Jump to content
  • Sign Up

Malcastus.6240

Members
  • Posts

    32
  • Joined

  • Last visited

Malcastus.6240's Achievements

  1. The damage of Lightning Surge should be going UP, not down, despite the reduction in CD. It was a weak skill and now moreso. Could be ok with One With Air/Weaver staff, but it's a big downgrade to Tempest and core.
  2. What ele needs isn't a new elite spec that is balanced around lacking traitlines, because there is arcane, conjured weapons and more that needs mending first. If they wish to give the new elite OOMPH to be competitive to other classes (as Weaver), they will be compensating for the weak choices in the other traitlines, making the elite too imbalanced in comparison to the rest.
  3. Could you make entire armor sets that doesn't look flamboyant, is somewhat low key in terms of bulkiness that appeal to male characters? A cool, subtle and medieval outfit that fits the fantasy genre. The Eve outfit is female characters only (designwise). Most outfits seem to be. Gw2 sucks fashionwise, unless you play human female. How about gender balance? :)
  4. Its use should turn you into a wisp while channeling with superspeed and invisibility.
  5. I knew that and somehow forgot. A stupid error on my behalf.It's the only prof with 11k AND lowest armor. Brain fart.. Will correct it.
  6. That in essence would prob delete lich. 50% is too big a nerf, especially for the cd it already has. You also run the risk of deleting core nec from SPVP completely. 50% would allow you to constantly spam 2000+ crits instead of 4000-5000+.Why would core suffer much from a grossly OP elite ability being adjusted? If you depend on something that is obviously broken, you're in for a lot of disappointment. The lich has 5 skills. Nerf the broken one and buff the others. You can't avoid the slowest-moving character in the game for literally 10 seconds once every three minutes, assuming they are only focusing on you? Says a lot about your skills, bro.Sure I can, but giving someone a nuke and others a feather to fight with is bad balancing.
  7. SCHINDLER'S ELEMENTALISTI've been wanting to things that interfere with the joy of playing the elementalist and hopefully provide some usable feedback.Been playing since launch (almost exclusively SPvP ranked and unranked) and took a break from the game around HoT. Returned a year ago and have had time to theorycraft and try many variations of the Elementalist in SPvP, WvW and PvE, which is great fun. Index**1. Amulets in SPvP. Weapons.Utilities.Traits.**As a class with 11k'ish health, you face unfair limitations when creating builds. In my experience, you need at least 15k in order to stand a decent fighting chance. Just about enough health to react to threats. Since the elementalist is bereft of vitality (and toughness), you will have to find get it from either amulet, runes or traits. Here is where frustration starts to occur, because limitations set in and rule out 50% of the amulets. How is that fair?You can't return to the past and invest 5 point in Water for a vitaily boost. The Elementalist really needs a boost in base health, is what I'm saying. Of course you can go Weaver, use Master's Fortitude with Grieving Amulet (example) and Divinity Runes to just climb above 15k health, but then you're limited to playing that elite specialization. 1: Amulets in SPvPSince only 50% of amulets have vitality, the options for non-Weavers have been halved and even Weavers realistically only have few options.It has gotten harder to customize your stats, as the options have decreased over time (no more +7% crit chance sigils). The major nerfs didn't make it easier, as several skills were hit too hard. You could add more amulets to the game with a wider stat spread to accomodate those professions with lacking options. But what stats? A Ranger with Greatsword and Longbow can easily grab a power/crit amulet, since it fits the power theme of the weapons. Most classes I've played have weapons that revolve around either condi (Mesmer Staff) or power (Mesmer GS) so the pick of an amulet becomes easy, but the elementalist has a mix of both in every weapon. Staff: Mainly power.Scepter: A strange hybrid, from sluggish condi auto-attacks to lightning fast mini zaps.Dagger MH: Hybrid (with Weaver, leaning towards power).Sword: Hybrid, but favors power. Then we have utilities and traits that further enhance the power and condi side of things, like Arcane, Fire, Earth, Weaver and Tempest.Elementalists should have more amulet options, if stuck with current base health. Example:1000 Power500 Precision500 Vitality500 Healing500 Condition Damageor700 Power400 Precision400 Vitality400 Toughness400 Healing700 Condition Damage Options that offer room to better use the many mechanics of the game. In WvW you can customize your setup to the smallest detail, but SPvP hasn't got those luxuries. They keep getting removed. Since the Elementalist profession doesn't have the ability to flip a switch between POWER or CONDI, magically seperating the two damage types, it could use more amulets that support it. 2. Weapons (SPvP)I want to make notes about some of the weapon skills that make an impression and highlight things that could use developer attention and love. StaffThe recent nerfs went somewhat overboard with some of the staff skills, to the point where you're not a real threat to your enemy anymore. It's slow to wield (which is fine), but the impact that skills have in SPvP does in no way reflect that. Fun factor increases by 100% if played with LR (nerf Tornado, Weaver disables and remove Aura Share for the sake of LR staff). FIRE Lava Font: Needs a small damage boost, or AoE increase. Flame Burst: Not sure what to make of this skill. One of the few condition damage skills that feels out of place and should be replaced. Might as well make staff condition free. Or change it to create a brief smoke field that blinds. Meteor Storm: Change the number of impacts to a controllable number, so it's easier to balance. Like 3 impacts. 1st does x damage, 2nd does x damage, 3rd, does more damage plus an effect. Buff the damage and make its AoE smaller. We need to feel some OOMPH with staff with at least some of its skills. FIRE/AIR Plasma Blast: A bit slow. Perhaps make it deal 10% more damage when detonating within 500 units, or give it a detonate ability that does less damage, but covers a greater AoE.AIR Chain Lightning: The idea is neat, but works poorly. It could use a severe projectile speed boost and a small damage boost on first impact. It's lightning, not a scarf you're tossing. Lightning Surge: In dire need of a damage boost. With a full second cast time plus very clear animation, the skill feels immensely underwhelming. Beside CL, It's the only damage skill in air (without LR). Surely it needs impact. Make it single target and increase the damage, so it feels rewarding and important to land. Blindness could be the only AoE thing about it. Gust: Feels lackluster and too narrow. Meh without LR. Windborne Speed: Could use a chill effect or superspeed. Staff is slow and could use mobility to compensate. Remember the low base health/toughness limitations. AIR/WATER Monsoon: The worst sort of trickle there is. The Freezing Gust of staff. Air, or rather lightning and water should be a strong combo. I hate my life whenever necessity demands I cross those two elements.WATER Ice Spike: Weak. Same with LS, it needs to be important to land and dangerous to get hit by. The few conditions you apply won't stick for long on good opponents and takes time to apply.WATER/EARTH Lahar: Could use a short immobilize, instead of cripple. It feels weak currently.EARTH Eruption: It's good in a hybrid/condition build, but it's the only good condition skill staff has. Can be hard landing it. The bleeding should be removed and damage increased. Unsteady Ground: Amazingly fun with LR. It would be fine as it is, ONLY if other skills like Lava Font, Lightning Surge, Ice Spike etc. had a bigger impact. Shock Wave: Shockingly meh. This should be a good mobility, defense or damage skill. Mobility (underground) might be most needed for staff. ScepterThe scepter is the weapon I want to love, but can't. Earth and air being the main reason. This weapon feels very uneven to wield, nothing like the smoothness of D/D (especially prior to recent Updraft change). It could use some love in air and earth. FIRE Dragon's Tooth: Needs to be faster and deal less damage. Phoenix: Impact damage should be increased. Dumbledore is rolling in his grave. AIR Lightning Strike: Needs more damage. That, or let it be a skill that enhances Arc Lightning (auto attack). It can be a channeled skill that basically is a stronger Arc Lightning when used while channeling AL. The play will be timing it with the beginning of your auto attack, for maximum damage. If you activate it at the 3 second mark of AL's 3½ channel duration, you would only gain ½ a second of it's damage, wasting the skill potential, unless timed correctly.Blinding Flash: Perhaps something that zaps you 600 units and blinds? It currently is rather underwhelming.EARTH Stone Shards: Probably my most disliked skill (alongside Rock Barrier). The feel of it is abysmal. 1...2.................3? Does this mean anything to you? :)It feels random when it fires. What about a quick barrage instead? Anything else is better. Rock Barrier: It just doesn't belong. It's a slow defensive tool with good burst damage. The Rock Barrier and Hurl part should be combined into one fluid action. Dust Devil: It could use some bleeding damage. SwordFeels a bit lackluster in terms of burst damage now. Some nerfs were a bit too servere. Skipping sword. Dagger (mainhand)The greatest joy for me is D/D or D/F. Nothing is smoother in terms of gameplay. While the two breath skills slow things down, it doesn't ruin it. However, it was nerfed too hard in several places. The damage that dagger MH is lacking, really is evident when playing core D/F. FIRE Dragon's Claw: Needs small damage boost.AIR Convergence: Needs damage boost.WATER Vapor Blade: Needs damage boost. It has always felt underwhelming. Could be fun to combine with Piercing Shards, but it needs a boost. Cone of Cold: Needs damage boost or chill. You neither heal, nor damage well with this. Away with healing and add chill. Cone of cold sounds chilly. EARTH Ring of Earth: Needs damage boost.Dagger (offhand)FIRE Fire Grab: Your target must be burning in order to do the SAME burst damage as Burning Speed. The hitbox feels off and the CD is 10 longer than BS. Needs a good damage boost.AIR Updraft: Needs a shorter delay. Wish it was instant.WATER Cleansing Wave: Could use a ½ second cast time, or a healing boost.WarhornWATER Tidal Surge: Needs a longer range. 3. UtilitiesConjure weapon, signets and arcane utilities could use a facelift in these testing times. CONJURE FROST BOW Water Arrow: It's too slow, which makes Water Arrow stacking a pain.Change Water Arrow to Ice Arrow and remove the healing element, then boost the projectile speed with less of an arc and add vulnerability or bleeding. It would make it fun.CONJURE FLAME AXE Explosive Lava Axe: Needs small damage boost. Flame Leap: Needs damage boost.SIGNETS Signet of Air: It would be more appealing if it was centered on your character, instead of requiring a target to function. It would help a lot.Elite Signet: Can you make us one?ARCANE Arcane Blast/Wave/Power: Damage is needed on AB and AW, and AP could use a slightly shorter CD. Elite Arcane: Can you make us one?4. TraitsThe 300 second passive traits should be removed, in favor of traits that create synnergy with arcane utilities, aura's and conjured weapons. The elementalist tools need a hand. Final Shielding: Your arcane skills reduce CD on Lightning Flash by 2 seconds (1 second ICD). Gale Song: Shouts receive sonar, granting precision for x seconds.Earth's Embrace: (Swap places with Strength of Stone) Conjured weapons are instant cast and breaks stun (10 seconds ICD on stunbreak), but only creates one weapon.Soothing Ice: No idea. Not appealing currently.Powerful Aura: Auras are shared with your elementals. Increase damage by 5% while auras are active.Strength of Stone: Would work better with arcane, if the 3 sec ICD was removed. Otherwise it needs a small boost.These are points I feel are worth looking at. Perhaps core elements should be fixed first, then adjust the elite specializations accordingly.Feedback is welcome.
  8. I tried it the other day. Spamming 4000+> @Axl.8924 said: That in essence would prob delete lich. 50% is too big a nerf, especially for the cd it already has. You also run the risk of deleting core nec from SPVP completely. 50% would allow you to constantly spam 2000+ crits instead of 4000-5000+.Why would core suffer much from a grossly OP elite ability being adjusted? If you depend on something that is obviously broken, you're in for a lot of disappointment. The lich has 5 skills. Nerf the broken one and buff the others.
  9. Lich auto attack needs a reduction in damage by at least 50%.
  10. What is this thread about? Wanting something another class has, otherwise nerfing it to the ground? I vote that ele should get access to invisibility then, since they have an underwater smoke field. If not, mesmer and thief invisibility and smoke fields should be nerfed as to match the ele standard. How is that nonsense working for you?
  11. I recall using a whip in a sylvari quest.. 100% unlikely, but would love an elemental, or miracle whip.
  12. Don't take it seriously, it's obviously a gross exaggeration.
  13. If you nerf the trait and not the specialization (Weaver) which is the problem, you nerf core and tempest builds too.Once that tragedy occurs there is so little damage left, you force many players into bunker builds and I believe people hate that more. Ele damage is rather miserable in pvp atm, so LR is crucial for many builds, especially core. The problem is Weaver and it's added cc skills and ~4 sec attunement swap. Remove some cc from Weaver and buff damage.
×
×
  • Create New...