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dust off your scepters, it's getting fresh

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Posted by: Xillllix.3485

Xillllix.3485

From what I heard, Burning Fire no longer gives Might per Cantrip and Blinding Ashes had its ICD increased to 8s. Were there any other changes?

Also, Ring of Fire will now give:
-1 sec burn for 2 sec when crossing it
-2 sec burn for 4 sec initially
(Right now it’s 3 sec burn for 5 sec)

No more might on cantrips so the fire line is dead on staff.

Persisting flames? Pyromancer’s training? Burning Rage?

No matter how you look at it it’s 9 stacks of might lost. A good trait that was a combination of 2 trait was just ruined and we lost the most potent half of it’s 2 component.

This is exactly what was supposed to be avoided with the new trait system. Instead of making it 2 stacks of might per cantrip instead of 3 they just completely destroyed it and removed all the might.

This is now the same bad trait it was before the trait merge, with less build variety.

Remove icebow from the game

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Posted by: Xillllix.3485

Xillllix.3485

its not worthless because it still has a freeze. believe it or not, 50% damage decrease its still optimal for damage… its just not RIDICULOUS now

What is ridiculous is getting shaterred for 25k from stealth, not an aoe skill you can just dodge out.

dust off your scepters, it's getting fresh

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Posted by: Xillllix.3485

Xillllix.3485

From what I heard, Burning Fire no longer gives Might per Cantrip and Blinding Ashes had its ICD increased to 8s. Were there any other changes?

Also, Ring of Fire will now give:
-1 sec burn for 2 sec when crossing it
-2 sec burn for 4 sec initially
(Right now it’s 3 sec burn for 5 sec)

No more might on cantrips so the fire line is dead on staff.

Remove icebow from the game

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Posted by: Xillllix.3485

Xillllix.3485

With a 50% damage nerf it’s now useless so please just remove it from the game.
That’s not balancing, it’s destroying a skill.

It’s taking space for nothing now.

(edited by Xillllix.3485)

dust off your scepters, it's getting fresh

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Posted by: Xillllix.3485

Xillllix.3485

Yeah and with the fire line destroyed it’s gonna be back to air.

D/D ele compromised balance in pvp

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Xillllix.3485

Anet just cant balance the elementalist right:
problems with d/d ele was its regen/condi cleanse, not it’s burning.
Burning damage was a global problem, and it is much worse on guardian than on ele and you didn’t even nerf it there? Guardian ticks can go over 6k/second.

Now the fire line is back to being a crappy line for the wrong reason and might on cantrips, which was essential for staff builds using fire (just to keep damage on par with air line) has been nerfed because of d/d problems.

Druid Healer Confirmed - Feedback [merged]

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Xillllix.3485

Not at all, with all the new pets and skills it really looks like it has had the most work gone into it.

Druid Healer Confirmed - Feedback [merged]

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Posted by: Xillllix.3485

Xillllix.3485

Eles have been water bots for years, I think it’s nice that other classes can do it now.

Too many WvW maps ??

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Posted by: Xillllix.3485

Xillllix.3485

Having 3 copies of the same map has never been a good system. EotM was supposed to be part of the map rotation but then was instead made as a Karma Train out of context map.

I don’t know maybe what they will announce tomorrow will fix the server system.

Conclusion: DH is the weakest Elite Spec?

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Xillllix.3485

Tempest is by far the worse, it doesn’t even have anything to do with the name (no storms at all) and does almost no damage.

Super Adventure Box [merged]

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Xillllix.3485

How can Anet talk about HoT Adventures and not talk about Software Adventure Box?

BWE 3 Tempest Specialization Changes

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Xillllix.3485

Then it is the disconnect between the concept and the implementation, because I don’t see storms anywhere.

The new elite should have been a massive storm of all elements. This alone would make tempest interesting and justify the super low damage Warhorn does.

Druid= delete water line

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Xillllix.3485

They just need to make tempest about storms right now. I think the only way to save it and make it worthwhile is:

1- Increase by a very large amount the radius on overload.
2- Make the warhorn skills 1200 range large aoe, ground target-able
3- add damage modifiers potential at least equal to the arcane line (16-20%)

BWE 3 Tempest Specialization Changes

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Xillllix.3485

Any important progress being made with Tempest and Warhorn? Because it really looks like of all the elite professions Tempest is really missing the mark. You need to put the emphasis on the Tempest theme and make the skills have much more impact on fights. Stability on overload won’t fix how terrible it will be if you cant change attunements or dodge while using them, specially when other class can spam interrupts like candies at Halloween.

Large aoe, ground target-able skills for Warhorn would really make it more interesting. Maybe increase the aoe limit to 10 for Warhorn skills? Just do something to make it worth using instead of dagger offhand or focus.

The trait lines need way more damage and recharge modifiers. 10% for 5 seconds is way too low.

(edited by Xillllix.3485)

Warhorn is Useless (and Boring)!

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Xillllix.3485

Quoting you Vissarion and replies under:

Fire #4: might sharing, useless.
Agreed, Heat Sync was the most interesting skill and now it’s useless. Dagger offhand can share more might.

Fire #5: Fire field, (another one).
Agreed, we have plenty of those. This was the opportunity for anet to give the ele a new type of burning condition, maybe a more intense one that could only be cleansed by dodging.

Water #4: Water wave knockback and heal, very slow though.
Indeed, Focus Knockback and Updraft are better. Heal is negligable, it wasn’t something the ele was missing.

Water #5: Moving water field, (Field should stack on you, not run to one direction slower than you if you have swiftness).
Most skills animate too slow, this is just a bad idea for a skill anyway. Tempest should be about storms.

Air #4: Lackluster cc and dmg.
It should be 1200 range ground target-able like many skills.

Air #5: Most useless skill slow and low dps.
It doesn’t go up and down hills/slopes, damage is low and easily avoidable

Earth #4: Only useful skill (cause blast finisher).
So the only thing useful on it is what the community asked for… Says a lot.

Earth #5: Slow moving dust storm, cant see if viable enough.
Blind isn’t a vert good condition since it’s removed just after a miss instead of being applied for a duration.

So instead or doing Sword they tried to sell us the idea of Warhorn, but failed at making any of the Warhorn skills potent or responsive, none have blocks, evades, leaps, teleport, reflects, good damage, reliable ccs, good healing. On top of that it doesn’t fit the tempest theme at all, there are no storms there. How can this be any fun when all the animations is just your guy blowing some particle effect? Worse than all of that, Warhorn does nothing the elementalist couldn’t already do beside the pull. And there is no damage, nor movement or block at all… Like seriously dagger offhand has Churning earth and Firegrab while focus has invul and reflect. What is the reasoning behind Warhorn? Why does it have to be so bad at everything and not even have range or speed?

We are one month from release and it looks like they would have to go back to the drawing table.

Updates to Matchmaking

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Xillllix.3485

In reality, the bug caused the highest rated player between the two teams to usually be teamed with mostly lower skilled players.

Ouch… That’s what I felt but it’s nice to have it confirmed.

Mordrem Invasion Update: 11 September 12:30 PM

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Xillllix.3485

I don’t understand why you just dont re-release SAB to make the waiting time in October much less painful.

Mac issues with Transgaming Wrapper

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Posted by: Xillllix.3485

Xillllix.3485

Anet just needs to get Aspyr to do the Mac port. Aspyr usually do an amazing job at porting games.

Raid on Capricorn

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Posted by: Xillllix.3485

Xillllix.3485

The funny thing is that even how unbalanced water combat is it wasn’t much more unbalanced than ground combat with the new trait system.

@ANET: Stronghold beta

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Xillllix.3485

I’m just wondering why we are testing this map again for the what, 4th time? We played it a lot already, and unless here are more Stronghold maps released with the expansion I would not spoil this map anymore.

Super Adventure Box [merged]

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Xillllix.3485

Why on earth would they pull a trump card like SAB while the game is hyped for HOT and or after HOT is launched and that content is still fresh?

Would make more sense to do something like SAB during a sort of low point in game hype.

For instance if they continue this strange 3 year expansion cycle doing SAB 1.5 years after HOT has been out would make more sense.

Not really, if they included world 3 and 4 of SAB in HOT they would have sold way more copies in advance. And the game has been starving for any sort of content for a year almost: they should have released SAB world 3 when the living story ended if they wanted filler content.

Anyway I don’t see how HoT can keep me playing more than a year with the little PvE area that was shown and the lackluster Tempest spec. It better be a big surprise in scale upon release, specially for a price that is almost that of the full game.

I dont know about way more prepurchases of HOT but i for one would have HOT prepurchased if it was garuanteed to include even just sab world’s 1&2

I’m still wondering what they are really doing for HoT:
Only 1 stronghold map was announced… (?)
Only 1 raid will be available
PvE region looks small, they are leaving us in the dark about its size which is sketchy
1 new WvW map and no update to the older maps
No new dungeons
No SAB
No Living Story
Some of the elite spec look rushed

If I had to guess I would presume that they have half their team working on their next game since 2013-2014.

Balance patch incoming

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Posted by: Xillllix.3485

Xillllix.3485

They need to hit mesmer shatter big time.

Elite Specs in 3 words

in Guild Wars 2: Heart of Thorns

Posted by: Xillllix.3485

Xillllix.3485

1. Warrior(Berserker) Max might-stacks Rampage
2. Guardian(DragonHunter) One-Shot Svanir
3. Revenant(Herald) Good Tempest substitute

4. Ranger(Druid) Please less pewpew
5. Thief(DareDevil) Crouching-Tiger Hidden-OPness
6. Engineer(Scrapper) Scrapper is not scrap

7. Necromancer(Reaper) Perma Chill Eles
8. Elementalist(Tempest) Can’t beat Svanir
9. Mesmer(Chronomancer) Twenty seconds moa

"Balance" vs Skill Cap Between Classes

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Posted by: Xillllix.3485

Xillllix.3485

To be honest I think the only things really broken at the moment is the mesmer burst from stealth. The rest would be global nerfs:

If they:
1- could make it impossible for mesmers to 1-shot people from stealth in half a second (not even a thief can do that)
2- reduce power scaling globally by 15% and
3- nerf conditions by something around 20% (except bleeding)
Then I think the game would be pretty balanced from a number point of view.

Then they would need to look at the damage/skill cap and fix some stuff, like for example ranger longbow and AI damage (they could buff something else, I’m not talking just nerfs) and some classes having better elites than others, cooldown irregularities between classes, etc.

Finally some soft cc conditions will have to get looked at with HoT, specially Chill, Slow and Weakness which sometimes makes it impossible to even fight back. I think the percentage of effectiveness of these skills will need to be reduced with the introduction of new conditions.

(edited by Xillllix.3485)

Super Adventure Box [merged]

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Posted by: Xillllix.3485

Xillllix.3485

Why on earth would they pull a trump card like SAB while the game is hyped for HOT and or after HOT is launched and that content is still fresh?

Would make more sense to do something like SAB during a sort of low point in game hype.

For instance if they continue this strange 3 year expansion cycle doing SAB 1.5 years after HOT has been out would make more sense.

Not really, if they included world 3 and 4 of SAB in HOT they would have sold way more copies in advance. And the game has been starving for any sort of content for a year almost: they should have released SAB world 3 when the living story ended if they wanted filler content.

Anyway I don’t see how HoT can keep me playing more than a year with the little PvE area that was shown and the lackluster Tempest spec. It better be a big surprise in scale upon release, specially for a price that is almost that of the full game.

Maximum Healing Potential: Tempest BWE 3

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Xillllix.3485

Healing isn’t rewarded in this game so why would it matter?

In ESO for example, you receive the kill experience from the people you healed. This should be the first step forward Anet takes if they ever want to create a healer role.

Overload Benefiting Staying in Attunement

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Xillllix.3485

I really hope completing an Overload can have some positive impact for staying in the attunement.

For example, there are a lot of different things they could change with the first Tempest Minor Trait, such as:

  • Completing an Overload reduces the Recharge Timers of its Attunment’s Abilities by 5 seconds.
  • Completing an Overload applies a passive effect while remaining in the Attunement until it recharges. Air = +10% reduced casting time, stacking with Quickness. Fire = +10% damage and Condition damage. Water = +10% self Healing and +20% outgoing Healing. Earth = -10% damage received, stacking with Protection.
  • Completing an Overload empowers the auto attack of its attunement until it recharges: Air = +20% Critical Damage. Fire = 2 seconds of Burning and +10% damage. Water = Healing to self and allies in AOE with each hit, removing a Condition every third hit. Earth = applies 2s Weakness and 5s Bleed on each hit.

Any of these ideas would help improve the “reward” for successfully completing an Overcharge while also providing a strong incentive to stay in the attunement rather than swapping immediately after.

This would change the entire dynamic of the Tempest’s style from the base elementalist: Instead of focusing on using your skills then rotating to the next attunement, you would stick to the attunement that is most appropriate for the current combat situation you are in. The goal should be to switch between functional “modes” of combat, rather than being rewarded for mindlessly shifting between attunements to complete a given rotation.

What are your thoughts about such an addition to our Minor Trait?

These are really solid ideas. your traits are actually more interesting than the current ones. I just think Tempest lacked a unified vision so they are picking ideas here and there from beta testers to avoid the catastrophe upon HoT release of an ineffective elite specialization (it is a huge and important part of the expansion). They need to refocus it around a strong concept, like the engi stuff that was shown last week.

Make Ice Bow an elite skill

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Xillllix.3485

I think a good solution for the lack of good elite skills for the elementalist would be to make Ice Bow an elite skill. It would also justify the good damage it does compared to terrible conjures like earth shield or flame axe and would permit us to use it in context where we need our cantrips, like WvW.

Super Adventure Box [merged]

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Xillllix.3485

I’m pretty new to the game, could someone explain to me what is Super adventure box to me? I saw a video that looked like minecraft, but that’s all I know. :S

It was a stylish game inside the game. They announced 4 worlds but let us down after world 2.

This was the beginning of world 1:
https://youtu.be/F8jpD06wL0o

BWE 3 Tempest Specialization Changes

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I’m still really disappointing that tempest doesn’t any big aoe storms. I’ll never understand how a spec named tempest became a aura support build. It seems to me like there is a conflict between 2 different visions.

How about greatly increasing the radius of air-fire overloads by 300% while letting us cast other skills and dodge? It seems to me this would fix the main issue people have with overload which is the melee risk factor. It would also make the trait line viable with staff and scepter perhaps.

Super Adventure Box [merged]

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Xillllix.3485

Has anyone tried sending a letter to Arena Net asking them to bring SAB back? if enough people do it they might put some resources into bringing it back. that is if ANET listens to its community and all….

Maybe they’re waiting until it reaches 100000 views? They could have turned this fail into a win if they just released the old content again. But it’s been such a long time half the remaining guild wars 2 players don’t even know what SAB is… Which is a shame really. What a missed opportunity; it would have kept the people interested until the expansion.

We need PPK back

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I don’t understand why every time this topic is brought back there is no response from the developers. They were the ones that had us test PPK in the first place; then we all agreed it worked well but could be improved in favor of the losing servers, and then nothing was done.

BWE 3 Tempest Specialization Changes

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Xillllix.3485

We added two things to overloads today:
Overload Air will imbue allies with electricity, giving them the Static Charge buff. An ally with this buff will deliver a Lightning Jolt to the first enemy they strike.

Overload Earth will now leave behind a dust-nado (name ongoing) at the tempest’s location when complete, which delivers the same effects that occur while overloading (cripple, bleed, protection). Increased bleed duration to 9 seconds per strike.

Dust Storm – warhorn: Increased the velocity that each storm appears by 33%.

I missed this update. Air sounds pretty good; I think if all the overloads did this a similar buff to allies you might be on to something interesting. Leaving something behind after isn’t really useful however. It should just burst damage/condi at the end.

We need PPK back

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Never understood why they removed it in the first place after the success it was. They should have left it in and changed the numbers:
1 PPK if winning server
2 PPK if second server
4 PPK if losing server

Please don't change Heat Sync

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How could you nerf Warhorn Heat Sync when Signet of Inspiration does the same thing it was doing on a class that can 1-shot people from stealth? Where is the logic?

How can it be overpowered for ele but fine for another class with a better health pool that has stealth?

https://wiki.guildwars2.com/wiki/Signet_of_Inspiration

Super Adventure Box [merged]

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Xillllix.3485

Seriously all the new players are wondering what it is and all we can reply is: “oh was the best PvE addon content Anet has done but they removed it from the game 2 years ago”.

It’s just so lame to remove content like this. Bring it back!

SAB seems to be working just fine. HMMMMMMM…

Of course it is. I never believe that poor “physics change” excuse for 1 second.

It is absolutely not working fine. Unless you are actively ready to do some serious bug testing you would not want to be in that game. This video only shows one of the many problems this player has run into and even it is a serious problem. Do you honestly want to be trapped in that room for five minutes any time you might run out of lives? That’s super broken.

Fixing a code ain’t rocket science. They just don’t want to do it.

BWE 3 Tempest Specialization Changes

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Xillllix.3485

Ty for confirming me that i was right to give up on tempest (still wondering if i should just give up on GW2 tho)

2good news:
stability on overload
rework to rebound (still kinda weak and …. wtf does it have to do with a TEMPEST ???)

for tons of bad news:
nerf to WH which could already barely compete with D and F
no overhault to trait (tend to say it’s even worse than before since stability on overload is mandatory)
no fix to crappy overload mechanic (risk/reward still the worst balance i ever saw)
etc.

I feel exactly the same. I think Warhorn ele/Tempest still doesn’t work at all and it’s nothing close to being ready for release. It’s just not fun to play: no skill offers the support or damage worth the penalty (melee range, standing still not able to dodge or swap attunement, camping attunements, 20 seconds cooldown penalty on attunements, long WH cooldowns, lack of mobility, lack of evade/block, loss of damage modifiers in trait lines). Some people may thing it’s “ok” but I still think it’s pretty bad overall.

Super Adventure Box [merged]

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Posted by: Xillllix.3485

Xillllix.3485

Seriously all the new players are wondering what it is and all we can reply is: “oh was the best PvE addon content Anet has done but they removed it from the game 2 years ago”.

It’s just so lame to remove content like this. Bring it back!

SAB seems to be working just fine. HMMMMMMM…

Of course it is. I never believe that poor “physics change” excuse for 1 second.

(edited by Xillllix.3485)

Thunderclap vs WH Air#5

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Posted by: Xillllix.3485

Xillllix.3485

Air is supposed to be the spike damage Attunement, no? At the moment, this skill’s DPS potential is wasted if you have more than 1 target.

The skill only works on flat surfaces. In WvW it doesn’t go down stairs or across a small hill incline. In my opinion Lightning Orb is still in beta and not ready (along with a lot of other skills).

Earth Attunement

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Posted by: Xillllix.3485

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Earth is good with Dagger mainhand/offhand and focus.

In my opinion all they need to do is to reduce the Eruption speed on staff to 1.75 seconds and increase the target area of Shockwave (they could make it a line like warhorn lightning orb along with Gust).

BWE 3 Tempest Specialization Changes

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Xillllix.3485

Wildfire could at least remove might from enemies, so then we would share our might to allies with heat sync and remove might from enemies with wildfire. Might management with fire attunement of warhorn.

Well at least it would serve a purpose other than being just another fire field. Not a bad idea at all.

Please don't change Heat Sync

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Actually upon reflection, the worse consequence of this nerf is that all sort of synergy with the arcana trait line is gone.

No more stealth until...

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Posted by: Xillllix.3485

Xillllix.3485

Problem isn’t the stealth itself, it that the burst damage of stealth classes is completely broken. When a mesmer can shatter you from 100% hp to 0% hp from stealth in half a second while going through your shield (3 blocked attacks) there is something seriously wrong with balance.

BWE 3 Tempest Specialization Changes

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Even with a 10% damage modifier Tempest might end up not be used in pve, but it’s a start.

10% for 5 seconds on overload is just another sign that they’ve decided not to give any damage to the elementalist elite profession. Even water has 30% damage modifiers that someone can upkeep pretty well.

Please don't change Heat Sync

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Seems like there’s a disconnect over all with what the players want, and what they developers are looking to accomplish with it.

Heat Sync was the only really cool new skill and now it does the same as we’ve always done blasting might, more might. Didn’t they nerf might in the first place because of the ele? All of this makes no sense.

These are just bad decisions. It was a cool skill with a high cooldown. Warhorn doesn’t do good damage anyway.

BWE 3 Tempest Specialization Changes

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Xillllix.3485

I still have an issue with remaining in a single Attunement.

How about rolling Hardy Conduit onto Speedy Conduit, and then replacing the Grandmaster Minor trait with the following:

Tempestuous Escalation (dramatic, no? :p)
Remaining in a single Attunement grants you a stacking bonus for each second you remain in that Attunement:
Fire: +1% Damage (10% cap)
Air: +2% Critical chance (20% cap)
Water: +1% Outgoing healing affecting other allies (10% cap)
Earth: +1% Condition damage (10% cap)

The trait’s Attunement-specific bonuses end when switching Attunements, but the trait is always active. For example, when you switch to Water after being in Fire for 10 seconds, you would lose the 10% damage bonus but immediately start accumulating the 1% outgoing heal bonus.

This synergizes well with the theme of each Attunement and each Overload. Plus, the bonuses are not boons, so they can’t be abused by boon duration/boon share, nor can they be stripped.

One of the best idea I’ve heard so far. It would certainly help with one of the worse aspect of Tempest which is attunement camping.

That new trait which gives stability is what we wished for, but it definitely mustn’t replace CDR for overload.

Anyway some of these changes are steps in good direction.

Yes but many are in the wrong direction, like Heat Sync which has literally been rendered useless.

(edited by Xillllix.3485)

So this New Engineer Skill Sounds Interesting

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Xillllix.3485

The fifth skill is Thunderclap, which is appropriately Thor-like. Players reach into the sky and use the hammer to call down bolts of electricity that stun enemies and deal damage over time, as well as leaving a pulsing lightning field at the point of impact. We cannot wait to see this one in action.

From the mmorpg.com preview today. Puts me in mind of Tempest’s air overload, except maybe a little more worth casting.

And they wont have to dance for 4 seconds before channeling it for 4 more.

Please don't change Heat Sync

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Never felt it was overpowered at all. Tempest doesn’t even do good damage and now they nerf its utility. It was the only unique thing Warhorn could do and now they just broke it. This is so lame.

Raid on Capricorn

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Certainly wasn’t a good decision to remove the map from open arenas.

BWE 3 Tempest Specialization Changes

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Xillllix.3485

You guys at Anet need to get a team of people to finishTempest. As it is right now the day HoT comes out I’m never touching my elementalist again and I’m switching class.

Revenant?

Quite possibly yes, it has all possibilities: support, damage, range, condi and range. And the elite skills are cool.