Showing Posts For vox.9027:
No
/15 chars needed
Let me guess you’re an l2p forum hero?
I would bluntly say you could compete in Academy Gaming at most, simply on the premise that Scrapper is in an incredibly strong spot now.
There were a lot of sloppy moments where better players would have killed you. I wouldn’t regard a pubstomp as any tournament comparable worth, especially when stacked with necromancers.
Can this skill please Pierce?
Too often I can’t deny heals because I hit a turret, gyro, clone, minion, pet, binding root, etc.
Basically there’s a lot of AI in PvP.
Call Target works when the entire group is focusing one target at a time, whereas Target of Target would work to see who is about to be bursted or if there are subgroups within a party focusing different targets simultaneously.
However I would agree with the above post that I would rather limit that to reaction/synergy than have it spoonfed to you.
If you go to any Bank and hit the Wardrobe tab you can mess around with all the available skins in the game. To dye in the preview you have to open the Trading Post, find your dye, right click and preview it.
Yes and no, assuming ArenaNet balanced it well to give equivalent sustain to healing/toughness/vitality.
So yes they’d probably mess it up.
Random idea popped into my head today, so why not have a creative discussion.
A minor stat scaling somewhere between 0.33 and 0.50% per 15 Lifesteal, so 560 Lifesteal is 12.32% to 18.66%. It would replace something like Vitality on Marauder, increasing the damage output of roles in that class, whilst increasing survivability only in the instance that the user is being aggressive.
HP pools would lock out thieves, elementalists and guardians – which isn’t nice, but perhaps those could be tinkered. For example:
Elementalist, Mesmer, Thief – 15k ish
Engi, Ranger, Necro – 16.5k ish
Guard, Warr, Rev – 18k ish
Maybe on all damage, maybe on critical damage, maybe on condition damage
Maybe true damage, maybe reduced by toughness, maybe reduce by vitality
many thoughts, such balance, wow.
I only recently switched to Thief maybe a month ago, but I enjoy it because all of the gameplay is active. No passive procs or rng.
Weapons – Marauder (Power Infusions)
Armor – Marauder (Vitality Infusions)
Amulet – Marauder (Power Infusion)
Other Trinkets – Berserker (Power/Vitality Infusions)
Runes – Scholar or other preference
Main Weapons – Air/Blood Sigils
Shortbow – Energy/Bloodlust
Banish Enchantment needs to corrupt boons and apply 4 confusion.
We need access to Bleeds.
Unyielding Anguish needs to remove cripple, chill and immobilise and should be a Poison field.
Embrace The Darkness needs to be a 15% Stat increase
Pain Absorption should include conditions already on you, possibly transfer 2.
Frigid Precision should be AoE and a 3s duration
Increase Mace power damage ~33%
Mallyx stronk
(edited by vox.9027)
“Balance is hard”
Evidentially monumentally too hard for OP. I quit a few lines in.
Just two thoughts that popped into my head.
Superior Sigil of Ancestry(namepls?) – Gain a charge of +2 All Stats each time you kill a foe, give if you kill an enemy player. (Max 25 stacks, ends on down.)
Blessing of the Dragons (namepls?) – (9 sec) Increases All Stats of nearby allies by 30 Points. (Radius 600. Combat Only.)
Also missing a Condition Damage and Healing Power variant of this. ^
Realistically i’d say the Devs are far too busy to be streaming consistently.
What would be great is a to see selected new streamers (Aka not the current tournament winners/PvE heroes) to endorse particular PvE/PvP content – similar to the Forum Specialist roles.
Can’t really complain about these changes. However I’d like to see :
Radiant Revival brought in line being a 30 second ICD and 3 second duration.
Jade Echo reduced to a 45 second ICD.
Some QoL fix when switching from Glint to Shiro without letting upkeep skills completely degenerate you causes inability to use Impossible Odds for a few moments.
Hammer autos reduced to 3/4 sec
Foes that strike you from farther away than the range threshold (360) deal less damage (-10%).
Is it just me that feels that this is slightly awkwardly designed seeing as the majority of Revenant weapons are melee? Surely it should reduce from WITHIN the threshold, no?
You would most likely want something to support your DPS and keep them healthy. Currently Druid (Ranger) is looking to be the top dog of outgoing healing and might be worth considering. Seeing as the expansion came out only a few days ago, people are still evaluating all the new options, however it’s really up to you to decide on how you want your group dynamic to work.
Of course don’t expect to take on 40 man zergs, but you can probably handle up to 10 disorganized players.
It’s additive. So in total you get +20% Boon Duration from Superior Runes of Durability.
Just double click somewhere on your screen.
They can’t add Dire stats to PvP because condition damage is based off one stat, whereas physical damage is based off Power, Precision and Ferocity. Simply put you would be getting exponentially more bang for your buck stat wise. For example Berserker amulets would have to look like 1200 Power, 900 Precision, 900 Ferocity, 900 Toughness, 900 Vitality to compete – and lets not kid ourselves, that looks OP as kitten.
The formulas currently seem fine and there is easy counterplay (cleansing), to burning and other burst just like there is to physical damage (blocking).
TLDR Dire doesn’t have a place in PvP.
No class has a teleport greater than 1200, neither will Revenant. 2/10 thread does not need buff.
nerf shatterstern i hit a wabbit for 300,000 dmg and crit every tiem
They won’t nerf D/Dburning just to bump up S/X burning. The main changes I’d like to see are:
Reduce Dragon’s Tooth cast to 1/4s
Phoenix reduced to 15s
Fire auto rework (Focus on fast AoE, no target required cleave with a 1s burn to set up Fire Grabs)
Shatterstone cooldown increased to 10s, now a blast finisher.
Water Trident reduced to 15s
Lightening Strike applies 5s of Weakness
Air auto rework (Retaliation is too effective, damage is low, can’t cleave stealth or LoS)
Dust Devil reduced to 12s, 1/4s cast
Rock Barrier rework (1/2s cast, 2% chance on hit to grant Aegis to block an attack and destroy one of the Rocks, you also lose 50 Toughness per rock for a total of 250) (Or just make them last infinitely until thrown)
I would really like to see something like the Warrior’s “Outrage” as a stunbreaker. We typically can only slot one and it has a 75s base cooldown, making us extremely susceptible to stunlocking for a class which ANet doesn’t want to be a DPS yet takes away our defensive capabilities patch after patch.
Signet of Air would come very close if it had an equally low cooldown.
DPS Chills would also be great and more thematic, perhaps a replacement for Water Grandmaster Minor.
I’m glad all the other classes are getting buffed. Just a few tinkers would make Ele feel entirely complete as a hybrid bruiser/support, not to dismiss that other classes definitely still have some useless traits/skills
Burning was pretty OP so I’m not too sad that this happened, however…
Good balance and game mechanics are centred around play and counterplay.
Burning being the only DPS condition that Ele’s can apply (Churning Earth being combat ineffective mostly), the hybrid damage aspect of Ele is fundamentally lost.
There was little noise about Ele before the patch and this is because the issue revolved around the burning INTENSITY.
What I would propose is that Elementalist gains access to conditions such as more Bleed, Torment and Confusion (Poison too un-thematic QQ) that deal low damage over a longer period of time
That way counterplay is initiated whereby your conditions are not an immediate overpowered threat but are still punishing if ignored and uncleansed.
#activegameplay
My changes would look like :
Drake’s Breath – Balanced post patch
Ring of Fire – 2 Stacks of Burning for 4s on cast, 2 Stacks of Torment for 8s on passover
Ring of Earth – 3 Stacks of Bleeding for 8s
EA Shockwave – 2 Stacks of Bleeding for 8s
Move Renewing Stamina to Arcana Adept Minor
New Arcana Adept Major – Disruptive Magic: 2 Stacks of Confusion for 8s when interrupting a target.
(reduce churning earth cast pls)
(edited by vox.9027)
Seriously?
In the new patch our healing power got reduced from 739 to 560 despite the increase in Celestial stats. We also lost about 1,100 HP. We lost the overlap of toughness and some Soothing Mist uptime through lingering attunement. Our boon duration got decreased by 20%. The meta (Fire) line means that we lose out on a lot of protection uptime from the Adept Earth line and we are STILL the only class without a useful combat elite.
Elementalist has no other strong builds. Fresh Air is simply outclassed in terms of surviability, mobility and damage by Thief/Mesmer. A full support/bunker Staff is outclassed by Bunker Guardian. Our ONLY viable role is as a bruiser/fighter. But no, lets cry and nerf DD Ele because cleansing our conditions is too hard apparently.
@Daniel Handler Well the daze can be used to interrupt pressure on your allies/stomp denial and the locust cripple makes for a good peel but being an Elementalist I hope we’ll see something more in the way of Aura/Boon support
I feel the cooldowns could be adjusted better to fit within the DD rotation of about 15 seconds, meaning changing them to 15, 30 or 45 seconds and then buffing or nerfing the effect accordingly, but otherwise I still enjoy Ele very much, even more so now that we’re doing more damage.
Swap Confounding Suggestions (or remove it) and Imagined Burden. Make Mirror Blade blockable. /mesmerbalanced /anetpls
It’s not the damage or the kite that is absurd but the lack of counterplay to go up against a class that can instant cast stun you for 1.25s into their burst, from a relatively high stealth uptime included.
Learn to read instant bursts from invisible targets that can stun you three times in a row while teleporting around like deranged poltergeists. Such a l2p issue, amirite?
It’s not instant though. You do know you can see clones run towards you right…..you can dodge shatter just like you could prepatch. Its nothing new.
If you are having problems now , chances are you were having a problem with mesmers before, and that does make it a L2P issueUhm, you can dodge while stunned? This is news to me. I really need to read up on those patch notes and get good.
Stability/stun break is your friend. All classes have access to it.
Still waiting for that 5s internal cooldown kapap
Tbh – Assuming an ele is doing a proper rotation, you’re only going to have to cleanse a 4-9 stack burn every 15-20 seconds. If your build isn’t equipped to handle a pretty modest amount of conditions, considering it has a massive 2 1/4 channel, I can’t take your arguement seriously. Sounds like an l2p issue.
Yes burning hurts like a kitten, but it also is pretty easily countered by simply using your mechanics properly.
Changes like the following would be needed to make an ‘Aura’ build viable I feel.
Superior Rune of Radiance
(1) +25 Power
(2) When you receive an aura, you gain 5s of Swiftness (5s ICD)
(3) +50 Power
(4) Upon weapon swap, you have a 33% chance to gain 4 seconds of light aura (18s ICD)
(5) +100 Power
(6) The durations of auras you apply are increased by 25%
Earthen Blast: Cripple foes around you and gain a Magnetic Aura for 4 seconds when attuning to earth.
Arcane Fury: Upon weapon swap, you have a 33% chance to gain 4 seconds of chaos armor (18s ICD)
- Ideally looking to see the Chaos/Light Auras proc approximately every 25-30 seconds. They are both combat only.
- The Earth line is now balanced with Fire/Air/Water which each give access to their respective Aura.
- Ele is no longer directly competing with a Bunker Guard / Shoutbow as a pointholder, but rather a supportive teamfighter.
- Numbers could use some tweaking but hey.