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steki.1478

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  1. I like the suggestions but there's something missing : extra condi damage/duration % against bleeding targets, a little more against crippled and a lot more against immobilized (this could even push it into master instead of adept column). There's already 2 defensive adept traits so this one needs to be focused on offense, but instead of power damage it should focus on condi.
  2. It never granted fury. It was always grant 3 might + copy all might/fury to allies.
  3. You can achieve better damage and durability with a condi build using dire/trailblazer gear though.
  4. 25 minutes is way too long for a build tutorial that you're supposed to practice for that long to be effective with it. I never understood what people found confusing about rotations. You use the highest damage skills when your dps buffs from traits align and you fill the rest with low cd damaging skills and auto chains. Every build ever, some just have more skills than others. Not much to understand, just reading skills and traits should be clear enough, the rest comes from practice (which is usually shorter than this vid).
  5. Where would you even use it? Dps and support builds already have trait for their role. The only situation I can think of is some roaming tempest which is already worse than a weaver and even then you have a heal that cleanses all you need. I do find it useful for some fractal mechanics like levers and similar which immobilize you, but it's a pretty situational trait. Waiting less for an overload is much better. You barely even need cleanses in pve.
  6. New attunement would still have less skills available than weaver.
  7. I'm doing the same ever since I swapped from a laptop to a regular keyboard on pc (F skills are much easier to reach on a laptop). I do have to mention that first few days caused me some issues because I'd press alt+F keys occasionally and we all know what that could lead to.
  8. I think that increasing chill effectiveness wouldnt be used at all since you'd always want a supportive option on support and dps tempest can just take whatever he or the group is missing in terms of sustain (also 0.5 sec chill per vuln is extremely high). The only place I can see it is in cancer pvp builds. A better option would be to add some damage procs against chilled targets (+ trigger chill against targets with 20+ vuln stacks with some icd), or chilling enemies applies frostbite with a fixed max duration which does damage over time and cant be removed. Stability on aura is a bit of an overkill since fire weaver would have perma stab (sunspot) and so would tempest because if can spec for like 7 aura procs within a very short period of time. Resolution would be much more balanced. I just wish that tempest had a trait that improves auras to gain effects similar to banners/spirits. Fire would grant strike+condi damage (or power+condi stats), shocking = prec+ferocity, frost = condi damage reduction and magnetic = stability, since it's a fairly rare aura. A trait could be in master tier instead of regen+vigor on auras which definitely fits water more than tempest (swapped for cleanse on water attune because you can achieve the same with regen from aura and cleansing water OR merged with cantrip trait since they do the same thing with different skills).
  9. Cantrips used to be good because that's the only thing ele could actually use for defense. They havent been updated in ages and the only attempt to make them relevant was cleansing fire "buff" which is still worthless due to high cooldown. From pvp/wvw perspective: glyps offer nothing (GoEP and revival got improved over time though), signets were mostly useless (air got improved over the years, water/fire are ok-ish and used in cheesy builds from what I see), conjureds offer nothing (shield got improved over the years, fgs was practically the only elite skill that ele could use for years, still too high CD for any single scenario in game). Finally arcane skills, which were actually ok and got pretty good with PoF because of ammo mechanic, but they are now completely worthless due to huge damage nerf. With elite specs ele got access to defense through traits, weapons and utilities, but core ones are still pretty terrible. This is the case with almost any class tbh, too bad that there's very low intentions to update older stuff and make them relevant.
  10. why would i do that?how are you getting stand your ground or dolyak stance on elementalist? those classes don't also have access 20 weapon skills, or some of the strongest trait lines in the game (guardian questionable) directly comparing a class skill to another class' skill is not how you address an issue also, my stack+duration point was not specific to armor of earth itself, more like a side jab at how it's just poorly designed to ramp up complete boon rips while making something not have a use (the extra stacks) outside of adding boon duration, while simultaneously making boon duration largely irrelevant due to previously mentioned strip meta i still don't believe armor of earth is bad on its own, just because you said there are skills that are "stronger" in the game on other classes, considering its position and supporting traits; the fact is, it's still a strong ability that can sit comfortably in an elementalist's utility slot and get value in pvp on the button pop (if stab isn't ripped) the real problem is, it has competition for the same slot on the same class, where as the other skills you mentioned do not for their respective classes;you aren't giving up stand your ground for anything on guardian if you need that stunbreak+stabyou aren't giving up dolyak stance on ranger for anything if you need that stunbreak+soft CC immunity+damage resist which is why i suggested to just change it entirelybuffing it likely won't change much, unless it's drasticyou reduce its cooldown, "by 10 seconds", or whatever, it's not going to matter, it'll either be too good to pass up (unlikely, in which case we're also back here again with the other skills), or it'll still not be good enough compared to its competition of lightning flash, mist form, and twist of fate all fighting for a panic button armor of earth should be a sustain button, not another panic button, and i don't know about you, but a 48s cooldown/40s cooldown with OP's suggested buff for 6s of stab+prot+regen+vigor+a cleanse screams "CC/condi panic" to me, you ain't hitting that button with the intention of sitting in damage, or pre-emptively popping it for stab just for it to be ripped/converted into more CC from fear and now you don't have a stunbreak/cleanse and have its entire utility wasted I mean, at what point would those 20 skills stop being brought up for balance? They have more weapon skills, but they are also weaker compared to 10 skills of other classes, so it balances itself already. Their weapon skills traits only work while you're attuned to that attunement, otherwise you lose the stats, unlike other classes who gain 40-50% of the buff while not wielding the weapon. Not to mention that there are elite specs like firebrand which add more skills without even addressing the weapon (or utility since you seem to find them related to each other) skills and make them weaker like ele's balanced to do so. What trait lines are "some of the strongest" actually? Literally all of ele's core specs come with drawbacks due to how attunements work or just give poor bonuses compared to others (pyromancer's puissance miserable might uptime compared to literally every single class). Sure there are traits that stand out as strong (like sunspot+smothering auras cleanse potential), but you have those on every class. As far as I know, everyone has 3 utility skills (except rev, but that's a category on its own because of energy) so I dont see a reason why one skill would have almost double the cooldown compared to others if they do the same thing, especially if the worse one is not shared to allies. It should be the opposite - longer cooldown because it affects more people and/or provides more effects, not shorter. The reason why you're not giving up those skills on ranger/guard is because they are much stronger than the alternatives or alternatives have much different usage and are on the same cooldown so you're free to choose either one (lightning reflexes for evade or quickening zephyr for quickness), just like ele has better alternatives due to how weak AoE is. Air signet/glyph are mainly used because of cooldown since that's the main factor of stun break skills considering that being stunlocked means that you're most likely dead. Literally the only reason why air signet is used is the cooldown, even if the secondary effects arent so good compared to evade, stability, damage reduction etc, you want it because of low cooldown.
  11. When you look at the stand your ground and dolyak stance you'll see that the skills have same purpose, are much stronger and have nearly half the cooldown (outside of pvp).
  12. Ranged weapon wont really help on weaver considering that both ranged options are much worse than the melee ones. Tempest already uses a ranged weapon in both power and condi builds so dagger would just be some extra dmg.
  13. oh you mean the gank squad you run with doesnt help you out? Now you want more? This is why wvw is such a mess. cuz of players like you Necro in a gank squad lmao. The only thing it can gank are NPCs
  14. It's not as simple as that. It depends on the build your enemy is using and his skill. He could have 3k armor and you'd still be able to kill him in 3 seconds if he's not paying attention. It could also be a glass cannon ele which can dodge your burst and oneshot you back. Dont do the math, do the game. Practice makes it perfect.
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