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lLobo.7960

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Posts posted by lLobo.7960

  1. @juno.1840 said:A tanky condi-tempest would also be interesting because of the sun-spot traits in Fire, along with the healing/vigor on auras from tempest... so many choices.

    trailblazer fire/arcane/tempest with scepter/warhorn will do nice and easy in open world pve... likely can solo some nasty hero champions and stuff.

  2. @steki.1478 said:

    @"lLobo.7960" said:IMO, run tempest for open world.

    Air 3/2/2 (Fresh Air)Water 2/3/1 (bonus dmg and cleanse on regen)Tempest (3/3/3) (auras and aura heal)Dagger/Warhorn - Ether renewal - Flash freeze - fire signet - aftershock

    This gives you a lot of dmg, good cleave, good defense for open world, healing and cleanses.Start in fire, gather mobs with your raptor, use fire #5 for fire field -> fire #3 for leap (fire aura) -> swap to earth -> earth #3 for another fire aura and imob -> earth #5 for blinds -> swap to air -> if mobs are moving, go with air #4 for gathering them, #2 then overload -> air #5, swap to water for a nice heal and use water #4 to CC mobs again and cleanse anything. Rinse and repeat if anything still alive.On harder fights you can use earth overload for blinds and cripple and water overload for more heal and cleanse.

    Earth overload doesn't blind, but storm glypg does. Flash freeze is rather useless compared to it.

    Flash freeze is for the dmg reduction, heal (frost aura), and condi cleanse (regen).You can swap to glyph of storms, but I think the blind from warhorn and all the CC and dmg are more than enough for anything that can be blinded.

  3. IMO, run tempest for open world.

    Air 3/2/2 (Fresh Air)Water 2/3/1 (bonus dmg and cleanse on regen)Tempest (3/3/3) (auras and aura heal)Dagger/Warhorn - Ether renewal - Flash freeze - fire signet - aftershockSomething like this, editor not up to date

    This gives you a lot of dmg, good cleave, good defense for open world, healing and cleanses.Start in fire, gather mobs with your raptor, use fire #5 for fire field -> fire #3 for leap (fire aura) -> swap to earth -> earth #3 for another fire aura and imob -> earth #5 for blinds -> swap to air -> if mobs are moving, go with air #4 for gathering them, #2 then overload -> air #5, swap to water for a nice heal and use water #4 to CC mobs again and cleanse anything. Rinse and repeat if anything still alive.On harder fights you can use earth overload for blinds and cripple and water overload for more heal and cleanse.

  4. Ele is great as a dps for fractal and raids.Weaver can reach top DPS, but its not simple to play.Tempest can now get quite high dps while also providing some support for the group.

    Ele can also be a great healer, mostly used for raids and other game mode (WvW).

    I've played ele since the start of the game and it has been a long time (years!) since anyone complained about my class choice or didn't want me in the group.

  5. Has anyone tried Fire/Air/Water for staff power dps (PvE) after patch?

    Use fire staff skills, swap to water while casting MS, IS, grab conjure and use it until fire (MS) is off CD, rinse and repeat...No need for FA, so can go with BttH in air, can probably stick one air burst skill (and eletric discharge) between MS and IS as core doesnt have the 4s GC on attunes.The stacking of dmg modifiers would be similar to the old LH water build.

    At work now and can't test anything.

  6. @Auburner.6945 said:

    @"bbop.9706" said:

    Anyone know what the exact build is?

    There is the FA buff so it's 3-2-2 in Air. There is also Soothing Mist and thus 2-3-X (X is preferably 3, but either pick the GM traits add no damage). Tempest is 3-3-3. Same gear as pre-patch.

    Roul replaced Arcane with Water, because Water now provides 20% or more damage modifiers while Arcane is still desperate to provide 12-14% worth of modifiers.

    Yea, I tested the air/water/tempest in fotm T4 and CMs last night and its great for group. DPS is not as high as weaver (mostly my fault with overloads in wrong phases), but using aura-share and aura heal traits does not decrease the dps and it provides a ton of group-wide auras and heals.The build help with keeping the group constantly healed and improves group dps nicely with the new static charge.

  7. @Stallic.2397 said:This might be premature, but has anyone tried fresh air weaver/scepter with piercing shards instead of arcane traitline? There's plenty of vulnerability access in that weapon set. Creates a more roundabout burst instead of just using air combo.

    The lack of arcane means no protection.You will have to rely on ToF and heals from water attune and evades to survive...It might have higher burst, but it will be very vulnerable to burst itself.Not only that, but you will also loose swiftness from air and regen from water... arcane is just too important for a burst build.

    It might work better as core (water/air/arcane), the loss of the attunements GC from weaver makes up for the loss of dual skills. Still very risky build

  8. @Zunki.3916 said:They made a mistake on the patchnotes. Power overwhelming will be a power trait.

    Yes.

    150 power while above 10 stacks of might, 300 while in fire attunement.

    So it will be the option for power dps eles, while burning rage is the best for condi/hybrid eles (or eles that solo and dont get 10 might often).Meanwhile blinding ashes is still useless.

  9. @Ganathar.4956 said:I think sword will be fine. However, staff got another needless nerf and it's probably a completely trash weapon now. Way to enforce the scourge and herald meta in WvW even harder. There needs to be a fire master trait that is focused on power, because having two condi traits makes no sense. Also, staff finally needs to be seriously looked at by the balance devs. It's the slowest weapon in the game for mediocre damage and some okay CC. It's not good enough. Also, I feel the need to point out that arcane fury needs to return now. The reason why it was changed to might is because speccing air gave lots of fury from raging storm. Now you can choose not to take the fury since it's a major trait, so there is no reason for the arcane adept minor to give 1 stack of might anymore. Change it back to fury.

    Apart from that the changes are not that bad and the direction they want to go in is nice, but the glaring oversights soured what otherwise would have been a good patch.

    Make fireball, lava fount, and meteors apply burning. Make skill 3 copy burning from the target to 5 other foes. Staff need some more condi.Make arcane fury provide lesser arcane power on attunement swap (lesser arcane power: critical hit with your next 3 attacks, gain extra ferocity). This will not make fury easy to access, but will give the ele some nice burst for when swaping attunements and will have some cool interaction with arcane utility traits.

  10. @LazySummer.2568 said:

    @"steki.1478" said:Fire still gives you a lot of burns and cdr on most damaging skills. It's finally acting as a hybrid power/condi spec rather than full power one. Now they just need to do something with power overwhelming (% power -> condi damage) because there's almost no need to ever use it.

    How about we stop this hybrid damage nonsense (just like the melee mage bs) because it has and will never work except on condi mirage of all things and look where that got them. You're either too strong or purposely made weak because you get the double "advantage".

    How about we having options?

  11. @steki.1478 said:

    @lLobo.7960 said:Seems like a small nerf to the PVE power sword weaver. taking into account the changes in air and fire, seems like a 3-4% nerf (less dmg while in fire, more ferocity and burns, small dmg buff from weaver).A small buff to condi weaver and hybrid weaver in PVE, maybe 3-4% too, so maybe the griever weaver will be on pair with power weaver for raids and fractals. Boss phases could still be an issue to condi.

    In PvP seems fire weaver will take a bit of a hit in its dmg. Water weaver might actually get a buff with this since aquamancer training went to minor and now there are some nice options in its place, flow like water seems quite nice.The biggest buff to ele in PvP is the nerf to everything else... rangers seek'em nerfed, scrapper sustain nerfed, rev dmg and chills nerfed, necro sustain nerfed...

    The big question is... Have they fixed the stability?

    Primordial stance buffed, aoe burns when attuning fire, 180 condi while in fire, always present cdr on fire skills (as far as I know the build wasnt using pyromancer training anyway). The only thing it lost was potential 10% damage while being in fire (and pvp weaver barely has any direct damage). I dont know why I'm the only one that sees big buffs in condi ele from this patch.

    The PvE condi spec definitely got a buff, I'm just not sure if the buff in the condi side will be enough to cover the loss of dmg for the usual power build, it might come close, well have to see.I don't think its a bad change, I always advocated for more condi/hybrid in fire and more power/crit in air.

    Also, the condi fire tempest build might be a great option again (for raids) with the changes to fire and overloads.

    The d/d weaver pvp/wvw build might be doing quite nice, and even core d/d with fire/water/arcane might be an interesting option again.

  12. Seems like a small nerf to the PVE power sword weaver. taking into account the changes in air and fire, seems like a 3-4% nerf (less dmg while in fire, more ferocity and burns, small dmg buff from weaver).A small buff to condi weaver and hybrid weaver in PVE, maybe 3-4% too, so maybe the griever weaver will be on pair with power weaver for raids and fractals. Boss phases could still be an issue to condi.

    In PvP seems fire weaver will take a bit of a hit in its dmg. Water weaver might actually get a buff with this since aquamancer training went to minor and now there are some nice options in its place, flow like water seems quite nice.The biggest buff to ele in PvP is the nerf to everything else... rangers seek'em nerfed, scrapper sustain nerfed, rev dmg and chills nerfed, necro sustain nerfed...

    The big question is... Have they fixed the stability?

  13. I honestly don't see weaver and tempest being melee focused or not...Tempest is AoE focused, both for offense and support. And also focused on staying longer on attunements to achieve better results (overloading).Weaver is selfish with focus on quick attunement swaps (short self bonus for swaping attunements).Traits on weaver don't give it bonus for being melee, they give bonus for using dual skills and swapping attunements. Some of those do help being in melee (barrier) or staying in melee (superspeed, swiftness) but they also help staying in range and kiting...

    The reason why ele is not good at range is mostly because staff and scepter have been nerfed. Not because of the elite specs "focus".Staff is still a great choice for WvW and PvE zergs... Scepter tempest is still a viable dps (with a side of boons) in pve...

    @"Noodle Ant.1605" said:What features does ele actually lack? And exactly how specific are we going to make these features?I think the appeal now lies in taking away from core rather than giving - I’m actually eyeing ‘no support’ and ‘limited sustain’ more than the specifics of the weapon (ranged/melee) since core technically ‘has it all’ (bar pure melee).

    We have core ele with its standard attunements, we have tempest with longer attunements, we have weaver with shorter and dual attunements.Next one could be an ele with no attunements (in a way) and weapon swap. And if you remove all the 40 independ attunement skills replacing them with 5 basic skills, then any changes to those skills will not impact core ele or previous specs...Something like this:

    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 skillsMartial 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.

  14. Seems the bug is related to the interaction of the two parts of the trait, the one that gives stability on stance use, and the one that triggers stone resonance under 50% hp.

    When you trigger stone resonance, the whole trait goes on CD and you cant get stability for the next 60s or so.

  15. IMO, the problem with tempest is that it tries to be a good group support with overloads and auras, but relies a lot in water to share the auras, making the tempest unable to be an offensive support.

    Tempest would have a lot more options if the trait to heal with auras (tempest line) was swaped with the one to share auras (water line). This makes sense thematically (water for healing, tempest for support and AoE) and mechanically (water focus on heals and cleanses, tempest in AoE and sharring effects).Now with tempest sharing auras, each core traitline could have its aura benefits, so an aura-share tempest could choose to share offensive traited auras (fire/air) or defensive traited ones (water/earth) or a combination of those...

    • Air providing swiftness and fury on all auras and pulsing quickness and superspeed on static auras
    • Fire providing might on all auras and pulsing resistance on fire auras
    • Earth providing protection on all auras and pulsing stability on magnetic auras (move the improved protection trait to earth)
    • Water providing heals on all auras and pulsing regen and vigor on frost auras
    • Arcane providing arcane shield (and leser arcane shield) as auras.The pulsing effects on specific auras improve the benefits of runes and traits that extend aura duration, giving it more build variety.

    Also, overloads need to be more consistent. Overloading effects - completed burst - lasting fieldsFire pulses might and dmg/burn while you overload and after... needs a larger AoE and a completed burst of dmg/burn/might between the overloading and the lasting fieldWater pulses heals and cleanses while you overload, blast a heal when completed, but no lasting effect after... needs to leave a water or ice fieldAir pulses dmg (only 3 targets!) while you overload and leaves, provides static charge when finishes, and leaves a dmg static field, the buff part is very lacking (static charge)... Reduce the dmg from strikes but bring the amount of targets back up to 5. Make the overload pulse static charge on allies instead of just providing one stance of it, and make it blast a CC or a dmg burst when completedEarth pulses protection and criple while overloading, blast an imob when complete, and leaves dust cyclone (blinds?) and has 10 targets. This is the best overload (in terms of how it works) 10 targets, pulses buffs and effects and leaves a nice lingering effect with a nice blast on completion. It needs a larger AoE

    Also, for consistence, either make all overloads 10 targets, or make all overloads 5 targets with a trait to increase it to 10 (both allies and foes).

    Also, from another post:

    @"lLobo.7960" said:

    Tempest:

    This gives the tempest the option to buff allies by sharing auras, improving shouts or being more selfish and focusing on its own overloads to complete them successfully and frequently. The reduced recharge on overloads could be a flat percentage but seems more interesting giving it a reduced recharge per skill use, making that weapons with faster casting times (scepter, dagger) can overload faster than slow ones (staff). The changes try to combine well with the options on each traitline and lets the tempest (by moving aura share from water) becomes a full offensive (fire/air/tempest) or defensive (water/earth/tempest) support or even a mix of those. Tempest can also focus on being more selfish and versatile by focusing on overloading more frequent and successfully at the cost of sharing auras and heals.

    • Major Adept: Gale Song - Trigger "Eye of the Storm!" when a foe attempts to control you by stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch. Eye of the Storm now provides static aura to allies.
    • Major Adept: Effective Conduit - Using skills from an attunement reduces the recharge of its overload.
    • Major Adept: Unstable Conduit - Overloading an attunement grants an aura based on the element you're attuned to when the ability is completed.
      • Minor Master: Speedy Conduit - Pulse swiftness and stability when overloading an attunement.
    • Major Master: Tempestuous Aria - Shouts have reduced CD and apply boons to Allies and conditions to Enemies based on shout. Shouts and overloads affect 10 targets.
    • Major Master: Elemental Bastion - Receive an aura at the start of your overloads based on attunement. Auras you apply last 33% longer.
    • Major Master: Harmonious Conduit - Upon successfully completing an overload, gain a buff based on overload (fire 5% dmg and condi dmg, air 10% crit dmg, earth -10% dmg and condi dmg reduction, water 10% healing effectiveness) for a period of time.
      • Minor Grandmaster: Hardy Conduit - Pulse protection and barrier while overloading an attunement.
    • Major Grandmaster: Imbued Melodies - Gain increased concentration when wielding a warhorn. Use Sand Squall when struck while below the health threshold. Sand squall now extends boons for 4 secs (instead of 2).
    • Major Grandmaster: Lucid Singularity - Remove and gain massive resistance to movement-impeding conditions while overloading your attunements. Overloads pulse superspeed.
    • Major Grandmaster: Tempestuous Auras - When you apply an aura to yourself, apply the same aura to 10 allies.
  16. Ele is in no way in the horrible spot that people here say.

    Ele in WvW zergs is still great if you have any idea of how to position yourself. The new event made it even nicer as you can use ranger stolen skills to give yourself stability and quickness to get those MS out.Ele in WvW roaming and PvP have viable builds with fire-weaver or water-weaver. Celestial d/d weaver can still be very nice if you are one of the 3 people that actually put effort into learning it.In PvE ele is still meta for fractals and raids with power sword weaver. Staff is viable, tempest is viable... not optimal, but viable...

    There is a lot that can be done to improve certain things with ele.A blunt increase in dmg on weapons might not be it, but trait reworks/reviews/pass would definitely make possible for different playstyles that are just not viable at the moment. Core ele need some advantage over the elite specs, and that should come from traits, by accessing more elemental traitlines, core ele should have something to be competitive or at least a viable option.

    Ele has potential for a massive amount of versatility and specialization. Since its baseline is so raw (low hp, low armor, low dmg modifiers on weapons) traitlines should be the key to achieve high potential at certain things at the cost of having nothing else... A glass canon ele, traited fully for offense, should be able to hit like a canon at the cost of not having defenses or buffs, while a sturdy ele (water/earth/arcane) should be able to tank and hold his own at the cost of having very little dmg...

  17. I was noticing something was wrong the last few days, where I could not stomp people after using my stances to get stab...

    That explains it...

    I hope it get fixed, and I hope it was broken because they are working on something nice for ele traits

  18. Make armor of earth pulse protection and stability for its duration instead of applying a single stack.

    Make conjure weapons (the utility conjure, not the weapon skills) use the ammo mechanic. One cast summons one weapon. Two ammo charges, ammo recharge as the current skill recharge. When the caster is inside the cast area (target aoe) it casts on his hand (no need to pick up), when the caster is not in the cast area, it casts in the ground and anyone can pick it up.

    Make arcane shield an aura.

    Give traits more synergy!

    • Swap aura-heal trait in tempest with aura-share trait in water.
    • Change smoldering auras so that fire auras provide resistance (buff) instead of cleansing conditions.
    • Give fire a trait that fire auras pulse might. Earth a trait that magnetic auras pulse stability. Air a trait that static auras pulse superspeed.
    • Give air a trait that provides quickness when you get superspeed.
    • Give arcane the lingering elements trait back and make it work with more traits.
    • Make arcane precision proc lesser arcane power on attunement swap instead of giving might.
  19. Best dps build for most raid and fractals is a sword/dagger weaver with full zerker gear. Some trait variations might apply to different fights.PvP does not consider gear stats, so as long as you have a weapon equiped (even if its a low lvl cheap weapon from a vendor) you will be fine in PvP. Pvp uses its own ammulet system for stats, that are available on the pvp tab. Keep in mind though, that despite using its own attribute system, you still need to wear armor (any quality or level) to get full defensive stats.

  20. The issue with staff for most fractals is the delayed burst and wasting dps at boss phases with your fields (like having only part of your lava fount or MS tick before the boss goes invul). Both of this issues can be overcome if the player is really good at pre-casting and knows the fight perfectly to not waste dps on phase changes.

    Staff can actually be better in some PUGs where the fights get out of hand (like MAMA not phasing at the right time and staying longer on the acid pool, making sword unable to dps, while staff can keep going).

    Staff is not dead and is not crap, it just has better alternative on most of the current fights and group compositions.That being said, if you can still do decent dps with staff on fractals without compromising your group, there should be no reason for you to not use it.As mentioned above, if your are polite to the group and can pull your weight any decent group will not have issues with it.

  21. @Jski.6180 said:Dagger and over all melee ele is a joke and it show just how bad anet has failed at this class as they tried to added in 2 melee version of ele and did not give it any real melee saying power. There been no reworks at all for these know problems and lack of balancing. There been no communication to the ele players about ANY of this. We can only conclude that ele is a DEAD class.

    You are confusing things.Ele, with dagger or sword has a lot of staying power. That is why it can be such a nice duelist and side noder in PvP.What ele doesn't have is ways to be a burst +1 like a rev, thief, or ranger. Ele does have dmg, but to achieve it has to be full paper and abandon its defenses and buffs. Therefore in PvP is mostly suicide and not viable.

    In PvE, due to the different way things work, ele can let defenses, control and buffs be done by others, focusing only on high dmg weapon skills, utilities and rotation and achieving high dps.

    What ele needs in PvP is not more staying power. Is more ways to deliver its burst at the cost of the current staying power it has.Its a way to get in, burst and run.The FA weaver tries to do that, and its very decent at it. It just gets overshadowed by how insane OP some other options are (SB with unblockable instant burst from 1500, Holos with much better mobility and high AoE cc combined with its burst, revs with lots of evades and crazy mobility combined with very high dps).

    IMO, the way to improve burst ele in PvP without making ele completely broken in PvE or ruining the current side-node brawlers ability is to improve on unused traits and synergies.If you just give weapons a flat dmg increase, the current bunker builds will still be superior as they will have the same dmg increase but while also having better defenses.

  22. @"fixit.7189" said:i wasted a ton of gold and lw currencies on this build and i kind of regret it.

    sure it's super tanky but on other hand it takes forever to kill stuff which is a bit of a downer.

    If you are not doing some hard PvE solo (like some of the hero challenges or whatever) you can use the same gear and go more aggressive on traits.Change earth to fire for extra might and burns, swap the weaver and arcane defensive traits for offensive ones, and change armor of earth to primordial stance.Try this setup.

    Your gear is still very tanky but at least now you have more offensive traits to kill things faster...You can use the raptor engage to bundle mobs up, use fire/air dual followed by fire#2 and fire/fire primordial stance, wall of fire and fire aura detonation...Should clear things a bit faster

  23. @Blood Red Arachnid.2493 said:First, what a weapon does and how a weapon acts is the same thing.It's not. A weapon (in GW2) and its skills does dmg, buffs, heals, blocks, move you, etc...How it does that (fast, instant, or channel... with a chain of skills or spammable attacks) and to how many targets and range is another thing.Scepter air auto attack does dmg to a single-target at a fast chained attack at medium range. Staff air auto attack does dmg to up to 3 targets (bouncing) at long range with a slow spammable attack, dagger air auto does dmg to up to 5 targets in a wide arc in front of you with fast spammable attacks. All 3 weapons do the same, just in a different way.

    @Blood Red Arachnid.2493 said:Second, "doing damage" and "doing damage in a slightly different shape" is a pretty meaningless distinction. It doesn't show up in benchmarks, and has almost no tactical value in PVE or PVP. It's only the big shapes that mean anything, and 240 range vs. 130 isn't big enough.

    It makes a HUGE difference to tactical and (by balance) to benchmarks too. Why do you think staff got nerfed on its multi-hits AoE? Because the it hit multiple targets in a large area. Why do you think staff is used in WvW and PvE zergs? Because it hits multiple targets in an area, even if for lower dmg than sword. Why is tempest overloads better for PvE zerg farming than weaver sword dual skills? Area of Effect.Area, range, targets, shape... those things matter. And not only for tactics, for balance too.

    @Blood Red Arachnid.2493 said:Fifth, adding traits isn't going to bridge the gap between the two melee weapons while making each one distinct, unless you specifically make traits to do that. In which case, build variety is decreased due to the necessity of having that trait. Also in this case, it begs the question as to why the trait isn't baseline, opening up more buildcraft.If a weapon gives dmg, condition, buffs, and w/e it will be nerfed. By allowing the ele to specialize in its traitlines you create diversity. You can trait to deal more dmg or give boons, you can trait to be more bunker or more glass-canon. This is where the attunements and attunement lines shine, by giving the ele the opportunity to specialize and be high dps or high healer, or a mix and be a great side noder in PvP... The cost is the specialization... going full dps means you will bring nothing to the group but a high dps... The concept is great, the basis is there, the trait implementation is lacking in some fronts...

  24. Staff dmg was nerfed due to over-performing in raids/fotm with weaver.Its a complicated issue, as staff relies on slow-cast long lasting effects (dmg fields, pulsating effects) with long CD hidden behind attunement CD. A elite spec that reduce those attunement CD and gives you extra skills between those attunements will therefore improve the use of the weapon.

    Right now staff is in a complicated spot.

    In open-world is ok due to open-world being completely easy and you can even do fine without any weapons and using just conjures or whatever... Other than that, the AoE, range and CC of staff is great to kill groups of weak easy mobs.In WvW staff is good due to the zergy nature of fights, as long as you build your utilities with all mobility skills and defense you can (LF, ToF, Mist Form, Arcane Shield, FGS) to avoid being rolled over by enemy zerg. Its overshadowed by the sheer power of revs and scourges, but that is more due to those classes OPness than to the lack of dmg on staff itself.In FoTM/raids staff does poorly as you need to be in melee (so the range is of no benefit) and in melee sword out-dps staff. As a healing tempest is good, but the lack of auras makes Sc/W or D/W a better choice for auramancer support/healing.In PvP (at least against not braindead opponents) staff is a death-wish. Sure its great to hit people in points with all your area skills, but staff lacks defense and mobility, making you very vulnerable to any class with teleports (basically mesmers, thiefs, revs, guards, sw weavers) or any class with a strong ranged burst (basically everyone else). And sure, you can go air/arcane/weaver and pack in some superspeed, ToF, arcane shields, and try to run and dodge anyone that chases you, but that will make you useless to your team by being constantly chased (and most rev/war/ranger burst will get through your arcane shield and kill you).

    Imo, staff needs more condi dmg in fire and earth and more burst in air.Fireball, Lava font and meteor shower needs to apply short burns. Flame burst needs to copy the burns from the target to 5 targets around it (like a burn epi)Lightening surge needs to be a fast channeling multi-hit, or hit much, much harderStoning needs to pulse cripple before it explodes in bleeds.Then the core traitlines need to be improved so that core staff is viable in PvE and at least worth the risk in PvP. Elemental lines and arcane need more synergy to make it a viable alternative to weaver.

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