The mob has spoken and the turrets shall be burnt at the stake.
The mob has spoken and the turrets shall be burnt at the stake.
d/d and s/f… way more deadly lol.
If things go bad, you just switch over to your defensive weapon slot and throw out 23879813279 defensive spells
The mob has spoken and the turrets shall be burnt at the stake.
that’s what cooldowns are there for.
The mob has spoken and the turrets shall be burnt at the stake.
so I was thinking:
Fire: Ring of Fire
Air: Static Field
Water: Geyser
Earth: Earthquake
Then I was like “meh… Just take some random spells which don’t have that much in common”
Then it struck me. How about:
-Gain an aura based on your current attunement upon falling. Take 50% reduced falling damage.
The mob has spoken and the turrets shall be burnt at the stake.
^upgraded siege deals 50% more damage.
The mob has spoken and the turrets shall be burnt at the stake.
So, according to your words, there were more than 30(!) people camping the jumping puzzle, yet instead of doing what any other person would do in that situation and capture some supply camps/towers, where these 40 guys are NOT, you kept running in and getting yourself slaughtered?
If so many people are in the jp, sieges are not even that expensive. Grab a flame ram, take 5 guys and capture a tower.
The mob has spoken and the turrets shall be burnt at the stake.
I could write a part for underleveled players, if you like.
The mob has spoken and the turrets shall be burnt at the stake.
Look at league of legends. Arguably the most successful pvp game ever. Any “secrets” for lol can easily be found on sites like mobafire.
don’t use that poor excuse for a game as example lol.
And LoL is not such a big scale as WvWvW. All those “secrets”, you are talking about are merely some well executed moves, similar to the comboes and tricks, dagger elementalist players use. You can tell those openly, cause 95% of the people are too clumsy to get them right anyway.
We are talking about strategy here. A strategy which can make or break a match with a weak long duration. I’m fine with people NOT telling everything they discovered.
The mob has spoken and the turrets shall be burnt at the stake.
I think, he means the bottom supplycamps in borderlands.
Both Lodge and Lowlands got these spots far back at the cliffs where you get invulnerable.
Getting overrun at a supply camp? Just run back to the cliffs where they can’t touch you, wait till they are gone and recap it.
Honestly, you should be able to burst them down before they get this far but thats another story. Yes. It is annoying at the lodge. On the village, it doesn’t matter, cause it’s only a small hop from the spawn regardless(the exploiting player would basically stand below a cliff which he can reach from his spawn anyway), I dunno about the other supply camp, but I think, it’s possible there too.
The mob has spoken and the turrets shall be burnt at the stake.
how about:
Big, comprehensive guide to WvWvW.
I might outline some of the contents but many of my thoughts about WvWvW are yet to prove in practice as they can’t really be applied/tested on a server like Drakkar Lake.
The mob has spoken and the turrets shall be burnt at the stake.
http://mos.millenium.org/matchups#EU
edit: to clarify: the colors on that page are misleading, it’s just the current rank in the match. If you wanna have the team color, take the pack of 3 and apply the folowing:
top one green
middle one blue
bottom one red
Drakkar Lake has been red for like 4 weeks+ now~
when we finally made some ranks, we hopped 3 ranks at once and landed in the red spot again^^
The mob has spoken and the turrets shall be burnt at the stake.
(edited by naphack.9346)
Guts Dragonslayer…
Well. I never read berserk but I get where you are coming from.
The name doesn’t seem to fit a Charr too well tho.
7/10 here.
Lorka Shredclaw, the fearsome special ops leader of Ash Legion.
The mob has spoken and the turrets shall be burnt at the stake.
btw, I really dislike leaving through the unnecessary portal.
Anet messed up big time when they put that kitteny dungeon into kittening Lion’s Arch. Leaving through that stupid portal means:
-fast-travel to spawn.
-load the spawn
-step through the portal
-load for a long time
-finally arriving in an overstuffed overflow chunk, greeted by a spammed chat and massive lag
-open the map
-pay to fast travel back to where I just have been.
-load the location
Instead of:
-press f12
-click your character
-loading screen
-appearing just where you have been
btw a nice way of restocking on tools, accessing the bank, using the mystic forge and selling junk during pve:
-enter wvw
-buy/sell stuff
-f12
-click character
-done
The mob has spoken and the turrets shall be burnt at the stake.
I think this would the best solution to counter people that alt+f4 when they are downed, a 20 minute debuff that doesn’t allow you to reenter WvW but this only applies if you don’t leave WvW through the entrance portal.
how the hell do you leave WvW through the entrance portal while downed?
The mob has spoken and the turrets shall be burnt at the stake.
a lack of existencial intelligence could only be seen as good.
Charr don’t think about why they exist or any stupid questions like that, they just act.
Same with other stuff. Asura think way too much yet still too little.
The mob has spoken and the turrets shall be burnt at the stake.
Go Sylvari elementalist…
A Plant playing with fire :>
The mob has spoken and the turrets shall be burnt at the stake.
???
You should always carry a staff with you anyway as necro/ele.
Same as you should always carry a shortbow with you as thief. There’s even people saying, you should always carry 1 weapon of each type, you can use, but there I disagree. No need for a hammer/sword guardian to carry a mace with them. A scepter on the other hand…
It doesn’t matter what you have traited and what you are using, there’s some weapons you should have at the very least in your inventory in case you need them.
Don’t tell me, the necro had like scepter in one slot and dagger in the other while not having a staff with him.
Simple fix: Open inventory, grab any white staff, you just picked up, and just spam a bunch of marks. But normally, you should have a rare/exotic staff with nice upgrades with you. Who the hell cares what’s traited in or whatnot. Just use the kitten skills when they are needed. It’s not like you need any traits to cast a kitten reapers mark.
All you need against thieves is area control and any level 1 necro can grab a level 1 white staff and deliver that just fine, tho he will lack in damage. What’s important, is the fear effect and the “oh crap, there are big red/dark greenish circles, I should avoid these”, it causes.
edit: so god darn gets replaced with kitten too? :X
The mob has spoken and the turrets shall be burnt at the stake.
(edited by naphack.9346)
What is this?
Someone on the dev team please, for the love of mmo logic, explain this to us:
Why are zergs of insane numbers being seen like this? Why is this being allowed?
A zerg isn’t skill… it’s murder, slaughter, not pvp/skill.
When all you are doing is dying, rezing back at the only point that can be rez’ed to and then dying again, can you see where this would not be fun?
Hey you should spend that trait point, it might make you die less quickly.
lol nice catch
The mob has spoken and the turrets shall be burnt at the stake.
there are some places where you can use infiltrators arrow to get into walls, most notably at a certain point which I won’t tell here, when casting IA on a staircase.
Well… sloppy mapdesign, no biggie.
But I guess, the easier way to fix it than fixing every single place where it happens manually, would be to rework the teleport mechanic.
The mob has spoken and the turrets shall be burnt at the stake.
(edited by naphack.9346)
You know, Necros got something called “Marks”. They are very effective at defending stuff against thieves.
In general, thieves can’t win against a good necro, so if you had 30(!) people in that huge zerg and not a single necro with you, you should reconsider your group composition.
The mob has spoken and the turrets shall be burnt at the stake.
I’m thinking about moving over to an american server, cause us germans just don’t receive any love from anet. Tagged servers in general have this problem, but it’s especially bad for the german ones. As soon, as it’s 1 am, there’s hardly enough players left to defend, once it’s 2 am, it’s over. If I log in in the morning, the whole map is green and it’s just not fun.
As my server is a bunch of brainless karma farmers anyway, I don’t have issues moving to another one. I’ll stick around at Drakkar Lake for a while but should I leave, the top candidates would be Yak’s Bend, Borlis Pass and Northern Shiverpeaks. From what I read at the forums, these seem the most fun.
The mob has spoken and the turrets shall be burnt at the stake.
that’s 25 guys.
30 at most.
What are you complaining about?
The mob has spoken and the turrets shall be burnt at the stake.
Oh. Half as big as the zergs I encountered yesterday… How cute :>
The mob has spoken and the turrets shall be burnt at the stake.
I’d rather use signet of water.
It has both the better passive AND the better active.
The mob has spoken and the turrets shall be burnt at the stake.
kind of reminds me of:
“They risk the lives of innocent people. They want to assassinate the council…”
“But worst of all, they stole MY invention!”
jup. Such an egocentric worldview is enough reason to start a war.
The mob has spoken and the turrets shall be burnt at the stake.
One of the most obvious reasons a war could start is due to Asura comments. Asura are almost always insulting the intelligence of others. Well this might be accepted in their culture it isnt in the cultures of other races. Insulting a Charr or Norn would most likely end in a punch in the face. Imagine walking next to a big eared midget constantly calling you stupid and devaluate everything you say. How would you react to something like that? I just saw a thread started by an Asura player for being called a rabbit. If being called a rabbit is bad enough to start a thread how will people react to being called stupid (and much worse)?
Using my previous arguments on a war (mostly fractured leadership or civil war) and the current situation in Tyria I would say some offensive insult could get out of hand. If in the pact for example a Asura would insult a Charr and a fight would break out, Charr would probably side with the insulted Charr and Asura with the attacked Asura. Its not important who would win that fight but the consequences could be quite severe. Asura would be offended if they lost for they see themselves as superior, if Charr lost… Well lets put it this way, after they were driven from Ascalon by humans they held a grudge for about a 1000 years.
Haha Whiran you illustrates my argument perfectly :p and it gave me a good laugh, have my +1. If I would be hot-headed I could take offense to your post, but I dont. However I can turn that argument around easily:
Charr = giant lion
Asura = small child
Giant lion > small child
Therefore, Asura would be eaten.
I haven’t really seen an Asura calling a Charr stupid yet. Even less, calling the whole race stupid. Individuals are individuals after all.
I may have missed something but they consider the Charr to be the second most intelligent lifeform. I have seen them calling the Charr savages once or twice which, to be honest, isn’t far from the truth, and a Charr would probably laugh it off/feel only mildly insulted.
The mob has spoken and the turrets shall be burnt at the stake.
how about:
“You take 20% more damage during stealth”?
The mob has spoken and the turrets shall be burnt at the stake.
Someone who still doesn’t get the fact, less people in the circle means easier stealth for a d/p thief.
If the thief plays p/d+d/p, things get even more kittened up as you can’t even tell anymore, what he’s gonna use to stealth.I may not get it but so far we’ve countered any thief who tried to pull that number on us. With necro and ranger in the group and an elementalist who uses his pbaoe skills as soon as a trap goes off we usually have a dead thief in a few minutes.
Or tell me what I (and the tieves we played against) missed:
(1) Smoke Screen + Heartseeker – thief will end up in the middle of our AoE
(2) Hide on Steal – Thief will end up in the middle of our AoE
(3) C&D -Thief will end up in the middle of our AoEAll other skills that provide stealth have serious cooldowns so sooner or later a thief has to use 1 – 3.
Oh, now he can suddenly smoke screen + heartseeker, when before he “had to attack someone in the circle or leave the circle” to regain invisibility?
Can you be more clear with your posts?
And a good thief can still stall a big group, organized as they may be, for 2-3 minutes.
The mob has spoken and the turrets shall be burnt at the stake.
Thieves perma stealth on the other hand…its lame. The “just AoE the area” is bout lame as the “area” is a 6k-8k diameter circle, short of a large AoE zerging it, there’s near nothing u can do until the thieve makes a mistake.
I vote to simply make the cap circle no larger than any of the other cap circles on the maps. Circle the supervisor like at all the other points.
Apart from the happy fact that this issue will be addressed —- the way you write it you’re badly mistaken how stealth works for thieves. It really helps to know your opponent …
A thief must attack sooner or later to regain stealth. And if you have most of your people outside of the circle and mybe 5 or so in the circle all nicely balled up with traps and marks set around that ball … if done that way the size of the circle does not matter because you know exactly where the thief will attack … unless he leaves the circle to attack a target outside of it.
Someone who still doesn’t get the fact, less people in the circle means easier stealth for a d/p thief.
If the thief plays p/d+d/p, things get even more kittened up as you can’t even tell anymore, what he’s gonna use to stealth.
The mob has spoken and the turrets shall be burnt at the stake.
Thou Shalt not Claim if thine Guild hath no Buffs.
this.
The mob has spoken and the turrets shall be burnt at the stake.
Thou shalt give thy live slaying Dolyaks for tis 2 points for thy server.
The mob has spoken and the turrets shall be burnt at the stake.
Tip 2 : Spread around. Most of these thieves use a combo field + combo finisher attack to regain stealth. If they mistakenly attack a random target instead of “air”, they will come back visible. So spread around instead of stacking.
Last I checked, hitting someone with HS out of black power doesn’t break stealth.
If you are visible before, it deals damage and then stealths you.
If you are invisible before, you get the “revealed” debuff.
The mob has spoken and the turrets shall be burnt at the stake.
Thou shalt purge thy keeps, lest there be Mesmers.
So much stupidity about mesmer portals yet nothing about the number 1 rule?
The mob has spoken and the turrets shall be burnt at the stake.
(edited by naphack.9346)
yes mesmers are strong in pvp but in wvsw i think the only class that got me sooo frustrated is the thieves.
there was a group of 8 thieves running around messing and trolling us at our camps. we were 5. we walk in the camp no one there we cap the camp and then boom! all of the sudden they attack us out of nowhere.
as a mesmer im at least able to survive for a while. but they are able to revive each other all the time. we cant even prevent them from reviving, they are nearly dead then go into stealth come out fully revived, can attack us even in stealth, can now since the new update pull me off a kitten tower!, stay almost perma invisible and their attacks are way to strong,
My mesmer gets some ok damage but those thieves get me down form 20k health to 1 k in like 2 attacks. and then they even laugh at u after the slaughtered u.
Anet, i am sorry but u guys have to nerf thieves for wvsw plz. i gave up after 2 hours of humiliation and was happy to go to another map where i could fight real players that dont have to press 2 buttons to kill u, players that are actually really good and fun to fight.
I think, It wasn’t half bad then if you cry about them reviving eachother.
Just imagining right now if it had been 8 d/d elementalists… You wouldn’t even be able to cry about them reviving eachother or “being able to survive a bit more than the rest”. All 5 of you’d die simultaneously within 3-6 seconds, depending on position.
A hint: a team of 8 organized players should kill a team of 5 players regardless.
The mob has spoken and the turrets shall be burnt at the stake.
Your lists are flawed.
8) Engineer: Let’s be honest. Engineer can pack quite a punch. He is also the fastest runner on the field. But that’s about it. He got no jump skills whatsoever. Moreover, he got no good escapes. He’s strong in 1v1 and ZvZ. He absolutely can’t evade the focus of 2-3 guys hunting him down. Even a Ranger can do better. That’s why he’s dead last here.No jump skills? Wrong sir. No good escape? Half wrong. Cant evade the focus of 2-3 guys? Depends on your build and who is chasing you.
Should have changed it to “no usable jump skills” instead.
Rifle jump does nothing. You jump off like a rocket and then sit there, staggering on impact for an eternity. In fact, the difference to simply walking with swiftness is marginally at best. If it exists at all. It can be used to rapidly change directions to confuse attackers or to jump at attackers to hold them down. That’s nothing compared to the countless leap skills of other classes which actually improve travel speed.
That’s what I meant with that.
Engi might have the fastest running speed in the game with slick boots and easy access to permanent swiftness but that’s nothing compared to an elementalist which can leap and teleport at will to cross immense distances within seconds.
At the lists:
We need lists for:
-Frontline breakers(Guardian, Warrior mainly)
-Stalling(Necro/Warrior/Mesmer)
The mob has spoken and the turrets shall be burnt at the stake.
(edited by naphack.9346)
Your lists are flawed.
First off, supply runs:
1) Ele: dagger/dagger, nuff said
2) Thief: For obvious reasons
3) Warrior: Sword+Warhorn is enough already. Permaswift and a low cd leap. You can top it off with a GS for teh lulz.)
4) Necro: Easy permaswift and almost impossible to burst down)
5) Guardian: No real means to perma stealth but almost impossible to take down. Also 2 jumps with GS+Hammer
6) Ranger: Yes. It happened. I listed a Ranger not as dead last for once. The reason, he’s better than Mezz and Engi is not only because he IS better at supply runs. He is marginally better, but most importantly, he is disposable. You don’t need him on the battlefield anyway, so he might aswell be doing something useful. That being said, he might aswell take the top spot.
7) Mezz: Not the fastest runner on the field but he can break through enemy lines.
8) Engineer: Let’s be honest. Engineer can pack quite a punch. He is also the fastest runner on the field. But that’s about it. He got no jump skills whatsoever. Moreover, he got no good escapes. He’s strong in 1v1 and ZvZ. He absolutely can’t evade the focus of 2-3 guys hunting him down. Even a Ranger can do better. That’s why he’s dead last here.
Second, Dolyak slapping:
same classes as for supply runs.
Mezz and Engineers are just needed in the group. It’s a huge loss to have them solo/tag team somewhere.
Third, killing Siege:
Why no friggin necro?
He’s the best siege killer out there cause his marks and wells spell a big “GTKO”(get the kitten off) for every player on large sections of the wall.
The mob has spoken and the turrets shall be burnt at the stake.
(edited by naphack.9346)
I still don’t get what your guys problem is.
If you can’t kill him, don’t bother trying. Just walk away. It was a different story with capping points but that’s gonna be fixed.
The mob has spoken and the turrets shall be burnt at the stake.
good news…
So I don’t need to explain clueless people who suggest some pointless stuff like huddling up the difference between a CnD build and a perma invis anymore. Sweet.
I kinda gave up on people learning the diff anyways… :X
The mob has spoken and the turrets shall be burnt at the stake.
A guardians wall of reflection works less if they are not on exotics? Mesmers portal is less effective? Group buffs, heals, etc. A thief brings little to nothing to WvW without full exotics. That’s a difference.
1. Scorpion wire, one of the only ways to pull enemies off walls, unaffected by exotics.
2. Scouting, an excellent natural role for thieves that can bring as much to the battlefield as a mesmer portal. Doesn’t require exotics since you aren’t usually fighting.
3. Group heal/stealth, doesn’t require any exotics for group utility.
4. Boons-on-steal, doesn’t require any exotics for group utility.
5. Spammable blast finishers, able to drop 4/5 consecutive AE heals, AE might, etc, doesn’t require any exotics for group utility.So if we’re purely talking about a glass cannon backstab insta-killer thief, you’re right, they’re going to want exotics. It follows logically then, that if you don’t have exotics you ought to run a different role that you can excel at instead of trying to do it anyways and then coming to the conclusion thieves can’t do anything else.
You forgot haste-pistol-whip. My lev 20(!) thief got kills with that.
For the rest: fully agree. Most important stuff for a low lev thief:
infiltrator’s strike
pistol whip
scorpion wire
blinding powder/shadow refuge
The mob has spoken and the turrets shall be burnt at the stake.
the big circle is needed… How else could you stall with small groups against slightly larger groups?
Just slow down capping by 66% for every stealthed player in the circle instead of outright preventing it. Problem solved.
The mob has spoken and the turrets shall be burnt at the stake.
well, I can think of a fun use… Just imagine, you are in the EB jumping puzzle, go into the dark room. No red names nearby. You keep jumpig and jumping, then you fall down and bam! you got a knife in your back!
That thief just used infiltrator’s signet to shadowstep to you, gaining 5 stacks of might, he might still have some stacks of might from another signet and an activated assassins signet. So suddenly, you got a 16k backstab out of nowhere. Maybe, you even got torches equipped. Who knows?
Dunno right now whether the falling distance is big enough to knock you down but it will definitely hurt.
Btw whoever found the irony can keep it :>
The mob has spoken and the turrets shall be burnt at the stake.
I have a counter: I am invisible, I hit you, you die.
??
just shadowstep away.
It’s a stun breaker.
No need to think about anything :>
The mob has spoken and the turrets shall be burnt at the stake.
revealed will only occur when you actually deal damage to anything. Just make sure you don’t hit any critters and avoid players with your heartseeker and you stay invis.
The mob has spoken and the turrets shall be burnt at the stake.
Columba/ GekoHayate/ whomever else:
Thief perma stealth has NOTHING to do with exploiting a culling/renderin bug.
If you still believe in this fairytale, roll a thief and try for yourself.
A thief with the right traits and weaponset can stay permastealthed easely, totally legit, no rendering issues included.
The only thing that needs to be fixed is permastealthed thiefes stopping groupes from capping points. That is a totally different thing, and I agree that ANet should fix this.I’m a thief. Lvl 80. It is a fairytale, unless your definition of perma vastly differs than what it actually means.
try the following skillbuild:
0-20(2,8)-20(5,10)-20(6,9)-0
last 10 points as you wish, prime candidates would be:
-remove a condition every 3 seconds while stealthed
-heal whenever using initiative
-regenerate during steath(weak compared to the other ones)
-alternatively, put them in critical hit for a “classic” backstab build
weapon set dagger+pistol
just use 5 skill, heartseeker, turn, heartseeker for combo finisher stealth.
Sources of initiative:
2 upon using stealth(every usage of hs)
2 upon activating signet(we will use signet of malice and at least one other active signet for that purpose)
2 every 10 seconds(trait)
1 every 10 seconds(infiltrator’s signet)
1 every 3 seconds during stealth(trait)
now just keep using black powder and 2 or 3 heartseekers, while spamming the signets whenever you need some extra initiative. Permastealth.
The mob has spoken and the turrets shall be burnt at the stake.
^this.
edit: not this. The one above.
Theres a bunch of nice AoE knockbacks/knockdowns. Against a d/p thief, this does kitten but it’s nice against a CnD thief(tbh, if you can’t kill a CnD thief within 2-3 minutes, you should think about playing another game)
Against d/p, you need wild teleporting and hopping around and/or traps/marks, coupled with AoE cc. You could also call it wild mass guessing. Way more annoying and time consuming than a CnD dude could ever be.
Also forget about the culling issues… If you can’t take down a CnD thief with or without culling, it’s your fault. d/p doesn’t use culling and never ever gets visible anyway. That’s way more annoying.
The mob has spoken and the turrets shall be burnt at the stake.
(edited by naphack.9346)
how about switching to short bow and spamming some AoE on them?`
Poison should also reduce revive speed(as it reduces all healing) and clusterkitten will hit both the downed player and the player trying to rezz.
Win-win.
Just don’t mindlessly spike anything on the ground and expect it to die. If you can’t finish, don’t finish and rather make sure they don’t get up again by spamming them good.
Alternatively, my thief(still not lev 80 tho) runs sword/pistol, so if you don’t need a sb as alt, use that instead. Pistol whip will make it impossible for a single player to rezz while dealing a ton of damage to the downed one, stopping him from self-heal.
I usually don’t even bother spiking and just go haste+whip on downed players.
The mob has spoken and the turrets shall be burnt at the stake.
(edited by naphack.9346)
imho there are better burst builds…
put 15 points in earth(skilling stone splinters – 5% more damage within melee range) for damage+cripple at attunement to earth and engage with:
updraft+shield of earth->fire attunement(damage, dunno if it will hit, should if you did the updraft right)->burning speed ->fire grab ->earth attunement(damage+cripple)-> finish up with the heavy hitters on earth attunement.
A more versatile burst build would be 20-10-25-0-15 or 20-15-25-0-10.
The mob has spoken and the turrets shall be burnt at the stake.
(edited by naphack.9346)
just whack that mesmer with some spikes while he does the rezz. once the other player is up, spam some AoE and you got 2 downed players.
Alternatively, use a ranged daze/knockback/knockdown, then run in to spike again.
On the other hand, if the mezz really wants to stop you from finishing the downed player, he can do so almost certainly… But I doubt, he skilled any mantras…
The mob has spoken and the turrets shall be burnt at the stake.
It’s clear that they are exploiting the culling/rendering bug, but ANET isn’t doing anything to fix it for WVWVW.
you ever seen a perma stealth build in action?
wouldn’t matter whether or not there is any culling as the thied will never turn visible anyway.
All you see is the occasional smoke screen on the ground showing where the thief has just been.
The mob has spoken and the turrets shall be burnt at the stake.
I’m probably going to be making both anyway, but I’m going to start with an ele. Also, wasn’t there an ele nerf recently?
You mean this?
Profession Skills
Elementalist
Ride the Lightning: This skill should now track moving enemies more reliably.
Magnetic Grasp: This skill should now track moving enemies more reliably and end correctly when you reach your target.
Evasive Arcana: This trait no longer creates unintended blast finishers.
Ether Renewal: This skill’s cast time has been reduced from 4.75 to 3.5 seconds. There is no change to the total amount of healing.
Healing Rain: This skill’s tooltip now states the correct duration of 6 seconds.
Armor of Earth: This skill’s tooltip now states the correct duration of 6 seconds.
Churning Earth: This skill’s description no longer references “hold and release.”
Signets of Earth, Air, Fire, and Water: These skills should now have a cast animation while wielding a Fiery Greatsword.
Ring of Fire: This skill on Conjure Flame now lists itself as a Fire combo field.
Dragon’s Tooth: The blast finisher for this skill now triggers at the spell location rather than the character’s location.
Magnetic Wave: This skill’s missile-reflect portion now has an accompanying icon.
Phoenix: This skill’s tooltip now states the correct duration of 5 seconds of vigor that this skill applies.
Blasting Staff and Geomancer’s Alacrity: These traits now work together for the Eruption skill.
Mist Form: This skill now works with the Water Magic trait Cantrip Mastery.
Soothing Wave: This skill now properly applies regeneration to the elementalist when using Conjure Frost rather than only when the bow is picked up.
Healing Ripple: This skill’s scaling with healing power has been reduced by 50% in PvP only, as it had scaling that’s normally reserved for main healing skills. The maximum number of targets has also been reduced from infinite to 5.
Obsidian Focus: This Earth Magic trait now grants toughness when channeling the Stone Shards skill.
Ice Spike: This skill’s tooltip now states the correct amount of vulnerability when traited.
Conjure Frost Bow’s Deep Freeze: This skill now applies 1 second of chill per pulse, preventing extreme stacking of chill on a target.
Conjure Frost Bow’s Ice Storm: This skill now applies 5 seconds of bleeding per hit instead of confusion.
Tidal Wave: This skill’s responsiveness has been improved.
Tornado: Leaving this elite skill now removes the stability it grants in order to make it consistent with other elite transformation abilities.
Vapor Form: Fixed a bug that allowed this skill to contest a capture point.
Flame Axe: This weapon now grants the wielder power and condition damage.
Frost Bow: This weapon now grants the wielder increased condition duration and increased healing power.
Fiery Greatsword: This weapon now grants the wielder power and condition damage.
Magnetic Shield: This weapon now grants the wielder vitality and toughness.
Lightning Hammer: This weapon now grants the wielder increased precision and critical damage.
nerf much?
I only count 1 real nerf there, maybe 2. I markked the changes which actually did something beyond fixing tooltips.
The mob has spoken and the turrets shall be burnt at the stake.
(edited by naphack.9346)
