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Next elite spec for elementalist?

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Posted by: lLobo.7960

lLobo.7960

Sword wielding, evasion and block/parry-counter attack moves. Short range melee, good cleave and high dmg and mobility

Arcane Archer – Longbow, element imbued arrows, long range (1500) caster…

(edited by lLobo.7960)

What new fractals would you like to see?

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Posted by: lLobo.7960

lLobo.7960

From the LW S1:
Canach fight
Tower of nightmare – Going up each level against the toxic alliance
Defense of Lions Arch – going around each place in the city escorting people out
Assault on the Breachmaker – That fight had great mechanics and was super fun.

The Giant Clockwork Marionete – This could be an interesting one. You could make it as a standart mode, where the group goes together to each platform to sever the chains… OR, you could make it so the group has to split up for each chain at the same time and sever them at the same(ish) time… It would be interesting as a group content where the group needs coordination but is standing in different places fighting solo/duo

From LW S2
Glint’s lair
Shadow of the dragon

[Suggestion] Dungeons as "Solo" content

in Fractals, Dungeons & Raids

Posted by: lLobo.7960

lLobo.7960

We have raids for 10 people, fractals for 5…

Make dungeons solo/duo content…
Increase rewards based on the (reverse)number of players that entered the dungeon (not the ones that finished, to avoid grief kicking) and maybe the time it takes, give it a just few tweaks, as most of them are already soloable and let people have their fun.

If you can solo it fast you get max rewards… You can still 5man it getting average rewards (or the bad ones as it is) but the faster you finish it the better the rewards are.
Set a cap for maximum and minimum rewards…

I think this would bring back some fun to dungeons. Make some nice rewarding instanced solo content while still leaving it open for people to complete them easily with a group of 5.

Skyhammer Design Discussion

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Posted by: lLobo.7960

lLobo.7960

People that ask for the map to be removed or the basic mechanics to be changed should just not play this map. Its a cool map with nice mechanics…
The idea is a CC heavy map with tactical options to the standard just doing dmg to kill opponents.
People are just frustrated with the map because metabattle doesn’t show them builds to run in it…

  • Remove/adjust the breakable panels at A and C point or Add second layer under the hole so players dont die, but still lose time for falling into them

Don’t remove the panels, they are fine.
One thing that could be done is that death from fall dmg is taken differently:
– doesn’t reward points
– incur no respawn timer (instant respawn)
Also, make sure that people die when they fall from map… waiting down there to the worms to kill you is a bit annoying

  • Glass Panels only break from cannon fire

No. Pushing people to glass panels and immobilizing them is a strategy to the map. People should be aware of it and bring counters.

  • Enlarge the Skyhammer Platform, Add line of sight props

The size is good, its ok to feel tiny and keep the risk of falling off.
LoS props are a good idea.

  • Add multiple portals to get to and from the skyhammer platform
    • Does this have to be in both places: in center of map and skyhammer platform or just the skyhammer platform?

both

  • Adjust the jump pads

No, those are fine. Just make sure they work.

  • Take away the ability to die from falling damage
    • Do we want to completely remove the ability to die from falling damage or make it only in very specific places?

No. Death from fall dmg is the whole point of this map. Just make it so it doesnt award points OR makes respawn instant (although this might become exploitable)

  • Adjust middle point high ground
    • Do we want to completely remove this because of gameplay/camera problems or adjust it as it creates good gameplay but messes with camera

Adjust it so it doesnt messes with camera… Also, high ground on points could make a good safe area for the hammer lazer (if aimed at ground lvl)

  • Secondary Mechanic Adjustment
    • Reduce Damage
    • Increase Cooldown
    • Reduce the turn speed

Maybe give it 2 or 3 attacks: dmg, knock-back, stability pulse

Glider Suggestions? Share Them Here!

in Guild Wars 2: Heart of Thorns

Posted by: lLobo.7960

lLobo.7960

Jetpacks for my engie…
or just get the molten firestorm one to work…

[Suggestion] Nade kit skills throw 1 grenade

in Engineer

Posted by: lLobo.7960

lLobo.7960

Please don’t.
Not only it would look lame, but also this:

If you are skilled and hit with all 3 you get 3 stacks of vulnerability, 3 opportunities to proc Shrapnel, 3 critical strikes for any sigils and/or Sharpshooter to proc off of individually, and 3 attacks in one strike which totals significantly higher than other baseline autoattacks.

A lot of what makes nades so good is that they are 3 hits in one attack.

Bomb Kit / Mortar Kit should instead get their own GM traits. Shrapnel clearly is not meant for them (reliability or focus targeting wise).

Doesnt bombs trigger hits (for traits and sigils, etc) on each pulse?

[PVE Build] Fire Tempest

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Posted by: lLobo.7960

lLobo.7960

he dies. I played a condi ele F/E/Ar. Anny decent condi necro or Mesmer killed me.
But its funny against most zerker builds. Warriors with berserkers stance are also hard if they can play :-).
Not using wash the pain away helps. classic eather renewal.
And in a burn build cleansing flame is great.

I think its hilarious, that even a fringe spec. faces the logical choice to keep picking up cantrips, then water, then…

Goodness this class is pigeon-holed so hard into one build-path.

I think you misread the tittle… its a pvE build.
Yes, any build that goes into pvp needs to deal with tons of condition spam. This is not the case… Maximum you’ll have a condi burst that you can deal with going into water and cleasing if there is no one in your team that can group cleanse.

The idea of the build is to stack lots of burns for maximum dmg in pve fights.

[PVE Build] Fire Tempest

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Posted by: lLobo.7960

lLobo.7960

The new shout elite maybe better for an all in glass build like this (once they changes the effect to you do not die on the next hit but heal if it was going to kill you).

True, but I think getting fgs is more in line with what the purpose of the build is.
But yea, you can use the shout if some encounters need it.

I agree that the new elite shout might actually be useful to take now but if I was looking to create a pure damage build I would still prefer the FGS which it looked like the OP was aiming for. The Elite Shout would better fit a support role.

Oh, don’t forget about Gale Song! There is a lot of CC being thrown out in VB from the enemies I faced and having that trait was rather handy.

[/quote]

Yea fgs seems great to pull out before the overload.
Gale song I dont think its needed, with all WH skills breaking stun.

The changes to earth skills and overload might add some bleeds on top of the burn…

Was putting out some rough calculations using koi cakes and toxic crystals, and seems you can apply 50 stacks of burn over 10secs.
On the end of those 10 secs, 39 of those burn stacks will still be ticking and others will be ready to reapply…
Seems the build can keep 25 to 30 stacks of burn constantly and AoE. That is about 10k to 12k dps just from burning, plus the raw dmg of ~24k power, 50% crit chance + perma fury and 150% crit dmg on the ele…

Im looking forward to test it.

[PVE Build] Fire Tempest

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Posted by: lLobo.7960

lLobo.7960

Was thinking about the potential of a burn ele using the tempest spec and came up with this theoricrafted build: Fire Tempest!

The idea is not to be a dungeon meta build (or could it be for long fights?) but a different take on open world pve using maximum burn dmg.

The concept: Maximum burn stacks and dmg.

How: If facing a big group of mobs, you can start on earth to cast dust storm for blind fields and follow to air to get them all in a nice line inside the storm. Then follow to fire. In fire you can start with glyph of elemental power and burning speed to get a fire field going on top of the lined up mobs and stack 3+ stacks of burn, on top of the fire field use arcane brilliance to get some might stacks and more AoE burns, use feel the burn to get fire aura and stack more AoE burns, follow with arcane power and drake’s breath to AoE stack 10+ stacks of burn, follow up with wildfire to get another fire field and 8+ stacks of burn, step on the fire field and overload fire to get more stacks of burn (extra stacks due to whirl finisher on fire field, 8+ stacks?)
So that would be some 30+ stacks of burn?

So seems a high potential of AoE burns with some good dmg. I think adding tempest to the burn ele increases its burn potential with the warhorn skill, shout and overload fire on top of a fire field.

I’m bringing it here to ask: – Balthazar runes (10% higher burn duration and more condi dmg) or flame legion (7% more dmg and more power)? – Could you possibly increase the burn application somehow?

Any other thoughts…

This could be fun on the pve events and to melt Husks in HoT…
Might even be good to some fractals….

(edited by lLobo.7960)

What do you love the best about Tempest?

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Posted by: lLobo.7960

lLobo.7960

The shoulder piece

Overload suggestion

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Posted by: lLobo.7960

lLobo.7960

The overload mechanic needs some rework.
It has potential, but the short range, easy to interrupt, the time of the channeling and the attunement lockdown is extremely forbidding for a frontline ele.

My suggestion would be, let eles cast spells from that attunement while overloading it.
Remove the channel, make it an effect on the ele.
On top of that, make it so the ele NEEDs to cast spells from that attunement to overload it. So to interrupt an attunement overload you need to make the ele stop using skills for (?)2secs (long stun or stunlock).

This would give more gameplay to the tempest, not locking it as a moving target for 5 secs. It would let the tempest do something for the duration of the channeling, include dodging. It would also make overloading an attunment more interesting, where you need to keep your attacks going to get that attunement overloaded.

"Wash the QQ away!" The underwhelming tempest

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lLobo.7960

You know something is underwhelming when even WP can’t get excited about it.

Tempest & Warhorn confirmed – Feedback [merged]

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lLobo.7960

Remember you can only overcharge after staying in the attunement for “a while”.
In PvP staying on one attunement, then trying to channel something at close-range for 5-10secs and getting locked out of that attunement for 20secs its just not viable for the current specs…

In WvW there is just no way you can be effective at close range with all the hammer train… and at range is useless on the current meta…

PvE it could have some use on dungeon stacking. The channel time is a limiting factor, considering how fast most of the fights go. Maybe if you pre-channel the fire one to follow up with the usual staff rotation. It will depend if the dmg and traits can compete with the current F/A/W setup.

It could work with conjures, somehow… But those are so clunky and situational now.

The shouts seem very poor so far.
It looks like they got a gliph and splited it into 4 different skills…

The elite only use I can think of is to lower the CD on the overcharge itself…
Other than that, it just looks very underwhelming now…

So far, very disappointing…
The weapon is not interesting, the new skills are lacking and the mechanic seems to have too few practical uses…

Yes, its a lets see when we have more details, but it doesnt look good from what we know now….

[edit] on the bright side… the shoulder piece looks kinda nice.

(edited by lLobo.7960)

Tempest & Warhorn confirmed – Feedback [merged]

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Posted by: lLobo.7960

lLobo.7960

I can see the cantrips and healing signet being nerfed to promote the use of shouts and increase “build diversity”…
Just wait and see…

Tempest & Warhorn confirmed – Feedback [merged]

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Posted by: lLobo.7960

lLobo.7960

warhorn offhand, camping attunement mechanic…
Seems they want to make conjures viable…
LH tempest might be a thing…

Tempest & Warhorn confirmed – Feedback [merged]

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Posted by: lLobo.7960

lLobo.7960

So there you go… warhorn…
I bet the skills summon elementals and we get something like the guardian spirit weapons…
After all, what the ele needs is more AI to its gameplay.
yay?

Nah, we’re gonna get Ranger spirits.
Immobile NPCs that pulse stuff, much like Singularities seem to do.
Tempest is the new Turret Engi.

That just blows….

….

Tempest & Warhorn confirmed – Feedback [merged]

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Posted by: lLobo.7960

lLobo.7960

So there you go… warhorn…
I bet the skills summon elementals and we get something like the guardian spirit weapons…
After all, what the ele needs is more AI to its gameplay.
yay?

Reaper = Farming Machine

in Guild Wars 2: Heart of Thorns

Posted by: lLobo.7960

lLobo.7960

A bientôt !

omg i want to learn french

i wanted too but then i read alot how french are touchy on their lang and the proper accents and other shiets

Imagine forum grammar police walking the streets of Paris…
Yea…

Tempest & Warhorn confirmed – Feedback [merged]

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lLobo.7960

Well it looks like revenant just got duel swords so it seems even more likely that tempest will get OH warhorn. This does not mean its gonna be bad btw.

rev got swords for core legend, not legendary spec.
so it might get shield for glint spec, making it the second shield elite spec.

I really hope we don’t get warhorn. not now…

- I rather have bolt than howler on my ele.
– I want a mobile/evading/flurry melee gameplay, not more aoe and/or support
– I want a true melee MH, we already have good offhand options.
– A high dmg melee weapon would have a role across all gameplay modes, a support OH weapon wouldn’t.

Pack rune or hoelbrak or Strength

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lLobo.7960

if you rain air/water/earth – hoelbrak as you have the speed but can get some extra condi reduction/removal and extra might duration

if you run air/water/arcane – strenght as you have the speed and the cleanse but can use the extra dmg and might duration

if you run fire/water/earth, fire/water/arcane, fire/water/earth – travelers for the condi duration, boon duration and speed.

Anyone else feels Eles are in good place now?

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lLobo.7960

Give ele a good arcane Elite. Like:

Arcane Field:
Arcane energy creates an elemental flield relatet to atunement.
Recharge 60. Cast Instant. 360 radius. Duration 6s

Fire: Flashfire. Burns all within for 3 Stacks 6s . Creats a fire flield
Water: Arctic waste. 6s Chill and ice flield.
Earth: Spiked ground. 5stacks bleed for 6s and poison field.
Air: Glitterdust: 6s Blind and Light flield

This would be great and might make picking arcane skills over evasive arcana viable and might be an option to go for offensive arcane over cantrips

Thats not bad but arcane skills is more about raw dmg than fields and conditions.
Something like:

Arcane Overcharge: All your skills become unblockable and trigger arcane blast on hit. Triggers Arcane brilliance on activation and arcane shield on end. lasts 5 secs, 60sec CD
(now thats trully an elite worth slotting!)

And I’m still waiting my elite signet:
Arcane Signet (45s CD) – passive: gain 1s quickness on att swap. active: recharge all attunements

Easy Staff Ele

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lLobo.7960

For what you propose the build looks ok.
Id change strength of stone to geomancers training. Although you dont use earth attune, the reduction to the conditions can help. And having 200 condi dmg instead of 0 isnt that much of a big bonus now.

D/D F/W/Arc Roamer

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lLobo.7960

I maybe late and people have already used this, but I would recommend checking into the Superior Sigil of Cleansing it is basically a condition clear on weapon swap with a 9 sec cooldown. So it gives you basically cleansing water without having to swap into water.

The recipe is on the trading post it’s fairly cheap to make it’s account bound on acquire so you won’t find the sigil itself on the TP.

I need to test it more though I am not sure if it goes on cooldown even if you don’t have a condition. I don’t think it does, but I am not 100% sure I just tried paying attention to it when I was taking a camp, but I was playing normal so I didn’t really slow down to pay attention.

I use the generosity one…
The good thing is, it transfers the full stacks of conditions… Its great to send back that full stack of burn or bleeds. I’ve managed to transfer fear to a necro that stood on my RoF. It was quite funny. Can work great on immobs too.
The bad thing is, its unreliable… It can get your 25 stacks of bleed back to the thief or just that 1 stack of vulnerability that was covering it.

Its much more expensive than the cleansing one now… I got mine on the wintersday that it showed up…

Classic DnD Eles without arcane?

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lLobo.7960

I think it all depends on what you are doing.
Arcane is still really strong for group support if you run D/D and don’t have the fields from staff.
Water is important for self heals and sustain in close range, and also great support for groups.
so for the spvp meta, where group support is important, water and arcane are the best choices.

On a solo roaming pov, arcane isnt so important, you can run air/water/earth and still have great access to swiftness and protection, good amounts of vigor and regen and great burst. tempest defense and lightning rod are a great combo against all the thieves and mesmers running interrupts… The lack of the EvAr heal is compensated with the extra defense from earth, even more if you go stone heart.

The thing with water is that it provides the 2 most important things for an D/D cele ele: Healing and Cleansing. On top of that it improves cantrips, that are used by D/D for both offense and defense.

You could probably make a Fire/Air/Earth spec work, by using ER for heal and cleanse and getting slotting Arcane Shield, Earth Armor and the stab on earth attune, all to ensure a full ER when you need (even more with so many roamers going interrupt mes or s/d thief) but I guess that setup would suit more a S/F ele with more burst to finish fights fast before all those safeguards are in CD…

Anyone else feels Eles are in good place now?

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lLobo.7960

That is somewhat the problem. As an engineer main, and we’re a “jack of all trades” — we end up playing 2nd fiddle to ele (who is also a jack of all trades, seemingly) in every single game mode.

Pve, Fractals, speedrunning, WvW, Spvp. You guys are top tier in everything atm, and is that fair? I’m not sure. Engis certainly need a little love atm.

Engy has access to way more stuff than an ele.
Engy can do anything in the game. We might be both jack of all trades but engy have much more trades on his sleeve. Access to stealth, (much) more conditions, more blasts and so on…
Yes, an Ele have more dmg but engy have more of everything else.

Fractals daily reward personal reward level

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Posted by: lLobo.7960

lLobo.7960

for daily rewards, is it 1-10,11-20 (and so forth)?

I thought it was 1-9, 10-19, 20-29, 30-39, 40-49, 50.

Character Quote's/Favorite lines

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lLobo.7960

“Now watch me push a bottom… Oh, maybe I’ll flip a lever.”

Time to not let people play anyway they want

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Posted by: lLobo.7960

lLobo.7960

You can play how you want.
You can’t force people to want you in their group if you don’t want to play how they want.

If the game changes to require a trinity, you’ll be kicked out of groups that already have someone with your role on it.

You don’t have to play dps to complete any content.
But most of the PUGs want people to dps and bring some group utility based on the encounters (reflects, stealth, buffs, etc) and the latest strategy broadcasted on youtube.

Its not the game that forces you to play something… It’s the players you want to group with.

Changing the content will only change what others will force you to play…

How about we nerf...?

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lLobo.7960

As pointed out by other people, Diamond skin is not exactly a “anti condi” trait.
Its not really designed so you can fight condi classes.

The idea of the trait (and for this it works great) is to make sure you get your initial burst out. No immob, no blind, no weakness when you start the fight, so you get those first hits right.
Thats why the hp threshold is so high.

Tempest ain't getting warhorn!

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lLobo.7960

Didnt they say on some stream a while back that, yes, eles are getting swords?
I’m sure they said that.

Celestial D/F is the way to go

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lLobo.7960

Its a good build, but I wouldn’t call it “the way to go”…
More like “one way to go”…

Also, with the crazy amounts of burning flying around, I’d take stop, drop and roll instead of ice auras on crits.

[Forum Specialist] Specialization Update

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lLobo.7960

Ive been playing around with FEW, celestial D/D with doom and batlle. Runes of the adventurer (for boom duration and condi duration). Going to try with runes of fire or baelfire…

The burn on dagger main hand with burning precision and fire aura gives you some nice burn ticks. The combo of FEW seems to provide a good cover for the lost of arcana. You get good vigor and regen from soothing disruption, great protection from elemental shielding and perma fury with persisting flames.
The 2 traits boost your condi dmg to great values and with all the might you get some nasty burn stacks.

New patch builds?!

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Posted by: lLobo.7960

lLobo.7960

PvP:
D/D FWE → perma fury, (near?) perma protection, tons of might, good hybrid dmg.

PvE:
FRW → water camp conjurer (IB+LH)
FRA / FRW→ staff dps

Wooden Potatoes reviews the preorder

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lLobo.7960

I agree in part with it.
MightyTeapot has a good review of the subject too…
https://www.youtube.com/watch?v=BC9LC6JLS_I

WvW D/D ele

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Posted by: lLobo.7960

lLobo.7960

Once they remove stats gained from trait lines you wont be getting the same boon duration anyway. 10% is not a deal breaker. I am on board with Aura Share Ele with combinations excluding Arcana. Hope tempest is something that we will enjoy!!! I personally have my eye on Fire/Air/Water. Although Earth also looks pretty great

I hope celestial gets some boom and condi duration, since it will get a nerf on other stats…
But it might be that we will have to get back to boom duration runes…

HoT Price Feedback + Base game included [merged]

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lLobo.7960

What’s realistically stopping us from simply giving our current accounts to a friend while activating a brand new one with the HoT code?

I siphon all my gold and mats to the new account via a guild bank over the course of a couple weeks and voila, I’m not actually missing all that much, and the few account bound things left behind will at least be things my friends playing on my “buddy account” will get to enjoy.

There’s really no incentive to merge HoT into my current account.

Besides my map completion, Acc/Character Bound itens, Wardrobe skins, tittles, story achievs and unique itens…. No thanks.

HoT Price Feedback + Base game included [merged]

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lLobo.7960

So, it seems that if I pre-purchase HoT I get the core game for free.

I have the core game already, but would be happy to give a key to friends.
Is this possible?
Or I get the core game only if I don’t have the core game yet?

Are you disappointed by the status quo?

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lLobo.7960

I dont think arcana is still mandatory for pvp…
the main reason to go arcana was for EAr, EAtt and vigor.

Vigor got nerfed, and you can get some with cantrips.
Protection you can get with auras, and fire gives you one aura every 10s
fire also can give you perma fury, air can give you fury with auras.

Arcana is nice, but I wouldn’t say mandatory.

WvW D/D ele

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lLobo.7960

I’m thinking fire/water/earth could be a good option too.

burning precision + power overwhelming + persisting flames
soothing ice + soothing dirsruption + cleansing water
elemental shielding + strenght of stone + stone heart

Perma fury with persisting flames, tons of protection with elemental shielding (aura on fire atune, aura on crit taken, and d/d auras), good condi pressure with burns and bleeds

I seriously doubt any d/d ele can go without water, it’s just not possible.

Do you mean arcana? If so, I don’t think so. Vigor has been nerfed and you can get perma fury in fire…
If you really mean water, read again. I said Fire/water/earth. Even put the cleansing water traits listed…
Although you can probably change the cleansing traits for healing ones and slot ER for cleanse.

WvW D/D ele

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lLobo.7960

I’m thinking fire/water/earth could be a good option too.

burning precision + power overwhelming + persisting flames
soothing ice + soothing dirsruption + cleansing water
elemental shielding + strenght of stone + stone heart

Perma fury with persisting flames, tons of protection with elemental shielding (aura on fire atune, aura on crit taken, and d/d auras), good condi pressure with burns and bleeds

Are you disappointed by the status quo?

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lLobo.7960

Althought it seems that the condi signet build is gone, seems a condi build based on fire/water/earth could still be possible, or even fire/air/earth for more offensive version…

Conjure Water Ele - pve

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lLobo.7960

Could conjure ele be back in the meta?

Fire/Air/Water

Fire: Burning precision, power overwhelming, persisting flames
Air: Ferocious winds, tempest defense, bolt to the heart
Water: Piercing shards, aquamancer training, soothing power
S/F or S/D – Arcane briliance – Arcane Wave – LH-IB

Stack might finish in water – Ice bow 2-5-4-3 – LH auto + KB when no defiance – restack might – pick up IB again repeat…

High direct dps and some burn stacks to top it off.

Conjure weapons Discussion

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Posted by: lLobo.7960

lLobo.7960

Conjures have 2 main purposes, IMO:

- use as an utility. Cast it, use one or 2 skills, drop it.
That is the case of current IB. It works great for this purpose. Earth shield could be used like this for invul and block, but the long cast time makes it bad for a reactive defense skill. FGS is also currently used a bit like that to run away in PvP/WvW

- use as your main weapon, keeping normal weapon skills for utility.
That is the case of LH. The blinds, dps and blast/leap finishers make it a good weapon overall.
Flame Axe could fall in this category as its a good weapon to build might and has good potential. The problem here is that the autoattack only hits one target.
This category opens up the gameplay of specing for certain attunements while keeping weapon skills not related to that attunement. The LH build that camps water (for more dps on piercing shards) is an exemple. Others could be stoneheart ele with flame axe (for might stacking and dps, mobility)

Suggestions:

Overall
Set traits that improve and focus on each of the above mentioned aspect of the conjures.
Trait one (conjures as an utility) – Makes conjures instant cast and provide bonus on cast/pickup. You have one conjure, second one on the floor for party member.
Trait two (conjures as a main weapon or added to rotation) – Turn conjures into “kits” (so it can be used on every fight) and improve stats bonus when wielding it. No conjure is dropped to allies, cast time still the same.

Conjure changes:
Earth shield – Lower casting time on skills.
Flame axe – autoattack hits up to 3 targets (bounce) and gives might for each one hit (similar to rangers axe auto)
FGS – Improve leap dmg as promissed.

(edited by lLobo.7960)

We're missing the most obvious legend.

in Guild Wars 2: Heart of Thorns

Posted by: lLobo.7960

lLobo.7960

Tybalt should be a legend.
Just saying…

The hybrid dmg meta.

in Fractals, Dungeons & Raids

Posted by: lLobo.7960

lLobo.7960

I don’t think that the changes to condi dmg will make it meta, but I can see a rise of hybrid dmg.
A mix of zerker/sinister maybe.
Or are the fights too fast for any condi to be viable?
Would the bosses/elites/champs change to accommodate the changes to condi dmg?

Looks like the best dps for pve could become more of a mixed set.
The thing is where is the min-max point going to be?
How much condi dmg, how much power and crit dmg?
Will it be a new set with power/condi dmg/crit dmg?

Personally I think it could be nice to get a bit more room for different sets for different classes. Classes with more conditions on their skills (engi, ele) can get more condi dmg for increased dps…

What utility skillset will Tempest get?

in Elementalist

Posted by: lLobo.7960

lLobo.7960

I think it will be something similar to mesmer mantras or to thief poisons…
Enchantments that we activate (mantras) or that activate on hits (poison)…

Can I Have RtL back?

in Elementalist

Posted by: lLobo.7960

lLobo.7960

What you dont do that!? I mean removing soft cc effect on movement ability may push d/d ele into more mobility then say a thf who is effectively that way now. If you make the cdr no longer on hit but build in always for rtl it may be to easy for eles to get away.

I guess no movement impairing effect on burning speed (600 range, 15s cooldown, easy to get in combat on khylo) will suddenly make ele much better in mobility deparment. Please, be reasonable, it’s not like warrior’s leaps won’t get changed.

Right but with a 20 sec cd rtl at 1,200 ranges that is not effect by movement impairing effects IS unreasonable.

Hmmmm… http://wiki.guildwars2.com/wiki/Rush

Look you can do a side by side compilation to all the skill in the game and you will find some are stronger then others BUT a skill compared alone dose not give you the full ideal of what going on. The ele class has a lot of movement even with out the skill RtL it also plays very different then the war class.

Right,
so a class with higher HP and armor, higher sustain, cleansing of movement impairing conditions on movement skills and access to more mobility skills on weapons and utilities should have a lower CD on the same skill than a class with no weapon swap, low hp and armor and skills locked into attunement CDs…

Can I Have RtL back?

in Elementalist

Posted by: lLobo.7960

lLobo.7960

RTL is 20s CD but only if you are on air attunement.
Rush is the same CD and its only on a weapon swap.
Rush can be traited to break immob, RTL cant…

Revenant traits are messy

in Guild Wars 2: Heart of Thorns

Posted by: lLobo.7960

lLobo.7960

Honestly I think it’s just because they are still try to conform to the format everyone is used to. With each line being “all or nothing” there isn’t a reason to even have minor traits anymore. They could just as easily say “by choosing this specialization you can x, y, and z” instead of splitting them into three minors.

I think the reason why they are still tiered is due to lvl-up experience.
I’m not sure, but I think new characters will gradually be able to go deeper in each spec the more they lvl and spend their hero points on it, reaching each tier in different lvls.
That’s the only reason I can see why they kept tiers…

Elementalist Specializations and Traits

in Elementalist

Posted by: lLobo.7960

lLobo.7960

They’re not really enough though. The cantrip is fine and Phoenix is good too(although I personally hate Scepter), but the trait is rather mediocre since it’s uncontrollable and not constant(as in, you might cleanse 3 crappy conditions from some random Warrior and then get Condi Bombed by a Necro and not have it anymore).

Also, I thought the Condi Duration decrease on Fire Aura was bugged and didn’t work currently. I’ve been gone for a while, so I don’t really know.

And they are not really supposed to be enough, they are just there to help. In your example the trait would clean the crappy ones so your active cleanse can clean the other ones…
the fire aura change wouldn’t be the solution to condi pressure, but it would help you keep your sustain by reducing the amount of condi you take.
Its an idea for an option. You can then combo that with other options to tailor the best solution for you. Be it with ER to remove heavy pressure, with spec in water for more cleanse and so on…

And yes, the proposed trait by anet is bad for its low activation chance. Thats why I think it should be a T2 major with 100% chance.