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katniss.6735

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Posts posted by katniss.6735

  1. I started playing again late of this year. I have 8000+ hours on this Ele. I don't play other classes.

     

    I play assassin staff dps weaver with the utmost ease. For dagger/focus, however, I've tried numerous runes/armor combinations (full legendary gear/weaps/jewellery) versus Condi rev/condi war, but they put out damage so fast that I can't even stand anywhere near them. People who play everyday tell me that you need to keep 900 range from revs, and I assume that's how it works for condi warrior, too. Thus a D/F ele support healer can't do anything at all besides run away. If I stay and try to tank I will quickly run out of defensive cds and not be able to get rid of the 3 stacks of torment that somehow do 10k damage for no reason whatsoever. I don't want to see a condi rev/war and think "lolbroken" and run away as a general rule. I think everyone pretty much thinks revs are busted. A condi warrior takes no damage while dealing huge damage. Incredibly frustrating. I feel like anet likes doing stuff like that to make people not want to play at all. I certainly don't want to play D/F anymore.

     

    The problem is the low stack condis doing so much damage, then repeatedly apply more applications after cleansing them.

    Ranger seems to have a lot more cc now, too. I noticed some posts about people saying it's an unwinnable fight, but I think weaver with fire and/or air elementals is the way to do that. I'm starting to think that weaver is the only thing I should ever play when not in a group or I'll just be dead.

     

    Everyone is playing the most obnoxious cc/condi/mobility. Only fresh air weaver is anywhere close to enough mobility and damage to do anything and it's all at the expensive of a never-get-hit playstyle.

  2. I posted this on the current livestream for WvW with the Devs, but it didn't get read:

    I feel like Elementalist is the class they give things to then take them away later. Like the focus leap distance nerf, and changing obsidian flesh to a channel (making you unable to use other skills) to stay alive other than lightning flash. I'm sure there are many other changes, but those definitely were an unwelcomed change.

    The aura share tempest is designed to be tanky/support, but it still doesn't have any access to resitence from skills. Even if we got 1s of resistence on application of an aura would be a massive change to the spec.

    When I play ele I feel like I should be staff weaver to be useful (best mobility), but even as full zerker, the damage feels way slower than other classes.

  3. Our prayers have been answered! <3

    Desert boarderlands is too big and people have been avoiding it forever.

    People are saying that roaming is dead, but I haven't seen anyone other than maybe 3 mesmers and 1 druid every time I log in outside of NA prime. lol

    I fully support mounts. The skill to pull a gate open, not so much. Only time will tell what skills the mount will have and how easily we can get dismounted. Those are the main issues with mounts.

  4. 180s cd for fgs, and moving in on downs as a backline is not really your job. Tbh ele is very bad without the help of other classes doing things like bubbling over the downed so they can't get rezzed easily, and putting chill/poison there so they can't heal at all. 90s cd Weave self is crap because when are you ever going to cc ever with that? 50% movement speed isn't even useful when you have fresh air already. Greatsword is mostly bad because you can't use your staff skills while equipping it. It's a lot easier to die that way. If you're playing against a team that is pirate shipping, then it's fine, I guess.

  5. Stating the fresh air is bad due to air auto attacking being negligible is pretty poor advice. You need the mobility, and you now gain a mountain of ferocity just going back and forth from air to fire all the time. His spec should be weaver over arcane, though.

     

    2x crit heals helps with retal. Fiery greatsword is only valid as an escape if your team dies. I use the air elemental on people near the backline to stun them, and fire elemental on a group of downs or npcs/gate to constantly deal extra damage. If you can get away with it, keep swapping in more zerker pieces. Mist form over arc wave if there's a lot of movement through enemy lines.

     

    [gw2skills.net/editor/?vFUQFAWnMMAtMg94CeOA0zhFBA7+VPrv1CrgLQNMIAUAOAA-j1BEQB+T9HHq0BBPAAms/oMaLKBbjOAAcBACAgAczbGAu5Nv5Nv5N7628m38m38m38m38mlCwclRA-w](http://gw2skills.net/editor/?vFUQFAWnMMAtMg94CeOA0zhFBA7+VPrv1CrgLQNMIAUAOAA-j1BEQB+T9HHq0BBPAAms/oMaLKBbjOAAcBACAgAczbGAu5Nv5Nv5N7628m38m38m38m38mlCwclRA-w "gw2skills.net/editor/?vFUQFAWnMMAtMg94CeOA0zhFBA7+VPrv1CrgLQNMIAUAOAA-j1BEQB+T9HHq0BBPAAms/oMaLKBbjOAAcBACAgAczbGAu5Nv5Nv5N7628m38m38m38m38mlCwclRA-w")

  6. Please remove dyes from salvage all on the kits. It's annoying trying to save dyes to throw in the forge to upgrade them for better ones. This is a problem as a WvW player because choosing the unidentified dyes is the best choice for profit. And in WvW you get 100s of blues and greens that fall under the unlimited kit's salvage all and need to do that to clear bags.

  7. If people were in the various Mag discords, you'd see very few people are actually playing gw2 outside of NA prime which is like 8pm+ EST or something. lol As of 5:22pm EST, 1 person out of 25 of my guild are in gw2, 18 out of 117 from Mag server discord are in gw2.

  8. Yay, an improvement to WvW! Siege nerfs were very much needed. And the gravel shot buff is a good one, because it mostly did nothing unless someone didn't move. Thanks, Devs, for listening to seasoned players.

  9. I strongly feel major nerfs to siege are needed in this game.

     

    * I'd like to see siege blocked for everywhere outside of a tower or keep, except in the case of building a _golem_ at a camp.

     

    * **Arrowcart** range needs to be halved, and their damage to players decreased by at least 25% to players with points in protection verses them.

    * **Catapults** shouldn't be used to knock people off rams from behind a gate.

    * Spreadshot should be put back on **ballistas**, and that new skill that replaced it should be removed completely.

    * **Supply traps** shouldn't trigger off of people who do not have any supply.

    * Please remove the tactic _improved siege_ that makes killing cannons and mortars obnoxiously difficult.

    * Make the walls facing stonemyst in red keep indestructable. Red keep is the only keep that can be hit from stonemyst.

  10. I'm sorry, but I didn't understand anything you just said, Jski.

    As for chill, if you drop the massive field where the enemy zerg shows up at after their invis wears off, it is equivalent to an aoe blind that repeats as long as they remain in it. It can't be cleansed off, you have to move everyone out of it or you will be 2nd in the first attack, which can be a game changer. I play staff ele with water cds reduced so I can use that, and heal blasts as much as possible. I also blast the chill field if my group is near it.

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