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Can weaver get a little boost?


dink.6127

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In general the Weaver elite spec is all around under-performing in the power category for most players it seems. That being said, it also seems to be the most balanced; rewarding more skilled players who are able to pull off and memorize combos with great burst damage. However, when compared to the much more powerful specs like Holosmith and Deadeye, one is hard pressed to find a reason to even switch from using Tempest and not just roll a new character. I feel that Weaver needs a small nerf just so it can compete with the other new specs and be more appealing to new and old players alike.

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@VAHNeunzehnsechundsiebzig.3618 said:how about a big nerf to all those specs where you don't have to remember anything but press one or two?

This isn't even new.... this is broken since 2012.

^^ this has always been the fault in the design of this game. A huge gap in the skill requirements of the different classes and builds. And then they balanced it in a way that the OUTCOME is about equal, no matter how much skill the players put into playing the class. This is basically socialism - and it sucks. With weaver, they did the same mistake again, but ten times worse. Weaver as it is right now is infinite risk but zero reward.

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@VAHNeunzehnsechundsiebzig.3618 said:how about a big nerf to all those specs where you don't have to remember anything but press one or two?

This isn't even new.... this is broken since 2012.

Actually, the problem is that pretty much Elementalist is the only class that is "stuck in 2012" while all the other classes have moved on. [ignoring the opness of some of the new stuff]

The Elementalist's 2 elite specs suffer greatly from the problem of bringing no new stuff to the class, just the same old core formula. The Tempest had this a lot in evidence, while the Weaver masks this a bit better but not quite:

  • First the apparent "complexity" of the class is not true - it is just that you need to learn the new rotations, but they are pretty much the same as ever (learn which skill casts a field and which are blasts (and now leaps) and that is pretty much it - rest is mostly just damage skills without other utilities so use it when available). Although it is even worse now for the blast action because of the GCD, so the might stacking rotation is worst on the weaver, but now we have better water field blasting (crazy change for a DPS oriented spec).

  • Pretty much the only thing that slightly created a new combo is the Lightning Rod damage burst that you can do now with [Dagger Air #5 / Sword Air #3] / Air #2, Air/Earth Dual, Dagger Earth #4 and Sword Earth #3. But that eats up all your interrupts and is not strong enough (needs a buff), and has a high risk of counter with any stun break or if your Air/Earth dual misses (which is very easy to happen). [so high risk, long CD and average reward].

  • The Stances are really similar to base line skills: Water Stance is alpha version of signet restoration, Earth Stance is new look at Arcane Shield (slightly better against multi hit attacks). Twist of Fate is practically Eye of the Storm (although I find it better for the selfish). Unravel is not a skill. The new elite has potential to be nice for a burst / combo play, but fails at that and is too weak.

  • Traits are really bland, uninspired and not fun.

Literally 6 of the traits are just straight up Stat buffs (straight stat or %damage buff) - remember how back in the old pre-HoT days trait points gave stats? This is pretty much going back to those days.

The remaining 5 traits are:(i) One With Air v.05 (Elemental Pursuit);(ii) weaksauce Barrier on dual attack (not relevant but is just forced on you);(iii) 1 stability on stance use (really? lol) and activating a weaker version of the terrible Earth Stance - If you don't see the incredible resemblance to Final Shielding, here is a tip: Final Shielding gives Arcane Shield which is a Stun Break and Earth Stance is, again, a new look at Arcane Shield protection from damage;(iv) GM #2 is "hey, don't forget to slot that Water Traitline! Lol, j/k, like you would forget being an Ele and all";(v) Weaksauce barrier on dodge with vigor on dual attacks, because now you don't need to slot Arcana for vigor uptime and dodge rolling to heal, right?

So yeah, Weaver needs changes....

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  • stances with lower cool downs
  • primordial burst stance I believe it's called? definitely needs a radius increase.
  • Water stance could be healing from the player on hit and not the target, this stance seems only useful for melee mages.
  • Sword buffs including range, attack speed and maybe a higher damage amplifier to help with power focused builds.

Those would be my suggestions.

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@cursE.1794 said:

@VAHNeunzehnsechundsiebzig.3618 said:how about a big nerf to all those specs where you don't have to remember anything but press one or two?

This isn't even new.... this is broken since 2012.

^^ this has always been the fault in the design of this game. A huge gap in the skill requirements of the different classes and builds. And then they balanced it in a way that the OUTCOME is about equal, no matter how much skill the players put into playing the class. This is basically socialism - and it sucks. With weaver, they did the same mistake again, but ten times worse. Weaver as it is right now is infinite risk but zero reward.

You should google socialism, lol. 1: What you mentioned is not it, and 2: Even what you intended to say doesn't fully apply to socialism.

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@sephiroth.4217 said:

  • stances with lower cool downs
  • primordial burst stance I believe it's called? definitely needs a radius increase.
  • Water stance could be healing from the player on hit and not the target, this stance seems only useful for melee mages.
  • Sword buffs including range, attack speed and maybe a higher damage amplifier to help with power focused builds.

Those would be my suggestions.

Good suggestion, but I believe it could be simplified by simply just increasing the core damage and reducing cooldowns overall. So far I've found nothing wrong with the kit, seems balanced and is fun to play; definitely a more aggressive option for Ele that just needs a few tweaks for it to be perfect..(Side note: I use sw/d, aggressiveness may change depending on the weapons you use.)

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@dink.6127 said:

@sephiroth.4217 said:
  • stances with lower cool downs
  • primordial burst stance I believe it's called? definitely needs a radius increase.
  • Water stance could be healing from the player on hit and not the target, this stance seems only useful for melee mages.
  • Sword buffs including range, attack speed and maybe a higher damage amplifier to help with power focused builds.

Those would be my suggestions.

Good suggestion, but I believe it could be simplified by simply just increasing the core damage and reducing cooldowns overall. So far I've found nothing wrong with the kit, seems balanced and is fun to play; definitely a more aggressive option for Ele that just needs a few tweaks for it to be perfect..(Side note: I use sw/d, aggressiveness may change depending on the weapons you use.)

I'm a SW/D player and the only reason I want sword range buff or sword buff in general is due to my Australian Internet, even if I use Air 2 teleport, an immediate follow up skill will always miss. I always have to use earth 4 strait away instead to make sure my next attack hits. Same goes for the radius on that stance, my animations show me hitting the enemy but the enemy isn't taking conditions.

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I think it's obvious Sword Weaver is in a weak place in PvP right now. The survivability is awesome, but there's plenty of issues, low damage, slow cast times, low range, lack of closer to compensate. Fixing a few of them would put us in a good enough place. Right now besides evading a lot we cant do too much.The fact is I can switch to Fresh air focus weaver and deal 3 times more dmg from 900 range with targeted insta-cast skills. And there's no point in having survivability on a sword weaver if you cant put it to use with either decent dmg, CC or heals/buffs.

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@Shooka.9712 said:I think it's obvious Sword Weaver is in a weak place in PvP right now. The survivability is awesome, but there's plenty of issues, low damage, slow cast times, low range, lack of closer to compensate. Fixing a few of them would put us in a good enough place. Right now besides evading a lot we cant do too much.The fact is I can switch to Fresh air focus weaver and deal 3 times more dmg from 900 range with targeted insta-cast skills. And there's no point in having survivability on a sword weaver if you cant put it to use with either decent dmg, CC or heals/buffs.

Not to mention Signet of Restoration is currently disabled (Or was last time I checked), which removes a lot of Weaver's potential sustain.(It was removed because it caused a bug making the user borderline immortal)

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@dink.6127 said:I feel that Weaver needs a small nerf just so it can compete with the other new specs and be more appealing to new and old players alike.

Reading through this I'm thanking god nobody realized I said Weaver needed a nerf by accident

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