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Arcaneus.6931

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Everything posted by Arcaneus.6931

  1. For eles:More long range options. Don't tie new weapons to elites.Ability to specialize in different elements rather than pyromancy.Make other elements a viable build choices.
  2. IMO what you said makes as much sense to me as having all heavy armor classes 1 melee weapon and the rest being long range only. Just think about it if that was the case, would you still enjoy it and say " that's the way it is because its GW2 "? I think it also devalues the armor types too Heavy, Medium and Light and their respective professions. Why bother making them options in game in the first place if majority of the classes are required to play at melee range to get any decent performance with the aid of elites and traits that makes Light armor just if not better than heavy armor classes at melee.
  3. I played ele to lvl 80 and leveled artificer to max. Eles lack decent long range damage. I don't really enjoy being put into the support category because I main staff. It would be nice if they gave us more long range options, like trident for example to me its the most fun to play around with. The main reason I choose ele is so I can play a long range damage dealer. I hate it when elites weapons on cloth classes are focused around melee range. Majority of the people I have seen opt for using melee weapons because its viable build and I do feel like I am forced to play melee because of those reasons. IMO the Elites also restrict weapon choices than add more to them. It would have been better if they just created weapons that can used without having to equip an elite trait. It just isn't fun to be forced into having to pick elites for weapon choices or better damage output. I have been playing Mage/Cloth classes in MMOs for along time now, the reason I play them is because I enjoy doing damage at long range, having so little options just kills the fun for me. I am not going to be forced into playing some weeb anime trait for better damage output to satisfy the min/maxers this game is plagued with.
  4. I wanted to main an ele but since they suck, and long range is trash its been difficult to get into this game in general. I may end up playing OSRS or something at least you can be a decent elementalist on that game.
  5. Honestly I'm not even sure why they even bothered making it if they didn't have the resources to fully flesh it out like the rest of the classes in the first place.They could have just gone with a Dark Knight class and made it more edgy warrior with dark magic or something low effort. Currently it just feels like a waste of space for what could have been.
  6. Or maybe they could have just had it so Legends changed your weapon abilities as well, so some legends would change weapon abilities to melee and others would change them to long range and have them match legends utility. This would have also would have made no-weapon swap thing more viable for the class.
  7. It would have been better justified if legends also changed weapon abilities.
  8. It would be nice if they added more weapon choices like dual wielding Axes, Scepter, Greatsword and Longbow as core at least. Currently it does feel very unfinished and the lack of weapon choices unsatisfying. The problem is with core rev and I hope it gets addressed. Minor gripe with hammer for ability 1 it would have been more satisfying if the animations changed like having at least 3 different animations for ability 1. Personally it would have been a better choice if the legendary chosen also changed the players weapon abilities to better accommodate a specific build rather than having weapons accommodate a legend as it creates more restrictions than anything. IMO this would have justified the lack of weapon choices, currently it does seem unfinished and I hope they listen and add more to it in the future.
  9. Yeah, I'm starting to notice a lot of toxicity in PvP and WvW specially with classes as well where you are required to take specific builds and weapons and elites that are meta and anything outside that is looked down with hostility. This is also starting to seep into the PvE content were I am noticing higher level players telling low level players in dungeons they should play another class or calling them stupid because they may be new to the class. I feel like these elite specs are causing more toxicity than anything as well. I am just trying to have fun and people on here can get pretty toxic if you don't also adhere to their shitty metas because fuck what you want to play and what's fun for you.
  10. I never called myself experienced or mentioned I was only camping one attunement. Where did you get that from? I used Fire Attunement in PvP to prove my point that you don't necessarily need to do full attunement swaps. I am just mentioning how I find the majority of the abilities for staff useless because fire is the go to for damage so I never had to use ability 1 or 2 on different attunements just because fire has better damage. By the time I use 3,4,5 other attunements are off cooldown so I swap. I can get around just fine in PvP and PvE.
  11. What BS give me a break dude. I Literally played PvP with only fire attunement and managed to win majority of the matches with the right team this also the same for me in WvW. The only abilities that I often find useful for staff are Static Field and Unsteady Ground the rest are useless and I don't even use those outside of PVP/ WvW because I can just Fireball almost everything to death. The only reason I end up using other abilities/attunements In PVE is because of Champions or I am bored of spamming the Fireball over and over again. I think the healing for staff is rubbish even with the water trait equipped, IMO its a waste of space to give players ability to heal at long range as it doesn't benefit anyone since majority of the players tend to run close to the enemy so you are essentially using heals at scepter/dagger range on staff. I run ELE not Tempest because I don't want to loose additional bonus damage for a gimmick Elite. I think the trident abilities are way better than staff and IMO I think some of the abilities should be similar to it mainly the Water abilities. The "cycling on elements" gimmicks your on about is just for RP if ask me nothing more, its useless in majority of the PVE content but not as much in PVP/WvW sure I can agree with you there. Also stop telling me I should play another class. I enjoy the class and I am using it to its full potential. Its just a crappy thing to say to someone who is probably more passionate about the class than you and wants to see it in a better light.
  12. Can you explain what the point of Water 1 ability is for staff? How would this help me in combat? I get what you are saying but currently Its, meh. I would like it to have more diversity with the elements trait you equip making that attunement more useful, hence I can have the attunements of my choosing as my primary or secondary at least. IMO the healing skills on staff are useless at long range, I would rather they be on scepter and staff get more chill and vulnra or defensive abilities or even mobility to help us keep at a distance. I want to do damage with Air/Water and Earth if I choose too and not use it as simple tool to cycle back to fire again as it makes the number 1 abilities on all attunements practically worthless if I am cycling back to default fire for better damage. I feel like this class has potential for more diversity with combat. You have to understand not everyone enjoys playing a Pyromancer or Melee as a cloth class with 0 mobility and abilities that can easily get canceled. If I wanted a healer/support or melee class I would have picked Guardian or Warrior.
  13. I don't know man, personally, I think it would be cool if they swapped some of the water abilities with scepter mainly the no 1. Water Blast with Ice Shards and no 5 Healing rain with Shatterstone. I would rather see staff have more DPS options than have a healing spec because IMO healing spec is useless specially if I swap it by accident I do 0 damage with ability 1 and for ability 5 Healing Rain isn't worth being a long range skill. I also think they should do the same with air attunement too. Swap no 1 Chain Lighting with scepters Lighting Arc(Maybe reduce duration for staff) and No 4 Windborne Speed with Blinding Flash/ or Focus 4 Swirling Winds . Reason because staffs air ability 1 is too slow and useless at long range and I feel that Windborne doesn't benefit anyone at long range as well and should be a scepter skill. Overall what I am trying to get at is that I want Staff to be more like the classic "Mage" style were people can choose what elements are their primary by equipping their respective trait lines, because currently I am forced to take fire and play as a pyromancer because that's were my damage comes from as a staff main. I would rather see attunements getting buffed when I have that trait equipped so you can use as your primary or secondary at least and not because I have to for better damage or certain boost. I get that some people may not like this idea and like the healing spec but I would rather it moved to scepter because I find them useless for long range anyways. IMO healing/condi cleanse should be for short range. I just want to see more people play as Water, Air and Earth mages specially In PVP/WvW it would be pretty cool to encounter someone with opposite elements.
  14. IKR its is sad that we are stuck as pyromancers, I hope they at least decide on making a future elite spec that allows players to specialize in 1 element type. It just one of those things that bugs me.
  15. I understand what you are saying but I would at least rather have 1 ability on eles water do nearly as much damage as fire 1 ability , or at least be able to apply vulnerability to targets because IMO the 1 ability on water is useless, I am mainly talking about staff but I assume its the same for the other weapons too. Ideally I would prefer to see more conditions being applied from water like vulnra and chill. Just so there is at least some form of attack/defense while other attunements are in cooldown because in PVP/WvW some people can take advantage of that because you wont have access to any hard hitting ability or decent damage to defend yourself with. If not they can always make a new elite spec in the future that would cater to people who want to play as 1 element type of the players choosing. It would be a neat idea IMO.
  16. I agree, IMO water should do nearly as much damage as fire does just so people have better options to pick their primary attunements. It will also will be more useful for people who want to specialize in specific attunements as an option for those of us who want to rather than having fire as primary now all the time. Healing/support should be moved to utility I think.
  17. I want conjures to be in the elite spec instead and be based on your current attunement, as for axe conjure maybe it can be optional with the greatsword, so it spawns axe and greatsword together so player can choose which to pick up to use with better stats and short cooldown. The free space can be used for more valuable skills like defensive and healing/support. As of now conjures are useless. Waste of space if you ask me, there is nothing worse than using close range weapons on the most squishiest class, its just asking for insta kill.
  18. IMO we chose elementalists because they are cloth class and for better damage at long range so you can kill your enemy while keeping a distance, that's how its supposed to be that's why we choose cloth class, I don't get why they go and make it melee oriented, if I wanted a melee class I would have gone for heavy armor classes. I would rather them have more long range damage options at least then their squishiness would be understandable. Currently its just feels absurd to play a cloth class at melee and long range, no wonder they die so easily.
  19. I wish they just removed utilities from long range weapons and just made them more damage and defensive oriented based on attunements and moved utilities to utilities ffs, its kinda dumb imo for eles to have to use utilities from weapons than the utilities bar because for me the utilities bar is probably the most useless thing I have seen the abilities don't do that great deal of damage or give good support and have stupid cool down that's not worth it. I only see eles running with pets and the rest of utilities seem to be there for RP.
  20. I can see why Fire is slow but I don't understand why other attunements are slow as well just because they do low damage. IMO they should just make the staff 1 ability for water, air and earth do equal amount or as much damage as 1 for fire does because currently they are redundant, having those skills do so little damage is nothing more than bad RP to me because you will be just switching to fire 1 for better damage anyway and at best you lose what a millisecond in switching attunements? It adds nothing to gameplay of it. I feel like it would be nice way of making players use different attunements as their primary besides Air and Fire, you would also have a decent damage ability while other attunements are in cooldown as well.
  21. Yeah but I shouldn't be required to take a specific weapon if I want to focus on a single element.I prefer using Staff on eles because I like long range. Fire and Air shouldn't be the only elements that should available for damage dealing. I think it would be better if they just moved all of the utilities away from weapon skills all together, I just want to play as an Ice Mage but I cant even do that on Eles. I don't like the idea of having some elements locked for utility and support only :/ I get were you are coming from but I would rather just have the option to focus on 1 element and maybe have F1 for a chosen element to be damage based and F2 be Utility skills instead for that element. For example: Ice MageF1: Ice = Condi/DamageF2: Water= Healing/SupportEarth MageF1: Earth = Condi/DamageF2: Magnetic= Defensive/SupportFire MageF1: Fire = Condi/DamageF2: Magma= Dodge/DefensiveAir MageF1: Lightning = Condi/DamageF2: Air = Dodge/Mobility
  22. One thing I find frustrating about this class is that you are always forced to play as a Fire Mage, it has Elementalist in its name but you can't actually play a Earth, Ice/Water, or even Air Mage, just because the rest act more like crappy utility skills than anything and you will find yourself cycling back to Fire Attunement Always. I get that they have this mixed rotation you are forced to cycle through but it gets very irritating after awhile for me. For me it would have been nice if they gave us an option to choose the elements we want to focus on like 1 or 2 elements and the F1 to F2 would be only be the element you chosen, the down side being you now longer have access to the other elements unless you respec or something but you can now weapon swap. The funny thing is you can already play as a Fire mage if you go Guardian, Warrior Berserker(Melee), Mesmer or Necromancer, all have some form of fire condition or damage based trait or abilities. So in essence Eles Fire Attunement isn't really all that unique or special of a skill to be forced into playing it just because other other classes can also deal fire damage as well. I really wanted to play as an Ice Mage but god damn is it disappointing.
  23. I don't know why you keep insisting I am going for a Death/Necro theme for mesmers, sure the name 'Geist' leans more towards death, but that really isn't the idea I was going for I just couldn't think of a better name hence I also put Geist/Sorcerer or what ever name fits the class. As for traits I am sure they can still benefit with Orb Mechanic if not there are probably many other ways to go around it, was just offering my idea. No Need for the aggressive attack dude. If you don't like it that's fine also. Just chillout.
  24. Yeah I actually like that idea, sure it might not follow the tradition of Mesmer Elites but I feel like it would make it interesting and diverse for sure.
  25. Most Elite specializations so far have iterated on the profession's core mechanic and none have removed it.Why should an elite specialization remove the Mechanic and replace it with that of another profession? You do realize Phantasm also means apparition, or ghost. So I am not sure what your on about Mesmers dabbling in Death magic, never really mentioned Death Magic.Scourge removed the traditional Shroud skill? I see no problem with them doing the same with mesmers to keep the class fresh to add more diversity and variation that changes the gameplay of the class so it doesn't became the same thing. So, you take everything that makes a GW2 Mesmer a Mesmer and slap on a pinch of GW2 Necromancer, as well as WoW Demon Hunter (Soul Fragments) and WoW Monks (Chi Spheres)?Didn't it occur to you that this idea might be significantly more fitting for actual Necromancers? I have no idea what your saying, never played WoW. Mesmers can already summon Phantasms of themselves I don't see the problem in where we are given the ability to take form as one and change up the gameplay a bit. Sure most of the Elites will eventually will end up feeling the same as other classes but at the end of the day if they change up how classes are played I am all up for it.
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