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D/F: A Review

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PlatypusRex.3428

Cool cool, this is great. It’s just a fun set to play. I like keeping the 20 in arcane just in case i have to switch to staff for longer-range support and I’ll want that blasting staff.

D/F: A Review

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Hmm.. will check it out.

D/F: A Review

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PlatypusRex.3428

You mean any freshair build period or using fa w/ d/f?

D/F: A Review

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PlatypusRex.3428

First of all, if you haven’t given D/F a serious chance, you owe it to yourself to give it a try. I remember when the game first released I thought D/D was where it was at. It was flashier, you flipped all over the place and—having not played any other professions—the damage felt great. Now that the game and my playing has matured, I’ve found a lot of satisfaction with the D/F combo.

I tried S/F at first, but they don’t seem to compliment each other as nicely. The only place I S/F is on the air / harpy / raving asura fractal. I like the air4 and earth5 when gunning down harpies on the platforms. That or if I know a really mean melee boss is coming, or I need to kite him like end of new TA.

I’m currently running either a 0/10/0/30/30 or a 0/10/10/30/20…trading Evasive Arcana (blasphemy, I know) for Earth V (protection on auras). D/F makes for a great aura build and I use Air (fury swiftness) and Water (powerful auras) to make for a fun front-row support fighter. I run zerkers w/ a mix of monk/water/traveler rune set for max boon. Not sure if this is entirely optimal, but it’s what I have for now. I might trade some boon duration for a full set of traveler’s.

This is where it gets fun. Here’s my rotation:
Start in air and prior to combat, hit 3 (shocking aura). I and the rest of my melee people are now swift, furious, and have protection if I’m not using arcana. I switch to fire and use 3 burning leap into the fray, while hitting 5, fire aura. Traited properly, I’ve just given my melee people a fire aura, more swift, more fury, and more protection. As I’m flipping in I drop firewall (focus 4), switch to earth and do 3 for the immob and 3 again for the leap, causing another fire aura, more swift,prot,fury. Then hit the 4 for a blast combo, switch to water for comet (more blast), and…well, blah blah.

My team gets: about 9 stacks of might, fury in abundance, swiftness, and protection. I then use lava axe (anticipating the next patch improvement). and hit 4/5 for another fire leap and more of the above. I drop it and move on, though after patch we’ll see what else I do (at least 2 for another blast).

You provide a lot of support for your team with snares in the form of two chills, an aoe cripple, protection, fury, swiftness, some stuns (shocking aura) and disrupt (comet), you do decent damage, and you still get to flip around like a ninja. Not bad. You also can give a huge break to projectiles.

My observations though: earth 3 can be clunky especially right after an equally clunky fire 4. Cast times and animations need to be dramatically streamlined. I see no reason why firewall can’t hit instantly like the other ring of fire spells (both dagger and lava axe). Comet is another clunky cast animation, time, delay, etc. Speed it up too. If you’re going to play D/F, and go for the auras, get used to the slightly slower speed of your chain. It took awhile for me to get used to, especially after D/D.

Couple this with GoEP and zerker gear in AIR to provide weakness and you’re : weakening and slowing your enemy, while speeding up and putting protection on your friends, providing quick stuns, damaging, healing, destroying projectiles (air 4 is so powerful), and you can go invuln in pinch (team can’t seem to take 30 stacks of shield of gear head in TA? Not your problem now…), and rez while invuln if you need to.

I do mostly PvE and this works great. Be Johnny on the Spot w/ your dodges though. full zerk, well we know that tale (especially front line). I don’t find it to be a huge problem, especially with some of the survivability /F offers. I see a lot of promise with this in PvP as well, but only if you can get yourself to stay with a group. No use in supporting if it’s just yourself.

TL;DR: D/F is fun and worth a shot, especially if you’re into auras. Some animations need to be streamlined and executed more quickly. Give D/F a try if you’re getting sick of spending all your time in fire on your staff.

Also, any suggestions for a rune set on any of this? Ok w/ the boon duration?

Focus. Make some noise!!!

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Bump for focus love.

Comet instacast, no delay.
Firewall extreme buff in dmg, duration, and burn.
Fireshield – do something with it…please…even cut cooldown in half.
Swirling Winds: Great, but add swiftness.

Clockwork Boss -- Why is it so hard...

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The boss is a fun fight, but I’m not sure about letting him toss gears on the raised platforms that save you from electric floors….where you’re put when you die on electric floors….to be killed by the gears……..

Stay Cool achievement

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I’ve been through this multiple times on my ele. I feel bad for some of my teams because I’m really being a baby about everything when I get to this part. I know I’m not taking any damage, but still no achieve. I submitted a ticket and was told “sorry, visit this page” which brought me here.

I almost always take the left path. I’ve been through about 6 times or so. For those of you who’ve been successful, what are you doing? Is it ok if ooze or elemental hits you?

Race change

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Only complaint about Asura is weapon scaling. Barely noticed an Asura who had Bifrost the other day…it all just kinda blended in.

Massive buffs incoming?

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Can we all build a windmill, comrade?

Anyone using rampager's?

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Mixing it up? Fire/bleed dmg and direct dmg? I had extra CoF tokens?!?!

Anyone using rampager's?

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I normally run zerk w/ ruby orbs, but I’ve been doing cof runs for cash and recently decided to toss my idle tokens at a set of rampager’s. I think I’d keep my zerk jewelry.

I normally s/x but I’ve been getting back into staff.

This is all for pve. I’m thinking of trying to going slightly more balanced in light of upcoming “support buffs” for staff. I think I’ll keep my zerk for s/d-f

1. Does anyone use rampager’s and what’s the feedback?
2. What rune set recommendation for rampager’s. thinking celestial?

Thanks.

Tips for PUGs (including Slick & Clockwork)

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Awesome tips. May the noobgod inspire noobs to find this of their own accord, learn these tips, and be a useful part of the pug.

Clockwork Boss -- Why is it so hard...

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I thought the dungeon was difficult the first couple of times I went through it and failed, first at slick/spark and then with the boss. Once you know what’s going on, it’s very clear to me that the difficulty is not from the content itself, but due to communication logistics.

Experienced player: Ok, you have to kite the oozes, kill the elementals, and get the oozes to the door at the same time.

Noob: ok.

Experienced player: Why are you killing the ooze?!?!?!

Noob: oh, sorry.

Experienced player: You’re still doing it!!!!

later…

KITE THE KITTEN kitten OOZE INTO SLICK’s PUDDLES!

Noob: I don’t see puddles?

And so on. Every time I have to stop and type, and retype, and retype what to do for the people who are still learning this, it takes time and adds to frustration, and as a glassy ele, I die. I don’t mind helping, but it adds a ton of time.

VoIP would help tremendously. Before picking at this old scab, I know, I know A-net doesn’t want to do it, people fear little kids singing into headsets, etc. I’m just pointing out why it probably seems more difficult than other dungeons.

The other dungeons do not require this kind of coordination.

The dungeon isn’t hard, it’s communicating with thick-headed, inexperienced players. This dungeon highlights the general skill level—lack of skill—of your random PUG. I imagine that guilds on Mumble/TS/etc scream through this.

One other consideration: Some of us need to really start making use of the kick tool. If you’ve instructed a newer player to do X, Y times, and he still doesn’t do it, it might be time for him to go. I know it sucks, but there’s trying and failing (ok, we’ll get there), and just not paying attention / being dense.

CAN WE PLEASE CHANGE Leader leaves party

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+1 provided some time lapse. IE: after 5 min if host leaves it stays open, etc. Only time lapse if A-net’s fear is people opening dungeons for those who didn’t do story yet and then leaving.

I personally don’t see the big deal, but I imagine this system is trying to prevent what I reference.

Something struck me as odd.

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Or the flame goes blue…

Or, I just want a torch.

Elementalist best end game weapon choice?

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PlatypusRex.3428

Yeah, it depends on your build. Wanna might stack? S/D. Wanna ninjitsu all over the place? D/D or D/F. Wanna sit back and field/combo? Staff.

Only “end-game” that there is a clear loser (at least to me) is staff in any pvp environment. Great in PvE, too low for PvP.

Static swaps on Fire and Earth

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Though it would be nice…

Massive buffs incoming?

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It was known since one month ago that the next patch would focus on improving support builds.

I think he meant, while yes, support builds, more specifically staff and conjures providing that support.

Well then if conujured weapons get buffs...

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Yeah because if we had something that good we’d be warriors. They’d probably give warrior earth shield as a stunbreak before we got any useful skills.

lol

Well then if conujured weapons get buffs...

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I for one am excited. I like the conjured weapons, even though they need—and apparently are getting—some love.

I know people long ago were screaming for ele weapon swap, well I’ve always seen conjured as those weapons. Staff for support (range)? Need to get in there? Switch to hammer. D/D? Need to back up but still deal dmg? Use that axe. etc.

I look forward to conjure buffs. I use hammer/bow/FGS as is. It’s fun sharing weapons too. I want to love the shield, but in its current state, I can’t take it over the hammer for example.

I’ll post my conjure build a bit later. It does very well in PvE. None of this applies to PvP…another beast altogether.

Keep Calm, and Conjure On.

More important: content or balance/fixes?

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Posted by: PlatypusRex.3428

PlatypusRex.3428

How many times has this topic been brought up now?

Different people have different specialties.

Game designers (the ones who create the content) aren’t necessarily programmers. In fact, if you look at the job description for ANet’s game designers, they don’t need to know programming, just how to use world-building tools.

The people who deal with class balance don’t necessarily know how to create content.

Add to this that it’s easier to create content than to fix content (anyone with a little programming knowledge knows that bug-fixing just isn’t that simple).

What you’re asking is that the content developers stop what they’re doing while the people who fix bugs fix the bugs.

I’ve been a way from the forums and the game for awhile, so I hadn’t combed through the threads. That said, I was just surprised to see how many things still hadn’t been fixed as I was opening my toon’s 1st birthday present.

Every company has power over allocating its own resources and reassigning its priorities…

While I understand what you’re saying, the reality is that ANet can do exactly what it wants to do with who gets paid to do what, and it’s choosing to do what we have right now.

I’ll take the inactivity on this thread as a sign that most people are indeed satisfied with the content updates or resigned to the current direction.

Arenanet "fix"

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I like GoEP on its own, but don’t really see the point of the stunbreaker change like you said. I wish it was 33% instead of 25%, but as Frowny said, it’s pretty good. If you trait high in air (use zerker’s for extra fun) for vuln on crit and in fire for burn on crit, mix it with GoEP in air or water and you’re throwing out 3 diff conditions on top of a bleed, say from spamming 1 on scepter or 4 on dag offhand.

OoooLah lah. I’m sure people have even better uses

That said though, stunbreaker is very odd.

ideas to spruce up conjure weapons

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Should they add / change trait to lower CD on weapons?

Simple suggestion

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Thats a weird rule to set. Thief gets poison field + spammable blast finishers on the same weapon! Why would they limit that on Ele’s? :S

HAHAHAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHA

[Merged] Your opinions of the LFG tool

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Posted by: PlatypusRex.3428

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I’ve found the lfg tool to be great so far. It sounds like your problem is with people.

I fear your suggestions would lead to elitism and a squashing of the noobish masses. That probably isn’t in Anet’s best interest, though I understand your frustration.

More important: content or balance/fixes?

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Since launch I feel like Anet has been skirting around the tougher job of balancing and fixing the traits, skills, and therefore the classes by putting out new content to keep us placated. They nibble at it here and there.

I’m happy to see some skill updates on the 15th, but it’s not enough IMO. Nibble.

Go look at your trait, skills, and weapon abilities. Count up what’s broken, what you consistently avoid regardless of your build, and what you take because it’s the least terrible option, not because “whoah this will really synergize with…X”

Look at the profession balance in any PvP-related content.

Am I alone here? Do people prefer more Scarlet/Taco events to fixes to gameplay?

Would you be happier if Anet put new content on the backburner until the gameplay is optimized?

Core question: What do you think? What’s more important? Content or weapon/skill/trait/balance fixes?

Focus. Make some noise!!!

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Bump.

Fire needs love. Wall is lackluster, shield is lame overall unless auramancer, and cd is insane for such a mediocre skill.

Water could use a bump. It’s ok, but when compared to dagger it just doesn’t look hot. A frost aura and a lowish cd heal/condi remove or a single-target cold and a super-delayed 2-second daze…. Daggermon, I choose you!

Earth = i love. Awesome skills. Lower Cds welcome, but not sure if that would be too much.

Air. Pretty good. Love 4, but also love suggestion of it giving quickness to give focus some mobility. 5 is ok. Necessary if going S/F, but nothing special if D/F.

ideas to spruce up conjure weapons

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Oh snap. I already like my earth shield now, but this sounds awesome. I know a lot of people hate conjures and say they don’t want to play war, etc., but I’m looking ahead to and planning for the upgrade to conjurers with an optimized conjure build.

Fractals. Can we get an official response?

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Posted by: PlatypusRex.3428

PlatypusRex.3428

AMA reddit post addressed much of what you’re talking about.

Devs are looking at :

- lowering number of high tier crafting materials to make things
- drop rates

It's time to admit FotM has failed

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I thought they are going to implement a “tiers” system so people can play together between levels 1-5, 6-10, and so on. It would make grouping a bit easier, at least for now.

Yup. That was mentioned in the AMA reddit post. There was not a specific answer, and I’m sure they’re still fine-tuning it. It will be interesting to see what comes of it.

No WvW content updates since release. Why?

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Close this sucker up. Answer posted!

Conjures: Revelations and Suggestions

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An option could be rather then losing all the other conjure abilities is that they are moved to F5 and changed so that the abilities represent what element you are in, you can only have one of these conjures ready to be used at anyone time but they can be changed while out of combat

so the abilities would be as like what i mentioned above with them varying on what attunement you are in – but they wont change from being Range to melee – so the Axe will be primarily a Melee weapon with gap closers/stuns while weapons like Bow would be range attacks such as AoE in Fire, Single/2-3 target in Air and Water could be for like condition removal, healing, boons ect

While the Shield could be defensive but give different benefits – Fury/Might stacks for you while burning foes if in Fire, Air could be like daze, stuns and such while Water could be things like regeneration, chill and leave the earth one the way it is

Maybe it’s because I’m tired / sick, but I’m having trouble with this one. Can you try to explain it again, so I can add it to the collective list? Thanks.

Conjures: Revelations and Suggestions

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PlatypusRex.3428

Well, the basic idea here is that your character specializes in one attunement… So that attunement should be more effective than all the others. This is in line with the “Lightning Mage”, or the “Ice/Water Wizard” concept. I do agree with your assessment of losing stats though, so perhaps just call it an overall 10% increased effectiveness for that chosen attunement which offsets the loss of all the other weapons.

so you wouldnt have access to the other elements?
That would be a HUGE nerf to the class

We NEED the other elements for all out defense/offense abilities they cant all be sqeezed onto a single set of 5/10 abilities or would you rather it – if you picked

Fire you ONLY had damage – No CC, no Defense, no healing
Air you ONLY had CC/Group damage – Less damage then fire, no healing, no defense
Water you ONLY had healing – no damage, no CC, no defense
Earth you ONLY had defense – no damage, no healing, no CC

?

I said you would lose the option of slotting the other Conjured Weapons, NOT the regular attunement skills or swaps…. This is what Plat suggested and I am building on it.

Essentially, you would gain a 5th attunement slot. The last one would be the weapon. So you would now have 4 attunement slots and also a weapon slot. You would no longer need to slot a weapon in 6-9. It would always be available to you via your utility slot..

So we would basically lose like 4 or 5 utility abilities and what about the Greatsword?
In my opinion as it is, this wouldnt work. Keep them as “kits” and get some other new F5 ability that can be cast in attunement no matter what the ability is

To be clear on a couple of points.

1. I was trying to summarize / build on another person’s point on this. I don’t necessarily think this is the way to go. Just pursuing a line of discussion.

2. I wouldn’t necessarily see it as a nerf. How many builds use more than one conjure at a time? This change would make a new F5 slot and free up any number of utility slots for cantrips, arcane, etc. The only nerf would be to those who use multiple weapons at once.

3. This change would not touch FGS as an elite.

4. You could pick the one conjure that would compliment your build and change it at will outside of combat / in town, etc.

That said, my primary choice would be my initial post of 50% cool down to conjure skills, removing the dropped weapon, and keeping everything else as is.

I’m loving all of the other ideas, though. Keep them coming and I’ll keep updating post #2.

Conjures: Revelations and Suggestions

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Ok, lots of things going on here. I’m going to edit the initial post down to my core idea and then edit the 2nd post to others’ suggestions. This is all great stuff.

Conjures: Revelations and Suggestions

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That wasn’t what I wanted necessarily. I was just expanding on another line of discussion. The real issue is 50% reduction in cool downs for loss of 2nd weapon for a party member.

Conjures: Revelations and Suggestions

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All the choice would determine is what conjure you get in your new F5 slot. Conjures would no longer be available as a utility spell. Choose earth, you get the shield in your F5 slot. Swap to it like you do everything else. Tweak the cool downs a bit. Choose water, you rock the bow….same as above. Make the “wrong” choice? Go to town, retrait, and be given the option to choose your new primary element…which really is just what conjure you want in your F5.

Change nothing else about attunements 1-4 and how they work.

Conjures: Revelations and Suggestions

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PlatypusRex.3428

I see.

What if when you declare your element of choice at character creation it determines your conjure weapon as an F5? You could change it later. Existing Eles would be given the choice after a patch or when re-traiting. This would let people see themselves as “lightning elementalists, wielding the hammer” or “earth elementalists, wielding the shield” without changing anything else related to attunement swapping.

Conjures: Revelations and Suggestions

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I would use Frost Bow if they didnt have such a long cool down and were like Engineer kits in that they didnt have a set number of uses and can be used until YOU want to change back to normal weapons, until then they are pretty poor bar a few events in dungeons (such as burrows)

Great!

Would people be willing to give weapons like the earth shield another go with the 50% reduction? I’d love to see these weapons get more play time.

Conjures: Revelations and Suggestions

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PlatypusRex.3428

Thank you for the suggestions / comments.

I’d like to bring the conversation back around to the initial question(s) buried in the stats of my 1st post:

Would you use conjures more if they didn’t drop a 2nd weapon but had 50% faster cool downs on all skills?

Could you see this as a viable play style?

Would you consider this OP?

The initial post shows what the cool downs would be if they were all cut in half if you want to consider it without having to look up the skills.

(edited by PlatypusRex.3428)

Conjures: Revelations and Suggestions

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Posted by: PlatypusRex.3428

PlatypusRex.3428

The following is a list of other suggestions related to conjures, taken from comments posted below. I’ll update this as the comments come in. To stay on topic, I will ignore suggestions that stray from the conjure weapon debate specifically.

- make weapons similar to engineer kits

- get rid of charges entirely

- make the buff of conjure weapons up as passive

- make a trait for 20% reduction on CDs like glyphs and signets

- make weapons occupy the F5, no longer shutting out attunements.

- get rid of each conjure as a utility, allow ele to pick one to occupy F5 slot at all time.

- have each conjure function differently, depending on attunement

- (from another thread) create Signet/Glyph of conjuration. All conjures in one utility slot which changes on attunement.

(edited by PlatypusRex.3428)

Conjures: Revelations and Suggestions

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PlatypusRex.3428

I propose a new trait for those who don’t like to share or can’t get their group to use the weapons. Trait: Reduce all weapon cool down times by 50%. No second weapon falls to the ground.

Current cool downs are terrible for one huge reason: another weapon drops on the ground. Many complain about this as other people steal them. Look at those skills again and consider what happens when it’s happening twice on the same mobs.

Once you think of weapons as ones that SHOULD be used with another person, you see them in a different light. Whether we like it or not, our weapons are balanced around the fact that two people could be using them at the same time. As this is largely untrue, I contend that weapons then are about as half as powerful as they should/could be.

Some might think this 50% reduction in cool downs is OP, but it’s not and here’s why. Cool downs are high now because at any point in the battle each skill could either be used twice, at the same time, or staggered to prolong the effect. Removing one of the sources but halving the cool down will have the same net effect on the battle, just in the hands of one person. Keep the same time and charges, traited or not.

This is what it would look like:

Earth Shield
1. Shield Smack
2. Crippling Shield / 4s / Do crappy damage to lock down speed. Fair trade.
3. Magnetic Surge / 6s / I would use shield more for this.
4. Magnetic Shield / 12.5s / No real damage, so this utility is still fair.
5. Fortify / 22.5s / Not that great due to root/channel, but still better.

Lava Axe
1. Lava Axe
2. Explosive Lava Axe / 2.5s
3. Burning Retreat / 7.5s
4. Ring of Fire / 7.5s / Still worse than lava font, so not op.
5. Flame Leap / 10s / Coupled with #4 you could have a lot of fun as an auramancer.

Frost Bow
1. Water Arrow
2. Frost Volley / 4s / Damage is blah, but now we can stack vulnerability in a meaningful way.
3. Frost Fan / 7.5 / Crowd control for lame damage…seems fair.
4. Ice Storm / 10 / Would this be any stronger than eruption? No.
5. Deep Freeze / 15

Lightning Hammer
1. Lightning Attack Chain
2. Lightning Leap / 3s
3. Wind Blast / 9s
4. Crappy lightning strike…
5. Static Field / 12.5s

Fiery Greatsword

1. Flame Wave / Attack
2. Fiery Eruption / 2.5s / No real reason to keep spamming this one.
3. Fiery Whirl / 2.5s / Become Yoda, on speed.
4. Fiery Rush / 5s
5. Firestorm / 7.5s

For some who are still uncomfortable with those new numbers, still consider the following:

1. There’s one less weapon on the field. x2 damage / 2 sources = same impact.
2. You still give up all of your skills.
3. You still have charges
4. You still have a time limit.
5. You can no longer, through teamwork, do amazing things like chain blind or chain KD or chain daze, etc.

(edited by PlatypusRex.3428)

Easiest to use weapon?

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If your group is good, staff is probably the easiest. I’ve seen some people just sit in fire and 1,2,3,5 over and over. Not necessarily the best or most effective, but it is super easy and will put out some damage.

Scepter water and air could use some help.

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Some classes are just far better polished than others. How many people use those worthless conjures? How many use Glyph of Storms or any elite outside the elemental? How many elementalists are using the focus outside WvW?

I use conjures.

Frost Bow is great to give to team against graveling mounds. I’ll admit that I don’t have a ton of use for it generally as its auto attack is useless.

Lightning hammer is awesome for AoE blind crowd control and damage. I’ve had one attack chain do up to 10k damage. I also use glyph of storms for earth aoe blind. The other attunements are not worth using the spell in; I’ll give you that.

Lava Axe is a great addition for a D/D auramancer, providing both greater range and another fire aura for a prot/swift/fury proc.

FGS is superb for both damage and perma-snare against a mob of melee targets. Just untarget for #4 and run through the mob for more dmg fun.

Pets always get me in trouble. At least I’m in control of my weapons.

Earth Shield…meh. I want to use it, but just….can’t….

I also have been using the focus in dungeons. Fire and water need serious love but air / earth are nice.

Despite all of these comments, I do agree that we could use a lot more polish. Too many traits are blah or broken, focus and scepter need some love. Staff animation and projectile speeds need help.

evasive arcana history

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Posted by: PlatypusRex.3428

PlatypusRex.3428

I would think that a 10 second universal cooldown would be fine. I’d even be ok with a longer cooldown as long as any attunement’s roll counted as a blast finisher.

Leveling Elementalist Duo

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Posted by: PlatypusRex.3428

PlatypusRex.3428

Between both of their CC, it hopefully won’t be a problem. Also, since they can work so well together they’ll be able to time some crazy heals in her water fields.

Ranged attackers might be a problem, but they always pose more of a threat to eles.

Im very frustrated

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Posted by: PlatypusRex.3428

PlatypusRex.3428

PvE comments only:

I know I’m about to commit some serious heresy here, but I found that I enjoyed ele much more in group situations when i stopped focusing on uber damage and shifted focus to support and a general, balanced build.

Damage can be achieved w/ glass cannon if you’re twitchy. Healing can be ok, but imo not really worth it. Don’t get me wrong: it helps, but it’s not worth a focusing in it.

However, built correctly we can perma-cripple/freeze mobs. We can perma-blind mobs too between lightning hammer, signet air, and glyph storms.

We can give our group shelter from projectiles. We can rez our teammates regardless of incoming damage in the nastiest of scenarios through a variety of methods.

We can stack team might pretty well too, especially once they fix dragon’s tooth (again).

Snares + blinds + speed boosts = your team will do so much better. You mitigate so much damage it’s not even funny. This is just one approach.

I know a lot of people try to say Ele is like the paragon more from Gw1, but I’ll draw another analogy. I like to think of myself more as the Enchanter from EQ. This is my personal strategy.

When you stop worrying about your individual success and consider just how much you can add to your group, you’ll find a new kind of happiness.

@ Arheundel, I’ve played plenty w/ out any in arcane or any in water for that matter. This is for PvE; I don’t know how it would work in PvP.

Leveling Elementalist Duo

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Posted by: PlatypusRex.3428

PlatypusRex.3428

I’d have her go glass cannon staff or scepter / focus (if she has absolutely no interest in getting up close). Staff has overall better AoE options. You, I’d recommend going PVT D/D w/ some cantrips, or maybe a D/D auramancer / protection build. Fly all over the place, holding aggro. Have her spam the area w/ dmg while you dance around in it, tossing your own down. If they go for her use your knockdowns and / or shocking aura (if you take powerful auras) to maintain crowd control. She’ll be able to add to the CC w/ earth and water snares so that you will not take a ton of damage if you keep moving.

You’ll have a great time. It will be a delightful combo. For elites two elementals will be nice and not interrupt your flow.

I’m actually quite jealous. I bet it will be a beautiful thing to watch.

Edit: used the word “delightful” too many times.

conjures are bad because of the cast time

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Posted by: PlatypusRex.3428

PlatypusRex.3428

Another idea I had that I like would be for the conjured weapon to replace that attunements spells.
E.G. Frost Bow would replace water skills and changing attunement would allow you to use your other skills still, and then you could change back to water for your bow.
Thier for if you ran, FB, MS, LH and Elite FGS you could use all 4 at the same time by switching attunements. Or you could just use 1 or 2 and have your normal skills in the other attunements.

I agree that locking you out of attunements can be annoying, but I still get utility slots and I can drop the weapon real quickly if I have to. Only thing I could think of is adding an F5 conjure slot once you have one out or to have the weapon replace its proper attunement (Frost bow replaces water, hammer replaces air, etc).

You beat me to it.

Woot, do I get cookies?

conjures are bad because of the cast time

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Posted by: PlatypusRex.3428

PlatypusRex.3428

conjures are bad because other people can take your conjures which is stupid.

Plus they loock you out of all your other attunements. They should let you swap to other attunements and just lock the one the weapon is associated with out.

Other people taking your conjures can be wicked awesome. That said, I could see the frustration if you didn’t want it to happen.

I agree that locking you out of attunements can be annoying, but I still get utility slots and I can drop the weapon real quickly if I have to. Only thing I could think of is adding an F5 conjure slot once you have one out or to have the weapon replace its proper attunement (Frost bow replaces water, hammer replaces air, etc).

conjures are bad because of the cast time

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Posted by: PlatypusRex.3428

PlatypusRex.3428

All this talk about the conjures(so far my favorite util to use), and we forgot one. Magnetic shield is in desperate need of a buff. a CD to be exact. like someone just said, waiting for the cd’s sucks, especially on Magshield. At least reduce the cd on some of them.

Also, does anyone ever use Flame Axe? I’ve seen it once, and it was a lv 7.

MS: I like the idea of this one, but the default attacks stinks, the #2 CD is way too long or the cripple is way too short. 3 and 4 are nice but CDs too high. 5 would be better if it didnt need you to stand still. In short, I’ve tried to use it multiple times, but it’s just not that great, and I’m even running a conjure build right now.

FA: I used this quite a bit when I was a D/D auramancer because I could open w/ a leap attack fire aura (gaining prot, quick, fury), hit 2 for aoe, then 1, then 3 back out of range, drop the axe and then Fire 3 leap back into the fight again. I could also use it for ranged attacks since I was D/D. That said though, I have no use for it in my S/F conjure build now. This made for some fun acrobatics.