Guardian has access to both a passive aegis and an active aegis, so it’s more than every 40s already. Also blocks are not the only tools for defense open to the class, making it block every 10s would make it close to unkillable in some cases.
I can’t find any evidence that a fractal tonic has dropped from the 41 – 50 tier since March 18th, 2015. We’re getting close to 3 months based on that, for a time gated item that you get one shot a day at the item.
At least 50 people run this daily, I think it’s closer to at least 300 though. In 90 days, I can find no evidence that a tonic has been awarded. That drop rate is either abysmally low, or it just simply isn’t in the drop tables at all.
https://docs.google.com/spreadsheets/d/18IHVJao5j85KOp6lBTOgO8qs4VYD3Xty-jKPZo8o-Q4/pubhtml
Google is your friend.
Chill needs to slow initiative regen.
It’s a bug, and it should be fixed.
It’s not a bug, it effected it in the early betas, thieves got completely destroyed by it with no counter play so they removed the effect.
I think that revenant will get it for their overall lack of stunbreaks outside of legend swap.
I personally cannot imagine swapping legend just to break stun. What do you guys think?
Considering necro(and Ele, mesmer, engi) is a thing, there is no reason to think that a class has to be given multiple sources of stunbreak.
How is continuum split and signet of illusions going to work? Currently as of right now, Signet of illusions resets your shatters, so what happens when you hit continuum split, signet of illusions, and then continuum split again? Does it literally just start over again, or will you make it to where it extends the time perhaps of you being in Continuum split before reverting back? Thanks in advance
Countless
Well if basic logic is to believed, if a chrono running that signet, uses their split, they could use the signet in the split for their other shatters but since the split doesn’t Cd until it’s over it wouldn’t affect it during the skill. Then they could reset the split cd once and then be unable to do so until they spent enough time out of it for either cd to come back up since their cds pause essentially while split.
So you would remove pve to add more pvDoor? Yeah…
Fixed that for ya.
It depends on how you look at things and what you like to do.
I tell people to save all the + 1 agony resistance they get. You will need 504 of them to make a + 10 agony resistance ( combining them together through crafting )
If you still are keen for fractals when you reach lvl 40 + then you can throw your + 10 into on of your slot’s or you could sell it for gold if you wish.2 things on this, 1 it’s 512 infusions… >.< but the main thing being that it currently costs more to make the +10 than it is to sell/buy it. (63.8064g vs 59.9975g atm of typing this)(plus you lose 10% of all gold when selling on the tp so you get 53.9976g after tax)
oops 512 =)
Are you sure it’s only a 4g differance though? That’s hard to believe since when your making it yourself, your only buying the merging thingy of the merchant.
If you consider the infusions to be of zero value yes it’s more than 4g but since you can just sell them on the trading post for coin, they are the same as coin so you have to compare crafting it value wise vs buying a crafted one.
It depends on how you look at things and what you like to do.
I tell people to save all the + 1 agony resistance they get. You will need 504 of them to make a + 10 agony resistance ( combining them together through crafting )
If you still are keen for fractals when you reach lvl 40 + then you can throw your + 10 into on of your slot’s or you could sell it for gold if you wish.
2 things on this, 1 it’s 512 infusions… >.< but the main thing being that it currently costs more to make the +10 than it is to sell/buy it. (63.8064g vs 59.9975g atm of typing this)(plus you lose 10% of all gold when selling on the tp so you get 53.9976g after tax)
(edited by Xcorpdog.2840)
The +1 infusions are for…
http://wiki.guildwars2.com/wiki/Agony_Infusion
Which only go into the infused Rings and back piece.
Armor currently can give up to 30 (5 × 6) Weapons can give 10 (5 × 2) while the trinkets can give 30 uninfused (5 × 6) or 30 + x (x=the sum of up to 3 infusion slots filled with up to +17 agony infusions for a max of 51 resist).
You only NEED 70 Agony resist to play the highest level currently unlocked (50).
(Incase you were wondering about the stat totals someone made a spread sheet for Zerker gear, https://docs.google.com/spreadsheets/d/159ml1oahEyM6zWQ-oD4XQcHsk1mI5G6tVnjk_FOeinA/edit?pli=1#gid=348011649 )
(edited by Xcorpdog.2840)
so lvl 10+ fractals require agony resistance
To put agony resistance in my ascended rings I need to infuse them?
but the stuff (some of it) doesn’t drop till fractal levels 20+
https://wiki.guildwars2.com/wiki/Ring_of_Red_Death_Confused.
Normal rings have 1 infusion slot, which can take a +5 infusion you can buy from the npcs. The agony slot comes later when you need more resist.
http://wiki.guildwars2.com/wiki/Versatile_Simple_Infusion
There are better ones later….
http://wiki.guildwars2.com/wiki/Infusion
But they are solely for a min-max setup and not needed for normal play.
(edited by Xcorpdog.2840)
I’m at 173 level 50 fotm (since I started keeping track 9 months ago) without getting my dagger, I made the incinerator a while ago when I realized I was not going to get the fractal one. To me it feels like farming mobs in orr hoping to get the precursor you want.
I don’t have the old post in my pocket anymore but someone did the numbers on it, if you run 150 lvl50 fotm’s you’ll have ~50% chance at getting the skin you wanted. Don’t take that to mean that you need 300 runs for 100% since things don’t work that way but 173 runs isn’t that large when talking about 1 specific skin out of 19.
(I spent the better part of 2 years grinding in fotm daily, to be at 16/19 skins so I know your pain.)
(edited by Xcorpdog.2840)
Meanwhile… if the tp lags and you hit sell it will often sell at merchant value to the buyer and give them the difference back….
There are many features that should/could be added to the Lfg tool…
Cleaner ui that doesn’t keep a 1:1 ratio when expanding
The ability to Accept/Reject members like we do with parties
Separate sections for Inclusive vs Exclusive parties
The ability to reject a merge, the ability to merge with someone in an instance
——
On the more Exclusive side of things,(Note the lack of AP)
Class based rejection/acceptation (Yes, yes this game calls it profession, Wooooo….)
Level Based rejection/acceptation
Block list based Rejection/acceptation
The ability to disallow people kicked to rejoin
Rank based rejection/acception
Just a few of the things that should be in the lfg tool.
I Was curious to how classes play in the end, i mean i dont really care for what is and isnt overpowered as buffs/nerfs come and pass all the time, i’ve never seen a MMO Where u can start a class and it’ll be At the same power forever, generally it moves about.
As far as i have read, Rangers and Warriors are said to be the easiest classes (although some argue that they arnt, every class has easy and hard Playstyles)
is there any truth to this? or is it simply they have Easier playstyles offered to them with just as many more difficult playstyles they can play to excel at the class, do these sort of conversations apply to pvp? or are those speculations PvE Orintated?..
What are the skill curves to each class like? are they massively different for each class, or are classes all simular in difficulty to play properly?
PvE: Simple to Complex (In a group setting, since solo is just pathetically easy.)
Necro
Warrior
Thief
Ranger
Guardian
Elementalist
Mesmer
Engineer
PvP: Simple to Complex
Warrior
Ranger
Thief
Guardian
Elementalist
Engineer
Mesmer
Necro
WvW…. Just Zerg and nothing matters.
Edit:
Bare in mind that not everything is just to do with the class its’ self but also with the environment (yes pvp has environment to it.) and the other classes at play that can make things either harder or easier.
(edited by Xcorpdog.2840)
Hello! I believe I am currently experiencing a bug. I am trying to use the skills of my summoned elementals, but the air elemental is not activating…anyone know what?
Are you in combat when trying to use it? I ask because it is a combat only skill and not everyone reads the tooltip…. oh wait that’s still bugged, my bad.
…
2: Dredge bomb part, I was able to do a 9 in 1 bomb drop but don’t know how it happened exactly, does any1 have a concrete way of replicating this?
It seems to vary some in that fractal, somtimes I can “feed” a bomb to the patrol and get a “bug bomb” back and other times all it takes it me putting 1 in for my next one to be bugged and fill the rest of the bar.
The Liadri mini is a good tool for that.
Ya know aside from all the people who just life leeched her to death rather than atleast having the decency to Fear me Fgs rush her >.>
Stop kittening about this one, if you really must do only PvE for your daily and hate Fractals that much, then just skip the 10 AP points for the day…trust me, you won’t die. Otherwise, just suck it up and do 1 lvl 1 Fractal then quit complaining…and this is from someone that only does Fractals when they are part of the Daily…because I don’t care for them, nor any other Dungeon for that matter. This really does display a sense of entitlement on some peoples part, it’s been part of the new Daily rotation since it was implemented, obviously it’s intended.
If you’re not enjoying the fractals task, why do you do it? Oh, because you want the AP. So, you just swallow whatever ANet shovels onto your plate as long as they give you dessert? Because you force yourself to do something you don’t care for, others should as well? How kind of you to want to share. “Sweet misery, she loves her company…”
Sure, it’s intended. It doesn’t mean the new dailies are good design.
@ those complaining: ANet (the company, not necessarily the staff) is not your friend. They don’t have your best interests at heart, and they certainly only care about what you want to the extent that it affects their revenue.
If this really grinds your gears that much, seeing as one of these pops up almost every time, why not ask anet to make a separate daily section for dungeons and Fratcals, instead of just kittening™ all over some people’s fun.
…
So thats my question, are players just being lazy? or is content that harder that cannot be beaten the “normal” way? Or its just playing smart that we dont rush all in a room with guns blazings and swords swinging?
Lazy… eh not really, all it is, ai abuse that you see in basically every game ever. Any time an encounter can be made more manageable by dividing or grouping enemies it will be done. As far as smart, sometimes it can be smart other times the smarter thing is to use a pull skill to expedite the process ie. ghost-eater on his traps or a guard pulling a group of ~5 enemies together and the party nuking where the guard pulled them.
I was doing HotW p1 and p2 earlier today and, while waiting to form a party and get into the dungeon, I was notified that HotW had finished downloading and that I would then be allowed to enter. Does this mean that Anet has changed something about this content? Why else would I have received this notification?
The only time I have actually seen that message is when trying to enter fotm on a toon that is dead.
That’s only for the Reapers. Everyone else’s whirl finishers still act as normal. ;P
source?
Obvious troll is apparently not obvious to some…
How can you tell tho? The Whirl Finisher rework has never been mentioned at all let alone other classes can/may be specific to it.
They haven’t mentioned anything either way but we also know that they are reworking condis to some degree so it’s not a stretch to think they’re working on finishers, and he’s poking fun at anet’s habit to fix it part way and call it a day.
That’s only for the Reapers. Everyone else’s whirl finishers still act as normal. ;P
source?
Obvious troll is apparently not obvious to some…
If/when higher level fractals ever get opened up ghost pepper poppers and skale venom will be much more in demand. As would Necromancer if Wither Precision ever got un-nerfed.
So where is the difference?
As a low HP class in a lvl 50 Fractal you kinda get one hitted by everything already. Even with weakness the dmg numbers are high.
In higher Fractals, stuff might kill you even with weakness on them, so where is the point of it?And yeah, it often feels like NA is way behind the EU meta. Skale Venom was nice back then, when you could use it beside a dungeon potion or sharpening stone/oil. Now you only use it, if there is nothing else to use.
Well take the archdiviner for instance, while most of the things he does can be dealt with he hits for 9~18k to a light armor character in zerker gear at 50. With weakness that range goes down to 4.5~9k when it procs. Further still the damage can be cut with protection, not needed currently but, that can drop the damage down to 3~6k damage which is far from a one shot and would actually be a 2~4 shot for a warrior in zerker gear. So while it’s not meta right now it was back when fotm levels were much higher ie fotm 80 for instance where % based damage reduction become enormous. And while I can’t speak for Eu vs Na it seems high an mighty to try and say one is lesser than the other, they’re different not one over the other.
How exactly does weakness take place. Reading wiki it says weakness is just 50% chance to execute a glancing (50%) damage, so wouldn’t the extremes remain and an 18k hit would hav a 50/50 chance of doing 18k or 9k. So a nice addition to your safety nets, but not really something you can rely on like perma protection unless I’m mistaken.
Well you don’t just blanket apply it to face tank, you apply it so that when you do get hit sooner or later barring a flawless kill you have a 50% chance to not get 1 shot allowing the fight to keep going without downs.
Meanwhile protection by it’s self does nothing if it was going to hit for 18k since it would still hit for 12k instead.
(edit: that is a 1 shot for 4/5 party members assuming ele ele guard thief warrior comp.)
(edit 2: So at the current scale yes, you can use slaying potions to take it down below 1 shot levels but if the scale goes much higher short of perma frost aura prortection and slaying which gets out done pretty fast and is far harder to maintain than weakness.)
(edited by Xcorpdog.2840)
If/when higher level fractals ever get opened up ghost pepper poppers and skale venom will be much more in demand. As would Necromancer if Wither Precision ever got un-nerfed.
So where is the difference?
As a low HP class in a lvl 50 Fractal you kinda get one hitted by everything already. Even with weakness the dmg numbers are high.
In higher Fractals, stuff might kill you even with weakness on them, so where is the point of it?And yeah, it often feels like NA is way behind the EU meta. Skale Venom was nice back then, when you could use it beside a dungeon potion or sharpening stone/oil. Now you only use it, if there is nothing else to use.
Well take the archdiviner for instance, while most of the things he does can be dealt with he hits for 9~18k to a light armor character in zerker gear at 50. With weakness that range goes down to 4.5~9k when it procs. Further still the damage can be cut with protection, not needed currently but, that can drop the damage down to 3~6k damage which is far from a one shot and would actually be a 2~4 shot for a warrior in zerker gear. So while it’s not meta right now it was back when fotm levels were much higher ie fotm 80 for instance where % based damage reduction become enormous. And while I can’t speak for Eu vs Na it seems high an mighty to try and say one is lesser than the other, they’re different not one over the other.
You said FOOD. It’s not FOOD, it’s a UTILITY. I even specifically quoted the part where you named it food. Either way, maybe you should write to Arenanet demanding they remove it from instanced content, because nobody reads these forums anyway.
I’m not demanding anything, and I don’t really care for the fact that you have been hung up on the fact that I didn’t care you call the second food slot, the wrench, a utility slot, which is just semantics to be honest. But no, I made the post to see what other people had to say on the matter, which has changed my opinion some, that’s the point of asking the question.
And as for no one reading these forums, plenty of people read them. Sure a red post maybe scarce but people still read and post here. Deciding that no one reads these just because it is the dungeon forum is an insult to anyone who actively spends there time here. /side-track
Oh, so you’re crying out for a nerf on things you don’t even know / aren’t experienced with? How did you get to the conclusion your opinion matters on a subject you don’t even know (you know, this isn’t just for other consumables, your skale venom was a big miss as well)?
I think ultimately either the food needs to removed from instanced content much like a number of " cheesy™ " consumables were to make for more choices in the matter.
By the way, skale venom is a utility, not food.
It’s a consumable item that competes with oils and potions yes, doesn’t make it less consumable because it assumes one slot over the other. (excuse my semantic slip though please.)
I don’t use the spam rocks, or the stealth items, I know full well what they can do, but they really don’t do anything besides spam 1 or so skills over and over depending on what you’re using. Not really interesting for game play, not balanced in any way shape or form. If the dev’s wanted to us use the same skill on no cd in some cases they would have made everything either no cd or made everyone thieves with limitless initiative.
(edited by Xcorpdog.2840)
You forgot to mention zerk stats and stacking!
But there is something about a consumable, that gives every class access to something that likely should be scarce unlike poison and doom sigils…
So they should maybe just remove all the consumables, except pots and food, from dungeons/fractals? Or why do rocks, with which you can perma knockback enemies, not fall under your rule of exclusion? Why do harpy feathers and spy kits not fall under your rule? How about the net? Hylek poison, pet ogre whistle, etc.?
Skale venom isn’t even that useful. Stealth consumables, on the other hand, are.
I never said I wasn’t against those, I haven’t generally done runs with those items, so don’t go saying I’m ok with them, I mean ultimately most of the consumables besides food and potions should probably be disabled. But that’s my own personal take on it.
You forgot to mention zerk stats and stacking!
Considering I’m fine with Both LoS pulling (used since the beginning of gaming) and Zerker gear is the best thing to run right now because everything else is either lack luster or just plain self centered in group content I have no issues with zerker gear.
But there is something about a consumable, that gives every class access to something that likely should be scarce unlike poison and doom sigils…
Now before I say anything, I’m not saying it’s a sin or anything of that nature. But from a balance point of view I think this consumable should be removed.
For one it allows any skill on any class to generate vuln but more importantly it generates weakness which is handy as all Kitten™ in higher level fotm. Which at first glance doesn’t seem like an issue and it’s nice, but at the same time it completely pushes any and all player skills with limited exception ie. skills on weapons already on the build. Kitten™ it even pushes blasts and leaps in poison fields out of game-play for the most part since why would you work for something when you can just set it auto-proc? (Looking at you boring PS warrior pushing fun LH ele out of the meta… T.T)
I think ultimately either the food needs to removed from instanced content much like a number of " cheesy™ " consumables were to make for more choices in the matter. And it would help underdog classes that have better up-time on the POWERFUL condition move closer to the meta level even just a little (or atleast make some combo other than fire & water worth using). Or atleast give it an ICD and a duration cut on the weakness.
I’m curious as to what you guys have to say on this.
(edited by Xcorpdog.2840)
i thought specializations were supposed to bring things the original prof didn’t have? necros already had a high dps option
Having the same dps as a dps/support guard is not a high dps option.
Does anyone have any idea’s why the Epidemic will work but Necro axe 3 fails to hit it even though they have the same skill radius?
Probably because not all radius skills have a spherical area of effect. Or because Epidemic does not apply it’s effect on ground level but axe 3 does (or vice versa). Could probably think of some more, we would need more skills to test it. Now i want a:
SELECT SkillNames FROM FullSkillList WHERE Radius>=600 GROUP BY Class
I’m not going through the whole list by hand again.But at least we know it’s still possible.
http://wiki.guildwars2.com/wiki/Judgment ?
http://wiki.guildwars2.com/wiki/Entangle ?
http://wiki.guildwars2.com/wiki/Icy_Roar ?
http://wiki.guildwars2.com/wiki/Intimidating_Howl ?
http://wiki.guildwars2.com/wiki/Terrifying_Howl ?
http://wiki.guildwars2.com/wiki/Magnetic_Shield_ ?
http://wiki.guildwars2.com/wiki/Vortex ?
http://wiki.guildwars2.com/wiki/Life_Transfer ?
http://wiki.guildwars2.com/wiki/Tainted_Shackles ?
http://wiki.guildwars2.com/wiki/Unholy_Feast Nope
http://wiki.guildwars2.com/wiki/Epidemic Yep
—-
http://wiki.guildwars2.com/wiki/Grasping_Vines ?
http://wiki.guildwars2.com/wiki/Binding_Roots ?
Those are all the ones I found but I might have missed one or two.
Something else to look at would be should anything work then if the thing is critable or at least that it could proc on hit things like leeching charges….. also could mean a use for … venom shares, leeching damage and condi’s or for that matter ranger spirits that give condi’s on hit.
I would test them but it’s hard for me to get someone to roll for this with me since it is so Rng.
Oh and with the name the swirler has in the combat log I feel like anet just shoved an ice elemental in the ground to shoot off this skill over an over again. >.<
(edited by Xcorpdog.2840)
Even more remarkable (and confusing) is that the elemental source is a structure… so apparently the Swirler isn’t, if it can be condi bombed by epidemic…?
Anet wtf…
Something that was bugging me an keeping me awake, but to ice the cake of weird either retaliation doesn’t damage it or it just flat out doesn’t show up in the combat log.
I would really like to some screenshots or vids of this.
I added some screenshots from my Video card Dvr footage.
So awhile back you could break the top of this boss off to reduce the number of random ccs being thrown around in the fight.
As far as I know they moved the hit box making it unbreakable… but when I was in a bad pug fotm the other night with a necro we managed to break the swirler on top of the boss, and the necro complained that he was “bleeding something underground”. Tbh I was shocked so I didn’t get great footage at the time but later I went back and tried various things until I used, Epidemic which allowed me to take the condi’s off one the adds and apply it to the swirler allowing for it to be killed.
Does anyone have any idea’s why the Epidemic will work but Necro axe 3 fails to hit it even though they have the same skill radius?
(edited by Xcorpdog.2840)
This is off top of my head but,
Ac None
Cm None
Ta F & U Sorta, you can keep the boss low and sit at the edge of the room generally to keep it in combat, just mind the add spawns.(Similar to how pugs used to do F-U)
Se None
CoF P2 but Good luck getting buyers
CoE None
HotW None (Not that it would ever be worth soloing for anything but fun.)
Arah P1,2&4 Can all be kept at 1% easily. (P1 is just a reflect check so you just hold crystals the whole fight, so not technically 1% but it’s a simple fast boss either way that’s simple to solo)
(edited by Xcorpdog.2840)
Thank you for all of the responses. I think I will play around with some of these ideas.
I will make a change to Healing spring, maybe see about using drakes to blast since I like my projectile reflection.
I haven’t really messed with Spirit of Nature tbh. I will play around with it.
I may consider based on incoming damage working in blue moa and fern hound.
Like I said I just wanted to help with some active support survivability wise both for my own entertainment and to help the party as we play around in different instances.
Thanks a ton!
Making the drake blast is easy, cast the Field, and swap pet while in the field, and assuming the target is inside the field assuming the skill is off cooldown, the drake will open combat with it’s blast.
can somebody sum up for me, how Conjures were nerfed? I hear that a lot here…
Well people are talking about two different instances, in the old days eles could use Firery Great Sword 4 without a target to spawn numerous aoes which could tick for insane amounts of damage. This was ultimately nerfed for all game modes due to the fact that anet found out how players could use it get an instant lord kill in pvp.
Edit:They promised a buff but never buffed it just the tool tip*
As for the others…
Currently they haven’t been nerfed, we don’t know what they plan on doing to Ice bow or Lightning hammer but we know they plan to nerf/change them.
And as far as I have heard they are going to be nerfed game wide due to the uses they have in the new game mode strong hold, since to win at this pvp mode you have to pve, conjures are naturally great along a whole chunk of other ele skills. If this is true I personally will have no faith in anet anymore, in that they are so lazy at balance that they will nuke entire class skills because of one mode for all modes.
/sigh
(edited by Xcorpdog.2840)
https://forum-en.gw2archive.eu/forum/support/bugs/Bug-Lupicus-Necrid-Bolt-hits-at-melee/page/2
That’s about it, for now.
Always bring appropriate AR (Agony Ressistance) for tiers.
1-9 – 0 AR
10-19 – 10 AR
20-29 – 25 AR
30-39 – 40 AR
40-49 – 55 AR
50 – 70 AR
Fixed that
While many builds for other classes are getting more powerful due to the additional traits they will be able to take, it seems like D/F builds are getting nerfed.
What we’re losing:
1. Air Training (10% dmg air trait)
2. Stone Splinters (10% dmg earth trait)
3. Bolt to the Heart (you can’t take it together with Fresh Air)That’s a massive dps reduction and I doubt the extra ~210 ferocity from the adept/master air traits will make up even for the Air Training loss. The only reliable damage boost from water is the grandmaster damage increase per boon, which will hardly compensate, and on top of that, you can’t take Renewing Stamina (very useful in harder content) anymore unless you’re happy with doing far less damage than before this update.
Well since they made it all or nothing for a tree, you will just replace what you put in earth into water, assuming they don’t nuke conjures you would be able to use the new water damage trait for those along side Vital Striking for a 30% damage modifier if you used the conjure only there. Couple that with the ability to take a 2% boon trait from the water tree, which will be a base 4% modifier through might and fury, combo this with and boons thrown around by party members and it could easily become a 10% modifier. Couple this with the extra 10% crit damage from the new air trait, and the fact that you can now take all of the fire traits now instead of choosing between internal fire and burning precision, the only place you’d really see a difference is in long fights where the boss will be below 33% for a decent amount of time, though I have to say the air adept traits are complete trash in their current form.
(edited by Xcorpdog.2840)
With all the PS warriors around and prestacking…people will just run staff.
and people do that, they are both viable alternatives, if your group has 2 warriors 1 runs gs dps build, the other runs ps build, if your group has 2 eles 1 runs staff, the other runs scepter/focus LH, if you have 2 of each well.. you’ll figure it out but it is nice to have 2 meta builds per class in that situation so there’s options, not a lot of classes have multiple meta builds currently.
Change to LH may remove one of Ele’s meta builds. D/F is decent, but it’d probably just be better to have 2 staff eles than have a D/F.
SF is just so weak, without LH it will be unvaible really. Same with DF. If they really lose their conjures, no one will run it.
Don’t forget that D/f is losing 2 10% modifiers and Bolt to the heart.
Hey Xtrem,
I’m going to assume you mean, Glyph of Lesser Elementals and not the elite version. The Swiftness boon on the air summon, is a combat only skill, Windborne Speed so you can not use it out of combat.
Depending on your level you can instead use Glyph of Elemental Harmony in air for swiftness and you can trait it for cooldown and more boons depending on how much you need. Another option on Ele that people tend to use is Zephyr’s Boon on Dagger/Dagger set ups.
My personal go to is, using Arcane Wave and Arcane Brilliance in a Lightning combo field, either with Static Field -staff skill on staff or Static Field -Lightning Hammer skill when running on Scepter set ups.
There’s always the squad channel that you can use, all you have to do is get people to join you as a commander and then you wont have this problem.
link
(edited by Xcorpdog.2840)
Keep in mind this is PRE stacking… as in, before a fight.
If you are in the middle of a fight you would (should) probably not have a scepter equipped if it’s fractals. D/F is a very comfortable weapon set with good defensive utility.
To stack might, use anything that says “blast finisher” while in a fire combo field. Each blast will grant 3 partywide stacks of might up to a maximum of 25.
Be careful with arcane brilliance (healing skill) because it’s very weird as a blast finisher and doesn’t function the same way as for example arcane wave (utility) does— you must be standing directly in the field for it.
It’s more than just standing directly in the field.
Link
I feel if they were condensed into a glyph where you could conjure any one of them based on your current element it would be more effective. and doing so would make them more useful in glyph master builds.
The Glyphs already have a lot of things going for them but if you ask me the main problem with them right now is they have no real focus outside of a cast time and some boons. Which of course we have an entire trait line about boons that does it better than them. If glyphs are ever going to be useful they really need a rework in terms of bringing something unique rather than a different flavor of something else, out side of GoS and GoE; GoLE is hardly worth using if you ask me.
I think they should first drop the casting times of these skills, if they want to see the conjures more in pvp.
This game has plenty of instant cast skills and we really don’t need more, especially on weapons that are supposed to be powerful, when an ele summons a conjure they give up being a jack of all trades to do a few things really well. Only problem is half the conjures under-preform at their task.
One thing is that we only have 1 conjured weapon trait. But it’d be hard to give conjures any more traits because they can be so powerful already
I mostly just think that like I said before, drop FGS as an elite and make it a normal utility (you can sacrifice the summoning damage/burning if needed) replacing lava axe with 1 changed skill (the #2 skill), then tweak the autoattack of ice bow, and tweak earth shield to be more useful (make it’s autoattack a ranged bouncing throw, give the #4 skill a sequence after the pull to make it cast sandstorm at your location, give the #2 skill a cancel sequence skill (like most channeled blocking skills have) to cause damage/bleeding and a blast finisher (but then you forfeit the half cooldown effect from blocking an attack)
Then we could get a different elite skill in replacement. Something actually useful.
I have to disagree with making FGS into a utility skill mainly because for what it is now, lacking as it might be, it’s still powerful. I do agree with changing some of the skills though, making FGS 2 into a PBAoE blast finisher with a flame burst similar to the Ascalonian in the urban fractal for instance. Other wise the 4 skill needs to be actually increased damage like the devs said they would do but seem to have not done.
https://forum-en.gw2archive.eu/forum/support/bugs/FGS-Damage-Bug
The AA should be reworked with higher damage but no longer be a channel so that it could rather be a melee chain and back on the the same system as other skills. As for Conjure earth shield, I think if they made the 2 skill into a full length block, not just a single block that at the end, based on the number of hits blocked would apply X amounts of bleed stacks and blast that would a nice pay off for using it in high damage moments. And the sandstorm would be better suited for a 3s duration on the 5 skill. IMO.
(edited by Xcorpdog.2840)
So as a long time lurker this is my thread created so bare with me on that.
But anyways, as some one who has logged 1,500 hrs on Elementalist, with 7 other level 80s I came with an idea for a change to how conjure weapons work.
I’ve always felt since launch that between the 1min CD 1min Duration and 15 base charges that conjures in general are overly restricted. The inability to use your standard Ele skills always felt like it was more than enough punishment.
What I purpose would be simple, conjured weapons should, IMO lose the charge system.
But in return lose the baseline ability to summon two conjures and instead the conjurer Fire trait would instead grant the ability to summon one for allies.
I feel like at-least that this would be a fair trade off, not to mention the fact that this would allow the conjure flame ax and conjure earth shield to see more use as their auto attacks have always been severely hampered by the charge restrictions.
Anyways, I would really enjoy other ele’s thoughts on this.
From what I remember from lurking, there was a bug with female Sylvari guardians at launch with this, and as such they switched it off all races presumably until fixed which has never happened.
The only reason they are going about making a tweak to long bow is due to the fact that, with rangers being prevalent in spvp, it became glaringly obvious the lack of counter play to PBS. And much like pin down all they are really doing is removing rangers ability just rotate 4>2 with little to no problem.
As for short bow, you really shouldn’t be camping long ranges with it due to the fact that the arc length you would have to move to regain the flanking status for bleeds is far longer than say at 300. If anything the range change on short bow was to get people to use it properly rather than just for extra pew pew.
It appears that you have to start the arcane brilliance cast while in a field for the blast to count at the end of the cast.
Here’s a video I whipped up detailing how it’s behaving, it has nothing to do with being in the field while starting the cast.
This is more for people who don’t wanna read Kravick.4906’s wall’o text.It does, actually. You can easily test this by dropping Healing Rain under you. Stand at the edge of the field and cast Arcane Brilliance, then step outside of the field before the skill completes. You will now be standing out side of the field and still blast finish Area Healing.
Now do the same, but this time stand outside of the Healing Rain field. Cast Arcane Brilliance, then step inside the field before the skill finishes. Notice that you will not blast anything, even though you completed the skill while standing inside of a combo field.
This behavior is contrast to how every other blast finisher in the game works. Every other blast finish in this game blast finishes based on when the skill ends, and what field is under the blast finish when the effect goes off. Arcane Brilliance does the opposite, and its oddly confusing with how the skill currently works.
Whelp I’m forced to eat my words it seems. I always chalked to up to something else I guess.