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Auburner.6945

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  1. In my opinion the whole e-spec contradicts itself (Cons): 1- The weapon has numerous range thresholds it just doesn't make any sense, 600 range attunements with melee range skills, 125 range attunements with range skills, clunky range leap finishers, Jade spheres unga bunga range in-between. For example, Fire on Hammer has a 600 range autoattack, however, skill #5 is melee. The issue is that it's not just Fire attunement. 2- Elementalist is known for its fast-paced gameplay; it's really fun using a skill on an attunement and swapping mid-animation. Like I somehow hop into water to get heals and then use any other attunement; I don't want to waste more time on this attunement. However, hammer is way too slow for that. Only fix I see is... not hammer. 3- What is the main mechanic of this specialization? Stats on auras? that's tempest. Stats on combo finishers? the weapon lacks the fields and the finishers. Barely any trait to amplify F5's uptime/duration/effects/movement, except fast attuning on a slow weapon... Weaver can do it on a fast-paced weapon. Utilities, remind me of ranger spirits with weaker effects... at least those are for 5-10 players. The whole thing seems to bring the other down than synergize. 4- An elite specialization that only works by ditching the weapon it's released with is just bad design, the trait lines are not even fully used to their max potential in any showcase. Like roll a Weaver, Tempest, or a core line and it would be much more impactful. 5- Lack of range options. It's just frustrating having to rely on (semi)celestial stats to function in melee range, while spending a lot of time in tanky attunements. Sustain is needed for critical moments, not for a class to be playable. 6- I am a huge fan of weaver. I started playing by the release of PoF and didn't even level a Tempest or play much core for like a year and half-ish. Why am I saying this. Well, because I don't see why elementalist always needs to be complicated for the sake of it rather than because it's rewarding. Like, I wouldn't mind it being complicated, but the issue is that; it's complicated because it's elementalist. At first it was like "yeah I mastered one of the hardest to play classes" but after a while and by playing more classes it's: "well, have fun with being so full of yourself while I can roll a Firebrand and out-support/out-damage you in every single field of the game" 7- Why hammer? I won't quote the first few words for the showcase, but it's sad. Tldr The attunements and skills' range need fixing so that they work together. Hammer is too slow. The mechanic/traits/utilities/weapon all bring the specialization down; no synergy. Lack of range now for a squishy mage. Complicated for the sake of being complicated, because it's ele.
  2. Leveling 0-80 takes me around 3hrs... you need the stack/kill EXP booster + guild booster. Fast-forwarding to level 55-ish, there are two pathways: Either level up Jewelcrafting and Cooking, they are the cheapest, each to lvl 400 from here: https://gw2crafts.net/ through normal guides, or faster guides which takes around 25min for both professions to hit lvl 400; with the mentioned EXP boosters, you'll gain at least 11 levels for each of these crafting disciplines which is 22+ levels. The other way would take longer than this, boosters still included, which could be achieved by taking down yellow monsters in Fireheart Rise from 60-70, then yellow mobs in Frostgorge Sound for 70-80. To know you're maximizing your exp from these monsters, you'd need to look up for ones that give you like 5k+ exp each.
  3. Dire/Trailblazer's Condition Herald w/ Corruption for that 33% dmg reduction with resistance uptime + Incovation/Retribtuion and Herald lines for perma protection and some dmg reduction traits on Herald. Mace/Axe and any other weapon set for weapon swapping. Mallyx and Glint for the higher damage variant, can take Jalis instead of Mallyx for Vengeful Hammers. Jalis vengeful hammers with resistance + protection and dmg reduction food is 100% dmg reduction; 0 dmg from even Mind Crush on Deimos. Can go Tormenting runes with a great room for mistakes but that requires playing Mallyx. Resistance runes are a snooze fest with even more room for mistakes because of abusing resistance uptime, but it's quite a damage loss. Other builds would be minion mancer Reaper, or full Dire/Trailblazer's Weaver.
  4. DPS-wise, regardless the game mode, pZerk and cViper's would always be the best options. Sustainability then; comes at the cost of DPS thru increasing active or passive defense, however, this limits the game modes you can join. For example, Trailblazer's/Dire cWeaver is super powerful for open world/dungeons but it's not ever a pick for raids, and is not a recommendation for fractals. Same goes for Marshal's but it's sustain comes in more active defense than the aforementioned stats. To answer the question, Grieving requires rune/sigils modification to achieve certain condition durations and is still not enough. Since condi-wise, weaver doesn't only focus on Burning, but also Bleeding; which contributes to a rough 25-30% of the total condition damage output. Power-wise, it would lack the precision for enough crit hits, which would also require build modifications leading to further DPS loss. Regarding the burst potential, pZerk > Grieving hybrid (cuz of power stats) > cViper's. Viability then pivots around which game-mode you'll be picking Grieving stats for. Grieving stats were supposed to be smth that fits Weaver, but it never really worked how ANet intended it.
  5. The February patch was the nail in the coffin for me. Yeah, the class can outdps if played well, but I can really just roll a Herald/Scourge; deal meta damage too and bring in utility on demand (which could be a fraction of a second from winning) any Weaver dreams of while still being a DPS, top dps is just a number, especially when it's mostly an overkill. Before we had a squad with like 10 Weavers and annihilated other zergs, now that number of Weavers is a meme if rolled. The class as a DPS is even more intolerable for small scales. The utility is meh, the pace of the weapon was rewarded before such patch, too many projectiles, too many animations, the nerf to Twist of Fate was a big KEKW (was done because of sword weaver, for which an entire spec suffers for such build). Playing too much AuraTempest didn't even do it; it doesn't have the same pace that of a Staff Weaver. Is the class/build playable? yes, it clearly is... but at least for me, it no longer feels like putting in any time for what it has to offer except its pace. That's a brief view of what's been stripped off the class the past year, it's fun and won't really tell anyone that this build doesn't exist in WvW because as a Support babysitting a Weaver defending SM, I can tell the DPS it dishes out, but that's just it. However, it still is great to know that someone is enjoying/to enjoy such fun build.
  6. I'm going to assume this is for Open World PvE, so here's my opinion and you can take what suits you. Wurm runes add like 2,000 HP, which I think is not that much given that the build is already above 20,000 HP w/o them. Scholar runes would add up ~150 Power which while not a whole lot for Open World, is still a good trade for 2,000 HP.Utility/heal skills; you can use like any other heal but the Stance because it's highly situational and highly unreliable, the glyph or the signet would be a lot better. Utility picks would preferably include Glyph of Storms because it has great utility when cast in Earth, you then would have 2 other slots which could be filled up by Arcane Shield for sustain and a free utility option. The elite skill is just taking what suits you best.For the specs; aside picking Weaver, Fire line should be a go to (there's a debate between Fire or Air), leaving one last spec spot. The last spot could be Arcane for survivability and boons; just how you picked it, or Air for full glass cannon. This build would lack Stance skills to generate barrier from Bolstered Elements, but 680 barrier/stance is not much, so if the sustain is still needed, keep it, otherwise Swift Revenge works fine.Hint- the more comfortable you get with the build and stats, the more you can consider swapping out (some) Marauder pieces for higher DPS from Berserker's. For naming, 2hrs was all it took for me to get my last character named by mah guildies, soo... good luck with it!
  7. Popular builds: Typical Berserker/Marauder with Scholar runes is great for most cases as Glyph of Storms is a nice 10s blinding AoE field. Ranged (w/o terrains) and/or high attack rating 'champions' are almost impossible because sustain is terrible on berserker's/marauder. This build can go into raids, preferably on full Berserker's with the ability to play either Weaver or Tempest.Other way to go, and only if you're not going to be raiding or doing T4s/CMs, Trailblazer's/Dire is a powerful stat for Open World condition builds. If you're going to be raiding, then Viper's is the go to (could also be for Open World). Offhand focus already has great utility and the build goes into Earth attunement/2ndary Air to ensure most of the life saving skills are accessible, so with the addition of Trailblazer's/Dire's toughness; you can take down legendary bounties if you've got the basics of the class and the understanding of the bounty's mechanics... nice. Mostly Weaver is the go to in raids and is a matter of preference in Open World, Tempest is great for Open World as a condi build but the zooming on Dagger in raids is not really comforting. Build variant posted above by AliamRationem.5172 If you want to be the group hero, you can go Harrier's (raid-ready, but Healbrand is broken) or Minstrel's, buuut you can't roam on your own anymore in Open World.In my opinion; since swapping stats on ascended gear exists, it means that if you really really want to go for Trailblazer's condi builds then it won't be costy to switch stats to Berserker's (cheap-ish exotic insignia/inscription) if you were to ever need that stat swap... but yeah that price for having swapped to Trailblazer's before is going to hurt if this happens.
  8. Elementalist is now support tempest only in PvP/WvW... the high risk staff is now laughable, roaming builds now can't stack might, and Open World players can't stack might or clutch res from Lava Tomb. While support tempest does a great job at its role, build diversity is dead; even PvE raids lack the sight of ele players.
  9. I think that "+X% damage" traits don't affect condition damage unless stated so. If so then it's a DPS hit to condition builds. If not, it's a slight buff. For power builds, it's a buff.
  10. PvE: DPS tweaksPvP: Nerfed solo play (heavily?).WvW: 20-player scourge shades :trollface: Have fun with perma chill from necros too, not even a weaver can solve that. Overall; no idea what's the aim of these changes. Hopefully, the full version of the patch notes holds more.
  11. Stormsoul has 2 effects: the first is a damage increase against CC'd foes, which means that as long as the foe is CC'd, any other ability/skill you hit them with will have a 10% damage increase. The second effect is that Stun duration is increased by 33%, only Stun , no other kind of CC such as knock down, knockback, etc is affected by this second effect. Here is a scenario: You use Dagger #3 in Air and transmute the shocking aura on a nearby enemy. The enemy gets stunned for 1s + 0.33s, during that stun period, any damage you deal is modified by 10%. Another scenario: You use Dagger #4 in Earth on a nearby enemy. The enemy is knocked down for 2s (no duration increase since it's not a stun), any damage you deal during this period is modified by 10%. LR works for all CC's; you land CC, you deal damage. Stormsoul's damage modifier applies with all CC's in which any damage you output is modified as long as the enemy is CC'd, however, its CC duration increase applies only to stun.
  12. Overload is a Tempest mechanic that activates after you stay in the attunement you have just attuned to for 5 seconds and every 20 seconds to come if still in the same attunement. Let's say you were in Fire attunement and you went in Air attunement, you will have a 5s cooldown on Air attunement, after it wears off, you can simply just press the same button as if you were to attune to Air again. It's a 4s channel regardless the attunement you overloaded, so bear in mind that dodging or being interrupted cancels the channeling, giving you minute effects if not fuply channeled.
  13. I don't really know of what's good beside Gmail (I've tried Outlook too), however, since that issue I've submitted a ticket anonymously like 24hrs ago, and about an hour before now I got a reply to finally be able to register on the Gmail account.
  14. So I have tried a different email provider. It seems that of the 2 or 3 other providers used, I was able to create an account as well as login. I don't know, but there seems to be an issue with Gmail.
  15. I have been facing an issue creating a new account as well. I made a new Gmail specifically for the account and still nothing... I proceeded to try different emails and different password combinations, but that same "There was an unspecified error. Please try again." keeps popping up.
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