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Poelala.2830

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  1. I, for one, am a Lightning Rod enjoyer 🙂
  2. Reaper - "Nothing Can Save You!" - 16-second cooldown, 1/2 second cast time, up to 11 unblockable hits, 6 vuln, removes 2 boons, 10-second duration. Best one. It has the shortest cooldown, longest duration, most unblockable hits, applies vuln, AND removes boons all in one. Warrior - Signet of Might - 20-second cooldown, NO cast time, applies 10 might, and has 6-second duration. This also has a passive so there is always a benefit of 180 power when it is not used Ranger - Signet of the Hunt - 20 second cooldown, NO cast time, applies 3+ seconds of superspeed, with 6-second duration. This also has a passive so there is always a benefit of 25% movement speed when it is not used Elementalist - Relentless Fire - 20 second cooldown, 1/4 second cast time, 5-8 second duration depending on presence of fire sphere, + 15% dmg. This has NO passive. It has a cast time so it CANNOT be used while using other skills unlike warrior and ranger. Has a longer cooldown than the only other skill on this list with a cast time, and unlike necro it does no damage even though it has a cast time. Elementalist's damage comes mainly from multi-hits which makes this less effective.
  3. There are so many issues with the core game that need to be fixed. Among them are: Projectiles that have such poor tracking that them actually hitting is rng. Look at war axe vs ranger axe. Classes without an elite spec for each class of utility skill. Where is my elite signet on ele? Elite Arcane? Weapons/traits/utility skills that have never seen the light of day in serious PVP. Increased build diversity starting from the CORE game. I'm not saying everyone should be able to play their class core at the highest levels, but it makes no sense that if someone wants to do high damage they have to choose one expac, but if they want to do condi they have to choose a different one. If someone loves the playstyle of one expac (or none) they should have at least some level of playstyle diversity available to them. And nerf test of faith dmg by at least 33% ty.
  4. This seriously cannot be the new weapon we all waited 2 years for... I play mostly competitive game modes (PvP/Wvw) and I am not sure how well it performs in PvE, but I hear it is also currently among the worst performers. In terms of viability, I looked through each of the base 3 skills (with no bullets) and all the dual attuned skills and it seems like each dual attuned skill is simply worse than either (and both) of its component base 3 skills. Fire 3: up to 3 burn, insignificant base dmg Water 3: 1.5 seconds of chill and a frost field, insignificant dmg Fire/Water: ...1 burn and 2 seconds of bleed Air 3: 3 seconds of weakness and 2 seconds of blind Fire/Air: 5 vuln and 2 seconds of blind? Earth 3: 5 bleed and 1 second of immob Fire/Earth: 1 burn 2 bleed... Earth/Water: up to 2 bleed Air/Water: Regeneration and an evade Earth/Air: Weakness and cripple... For comparison... scepter air 3 blinds and gives weakness (longer duration than pistol air 3 for both with a shorter cooldown and is NOT a projectile, can be facing any direction) scepter earth 3 blinds for 6 seconds and applies 1.5 seconds of cripple each pulse (and is aoe). Earth/air scepter: 1,5 seconds of stun and two hits. See how it is transformed and adds utility? The damage is quite bad. I haven't seen or heard of a good build yet for pistol elementalist on any game mode. It cannot heal, it cannot do power damage, and it doesn't provide a single new condition, boon, affect, UI change, or anything else to differentiate it from any other weapon, in competitive modes it does NOT synergize with any established build (i.e. fresh air, sage, lightning rod, signets, etc) and it does not open the possibility for any new build. Can a dev please take the time to explain how this weapon is supposed to work or what the design philosophy was? I'm lost for words and deeply disappointed.
  5. I also feel like there has been no thought to dual-attuned skills AT ALL since the launch of Weaver? Hammer dual-attuned AND pistol dual-attuned just feel like the exact same skills as the core skills with slightly different numbers whereas all the core weapons + sword legitimately feel like new skills when compared to the core 3 skills. It feels like there was less than 1 hour of thought and exactly 0 ounces of creativity in designing these skills.
  6. I feel like accessing the full bonuses of weaver dual attuned skills is too complex and cumbersome to justify their effects.
  7. You lose to my core Elementalist on every build you play; catalyst or core. Signet catalyst is just what I play when I want to meme.
  8. "You sound like you don't even play ele." I'm a better ele than you are. Also, why not address ANYTHING I actually said? It's because everything is correct.
  9. There's no way this was actually thought to be a good idea, right?!?!
  10. Revenant’s hammer problems actually do eclipse any of Guardian’s problems. Revenant hammer has never been viable in sPvP. Not even close. You cannot say that for any incarnation of guardian or any of its weapons.
  11. Necro has been top-tier meta in probably every patch since AT LEAST HoT. Every team has almost always run at least 1 necro. Necro has historically had MULTIPLE viable builds at times other classes at 1 or less.
  12. Didn't you make a post about some meta-class farming one of ur Frankenstein core engi builds?
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