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Frenade.6745

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  1. Chaotic Persistence: Reduced the expertise from 250 to 150 in PvE only. Reduced expertise from traits are rough, since we'll have to rearrange our current armor sets to reach 100% condi duration again. The PvE/WvW split also means we're forced to create TWO different armor sets to maintain the 100% condi duration between game modes. 😕
  2. The Elementalist Dagger changes has to go! The dash feels terrible now. 😢 "Burning Speed: This skill will now stop moving when it reaches the targeted enemy if one exists." "Earthen Rush: This skill will now stop moving when it reaches the targeted enemy if one exists."
  3. Now for some Elementalist feedback. 🌻 "Burning Speed/Earthen Rush" The damage effects on these skills still need to reach their maximum range, even if the player stops. Especially the Fire Field. "Burning Retreat" I'd really prefer if this skill was ground-targetable, especially now that "Gust" is ground-targetable. (Same goes for the "Conjure Flame Axe" version, skill 3.) "Conjure Fiery Greatsword" skill 3 is also already ground-targetable, so this would make everything a bit more consistent. "Conjurer" The cooldown reduction needs to be baseline for conjured weapons now, like for cantrips. This trait also needs something more to be able to compete with the other two fire adept traits. We already have "Burning Precision" as the obvious Condi/Hybrid pick, so "Conjurer" should bring some Power damage oomph instead. A simple 10% strike damage bonus while wielding a conjured weapon, or perhaps while you have an active aura would be neat! Even better if the effect lingers for a few seconds. "Catalyst" Our current sphere energy mechanic is simply not fun or rewarding to interact with. It's cumbersome to grasp if I have enough energy to cast 2 or 3 Spheres, or sometimes I'm only missing that 1 extra energy when I'm blocked from gaining more energy until my active sphere has expired. Super frustrating. Also, all other weapons than hammer struggle to juice up enough energy. The trait "Energized Element" is supposed to help, but 2 energy on attunement switch is far from enough. Maybe 4 to 5 energy could be noteworthy. But we still struggle at the start of combat, as we cannot apply boons until we've found something to attack to fill our energy. This is even more punishing if you want to play Healer/Support Catalyst. I'd prefer a rework/removal of the energy mechanic all together. (Ammo system, similar to Firebrand perhaps?) "Utility Skills" The changes to Cantrips are great! Other elementalist utility skills are in much more need of a rework though, like "Glyph of Elemental Power". Looking forward to more changes following Cantrips' direction. Cheers! 🌻
  4. Amazing Elementalist updates! ❤️ Loving this direction for both weapons and utility skills. AND the alacrity fix for Tempest! WOOOH! Good job Cmc and the team! Keep it up! 🙂
  5. Hey, Thanks again for the stream and the communication! I personally like the overall direction. As a Tempest enjoyer, here are my notes. Elementalist - Scepter rework looks great! - Staff could also use reworks, especially in air attunement. "Lightning Surge" or "Static Field" could be an AoE vacuum pull (Like Firebrands "Chapter 3: Heated Rebuke"). And earth attunement's "Eruption" could detonate faster. - Would love to see reworks/buffs for outdated utility skills as well. - Would also love to see Elementalist's DPS being less reliant on utility skills and instead lean more on weapon skills, traits and combos. - Other Classes' Elite skills are getting their cooldowns reduced, for more active and reactive gameplay. Elementalists could really use this update as well. Get rid of our 90 sec+ cooldowns and balance those skills accordingly if needed. Tempest - Previous buffs to "Aftershock" and "Eye of the Storm" was great, adding both Aegis and Stability to our kit. But we need more buffs following this direction, to make Tempest a relevant support in the current PvE meta. - Alacrity application is still our biggest cumbrance. I understand if "succesfully completing an overload" is a big part of the spec's identity, rewarding players for good timing and game knowledge (synergies with stability and opportunities for interrupts, etc). But right now it's too punishing when we fail our overloads. A solution to this could be that alacrity applies when starting an overload, or perhaps a pulsing application, but this doesn't fit Tempest's overall kit imo. Another solution would be to provide Tempest with additional means to apply Alacrity, as a fallback when our overload fails. The obvious contender being "Rebound", our Elite skill. If "Rebound" applied 5 sec of Alacrity, it could be used as a fallback option. (Similar to how Guardian's "Feel My Wrath" provide some extra Quickness in Firebrand builds.) Players would then also have to prioritize what's more important when their overload fails. To provide that extra alacrity, OR to save "Rebound"s cooldown for a potential incoming lethal blow to the group. Reducing "Rebound"s cooldown to 50sec would also be relevant imo. To make it a more active skill, rather than a reserved panic button. Weaver - Will be cool to see what Weaver can accomplish with the Scepter rework. Looks promising! - Would like to see more options than DPS/Bruiser for Weaver. For example; The recent change to "Elemental Refreshment" enables us to grant a tiny bit of barrier to allies, so why not make this a build opportunity for a Support/Barrier Weaver? (Similar to Scourge, but with its own niche) The reactive playstyle of timing a huge clutch barrier for the group fits the theme for Weaver and the Path of Fire expansion imo. And the fact that Weavers don't really apply any major boons to the team (similar to scourge) means that their access to barrier-sharing wouldn't become a jack of all trades, but rather a specific and valuable role in group play. Catalyst - Glad to see the "reduced outgoing damage" removed. Having negative damage modifiers is never fun! - Hammer 3 change looks really solid! - Replacing Resistance with Aegis here feels off. "Spectacular Sphere" likes to be combined with the extra boon duration from "Sphere Specialist", which Aegis can't really utilize compared to Resistance. Also splitting the trait between PvE and PvP even more is not great from a player pedagogic POV. - Catalyst's Elite skill "Elemental Celerity" has been irrelevant since its release. The 90sec cooldown doesn't align with what the skill brings to the table imo. It's effect is very situational, and it's not very useful or fun to use in its current state. A more realistic cooldown would be closer to 30sec. A shorter cooldown would also make it synergize better with the "Lesser Arcane Shield" trait. Keep it up Cal, Roy and the team, Cheers!
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