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Infusion.7149

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Posts posted by Infusion.7149

  1. Before continuing, for what game mode?

     

    The biggest advantage to overload vs desert shroud or wells/marks (and guardian symbols) is if someone double dodges it doesn't negate 100% of your damage. If you cast an overload you can reposition. Unless you want it to be a moving field similar to water's warhorn 5 (or necromancer's warhorn 5 , or berserker's torch 5), you'd end up with a DOT (damage over time) field. We see this problem with lava font and all those delayed fields on scepter and staff already (i.e. you would need to CC pretty hard to get a dragon's tooth or ice spike on someone).

     

    If you're talking about PvE then tempest isn't the spec you're looking for unless you are using the utilities, aurashare, and/or warhorn. Most people are running weaver because of +120 power in fire in addition to the crit and damage boosts that are ridiculously easy to satisfy. There are instances mobs run out of DOT AoEs but generally if you aim them right it isn't as huge an issue in PvE.

  2. * ~~Main Hand Axe ~~--- not sure on why another axe user would be happening

    * **Off Hand Mace** --- not really hyped about this prospect but likelihood is high

    * ~~Dagger ~~-- not really hyped about this whatsoever

    * ~~Pistol (either hand)~~ --- I never understood why a magic class like a Mesmer needs to use a pistol , same applies here : I would expect next Warrior or Ranger elite spec to use it

    * **Scepter** --- maybe

    * **Focus** --- not really but likelihood is medium due to number of classes using it

    * Torch --- this would be a good weapon thematically if it had burning , to go with mace mainhand but focus is more likely

    * **Warhorn** --- maybe

    * ~~Great Sword ~~--- no , too many classes using it already

    * ~~Long Bow ~~--- they have shortbows already and hammer is 1200 range

    * ~~Rifle ~~--- thematically doesn't seem right

     

    Before renegade came out I guessed it would be shortbow. A ranged condi weapon would only seem likely on scepter / shortbow.

     

    For me, top choice for next weapon would be warhorn as support weapon for Ventari legend users (maybe dwarf legend if it incorporates retaliation). Maybe some quickness + stability or superspeed buff on there. Revs not running glint or shiro need mobility. Also minor energy management skills to maximize utility skill potential would be nice.

     

    i.e. sword + warhorn to buff offense ; mace + warhorn to buff offense

     

    example: warhorn 4 on 15 energy 20 cooldown = 3s stability + 3s superspeed for party in range , remove chill/burn & heal for small amount ala staff

    warhorn 5 on 10 energy 15+ cooldown = 2 second quickness for party in range , fury 3s + 5s vigor

    warhorn 5 (alt) stunbreak all allies in 240 radius, remove blind/weakness/vulnerability/fear/confusion

     

    (mobility + offensive buff)

     

    Focus I would give some sort of range , maybe 450-600 in an arc and make it offensive support i.e. reflects , blind, 5+ stacks vulnerability, and daze. Could give it taunt + reveal perhaps.

     

    i.e. power build sword + focus for some support (reveal + blind/daze) , mace + focus for support

     

    example: focus 4 arc 600 range pull with damage coefficient of 1.5 over 2 hits + blind and daze attacking foes (like offhand sword arc but with pull)

    focus 4 (alt) arc with reflect + retaliation for 10 energy and 12 cooldown

    focus 5 damage coefficient 1.0 at 450 PBAOE+ 1200 range PBAOE reveal + pulsing 3x blind + 1x daze , giving non-heralds a way to fight mirages + thieves better

     

    (punishing attackers from stealth and those at range)

     

    No matter if it is offhand mace or warhorn , I'd expect some CC in there (daze/stun or launch / pull / knockdown/knockback) if it isn't a support weapon. some more short duration slow tossed in could make it more utilitarian. Offhand mace would need some retaliation or daze/stun/taunt type effects.

     

    i.e. for a power build with sword+ offhand mace for CC, mace x2 condi with taunt/daze/stun effects

     

    example skill mace 4 = 600 range leap with moderate 1.2 -1.3ish damage coefficient , 5x vulnerability stacks vs stationary target, and daze/slow for 10 energy on 12 cooldown (single target gap closer)

    mace 5 = stun non attacking and knockdown 3-5 attacking foes in your 130/180 melee range on 20 cooldown + 15 energy (functions as CC)

    ---> skill effect smashing mace into ground (see hammer 5 but with less delay)

     

    (reliable hard CCs for melee range with effect varying dependent on attacker status)

     

    -----

     

    New weapon needs to have reveal or some PBAOE to deal with stealth classes because only Glint legend has that utility.

  3. If you're running full berserkers in solo content you're going to have a rougher time than other classes due to 11K HP and lowest armor. Running full soldier's isn't going to help that.

     

    Likewise with full soldier's you'll do barely any damage (150% crit chance vs 200+% or 250% on weaver) especially with elementalists' recent damage nerfs. The most defensive stats for staff I would use is 2 pieces of soldier's (amulet+chest or chest+leg) if not running pieces of marauder or Valkyrie. The only reason to run more defensive (if not tanking on tempest) is if running dagger or sword mainhand.

     

    I'd drop Glyph of Elemental Power for Ice Bow , glyph of storms, or Lightning hammer for more damage.

     

    Glyph of Elementals is pretty much a crutch, most players use Conjure Fiery Greatsword for the extra damage.

     

    I'd drop the signet heal for arcane Brilliance and get adept at blasting water fields (staff skill on water 3 / 5) to increase its potency , or bring Glyph of Elemental Harmony. In doing so you can use stone Heart in the earth line. You can then drop signet of water for another defensive skill such as Arcane shield or armor of earth.

     

    You should be running Final Shielding instead of a revive trait as well.

     

    ---

     

    For WvW most run marauder's gear. In the past it was soldier's armor (or Valkyrie for some pieces) + berserker everything else.

  4. If the cast time was shorter then it would do less damage unless damage per strike was increased.

     

    I'd rather overload air was unsplit and if in PvE harmonious conduit gave more stability.

     

    Also if Gale Song trait cut recharge on shouts or something other than stun-break maybe people would take it outside of niche situations.

  5. You really want to run dagger + warhorn if going tempest for healing, especially because you can't actually kill siege running minstrel's in any decent timeframe.

     

    Without running fresh air or Fire traitline (sunspot minor trait) you don't have a steady ability to generate auras (staff 3 on earth ; blast ice field / ethereal / light field) on staff besides overloading when you don't need to.

     

    When I run tempest , most of the time I'll not run healing power unless using marauder + celestial / crusader trinkets. The heal from water traitline is not great without things like sigil of transference or monk runes , so I would focus on aura sharing reflects & stun. Ultimately elementalists in WvW serve only one main purpose now , to destroy siege : to meteor the siege on the back side of the wall and to splash-damage fireball the far away cannons such as at garrison (regular cannons can be hit by revenants). Lava font is pretty much a joke now except on cannons and burning oil, where it's merely mediocre.

     

    Chrono / firebrand are more potent for what you're trying to achieve.

  6. Feedback: Zephyrite Curio Box should be called something different for the one you can choose from the 5 day achievement (Four Winds Gale). When you preview it you get a different output vs the one from WvW/PvP by quite a huge difference (all materials are gone , gloves are a common).

     

    I also would've hoped for the WvW/PvP track to use the same sort of rarity scale, but perhaps due to the supply boxes only having ~ 2% chance of rare maybe it that way for a reason.

  7. > @"kasoki.5180" said:

    > **Guardian**

    >

    > Shouts - Shouts need an overhaul completely for PVE in my opinion, as they aren't really that great no matter whats your role. But to be more precise:

    >

    > 1. "Retreat"

    > 2. "Stand Your Ground"

    > 3. "Hold the Line"

    >

    > Mantras:

    > 1. Mantra of Truth

    >

    > Weapons - Shield:

    > 1. Shield of Absorption - Not really useless, but i think it could use some improvement

    >

    > Traits:

    > 1. Focus Master

    > 2. Communal Defenses

    > 3. Tenacious Defense

    > 4. Inner Fire

    > 5. Zealous Scepter

    > 6. Shattered Aegis

    > 7. Empowering Might

    > 8. Pure of Voice

    > 9. Retaliatory Subconscious

     

    Those aren't necessarily bad, just generally not for PvE.

     

    "Stand your ground" is one of the backbones of WvW and should never be touched without good reason. If PvEers ever decide to coordinate stability and stop tanking things with chrono then this might see use.

    "Hold the line" has been run with core guardian up until other utilities were used.

     

    I also don't see anything wrong with "Inner Fire" when the alternatives don't apply for condi unless you run sword which is not condi.

    Empowering might is not much different usage-wise than warrior's phalanx strength with sigil of strength except the radius is smaller. It could use an increase in might duration though.

    Pure of Voice is a victim of power creep : it was run with trooper runes in WvW.

     

    ----

     

    What needs to be buffed is elementalist scepter auto , at least scepter 1 should burn in an area (130-180) even if the power damage is single target. It needs to do more damage than staff auto to be attractive due to lower range , and fire should cleave in PvE.

     

    Similarly elementalist focus 4 on water should do more in PvE. Chill is not amazing.

     

    Crystal hibernation , shield 5 on rev, is more or less unusable due to nerfs. There's a thread on this in the rev section. Should reflect projectiles , provide barrier, or something like that.

     

    Necro dagger should also be looked at. It's max 2 targets , requires bleeding transferred to the enemy to be effective, and close range so it should be greatly stronger than the ranged axe option. The necro dagger trait only increases movement speed whereas some other cases have some sort of damage modifier stacking.

     

    Mace mainhand on warrior I'd like to see more damage on mace 3 in PvE as it is single target. Not a huge priority.

     

    Engineer rifle 2 needs to do more in PvE so that core engineer can be competitive. It is a net, no reason it can't affect 3-5 targets in a 130-180 cleave radius.

     

    Ranger shortbow doesn't see much use and neither does axe : mainhand axe is sort of a hybrid weapon , maybe bleeding on auto should be added if a specific criteria is fulfilled (close range?).

     

    I feel there's a fixation on utility skills when weaponskills ought to be prioritized for changes (mainly for PvE).

     

    There's definitely skills that are weaker such as corrupt boon in PvE or "Fear me" in general but you can choose not to slot them.

    Likewise the first 2 minor traits for warrior in the Tactics line only apply to reviving.

     

    I'd also expect a lower cooldown in PvE for engineer's aim assisted rocket trait.

     

    Scourge utilities need some help in PvE when boons aren't around as pretty much every utility revolves around boons.

     

     

  8. I sold the one I obtained from zephyrite supply box on the first day.

     

    It is far too niche to be of use.

     

    Only engineers running elite spec mainly scrapper hammer (rapid regen helps) and elementalists running sword weaver basically will like it due to the secondary effects of superspeed. Tempests won't see too much use because "Eye of the storm" is barely used. Warriors using sword or dagger might be able to use it for extra mobility (dagger 2 and sword 2 are very short cooldown) but the celestial stat combo drops your power / condition damage.

     

    Thieves running dagger or staff could use the superspeed on leap but then you have so much mobility that you don't gain much.

     

    Mirages (sword) could go wild with it but like thief they have quite a bit of mobility without it since superspeed is a minor trait while mirage cloaking.

     

    I think the better question is why durability rune hasn't been toned down yet. It's far too ubiquitous such that it crowds out other options.

  9. Two main ideas: rework _sigil of concentration_

    Rework _signet of inspiration_ in PvE+WvW to only share quickness up to 5s , apply alacrity at a max duration of say 3 seconds

    * aegis shouldn't be shared as there's already application of aegis when you give yourself distortion (Inspiring distortion)

    * stability isn't carried in PvE in most cases , having mesmers spread stability without slotting Power break is problematic

    * fury should be left for revenant / heralds

    * resistance / condi clear should be left for other classes

    * retal isn't a huge issue

    * vigor maybe could be kept with 2-3s

    * might boon should be left for other classes

    * protection shouldn't be shared

    * swiftness isn't a large problem

     

    See Toss Elixir U , "Feel My Wrath!" (elite skill).

     

    ****Auxiliary ideas ****

    * Cut Restorative mantras scaling with heal power

    * Increase cooldown on Healing Prism to say 15 or 20 instead of 10

    * rework rune of durability for WvW , reduce boon duration , increase cooldown of boons , or take regen out

    * cut Bountiful Disillusionment boon duration for regen , increase the duration per illusion

    * remove protection from Deja Vu (shield chained skill)

     

    Any rework should only lower effectiveness , it shouldn't nuke it to the ground. Alacrity + quickness should be kept.

     

    I used to use well of precog but after nerfs it's horrible.

  10. I really dislike scepter except for single targets so I won't dwell on that. It also lacks fields to make auras.

    I feel as though the best use for tempest is dagger+warhorn using fresh air + aurasharing (especially since they CC indirectly).

    For utilities I feel "Aftershock!" is worth bringing in most cases.

     

    If you run zealot's you really won't crit for much , your crits will be half a zerker weaver's.

     

    You're better off running water traitline (+15% heal) + sigil of transference than investing too heavily in zealot's. The scaling on the heals on weapons is pretty terrible.

  11. If you were going to WvW I'd say marauder is good. On the other hand, you're getting marauder for PvE.

     

    You **could** run Berserker's armor and use "Berserker+ Valkyrie" trinkets (accessories) with just marauder amulet for more HP + marauder sword while keeping your ferocity higher.

    Bloodstone for Marauder amulet = + 710HP / Bud of the Pale Tree (amulet) = +180HP

    Experiment ZX-27115 (accessory) = +180HP

    Zinn's Data Crystal (accessory) = + 180HP

    Bloodstone (Backpiece) = + 180HP

    Vine of the Pale tree (ring) = + 180HP

    Bagh Nakh (ring) = + 180HP, I don't advise doing this since rings have up to 3 infusions.

     

    Full zerk ascended + scholar with fire+ weaver (elements of rage) + arcane = 2826 power, ~50% crit chance, ~229% crit

    Full marauder + scholar , same traits = 2618 power, ~60% crit chance , ~213% crit damage , which is a sharp drop in power for about 6K HP

     

    I know that feeling though, weaver doesn't have stability+ protection from overloads and the nature of dual attuning results in you being locked out of what you want sometimes.

     

    Something like this (example mix 1) would be 2785 power , ~13.8K HP, ~ 48% crit chance , 226% crit

    http://gw2skills.net/editor/?vFAQJAsIWEAsiNZb4Tevqn136gAQB4AA-jxBXAB9o+TIaBEVHgwKDoRJYAK9AY/BA-e

     

    Using 2 marauder weapons, marauder amulet , "berserker+valkyrie" accessories is 2748 power , ~14.5K HP , ~53% crit chance , 223% crit:

    http://gw2skills.net/editor/?vFAQJAsIWEAsiNZb4Tevqn136gAQB4AA-jxBXABAs/o0oH1dkVlgHUCKsygAUiJqeAA-e

     

    Power x crit % = effective power on a critical hit.

    For the zerker setup it is 6377

    First example mix = 6294 or 98.7%

    Second example mix = 6128 or 96%

    Marauder is 5576 on crit about 87.5% of the damage but with 10% higher chance

     

    I'd also go with **Final Shielding ** if you're running arcane.

     

    If you're willing to use fire+ air + weaver, running Ferocious winds (7% precision to ferocity) trait helps a bit but you lose Final Shielding.

    Full zerk becomes 238% crit

    The first mix reaches 235% crit

    The second mix reaches 232% crit which is better than full zerk on arcane

    Full marauder becomes 223% with air line, not really worth it

     

    Hope that helps.

  12. It's +60% not 2x.

     

    > @"Karl McLain.5604" said:

    > An update on this:

    > The window for hot-fixing the issue was missed. The fix will be going out with the next update, which is the planned for this upcoming Tuesday. Damage is currently 60% above what's intended (per-strike) and we'll be setting it back down to its normal levels.

     

     

  13. > @"Karl McLain.5604" said:

    > An update on this:

    > The window for hot-fixing the issue was missed. The fix will be going out with the next update, which is the planned for this upcoming Tuesday. Damage is currently 60% above what's intended (per-strike) and we'll be setting it back down to its normal levels.

     

    60% above? That high?

     

    Is it something like instead of 1.6x damage coefficient from API it is 2.56x? or is min damage higher than normal?

     

     

    Thank you for the ETA on patch.

  14. This thread has inspired me to make a grieving set. Something like Balthazar's rune, berserker rune, elementalist rune , renegade rune, etc would also work.

     

    Celestial in part could work, but I think a full set would be too low on power and condition damage.

     

    The only way I'd see Marshal's working is if you run support with mace , I don't think in PvE you want a full set of that.

  15. Skimmed thread, but something that isn't heavily reliant on phantasms or illusions would be nice.

     

    It's why I prefer chrono, you shatter illusions more or less immediately.

     

    Maybe instead of clone type illusions being made & phantasms persisting, extra damage could be applied on next auto attack or in a separate "mode" like Berserk mode / Photon Forge / Reaper's Shroud. In essence, you'd have nothing cluttering the field, phantasms would do their attack and vaporize. Arenanet showed they could do this with Soulbeast.

     

    As far as weapon goes, I don't really know. Maybe torch could be a mainhand weapon , the other options are sparse such as mace , dagger, shortbow, longbow, warhorn, rifle (unlikely).

     

    Something like that would need to be weaker in PvP / WvW obviously.

  16. Firebrand doesn't have access to Tomes 24/7. They get put on cooldown and have a narrow use (i.e. Justice / F1 is damage , Resolve /F2 is heals and condi clear , Courage / F3 is stability &protection.)

     

    It doesn't have the flexibility of say toolkit, elixir gun (damage is not a strong suit on power build), grenade kit, or flamethrower where you can do multiple things with it.

  17. TLDR is he wants kits to use weapon slot so can put more utilities , but allow 1 kit only. He wants new skill types (contraptions , modules). Also wants changes to weapons for the elite spec.

     

    IMO , 1 kit idea will only occur with a new elite spec.

     

    Not sure how toolbelt kit skill would work then. I use elixir gun for the stunbreak toolbelt skill mostly.

     

    None of this is going to happen because it is a large project for one of the smallest sections of the userbase. They're more likely to put effort into things with high return on capital investment such as mount skins.

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