage, while most condi builds are tanky against strait damage.

as to imob meta, it’s just a spin off of condi meta.

No, that’s called power creep and this game suffers from it.

Everything needs to be nerfed and toned down somewhat.

Even passive cleansing is a bad thing just like condition spam.

ArenaNet keeps confusing stronger as creative.

The trait system is failed opportunity, so many boring traits. I could spec 30 points into Fire Magic and I’ll see no difference if I spec anywhere else.

They do need to tone down everything and introduce a more creative trait system.

If 30 points into a defensive line should feel play different than 30 points into offensive.

Fixing the Condition meta.

in Suggestions

Posted by: Nova Stiker.8396

Nova Stiker.8396

  • Bleeding damage is reduced, now deals more damage if the target is moving.
  • Torment no longer deals more damage with movement, instead torment can pass itself to nearby enemies by touch. You can only be ‘touched’ by torment once.
  • Burning damage is reduced, stacks in intensity.
  • Vulnerability no longer stacks intensity, instead duration, stays at a 10% damage increase.
  • Confusion only triggers when the foe doesn’t hit a target with a skill instead of triggering on every skill use.

There, you can make conditions more powerful without fear of making them broken. Allowing for more skillful play.
While we’re at it.

  • Retaliation damage is increased, now ends after being hit. Like Aegis.

Condition Meta, Stun Meta, Immobilize Meta

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

Is this the really the fate of PvP? Being permanently locked into gimmicky, unskillful builds?

Uncalled for buffs, unneeded nerfs. You HAVE to carry stun breakers AND condition removal. Whoever has their condition removal not on recharge wins.

Congrats on fail game design, you made condition damage viable but PvP is not.


Are we ever going to see the condition meta die or ‘balancing’ condition damage vs. power is the ideal thing to do?

Redesigned the Elementalist Traits

in Suggestions

Posted by: Nova Stiker.8396

Nova Stiker.8396


=======Arcana=======
=======
Adept
=======
Minor trait-
Arcane Fury: Grant yourself fury for 2 seconds on attunement.

Major traits=======

  • Arcane Mastery: Arcane Skills recharge 20% faster. You have 10% increased revive speed. When you revive an ally, you and the revived ally gain an aura based on your attunement.
  • Arcane Resurrection -> Master of Elemental Weapons
    Master of Elemental Weapons: Summoned weapons have 5 more charges. When you drop the Lava Axe, instead of it being destroyed, it follows you and attacks foes until it runs out of charges or time.
  • Arcane Retribution -> Arcane Empowerment
    Arcane Empowerment: When you use your healing skill, gain the following effect at your location based on your attunement-
    Fire: Create a Ring of Fire
    Water: Create a Water Geyser
    Air: Create a Windborne Speed
    Earth: Create a Ring of Earth
  • Elemental Attunement -> Adept Attunement
    Adept of Attuning: Gain a bonus when attuned to the elements.
    • Fire: 50 Power and 5% condition duration
    • Air: 50 Precision and 5% critical damage
    • Earth: 50 Condition Damage and 50 toughness
    • Water: 50 Healing Power and 5% boon duration
  • Renewing Stamina: When you swap attunements, gain 10 stamina.
    =======
    Master
    =======
    Minor trait-
    Lingering Elements: Fields you cast last 1 second longer.

Major traits=======

  • Vigorous Scepter -> Master of the Scepter
    Master of the Scepter: Area spells with the Scepter are larger.
  • Blasting Staff -> Master of the Staff
    Master of the Staff: Area spells with the staff are larger.
  • Windborne Dagger -> Master of the Dagger
    Master of the Dagger: Dagger skills cast 15% faster.

Arcane Energy -> Master of the Focus

  • Master of the Focus: Focus skills cast 25% faster.
    =======
    Grandmaster
    =======
    Minor trait-
    Arcane Precision -> Evasive Arcana
  • Evasive Arcana: Create an attunement-based spell at the end of your dodge.
    Fire: Flame Burst.
    Water: Cleansing Wave.
    Air: blinding Flash.
    Earth: Churning Earth.
    Each spell can be triggered once every 10 seconds.

Major traits=======

  • Evasive Arcana -> Great Power
    Great Elements: When you swap attunements, gain quickness. Ends after you use a skill.
  • Great Arcana: Arcane Skills gain the following effects.
    Arcane Wave – Heals nearby allies.
    Arcane Shield – Gain stability for 8 seconds.
    Arcane Blast – Bounces.
    Arcane Power – Gain quickness for 4 seconds.

(edited by Nova Stiker.8396)

Redesigned the Elementalist Traits

in Suggestions

Posted by: Nova Stiker.8396

Nova Stiker.8396


=======Water Magic=======
=======
Adept
=======
Minor trait-
Soothing Mist -> Water Walk
Water Walk: While attuned to water, leave behind a trail of water splotches that will heal you and allies that touch them.

Major traits=======

  • Aquamancer’s Alacrity: Water skills recharge 20% faster. Boon duration is increased by 5%.
  • Shard of Ice -> Watery Grave
    Watery Grave: While attuned to water, when you kill a foe, create a water geyser at the foes location (8 seconds cooldown). If you are not attuned to water, gain 1 second of regeneration instead.
  • Soothing Disruption -> Wrath of the Ocean
    Wrath of the Ocean: Water skills gain the following effects-
    Cleansing Wave: Damages foes and a blast finisher.
    Vapor Blade: Shoot 2 Vapor Blades instead of one.
    Water Trident: Knocks back foes.
    Frozen Ground: Damages foes inside the field.
    Comet: No casting time.
  • Piercing Shards: Water skill projectiles move 33% faster and cannot be blocked. All other projectiles you cast move 15% faster.
  • Cleansing Water: When you attune to water, cure a condition on yourself and nearby allies. While not attuned to water, increase the duration of Regeneration you apply by 10%.
  • Winters Embrace: Water projectiles bounce.
    =======
    Master
    =======
    Minor trait-
    Healing Ripple -> Arcane Abatement
    Arcane Abatement: Falling damage reduced by 50%, create a spell when you take falling damage, based on your attunement.

Major traits=======

  • Stop Drop and Roll -> Healing Ripple
    Water Ripple: Heal a small amount each time a boon ends on you.
  • Vital Striking -> Spirit of the Ice Bow
    Spirit of the Ice Bow: When you drop the ice bow, instead of being destroyed, it will follow you around and attack foes until it runs out of charges or time.
  • Soothing Wave -> Rushing Water
    Rushing Water: All water skills cast 25% faster. If you are below 25% health, all water skills cast 50% faster instead.
  • Cantrip Mastery: Cantrips recharge 20% faster. While attuned to Water, create a Frozen Burst when you use a Cantrip.
    =======
    Grandmaster
    =======
    Minor trait-
    Bountiful Power: When attuning to an element. You and nearby allies gain:
    • Fire: Might
    • Water: Regeneration
    • Air: Swiftness
    • Earth: Protection

Major traits=======

  • Cleansing Water -> Cometh the Blizzard
    When you use a healing skill, summon an Ice Storm at your location and target foes location that lasts for 5 seconds (Ice Storms damage by this trait is reduced by 40%).
  • Powerful Auras: Auras you gain also apply to nearby allies. (does not affect Auras applied to you)

(edited by Nova Stiker.8396)

Redesigned the Elementalist Traits

in Suggestions

Posted by: Nova Stiker.8396

Nova Stiker.8396


=======Earth Magic=======
=======
Adept
=======
Minor trait:
Stone Flesh -> Spike Walk
Spike Walk: While attuned to earth, leave behind a trail of earth spikes that will inflict bleeding to foes for 3 seconds.

Major traits=======

  • Obsidian Focus: Gain 2% condition duration equal to the number of unique boons and conditions on you.
  • Signet Mastery: Reduce the recharge of Signets by 20%, maintain the passive effects of signets when you activate them but their effectiveness is reduced by 50% when recharging.
  • Earth’s Embrace: When you use a healing skill, all nearby allies are healed 10% of the amount, then you gain protection for 1 second for each affected ally. If there were no nearby allies, Earth Attunement instantly recharges.
  • Serrated Stones: When you switch into earth attunement, your next earth skill applies 3 stacks of bleeding for 7 seconds. While you are not attuned to earth, bleed foes at the end of a dodge roll.
  • Elemental Shielding: When your health drops under 50% health, summon a Lesser Earth Elemental that lasts for 30 seconds. (60 second cooldown)
  • Stone Splinters: While attuned to Earth, gain a stack of Stone Splinter every second (max 10 stacks). While not attuned to earth, if you are hit in melee, bleed the attacker and lose one Stone Splinter stack.
    =======
    Master
    =======
    Minor trait-
    Earthen Blast: Damage and Cripple nearby foes when attuning to earth. If any of those foes were already crippled, gain 1 second of protection for each one.

Major traits=======

  • Strength of Stone: When you drop the Earth Shield, instead of it being destroyed. It will follow you, protecting allies while attacking enemies for 60 seconds or until it runs out of charges. If the Earth Shield uses all charges while you’re wielding it, create an earthquake at your location when it’s destroyed.
  • Rock Solid: Your summoned Elementals have Protection and Stability. Earth Elementals you summon have a Magnetic Aura.
  • Geomancer’s Freedom: Earth dagger skills use ground targeting.
  • Geomancer’s Alacrity: All your earth weapon skills recharge 20% faster. While not attuned to earth, gain 25 toughness for each attunement on recharge.
    =======
    Grandmaster
    =======
    Minor trait-
    Enduring Damage -> Strong Spot
    Strong Spot: While attuned to earth, gain 120 toughness. While not attuned to earth, gain 120 condition damage.

Major traits=======

  • Diamond Skin: When you attuned into earth, gain diamond skin for 10 seconds, the next 3 incoming condition durations are reduced by 50% then diamond skin ends. If Diamond Skin lasts it’s full duration, gain a magnetic shield for 4 seconds.
  • Written in Stone: When you use a Signet, all nearby allies gain it’s effects for 5 seconds. If there are no nearby allies, summon a Lesser Earth Elemental that lasts for 30 seconds instead. (60 second recharge)

(edited by Nova Stiker.8396)

Redesigned the Elementalist Traits

in Suggestions

Posted by: Nova Stiker.8396

Nova Stiker.8396


=======Air Magic:=======
=======
Adept
=======
Minor trait-

  • Zephyr’s Speed -> Lightning Walk
    Lightning Walk: While attuned to air, leave behind a trail of lightning charges that will inflict vulnerability to foes for 3 seconds.

Major traits=======

  • Zephyr’s Boon: If you are suffering from a condition when you swap out of air attunement, all nearby allies gain swiftness. While attuned to air, gain a random boon every 10 seconds.
  • Zephyr’s Focus: While attuned to air, you cannot be disabled while casting a glyph. While not attuned to air, gain retaliation for 2 seconds if you are interrupted while casting any skill.
  • Quick Glyphs: Glyphs recharge 20% faster. Each time you swap into air attunement, gain the following boons for 2 seconds for each glyph on recharge:
    1-Swiftness
    2-Fury
    3-Retaliation
    4-Protection
    5-Quickness
  • One with Air: Heal a small amount each time you hit with a critical hit while attuned to air. When you attune out of air, move 100% faster for 2 seconds.
  • Soothing Winds: Applying swiftness to yourself or allies also heals you a small amount.
  • Air Training: Windborne Speed, Swirling Winds and Ride the Lightning recharge and activate 50% faster.
    =======
    Master
    =======
    Minor Trait-
    Electric Discharge: Strike your target with a bolt of lightning while attuned to air. If that foe is suffering from vulnerability, gain swiftness for 10 seconds.

Major Traits=======

  • Arcane Lightning: While attuned to air, arcane skills gain the following effects:
    Arcane Wave: Is now ground targeting.
    Arcane Shield: Teleport to target location.
    Arcane Blast: Increases damage by 10%, now a blast finisher.
    Arcane Power: Applys vulnerability too.
    Arcane Brilliance: Gain swiftness for 7 seconds.
  • Inscription -> The Storm is here
    The Storm is here: While attuned to air, Glyph of Storms damage is decreased by 40% but can be cast two times before going into recharge. While not attuned to air, gain a random boon every 15 seconds minus 1 second for each unused Glyph.
  • Aeromancer’s Alacrity: Air Magic skills recharge 20% faster. If you are not attuned to air, move 5% faster for each attunement on recharge.
  • Bolt to the Heart: While not to air, gain a 60% chance to apply vulnerability each time you critically hit a foe. When you attune into air, if target foe has less than 7% health, the foe is hit with Bolt to the Heart which does more damage the more stacks of vulnerability target foe has (90 second recharge).
    Bolt to the Heart: Base Damage 100+250 more base damage for each stack of vulnerability.
    =======
    Grandmaster
    =======
    Minor trait-
    Weak Spot: While attuned to air, gain 10% critical chance, while not attuned to air, gain 5% critical damage.

Major traits=======

  • Tempest Defense -> Tempest Rampage
    Tempest Rampages: While attuned to air, summon two Lesser Air Elementals, they disappear if not attuned to air.
  • Fresh Air -> Cometh the Storm
    Cometh the Storm: When you drop the Lightning Hammer, instead of it being destroyed, it follows you and attacks foes. When the Lightning Hammer runs out of charges or time, it dies and creates a Lesser Air Elemental that lasts for 30 seconds.

(edited by Nova Stiker.8396)

Redesigned the Elementalist Traits

in Suggestions

Posted by: Nova Stiker.8396

Nova Stiker.8396

I decided while waiting for the Halloween update to kill time and redesign every Elementalist trait to be fun. Plus, God kitten , it took me over 8 hours and 2,600 words later, finished.
It’s not going to be the most balanced traits but my goal was to make every trait fun, useful and interesting.


=======Fire Magic=======
=======
Adept
=======
Flame Barrier -> Flame Walk

Minor Trait-
Flame Walk: While attuned to fire, leave behind a trail of fire that will burn foes for 1 second.

Major Traits=======

  • Lava Tomb: Whenever you kill a foe while you are attuned to fire, create a Lava Font at its location (8 second cooldown.) If you are not attuned to fire when you kill a foe, gain might for 10 seconds.
  • Burning Fire: If you hit a burning foe with a skill that burns, the burning duration is reduced by 50% and create a Flamestrike damaging the foe. The Flamestrikes damage increases for each second of burning reduced. (Cooldown 5 seconds)
  • Ember’s Might: While attuned to fire, burn nearby foes whenever the Might Boon ends on you (Cooldown 5 seconds). If you are not attuned to fire, Might Boon duration is increased by 15%.

Spell Slinger -> Purity of Flames

  • Purity of Flames: When you attune to fire while suffering from a condition, lose one condition and gain a fire aura that lasts for one second plus an additional second for each unique condition you are suffering from.
  • Burning Precision: Gain 3% critical chance for each second you are attuned to fire. After you land a critical hit or change attunements, Burning precision critical chance resets. While not attuned to fire, gain Fury when you use a healing skill.
  • Internal Fire: While attuned to fire, create a lava font at your location when you are disabled. While not attuned to fire, using a Glyph or Arcane skill creates a flame burst at your location.

=======
Master
=======
Minor Trait-
Sunspot: Damage nearby foes when you attune to fire. If those nearby foes were burning, gain might for 10 seconds.

Major Traits=======

  • Pyromancer’s Alacrity: Fire skills recharge 20% faster. When you attune out of Fire, gain might for 10 seconds.
  • Conjurer: Summon a Lesser Fire Elemental at your location when you attune to fire. If you are not attuned to fire, the Lesser Fire Elemental disappears.
  • Fire’s Embrace: You and nearby allies gain a Fire Aura after using your healing utility skill. You are immune to burning while affected by Fire Aura.
  • One with Fire: If you hit a burning foe, heal a small amount. If you are not attuned to fire and burned, gain regeneration.
    =======
    Grandmaster
    =======
    Minor Trait-
    Burning Rage: Summon a Fire Storm at your location when disabled that lasts for 4 seconds. (120 second cooldown)

Major Traits=======

  • Persisting Flames -> Cometh the Power
    Cometh the Power: Elite skills gain the following effects-
    • If a Fire Elemental you summoned loses all health, it dies and creates a ring of fire, after 10 seconds the Fire Elemental is healed completely.
    • Tornado becomes Fire Tornado and foes in the area of the Fire Tornado are burned. Tornado casting time is reduced to 0. The damage you take while a Whirlpool is reduced by 33%.
    • If you drop the Fiery Greatsword. Instead of being destroyed, it will follow you and attack foes until it runs out of time or charges.
  • Pyromancer’s Puissance: When you attune to fire, lose all boons then gain all boons for 2 seconds.

(edited by Nova Stiker.8396)

Elementalist Traits are so boring...

in Elementalist

Posted by: Nova Stiker.8396

Nova Stiker.8396

Elementalists have the most bland and uninteresting traits.

Stop trying to ‘balance’ and start designing ArenaNet game designers!

Seriously, do I have to remake the entire Elementalist trait system into something fun and interesting for you?

Balance Update Preview?

in Elementalist

Posted by: Nova Stiker.8396

Nova Stiker.8396

lol, Super Speed? Really?

Does it actually work and surpass 33% movement speed?

Last time I checked the Engineers “Super Speed” toolbelt skill doesn’t work properly and that skill been around since beta.

Why should I expect that trait to work properly? I bet you gold it doesn’t.

not surprising: no love for focus

in Elementalist

Posted by: Nova Stiker.8396

Nova Stiker.8396

Do they even remember we have a focus?

I think the focus is good for Ele. It’s only use is for Lupicus and skipping mobs with ease.

It’s a support weapon like the staff. And like the staff, it will still suck. I would be nice to have lower casting time but nope.

(edited by Nova Stiker.8396)

Your opinion on controller support.

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

Well with ten buttons to press for the controls it’s definitely easier that’s for sure and if Anet wants to expand into the console world like some companies are doing I see this as something that they’ll have to adapt to or remain stagnant in the industry.

It’s much more than ten. The vital ones are skills 1-0, keys F1-F4, Swap Weapons, Dodge, F key, Jump and Toggle Targets. All you need for combat and I have them binded within easy use on my controller.

All hotkeys however, not so much. Not to mention impossible to select key non-enemy targets, when Pick Up becomes Talk then you are stuck with a worthless dialog window flooding your screen while you try to fight -_-

Still, GW2 is a PC game, using a controller for combat and having access to my keyboard at all times is nice. There is no need for hot-keying every command.

I still want an official response from ArenaNet. Even a lame “i dont know” would be satisfying.

Your opinion on controller support.

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

Wait for Valve to release their Steam Controller. It will work seamlessly with GW2 or any other game that already supports a keyboard and mouse.

http://www.tomshardware.com/news/valve-steam-controller-steam-box-portal-2,24650.html

You can play GW2 with a controller. I’ve been doing it since beta.

I want to know ArenaNets stance on it and possible future plans.

Your opinion on controller support.

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

I’ve been playing Guild Wars 2 with an xbox controller since beta. The reasoning is Guild Wars 2 is a very action oriented game and controllers just feel comfortable to me in high pace action games.

In the end, controllers are going to be outclassed by mouse and keyboard due to pure precision the mouse offers, however, despite being better because it offers more, the controller is simply easier to handle.

I consider myself one of the most skilled if not the most skilled Elementalist. In sPvP dueling, with my Elementalist only wearing half it’s armor, I have yet to lose to another Elementalist.
I repeat, I have never lost a duel against the same class, even after giving my opponent a handicap.

I can agree mouse and keyboard is hands down better to use for skilled play but when it comes to ease of use; controllers can have a good spot in helping players achieve skilled play.

Collaborative Development

in CDI

Posted by: Nova Stiker.8396

Nova Stiker.8396

“Anger and frustration is a form a caring. Complaining is another way of saying what bothers the player. No one complains or gets angry at something they don’t care about.”

You should never be afraid to comment to other people, remember, negative feedback is a good sign and don’t let it get to you.


The biggest problem, ArenaNet does not feel human.

You only appear to only address topics that concern the game and make decisions without any sort of justification. SPEAK UP! Don’t be afraid to chatter or share your opinions, make the players believe you have opinions.
You know how awesome it would be for an employee to say, “I don’t like this because of X, Y and Z. It’s a lot of effort because of W and I don’t think it is worth it.”
or maybe.
“We’re not changing W because of X and Y. Sorry but we believe having Z here is not an issue.”

It’s easy to get angry and frustrated at a machine.

This words of wisdom was brought to you by Elemental Atmos.
Elemental Atmos, “buy gems, trade for gold, make it cheaper for me to buy Black Lion Keys. MONEY MONEY MONEY, NEED MOOOOORE.”

Attachments:

Elementalists are like Guardians

in Elementalist

Posted by: Nova Stiker.8396

Nova Stiker.8396

@Nova I think Elementalist have trait trees on par with everyone else. At least the classes I play.

I think you also have to look at each tier of traits. A build might go 30 points into a tree for example but not necessarily grab a grandmaster.

With out question though fire magic is really bad and definitely needs some love.

Fire, Air and Earth needs major rework.

There are only a handful of useful traits. Granted, the handful is good but there is no variety.

Elementalists are like Guardians

in Elementalist

Posted by: Nova Stiker.8396

Nova Stiker.8396

That still doesn’t explain why 1/4th of our total traits are +5-10% more damage.

ArenaNet, either this is bad game design or you lack creativity.

Then again, 3/4th of our traits do something else.

Sort of.
If you count traits like, "Flame Barrier’s chance to burn foes goes up the longer you are attuned to fire. "
and
“You have a 20% chance to cause burning whenever a foe attacks you in melee. Only triggers when attuned to fire. "
Something else.
A trait that trigger when you get hit.
On an offensive trait line.
Talk about kitten -tastic.

The fact is, Elementalist has the most poorly designed traits in the game.
For example:
Burning Rage-Deal 5% more damage to burning foes.
Ember’s Might-Deal 5% extra damage to burning foes.

On the same trait line.

That doesn’t explain why the Warrior has such ridiculously high damage output. They’re clearly meant to be the “nukers” who lay down massive damage but are relatively squishy and need to be protected, so to speak.

Fixed.
Glass rangers has more DPS than Elementalists. Hitting 10k criticals on Dragons tooth? By the time that lands, the ranger would have shot 6 arrows, hitting 20k total with spamming hit shortbow #1.

(edited by Nova Stiker.8396)

Elementalists are like Guardians

in Elementalist

Posted by: Nova Stiker.8396

Nova Stiker.8396

Maybe seeking super high damaging builds, isn’t the way the the class was intentionally designed. Instead, a more of a blend of offense, support and defense…






That still doesn’t explain why 1/4th of our total traits are +5-10% more damage.

ArenaNet, either this is bad game design or you lack creativity.

(edited by Nova Stiker.8396)

The Current Trait System

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

So many traits feel like +10% sword damage when wielding a bow.

They do and it’s even worse to have +% for underwater weapons that AREN’T Attached to anything else?!?! or aren’t automatically attached to those mini +5 trait points in a line, the ones you can’t choose you know? So basically they either need an underwater trait UI window that auto changes for you when you swim, or they need to change the entire trait system to allow for underwater traits to be attached to the other traits you choose for land.

There are like 5 minor traits that state.
“Deal more damage when endurance isn’t full.”
I believe the warrior and ranger has the same trait name :\

No creativity… Why don’t they replace those with fall damage traits? Seriously, those traits are so situational.

The Current Trait System

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

So, you’re saying that if I want to be a raw damage character, I should be restricted to even less than less than a third of possible traits?

The idea is you can deal damage but in the form of raw damage leads to stale and boring gameplay.

What would you rather have as an Elementalist?
-Gain Might every time you cast a spell while attuned to fire.
or
-When you attune to fire, summon a Lesser Fire Elemental at your location. The Fire Elemental goes away if you are not attuned to fire.

There are TONS of ways to deal damage that is not raw. I can pretty much revamp the entire trait system to affect damage output and input that is not raw.

All it takes is thinking outside the box.

(edited by Nova Stiker.8396)

The Current Trait System

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

You know what would be cool? Traits that increase the effectiveness of combo fields.

Or combo fields that do something other than spam boons…

There are a lot of cool things you can design traits for.

The problem is ArenaNet doesn’t see it’s bad game design.

The Current Trait System

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

How many are designed to increase damage? I’m targeting trait that’s only purpose are to increase damage, in order words, you pick the trait to see bigger numbers and not necessary for a build. It’s just there for extra damage and doesn’t benefit from anything.

I will be adding traits that give conditions by random chance to the list or give conditions by critical hit chance.

Keep in mind I am being generous in this list. I can easily include traits like increased range, gives boons on hits or even seeing LOWER numbers, etc.


Guardian: (17 out of 75)
-Symbolic Power
-Fiery Wrath
-Revenge of the Fallen
-Zealous Blade
-Scepter Power
-Wrathful Spirits
-Kindled Zeal
-Radiant Power
-Powerful Blades
-Right-Hand Strength
-Retributive Armor
-Mace of Justice
-Glacial Heart
-Elusive Power
-Power of the Virtuous
-Unscathed Contender

Warrior: (28 out of 75)
-Reckless Dodge
-Stick and Move
-Dual Wielding
-Powerful Banners
-Physical Training
-Slashing Power
-Axe Mastery
-Berserker’s Power
-Critical Burst
-Attack of Opportunity
-Deep Strike
-Deep Cuts
-Unsuspecting Foe
-Blademaster
-Forceful Greatsword
-Furious
-Last Chance
-Armored Attack
-Cull the Weak
-Sundering Mace
-Merciless Hammer
-Empower Allies
-Desperate Power
-Empowered
-Burning Arrows
-Destruction of the Empowered
-Burst Mastery
-Heightened Focus

Engineer: (20 out of 75)
-Empowering Adrenaline
-Incendiary Powder
-Explosive Powder
-Sharpshooter
-Target the Weak
-Target the Maimed
-Rifle Mod
-Precise Sights
-Go for the Eyes
-Modified Ammunition
-Napalm Specialist
-Acidic Coating
-Performance Enhancement
-Energized Armor
-Transmute
-Energy Conversion Matrix
-Blood Injection
-Deadly Mixture
-Enduring Damage
-Scope

Ranger: (18 out of 75)
-Precise Strike
-Steady Focus
-Malicious Training
-Keen Edge
-Spotter
-Eagle Eye
-Hunter’s Tactics
-Pet’s Prowess
-Honed Axes
-Trap Potency
-Peak Strength
-Expertise Training
-Bountiful Hunter
-Strength of Spirit
-Two-Handed Training
-Nature’s Wrath
-Rending Attacks
-Zephyr’s Speed

Thief: (20 out of 75)
-Exposed Weakness
-Back Fighting
-Improvisation
-Potent Poison
-Sundering Strikes
-Dagger Training
-Combined Training
-Keen Observer
-First Strikes
-Side Strike
-Pistol Mastery
-Ankle Shots
-Combo Critical Chance
-Critical Haste
-Executioner
-Hidden Killer
-Power Shots
-Fluid Strikes
-Ricochet
-Lead Attacks
-Flanking Strikes

Necromancer: (17 out of 75)
-Death’s Embrace
-Spiteful Marks
-Axe Training
-Training of the Master
-Dhuumfire
-Close to Death
-Barbed Precision
-Target the Weak
-Hemophilia
-Terror
-Lingering Curse
-Deadly Strength
-Death Shiver
-Blood to Power
-Strength of Undeath
-Master of Terror
-Deathly Perception

Mesmer: (16 out of 75)
-Wastrel’s Punishment
-Mental Torment
-Halting Strike
-Empowered Illusions
-Greatsword Training
-Confounding Suggestions
-Sharper Images
-Blade Training
-Empowering Mantras
-Furious Interruption
-Chaotic Transference
-Phantasmal Strength
-Debilitating Dissipation
-Malicious Sorcery
-Precise Wrack
-Compounding Power

Elementalist: (22 out of 75)
-Flame Barrier
-Sunspot
-Burning Rage
-Lava Tomb
-Ember’s Might
-Burning Precision
-Internal Fire
-One with Fire
-Electric Discharge
-Weak Spot
-Bolt to the Heart
-Arcane Lightning
-Air Training
-Enduring Damage
-Serrated Stones
-Stone Splinters
-Strength of Stone
-Diamond Skin
-Bountiful Power
-Piercing Shards
-Vital Striking
-Arcane Precision

Out of 600 traits, 158 of them ONLY adds damage or a condition by random chance.
Did you run out of creativity ArenaNet? That is pathetic! Damage increase and decrease should be reserved for mostly Runes and Sigils, instead, they are hogging ~20% traits for each profession.

Guild Wars 2 doesn’t need diverse builds.
Guild Wars 2 needs diverse play styles.

Trash the traits that increase damage dealt/decrease damage taken and add ones that changes play styles.

(edited by Nova Stiker.8396)

Change to Retaliation:

in Suggestions

Posted by: Nova Stiker.8396

Nova Stiker.8396

Reduce damage taken by 33% and returns 33% damage back to the source. Retaliation is removed after it triggers.

Condition Catastrophe

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

The thread in the Tequatl Rising forum on conditions will disappear soon but as it raises issues pertinent to the rest of the game I felt it worthwhile linking to it (and possibly continuing the discussion) here.

In short, the way in which conditions are treated within the game mean that condition builds become less desirable the more characters are present. In boss fights (or fights against structures) condition builds become largely redundant. Isn’t it time that this shortcoming was moved to the top of the “things we need to fix” list?

ArenaNet is fully aware of this and other condition related issues.

In PvP, conditions dominate the meta. If you are out necromancer’d in solo queue you might as well give up.

Give it time, there will be a condition buff in PvE and nerf for PvP.

Why I still have trouble enjoying this game

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

Another Pointless GW1 vs. GW2

Do not mention Guild Wars 1 grind and justify it.
Ever.

Attachments:

Offense vs. punishment, risk vs. reward

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

I really dislike the concept of this thread because it’s looking at game play all wrong.

The feeling of punishment should come from defeat.
NOT FROM MISTAKES.
Mistakes lead to defeat.

The feeling of reward should come from victory.
NOT FROM SKILL.
Skill brings victory.

The feeling of risk should come from surviving.
NOT FROM TIMING.
Timing comes with surviving.

You are not looking at the whole picture. Rather, you are just examining what is obvious.

It’s limiting. Very, very limiting game play style.
Making it a focus of combat would be a bad idea.

Imagine playing League of Legends and the ONLY champions were AD carries. It would get very boring, very fast.

The answer to better combat is not always more intense combat.

You want to reward victory and punish defeats and doing so by diversity.
More play styles and more game modes.
_____________________________________________________
I believe Guild Wars 2 PvP needs more diversity with it’s play style rather than builds. There are way to many weapons and traits that offer nothing for uniqueness. When I put 30 points into Fire Magic, I want it to feel vastly different than 30 Points into Earth Magic other than what numbers I see flying.

Guild Wars 2 has the mechanics but it does not have play styles.

It also needs a punishment system. Losing a capture point is a slap on the wrist plus there should be a better end goal than just 500 points.

Right now there are only fights, no battles, no war.

(edited by Nova Stiker.8396)

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

in Elementalist

Posted by: Nova Stiker.8396

Nova Stiker.8396

Ele’s extremely poor burst

Yup. No burst whatsoever.

Great burst, too bad it’s slow as hell and easily stopped. It’s not like backstab, you can’t defend yourself with invisibility.

And that is just stopping the burst, you’d be taking 5-6k critical hits from a rangers short bow auto attack.

In PvE you’d be even more useless being a squishy S/D, you can’t use combo fields unless you’re near melee range of the enemy. It’ll work in CoF path 1 and…

Yep.

Elementalist glass cannon is way to slow, so easily stopped and has little to no means of survivability.
It has no place in competitive PvP and almost no use in PvE.

It is not viable. Simple as that.

(edited by Nova Stiker.8396)

Healing Power is under and overpowered.

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

So according to OP healing power is
underpowered+overpowered=average

Healing power is average

No.

Either it can be really good or really useless. There is no sweet spot, there is no average.

I think Guild Wars 2 gameplay and balance would improve if Healing Power would be replaced.

Healing Power is under and overpowered.

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

How can it be the most worthless and the most powerful? That’s a weird combination of words. Healing power doesn’t kill anything

it doesnet affect the dps ,but healing and regen can be very op…

I looked up the scaling for Healing Signet, it’s 0.05

That’s is it’s passive AND active.

At 0 Healing Power, it’s passive heals 392 health a second and active is 3275.

At 1,500 Healing Power, it’s passive heals 467 health a second and the active is 3350?!

Is that a bug? The active gets almost no change, you have to completely rely on the passive effect.

Healing Power is under and overpowered.

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

What makes it even worse is not all classes are created equal in the scaling. Some classes (cough guardian cough) allow scaling like crazy in every skill, while others like engineer hardly have any skills that scale healing properly. It makes for a really really poor system in which they don’t even have the Arenanet trinity. Right now they just have burst damage zerker builds that are the most effective in PVE.

I’m curious, can you point out the skills that guardian has that scale so well compared to other professions?

I don’t think the scaling is what makes it good, a large number of traits, skills and utilities that benefit from Healing Power.

How many traits, skills and utilities benefit from Healing Power on a Warrior? Two.

Just.
Two.

Healing Power is under and overpowered.

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

What makes it even worse is not all classes are created equal in the scaling. Some classes (cough guardian cough) allow scaling like crazy in every skill, while others like engineer hardly have any skills that scale healing properly. It makes for a really really poor system in which they don’t even have the Arenanet trinity. Right now they just have burst damage zerker builds that are the most effective in PVE.

Healing Power and Power are the only attributes that scales differently from skill to trait.
Making it very off putting to new players when they spec 100 points into healing power and only see a 25 healing boost from their healing skill.

As for power, you will always see an modest increase, after all, every skill uses power.

There shouldn’t be a place for Healing Power in Guild Wars 2.

(edited by Nova Stiker.8396)

Offense vs. punishment, risk vs. reward

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

I for one, do not like this idea.
Three reasons
1. Guild Wars 2 is a very mobile game.
2. It becomes a battle of skill recharge.
And the big one.
3. Death is not a punishment in Guild Wars 2 PvP.

Look at League of Legends. There are MANY different factors to consider than just battling. You got: Jungle, buffs, bushes, towers, minions, experience, gold, levels.

It is a very complex game.

A mistake in League could mean run back to tower, recall and heal. You lose gold and experience but you did not lose the battle.
If you are losing the battle, there are other things you can do. Gank other lanes, kill the weaker jungle minions and just be passive until you (or jungler) catches up.

In a high risk PvP. A mistake in Guild Wars 2 would MOSTLY mean death. If you lose the battle once, you will mostly lose the battle every time.

Making it risk vs. reward would ONLY enforce risky offensive play. If you fail once, resurrect. Try again. No need to be defensive when you can die as many times as you please.
There cannot be risk without punishment. Right now, there is no punishment beyond a wrist slap.
______________________________________________________________
What ArenaNet should focus on is not Risk vs. Reward but different play styles.

There are weapons (and kits) that are too perfect. They have everything you need to succeed.

The reward comes from skill, using what limitations you have to succeed.

PvP doesn’t need high risk = high reward. It needs more factors than points to truly feel rewarding.

(edited by Nova Stiker.8396)

Healing Power is under and overpowered.

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

Dungeon = berserker

Wvw and pvp: healing power is a great stat depending on build

Are we in agreement?

No.

If Healing Power was removed completely as an attribute. It would have little impact on the player base.
Plus
The most broken bunker builds in the game utilize healing power.

Healing Power is limiting the usefulness of builds and play styles.

No matter how you look at it, by a design standpoint, it is harmful :\

Um in a game where defending and holding a point is the name of the game, healing power indeed has a role.

You don’t want healing power, you want toughness and vitality. Having 3 sources for defense is completely unneeded.

If you get rid of healing power, toughness would be more viable.

I believe if you completely get rid of healing power, it will open up more opportunity for builds.

Healing Power is under and overpowered.

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

Dungeon = berserker

Wvw and pvp: healing power is a great stat depending on build

Are we in agreement?

No.

If Healing Power was removed completely as an attribute. It would have little impact on the player base.
Plus
The most broken bunker builds in the game utilize healing power.

Healing Power is limiting the usefulness of builds and play styles.

No matter how you look at it, by a design standpoint, it is harmful :\