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volca.7234

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  1. The problem is not PoF or HoT being """"hard"""" the problem is that core tryia is too easy, all core tryia enemies should be redesigned and buffed both in stats "attack and hp" and AI they must raise the attack speed of mobs they are too slow maybe they were good back in 2012 when player attacks were bit slower but now they must adjust
  2. > @"Jski.6180" said: > > > Your only getting might from one class set up of tempest in a meaningful amount of your simply a core ele who uses this and only gets might in a meaningful way in fire and ONLY in fire as you lose it when you drop out of fire atument. That's literally not true, base ele is capable of AT LEAST perma 9 to 14 might stacks without any trait in the game and ONLY from his weapon skills combos no traits no utility skills nothing, only depending on the weapon combination. And all my reply will assume that we are talking about core ele because both weaver and tempest can generate might so fast your point simply doesn't stand. > Now anet has added in a give up effects for the ele class and that is fine as long as this give up effect comes with a meaningful trade off. The class already had this trade off before aura transmutation and now this give up might in its atuments it self. You have to chose to give up all your other atuments effects to be in any other given atument (not healing in fire and not burning in water) but there was a trade off that you could see and play with in mind. There simply a full lose for giving up might with Flame expulsion in its current form. You can make the argument for transmutation as well as there only one trait that effects them and the size of the aoe of the transmutation them self often nerfs there over all effect for a MAGES class whom is made to stay away from dangers targets. The fire transmute might can activate AFTER flame expulsion activation if u got a sliver of quickness simply transmute and change attunment in the same time, test it for yourself if u think u got the quick hands for it, on base ele that is. If u got weaver well just off hand your fire > Fire line dose not give enofe might over all to make the new pyromancer's puissance a viable chose for dps. In a way anet has removed might from the ele class so much so that you can only get it from tempest both fire overload and might shouts both wich core ele nor weaver can do anywhere at the same level all due to the lost of might with out a BIG effect. pyromancer's puissance can net u semi perma 25 might in your sec might rotation its absolutely doable without even considering any trait line, utility skill or elite spec > I will also say Transmutation also dose not give off a strong enofe effect for the lost of the aura. you gain a free fire aura when attuning to fire if u got the fire trait line
  3. > @"Bleikopf.2491" said: > > @"volca.7234" said: > It's.. pretty neat at might stacking though. Most of your might come from outside fire sources there is only 2 fire skills that give might focus 5 and scepter3 blast, for might fire is just there for the fields and even focus5 and scepter3 are better with this trait overall esp in a scepter3 fresh air burst > It contributes to overstacking. It only overstack if you campfire which you'd prob won't do > The tradeoff just doesn't feel fair. Flame Expulsion isn't worth 10 stacks of might. It safeguards you against corruption "weakness" and boon stealing "much like spellbreaker's healing skill" > @"FrownyClown.8402" said: >ele is subpar but it also has no means to stack large amounts of might for extended periods of time apart from fire fields. And fire overload, and warhorn 4, and feel the burn, and tempestuous aria, and the weaver's super fastcombos esp with unravel, and glyphs with inscription trait etc... you have so many ways to might up fam as any elite spec or even core
  4. 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.
  5. People who say it should be like engie kits are insane... Engie got only 5 weapon skills that's why they get immediate access to weapon kits **BECAUSE THEY NEED IT** , Ele got 20 weapon skill more if u weaver it would be broken to get the same treatment. My solution would be this pic i made i feel its balanced because it still favor weapon sharers, and allow you to be selfish just at the cost of longer ammo recharge As for step 2, instead of dropping weapon if devs want to put more effort they can force action cam and make us aim for our friend target that we want to share with, that would be cool but doubt they will do it ![](https://i.ibb.co/fYT904D/solution.png "")
  6. In the WvW tempest situation the problem is not the tempest part **but the WvW part**, 10 man skills promote zerging which IS a problem both on the technical level "zergs being heavy on the servers" and is the tactical level, zergs are killing wvw no longer people play tactically and are just mindless balls from one objective to another to cap X for wvw points and goodies mindlessly i've seen zergs even avoid fighting all together just to cap things This patch is one of the best things to happen to wvw in a long time.
  7. shortbow ele would be hella fun they can draw inspiration from dragon's dogma's magic archer > @"ScottBroChill.3254" said: > add in the new mechanic for bosses which switches in requiring melee or requiring ranged attacks. If you have a melee ele, which are most of it's viable builds, then half the battle you are just sitting around doing nothing. Conjured weapons exist, 3 of em are ranged, we already have ranged option in this form of conjured weapons and they can be pretty powerful and are in meta DPS rotations "for a few skills i know but point still stand", just take one and it pretty much can last u all the ranged only phase
  8. > @"Jski.6180" said: > > @"volca.7234" said: > > > @"AliamRationem.5172" said: > > > > @"volca.7234" said: > > > > All talk about ele having low defense is funny because and get this " U can just dodge things" and ele has so much access to vigor + rune of energy in every game mode so you got no excuse, you are just bad at being alive and thats ok you can pick up water trait line. > > > > > > > > What i want to see buffed in ele is its conjured weaponm make their cast take longer maybe but their pick up take no animation maybe, and the first tier of fire trait line is boring, + remove all the "cast less X of X" passive gameplay. > > > > > > Evasion is objectively more difficult to achieve than passive defense, of which ele has the least in comparison to other classes. That ele compensation comes in the form of an attunement which provides them with healing at the cost of dealing any sort of damage is arguably a poor tradeoff. These are just two of the perfectly legitimate issues raised in this thread on elementalist concerns. > > > > > > I would like to see improvements to conjured weapons, though. I think the whole design should be scrapped, honestly. Maybe something like this? > > > > > > Conjures no longer leave a physical copy at a target location and become an ammo skill with 2 charges. Additionally, create an F5 for them so they operate like an additional attunement for the duration. Some skills, traits, cooldowns, etc. would probably need to be adjusted, but I think this would make conjures a lot more useful. > > > > > > Edit: You might also consider giving core ele a baseline conjure F5 that is lost if you take an elite spec. > > > > Having no passive defense means having more ways devs can insert active defense without worrying about ele getting op > > > > On dodges alone check how ele got access to ton of them, vigor on crit, vigor on aura, vigor on water attune(tempest), vigor on cantrips, vigor into 10 endurance directly(tempest), vigor on dual attack(weaver), barrier on dual attacks, barrier on dodge, 50% endurance on weapon swap(sigil), vigor in weapon skills, heal on dodge end, blast finisher on dodge end, blind on dodge end, dmg on dodge end, condi removal on dodge.... not to mention other non dodge active defenses like magnetic auras(which i kitten lov), 40%protection tempest, invulns cantrips etc.. etc... > > > > I bet ele has more traits and cogs that interact with dodging than any other class including daredevil > > Ele active def is different from most classes as it puts ele in a state of non attk. Both dodges and skill that ppl would call active def for the ele class makes it so that all the ele can do in that moment. Other classes have much stronger active def skill (taking 0 dmg ) where they are able to be aggressive. There a LOT that other classes get that both passive def and active def that are significantly stronger then what ele pulls off and by no means has caused these classes to be balanced in an lesser way. If any thing the other classes have been giving much more dmg where ele has just see progressively more dmg nerfs. > > Every class can play the dodge game only ele has to pay the price of having the lowest hp / def in the game even thfs are more tankly then ele and are much much better at the dodge game. There are a huge amount of active defenses that are also attacks the list is too big but examples would be like **HEALING SIGNET** like come on, Evasive Arcana, staff fire 4, dagger fire 3, dagger earth 3, dagger firewater3, dagger waterearth3, dagger water 2, scepter waterfire 3, sword earthfire 3, sword water3, weaver healing stance "heal on attacks", all magnetic auras and focus earth 4(reflects) many conjurer weapons skills, ALL weavers dual attacks with traits give barrier etc...... are you people just afraid of rotating into water? you understand how powerful it is to have 5 **weapons skills** where 3 or 2 of them are vaguely built around healing, healing weapons in the game are rare as is entire classes got none of that only guardian, rev, necros, druid, and ofc Ele who got it on every weapon combination he chooses on every specialization he wants, like i'd call that straight up too good
  9. Yeah tbh it kinda sux to lose my elementals to my mount > @"Teratus.2859" said: > Fully support this. > > Also fully support taking the duration off elementals as well, let me play a summoner!!! lol > Elementalists should be able to have summons up constantly like Necro's it would not in any way diminish the Necromancer. > Ele's at best can have 2 summons up at once via skills, Necros can have more than 10.. giving ele summons perma duration would only be a good thing. Thats however is taking too far, already elemental precast are a HUGE DPS making them last would be unbalanced, as for changes i think what we need is not a buff but a nerf, esp the ult, the healing and chill application of ice golem is too OP he can _melt _define bars like butter with the ground chill and the healing is too OP, the fire elemental should become ranged since its very low HP just like air elemental, earth elemental is too boring they should change the active ability to be something more interesting, like the earth golem turning into a rubble mound blocking projectile attacks essentially an on demand walking pillar to hide behind that would be uber interesting
  10. > @"Zhaid Zhem.6508" said: > It is better because you have no better option, but is +2sec on fire field better than a +10% condi damage !? Not so sure. > > Flame uprising doesn't pulse burning. + you have no projectil finisher. tru tru sry for that, sword applying PF both in lava skin and flame uprising as purely power mechanism not condi is such an interesting side to this trait as for finishers arcane blast exist
  11. > @"Zhaid Zhem.6508" said: > Fields pulsing burn and affected by the trait / others skills and traits applying burn > Weaver Sword/focus : flamewall vs, AA, lava skin, pyrovortex, flame uprising, twin strike, primordial stance, GoEP or GoStorms, signet of fire, fire transmute, sunspot/burning rage, burning precision > Weaver sword/dagger : none vs, AA, lava skin, pyrovortex, flame uprising, twin strike, primordial stance, GoEP or GoStorms, signet of fire, ring of fire, sunspot/burning rage, burning precision. > Weaver dagger/focus : flamewall, burning speed vs, drake's breath, plasma burst, ashen blast, primordial stance, GoEP or GoStorms, signet of fire, fire transmute, sunspot/burning rage, burning precision. > Weaver dagger/dagger: burning speed vs, drake's breath, plasma burst, ashen blast, primordial stance, GoEP or GoStorms, signet of fire, ring of fire, sunspot/burning rage, burning precision. > Weaver staff : burning retreat, pyroclastic blast vs, flame burst, primordial stance, GoEP or GoStorms, signet of fire, sunspot/burning rage, burning precision. > tempest dagger/warhorn : burning speed, wildfire vs, drake's breath, fire overload, GoEP or GoStorms, signet of fire, sunspot/burning rage, burning precision. > > I won't also note stacks and duration, or count conjured weapons, etc, but no, not "most skills that cause burn ARE fields", not all fields pulse burn or are affected by the trait neither You forgot about flame uprising in sword which double in duration by PF trait, also you mention skills with only 1 stack of burning that last less than 5 sec "like ashen blast" which 2 stacks of any fields is just better dmg output because even if the field only does 4sec a stack, 2stacks that an 8sec burn, also just because it doesnt pulse doesnt mean it doesnt burn yeh make people move over it more than once or combo projectile into it and yes this skill doesn't touch utility skills which is good for balance, balance being the reason this skill is not a boring 10% extra condi dmg in the first place.
  12. > @"AliamRationem.5172" said: > > @"volca.7234" said: > > All talk about ele having low defense is funny because and get this " U can just dodge things" and ele has so much access to vigor + rune of energy in every game mode so you got no excuse, you are just bad at being alive and thats ok you can pick up water trait line. > > > > What i want to see buffed in ele is its conjured weaponm make their cast take longer maybe but their pick up take no animation maybe, and the first tier of fire trait line is boring, + remove all the "cast less X of X" passive gameplay. > > Evasion is objectively more difficult to achieve than passive defense, of which ele has the least in comparison to other classes. That ele compensation comes in the form of an attunement which provides them with healing at the cost of dealing any sort of damage is arguably a poor tradeoff. These are just two of the perfectly legitimate issues raised in this thread on elementalist concerns. > > I would like to see improvements to conjured weapons, though. I think the whole design should be scrapped, honestly. Maybe something like this? > > Conjures no longer leave a physical copy at a target location and become an ammo skill with 2 charges. Additionally, create an F5 for them so they operate like an additional attunement for the duration. Some skills, traits, cooldowns, etc. would probably need to be adjusted, but I think this would make conjures a lot more useful. > > Edit: You might also consider giving core ele a baseline conjure F5 that is lost if you take an elite spec. Having no passive defense means having more ways devs can insert active defense without worrying about ele getting op On dodges alone check how ele got access to ton of them, vigor on crit, vigor on aura, vigor on water attune(tempest), vigor on cantrips, vigor into 10 endurance directly(tempest), vigor on dual attack(weaver), barrier on dual attacks, barrier on dodge, 50% endurance on weapon swap(sigil), vigor in weapon skills, heal on dodge end, blast finisher on dodge end, blind on dodge end, dmg on dodge end, condi removal on dodge.... not to mention other non dodge active defenses like magnetic auras(which i fuckin lov), 40%protection tempest, invulns cantrips etc.. etc... I bet ele has more traits and cogs that interact with dodging than any other class including daredevil
  13. > @"Zhaid Zhem.6508" said: > You forget you apply burning with a lot of others skills and traits, not only fire field : Sunspot, burning precision, GoEP, primordial stance, fire shield, flame uprising (no burning pulse) , lava skin, etc, etc. 3 things: 1-Yes it doesn't carry over to other skills other than fields **BUT** most skills that cause burn ARE fields 2- **lava skin actually activates Persisting Flames up to 5 stacks** aka 5% dmg, but doesn't extend in duration, a thing wiki doesnt tell u only being dumb and obsessive like me does lmao which is why i white knight this trait so hard, it is the hands down one of the most fun and interesting traits in the entire game. 3- One of the fun things this trait play into is underwater trident skill "Boil" its a fire field that DOESN'T BURN but being a fire field u can squeeze sum burning outta of it by earth trident 1 "Rock Blades" and arcane blasts or might via blast finishers
  14. > @"AliamRationem.5172" said: > > @"volca.7234" said: > > Persisting Flames does boost your condi dmg by boosting the the amount of burning you do with your field > > you gain average 2 stacks extra with each field you drop, the skill is balanced to be hybrid power and condi balanced already no need to change it at all not to mention how it opens more field combo potential for you > > That's a pretty weak advantage compared to the benefit to power. This is token "hybrid" at best. The other damage-oriented grandmaster is more beneficial to power as well. They should really consider adding some condi love to one or the other. Also, get rid of the stupid might removal. There's really no call for that at all. I would actually say that this trait is more condi orientated than power orientated, you can calc the condi total coeff as C=[(0.155xC)+131]x(stacks of burn No. x burn Duration) C meaning condi dmg now what a 10% extra condi dmg be like is C={**[0.155x(1.1xC)]**+131}x(stacks of burn No. x burn Duration) But an extra 2 sec meaning extra 2 stacks of burning is C=[(0.155xC)+131]x[**(stacks of burn No. +2)** x burn Duration] Its super clear that a total 2 extra stacks are much more preferable to a 10% dmg because that dmg increase will be undercut by the burning condi coeff anyway
  15. Persisting Flames does boost your condi dmg by boosting the the amount of burning you do with your field you gain average 2 stacks extra with each field you drop, the skill is balanced to be hybrid power and condi balanced already no need to change it at all not to mention how it opens more field combo potential for you
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