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Elementalist's new trait discussion

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Posted by: lLobo.7960

lLobo.7960

A few things I believe the changes above would provide:

Fire spec would become more viable for a sustained dmg elementalist.
Be it one that focus on staying away from combat and needs to stack might without wasting his fields (by fire auras proposed changes and fire camping) or one that needs to survive longer in the combat (by reducing condition pressure with proposed fire aura change and blind on burns). It also split the conjurer and signet trait that was weird and makes conjured weapons stronger in what they are proposed to do.
The proposed changes give more clear paths to each playstile (auras, conjures, signets, dmg)

Air spec would provide more crit dmg and more attack speed. The proposed GM trait for glyphs make those a viable option and can give glyph eles a new way to generate boons. The proposed changes make more clear the different paths. The burst capacity is all there and fresh air paired with arcana line can provide great potential.
The synergy of bolt to the heart and tempest defense is transferred to lightening rod. It makes more sense to get a dmg bonus when you interrupt a foe, not when you get interrupted.

Earth line is very solid (no pun intended) as it is. A bit more synergy with proposed changes to stop, drop and roll and the proposed ground training. The possibility of earth attune camping to tank is very real now with all the added defense. Be it by using conjures to replace the dmg lacking earth skills or to use air spec to provide quick bursts before returning to the safe of earth element (with some help of arcana).

Water line, loosing the healing ripple, makes this line less mandatory and opens other options (with proposed changes). Keeping the water line with the new arcana trait (to get healing ripple back) will mantain the current playstile and get some bonuses. But options reside also on going into fire and earth to mitigate dmg (by blinds or dmg resistance). Cleansing water should be a minor trait as it gives the ele a source of cleanse that he can then improve by using the weapon skills on reduced cd or by traiting for further heals and condi cleanses.
This trait organization makes water spec very distinct for eles that seek to improve their dmg, to provide heals or buffs (auras) to allies.

Arcana line
Lingering elements need to work properly with attunement bonus (dmg bonus, defensive bonus and other traits) Otherwise its a useless trait, even more now, when the elementalist that specs in arcana can only pick 2 other elements to spec in.
By placing the on attunement (current t2 minor traits) spells on an arcana trait you help each elemental spec to improve its element (with the CD reductions as minors) and help arcana provide more than just vigor, promoting maximum att swap for extra spells (control with earth, dmg with fire and air, heal with water). This synergises well with evasive arcana and promote 2 playstiles (the buff on attunement and hits, or the spells on attunement and dodges)
The changes on the arcane skills traits might promote the arcane heavy ele a chance to shine, since it will improve the spells and grant it a last chance to heal and dmg when under heavy pressure.

One last thing:
Lava Axe auto attack should bounce 3 times to make it more viable.

(edited by lLobo.7960)

Elementalist's new trait discussion

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Posted by: lLobo.7960

lLobo.7960

The elementalist uses each element to provide different roles.
Specializations in each element should increase the elementalists efficiency on such roles and provide ways of being able to perform what they are supposed to perform. in that element.
Arcana Spec in the other hand promotes a more varied playstile by making it more viable to quickly change attunements (att dance). That is why is so popular, makes the ele gameplay more fluid and action-packed while making the ele more balanced across elements.
Minor traits now should make the core of the spec, they are the baseline of a spec (no options) and should reflect the main spec idea"

Based on this I think:

Elemental specs should focus more on making each element more attractive. skill CD reductions should always be a minor trait in each line, just like att reduction needs to be a minor trait in arcana.
Att swap free-casts (current t2 minor traits) should be moved to arcana in a single trait. This fit more with the att dance, not with the elemental specs.

Here are my ideas:

Fire: – Fire is about sustain dmg. It should focus on high dmg and burns with defensive options to keep the ele in the fight to deliver its sustain.

Minors: Burning precision, Pyromancers training (20% CD reduction part only), Burning rage
This reflects the spec main goal, deal more sustain dmg and extensive burn.

T1: Flame Barrier (Gain 3s fire aura while attuning to fire, 100% chance), Pyromancers inscriptions (signets give 3sec fire aura, deal 10% more dmg while in fire attunement), Power Overwhelming
T2: Burning Fire, One with fire(fire auras you apply last 33% longer and give 1 stack of might every 2secs), Conjurer (conjured weapons have 10 extra charges and increased attribute bonuses),
T3: Blinding ashes, Pyromancers puissance, Persisting flames

Air: Air is the burst dmg element. Specialization in air should increase burst dmg and provide ways to deliver that burst. Extra procs for more dmg, bonus dmg and hard CC and mobility are what this speacialization should provide, so that the air ele can get in the fight fast, deliver its burst, and move out of harms way.

Minors: Zephyrs Speed (move 25% faster while attuned to air), Aeromancers Training (Reduce air skill CD by 20%), Weak spot

T1: Zephyrs boon, One with air, Ferocious Winds (gain 10% attack speed while attuned to air)
T2: Inscriptions, Bolt to the heart (20% dmg against foes under 33% hp), tempest defense (Surround yourself with a Shocking Aura when disabled.)
T3: Lightning rod (Disabling an enemy causes them to be struck by a Lightning bolt, Deal 20% more damage to disabled enemies), Fresh Air, Lightning Inscriptions (glyphs are instant cast)

Earth: Earth is the defense element. Specialization in earth should boost the elementalist defense and provide it with ways of being more of an attrition fighter (conditions and control).

Minors: Stone Flesh, Geomancers Training (20% CD reduction to earth skills), Geomancer’s defense

T1: Armor of earth, Elemental Shielding, Serrated stones
T2: Strenght of stone, Rock solid, Ground training (You recover from crippled, immobilized, and chilled 33% faster and gain 3s protection (10s icd).
T3: Diamond Skin, Written in Stone, Stone Heart

Water:Water is the healing and support line. Specialization on water gives better and more ways of the ele to heal and remove conditions and act as a healer and support.

Minors:Soothing mist, Aquamancers training (reduce water skills CD by 20%), Cleansing water

T1: soothing ice, piercing shard, stop, drop and roll (dodge removes burn and poison)
T2: soothing disruption, cleansing wave, vital striking(gain 10% dmg while you are above 90% hp, cause vulnerability to foes you strike that are above 90% health)
T3: bountiful power, aquatic benevolence (Healing and regeneration are increased by 20%), powerful aura

Arcana: Arcana line promotes diversity. It makes the ele more flexible by granting small boons to all attunements, but for smaller periods. The idea is to grant the elementalist faster attunement swap and more versatility.

Minors: Arcane fury, Lingering elements (this works with all attunement exclusive traits), Arcane precision (20% chance, works with lingering elements)

T1: Arcane Energy (Arcane skills restore 33 endurance when used and have 20% lower recharges), renewing stamina, arcane abatement
T2: Elemental Contingency (10 ICD is per attunement), _Arcane attunement (Creates a spell at your location when you attune to an element – previous t2 minors traits spells), Final Shielding (Create an Arcane Shield for 5s and recharge all arcane skills when your health drops below 25%)
T3: Evasive arcana,elemental surge, elemental attunement

(edited by lLobo.7960)

[suggestion] Fire Aura rework

in Guild Wars 2: Heart of Thorns

Posted by: lLobo.7960

lLobo.7960

Maybe it could match the boon style of Light aura and give 2 seconds of resistance when hit instead. Not really for the idea of straight removal but a moment’s break might not be so bad. Plus then it could be removed.

I think giving immunity (even brief) for condi would be a bit OP as it would prevent other conditions to be applied, while removing a single condition from you per hit per sec would reduce the condi burst/pressure but not completely negate a condi stacking opponent.

[suggestion] Fire Aura rework

in Guild Wars 2: Heart of Thorns

Posted by: lLobo.7960

lLobo.7960

Currently Fire Aura is quite useless for most classes. I propose here some changes to make it more interesting, making leaping over a fire field an option instead of always blasting it for might.
Other auras have also a more strategic defensive play while the ICD on the fire aura burn and the meaningless might bonus are meaningless to attackers.

Change fire aura to:
apply 1sec burn to attackers (100% chance, no ICD), and remove a condition (1 sec ICD) when you are hit.

The ICD on the cleanse effect makes it not OP and easier to balance, while the no ICD on the burn effect makes it more viable against flurry attacks, making the attacker having to decide if its better to burst or kite/sustain until the aura is gone (usually 3 secs).

This would make fire aura a viable way to deal with condi pressure, without being a complete counter to it. It would make it a viable option to deal with condi classes without completely negating them.
It would still be less reliable than a controlled cleanse, as you need to perform combos to get it and it depends on attackers hitting you, therefore an option but not a full substitute.
It also promote more strategy to the gameplay as you will have to decide if you want more might (blast the fire field) or reduce condi pressure, and attackers will have to decided if their hits will do more dmg to you or just help you remove dmg conditions.

This would mostly change:
Warriors: using leaps over the LB firefield could be a strategy to help mitigate condition pressure and create other options to deal with condition than the cleansing ire f1 spam (not as effective, but an option to open other builds).
Eles: would make fire aura useful and a way to deal with condi pressure that doesnt demand spec in water line. Would also increase the viability of aurashare for fire auras and make traits that increase aura duration more interesting (see below).
Runes: Runes that grant fire aura or increase aura duration would have a better use as they can help you deal with conditions and apply extra burn or hold attackers for 1-2secs longer (if they decide its not worth to hit the fire aura)

Change Elementalist trait “One with Fire” to:
Fire Auras you apply grant 1 stack of might every 2 seconds (on activation and every 2 secs after that). Increase the duration of fire auras by 33%.
This will make fire aura useful for both brawler builds, giving them a way to clear conditions while being focus, and for ranged/support builds that take the trait, by giving them a way to build up might without having to be taking dmg.
It will also promote a more strategic use of fire aura to achieve its full might stack capacity (needs to be constantly applied instead of simply spamming as it is on its current proposed form) and/or resist to condition application.
This would suit the fire line better (slow might generation and sustained dmg) and the overall idea of elementalist auras (used for defense or offense based on trait choices and need).
.
Hope the devs can consider this.

Fire Aura rework idea and One with Fire

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Posted by: lLobo.7960

lLobo.7960

You have to understand that fire aura is not an elementalist only skill. Its an effect available to all classes by combo (fire field + leap), runesets and skills.

The idea to change the fire aura effect would benefit other users making them less vulnerable to conditions and opening other builds that don’t need to trait so heavy in condition cleanse. It wouldnt be OP with a ICD (currently the might stacking have a 1sec ICD, keeping the 1 condi cleanse per hit per sec would keep it balanced, making possible to remove 3 to 5 conditions for every fire aura, depending on aura duration and how much you get hit)
The change on the trait would make the aura usefull for eles as they wouldnt need to be hit to get benefits from it, but it would also work as a way to reduce condi pressure (you get less conditions when you are hit). If you don’t want to be hit you can use the trait to slowly stack might (and other buffs from other aura traits) if you want to reduce condi pressure during fights you can have this option instead of having to spec water. Its not as strong as water cleanses, but reduces the presure you take from condi and opens the possibility to have some sustain in the fire spec.

Fire Aura rework idea and One with Fire

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Posted by: lLobo.7960

lLobo.7960

Currently Fire Aura is quite useless and the proposed “One With Fire” will only make fire aura spam a way to quick stack might.
Here is a small change proposal to make fire aura more useful and the trait more interesting.

Change fire aura to burn attackers and remove a condition when you are hit (1sec icd).
Change “One with Fire” to Fire Auras you apply grant 1 stack of might every 2 seconds (on activation and every 2 secs after that). Increase the duration of fire auras by 33%.

This will make fire aura useful for both brawler builds, giving them a way to clear conditions while being focus, and for ranged builds that take the trait, by giving them a way to build up might without having to be taking dmg.
It will also promote a more strategic use of fire aura to achieve its full might stack capacity (needs to be constantly applied instead of simply stacking) and/or resist to condition application.

This would suit the fire line better (slow might generation and sustained dmg) and the overall idea of auras (used for defense or offense based on trait choices and need).
Would also make more sense with the auras on conjures, and make the radiation runes a better choice to keep the might stacking with its increased aura duration.

Hope the devs can consider this.

(edited by lLobo.7960)

Has D/D Been Upgraded?

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Posted by: lLobo.7960

lLobo.7960

The build itself was not upgraded. It was actually nerfed. The upgrades are in the gear, sigils and runes.

Depending on how long ago you played, the build now is much worse now. Evasive Arcana is no longer a blast finisher on every attunement, RTL has a much longer CD, you can no longer heal yourself on Mist Form… And the boom duration combo runes are mostly gone. FGS dmg was nerfed and the flame trail doesnt work on a wall anymore (used to be funny to kill thievess that way)
So you wont be kiting 5+ people forever and killing them one by one like we could one or more year ago.
Some skills had minor tweaks (new blast finisher on ice blast, Lightning whip is faster) and some cantrips have lower CDs… Firegrab still misses most of the time…

What saves the build now are the new stats in celestial gear and new runes (strenght, hoelbrak, traveler, pack) and sigils (sigils from same category work together)…

So, DD is still a great fun build to play, but its not as OP or misunderstood as it used to be.

MH Sword Concept for Elementalists

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Posted by: lLobo.7960

lLobo.7960

Looking at other sword wielders out there:
Thief – Mobility (infiltrator strike) and evasion (with dagger) or flurry attacks (with pistol). High dmg and control (cripples and immob, stun with pistol)
Ranger- Mobility (movement and evasions) and control (cripple)
Warrior – Mobility and control (leaps and cripples and immob), offhand parry/block, flurry strikes, bleeds and high dmg strikes
Mesmer – Mobility (teleports) and control (immob), flurry attacks, offhand party/block

This gives us an idea what the weapon skills might be.
It will most likely be a weapon with high dmg and low range (lower than dagger). It will give us more mobility (probably in air and fire) and maybe blocks/parry (probably in earth) might get some flurry attacks with evade frames (probably in water) along with some control (cripple/imob in earth, chill in water).

It will make a nice mobility high dmg combo (control and high burst) with dagger offhand and a nice defense (blocks, invuls, control) combo with focus…

I expect it to be a more “selfish” weapon, with not many (if any) blast finishers (probably leap ones though) and more frontal cone attacks (unlike the pbaoe from dagger) that only cleave up to 3 targets). Also, auto-attack chains instead of single skills, and maybe some other chain skills (block/parry – counterattack)

How I see the skill set, based on what other classes get with sword and what ele gets with its attunement:

Fire – Chain attacks focusing on direct dmg and burn application. One leap/dash mobility skill and a block/counterattack that can burn/blind the opponent or give might to you in case no attack is blocked
Air – Chain attack focusing on high dmg and weakness application. One leap/dash or teleport mobility skill. One evade skill with a hard CC and/or fury buff.
Earth – Chain focused on bleed dmg and soft control (cripple). Flurry attack with high bleed application, block/parry skill with high condi application on counterattack (torment or bleed) and defensive buff in case no attack is blocked (protection or thenew condi immunity buff)
Water – Chain focused on vulnerability application and evade frame (like ranger GS), flurry attack that stacks chill, evade/block skill that heals/cure conditions

Looking for NZ/Oceanic guilds

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Posted by: lLobo.7960

lLobo.7960

Hi there,

I’ve just recently moved to NZ and am looking for guilds that have players on this area and timezone.

I do mostly daily tpvp (rank 80 and several champion tittles) and FotM (lvl 50) during week as I have about 1hr or so to play.

On some weekends I am more active and do a fair amount of PvE (dungeons and overland for gold and mats) and WvW (mostly roaming)

My home server is JQ, but I guess thats only important for a WvW guild…

WvW - Frontline Elementalist

in Elementalist

Posted by: lLobo.7960

lLobo.7960

Just trying to theoricraft a build for a elementalist to stand in the frontline.

The basic ideas are:
– Use conjure to deal more aoe dmg and blast finishers while standing in one attunement.
– Stand in Earth att for crit immunity during charges. Cycle other attunes for buffs and heals when regrouping

the options:
The Aura buffs version
http://gw2skills.net/editor/?fFEQJAoYlMMoAi9NwtB8rRwAgFMAsAG/D2BHRRZgStBA-T1BFABCcCAye/hsUC6kyv00Dki6PA8AAIFwADjA-w
– Use signets to get fire auras for buffs when in the fights (might, protection, fury, swift) and to CC foes
– vigor on crit for extra dodges
– aura on heal
– d/d for might stacks, heals and mobility when out of conjures

The LR version
http://gw2skills.net/editor/?fFEQFAWlMMoAidOwxB8rNwAgFKAM+HsDOiizAngiIA-T1BCABAcBAKTJ4wPAAtU+5z+D1pDoG1fIFwADjA-w
– use the low CD on LH static field and staff CC to proc more LR for dmg and weakness.

Any other ideas?
Still need to test this in organized zergs and GvG…

Condition Ele?

in Elementalist

Posted by: lLobo.7960

lLobo.7960

can also try rune of the krait with the gliph elite to exploit the runes 6th bonus while activating the elementals skill every time…

Condition Ele?

in Elementalist

Posted by: lLobo.7960

lLobo.7960

I have been using http://gw2skills.net/editor/?fFUQJAodlMMovhlNwuB8zNgAgFOA0AKijDC7gigoNAA-TFSHABYoHoOlgNpML39HYR9njUaAwJAI4HAAhAWsGA-w on wvw with some sucess.

It has access to all conditions and good CC and defense.

Using the signets to get auras on the right times is important.
it can stack lots of bleeds and burn with extra blinds, poison and torment to cover.
good access to might stacks, and good application of confusion with interrupts.

I use the silvary dog elite as it applies bleed and poison on its own, its imune to condition and seems to use your condi dmg stat… You can go with AoG if you are human, should be good too.

Signet Elite

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Posted by: lLobo.7960

lLobo.7960

Arcana Signet:
– Passive: You get 1.5 secs of quickness on attunement swap
– Active: All attunements get recharged (not the skills though)
CD: 45 secs

Pet Seed?

in Living World

Posted by: lLobo.7960

lLobo.7960

As a friend has told me on another topic, now we are able to at least finish the ascended backpiece if we had make the pet seedling.

Before you stucked at mount maelstrom part, but now you can keep forward

Already got mine, only coming here to advise you guys to keep your journey too.

That is not true.
I have the seedling, created with the pet seed that was buged, and can’t activate anything there.

Still waiting for a fix. Hope I dont have to get another clay pot.

Cannot progress with Pet Seedling

in Bugs: Game, Forum, Website

Posted by: lLobo.7960

lLobo.7960

Same problem here.
Got the seedling, lost the seed, cant exchange, got stuck.

Hoping for a fix soon.

Pet Seed?

in Living World

Posted by: lLobo.7960

lLobo.7960

I used the pet seed to make the seedling using a mist infused clay pot and now I dont have a pet seed to trade back for the other to the second step of the exoctic backpack.

Anyway to fix that?

Veteran Mordrem Wolf (Leave no Survivors)

in Living World

Posted by: lLobo.7960

lLobo.7960

Did this as a full zerker ele running d/d too…

You can blind him with GoS in earth (sandstorm) and attack.
If you run out of blinds, go to the ledge and jump down, hit while he runs around, then jump up the ledge again when he is close. He will start running around again while you can keep hiting him. You can use a similar tatic around crates or console.

Just use the environment and remember: “NPC’s can’t jump”

Elementalist upcoming balance

in Elementalist

Posted by: lLobo.7960

lLobo.7960

I hope glyphs and conjures get some rework. We really need a change on the stun-break glyph and it could be an aura giving one.

The traits for speed in air traitline are also just bad and need something better (at least make the 10% boost stack)

lingering elements need to work more with attunement bonuses from traits, even if it becomes the new 5pt minor.

arcane precision needs a much bigger chance to proc. 10% is just too low.

[sugestion] Glyphs

in Elementalist

Posted by: lLobo.7960

lLobo.7960

Armagedonsomething sent me this by PM and asked to be posted.

In my opinion all of the glyphs are poor. What i would do is:
Glyph of Elemental Harmony – This is a decent heal. What it needs i think is cast time reduced to 3/4 of a second. At 1 and 1/4 seconds it is a little too long a cast time. I think the Healing could be improved as well. It just seems to be lacking. If you go with Inscription trait AND heal in Water it becomes a little better. Another idea could be to make the Boons great an AoE for allies as well.

Glyph of Lesser Elementals – They all need to be buffed. I know they are meant to be lesser but should they be to the point where they are totally useless? I would make it so they gain say 25% of the players stats as an increase. Reduce the cast time as well because again it is a little too long. Buff each elemental based on its attunement as well. So on top of the 25% stat increase across the board they should each get a further 25% increase to a specific stat(Fire -Power, Water – Healing Power, Air – Ferosity, Earth – Condition Damage)

Glyph of Renewal – Not sure what can be done with this, as all the problems effect all other classes with revive abilities as well.

Glyph of Elemental Power – This has so much potential but it is wasted due to the INSANE cool down it has. I actually think they should remove Glyph of Lesser Elementals, Move down Glyph of Elementals from Elite to Utility and move Elemental Power to be an Elite and as such given buffs.
Cool down: Increase to 60 seconds
Duration: Unchanged 30 seconds
Effect recharge: Reduce to 2 second cool down
Earth Condition: Replace Cripple with Torment(3 stacks) for 5 seconds
Air Condition: Replace Weakness with Confusion(2 stacks) for 5 seconds
remove Stun Break
Increase Burning duration to 4 seconds
Increase Chill duration to 3 seconds

To go with Glyphs changes, i think the Traits could do with a little work
Combine Quick Glyphs with Inscription.
Decrease Boon duration to Mightx3(5 second, Regen(7 second), Swiftness(5 second) and Protection(Unchanged – 3 second) Keep as Adapt.

New Major trait:
Power of Elements: Inflict a Condition based on your Attunement in an AoE around yourself when you use a Glyph, 5 targets, 10 second ICD

[sugestion] Glyphs

in Elementalist

Posted by: lLobo.7960

lLobo.7960

Glyphs are a unique utilities that change according to the attunement you are. This is a great concept as it helps the elementalist to tap on its flexibility.

The problem is that glyphs are mostly lacking.
The elite one is somewhat nice, as you can summon a healing elemental, a tanky one, a dmg one or a control one.
GoEP is also nice as it can provide some good dmg increase with burn, some defense with weakness or control with cripple or chill.
This features show a bit of how flexible glyph utilties can be and how they could work.

The problem is that most are very lackluster and don’t live up to its potential. I’d like to sugest some changes:

GoEP:
– Remove the stun-break. This skill is all about using before the battle, you don’t want to be holding it to remove a stun.
– Set the CD to be “per target”, not “per activation”. Otherwise the effects gets wasted on adds and has no use on fights with more than one opponent
– Increase or remove the activation chance. 25% chance is too low, even if you use fast attacks with daggers this needs to be more reliable.

GoLE:
– Rework completely: The elementals are too weak to be used on nearly any situation.
– Set as a stun-break
– reduce CD to 40s
– new effect: “Gives you an aura based on your attunement:”
– works with aura traits and glyphs traits.
– this would be a good exemple of a glyph stun-breaker. You can use when you are stuned to actually prevent a burst (shock aura in air or magnetic aura in earth) or to apply control (frost aura in water) or to improve your dmg (fire aura).

GoS:
– This glyph isn’t bad, but it falls short on area and dmg, so many people rather use frost-bow instead.
– Improve the radius and effects to be an option.

GoR:
– This glyph could be useful if the cast time wasnt so long.

GoE:
– As an elite this is a bit lacking. So, move it to a normal utility and keep it as it is (change place with GoR, making it the new elite glyph with reduced cast-time) or:
– Start the CD of the skill when the elemental is summoned, not when it dies, or remove the duration time on the elemental and give it OoC regen.
– Let us control the elementals unique skill (heal, fire-fields, aoe criple, stuns)

(edited by lLobo.7960)

This worked for me in WvW (roaming)

in Elementalist

Posted by: lLobo.7960

lLobo.7960

I can’t see how a full zerker ele could be anything near “tanky” even with perma regen and vigor.

Its a burst build, and sure will pack a big punch. But it will be dead as soon as it faces anything that can block your initial burst.
Nearly no condi removal also is going to mean death in the current meta in wvw roaming, and although you can get some stability and invul with mist form, I doubt you can survive a single BS from a thief or even a rapid fire from a LB ranger.

It sure can be fun to run full zerker and instagib people with a FS+LF combo, though.

[Suggestion] Event notification

in Guild Wars 2 Discussion

Posted by: lLobo.7960

lLobo.7960

Do you think that showing all of these events makes the map feel cluttered? Would it make finding the information you care about more difficult?

Event announcements poping up on my screen is a bit annoying, IMO.
And if you decided to place active events on the corner of the screen (as in the personal story and achievements) it would be very clutering.

But, I do want a way to know when events are going on. I just want to be able to select what and when.

One way this could be done is to use the scouts already in game.
you could talk to certain scouts so they tell you later (mail or pop-up warn) when certain event or event chain is starting in his area.

This would make so that you need to explore the map first, before you can be told of that event, and would give a new use for scout npcs.
The downside would be the need of going to the scout to ask for a report and then going back when they tell you (double travel)
The report could be one-time-per-request or toogle mode.

Anyway… just ideas.

Vine seed flower

in Living World

Posted by: lLobo.7960

lLobo.7960

Right next to the spot where the bridge grows there is a second planting spot. If you look on the wall in front of it, you can see that there is a green smoosh on the top, just like the one from the other bridge. I belive there will be a second bridge there on the next episodes.

You can also use the seeds in combat, to make an AoE root effect, like the rager elite.

On Swift Wings is bugged...

in Living World

Posted by: lLobo.7960

lLobo.7960

The achievement will trigger once you talk to all the npcs, before you go to the Asura lab. Don’t go to the lab until you’ve found all of them.

I just tried again, several times.
2 scenarios

- no mobs appear and I can talk to the npcs while they keep their “imune to dmg” buff and they all run to the asura lab safe. When I finish 7 npcs, I cant find any other all over. When I run to the asura lab I loose the buff (the achievement) and the achievement is not awarded.

- Mobs appear around the npcs, I cant talk to them, so I have to attack the mobs. The npcs loose the “imune to dmg” buff and I loose the achievement short after that, even if the npcs survive.

On Swift Wings is bugged...

in Living World

Posted by: lLobo.7960

lLobo.7960

Still buged here.
Went in the cave, activated the caravan, went outside, talked to all the NPCs (7, doing the instance solo) they all went out with their buffs on (imune to dmg). I searched for more npcs, no one around.
I still had the achievement buff on me when I went to the asura lab, but as soon as I got there I lost it.
I went on the back of the lab, and all 7 npcs were there dead on the floor without anything that could have killed them around.

This needs a hot-fix pls.

???????? SAB or RIOT ????????

in Living World

Posted by: lLobo.7960

lLobo.7960

it takes a lot of time and consideration to waste resources on a center stage generic of your flagship product

Actually, SAB and other “unrelated” temporary content is more of a test-ground.
You never realized that the shockwave from scarlet machines was used by the frog boss?

A lot of mechanics in SAB, and other temporary content, were after a few tweaks, incorporated in the game permanently.

Sandstorms are new? Nop, they have been in EotM for a while now. Just like the super high jump into a small pound (achieve in DT, achieves in EotM)

(edited by lLobo.7960)

Dagger main hand Lightning Hammer build?

in Elementalist

Posted by: lLobo.7960

lLobo.7960

Scepter has one extra blast to stack might before getting the hammer.

also, it has more burst that you can use when getting the second hammer in longer fights.

Outnumbered + Mistlock Instability

in WvW

Posted by: lLobo.7960

lLobo.7960

Just a small idea to help the less populated servers or timezones.

Make Outnumbered buff give certain mistlock instabilities at random to the other team.

This would give a better chance to small groups against zergs, and provide some interesting results.

Ele: Hybrid drive

in Elementalist

Posted by: lLobo.7960

lLobo.7960

The thing is, if you go d/d, most of your sustain comes from protection and healing.
6 in arcana gives you that with Evasive Arcana and Ele attunement. And 3 in water complements that healing.

Sure you can go fresh air d/d, but that will be more focused on burst and would fit better with pve.

d/f is a good set up if you want to leave the 6 arcana and 3 water behind (or at least one of them) and keep a hybrid build. This is because the defense and condi cleanse on focus balance the lost of the heals and condi cleanse from leaving those poins. You will loose burst and mobility, but will get more defense and cc, leaving you open to trait more offensive.

even as a burst, you are better off with s/d or s/f as dagger main hand needs you to be up close, that means taking dmg (in pvp/wvw) so yea, those heals are important.

Ele: Hybrid drive

in Elementalist

Posted by: lLobo.7960

lLobo.7960

And do not tell me that Celestial armour is not expensive… One Damask is 16+ gold.

I think you are confusing celestial armor with ascended.

All ascended use damask, be it celestial or not

Celestial needs crystals that you get on the event map going now for this month.
Ascended Celestial will use Damask and Crystal, Exotic celestial will use gossamer and crystals.

Rate the Elementalist above you ^.^

in Elementalist

Posted by: lLobo.7960

lLobo.7960

Aangk, the Blazing Light, Champion Magus in Arah.

Attachments:

Suggestion: Favorite builds button

in PvP

Posted by: lLobo.7960

lLobo.7960

Here is my suggestions on this:
– Templates do need to be split – traits/skills/gear/skins/finisher/tittle
- You should be able to activate the whole template or part of it
- New tab on hero panel to pick templates. each template expands on those categories mentioned above
- each tab on hero pannel (skills, gear, tittle, gear, etc) get 2 extra options – “pick from template” and “save to template” to change templates (or make new ones)

Tittle should be included on the template, just like finisher and skins. Its another visual identity that complements the character.

Stack!

in Fractals, Dungeons & Raids

Posted by: lLobo.7960

lLobo.7960

There are a lot of other threads about stacking where you can say what you think of it in game or “irl”. this is not one of them…

here is for funny pics.

tks

PUG Frustrations

in Elementalist

Posted by: lLobo.7960

lLobo.7960

go d/f on pugs, fresh air, just fgs as conjure…

its more reliable dps for pugs, more defense for when people screw, and you have more constant fire fields and blasts for when people mess up you rotation.

Stack!

in Fractals, Dungeons & Raids

Posted by: lLobo.7960

lLobo.7960

So the meta for most dungeons (and a lot of other content) is stacking.
Stacking is great as you share booms, fields, heals, etc, but a lot of people think its not “realistic” or fun…

The idea here is not to show if its fun or realistic or even the best way to do something, but to have some out-of-game stacking.

Post a picture, make a meme, of some “real life” stacking to overcome a challenge…

Attachments:

(edited by lLobo.7960)

Irritating ingame question

in Guild Wars 2 Discussion

Posted by: lLobo.7960

lLobo.7960

Maybe we should introduce him to this lady: http://www.swedishgirlseeking.com/

That is actually a really funny blog!

How do I stack might?

in Elementalist

Posted by: lLobo.7960

lLobo.7960

there are multiple ways to stack might.
Its mostly done by placing a fire field and using a (or multiple) blast finisher on it.

In your build you don’t have many blast finishers, so you cant get 25 stacks by yourself.
You can get 6 stacks with that build (earth#2-fire#2-GoEH)

staff is not the ele weapon of choice for high stacks of might. You can get 3+1+3+4 at one go (earth#2-fire#2-GoEH+inscriptions+elemental att-AW)

If you want stacks pre-fight the best is s/d, during fight d/d, d/f, s/f are all options to reach the 25 cap. during a fight or get around 21 pre-fight.

(edited by lLobo.7960)

elementalist q. guantlet tier 3 and 5 gambits

in Elementalist

Posted by: lLobo.7960

lLobo.7960

if you go s/f conjurer build (5-5-2-2-0) with AB-LH-GoS-SoF-FGS you can start with LH, jump (LH#2) on sub.7 knock him (LH#3) to the wall, drop hammer, use focus air #4 to avoid his attacks while you get to him, go earth for invul while casting sand storm (GoS on earth) on top of him, stack some might with fire and water, pull down fgs and #4#3#5 against a wall… gg

Sorrow's Embrace, Path 3

in Fractals, Dungeons & Raids

Posted by: lLobo.7960

lLobo.7960

pfff…

“No one is arguing the need of a plan. YOUR plan is just stupid and it won’t work!”

best line in the game

Mix and Match Fashion Challenge [Closed]

in Fractals, Dungeons & Raids

Posted by: lLobo.7960

lLobo.7960

This is not what I wanted the Dungeon subforum to become. :’(

What could possibly be wrong with harmless topics like this?

“LFM – Dungeon Run! Exp only, Ping gear, must be zerker mix-match fashion.”

Mix and Match Fashion Challenge [Closed]

in Fractals, Dungeons & Raids

Posted by: lLobo.7960

lLobo.7960

Here is my sylvari elementalist in his Celestial gear
Avatar of the Pale Tree, The Sunbringer, The Blazing Light, Champion Magus Aangk.
Seen here in Arah, where he is sent to destroy the corruption of Orr and bring back Nature´s Blessings to it.

Armor parts:
Grenth Hood
-no shoulder, chest part covers it up-
T2 cultura chest
Primitive handwraps
embroided legs
Ilustrious shoes (ascended)
Light of Dwayna backpiece

Sovereign daggers

Colors – Blue Ice, Winter Ice, Wintermint, Evening Grass, Banana, Ilumination, Midnight Ice

Attachments:

(edited by lLobo.7960)

Item Prestige: Not being respected?

in Guild Wars 2 Discussion

Posted by: lLobo.7960

lLobo.7960

Everyone just wanna be the new lady gaga

Elementalist Cheap Dungeon and Fractal Builds

in Elementalist

Posted by: lLobo.7960

lLobo.7960

Not so much…
d/f I would go with 6/6/2 fresh air.
s/d LH you can get piercing shards. If you are going 5/5/2/2 or 6/4/2/2 depends if your group have access to perma fury or other source of vul.

Elementalist Cheap Dungeon and Fractal Builds

in Elementalist

Posted by: lLobo.7960

lLobo.7960

In dungeons you are not supposed to stack might during the fights, but before.
Thats why s/d conjure is usually better, easier to stack might without a target.
Also, thats why strength runes are better, longer might duration for the pulls.
I dont think you need assassin over zerker, I get around 90% crit chance with LH and fury (100% uptime) in most dungeons.

d/f fresh air is great for pugs. You get great dmg and more survival for when people mess up fights. Its also, IMO, more fun to play than LH.

(edited by lLobo.7960)

Sigils and Aspect Arena

in Bugs: Game, Forum, Website

Posted by: lLobo.7960

lLobo.7960

It seems its not only sigils.
runes and traits are also not turned off.

doloyak runes heal people for full health with every tick.
bleeds also are going, not sure if from runes/sigils or from traits.

This D/D build still viable or dated?

in Elementalist

Posted by: lLobo.7960

lLobo.7960

Its a bit too much on the defensive side, IMO.

if you run d/d with elemental attunement and fresh air, you dont need signet of air. You have perma-swiftness already.

Runes of melandru are a bit of a waste in pve, there are hardly that much condition spam out there that need this kind of investment. Simply run cleasing fire when the situation calls for it…

Sigil of inteligence is nice, but with 40%+ crit chance and that much fury (att swap + fresh air + zephyrs boom) you really dont need it.

Most dungeons you want to kill things before they kill you, so if you invest more in defense and less in dmg, you prolong the fight and have more chances of making a mistake. And ele doesnt give you room for mistakes like a warrior.
Most pve content you can go full zerker. Staff is nice dmg and you can stay away from the fight (for zerg content its great), making easy to survive, focus off-hand gives you a lot of survival in melee-range fights (general overland or dungeon stack spots). When you learn all the stuff to dodge you can go with s/d+LH for great dmg and might stack and speed clear dungeons and pve content like crazy.

BUG - No reward chests

in Fractals, Dungeons & Raids

Posted by: lLobo.7960

lLobo.7960

I just finished a dungeon run with a PUG and during the whole dungeon I could not get a single chest.
It was AC P1, I was running my elementalist, I contributed a LOT (icebow on burrows, got 3 scepter parts by myself, dps the boss like crazy with zerker gear and hammer conjure).
Absolutely no chests appeared after each step in the dungeon.

I´m not sure if I did this last night after reset, but still such chests shouldnt be a daily reward, should they?

I got inside the dungeon a bit late, group had killed the spider already and was on the way to defend the NPC part.

April Fools: Bobble Heads

in Guild Wars 2 Discussion

Posted by: lLobo.7960

lLobo.7960

I need a screenshot of Teq

Wouldn't it be cool if we had GS?

in Elementalist

Posted by: lLobo.7960

lLobo.7960

Id like more a 1h sword.
we have the FGS already, but no 1h swords yet.

We could have a 1h sword with all 5 skills (for each att) like the thief one with or without the option for a offhand…

But 1h swords on eles would be great.

more on that:
daggers is dmg and mobility
scepter is burst and condtions (blinds, burns, bleeds, vuln)
focus is defense and control.

sword could be a option for defense and counter attacks, having multiple blocks-rippose skills and reflection… more duelist style.

(edited by lLobo.7960)

Why I don't like Stone Heart...

in Elementalist

Posted by: lLobo.7960

lLobo.7960

Stone Heart will work in a similar way as piercing shards does – Conjures.