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TheGrimoire.4039

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Everything posted by TheGrimoire.4039

  1. Hi. As the title says, having the "Disable Area-of-Effects Rings" option enabled, sometimes, disables the AoE rings from enemies as well. And not just the ring, but sometimes the red area where the damage occurs as well.
  2. Since Guild Wars 2 is so heavy with visual effects and noise, and in order to improve visual clarity, please allow us to disable combat/floating numbers. For now I have to use arcdps to do so, but it sometimes makes the game crash, and it's not fun. Thank you.
  3. Was playing Living World Season 4 on my alt, and the instances are full of graphical bugs. Here's an example from "The First City": ~ Image ~ I had to disable DX11 because I couldn't progress/couldn't see.
  4. Greetings, dear Elementalists. Unfortunately, the most recent Elementalist elite specialization, Catalyst, seems to leave the vast majority of people disappointed and wanting for more; me being one of those people. Because of that, I thought I would make this thread to share my voice as an Elementalist main since almost the game's release, and how I would improve the Catalyst specialization. Once again, please keep in mind that this is how I would change it, but also, please, do share your thoughts and what you would do to improve upon the specialization's current state. F5: The Jade Sphere Make it so it is cast upon us and follow us by default; just like Scrapper's gyro Takes no energy to deploy, and instead energy is drained while having the Jade Sphere active; similar to the way Herald's upkeep skills work Pressing F5 again stops the Jade Sphere Generate 2 energy per hit with a cooldown of 0.5 seconds per target hit; this would promote hiting more targets for faster and more energy generation (with a target cap of 3) Generating energy while the Jade Sphere is active in combat is possible, but it is limited to gaining 1 energy per second; this rewards the player for attacking as much as possible, while also increasing the uptime of the Jade Sphere (the Jade Sphere would continue to drain 2 energy per second) Energy no longer depletes out of combat and unsummoning the Jade Sphere no longer makes you lose all the energy Summoning the Jade Sphere into your current attunement, grants that boon on a shorter interval (every 1 second) Switching attunements while the Jade Sphere is active provides the boons from all the attunements it has cycled through, with the current attunement applying the boon for a longer interval of time E.g. I summon the Jade Sphere in Air, so it applies Quickness on a shorter interval (every 1 second), but when I switch to Fire, I continue to gain Quickness but on a longer interval (every 2 seconds), while also gaining Might since I am now in the Fire attunement. I switch to Water, so it would pulse Resolution on a shorter interval, while also providing Quickness and Might on a longer interval. Since they went with a Poison field for the Earth attunement, while having the Jade Sphere active, I thought I would change this aspect as well and introduce a new type of field: Earth field Blast: provides Stability Leap: applies Magnetic Aura Projectile: applies Bleeding Whirl: Blinds targets Hammer skills First, I would half the cast time of almost every Hammer ability and increase their damage, but I won't provide numbers. Secondly, I would make all #3 skills a leap; here are my proposed changes for the weapon skills on top of what they already do (unless otherwise stated): For the #3 skills, the leap, I would make it so that after the leap, the projectile is summoned, and after all the projectiles have been summoned, they would automatically attack your target after 10 seconds. Fire attunement Flame Wheel Becomes a Leap Finisher, leaving behind a line of fire sporting as a Fire field (similar to Dagger 3) Evade for the duration of the leap The projectile summoned lasts for 15 seconds if staying in Fire attunement, and 10 seconds after leaving the Fire attunement (summoning projectiles in other attunements refreshes its duration, just as it currently works) Triple Sear Make it so it counts as a Fire field Make the Fire field last for 5 seconds Water attunement Chilling Crack (the third hit from the auto-attack combo) Make it so it heals in a small AoE (this would make just the third hit of the auto-attack chain heal) Rain of Blows Evades and also heals self for every strike If all the strikes hit, trigger an AoE heal Icy Coil Becomes a Leap Finisher, triggering an AoE explosion that Chills enemies and leaving behind an Ice Field Evade for the duration of the leap The projectile summoned lasts for 15 seconds if staying in Water attunement, and 10 seconds after leaving the Water attunement (summoning projectiles in other attunements refreshes its duration, just as it currently works) Cleansing Typhoon Make it a Whirl finisher Air attunement Hurricane of Pain Make it a Whirl finisher Evade for the duration of the skill Crescent Wind Becomes a Leap Finisher, triggering an AoE explosion that Blinds enemies and applies Fury to allies Evade for the duration of the leap The projectile summoned lasts for 15 seconds if staying in Air attunement, and 10 seconds after leaving the Air attunement (summoning projectiles in other attunements refreshes its duration, just as it currently works) Wind Storm Remove the "propel yourself backwards" aspect, or make it so that you evade for that short period of time that you are being propelled backwards Shock Blast Make it so that the stun effect of the projectile triggers faster Earth attunement Whirling Stones Make it a Whirl finisher Evade for the duration of the skill Rocky Loop Becomes a Leap Finisher, triggering an AoE explosion that Bleeds enemies and immobilizes them Evade for the duration of the leap The projectile summoned lasts for 15 seconds if staying in Earth attunement, and 10 seconds after leaving the Earth attunement (summoning projectiles in other attunements refreshes its duration, just as it currently works) Immutable Stone Make it so it blocks all attacks for its duration Utilities Soothing Water Make it so it cleanses by default If used in range of the Water Sphere, it also applied Regeneration per interval Relentless Fire Make it so attacks are unblockable by default If used in range of the Fire Sphere, apply Burning to enemies Shattering Ice Make it so it adds Chill per strike by default If used in range of the Water Sphere, trigger a small heal per interval, per strike Fortified Earth Make it so it gains Barrier by default If used in range of the Earth Sphere, nearby enemies are Blinded Elemental Celerity Make it so it gains the boons by default If used in range of a Sphere, it doubles the Jade Sphere effect Reduce the cooldown to 60 seconds and increase its duration to 10 seconds Traits For some of the traits I didn't know how to improve them, if needed at all, so I added a * followed by their default in-game description. Minor Adept: I covered this in the very beginning, where I wrote about the suggested changes to the Jade Sphere Major Adept Top: *Hardened Auras - damage reduction when gaining an aura (2% per stack, max 5 stacks, 6s duration) Major Adept Middle: *Vicious Empowerment - gain Elemental Empowerment and might when you disable or immobilize a foe (2 X Might, 2 EM stacks for 15s; 1/4 cooldown) Major Adept Bottom: *Energized Elements - gain energy and fury when switching attunements in combat (Fury 2s, 2 Energy) Minor Master: *Gain Elemental Empowerment while in combat - 3 stacks (3% all stats), 15s, max 10 stacks (10% all stats) Major Master Top: *Empowering Auras - increased outgoing damage when gaining an aura (2% per stack, max 5 stacks, 6s duration) Major Master Middle: Evasive Empowerment - gain Elemental Empowerment and vigor while evading an attack (2 EM stacks, Vigor 3s; 1s cooldown) + add the effect on block skills + gain barrier on a successful evade/block Major Master Bottom: Spectacular Sphere - grants boons to nearby allies based on current attunement when the Jade Sphere is active (Might, Vigor, Fury, Resistance) + increase its radius to 300 Minor Grandmaster: Elemental Epitome - gain an aura based on your current attunement when you combo. Gaining an aura grants you Elemental Empowerment (10s cooldown) ~ reduce its internal cooldown by 4 - 5 seconds Major Grandmaster Top: Staunch Auras - Gain 3s Stability when you gain an aura ~ I would reduce its duration to 2 seconds and make it AoE Major Grandmaster Middle: *Empowered Empowerment - While at maximum stacks of Elemental Empowerment, its effectiveness is increased (20% stats increase) Major Grandmaster Bottom: Sphere Specialist - Boons applied by your Jade Sphere have increased duration + increase the maximum energy to 40 + when engaging in combat, gain 10 energy (with a 5 second cooldown)
  5. It consumes energy, so you need to have some energy to cast it. IIRC, it drains 2 energy/second, with a maximum energy of 30 points. We can't re-target it after the cast. If you press the F5 button again it ends the sphere AoE and you lose all energy; and yes, you can stop it manually, but it has a 15 seconds cooldown.
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