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Stallic.2397

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  1. I'll remember that one PvP player "in the back" of the room ... Hopefully he didn't give Anet too much trouble
  2. Offhand dagger got many buffs over the last two years. Water 5 heals and cleanses more. So does water 4. Fire 4 got buffed in damage. Though honestly, it should pulse burning like guardian fields do. The biggest buff it needs is air 4. Ride the lightning needs to be an evade! Like it or not, that skill is used for escape just as much as it is used for engaging And Earth 5 was changed to a leap which makes it much more reliable and easier to land
  3. Interesting points, thanks. Some things I didn't consider too, especially that superior elements was more of a multiple target weakness applier rather than a single target attack. It's highly dependent on actually hitting the target though, and since plenty of dual attacks are slow projectiles, I wouldn't say it's reliable. Making it change to Superior electric discharge would increase the realistic chance for hit dramatically. Because of that I wonder what the balance should be... Could you make the discharge skill an aoe based off of the main target, kinda like how signet of fire works? I also agree that the CD of weakness should be reduced. It honestly should just be changed to "every dual skill triggers weakness". Not sure what is Anet's obsession with Ele and redundant CDs. The extra vitality with the fortitude trait is mainly a pvp necessity where Vitality is much harder to come by and more critical in practice. Having a trait tied to a single weapon out of the entire arsenal available to Ele is really impractical. Quickness will be most useful with staff builds and upcoming spear builds. They would need it the most, so the trait change to add quickness would apply to them. I just looked at Staff Weaver's abilities and it has about 4-5 ways to apply immobilize, chill or cripple. And that's not including traits yet. If you add quickness to Elemental Pursuit, say gain 3 sec of quickness out of a 10 sec CD, then that would be pretty easy to achieve. It would be random, but not hard to attain. In practice it would almost be like gaining quickness upon every other attunement swap. Alacrity is an interesting addition. I didn't add it at first because Weaver as a specialization seemed more like a durable elite rather than a supportive one. Since Tempest already has alacrity, it seemed redundant. But self-alacrity could work. You made good points about the final tier traits competing against each other. In order to make it more fair, you could change Invigorating strikes to add alacrity. Instead of vigor (which is the current rendition and not a tremendously impactful boon), you can grant alacrity. So instead, it would say: Invigorating Strikes: Gain alacrity when using a Dual Attack. Dodge rolling grants barrier and resistance. That way, it would have much more utility to compete against Woven Stride, which is currently the best trait available if you want anything besides a damage boost.
  4. I've been playing Weaver as a main class for years now. In PvP, it's effectiveness is currently considered average to sub-tier. Every build I've created had it's niche but was easily exploited in time because every build needed these minor tweaks. So here are the ideas: these buffs would help the newly added spear weapon, while also buffing range or melee weaver. Superior Elements- Is now called Superior Electric Discharge. Dual Skills triggers an electric discharge upon your targeted enemy that weakens and applies vulnerability to target. Weakness lasts 4 seconds instead of 2. (This is still a skill that can be dodged- but not a trait that requires the actual dual skill itself to hit the target, which is an upgrade for spear dual attacks) Masterโ€™s Fortitude- Gain increased vitality while holding a main hand weapon. Gain Increased power while holding a dual handed weapon. (This skill is extremely limiting to sword only. It has to be changed) Elemental Pursuit- Gain superspeed and quickness when applying inhibiting conditions Elemental Refreshment- Apply more barrier. Currently 260 is practically useless and should increase to 500 baseline. Increase radius to 1200 range (this is for range builds like scepter or spear, which should also be applicable to support playstyles) Elemental Polyphony- For Water application, instead of 120 healing power, apply 120 precision. (Healing weaver isn't a thing. No weaver build maximizes on increased healing power. Precision is more effective for the well-known selfish DPS specialization) Bolstered Elements- Apply Protection and 260 barrier. Or increase protection generation to 4 sec baseline. Either one Invigorating Strikes- Gain vigor when using a dual attack. Dodge rolling grants barrier and resistance.
  5. It's more staff damage 2.0 rather than a different version of Longbow. But the weapon lacks utility or direct pressure. Also, in the aim to make it a power weapon they took away almost all the condi, which is not a good idea and away from ele design It also doesn't have any synergy with weaver. Sure you could play it but there will be little reason too. Lackluster over all. Not surprising after seeing the atrocity of hammer and pistol
  6. It should just grant frost aura while also comboing. But I wouldn't say frost aura is horrible. Easy 10 damage reduction plus a heal when transmuted. Frost aura seems much better overall now
  7. The new diamond skin is pretty redundant. You could already cleanse practically the same way on Catalyst. Weaver and Tempest don't make a ton of fields so triggering combos will not be consistent. The change is mostly for catalyst, dagger players or a niche core build. Granted, the trait was incredibly outdated and needed a change. So anything is better than nothing. But I would have preferred a cleanse when hit with barrier every few seconds with no health threshold. Then implemented more barrier output across all specializations. The other trait changes are pretty good though.
  8. I once had three weavers on the same team. The same team! And they put us against a tempest, Mesmer and thief. The matchmaker couldn't split that up any better?? Coming from a game mode where you barely see Ele in general, and suddenly you have three of the same profession. Just crazy
  9. A moment of silence for our comrade in peace ๐Ÿ™๐Ÿ™
  10. Since we're talking about water scepter skills, the water auto should apply vulnerability. One stack, ten seconds at least. Up the damage too
  11. Bigger radius please! I've tried it a couple times yesterday and trying to aim a moving, teleporting target is impossible
  12. I've been experimenting an various builds and Ele does face a precision problem. The fury traits don't help since 20% just isn't enough, and its only a 50% frequency rate. I would advocate for more precision but it shouldn't be fresh air only cause fresh air triggers on crit, so if you already have a crit problem, fresh air wont effectively solve it.
  13. Agreed, given the recent change to this skill, it's clear the Devs want cleansing fire to be used more. In pvp, it's just not worth a utility slot. Especially not on its own. Cleansing fire still needs traited cleanses in order for the build to be useful. From the builds I created it's more of a handicap given the utility slot use and taken when only absolutely necessary. The utility skill seems to lack identity. It's an attack with the Burn, but only does 786 damage over 6 sec at baseline. 3 cleanses is pitiful when fighting true condi builds that spit out condi every other second. The only thing this skill is really good at is might generation.
  14. Given the spam of conditions in PvP, cleansing fire still doesn't have enough to take up a utility slot. CD is too long and it only removes 3 conditions Recommendation: Cleansing fire heals for every condition cured. (On top of it's other effects). Preferably 500 heal for each condition.
  15. Every 30 sec ๐Ÿ˜œ
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