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Chyro.1462

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Posts posted by Chyro.1462

  1. I think its fine to ask questions on the forum (that's usually what forums are there for - questions and discussions), but on the other hand it really isn't hard to find answers to most of them with some simple google-searching. Most popular games nowadays have their own wiki, so a google search '[insert game name] wiki' often turns up a database with much of the required knowledge. Or if you enter 'gw2 fractals' one of the first results will probably be the gw2 wiki page explaining the fractals. Just as an example. I kinda get where the first-response-poster is coming from, though I think it can be said in a nicer way. But either way, as long as there are people that are willing to answer and explain any question it's not really a problem.

  2. Hm.. GW2 did make it really difficult for me to get into FFXIV at first.

    The difference in combat speed and mobility is just that huge, especially with how static and slow the combat is in the early levels of FFXIV.

    It made me quit the first time I tried it before having a chance to really get into it.

     

    ..that was many years ago, in which I eventually tried again and played long enough to get hooked by its story. Combat got better and better the higher the level went, with each expansion adding something more to it. What I really like about it is that you can have all jobs / classes on the same character, and you're able to freely switch between them and keep an individual level for each class. On the other hand GW2 gets points for exploration of the world, just going around and doing events together with random other players. The open world feels more alive, and you do more stuff together with other players while out in the open in GW2 - on the other hand I think FFXIV has more interesting party and raid instances, also in much bigger quantity. Both have a very interesting story, in their own way - and in both games you can (as of yet, partially) replay them if you want, without needing to make a new character.

     

    Personally I like both quite a lot, and while I'm not constantly active in both (only recently playing in GW2 again, and been months since I've last been in FFXIV), I do always enjoy when I end up getting back into it and exploring whatever new content the recent patches have brought.

  3. Not sure if this is because of the different armors...

    But it feels like with my holo knight (medium armor) I can just jump at enemies, deal damage, kill them and still be plenty healthy.

    With my tempest ele (light armor) if I jump in, I still manage to kill the enemies, but have to put way more effort to get fury/might through combos and end up with over half my hp gone. (I prefer dagger playstyle (fresh air) in melee over ranged casting)

     

    edit: .. only noticed after posting that this is about PvP, not PvE. derp. (came to the topic from a google search link)

  4. Don't like it? Don't play it.

     

    Don't like raids? Don't play raids.

    Don't like the game? Don't play the game.

     

    It's so simple. But it does seem weird that a group of 15 players supposedly left the game for things that didn't really affect them.

     

    Meta? Doesn't matter if you play with people that don't care about the meta.

    DPS Meters? Don't matter if you play with people that don't use them.

    Elitists? Don't matter if you don't play with them.

  5. If you're using dagger/focus, you already have a big portion of ele's survivability tools.

    Thing is just, you also have to know to use them at the right time, and still avoid any normally avoidable damage.

    With focus, air 4 destroys projectiles in an area around you for a while. Of course if you walk out of that area, projectiles can still hit you.

    Earth 4 reflects projectiles, also making them harmless to you for a short duration and returning them to the enemies. Earth 5 makes you completely invulnerable for a few seconds.

     

    You'll want a good heal - Glyph of Elemental Harmony is the fastest big heal, Wash the Pain Away is great in fractals for its aoe healing, Ether Renewal if you find yourself dying often to conditions.

     

    If you use warhorn off-hand (assuming you have / use tempest), you lose some of the damage-negation of focus, but gain extra sustain in water. Warhorn water 5 is a traveling water field that you can easily burst with water 3 and earth 4 for more healing in blasts (may have to walk with the orb since it moves). Water 4 also heals and regens. Earth 4 grants protection to you and allies while also reflecting projectiles for a short while through earth aura.

     

    Best survival utlitities are Arcane Shield, Armor of Earth and Mistform (though mistform makes you unable to do anything else for its duration, unlike the other two). If you tend to die in a big group of trash mobs, then Glyph of Storms cast in earth attunement could help with its sheer amount of blinds in an aoe (Earth 5 on warhorn also has blinds). And well.. Rebound. Timed right this elite can save you from dying. Else you get an aura of your attunement at the time the rebound buff runs out (so in earth you'd get projectile reflection for a short time). Depending on trait setup, auras may also give you extra boons or heal you - though that often trades damage for survivability cause of the other available trait choices.

  6. Only trouble you may have is if you want to get into high-end content with other players, like raids or high-tier fractals.

    Anything else, you're fine running core ele. Just enjoy the 90% of the game that don't care about the most possible dps. The difference from core ele to either elite spec isn't huge. Noticeable, sure. But only if you directly compare. You don't feel weak if you play core ele (squishy maybe, but that applies to any kind of ele).

     

    Best trait-lines for damage are likely Fire + Air + Arcane.

  7. Uhm.. just a question for clarification on the trait.

    The way I read it.. whenever engi removes a condition, he also turns a condition into a boon. Does that mean each condi removal is doubled up by a condi flip?

    Cause the wording doesn't read as if the removed condition becomes a boon.

  8. > @"Zaklex.6308" said:

    > Are you sure you're talking about the Elites in the Library, as I don't remember ever coming across Phase Shifted or Signaler when fighting any of them(ignored the Fleshreaver so can't comment on that particular one)? Also, each Shade I fought was exactly like the other Shade before it, same with the Aatxe...perhaps you're talking about the PoF Bounties, which do use those mechanics? In that case I can confirm you're assumption about Ranged classes during Phase Shifted is incorrect, I play an core Ranger, and unless I get within half the distance of the melee circle I won't do any damage, at all...and not, it's not being blocked or anything, just comes up with zeroes. So you do have to be closer to the enemy than just standing on the outer edge of that Melee circle...at least that's what I've encountered.

     

    He's talking about the Elite mobs in the Library instance for unlocking the Griffon Mount (where you have to defeat the elites to collect keys for chests). Not the story instance.

  9. I think mainly just dismounting griffon in the air would be nice.

    Since if you're too high up and want to get to the ground, falling and then shortly gliding close to the ground is a lot faster to get down than having the griffon go all the way down. Or if you're in a location like the final fight on Dragon's stand and end up below the platforms with Griffon, you're kinda doomed if you can't find a spot to land on ground since Griffon can't take updrafts.

  10. Okay, so summarized.. Water 2 into Earth 2. Earth + Fire dual skill (since fire is often attuned, its quickly accessible by just attuning earth when already in fire). Using arcane traits with the extra boons from swapping attunements + using evasive arcana. Using water traits for overall more sustain + condi removal. Air 2 is an interrupt (always thought its just teleport / gap closer). And twist of fate utility. I'll try it out next time I'm ingame and play around with these options, thanks.

     

    Also, I take it off-hand focus isn't a very good option for weaver? Since most focus skills are mostly reactive and weaver makes it hard to have them ready at the right time. While dagger off-hand is mostly damaging skills that can be used at any time for at least part of their usefullness.

     

    Other question: Blasting fields. Aside from utilities, which weapon slots have reliable access to blast finishers? I noticed earth 2 from sword is easy and fast. I know earth 4 and 5 from off-hand dagger, though 5 is too slow for most short-lived fields. Are there others?

  11. Hey there.

    I'm a long-time ele player, though overall mostly casual rather than end-game content focused.

    I recently came back to the game to play the new expansion, also been trying out weaver.

    So far couldn't really get comfortable enough with it to keep playing on it, so went on with tempest for most of the PoF story / open world content.

     

    My biggest issue is the lack of readily available 'reactions' to bad situations.

    Most defense / survival / sustain skills I know to rely on with core or tempest ele are in 3rd, 4th or 5th skillslot.

    Stuff like earth invulnerability, projectile reflect, wind projectile destruction - on focus. Or water condi removal, or earth aoe knockdown, or air knockdown + evade on offhand dagger.

    On weaver all of that is locked behind having to attune twice to get to any desired 3rd 4th or 5th slot skill.

    So while I'm doing fine bursting down weaker enemies without them scratching me much, if I'm facing something stronger or multiple enemies that get my health low or drag me down with annoying conditions, I always feel like I'm lacking all the direct access to 'solution' skills when playing weaver. Sure, I can get the skills after the attunement cooldown - but by then I might already be dead cause I couldn't react in time.

     

    I should also mention that I mainly play with melee weapon combos, so D/D, S/D, D/F, S/F (D/W on tempest). Sword seems very strong and fun, and I often wish I could use it without weaver's attunement complexity - but it requires me to be in very close melee. Even dagger gives some wiggle room to keep enough distance for avoiding some simple damage hits from melee attacks, while sword pretty much forces me to facetank anything I can't burst down quickly.

     

    So.. how does weaver deal with survival? Any tips? I may not know weaver's skills well enough and there may be some 1st 2nd or 3rd slot skills on weaver that can help but that I've overlooked as survival tools.

     

    My utility skills are usually Arcane Blast for the versatile blast finishers (mainly might, sometimes swiftness or heal), Sigil of Fire (...is this still 'mandatory' for decent crit chance?) and Arcane Shield or Earth Armor. Not sure what trait lines to use with weaver, I mostly stuck to Fire + Air as with my tempest. Experimented some by swapping Earth, Water or Arcane in. Experimented with boons and auras (though tempest works better for that). Couldn't quite get a mix where I felt confident in my weaver's survivability.

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