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lLobo.7960

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Posts posted by lLobo.7960

  1. On 5/5/2021 at 6:44 AM, Zhaid Zhem.6508 said:

    On contrary I'd like to see the Elemental Bastion in core lanes. (Merged with powerful aura in water for exampleà

    Auras should only be core mechanic, as it was originally designed and we still see a lot of traits in core lanes related to them despite Tempest and few auras in weapons otherwise.

    And for tempest, may be one or two auras in skills and warhorn and no more, but no trait related to auras (like elemental bastion, instable conduit, invigorating torrents ; only to shouts and overloads.

     

    Otherwise you have traits in core lanes, but nothing to actually play them without Tempest.

    Imagine guard with symbols (Zeal, honor) but actuall only DH can spam symbols easily, but not core ?

    It's the issue with Elem; you have traits in traitline  (zephyr thing, elemental shielding)... that are totally useless without other traits in others traitline (tempest, or fire), but with full traitline useless too  (An useless and selfish earth lane, only to share protection ?)

     

    And so Core elem would get a viable healer/buffer build ; and tempest could balance it with larger range, others boons or buff etc.
     

    The idea of the swap (aura-share to tempest, aura-heal to water) and the other traits suggested is exactly to make Auras a core ele mechanic. The only thing tempest would have is to share the auras with the group/raid, being able to buff others (support) in different ways.

     

    So core ele could use auras better (water would be able to heal with auras, and get regen/vigor, fire could get might with aura, etc) making auras much more useful for both core and weaver, if traited for. While tempest would expand this utility to the group.

  2. It's just outdated. Like a lot of stuff on elementalist.

    It's just an old skill for a different era of the game.

    It used to be great, when your boons couldn't be so easily stolen or corrupted.

     

    If it was to be made into a modern skill, it would likely pulse 1 stack of protection (3s) and stability (3s) every 3 seconds for the duration of the skill. This way it can still be corrupted/stolen but its not a total waste.

     

    Same with lightening flash... 
    It should have increased range and either give static aura, or give superspeed, or static discharge. 

  3. As long as aurashare is stuck in the water line, Tempest will never be on a decent spot to be used as support as it is stuck to healing.

    It does really nice healing but it can't provide decent buffs, and therefore it looses its spot to support builds that even with lower healing output can provide important boom support.

     

    Here are a few ideas to change that:

    Move aura-share trait away from water traitline and into tempest traitline. Swap it with healing auras trait, moving that to water trailine.

    This is the main one. It will let tempests choose more freely what auras they want to provide to the team. 

     

    Change aura traits so that auras pulse buffs, therefore creating more engaging gameplay of maintaining auras instead of spamming them.

    Give each elemental traitline a trait to improve auras in general and the specific elemental aura with pulsing buffs.

    • Fire Major Adept: Powerful Auras - Auras you apply give might (2 stacks 10s). Fire auras give extra might each second (1 stack 10s).
    • Fire Major Master: Smothering Auras - Fire auras you apply last longer and pulse resolution (1s every second).

     

    • Air Major Adept: Zephyr's Boon - Grant boons (fury and swiftness) to allies you grant auras to. Glyphs apply boons based on your attunement.
    • Air Major Master: Zephyr speed - Static auras you apply pulse superspeed (3s every 3s). Apply quickness (3s) when you apply superspeed.

     

    • Earth Major Adept: Rock Solid - Gain stability when attuning to earth. Magnetic auras you apply pulse stability (1s every second)
    • Earth Major Master: Geomancer's Defense - Apply 3s Resolution when you apply Protection and apply 3s resistance and when you apply stability.
    • Earth Major Master: Elemental Shielding - Grant protection when applying an aura to yourself or an ally. 

     

    • Water Major Adept: Soothing Ice - Gain frost aura when critically hit. Frost auras you apply pulse regeneration (3s every 3s).
    • Water Major Master: Invigorating Auras - Auras you apply heal allies and also grant vigor. (moved from tempest)

     

    • Arcane Major Master: Final Shielding - Create an Lesser Arcane Shield when your health drops below the threshold. Arcane shield is now an aura, triggering aura effects.

     

    • Tempest Major Grandmaster: Tempestuous Auras - When you apply an aura to yourself, apply the same aura to 10 allies.

     

    This way, tempest can provide groups with might/fury/quickness/superspeed and be a decent offensive support while having decent dps (fresh-air overload), or be a defensive support providing the group with heals, stab/protection or resolution/resistance.

     

     

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  4. Props for the effort on this, both on the concept, info, and design.I'm not very keen on the idea though. Not saying its bad, just that at this point, I'd rather have a weapon swap spec.Arcane archer doesn't need to be about the arcane forces, lots of arcane archer concepts have been about imbuing arrows with some magic.I'd much rather have something like this for the Cantha Expac: https://en-forum.guildwars2.com/discussion/76602/new-elite-spec-disciple-weapon-swap-and-longbowI think it fits the theme more, and gives ele a whole different playstyle with weapon swap and a more martial style.

    I really want the arcane element down the line, but I think it would be more fun with a spellslinger using dual pistols...

  5. @Jski.6180 said:The anasers are one in the same if a weaver swaps its main atument it loses the effect of that trait line witch is a massive dmg lost or healing lost meaning them staying in doable atument is more effective for there 5 big hits like core and tempest. The reward is massive for weaver to stay in doable atuments most of the time only jumping out of it just to reapply the dmg buff.

    That would be true if it was not for dual attunement.That is why DPS sword weaver goes int water/fire to use the dual skills, charge fire grab and swap into air/air (with fresh air) or air/water right before the skill lands to increase the crit dmg (with fresh air and air traits). As soon as the Power dps weaver is in a single attunement it needs to swap again otherwise will loose its dps buff.That is why fire condi weaver can (and have to) rotate attunements to keep his condi buffs instead of camping fire like fire condi tempest does (and has done so since it was condi meta in the early HOT raids). But the fire condi weaver can rotate attunements without ever being completely out of fire. When it goes in Air, it doesnt use the air skills, it uses the offhand fire skills and dual attack (if the player knows what is doing), then it goes back into fire and doesnt use the air offhand skills, unless it needs the CC. The next rotation it doesnt go into air again, but earth, And not for the earth skills, but just to keep the attunement rotation for buffs, again it will use the dual skill and the offhand fire skills...

    Weaver is about quickly rotating attunements. Tempest is about prolonging them.

  6. @Jski.6180 said:I think weaver rewards you more for staying in an atument then say tempest as you get more dmg for going doable atument meaning you have to stay in that atument longer then an tempest when waiting for overloads (sadly the overload it self is not a ture reward for staying in that atument just an added effect.)

    The buff to dmg for dual attuning (and the buff to condi dmg for different attunement) are very short. If you stay on that attunement you quickly loose the buff and it will take 2 attunement swaps to recover it (swap to new attunement, swap to double attunement). So to keep the buff you need to swap attunement constantly, to have 100% uptime, you pretty much have to swap as soon as possible.0s - dual attuned (fire/fire), bonus triggered, 4s to change attunement,4s - swap to new atunnment (air/fire), 4s to change again,8s - swap to dual attune (air/air) refreshing the bonus.You need to use 2 attunments to pull this out, as trying to get back to the same single attunement you started would take another 4s. This can be improved a bit with Arcane trailine and alacrity.So yea, Weaver rewards fast and constant attunement swap.Tempest meanwhile, needs to stay in that attunement at least 6 secs to get the overload, and then its locked out of that attunment for a long time, so if you are specializing in something you mostly "camp" that attunement... Fire tempest (fire/arcane/tempest, or fire/earth/tempest for solo open world) camps fire all the time... Fresh air tempest only swaps attunement to bypass the longer overload CD, but it mostly "camps" air... Healing tempest mostly "camps" water, with the odd dip out for auras or other buffs...

    @Jski.6180 said:Core ele is the only version of ele that was true 2-3 atuments only though trait lines. Weaver and tempest both get use of the other atuments skill due to there added effects. Core ele got every thing from its trait line and trait lines alone.Well... all ele specs have 4 attunements, but core ele is the only one that can (in theory) improve 3 of them... semantics really...The issue is, there isn't much of a reason to do so (most game modes push you to specialize), and there isn't much a way to do so well enough.If you want to do dmg, you'll go fire/air/X. X could be an elite spec (fresh air tempest, dps weaver). Core could be fire/air/arcane, or fire/air/water, but those are very inferior to the other options, mostly due to the power of overloads, dual skills, and the dps bonuses of e-spec traitlines.

    For core ele to shine due to its ability to slot 3 elemental traitlines, those traitlines need to have a lot more synergy.

  7. Tempest rewards you for staying in attunements longer, weaver rewards you for constantly swapping attunements and combining them.A spec with only two attunements is really... meh.Id rather see an elite spec that change how the attunements give you new skills (so skills are fixed per weapon) and gives you weapon swap.This was the suggesntion here: https://en-forum.guildwars2.com/discussion/76602/new-elite-spec-disciple-weapon-swap-and-longbow

    @lLobo.7960 said:The disciple is an elementalist that focus more on martial prowess than raw magic channeling.Focusing on martial expertise and physical prowess, the disciple can swap weapons in combat but looses the ability to have different and unique skills in each attunment and magical attacks.Instead, the disciple uses the elemental magic of attunements to boost its attacks and defenses and uses its weapons in martial combat instead of conduits to magic. To compensate the lack of long range magic attacks, the disciple uses a longbow to deliver his attacks from distance and physical skills to be mobile and effective in combat.

    New weapon: longbowNew utility skills: physical skillsTL/DR: Martial focus elementalist with long range dps as longbow, weapon swap instead of individual attunement skills, mobility, new conditions (torment and poison), and even stealth with combos. Instead of one weapon with 20 new skills, gains one weapon with 5 new skills and new skills for each old weapon (staff 5, scepter 3, dagger 5, focus 2). Staff and dagger become melee versions, scepter becomes akin to mace and focus akin to shield.

  8. @weaponwh.9810 said:

    @"Bamisama.6853" said:Unless I'm mistaken I think OP is asking for a core build.

    nah any build is fine, i'm not familiar with ele, so need one to do solo pve easily. try to do ele collection series.

    Then I'd definitely recommend the fire tempest.https://en-forum.guildwars2.com/discussion/114054/easy-relax-build-for-open-world-gameplay-chillout-with-fire-tempestVery easy to use and reliable and can be even improved as you improve your ele gameplay (attunement swap and combos). So its a good starting point to learn more.

  9. @"weaponwh.9810" said:whats a good solo pve open world build for elementalist basically can take on elite or HP mobs.

    Check out Fire Tempest: https://en-forum.guildwars2.com/discussion/114054/easy-relax-build-for-open-world-gameplay-chillout-with-fire-tempestIts very easy to use and has more AoE than weaver. It does not require you to attune-swap much, but you can still do it to pull out some more "complex" stunts, like AoE CC (air), tripple combo heals (water-earth), and much more.It doesn't require heavy investment in gear or skill, but can be a great base to learn more on the ele and how to use combos and attunement swaps.

    Let me know if you need any help with it.

  10. @blp.3489 said:@lLobo.7960 I'm enjoying this build, which infusions would you recommend?

    I'm glad you are enjoying the build.As the build focuses on open world and other non-minmax stuff, infusions are not really important.Just condi dmg infusions will give you the best option.Toughness (which will also give you some condi dmg), vitality, healing power, or concentration, are all good options too.Power and ferocity are not the best, but also add something.Expertise is mostly useless as you focus on burn and you already have 100% burn duration. You can, maybe get a full set of expertise infusions and maybe change your weapon sigil or your food.Honestly this is all nice, but investing this much on fine-tuning the build is, IMO, not really the point of this. Its just a nice build to use for some trivial pve...I've actually used this to solo some fractals for my achievements, and only had agony infusions.

  11. @Ganathar.4956 said:Actually the number of skills they had to design for weaver is what led it to this mess balance-wise. It's also why they were so conservative when weaver was released, which led to it being a terrible spec in competitive modes, while other classes had elites running rampant that broke the game modes for years. What elementalist needs is a small amount of skills in the next spec; Skills that have thought put into how they function, instead of the random skills they made carelessly because they didn't have the time to design so many skills. Elementalist already has lots of skills, so a new spec does not need to add 40 more. What the class is missing is something with high impact.

    I would very much rather 1 or 2 new skills that are incredibly impactful. Or perhaps a form like shroud or photon forge replacing an attunement of your choice. That way they actually have a chance of understanding what they are trying to balance. Spamming skills that barely do anything is already covered by weaver anyway. Elite specs are supposed to be a change of playstyle.

    You would actually have less skills as a Disciple.While Weaver adds new skills to dual attunement combinations, giving elementalist a set of 46 skills with each weapon set (5 from each attunement, 6 dual skills).Disciple would only have access to 10 skills. 5 from each equipped weapon set (with weapon swap). The only difference is the small effects that attunements would add to the skills, such as conditions or variations (knockback or stun, AoE heal or AoE dmg, double strike or pierce). There would be no 40 independent CDs, just 10 as other classes.The benefits is that those skills would be all exclusive from Disciple, so balancing them would have no changes to core ele or waver/tempest, making the e-spec easier to handle from a balancing perspective.Because it would have access to less skills, they can be more impactful and with lower CDs, and the ele would still have the versatility of tailoring some minor effects of those skills based on attunement/fight style used...

    So, the elite spec would get the same amount of skills as an usual elementalist elite with 4 attunements and a new 2H weapon. The elite spec would have less skills available than the core or the other elites, but be able to fine tune those skills better and have weapon swap.

    @Stephen.6312 said:Not a fan of using a bow as an elementalist. I love the enthusiasm but I can see myself hating the playstyle.You don't need to use bow. You can use daggers or staff, (or both with weapon swap!) and would still have new skills for you to try.The playstyle is a bit less magic and more martial arts, with attunments becoming more like fight styles and adding small effects to your skills (so using your dagger attacks in fire burns targets, while in air strikes them with lightning)

  12. @Sifu.9745 said:Thx for your build. I still prefer full celestial Staff build: it's even easier than daggers.

    You are welcome.The main thing with this build is its capacity to clear large groups of mobs quick.I use mostly to farm events or achievements that require a lot of kills (slayer achieves, etc). It has a lot of aoe, and as the dmg comes from condition, you can pull mobs and just apply aoe burns as you keep pulling more and more...Its strong enough that you can still take a champ or some more challenging content without issues. And it provides good group support so that you can help others without having to change much.If I want a more active build I usually run with weaver.

    I find staff good for some bigger zergs, but it is very slow and has no good source of condi dmg.If they made lava fount and meteors apply burns, it would be a good option, but for now the only condi option on staff are bleeds and they are not a great one to focus on.

  13. I don't think core ele needs a F5.Core traitlines just need to be better so that they can compare to weaver and tempest.Something like this: https://en-forum.guildwars2.com/discussion/59263/elementalist-traitlines-for-the-current-state-of-the-game (a bit outdated but still some relevant things there)

    What made core d/d good was being able to have 2 elemental traitlines and arcane.The main way to make this great again is to reinstate the old Lingering Elements trait. It would let core ele keep the buffs of its two other traitlines longer, while elite specs would only have one elemental traitline available to keep the buffs... So an Air/fire/arcane ele would be able to keep bonuses from both air and fire (stats from minor traits, improved crit/ferocity/dmg from other traits) longer while swaping attunements, giving them an edge over the weaver buffs.

    A few other ideas to make not just core better, but also the elite specs:

    Auras:

    • Healing auras should be in water, and aura-share in tempest. This will let core use auras for sustain and let tempest use aura-share offensively (fire/air/tempest).
    • Each elemental traitline should have a trait to improve auras in general and one aura in specific. Air would provide swiftness to all auras and quickness to static auras, fire would provide might to all auras and resistance to fire auras, earth provides protection to all auras and stability to magnetic aura, water provides vigor to all auras and regen to frost auras...
    • Make arcane shield into an aura. Give the arcane trait similar treatment as above, giving fury to all auras and the unblockable buff while arcane shield is active.
    • Make improved auras (with the traits above) pulse buffs instead of just a single application. This would make good aura management important as they don't stack. So pacing the aura application would provide more buff. It would also make traits and runes that extend aura duration more valuable.

    Traitlines:Fire

    • Removing conditions should stay in water. Fire should let you resist them. Making fire auras apply resistance would provide fire with a different gameplay to water, where you try to keep your fire auras going to avoid the effects of the conditions instead of cleansing them.
    • Conjure weapons and the conjurer trait need a big rework. The utility skill to conjure the weapon should have charge, letting you summon 2 at once or pacing them so you could always keep one going. The conjurer trait could then improve the recharge of the charges (letting you keep more conjures going) and improve the buffs you get while using conjured weapons.Air
    • If air can provide quickness on static aura it would go a long way to help set it as a burst attune, as you could get swiftness with the aura, then blast the aura for CC and follow with the burst quickly. Giving the aura-share to tempest would let tempest become an offensive buffer providing quickness to the group with air overloads.Earth
    • Rock-solid needs more than just a single stability stack when attuning to earth. Giving stability to magnetic auras would make it a nice option.
    • Just like aura heals should be in water, the improved protection should be in earth. Give it to the trait that provides protection in auras - elemental shielding.Arcane
    • Get lingering elements back and working properly.
    • Arcane precision, make it so it gives "minor arcane power" when swapping attunements (so your next 3 strikes are crits after swaping attunements, no group buff). This would synergize well with the arcane line and elemental surge trait.
    • Renewing stamina needs a shorter ICD, and maybe to restore endurance every time you give vigor.
    • Bountifull power needs to apply buffs based on attunement. A flat dmg increase is nice, but arcane is about versatility and attunement swapping. Make it so that the bonus it gives is based on attunment. Instead of a flat 2% dmg bonus:
      • fire: 1% dmg, 1% condi dmg;
      • air: 1% dmg, 1% crit dmg;
      • water: 1% healing, 1% outgoing healing;
      • earth: 1% dmg reduction, 1% incoming condi duration reduction
  14. Lava fount needs to apply burn. Its a fire field that does't burn!All other staff #2 skills apply conditions, lets get fire staff some burns.Fire #3 could be reworked into something more interesting: "Apply burn to your target and then spread the amount of burn stacks from your main target to up to 10 other targets around it."

    Meteor Shower needs its weird nerfs to the dmg scaling reverted. It's just such a weird skill now. The scaling down of dmg on each hit makes it really weird.Also... lets get those blasting meteors some burn stacks?

    If they increase the radius of static field they need to make it a bit more like the scrapper one, where it stuns when it is used. Currently you can use to restrict movement in a PvP node, if its too big people will be able to move and dodge around inside the field and never get any cc.

  15. @Aigleborgne.2981 said:Impressive, I'll give it a try ?. I couldn't with power build (downed in 1 or 2 hits...).

    Remember to use phoenix to cleanse the burns he applies to you.And keep moving to avoid the lava explosion. If you keep distance, its easy to avoid his rush attack.You can use aftershock instead of the glyph of storms to avoid his ranged attack (when he starts spinning around and throwing stuff) if you like, but if you keep distance, they are quite easy to dodge.I didnt use any food or utility... can be easier if you do, or if you use the new mastery EMP to break his bar quick.

  16. @"Aigleborgne.2981" said:Did you try your build on strong core champions like Fire Shaman in Iron Marches? This one does very powerful melee and ranged attacks, including eviscerate. I haven't seen anybody able to solo it, although I think it can be done. Now with ele and more specifically your build?

    Just did _ugh... wont let me post images:Starting the first part of the fight. Easy fight with dagger/warhorn:ImgurOn the first phase change I had to go back into the healing bubble as the elementals kept pushing me around. So I swaped to scepter focus. Run around quick, gather them and bring them to the healing bubble and burn them with signet and overload.ImgurThen the other 2 phases I just kited with scepter, sometimes braking his bar with air and water cc to come closer for overload.Imgur

  17. @Aigleborgne.2981 said:You talk about soloing champions but then you said "dragons-tooth for extra might combos to amaze everyone around". There will be nobody around.When soloing champs you use dagger/warhorn as mentioned.Scepter/focus is more for when you join some zergs (scepter is easier to tag things without having to run to it) or you want to do something that absolutely requires you to stay further than 300-600 units (dagger reach).@Aigleborgne.2981 said:Did you try your build on strong core champions like Fire Shaman in Iron Marches? This one does very powerful melee and ranged attacks, including eviscerate. I haven't seen anybody able to solo it, although I think it can be done. Now with ele and more specifically your build?

    I've been use this build in one way or the other to solo most stuff... that elemental in dragonfall, some of those bandit bosses, most story content, etc...I can have a look at the fire shaman in Iron Marches. The only thing I found annoying to solo was some old destroyer bosses as they are immune to burn... so you have to bleed them to death in earth attune...

    @Aigleborgne.2981 said:Scepter is severly lacking defense, you will need those 2 main dagger evades to fight any strong hitting champions, right?Dagger/warhorn gives you a good setup to fight anything you can melee. Its best to solo stufff as you can just pack a lot of mobs and burn them all with tons of AoE. The main thing I like on this build over weaver is that you can AoE more, so for areas that you want to clear content quick (slayer achievements) I find much better than weaver. And it still has very good defense so I don't need to swap builds if I want to face something harder.Scepter/Focus is a bit slower and lacks the healing combo of dagger/warhorn, but you can kite with it. And what scepter lacks in defense, focus more than makes up for it.

    So basically - dagger/warhorn for soloing and killing stuff quick. Scepter/focus for kiting/range fights.

    I need to learn how to record things to post some videos...

  18. I've seen some people struggling with ele on open world content, maybe some HoT or new areas with champions and stuff.Ele can be hard, especially if you go with zerker raid buids. Even the condi weaver build requires you to do a lot of dodging and some specific attunement swaps that can be complicated for people starting the game...Or maybe you are a pro player, but you just want something to use so you can farm PvE events with one hand while watching "netflix" on your other monitor.Well here is a build for you.

    http://gw2skills.net/editor/?PGAFgE26WZGsF2FjiRijyzZ7H-zxIY8ovPMSShuKwZWo+TD-e

    Its very simple, requires minimal attunement swap or anything really...If soloing or doing the usual content, just stay with dagger/warhorn.Gather mobs with your mount (preferably raptor), start with feel the burn for protection/regen, then signet of fire for AoE burn, use wildfire (Wh #5), flame breath (D #2) and fire overload.Can throw a firestorm with the gliph if you are feeling fancy too... save the flamerush (D #3) for when something tries to hit you in a big way, like the ground gets red or something, or you can dodge if that is on CD. If you feel like hanging out here and farming this spot, feel free to use the elite gliph to have a fire elemental helping out. Walk around to gather more mobs and bring them to your overloads and fire storms. If you ever take some dmg, feel free to use your healing signet. All signets work even when you use them.

    If you went afk for too long and took a beating, need an emergency top-up, or just feel fancy and want to try some attunement swaps for some sweet combos?Ok, first go into air, pop static aura (D #3) to stop things hitting you, follow with cyclone to CC stuff and get them all in a nice line in front of you, now swap to water use cone of cold (D #2) for some healing, follow up with tidal surge (Wh #4) for some more CC and heal, get a water globe (Wh #5) out for a moving water field, now the fancy part, blast that moving field with a frozen burst (D #3) for a heal combo, swap to earth and use earthen rush towards the moving water field for another heal combo, and follow with sandsqual (Wh #4) for another heal combo + aura heal + booms + boom extension. Now everyone is in absolutely awe of your mad skills, you can use a sandstorm (Wh #5) to further blind the mobs going back to your fire attunment and proceed to burn everything down. Go back to "netflix" and ignore all the requests to join WvW squads and PvP teams of people amazed by your combo mastery.

    But now you are thinking, this is all great, but what do I do if I want to solo those champions that have mechanics that make me stay away on some parts of the fights, like some ley infused stuff or whatever (who has the time to read mechanics anyway)?Well, that is not a problem... just use scepter/focus instead of dagger/warhorn.When you have to stay away, use your autoattacks (Sc #1), as they do some good burning, follow up with a well positioned flamewall (F #4), feel free to use you flame signet and firestorm glyph from afar also... When its time to get close, or if you feel like... get there, overload fire, blast it with phoenix and dragons-tooth for extra might combos to amaze everyone around and give them might too, and then blow up your fire aura (F #5) just for show.This setup (Sc/F) can also be good if you attract too much of a crowd and people start to kill things before you get to them... Use Scepter attacks to tag things and let em die to your burns and the legion of fans doing your work for you.

    This is also a good build for joining zergs, as you provide a lot of might for all the other players that will feel so much more powerful with you around with no idea why. Soon they will request you to command whole maps of PvE content since you are so powerful and they not only feel they can deal more dmg when you are with them, but they also die much less thanks to your aura heals and protection.

    Now that you have soloed Mordremoth in Dragon Stand with a single burn, and then soloed Kralkatorik in Dragonfall without even getting out of fire attunement you must be thinking this is too easy and you want a bit more challenge... Sure... lets get rid of the training wheel that is aura heals and regens, lets get more might, more targets, more overloads!http://gw2skills.net/editor/?PGAFgE26WZGsF2FjiRijyzZ7C-zxIY8ovPMSShuKwZWo+TD-eThis will let you tag more mobs with your shout, and overload quicker for more dmg and more might stacks (so more burns from flame expulsion). If you ever get scratched just follow the air-water-earth swap combos above for that sweet triple combo heal.

    I don't have any videos, but if you need help figuring this out, feel free to contact me ingame.

    Enjoy!

  19. @Kodama.6453 said:You seem to just look at it from the coding perspective.No, just the opposite, I'm saying other classes and e-specs can be just as much work as they require a lot of other things besides skills. New pets, new effects, shrouds, clones, etc... Ele has a bunch of skills, other classes have other things, that maybe require as much or more work from devs... I don't know, I'm not a dev. I'm just pointing out that other classes don't "just get 3 to 5 new skills".@Kodama.6453 said:Creating skills for a game is way more work than just cramming the code together.And just because they already did sink way more extra time into elementalist by creating the weaver does not mean that they have to do it again.Agreed. But elementalist main "thing" is the ammount of skills and their thematic towards the elements. If they just give the ele a few skills and call it a day "because we spent so much time on weaver the other time" it will be absolutely crap and leave a lot of ele mains in disapointment.

    @Kodama.6453 said:Also this concept here has the problem that it basically requires the player to learn a completely new class if none of the weapon skills is functioning as they are used to anymore.It will require the player to learn 40 new skills. The same amount it would require if the ele got a new 2-handed weapon. The same amount of skills you have on your staff (4 elements, 5 skill slots).The benefit is that the old skills are not accessible in the new elite spec. That means that devs won't need to nerf old skills because of the new elite spec mechanics and interactions.

  20. @Kodama.6453 said:While the idea is really creative.... I dislike that the devs tend to have to put too much work into elementalist.Weaver required way more skills to get designed than any other class. I don't think it is really fair to always sink so much development time into elementalist. So I would prefer to go with a simpler solution than usual instead of making the work load even more.

    I think this is a bit misguided.New skills require how much extra work? animations are mostly reused from all sources, visual effects? Does it require a lot of code to put another set of skills to a new/old weapon and place dmg numbers, CD, etc?How much work goes into new ranger pets with their new models, behaviors, skills, etc, or soulbeast merging skills for new and old pets?How much work goes into new shroud for necro, including visuals etc. Or druid celestial form, or engi holo mode? Those require a lot more than just some skill codes, they have new textures, new animations, new and unique effects...How much work goes into firebrand tomes? with their very unique visuals and sequencing skills?How much work goes into new mesmer clones and shatters?

    I'm not saying that elementalists new specs don't require a lot of work due to higher number of skills.I'm saying that the number in itself does not make it harder to do it than what other classes get.

    But this is all assumptions from both of us... Devs would know best.They done it before for the ele, I hope they can deliver again...

  21. @Mini Crinny.6190 said:

    So what we need is an elite spec that removes the attunement skills but gives weapon swap and uses a longbow (2H long range).

    Kinda difficult to do when all traitlines on Ele revolve around Attunements

    Removing attunment skills (from weapons) is not the same as removing attunements.Have a look at the link in the post.The idea is that each weapon has basic skills, changing attunements wouldnt give new skills (attunement skills) but only change some minor effects (kinda like how Gliph of Elemental Power or Arcane Power work giving bonus effects to your skills based on attunement). So ele with this elite spec would only have 5 skills per weapon set instead of 20, but would gain access to weapon swap.

  22. @Kodama.6453 said:

    @"lLobo.7960" said:We already had a spec with a melee weapon (weaver) and a spec with a mid range weapon (tempest). Now we need a
    long range weapon
    We had a MH weapon and a OH weapon. Now we need a
    2H weapon
    We already had a spec that makes you stay longer in attunements (tempest) and one that makes you swap faster (weaver). Now we need a
    no attunement spec
    So what we need is an elite spec that removes the attunement skills but gives weapon swap and uses a longbow (2H long range).

    See here:

    No attunement at all seems a bit much and especially with how the trait lines work for ele (enhancing the effects of one of the four attunements), I think they can't really do this.

    Removing the attunement skills is not the same as removing attunements... In practice attunements (for the purpose of traits and swaps) are still there, they just don't give new skills when you swap them.

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