Showing Posts For Senario.2038:

Elite spells change

in Elementalist

Posted by: Senario.2038

Senario.2038

Nearly all elite skills need improvements, and not just for Elementalist. It just so happens that we don’t have a single Elite (imo) that would be an improvement over a utility in its place instead. In fact the only utility I wouldn’t take might be Glyph of Renewal, and that’s saying something because a lot of our utilities are considered underpowered as well.

What I’d like:

FGS – Reduced cd to at least 90s, maybe even 60s if the 2nd FGS is sacrificed (esp. if other conjures were reduced to 30).

Glyph – Elemental stays until death or cd reduced to 60s. Increased HP might be good but I find Earth Elemental survives quite well as is.

Tornado – I liked the suggestion of making it a ground targetable aoe. If it reflected projectiles that might be a usable option too.

Rebound – Damage inversion or invulnerability for a short time after saving would be fantastic.

New Elite:
Signet of Arcane.
Passive – 10% Boon duration.
Active – Recharge all attunements (60ish cd, 0.5-1ish activation).

I had to get on just to reply to this, I absolutely LOVE all of these changes. FGS now becomes a skill with an appropriate cooldown, Glyph of Elementals actually will feel like an elite as it should be up 100% of the time assuming your pet doesn’t die, Tornado will have use in CC and DPS instead of this really bad skill nobody will ever take, and the Signet of Arcane completely matches with what Arcane does…Lots of boons/keeping boons up and quickly swapping between attunements.

It is strange to me when other classes have elites for every type of utility they have elementalist is left in the dark with Signets.

They would each have their uses too, Tornado would be a CC type ability, FGS is still mobility, Elemental gives you a bit more tankiness more often, and Signet would be useful much like Guardian’s Renewed focus but less powerful.

There really is no reason Ele should have awful skills for elites in comparison to other classes.

Fireball, whaaaaat!?

in Elementalist

Posted by: Senario.2038

Senario.2038

LOL Churning Earth also looks like crap now.

Why would they nerf the effect on a skill with such a high cooldown that needs to feel powerful? Nobody ever complained about churning earth.

It took this long to notice because nobody ever uses churning earth XD. If they do they cancel it immediately.

2 questions!

in Elementalist

Posted by: Senario.2038

Senario.2038

I have a few questions for veteran eles. I will ask 3… no 4! I will ask 4.. no 5! 5 questions!

1. What’s the best weapon set for condi?

2. Best elite for condi?

3. Best armor rune for condi?

4. Best weapon (above and underwater if it’s different) rune for condi(duh gonna stop saying it now) ele?

5. Best aquabreather? is there better than rare?

useful info may be I prefer to use fire (I use them all, but someone asked me that in the past), and I have all the HP stuff including Tempest. ty!

1) Dagger Focus.
2) Don’t do condi, terrible idea on ele, that said Fire Great Sword or Elemental is alright, mobility and a minion. All of Elementalist’s elites are pretty bad in comparison to other classes so as long as you don’t pick Tornado you should be alright.
3) Don’t do condi, but ele has a lot of their condi damage in fire and bleed. Rune of Balthazar is an interesting one as it increases burning duration.
4) Sigils? Sigil is sigil of Doom and maybe sigil of energy? (the one where weapon swap gives you endurance to dodge with).
5) For aquabreather there is only ascended, don’t bother getting it because it is overly expensive and honestly underwater combat is mostly abandoned in any future content. Keep the rare one you get from the story.

I notice you want to do condi. Ele is probably one of the worst classes for condition damage. That said dagger/focus is an interesting combo. Signet of fire and earth add low cooldown condi application combined with Earth traitline. To be perfectly honest I think you should try engineer if you want top of the line condition damage. Lots of things you can do much like Ele and it has a very viable condition damage build that runs off of Dual Pistols and Viper stat gear.

(edited by Senario.2038)

please revamp churning earth

in Elementalist

Posted by: Senario.2038

Senario.2038

Thing is if you changed it to a charge up skill I would argue that nobody would charge up the spell due to how easy it is to interrupt. If that change was made I would NEVER charge the spell and press the button the shortest amount of time to get a blast finisher. You completely misread the post in thinking 1) i actually bother using churning earth and 2) I cancel it without getting the blast finisher.

If you channel for any period of time longer than 1 second it is a free interrupt along with huge damage that follows that interrupt. I don’t agree it should be a risk reward thing because a channel without stability and with mediocre damage is NEVER worth the risk. At the amount of time you have to stand still and channel without stability I would argue it would never be worth it without one shotting nearly everybody and of course nobody wants that.

You want risk reward? Go play tempest because for all it does wrong it at least tries to make the risk worth the reward. Churning earth does not do that and will never do that.

So Anet can make it worth channeling. They can either make it safer to channel with stability or protection, or the end result could be made more powerful. AOE KD like Kyon suggested would be a force to be reckoned with, and if people decide they all want to just release it asap, well that’s their choice.

CE is far from ideal at the moment, but there are so many ways that they can make it better without changing its identity as a skill.

Pulsing damage would not solve the problem either as enemies will likely go ahead and interrupt you after taking the first tick of damage. Then hit you for a massive amount of damage because you effectively can’t do anything. Again, the only way pulsing damage would work is 1) with a lot of stab and 2) with a lot of damage.

A fire and forget model makes a lot more sense in both a PvE and PvP setting as in PvE it would make the skill usable and in PvP it would not be simply laughed at as the enemy interrupts you and does massive damage. Its counter play then would be seeing the AoE on the floor and simply moving out of it.

There is no justification for the channel time on Churning earth with no stability and an extremely low amount of reward. A delayed blast finisher even at lower bleed stacks or damage would be better than a skill that is completely trash.

Honestly, what’s stopping enemies from ccing you and doing massive damage at any other moment?

What you don’t seem to understand is that, while it might make the skill far more usable to be “fire and forget”, it’s completely changing the identity of the skill to be something like eruption. It doesn’t make sense from a design and development standpoint. Why would you want to create more of the same, especially when there are animations and other assets that you might have made for the skill already? Why is dagger, a mainly PBAOE weapon, suddenly getting ground target spells that are more suitable for ranged weapons?

It makes far more sense for the devs to take what they have and modify/improve on the effects rather than to change it entirely-if they even change it at all, since there are so many other more notable issues that need addressing.

So really, ask for changes that make sense, not ones that require entire retooling of a skill, especially one that just makes things risk-free.

Thing is why does it need to be a risk reward skill? What other weapon skills that people use do risk reward? Not things like overloads but weapon skills? As this is the Ele form I do consider making a skill that is currently unusable into something usable as an important discussion to have. Even earth 5 on focus for ele isn’t a risk reward thing, it is pure reward. You are INVINCIBLE for a few seconds and can attack during that duration. Risk reward should be kept within reason and currently you would have to buff Churning earth massively or rework it to make it worth it.

And you know what is preventing them from CCing you at other times? You are a target that is moving and attacking as well as one that can dodge that CC. Churning earth gives up all of these in order for a very lackluster reward and I would only ever consider it being useful at its current channel if it was given massive stab and protection as well as much more damage and even then it might not be worth it because if you see somebody using churning earth that is a huge indicator to just start backing up and backdodge. Then resume your attack immediately after they finish.

You can keep believing that people will charge the skill if it is turned into a charge skill but I highly doubt anybody would charge it and would rather fire off the skill quickly for the blast finisher and Might. The charge type style you suggest would not only give a false sense of choice but would actually be a marginal improvement as you would get one extra blast finisher. Otherwise the damage will not be high enough for a reasonable level of charge to make it worth it. A fire and forget model doesn’t need to necessarily be ground targeted though that is possible. It could also apply a buff that creates the shockwave around the character when it goes off, maybe with some earth animation playing around the character’s feet. That said a fire and forget model would make the skill have a good medium of utility and damage as being able to cripple the enemy is useful.

please revamp churning earth

in Elementalist

Posted by: Senario.2038

Senario.2038

I don’t agree that CE should be a ‘fire and forget’ spell. That takes all the risks out of using it and would probably result in the effects of the spell being nerfed.

The problem is just that since CE currently has such a long channel to get to the actual effect, it means you’re self-rooting for an effect that rarely gets off successfully.

The spell should be revamped to be more like it was in GW2 beta, where iirc you could hold the spell to charge and release it when you wanted. They can make it have reduced damage and bleed stacks depending on the charge time.

Another idea would be to make it so that CE not only pulses cripple during the channel, it also pulses damage like overloads currently do.

As it currently stands the effect is nowhere near useful a fire and forget model would be best as what you suggest would likely never see any charge.

As I’ve said, the charge-up effect used to be there, so it’s obviously do-able. Changing it to a “fire and forget” spell like eruption requires changing the spell to be ground target, which is fundamentally different from the current pbaoe spell, I’m pretty sure your idea is less likely to be implemented, if anything.

And also, my 2nd idea of making CE pulse damage is also a relatively small change, yet with some reduction in the total channel time it could relieve the lack of pressure that the current channel introduces.

I would press the button simply for the blast finisher. When you aren’t using the skill the damage is Zero so even if they nerfed the damage slightly I would much rather have the skill be usable compared to something you will never use.

Blast finisher doesn’t happen until you actually finish the channel…so I hope you haven’t been self-interrupting yourself mid-combat…

A “fire and forget” spell would be more useful in most situations, however that change not only lowers the risk/skill involved in using it, it also changes CE drastically to an entirely different skill, which the devs are unlikely to do. Why not just add on to/improve the current mechanics?

^I agree with Kyon, the effect should be increased to match the risk, or the risks should be lowered through other means.

Thing is if you changed it to a charge up skill I would argue that nobody would charge up the spell due to how easy it is to interrupt. If that change was made I would NEVER charge the spell and press the button the shortest amount of time to get a blast finisher. You completely misread the post in thinking 1) i actually bother using churning earth and 2) I cancel it without getting the blast finisher.

If you channel for any period of time longer than 1 second it is a free interrupt along with huge damage that follows that interrupt. I don’t agree it should be a risk reward thing because a channel without stability and with mediocre damage is NEVER worth the risk. At the amount of time you have to stand still and channel without stability I would argue it would never be worth it without one shotting nearly everybody and of course nobody wants that.

You want risk reward? Go play tempest because for all it does wrong it at least tries to make the risk worth the reward. Churning earth does not do that and will never do that.

Pulsing damage would not solve the problem either as enemies will likely go ahead and interrupt you after taking the first tick of damage. Then hit you for a massive amount of damage because you effectively can’t do anything. Again, the only way pulsing damage would work is 1) with a lot of stab and 2) with a lot of damage.

A fire and forget model makes a lot more sense in both a PvE and PvP setting as in PvE it would make the skill usable and in PvP it would not be simply laughed at as the enemy interrupts you and does massive damage. Its counter play then would be seeing the AoE on the floor and simply moving out of it.

There is no justification for the channel time on Churning earth with no stability and an extremely low amount of reward. A delayed blast finisher even at lower bleed stacks or damage would be better than a skill that is completely trash.

please revamp churning earth

in Elementalist

Posted by: Senario.2038

Senario.2038

I don’t agree that CE should be a ‘fire and forget’ spell. That takes all the risks out of using it and would probably result in the effects of the spell being nerfed.

The problem is just that since CE currently has such a long channel to get to the actual effect, it means you’re self-rooting for an effect that rarely gets off successfully.

The spell should be revamped to be more like it was in GW2 beta, where iirc you could hold the spell to charge and release it when you wanted. They can make it have reduced damage and bleed stacks depending on the charge time.

Another idea would be to make it so that CE not only pulses cripple during the channel, it also pulses damage like overloads currently do.

As it currently stands the effect is nowhere near useful a fire and forget model would be best as what you suggest would likely never see any charge. I would press the button simply for the blast finisher. When you aren’t using the skill the damage is Zero so even if they nerfed the damage slightly I would much rather have the skill be usable compared to something you will never use.

please revamp churning earth

in Elementalist

Posted by: Senario.2038

Senario.2038

I am finding that with the game having so many interrupts, skills with long channels just become useless (this is mostly from wvw/pvp view) as people learn the animations and how to play. Churning earth with its cast time is a suicide.

By the way you get no stability for using it so it is technically even worse than Overload earth which by itself is just “ok”.

Churning earth needs to be a cast and forget with a delay much like Staff water 2 or Dragon’s tooth. It doesn’t even need a whole bunch of damage though it would be nice. The Crowd control/bleed/blast finisher would be more than enough.

Arenanet's failing ESports ideologies.

in PvP

Posted by: Senario.2038

Senario.2038

I would like to point out that GW2 as an esport is indeed flawed from the beginning not only in the things you mentioned in the first post but because it is an MMO, a genre that has several different modes to play. Every time they make a balance change around PvP both PvE and WvW suffer because the balance was not made because of those modes regardless of whether or not it was needed in those modes. The huge benefit that games like Dota2 and LoL have is that they effectively have one game mode which EVERY SINGLE PERSON PLAYS. So all balance changes effect everybody evenly without impacting unrelated game modes too much. It is a very arcade like style that allows this to happen.

By focusing so much on their PvP esport they are ignoring a large amount of players who also contribute to the game’s future through buying gems. As an MMO Guild Wars 2 needs to focus on what makes an MMO great which is usually any unique features the game has and PvE which most everybody needs to play. In this case the unique feature is World v World which is something I have not seen in other games and I think has the potential to be a really successful mode. The problem is that despite the game being called “guild wars” there really isn’t much guild wars going on. It is more like “let me stand on this point PvP wars”.

Tempest suggestions

in Elementalist

Posted by: Senario.2038

Senario.2038

I really hope Anet is actually paying attention to the plethora of suggestions and ideas floating around for elementalist rather than just looking at sPvP and saying “WELL WE DID OUR JOB GUYS.”

please revamp churning earth

in Elementalist

Posted by: Senario.2038

Senario.2038

They do need to make churning earth more like dragon’s tooth. It will still have a delay so honestly the counterplay would be to walk out of it. Otherwise the whole skill is just something that will never be used and that is a terrible way to design a skill.

Insufficient Hero Points on Map To Unlock

in Guild Wars 2 Discussion

Posted by: Senario.2038

Senario.2038

Prior to HoT I had alot of SP/HP in tomes which unfotunately got converted to shards not HP as all charac were lv 80. Now, I have completed world map prior to HoT and when I spent all the HP Anet left my mesmer, post HoT, I am 85 HP short of fully unlocking “all of the elite spec” traits. Maguma is said to give 40 (per wiki) so where are the other 45. Do I delete all my characters since they cant obtain the elite traits. I would not mind except i don’t want to re-train carfting back over 400 times 8. I have not received any help replies in any map. Anet please advise as your search engine does not answer this question. What good is a partial unlock with no ability unlock the skill/traits I paid for by this purchase?

as said above, there are only “40” hero challenges in HoT but they each give 10 points so 400 Hero points. For some you need to have a buddy or two help you out with because they are difficult but in general you should have more than enough that are easy to get to get your HP up so you can fully unlock your class of choice.

Visual nerfs [Merged]

in Guild Wars 2 Discussion

Posted by: Senario.2038

Senario.2038

Fire(tennis) ball. I don’t see why this isn’t just an option if you want to turn your graphics all the way down. Other games do it where you can reduce particle effects down based on what your computer can handle. Why not GW2? I don’t have a good gaming pc in order to have less visual effects when my game handles everything at the highest setting or near highest setting very well. Let it be an option then I wouldn’t be displeased with it, other games have less particle effects as an OPTION not as a requirement.

Fireball, whaaaaat!?

in Elementalist

Posted by: Senario.2038

Senario.2038

Fire(tennis)ball is what I now call it and I do my best to try and ignore it. That said, why is this a strict enforcement across the board for everybody? You should be able to turn up and down particle effects in the options for the game. I did not build a good gaming PC to have my graphics nerfed when my computer can more than handle it.

Builds Diversify Death of the Berserker

in Guild Wars 2: Heart of Thorns

Posted by: Senario.2038

Senario.2038

To be perfectly fair berserker is only a name that is seen “negatively” for a certain type of playstyle that is not helping build diversity.

That is a build that is PURE GLASS for maximum damage and nothing else. It doesn’t matter if it was berserker stats/assassin stats/Sinister stats/Viper Stats it is all the same problem rooted in the fact that there is a timer on the fight and you cannot hope to complete it without going full damage.

Enemy damage has to mean something but not enough for people to forgo tanky stats because you get one shot anyway (problem with fractals and zerker meta pre HoT). And of course the timer needs to be lengthened considerably or removed.

In all honesty anet’s version of “difficult” reinforces the zerker meta because you need to do more damage to even beat the thing. It is somewhat conflicting because if you make things easy, yes everybody can do it with a wide amount of builds but then ppl complain it is too easy. On the other hand if you make it overly difficult the only viable specs are pure damage builds.

That said I don’t have a problem with some classes going pure glass dps. If that is their role in the raid that is fine and they should be allowed to do that. For example your Power damage dealer and Condi damage dealer. But when you have classes that are supposed to tank or heal and they cannot go tanky or heal without possibly failing the event you have a problem. It all goes back to trying to give people challenging content but ultimately that conflicts with build diversity.

Is playing meta events for XP futile?

in Guild Wars 2: Heart of Thorns

Posted by: Senario.2038

Senario.2038

In all honesty it would be bad game design for diminishing returns to hit while doing a map meta event. There is absolutely NO REASON for it to happen and honestly I find the idea of diminishing returns silly since dungeons aren’t a thing anymore and most “rewards” for these events are items, not gold. If something is insanely spammable then maybe fix that but the new meta events should give you full rewards 100% of the time.

Ascended salvaging

in Guild Wars 2: Heart of Thorns

Posted by: Senario.2038

Senario.2038

Hello, after yesterday I feel kinda tricked… I was working toward my legendary backpiece collection and here it comes:

Dark Energy descriptions says: “Salvaged from ascended gear.”
Ascended salvage kit says: “Dark Energy and other items can be salvaged from weapons, armor, and other trinkets”

So took it as granted that I will get dark energy from ascended trinkets, tried to salvage dark energy from asc amulet, so I spent 6 g and 12 guild commendations (1g for salvage and 5 g for guild commendation trader), then got surprised with the outcome – 5 x +1 agony infusions, like for real? Then a thought came to my mind, that I might salvaged wrong item even thought I coulnd’t find any ascended in my bags, so tried to buy new one and… 9 x +1 agony infusions… Gave the game last chance bought third got about 7 x +1 agony infusions. So total:

Spent:

- 18 g + 36 guild commendations, (guild commendations took me about 9 weeks to get, since low week cap)

Income:

- 21 +1 agony infusions

Conclusion:

- Joke

Now here comes the questions, “really anet”? Checked some rate drop on the internet and it says in most cases u get this, I wonder who while designing the ascended salvaging possibilities thought about this, guess none. I often hear when you people do interviews about ‘we thought this was fun, that would be really cool’, so could someone explain it to me how spending 9 weeks of guild mission farm and quite an amount of gold just to get items worth 40 silver is FUN? Not to mention it’s not fair at all, if I’d know the person responsible for this design I should probably report him/her in game for ‘scamming’. Also by decisions you make, you probably are aware that tons of gold sellers exist right?

I just wonder what’s the point behind it? You said you wanted to get rid of rng if it comes to precursors, so instead you decided to make another rng hell regarding ascended salvaging? (not only dark energy but also ‘Fatebreaker’ title, after salvaging over 30 rings I just gave up).

Maybe I’m just unlucky, but I really feel tricked and robbed by the game, even though i spent over 2000 hours in GW1/GW2 combined, I don’t like neither feel like the game is still for players like me (not a type of 12h per day farm guy nor gold seller user).

That would likely be Anet’s economist John Smith. Most of the cost things were very likely his idea.

Honestly ascended salvaging is terrible. Not only does it cost way too much gold but it simply isn’t worth it in most of the cases. In all honesty it should just cost fractal relics and a very small amount of gold because the real cost to salvaging ascended gear is already covered. Ascended gear of any type except rings is the cost, even with rings you can only get them from a daily fractal chest so it isn’t like they are unlimited. Salvaging ascended should not be significantly more expensive than salvaging other gear as the cost is covered by what it takes to get that gear.

Stop complaining

in Guild Wars 2: Heart of Thorns

Posted by: Senario.2038

Senario.2038

No. We have a right to complain. Man up. The HoT expac is disappointing and flawed and I will point out when and where

Oh yes, everyone wants to hear you complain. Makes it oh so pleasant.

To be fair he does have a point. As consumers it is their right to express approval or disapproval at the product sold to them. If it was given out for free I’d be on the side of “don’t complain ever” but it wasn’t so let them complain. We’ve already gotten some good changes out of that feedback such as removing Itzel Tier 4 from progressing the story and fractals being “improved”. People are still skeptical of that last one, to be fair…I am too.

Upcoming Fractal Changes

in Fractals, Dungeons & Raids

Posted by: Senario.2038

Senario.2038

a) fix collection
b) reduce ascended salvage tool cost by A LOT

I agree with this. If you salvage an ASCENDED item the cost should not be in the tool in any significant manner. You are salvaging an ascended item, that should be more than enough cost for the salvaging of the gear. You can’t even sell most of the materials and the ones you can sell simply aren’t worth it to sell at the current prices. It’ll be less worth it once the fractal changes hit because now you are getting matrixes that only give you 1 key and likely won’t cost more than a key because that is one of the few things it is good for.

Questioning Dragon Stand loot phase design

in Guild Wars 2: Heart of Thorns

Posted by: Senario.2038

Senario.2038

Because the Labyrinth post-Vinewrath isn’t the same? How many times do you think someone’s stopped and rez’d me if I’m one of the unlucky ones who get targeted and insta-killed?

None.

It’s fine.

Unlike Labyrinth you don’t have a universal mechanic that gives everybody the same amount of tankiness. You get turned into a ball and are invincible to dogs during that sequence most of the time if you do it right. You can even actively stun the mobs. Adding to this…EVERY CLASS dies in one hit, the only mechanics to kind of work in distracting the dogs are stealth and clones and even those don’t save you for all that long. The labyrinth is easy to run, but when you have so many mobs that you cannot escape all that well and that nobody wants to fight it is problematic. Classes with low hp pools get destroyed and those without significant ways to avoid damage just have trouble even getting to the pods. Try a shadowscale jumping on you and see how fast you get annoyed with it. You also have to kill the mobs to even think about opening these pods because they take a second to open unlike the labyrinth pods.

400 gems for a bag slot is ridiculous...

in Guild Wars 2 Discussion

Posted by: Senario.2038

Senario.2038

I would only consider it a fair price if it was account bound rather than character bound. There is no sense to make it character bound as that is completely backwards.

What if you had to buy an outfit for each different character in order to wear it on them? Crazy right? Purchases made with real money should offer a good value for what they cost. Simply put having them be per character is NOT worth it in any situation.

Overloads and dps?

in Elementalist

Posted by: Senario.2038

Senario.2038

tldr

I’ll be honest I stopped a short time in because you are such a condescending player. I know how to play my class and I’m saying that I generally don’t agree with the idea that you will never die.

Don’t bother replying if you’re just going to be a condescending jerk lol. You see it as complaining about picking on me but that is just your justification for not staying calm and stating your opinion without calling other people bad for having a different opinion.

Overload DPS is alright but I think having the water traitline is very beneficial in general to the group more so than just taking tempest instead.

P.S. Go ahead and spend 1 hour writing another post where you proceed to not make a case as to why to listen to you. I’ll be waiting, every hour you waste is frankly kinda funny to me.

Profanity/hateful speech reaching new peaks

in Guild Wars 2 Discussion

Posted by: Senario.2038

Senario.2038

No thanks

Implementation of a Code of Conduct is the first step in a SJW takeover of a space.

Pretty much this.

A code of conduct isn’t necessary. This is the internet, people say things. Get over it. It’s not gonna hurt you. etc, etc, etc, things we’re all already thinking

Actually it totally is. In the real world you face consequences for your actions and if you are nasty to other players profanity or not then you deserve the punishment. In an online game ppl say whatever the heck they want (again not related to profanity) and regardless of how bad it is they don’t suffer any consequences.

I’d like to call attention to the fact that telling people to “ignore it” “man up” or “stop being so sensitive” is actually not addressing the problem. If people are insanely rude in a game and nothing is done about it what kind of game does that make it? Will new players who are VITAL to an MMO going to stay around? You’re ignoring the problem here.

Yes, people have gotten increasingly rude since HoT released. It isn’t limited to PvP but also PvE. (WvW is anonymous so no problems there).

Overloads and dps?

in Elementalist

Posted by: Senario.2038

Senario.2038

Watch this. Tempest staff build now appears to be the highest DPS staff build.
https://www.youtube.com/watch?v=8kw7zQi-t1s

Yeah I think people really should try out for their own.

It’s really different from pure fire spam Ele which I really like it.

I used to hate playing Ele in PVE because of this. (I want to be AOE cannon build, but I find that playing that is too boring because our highest dps rotation is spamming /stacking in fire).

I agree, having the additional Overloads makes the gameplay so much more interactive beyond Fireball, Lava Font and Meteor Shower.

People seem to forget to factor in the ~10 pulsing stacks of might from overload fire and ~15 stacks of vulnerability from overload air. Taking Harmonious Conduit also helps negate the damage loss of not taking Bountiful Power or Aquamancer’s Training quite a bit if you save the most damaging parts of your rotations for when it’s on.

The problem is the argument for 10 stacks of might and 15 stacks of vuln is unimportant because in any well organized group for pve you should be getting 25 stacks of might and 25 stacks of vuln (for the enemy) regardless.

It only works in a solo group and you have to give up damage and healing. The dmg from overload is alright but the fact you have to be so close will honestly be a huge detriment as you will get destroyed by high damage mobs.

Any point to playing tempest?...

in Elementalist

Posted by: Senario.2038

Senario.2038

Tempest was represented by every team in the monthly finals the other day, so that is something, but still basically as a support/bunker role.

So given that, I don’t think it’s in too bad of a state. When I played with it, it certainly provided more support and survivability than the old bunker spec.

However, it’s a really bad time right now to be a bunker, particularly if you are going solo without a team you can count on to support you. There is just so much burst damage being thrown around right now that you get wrecked.

Personally, I still think the spec is underwhelming and flawed in comparison to other elite specs. Reaper, scrapper, dragonhunter, for example, opened up a lot of new builds. I think there is like 9 different reaper builds up for draft and test on metabattle. Like the addition of Reaper actually made bunker necro a thing. I saw someone play the build in the finals.

We, on the other hand, have like 4 which are all variations of the same celestial support/bunker theme and all of those focus on auras being their main mechanic and not overloads. Several of the guides I have read even actively discouraging overloading except at specific times, because of how bad it can kitten you over for very little gain.

To be hones, being an aura bot is straight up boring to me. And kind of sad. And I’m pretty much done with elementalist for the first time since the game launched. I’ve posted a lot of constructive feedback on how to make the spec better, but the developers have been completely silent for weeks now.

So I am going to my necro to play reaper because A it’s fun and B the developers apparently give a kitten about it.

It could be worse though. We could be warriors. I did a miss a few games in the finals yesterday, but the one’s I did watch, nobody rolled a warrior.

I assume this is SOLELY from a PVP perspective corret?

In PVE Tempest is quite a solid class with defining tools that outshine other specs in certain aspects. (Many of the new specs ofc are fun, but they’re still in a mix role generally)

Also I do feel like I’m playing a TEMPEST when I constantly summoning thunders all over me and do big AOE damage :P

But if you’re those “PVP-serious high-end must-win” type of players, maybe you’d find Tempest lackluster because it may not be the “top” like the old Ele always were. The funny part is you only brought up 3 specialization that’re considered abit OP right now.

To be perfectly fair even other specs are simply good. Druid has a pretty much unkillable spec now, chronomancer gives excellent team utility to a class that had good single target damage, Herald is an amazing spec that you generally can’t live without. Only Daredevil and Berserker are “questionable” but even they have their uses that benefit the player. Tempest is a pure class that just supports its team rather than gives the player who is playing any kind of benefit. You are not summoning storms you are channeling a close range storm that is way too risky to use. There is a reason why in PvP you don’t overload and the same applies to WvW. Additionally in PvE’s HoT maps it is VERY dangerous to even get close to overload as you would have to do one of two things in order to survive. 1) Build tankier and therefore do less damage compared to simply being full dmg at a long range. 2) Cancel your overload and therefore not get the 10% dmg increase for only 5 seconds.

I would also say those classes are not OP right now but rather classes who do not mach up (daredevil/tempest/berserker) simply do not match up.

And Madrabbit is right, I do think about switching to mesmer or Reaper from time to time because tempest isn’t fun. And I really enjoy elementalist for its versatility. But if I’m going to be reduced to a support bot that isn’t fun and it certainly won’t be viable in any group other than PvP which is a 5 man balanced type of content.

Any point to playing tempest?...

in Elementalist

Posted by: Senario.2038

Senario.2038

-Tempest brings new aoes with various fields and effects on overload abilities.
-They bring shouts, and warhorn skills that grant more fields, auras and boons

Now here is the thing that kinda bothers me a bit when it comes to tempest and well…any other elite specialization.

People just automatically forget the whole core class and assume they are forced into playing with the new weapon and using ONLY new utility skills…. seriously?

Remember why you started playing elementalist? Remember how fun it was? Remember how versitile it is? (even more so than a revenant is considering he have 4 “weapon” sets at any given time and we can pick and chose whatever utility skills we want)

Well now you get to be all that + whatever combination and synergy you can do with your core weapons, core utility skills and core trait skills.

This is what i think concerns everyone atm. I wont bother saying things like " play whats fun for you, and what you like" cause clearly not everyone plays for fun here.

PS: Who said you need to sit in 1 attunement in order to use a single overload before you are allowed to switch to the next attunement?

Well the 5 seconds of time between switching and overloading is kinda a thing. If you ever want to use overloads you would have to wait. While you mention synergy there is a lot of synergy that doesn’t work on Tempest. The only ones that do work are Aura builds hence it should’ve been called Auramancer.

Fire fields don’t last longer due to Fire traitline, over half the shouts do not have as much utility as cantrips or even signets. The only real reason you use shouts is for the auras they provide on a low cooldown. And those auras are generally for the grandmaster healing trait and the regeneration and vigor on aura. Instead of getting a damage type class to compliment or change up the way you play an ele you are forced into more bunker and more team support essentially being this game’s equivalent of healer/buff class.

You aren’t forced into them, but compared to other classes it is a pretty lackluster elite. It really seems to only have use in 5v5 PvP where team support is a role that does well. If you take a supporting tempest into fractals/wvw/PvE/probably raids you’re just going to be giving up good amounts of regular damage to never use overloads because you will blow up if you use them.

There is no justification for the overload protection to only last 3 seconds instead of 4, for fire overload not to work with the fire traitline for longer fire fields, for speedy conduit to STILL NOT BE FIXED or at least given superspeed instead of swiftness for 5 seconds.

Also, when I think of tempest I think of a class that drops storms everywhere and for an elementalist that will mean in rapid succession and likely from fairly far away. Not being a close up aura bot that only works in PvP (and you never overload).

(edited by Senario.2038)

Any point to playing tempest?...

in Elementalist

Posted by: Senario.2038

Senario.2038

Tempest was represented by every team in the monthly finals the other day, so that is something, but still basically as a support/bunker role.

So given that, I don’t think it’s in too bad of a state. When I played with it, it certainly provided more support and survivability than the old bunker spec.

However, it’s a really bad time right now to be a bunker, particularly if you are going solo without a team you can count on to support you. There is just so much burst damage being thrown around right now that you get wrecked.

Personally, I still think the spec is underwhelming and flawed in comparison to other elite specs. Reaper, scrapper, dragonhunter, for example, opened up a lot of new builds. I think there is like 9 different reaper builds up for draft and test on metabattle. Like the addition of Reaper actually made bunker necro a thing. I saw someone play the build in the finals.

We, on the other hand, have like 4 which are all variations of the same celestial support/bunker theme and all of those focus on auras being their main mechanic and not overloads. Several of the guides I have read even actively discouraging overloading except at specific times, because of how bad it can kitten you over for very little gain.

To be hones, being an aura bot is straight up boring to me. And kind of sad. And I’m pretty much done with elementalist for the first time since the game launched. I’ve posted a lot of constructive feedback on how to make the spec better, but the developers have been completely silent for weeks now.

So I am going to my necro to play reaper because A it’s fun and B the developers apparently give a kitten about it.

It could be worse though. We could be warriors. I did a miss a few games in the finals yesterday, but the one’s I did watch, nobody rolled a warrior.

It is disappointing that the only real time Tempests are useful are during 5v5 PvP situations and not really much else. I do recognize that aura bot is actually ok now with tempest but tempest as a concept really should’ve just been called “auramancer” there isn’t anything tempest like about it.

Tempest suggestions

in Elementalist

Posted by: Senario.2038

Senario.2038

Agreed with most of these. Not sure what to do with lucid singularity though. Maybe add regeneration to it so it competes with elemental bastion? It is kind of hard to justify anything other than sustain when tempest is so vulnerable during the overload. One stack of stab isn’t enough, 3 seconds of protection isn’t enough, speedy conduit still doesn’t give 8 seconds of swiftness and only 5 seconds of it (would be fine if it was superspeed instead of swiftness) and so on.

Water overload isn’t fine imo since it isn’t even a water field and doesn’t heal much at all. Earth is alright but I think it lacks a bit of damage, the stability on it is perfect though.

Generally a lot of these suggestions are good for PvE, PvP, and WvW.

Persisting Flames & Fire Overload

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Posted by: Senario.2038

Senario.2038

This is disappointing as it eliminates synergy with other traitlines. Tell me why Scrapper can have 10% free crit chance simply for using the hammer with another trait but Ele cannot have a longer lasting fire field taking fire and tempest? It is just silly.

64-Bit Client and "A Light in the Darkness"

in Bugs: Game, Forum, Website

Posted by: Senario.2038

Senario.2038

In this story mode instance from the original story when you try to meet the pale tree the game will crash regardless of which character you use.

Note: This only happens on the 64 bit client.

Small Changes to Tempest

in Elementalist

Posted by: Senario.2038

Senario.2038

My 2 cents for basic changes Tempest really needs:

Water Overload needs a huge buff. As it is, it’s a deathtrap. Baseline stability a la Earth Overload would be nice (1 or 2 stacks?). And the bulk of the healing should come DURING the channel, not at the end. Even then, I’m not sure it’s enough to make me use it. I’ve heard of people talk of invulnerability during the channel. That’s probably too much but something serious needs to change with this skill.

Actually, how about chilling enemies during Water Overload? At least that way you aren’t totally helpless offensively during the channel. And it would be a better escape skill.

Secondly, Rebound needs attention. Higher healing numbers can fix this skill, really it isn’t that hard. I think the healing numbers could be 2x-3x more, easily. And you need to get a better payoff if the heal does not proc, maybe 50% healing + the aura?

I would agree with this in general. Though there are lots of ways to solve water overload’s problems. I agree with the front loading of the healing with the end being more of a bonus. Additionally I’d like it to actually create a water field but that is just me since blasting water is by far one of the most effective ways to heal.

how much dps lose for tempest

in Elementalist

Posted by: Senario.2038

Senario.2038

I figured you would come back with that argument, which is why I specifically stated twice that you don’t need to be a pro to survive in melee. You don’t need to “play 100% perfectly to get any sort of benefit out of your class” as you so ridiculously put it. You just need to know what you’re doing.

There is a difference between being an inexperienced player, being a good player, and being a great player. An inexperienced player will not know when to use defensive abilities, will not know when to step out of the boss’s range while using an ability with greater range in order to not lose DPS, will not know when to use their heal effectively, will not know which attacks should be dodged and which are okay to be facetanked, etc. etc. A good player will know some of these, but not others. A great player will know all of these.

An inexperienced player who does not know the above will die, regardless of their class or build. A good player, depending on specifically how good they are, will be able to survive in melee with mild to no difficulty.

Do you honestly think that inexperienced players should be able to do challenging content with ease? Or do you think that the game should require a modicum of skill in order to succeed?

And yes, I do help players who are actually interested in learning instead of just using the excuse “Well I died because my build is too squishy”, but thank you for assuming from a single post that I am a horrible person. A little quick on the draw there don’t you think?

Regardless, this is getting off topic. I’m not going to start a flame war with some random person I’ve never met before. If you want to keep crying because someone you’ve never met before disagreed with your point of view, then by all means go ahead. I’m done wasting my time.

The OP’s topic is about Tempest DPS, and the answer is that, in PvE at least, Tempest is both a DPS increase and a survivability increase.

Coming from the person who called another bad because they disagreed? The topic is about tempest DPS and I do think that in terms of risk reward there is not enough reward for tempest. You are making assumptions that I want everything to be kitten easy when really that isn’t true. However I do want to be given a fair shot at something.

You are again falling into the whole “well you’re bad so you wouldn’t understand” idea which really is just false. It doesn’t matter if you said you just had to be “good” good is relative. It is not an objective point or line where you pass it and all of a sudden you are good.

Now, you still haven’t told me why your opinion is more valid. I highly doubt your claim of actually helping people as you can simply say that. That said I don’t see how blaming the so called people you consider “bad” is something that is productive to finding the problems with the class, finding the good things about the class, and adjusting based on those things.

As much as you would dislike to hear it, your argument is straight up being elitist and condescending and there is no real reason I or anybody should take you seriously when your first assumption about opposing views is that they are bad. And you not wanting to start a flame war is highly unbelievable because you could’ve just let it go instead of calling somebody out as “bad” in your opinion.

Rebound breaking game, ressing downed players

in Elementalist

Posted by: Senario.2038

Senario.2038

I’d argue that if Rebound ressed down and maybe fully dead players it would justify it not healing all that much lol. That would be amazing to have as an elite. At the very least res downed players.

Overload FORM

in Elementalist

Posted by: Senario.2038

Senario.2038

After 5 seconds in an attunement, you can use overload and you channel it for 4 seconds.
In these 4 seconds, you cannot defend yourself through your spells.
You cannot dodge either. Afterwards a 20 second cooldown is thrown on the attument.

So you basically become a punching bag so to speak when overloading.

People will know, that you can hit the tempest with all you got during those 4 seconds.
Besides boonstripping and interrupting.

That is what I dislike the most about the overloads. The defenceless feeling.
In several scenarios it feels like weakening yourself, rather than empowering.

Cant the overload be a form that lasts 4 seconds, rather than a channel, so that we can dodge?
Similar to other form spells where you can dodge (the Plague form from Necros for example and our Tornado).

Maybe in addtion the form could have a few spells, like Plague and Tornado.
Defensive spells, beside the overload.

Other options could be access to our heal, utility spells and elite spell while overloading.

As tempest is not really popular in pvp, this form improvement could be welcome.

Forms are not something new to implement. It already exists in the game.
That might make a change like this easier to do and likelier to happen.

Or at the very least give us 4 seconds of protection on starting an overload rather than 3. That leaves 1 whole second of no protection without using a utility where you cannot swap attunements/dodge without interrupting the overload.

how much dps lose for tempest

in Elementalist

Posted by: Senario.2038

Senario.2038

Being melee does not put you at unreasonable amounts of risk, that is a common propaganda message of bad players. Almost every fight in the game can be done completely safely while in melee, and you don’t even need to be a super pro player to do it.

Also, as illustrated above, Tempest has better survivability than Water, which makes it more ideal to use than the classic Fire/Air/Water build.

Also, the real benefit from tempest is not the might stacking, it’s the increased DPS (with better group support being a secondary bonus).

Being squishy in PvE is completely irrelevant because good (just good, don’t even have to be great) take almost no damage to begin with.

Overloads don’t get interrupted in PvE unless you are dumb enough to start channeling them right before a boss does a disable (which are all telegraphed and extremely predictable).

So your argument against the points made is that players who have a problem with the amount of risk you take for using tempest are bad. Well that totally clears it up, case closed, clearly all eles play exactly the same and definitely take almost no damage.

That really is all your argument boils down to, calling out players for being bad rather than focusing on what the spec is lacking and what it does right. Your experience may be “oh it is all so easy” but no matter what class you should not need to play 100% perfectly to get any sort of benefit out of your class.

So tell me, why should I take anything you say seriously since clearly you aren’t interested in addressing people’s concerns or teaching them “how not to be bad” as you put it. Considering that you attacked me for being bad and specifically pointed out my post for it I highly doubt you are doing anything to solve the problem if you think the spec is good and people don’t know how to play it. Are you teaching people how to do better? Or are you just calling out people for being bad if they disagree with you?

how much dps lose for tempest

in Elementalist

Posted by: Senario.2038

Senario.2038

You type all that, and we still don’t know if the OP is talking PVE or PVP. If it’s PVP then I stand by the statement that air/fire/tempest is terrible. PVE, no idea.

PvE tempest is alright if you go staff though I would stand by the statement that while the damage is “higher” you also put yourself at unreasonable amounts of risk due to how close you have to be for overloads to matter. In a PvE situation building tanky stats will always result in a loss of dps and as per usual you always want a high amount of dps. Tempest, having a lack of protection on the last second of overload and a lack of ways to get perma protection without running full shouts (which is not feasible in a PvE build without dropping damage.)

You can get similar effects from going fire/air/water and playing well to stay above 90% hp. The only real benefits tempest does give you as a staff ele is easier ways to stack vulnerability and might which honestly should be a team effort as you are still way too squishy to use your overloads and if they are interrupted you are still locked out for the full duration.

Basically, your dps is ZERO when you are dead.

DS Meta Changed my opinion of HOT

in Guild Wars 2: Heart of Thorns

Posted by: Senario.2038

Senario.2038

Dragon Stand is definitely the highlight of the entire Expansion and honestly I hope all content can match up to the quality of the battles in it.

That said, I’d be lying if I were to say I also enjoyed all the rewards coming out of that map. Opening a bag…within another bag…for two blues and a green feels just bad. And getting little to no gold or enough materials to sell for a good amount of money.

Reclaimed weapons aside (which are kinda convoluted in how you are supposed to get them. Rare → Mystic forge blue reclaimed and green reclaimed from what I understand).

For something that takes about 2 hours (1 hr 30 min in an organized group then 15 min for pods) it really should have better rewards, or at the very least pods need to not be guarded by shadowscales who will jump on your char’s face and there isn’t much you can do about it.

Small Changes to Tempest

in Elementalist

Posted by: Senario.2038

Senario.2038

If the protection lasts the duration of the overload, that means someone who has traited for protection on aura can get extra protection coverage. Combine that with earth overload giving protection on its channel and the storm afterwards, you hit long durations of protection.

Well obviously if you take a WHOLE TRAITLINE for getting more protection (earth) it should be workable. I don’t see how this is unbalanced, you take two whole traitlines in order to get protection up for a longer period of time. Something that is very intrinsic to a spec that is supposed to be close to the enemy even for overloads like Air Overload.

Yes, you get long periods of protection but that is part of the playstyle when you go in as a light class with the lowest base hp in the game. The only way to properly survive is to apply protection. The other way is to heal a ton and while dagger dagger ele has good healing with heal signet it is spread out over time compared to Altruistic Healing on Guardian who is in heavy armor and can still access protection relatively easily as well as Aegis.

Point still stands, why in a spec where you take out the ability to dodge and even switch attunements for four seconds that the boon to help make that possible is only 3 seconds? Not to mention that even if you were to change the overload protection to 4 seconds you would have 4 seconds of protection to cover the overload. 3 seconds after the overload to switch to another element or do more skills if you took the whole earth traitline. It takes 5 seconds to overload. Any other protection you gain is through active usage of your skills and utilities which makes them fine as they are usually on exceedingly long cooldowns and you will not run all shout auras in any gamemode.

Also, how is this any worse than Water+Tempest with invigorating torrents? You cure a condition and have vigor as well as regeneration available most of the time which is part of your defenses as an Ele that has to be in close range combat.

How much is HoT worth?

in Guild Wars 2: Heart of Thorns

Posted by: Senario.2038

Senario.2038

25-30 dollars for me, Number pending assuming they fix the drop rates/make rewards higher.

Also if they add more living story.

If they don’t do any of that well…It’ll drop down to 15-20 for me.

If they do maybe it’ll reach up to 50, but only if they really work at it.

How do I make gold now?

in Guild Wars 2 Discussion

Posted by: Senario.2038

Senario.2038

Good question, considering they nerfed nearly every single way to generate gold in the game even silverwastes chest farm I find it highly likely they want you to spend real money on gold. Lets be honest, I assume most players in GW2 are smarter than your mobile game players. We will NOT spend money on buying GOLD of all things.

Give us a good game and good content and you won’t need to worry about people paying gems for stuff. I was considering buying a Watchwork pickaxe and maybe the other gathering items but considering how much I need gold that is going on the backburner.

Rewards for nearly every piece of content, especially new content, needs to be way higher. As much as I love Dragon Stand I have not earned rewards anywhere close to what I’d want out of spending 2 hours of my time in a well organized map that sometimes fails. You should be getting LOADS of loot for doing a big meta event like that since it lasts so long.

Not to mention Fractals where keys often cost more than the loot you get out of the boxes. And if you wanted the legendary backpack you would need to spend gold you don’t generate on an RNG salvage that cannot be salvaging rings which you get from fractals. You have to actually salvage your ascended armor or weapons, and most of us don’t have spares just lying around. Even if we did have spares, it is more likely than not that they would be better used as different stats for your character you can switch in on rather than salvaging.

You could probably fix the ascended salvaging problem by decreasing the cost to 25 silver per use and making rings sometimes drop balls of dark matter. You would still be gated by salvaging but it would be affordable and a way to get rid of your trash rings you get from fractals. (Not that you get a lot anymore, they should fix that too).

You can exchange stabilizing matrixes for 2 keys, once you got the first fractal mastery, no need to pay 20s for one.

Yeah I did that, with matricies at about 30 ish silver right now I got an average of….
10 silver per box (shocker) meaning 20 silver for 2 keys. I salvaged 1 ascended ring today for 5 matrixes. 10 keys, average of 10 silver and some mats that add up to less than 5 silver on average. I say average because one of the boxes I opened had an item worth 15 silver.

So math:
1 gold -> 10 keys -> 10 silver per key. 1 gold. I earned zero money.

5 matrixes at 30 silver. 150 silver. I would have actually earned more money selling the matrixes than I would have opening the boxes. But I opened the boxes.

Either way it is either a 50 silver at most (before TP taxes and listing fee) for profit compared to no profit. Matrixes are likely to not always be 30 silver either, that seems a bit generous considering 1 gold got me 5 today.

There is some serious problems with the rewards across the board in this game post HoT. And again, balls of dark matter are stupid and shut out any chance for a player who is average to get the legendary backpiece even over time.

Edit: yes this is a small sample size but multiple people have already confirmed with much larger sample sizes that opening the boxes is something that is not worth it. I just did it because I knew I’d break even.

(edited by Senario.2038)

Guild Wars 2: Heart of Paywalls

in Guild Wars 2 Discussion

Posted by: Senario.2038

Senario.2038

Very sarcastic but very funny…And depressingly true. Every thing mentioned there is a big point of “why would you ever do this?” for me.

Not to mention that I don’t think rewards in the new maps are super great anyway. 2 hrs approx for Dragon Stand? Well you get bags within bags with blues and greens which you may have to toss into the forge to try and get them to become rares so you can sell them for like 13 gold.

If HoT had equitable rewards and all of the things mentioned in the OP were fixed I would be again willing to spend real money on items in the shop. As it is right now, I don’t want to spend more real money on what is an obvious cash grab for the ingame shop.

Anet, Create good content with equitable rewards and a fun game to play. If you do that people will naturally want to support your game. If you make everything grindy with no rewards you can bet the opposite will happen.

How do I make gold now?

in Guild Wars 2 Discussion

Posted by: Senario.2038

Senario.2038

Good question, considering they nerfed nearly every single way to generate gold in the game even silverwastes chest farm I find it highly likely they want you to spend real money on gold. Lets be honest, I assume most players in GW2 are smarter than your mobile game players. We will NOT spend money on buying GOLD of all things.

Give us a good game and good content and you won’t need to worry about people paying gems for stuff. I was considering buying a Watchwork pickaxe and maybe the other gathering items but considering how much I need gold that is going on the backburner.

Rewards for nearly every piece of content, especially new content, needs to be way higher. As much as I love Dragon Stand I have not earned rewards anywhere close to what I’d want out of spending 2 hours of my time in a well organized map that sometimes fails. You should be getting LOADS of loot for doing a big meta event like that since it lasts so long.

Not to mention Fractals where keys often cost more than the loot you get out of the boxes. And if you wanted the legendary backpack you would need to spend gold you don’t generate on an RNG salvage that cannot be salvaging rings which you get from fractals. You have to actually salvage your ascended armor or weapons, and most of us don’t have spares just lying around. Even if we did have spares, it is more likely than not that they would be better used as different stats for your character you can switch in on rather than salvaging.

You could probably fix the ascended salvaging problem by decreasing the cost to 25 silver per use and making rings sometimes drop balls of dark matter. You would still be gated by salvaging but it would be affordable and a way to get rid of your trash rings you get from fractals. (Not that you get a lot anymore, they should fix that too).

Post Dragon Stand meta event pods

in Guild Wars 2: Heart of Thorns

Posted by: Senario.2038

Senario.2038

So after the Dragon Stand meta event is successfully completed there are areas around the map which open up that you can “explore” to find pods in order to use your machetes.

Now, I put explore in quotes because these areas are filled with mobs that are about as strong as other mobs in the map. And while I understand the intent of these mobs is to get people to work together to get the pods the actual effect is far from it.

With only 15 minutes people will rush through ignoring every single mob trying to get to the pods. Those who are left behind take all the aggro and damage assuming they are playing a class that can’t quite get away as well as a ranger/thief/mes/etc. So the time limit on getting your rewards is already prohibitive to actually working together to kill the mobs so you can open the pods. After a map that lasts about an hour to an hour and a half in a coordinated group it really makes no sense to make it so hard to get to the pods to spend the machetes you got during the event.

I would suggest one of the following two things be implemented.

1) Increase the amount of time you have to get rewards so people aren’t rushing to the pods and have time to take out the mobs as clearly intended and then get their loot. Seeing people run past all the mobs and not help each other on the map is terrible.

OR 2) Remove most of the mobs and keep only the mobs associated with the events. There is really no reason to have a bunch of ambient mobs to interrupt and kill players while they try to open up the reward pods. Especially considering that the map should be mostly empty as you kinda killed everything in the map, and most of those were mordremoth’s minions (who I might add you killed the mouth and story wise the mind was also killed at the same time).

When places like Auric Basin and Verdant brink give you ample time and space to actually open their respective chests…Dragon’s Stand does not at all. (I cannot comment on tangled depths as I have not finished that meta event).

tl;dr rewards in pods at the end of dragon stand should be easier to get to/not be interrupted while opening them. OR more time should be given so people will actually kill the mobs.

Small Changes to Tempest

in Elementalist

Posted by: Senario.2038

Senario.2038

Ok so I’d like to have a topic with a group of small changes that the community would like to see implemented on Tempest since it seems we are most likely stuck with this elite.

I’ll start off:
Hardy Conduit
Protection for 3 seconds on overload
Increased effectiveness of Protection by 20% (40% dmg reduction).

Why is this not 4 seconds to match the overload? Isn’t it supposed to be something that is active during overload so you don’t explode while using it? Having it be 3 seconds instead of 4 makes it so that the last second is a second you are way too close to the enemy for and will likely get one shot. And one second is a LOT of time in all game modes.

What the heck is Tornado?

in Elementalist

Posted by: Senario.2038

Senario.2038

Tornado is something you immediately regret pressing because it puts you into a transformation that doesn’t do a lot of CC, doesn’t do all that much dmg, and you can take full damage in it.

Speedy Conduit is not 8 seconds.

in Elementalist

Posted by: Senario.2038

Senario.2038

Speedy conduit does in fact give only 5 seconds of swiftness.

I’d also like to add a bit of criticism of Hardy conduit which gives you protection for only 3 seconds of the 4 seconds you are in overload. Why? Just…why? I thought overloads were supposed to be covered by this trait.

Is ANet happy with the current tempest?

in Elementalist

Posted by: Senario.2038

Senario.2038

They probably are, even though generally I’ve found that the only reason people run it is that they are trying something new for the sake of something new or read a build made by somebody who says it is “optimal” dps when it makes a lot of assumptions about the mobility of the enemy and their damage.

With the lack of communication with the Elementalist community I wouldn’t be surprised if they didn’t give us anything or respond to any of the feedback since they already ignored the whole “We need baseline stability on overloads to make them work”. Instead they gave us a trait that you have to choose if you want to overload, or choose a trait that makes your auras a bunkery option.

Tempest vs Chronomancer?

in Elementalist

Posted by: Senario.2038

Senario.2038

Utility so like shouts vs wells? I think shouts win. When it comes to WH vs shield due to the way ele/tempest works WH is better then shield there just simply more use for the WH on its own then chron shield. The only thing added Chron gets for its f1-f5 skills is the time split but that in pvp is easy to counter it may have a use in pve though then f1-f5 skills for tempest are all useful and fill a very set in stone roll. I think the only thing chron has over a tempest is it trait line.

There a major problem looking at classes like this for the elite spec your forgetting the main class they are part of. A lot of what tempest is comes is what an ele who was an avages class but with good aoe tools to start with. Chron had mez to start with whom was a major powerhouse of a class with very good single target dmg and effects.

I’m pretty sure I’m wasting my time here since it’s pretty clear you just can’t be convienced that tempest in reality we all live isn’t as good as you think.

YES saying something is bad over and over with out playing it at all it seems or realy understanding it means you have no real position on what going on and how things work out. If you like chronomancer as much as you seem to go to the chronomancer forms and talk about it dont come to another form and just say how bad something is.

Any way back to the major point its a question of AoE vs single target effects when your talking about tempest vs chronomancer. Ele has allways been aoe aimed class so more of its skills are a bit weaker and on longer cd water 5 on off hand dagger is an good example of this. A 40 sec cd for a heal / condition removal is not that good but that it hits 5 targets makes it good.

With the same logic, saying something is good over and over doesn’t mean it is actually good. Plus you seem to think that everybody who speaks out on it doesn’t actually play the elite spec which is at best attacking the people criticizing it and not the actual problems with the spec as a whole.

The big fact is that a lot of people don’t enjoy how Tempest plays and it highly mismatches with the base Ele playstyle. In addition to this the actual new mechanics introduced for ele are lackluster and have few uses due to what other classes can do. Not to mention that Tempest seems way more suited for a Staff build than it does for the close up support it is supposed to be. And it doesn’t even do that all that well because it is not even on par with something like Water.

Well the logic is playing it vs not playing it when it comes to making a point and not just talking about it purely from an ideal point of view. On paper a lot of things about tempest look bad but in real combat they work out well. You would never think staff tempest would be an good aura support due to 600 range limitation and staff only having 1 aura build in but it works you can heal / conduction remove and do high end dmg with out losing self staying power.

http://gw2skills.net/editor/?vFAQFAWn0XC9XidOAWYCcYilHAzdyeZ/sEDhgQLQIAcAahA-TVyHABKfBA4T1HmUC2jSPCVDYIlBNqDQn9HA4BAEAABwPH6QH6QHahO3ZpAGYoF-w

The build i am thinking about going for atm i have the same set up but ptv armor and str runs so less condition removal but a bit more staying power. In a big group this build should fill many rolls that an ele alone could never do nor could an chronomancer.

You’re still not addressing people’s concerns and blanket stating that they must not play Tempest because you think that one build works for you. Every single role that Tempest does is something ele can already do and in most cases it simply isn’t any better than taking one of the original traitlines. Even staff you could just take water and do all the important things needed from an Ele. Just because you think they fill a role that ele does not doesn’t mean it is so.

Chronomancer is an amazing spec with hard CC, good support, and fairly good damage. Anything tempest does base ele can do just as well without exposing themselves to extremely detrimental overloads that usually won’t finish in anything that isn’t PvE. Not to mention a 10% damage buff is only for 5 seconds after you overload compared to 10% from water+more if you are in water that is active all the time and you don’t need to put yourself in danger for the same ouput.

You’re free to like it yourself, but many people don’t and telling them that they are wrong simply because you believe they don’t play the spec is silly.

What roll dose my build not cover? It dose good staff dmg ontop of good dps overload dmg it support both healing and boon/aura, and it cc with some of the strongest in the game “line cc”.

Where to begin, while your build offers a heal on aura once every 30 seconds, fury, swiftness, regen, and vigor you miss out on team utility in any high level PvE or WvW setting beyond a few boons. Your ability to condi clear for your allies is severely hindered by not taking cleansing water and you cannot stack might yourself outside of the earth 2 fire 2 combo and overload fire. Taking runes of the soldier gives you at most 5 condi clears compared to taking cleansing water and having it apply a condi clear every time you grant regeneration. Your damage is hindered by not taking fire with the lava font skill as lava font is a big source of damage. Not to mention Tempest and the water trait that gives you more damage above 90% hp don’t mesh all that well because of how close you have to be as a tempest.

All of these could be taken care of by using base ele with alright amounts of healing from blasting water fields (taking arcane wave for example and arcane brilliance). Your gear is highly questionable as well. You get ok amounts of feriocity and vitality/toughness for health but your crit chance really suffers which means in a coordinated party you will get maybe 50% crit chance compared to nearly 100 with food buffs+party in a PvE setting and in a WvW setting you still have the problem of curing condis.

Base ele usually covers condi clear for themselves in WvW by using ether renewal due to its low cooldown. PvE you want blast finishers for might/healing. You dedicate way too much of your build to condi clear instead of damage. I see nothing here that cannot also be achieved with base ele to similar effect. You can’t stack might all that well and it may work in WvW but honestly the skills on staff are the reason people take ele, not the build. Base ele does just fine in WvW as the healing from blast finishing water is way more important than the amounts of healing you give out to 5 people.

Tempest has some use on a staff ele in PvE only, but I find its use questionable at best because of how close you need to be to the enemy for overloads as you do no damage when you are dead and you give up a lot of damage in your case to be tanky enough to survive that close.

Pyromancer's Puissance

in Elementalist

Posted by: Senario.2038

Senario.2038

Hey all,

Does the might gain from Pyromancer’s Puissance stack? E.g. when using a fire skill 25 times, will this give me 25 might (so +750 power)?
If so, why are the meta builds not using this trait cause with Superior rune of strength its seems very powerful to me.
Thanks!

It should but remember that the might it gives you has a duration so you would have to use that many fire skills within the duration otherwise stacks start expiring.

Question from a n00b: Should I re-roll?

in Elementalist

Posted by: Senario.2038

Senario.2038

Tempest ele is great at support. I’m currently running in full clerics gear and I am traited to not only heal a ton, but I can give my party infinite protection and share auras. It’s pretty sweet. Great for full DPS pugs where no one knows how to dodge.

At that point wouldn’t you just be better off running druid with full clerics? The only real benefit to that is protection not to mention you do no damage. Protection is great and all but if they don’t dodge they will still die even with protection. Protection just gives them slightly more leway on what they can get away with. Ideally people shouldn’t be getting hit if they are so squish they need protection from a buddy.

Are Elite Specs. balanced

in Guild Wars 2: Heart of Thorns

Posted by: Senario.2038

Senario.2038

Depends on which one you are talking about.
Things like:
Dragonhunter, Chronomancer, Herald, Scrapper
for example are better and can be more powerful
Things like:
Reaper, Druid, Daredevil, and now Berserker are about the same or not very different from other specs (but definitely somewhat strong)

And then there is tempest which I consider to be the worst after berserker buffs (and considering they buffed berserker they likely will buff it again if it is still lackluster while Tempest recieved no changes). Tempest is at best not distinct/fun/all that strong with too much risk and not enough reward. Its best success is with staff ele and even that is a bit dubious imo because well…you don’t want to be that close to the enemy as a staff ele.