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Posted by: Darnis.4056

Darnis.4056

Yea increasing the CD and making the range less then 1500(Seems like you can go to the other side of the middle ground of foefire which feels like it’s bigger then 1200) would probably work..

It feels like certain skills like the warrior’s Greatsword charge/ Ele RTL were made with having a target in mind, slightly evidenced by them just bugging out once in a while and getting random targets…

Yes this would be a pretty big change, but I think RTL was never meant as a escape mechanism, but as a gap closer..

You’d still have the other escape mechanisms, RTL isn’t op by itself, it’s when you combine it with things like blazing speed, and like 15 seconds of swiftness it’s just too good..

I’m sure the changes are coming…

Mindwrack is very strong as is, but when compared to the thief or warrior who can effectively pick targets and drop them in a team fight, the mesmer’s clones (his main source of fodder for MW) from mechanics such as deceptive evasion can choose to MW other targets, leading to ineffective DPS whenever there is more then one person to kill..

If this was changed and mesmers in team fights would be able to concentrate their dps better mindwrack would need a serious rework.

I don’t think shadow’s refuge is so bad when you have a mesmer with focus or a guardian with a greatsword to pull.

Will the Real Pink Puma Please stand up?

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Posted by: jportell.2197

jportell.2197

This is very true which Is why i hope they leave mind wrack alone because mesmers have to choose how they evade and if there are any enemies closer to them than their target if they can reposition better to evade… I hope it is a bug that gets fixed and not something they did intentionally.

Johnny The Gray
GASM’s Bunker Mesmer

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Posted by: Avead.5760

Avead.5760

99% of ele hardcore fans would prefer to lose every healing they have instead of any nerf to rtl in range,cd or even worse having it to require target(i mean wtf :O).Nerfs are good and fine whne they are needed but really rtl??Dont touch this kitten or i ll come and hunt you down!
I mean its like waking up one day and saying i ll remove shortbow 5 from thieves..
You must really hate the class to do that

(edited by Avead.5760)

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Posted by: jportell.2197

jportell.2197

How do you think mesmers feel about us having the portal mechanic given to other classes… And seriously if Ele’s or thieves get portal type skills I am going to scream.

Johnny The Gray
GASM’s Bunker Mesmer

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Posted by: Avead.5760

Avead.5760

How do you think mesmers feel about us having the portal mechanic given to other classes… And seriously if Ele’s or thieves get portal type skills I am going to scream.

ok if you give me portal i ll accept rtl range reduction!
Deal ? :P Besides you are not talking about giving “rtl” to other classes.
You are actually talking about “removing” it from the ele.Big difference here.

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Posted by: Doomdesire.9365

Doomdesire.9365

D/D eles are my favorite to play against in a 1v1, which I haven’t lost against them yet. It’s an epic class, and imo, very fun to play against. It’s all about timing and dodging when it comes to fighting these guys, except when they are glass cannon d/d. It’s not fun and they die way to fast for the battle to last

I think it’s a powerful class, but I don’t think it’s overpowered.

but of course, I’m talking from a sole WvW perspective. I don’t even know how I wandered in the spvp forum >_>

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Posted by: jportell.2197

jportell.2197

Oh I never said anything about removing RTL if you look at my other posts. I have actually used it as examples of classes that have great mobility compared to mesmers while trying to defend the keep portal as a mesmer only mechanic. If they are giving portal to any class it should be a necro or an engi as those guys just need some love in general. Guardians do not need t because their entire purpose is to sit on one point and take as much damage as possible without dying. Ele’s and thieves don’t need it because they already move around the map better than any other classes in the game.

Johnny The Gray
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Posted by: Avead.5760

Avead.5760

But engies already have better mobility than many classes.Stupidly easy perma swiftness and a mobility skill that is better vertically than rtl in rifle.Necro would be more appropriate.
But you cant really put skills that affect 1 person in the same basket with skills that work for the benefit of whole groups.They could give skills that are single person use portals and that would still free people from having to use mesm.They could also tone down tw or make portal stronger and make it elite.Then they could buff all the underused builds..The point is that you generally should not be afraid to chose a good player instead of a mediocre mesm for 5th spot just because you benefit s much from 2 skills..
Then again having more classes with portal like skills would be so weird when you actually play

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Posted by: jportell.2197

jportell.2197

This is something I am not happy with at all really but I must live with it I guess. However if you go on the mesmer forums there are about 20 some odd pages of issues that have not been fixed many of which have been there since launch some of them even BWE2… :/ Anet really needs to fix all the bad things about our class before they start sharing what few good things we have.

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Posted by: nerva.7940

nerva.7940

As a Dagger/Dagger bunker elementalist player I see the nerfs coming a mile away, I’ve played every single profession extensively so far, and this is the most broken and overpowered combination my hands had the pleasure to play (I’m still currently playing it), no other spec in the game (outside Thieve’s Shadow Refuge utility skill, nerf this already) allows for so many mistakes and still keeps fighting like nothing happened, you just have to have water and air off CD. As an example, switch to water (2k+ heal, condi remove), dodge in water with evasive arcana (2k+ heal, condi remove) and Cleansing Wave (2k+ heal, condi remove), all the while never touching the 6, which allows the healing signet to never be on CD for even more sustainability.
I don’t have any kind of “nerphobia” like 99,999% of you (that’s maybe ‘couse I play many professions) so I welcome the nerfs to make things more fair to everyone else and to have a more healthly balanced game for us all.
Also, I expect some nerfs for my Mesmer’s Mind Wrack shatter damage multipliers (maybe changing the trait) and on the innate survivability invulnerabilities and stealth offer in general, but some buffs for a power based Ranger (ex. Longbow, Greatsword viability) among other professions in need of help.

well said sir. as someone who’s been doing tpvp since bwe1, i welcome the change and i think it has been very well thought out.

Ikiro – 80 Ranger
Umie – 80 Guardian
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Posted by: NevirSayDie.6235

NevirSayDie.6235

But engies already have better mobility than many classes.Stupidly easy perma swiftness and a mobility skill that is better vertically than rtl in rifle.Necro would be more appropriate.

“Easy” swiftness =/= good mobility. Also, rifle 5 doesn’t really do vertical.

Sorry, people seem to think that ever since they first saw an engi in PvP last week they’re OP so I tend to overreact to things

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Posted by: Avead.5760

Avead.5760

But engies already have better mobility than many classes.Stupidly easy perma swiftness and a mobility skill that is better vertically than rtl in rifle.Necro would be more appropriate.

“Easy” swiftness =/= good mobility. Also, rifle 5 doesn’t really do vertical.

Sorry, people seem to think that ever since they first saw an engi in PvP last week they’re OP so I tend to overreact to things

What i meant was that it has an edge when it comes on closing gaps that invlove passing through non land..for example rtl has been changing from beta and curves immediately when you dont have land on your feet while the rifle 5 still goes in a straigth line making some pretty cool stuff you can do in some maps and also can be aimed at higher ground.
Also mobility wise engies are better than many classes ,you cant argue that.
I never said they are top mobility dogs though:P

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Posted by: Avead.5760

Avead.5760

As a Dagger/Dagger bunker elementalist player I see the nerfs coming a mile away, I’ve played every single profession extensively so far, and this is the most broken and overpowered combination my hands had the pleasure to play (I’m still currently playing it), no other spec in the game (outside Thieve’s Shadow Refuge utility skill, nerf this already) allows for so many mistakes and still keeps fighting like nothing happened, you just have to have water and air off CD. As an example, switch to water (2k+ heal, condi remove), dodge in water with evasive arcana (2k+ heal, condi remove) and Cleansing Wave (2k+ heal, condi remove), all the while never touching the 6, which allows the healing signet to never be on CD for even more sustainability.
I don’t have any kind of “nerphobia” like 99,999% of you (that’s maybe ‘couse I play many professions) so I welcome the nerfs to make things more fair to everyone else and to have a more healthly balanced game for us all.
Also, I expect some nerfs for my Mesmer’s Mind Wrack shatter damage multipliers (maybe changing the trait) and on the innate survivability invulnerabilities and stealth offer in general, but some buffs for a power based Ranger (ex. Longbow, Greatsword viability) among other professions in need of help.

well said sir. as someone who’s been doing tpvp since bwe1, i welcome the change and i think it has been very well thought out.

But thats pretty much a bunker build.Every bunker build ive seen has stupid room for errors..Just cause you dont see tank mesmer or thief cause of the pvp format that doesnt mean that if they were to spec that way they wouldnt be impossible to kill.If you really dont want bunker any more or want them toned down just nerf the amulets.
I strongly beleive you can make much more ridicoulusly easy to play and not die builds with other classes..they just suck in conquest.
My point is that if they were to nerf healing across the board hard enough to make surviving as an ele bunker1vs1 or 2vs1(against balanced) challenging for good players
then it would totally kitten up all eles build that have ever been made.These things are really scary to mess up with.

(edited by Avead.5760)

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Posted by: Khenzy.9348

Khenzy.9348

Yea increasing the CD and making the range less then 1500(Seems like you can go to the other side of the middle ground of foefire which feels like it’s bigger then 1200) would probably work..

I haven’t done extensive testing on thist but RTL always has ~1500 range when you have something targeted, I haven’t tested whether it’s the same range or not with no target. So yeah, RTL is even more powerful on practice than on paper.
I don’t think it was initially intended as being such a powerful escape tool, but hence, I don’t think stealth was intended to be so effective to easily escape combat either, and there it stays untouched, so…

But thats pretty much a bunker build.Every bunker build ive seen has stupid room for errors..Just cause you dont see tank mesmer or thief cause of the pvp format that doesnt mean that if they were to spec that way they wouldnt be impossible to kill.If you really dont want bunker any more or want them toned down just nerf the amulets.
I strongly beleive you can make much more ridicoulusly easy to play and not die builds with other classes..they just suck in conquest.
My point is that if they were to nerf healing across the board hard enough to make surviving as an ele bunker1vs1 or 2vs1(against balanced) challenging for good players
then it would totally kitten up all eles build that have ever been made.These things are really scary to mess up with.

You don’t see bunkers with unparalleled roaming and harrassing capabilities, with very decent CCs, support and no direct counters. You can wear down any bunker guardian with just condition pressure. And this is the bunker, the DPS oriented one (which still uses water and arcana) it’s another strong contender.

(edited by Khenzy.9348)

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Posted by: uwo.8197

uwo.8197

D/d ele is hard countered by ranged that can apply any of cripple/chill/immob/stun. Stop being bad.

Nah, we ele’s run heavy stun break (cantrips) and condition removal. This isn’t a problem.

Also, @Khenzy. I’m in complete agreement. It’s super easy mode; boring to play (unless you enjoy farming glory), boring to play against.

(edited by uwo.8197)

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Posted by: Gallrvaghn.4921

Gallrvaghn.4921

More options for effective boon removal builds for other classes. Let’s see some build wars here guys!

“The boss you just killed respawns ten minutes
later. It doesn’t care that I’m there.”

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Posted by: Preen.5914

Preen.5914

Ok, why is the majority here talking about bunker D/D while bunker S/D is the real issue?

The only reason a good ele would chose D/D is aura share, but in terms of tankability the choice is clearly S/D and I’ve never seen a D/D ele approach our home point to keep it neutral in the starting phase of a paid, NEVER! (since S/D bunker is FOTM that is)

And just out of curiosity, what’s your main class nerva? No offense here, but you clearly have an issue with alot of speccs and classes, i’d like to know out of which perspective you’re speaking.

Generally i think most of us should try to look at the bigger picture and try to point out the reasons behind ppl’s build and team setup choices instead of raging about the current, most obvious result of it.

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Posted by: uwo.8197

uwo.8197

@Preen. Lots of people playing aura share, of course. I wouldn’t say the problem has to do with d/d or s/d. It’s the 0/x/x/30/30 builds with heavy heals, condition/stun removal and mobility that’s a little over the top. It just feels a little too easy.

I’d be curious to know from those of you who play lots of paids how well double ele teams are doing. Seems rather obnoxious. (I play ele.)

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Posted by: Preen.5914

Preen.5914

Which bunker build, despite the class, isn’t too easy is the question… they all are!
Problem about the x/x/x/(20)30/(20)30 build is that nothing else makes sense!

Any thief that figures their build/burst combo can kill you almost in an instant, even with 30 points in water and soldiers amulet + earth’s embrace/final shielding.

You need 2,3 ppl to kill a good bunker in a reasonable timeframe if you don’t bring a thief…

I don’t know the solution, it needs to be figured step by step, but the problem obviously lies in both extremes (burst/bunker) that puts people in a corner of pretty limited choices.

(edited by Preen.5914)

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Posted by: Caffynated.5713

Caffynated.5713

Ok, why is the majority here talking about bunker D/D while bunker S/D is the real issue?

Mostly because they watched a WvW video on youtube.

They all play out the same way. D/D ele with negative damage jumps into a zerg, knockdown, cripple, chill and then run away without killing anyone. A few brain damaged people follow half way across the map, then it’s 5 minutes of a bunker ele wearing down (mostly upleveled) terribles who never dodge anything and often do amusing things like stop to harvest or pick up a skill challenge.

@Preen. Lots of people playing aura share, of course. I wouldn’t say the problem has to do with d/d or s/d. It’s the 0/x/x/30/30 builds with heavy heals, condition/stun removal and mobility that’s a little over the top. It just feels a little too easy.

I’d be curious to know from those of you who play lots of paids how well double ele teams are doing. Seems rather obnoxious. (I play ele.)

Aura share means giving up the bulk of your condition removal through water XI. It’s the center piece of the cantrip build when combined with water III.

“We recognize that the changes to [ele] will essentially remove it from play. In the future,
we may consider whether or not there is an incarnation of [ele] that would be viable
but balanced. For now, we do not expect it to see serious use.” – ANet

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Posted by: monochrome.9841

monochrome.9841

I hope Anet is looking close to this post, i will chip in to.

My idea is quite simple – change only one thing in ele: healing multiplier on every water speal. Leave the signet healing as it is, maybe even dont touch the condi removal but tune down the multiplier on water healing to about 0.5 and see what happens. Maybe they will need some tweaking later, bumping a it a bit – but i think that everything can be done by tweaking water attunement spells healing, and other than that – ele is good as it is.

Its very interesting class, but right now it a bit over the top in comparison to other classes.

“Professionals… are predictable; the world is full
of dangerous amateurs.” Murphy’s Law
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Posted by: Braxxus.2904

Braxxus.2904

I understand that low-skill casuals will have trouble with a high-skill class like d/d ele. Especially if all they’re used to is the simplicity of thief or warrior. However this does not mean the class is broken. It simply means that those players are of a higher caliber, more skilled and have taken the time to learn a far more complex class design than the aforementioned noob-gibbers. There’s nothing wrong with this, low skill casuals CAN improve. Find yourself a skilled player and ask them about their ele.

Blackwater Vanguard
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Posted by: HPLT.7132

HPLT.7132

Actually s/d bunker elementalist are one of the biggest issues in paid tournaments. That is not a question of low or high skill. So please inform before posting nonsense – Thanks.
They either have to limit their mobility or there heal potential. Since mobility would effect every build I think they will reduce their heal (Maybe no heal when they attune to water?!)

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Posted by: Khenzy.9348

Khenzy.9348

Ok, why is the majority here talking about bunker D/D while bunker S/D is the real issue?

It has to be mentioned that S/D while being nearly unkillable, can toss out 7k+ heals to itself and others which can be an issue as well. We are talking about mostly D/D becouse Devs are aware of the tankability of S/D (many people saw the video already) but D/D is just a much more complete beast and when S/D gets tonned down, hopefully it affects D/D or else you’ll see the rise of those like foam. It’s a similar case like dazelock thieves, but much more obvious and you see D/D in play much more today.

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Posted by: Braxxus.2904

Braxxus.2904

Actually s/d bunker elementalist are one of the biggest issues in paid tournaments. That is not a question of low or high skill. So please inform before posting nonsense – Thanks.

It was a mocking post for Schwar/Nier copying his usual elitist drivel format in his replies to others about issues. Don’t take it seriously.

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Posted by: Arheundel.6451

Arheundel.6451

I can kill a bunker ele with a glass cannon ele, the most squishy burst oriented build in this game, I can stand toe to toe with stealthing crap and 100b hit wonder…

And all of this with 976 toughness, telegraphated attacks , no stealth and no heavy armour.

I’m playing a zerk build with 53 crit dmg/ 47 crit chance and 10 arcana, guess the main issue is most of you don’t know how to play at all and I mean it really….
A bunker ele deal less than 800 dmg with burning speed on me…who’s using a full glass cannon build….and 2 people claim to not be able to beat a single bunker ele…pretty hard to believe…