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Ele spear Livestream


ippy.9048

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That's right, I also thought that there wouldn't be any long-range weapons since we only had melee elite specs. So, I'm actually happy about it. In a way, it's because this kind of bold design has been applied to a new weapon. Doesn't this mean that the developers are taking on challenges? In that sense, I certainly want to greatly welcome this somewhat rough-edged weapon.

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Ultimately, the stack meta in instanced pve due to the generally poor boon sharing radius (herald is a massive outlier), forced melee/movement skills of many professions, lack of access to ranged rez on healers (downstate also contributes to stack meta), low radius healing, and even the localized effects of catalyst jade spheres and tempest overloads will force spears into melee range in strikes, raids, etc...

I'd like to see Anet take a serious look at freeing up more playstyles and team compositions that don't devolve utterly into stack on tag.

Edited by Kagaho.5378
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On 6/22/2024 at 2:55 PM, Jski.6180 said:

That one of the weaker blast combo effect in the game sadly. It just seems compired to the other fields 1 stack of might is nothing compared to getting fury or stab or even an heal. It should at least be 3 stacks (though ele already giving it self a lot of might as is.)

My other question is why is it only 5 sec that crazy shot for an big effect of an field to out put 3 skills (even the 1 skill buff on an 5 sec duration seems a bit short its just one skill why would it need to also be on such an short duration.) Mind you if you get +2 sec from the GM fire trite it will be 7 sec for just the fire one also you will have to get ppl to stand in it to trigger its +1% effect could be an issues for weaver and core ele.

There are just small things it looks good over all and i am sure they will buff it and fix as needed. I am looking forwarded to testing it out next week.

I also hope they carry over these ideal to the other weapons for ele. Making earth effects dark fields is fine and would do A LOT for the other weapons. As well as buffing field effect when you use skill in them and  having strong zone and weak zones for aoe effects.

Even the new ele condi type of hits a person with lighting would be amasing to see on GM trite like lighting rod winch is lettorly in the name of what the effect is going to do lol.

I thought it was interesting that they have the Earth 5 Haboob skill give a dark field. This means now that we can supply ourselves with dark aura if we leap through it. I don’t think we could do that by ourselves before.   Another aura to add to our repertoire. 

Edited by Tom.8029
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4 minutes ago, Tom.8029 said:

I thought it was interesting that they have the Earth 5 Haboob skill give a dark field. This means now that we can supply ourselves with dark aura if we leap through it. I don’t think we could do that by ourselves before.   Another aura to add to our repertoire. 

Its confusing what is earth field and why cant we just have an earth field lol. I am all for dark fields being earth fields for ele lets make cata f5 in earth become an dark field and tempest overloads earth become an dark field as well.

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I didn't see anyone else take screenshots of the tooltips from the stream, so here: https://imgur.com/a/elementalist-spear-skills-O5j7vAE

RE: Elite spec synergy and lack thereof:

Weaver is your ranged elite spec to go with spear, just take off Primordial Stance. The instant cast dual skills on spear reset the cooldown of your main attunement so you can immediately dual-attune without Unravel, which makes Weaver basically a Core+ DPS trait line. The selfish DPS weapon fitting best with the selfish DPS elite spec makes a lot of sense.

I would love to see a Catalyst rework (i.e. just delete energy and leave everything else as-is) to make it more flexible with all weapons regardless of hit rate. Spheres have cooldowns, and so do their attunements. They don't need to be triple-locked behind a resource as well. Let all weapons do the 4-sphere rotation.

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6 hours ago, Jski.6180 said:

Its confusing what is earth field and why cant we just have an earth field lol. I am all for dark fields being earth fields for ele lets make cata f5 in earth become an dark field and tempest overloads earth become an dark field as well.

Because the thematically logical field would be smoke, but ArenaNet doesn't want to give stealth to elementalists.

1 hour ago, Shaman.2034 said:

I didn't see anyone else take screenshots of the tooltips from the stream, so here: https://imgur.com/a/elementalist-spear-skills-O5j7vAE

RE: Elite spec synergy and lack thereof:

Weaver is your ranged elite spec to go with spear, just take off Primordial Stance. The instant cast dual skills on spear reset the cooldown of your main attunement so you can immediately dual-attune without Unravel, which makes Weaver basically a Core+ DPS trait line. The selfish DPS weapon fitting best with the selfish DPS elite spec makes a lot of sense.

I would love to see a Catalyst rework (i.e. just delete energy and leave everything else as-is) to make it more flexible with all weapons regardless of hit rate. Spheres have cooldowns, and so do their attunements. They don't need to be triple-locked behind a resource as well. Let all weapons do the 4-sphere rotation.

Weaver is the least bad, to be sure. Problem is that Weaver's main damaging adept trait requires striking targets with their dual skills - which is hard to do when the dual skills don't actually hit anything - or getting Weakness from the weapon directly. Looking at the skills, though, while there is some Weakness in the Earth skills, I don't think it's enough to reliably fuel the trait. Ice Beam and a few Earth skills might be able to trigger Elemental Pursuit for extra Superspeed, though, so if the damage figures take into account that a DPS trait has been rendered impractical, it might be possible to take Elemental Pursuit for kiting instead. 

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25 minutes ago, draxynnic.3719 said:

Problem is that Weaver's main damaging adept trait requires striking targets with their dual skills - which is hard to do when the dual skills don't actually hit anything - or getting Weakness from the weapon directly. Looking at the skills, though, while there is some Weakness in the Earth skills, I don't think it's enough to reliably fuel the trait.

I agree, this is another significant pain point with elite spec synergy. Although, with Elements of Rage Vitality-to-Precision conversion, and a pretty standard gear set (like, full Berserker Scholar runes) you don't actually need the 15% crit chance at all, it would just be nice to have to take alternate gear sets like Diviner for more self-boon uptime or Dragon for more health. It's not much of a DPS increase now that Fury is 25% and Air gives you 5%, this is an extra 10% crit chance for free that power Weaver didn't have when it was released.

Like, take this as just a random example build - don't look too hard at it because it's probably not 100% optimized for any specific content - and you can see that it hits the required 75% crit chance without Fury, with full Dragon trinkets and a few Precision infusions, and without Superior Elements. Taking full Berserker here would actually overcap crit chance. Swap out the Accuracy sigil for Force, and Dragon for Berserker, only puts you about 1.4% short, which still wastes almost all of the 15% crit chance bonus from Superior Elements. One Assassin piece in that case gives you the freedom to take Master's Fortitude, which is about +10% max health at like a 1% DPS loss. This is just to demonstrate how easy it is to crit cap without Superior Elements, not necessarily that this is the best way to do it.

I think it's fine that the Weaver adept trait slot is relegated to situational/defensive choices while wielding a spear. Imagine it as the trade-off for taking a ranged weapon, which does allow a much larger margin of safety, especially in the contexts where people want to use ranged weapons at range - open world events and stuff. But even when using melee weapons with dual skills that can leverage Superior Elements, it's not that important of a trait anymore anyway.

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Oh, yeah, it is crit chance. I thought it was crit damage for some reason. So it is a bit easier to work around with gear. Still a bit of a "feels bad" when there's only one trait in the adept slot that even vaguely works with spear, though.

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Oh yeah, I still totally agree, it sucks that it's a completely dead trait while holding a spear. Maybe it could be like "after using a dual skill, apply Weakness on your next strike," but that allows the Weakness to come from any elementalist skill you want, which is probably a major deal for competitive modes. I dunno! Weaver adept traits rework time?

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6 hours ago, Shaman.2034 said:

I agree, this is another significant pain point with elite spec synergy. Although, with Elements of Rage Vitality-to-Precision conversion, and a pretty standard gear set (like, full Berserker Scholar runes) you don't actually need the 15% crit chance at all, it would just be nice to have to take alternate gear sets like Diviner for more self-boon uptime or Dragon for more health. It's not much of a DPS increase now that Fury is 25% and Air gives you 5%, this is an extra 10% crit chance for free that power Weaver didn't have when it was released.

Like, take this as just a random example build - don't look too hard at it because it's probably not 100% optimized for any specific content - and you can see that it hits the required 75% crit chance without Fury, with full Dragon trinkets and a few Precision infusions, and without Superior Elements. Taking full Berserker here would actually overcap crit chance. Swap out the Accuracy sigil for Force, and Dragon for Berserker, only puts you about 1.4% short, which still wastes almost all of the 15% crit chance bonus from Superior Elements. One Assassin piece in that case gives you the freedom to take Master's Fortitude, which is about +10% max health at like a 1% DPS loss. This is just to demonstrate how easy it is to crit cap without Superior Elements, not necessarily that this is the best way to do it.

I think it's fine that the Weaver adept trait slot is relegated to situational/defensive choices while wielding a spear. Imagine it as the trade-off for taking a ranged weapon, which does allow a much larger margin of safety, especially in the contexts where people want to use ranged weapons at range - open world events and stuff. But even when using melee weapons with dual skills that can leverage Superior Elements, it's not that important of a trait anymore anyway.

Thank you! I have been thinking the same thing about it being 15% crit chance and the ease with which you should be able to get this from other sources easily enough, but I’m not a hardcore player and I just figured I was missing something to make Weaver players worried. Obviously feeling uninspired by your trait choices due to lack of build synergy isn’t a good feeling, but it’s a major adept trait and there are other choices that you can still benefit from. 

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On 6/22/2024 at 3:24 AM, Ragnarox.9601 said:

And I hate that "here its your 1200 range" attitude, its like, hey we hate to give you range options , go play mesmer instead or hug downstate.

Last time I checked Eles were complaining about no new long range options, now the complaining material is that there's a new weapon that is ranged? 

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25 minutes ago, IAmNotMatthew.1058 said:

Last time I checked Eles were complaining about no new long range options, now the complaining material is that there's a new weapon that is ranged? 

I don't think they are complaining. They are happy. But they maybe complain about the attittude shown in the livestream. They made jokes about "it's not a longbow, but we hope it works", like showing they totally know lot of people wants ele longbow (1200 range), and knowing that, they gave us a 900 range pistol with mechanics that nearly nobody likes.

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A big reason why people were clamoring for longbow has to do with (1) it's typically a 1200 range weapon, which is what people wanted (i.e., 1200 ranged damage ele), and (2) no one thought that spear would be added for land. I personally think that Point #2 erases a big reason many desired the longbow, apart from people who like the aesthetics of a longbow-wielding spellcaster. 

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3 hours ago, Genesis.8572 said:

A big reason why people were clamoring for longbow has to do with (1) it's typically a 1200 range weapon, which is what people wanted (i.e., 1200 ranged damage ele), and (2) no one thought that spear would be added for land. I personally think that Point #2 erases a big reason many desired the longbow, apart from people who like the aesthetics of a longbow-wielding spellcaster. 

Spear is ele longbow. If ele gets longbow it will act very different then what spear is so maybe not 1,200 range and not power dmg base.

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It's certainly a bit disappointing that we can't use the legendary longbow, but wait a minute, Anet made the legendary hammer for the Catalyst specifically for Ele. With that in mind, it's certain that Anet puts a lot of effort into Ele when it comes to art. This means there's a good chance that a very cool legendary spear will be added.

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11 hours ago, ippy.9048 said:

It's certainly a bit disappointing that we can't use the legendary longbow, but wait a minute, Anet made the legendary hammer for the Catalyst specifically for Ele. With that in mind, it's certain that Anet puts a lot of effort into Ele when it comes to art. This means there's a good chance that a very cool legendary spear will be added.

They didn't make a legendary hammer for Catalyst. The elder dragon legendaries clearly weren't since they're the same theme for all weapons, and Juggernaut and Sharur predate catalyst by a long time and don't have elemental themes. You might be thinking of the elite specialisation ascended weapon, which is one of the more visually striking weapons.

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4 hours ago, ippy.9048 said:

Well, equip the legendary hammer and use #3. You can see the beautiful spinning trajectory of the hammer. Of course, it wasn't specifically created for the Elementalist, but it looks as if it was. And in fact, it has special effects.

It doesn't have a unique effect, the Dragon legendary hammers just have a different projectile effect. It can also be seen on Revenant. Juggernaut still has the liquid silver, and Sharur has the glowy rune thing.

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