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Dennis.8036

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Everything posted by Dennis.8036

  1. %5Burl=https%3A//www.bilder-upload.eu/bild-0b443f-1557060433.jpg.html%5D
  2. I really like your ideas. Moreover sometimes I thought that the radius of geyser could be increased maybe a bit? It doesn´t have to be like the guardians water field, but the same size as mesmer and necro's wells would be nice:). Furthermore I wish healing rain would also gain a small healing component, not too much, something 500 health per sec, but its name is healing rain and not regenerating rain:D
  3. I like a lot of these ideas, but there are some, especially for tempest, i´d like to suggest.When I compare tempest to weaver, then I see the possibility for ele to play either support (with tempest) Or pure dmg (with weaver), since the dmg output from tempest is far behind the dmg outpot from weaver.But when I look at most used support classes like chrono/druid in pve, or firebrand in pvp/wvw, I come to notice that they just have to sneeze into their party to grant them a quantouple amount of boons.So with tempest I wonder why the overcharges won´t be able to grant boons to allies surrounding the ele?For example overload earth may grant stability, protection and resistance to party members, overload air applies swiftness, quickness and alacrity, overloading water removes conditions while granting regen and vigor, and overloading fire grants fury, might and retaliation.These boons may have a duration of 3sec with four ticks while overcharging. This may seem strong, but if I think about the duration of the cast the overcharges have, this seems most reasonable to me.Further to the transmuting of auras. This was a nice idea, but why can´t tempest transmute the auras applied by shouts with the shouts? this would underline the aura-aspect from tempest and make the shouts feel like something. For now the shouts don´t appear rather strong to me as you have to watch multiple synergetic aspects fro other traitlines as well to take great use of them. Transmuting auras on all affected allies would give the entire thing a complete different feeling^.^ As for weaver, I´m actually quite happy with this class in pve, but the dmg got nerfed a bit too vast compared to the skill it needs to master. While I´m quite thankful for the ability to play sword dagger to deal damage, the nerfs on staff were ridiculous at some point. the viability of scepter is very debatable, same goes to dagger mainhand.In pvp I come to wonder why weaver needs to perform either as fresh air, which isn´t really a rewarding way of playing it, or as a sword/dagger hybrid. Which may be a bit sturdier, but the work this weaver can do is better performed by other classes. In roaming a mesmer or thief works better, same goes with spellbreaker/soulbeast, and in team fights it gets outperformed by holosmith/scourge. Fighting against a deadeye is a pain in the butt, but this is something many classes have to experience^^. So you have the opportunity to choose either mediocre burst damage, which is mostly done better by mesmer or engineer, or you´re tanky but not as tanky as a druid/soulbeat/spellbreaker, compelling you to linger with mediocre viablity during the entire match. As for arcane, I agree that most of the traits are fine the way they are, but I wonder whether elemental contingency could be changed, causing the boons you generate to affect more allied targets, so the boons you generate can affect 10 allied targets. The ability to affect 10 targets is something i´d like to see in more professions in general. Give the scourge the ability to apply barrier to 10 targets, give the firebrand the ability to grant his boons to 10 targets, same goes to tempest. We saw the beginning of this in the herald changes. I´d love to see the acceptance of more support classes in raids except for druid.
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