Showing Posts For Zenith.7301:

Chronomancer Changes for BWE3

in Mesmer

Posted by: Zenith.7301

Zenith.7301

You know why few people use offhand sword? Because the phantasm dies immediately. Like someone suggested, “support phantasms” should retain their bounce but simply shift its supportive effect to an AOE instead that is procced when it attacks. While the block is a significant buff, I can’t help but think this phantasm will suffer similarly to that of pSwordsman.

Overall, fantastic changes. I’m so proud of the devs for actually taking into account constructive criticism and implementing things based off of feedback. Ever since the revamp, you guys have continued to build my confidence in your team.

The meta is changing at an alarming rate. Wells will be meta by 2016. Thank Lyssa!

I think I want them to fix illusion survivability in PvE and WvW rather than stick to a band aid of ranged phantasms to avoid mechanical flaws of the class.

Reaper Changes for BWE3

in Necromancer

Posted by: Zenith.7301

Zenith.7301

I don’t think shouts needed more help in zergs tbh. They needed help for PvE, which the changes did nothing for.

I will be trying out YSIM next BWE though and see how it shapes up against the blood fiend in drawn out sustain without needing to kitten DPS via reaper shroud.

Chronomancer Changes for BWE3

in Mesmer

Posted by: Zenith.7301

Zenith.7301

The Gravity Well change seems cool, but pullx3 > Blowout also sounded pretty cool.
Shield changes seem great, mesmer has too many single blocks already. Continuum Rift – This shatter still feels pretty weak in application, I feel like the rift’s existence is enough as a marker for where that mesmer will revert to, rather than being a source to force them out of it. I have a feeling it will significantly reduce it’s usability in PvP.

To be fair, that’s kind of the idea.
CS at a minimum is a use of an elite skill on a much shorter cooldown, it’s like a super-mimic that costs your illusions to use (and gets some shatter side-benefits). Being able to do more than one skill on top of that is gravy, and gets pretty powerful. The counterplay from destroying the rift is essential.

CS without any reduction in usability via counterplay would be extremely powerful no matter how you slice it.

Which is fine except when you enter the realm of PvE and realize your rift can often die before you even use a skill ;(.

Verdant Brink DE’s were a rude awakening to illusion and rift fragility to rampant AoE spam from mobs.

I wish the rift was only for WvW/spvp or ignored aoe and required single targeted attacks to break.

Reaper Changes for BWE3

in Necromancer

Posted by: Zenith.7301

Zenith.7301

  • “You are all Weaklings!”: This skill now has instant activation. Increased weakness duration from 6 seconds to 8 seconds. Removed stability.

I imagine I can’t be the only one disappointed the the necro/reaper once again is losing and or not getting stability. Robert it would be nice to hear your definitive answer on why you the necro designer or the development team doesn’t want the necro to have a decent stability? Compared to many other classes necro’s stability options are extremely limited. It was really nice to see stability, but now to see it removed doesn’t make a lot of sense. I can understand not wanting it on a particular skill thinking that specific skill has to much benefit. Why not work it into another skill that would round out that skill more; or even work it into the reaper trait line.

I think many of us Robert would really love to hear your thoughts and opinions on why these design decisions were made?

The stability was in that skill because it had a cast time to stun break, so the stability served to not get stuned while casting your stun break.

Since it is instant now, the stability is gone.

Think about it like Well of Power’s stability.

Chronomancer Changes for BWE3

in Mesmer

Posted by: Zenith.7301

Zenith.7301

Protected Phantasm tbh should be a baseline function of illusions at least in PvE. Nothing more aggravating than summoning a phantasm on tequatl to see it dead before it even starts its attack animation.

I still think at some point they’ll realize that AoE resistance is necessary for pets/illusions so classes based on AI are not kitten in large scale WvW and PvE dungeons/raids/DE.

RIP Demon Lord Mallyx

in Revenant

Posted by: Zenith.7301

Zenith.7301

Same here…they’ve really gutted what made Mallyx so unique and interesting and just turned him into a poor man’s necromancer condition build…

You do realize necromancer is one of the worst condition builds out there, right? You might want to cry about engineers instead.

Why can't my Flesh Golem swim?

in Necromancer

Posted by: Zenith.7301

Zenith.7301

Don’t really like being forced into a useless elite (plague) underwater tbh. I don’t think I’ve found a single use for plague in PvE outside mob skipping sessions in Arah.

Reaper Changes for BWE3

in Necromancer

Posted by: Zenith.7301

Zenith.7301

We’re not talking about how Chilled to the Bone cannot be stun broken? Okay.. I guess Reaper will just have an AOE Deep Freeze. That’s cool I guess.

At a 90 second cd elite slot it is. Or would you prefer it become a crappier version of Jade Winds instead?

Stacking confirmed intended+mossy solo fix

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

You’re not going to get an answer to a false dichotomy you keep inventing and then attributing some strawman to me about my approval of some bugs existing over others.

And I don’t need a lecture on necro. It’s among my mains, as is ranger who not only had to deal with garbage pet mechanics and spirits spawningg at range triggering the dreaded bubble, but that lovely 1h autoattack that locks your animation and delays dodges.

I don’t care how much harder it is to solo a boss with x class. I’m more concerned with the fact my necro got stuck with a new set of useless shouts as the utility of its specialization and how little group support we’ve received to make us attractive to groups that currently are happy to kick us before we even load into an instance. I care about team settings in supposedly team oriented content.

BWE 3 Dragonhunter Specialization Changes

in Guardian

Posted by: Zenith.7301

Zenith.7301

The longbow autoattack needs a damage increase.

BWE 3 Tempest Specialization Changes

in Elementalist

Posted by: Zenith.7301

Zenith.7301

Did you guys just nerf the warhorn?

You realize most PvE eles will never run condition damage gear, so switching out vulnerability for bleeds is actually nerfing the skill.

Especially since bleeds are so weak right now while burning is so strong.

Nobody will use Tempest in PvE. I can’t believe you think the fire overload does too much damage when a single Lava Font at full duration does comparable damage without locking you out of doing anything for 4 seconds.

Nobody will use overloads in PvE, period. You need to understand DPS is everything in PvE and nerfing your DPS for 4 seconds for a mediocre effect is going to mean this specialization won’t be used in PvE.

Chronomancer Changes for BWE3

in Mesmer

Posted by: Zenith.7301

Zenith.7301

These are very good changes! I’m so happy with what was done with the shield feedback.

Thank you so much for allowing me to use my shield happily in PvE now. Would have preferred a radius on the phantasm of 360 but it will do!

I don’t have much criticism for any changes other than Well of Recall and chill. Any enemy with a breakbar is immune to the effects of chill, and the defiance bar break from chill is not only small, and the current function is not a solution because once a bar is broken the mob goes completely immune to bar depletion effects, which also means it goes completely immune to Chill without the side benefit of defiance bar depletion.

Really good job with these chronomancer changes, they do make a difference for PvE players.

P.S. Please tell us you guys are aware of the current state of AoE and illusions/pet classes. In more intense dynamic events and many fractal bosses such as Archdiviner the illusions already die as soon as they spawn, sometimes before they even do a single attack.

Reaper Changes for BWE3

in Necromancer

Posted by: Zenith.7301

Zenith.7301

Since there’s no indication of buffing reaper shroud auto to not be a DPS loss over just autoattacking with greatsword let alone Gravedigger spam <50% health, the only PvE changes of note here are Soul Eater, which can now happily take the place of Reaper’s Onslaught since reaper shroud damage is bad in PvE.

The shouts will not be used in PvE, and developers seem happy with this outcome. I won’t bother since it’s clear by now we’re being told this set of utilities are not being balanced around PvE concerns.

The minors are still pretty terrible. Shivers of Dread are borderline useless in PvE, with the low availability of fear on power reaper to begin with, and 3 seconds of chill on fear being a mediocre effect, especially since bosses and champs are immune to Chill.

The change to Augury of Death will do nothing for PvE. I don’t understand how a 150 hp life steal is going to help against 10k+ damage from sniper shots in PvE. It follows a tradition of undertuned life steals in PvE. And since shouts are pretty much useless in PvE and will NOT be taken over Wells, we can move on to the last PvE relevant change.

Chilling Nova. A 50% damage increase on a 103 damage tooltip increase will still make for inconsequential damage on a 10 sec ICD in PvE. It will remain less damage than a single autoattack from any of our weapons, and the target count of the nova does nothing on PvE content where bosses are single targets.

And once again, we have no appropriate adepts to choose from in PvE. Augury of Death is useless because shouts are useless. Relentless Pursuit is useless in PvE content — the guardians and eles will be aoe removing conditions all the time in a group.

So we’re stuck with Chilling Nova, which still does a mediocre damage effect, and centers around a condition that any of the enemies of note, be they bosses or champs, are IMMUNE TO IN PVE.

Disappointing changes to be honest, especially with no buffs to reaper shroud autoattacks for PvE. We are balanced around PvP and will be stuck with a class mechanic that is a DPS loss, and by default Reaper’s Onslaught will be unattractive because of it.

None of these changes are particularly meaningful for PvE, the game format the class needs the most help with.

Stacking confirmed intended+mossy solo fix

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

Underwater safespotting and this are not mutually exclusive fixes. Both should be done.

Why? It juts makes you certain classes that have a lot of AoE potential to solo him now. That’s the only thing that changes with this change. Why is that good?

You shouldn’t be soloing group content to begin with. It’s a fun challenge and all, but it’s testament to how inferior the PvE in this game is when you don’t require a coordinated group doing multiple tasks to defeat “top end content”.

That’s pretty common in quite every mmo, that people start to solo “group content”. But yeah, just because something is stated to do with 5 ppl doesn’t mean that you cant or shouldnt do it with less ppl.

This only happens as the content becomes outdated and people use gear power creep to make what was once impossible, possible.

See Mionelol’s soloing of old WoW raids or normal difficulty raids once he outgears the content.

It’s not a standard that content for which the current gear levels are designed for are meant to be soloable and that people should make a mountain out of an ant hill just because they’ll have to do Mossman on a group with most classes.

Hell, there’s not even a profit motive unlike say, Arah, that people can argue about this change hurting them compared to others.

I just find it petty that people whine about Anet not fixing bug/taking advantage of AI deficiencies yet when they do make a change they complain it’s not to what THEY wanted personally fixed.

Do I wish they’d fix other more flagrant examples? Sure. I also wish we actually had a Dungeons and Raids team and a PvE balance team so my ranger/necro wouldn’t rot in neglect for over 3 years.

But this is a fix we got and whether people think other fixes should have happened or not, this fix is justified. It should just happen more often, because part of the damage with this neglect is that people get used to their crutches and take it as tacit approval by devs that what they do is intended. Which led us to the whole Lupicus projectile hitting melee humping his legs fiasco as people built up over the years the expectation that they should not have to deal with it.

What's the state of Scepter/X?

in Elementalist

Posted by: Zenith.7301

Zenith.7301

It most certainly DOES need a sustained damage boost. For burst builds, all that scepter has is burst damage but TERRIBLE sustained damage.

How would you fare with buffs though? I proposed some changes to scepter some time ago, being the following:

Flame Strike should be 0.75 with 2s burning
Shatterstone should be 0.5s cast + damage; cripple instead of vuln 4s cd
Dragon Tooth should either be AOE or 1s casttime + damage, if both CD raised to 7-8ish
Arc lightning could use a minor base damage buff, considering its long channel

Minor GM trait in air is also terribly bad, should be switched with fericious winds.

Also, please don’t try to argue “well my favorite build for X class got nerfed, so this doesn’t deserve fixing too!” For S/D thief, they are doing their best to revive the play-style with daredevil. Fresh-air burst ele just continues to slide out of contention as a viable build.

Nah, that wasn’t my intention, I love playing S/F FA just as much, it’s basically the only thing I’ve played since June. I’m just pointing out that you should be cautious with buffs, because the spec is still fine against any other zerk spec and S/D teef is a perfect example of how a spec got trashed due to constant forum whine.

S/D thief was broken as hell; it deserved the nerfs. My S/D thief in WvW was plain stupid.

Daredevil is just a repeat of the same mistake. It’ll either be deficient or stupid OP. Little room for middle ground in terms of the amount of evade/immunity frames a class can have access to while having the highest mobility and some of the highest burst in-game.

There are ways to buff S/D without rewarding people by giving them hard hitting evade spam. People should have to choose between defense or offense not have both things neatly packaged into one mechanism.

Reaper Changes for Next BWE

in Necromancer

Posted by: Zenith.7301

Zenith.7301

Necromancer gives the least benefits to other players when playing in a group, and still has disappointing damage compared to other classes that provide so much more than just damage. As someone with a lot of hope for necro, I’m trying to keep an open mind for some damage increases coming down the line to make reaper worth it. The original idea was that necromancer didn’t offer much to the party in terms of support/control, but they were good at self sustain and damage. Mediocre damage means the only thing necro can do is stay alive looking at low numbers, longer. Come on Robert, make us a proud (and feared) class the play! Ele has had it’s fun in the limelight

Reaper currently has those numbers you want. We just need to make sure it stays that way, and we need to make sure that base necro gets a tune up to match reaper.

Reaper is not beating staff ele in DPS. It’s close up there in the upper tiers, but it’s still not king of DPS and that’s a problem when you have classes that are king of DPS and of top of that bring so much more group utility.

Mesmer: 4 mantras w/ "Harmonious Mantras"

in PvP

Posted by: Zenith.7301

Zenith.7301

The recharge on mantras in the background was fine.

What needed nerfing was confounding suggestions, which should have just required an ICD increase.

Instead they nerfed mantras for everybody by nerfing both Harmonious Mantras damage bonus, which was hard to maintain anyways without chain casting mantra of pain, and then on top of that reverting the mantras recharging in the background after channeling.

Now mesmers dumped mantra of recovery and went back to ether feast or signet of the ether.

Classic textbook example of knee jerk nerfs.

Healing Prism

in Mesmer

Posted by: Zenith.7301

Zenith.7301

However your comment on normal healing output versus the proposed 20% makes me think it would be unwise to have it as a percentage increase as it would boost your output over guard and ele.

Or just make it 15% like the engi trait, yeesh.

But that trait has a 5 ICD. The idea was for a trait without an ICD. Also the engineers despise that waste of a grandmaster.

That’s it! Currently that trait is a major grandmaster trait, and due to its ICD it really sucks!

Healing Prism is a minor grandmaster trait just dont forget that.
It also gives us 0~300 additional healing power. Compared to Engineers Amplifier (also minor grandmaster), which gives 240 Healing Power while they have regeneration, it’s not that bad even without the trigger effect.
Currently the trigger effect gives us ~500 aoe hp per 10 seconds. To compare with another traits: Elementalists Soothing Mist which is a minor adept trait heals about 800 aoe hp per 10 seconds. Ok this is not a minor grandmaster but, still we kinda got a combination of those two effects. The healing has to be limited in some way.

But also 500 aoe healing feels a little bit too low to me. Could be like 800~1000 per 10 seconds. Maybe as a trade off we get less healing power of it, like 50 per default and 50 for each illusion allive.
They could decrease the ICD to ~5sec or incease the healing, which whould be an easy change.

The radius should be increased to 450~600, 300 is a little bit to low.

If this trait get to powerfull it has do be a major trait.

You forget the part where ele has a ton of built in healing into their weaponskills alone, and that every time they swap to earth attunement on a 10 sec cd they also give the group 5 seconds of prot, and on water 5 secs of regen.

Similarly the engineer’s most used heal, healing turret, provides the group with high uptimes of regen and the longest lasting water field in the game.

Don’t even compare mesmer support traits to ele or engi because the mesmer does not have the same built in utility on his weapons or heals as the ele/engi do.

Is Shattering useless in PvE?

in Mesmer

Posted by: Zenith.7301

Zenith.7301

pvp spike damage keeps the mesmer hostage in pve damage. Basically they don’t want to give us any more damage or an ability with worthwhile damage cause shatter spike in pvp.

So wells will keep doing bad damage until they decide to stop screwing us over pvp.

Is Shattering useless in PvE?

in Mesmer

Posted by: Zenith.7301

Zenith.7301

The fix is actually quite easy, significantly increase the damage of shatters in PvE only. Keep the values for WvW/spvp the same as they are now.

But for some pigheaded reason they refuse to split skill balancing and what you see is us not wanting to use our main class mechanic in PvE for 3 years straight.

If shatter were doing 25k+ damage in PvE, sorta like 100b, mesmers wouldn’t have problems shattering the phantasms. Especially with chronophantasma and persistence of memory around.

Another problem with BOTH shatter and phantasms is that if verdant brink is any indication, illusions are murdered before they even get an attack in with all the aoe spam mobs are doing in PvE and the disgustingly low health of illusions and lack of aoe resistance.

(edited by Zenith.7301)

Undesirable Utility Skills

in Necromancer

Posted by: Zenith.7301

Zenith.7301

It should pulse blind every 1 second and have a cd of 30 seconds with a 10 sec duration. It costs a godkitten utility, black powder comes for free on a weapon thieves use anyways for aoe cleave.

In fact the answer to pretty much every well problem is “reduce its cooldown”. Well of Blood made a water field, 35 sec cd with condi removal on heal tick would still be an inferior ranger healing spring but at least it has the extra pulsing heals on it and benefits from well traits to make it a 29 sec cd that gives protection as well.

Undesirable Utility Skills

in Necromancer

Posted by: Zenith.7301

Zenith.7301

I said boon removal is not as common as condi removal, which places conditions in a specific defensive disadvantage compared to boons.

Partly why WvW is so heavily involved with guardians and elementalists as the backbone of any team. Boons are just way stronger than conditions and for necromancer as a condi centric class the scale needs to be balanced to bring defensive conditions more in line with defensive boons.

Disqualified from ESL

in PvP

Posted by: Zenith.7301

Zenith.7301

Different regions have different laws and regulations relating to tournaments. That’s probably why they have that distinction, though hopefully the NA citizenship paperwork can be processed and the issue is fixed without the need for more hostile drama that pvp settings need less and not more of these days.

Stacking confirmed intended+mossy solo fix

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

Underwater safespotting and this are not mutually exclusive fixes. Both should be done.

Why? It juts makes you certain classes that have a lot of AoE potential to solo him now. That’s the only thing that changes with this change. Why is that good?

You shouldn’t be soloing group content to begin with. It’s a fun challenge and all, but it’s testament to how inferior the PvE in this game is when you don’t require a coordinated group doing multiple tasks to defeat “top end content”.

And so by fixing this bug it somehow changes that? The change did nothing but make you get a class that has a lot of AoE potential. Nothing else. That’s it. So my question is, why is that A GOOD change? Why should they make it so that only people with a lot of AoE can solo it when dungeons already have tons and tons of bugs?

For there to be a change there has to be a reason as to why change is needed.

Better question yet, why is it so important for you to solo it to begin with?

Why is it more important for Anet to fix something that only affect soloing, something only a small part of the player base does, than to fix an exploit that affects everybody and thousands of people abuse on a daily basis?

Why are you strawmanning me? I never said it was more important; I said just a few posts ago BOTH should have been fixed.

This is really crappy argumentation, a false dichotomy at its finest.

Undesirable Utility Skills

in Necromancer

Posted by: Zenith.7301

Zenith.7301

https://wiki.guildwars2.com/wiki/Weakness

Reduces endurance regen by 50%, and 50% of all hits do 50% less damage. Overall you could say 25% reduction so protection gives 8% more. But with weakness some hits you might get whole, some others might get mitigated 17% more than protection. It’s more of a gamble, and also reduces endurance regen. So in PvP content at least, yeah i think it is equivalent if not better than a protection field. And thanks for proving my point.

It’s RNG protection, that’s reliant on foes to be afflicted by the condition, whereas protection is centered on YOU and protects you from any attacks, far or near, regardless of the foe’s placement or whether they were inflicted with weakness.

It’s not even close to the same protection value. Especially with all the condi removal venues compared to the amount of boon removal.

Sharpen Stone,utility should effect the Pet .

in Ranger

Posted by: Zenith.7301

Zenith.7301

To me quite frankly it feels dumb that you need to pay a utility skill just for some extra bleeds with no other side benefit.

A lot of ranger utilities should be completely retooled.

Undesirable Utility Skills

in Necromancer

Posted by: Zenith.7301

Zenith.7301

Did this person just say a weakness skill is better than aoe protection? Oh lord, some people.

Stacking confirmed intended+mossy solo fix

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

Underwater safespotting and this are not mutually exclusive fixes. Both should be done.

Why? It juts makes you certain classes that have a lot of AoE potential to solo him now. That’s the only thing that changes with this change. Why is that good?

You shouldn’t be soloing group content to begin with. It’s a fun challenge and all, but it’s testament to how inferior the PvE in this game is when you don’t require a coordinated group doing multiple tasks to defeat “top end content”.

And so by fixing this bug it somehow changes that? The change did nothing but make you get a class that has a lot of AoE potential. Nothing else. That’s it. So my question is, why is that A GOOD change? Why should they make it so that only people with a lot of AoE can solo it when dungeons already have tons and tons of bugs?

For there to be a change there has to be a reason as to why change is needed.

Better question yet, why is it so important for you to solo it to begin with?

Making shield useful in PvE.

in Mesmer

Posted by: Zenith.7301

Zenith.7301

Increase alacrity to 2 seconds and give quickness for 2 seconds, phantasm base attack rate is 5 seconds and when it attacks it pulses the alacrity in an aoe aura instead of the awful bounce mechanic. In addition to the slow the shield also applies weakness and bounces to 5 targets. Weakness and slow duration is 3 seconds.

Shield 4 before summoning a phantasm grants allies aegis when a block is triggered. If a block doesn’t trigger, it gives allies protection instead for 4 seconds after the end of the channel.

Reaper without SR line

in Necromancer

Posted by: Zenith.7301

Zenith.7301

You just don’t want to run toughness in a PvE group. Most people are running zerker, which means in Fractal lv50 packs of mobs will be gunning for you regularly. This is problematic when you do Cliffside or the Urban fractal, where the packs of mobs each hit stupidly hard individually, but now you’re trying to run the hammer and you’re eating arrows from the cultists and heartseekers all over.

Same goes for bosses. Usually you’d have the liberty of stand behind a boss and melee as it is aggroed to somebody else, but now you have to worry about constantly taking its attention. Ideally you want that attention on the guardian, whose standard build has mace mainhand and focus so each time he blocks he gives the group aegis and protection with the Communal Defenses trait and mace 3.

You’re just making your life harder for no reason. If you want survival, curses or blood do it much better.

(edited by Zenith.7301)

Making shield useful in PvE.

in Mesmer

Posted by: Zenith.7301

Zenith.7301

I think people have told you several times why confusion is bad, and making the shield from a power weapon into a crappy hybrid one does not fix this.

Hero points needed for new elite specs?

in Guild Wars 2: Heart of Thorns

Posted by: Zenith.7301

Zenith.7301

Currently you get 398 hero points from leveling and 213 from hero challenges (according to the wiki). The 398 are exactly enough to unlock all core skills and traits. The remaining 213 points can then be used to unlock the elite specialization’s skills, traits and items.

That is unacceptable tough, that means you can’t unlock elite specs trough WvW and you have to do pve content to unlock these specs.

Pretty sure Anet said they would be announcing information about how WvW players an access elite specs in the future.

This doesn’t screw only WvW players.

Dungeon runners get virtually nothing either, as most dungeon runners hate the stupid open world PvE.

I think very few people actually enjoy sifting through a map and collecting 170 hero challenges.

Making shield useful in PvE.

in Mesmer

Posted by: Zenith.7301

Zenith.7301

I’d rather the terrible phantasm be fixed, not “well, the phantasm is so terrible that I’ll make a solution to shatter him more often since that’s the real use you’ll get out of him”.

Stacking confirmed intended+mossy solo fix

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

Underwater safespotting and this are not mutually exclusive fixes. Both should be done.

Why? It juts makes you certain classes that have a lot of AoE potential to solo him now. That’s the only thing that changes with this change. Why is that good?

You shouldn’t be soloing group content to begin with. It’s a fun challenge and all, but it’s testament to how inferior the PvE in this game is when you don’t require a coordinated group doing multiple tasks to defeat “top end content”.

Can shatter mesmer kill a D/D ele?

in Mesmer

Posted by: Zenith.7301

Zenith.7301

Yup. Ele is built to all its strengths. It farts boons out more than a guardian, with 5 second protection on a 10 sec cd. It has the highest sustained and burst condition removal of any class, making it immune to most condi specs that are not engineers. Its arcane line comes with perma vigor in renewing stamina, gives them extra blasting with evasive arcana, and increases the boon duration that they already drown you with.

On top of the high protection and regen uptime, they get access to frost aura for another 10% damage reduction and a self peel. Signet of Restoration is no Healing Signet, but is close enough that with all the native healing skills eles have, they generate as much healing as an adrenal healing warrior with healing signet. Their cantrips cover nicely all their weaknesses — mist form to prevent subsequent bursts on their low health, cleansing fire to provide defense against spike condi application and apply burning, which not only does damage but triggers blind from burning ashes and boosts their damage as their minor gives them a damage modifier on burning targets. Lightning Flash gives them a flexible gap closer/creator in case they do get kited.

On top of that they have 3 gap closers, one that evades and does a metric ton of damage plus burning, one that roots the target before the ele leaps to them (so they can combo the root into a fire grab), and one in air attunement. All of these on top of lightning flash.

Added to these is the amount of combo fields and blasts they have access to in the same builds, allowing them easy might stacks and with persisting flames permafury and long lasting fire fields. So you have bunkers that can achieve bruiser damage by might stacking.

Then you have a class that despite high sustain also has high sustained damage, because unlike the mesmer their autoattacks don’t suck total kitten , so with lightning whip spam they actually hurt and sustain pressure, on top of the cleaving they already do. And on top of their high sustained damage from strong autoattacks and might stacking, they have plenty of high burst skills like burning speed and fire grab into air attunement lightning strike. They also got built in projectile defense on their ring of earth, which also cripples aoe…

In fact, I find it hilarious they thought Blinding Dissipation was too strong and nerfed it while ele keeps blinding ashes as is with their rate of burning application. It’s a farce. Mesmer is purely a burst class with awful sustained damage and nowhere near the potential of sustain an ele has, and yet the QQ train saw them first in the list of nerfs.

The only natural counters it ever had were sword/dagger thief, which was nerfed since it was absurd against other classes, and necromancer (which is also constantly nerfed). With those two main counters removed who could successfully counter the ele’s rampant boon application, the ele is now what it is, a build without its checks. Cele signet necro remains its only 1v1 bad match up, but the ele can easily disengage or contest a point still.

(edited by Zenith.7301)

Stacking confirmed intended+mossy solo fix

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

Underwater safespotting and this are not mutually exclusive fixes. Both should be done.

Undesirable Utility Skills

in Necromancer

Posted by: Zenith.7301

Zenith.7301

Well of Blood should be a water field and transfer conditions on pulse. It’s a godkitten ed WELL, why is it a light field instead of a water field. It could also see a cd reduction to 35 seconds.

Corrosive Poison cloud could blind targets in the area and destroy projectiles.

Signet of Undeath should be increased to 3/4% and reduce the active cast time.

Spectral Grasp should function like temporal curtain centered on the necromancer.

Lingering Curse = Group Condition Duration?

in Necromancer

Posted by: Zenith.7301

Zenith.7301

“Lingering” speaks “sticky condis” to me. So either that or GM that makes our Conditions harder to remove.

Instantly making it useless in PvE.

Ranger is now METAZERK!

in Ranger

Posted by: Zenith.7301

Zenith.7301

Just a note, multi hit attacks do not remove multiple Volcanic Shaman shield stacks. You remove exactly one stack of his shield per ability activation. Otherwise Barrage and frostbow on the lava elementals would be instantly popping the shield.

Warhorn is not used because in a meta group you have so many blasts already, it’s a redundant weapon especially with Clarion Bond traited. If your group is doing things right with a PSEA warrior and ele, you should be might/fury capped the entire time.

It MAY see more use if raids require more usage of water field healing, the one blast where the more IS the merrier.

(edited by Zenith.7301)

What's the state of Scepter/X?

in Elementalist

Posted by: Zenith.7301

Zenith.7301

I love D/F+D/D, and that’s since closed beta not FOTM op as hell bandwagon speaking.

The animations for ele dagger are so pretty, and come to think of it all of them.

Making shield useful in PvE.

in Mesmer

Posted by: Zenith.7301

Zenith.7301

EDIT:

PS. I don’t like that you make comments that from what you’ve seen in beta shield is borderline unusuable when you make comments in other threads like

You should try fractal 50 or the Verdant Brink beta mordrem. Casual AoE spam from mobs splashing everywhere for 6k+ hits a piece and unlike pvp these mobs don’t fold over/run away at the 15-20k hp damage line.
The Mordem snipers at Verdant Brink on a full reaper shroud necromancer take off the entire shroud and then some more HP in one charged shot.

Things that are perfect for blocking with either 4 or 5 on shield.

I don’t know where you’re pulling that from, but I’ve literally never said that. I even went and checked my own comments, to make sure I wasn’t having some kind of stroke. That’s definitely not my quote.

Also, yes, blocks could be helpful there. So are evades, and Aegis, and other mechanics that don’t entail the major DPS and utility loss that Mesmer shield currently does.

He’s quoting me on a pvp thread. No, those attacks are not blocked by shield 4 easily. The sniper shot leaves a trail, its most damaging part, that is multi hit. It goes through the first block and still damages you.

He ignored points of that post as well that talked about multiple mobs and aoe attacking you at a time. So an AoE that is pulsing damage per second eats up your shield 4 charge, and the sniper/stalker blasts your face off. The Shadowscale’s Unrelenting Assault is a multihit highly damaging attack that also eats through shield 4 easily.

He didn’t play the beta much.

He also didn’t pay attention to where I have said to make the shield 4 a continuous block like the warrior offhand sword and shield/ranger greatsword until hit by a melee attack. Or to summon the phantasm after channeling the skill for 1 second to put it in line with all other phantasm casts.

Come on dude, try to use your head. Shield 4 has no aftercast so you can block 2 of any multihit. If you add in scepter you can block 4 of any 5 pulse aoe. You talk about multiple mobs and shield 5 has no target limit. You talk about something shooting a projectile that I assume can be destroyed by the shield 5. With alacrity and illusions distortion is now on a 30 second cooldown. You can distort for 4 seconds, 1 more than a warriors shield, and reflect missiles, like a warriors shield. We already had a warrior shield, now we have another one.

It’s hard to reply to something so stupid. The aoe’s pulse per second, the trail pulses per second. You are blocking 2 hits off a multi hit effect that is not a projectile. Distortion destroys your phantasms, so there goes all your DPS.

Shield 5 functions as a line reflect, unfortunately for you the snipers don’t line up all perfectly in a line in front of you for all projectiles to be blocked.

I mean, you just told me to use a scepter in PvE, I’m pretty sure you are trolling.

Your level of civility is about the same as when Pyro had to start posting as Fay. Perhaps you can realise we are both people, and this is a video game.

And if you want to stick to the meta weapons then blurred frenzy and block twice. Preventing the entire attack from harming you.

You’re the one to talk about civility when you passive aggressively tell someone to “use your head”. Apparently implying someone is not using their head is a shining example of proper forum etiquette.

But this is not even true.

We already use defensive offhands in PvE, they’re called focus and offhand sword. The focus is a purely defensive offhand, used for projectile defense and crowd control (iwarden really does mediocre damage and is stationary).

Offhand sword has the same block shield does, on a way lower cooldown, and that block can be turned into a line wide ranged interrupt.

The shield has the same block as offhand sword, and it’s bad because it only blocks one hit. The warrior offhand sword covers all projectiles, as does the ranger block. The mesmer shield block gets popped by a single projectile and then you eat all the damage.

And what do you get in exchange for that 30 second cd block, a garbage phantasm that does no damage and applies 1 second of alacrity and 2 seconds of slow EVERY 8 SECONDS?

So you have a 30 second cooldown (basically double the cd of usual phantasms) on a crappy phantasms, that is delayed on a 2 second cast of doing nothing (DPS loss)?

Neither Focus nor OH Sword are used for personal defense in PvE. Focus is a group reflect tool, if it provided only personal reflects I can guarantee it won’t see any use in PvE; not to mention reflects have a potent offensive component. OH Sword is used for iSwordsman, the highest DPS Phantasm; not for iRiposte. It’s like saying we use OH Pistol as a CC weapon in PvE.

Truely personal defense weapons that are strong in PvP (Staff, Torch) go completely unused in PvE except in specific circumstances.

Shield 4 is actually really potent if built correctly. Assuming you can proc the Blocks easily (which, as I’ve stated, is not the case in PvE) it conjures two Phantasms, which means with Chronophantasma benefits 4x from Persistence of Memory from itself alone (remember it also benefits from PoM from any other Shattered Phantasm). This makes it an excellent Illusion generation tool and greatly reduces its CD. If the Block component had significant meaning in PvE, it would be good.

Even so Shield 4 is potent because of potential low CD blocking and Shatter fodder, not because of the power of the Phantasm. It definitely needs something given we’re sacrificing half of our offensive Phantasms for it.

Offhand sword provides essentially the same or more amount of blocking as offhand shield ovekittenriod of 30 seconds. That’s what I meant by personal defense. Reflection and personal defense are one and the same in PvE where some of your biggest threats are projectile attacks, it’s why I included focus in there.

I probably missed your “personal defense” part but I still want to say that offhand sword and focus offer personal defense options without completely gutting your damage.

2 crappy phantasms and persistence of memory is hardly an appeal, especially since persistence of memory competes with compounding power (9% increased damage) so it’s not included in any DPS centered PvE mesmer build, only on shatter PvE support builds such as the alacrity sharing wells chrono spec.

Asking someone to use their head is not the same as saying what is in that head is stupid. I will repeat. There is a reason Pyro posts as Fay now.

The last part of your post makes me curious.

Do you only care about changes that affect the max dps specs you listed? Let’s make it an offhand warhorn instead.

The four skill is something called tempo, channel for three seconds and blast the group once per second, completing the channel grants aoe super speed.

The five skill is a phantasm that will mimic the birds from ranger warhorn each time it attacks except these are butterflies, they do next to no physical damage but they confuse, weaken, and quicken your enemies.

This warhorn could fix confusion and blasts for PvE. But does it fit into your vision of the game.

I don’t think the warhorn would be particularly bad, because it provides blasts. I likely still won’t use it since it’s a condition weapons and condition mesmers just aren’t viable in PvE since the competitive condi builds in PvE feature heavy burning stacks and lots of frontloaded condi cleave, not slow single target condi ramp up. And due to the nature of mobs in PvE confusion will always be a weaker form of bleed, which is very weak compared to burning already.

My suggestion would be to nerf burning and move that damage back to bleeds. Bleeds at the beginning were designed to be the most damaging condition to ramp up, but burning was the higher baseline damage condition with limited access. Now classes have high to permanent uptime to burning, and it does more damage than bleeds/confusion/torment at all stack levels.

I do think your suggestion would make for a fine pve condi offhand, if condi ever became a thing in PvE. Because like the ranger warhorn, the multihit part means you can proc a lot of bleeds from all those crits on top of the confusion it inflicts. God knows condi mesmers don’t hav very god offhands either.

But as mesmers quite simply staff and scepter are rather ill suited for PvE, and the supporting taitlines of chaos and inspiration, while nice in pvp, don’t offer uch benefit to the pve side of condi builds the way grenadesinister engineers or axe/torch rangers get.

We’re just stuck with power specs for PvE, until they revisit scepter/staff for PvE and make more traits in the Chaos/Illusion lines attractive for PvE, ot to mention the only condition phantasm we have, iMage, has a horrendous 30 sec cd and does a measly 1 stack of burning for 6 seconds.

Now what if I told you raids require condi specced characters. What if I told you condi dps is not reliant on the offhand for sustain. What if I told you that not all mobs have break bars.

They’d bring sinister engineers. I’m serious. Since this game’s release, despite necromancer being titled the master of conditions, it is the engineer who has completely eclipsed every other class in all game formats as a condition class.

It is heads and shoulders better. So much so, it’s actually right at the heels of a staff ele in DPS output TODAY, and everyone’s asking for ele nerfs.

And if they nerf engineers, people would take condi ranger/guard over mesmer. As I said, the strong condi specs right now are those with heavy burning stacks access, that can cleave conditions well, and that doesn’t have too much ramp up.

Mesmer doesn’t cleave condis well, has limited/inferior access to burning, and has a large ramp up time.

Most importantly, the PvE mesmer condi spec is about using staff and staff clones in melee range for bouncing condi stack. Unfortunately clones are made of wet tissue paper and this game’s PvE loves to spam aoe/cleave, destroying illusions immediately and gimping a large source of our staff condi application.

(edited by Zenith.7301)

Deaths in core game

in Guild Wars 2: Heart of Thorns

Posted by: Zenith.7301

Zenith.7301

I’d rather they put time into class balance and fixing the godkitten pet classes in this game not having aoe resistance on minions/pets/illusions/spirit weapons before any dev time is spent redoing a jumping puzzle.

If You Could Make ONE Change to Chrono...

in Mesmer

Posted by: Zenith.7301

Zenith.7301

Sadly the meta for PvE has barely changed. Necros and rangers have been pariahs for the entire game’s existence, and mesmers have always lost in favor to guardians for PuGs since guardians carry much better and outside portal tricks guardians bring way more damage and group protection.

The one thing I will laugh about was in the first 5 months of the game when my lightning hammer or staff ele would get kicked from max level fractals in favor of more warriors and guardians back when all that pugs wanted was " HEAVIES ONLY".

Making shield useful in PvE.

in Mesmer

Posted by: Zenith.7301

Zenith.7301

EDIT:

PS. I don’t like that you make comments that from what you’ve seen in beta shield is borderline unusuable when you make comments in other threads like

You should try fractal 50 or the Verdant Brink beta mordrem. Casual AoE spam from mobs splashing everywhere for 6k+ hits a piece and unlike pvp these mobs don’t fold over/run away at the 15-20k hp damage line.
The Mordem snipers at Verdant Brink on a full reaper shroud necromancer take off the entire shroud and then some more HP in one charged shot.

Things that are perfect for blocking with either 4 or 5 on shield.

I don’t know where you’re pulling that from, but I’ve literally never said that. I even went and checked my own comments, to make sure I wasn’t having some kind of stroke. That’s definitely not my quote.

Also, yes, blocks could be helpful there. So are evades, and Aegis, and other mechanics that don’t entail the major DPS and utility loss that Mesmer shield currently does.

He’s quoting me on a pvp thread. No, those attacks are not blocked by shield 4 easily. The sniper shot leaves a trail, its most damaging part, that is multi hit. It goes through the first block and still damages you.

He ignored points of that post as well that talked about multiple mobs and aoe attacking you at a time. So an AoE that is pulsing damage per second eats up your shield 4 charge, and the sniper/stalker blasts your face off. The Shadowscale’s Unrelenting Assault is a multihit highly damaging attack that also eats through shield 4 easily.

He didn’t play the beta much.

He also didn’t pay attention to where I have said to make the shield 4 a continuous block like the warrior offhand sword and shield/ranger greatsword until hit by a melee attack. Or to summon the phantasm after channeling the skill for 1 second to put it in line with all other phantasm casts.

Come on dude, try to use your head. Shield 4 has no aftercast so you can block 2 of any multihit. If you add in scepter you can block 4 of any 5 pulse aoe. You talk about multiple mobs and shield 5 has no target limit. You talk about something shooting a projectile that I assume can be destroyed by the shield 5. With alacrity and illusions distortion is now on a 30 second cooldown. You can distort for 4 seconds, 1 more than a warriors shield, and reflect missiles, like a warriors shield. We already had a warrior shield, now we have another one.

It’s hard to reply to something so stupid. The aoe’s pulse per second, the trail pulses per second. You are blocking 2 hits off a multi hit effect that is not a projectile. Distortion destroys your phantasms, so there goes all your DPS.

Shield 5 functions as a line reflect, unfortunately for you the snipers don’t line up all perfectly in a line in front of you for all projectiles to be blocked.

I mean, you just told me to use a scepter in PvE, I’m pretty sure you are trolling.

Your level of civility is about the same as when Pyro had to start posting as Fay. Perhaps you can realise we are both people, and this is a video game.

And if you want to stick to the meta weapons then blurred frenzy and block twice. Preventing the entire attack from harming you.

You’re the one to talk about civility when you passive aggressively tell someone to “use your head”. Apparently implying someone is not using their head is a shining example of proper forum etiquette.

But this is not even true.

We already use defensive offhands in PvE, they’re called focus and offhand sword. The focus is a purely defensive offhand, used for projectile defense and crowd control (iwarden really does mediocre damage and is stationary).

Offhand sword has the same block shield does, on a way lower cooldown, and that block can be turned into a line wide ranged interrupt.

The shield has the same block as offhand sword, and it’s bad because it only blocks one hit. The warrior offhand sword covers all projectiles, as does the ranger block. The mesmer shield block gets popped by a single projectile and then you eat all the damage.

And what do you get in exchange for that 30 second cd block, a garbage phantasm that does no damage and applies 1 second of alacrity and 2 seconds of slow EVERY 8 SECONDS?

So you have a 30 second cooldown (basically double the cd of usual phantasms) on a crappy phantasms, that is delayed on a 2 second cast of doing nothing (DPS loss)?

Neither Focus nor OH Sword are used for personal defense in PvE. Focus is a group reflect tool, if it provided only personal reflects I can guarantee it won’t see any use in PvE; not to mention reflects have a potent offensive component. OH Sword is used for iSwordsman, the highest DPS Phantasm; not for iRiposte. It’s like saying we use OH Pistol as a CC weapon in PvE.

Truely personal defense weapons that are strong in PvP (Staff, Torch) go completely unused in PvE except in specific circumstances.

Shield 4 is actually really potent if built correctly. Assuming you can proc the Blocks easily (which, as I’ve stated, is not the case in PvE) it conjures two Phantasms, which means with Chronophantasma benefits 4x from Persistence of Memory from itself alone (remember it also benefits from PoM from any other Shattered Phantasm). This makes it an excellent Illusion generation tool and greatly reduces its CD. If the Block component had significant meaning in PvE, it would be good.

Even so Shield 4 is potent because of potential low CD blocking and Shatter fodder, not because of the power of the Phantasm. It definitely needs something given we’re sacrificing half of our offensive Phantasms for it.

Offhand sword provides essentially the same or more amount of blocking as offhand shield ovekittenriod of 30 seconds. That’s what I meant by personal defense. Reflection and personal defense are one and the same in PvE where some of your biggest threats are projectile attacks, it’s why I included focus in there.

I probably missed your “personal defense” part but I still want to say that offhand sword and focus offer personal defense options without completely gutting your damage.

2 crappy phantasms and persistence of memory is hardly an appeal, especially since persistence of memory competes with compounding power (9% increased damage) so it’s not included in any DPS centered PvE mesmer build, only on shatter PvE support builds such as the alacrity sharing wells chrono spec.

Asking someone to use their head is not the same as saying what is in that head is stupid. I will repeat. There is a reason Pyro posts as Fay now.

The last part of your post makes me curious.

Do you only care about changes that affect the max dps specs you listed? Let’s make it an offhand warhorn instead.

The four skill is something called tempo, channel for three seconds and blast the group once per second, completing the channel grants aoe super speed.

The five skill is a phantasm that will mimic the birds from ranger warhorn each time it attacks except these are butterflies, they do next to no physical damage but they confuse, weaken, and quicken your enemies.

This warhorn could fix confusion and blasts for PvE. But does it fit into your vision of the game.

I don’t think the warhorn would be particularly bad, because it provides blasts. I likely still won’t use it since it’s a condition weapons and condition mesmers just aren’t viable in PvE since the competitive condi builds in PvE feature heavy burning stacks and lots of frontloaded condi cleave, not slow single target condi ramp up. And due to the nature of mobs in PvE confusion will always be a weaker form of bleed, which is very weak compared to burning already.

My suggestion would be to nerf burning and move that damage back to bleeds. Bleeds at the beginning were designed to be the most damaging condition to ramp up, but burning was the higher baseline damage condition with limited access. Now classes have high to permanent uptime to burning, and it does more damage than bleeds/confusion/torment at all stack levels.

I do think your suggestion would make for a fine pve condi offhand, if condi ever became a thing in PvE. Because like the ranger warhorn, the multihit part means you can proc a lot of bleeds from all those crits on top of the confusion it inflicts. God knows condi mesmers don’t hav very god offhands either.

But as mesmers quite simply staff and scepter are rather ill suited for PvE, and the supporting traitlines of chaos and illusions, while nice in pvp, don’t offer uch benefit to the pve side of condi builds the way grenadesinister engineers or axe/torch rangers get.

We’re just stuck with power specs for PvE, until they revisit scepter/staff for PvE and make more traits in the Chaos/Illusion lines attractive for PvE, ot to mention the only condition phantasm we have, iMage, has a horrendous 30 sec cd and does a measly 1 stack of burning for 6 seconds.

(edited by Zenith.7301)

If You Could Make ONE Change to Chrono...

in Mesmer

Posted by: Zenith.7301

Zenith.7301

Mantras were OP because of the background recharge “bug”. Instead of just fixing the “bug” and see if things calm down they decided they might as well nerf Mantras while they’re at it.

The “bug” needs to return in a more manageable form (increased Mantra CDs, only kicking in after first charge is expended in combat, etc.), or Mantra builds won’t see the light of day again.

Devs don’t care. They nerfed ranger spirits into oblivion and they’re never used again in PvP, didn’t care about the overnerf.

They nerfed dhuumfire and it’s not going to be used until reaper in most builds.

They nerfed ranger shortbow shortly into release and it hasn’t seen the light of day.

your soul is mine healing scaling terrible

in Necromancer

Posted by: Zenith.7301

Zenith.7301

Yeah, I mainly use it against bosses, because with how hard fractal 50 bosses hit you (mossman melee easily does 7-10k, archdiviner does 10k+, and mai trin does about 7k+ a crapton of bleeds and cripple) you never want to get hit to proc that vampirism heal ;x.

It’s useful in mai trin, since you can bait mai trin into attacking it on an electric circle and when she’s not, if she cheats you on that stupid twirl attack that’s kinda hard to see when ele/guardian are covering her entirely in sparkly flames it’s your best way of healing up.

I also found it useful in verdant brink, I cleared the entire veteran frog village thanks to my little minion taking some of the aggro away from me on top of the heals he was doing, whereas if I ever used any other heal I could get pummeled pretty hard by a group of veterans and above.

In any other PvE group circumstances where my personal sustain is not as dire, I use WoB since I run Blood Magic for PvE and have Vampiric Rituals and use WoS+WoC+Signet of Spite as my utilities.

(edited by Zenith.7301)

If You Could Make ONE Change to Chrono...

in Mesmer

Posted by: Zenith.7301

Zenith.7301

lol! Now you’re just getting silly. No good reason? Assertion? DE has been a requirement for shatter builds for the entire game’s existence! This is a fact shared by pretty much anyone who has ever had a clue about any form of shatter-based Mesmer play. People have time and again tried to create Shatter builds that didn’t take DE, but they all failed miserably in presenting these builds as being competitive/viable. Do you deny this?

Wasn’t the harmonious mantras trait, that’s incompatible with deceptive evasion nerfed due to PvP shatter builds?

http://metabattle.com/wiki/Build:Mesmer_-_Mantra_Shatter

Even the elitist website still considers it good, even after the nerfs.

They don’t consider it good. It’s the only grandmaster trait from dueling you CAN use.

You’re not gonna use deceptive evasion on a build that relies on phantasms, and confusion to nearby enemies on interrupt is unspeakable garbage.

In every way Harmonious Mantras in PvE is just a crappier, more clunky version of warrior’s Berserker’s Power.

They get 20% damage boost for 10 seconds upon using a single burst skill, which is easily done as you can build 3 adrenaline bars in less than even 6 seconds. So it’s 100% uptime.

Harmonious Mantras gives you 8 crappy seconds of a 3% boost PER MANTRA CHARGE, meaning you use 5 charges for a maximum 15% bonus, except you can’t even maintain the 5 stacks bonus at all. You’re lucky if you can maintain 3 stacks by chain casting mantra of pain and doing nothing else for a measly 9% bonus, less than half of the benefit from Berserker’s Power.

The nerf to Harmonious Mantras was detestable and unnecessary for PvE mesmers, but as usual we get screwed for PvP whine because the developers only care for the PvP aspect of the game.

your soul is mine healing scaling terrible

in Necromancer

Posted by: Zenith.7301

Zenith.7301

Well Blood Fiend is actually our best sustained healing per second skill if this game didn’t deny minions/pets aoe avoidance/resistance and it didn’t take 1.5 secs to bring the minion to then begin using the heal (and that goes for the minion also putting you in combat when you’re trying to skip past things).

your soul is mine healing scaling terrible

in Necromancer

Posted by: Zenith.7301

Zenith.7301

Because all our heals suck, I think is the point many people raise ;(

And the only heal we happily used, Consume Conditions, got a cooldown increase nerf and 5 stacks of vulnerability just to accommodate a new crappy trait nobody will use either lol.

I use warhorn though so that’s why I’m never wanting for life force, between warhorn 5 and focus 4 im bathing in life force.

What's the state of Scepter/X?

in Elementalist

Posted by: Zenith.7301

Zenith.7301

Which is a shame because my meteorologicus, which I made for my ele, is sitting on my guardian instead who in the expansion won’t even use it either because of longbow.