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Posts posted by Wyrdern.4092
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When dodging in fire attunement with this trait, nothing happens when in fire attunement. The other attunement versions of this trait still function normally though. Since the skill triggered by this trait while in fire attunement is called Flame Burst and the burning applied seems to have been updated to match the staff version of the skill, i'm guessing that it was somehow broken in the process.
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swapping to focus is your best bet since it gives a load of projectile denial, cleanse and defensive utility ... especially if you take smothering auras in fire for the fire attunement(sunspot)>transmute>fire shield>transmute combo
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If you want another 'fun' bug ... certain stunbreaks with a follow up animation (e.g. Twist of Fate) behave unreliably when taunted.
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basically if you cast it instantly after casting elemental celerity all of the second meteor will be at the minimum damage (assuming you are only hitting one target and it is a decent size hitbox)
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So I was doing some testing on the training golem to see how much damage casting Meteor Shower a second time with the Catalyst skill Elemental Celerity and I noticed the damage was much lower than I expected. Turns out the second meteor was being affected by the per hit damage reduction from the first meteor. With a bit more testing I found that if you wait a while the damage will be higher depending on how you waited, which leaves me to believe that the damage falloff is tracked by some stacking hidden buff placed on enemies every time they are struck. This works fine with the normal 30s (24s traited) cooldown of meteor shower but resetting the cooldown with Elemental Celerity (or via any means such as adrenal mushrooms) means you are casting the second meteor before the buff stacks from the first meteor have dropped off.
So TLDR: double casting meteor shower leads to reduced damage due the damage reduction per strike lingering from the first cast.
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- Zephyr's Speed: Now additionally increases critical strike chance by 5% while attuned to air.
ok this change makes no sense ... having a crit chance mod only apply while in air means you will just ignore this change in pve entirely as you want 100% crit all the time
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Something I noticed while testing the Siege Turtle in the Special Forces Training Area is if you have alacrity applied to yourself and press the Slam skill as soon as it comes off cooldown it will not deal damage correctly. The turtle does the slam animation but no attack or damage occurs.
For now you can avoid this by either:
- Waiting a brief moment until the slam skill would normally come off CD
- Moving the turtle even slightly between casts (presumably to animation cancel the previous slam)
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Only a minor bug, but the Weaver staff dual skills Pyroclastic Blast (Fire/Earth) and Lahar (Earth/Water) are missing some of the animated ground AoE textures when using DX11. They work as they should when using DX9.
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While I love elementalist staff, I feel like It would be a balance nightmare to make it a viable weapon choice without a pretty heavy rework due to the amount of AoE vomit it can produce.
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I'm going to be sad if conjure earth shield gets nefed because its one of the few conjures that the skills make sense as a cohesive defence/utility focused weapon
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I'm still not a fan of Aura mechanics being pushed so hard in another ele spec (we already have tempest for that). Auras are a balancing nightmare since they are a buff that relies on you getting hit, and if you nerf the on hit effect they just become a proxy to trigger other traits.
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So yesterday I made a new character with the specific intention to play through the entire story with a friend with matching story choices in character creation. All went well until reaching the step where you have to choose permanently which Order to join (Defending the Keep). At this point my friend chose Order of Whispers, I was not given any choice here and the game never warned me otherwise so I assumed It would just put me with them and I accepted credit for the mission. However once doing the follow up mission I was not given the option to get credit, turns out I was instead placed with the Vigil and therefore I could no longer gain progress from doing the story together.. What should I do now? Is there any workaround for this? (short of remaking the character and redoing everything I did up to that point so I can choose the correct order)
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the other important feature of the earth version is the radius is increased to 360 (which is massive compared to the 180 of all the others).
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Doesn't really help if you are basically perma outnumbered and just getting rolled on all maps ...
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I feel like the biggest problem with PvP balance atm is the current trend of continuously batting down the outliers in pursuit of balance, but unfortunately this is making everything more normalised and samey, and the difference between different roles/archetypes is being compressed together. IMO in the past for the most part damage/support/roamer/duelist/bunker etc. all felt different and had distinctive strengths and weaknesses.
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so it seems that the siege damage participation was actually reduced even tho its not in the patch notes, because hitting a wall with a trebuchet was only giving 2 seconds of participation (it used to be 2 minutes). The fire rate of a trebuchet at max range is about 13 seconds so yes afk trebbing wont work anymore.
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And yes the DBL outer wall still has 2 weird invisible bits that cause all kinds of camera and targetting issues ...
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the fire ones can be useful too, their passive ability they use burns and grants allies 3 stacks of might in an aoe (360 radius), both the burning damage/duration and might duration seem to scale with your stats from what i've tested
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I swear that updraft got changed again because it feels a bit less jank than after the last time it got changed to have a delay.
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btw the evade achievement is actually just not getting hit by the attack until all platforms succeed, simply sidestepping the attacks works too
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if you can afford to craft 2x conflux then the approximately 14 gold cost + 1 emblem of the avenger for the upgrade from the slumbering is utterly irrelevant
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if anyone is wondering this is the "shotgun" attack where they shoot 5 ice shockwaves in a frontal cone ... even the regular Svanir Brutes can hit over 4k per shockwave which will still 1hit kill many classes at melee range due to the shockwave damage stacking at close range.
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So it seems that you get sent a compensation legendary reliquary for having 2x conflux (the upgraded version with visual effects) added to armoury despite being able to equip both at the same time, however players having conflux + slumbering conflux (the latter is not added to armoury) do not.
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10 minutes ago, Jong.5937 said:
Surely it must only be people that had 2 Conflux AND Slumbering or PvE ring? In which case 1 is genuinely redundant. Makes no sense to offer compensation for just 2 Conflux as you can now store and equip both.
that's how it should be ... but apparently not
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What would happen if anet made a pvp/wvw event where every profession had their pve balancing?
in Player vs. Player
Posted
Break enchantments would be utterly broken with pve balancing ...