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fuzzyp.6295

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  1. Pistol is a predominantly condition focused weapon. It has a gimmick, sort of like hammer, where using your skills procs elemental bullets that enhance your pistol's 2 and 3 skill. One of these enhancements if offensive in nature, the other is defensive. To get the most out of the bullets, keep these rotations in mind: Fire 3 -> 2 (this increases your condi damage by 5% for 10 seconds) Water 2 -> 3 (this causes the ice field to explode, dealing additional bleeding damage) Earth 3 -> 2 (this adds additional bleeding to your next three attacks) Air is a little awkward and probably best avoided, although 3 -> 2 would be best as using Air 2 with an Air Bullet will then reduce the cooldown of your next Pistol ability, allowing you a shorter cooldown on stronger attacks like Fire and Earth 3. I find most success running it with Catalyst, a Fire/Earth build that uses Signets of Earth and Fire (in PvE) or Air (WvW). Try using the field to shoot your bullets through for additional condition effects as Water 2 and Earth 3 are projectile finishers. Earth is a good field to use since it procs additional poison (which Ele doesnt normally have access too). Make sure to take Vicious Empowerment since this weapon can stun and immo pretty easy with Air 2 and Eartth 3, plus the signet of Earth. You should easily keep up 10 stacks. If you're playing PvE, consider Empowered Empowerment for additional damage stacking. Empowering Auras helps rack up that damage. You can also take Rentless Fire as that increases your condis by 15% and are unblockable. Consider running Relic of the Fractal for bleed bursts. In PvE, I ran it with Warhorn for the extra fire field and really quite enjoyed it. Slap on some Cele, some Fire focused runes a Poison/Bursting Sigil and you'll see some numbers.
  2. This happens with every new Ele weapon. Warhorn was useless, Sword was clunky, Hammer was a jumbled mess. Eles on this form are all expecting to be pulling in top dps with a day of the weapon being introduced and when they can't it's garbage. It's a complicated weapon with an awkward mechanic, we need to give ourselves time to adjust. This is not meant to invalidate any criticism of the weapon. Just give it some time to get into the swing of things.
  3. I mean, part of the reason Evasive Purity is in the Master Category is why its stronger and therefore doesn't need and ICD, but I digress: the Water line already has two ways to remove condis: Stop, Drop and Roll and Cleansing Wave as choices you can make that will remove conditions for you. And if you take Cleansing Waters you get Soothing Ice and Soothing Disruption, as well as anytime you apply regen with whatever weapon set you're using. That is a lot of options for condition removal pack into a single trait line (and this isn't even considering how it works with other trait lines that apply regen). On the other hand, Evasive Purity is literally the only trait in Nature Magic that removes conditions. I know this isn't an argument about condition removal as it is comparing two similar skills with similar effects, but to do just that isn't a fair comparison. You need to look at the whole picture and how they works with the trait line and the class on whole. I'm all for buffing Elementalist and I dream of a day that Chill is removed from the game, but this trait is fine for what it is...
  4. This was posted on the Ele form but I'll post it here too, currently the Active effect of Signet or Restoration is still on a 20 second time, but with the increases to PvP and WvW to 25 and 30 seconds, there is a 5-10 second gap where the Elementalist's heal is still recharging but not getting any passive heals from the ability. It's the only signet that is current bugged. https://imgur.com/a/FEgir2b https://imgur.com/kjtK4dj
  5. Poe is correct here actually. When ANet Nerfed the Signets in PvP And WvW they increased the cooldown of the skills but forgot to also increase the time that the passives remain active after using the Signet of Restoration. It shows 17 seconds but the cooldown is 23 seconds, so there is a roughly 5 second window when your signet is still recharging but you're not getting heals. EDIT: This becomes a 10 second gap if you're using it in PvP since the cool-down there is 30 seconds. It's the only signet this effects though and should probably be addressed.
  6. Agreed.. roaming is in a pretty poor state. We really need more boon rips as opposed to nerfing. So many small guilds run 4 supports and a some cele harb/Willbender... Full groups of power can't break through all the defense. I have no issue with support being important but a group of 5 shouldn't be able to hold off 10+ power focuses players. I really would love to see the Balance team play small scale but they don't. They balance WvW for zerg play... It feels like there really isn't a place for roamers anymore.
  7. Getting flashbacks to PoF when Weaver was over performing. Why is ANet's first instinct to nerf core skills lol
  8. I really love the legendary hammers and how they change the appearance of the orbs. I just kinda wish there were a few other hammers that did it as well. Like Retro-Forge Hammer turning them into little pixels or Mjölnir giving them some electric effects. I know its something that will likely always be reserved for the Legendary Weapons, but considering Warhorns sometimes have different sounds and pitches, I guess one could hope. What other Hammers do you think would have some fun effects with the orbs? EDIT: Just clarified the title, only talking about the visual effects of the orbs not game skills.
  9. For once lol.... Eles dropped from the meta back in 2015 and have only just resurfaced as a top tier class (with a small bump in late 2019 when Fire Weaver took off before the power split nerf in 2020 knocking them back to a mid tier class) Why not talk about the real issue: Celestial armor stat needs to be looked at. This will fix 90% of the problems... And I say this as someone who likes cele
  10. The only thing I'm disappointed in is that it's not both main and off. Ele needs a ranged DPS offhand but I guess they'll save that for next the expansion.
  11. So far the only spec combo I'm enjoying is Sword Catalyst. It feels good, the combos are great, its nice to have synergy with the Auras. Quickness helps out extremely. Will probably need to look at the Sword 3 skills, particularly Earth 3. That skill is just straight up garbage as it is right now. Hammer Weaver feels like it should be good, but falls flat. I'm hoping as I play with it more I can find ways of making it work, but right now its a really bland... Sword/Warhorn was fun in PvE atleast.
  12. Yup, check your hero panel. A few skills are confirmed, the ambushes for Ranger and Primal burst for Dagger too. On warrior
  13. Other classes can combo with weapon swap though which lets them combo with themselves. Eles can't and have always been built with both fields and finishers in their weapons. That's the issue and the missed opportunity on anets part to not allow Weavers dual skills to bring in a field somehow.
  14. I'm sure between the orb buffs and weave self well have a stupidly bloated Weaver, you're right. I just think it's funny, this was the exact concern lots of eles had at the start; a weapon with tons of finishers and no fields. I'm more upset the orbs aren't actually unique skills that could maybe bring a field to the hammer. Ah well.
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