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#427 Nov 05 2012 at 1:28 PM Rating: Good
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Know what I would pay for in a hearbeat?

An ingredients tab in your collections. I wouldn't even mind if you had to purchase them by profession. Having random pasta and salt/pepper left over is not conducive to organized storage, even if you CAN afford bank slots.
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#428 Nov 05 2012 at 11:48 PM Rating: Good
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Unidentified Dye drop rate fixed. Was good while it lasted, lol.
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#429 Nov 06 2012 at 12:29 PM Rating: Good
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Was it mistakenly high lately, or this like something post-launch they ignored until now?
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#430 Nov 06 2012 at 12:33 PM Rating: Good
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The patch on the first accidentally increased it by a massive amount. Like you could get 5-10 days a session. Clearly wasn't meant to be so high.
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#431 Nov 06 2012 at 2:16 PM Rating: Good
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I got 8 the other night in a 2 hour play session with the wife Smiley: lol I'll miss that Smiley: frown
#432 Nov 06 2012 at 2:17 PM Rating: Good
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idiggory, King of Bards wrote:
The patch on the first accidentally increased it by a massive amount. Like you could get 5-10 days a session. Clearly wasn't meant to be so high.


They added a new patch in the last day as well, which is actually a nicer one... "Authenticators now remember your network, based on the email security" thing... which is really nice not having to grab my phone every time I decide to repatch the game.


- We have been developing a “remember this network” feature for the mobile authenticator in line with the same feature used by email authentication

- This feature became active tonight during the planned maintenance updates

- For any account which has already selected to remember a network, the mobile authenticator will respect your existing settings

- This means that if you are logging in from a location that you permitted via email authentication, the mobile authenticator will not currently prompt you for a secondary code
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#433 Nov 06 2012 at 2:31 PM Rating: Good
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I actually have no clue what that's about. I use the mobile authenticator, but I've only tried logging in from home.
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#434 Nov 06 2012 at 3:05 PM Rating: Good
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I found a thread for you Maz.

(And anyone else with a Necro)

[EDIT]

On that note, I did start leveling a Necro. And yeah, that profession definitely has problems. A LOT of them.

Minions suck. That's just the brunt fact of it. Their health is pitiful, and the AI is in no way conducive to keeping them alive. And since enemies love to target them, that means they're even less useful than Mesmer clones, which can be put up reliably, and for which it's not a big loss to lose them. Plus, why would the class tied for the best Health pool, with siphon-based gameplay, need a tank? Isn't the point for them to play like Drain Tank Warlocks from WoW?

Death Shroud, while useful for evading the downed state, is not useful for anything else really. The AoE fear has its uses, as does the Shadowstep. But nothing game changing. I mostly keep my Guardian virtues on passive, and they seem to do more for me.

Weapon options are FAR from satisfactory. I hate the Axe. It's slow, it's clunky. Midrange is better than melee, but not enough to really have maneuverability. The ability to get up a strong retaliation is pretty nice, but it has no siphon skills so you wouldn't want to main it for a tank build anyway. The Scepter is nice--I like the synergy between 1-3. I really don't like the staff. Trap-like skills are generally best for classes with a lot of maneuverability, which Necros don't have (which was actually nerfed). I also fail to see why the Staff would need their main attack to grant life force, as I see little reason why DS should be particularly synergistic with it. You don't want to shadowstep to melee range--you are using a long range weapon for a reason. AoE fear might be a reason, but you should just pop into the shroud, pop your fear, and then pop out.

I DO like the Focus offhand. The scythe bounce and chill are nice utility, and their CDs aren't too long for them to be for special circumstances only. Jury is out on Dagger OH. It'll really come down to whether or not syphon tanking is worth it. Warhorn, like for all professions, is more a PvP weapon. Easy access to swiftness is nice. And daze isn't bad. But with those CDs, you have better options.

I don't like any of the heal spells. If gameplay revolves around me transferring my conditions to another enemy, having to use them to heal myself instead would suck. Blood minion is useless, because the heal is pitiful and it dies too fast for the syphon to be worth while. If I had a way to keep the enemy on me when drain tanking, then it might be different. Maybe the answer is to just give it a long range and program the AI to avoid the mob? Well of Blood, I haven't used yet. But group dynamics are way different from solo, so no point really including that here.

Utilities. I really don't want to chime in here, because I don't really have extensive access to these yet, but I will say one thing. Necro utilities are DEFINITELY harder to use than just about every other class. Synergy between them seems to be getting a heavy emphasis. That can be awesome, when the synergy perfectly matches your situation. It can also suck really hard when it doesn't. /shrug. Withholding judgement. But I have now tried 3 of the minions, and all of them have been pathetic. So my hopes aren't high on those.

Love Signet of the Locust though.

Traits. Very unhappy with them. Only profession worst for waste, imo, is the Elementalist (which is much, much worse to be fair). But some things don't make any sense. Why would I want to buff my toughness as a minion master? That might be nice if they actually stayed away from the fighting, but right now they just end up as meat shields...


So yeah, I don't think I'll be keeping my Necro for the time being. Maybe I'll wait to see what the Nov patch brings. But that character slot can be better used elsewhere.

Edited, Nov 6th 2012 5:20pm by idiggory
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#435 Nov 06 2012 at 3:35 PM Rating: Good
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idiggory, King of Bards wrote:
The patch on the first accidentally increased it by a massive amount. Like you could get 5-10 days a session. Clearly wasn't meant to be so high.

Now I wish I'd bothered to play more the past week or so, if only in the vain hope of some of the rarer dyes like white/black. I wound up buying a vast majority of the dyes for main a while back, or at least anything under 5s with rare exception to nice colors like a good blue or red. I just hope one day Anet refines dye slots in gear as some only have 1 or 2 while I've seen some pieces boast 4.

Oh well. Hard for me to care too much since I largely burnt myself out with my first character and have been disappointed with the open-world PvE reward scheme or lack thereof comparative to dungeons and WvW.
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#436 Nov 06 2012 at 4:07 PM Rating: Good
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idiggory, King of Bards wrote:
I actually have no clue what that's about. I use the mobile authenticator, but I've only tried logging in from home.


Basically, back when they were using just 'email' verification, if you checked 'remember this IP address" then it wouldnt ask you again if you wanted to verify that specific IP... but you would need to verify it if say you went out of town and were logging in from 60 miles away at a friends. So if you clicked remember that wouldnt show up, but the Google Authenticator (the one that gives you the 6 digit second key) is now also only needed if you log in from a different IP.

idiggory, King of Bards wrote:
I found a thread for you Maz.

(And anyone else with a Necro)


I Smiley: laugh but I Smiley: glare..

Edited, Nov 6th 2012 4:14pm by Dyadem
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#437 Nov 06 2012 at 4:35 PM Rating: Good
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I edited my last post to reflect my feelings towards my soon-to-be-extinct baby Necro.

I think there's a lot of potential in the class. But I think it needs some serious love and bug-bashing. And I don't necessarily mean buffs--I just feel like the synergy is way off. And minions being so useless is really a big part of that...

The only professions I have left to play up for a feel of them are the Ranger and Engineer. I keep stalling when I try to play Engi, because the dual-pistol is not my forte. It's just too slow and clunky for me. I really need to try it with a rifle, and get high enough for a few kits.

I've gotten everything else high enough to at least have the feel for the class. Obviously not the whole story, but enough to unlock all the weapon skills and at least 1 utility slot (2 for nearly all).

I'm currently maining a Guardian, but to be honest my interest in it is waning rapidly. He's just so squishy, ironically. Tied for lowest health with Elementalists and Thieves. :/ When I go Mace/Shield that's not really an issue, but it can be fast if I go for anything else. I keep wanting to go full support for groups, but having issues because I'm too easy to down. Don't know what to do.

The greatsword nerf is still really turning me off, too. I'm currently running Staff/GS, which just gets really boring, primarily because GS is so CD-based now that even when just switching to it for the minimum amount of time means spending it watching my auto-attack swing over and over and over. :/


I LOVE my Warrior. Having so much fun. Right now I'm running GS/Rifle (GS is the "main" weapon, but I use my Rifle when range is useful, liek for Champs). I'd love to do double Axe and GS, but I'm not willing to lose my ranged attack option. So many whirl attacks though...........

I bounce back and forth on my Mesmer. Can't decide if I like it or not. My biggest issue is still the disconnect between Shatter and Phantasm builds. But that's not the end of the world.

(And to be honest, my biggest issue is that I can't go dual dagger and unlock Phantasmal Harlequin).


Definitely my top 3 right now though.
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#438 Nov 06 2012 at 5:17 PM Rating: Good
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I agree, minions suck...they need a lot of work... I'm one of the people that does use, and love DS though. I have it traited to removed conditions and heal, so I toggle in and out of it constantly in my build. Same with Staff as my primary weapon, and traits so the marks have a shorter CD, I can spam "mark of blood" constantly and keep a heal on players and a bleed on npc's constantly... as long as there arent other people casting bleed on the same target and its stacking to over 25... thats the main issue.

Here is my build.
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"Awww, why's that?"........
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#439 Nov 06 2012 at 5:20 PM Rating: Good
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Why do you go Flesh Golem over Lich Form? Dunno why, but nearly every Staff user I see on the forums goes LF. Plus, I hear more complaining about the FG AI than just about any other game issue...
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#440 Nov 06 2012 at 5:44 PM Rating: Good
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idiggory, King of Bards wrote:
Why do you go Flesh Golem over Lich Form? Dunno why, but nearly every Staff user I see on the forums goes LF. Plus, I hear more complaining about the FG AI than just about any other game issue...


I swap that out a lot I should have mentioned that, I do like the golem though because he regens his own health, auto cripples, and is 'dumfire' pet when I need him. I do NOT run around with him precast... I will more so cast him when I need to kite something, or to keep a mob or two busy while I harvest/click/commune/etc.
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"What do you want to be when you grow up?"
"I want to be a unicorn!"
"Awww, why's that?"........
"So I can stab people with my face."
#441 Nov 06 2012 at 6:41 PM Rating: Good
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I just wonder because I've heard horror stories of the golem standing around for 45 seconds not doing anything when the Necro is trying to kite a Veteran.
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#442 Nov 07 2012 at 2:21 AM Rating: Good
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And I'm back! But I just flew 4000 miles for 12+ hours and I'm tired so I'll be on tomorrow. Managed to do a perfect skirting of both Hurricane Sandy and the Noreaster now incoming.
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#443 Nov 07 2012 at 7:10 AM Rating: Good
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I just can't get into Sylvari player characters. I mean, I like Trahearne and all, and most of the other NPCs, but I don't know... there's just nothing that really appeals to me about them. I would like to see the content, and I do have a number of classes that I haven't gone through with as of yet, but I just can't find anything that just feels "right".
#444 Nov 07 2012 at 7:30 AM Rating: Good
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idiggory, King of Bards wrote:
I'm currently maining a Guardian, but to be honest my interest in it is waning rapidly. He's just so squishy, ironically. Tied for lowest health with Elementalists and Thieves. :/ When I go Mace/Shield that's not really an issue, but it can be fast if I go for anything else. I keep wanting to go full support for groups, but having issues because I'm too easy to down. Don't know what to do.

I've never felt particularly squishy on my Guardian. I have a lot of heals, and my effective health pool is probably larger than my Engineer's at this point. My build is based around Meditations, since I do use Sword as my primary weapon, and Judge's Intervention gives me an additional gap closer. I then use Smite Condition as a second Meditation, with them traited to heal myself on use.

Obviously "full support" will mean using a Staff as one of your weapons. You can use Mace/Focus or Mace/Shield as your offset for more survivability, or Scepter with either of those. I actually prefer Focus over Shield as a defensive weapon, and only really use Shield on my Guardian for its aesthetic value. I know I would me far more effective going Sword/Focus and Scepter/Torch (or swap the Focus and Torch, depending on how you play). Focus gives you a ranged attack that also heals allies it passes over, and an ability that blocks three attacks. In PvP, this is certainly amazing, as it can and will save you from HB Warriors. If you plan on mostly doing group work, Save Yourselves (draws all allies' conditions to you and adds a ******* of boons to you) followed by Contemplation of Purity (converts all conditions to boons) is an insane combination.
#445 Nov 07 2012 at 10:25 AM Rating: Good
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Digg wrote:
I found a thread for you Maz.

(And anyone else with a Necro)


Yeah, I read that thread a few days back. The guy who said “Wow that guy mastered Death Shroud” won the whole thing. Still waiting for Jon Peters to make a post on how to master Death Shroud because apparently using a shapeshift ability every 10 seconds is difficult.

Edit: There is a clip of Jon Peters playing a Necromancer in PvP and getting facerapemurdered by a Warrior while he's "mastering Death Shroud."

Digg wrote:
On that note, I did start leveling a Necro. And yeah, that profession definitely has problems. A LOT of them.


*hands badge*

Welcome to the club.

Digg wrote:
Minions suck. That's just the brunt fact of it. Their health is pitiful, and the AI is in no way conducive to keeping them alive. And since enemies love to target them, that means they're even less useful than Mesmer clones, which can be put up reliably, and for which it's not a big loss to lose them. Plus, why would the class tied for the best Health pool, with siphon-based gameplay, need a tank? Isn't the point for them to play like Drain Tank Warlocks from WoW?

Death Shroud, while useful for evading the downed state, is not useful for anything else really. The AoE fear has its uses, as does the Shadowstep. But nothing game changing. I mostly keep my Guardian virtues on passive, and they seem to do more for me.


The entire class mechanic thing is a mess. We have Death Shroud, which acts as a secondary health pool, and we have health drains, if we trait for them, but since Death Shroud is crap outside of acting like an absorb shield (and the AOE every 40 seconds) and since health drains are crap because they don't scale (50 health siphoned at level 80 is magical), there's really no survivability there. A Guardian gets more health regen through their virtue thingy and Engineers can keep up regeneration more easily (Necromancers are forced to use a Staff for reliable regeneration up-time).

A small note on the minions: The reason they seem to pull aggro every fight is because ArenaNet "fixed" them earlier on. Players were complaining that their minions would sometimes refuse to attack hostile targets, so ArenaNet made it so that hostile targets will attack minions first if they are present. That's how the ball got rolling on the whole "It's not a bug, it's a feature" thing, however, developers have now confirmed it's a bug that will be looked into. Probably soonâ„¢.

Digg wrote:
Weapon options are FAR from satisfactory. I hate the Axe. It's slow, it's clunky. Midrange is better than melee, but not enough to really have maneuverability. The ability to get up a strong retaliation is pretty nice, but it has no siphon skills so you wouldn't want to main it for a tank build anyway.


The Axe is pretty much the least useful weapon in the ******* as confirmed by theorycrafting. People only use it for the vulnerability if no one else can apply it, or for the AOE slow. The Scepter is better for condition builds and the Dagger is better for power builds. By a lot.

Digg wrote:
I really don't like the staff. Trap-like skills are generally best for classes with a lot of maneuverability, which Necros don't have (which was actually nerfed). I also fail to see why the Staff would need their main attack to grant life force, as I see little reason why DS should be particularly synergistic with it. You don't want to shadowstep to melee range--you are using a long range weapon for a reason. AoE fear might be a reason, but you should just pop into the shroud, pop your fear, and then pop out.


The Staff is a mess. Once/if you get Greater Marks, it becomes enormously more powerful as you can disable ground targeting and just hit the keys. The added area on the Marks means you rarely miss stuff on top of you. Still, it's a mess because it's a long range weapon, but the auto-attack is slow (you can catch the projectile with Swiftness up) and because it caters to melee range fighting (Mark of Blood gives regeneration if you're in range of it). I also feel that it lacks something more to click. You put down your Marks and then just stand there with auto-attack running. It's really best used as a secondary weapon set to swap to when you need to transfer conditions, keep Regeneration up, or pop AOE fear.

The fear in Dark Shroud is not AOE, as far as I know.

Digg wrote:
I DO like the Focus offhand. The scythe bounce and chill are nice utility, and their CDs aren't too long for them to be for special circumstances only. Jury is out on Dagger OH. It'll really come down to whether or not syphon tanking is worth it. Warhorn, like for all professions, is more a PvP weapon. Easy access to swiftness is nice. And daze isn't bad. But with those CDs, you have better options.


I like the Focus a lot as well, but unfortunately it's mediocre for everything except single target fights where you can get the Scythe bounce and vulnerability and regeneration up. Since both Axe, Scepter and Dagger have slows, the slow on Focus is also meh as it has a cast time and is single target. Scepter/Dagger is the preferred weapon set for condition builds and Dagger/Warhorn for power builds because Locust Swarm gives you AOE health siphon if you go Blood Magic.

Digg wrote:
I don't like any of the heal spells. If gameplay revolves around me transferring my conditions to another enemy, having to use them to heal myself instead would suck. Blood minion is useless, because the heal is pitiful and it dies too fast for the syphon to be worth while. If I had a way to keep the enemy on me when drain tanking, then it might be different. Maybe the answer is to just give it a long range and program the AI to avoid the mob? Well of Blood, I haven't used yet. But group dynamics are way different from solo, so no point really including that here.


I used Well of Blood for a long time. The AOE HoT is nice if you run a Minion Master build as your minions, like you mentioned, die extremely fast to anything. Lately I've been using Consume Conditions simply because I'm running a power build where transferring conditions isn't the strategy. Still, with Staff being a mandatory weapon for most Necro builds, I could always swap to Staff and use #4 to transfer my conditions to everyone hit by it.

Digg wrote:
Utilities. I really don't want to chime in here, because I don't really have extensive access to these yet, but I will say one thing. Necro utilities are DEFINITELY harder to use than just about every other class. Synergy between them seems to be getting a heavy emphasis. That can be awesome, when the synergy perfectly matches your situation. It can also suck really hard when it doesn't. /shrug. Withholding judgement. But I have now tried 3 of the minions, and all of them have been pathetic. So my hopes aren't high on those.


My build focuses on power and Dark Shroud. Minions are a pain to manage because you lack pet health bars and they pull aggro and die every fight. Conditions are nice at later levels, but 1-30 you really want to kill stuff and not spend 10 seconds putting conditions up on them before they begin to die. My weapon sets are Dagger/Dagger (because I don't really like Warhorn which would be the recommended off-hand) and Staff. I went into Death Magic to get Greater Marks as the first thing and now I can't go back. You really don't know how awesome increased Mark size is until you've played with it - especially if you have ground targeting turned off.

I alternate between Well of Blood and Consume Conditions for my heal. Still haven't made my mind up on that. Consume Conditions does heal for a very nice amount if you get debuffed by enemies, which is starting to happen here in the mid-20's. Well of Blood makes everyone happy, though, and allows you to do some awesome kaboom combos.

For utility, I use Bone Minions, Well of Corruption and Signet of the Locust. Well of Corruption is, in my opinion, a must for any Necromancer. Not only is it amazing damage (AOE), it also gives you some great AOE weakness conditions when you use Staff #4 or blow up your Bone Minions. The last utility ability is Bone Minions. I don't run around with them since they have a tendency to get dead real fast, but I use them purely for AOE burst. Pop Well of Corruption, Mark of Blood (Staff #2), Putrid Mark (#4) and blow up two Bone Minions. Stuff dies real fast.

Digg wrote:
So yeah, I don't think I'll be keeping my Necro for the time being. Maybe I'll wait to see what the Nov patch brings. But that character slot can be better used elsewhere.


That's how most Necromancers feel right now. Those of us idiotic enough to keep playing it are doing it because we want to be able to recall the old times where Necromancers were broken as sh*t and horrible to play. Uphill both ways in the snow, etc. Playing a Necromancer reminds me of playing a Druid back in early Vanilla World of Warcraft. It sucks while it's happening, but eight years later you can pull out the "You ain't seen nothing yet!" card when kids whine about their class being weak.

But really, I wish I'd started with the Elementalist. Elementalists even get different death animations for their victims. I noticed that enemies would run around on fire, or get electrocuted depending on my attunement. Necromancer victims just fall over dead because the ground beneath them turns green, black and purple.

Meh.

Edited, Nov 7th 2012 5:44pm by Mazra
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#446 Nov 07 2012 at 11:45 AM Rating: Good
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Elementalist is probably #2 on the list of professions that have serious problems. Smiley: lolSmiley: lolSmiley: lol

They're kinda a mess right now. For one, their bug list is ridiculously long. None of them are as serious as non-functioning minions or siphon healing your enemy, but some are still bad.

Arcane Power is supposed to give you 5 crits, and it just doesn't. Certain skills "use" all of the crits, certain skills won't even crit if you're <3 charges (but still eat them), etc. If your Phoenix ever hits an invulnerable mob, it ceases to exist instead of finishing it's loop like it should (because it isn't a targetted attack in the first place). This actually IS a really big damage loss for scepter builds. Quite a few of the profession's skills with boons don't match the time of the actual buff (like 4s instead of 6, 5 instead of 10, etc.). Burning Speed often explodes at the start of your slide instead of at the end, so you can completely miss your target and lose your combo. Another huge damage loss.

I could keep going, but I think you get the point? If all the bugs were fixed, Elementalist damage output would increase by quite a bit.

But even then, the profession has some serious issues. For one, it's a LOT of work, but there's no meaningful payout. You have to jump through a ton of attunements, setting up nonstop combos, just to break even (and not even) with other professions when played by lazy players (meaning, not played well). It's a problem. I'm not against complex professions and simple ones at all--I even think that they SHOULD break even. But it has to be relative. If an Elementalist is going to put a lot of work into their playstyle, then they should be reliably hitting a higher output (in support, control, damage, or whatever) than a Ranger or Warrior does when played half-assed. I think that's fair.

On top of the sheer amount of work they include, they also have trait issues (which I discussed a lot earlier in the thread and I think Sho (?) disagreed with me. But honestly, after a lot more time spent in the game, my position hasn't changed. It's definitely an issue to me that the trait lines for the elementalist are tied to attunements. On literally every other profession, I can go down most of my trait lines with whatever weapon I want and construct an appropriate play style. It may not be optimal, but it'll work. And with planning, it will work well.

You just can't do that with an Elementalist. Outside of the element's spells, the traits in most of the trees just aren't impressive. It's not worth taking traits (which aren't that strong) just for the 7 second out of every 28 you'll be in the attunement. The end result is that any major traits that are limited to a single attunement, barring certain conditional ones, are highly devalued. Because even if that element IS the crutch of your build, it's just too small an investment when you'll spend so much time outside that element.

For instance, Air/Water 25, Arcane 20 is a popular dual dagger build. Air spells are its main source of damage. The Major Traits are glyph recharge, cantrip regen, +20% damage to targets under 25% health, condition removal on water attunement, buffs on attunement, and arcane shield when your health drops to 25%.

What the build is essentially doing is searching out the traits that will be useful at all outside of air attunement. So it takes glyph recharge to lower the heal spell CD. It uses a 75s cd cantrip for temporary invulnerability, so this spec gives them regeneration once every 75 seconds (woo). Just makes the oh-sh*t button slightly better. You only switch to water for your 4/5 skills, so this is an occasional condition removal. And you buff your survivability some.

It's a precision build, so the fire traits that aren't bound to fire are still worthless for it. It doesn't take con damage, so Earth is super weak (and they have a heavy focus on dodging, so the "when endurance is full" earth traits do nothing for them). Obviously they don't want "in Earth/Fire" traits, because they're used almost exclusively for combo fields or finishers (slight caveat is that Earth has some control skills that are situationally useful).

So, really, you're just falling into water. It's the least useful of your attunements, without any finishers or fields, and you realistically only even use it for your 4/5 skill because 1-3 are stupidly weak (through 3 isn't attrocious if you just need to get away because U GON DIE). To that end, you make it remove a condition on attunement. And because it has what is (arguably) the best Elementalist 25 minor trait (2% damage for each boon on you, and Eles are boon machines), you go all the way to that one.

Really, it's creating a spec by choosing what is the least useless. Outside of the 20 points in Arcane, nothing really matters that much. That's boring and uninteresting. On EVERY other profession, stats and weapons and whatever don't restrict you. Even if you don't go for condition builds, there are usually plenty of useful skills in the condition trait line.

For instance, say you're playing Sword/Shield + Staff Guardian. You don't take any fire-based utility skills. Your only fire-based skill is Virtue of Justice, and you're not really relying on it for personal damage. Doesn't matter, you still have a ton of great traits to choose from.

Three minor? Blind nearby foes when you activate VoJ, VoJ is renewed when you kill a foe, deal more damage to enemies inflicted with conditions. All useful even if your build doesn't revolve around burning at all. And only 4 of the major traits have anything to do with burning, only 2 of which (maybe 1--depends on if Spirit Weapons scale with your stats) care about condition damage at all.

Going Fire on an Elementalist without building for condition damage? Have fun with that--the only traits that are more than just token buffs (like might on cantrips) until you get to the very end of the trait line.

That's not fun or interesting. And it makes Elementalist builds the most restrictive of all the professions. They all go at least 10 into Arcane, usually more. And then they're either Fire/Earth or Air/Water. (Caveat 1: there are some pure-survival builds that go Earth/Water, and some specialized WvW builds that go Fire/Air and are intended purely for maximum damage when attacking from the ramparts. Caveat 2: Some builds, occasionally go 10-15 points into might purely because there isn't anything attractive left, and they use the 3-5 skills for mobility).

But, overwhelmingly, the profession has no build diversity. Because it's just far less effective not to go one of those two routes.
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#447 Nov 07 2012 at 6:56 PM Rating: Good
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Okay, so I won't go Elementalist.

How's the Engineer these days? Seems pretty complex with the turrets and weapon kits. I've started on one, but so far it seems incredibly boring with just three weapon sets (pistol/pistol, pistol/shield, rifle) available. Maybe because I haven't unlocked any kits yet. I don't mind complex, but I wouldn't mind something that isn't still in pre-alpha.
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#448 Nov 07 2012 at 7:00 PM Rating: Good
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Mazra wrote:
Okay, so I won't go Elementalist.

How's the Engineer these days? Seems pretty complex with the turrets and weapon kits. I've started on one, but so far it seems incredibly boring with just three weapon sets (pistol/pistol, pistol/shield, rifle) available. Maybe because I haven't unlocked any kits yet. I don't mind complex, but I wouldn't mind something that isn't still in pre-alpha.
Engineer is odd. I would suggest taking one to the Heart of the Mists, where you'll have full access to all the skills, and playing around a while. Turrets are pretty "meh" at the moment, but the kits can be pretty awesome. Grenades, Bombs, Flamethrower, and Elixir Gun are all awesome. Personally, I run a Pistol/Pistol Elixir build. It's mostly laying on the conditions and kiting. From what I understand, you can make a pretty tanky Flamethrower build. My biggest gripe is the lack of gear that screams "engineer".
#449 Nov 08 2012 at 7:56 AM Rating: Good
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Yeah, the end-game gear displayed on a Human Engineer when you create one is awesome, but it looks more like something belonging on a sword/pistol Thief. The Witch Hunter guys from Warhammer Online with their swords and pistols.

As for playstyles, my long years of playing melee classes and professions have ruined me to the glass cannon concept. I hate kiting. I prefer straight up taking a beating to my face and living through it (which is why I'm rolling a Death Shroud build on my Necromancer). Will definitely try out the Flamethrower. I've had my eyes on that weapon kit for some time now.

Didn't know Heart of the Mists would give you all kinds of stuff. I knew it upped your level to 80, but didn't know it gave you traits and whatnot as well. That's nifty.

Edit: I love the Necromancer armor, by the way. Stumbled across some at the karma vendors and really love the look on my gigantic Norn guy.

Edited, Nov 8th 2012 2:59pm by Mazra
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#450 Nov 08 2012 at 9:06 AM Rating: Good
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I think that set works well, as long as you use a different head item. Goggles maybe.

Certain aspects of it just really jump out at me. Obviously, the coat. It's more prim than I'd expect a thief to dress. It's scholarly, artistocratic even. The gloves are big and clunky. Good for protecting yourself from sparks, heat or sharp edges when working on gadgets (and the general wear and tear of working with your hands), but not what you want to be wearing when you attempt to pick someone's pocket.

Another small but great detail? The knee pads. The engineer is going to spend a lot of time kneeling when he's out in the world, fixing things, deploying turrets, mixing elixirs, etc.

You can just imagine those canisters on the side of his body hold gunpowder or other explosives/abrasive fluids for his mad scientist needs.

I'm not saying that it's the pinnacle of the engineer look, but I do think it's better for Engineers than the other two. Only thing I have an issue with is the hat.
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#451 Nov 08 2012 at 9:40 AM Rating: Good
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idiggory, King of Bards wrote:
I think that set works well, as long as you use a different head item. Goggles maybe.

Certain aspects of it just really jump out at me. Obviously, the coat. It's more prim than I'd expect a thief to dress. It's scholarly, artistocratic even. The gloves are big and clunky. Good for protecting yourself from sparks, heat or sharp edges when working on gadgets (and the general wear and tear of working with your hands), but not what you want to be wearing when you attempt to pick someone's pocket.

Another small but great detail? The knee pads. The engineer is going to spend a lot of time kneeling when he's out in the world, fixing things, deploying turrets, mixing elixirs, etc.

You can just imagine those canisters on the side of his body hold gunpowder or other explosives/abrasive fluids for his mad scientist needs.

I'm not saying that it's the pinnacle of the engineer look, but I do think it's better for Engineers than the other two. Only thing I have an issue with is the hat.
I actually like the set a lot. Agree on the head gear, though. I like that it's a much heavier-looking leather set than you'd really expect a thief or ranger to wear. What I'm really bummed about is the Priory gear set. The Priory is sold as the inventions kind of place, which an Engineer should fit right into. But the gear doesn't really scream "inventor" to me. I don't know what I'm looking for. Maybe a little bit more "steampunk" for lack of a better term. More goggles, more heavy-looking gearsets. More metal worked into the gear.
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