Can someone tell me exactly what part of the Ele update people don’t like or think it sucks?
It seems Ele got some nice polishing and additions.
The only thing I see is -10% on Overload fire in PVE…that’s it.
What do you guys see?
Um… you can actually. 10 seconds research would have told you this.
How?
IT. IS. SO. UGLY!
It ruins looking at the map for me entirely, knowing which camps/keeps/towers are capped are enough, I don’t need a thick highlighted outline.
Its soo kittening ugly, LET US TURN IT OFF PLEASE
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a:…..
Happens everytime, can’t even play.
I think so.
If they added raids without the expansion. It would have been awesome.
You guys already know the issues, don’t need to explain.
What is the Druid build used in Stronghold PvP, the one that really keeps doorbreakers alive throughout the run?
Seriously, other than the title, this is a Constructive Criticism to anet.
1. PvP Ranked- I’ve disconnected 3 times in 3 matches, costing people in my team 1 pip. I don’t see why there couldn’t be a system where my team WILL NOT LOSE PIPS if they lose with one disconnected teammate. Makes me feel like dirt and defeats the purpose of playing for all parties.
2. WvW- Question: WHAT WAS THE PROBLEM WITH ALPINE BORDERLANDS?!
(Anet Employer thinks to himself: Nothing?) EXACTLY!
There was no need to add something new and bigger for the sake of marketing and advertising. “Wow new big map, buy our game now!”
All the problems like night-capping, blobbing, dispropotionate populations still persist despite WvW changes.
You only added new problems: Auto-upgrade- making it difficult to cap keeps and towers EVEN WHEN UNDEFENDED, what’s the point of capturing or doing WvW when there are no other player’s around. WE just spend over and hour capping a fortified keep without a Player in sight. Might as well do a PVE event in ACTUAL PVE!
You need to remove Auto-Upgrades, and make players have to upgrade again, and JUST MAKE IT FREE. That’s all you had to do.
And bring Alpine back, and IMPROVE UPON IT. What you should have done is incrementally over time improve on Alpine borderlands I.E. New keeps(Fire/earth/air), Camp NPC changes, etc WITHIN ALPINE BL.
This would have saved you much more resources managing small changes over a long period of time. Rather than wasting soo much more resource and energy for Desert Bordelands and messing up completely. As Colin said, the scope of WvW when HoT launched was WAY BEYOND the scope of intention, and didn’t work out at all.
3. Raiding- Gear Exclusivity. I’ve never been so disgusted being not allowed into a raid just because I don’t have ascended gear. This game is skilled based, this directly conflicts with your philosophy.
Not to mention this is worse than WoW Trinity exclusivity when you can’t play or forced to play Tank/DPS/Healer. I WANT TO PLAY YOUR GAME. I"ve got all ascended trinkets, and crafted my own armor and weapons exotic and bought runes with an optimal build for all bosses in the first wing of the Raid. Yet I get rejected because not ALL MY GEAR IS ASCENDED?!
Propagating this mentally is horrible for the game and again, directly conflicts with your philosophy as a SKILL-BASED game. People should not be excluded for not having 3% less of damage potential, that’s ridiculous.
Why is it do me and MY team, lose pips when we lose when I DC. I FEEL REALLY BAD FOR MY TEAM.
My computer CRASHED, in the beginning of the match then I was able to get back on before the match ended. Everyone lost a pip. AND I GOT DISHONORED. HOW THE HELL ANET?!!?
Really not fair. Respond to me please
Question to all you guys,
I think it’s been mentioned by people before to bring Alphine Borderlands back, which I feel for myself.
But what do you think prevents Anet from making this decision, I mean, why not?
I wish for this to happen, but healthy speculation might put things in perspective.
Yea…THIS ^
Simply for the survival of smaller servers, (kaineng, Eredon Terrace, and Devona’s Rest) For example.
ET is barren, any server match up against it is a free map to cap.
If you aren’t gonna merge servers like ET with another, you gotta give those lower Bronze Tier at least Alphine back. Desert is just incapable.
The berserker was designed, imo, with two intentions in mind.
1. Spamming and constant build up of adrenaline, giving us the feeling we had with Warrior back 3 years ago on launch, where adrenaline functioned very differently, and was kinda OP. It’s not so with Berserker, but at least gives us that same feeling back.
2. Giving us Condi’s, the condi usage of primal bursts and traits got changed during beta and alpha, I remember Robert Gee said Berserker was intended to be just condi, but people wanted to use Direct-Damage builds too, so the condition capabilities got reduced by about half to make room for more Direct-Damage stuff.
But remember the intent of Berserker was originally to be effective with mostly Conditions in mind.
3. It’s supposed to give you this “Boxer” feeling of a fighter, with constant use of punches to use and skills at your disposal, thats why the Rage skills are on really low cooldown, and you always have a fist to throw are your opponent, and they build adrenaline when you use em. All baseline.
4. Without Fasthands- Lets face it, fasthands isn’t gonna be baseline anytime soon, and trying to force discipline with Berserker only weakens other potential builds.
Berserker, the builds I’ve played work really well without Fasthands, and going Berserk was intended to work with staying with one weapon set and making the most out of it without needing fasthands.
Anyway, if you set up a build with these in mind, Berserker will be a lot of fun and you’ll sort of see how it’s really supposed to work.
The problem is that people developed a sheep-mentally and try to make Berserker work with the previous Meta pre-HoT, and if it’s not compatible they whine and say it doesn’t work.
With that said, an issue with the Berserker I’ve noticed is that some weapons are good with Vanilla Warrior and are now kitten on Berserker, and vice-versa. Hammer is a good example where its great on regular Warrior but crap on Berserker, then you have the reverse with other Weapons too.
And with the amount of Weapons the Warrior has, figuring out what works best for which will take some getting used to from everybody.
I use condi interrupt build with Mace/Shield and Rifle both with Dazes on their Primal Bursts, and use Headbutt and Berserker Stance for Adrenaline upkeep.
Works wonders with Body Blow and Distracting strikes.
Have fun guys!
In terms of PvP, for me, I love using Gyros, and I found a way to make them work.
With that said, there are two types of Gyros in my opinion:
Necessity Gyros and Throw-Away Gyros.
Necessity are the Gyros you need to keep alive in order to be effective. Medic Gyro (heal skill) and Purge Gyro (remove condis) and Sneak Gyro.
Part of the issue is how quickly they are able to be killed, and that is part of the challenge. But the pay-off with them alive is quite significant, especially Sneak Gyro (DAM)
Then you have Throw-Away Gyros, Blast Gyro, Bulwark, and Shredder. These are designed to be destroyed once deployed and are on short cooldowns. Blast launches people 450m! and bulwark just soaks up 50% of your damage.
Yea let them die, thats how they work. These are the Gyros I usually take.
And if the majority of your utility bar uses Gyros, Final Salvo is the bread and butter. This makes the destruction of your Gyros rewarding with CC from lightning field and Superspeed, if you have the regen from Superspeed trait, your tankiness is bumped up as well.
And lastly, a lot of the pitfalls of Gyros are made up by their Toolbelt skills, they are AWESOME, super useful in multiple scenarios and have saved my kitten and allies more than once.
Again, keep in mind the 2 types and use them accordingly, they synergize well with certain traits to maximize it’s effectiveness in combat.
Hope this helps
I don’t think Dragonhunter is OP, it just needs counterplay. I think this trap should be blockable AT LEAST.
When is this going live?
After doing it the hard way and finishing a full 400hp on one character.
I suggest reducing it down to 300hp. This is the sweet spot
title says it all
with HoT launching this weekend , i hope Anet do not forget about this….
They forgot about it, still can’t salvage.
We still can’t salvage WvW gear.
You said you’d fix it on HoT launch
https://forum-en.gw2archive.eu/forum/game/wuv/WvW-gear-salvage/first#post5452392
“With Heart of Thorns the exotic equipment purchased with gold and Badges of Honor will become salvageable. Salvaging a piece of this gear returns only the upgrades that were applied and some Badges of Honor.”
Please do this.
Ok, lets forget about stats for a moment…
Should I gear ascended with my regular necromancer or my reaper?
I have enough juice to make ascended gear for my necro.
However I’m trying to decide whether I should make it for my regular Necromancer build or my Reaper setup.
my regular Necromancer uses Cavalier with runes of the Pack
and if for my Reaper is Valkyrie with runes of Strength.
This largely depends on the new content coming for HoT and onwards
I’m hoping they tune down Glint Legend and buff Jalis
I would really like for this to happen. Looking at some of the raid encounters, I want to make an Apothecary build (Toughness/Healing/Condition)
But Staff doesn’t do squat conditions, it applies none. Every weapon applies a damaging condition in some form as Ranger, including Longbow with Vulnerability.
This has to be looked at
Change Primal Echoes to Primal Poison- Staff attacks now apply poison to enemies.
Right now, the daze feels useless because you are never close by when using staff as you are trying to kite most of the time for the daze to be useful.
And this gives an option for those who want to run conditions. (which I am trying to do with an Apothecary build)
2. QUESTION does Glyph of Unity apply to condi-damage as well? If not then it’s quite useless depending on who you are fighting. Needs to work for both direct and condition damage.
Function Gyro- Too buggy, and should have no cooldown. Rather, I suggest, you can only summon one at a time, once it stomps OR rezzes, it disappears, without cooldown.
It gets destroyed really easily and stunned anyway unless traited, so it’s not really “functional”
Perfectly Weighted Hammer 10% dmg, needs to be baseline, Hammer is undertuned without this trait.
Gyros, need changes They get killed to easily and killing them only has use with Final Salvo trait. I would rather they dont take damage at all, kind of like Ventari Tablet. And you choose when they explode or not. And just balance them accordingly.
Otherwise the Hammer and Gyro Toolbelt skills feel really good, and most of the traits are decent.
https://forum-en.gw2archive.eu/forum/professions/engineer/My-Insight-on-Scrapper/first#post5571697
(edited by Tzozef.9841)
So after playing around with the scrapper heres what I found.
I tried using Scrapper with Flamethrower/Toolkit. Using stacking stability and might build.
Wasn’t fun and I felt the Scrapper sucked. I used Adaptive Armor and Final Salvo, didn’t make that much of a difference. Along with Trying a few Gyros
For fun, I discarded all kits and just focused on using hammer, with elixir HGH, and superspeed/swiftness regen.
Here’s what I learned, Scrapper WAS NOT meant to be used with kits. Hammer can literally do everything with Perfectly Weighted Grandmaster with Stability on evade.
And I use Elixir U for DPS, and use Oil Slick and Shredder Gyro toolbelt skills to get more Superspeed for extra heals.
I feel if more builds wanted to be opened up with Scrapper, the 10% extra damage for Hammer should be baseline.
Because without it, the Hammer dmg is really undertuned.
With that said, the traditional engineer uses alot of kits in its aresenal. Using as much in it’s bag of tricks as possible.
On the other hand, for the Scrapper, less is more, and it will be more effective.
Just for those who are having a hard time playing with scrapper at the moment. Scrapper is basically for Engineers who don’t want to use kits. IMO
(edited by Tzozef.9841)
I want Old Unyielding Anquish back. That skill was unique, and not OP. The complaints came from a small minority.
And Jalis is too undertuned and is overshadowed by Glint. I think Jalis would be able to hold up if it had more CC capabilities. Like 1 immob on heal, and stability while casting the road.
And spinning hammers and chain taunt cost too much too.
I think Jalis is too undertuned, and Glint is just a better version of Jalis.
Jalis needs to be adjusted to be on the level and uniqueness Glint is.
Right now its just a competition, and Glint is winning.
Hi Karl,
Thanks for your cooperation. Here are things I feel NEED to change, and they are also QUICK to change
1. Pure of Sight – This needs to go. I’ve found a Dragonhunter build I like that uses Greatsword and Sword/shield. However this minor directly punishes me for using melee weapons because I only get the damage increase at range.
We need a minor that can work with any weapon set and synergizes with the rest of Guardian builds
2. Procession of blades – This trap just straight up sucks. Flat damage for short while and nothing else. Change it.
3. The concept of Traps as a whole- As much as I feel Dragonhunter with the Longbow, Traits, and synergy are going in the right direction for the Guardian. I feel Traps were doomed from the start as a suggestion for this new Elite Spec.
Since we are commited to using Traps, Traps need a SUPPORTIVE capability to synergize better with the rest of the base Guardian.
I suggest traps have a passive support element to it. I.E. A boon while trap is placed and untriggered.
An active suggestion would be: when they are triggered give 1 stack of Stability or Protection. But I think a Passive is necessary.
(Another note: the Guardian has very little disengage/mobility to make Traps effective, this has to be taken into consideration)
4. Hunter’s Ward (Longbow skill 5)- The cast time is WAY too long, my kiting capability is drastically reduced and very rarely people get caught in it.
This should be in line with OTHER Two-handed Guardian skill 5 cast-times. Greatsword/Hammer/Staff skill 5 take around 3/4th of a second cast time, Hunter’s Ward should be no different in order for it to be useful.
5. True Shot (Longbow skill 2)- Needs more mechanical “oomfff” to it. Suggestion: When shot above 75% get 2s of Retaliation, below 75% and above 50% you get Regeneration, Below 50% you get Protection.
Again, synergizes with the base Guardian.
6. Deflecting Shot (Longbow skill 3)- Still quite difficult to use, limited when you target are in adjacent directions. I suggest make it a parry and trigger into a ranged attack. Similar mechanic like Warrior off-hand sword skill 4, or Greatsword Ranger skill 4. It blocks the next ranged projectile it whatever direction, AND THEN, sends a Deflection shot BACK in THAT direction.
Still maintains the core original function, but easier to use because it depends on the enemy aiming at you while you parry it.
6. Spear of Justice- Make this work without a target, sometimes I misclick in large group fights and doesn’t land at all. Otherwise its “pretty goodish” as it is, but could be better.
Hope this Helps!
(edited by Tzozef.9841)
I was apart of Guild Wars 2 pre-launch and had access to the Celebration Hat (a cap with the GW2 symbol on it)
But after the Wardrobe was introduced although I had it, it’s not unlocked on my account.
Can anet fix this please?
Will there be away to extract our runes from Ascended armor without destroying them?
(and with Legendary armor coming soon, this will be a concern too)
%50 dmg nerf on ice bow, and skill 4 capped to 3 targets
(mic drop)
Does Glyph of Unity apply to condition damage as well?
I’ll throw mine in.
Laevin Rageclaw
Charrdian.Vigil chest/shoulders
Phalanx Legs/gloves
Lawless Boots
Royal Ascalonian GS
that’s some kitten cinematic screenshots! really cool
This is my Necromancer. He has a little assassinish (is that a word? Oh, well) appeal to him.
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/200624/gw001.jpg
OMG Sexy as Fudge, almost looks like Ezio outfit, totally stealing this xD
The changes for Mallyx are horrible, would have to try it in BW3, and really see how bad it seems to be. That should be the nail in the coffin to change it back, or possibly adjust it somewhere in the middle where everyone is happy.
Unyielding Anguish, without the displacement, I DO THINK, a movement control like Guardian Hammer skill 5. The CC capability was a very fun aspect and would like that in.
And I had NO ISSUES about having tension with other players when using my Mallyx Elite, I just used the elite of my other legend, or held onto it when it was necessary.
I do think this is straight up bullkitten on Anet’s part, the majority of Mallyx user’s like myself did not have that problem. I’m pretty sure it was the whining minority who made this mess and claimed it applied and happened to everyone else.
(edited by Tzozef.9841)
On my Guardian I have 200 condition damage on stats and can do 600 dmg per tick with burning on 3 stacks
On my Necro I have 2000+ condition on stats and it with 3 stack of poison I do 600 dmg per tick
Very sad.
Definitely needs adjustment
Here’s my suggestion I posted awhile back : https://forum-en.gw2archive.eu/forum/game/gw2/The-NEW-Condition-Philosophy/first#post5424333
What the Tempest should have been
https://forum-en.gw2archive.eu/forum/professions/elementalist/What-the-Tempest-should-have-been/first#post5485180No.
“I’m not gonna say why, just no, because I have no counter-arguments.”
It’s funny because Jski is constantly arguing against Tempest changes, but here he didn’t even try. That being said, I think his idea for the Tempest would have been infinitely cooler than what we have now; OP? Oh yes. 4x Healing Rain + Geyser? 4x Phoenix? 4x Obsidian Flesh? Crazy, but at least it’s a million times better than what we have now and doesn’t go against all of our trait lines.
If it becomes stronger then the ele class then yes. This is about tempest being a support class not being an support dps tank that simply is a power creep version of ele. If you truly like the ele class then you too would see the danger of making the elite spec to powerful just so you can play something “new.”
Keep in mind too, when I wrote that post, you gain access to Four of the same element for all Attunements, but you lose out on the other three. So even though you can use meteor shower three extra times, you lose out on Static field, Shockwave, and Healing Rain.
So it comes across OP when you look at it from a specific angle, however in reality, it doesn’t because of the trade-off and loss of versatility.
Basically my idea was to trade-off versatility for extremity, allowing the Ele as a Tempest, to go EXTREME into one attunement.
What the Tempest should have been
https://forum-en.gw2archive.eu/forum/professions/elementalist/What-the-Tempest-should-have-been/first#post5485180
Overloading
When a Tempest overloads an attunement, it locks you into that Attunement, BUT it transforms your other three attunements into THAT Attunement.
For example: If I overload in Fire Attunement, I’ll get that initial fire-spin that occurs, but turns the other three attunements into Fire! Now I can use my Fire skills MULTIPLE times.
This is still maintaining the core playstyle of the Elementalist which is designed to switch attunements continuously.
Now I can use Meteor Shower four times in a row, or cast Frost Aura three extra times. Noting, I’ll lose access to my other three attunements during this time.
Here is the catch, once I switch-OUT of the overloaded attunement, it returns to its origin state.
So, back to the original example:
I overload Fire, now I have 4 Fire Attunements, once I switch out, the previous Fire Attunement returns to Water, and move on to use another Fire Attunement, use that, and switch again, the previous Fire Attunement now returns to Earth.
Again this allows you to use one Attunement over at least three times in a row, but you can only do it once, because when you switch out you return to its original state. (with a respective cooldown)
Consecrations
There are many ways to bring Ele’s frontline support…
Elementalists can do this a lot already with skilled players in it’s core state.
And SHOUTS are probably the most over-used utility for frontline, with the addition of Reaper Shouts and already existing Warrior/Guardian Shouts. And let’s not forget Ranger Shouts too.
Shouts is extremely bland for the Tempest. In it’s place, CONSECRATIONS.
I’d rather make Tempest Frontline-AoE Control. They can support frontline, VIA control rather than support,
Elementalists can already support and sustain pretty well in it’s current core state, giving elementalists “more support” and more tanky is redundant, we don’t need another D/x Ele.
This iteration will give a new playstyle in a very adjacent angle. AND ACTUALLY GIVES US THE FEELING WE ARE A VIOLENT STORM, AND CONTROL THE WEATHER.
So here are the Consecrations -
“Call upon the Elements as disastrous Weather structures, controlling their movement and behavior with a physical presence on the battlefield”
So the actual mechanic of Consecrations are similar to Glyphs in the sense that the effects are different depending on which attunement you are in.
Once the Consecration skill is cast, they also have an overcharge effect similar to that of Engineer turrets. Either one: altering their behavior as Weather, or moving them. At the core they have a physical presence in the battle-field like traditional Consecrations.
The Healing Skill – ELEMENTAL UNITY
The Tempest unifies itself with it’s attuned Element, giving himself and five other allies in the area an Aura of that Element. (So the player and allies get Fire aura when attuned to fire, earth when attuned to earth, and so on and so forth, and everyone gets and initial heal, and gets healed every time they get hit(very small heal) while in the Aura from this skill)
The Four Consecrations
Tectonic Ascension -
Smash the tectonic plates under the targeted area, summoning an actual Mountain in the battlefield. Enemies cannot pass through it. Protecting allies from Enemy hits and projectiles.
Overcharge Effects:
- While in Fire Attunement the mountain erupts into a volcanoe, burning nearby enemies and hit by physical lava rocks.
- While in Water Attunement, the mountain freezes up, decreasing it’s temperature dramatically, increasing it’s altitude, enemies who get close get freezing and slow.
- While in Earth Attunement, the mountain creates a rock slide, knocking enemies back close to the mountain, and dropping physical rocks for allies to throw at enemies.
-While in Air Attunement, a fog surrounds the mountain, stripping one boon from enemies every 2s, and granting allies Fury and Swiftness.
Atmospheric Grip-
Control the Atmospheric merely with the movement with your hands, turning the battlefield into a home advantage and disadvantage to your enemies.
-When Cast in Fire Attunement, Increase temperature of the air granting 1 might per 1 sec to allies in the area, and making the battle field steamy hot for enemies, giving them Slow condition.
- When Cast in Water Attunement, turn the air Ice cold, creating an Ice-rink on the ground, giving allies superspeed, and knocking down enemies on the ice-rink.
- When Cast in Earth Attunement, lift the earth from the ground into the Air becoming a sandstorm, blinding enemies in the area, and giving allies protection during the storm.
-When Cast in Air Attunement, create a funnel of air in one area, creating a tornado, stripping boons from enemies in the area, and curing conditions off allies in the area too.
Overcharge Effect:
Move the manipulated Atmosphere to a new area, with a 900 movement range.
Tectonic Split -
Split the tectonic plates beneath you in half, manifesting a swell of the element you are attuned to.
-When Cast in Fire attunement, lava arises from beneath the earth, creating multiple blast fields, and continuously burning enemies and crippling them.
-When Cast in Water attunement, the plates split, in it’s place a Whirlpool is manifested, continuously pulling enemies towards the center and giving allies regeneration.
-When Cast in Earth attunement, create quicksand, stunning enemies for a second and immobilizing them.
-When Cast in Air attunement, create an Air Geyser, blowing strong gusts of air from beneath the earth, blowing enemies UP INTO THE AIR, when they land they get 10 stacks of Vulnerability.
Overcharge Effect
Move the Tectonic Split to your location, (similar to moving Ventari’s Tablet on Revenant, however for the Tempest it just Autos to your location)
Line of Transformation-
Grant yourself and your Allies for a brief moment a taste for what it feels like to BE that Element, creating a line in the ground (Similar to that of Veil or Temporal Curtain) and when you and Allies pass through it gain an effect of the Element you are attuned to.
Simultaneously switching the effect when you switch attunements
It is also a blast field, so if they leap they get the Aura of whatever attunement is it in
While in Fire Attunement, when Allies pass through the Transformation line, they get Fire Aura and deal 1 stack of burning on their next attack.
While in Water Attunement, when Allies pass through it, they each get a waterfield that follows them for a few seconds, that they can blast and heal themselves. (Like Berserker’s Torch 5 skill, except it’s a waterfield and you can give it to allies with this skill)
While in Earth Attunement, when Allies pass through the line, they get Aegis.
While in Air Attunement, when Allies pass through the line, rapidly moving the air particles around you, distorting yourself and allies for the next few seconds (evading attacks). And granting you vigor afterwards.
Overcharge Effect
Move the Line of Transformation to any location, and can be walked pass through again for repeated effect.
Last but not least, the ELITE SKILL
Atomic Tempest- Summon a large orb of Elemental Energy above your head, giving you a continuous Aura and a Boon depending on your Attunement for the next 12s.
Kinda like Goku’s Spirit Bomb.
You can continue using your regular skills as the Bomb/Orb manifests (Get’s bigger and bigger over the 12s)
While in Fire Attunement, grants continuous might and fire aura
While in Water, grants continuous regeneration and frost aura
While in Earth, grants continuous protection and Magnetic aura
While in Air, grants continuous fury and lightning aura
(All to yourself only)
Overcharge Effect
(Has to be used once the full 12s are done, but can be used earlier)
Smash the Orb into the ground affecting all your Allies with 900 radius, granting them the respective boon and aura during the Attunement you were attuned to. While losing your boon and aura that you had.
AND
While smashing you inflict a base flat damage,
And with Fire Attunement, you burn all enemies and strip one boon
with Water Attunement, you give a large heal to all Allies, including downed allies too
with Earth Attunement, you daze all enemies and allies get 1 stack of stability.
with Air Attunement, you weaken all enemies and allies get 1 second of distortion.
Disclaimer: All skills in hypothesis will have the appropiate cooldown for balancing if these were to be implented.
AND THAT’S ALL FOLKS
(oh, and give us sword instead of warhorn)
(edited by Tzozef.9841)
Right now the Healing skill on Herald trumps all other Legend’s healing skill.
I suggest give the Herald Heal Skill 1/4 sec cast-time, and reduce the cast time or make instant on other Legend’s Heal Skill.
For Example:
Shiro Heal Skill should be instant, considering it is used offensively and triggers when WE attack.
Herald Heal Skill is now being abused as an “Oh kitten” button without thinking. That 1/4s casttime will balance it for more skillful use and timing, rather than “any pug with a monkey brain can use it”.
The current state of elite specs and the fact that HoT release is just less than 2 MONTHS away, is VERY concerning.
Some of the Elite Specs are just not up to par yet, some are in a good spot (Chronomancer, Reaper), Herald is just too strong compared to the Rev’s Core Specs.
But MANY of the Elite specs need work. All the Elite Specializations should have be done and tested many months ago, not 2 months before release, not to mention we have NO CLUE what the Druid and Forge will be like.
Pressing matters ahead…
Burst skill/Berserker mode clash- Whenever I want to go Berserker mode I end up using a Burst Skill, and both don’t synergize well, unless I spec for full condi or full zerk to make use of either primal or zerk respectively.
It’s interesting we can choose between Berserker Mode AND Burst skills, while Necromancers lose Death Shroud for Reaper Shroud and don’t have the option to use one or the other mid-fight.
I’d rather you remove Burst skills, and buff Berserker Mode/Primal Bursts, and make it work with 3 bars adrenaline. That way there is more synergy with the rest of the build, rather than trying to make Burst Skills and Berserker Mode work together, when both are used for separate build set ups.
Depending on my build, one is useless and the other is useful. Which explains Reapers ONLY have Reaper Shroud, because Death Shroud would be useless anyway because of lack of synergy with Elite traits/Elite utilities.
AND MAKE THE BERSERKER MODE BUTTON, INFRONT OF BURST SKILLS, not the other way around.
Condition builds- There is really no value in playing a full condi build, when other professions does condi it better, unsure about this personally.
Not too mention it adds sub-par replacements for power or tank base builds.
Fast Hands- THIS NEEDS TO BE BASELINE. Very difficult to build a decent build with Berserker traits without Discipline/Fast Hands. Very poor synergy because we need the fast weapon swaps while in berserker mode to be useful. Berserker mode ONLY lasts 15s, and without Fast Hands we can only switch every 10s.
Again, unless you buff Berserker Mode/Primal Bursts, cooldown and duration wise. Fast Hands is critical. Traits don’t synergy that well, I’d give it 6/10 in terms of synergy.
The Berserker has A LOT of POTENTIAL!! (Unlike Tempest), but it needs to COMMIT TO A PLAYSTYLE and make it AWESOME, right now it’s wishy washy mix
(edited by Tzozef.9841)
This would be a great way to bring Acrobatics up to par, bring Ricochet back in that spec, and I suggest to combine Swindler’s Equilibrium with Upper Hand.
This will make room for Ricochet.
With the changes of conditions back in June 23, it’s quite clear how disproportionate Burning is damage wise compared to other conditions and especially compared to Bleeds, another flat damage condition.
It definitely needs to be adjusted lower, no doubt. However I’ve had other thoughts in mind to balance it.
- Have every condition apply it’s own special effect, each with a different purpose, and never just flat damage.*
So Poison reduces healing by 33%, and Chill reduces recharge by 66% and movement speed.
Couldn’t we do the same for burning and bleeding?
For one, reduce the Burning damage so that it is on par with Bleeding. However Burning has the ability to “spread”.
For example, If I have X amount of burning stacks, and I’m standing next to an ally the ally next to me would receive 1 stack of burning. And If I’m still next to my ally, burning would spread onto me and now I would have X+1 amount of burning stacks, and so on and so forth.
This would only work and be balanced if current burning damage was reduced to be on par with bleeding.
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In effect, this would encourage stacked enemies to separate, and to tactically deal damage to multiple enemies if positioned correctly. Adding positional play into mind, and balance burning damage without it feeling like it’s a “nerf”
And for Bleeding, it would increase/multiply the duration of your previous stack of bleed when you apply the next stack:
So if I put one stack of bleed for five seconds, and by the time I place the next stack of bleed my previous bleed stack, which would be at two seconds, would now be at four seconds.
And if I apply another stack of bleed, my 1st stack at one second will now be at two seconds, and the 2nd stack at four seconds would now be at eight.
This is a great way and fun functionality for people who want a skillful way to maintain and increase there condition duration (for Bleeds) mid-combat.
All in all, each condition would have a unique application for each situation. Burning would be great for dealing with groups of enemies stacked together, and in PvP tactically make your enemies want to separate from each other to prevent them from stacking.
And bleeding would be great maintaining condition stacks on one target and good for single target pressure.
This would be the list of all conditions and their unique functionality:
Bleeding- Deals damage over time and increases the duration of the previous stack by 50% when the next stack of bleed is applied.
Burning- Deals damage over time (now equal to Bleeds), now spreads to other enemies within 70 radius(so it would spread only if they stand RIGHT next to each other, or anyplace closer). Causing nearby enemies to receive 1 stack of burning with the same duration amount.
(so if an enemy has 25 stacks of burning for 20s, the enemy next to him would receive 1 stack of burning for 20s. And if they are still standing next to each other, the first enemy would now have 26 stacks of burning for X amount of seconds)
Includes an internal cooldown of 1 second
and now if you include the full list of conditions : https://wiki.guildwars2.com/wiki/Condition
We’ll have each condition that has a unique effect, and all have similar and balanced damage.
Because right now, Burning just does “Deals damage every second; stacks intensity.” just like bleeds, but burn does soo much its just OP without any creative function in mind.
I hope Anet takes this Condition Philosophy into consideration.
(edited by Tzozef.9841)
So it says our new Utility skills are “rage skills”
What skill type are these?
Are these ADDITIONAL physical skills? So rather than a new skill type we get an additional 6 of the skill type we already have?
Or are these new ones entirely?
Really not sure. but based on the article if we were to take it for face value “Rounding out the list of new skills available to Berserkers is a new type of utility skill known as Rage skills.”
If Anet could add a NEW type of Utility, why wouldn’t they do it for the Tempest or Reaper? Rather than giving the Tempest a bland set of Shouts..
Anyway, these look really cool, and would love to get my hands on them.