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Ptolomy.6984

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Everything posted by Ptolomy.6984

  1. Any intentions of re evaluating and adjusting the base hp of all the classes?
  2. Yall complaining about shocking aura again? how bout we trade? you guys wont be able to hit for more than a quarter of our base healthpool and well gladly relinquish our shocking aura. How is that? or how about you learn how to fight a class thats rangelocked. Kiting is a thing you know.
  3. Yah the reason tempest is strong isnt related to auras else people would also complain about catalysts. They feel thats annoying so that must be it. And im just gonna say it. Most ele players have been playing ele for a long time, they stuck to it when it was great and when it was kitten and since it takes more effort on ele to achieve similar results on other classes most ele players are hmm how do i say it, more skilled at reading others and counterplaying them because they eat dirt when they dont. Just think of it eles start with a stat defecit like none other class and supposedly healing is something that keeps them alive which guess what! also needs stats. Guard blocks, mesmer and thief stealth and ports, rangers mobility and soft cc spam, the list goes on those things these classes use to protect themselves dont need any stats baseline to have effects. Which is where the problem lies. Eles have auras which somehow are supposed to help them but they do half the job, they are required to get hit to make use of it, imagine if thieves could only stealth if they got hit or guard could only block after they got hit, you get the idea. now if you want to nerf auras you gotta give something in return because you will not only nerf the tempest you guys are complaining so much about youre nerfing every ele spec. Because it just sounds like these people want free kills. If tempest is the problem hit something tempest specific. i dont think tempest is too strong but only the people that agree on this seem to suggest compromises that only hits tempest. Also just play tempest yourself see how many people find ways to make your auras useless, i shouldnt have to say it but the best way is to try it out yourself and see stuff from their perspective coz auras arent OP as people claim it to be, it has alot of counterplay.
  4. How about we dont nerf what little ways eles have to keep themselves alive
  5. I think the bigger problem here is that people dont bother to learn how to counter tempest or ele in general. Ele in general gives enough tells on what it is going to do. If it suddenly spawns a shield or goes earth attunement, expect magnetic aura, it goes into air expect shocking aura. You see it channel for 4 secs doing mediocre damage either bust him down, interrupt or prepare for an inc aura, 5 sec to reach singularity +4 sec overload = 9 sec to do something about it. Now aftershock is bit harder to react to but that is kinda the point and for rebound... its an elite with an aura on delay. That plus all the other ways to counter auras that are mentioned. If you dont want to deal with those ways to counter it that is fine, but dont pretend its OP. Auras have worked the same since a very long time, shocking can only hit the same target twice and has a short range. Now if youre getting rekt by auras and you werent focussing the ele to see the tells, maybe thats an indication you should focus it.
  6. I think theres a problem in the adept traitline tho i think auras on completing an overload is kinda making all the other options relatively useless. As a support you want the auras and as a dps most likely too and im wondering if making unstable conduit baseline for tempest or at least put it in a minor trait wouldnt make it OP. Catalyst has a minor trait that gives auras, why doesnt tempest have this while this is arguably THE aura ele spec. This could open up build diversity and get a less restrictive and boring adept trait lineup
  7. Im not saying focus isnt good but you should at least try warhorn. Wide fire field and some extra might on fire a good heal + pushback in water plus a waterfield you can combo with water 3 in for heal while on the move with air you can spam vulnerability with lightning orb and gather up foes with cyclone to aoe with fire signet and other aoes earth has magnetic aura and prolongs your buffs but also has a skill that reapplies blind and bleed. it doesnt have an extra aura to detonate but i think it can compete with focus, it just plays different. My transition from focus to warhorn was quite tough but i enjoy warhorn alot. All im saying is just give warhorn a spin i think it can compete with focus quite well
  8. Just a question its not critisism but wouldnt warhorn give you better results? the massive fire field alone would cover the whole point and drop nasty burns
  9. So the complaint is that they cant get an ele to attunement swap?
  10. Btw for those thinking alacrity is op on tempest, maybe prevent tempest from overloading. When an ele swaps to an attunement he has to wait 5 secs before he can overload, you can force him into another attunement. Or just smack him, strip him or hit 2 ccs while hes channeling for 4 secs with no acces to self heal (unless water overload), cleanse (unless water overload again or cleansing fire trait or cleansing fire utility LOL) or dodges. If you tempest spits alot of alacrity thats totally on you. Just like interrupting key skills like heals is important, this is too. And guess what if youre succesful the tempest wasted some seconds overloading to get interrupted and boom 20 sec cd on attunement, no alac, no aura. Just with other classes if you allow them to get their stuff off unchecked youre gonna get screwed over. Also alac tempest doesnt have as much sustain as a tempest with elrmental bastion. Either way you dont want them to finish their overloads
  11. If eles counter play you on this means they out play you, any class can counterplay you with their tools when played right, this isnt ele specific. Things like aegis, blocks, stability, stealth, teleports ect can all be used in a similar manner. And about the 9 sec weapon swap... this isnt even an argument, shocking aura is on 20 sec cd when traited by taking air line and needs air attunement to be used, it is way easier to have weapon swap on cd and use this than shocking aura. And if shocking aura is gained by overload, why did you let the ele complete the overload? and if you let it finish a 4 sec channel then the ele deserves the shocking aura. The purpose of a support is to keep your team alive. If those classes become more problematic by becoming harder to kill its those classes that are a problem not the one keeping them alive. You are not just nerfing support tempest with that you're nerfing every ele spec with that and ele surely doesn't need nerfs in the self sustain department. You are nerfing core ele with this, you're nerfing the niche glass builds that you hardly ever see with this. If your real issue is that it makes its allies too sustainy all thats needed is revert the heal on aura buff but you're not doing such even tho you mention the buff to healing. For the things you're complaining about, 2 grandmaster traits need to be picked up and most of the build would have to be dedicated towards making auras work. So tell me if a build completely dedicated to doing a specific thing but isnt any good at it whats the point of it? If you pick 2 grandmaster traits up to put a certain gimmick of your class to use it better work well. Stone heart is an interesting trait, you cant get crit but you also cant do much while sitting in earth attunement, if an ele sits in earth attunement all the time you should be happy and not complain coz its damage and or support will just drop to near 0. You have not addressed anything of putting back in return because removing of those makes eles defensively weaker which it doesn't need nor do you seem to accept any kind of way to deal or counter auras. The only thing you seem to want it nerfed, which is quite sad. If eles base hp gets bumped up maybe those nerfs you suggested can be looked at but there's no reason why currently the class with lowest hp bracket shouldn't have any good form of defensive capabilities.
  12. Or swap weapon and hit the tempest from range so shocking doesnt proc. This just shows most people dont know how auras work, magnetic aura? Smack ele in melee, shocking aura? Go range him also auras have like a 4 sec duration if adapting for 4 sec is an issue you have bigger problems than the tempest. Also shocking has an icd so you dont even need 5 stacks stab
  13. If auras are a problem then stop hitting into them without preparing for the consequences
  14. I think they should do an f5 or a regular weaponswap but what it would do is flip eles skills into a range/melee version of those skills. So the functionality would e the same but the damage and range will adjusted. So staff would become a melee staff and daggers gain 900 range. Now what they could do is for core have this on like a 15 ssec cd but for the elite specs on like a 30 or 35 sec cd. It will fix the stuck in 1 range problem and also give core an edge albeit a small one over elite specs. Then skills can be balanced around being melee or range and not weird abominations like catalyst hammer or skills doing less dmg than melee because they have slightly more range.
  15. Good news: d/d catalyst seems to hardly have any problems on cata. It preformed well for me in pvp Bad news: its basically core ele with an f5
  16. Jade sphere -Needs to follow caster -Eliminate energy requirement -Make it impactful. If not using hammer you're basically playing core ele with a f5 as combo field. -Make player choose to flip element of the sphere by "double attuning" if in water attunement and uses water attunement again flips field to water ect. -Some have suggested to make it possible to keep the sphere up as long as possible by attacking and building energy, if so eliminate the cooldown and make energy easier to build or reduce decay speed -Needs moer interaction with weapon skills and utilities overall, there are many utilities that are elemental themed make it interact with those so that you dont miss out if you dont use augments -1 boonpulse + field sounds bland for a class mechanic, looking at all other classes they get way more out of theirs. Make it that players actually want to use it because its beneficial
  17. First of all the animations look pretty cool. Sadly thats the only thing that really impressed me. I tried to make hammer work in PVP but it has alot of issues. These suggestions are based on PVP Hammer Fire Skill1: bump up the damage. Skill 2: also needs bump in damage and maybe add an effect when under an aura or in jade sphere like double the burning or something Skill 3: the skill 3 of all the elements are fine just the duration needs to significantly increased and it might be me but sometimes the effects disappear. make each individual sphere circle for 10 sec at minimum. Grandfnale interacts weird it misses sometimes for no reason and is totally not worth the effort damage wise. Skill 4: just make it a fire field already Skill 5: for how slow it is it surely doesnt hit for much.. Water Skill 1: I would go for consistency and make every attunement have same range. Eles already have to jump through many hoops to get stuff done. Skill 2: Increase damage and make it a ranged skill. Skill 4: I actually like this skill it just misses evasion frames and make the heal for 1 target struck baseline and keep the increases healing per targets struck. Skill 5: Sems bit bland, add a pushback and whirl finisher on it. Some regeneration on this skill or any other water skill would be nice Air Skill 1: bump up damage Skill 2: add whirl finisher or maybe make it center it on your target and make it follow the target altho slowly so that it still can be avoided but gets some hits in Skill 4: looks fine to me, maybe add swiftness Skill 5: looks fine to me Earth Skill 1: make ranged maybe like using the hammer to shoot rocks forward shotgun style Skill 2: could make it a ring of rocks cascading outwards that block projectiles, current version is quite bland and slow Skill 4: add small barrier when block fails, big barrier when it succeeds Skill 5: bump up damage Traits Hardened auras and empowered auras could be merged to make 1 trait. might have to move it to GM tier. Vicious empowerment: Add chill and cripple, give 1 stack of empowerment instead of 2 Energized element: increase energy gain or remove energy system completely and add more than just fury on swap maybe 2-3 sec self alacrity? Elemental empowerment: Increase stat gain to 2% per stack, give 2 stacks when in combat, alternatively just give us 150 or 200 vit and remove all the stacks coz i might be wrong but most ele players would like to have a more flexible health pool than stacks that are more micromanaging. Evasive empowerment: Add a special effect when jade sphere is up Spectacular sphere: uts current version is bad, if uptime and ease of summoning the sphere is improved it could work altho it pulsing those additional boons would be more impactful Elemental Epitome: looks fine Staunch Auras: move this to a core ele line and maybe make this a trait that gives auras on attunementswap and auras transmute on expire. Empowered empowerment: remove and replace with hardened aura+viscious aura merge Sphere specialist: add that the sphere actually does respectable damage Now there are 2 new slots for traits open and these could be used to make the traitline more unique. These are just suggestions for traits but most of them seem bland and dont do enough for a class that needs heavy stat investment to be functional Utilities Tbh id scrap the utilities and make something that synergises well. In pvp cantrips are used alots either offer offensive utilities that makes it worth dropping those or offer something that can compete with them in defensive capabilities. Augments give bonusses when used in jade spheres so perhaps make 2 utilities that have an offensive properties and 2 with defensive properties and when used in water/earth reduces effectiveness of the offensive property but adds a defensive ones and for the defensive ones reduces defensive property but adds an offensive one in fire/air. Its just an idea.
  18. Bump up base health to medium.Rework auras: Fire aura: remove burn and might gain and instead flips boons on enemies to conditions when hit, flips 1 condition on yourself to a boon per second fire aura active Shocking aura: Add effect that strips/steals stability (aoe?) when appliedFrost aura: Add breaks target every second of frost aura activeMagnetic aura: add weapons that are crafted by weaponsmith crafting profession will get 50% or 100% of their dmg reflected, wearers of heavy armor get repelled and cant get closer than 600 range.Now i haven't really thought this trough so some might sound silly or OP but the idea behind it is to give fire some defense against condis while punishing attackers more than it does atm. Shocking aura will not be made useless by stability spams while it could also be used offensively to set up a CC into a burst. Frost aura i felt needed something to either reduce more damage or do more than it does atm so i came up wit this. Magnetic aura i just felt that besides reflecting projectiles it would make sense that no metal would be able to come near you while its active. it would be funny to see heavies get repelled after a staff ele uses magnetic aura. With these i feel that it would be more of a defense than they offer now. Ofc there are a lot of other things that could change but i wont go into that as others will probably have better ideas.
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