Jump to content
  • Sign Up

Astraeus.4982

Members
  • Posts

    9
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Astraeus.4982's Achievements

  1. Bump. Thanks for posting. This appears to be only possible in off-season maps for 2v2 and 3v3 where it’s possible to target enemies in their base. Not only is its range far more than 600, it doesn’t require line of sight to activate. I have seen my teammate’s HP drop to less than 50% in base before match start with this relic activating on us. Hope Anet fixes this soon.
  2. I feel you. I've had 2v2s where 3-4 of the 4 people in the match were the same in 3 consecutive matches. One way to dodge people in sPvP is by temporarily adding them to your friends list and keeping an eye on the map they're on. Wait 5-6 min for them to enter a PvP map and then queue yourself. If they don't, they're probably not in queue. I know this feels like a waste of time and is inconvenient but it has always worked for me. Too bad if they're appearing offline though...
  3. Quickness Catalyst before the patch ran Empowering Auras which gave +10% damage and condition damage (+2% each stack, 5 max stacks are easy to maintain). Now, to give quickness, Catalyst needs to take Spectacular Sphere, losing the +10% damage AND gain a -10% damage reduction = -20% damage loss. Here's a reddit link to a dev's explanation. The hilarious part is that Power Catalyst for pure DPS, which was topping the charts, will continue to take Empowering Auras and not have siginificant change to its DPS (mostly only affected only by the water hammer skills nerf). Quickness Cata, which was NOT topping the charts, gets a -20% damage loss!
  4. I main Ele and have mostly played support tempest for many seasons now. I'm upper P1 mostly. I haven't tried this build, but it seems to offer a good amount of healing. The range of staff would definitely help in surviving but I'm not sure if the trade-offs are worth it; will have to try it first-hand. It's more oriented towards direct support to allies than its Thermal Cleansing counterpart. However, I prefer would Thermal Cleansing still (with dagger/focus) because it offers greater offense, which allows me to mitigate damage to my allies in fights while actually helping get enemies downed. There are loads of Heal Guards running around these days, and having two direct ally support classes is not good. Moreover, conditions on allies are never a problem as I have "burst aura" skills on Fire and Air, each removing 2 condis, in addition to 1 being removed with every aura shared. Since I have 2 sources of projectile reflect on weapon skills, I can replace "Aftershock!" with Conjure Shield, which is generally a better utility (with magnetic aura in it), or Mistform, for the much needed invulnerability needed on this squishy build when being focused. Focus Earth 5 also gives invulnerability. Tornado over Glyph of Elementals, great source of multiple AOE CCs, again for more offense and prevent enemy revives - turns the tide of a fight. Yes, Water Elemental's AOE healing skill is very strong, but attacks are melee, which makes it vulnerable to dying potentially pretty quickly in team fights from AOE dmg.
  5. Ele main. I agree with most of the feedback offered here. I was off from the game for a few months but hearing about new specs had me excited.. alas, such a disappointment (so far). I hope the developers take player feedback seriously. It feels like with every new spec of Ele, from Tempest to Weaver to Catalyst, the level of work that has gone in designing them overall is a steep declining curve. Anyhow, I want to shed some light on the new elite skill. [90s cd] Elite skill: Weapon skills cooldown reduction. The effect lasts 8 seconds, and you have to strike your target every second to get the max. 8 sec of cooldown reduction on your weapon skills (1s interval on the skill effect). So, if you happen to disengage or your target distances itself from you, the skill is useless. Such an "elite" skill. Where has the creativity gone? This is such a boring mechanic. Assuming the skill will not be redesigned from scratch, please consider adding more to it. Perhaps a source of an aura based on your attunement, at the least, since the trait line for this spec offers benefits from auras (even though getting them is far less easier than on Tempest). And why not just set it to give 1s of cd every second for 8 seconds without having to hit your target? Provided that it has a 90s cd, it does not seem overpowering at all to do so. Some collection of boons that actually assist in survivability would also improve the skill, instead of the current single boon (for 4-6s) based on your attunement. And is it too much to ask for some more visual animation upon its activation?
  6. Ele main, these are my 2 most recently used sets!My laptop cannot handle graphics as good as in some of the other posts in this thread :( Roller-Beetle Rider Set Mostly Requiem Set
  7. Twist and Fate and Primordial Stance should give stability when used with Bolstered Elements trait. I've noticed the I don't always get the stability. Could it be a bug or simply that the skills or effects of other players/opponents prevent me from gaining stability? Link to video:
×
×
  • Create New...