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FrownyClown.8402

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Everything posted by FrownyClown.8402

  1. > @"volca.7234" said: > I will defend this skill esp the flame expulsion part as one of the best and smartest traits on ele and i god hope it doesn't change > > i think people misunderstands its function, its not a might stacking trait, its might flush/management trait to prevent might overstacking or to incorporate into your might generation cycle, it reward fast might comboing outside fire, so instead of slow stack might degradation "since there is long intervals between each stack" they run out in the same time, so instead of them simply running out in the same time u get to utilize them via flame expulsion which is a unique mechanic i really hope doesn't go away cuz people misunderstand it. From a pvp standpoint it was a reliable way to gain might. Old school ele that relied on comboing fire fields to stack might doesnt really work in todays environment with boon removal and damage spam. Damage on ele is subpar but it also has no means to stack large amounts of might for extended periods of time apart from fire fields. What people really want is damage. They should revert burning fire to provide 3 stacks of might for 10s when you use a cantrip.
  2. Dolyak stance would need its cd halved and radius increased to 600 for sb to even be considered a valid replacement. Its a valid pick if your team wants to maximize immoblize. It offers solid off-heals if you take a jarcanda and solid cleave with call lightning and if you use axe mh for your 2nd weapon set. I could see it replacing some guardian slots if stab wasnt so important to upkeep.
  3. For small group i dont think staff is an inferior support weapon besides ranged mitigation. For solo play anti toxin is the obv choice. I prefer to run tempest d/d with speed runes and ether renewal.
  4. If you have a meta that is too bunker it limits viable builds. If you have a meta that is too much glass cannon then it also ruins viable builds. If you ask me the meta should meet in the middle and continue to buff builds and traits to that baseline. Top play will always have a meta regardless of how many builds are available.
  5. > @"mynamepickle.1673" said: > is this still good? some things are missing now like earthen rush and celestial in pvp Might generation and duration was nerfed. Healing was nerfed. Overall damage was nerfed. I highly doubt you will have much success with a build like this in pvp. You would be better off going wizard amulet, dropping water for fire and running pyro puissance.
  6. Having skills affect 10 targets was a stupid idea to begin with.
  7. Mesmer and thief have fantastic boon rip options. The amount of available boon strip is fine. The viability of builds that utilize it is another question. Necro identity isnt ripping boons; it is corrupting them. If sword dagger did a bit more damage on thief it would become a viable alternative for them
  8. > @"Dadnir.5038" said: > It's not that ele's staff is bad, it's that the gameplay it offer isn't adapted to sPvP "needs" and "mentality". It's design would work well in a siege war where you can actually hide behind walls or a line of meat shields (WvW in a nutshell). > > I'd say that one of the thing that hurt the most elementalist's weapons is that most are designed to facilitate a gameplay that rely on fields and finishers, yet field/finisher combo has long been left into the dust by efficient traits and utility skills. Yep. Staff used to provide easy on demand water/fire fields for sustaining your group and providing might for pushes in wvw. Anet ruined the value of comboing fields while also nerfing damage. Staff is a weapon designed for wvw that no longer holds the value it once did. The weapon itself is fine. The entire existence of gw2, staff has never been in a meta ele build apart from some alternative support build options. Expecting an overhaul of a weapon to cater to your pvp dreams is unrealistic. I would rather it be overhauled to cater to my wvw dreams.
  9. The stealth system needs a rework like making their outline visible but their damage is reduced by 50% in stealth or domething. Their mobility needs to be slightly adjusted and their base damage buffed. Thief should be high risk high reward. They used to be low risk high reward now they are low risk low reward
  10. Im hoping for a vampire spec with sword. Life force would become bloodforce that works like celestial avatar and gives access to vampiric abilities when filled. This would focus more on teleporting for mobility and give a move speed bonus in vampric form.
  11. Fire seems more of a damage modifier trait line with some defensive options while earth is a damage mitigater with some damage options. Earth is the final traitline that needs an overhaul. Has a good identity but has lackluster traits apart ftom the gm ones. Serrated stones should be a 10% modifier with no bleed duration increase. Earthen blast should provide barrier for every enemy hit. Strength of stone should be swapped with serrated stones. These 2 skills are designed to work together but both arent that good. Immob should be changed to cripple and the bleed duration reduced by half. Rock solid should be 2 stab stacks for 5s minimum. Raduis increased to 300. Almost everything else is fine imo
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