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Rodril.1385

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Everything posted by Rodril.1385

  1. That's false information. That system in SWTOR works only for PvE content if group gathered by groupfinder. PvP is not affected.
  2. I'm totally agree with topic starter. Unbelievable, how after 10+ years, developers have not made this QoL improvement. Moreover, there are also video abusers! You know, these try hards, who doesn't scroll newsfeed on their iphones, while afking near garrison in enemy borderland, and able to see how I do that. You try to read something, but they come and oneshot you. Kind of unfair if you ask me. Maybe anet could put some sound notification when attack come, while my eyes away? Or if i both listen music and watch newsfeed, Anet employe could come and poke my shoulder to get my attention back to the game?
  3. I've recorded some of my yesterday's duels on water weaver, so you can see how it works: https://www.dropbox.com/s/nljleoa2w80j44b/gw2_wweaver_duels.mp4?dl=0 Unfortunately, i did not meet other weavers (actualy seeing them less than warriors). Fights are chaotic, but you can see, how water carries me through mistakes. I would not say this build does 60% less dps, than fire weaver, rather 30% less, ha ha. Overall, i think, it is viable. I do have problems with durable builds with good sustain (trailblazer mirage, condi necro), i never die to them tho - fight becomes endless, and i prefer to leave.
  4. Usually i'm roaming on borderlands around EU prime time. Maybe i just don't meet any spec which could make me upset with my build (including enemy weavers). I'm playing lightning rod air/water and starfire aswell sometimes, but it is all about emotions after all, water/arcane just more satisfying for me.
  5. Hello. I'm barely playing anything else but weaver in all game modes (mostly i play WvW), and my favorite build is: http://gw2skills.net/editor/?PGkAw2lZw8YZsOGKmuWavUA-zxIY1ohvMCLBisAsbA-e It is very forgivable, allows relaxed gameplay, while also capable of slaughtering. I would definetely recommend it, especially to players, who just starting to try weaver out. It may seem weak compared to other weavers variants, but trust me, it is not that weak. It's key features: cleanse-galore: attune water, attune air, dodge in water, use any dual skill, use any cantrip, use water #2, use air #1 chain - all these actions cause cleanse; perma swiftness + perma regen; attune water > dodge > use water #2 > change to any attunement > use it's #2 skill = over half of your HP bar restored; overwhelming burst, if you manage to prepare enemy player; None of your attunement is your "main" due to none of them traited for damage, thus you are free to use (and learn) any combination while staying on approximately same level of sustain damage output. How to do damage? Perfect scenario: Attune fire/air. Use Air #5 (Gale, unblockable 4 sec knockback) - it will proc sigil of celerity, giving you 7.5 seconds of quickness. Use lightning flash and sigil of air offensively, teleporting in melee range and applying 8 stacks of vulnerability, use fire/air #3, fire #2, use and transmute fire aura, attune earth, use earth #2. With quickness up, you'll even manage to complete auto attack chain, if press buttons fast enough. If enemy still alive, pressure him with any skills you like (chase is an option, thanks to runes of speed). In non-perfect scenarios, you have to bait enemy's blocks, breaks, dodges. Once he have no chance to escape air #5, it becomes perfect scenario. Most important reason, why i recommend this spec: in any duel you have enough time to analyze enemy, nothing can one-shot you due to perfect survival toolkit. Notes: I use air signet over twist of fate, because signet can be used offensively and has 25sec cooldown. 75 sec cooldown of ToF is spit in the face, imo. Tornado is 48 seconds cooldown in this build. Nothing to add. Sigil of Doom is nice damage addition, but main reason i use it: it downgrades enemy's sustain by a lot.
  6. But Lightning Rod keep working in tornado form, it procs on every disable despite loss of attunements. What's the logic here?..
  7. Offtopic, but... Could staff water 1 be changed similar to specter's scepeter 1 - to be able to have ally as target?
  8. Hello. I'm maining elementalyst for about two years (since i've started to play the game). Mostly i play WvW roaming and open world as weaver with my custom build. I enjoy so much weaver's flow and ability to adapt to various situations, that i doubt anything will make me change class in foreseable future, thus i care. I have a lot of fantasies about class mechanics aswell, but, speaking of new elite spec, i think current overall class design have few gaps that scream, demanding to be closed. 1. Class does not have 'easy' specialization / builds - something, that people usualy say about: "press 3, then 1, on low hp - press f2, and you are fine". I failed trying creating this myself, neither i found anything relative at metabattle. Let these builds be objectively less effective, but still viable. Elementalyst need it's version of Flamethrower engi. 2. Class does not have access to some important nowdays mechanics: quickness, alacrity, stealth, reveal. Don't give them all to new e-spec, at least one. 3. (1000 times stated before) Class lacks 1200+ single target weapon / specialization, despite in character creation screen stated that elementalyst "favors ranged". Catalyst barely fixes only point #2, that is not enough. Whatever elite prototype does not cover all three points, will be just another version of weaver / tempest. Now back to fantasies. Ifi desing new elite spec for elementalyst, how would i achieve all three goals? Starting with first. Every elite spec currently changes meaning of attunement swap. I would keep this tradition, but would go in opposite direction of weaver: make both attunement cooldown and swap cooldown 16 sec. That would allow us to significantly buff weapon skills by spec traits, while preventing players from spamming all attunements at once for absurdly powerfull combos. Won't it become too boring? Read further. Second goal and also special mechanic. New e-spec would get F5 button - "Arcane influx", which would do few things: 1 - reset current attunement and swap cooldowns, while temporary disabling weapon skill boost from traits (ability for emergency swap, but discouraging offensive usage); 2 - change existing combo fields made by player: fire field becomes smoke field, water - poison, ice - dark, lightning - light (access to variety of effects, if finisher is available); 3 - do something depending on master trait slotted: grant alacrity (or quickness) to allies around or reveal enemies around. F5 won't have cooldown, but will depend on 'energy', which have passive regeneration, and additional income upon damage taken. Since spec is supposed to have low mobility (no fast access to movement abilities on weapons), i suggest to change evade to dash similar to one, daredevil have. Make player character transform into mist while dashing, for esthetic sugar. After changes above, staff should get back kind of viablity. New weapon could be even hammer, obvioulsy with other skills, than now. Without pathetic weapon #3, just variants of scepeter's skills with increased range.
  9. Here to just express my total frustration... If same devs were able to do Specter and Mechanist, why Catalyst even exist? Makes it lamest and most uninspired spec out of 9, in my opinion.
  10. Hello. Bumping this topic, because after recent personal combo fields/aoes overhaul I've noticed we cannot put more than one painter trap per person anymore (or was it always like this?). At attempt to place second, first immediately disappears. Portal-masters are even more opressive now. Some of them even use tank gear while hiding inside objectives and almost don't use stealth, running around at half-light speed and laughing at us. I point at you, thieves. Keeps with high LOS potential are too hard to defend against this approach. I admit, i don't feel WvW plagued by this mechanic, but once you meet guy like this, only option to save sanity is to give up and leave. I just ask for one simple change to make objectives defendible in this case: - make portals destructible (low amount of HP: up to 3k), demand 4 seconds channel time to use it, once portal destroyed, all existing channels are interrupted. I think, it would make sense, as it does not nerf any stat of neither thief nor mesmer, but gives defenders reason to stay and defend, even if they cannot catch opressor. Also would make more sense in terms of sneakiness of this tactic.
  11. Well, it's not weaver's fate to have fun, though i always like, how they rush to fix something enjoyable, while obviosly destructive bugs can stay in game for months, like this one upon dimounting / gliding ending: https://imgur.com/a/8c11tSx More to the topic, being able to spam barrier did not cover main ele's weakness - CC, barrier falls off quiet fast and there were no options to spam it while CCd, thus weaver still was killable, but got temporary ability to deliver these absurd close range sword skills to enemy who spam aoes under his feet.
  12. Now 'Elemental Refreshment' procs on every skill activation (even on dismount), thus i have barrier spikes up to 10k, without Stone Resonance nor Rune of Sanctuary. Thank you Anet! We all were wrong, blaming you for no love to ele! (Hope it will be fixed soon, feeling guilty for players, who cannot do any damage to me)
  13. Elementalist is my favorite class, but somehow i have almost zero interest in incoming e-spec. Gameplay-wise, what i miss, is good semi-ranged weapon: mostly i'm playing WvW as weaver with sword and once target starting to run away, i barely have a chance to properly land a hit on it. While dagger and scepeter provide range options, these weapons feel so much worse in terms of both offense and defence: i loose almost all mobility with scepeter, dagger's dashes with cast times make it too clunky (staff's skills are unable to hit nonstationary single target, thus i don't mention it at all). Weapon swap could fix my issue, but if it comes with new e-spec, i loose sword. With other weapons i have strong aesthetic issue: pistol, rifle, bow for mage?.. Even mace is ok-ish compared to that. Probably i'm prey of stereotypes, but i just cannot remember any mage with bow. Honestly, best weapon for me would be main hand focus with melee range defencive abilities on water/earth with stability/protection/regen share + one evade on earth, autos would be 360 degrees, 240 range skills. Air would have blink, blind and 900p single target non-projectle attack. Fire - 900p, short radius aoe with cast time. I know, by asking for well defended ranged build, i demand too much, but let me dream!
  14. It is either troll or too simple minded post. Everything author states is already implemented in "Stronghold" spvp mode. WvW is attractive exactly due to variety of builds, teams and landscapes, it provides.
  15. Hello. I'm playing for almost two years, mostly WvW, yet i have not found any counterplay for enemy thieves sitting in towers, aside of bringing entire blob to smoke them out. If i'm just missing that, please enlighten me, otherwise, i propose two suggestions: - make shields siege periodically reveal stealthed enemies around in short radius (240p); - make warclaw's "Sniff" ability to mark stealthed enemies as well. Unfortunately stealth/teleport mechanic became too out of hand: even if you find thief you probably won't outrun them. Moreover if they wear ministrel/trailblazer gear, killing them might be just impossible. In general, situation, when 10 people know about thief in tower, but unable to do anything is nothing, but dull.
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