Showing Posts For Seraskus.6810:
Munchkin, you are wrong in 1 point- Staff condition damage is the only thing that saves this weapon :P Both Flame Burst and Eruption are the skills without which I would be dead twice as often in PvE.
About the “Badly located” things I would point other skills:
-Staff: Gust = Pushes away only 1 enemy, which often makes it no worth taking (it pushes 1 enemy away from others while staff is also all about AoE.)
-Staff: Stoning. What it changes to me that I weakened my opponent if I am supposed to stay on long distance? Weakness would be better in daggers.
And I kinda agree about Fire Shield. In fact about all shields- all besides the Magnetic one are useless :<
Afer all I myself consider Ele lacking in condition applying. For example blinding and chilling. It would very much increase their survivability
If I ever die after summoning Dragon Tooths, flame shields, rolling back and forward spreading flame walls, creating huge eruptions and breathtaking blasts of wind, switching attunments like a mad bunny….
I will know why. There, somewhere is someone more skilled:
2! 2! 2 again! like a boss!
Dragon tooth can burn and the dust devil can blind. It is all for the ‘lasting’ conditions.
You know why I gave up the scepter? Because even if I was able to keep one guy on the distance the others were able to come and threat me from close-range.
In comparison to daggers, which could deal with it (but had always close range, which was deadly) and staff keeping everyone on the distance it wasnt enough.
So there are 3 options:
-Multi-target damage and melee range
-Not bigger single-target damage and lower multi-target damage and small distance
-Multi-target damage and long distance
The choice was obvious :< I just think that both scepter and daggers need more butt-saving options.
Ye, but in gw2 it just should not happen :P We have much less skills, so having just 1 fully functional elite makes us kinda limited in some way :|
(Fiery Greatsword is nice unles you undersand that you exchange all your 4 elemens along with their bonuses for 1 close-distance weapon. You fight in small range and have no defencive or healing skills you have in other cases, which is kinda expensive deal…)
Only for damage (which is kinda not huge amount anyway). It has nothing more lasting, like condition damage or control abilities.
So you can hit multiple enemies, but only once a while. That’s why it is important to do something with them in the time you focus on one particilar target.
Necro and Mesmer have minions and illusions for this job. Elementalist must depend on conditions.
(edited by Seraskus.6810)
I mostly use staff. For traits now I put all I can into arcane, than some into water and fire.
The PvE tactic is usually: Use attack element to deal big damage than switch to controll things to make opponents in harder position (slower for example), than again go to the damage element.
Damage elements are fire and earth (bleeding…. deadly bleeding…)
Controll is mainly water and earth.
Air is good as support when you need to get rid of 1 opponent or you need to escape hard position.
To question: How often you change elements – I change when my current one is not sufficient, so:
1. All skills recharge in the moment in which I need to cast more\
2. I need some exact skills from other element
Eventually when I stay on the disttance in boss fights I just take an element, shot all I can and than atune to another to do the same :P
As an offhand weapon it would be cool
Someone said it already: Auras dont give protection but some effect.
There is no benefit for me from opponed stuned AFTER he hits me :>
Ye, I tried using it once-
I was surrounded by melee using mobs and I used tornado in hope it will save my butt.
Result was: I could barely move, enemies in fact were damaged, but just slightly more than if I were striking from long distance, finally:
They were all able to attack me. So I ended up being a tornado that tries to escape from melee range not to get bitten to death by some drakes :>
Scince then I only use Glyph of Elements X)
Isnt it just a stronger version of traits?
While atuned to water you may auto-remove conditions and heal yourself, earth attunment gives you more toughness per level, fire traits give you more chances of burning…
I thought it would be better serving as a “weapon” (you put off your main weapon and use hands to summon arcane magic), because this way you would be able to switch to and from it without efford in any attunment and use the support it gives you to your natural elementalist skills.
For example blind nearby foes by dust+burst combo or heal allies who dont fit in the “geyser” by placing tornado in it to shot healing bolts in all directions.
It would cure main flaw of Daggers and Scepter, being lack of support and multi-target skills and main flaw of Staff being easy-avoidable AoE.
1.
I entered a cave of Dereges with allied warrior. He got attacked by 4 mobs and I got attacked by 3.
He was just standing in 1 place killing them easily.
I ended up fighting for my life jumping and dodging, using anti-projectile skills and, anyway, doing worse than him.
Obviously Elementalists need tripple as much efford to achieve the same goals as others do easily.
-In dageers its fight for your life, as you are in melee range with hardly any defence and not better offence than any newbie warrior
-In scepter it’s fight for your life as damage is directed on 1 target and is anyway kinda weak
-In staff its fight for your life, as untill you spam your control skills you wont kill enemies untill they will kill you, so you have to keep running away in hope they will finally die.
What titanium said- elementalist is even nice, but only when someone assists him.
This way Ele can help him in attacks and not be hit at the same moment.
To me it seems that the easiest solution to the problem would be allowing Eles to summon Elementals for the entire time (so that skill recharges exactly when the elemental dies). This way Ele will always have some tank or support elemental nearby…
But it would change Elementalist to a wierd form of Necromancer :P
Anyway, I suggested my other wierd cure in other thread (Arcane Attunment).
I though: If elementalist is considered so weak than why is he?
2 things: Damage dealt and survivability (did I spell it right)
Eles cannot change weapons, right? So I thought it would be cool to place an “Arcane Attunment” weapon as a second one. Elementalist will put away his weapon, and use “hand-made” spells to enforce his natural abilities.
Skills for “Arcane” weapon
1.Arcane Elements
Elementalist summons in his position a small area effect (size 100) based on his attunment:
Fire field, Ice field, Dust field, Lightning field
Field has no effect on material world and affects only Arcane attacks.
This skill matters mostly for Scepter and Daggers users, who cannot create as many different fields as Staff can
2.Arcane Leap
Elementalist launches himself up with Arcane enrgy in a fast leap forward. Serves as a Leap combo finisher.
This will be beneficial for close-range Eles for positioning and for distant-range ones- for dodging
3.Arcane Burst
Elementalist creates an ethernal explosion in the target area. Does not deal any damage but serves as a Blast combo finisher.
4.Arcane Barrage
Elementalist shots an intensive series of ethernal bolts from his hand. They deal no damage, but all serve as Projectile combo finishers.
5.Arcane Whirl
Elementalist creates a small ethernal tornado in the target location. Does not deal any damage, but serves as a Whirl combo finisher.
This set of skills will trulry add to Elementalist versality allowing clever Elementalists to control any dangerous situation and use combo effects themselves.
Elementalists will trulry benefit from all advantages of the Elements they summon.
He plays THIEF, but tells he is stunned by the abilities of ELEMENTALIST :P
Ow, sorry than. I must have missed it in the numbers of Shooting Mist. That’s cool than.
Still I miss the mobility options :>
You should stick this thread guys….
I found a leak, but I made description in separate thread :< Sorry
https://forum-en.gw2archive.eu/forum/support/bugs/HUuuuGE-leak/first#post125902
I was traveling through mountains, I was just next to the Snow Leopard shrine on the Lonar’s Pass.
I went up the mountain and… TADA- I passed through the mountain and entered its insides.
I was able to walk all around the middle of the mountain thanks to this leak.
I love the way elementalist with daggers works, but I avoid it for 1 main reason- I die way to quickly. It is possible that I play wrong way, but I just find myself in lack of defence skills in its builds.
While playing the staff I could push enemy away, blind him, give myself swiftness, heal with geyser, control them so they wont catch me.
With daggers however, I find the most essential skills (those based on jumping in and out and avoiding damage) are not sufficient.
Cleansing wave
Only way to heal myself regenerates 40 seconds… Much better Gyser from staff regenerated only 20 secs… :<
Cone of cold
It is great as a support skill, but would be much more usefull if the heal affected the caster as well
Burning Speed
It is a great ability to jump in. But then often, after few attacks, you will wish to back off. Can it combo with the “Burning retreat”? You jump in, do some hits and than jump out using te same skill.
Magnetic Grasp
Same thing. It sould be much cooler followed by “Magnetic push” pushing enemies back. I mean, you are elementalist. You dont have hard armour or evasive strikes of thieves and mesmers. After each attack you need to gain distance and so far only air magic lets you escape.
Finally
Updraft
One of the cooler skills, but again: the cooldown T_T
Overally my statement is: Elementalist with daggers needs being more mobile!
Blasting Staff (Trait)
The marker circle on the ground doesn’t get bigger in the Staff area attacks (though effect becomes bigger inded)
Lava Font
Time is said to be 6 seconds. It actually lasts for 4-5 seconds. Additionaly theFire Magic trait, which was supposed to “Make area fields of fire last longer by 33%” (probably XI one) does not take any effect as well.
Arcane Resurection
This works fine, yet I think it makes no sence. It would be cool if you would get a shield WHILE resurecting an ally and grant it to him as well (if he isnt yet defeated), so that you can be safer in the proces of bringing him up.
I would suggest changing it this way OR changing the description to point out clearly that you get shield AFTER resurecting him (‘when’ sounds much alike ‘while’)
I just read about it and I have to say… that’s a cool system :o
If I understood correctly: For achieving epic things you get tokens, that allow you to spawn some entities on map, be it decorations or even enemies?
Does anyone know? Currently I’m confused, as the only armour I can buy from NPC is the cultural one…
Well, the way of implementing it is discussable of course
For me personally using numbers wont be much of a problem…
“How about a mic-based voice chat system that alters your voice to sound like your characters?”
About multiple voices there can always be something like “Asurian Battle Shouting Voicaniser” which will change your character voice in the battle xD This would make it belivable :j
I personally was a bit dissapointed by his… speed.
I would love some running away from the huge boss, but he moves in slow motion :o
And yes- he has huuuuggggeeeee amount of HP… too huge ^^’
Guys, try to provide the exact moments maybe?
I remember that durning the dynamic event near the Korakatt’s Hall on Lonar Pass when the Dereg was invading the Inn they had some dialog- it was threatening the inn keeper.
When keeper was speaking all was fine, but the Dereg didnt have any voice. Only text was popping up.
Half of the DE, which I noticed in Iron Marches were not working I’m afraid
-Escort events were “blocking” many times for half a minute, when the guy couldn’t decide wheather to move forward, or to wait some more time.
-In Mongers Sink’s event to train the devourers the “training kits” were impossible to pick up for a human (I saw Chars picking it up from the place it should be in, but I myself didnt even see the kit to be picked up…)
-On “Raid the Separatist Camp” I saw the event standing… above it. Camp was below the ground, but I was noticed anyway. When I joined (It toom me some searching…) there were just this 2 Charrs (Kennelmaster Warsnout or sth like this and his friend) standind in some empty underground tomb doing nothing. For a very long time…. Most probably something crashed in his event.
-Quest to Track Separatists and check Suspisious Trees and Bushes didn’t work as well. One Bush was shown as “Suspicious” with “Interact [F]” mark, but I couldnt interact.
Also, the other dog was barking at some innocent tree, which wasn’t even marked as “suspicious”.
All in all there were lots of dynamic events and quess around, but I felt like I couldn’t take part in at least 50% of them… :/
Can you check those events and quests, please?
Fulcrum, of course in real world making forts and other stuff you accused WvWvW of would be stupid.
But it is a GAME. People should HAVE FUN in it. What is the fun of standing near the sieged castle fearing of their fire, with hardly any option of attacking them and this all not for 30 minues, but for 2 days?
Who would play it?
WvWvW isnt about the balanced, nice pvp where players just fight each other. If you want such- play gw1 for example.
In gw2 you must THINK, you have to PLAN, to make organised strategies. That’s the real fun, sir!
I always thought it would be cool to be able to make such things as NPC do. To not only watch NPCs creating epic effecs, but make such ourselves. For example gather in the circle and awaken earth elemental (maybe not as big as the famous “2 hands…”) ourselves :>
Do you think such thing is possible to be made in gw2?
For example:
-Necromancer skill: Underworld Portal
Necromancer creates a portal to the UW. It slowly charges up and the skill turns into the “summon” skill. The more portal is charged the more powerfull creature will get summoned on use.
And add to it: Allies can help in charging up the portal (like interact with it for 3 seconds, which can be repeated every 15 seconds), which will make summoning cool creatures faster.
-Elementalist skill: vulcano
Ele creates a small vulcano that explodes each half a minute spraying nearby area with
AoE meteors.
Players can help in heating the vulcan to explode more frequently (the same way as above).
Elite skills were supposed to “Change the entire battlefield” after all :P
This is of course just how I would imagine it.
It makes a whole new objective for enemies -destroy the annoying entity- and for allies: help in empowering it :> . So kinda small Dynamic Events made by players :j
I am sure everyone always wanted not only to kill the arising bosses and their sumoned effects, but to feel like the BOSS themselves Or is it only me? xD
Hehe, I think it is funny One of the better quotes to me…
Yet I agree- It would be cool to be able to pick yourself a kinda… set of voices.
Like: Baddy, Funny, Serious, Glory etc.
This way if you dont want your character to speak “Might makes me right” you would be able to take Glory version and shout “This ends now!” or Baddy one and end i with simple “A pity….”
(edited by Seraskus.6810)
The idea comes from the old siege games (Jedi Academy game :>).
The idea is: You press voice chat button, you enter 2-number code and your character shouts out a message.
Example:
1.Request
1.1. Assistance
1.2 .Heal
2.Reply
2.1. Roger
2.2. Negative
2.3. Comming
3.Orders
3.1. Follow
3.2. Wait
3.3. Advance
3.4. Spread out
3.5. Retreat
This way in the heat of the battle players were able to shout out messages from the pre-prepared list, even running and fighting. Shouting out a command takes just 1 second and makes the battlefield much more…. living and belivable. And it is simply cool after all
The funnier event is the more players take part in it and mostly the more players die.
Now, maybe I am alone in this, but instead of killing enemies in events I would ofen prefer to support my team.
To revive fallen allies. Heal the fighting guys. Put AoE not to kill mobs, but to strenghten ally attacks.
But I am afraid that after doing this my “event participation” will decrease. I have a choice: Revive and heal allies and lose much time on it OR attack boss in this time and gain golden medal instead of bronze one.
I might be mistaken but it seems to work this way…
The only event I failed so far were “Protect this from being stolen/destroyed”.
Others are always won. I am very ‘casual’ player, I dont like the challenges, but I think wining all the time is booring as well… Losing an event isn’t so horrible- you get reward anyway, you (mostly) do not die and so on.
Current events are just kinda “Come here, spam attacks and gain XP boost”.
Shortly: I FULLY AGREE
I’m sorry but I die repeatedly in almost every step of the story. Take the attack on Claw Island for instance. How on earth are you going to survive when undead jump at you with 3 or 4 at the same time, and this wave after wave? Maybe you have to take a good look at the NPC’s again – they hardly do damage, or stand around being idle.
The OP is right, this turns the PS in a meaningless and downright annoying experience. When I finish this once I’m staying away from it.
Well, not always killing everything around is the best choice :P
Solution is: DONT FIGHT xD
Seriously. In this mission only thing you have to defeat are the first few minions. Than just avoid any battle and do the objectives. Crowd of Lion Guards will tank the mobs for ya :>
I play schoolar and I just runned around trying not to be hit and to kill the closest enemies.
The underwater burning animation looks different than the surface one.
However when someone is killed by the fire damage underwater he dies with the SURFACE flame effect played on him.
<end of the bug report> :>
Elementalist has a trait called “Blasting Staff” (the VII option for the Arcane line if I am not mistaken…)
This trait makes the Arena of Effect spells cast by staff bigger.
However, there is a bug: Although effects are bigger indeed, the circles on the ground (those green or red markers rendered before casting) mostly stay the same (small) size.
This makes it hard to aim the bigger AoE precisely…
Suprisingly in the Mists training lobby those marker circles were correctly sized as I remember…
It is nothing about my absolute freedom. There are many ways to “force” me to do something. If some Priory boss tells me “Go there and do this” it is OK, as he is my boss :P
I just disagree with MY CHARACTER saying things I disagree with.
-Sylvari Enthusiastic Friend: “Go seek Dwarfen artefacts!”
-Me: “Why not, I am always up for an advanture”
Would seem much better in way
-SEF: “Go seek Dvarfen artefacts!”
-Me (After decision made): “Nope, let’s head the Priory base first”
<some time later>
-Bossy Priory Boss: “SEF went to Dwarf caves alone and vanished! Go rescue her!”
-Me: “Gosh, she made herself into the trouble…. Im on my way, sir!”
This doesnt change the overall plot, but I have feeling that it is MY story, and I decided to go with her or not, and finally I do take consequences of this decision.
Although all the mechanism is really cool, I noticed few moments, mostly the more important ones, in which I had no choice.
Example:
-I join Priory and I just wish to visit their base the fastest I can
-My “enthusiastic sylvari friend” wishes to take me on a trip to get dwarfen artefacts first
-I am like “WTF, I disagree, we can do it later”
-BUT my character says sth like “wy not, I am always up for adventure” (or something like that)
but, WAIT. This was not ME!
I DONT WANT this ‘adventue’ . So it is MY story or not? xD
If it was my story I would go to priory… and than evenually was said to rescue her as she has gone this caves alone. Overall plot will end up being the same, but I would at least feel as the decision maker. My character wont declare that “he is alwys up for the battle” etc :>
Those are really little things, but I felt strange: I was allowed to chose how to protect some boring village (no offence, Quagans :P), but my personal fate was decided for me :\
(edited by Seraskus.6810)
I think you should just fit your build to the situation sir. Condition damage is kinda slow way of killing, as its mostly damage over time thing…
Have you tried minion master builds? From my experience they are kinda overpowered :P If you strike a foe with 4 minions he will die quicker than if he would be attacked by fire elementalist. Really. Add to it minion special abilities and your personal weapons skills and enemies should not be a problem :>
Anyway, I repeat, condition damage killing will NEVER be as instant as the stright damage. Which doesnt mean it is worse… it jsut takes slightly more time ^^
Well, the loss is only to the player. For example I will have to sacrify the, theoretically, better resources, but in eachange I wont have to run like an idiot through the compleated areas in search of low-level resources…
Come on :o You have stories different by Race, by your choices, by your order…. it would be fun, of course, but its not really needed I think…
Fully agree with the collectable space for tonics!
I love them, but I’m afraid I will have to throw them away soon, as they take 1/3 of my bank space :>
I have a problem- namely i started crafting on level 40. I now explore those middle and hih level areas and have fun on them gathering much resources, but for example:
I need basic wood to level up crafting. I dont have it. I have, however, lots of better woods, which now I gather on areas I visit.
Current mechanic forces me to go low-level areas, which I have already 100% compleated and run for those low level wood, which is boring :/
Can the materials, at least those basic (wood, leather, material scraps) work as the gathering tools- so that the better matterials can be used for crafting low-level gear as well?
Hi! I am currently level 30, so maybe I know not much, but I feel kinda depressed.
Everywhere I go the armour skins are the same, every elementalist I see uses the same looking staff…
The fun of MMO gaming was mostly getting elite weapons, cool armour and unique skills.
Everyone uses the same small amour of skills, everyone uses the same looking weapon, every Schoolar is clone of another wearing same armour…
Is it only the starting areas disease?
It would be nice if ArenaNet introduced an option for “Item Hunt”. For example if I am leatherworker and need leather for armour I would be able to check “Leather” on my ‘seeking list’ and scince this moment all creatures I kill, which can provide me with leather, will drop it.
It will make gaining resources from the mobs much easier.
And it would be much less “grindy” this way I think.
Champion Rhendak the Crazed, the boss from Flame Temple Toombs mini-dungeon, was behaving normal at first, but in the middle of the battle he passed through the walls and remained there…
He kept swimming behind the walls all around the chamber celling.
While creating an Ice Storm using he Frost Bow (weapon summoned by elementalist) character should shot his arrows to the air. Those arrows, however, fly right instead of up, which look quite silly :P
It seems like it was a rollback or sth :o It crashed me today and I logged back having half of the area I just discovered fogged again. Of course Skill Challenge and loot from kills as well…