PC Gaming News
Page 20 of 21 FirstFirst ... 10161718192021 LastLast
Results 191 to 200 of 204
  1. #191
    Moderator Achievements:
    Recommendation Second Class10 PostsVeteranCreated Album picturesBlogger
    Gorani's Avatar
    Server

    Aurora Glade
    Guild

    [GWO]
    Posts

    7,295
    From Dev live stream (not sure if that is all, so it is still wrapped in the "normal quote"

    Earth shield changed as previous, still useless
    Staff Water 3 now has a larger radius
    Staff earth 4 acts like a very short line of warding (3s) on a 30s CD
    Staff fire 1 now increases radius with blasting staff
    Trait “One with air” now gives 2s of “superspeed” (100% run speed) on swap to air, yourself only
    First assessment:
    Very underwhelming; Conjure Earth is still bad, larger radius on Geyser is OK, but not exciting; Blasting Staff is needed for some improvements, its not a general buff; If I saw that right, Unsteady Ground lost its crippling ticks & damage pulses, so its just a 3 sec limiter and lacks the knock back that Line of Warding has.
    Gorani's Guild Wars legacy & the Kurzick Poet NPC in GW1
    * Member of [GWO] & The Zoo Crew * Everything about the Elementalist on the forums *
    Gaile Gray: "See Gorani's post, I note several ideas that might be doable and that seem very logical."


  2. #192
    Moderator Achievements:
    Recommendation Second Class10 PostsVeteranCreated Album picturesBlogger
    Gorani's Avatar
    Server

    Aurora Glade
    Guild

    [GWO]
    Posts

    7,295
    October 15th 3013 update:

    General Profession updates:
    Spoiler



    Elementalist

    • Shocking Aura: Added the shocking aura buff to the skill fact.
    • Elemental Attunement: Normalized this trait so that each boon can be applied to up to five allies within a 240 radius.
    • Evasive Arcana: Normalized the radius to 180 for each spell created.
    • Persisting Flames: The duration increase for fire fields is now consistent.
    • Burning Fire: This trait now lists the proper skill names in its description.
    • Written in Stone: Fixed an issue that caused Signet of Air to lose its effect partially through the skill’s recharge.
    • Glyph of Storms: This skill now properly displays the duration of each spell. Added AoE rings to the fire and earth skills.
    • Geyser: Increased the base radius to 180. Increased the radius to 240 when traited with Blasting Staff. Fixed an issue so that the water field radius would match the increased radius with Blasting Staff.
    • Water Blast: Increased the healing stat scaling from 10% to 25%. Slightly decreased the base heal at low levels, but it will heal for the same base at level 80. Increased the base radius to 180. Removed the heal that occurs if the water blast strikes nothing.
    • Frozen Ground: Added an unblockable skill fact.
    • Unsteady Ground: This skill no longer damages or cripples enemies. It will now prevent foes from crossing the area, knocking them back a short distance. Lasts for 3 seconds.
    • Shock Wave: Increased the projectile velocity by 12.5%.
    • Burning Retreat: Increased the retreat distance by 200.
    • Static Field: Increased the combo ring radius to match the spell radius.Windborne Speed: Decreased the radius to 300 when traited with Blasting Staff.
    • Fireball: Increased the base radius to 120. Increased the radius to 180 when traited with Blasting Staff.
    • Meteor Shower: Increased the impact radius to 180 when traited with Blasting Staff.
    • Healing Rain: Reduced the radius to 420 when traited with Blasting Staff. Updated the skill fact to display the actual amount of regeneration applied.
    • One with Air: This has been redesigned. It now will grant 1.5 seconds of superspeed when attuning to air.
    • Earthquake: Added a range indicator.
    • Arcane Wave: This skill no longer applies conditions at an infinite range when traited with Elemental Surge.
    • Signet of Restoration: This skill now heals for the correct amount when Written in Stone is traited and the skill is activated.
    • Whirlpool: Added skill facts.
    • Glyph of Elementals: The Inscription trait now functions with this skill.
    • Glyph of Storms:
      • Firestorm: Reduced the number of maximum targets per impact from 10 to 5. Added an AoE ring.
      • Ice Storm: Added an AoE ring.
      • Lightning Storm: Increased the impact radius from 60 to 90.
      • Sandstorm: Reduced the number of maximum targets per pulse from 10 to 5. Added an AoE ring.

    • Glyph of Renewal:
      • Renewal of Fire: This skill is now ground targeted with a 900 range and a 180 radius.
      • Renewal of Water: This skill is now ground targeted with a 900 range and a 180 radius. Fixed an issue so that it will also fully heal the target that is revived.
      • Renewal of Air: This skill is now ground targeted with a 900 range and a 180 radius. Increased the maximum teleport distance to 900 to match the range of the skill.
      • Renewal of Earth: This skill is now ground targeted with a 900 range and a 360 radius.

    • Conjure Flame Axe: Fixed an issue so that the bundle now properly disappears when the timer runs out.
      • Lava Axe: This skill now grants 1 stack of might for 8 seconds when striking an enemy.
      • Explosive Lava Axe: This skill is now a blast finisher.
      • Flame Leap: Reduced the recharge to 15 seconds.

    • Conjure Lightning Hammer: Fixed an issue so that the bundle now properly disappears when the timer runs out.
      • Lightning Leap: This skill will now hit up to 3 targets.
      • Wind Blast: Increased the launch distance to 600.
      • Lightning Storm: Increased the lightning impact radius from 60 to 120. This skill can now be used while moving.
      • Static Field: This skill will now stun a target entering the field instead of dazing them. Increased the radius from 180 to 240.

    • Conjure Frost Bow: Fixed an issue so that the bundle now properly disappears when the timer runs out.
      • Water Arrow: Increased the velocity by 20%. Normalized the healing radius to 240 around the target. Increased the base heal by 20%. Scaling with healing power has been increased from 10% to 30%.
      • Frost Volley: Reduced the recharge to 4 seconds.
      • Frost Fan: Updated the chill skill fact to display the proper duration.
      • Ice Storm: Increased the impact radius from 90 to 120.
      • Deep Freeze: Reduced the cast time of this skill to 1.5 seconds.

    • Conjure Earth Shield: Fixed an issue so that the bundle now properly disappears when the timer runs out.
      • Shield Smack: This skill is now the first skill in the auto-attack chain. It will now hit up to 3 targets and apply 1 stack of bleeding for 6 seconds.
      • Shield Smash: This skill is now the second skill in the auto-attack chain. It will apply 2 stacks of bleeding for 6 seconds.
      • Crippling Shield: This skill is now the third skill in the auto-attack chain. Increased the damage by 50%. Reduced the range to 450.
      • Stone Sheath: This is a new skill. It is a channeled cast that will block one attack and then cause 3 stacks of bleeding for 6 seconds in a 240 radius.
      • Magnetic Surge: This skill can now hit up to 3 targets.
      • Magnetic Shield: This skill will now provide 2 seconds of protection per target pulled. It can also be used while moving.
      • Fortify: Reduced the recharge to 30 seconds.

    Gorani's Guild Wars legacy & the Kurzick Poet NPC in GW1
    * Member of [GWO] & The Zoo Crew * Everything about the Elementalist on the forums *
    Gaile Gray: "See Gorani's post, I note several ideas that might be doable and that seem very logical."


  3. #193
    Moderator Achievements:
    Recommendation Second Class10 PostsVeteranCreated Album picturesBlogger
    Gorani's Avatar
    Server

    Aurora Glade
    Guild

    [GWO]
    Posts

    7,295
    Preview for the Dec. 10th balance update:


    Elementalist:
    This patch’s goal for the elementalist was to increase the power of the Earth, Air and Fire lines, while taking away some of the need to go into the Arcane line. This was done by bringing up the base cooldown of attunements so that elementalists aren’t forced to go as deep into Arcane in order to get the old attunement cooldown %’s. In doing so, we decided put some of the most powerful Adept tier traits in Water magic and Arcane to the Master tier to avoid power creep that would have occurred by letting players gain powerful effects in Master and Grandmaster tier of Fire, Air, and Earth and still get the extremely powerful traits in Water and Arcane by only splashing in 10 points.

    • Fire II – Burning Fire – This trait has a new effect. Use Cleansing Fire automatically when you have a number of conditions on you. 3 conditions. 40 second cooldown. Moved to Master tier.
    • Fire VIII – Conjurer – Moved to Adept tier.
    • Fire III – Ember’s Might. The effect of this trait has been changed to Burns you apply last longer. 25%.
    • Burning Rage 25 – Increased damage dealt to burning foes from 5% to 10%.
    • Air V – Soothing Winds. Increased conversion from 5% to 7%.
    • Air XI – Tempest Defense. Decreased the cooldown from 60s to 25s.
    • Earth 5 – Stone Flesh – Increased toughness while attuned to Earth Magic to 1.5/level (120 at level 80).
    • Earth VII – Strength of Stone. This trait is now Gain condition damage based on your Toughness. 10%.
    • Earth XI – Diamond Skin. This trait has been redesigned. Conditions cannot be applied to you when your health is above the threshold. 90%.
    • Water I – Aquamancer’s Alacrity. Moved to Master tier.
    • Water V – Cleansing Wave. Moved to Master tier.
    • Water VIII – Arcane Abatement. Moved to Adept tier.
    • Water X – Soothing Wave. Moved to Adept tier.
    • Arcane III – Arcane Retribution. Moved to Master tier. Decreased cooldown from 90s to kitten .
    • Arcane IV – Final Shielding. Decreased cooldown from 90s to 75s.
    • Arcane V – Elemental Attunement. Moved to Master tier.
    • Arcane VI – Renewing Stamina. Moved to Master tier.
    • Arcane VII – Vigorous Scepter. Moved to Adept tier.
    • Arcane VIII – Blasting Staff. Moved to Adept tier.
    • Arcane IX – Windborne Dagger. Moved to Adept tier.

    The following changes were done to reduce the necessity of putting points into the Arcane trait line.

    • The base cooldown of the attunement that you just left is now reduced from 16 seconds to 13 seconds. Attunement cooldown rate now increases by 1% per point in Arcane down from 2%. The end result is that now Attunements go from 13s to 10s instead of the old range of 16s to 10s.
    • Base global attunement cooldown is now 1.625 seconds. Global attunement cooldown rate now decreases by 1% per point in Arcane down from 2%. The end result is that now global attunement cooldown goes from 1.625 to 1.25 instead of the old range of 2.0 to 1.25.



    https://forum-en.guildwars2.com/foru...alance-Preview
    Gorani's Guild Wars legacy & the Kurzick Poet NPC in GW1
    * Member of [GWO] & The Zoo Crew * Everything about the Elementalist on the forums *
    Gaile Gray: "See Gorani's post, I note several ideas that might be doable and that seem very logical."


  4. #194
    Moderator Achievements:
    Recommendation Second Class10 PostsVeteranCreated Album picturesBlogger
    Gorani's Avatar
    Server

    Aurora Glade
    Guild

    [GWO]
    Posts

    7,295
    Preview for the Dec. 10th balance update:


    Elementalist:
    This patch’s goal for the elementalist was to increase the power of the Earth, Air and Fire lines, while taking away some of the need to go into the Arcane line. This was done by bringing up the base cooldown of attunements so that elementalists aren’t forced to go as deep into Arcane in order to get the old attunement cooldown %’s. In doing so, we decided put some of the most powerful Adept tier traits in Water magic and Arcane to the Master tier to avoid power creep that would have occurred by letting players gain powerful effects in Master and Grandmaster tier of Fire, Air, and Earth and still get the extremely powerful traits in Water and Arcane by only splashing in 10 points.

    • Fire II – Burning Fire – This trait has a new effect. Use Cleansing Fire automatically when you have a number of conditions on you. 3 conditions. 40 second cooldown. Moved to Master tier.
    • Fire VIII – Conjurer – Moved to Adept tier.
    • Fire III – Ember’s Might. The effect of this trait has been changed to Burns you apply last longer. 25%.
    • Burning Rage 25 – Increased damage dealt to burning foes from 5% to 10%.
    • Air V – Soothing Winds. Increased conversion from 5% to 7%.
    • Air XI – Tempest Defense. Decreased the cooldown from 60s to 25s.
    • Earth 5 – Stone Flesh – Increased toughness while attuned to Earth Magic to 1.5/level (120 at level 80).
    • Earth VII – Strength of Stone. This trait is now Gain condition damage based on your Toughness. 10%.
    • Earth XI – Diamond Skin. This trait has been redesigned. Conditions cannot be applied to you when your health is above the threshold. 90%.
    • Water I – Aquamancer’s Alacrity. Moved to Master tier.
    • Water V – Cleansing Wave. Moved to Master tier.
    • Water VIII – Arcane Abatement. Moved to Adept tier.
    • Water X – Soothing Wave. Moved to Adept tier.
    • Arcane III – Arcane Retribution. Moved to Master tier. Decreased cooldown from 90s to 45s .
    • Arcane IV – Final Shielding. Decreased cooldown from 90s to 75s.
    • Arcane V – Elemental Attunement. Moved to Master tier.
    • Arcane VI – Renewing Stamina. Moved to Master tier.
    • Arcane VII – Vigorous Scepter. Moved to Adept tier.
    • Arcane VIII – Blasting Staff. Moved to Adept tier.
    • Arcane IX – Windborne Dagger. Moved to Adept tier.

    The following changes were done to reduce the necessity of putting points into the Arcane trait line.

    • The base cooldown of the attunement that you just left is now reduced from 16 seconds to 13 seconds. Attunement cooldown rate now increases by 1% per point in Arcane down from 2%. The end result is that now Attunements go from 13s to 10s instead of the old range of 16s to 10s.
    • Base global attunement cooldown is now 1.625 seconds. Global attunement cooldown rate now decreases by 1% per point in Arcane down from 2%. The end result is that now global attunement cooldown goes from 1.625 to 1.25 instead of the old range of 2.0 to 1.25.



    https://forum-en.guildwars2.com/foru...alance-Preview

    Here comes my assessment:

    The attunement cooldown buff only profits Elementalists that had no investment in Arcane at all, which - and I am sure about that - is only a insignificant portion of Ele players anyway. Arcane traits are too important right now, Anet makes a false assumption we spec in Acane for the cooldown. For people that have e.g. 20 points invested, there is no change at all, we are still at 11 seconds. The global cooldown change is insignificant as we hardly fire off only one skill in an attunement line before we change to another anyway.
    Although this looks like a buff on paper, it changes nothing for 95% of all Elementalists.

    • Fire II – Nice change, but it should be an adept trait, because we are in dire need of condition cleaning when this patch hits (see below).
    • Fire VIII – OK change, but we still give up way too much when using Conjures so they are sup par even after all the small buffs of the past.
    • Fire III – That would be great if Eles had any chance of a cover condition. Burning usually is the first one cleansed anyway. Additionally, with the short burning durations we have (or the chances to burn continuously) only a very heavy investment in Fire Magic would makes sense (which will no happen - see below)
    • Burning Rage 25 – Good change to the minor trait, but again: Who goes 25 points in Fire?.
    • Air V – Soothing Winds. Healing still scales awfully making it the worst of all "conversion traits" the professions have (*eyes the Vitality for Power of the Warrior*). It is not worth taking.
    • Air XI – Tempest Defense. Good change.
    • Earth 5 – Stone Flesh – An additional 40 Toughness will not make a huge difference as long as Lingering Elements is buggy and the Ascended Weapon power creep took that away primitively a few weeks ago.
    • Earth VII – Strength of Stone. - I still believe that condi builds for Eles are not working at the moment + no Ele can make Fire & Earth heavy builds and survive without Water & Arcane.
    • Earth XI – Diamond Skin. This looks incredible on paper, but taken the fact that pretty much two auto attacks from any profession will take the class with the lowest health pool & armour below 90% just highlights one thing: This trait is useless 90% of the time.
    • Water I – Aquamancer’s Alacrity. OK, I could live with that.
    • Water V – Cleansing Wave. This is a game breaker for pretty much every D/D build that is not already spec'ed for full bunker. We are low on Condi removals and with torment condi, Perplexity runes and Immobilization now stacking, Elementalists need that "on demand condition removal" by swapping into Water Magic. Moving it to Master tier does the opposite of what Anet wants with this patch: Taking out the builds that invest in Water & Arcane. To still have access to Cleansing Wave, Eles will need to invest even further into Water Magic.
    • Water VIII – Arcane Abatement. OK, but this is still a trait you will not take, even in WvW.
    • Water X – Soothing Wave. This is way too conditional & weak, even at a low tier.
    • Arcane III – Arcane Retribution. Even at 45 seconds (half the recharge now) I don't see it as a grea move to wait to get to 75% health to get an automated Arcane Power cast .
    • Arcane IV – Final Shielding. See Arcane Retribution. still not worth it
    • Arcane V – Elemental Attunement. This will hit us hard, as it is our backbone of getting a boons (which are far from awesome after other classes can strip boons more easily and have "boon hate" traits). Alone, this is not too bad, but it will put us in a position to drop Renewing Stamina (see below)
    • Arcane VI – Renewing Stamina. Anet wants to take away Vigor boons - or at least their duration) across all classes and that's where the Ele gets hit. Especially as D/D wielders (low HP & armour described above already) we need to evade more often than other professions. With Elemental Attunement also moved to Master tier we will lose 50% of our dodging ability due to the fact that we can not spec two master traits any more. Anet has not touched e.g. the Mesmer's Vigor on Crit with their 5 point Critical Infusion - but moved our carbon copy trait from adept to master (?).
    • Arcane VII – Vigorous Scepter. It is still bound to work only in combat and does not help staff or dagger wielding builds.
    • Arcane VIII – Blasting Staff. This makes the buffs to staff from the last balance patch even better. Good, but why?
    • Arcane IX – Windborne Dagger. It is still useless, as it is linked to work only in combat. The Warrior has a minor trait that gives him 25% passive speed while wielding ANY melee weapon. Why can't that work for Elementalists too? Get rid of the "only in combat thing".


    What does this mean for most of the builds?

    The combo of the nerfs to Elemental Attunement, Cleansing Wave & Renewing Stamina will most likely result in Eles spec'ing even heavier in Water & Arcane to set off some of the losses to their ability to remove conditions & dodge.
    More Eles will switch to Ether Renewal as their healing skill to counter the condition meta. The related effect is that non-staff Ele's will get slower by not having access to the GoEH swiftness (or any other boon coming from that Glyph). Glyph builds will get even weaker as some might drop the reduced recharge trait for having points to move to Water & Arcane - and this is were the circle closes again.

    Instead of providing us with diversity outside Water/Arcane builds, this patch could (or will) limit the numbers of viable builds that provide any survivability even more. The alternative to go to a condi based build is not there, even after changes to the Earth & Fire traits, Glyph builds got worse and D/D builds have lost even more survivability than other weapon setups, although they are the most dangerous to play (they are melee builds & they have not received a damage buff). The issue of the Focus was not addressed at all.
    Last edited by Gorani; 02-11-2013 at 12:15.
    Gorani's Guild Wars legacy & the Kurzick Poet NPC in GW1
    * Member of [GWO] & The Zoo Crew * Everything about the Elementalist on the forums *
    Gaile Gray: "See Gorani's post, I note several ideas that might be doable and that seem very logical."


  5. #195
    Moderator Achievements:
    Recommendation Second Class10 PostsVeteranCreated Album picturesBlogger
    Gorani's Avatar
    Server

    Aurora Glade
    Guild

    [GWO]
    Posts

    7,295


    Profession Skills
    Elementalist

    • Fire Shield: The aura of this skill now applies to 5 targets when traited with Powerful Aura, up from 4.
    • Shocking Aura: The aura of this skill now applies to 5 targets when traited with Powerful Aura, down from 6.
    • Zephyr’s Speed: This trait now always grants movement speed while attuned to air and also functions with Lingering Elements.
    • Stone Flesh: This trait now always grants toughness while attuned to earth and also functions with Lingering Elements.
    • Signet of Air: The tooltip now displays the proper movement-speed increase of the boon when this skill has been activated while traited with Written in Stone.
    • Stop, Drop, and Roll: This trait will now only go on cooldown when burning or chilled is removed.
    • Soothing Mist: Updated the skill fact to indicate the correct rate at which Soothing Mist is applied.
    • Healing Ripple: This trait now indicates the correct healing amount when in a PvP map.
    • Ether Renewal: Adjusted the skill fact to better describe the functionality of this skill.




    Summary:

    Normalized the auras to the usual cap of five and fixed the bug that was happening with Lingering Elements since the release of GW2. Fingers crossed!

    PS: Linger Elements still does not work with the Earth one. It probably will never work correctly.
    Last edited by Gorani; 27-11-2013 at 05:46.
    Gorani's Guild Wars legacy & the Kurzick Poet NPC in GW1
    * Member of [GWO] & The Zoo Crew * Everything about the Elementalist on the forums *
    Gaile Gray: "See Gorani's post, I note several ideas that might be doable and that seem very logical."


  6. #196
    Moderator Achievements:
    Recommendation Second Class10 PostsVeteranCreated Album picturesBlogger
    Gorani's Avatar
    Server

    Aurora Glade
    Guild

    [GWO]
    Posts

    7,295
    The new Elementalist healing skill:

    Arcane Brilliance: Arcane. Blast the target area, hitting foes with critical damage and healing yourself. Healing effectiveness is increased per target hit. Recharge 25 sec
    Depending on the base heal, this sounds interesting. We will have to wait for more info.
    Gorani's Guild Wars legacy & the Kurzick Poet NPC in GW1
    * Member of [GWO] & The Zoo Crew * Everything about the Elementalist on the forums *
    Gaile Gray: "See Gorani's post, I note several ideas that might be doable and that seem very logical."


  7. #197
    GWOnline Content Team
    GWOnline Site Pal
    Achievements:
    Social10 PostsVeteranCreated Blog entry10K Posts
    Alaris's Avatar
    Server

    Kaineng
    Guild

    The Order of Dii [Dii]
    Posts

    22,615
    Is that really a healing skill, or a utility skill with some healing bonus?

    Either way, I'm willing to give it a try.
    == Alaris & clone ==
    Proud Officer of The Order Of Dii [Dii] - join us
    You can tell the quality of life of people by what they complain about

  8. #198
    Moderator Achievements:
    Recommendation Second Class10 PostsVeteranCreated Album picturesBlogger
    Gorani's Avatar
    Server

    Aurora Glade
    Guild

    [GWO]
    Posts

    7,295


    Activation: 3/4s
    - Fastest activation by 33%, 66%, 66% when compared to the other three heals

    Recharge: 25s
    - Consistent with other Ele recharges, solid. Can be shorter with a trait

    Damage : 120ish
    - Arcane Wave is about 5x more powerful, not very useful for damage

    Healing: 3600ish
    - Weak base heal. GoEH or ER are 50%+ better heals for that, which is the main purpose of skills in this slot.

    Healing increase per Target: 20%
    - Realistically you’re going to have 1 target around always. So expect heals to be 4300ish. At 2 targets which is pretty reasonable expect 5000ish. Max expect 7200ish.
    - Unfortunately you can be dodged or blinded so that this heal won’t proc.

    Radius: 240
    - This radius is kind of weak. Lightning whip has a better range than this, but it can hit behind you too. Arcane wave has a 50% bigger radius.

    Combo Finisher: Blast
    - This is great for Staff, because of the access to water fields.
    - As far as personal benefit, GoEH offers better selfish utility options.
    - This is better if you are trying to give might to your party though.
    Last edited by Gorani; 08-12-2013 at 10:07.
    Gorani's Guild Wars legacy & the Kurzick Poet NPC in GW1
    * Member of [GWO] & The Zoo Crew * Everything about the Elementalist on the forums *
    Gaile Gray: "See Gorani's post, I note several ideas that might be doable and that seem very logical."


  9. #199
    GWOnline Content Team
    GWOnline Site Pal
    Achievements:
    Social10 PostsVeteranCreated Blog entry10K Posts
    Alaris's Avatar
    Server

    Kaineng
    Guild

    The Order of Dii [Dii]
    Posts

    22,615
    Wait, I thought it was a projectile, it's not?

    Nice for a dagger build then, but not so much for staff.
    == Alaris & clone ==
    Proud Officer of The Order Of Dii [Dii] - join us
    You can tell the quality of life of people by what they complain about

  10. #200
    Moderator Achievements:
    Recommendation Second Class10 PostsVeteranCreated Album picturesBlogger
    Gorani's Avatar
    Server

    Aurora Glade
    Guild

    [GWO]
    Posts

    7,295
    Quote Originally Posted by Alaris View Post
    Wait, I thought it was a projectile, it's not?

    Nice for a dagger build then, but not so much for staff.
    I would not say that, as you can drop all fields onto yourself with a staff too. Do not forget that the new Arcane Wave will get a 900 range with the next update and can trigger fields away from you too.

    Still, the problem lies within the Arcana skill tree. Who will give up Renewing Stamina for faster recharging Arcane skills? Or Elemental Atunement or as a Grandmaster trait Evasive Arcana for Elemental Surge?
    Gorani's Guild Wars legacy & the Kurzick Poet NPC in GW1
    * Member of [GWO] & The Zoo Crew * Everything about the Elementalist on the forums *
    Gaile Gray: "See Gorani's post, I note several ideas that might be doable and that seem very logical."


Posting Permissions

Posting Permissions

Smilies are On
[IMG] code is On
HTML code is Off