Showing Posts For Zicarous.2134:
As there are alot of posts about theory crafting sometimes i feel that maybe having a sticky post for all of them would be quite helpful.
But do not fear i have my own ideas about the ele too. My main concern about the class is the spread of traits it makes perfect sense but when you have traits that only work on one attument few try to avoid not saying that those traits are bad but good be some what improved..
My ideas.. just a few not too much wall text!
Fire.
Flame Barrier – wtf is the point??? as ele an with lowest hp and armor (till standard amulet) you do not what to be hit you try tto avoid it at all costs.
Change Idea – Increase is power/ condition damage while in fire, simple yet it actually do something.
Ember’s Might – A 5% increase vs burning foes is pitiful just too low.
Change Idea – Increase to 10% vs burning foes and 5% increase when suffering a condition thats not burning, get rid of Serrated Stones and any other increase of damage trait from condi.
Earth.
Serrated Stones – as stated should be removed.
Change Idea – See above and increase in bleeds moved to Stone Splinters.
Corrupted Arcana – New trait for earth to replace one removed.
– Increase damage from arcane skills by 2% for earch condition on foe.
Arcane
Elemental Attunement – Best trait we have i think only down side i see is 10 points for this and fury both should be together.
Change idea – Merge Elemental Attunement and Arcane Fury together.
Elemental Corruption – new Trait.
– When Changing Attuments poison all foes around the ele for 5s (10s/15s cd)
Arcane Precision – Who ever came up with this should just be shot…
Change idea – 100% chance on crit to add 5 stacks of confusion to target (15s/20/30s cd?)
my ideas all theory craft numbers/ cds might not be all correct so don’t slate the numbers just the ideas xD thanks
hmm yet to try that out but found that gs is great but having that axe/ torch as proved so much better been able to chill and keep wars/ thiefs away without wasting a dodge roll! ravens? strange pet to use for tank they do so much damage but die amazingly fast. used moa’s for healing and vigor but the wolf/ dog dps + kds, fears, roots and cripple are just great.
but if you could link the post or the build on a calculator will deffo look into it. enjoy trying different builds.
The mere notion that Healing Spring in an open field battle is bad is hilarious.
didn’t see anywhere mention wvwvw.. build i posted is far/ main point defender ^^
hey been playing around with bunker ranger for abit, and this is what come up with seems solid so far, dodge rolling at right time is a must ! ! ! this builds helps you do so and been able to have good healing + regen and vigor up. while also have strong dps
pets use is snow wolf, chill + good dps, cripple and kd! and normal wolf for ae fear, dps cripple and kd!
wow.. answer this twice for ya then more in detail here. Reason posted it on both is for suggest to be heard and getting feedback from engineer players. if they delete one they do so. but
How useful is tht trait? not very.. why do engineers only have 1 weapon set because of kits. if you use 3 kits you have 20 skills same as ele but you techincally loose all 3 ultility slots. my proposed buffs basically allow the engineer to use 3 kits while also keep the ulitiy slots for stun breakers etc…
Yes i know.. this is more indepth look if you will into that trait really..
Hey engineers, i was thinking of ways to improve this class wanted to see what you all thought to my idea.. as i do not play engineer much thought be best to hear from the players xD
Tool Kit – Stun breaker (30 sec c/d only uses if actually stunned)
Elixer Gun – 1k heal and removes 1 condi (10 sec c/d same as ele attuments)
Flamethrower – 500 dmg and 3 sec burn to all nearby foes (20 c/d only happens in combat)
Bomb Kit – Drop Glue bomb (50 sec c/d only happens when in combat)
Grenade kit – Drop Flashbang blinding nearby foes (30 sec c/d only happens when in combat)
Note there will appear that when the “stun breaker” and other kit effects are used the kits should appear to be on
c/d. This is so the user knows when they are in effect but kits can still be used at any time.
Hey all to me engineer needs some serious tweaking and a few buffs as they seem so weak, here is my idea to help sort them out. Done this by giving the kits an extra function.
When you active;
Tool Kit – Stun breaker (30 sec c/d only uses if actually stunned)
Elixer Gun – 1k heal and removes 1 condi (10 sec c/d same as ele attuments)
Flamethrower – 500 dmg and 3 sec burn to all nearby foes (20 c/d only happens in combat)
Bomb Kit – Drop Glue bomb (50 sec c/d only happens when in combat)
Grenade kit – Drop Flashbang blinding nearby foes (30 sec c/d only happens when in combat)
Note there will appear that when the “stun breaker” and other kit effects are used the kits should appear to be on c/d. This is so the user knows when they are in effect but kits can still be used at any time.
hate topics like this.. it all comes down to the players and their builds not the class.. i have 2 dps ele builds tht i use in tpvp.. one with 4k attack (when in combat stacking and keeping the might stacks too :P) and one with just 3k attack.. first one 1 vs 1 mesmers are hard as they can cc me to death… but seond build can’t lose 1 vs 1.. and dependin on the players 2 vs 1..