Showing Posts For Red Jay.2516:

And Queen Jennah's big reveal....

in Clockwork Chaos

Posted by: Red Jay.2516

Red Jay.2516

Nah

For single-handedly cleansing Orr and defeating Zaithan, Trahearne gets promoted by Queen Jennah to the position of seventh Old God.

Beating Liadri as condi Ranger - short guide

in Ranger

Posted by: Red Jay.2516

Red Jay.2516

Glad it helped you. Enjoy your mini and achievement, you deserve it.

Beating Liadri as condi Ranger - short guide

in Ranger

Posted by: Red Jay.2516

Red Jay.2516

In theory, I think it could work. The advantage of this build is you don’t have to attack her constantly- the burning does all the work for you. With cake/crystal up, the Torch skill #4 applies total 9 seconds of burning, which should give you enough space to focus on throwing the orbs on her.

(edited by Red Jay.2516)

Beating Liadri as condi Ranger - short guide

in Ranger

Posted by: Red Jay.2516

Red Jay.2516

After failing hard again and again as power-specced ranger, and reading that being full zerker is the only way to go, I decided to to try something compeltely different. And it worked perfectly. I worked so great that I have a suspicion that it might be the most efficient way to beat her, better even than full zerker shortbow.

Credit goes to user Vatlaaw Fierceshot, whose slightly modified build I used to beat her.
https://forum-en.gw2archive.eu/forum/livingworld/jubilee/Charr-Ranger-beats-Liadri

As for the build, here it goes:
http://gw2skills.net/editor/?fMMQRAsX3fjEVV2JW2VsWCiVBB1UwJzzewfH9IXhRVwmK-jgxAIuBRnHLiGb1sIasaGM1KRUtXpIa1CBsYNA-e

I used speed booster to compensate for the lack of Signet of the Hunt. As for food, you can use any +condi duration and +condi damage one, I used Koi Cakes, since they are pretty cheap nowadays, and Tuning Crystals.

I used runes of undead. They are cheap, and suit this build perfectly. As for sigils, you can use anything you want. I used Superior Sigil of Smoldering, because they were cheap and I was running out of money. (I am broke, I confess). You don’t have to spend fortune on all exotic gear. I had rare weapons/trinkers + exotic armor, but it should be doable just fine in full rares.

As for strategy, the phase 1 is pretty standard. Destroy the first rift as soon as it spawns using sword (be carefull not to press the AA twice, or you’ll end up flying all over the place), use Axe 4 to pull Visions of the Mortality to the vortex to get the crystal of light (sp?). After throwing second crystal at her, be careful as second rift spawns.
For phase 2, swtich to Axe/Torch. This is actually much more simple than with zerker shortbow build. As soon as she stops being invulnerable, pop Rampage as One and use Torch 4 to apply burning on her. Now you can fully focus on dodging the AoEs. When you get crippled or your health goes too low, use Healing Spring to heal and cure conditions from you. From time to time, use torch 4, 5 or Fire trap to re-apply the burning on her. Make sure there is burning on her all the time, or you risk running out of time. However, I found that unless you make too many mistakes in phase 1, you have more than enough time to beat her.

Hopefully this should help those who still have problems beating her. As always, feedback is welcomed, as I imagine there are better options in some parts of the build.

(edited by Red Jay.2516)

Spirit Rangers are OP!

in Ranger

Posted by: Red Jay.2516

Red Jay.2516

Seriously, these guys can keep distance, they’ve stealth, deal tons of damage, have area denial and can soak an ungodly amount of damage.

There’s no hard counter to them and even the spirits take forever to kill.

Please reduce nerf either their damage, the spirit health, their cc or stealth.

You also left out that we can: bench press two bears at once, walk on water, shark pets dedicate a week to us, Lyssa calls us for dates, we swim after eating, Ascalon ghosts sit around fires and tell stories about us, we teach Krytan drake hounds to bark in Canthan, we talk about fight club, we grant genies 3 wishes and only a ranger has swum across the Crystal Desert.

That really made me chuckle.

Beating Liadri as a Ranger - Video

in Ranger

Posted by: Red Jay.2516

Red Jay.2516

I think that above poster is correct. I bought full apothecary gear, +condi duration food and +condi tuning crystal. After few tries using Sword/Axe (phase 1) + Axe/Torch (phase 2), it really eats her life up much quicker than power build. At the same time, it leaves you up to focus on dodging, turning back just from time to time to re-apply burning.

I haven’t managed to defeat her yet, but I got much closer than with regular power build. I had to stop because I ran out of tickets, but I feel this build is way to go.

edit: messed up condition name, lol

[Pve] Bababu's Axe Ranger

in Ranger

Posted by: Red Jay.2516

Red Jay.2516

They know it reflects projectiles. They just don’t care about Rangers enough to fix the tooltip.

When is the next pet overhaul happening?

in Ranger

Posted by: Red Jay.2516

Red Jay.2516

The moment devs finally wake up and decide to look at our profession.

Rytlock is obviously a tsundere

in Lore

Posted by: Red Jay.2516

Red Jay.2516

Ah, here we go. Logan&Rytlock discussion again.

Back to short story in OPs link. I must say, I’ve read Mary Sue fan-created stories that were several times better than that. I hope whoever wrote this is not responsible for GW2 story.

Although, come to think of it, it would explain quite a lot of things.

Show your rangers here!!

in Ranger

Posted by: Red Jay.2516

Red Jay.2516

Stigandr The Exile

Attachments:

Show yer norns!

in Norn

Posted by: Red Jay.2516

Red Jay.2516

My ranger, Stigandr The Exile. The second picture is the more recent, I quite like the oufit combination.

Attachments:

Please update male animations, examples below

in Norn

Posted by: Red Jay.2516

Red Jay.2516

I want my character to feel strong, powerful and mighty. Like a norn, The Norn. A race where every single member of the race is one-man-army. Well, at least that’s what they told us they are. The in game representation of the Norn leaves much to be desired, at least when it comes to animations. Instead of powerful and mighty, the current animation set for males instead makes my character look like unwieldy, lumbering brick. As such, there are several animations that I would like revised and, if possible, changed.

First, a running animation. The current one makes my character feel clumsy, slow, like he was in mud up to his knees. Having 25% speed boost helps to reduce the feeling of slowness, but the animation is still less than satisfactory. It is the primary offender that made many players turn off from playing as one.

Than there are combat animations, which range from fantastic to mediocre to downright terrible. As I main norn ranger, I will post an example for the latter: The sword auto attack animation. The clunkiness and rooting nature of the weapon aside, the norn animations that accompany it are horrendous.

While the weapon’s attack speed is extremely fast, the animations of male norn do not reflect this. In fact, it’s completely opposite. The second chain part, the “kick”, makes my norn fall on the ground and then use his arms to rebound and kick the enemy with both of his legs. In theory, it would look great, cool even. HOWEVER

Because the attack itself is so quick, the “kick” animation stops and the skill chain #3 commences before the animation finishes properly, resulting in my character laying on the ground in one moment, and flying in the air a moment later, without any transition whatsoever in between. It looks wierd and incomplete.

These are two animations I feel should be updated or changed. I ask norn players to post more examples they feel are less than stellar in execution. Thanks

"Machine Gun Ranger is Back"

in Ranger

Posted by: Red Jay.2516

Red Jay.2516

Is it really worth it going 30 Marksmanship just for one signet use you can use once every 80 seconds? I think those trait points would better be spent elsewhere. While 6 seconds of immunity to attacks is nice, the cooldown is just too long to have it available in situations you need it. I would switch it with muddy terrain for immobilize or lightning reflexes for additional stun break, both being affected by CD reduction.

Ranger Sword Auto-Lock

in Ranger

Posted by: Red Jay.2516

Red Jay.2516

What about removing the leap from the auto attack (don’t panic yet), and giving it to the sword skill 3 “Serpent’s strike”, making it a 3-way chain. Also return the pre-beta knock back to the “Kick” part.

3a: Current “snake” attack animation, dodging and applying poison
3b: Kick the foe, knocking him back
3c: Pounce to the foe, apply cripple

That would make the weapon to be the only one that has 3-attack chain outside of auto attack. It would solve the problem of losing control of your character during auto attacking, while retaining the uniqueness of the ranger sword. Of course, there would have to be some adjustments in cooldown in order to not make it totally op.

(edited by Red Jay.2516)

All in favour of new Norn Male body, say Aye!

in Norn

Posted by: Red Jay.2516

Red Jay.2516

Aye!

I think there is a slightly thinner male Norn body that is not available to us. My Norn has the “skinniest” body there is but when I was leveling in Orr, I’ve seen a Norn who had even skinnier one. Don’t recall his name now, only that he had bow and wore medium armor and I saw him in Straits of Devastation.

Phoenix Light armor on Charr(Bugs?)

in Charr

Posted by: Red Jay.2516

Red Jay.2516

I wonder why you even waste your gems on your Charr. You should realize by that time that every armor looks like trash on them.

Rate the Asura Name Above You!

in Asura

Posted by: Red Jay.2516

Red Jay.2516

Zephyllia – 7/10 not really asuran name, “Zephy” alone would suffice IMO, though it would probably be taken already.

My brand new asura warrior – Gradd the Inert

We are in need of a 3rd main hand weapon

in Ranger

Posted by: Red Jay.2516

Red Jay.2516

I don’t we’ll ever see main hand torch. Come on, dual wielding two flaming sticks? It’s ridiculous. Whip I could see being introduced in some “expansion” as a new weapon choice for professions (Ranger, Thief and Ele perhaps?). But not mainhand torch, no.

As for me, the next logical choice for Ranger weapon that could be included in future patch is dagger. It could have a poison or smoke field, along with leap finisher, somewhere in its skill rotation, which would give us some new toys to play with. What Ranger misses is an AoE condition melee weapon, something which this profession is lacking right now. I think dagger could be that weapon.

Ranger future patch idea ?

in Ranger

Posted by: Red Jay.2516

Red Jay.2516

While I’d love to see other weapon options, I feel the RANGEr’s main focus should be ranged damage and right now the 3 ranged options for the class are awful so I’d rather not add to the problem by introducing more ranged weapons that don’t work.

Here we go again.

New Armor Preview!

in Guild Wars 2 Discussion

Posted by: Red Jay.2516

Red Jay.2516

Oh great… more trench coats.

Want to see video of any GW2 game dev to

in Mesmer

Posted by: Red Jay.2516

Red Jay.2516

What does having 3000 achievement points have to do with player skill?

Southsun Survival game is so good

in Cutthroat Politics

Posted by: Red Jay.2516

Red Jay.2516

Try to play it as the Norn. It’s like running around with huge banner saying “Hit me first!”

You Want Dragon Lore = Vote Ellen Kiel

in Cutthroat Politics

Posted by: Red Jay.2516

Red Jay.2516

There is as much possible Dragon lore in Abaddon fractal as it is in Thaumanova one. For all we know, it could be just more inquest and golems.

Nothing to see here, move along.

Rock the Vote

in Cutthroat Politics

Posted by: Red Jay.2516

Red Jay.2516

Seems like apart from izzy, all ANet devs want Ellen “Mary Sue” Kiel to win.

I guess they just like that type of character.

My vote goes for Evon. This is not real life, I want an interesting character in charge, not another ultimate paragon of good.

Opening Strike not a Crit.

in Ranger

Posted by: Red Jay.2516

Red Jay.2516

Is this bug fixed yet?

3 stacks of vulnerability.......

in Ranger

Posted by: Red Jay.2516

Red Jay.2516

Yeah, 3 stacks of Vuln is absurd.

What about weakness? I think it would fit the defensive nature of Ranger GS.

To Devs: The Useable Longbow Skills & More

in Ranger

Posted by: Red Jay.2516

Red Jay.2516

Pet attack doesn’t break stealth.

Norn Elites Need Mobility Nerf

in WvW

Posted by: Red Jay.2516

Red Jay.2516

I think people are missing the real issue here. The Snow Leopard elite is perfectly fine. The problem is, there are profession elites so badly designed and underpowered they get outshined by this situational, long cd, 30 second duration one trick pony racial skill.

Instead of crying for nerf of the racial, we should demand devs to actually buff the subpar profession elites. As of now, there are professions that have one or even none viable elite skill. And that’s just on land, underwater it’s even worse.

(edited by Red Jay.2516)

Remorseless doesn't apply Precise Strike

in Bugs: Game, Forum, Website

Posted by: Red Jay.2516

Red Jay.2516

Thank you, I can confirm stealthing does not grant Precise strike. Hopefully we’ll get a fix soon.

Opening Strike not a Crit.

in Ranger

Posted by: Red Jay.2516

Red Jay.2516

I have the same problem as well. Hopefully it will get patched soon.

Vote for Evon!

in Cutthroat Politics

Posted by: Red Jay.2516

Red Jay.2516

Even if we didn’t get the chance to see the Six Gods in person, I would still vote for Evon Gnashblade, for simple reason. Ellen Kiel is dangerously close to attaining the Mary Sue status and becoming the next Trahearne.

-Team Gnashblade

Today's changes to Ranger - Stealth!

in Ranger

Posted by: Red Jay.2516

Red Jay.2516

In b4 thieves realize we’re getting ranged CnD.

It might be first step in implementing limited stealth options to ranger class. Remember, we already get stealth on CC through trait. Perhaps an alpha Ranger stealth utility could make comeback in some form? I could imagine SB or GS getting stealth treatment as well.

Ranger Changes on July 23, 2013

in Ranger

Posted by: Red Jay.2516

Red Jay.2516

I can’t believe I’m saying this, but this patch makes me bring my dear Norn Ranger main back from 3 month hiatus.

Well played, ArenaNet, well played.

A disfigured face

in Norn

Posted by: Red Jay.2516

Red Jay.2516

I am sorry, but she looks creepy to me. Like these freaks that pay fortune to look like barbie but end up half way there looking like something out of Japanese horror movies. I think it’s the eyes. They are too far apart and the irises are too big. Also, tattoos on top of scars is overkill. /critique

Your human char's name

in Human

Posted by: Red Jay.2516

Red Jay.2516

why ressurecting months old thread when there is one that is still alive?
https://forum-en.gw2archive.eu/forum/races/human/Rate-the-Humans-name-above-you/page/8#post2443694

The agony of Charr armor. (Long read)

in Charr

Posted by: Red Jay.2516

Red Jay.2516

If I could give you +1,000,000, I would. You should post this on bugs section of the forums, since this place gets mostly ignored by devs.

I just can’t wrap my head around the fact, that despite the devs themselves claimed they focus on armor visuals, they keep making armor sets that blatantly ignore every non-human race.

And they have the nerve complaining that players stick to humans instead of trying other races. It makes me stick.

Transmuting skin to different character

in Players Helping Players

Posted by: Red Jay.2516

Red Jay.2516

Oh, right. So I can transmute the look between the characters, provided that it is the same armor type and cathegory. This means my Ele’s light armor celestial gautlets can be transmuted by above mantioned way only to mesmer or necro, right?

Anyway, thanks for answer!

Transmuting skin to different character

in Players Helping Players

Posted by: Red Jay.2516

Red Jay.2516

Basically, I have a celestial gautlets on my ele and would like to have them on my, say, a warrior. Is it even possible to do such thing? Transmuting a skin to different character, or- even to different armor cathegory? (for ex.: light —> heavy)

Suggestions for future Ele skills

in Elementalist

Posted by: Red Jay.2516

Red Jay.2516

Now that we know new skills are on the way for professions, let’s take a break and throw some ideas on how should they look. There are no detailes whether they’re going to be elites, weapon skills or just utilities, so I suppose you can post either. I’ll start.

  • Arcane gateway
    Create Arcane gateway at target location. Press again to teleport yourself and nearby allies to the Gateway (range 2000, duration 60 seconds)

Similar in purpose to the Mes’ portal, yet different enough to make it unique. Who said mesmers should have all the fun?

How does it work? How many allies will it port?Forcefully or give allies choice? If this is implemented, I could see it will be a Troll Gate, LoL

To be honest, I didn’t give it too much thought, as it was getting late nad I was sleepy. I guess it would work like this: You would conjure the gate at the target area in max range 2000, then, you would get a second, channeling skill you can activate anytime within 60 seconds. Casting it, you begin to summon a second gateway at your location, that your allies can click on (similar to Mesmer’s portal) to mark them. When the channel finishes, you and your allies get teleported to the first gateway. Also, the portal could look like this (http://images1.wikia.nocookie.net/__cb20100703235254/diablo/images/e/ee/D2blueportal.gif)

I admit, the channel would make it hard to use anywhere else beside OOC situations, but I welcome any suggestion that would take away the mesmer’s monopoly on fun.

If you could force people through the gate i’d spend more time in LA than I do now. I’d try to gate people off the highest point possible and kill them. However, that might actually be good as an offensive skill instead. Rather than teleport you and nearby allies, why not have something that teleports enemies? Drop an AoE circle on them, they become tagged by it for a set amount of time, run away, release the gate and it warps them somewhere. That would be great in WvW. As long as being tagged by a gate doesn’t count as a condition. If it did then thieves could stealth and cure it. Would be great for getting rid of annoying people who wont leave you alone. Tag them, then target right over the edge of a cliff and drop them to their doom.

Now, an ability that would teleport enemies away to target area, that sounds like awesome idea for an Elite skill!

Rate the Humans name above you

in Human

Posted by: Red Jay.2516

Red Jay.2516

8/10; not getting the reference, but Ambelina sounds original. Not fan of the title though, unless your character is really burned, than its 9/10

My Elementalist’s name is Denholm Thane, no pop-cultural reference there, just wanted a strong, real-sounding name for someone who can move mountains (now, that’s a reference)!

Suggestions for future Ele skills

in Elementalist

Posted by: Red Jay.2516

Red Jay.2516

Now that we know new skills are on the way for professions, let’s take a break and throw some ideas on how should they look. There are no detailes whether they’re going to be elites, weapon skills or just utilities, so I suppose you can post either. I’ll start.

  • Arcane gateway
    Create Arcane gateway at target location. Press again to teleport yourself and nearby allies to the Gateway (range 2000, duration 60 seconds)

Similar in purpose to the Mes’ portal, yet different enough to make it unique. Who said mesmers should have all the fun?

(edited by Red Jay.2516)

Conjures. The good, the bad and the ugly.

in Elementalist

Posted by: Red Jay.2516

Red Jay.2516

Whatever happens with conjures, they should get rid of EITHER timer OR charges. As of now, having both makes the skills extremely restricting and unfun, if not frustrating to use. Having duration of 2 minutes is fine and dandy, but it will never last so long with measly 25 charges, which are quickly eaten away by auto attack.

As for the support element of sharing the conjure. Tell me, Blaine Tog, how many times your group mates used your conjure weapon for purposes other than novelty factor of swinging it few times and dropping it off? The idea of giving allies new weapon might sound great on paper, but the reality is it simply does not work in game. 90% of people won’t bother picking it up the second time.

Now to you, Mithfir. You say you don’t want conjures to be the same as kits. However, your suggestion of dropping and re-casting is basically that; a less elegant and more restricted version of Engineer utilities, only with limited duration, charges and long cooldowns. Not mentioning it would be nightmare to balance, for reason stated below.

Now to your critique of my* suggestion of having the weapon tied to specific attunement. You say it replaces a viable attunement with another viable weapon. I fail to see where is the problem with that? Doesn’t weapon swapping of other professions work exactly like that? You swap your weapon for a second one, and can’t return to the first one for few seconds. It can’t be more dynamic than that. Having conjure weapon on top of 20 other skills would be too much. There has to be a tradeoff, just as with other professions’ swapping.

The current mechanic of conjure weapons can be described in one word: clunky. The core issues: long cast time, limited duration, restricting charges promoting cast-and-drop playstyle, losing all your attunements for 5 skills that seemingly never left the work-in-progress status. All that mades conjures weak and unviable in general play, apart from few very specialised and limited builds. Your suggestion is nice, but it builds around these core problems instead of solving them. Conjure weapons need to be redone completely, not just increasing duration and cooldown and forcing us to take even more traits to make them viable.

(edited by Red Jay.2516)

What Did You Name Your Elementalist?

in Elementalist

Posted by: Red Jay.2516

Red Jay.2516

Denholm Thane; human Elementalist

Although I am not practicing role player, my characters tend to have real sounding/lore correct names and (at least in my head) their own character and personality. For my Ele I wanted a strong, powerful name that would fit a person that controls the force of nature itself. I kind of like the result.

Topic deleted, there is a better one.

in Elementalist

Posted by: Red Jay.2516

Red Jay.2516

The problem I have with conjures, besides the whole stuff of being locked off from 20 skills, is the clunkiness of long cast time and being rooted while picking them up from the ground. Let’s face it: how many of you use conjures to share it with party members; and how many party members are willing to use them instead of their own, besides the novelty factor that dies off after first equip.

Imo gaining additional charges when picking up the second conjure would be just a band aid of mechanic that simply does not work. Conjure weapons must be reworked completely in order to see use outside novelty builds and gimmicks.

Topic deleted, there is a better one.

in Elementalist

Posted by: Red Jay.2516

Red Jay.2516

I will just paste my suggestion from older thread. Basically, conjures shouldn’t lock us from attunement skills other than its own element:
https://forum-en.gw2archive.eu/forum/professions/elementalist/Conjure-Weapons-Weapon-swap/first#post2363478

I was thinking something along those lines as well, although my idea works with attunements, instead of weapon swap. Sorry for the hijack.

First of all, IMO, conjure weapon skills need to be reworked.

The only situationally useful utilities are hammer and greatsword, and that is only in very specific builds, or for using one or two skills before dropping them. Their skills need to be looked at and improved and/or reworked to make them worth keeping for longer than 10 seconds.

First, drop the charges, OR, get rid of the time limit. Having both is too restricting and makes using conjures too much a hassle. Oh, and make their conjuring instant.

Second, they shouldn’t lock all of your attunements. Conjure weapon should occupy only its own attunement. For example, when you conjure a Fiery Greatsword, you gain its skills only in fire attunement. Other attunements remain untouched and you can freely switch between them. Also, you can always press ; to drop it and return to your real weapon skills.

Third, Conjures need traits that are actually worth using. Perhaps a trait that grants specific boon for 10 seconds when you summon a conjure. Gaining 10 second protection would make people actually use Earth Shield. That is, after you make its skills not suck.
__________________________________________________________________
tl;dr: Rework useless skills, make Conjures tied to specific attunement (like FGS – fire attunement) so we can still switch to other attunements (still can use ; to drop the wapon) and give us ineresting traits to spec into, like 10 sec of protection when conjuring an Earth Shield.
__________________________________________________________________
That would solve some of the issues Conjures suffer. It would give eles sort of “pseudo” weapon swap that would give them more range flexibility, like range from Frost Bow to melee centric DD ele or Lightning hammer for ranged SD ele. It would make them similar- yet different from Engineers weapon kits in the sense of on-demand mechanic, instead of using one or two skills before ditching them completely.

Loving the Staff now, but Air is still weak

in Elementalist

Posted by: Red Jay.2516

Red Jay.2516

The problem of staff is that it has plenty of lacklustre skills in every attunement and only a few that are actually worth using, due to long casting time. The air is the worst in this regard.

Air 1: mediocre damage, not worth using unless in very specific situations. Not to mention it can cause serious troubles when you accidentally aggro more enemies than you can handle.

Air 2: The casting time is too long to be bothered using it.

Air 3: The projectile travels too slow, more often than not it misses its target completely.

Air 4: Decent OOC source of swiftness, other than that, I almost never use it in combat.

Air 5: Great if you have aim of a god or the enemy is stupid enough to walk into it. Otherwise it’s only good for comboing with Earth 2.

Conjure Weapons: Weapon swap?

in Elementalist

Posted by: Red Jay.2516

Red Jay.2516

I was thinking something along those lines as well, although my idea works with attunements, instead of weapon swap. Sorry for the hijack.

First of all, IMO, conjure weapon skills need to be reworked.

The only situationally useful utilities are hammer and greatsword, and that is only in very specific builds, or for using one or two skills before dropping them. Their skills need to be looked at and improved and/or reworked to make them worth keeping for longer than 10 seconds.

First, drop the charges, OR, get rid of the time limit. Having both is too restricting and makes using conjures too much a hassle. Oh, and make their conjuring instant.

Second, they shouldn’t lock all of your attunements. Conjure weapon should occupy only its own attunement. For example, when you conjure a Fiery Greatsword, you gain its skills only in fire attunement. Other attunements remain untouched and you can freely switch between them. Also, you can always press ; to drop it and return to your real weapon skills.

Third, Conjures need traits that are actually worth using. Perhaps a trait that grants specific boon for 10 seconds when you summon a conjure. Gaining 10 second protection would make people actually use Earth Shield. That is, after you make its skills not suck.
__________________________________________________________________
tl;dr: Rework useless skills, make Conjures tied to specific attunement (like FGS – fire attunement) so we can still switch to other attunements (still can use ; to drop the wapon) and give us ineresting traits to spec into, like 10 sec of protection when conjuring an Earth Shield.
__________________________________________________________________
That would solve some of the issues Conjures suffer. It would give eles sort of “pseudo” weapon swap that would give them more range flexibility, like range from Frost Bow to melee centric DD ele or Lightning hammer for ranged SD ele. It would make them similar- yet different from Engineers weapon kits in the sense of on-demand mechanic, instead of using one or two skills before ditching them completely.

(edited by Red Jay.2516)

Shatterstone - broken

in Elementalist

Posted by: Red Jay.2516

Red Jay.2516

It gets interrupted by autoattacking, along with focus fire 4 (firewall). It has something to do with reduction of the aftercast after recent patch. You have to disable the autoattack to get it working.

I’ve already made a post about it in bugs section. Feel free to post the video there as well so there’s bigger chance devs notice it.
https://forum-en.gw2archive.eu/forum/support/bugs/Elementalist-Scepter-and-focus-skills-broken/first#post2291813

Queensdale Oakhearts' model bug

in Bugs: Game, Forum, Website

Posted by: Red Jay.2516

Red Jay.2516

Basically every single Oakheart in Queensdale has turned into its miniature, translucent self after 26th patch. It’s kinda humorous, they still pack the same punch as before.

See attachments for screens

Attachments:

Elementalist: Scepter and focus skills broken

in Bugs: Game, Forum, Website

Posted by: Red Jay.2516

Red Jay.2516

After recent patch, Scepter Water 2 and Focus Fire 4 get interrupted by auto attack, resulting in failure to cast said spells. I suspect it has something to do with the reduction of the aftercast.

There might be other skills broken in the same way on other weapons, though I haven’t got chance to test it yet.