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Small things to tweak before launch

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Posted by: sirrrock.7940

sirrrock.7940

WEAVER TRAITS

-The GM trait unraveling hexes should give condition removal to all conditions, being that this will be the main condition removal we can have if we dont spec into the water traitline.
-The damage GM trait should give a damage bonus when dual attuned since most rotations would only get worse from double attuning to an element.
-The adept trait that gives superspeed should give 1 more second of superspeed. It feels like to much of a sacrifice taking that trait instead of the other 2.

Small things to tweak before launch

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Posted by: sirrrock.7940

sirrrock.7940

We need to focus on small things that Anet can actually do and focus on with weaver before launch, being that it is only a month away and their time is limited. Lets keep the comments short and specific to a certain subject(ex. WEAVER TRAITS, SWORD DUAL SKILLS) so the devs have time to read, anylyse and change.

I will start the first subject and you all can follow the same pattern

Ele PVP finished for me

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Posted by: sirrrock.7940

sirrrock.7940

People are really overreactin, we have no complete idea what anet will be doing with ele until the patch comes out. When Heart of thorns was first released most thought that tempest would be worst elite spec, then it turned out to be one of the few builds viable in tpvp. Celestial had way to much of a stat advantage against builds that didnt have it and it was only a matter of time b4 it was removed. Fresh air builds does have a much better chance of being viable than b4 with the buffs they have already introduced. With 250 ferocity bonus thats a perma 16% crit damage bonus and using a standard fresh air build with mauraders gives around a 80% crit ratio with perma fury which is easily attainable. Which means its very close to being a flat 15% damage bonus with all the crits youll be receiving. If you have tried the phantarams fresh air signet build you would know the main thing the build needed was more dps, and if anet actually follows up on what they said about buffing focus fresh air builds will be a viable dps contender.

Friendly advice to fellow Tempy bruhs

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Posted by: sirrrock.7940

sirrrock.7940

Water and Arcana need a hard nerf.
Baseline sustain need a big buff. Every weapon needs an innate way to handle bursts from Thief, Nerco and Mesmer for a dozen of seconds without having to trait heavily into Arcana and Water.

And fix Signet/Glyph/Arcane/Shout/Conjure. What Ele needs is better baseline survivability and low cool down defensive utilities. Reduce the dependence on Water/Arcana will open up a lot of build diversity and make fewer people rage on bunker Ele.

This is exactly the problem ele has which i dont think devs realize. I said this awhile back but im starting to think its worthless even posting on this forum when devs never really check it out and give their feedback. Ele will continue to have low build diversity if it doesnt have more baseline damage mitigation

D/D ele: which nerfs?

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Posted by: sirrrock.7940

sirrrock.7940

The main problem with d/d ele is that the sustain is to high, but at the same time with all the might stacking it has, mainly from the burning fire trait, gives the build a high amount of dps potential as well. Changing the might gain from burning fire to 2 stacks of might instead of 3 would most likely solve that problem but solving the sustain problem isnt so simple. The thing is that ele relies so heavily on its traits to survive, its pretty easy to see that if you just look into the trait setup for the current meta build which only has one one or two offensive traits while the rest( mainly the arcana and water traitline) are defensive traits that are crucial to survival. No other class in the game needs to spec that heavily into defensive traits to survive and if they did it would basically be a full support build.

The best way to solve this problem would be:

-Buff water and earth sustain skills on all weapons sets
-Nerf heal from the traits healing ripple and evasive arcana

By doing this ele will be similar to other classes in the game in having to use the class mechanics to survive and will not have to rely so heavily on traits as it has until this point. This will also greatly solve the problem eles have always had with build diversity

Tempest & Warhorn confirmed – Feedback [merged]

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Posted by: sirrrock.7940

sirrrock.7940

We still have to wait to see exactly how the tempest play style will be but as far as I can tell its basically gonna be a melee version of staff. I would at least hope they have something in mind for the obvious fact that your going to be so easy to interrupt running around in melee while you have a huge, kill me, animation going on around you.

On another note, i guess I was wrong in assuming the elementalist would be one of the cool, high dps, high skill cap classes in the game. The longer I play it the more anet pigeon holes players into a support playstyle. Now even gaurdian has a more viable dps build than ele

blinding ashes nerf <3

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Posted by: sirrrock.7940

sirrrock.7940

Yea seriously that’s pretty dumb they would just change that out of nowhere. That was one of the only trait changes that would make fire traitline useful. I guess builds wont be much different for ele still

Thank You for Saving Elementalists

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Posted by: sirrrock.7940

sirrrock.7940

Yea really I thought they would do some more work with weapon skills, and trying to make something besides cantrips useful for utility but these are alot of changes to come in one update and to much change at one time could potentially destroy the game. They will probably see how the new meta starts to form then bring more changes. These are good though changes though. Fresh air got a good buff to utility and shouldnt have much of a problem with 2 other specializations to help survive. I think staff aura sharing is going to be very viable, and d/d is my least fav set but that also will be less dependent on boons to survive if you go into earth and get the 20% damage reduction trait in melee

Ele Weapon Skills: A constructive feedback

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Posted by: sirrrock.7940

sirrrock.7940

Lol I dont see why every forum has to end up being a argument rather than people just putting in their input, and trying to find a way to satisfy each side. I don’t want passives, really I think its pretty dumb engies still get the passive burn on crit when anet realized necros shouldn’t have it. Ele has alot of skills, but at the same time half of these skills are wasted because of all the flaws it has. D/d is basically up to par in terms of having reliable skills to use in most situations. Scepter and staff on the otherhand have way to many skills that are very situational. Thats why I would agree with most of the inputs that sunshine made regarding staffs inability to land attacks in the open and scepter needing more consistent damage mainly with auto attacks

Ele Weapon Skills: A constructive feedback

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Posted by: sirrrock.7940

sirrrock.7940

Yea but its alot harder trying to balance the whole game out than to bring one weapon set up to par with everything else. I would rather them make staff skills easier to hit and nerf the damage each one does a bit so that half the skills aren’t being wasted in anything besides defending a node. That is basically what they are doing with the bomb kit for engineers, i don’t see what would be so wrong doing that with staff ele

Ele Weapon Skills: A constructive feedback

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Posted by: sirrrock.7940

sirrrock.7940

Staff shouldnt have crazy burst but should be able to deal consistent damage over time, which it cant do unless the opponent is constricted to a point. It may seem viable now but no one will use it when stronghold mode comes out because it will be impossible to land its main damage abilities with all the small scale battles in a open battlefield. Scepter’s main fix is that it should have less burst from those insta cast skills and traits which are to hard to counter, but should have more damage from auto attacks because it basically has the worst ones in the game and will have a problem killing any of the tougher oppenents. Scepter users shouldnt be forced to use a trait just to make viable. Balancing these things wouldnt make ele op, it would make something besides d/d eles more viable

Ele Weapon Skills: A constructive feedback

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Posted by: sirrrock.7940

sirrrock.7940

Mostly like the suggestions you made sunshine, you have great points. I especially like the idea of eruption getting a pulsing cripple effect, it really would help the soft cc of the set plus landing the damage which is near impossible right now when the opponent isn’t forced to stand on a node. It would be better for it still to explode at the end though for the bleeding and damage portion, its one of the few bursts the set has and it just fits in with the name. Lightning surge does need to get a cast time reduction definitely but it cant be like scepters lighting strike. Id say a 1/2 second cast time would be good, and I also think ice spike should mainly have a reduced delayed activation. People should’t be able to just walk out of the field before it drops, especially being that this is the only damaging skill that will come out of water attun. Then the last thing would be that i’d say scepters earth auto should get a projectile speed increase. With how it is now, it misses most shards when your not right in front of a moving target

(edited by sirrrock.7940)

Fire + Air balance discussion

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Posted by: sirrrock.7940

sirrrock.7940

yea, its w.e he/she seems to love debating with people. Its not worth it though, we’ll all see how much a one shot build will be of use if it happens. Any other suggestions

Fire + Air balance discussion

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Posted by: sirrrock.7940

sirrrock.7940

yea well that’s the problem, you’ll have enough dps to beat a zerk spec with that one burst but against anything besides zerk the battle will end up being long enough for the rest of their team to jump you or you’ll just end up losing by yourself without enough sustain dps to finish the job. Its pointless to keep going with this though, having a build with one with air, bolt to the heart(with how it is now), and fresh air would be alot better than some one shot build by far

Fire + Air balance discussion

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Posted by: sirrrock.7940

sirrrock.7940

even if they adjust the stats so that its 20% damage under 50% health scepter eles wont take it, atleast not how scepter is now. That air burst is the most consistent dps scepter has, which is sad but true. Even if you can land a good burst, that gets the enemy under 50% hp you will have to wait around another 7 sec for the next burst to come up. Theres simply not enough dps without fresh air, and staff users will most likely stick with lightning rod, esp if the new tempest specialization has some added cc

Fire + Air balance discussion

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Posted by: sirrrock.7940

sirrrock.7940

I came up with a few buffs to these traitlines. With air I dont have to much to say, as i think its in a pretty good state aside from the fact that fresh air eles just dont have the natural sustain or utility it needs to be viable. I think zephyrs speed should just be removed as, its already useless when ele will either gain swiftness or one with air when attuning to air. It would be good for weak spot to take its place, and maybe nerf it down to a 50 chance on crit to apply vulnerability.( the vuln only lasts 5 sec, its a pretty bad gm minor) Then as a new gm minor either getting increased ferocity when attuned to air, or getting 10 damage buff over 90% health. Bolt to the heart could be kept how it is now, then moved to the master slot( Sadrien is right, no one will take it as a gm being compared to the other traits)

With fire the sunspot minor could be changed to burning the target for 3-4 seconds. Conjurer needs something to really reward people for using them but im not sure what. Pyromancer’s Puissance does need to be buffed to either give more than 1 stack of might per skill or do something entirely different( you will get kitten d if you try to stay in fire the whole time building up one might at a time). Then as noted earlier burning ashes should be 3 ICD per target, otherwise it still wont be useful in a team game

(edited by sirrrock.7940)

Well, Elemental Attunement is back...

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Posted by: sirrrock.7940

sirrrock.7940

These are great points you’ve made, and I agree with almost all of them. Honestly I cant really see them giving stealth to the class but having alot more teleports would be pretty crucial with how squishy ele is, and as you said even completely relying on boons as a baseline to negate damage isnt that reliable with all the boon hate other classes have. At the same time, the healing portion of the class would need to be taken down a bit, because then ele would be impossible to kill porting away, healing up then jumping back into the fight. (which was the problem anet had with rtl)

Scepter definitely needs some work, there is no other weapon set in the game that depends on a certain trait as much as scepter depends on fresh air. Like you said, they should nerf the instant damage skills and trait that is uncounterable and buff the autoattacks. Then make dragon tooth, and shatterstone easier to hit, or change them into a entirely new more reliable dps skill

Fire + Air balance discussion

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Posted by: sirrrock.7940

sirrrock.7940

… I was hoping this thread would be a little more productive than this. How about you two just drop it for now, and try to come up with more ways to improve the class

Well, Elemental Attunement is back...

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Posted by: sirrrock.7940

sirrrock.7940

So what would your solution be. I agree ele does need alot of changes… though their focus seems to be moreso engie for whatever reason. The thing is it would be amazing if they actually did make elemental attunement a baseline thing but im pretty sure thats not going to happen, we’ve been asking for that as long as I can remember with no success. Ele mainly needs to get some type of consistent way to sustain itself that doesnt have to be traited into. Guard has blocks and high armor, thief has stealth and evades, ele has…. decent healing in water attun which gets bursted down being a low hp, low armor class

Solve Ele Staff Issues With This ONE Trick!!

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Yea true, but thats what I mean. If its not a baseline thing then regardless we will still be forced into arcana. Unless they can come up with another way to give ele sustain besides boons and healing which we have to trait into

Solve Ele Staff Issues With This ONE Trick!!

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Posted by: sirrrock.7940

sirrrock.7940

Hmm, that wouldnt be to bad, as long as there would be another trait to make it share with allies. Otherwise our support in a team would be lost big time

Well, Elemental Attunement is back...

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Posted by: sirrrock.7940

sirrrock.7940

`Im glad they changed their minds, but the main problem with ele is boons and healing has always been the main thing to help ele survive which is why people have been forced into the arcana and water traitline with every successful build.
I believe the best way to fix this would be to make elemental attunement a baseline attun swap bonus, but make it so the boons are only given to the ele, not allies. Then keep the elemental attunement trait as a master trait, and make it give those same boons to allies as well so some support builds would still be encouraged to use it.

Though if this does happen I think the healing from evasive arcana and healing ripple should be nerfed a bit. Aside from how pidgeon holed eles build diversity is the amount of sustain ele has now is a bit crazy for a light armor class

Solve Ele Staff Issues With This ONE Trick!!

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Posted by: sirrrock.7940

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Ah ok thats good to hear. I’ll post what i said in that thread though because I still do think a selfish version of it should be baseline so ele isnt still pidgeon holed

Solve Ele Staff Issues With This ONE Trick!!

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Posted by: sirrrock.7940

sirrrock.7940

I do also agree that anet is making a huge mistake making elemental attunement a gm trait. As someone stated earlier, boons and healing has always been the main thing to help ele survive which is why people have been forced into the arcana and water traitline with every successful build. There is no other class in the game that needs to trait as defensive as ele does in order to survive.

I believe the best way to fix this would be to make elemental attunement a baseline attun swap bonus, but make it so the boons are only given to the ele, not allies. Then keep the elemental attunement trait as a master trait, and make it give those same boons to allies as well so some support builds would still be encouraged to use it

Solve Ele Staff Issues With This ONE Trick!!

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Posted by: sirrrock.7940

sirrrock.7940

People seem to think staff set is in a good place right now because the only pvp mode we have right now is built around holding a node, where players are forced to stand in the aoe over time abilities. When we have the new stronghold mode, there will be more small skirmishes in the open and then people will truly see the problem with staff… The main damage skills are way to easy to predict, to the point people are able to just walk out of the field before it goes off. The easiest way I see to fixing that problem would be to lower the time it takes for the skill to connect, or for the damage to finish.

First skill would be lava font, instead of the duration being 4 seconds with the damage ticking once per second. Change it to a 2-3 second duration with the damage ticking every half a second. Then with meteor shower decrease the cast time from being almost 4 seconds to 2, or 2 1/2 seconds. Also instead of the duration being 9 seconds, lower it to 7 with the same amount of damage coming through in that interval.

With ice spike, lower the time it takes to drop to be half of what it is now, then increase the cooldown to be 6 seconds to match with eruption, and make it a blast finisher. There should be more than one blast finisher in the set, when every other set has 3 or 4, plus the leap with daggers.

Eruption could basically have the same buff, lowering the time it takes to erupt to be half of what it is now.

Then besides those core damaging abilities, gust could be made to track the enemy so its not a fail of a skill when used outside of a 100 radius. Unsteady ground should be more like gaurdians skill line of warding, where it wont fail completely when placed to close to the target. Then finally each auto attack could be made to track the enemy… it is a ranged weapon set, hitting consistently from range should be its strongpoint