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fuzzyp.6295

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  1. If I remember correctly, before the buff to Cele, most higher level Elementalist players were already swapping out of Cele gear because it had basically plateaued in terms of usefulness. While Cele still kept the Elementalist alive, most builds that used it had poor to average damage. Many Eles were instead moving over to combining Marauders/Grieving sets with Diviners and Boon Duration runes to try and pump out more damage from the class, if they were using Daggers or Sword (or just running a mostly Trailblaizer set for full Condi). I think with the introduction of Catalyst as well as the general buffs we've received to give Elementalist traitlines a bit more bite than they had back 2019. I'm not worried, if anything I'm happy as I think it will actually hurt other classes a bit more than Elementalist. I don't see myself swapping up my current Hammer Weaver build quite yet, although I'm excited to play around with the Daggers once we get more buffs :)
  2. I really hate that the post finally bringing balance to the overpoweredness of Cele in WvW is over shadowed by the massive nuke you took to Necro. I don't even play Necro and I can tell this patch is a bit of a mess. Yeesh...
  3. I played a few matches. So far, I like the mode. It needs some work, but its a very nice change of pace. I do think that boon-balling on the capture point is a bit too rewarding. Having it strip boons. reduce healing potency or deal some DoT while moving could be a good way to help peel players off and make it easier to flip. All the games I played, while fun, were basically a steam roll. Once one team got the push going, they basically were unstopable. Perhaps having there be a cool-down period when a check-point is reached to allow the losing team to regroup? If there isn't one already, I honestly didn't notice because of how quickly the match moved. But if maybe when the Payload reaches the first check point, it stalls for a minute, and you can allow for another mechanic to pop up on the map that gives boons or something to the team that captures it. I also kind of feel like the time for matches might not work on this kind of map? Push or Attack/Defend maps tend to feel the best when there is back and forth, but the short duration of the match really doesn't allow for the losing team to really make a meaningful comeback. At best, the losing team can only stall at that final point. So perhaps add a mechanic where if the pushing team is failing to capture that last point, the payload will begin to slide back automatically giving some breathing room for the team on defense? Or perhaps flip the script on the Payload: while pushing into enemy areas, it debuffs you, but if you're on the losing side, pushing it back towards the middle of the map, it actually gives you a slight buff of some sort? Something to help break out from spawn and keep the game competitive. I think another issue with balance comes from the fact you can't switch builds once the game starts. If you run into someone you're struggling to fight in Conquest, you can usually cap around them or do another activity on the map. But really since there is only one objective on Push, if your team doesn't have a good team comp, there is way less of a chance you'll make a comeback. Not saying we should allow builds to swap, but I do think that is one issue with the mode and its balance. This could also be addressed by adding extra things to do on the map. I also would like to have more reason to roam around the map. It doesn't need to be major, but perhaps adding some vertical paths to allow some flanking, or perhaps a capture shrine that like, snaps the Payload back a few inches or something. I believe there is something like this on the map right now, but again all my matches were blow outs so not sure what it really did. I think this is probably on the table already though. On an unrelated note, I would love to see this Push mechanic ported over to WvW... like a WvW instanced event that triggers ever 4 hours and players can queue up for. Red attacks Blue, Blue attacks Green and Green attacks Red. Could be a fun split between attacking/defending against the payload. And you can get away with having a longer period in a match up like this I think. Just a thought. Overall: Good start! Work needs to be done but I think other than the boon-balling around the payload, most of my concerns can be addressed by just adding extra objectives on the map or something... Please don't give up on this though, we need more new content like this. It's so refreshing. EDIT: Added a few more suggestions and fixed spelling 🙂
  4. If you're looking for ranged power build for roaming, your only real option is to pick up a Fresh Air Scepter build. Here is a super basic FA build you can use as a template: http://gw2skills.net/editor/?PGgAs2lFwcZesM2LWUXexPA-DWJYzRDfZ0WC0bBo2AA-w (edit: Firework Relics is the basic FA relic.) Keep in mind FA has a higher than normal learning curve so it will be hard to play at first, but if you like ranged power spear you should be used to dealing with range pressure on a glassy build. There are better options if you want to swap in more sustainy armor for weapons like Dagger, Sword or Hammer. You can check websites like metabattle to get a good idea of what the builds look like then tweak them as you get more experience with the class. (https://metabattle.com/wiki/Elementalist#www-roaming)
  5. That's good then, not a nerf. But the wiki isn't split for the differences, so hopefully well get those split skills updated soon. Probably what led to the confusion.
  6. Hey all, I was messing around with Spear last night in WvW after the patch that crashed the game yesterday and noticed that the cool-down time for Undertow was increased from 20 to 25 seconds in competitive modes. As an enjoyer of Lightening Rod, it basically killed any desire I had to use this weapon in competitive settings, so I am slightly disappointed. I didn't see this documented anywhere in the patch notes and its still unchanged on the wiki so wanted to make a post about it.
  7. As a player who sticks mostly to roaming and enjoys contributing by culling players heading back to Zerg battles, I just wanted to say thank you for the upcoming second lance. I know there will likely be a loud portion of the WvW who are unhappy with the change. But I didn't want my gratitude to be lost in any of that potential negativity. So thank you Anet for helping keeping the competitive spirit alive in WvW. Looking forward to the hunts! 😀
  8. Try it with Warclaw Blessing for a real gotta go fast experience 💪
  9. Yup, it's either bugged or... I'm not sure. Considering they also added Convergence as a blast finisher, this current interaction may be intended ? Kind of a bummer if you ask me. Sorry if my post caused any confusion OP, I swear that's how it's supposed to work 😆
  10. Boring weapon that hits like a noodle at range and forces camping and spamming for any decent pay off. I played of full marauders in WvW and still felt limp. Etchings need to last longer or have some sort of persisting mechanic (ex: I drop a fire etching but swap to water and the etching automatically changes to water for the water finisher)... Making them last longer is the best and easiest solution, as I think the whole camping attunement thing is just a l2p change in mindset issue. Ironically the bugged Ripple dash is the only thing keeping me alive in WvW Why is Haboob's etching a dark field and not a smoke field? Disappearing into a sand storm is literally right there. I know this weapon isn't meant to have much survivability but it's perfect synergy. The whole inner/outer effects on spells is dumb. Either scrap it or increase the benefits of hitting with the outer ring and make the small sweet spot really devastating. Nothing so far spear offers has convinced me to purchases JW. Really sad if this is the first expac since Factions I'm not hyped over. Hope you make some major changes to the weapon.
  11. So the current skill for Diamond Skin stats it will cleanse two conditions on allies when using a blast finisher. However the patch notes state that the skill is supposed to clear condition from yourself and allies. I just did some testing and it looks like its not cleansing any conditions when completing a blast finisher on yourself. I'm just curious if this is working as intended or if there was a mistake with the skill..
  12. Hammer is my favorite Ele weapon but the orbs have always been a sore point. Personally, I would suggest something like... Remove the redundant energy mechanic. Rework Energized Elements to add the orbs when you cast a Jade Sphere. Timer refresh when you get a new one, but grand finale is gone. Increase damage of the orbs, probably need to reduce the buffs since it'd be available to all weapons. Then give hammer some actual useful 3 skills. I'm still shocked a weapon with such poor mobility wasn't give a pull or more CC to hold enemies in place. Fire can be a 800 ranged DPS move, Water can be an Aura Transmute skill, Wind can be a low damage but maybe inflict slow or something and Earth can be a pull. Eh... Whatever. Hopefully Hammer will get some love in the future.
  13. combo fields prioritize your earliest field. So put down water, then blast with frozen burst. Even though there's an ice field, your water field was there first and you should get blast healing. The ice field is really only there for when you have no fields at all.
  14. Aw. More of the same... Nothing new. No boon control, no mixed range, no reveals or stealth, no good mobility, just mostly stationary aoe damage . Was really hoping for something more unique. Fingers crossed the demo tomorrow changes my mind. I want to like it...
  15. I'm either hoping for a lower damage but high mobility/control fully ranged weapon or a hybrid weapon. Hammer was a good start, but having a hybrid range weapon with longer (900 or 1200) would be good. If its hybrid in that sense, then I hope the close-range skills have pulls or gap closers, something that Hammer is lacking. I'd be very unhappy if Spear is just a four attunements of: Throw Ranged Spear, Throw Mulitple Spears, Big Charge Up into Big and (easily dodgeable) Spear Throw. EDIT: Oh and Reveal and/or Stealth somehow built into the Weapon. That alone would make it worth looking into for me. 🙂
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