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Pocky.3159

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  1. IMO we chose elementalists because they are cloth class and for better damage at long range so you can kill your enemy while keeping a distance, that's how its supposed to be that's why we choose cloth class, I don't get why they go and make it melee oriented, if I wanted a melee class I would have gone for heavy armor classes. I would rather them have more long range damage options at least then their squishiness would be understandable. Currently its just feels absurd to play a cloth class at melee and long range, no wonder they die so easily. I get that a lot of folks default to mage being ranged spell caster and not much else; but I take personal offense at that limitation! proudly waves spellsword flag lol In all seriousness though, the fact that both melee and ranged are so lacking is because they don't really commit to either side. Like, Weaver should probably get more health if your gonna ask players to get in close, and Tempest/Base Elementalist really should be able to distance cast better at this point. Hell, I think having Tempest be the go to ranged caster, Weaver being the melee caster, and Elementalist being the half-and-half would be better. Either that, or make it possible to really spec into ranged or melee roles with our trees.
  2. expecting a staff for a martial arts like spec. hoping for fist weapons if they ever actually decide to go and make new weapons after all these years.
  3. I mean, at this point Elementalist has been forced to dodge rain droplets in a typhoon. Sure, we might not always be getting really bad changes here and there; but we're still soaked. So yeah; you could say its not the biggest problem, but If anything, this is just more of a continuation of the general problem with how Anet balances the profession.
  4. I feel that way too, each attunement should be an effective weapon skill kit. Versatility comes at the cost of efficiency here, and since we can't weapon swap to deal with range, mobility is important.aamovement skill / medium damageutilitycc/utilitybig hit skill something like that for most attunements. I kinda like the idea of not just switching to Water for heals or some cc, and nothing else. Changes to Pyromancer's Puissance definitely feel like they even encourage you to try and stay in one element longer than you normally would; just with the usual low damage and gutting of your own personal power. I mean, why else would they want us to camp Fire for boons to burn on allies? If they made staying in one element an option; it would definitely change things up a lot; though I do hope we don't just have a problem of homogenization. Like what utility/boons/cc you get for each element should definitely still be unique to said element. I do feel like some of the traits should allow for you to essentially fully dedicate to a single element though, at some trade-off. Like, we could make a full support healer/buffer Water, or a full tank Earth. While I love Weavers needing to swap elements constantly for the theming and the like; it definitely feels like the punishment for failing is so high, and the reward feels almost not as worth it for what you put in; at least in comparison to easier professions that get a hell of a lot more utility from one or two weapons. I wonder what a change like this could do for the specialization; as I already hover over mostly 2 attunements most of the time anyway lol
  5. I imagine if it was an actual fart; and did about as much damage as one, it'd still get nerfed lol
  6. I don't think generating the 10 stack might is a problem for fire weavers. It's very easy to stack that much between the might from PP, combo blasts and fire shield transmutes. You're limited by how quickly you can rotate in and out of fire. The bigger problem is that the damage output of this skill isn't remarkable at all. It's just a nerf that adds questionable group utility at the expense of solo play. Aaahhh, I see. Well that sucks then. Feels like ele combo ability has been a target for a while. Sad to see it just getting worse and worse. Here's a video where you can see it in action pretty well. I am alternating between fire and other elements so that I'm only out of fire for a few seconds at a time. So, it's about what you expect. When I rotate into fire I quickly stack up to 20-25 might. When I rotate out, I lose 10 stacks and bounce around between 10-15 stacks. You're still maintaining might stacks while outside of fire, so the incentive is still there to combo for might. The problem is that this doesn't feel interesting or impactful. I always have the might to maximize the effect and I can't really afford to camp fire as a weaver. Basically, I'm going to swap attunements and I'm going to lose 10 might stacks. It's passive and the benefit I'm really supposed to gain out of this only applies to groups. If there were some sort of additional interaction and effect to justify losing 10 might and make this feel less passive, I might feel differently.This is basically what I was expecting. Its gonna be a rough time getting used to this XD
  7. I'd say make a bet, but I don't think your chances of being wrong are fair enough for those who would bet against it lol
  8. Cool; awesome, just as bad as we though then! It always feels so great to be right about this kind of thing. . .
  9. I really don't understand these changes. They've got to be some kind of a late April Fools joke.
  10. Since I'm new, I've only done Open World and solo play; which is where my gripes of the DPS loss are coming from. I may be entirely off with this; as I've been trying to learn from others and resources on how to play Weaver; but I've mostly being seeing a lot of people say conflicting stuff. So forgive me for my ignorance on this. My biggest concern is if this burst is actually gonna be worth spending so much time in fire; building stacks and applying burns (which also do less damage now), only to lose all of them for allies (which is even funnier if you're running solo). If the explosion is intended to make our DPS more burst, then is that explosion gonna be strong enough to compensate for the loss in might for our other stances or burn damage? If not, its just gonna feel really lame to stay in fire only to just do one thing and go back and forth. Someone on youtube did suggest trying to replace my fire/arcane with water/arcane for its damage boost to vulnerable stacked enemies; but I'm not too sure about that. I'd taken advice to basically go from earth/arcane to fire/arcane when I felt more comfortable and didn't need the extra defenses. And that worked out really well; though obviously somethings gonna change soon! I'd ask for advice as to how to prepare, but I think I'll wait and see what the other Weaver players think will work most comfortably after the nerfs. But you all have been here longer than I have; and have seen the this shit before. If you think Condi weaver will be ok I'll take your word for it. The real annoying this is whether or not I'll need to get some new gear lol
  11. So new player here; just gonna say its so disappointing to have to learn solo Condi Weaver, only for its whole rhythm to get thrown off for a nerf to 1% of players in the raid community thinking its burning is too strong. I was actually hoping that balance changes might've meant that some other forms of the Elementalist kit were being made more viable (power/etc.), but from reading this, and seeing other players experiences with the game so far I can see the nerf hammer and patches are what we're supposed to get used to. lol Think I'm gonna take a break from the game, which is a shame, since I just got back in.
  12. I pretty much agree with this point you made right here. Like; we gotta learn how to optimize stacking burns and building our might, but now we get punished for it because the top people in raids (who can actually perform well with the profession) do higher damage than the balance team wants? Like; really? We're going with that Anet? I'm pretty new to the game, and still learning how to really play ele. Loved learning this profession; even if its not the best, it felt good to learn condi ele in solo. But hey; forget that, no fun allowed here. Its at times like this I wish raiding had separate balancing like PvP does. lol
  13. oof. those Elementalist changes are gonna really feel bad for solo play. Were they even thinking about that when they made these changes? I mean, they mention raids . . but like; why does our personal damage have to suffer like this, especially when the profession already required us to work for the damage in the first place? Learning Elementalist and Weaver as a new player has been tough; but rewarding and satisfying. After reading this ,I feel like that time investment in learning how to stack burns and might is definitely being punished. Like, were people really complaining about how OP Elementalist is in the raiding community? Being new, I haven't had a chance to even jump into that kind of content, but is this some rampant issue that forced the balance team to make the choice? I'd really like to know, if anyone has some answers! lol
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