Jump to content
  • Sign Up

Infusion.7149

Members
  • Posts

    6,067
  • Joined

Everything posted by Infusion.7149

  1. I think rifle deed #1 is still bugged as stated above. I purchased the recipe today and was able to complete deed #2 and deed #3 (which for some reason is named Chasing Tales: Deadly accuracy for the reward , instead of Chasing Tales: Preemptive Strike). I tried in my holo before and after the latest patch as well as on warrior.
  2. Guess I'll be testing the Chasing Tales rifle collection tomorrow to see if it works for people who start it after patch.
  3. It's been fixed if you haven't completed it already I think. I checked achievements and "torrent of magic" is rewarded for the third step. The issue is if you completed that prior to today's patch.
  4. Torrent of Magic part is still bugged because the reward isn't different than step 2. Rifle story step has the same problem it seems.
  5. If you can put up with exotics you have the option of some diviner gear pieces from reward tracks that happen to be account-bound similar to ascended.Items such as Confessor Caudecus's Mask , Dragonscale Headdress , Corsair Turban , Dragonscale Epaulets , Houndskin mantle, Olmakhan Mantle , Corsair Jerkin, Glacial Gauntlets , Corsair Leggings , Mursaat Brogans. As far as soulbound, Triumphant and Glorious have the stat. However, making them sellable wouldn't really help in the short term if drop rate is horrible. Instead I'd wish for addition of serpentite jewel into the reward tracks, much higher rate from dwarven chests, and guaranteed from completion of meta wouldn't be bad either.
  6. The best way is to focus on the accountbound stuff. I wouldn't fixate on elder wood/mithril. Gift of battle... I always hear people that are PvEers complain about doing WvW, just do daily everyday til you get 80 WvW potions if it bothers you that muchMystic clovers ... I have stacks of these from reward tracks but for people that PvE only I think fractal vendor is the only surefire wayCrystalline ore: open Noxious pods in Dragon's stand , do Dragon's stand metaFulgurite : do HoT metas I highly recommend doing it via HoT as opposed to PoF. PoF's elegy mosaics are extremely high in randomness (need 400) and funerary incenses are ridiculously timegated (you need 250 and they can only be bought from Primeval Steward unless you do renown hearts in Vabbi). As elegy mosaics pretty much only drop from legendary bounties and not champion bounties, you'll be grinding legendary bounty trains. HoT requires 800 map currency (aurilium , airship parts, leyline crystals), and 250 fulgurite + 250 crystalline ore to make 250 crystalline ingot. Just doing the metas should give you significant progress but even when metas aren't active doing just about anything on the respective map rewards map currency.
  7. The map may not be dead in a year but there will definitely be much fewer people in the zone.
  8. It's more of a condi / utility weapon mainly used in WvW.staff 1 = life forcestaff 2 = bleedstaff 3 = chill/poison (with reaper it does damage from chill via Deathly chill)staff 4 = condi transferstaff 5 = fear (with Terrifying descent trait it does damage)
  9. In general: Unravel should have been the F5 skill for weaver. Mainly for WVW :Elementalist needs more damage to counteract the glass cannon nature , especially on weaver. This way you can run just under half marauder (power precision ferocity vitality) and not do less damage than another class running full glass that can still stay alive better. You'd still have less HP than Mesmer or Necromancer and less active and passive defense. I used to run elementalist in 2012 era along with Mesmer and necromancer (every backline). I now run mainly revenant. In its current iteration, meteor does less damage than CoR (rev hammer 2) and revenants can effortlessly provide fury 100% of the time , along with +33% boon duration and swiftness for scourges ; revenants provide massive condition resistance by use of Pain absorption. It is a hard sell on tempest unless you have to hit a sieged keep where siege is on the inner side of the wall and nobody plays weaver. There's no other reason to run it over scourge in the current WvW meta , since scourges counter firebrands + condi builds via condi transfer / condi conversion, boon corrupts might/stability/protection, and provide barriers against power-based damage. Going weaver means you just gave up any semblance of utility skills or ability to have consistent small water fields (dual attacks / instead of geyser aka staff water 3) as well (which is why unravel should be F5 so weavers don't need to attune to water twice). 1) Utilities Lightning Flash , for WVW (the only place it is used) could use a stun break.Mist form is not as strong as before due to the sheer amount of CC and condis flying around.Weaver's twist of fate mainly sees use in WvW. As an evade it isn't surefire. Your other real stunbreak option is Arcane Shielding (3 attacks is close to nothing in WvW), whereas Armor of earth isn't quite viable due to boon corrupt. Stone resonance's barrier isn't particularly strong and doesn't break stun. Other options such as swapping in conjure earth shield for the invuln on conjure earth shield skill #5 (it's not a stunbreak) or mist form mean you do 0 damage in a WvW setting in any form of damage gear because the 3s is a long time to be doing nothing. 2) weapon skillsEle needs lava font reverted to before July 10th patch, for starters. Most of the damage on staff is from lava font for stationary targets , unless you manage to pull off casting a 4 second meteor shower. Unless the devs want eles on staff to just auto things on fire to RNG (random due to on crit) proc burning from fire and arcane traits (on crit), there should be more emphasis on well placed lava fonts. Necromancer marks are 240 radius. Stoning (staff - earth auto) could use more synergy with the Pyroclastic Blast , Piledriver, & Lahar dual attacks. It's not particularly strong. The healing scaling is too dependent on soothing mist (passive). The healing on the massive cooldown skills on the weapons should be lowered a bit. Essentially, make elementalist a more active profession. The problem is staff has been nerfed too hard over the years and everything else has power creep. For example, compare static field (a staple skill for WVW in 2012 through 2014 at least) to the Scrapper hammer 5 (Thunderclap) + Spellbreaker bubbles (Winds of Disenchantment). Static field used to be larger. Scrapper is better at water fields too. Dagger is not as terrible, but it is no longer as strong an option due to the buffs other classes received. I would start by looking into increasing the damage on water auto as there is no healing component to the water auto attack. Its 0.33 damage coefficient is worse than that of a condition oriented weapon or a utility skill, I feel it could be 0.55 or something even higher like 0.6, maybe have it do additional 10% damage to burning targets. Make it thematic with the idea of Vaporblade. 3) TraitsWeavers gain massive benefit from swift revenge in groups with heralds. I would suggest that the damage bonus be lowered to 3-5% under swiftness and 7% under superspeed. This would reduce the uptime on the trait and make elemental pursuit trait less niche. Diamond skin could use some resistance application on some conditional trigger. Gale Song trait for tempests should do something other than break stuns. Maybe it could reduce shout recharge by 15-20%. Utility shouts in general are usually taken for their healing capability with powerful aura trait (water line) and not for fire aura or frost aura. Frost aura in general ought to have an additional effect such as -10% bleeding damage taken , to counteract the condition heavy focus of the current meta. The Frost Aura skill on offhand dagger ought to chill unconditionally on use. Realistically the one trait you can count as passive for eles in WvW is final shielding. You're more likely to run tempest defense for damage than for the shock aura. Earth's embrace is more or less unusable with the amount of necros around. Soothing ice is prone to overheal due to not having a health maximum such as triggering at <75% health only. One with air could probably use 1-2s of superspeed when applying swiftness (while in air attunement) or something that makes it relevant for situations where swiftness is readily available. This change would mean you trade off Ferocious Winds if inclined to spike with the above mentioned changed to swift revenge. Harmonious conduit likely harkens back to pre-stacking change of stability. An increase in the number of stability stacks (4+) would help since stability can only be removed per 0.75 seconds. 4) summaryIn general it feels like the entire class is currently balanced around weaver with 25 might stacks, every damage trait, and all buffs possible on stationary targets. This is not a realistic situation whatsoever since boons don't stick long in WVW with necros on the enemy teams. If you've ever thrown marks on a scourge necromancer or anything using conditions and then played an elementalist on staff you will notice the stark difference in survivability and ease of getting damage done. There's players running trailblazer scourges that don't even get dented by elementalists in full berserker. The only time people tend to ask for eles is to kill siege on walls due to meteor shower ; Fireball reaches cannons others sometimes cannot due to splash damage. Dagger+dagger core celestial elementalist used to be a thing but after years of nerfs and powercreep it isn't strong now. Just remember when balancing: risk vs reward. Nobody sane is going to play a high risk character with low reward for playing it well vs other classes. For PVE:1) Scepter is still basically unusableScepter needs its fire auto AOE reworked to do more damage in the form of burning or power damage. I feel as though the lower the range is the higher the attainable damage should be. The rest of the scepter skills are generally slow to do damage , for example Dragon's tooth & Shatterstone. Right now scepter is basically being held back due to fear of scepter spikes in PVP I suppose. 2) Staff mostly guttedStaff is pretty bad for PVE in its current state due to lava font nerfs unless there is a reason you can't get in close range. Meteor requires you to channel for 4s , trash mobs are dead by then with any competent group while any moving target is unlikely to be hit by all strikes. 3) ElitesConjure fiery great sword should have lower cooldown. It isn't a gamebreaking elite skill. 4) Weaver , weaver on swordAt the same time, sword needs more offensive buffs and weaver needs to have the swift revenge trait accordingly reduced to maybe 3 or 5%, with the condition of "under superspeed" added using the current damage bonus of +7%. Swift revenge is not as easy to satisfy solo, but in a group with a chronomancer it is essentially surefire. Weaver sword fire auto #1/#2 ought to burn. Weaver water #2 sword auto ought to scale better with healing power. In every mode, sword should do more damage than dagger or staff because it is inherently riskier and harder to land attacks with. Weaver's Primordial Stance is used in many meta builds, but I don't see the appeal. It could use some looking at, burn/bleed/vulnerability is not worth the utility slot in my opinion. Sword weavers have an inherent problem vs enemies such as Legendary bounties in Crystal Desert with Phase shift. Being limited to one weapon and having that weapon limit you to melee range is an issue. Another example is Torin in deepstone fractal or the anomaly once it starts vaporizing pads. 5) TempestTempest warhorn air #5 ought to be quicker to travel. I'd also like to see cooldowns reduced for all warhorn skills not dealing with boons: wildfire, tidal surge, water globe, cyclone, lightning orb could all be reduced by 5s. Dagger tempest would make use of increases to dagger damage (mainly on water attunement). Reverting lava font would make staff tempest better off. Fire Auras should be able to do more in PvE. The duration is too short generally. The same goes for Frost Aura. Shocking aura (the skill) needs to stun unconditionally on use , it's a liability to require getting hit for the stun to trigger and it's a boss channeling a lethal attack that can only be prevented by breaking the CC breakbar. Harmonious conduit could use stability increased to 4 stacks. 6) Dagger offhandEarthquake needs to do extra damage vs weakened or crippled targets. It would be an indirect buff to weavers with swords. Current damage modifier is a paltry 1.0. At full berserker's 2556 power the tooltip is under 1K (unless you're in fire attunement you won't have +200ish power on weaver) , which is false advertisement of "massive damage". Frost aura (the skill) needs to chill unconditionally due to many bosses not hitting when charging up their lethal attacks yet having a CC breakbar. 7) Focus offhandI rarely use it. In the past it was used by others in PvP for the invuln.Flamewall is weak and needs to be looked at.Fireshield needs an additional effect. SummaryThe litmus test for a PvE ele's effectiveness shouldn't be hitting a stationary golem with every buff possible , mainly because A) strategically raids are reduced to tanking , healing, and DPS-ing at the moment but most other content is not B.) most of the userbase doesn't raid C) unless you have that rigid party composition and uptime you won't achieve that number D.) there's damage from confusion and torment that is never reflected in those sorts of benchmarks as well as huge damage loss for staff eles versus targets that move. Eles (especially weaver) shouldn't be balanced toward only <10% of the content with one of the most difficult playstyles and under sterile ideal conditions. It should be mainly evaluated in a loose group comp (i.e no dedicated tank + heal strategy) vs moving targets that have CC bars (Vinetooth is an example), in fractals with random players of different skill levels where the objective isn't a boss in the middle that barely moves, in Living Story zones without a party (low boon priority) where enemies will hit without an obvious animation and won't die in 2 hits (so more than 2-3 enemies is likely death if you're not playing well), or in story mode vs a boss with CC bars with no outside help. Most players are facing these situations and every person working on HOT/POF legendaries will be as well. It is ill-advised to alienate 90% of the userbase for a vocal minority fixated on stationary golem damage. Devs ought to test weaver on half marauder half zerker (to better match other classes HP pool ; Elements of rage makes this less of a damage loss) as well as full damage zerker+scholar+sigil of force, etc : the stat set normalized to other classes' HP pool should perform OK (within 5%) while the full damage glass cannon weaver on sword (130 range) needs to have at least 15% more damage if perfectly executed (i.e. not just camping fire attunement like some people do). ===Other thoughtsI don't agree with some posters stating eles should have stealth and boon removal. AoE is largely a counter to stealth; boon removal should not be a major problem provided there is enough access to vulnerability (vs protection), stun (vs stability mainly), chill (vs alacrity), burning/bleed (counter regen), and CC....will add more when I think of it
  10. Mesmer. There's a pull and a phantasm that does respectable damage and reflects. Your other possibilities are pretty bad unless it's for PvP:Necromancer - I don't think anyone uses it for PvE over torch, dagger, or warhornGuardian - single target now but high damageElementalist - usually offhand dagger is used if not warhorn
  11. https://wiki.guildwars2.com/wiki/Protector%27s_armorhttps://wiki.guildwars2.com/wiki/Ornate_Guild_armor_(heavy)https://wiki.guildwars2.com/wiki/Heavy_Scale_armorhttps://wiki.guildwars2.com/wiki/Tempered_Scale_armorhttps://wiki.guildwars2.com/wiki/Council_Guard_armorhttps://wiki.guildwars2.com/wiki/Leystone_armor_(heavy)https://wiki.guildwars2.com/wiki/Reinforced_Scale_armorhttps://wiki.guildwars2.com/wiki/Worn_Scale_armorhttps://wiki.guildwars2.com/wiki/Ascalonian_Protector_armor I am unsure if it is that large of an issue.
  12. It's not that celestial is weak, it's that 4 stat items make it not as desirable in addition to powercreep across the board.
  13. I really don't think you'll see full cele much. In PvP the ele amulet was used a lot, it has fallen out of favor due to the 4 stat amulets.
  14. I liked the projectile mitigation of the old toolbelt skill, but the new stun-break of the utility skill is a good change for WvW. I would have preferred if Fury was also kept for the PvE version of Elixir U. Quickness isn't amazing anymore due to Firebrand (Stalwart speed) as well as Chronomancers with boon sharing (Seize the moment trait Phantasmal haste, and Well of action).There was a time quickness was worthy of Elite status (see Time Warp and "Feel My Wrath").
  15. You have to account for map cap in that figure. I'm not sure if that number includes all time-zones. However, after a server meeting it's around 15-40 people per guild active in WvW even if several guilds are nearly 500 (in the 490s).
  16. "Our current plans for alliance size are somewhere between 500-1000 members" ... that seems low to me.
×
×
  • Create New...