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Bleikopf.2491

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  1. > @"Axl.8924" said: > Thats really interesting i'd have to think a bout the implications since if i remember wouldn't this benefit tempest quite a lot in staff? if i remember they got some slow abilities. *cough* all abilities in Staff are slow *cough* But yes, I've been thinking something similar, however Quickness doesn't really fall in line with Elementalist. Anet would have to decide to open up the identity of Elementalist/Fire Traitline before giving us any new buffs.
  2. > @"Axl.8924" said: > Isn't staff considered long range? its fireball has longer range than scepter, or maybe you mean long range non AOE since staff has multiple stuff long ranged damage and AOES. We have long range (1,200 range) DPS AoE. What we could use would be long range single target Burst, or at least faster DPS. Staff's AoEs are slowly ticking and while great at handling groups, moving single targets are a pain to deal with. I would consider Scepter medium range (900 range), and so far I've seen it only work on Fresh Air builds.
  3. Staff has its strong points and weak points. Many AoEs, quite some utility and high range. This makes it good for e.g. WvW, where I play a Staff Backline Build. Long ticking fields, big AoE and high range make it good to keep pressure on the enemies there. However, its design is behind the current state of GW2: * The slow animations, aftercasts and cast times make it feel incredibly clunky compared to the otherwise relatively fluid gameplay of GW2. It becomes more apparent if you've played D/D Elementalist before, which has fluid gameplay as a big selling point. * The slow ticking fields make it important that your target is as immobile as you are on staff. Meteor Shower - the golden child of Staff Ele - is infamous for rooting you into place. This isn't only a pvp/wvw issue, it can also be felt with the tremendous amount of world boss monsters that want you to jump over their shockwave attacks. The damage also has been nerfed over and over again. * Last but not least, the utility is just not there anymore compared to what other classes/specializations bring to the table nowadays. I remember my first days in WvW as Staff Ele, where my job was to place a Frost Field on the enemies so that my Frontline can leap into it to combo into Frost Auras. I also had to place a lot of Water Fields for them to blast. Nowadays my job consists of DPS - I cannot even burst properly because the AoEs tick so slowly, and if the enemy moves out them I do barely any damage at all. I understand that my viewpoint is biased and very anecdotal, but I hope I could outline where I see the design just being outdated to the contemporary gameplay of GW2. Edit: removed quote; I think I misunderstood the intent of the previous poster. Still, my points stand.
  4. > @"volca.7234" said: > i think people misunderstands its function, its not a might stacking trait It's.. pretty neat at might stacking though. > its might flush/management trait to prevent might overstacking It contributes to 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 The tradeoff just doesn't feel fair. Flame Expulsion isn't worth 10 stacks of might. > which is a unique mechanic i really hope doesn't go away cuz people misunderstand it. Sadly, unique doesn't necessarily mean useful. If the goal was to utilize might overstacking, there are many other ways to do it that don't steal your boons. IMO it's not worth a Major Grandmaster Slot.
  5. **Other Variant:** Let them behave more like kits. I don't want to share, so I don't need to summon them to the ground in the first place. Also, no casting animation please. God knows how often I Burning Retreat'ed instead of using my Ice Bow..
  6. > @"Fueki.4753" said: > > @"Bleikopf.2491" said: > > Since PoF release I've been thinking it's going to be Rifle. > > Assuming we're not getting a weapon that we can conjure already, that takes out all Bows, Axe, GS, Hammer and Shield. > Since the conjured bow is a Shortbow, such an argument would **not** "take out" Longbow. I wasn't aware of that. Then again I've been going off the Skin line, where there is the same Skin for Long- and Shortbow.
  7. Air Traitline has only one form of damage in it's identity: Crit. Raging Storm is **the** damage Trait in Major Master for Air. Having any kind of other dmg Trait compete with it won't work. Therefore, we want utility options. > @"Zhaid Zhem.6508" said: > The utility of the +33% is really situational, I don't think it's useless (It works okai for a fresh-air tempest in pvp for example) but usually you'd benefit more of fury uptime, and the +10% damage ... kinda poor ... > And I'm afraid this won't be enough. By all means, I want Anet to work more towards the CC identity of Air on this Trait. But the current iteration does not achieve anything worthy of a Major Trait. Might as well kick Zephyr's Speed and put Stormsoul in there. At least then we don't have to be disappointed in either Trait anymore.
  8. Since PoF release I've been thinking it's going to be Rifle. Assuming we're not getting a weapon that we can conjure already, that takes out all Bows, Axe, GS, Hammer and Shield. This leaves us with Pistol, Mace and Rifle. We got enough melee weapons and I cannot imagine making Mace a ranged weapon, so I believe it's more likely going to be either Pistols or Rifle. We're also missing a good long range choice, and we're only having a single two-handed weapon (which is kinda.. suffering atm). Therefore I believe it's going to be Rifle. However, I'm also biased since I believe Rifle Ele would be super cool. Flamethrower on Fire, Shotgun on Earth, Machinegun/Super Soaker on Water and ***Rail Gun*** on Air.
  9. > @"vardeleanu.8972" said: > > @"Bleikopf.2491" said: > > > 1. Ele has a wide variety of cc (knockdown, knockback, launch ,daze, pull, float, sink, immobilize, cripple, chill, freeze and finally stun) out of witch only the last two mentioned are improved by **the stun duration part of the trait**, so the utility of the trait rarely comes into play, and > > > > I'm afraid I don't quite follow? The Trait mentions that knockdown, knockback, launch, daze, pull, float, sink and stun all work. > > Stormsoul : Deal increased damage to disabled foes. Outgoing **stun** duration increased. > Keywords, keywords... Oh, that makes so much more sense now to me. I always assumed it was outgoing disabled duration increased... Yeah, then this Trait doesn't do anything at all.
  10. > However, I do not want to see that Might generation changed or removed. Hmm. My main issue is that the Might generation is limited to one Attunement. Of course, gaining 1 Stack of Might everytime you use a Skill on **any** attunement would be stupidly broken. I do believe however that Might should stay an integral part of the Fire Traitline's identity. IMO should be changed, but not removed.
  11. > 1. Ele has a wide variety of cc (knockdown, knockback, launch ,daze, pull, float, sink, immobilize, cripple, chill, freeze and finally stun) out of witch only the last two mentioned are improved by the stun duration part of the trait, so the utility of the trait rarely comes into play, and I'm afraid I don't quite follow? The Trait mentions that knockdown, knockback, launch, daze, pull, float, sink and stun all work. > 2. Raging Storm, that's on the same tier, is an absolute monster of a trait, granting you 50%-66% furry uptime alone and providing free ferocity whenever you have furry, making the very rare 10% dmg increase of stormsoul a joke. I think this setting makes it so that even if Stormsoul was a decent trait that increased all your cc's durations and provided the same damage increase, it would still be just as unused. Indeed. I do believe that the 3rd Major Master Trait in Air should therefore not be based around DMG. However, that leaves Air with not a lot of options inside its identity. A CC Trait would be the perfect here. > It's a cool idea of a trait, but sadly extremely bad. I agree. It's working based on one established Identity of Air: (single target) CC. It also tries to compete with the other Major Master Trait of Air, which will always make one of the two Traits undesirable.
  12. While it might be nice for a niche of builds, for soloplay it promotes Fire-Camping, the antithesis of the Elementalists design. I understand that the idea of stacking might everytime you use a skill in Fire has been part of this Trait for a while now, but I think it's not healthy for the Elementalist as a whole.
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