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Daredevil updates, post BWE 3 (launch)

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Xae Isareth.1364

I quite like those changes. Seems like in PvE, Weakening Charge is your big hitter if you can position it correctly and not get hut using it, and Vault is your safer option which works regardless of positioning.

Reaper: Dagger auto vs RS #1

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Xae Isareth.1364

I don’t main necro either because I always considered it as a PvP class. PvE wise the necro we have up to now us IMO the most boring class in the game to play as.

GS is really cool but I’m not a huge fan of the post 50% Gravedigger spam.

But my tastes arent for everyone. My favourite class is the engineer and I know a lot of people hate the keyboard piano nature of playing that class.

(edited by Xae Isareth.1364)

Reaper: Dagger auto vs RS #1

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Posted by: Xae Isareth.1364

Xae Isareth.1364

DEKeyz recorded Reaper cast times and coefficients in BWE2, and Robert Gee told us the full details of the BWE3 changes, so you can just calculate it yourself.

I’ve never really found vampire builds to be worthwhile in PvE, because the dodge or die design combined with the zerker meta means the small heals from your traits don’t really make much of a difference. Perhaps raids will be different, haven’t tried it yet but I’m hearing reapers don’t have a place in it.

Personally though, I am hoping they buff RS1 so we get a more complex and I retesting rotation involving juggling dagger 1 and RS in between skill cooldowns.

(edited by Xae Isareth.1364)

Reaper: Dagger auto vs RS #1

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Xae Isareth.1364

RS1 with dhummfire is lower than D/Wh using Wh5 and the 2 wells (can’t use well’s in RS) in a raid setting. In another thread, there was some rough map that suggested GS1 could rival the D/Wh damage but I have not seen any official math (with standardised enemy, 25 might, 25 vuln etc) to confirm this.

Right now, highest dps for reapers is dagger 1 + warhorn 5 whilst using the 2 wells until mob is 50%. Then spam GS 2. The damage of GS2 is enough to rival ele damage sub 50% but when combined with the ok damage of the d/wh in the previous 50%, it brings down reaper from highest dps to decent dps.

I think only RS 5 when mob is <25% hp is a dps boost. As such, ideally you don;t want to camp RS despite how cool it looks.

Note this is in a raid setting where you have 25 might and mob will have 25 vuln. Soloing, RS is better because of might and vuln generation).

Idk, RS1 with Onslaught and Dhuumfire on paper seems to be better DPS than a dagger. They both have about the same DPS if RS indeed uses hammer stats, but RS1 would also burn.

GS #1 does rival dagger 1 in terms of DPS, but you’re more likely to get interrupted cos its so slow (e.g you need to dodge), and has lower LF generation.

And RS5 is a DPS loss compared against Gravedigger at 25%. RS5 could use a buff IMO.

(edited by Xae Isareth.1364)

The necromancer's raiding role

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Xae Isareth.1364

What about giving a necro-specific ability of being able to reduce target armour?

Reaper: Dagger auto vs RS #1

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Xae Isareth.1364

Well, with Reaper’s Onslaught, RS 1 clocks in with a coefficient per second if 1.2. Still don’t know what weapon is used for its base weapon strength but you’re looking at about an additional 10% DPS due to weapon strength when using dagger as a base.

So that gives it an effective coe/s of 1.32, which is basically the same as dagger.

Revenant DPS "rotation"

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Xae Isareth.1364

Wasn’t UA a 10% ish DPS increase (and 7 stacks of might) over sword auto on a single target? So wouldnt you wanna use that in Glint if it doesn’t screw you over (ie, seekers) because Glint doesn’t use much energy?

Reaper: Dagger auto vs RS #1

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Xae Isareth.1364

Surely someone tested this during BWE 3? We have quite a few dedicated community individuals here that test numbers and time kills. Hopefully someone did test this over the BWE’s.

Fastest kill times I got against golem was doing standard dagger rotations until 50% after which you could spam Gravedigger. RS felt pretty weak against static enemies. Only time it felt beneficial to damage was as an opener for getting 100% crit Focus 4 > Executioner’s Scythe before you got into dagger range.

That’s a shame. I was hoping the elite spec would give necros more interesting rotations.

Reaper: Dagger auto vs RS #1

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I’m just wondering if the burning from Dhuumfire is enough to make RS auto higher DPS than dagger auto.

I guess I’m getting a bit bored of 3 years of DS flashing builds.

Reaper: Dagger auto vs RS #1

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Xae Isareth.1364

Dagger auto has a coefficient/s of 1.33

Reaper Shroud #1 with all the traits has coefficient/s of 1.2 but inflicts Burning, stacks Might and inflicts+pulses Vulnerability.

Which one is the better auto to camp?

Old PvP skins: is it time?

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Xae Isareth.1364

A while ago shortly after they were removed from the game in last year’s April Feature Pack, a dev commented on Reddit that they might be added back through reward tracks in the future. Over a year later, we’ve yet to see them added back in.

When I was reading today’s news, I was HYPPPPE. Thought the planets aligned and they were finally going to be back. But nope, they aren’t coming back.

So, does any developers know if there are still plans to add them back in any time in the future or are those skins going to remain locked in my wardrobe?

What reaper NEEDS (post BWE3)

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If they’re going to buff GS auto, I think they would need to buff RS auto as well, from a PvE standpoint as enemies in PvE don’t dodge your attacks.

Or just reduce the coefficients on the GS AA but increase the attack speed.

BWE 3 Reaper Specialization Feedback Thread

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Xae Isareth.1364

First of all I will say that playing Reaper was extremely fun. Thanks Robert.

Now the feedback…

Reaper’s Shroud

I would like for RS#1 and RS#5 to receive a little damage boost… and that’s it. I think that Reaper’s Shroud is okay as it is. Hopefully you will make Vital Persistence baseline so that we can try other trait lines more freely.

Greatsword

GS#1: I understand the idea behind the low speed but let’s face it, it is not working. We have plenty of more reliable ways to apply chill, and in PvP/WvW an opponent needs to be immobilized, stunned, knocked down, distracted or utterly kittened to actually get hit by the third link of the chain. Even in PvE it is a loss in DPS. Please reduce the cast time or it will just stay there, in our skill bar, forever unclicked.
GS#2: I love it. It is a shame that even with it we still aren’t top tier DPS.
GS#3: It would be nice if it was a bit faster.
GS#5: I like it, but the terrain still makes it fail a lot.

I don’t think autoattacks can be considered DPS loss in PvE because they’re the fodder attacks. The only thing it can be a DPS loss against is the RS auto, which should be higher DPS (it currently is lower DPS unless you trait it) considering its a resource based mechanic.

I never expected reapers to be top tier DPS to be honest. We just got too much effective HP to justify being top tier.

So having said that I would quite like an increase in the #1 attack speed on GS but reduce the damage on it so you still maintain the same DPS on it in PvE whilst making it easier to hit people with in PvP.

Reaper's Great but Greatsword in SPvP?

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The problem with the “gravedigger in chaos” situation is while, yes, it’s harder to see, we have no way to have stability while casting it (unless an ally buffs us with it) and in the middle of a teamfight you’re very likely to get CCed out of a cast that long.

I dunno, I just can’t think of any weapon/profession combination where the attacks have landed, for me, as infrequently as they have on a GS Necro.

Chilled to the Bone gives you 10s of stab

^This. It can also potentially disrupt the enemy team HARD.

But I agree, the one thing that needs a change is the AA. I wish they would have just used a direct copy of Marjory’s attack chain from that one quest, but as it stands it should be each hit taking 0.5 seconds, and it needs an aftercast reduction. Make it about as slow as a Warrior Hammer, that is still slower than the other GS AA’s but at least workable.

In terms of DPS, I think the GS AA is fine. So they should reduced the cast time on the last hit whilst also reducing the damage.

BWE 3 Reaper Specialization Feedback Thread

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Xae Isareth.1364

The problem with increasing GS autoattack speed is that it’ll end up doing significantly higher DPS than RS auto. With the RS auto now being melee instead if ranged, I don’t see that as being a good idea from a PvE standpoint.

So I think the attack speed on the GS auto should be increased whilst the damage coefficients are decreased so you end up with the same DPS, like what they did to the ele’s lightning whip.

hahahaa pistol changes haaaa

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They need to leave the bleeds on Death Blossom. Don’t mess with Death Blossom.

Why should they? No one seriously uses D/D as a hybrid setup because due to initiative constraints its just a Death Blossom spam, in which case you’re better off just gearing for condition instead.

The idea was probably to DB people to put on pressure and then burst them down with backstab or HS, but it just doesn’t work, and they’ve clearly got no plans to make it work because D/D is cemented as a power weapon in the eyes of the community.

Unbuff Unload, give it AoE

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I assume you’re talking about PvE because untactfully spamming Unload in PvP is a one way trip to getting yourself killed.

In which case, pretty much every weapon the thief has works like that because of we got no cooldowns.

Elementalists in raids

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From what I’m understanding, the zerker meta is going away, not zerker itself.

As in, there’s probably some form of a tank and healer role in raids and the DPS would still slot full zerker.

It would be incredibly stupid to turn the meta upsidedown and remove the viability of a stat set altogether.

Irenio/Roy appreciation thread

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I really wish they toned burning damage down first, then evaluated what needs to be adjusted on Ele. Burn dmg is just plain oppressive atm. Then on the flip side of that, Bleed damage is just pathetic. Any condi build that relies on bleed damage is simply nonviable.

Except they can’t if they don’t want to split the game modes.

A Farewell: D/D Outnumbered Montage Pre Nerf

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Personally my complaint, as always, is that they don’t split PvE and PvP balance wise. D/D was nowhere near to being OP in PvE and frankly other ele builds need all they can get to square against staff builds.

It’s the same with the icebow. In PvP its already a rather iffy choice that needs an elaborate amount of setup to use and this nerf basically removes any use for it.

Fail to succeed, Colin on development.

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Do you think it’s a coincidence that elementalist and thief, who got kittenty elite spec, are both under Karl and his team management? I don’t think so.

I hate to say this but I think it really is.

As far as I know, the 3 least liked elite specs were Dragonhunter, Tempest and Daredevil, and all 3 if them are under his management.

Druid and berserker seem to be competing for that spot.

Hardly anyone mentions berserkers, and druid seems to be the only elite spec that people actually outright hate, rather than just being disappointed by.

People don’t mention berserkers because there’s nothing really bad or good about it, its just ‘OK’. It’s new mechanics aren’t massively innovative but aren’t ‘oh, you got 1 more dodge now’ either. It doesn’t exactly take the class in a whole new direction but its different enough and its not like the Tempest where you look at the new stuff and just go ‘why would I ever want to use any if this over what I got?’.

There’s a hate amongst rangers for the Druid not because the spec itself is bad or anything, in fact the spec is incredibly innovative and makes an amazing healer. The problem is that PvE so far has no need for healers but Anet wants to change that.

That’s not the same level as the problems with DD and Tempest.

(edited by Xae Isareth.1364)

Fail to succeed, Colin on development.

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Xae Isareth.1364

Do you think it’s a coincidence that elementalist and thief, who got kittenty elite spec, are both under Karl and his team management? I don’t think so.

I hate to say this but I think it really is.

As far as I know, the 3 least liked elite specs were Dragonhunter, Tempest and Daredevil, and all 3 if them are under his management.

Over nerf on Ice Bow?

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@thrag

1. I agree in that case then. I was thinking you were alluding to swapping to water to burst meteor shower outside of a conjure rotation.

2. It is supposed to be one to use them yes. Otherwise the conjurer trait wouldnt be in game. Why does it matter if conjured weapons takes away your ability to swap skills? It’s not like there can’t be any alternative gameplay approaches within the class’s skills.

The water line is that way because isn’t just because of conjure weapons. The staff isnt the only weapon you have, the dagger for example, has water skills which mixes more damage into them than the staff’s, and the water traits lets you develop that aspect further.

Looking at the ice-bow’s kitten nal as a whole, you got 4 support/CC based skills and only one skill that’s purely focused on damage. What’s your point?

Irenio/Roy appreciation thread

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50% nerf to ice bow HAD to happen? Its rendered it entirely useless. This is anets big problem stupid large changes rather than iteraitve smaller changes.

And they nerf ele burning but not guard! Why not?

Do you see the staff water skills doing that much damage? No? Why not? Because they’re support skill just like the ice bow, just like all water skills. It was never supposed to deal that much damage, it was a mistake they babied the ele community about for far too long.

However, the ice bow is useless, but it has nothing to do with being underpowered, it is useless because its a conjure, and conjures operate on a broken non-functional mechanic that render all of them useless save when there is no other option.

If they are overpowered, like Icebow was, they see play. If they are underpowered, or balanced, or even just short of being overpowered, they never see the light of day. Why? Because being insanely overpowered past the point of any hope at fair play is the only way they could ever be worth giving up fifteen skills for five. They need a redesign that incorporates them in to the attunement system in some way, but I doubt ANet is willing to put in the work when they could be designing future content instead of fixing their existing crap.

Well, do you see any skill on water staff that does nothing apart from pure damage?

The question is, what is that skill doing on ice bow in the first place? It does nothing else apart from doing damage, so obviously it had to do good damage. The damage was too much, some sort of nerf was needed, but what they did was a bandaid and doesn’t kitten the core problems with the skill type.

Remove icebow from the game

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The Icebow nerf to Skill 4 was justified. It was OP, you knew it, I knew it, we all knew it.

The problem is though that after just mentioning the nerf and doing a gesture that I consider to have been just a middle finger to all elementalist, there is no mention of fixing conjurers.

Conjurers are still crap tier utilities (even more so with the nerf), except for FGS that has a single use of being a mobility skill.

In the face of this gigantic issue to an ENTIRE skill type, what does ANET do? Gut one more of the skills in the category and move on as if the job is done.

kittening classic ANET stuff.

No we did not know it. It rooted us, the lowest hitpoint and armor class in the game, in PvP which is both high risk and high situational. Abilities like that are SUPPOSED TO BE powerful.

Exactly. The only way you can wreck a player with IB4 like you wreck a boss in PvE is to root them long enough, and then also create a situation where you yourself can afford to be rooted for the cast.

In most games, that’s more than enough to even justify an instakill.

[PvE] Zerk meta is "done", what now?

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When they said its done, they most likely mean it for raids only. Just looking at things as they are, unless there’s some sort of stealth section in raids, I don’t see why you would take a thief into it. Even then, its a debate of if an engi would be better at it.

So I think the meta for thieves is still zerker only.

Why nerf ice bow into oblivion?

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Because the skill had the capacity to do far too much damage against large hit box enemies in PvE. It would have greatly impacted raids, which are being released in beta form next week. It was a good change, and something that should have happened a while ago.

I always thought they should have made #4 and Meteor shower AoEs instead of actual projectiles. Sure, that’s less ‘cool’ but then you don’t get huge differences based on target size.

Remove icebow from the game

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I’m surprised they didn’t do that 3 target cap for meteor shower as well.

yes lets just completely gut eles and remove all their damage from WvW. What a great idea…..

Yeah it already makes a huge red circle everyone just dodge out now because of the previous nerf. Most of the time you can barely get a few meteors to hit unless the people are already down.

Meteor shower is what would be called a noob filter in other games. If you see a huge red circle and flaming rocks falling all over it, and you just go ‘yeah let’s stand in that’, you pretty much deserve to get wrecked.

For those who miss icebow

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The nerf was needed but conjure weapons needs a skills rework. They’re a complete mess.

Over nerf on Ice Bow?

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Ice Bow was supposed to be a support weapon in the first place. Add tons of healing and support to it and done. The other conjures need buffs too! they dont see use in any part of the game except fgs

See, this is the problem. If its supposed to be a support weapon, why is #4 even on there?

It’s like the whole Death Blossom issue with D/D thieves.

I agree with the nerf but I think they’ve done a kitten job. Conjure weapons need a rework. Throughout the entire history of their existence, they’ve been either useless in both game modes, one button spammers, nuke-and-drop, or only used as a mobility tool.

It’s not suppose to be a support weapon. Ele has it’s greatest dps modifiers on water attunement, so if you’re thinking icebow is water based therefore it’s support, your misguided. Water attunment is very interesting because it has huge modifiers but no really good attacks. This encourages setting up combos and then swapping to water attunement right before they burst. A lot of ele’s big hits have a long cast time, pairing perfectly with this. On staff: fire 2, 5, earth 2, air 2 can all be comboed together in one way or another while swapping to water attunement to get the biggest hits possible.

Conjure weapons benefit from this as well, so when you want to really do some damage with conjure weapons, you do so in water attunement. Therefore, a conjure based on water being the best dps weapon seems like the natural choice.

If you’re talking about PvE here, why would you switch out of fire on staff for damage reasons unless your target is about to die?

If ice bow was supposed to be a high DPS weapon, its autoattack wouldnt have been an awkward targeted heal and it wouldnt have given you healing and condition duration.

Disregarding whether water has higher damage modifiers, water is the support/healing line. I don’t think you can spin it any way to argue that water is supposed to be the DPS attunement.

Over nerf on Ice Bow?

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Posted by: Xae Isareth.1364

Xae Isareth.1364

Ice Bow was supposed to be a support weapon in the first place. Add tons of healing and support to it and done. The other conjures need buffs too! they dont see use in any part of the game except fgs

See, this is the problem. If its supposed to be a support weapon, why is #4 even on there?

It’s like the whole Death Blossom issue with D/D thieves.

I agree with the nerf but I think they’ve done a kitten job. Conjure weapons need a rework. Throughout the entire history of their existence, they’ve been either useless in both game modes, one button spammers, nuke-and-drop, or only used as a mobility tool.

(edited by Xae Isareth.1364)

Serious Tempest Feedback

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Rewarding attunement camping seems to be the way to go and can offer a fresh approach. It is sad to see that Tempest isn’t that exciting for eles. Adding something that excites a class community can be hard, especially if the said class has almost everything at its disposal already.

With Overloads I think they just went in the wrong direction altogether. It’s a mechanic which conflicts with the core class mechanic. The elementalist is built on versatility and using all 4 elements to their full advantage, that’s what made the class stand out amongst both other other GW2 classes and elementalists in other games.

So then they come along and class mechanic which completely goes against that.

Churning earth and conjure weapons

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Not everything in this game is designed for PvP alone

It’s not good for PvE either. It’s only use right now is pre-stacking, which isn’t really necessary as it’s mostly used by organized groups just to squeeze in extra damage before they can get their perma-25 stacks going.

Not every skill has to have a use in combat.

This is probably the most hilarious thing I’ve heard all day. A combat skill which doesn’t have a use in combat. Wonderful.

I doubt Churning Earth was made to be just for blasting things with pre-combat, otherwise they would’ve just made it an instacast to save you having to wait.

I’m not a huge supporter of lightning flash ‘fixing’ Churning Earth either. Abilities on weapons shouldn’t need an utility to be usable.

Churning earth and conjure weapons

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The “Conjurer” might be a nice elite line to develop in the future that could address this… hopefully…

Elite specs aren’t there to address problems with the class.

came back after hiatus, burn still not fixed?

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I don’t think they want to look at that right now, with so much work balancing the new specs.

It’s a delicate problem. They don’t want to split PvE and PvP. In the first time in 3 years, conditions finally have reached some form of competitive status in PvE, so if they nerf burning across the board, it might ruin that, and a lot of people are going to be annoyed. If they just lower the damage in PvP, it’ll ‘split’ the game modes, which they don’t want to do.

[Daredevil] - Feedback

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The core mechanic of the class is about using endurance. That would be like rewarding ele’s for not switching attunements.

Yeah that would be crazy stupid wouldnt it!

Oh wait a minuite…..

How likely are "huge" changes at this point?

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There will be a fair amount of changes that I have planned and that have come out of the feedback from this last weekend.

Can we please consider both PvE and PvP when making changes though?

[PvE] Unrelenting Assault vs Autoattack

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The impression I’m getting is that UA is an opener to stack might with, or an evasive DPS sustain.

[PvE] Unrelenting Assault vs Autoattack

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If I got Shiro up, is it better DPS to use energy on IO and AA or is UA better?

Making Single Attunement Builds Matter

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Well, 2 years later, staff is basically the best PvE weapon to use and you just camp fire after the initial mightstack.

Scepter rework is even more imperative now!

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I really like how even Anets like, yeah we made the warhorn for the dagger in the TTH interview.

Tempest Warhorn Skill Predictions [merged]

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Ability to change mapwide weather.

So we can get two tempests arguing over what weather they want and the sky shifting from heavy rain to complete draught every 3 seconds.

Tempest Warhorn Skill Predictions [merged]

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Hopefully it would let us combine elements. Like in Magicka, sort of.

Tempest & Warhorn confirmed – Feedback [merged]

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Probably because …
1. Ele have a main hand problem.
2. Sword is longer range than dagger … so was hoping for a bit more range than dagger without going to sucktastic scepter.
3. 8 new skills vs 12.

Dagger is used as a “focus”, ele doesn’t stab anyone with it. Sword, on the other hand could have been the only real non-conjured up melee weapon.

Anyway, warhorn will be a close range weapon. :^)

I doubt it would be a close ranged weapon. Dagger is mid range and scepter is long range. Having a close range offhand without a close range mainhand wouldnt make any sense.

Tempest & Warhorn confirmed – Feedback [merged]

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Xae Isareth.1364

^

1. The dagger can cleave on one autoattack, which is what made builds with it so restrictive.
2. Hammer takes away all your other weapon skills and offers very little in return apart from that 1 autoattack. Mechanically, that leaves a lot of room for the sword to add in CC, mobility, defence, everything else.
3. The engi tool kit is more about CC and defence, making it then also have top DPS would make it extremely overpowered. The sword doesn’t need to have as much CC and defence as that.

Tempest & Warhorn confirmed – Feedback [merged]

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Judging by the datamined singularity concept, this spec might bring a playstyle of staying in one attunement rather than swapping them constantly.

That would be terrible for PvE. Staff would be so strong other weapons won’t even be able to even remotely compete with it.

Tempest & Warhorn confirmed – Feedback [merged]

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Can you imagine warhorn as a mainhand? Your character would run around blowing a horn over and over again.

It would look rather silly and I’d end up turning off my audio for the game to not become a MLG video.

Tired of the wait/Hype seriously going down

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Taking 2.5 or 3 years to rework Zhaitan (something they’ve announced since release) isn’t exactly rushing, is it? And I’m sure they could’ve done that faster.

They won’t ever fix it. There’s just no point redoing a single encounter which players do once and never do again.

They rushed it in the initial launch of the game do it could be on shelves by the deadline.

Tired of the wait/Hype seriously going down

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You see, when they rush stuff out, you get a ton of bugs and and rusheh content like Zhaitan, and players complain about that.

When they did not rush things, players complain it takes too long.

Wat do?

No new content till expansion?

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Xae Isareth.1364

As Rebound already said , a paragon system like Diablo 3 would be awesome.

Given the huge backlash that they got in WvW for adding Ascended gear, you can imagine what happens if they add that….