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Zerosins.5678

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  1. .(As a note I am speaking purely from a pvp/wvw standpoint for context, I have no intention of messing around with this class in pve.) Hammer -Damage on all of the skills are abysmally low for how much time is spent locked in animations. (Most of the skills actually do less damage then an auto attack from most of the other weapons in far more time) -The range on a large portion of the skills are also a bit questionable; example, Air 4 into Air 2, a combo I am assuming is meant to be a thing can only be done at point blank range, any further and you effectively knock yourself out of your own effective attack range for pretty much all of your skills, basically a bit of anti synergy there. (I feel like if the ranged skills were around 800-900 range it would resolve this problem). -The mobility and defensive utility the weapon has isn't particularly great. Air 4 knocks you out of your own effective attack range in most cases, and while you can do some cheeky about face shenanigans, to move around with this, I wouldn't really want the class to have to rely on this just to move around. Due to how short the block duration actually is, earth 4's whole gimmick with the auras ends up being relatively pointless, you are getting magnetic aura, period. Water 4 is alright, but it has the issue of being the only gap closer the weapon has, forcing the ele to basically run at the enemy and hope they don't get mowed down before they are in range to do anything. -The Lack of natural field generation, and combo finishers on the hammer itself makes the weapon feel extremely clunky to use. I understand the logic was to use class mechanic to generate fields, and blast them with the one hammer skill in each element, but it feels REAL bad, and extremely forced. -The Grand Finale gimmick has a lot of issues, being forced to cycle through all of your elements within a 5 second window of each other is not really worth the pay off. The damage is extremely low, the tracking is very poor (you can consistently avoid several of the projectiles simply by walking in any direction around the ele), and to top it all off this skill doesn't even count as a projectile finisher, so there isn't even any synergy with the specialization. Jade Sphere -The ability takes way to long to charge, and the pay off is lack luster since the field is stationary. -Speeding up the charge time, and making the jade sphere a mobile field that follows the ele should make the mechanic feel a whole lot smoother then it currently does. Utilities -Overall, all of these utility skills feel like inferior versions of skills that already exist with extra steps that aren't really worth the payoff for meeting the requirements, let alone investing a utility slot for them. Traits -Outside from the aura traits on the top row, none of the other traits for this specialization seem to be worth running. They are extremely inconsistent, and it is hard to justify passing up empowering/hardened auras, and a significant amount of stability for the chance of maybe getting up to 10 stacks Elemental Empowerment for a few seconds. I can't help but feel like the duration for Elemental Empowerment should reset as you generate stacks.
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