Spirit Watch : ride the lightning +orb

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Posted by: Windfury.3598

Windfury.3598

Hello,

I was recently in Spirit Watch in a tournament when I saw an elementalist use " Ride the Lightning" with the orb evading every attack and speed landing on the control point.
I’m a thief and if I use “Infiltrator’s Arrow” I drop the orb.
Something needs to be done about that as that’s giving elems and unfair advantage over other classes that have similar evasive skills but can’t use them if they carry the orb.
I have no idea if it was intended to work that way or if it was a bug.

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Posted by: fakeblood.2576

fakeblood.2576

I honestly think when you grab the orb you shouldn’t be able to use 1-5 at all

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Posted by: daydream.2938

daydream.2938

Ride the lighitng isnt a teleport, and makes eles pretty much the best orb runners.

You can use some ranger abilties, some warrior abiltiies to run the orb faster as well.

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Posted by: waka.9826

waka.9826

I honestly think when you grab the orb you shouldn’t be able to use 1-5 at all

bingo. It should be up to your teammates to protect you score the orb.

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Posted by: Windfury.3598

Windfury.3598

Ride the lighitng isnt a teleport, and makes eles pretty much the best orb runners.

You can use some ranger abilties, some warrior abiltiies to run the orb faster as well.

While riding the lightning you pretty much are invulnerable since no one can catch up with you or CC you even…I would call that an OP skill considering the strategies involved in Spirit Watch.
If I use my skill 5 as you suggested (infiltrator’s arrow) , I can still bee CC’d if someone’s right there where I land and I am not invulnerable to attacks (only for 0.5 sec , time of teleporting ) . Besides if I use skill 5 I drop the orb which is my main concern. If I have to put up with OP ride the lightning then let me use my skill 5 as well while being the carrier. Fair and square.
And yes I would be for no use of skills 1-5 too if you are a carrier. Let your group support you.

(edited by Windfury.3598)

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Posted by: CrossFire.8037

CrossFire.8037

I honestly think when you grab the orb you shouldn’t be able to use 1-5 at all

bingo. It should be up to your teammates to protect you score the orb.

/agreed.

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Posted by: Liewec.2896

Liewec.2896

we all saw this coming the moment we heard about the orb,
aside from being the best spec in the game,
dagger eles now get their own auto win map.

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Posted by: Bumaye.7168

Bumaye.7168

The Orb Carrier needs other skills like,

2 sec Speed, 2 sec block, 1 heal
i think that is the best way.

Power Ranger 1on1 PvP Server
http://www.youtube.com/watch?v=iUGLyL5gr2c

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Posted by: Windfury.3598

Windfury.3598

The Orb Carrier needs other skills like,

2 sec Speed, 2 sec block, 1 heal
i think that is the best way.

Good idea.

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Posted by: yonnystarr.2684

yonnystarr.2684

I think that replacing/removing the orb carrier’s abilities is going way too far. Less emphasis on abilities means more emphasis on stats. That decision would make beefy, soldier amulet wearing warriors who are traited in defense and tactics to be the best choice as the orb runner. Furthermore, a loss of abilities in addition to the slow buff would also mean that your team is down one man for however long it takes to run the orb (or fail) – meaning that getting the orb to the destination would be much, much too risky and difficult to coordinate to be worth the effort of 15-30 points. This would probably result in teams ignoring the concept of actually running the orb, and rather focus on holding points and capitalizing on the team unbalance when their opponents remove one of their members to try to run it.

If you fight a decent and coordinated team, they’re probably going to end up capping the orb if they get it, regardless of what class is running the orb. The key to stopping any orb runner is to not let them pick up the orb in the first place. The battle for the orb (usually) ends once it’s been picked up.

I personally don’t think Ride the Lightning is a huge issue, but I can see why people would be complaining. Rather than remove the abilities of orb runners, just make RTL affected by cripple/chill/fear/ and lower the cooldown.

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Posted by: milo.6942

milo.6942

/agree with yonnystarr

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Posted by: Rolyate.6753

Rolyate.6753

It can’t take away your skills, really. Otherwise it presents a 4vs5 scenario, though it could also add another level of thought to the game mode. In that not taking the orb initially and attempting to score kills may be more beneficial, it could also mean that trying to score the orb after a single kill could help level the playing field of a team fight.

Either way, ride the lightning should scale with movement speed.

Rolyate
How do you pronounce your name?

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Posted by: milo.6942

milo.6942

There really is no excuse for RTL not being affected by slows. It is already a question of balance that contributes to their general OPness that they can disengage more easily than any other class except thief, but it is only exacerbated by this new orb mechanic.

edit: i agree with kostbabis below as well. cd needs to be lowered to probably 12+, but I think devs wanted to keep rtl as a special skill to help with their mobility. i don’t think this is a good idea however. they will probably just end up making special case for rtl to be affected by orb and leave it at that.

(edited by milo.6942)

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Posted by: Avead.5760

Avead.5760

rtl affected by cripple/chill +20 sec cooldown is stupid.Either drop the cd massively(id say even 12 sec) or keep it the way it is.To be honest anet wont make it Be affected by slows..Why??
Because if that was the plan they would never raise the cd.

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Posted by: Visionary.5681

Visionary.5681

When i play Spirit Watch as a Necro, it just feels like the entire map is designed against me.

I see people leaping and zapping all over the map as orb carriers. As the least mobile class this is annoying.

Then to see people doing all this stuff whilst being invunerable? Its stupid. Defeats the point of the map.

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Posted by: Rolyate.6753

Rolyate.6753

When i play Spirit Watch as a Necro, it just feels like the entire map is designed against me.

I see people leaping and zapping all over the map as orb carriers. As the least mobile class this is annoying.

Then to see people doing all this stuff whilst being invunerable? Its stupid. Defeats the point of the map.

Abuse your CC then, fear them off the ledges, corrupt their boons. You only need one orb carrier in a team, really.

Rolyate
How do you pronounce your name?

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Posted by: reedju.5786

reedju.5786

I play solo join and necro is not only a carrier/denial build I run, but I have seen a ton of them. No one remember plague form? Sure you can corrupt stability on it, but I have literally only seen that once.

ORB DENIAL. We necros have so many chills, and surprisingly spectral grasp has been working bout 70% of the time for me successfully even at 900+ range. Staff 5 plus DS 3 and its an almost guaranteed run of the ledge. Focus boon removal + chill = awesome, not to mention we have higher base speed with locust or 2 different options in traits.

I have seen mesmers in thieves who were nearly invulnerable flag carriers and honestly with all the pull back utilities that are getting love on this new map RLT is nothing to complain about. You only have clear 1200 range pathing at the start and end of orb run. IF your team does not have someone built for orb denial you are failing to adapt to a new map and you should lose.

Use the stairs my friends, run a guard, eles are not as impregnable on this map as they are in straight up conquest.

Black Avarice

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Posted by: Kasama.8941

Kasama.8941

I hate to say this, but this is a learn to play issue. If you had examined everything the Thief can do when it comes to movement, you would not be writing this topic. The Elementalist isn’t even the best movement profession.

80 Ranger | 80 Mesmer | 80 Thief | 80 Guardian | 40 Engineer
“The learned is happy, nature to explore. The fool is happy, that he knows no more.”
-Alexander Pope

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Posted by: milo.6942

milo.6942

I hate to say this, but this is a learn to play issue. If you had examined everything the Thief can do when it comes to movement, you would not be writing this topic. The Elementalist isn’t even the best movement profession.

you have no idea what this thread is even about.

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Posted by: Kasama.8941

Kasama.8941

you have no idea what this thread is even about.

Someone complaining that the Elementalist has a movement skill, and the Thief has none.

80 Ranger | 80 Mesmer | 80 Thief | 80 Guardian | 40 Engineer
“The learned is happy, nature to explore. The fool is happy, that he knows no more.”
-Alexander Pope

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Posted by: milo.6942

milo.6942

you have no idea what this thread is even about.

Someone complaining that the Elementalist has a movement skill, and the Thief has none.

rtl is the only movement skill to not be affected by the orb slow

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Posted by: Avead.5760

Avead.5760

you have no idea what this thread is even about.

Someone complaining that the Elementalist has a movement skill, and the Thief has none.

rtl is the only movement skill to not be affected by the orb slow

i think warrior sword leap is not too.Im cetrain tha engies jump shot is not affected as well!

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Posted by: Rolyate.6753

Rolyate.6753

Sword leap should be, though jump shot should not (as jump shot is ground target aoe).

Rolyate
How do you pronounce your name?

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Posted by: Avead.5760

Avead.5760

Sword leap should be, though jump shot should not (as jump shot is ground target aoe).

i dont have a warrior(cause anet decied to limit the classes at 5 slots) but ive seen people using the leap travelling at what seemed to be 600 units and this has a cooldown of 8 sec according to wiki.So i cant see why the mobility of rtl is the problem
As for engie yep im sure its not affected.But why shouldnt it if rtl is gonna get affected?Have you seen what an engie can do with elixir s as an orb carrier??

(edited by Avead.5760)

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Posted by: Lordrosicky.5813

Lordrosicky.5813

The problem is there are inconsistnacies. The warrior GS 5 ability and 3 ability have vastly reduced range when carrying the orb. This is balanced. Ride the lightning isnt balanced because it is unaffected by the orb. It also makes no sense for rtl to be unaffected by chills and cripples.

I think the devs should clarify this. ATM spirit watch is by FAR the best and most fun map imo. However……..its not tournament ready until they fix rtl with the orb.

Edit: There must be coding problems not allowing rtl to be effected by chills and cripples. Otherwise it is exceptionally bizarre this HUGE bug hasnt been fixed yet. This bug effects every pvp game dozens of time even when not on spirit watch.

Character: Henry rank million/Duke Henry
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.

(edited by Lordrosicky.5813)

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Posted by: Avead.5760

Avead.5760

The problem is there are inconsistnacies. The warrior GS 5 ability and 3 ability have vastly reduced range when carrying the orb. This is balanced. Ride the lightning isnt balanced because it is unaffected by the orb. It also makes no sense for rtl to be unaffected by chills and cripples.

I think the devs should clarify this. ATM spirit watch is by FAR the best and most fun map imo. However……..its not tournament ready until they fix rtl with the orb.

Can you verify for me if warriors sword leap is affected?
Also theres no reason for 20 sec cd if rtl is gonna get affected by chills and cripples.A lot of classes spam those at constant rate so if that was true then you had any s/d build unable to escape.You usually cant cleasne conditions while in air either so you are limited to either cleanse or get the hell out of there .
So pls enlight me with that rtl change you say what is the build every ele will immediately go too then??
i think the full cond cleansing bunker one :P

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Posted by: Lordrosicky.5813

Lordrosicky.5813

The problem is there are inconsistnacies. The warrior GS 5 ability and 3 ability have vastly reduced range when carrying the orb. This is balanced. Ride the lightning isnt balanced because it is unaffected by the orb. It also makes no sense for rtl to be unaffected by chills and cripples.

I think the devs should clarify this. ATM spirit watch is by FAR the best and most fun map imo. However……..its not tournament ready until they fix rtl with the orb.

Can you verify for me if warriors sword leap is affected?
Also theres no reason for 20 sec cd if rtl is gonna get affected by chills and cripples.A lot of classes spam those at constant rate so if that was true then you had any s/d build unable to escape.You usually cant cleasne conditions while in air either so you are limited to either cleanse or get the hell out of there .
So pls enlight me with that rtl change you say what is the build every ele will immediately go too then??
i think the full cond cleansing bunker one :P

Yeh once they fix the chill/cripple AND orb thing make the cd 15 seconds again. The higher cd is a decent temporary measure till they fix the bug.

Character: Henry rank million/Duke Henry
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.

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Posted by: milo.6942

milo.6942

There must be coding problems not allowing rtl to be effected by chills and cripples. Otherwise it is exceptionally bizarre this HUGE bug hasnt been fixed yet. This bug effects every pvp game dozens of time even when not on spirit watch.

it is probably intentional

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Posted by: Kasama.8941

Kasama.8941

you have no idea what this thread is even about.

Someone complaining that the Elementalist has a movement skill, and the Thief has none.

rtl is the only movement skill to not be affected by the orb slow

  • The Thief has Heartseeker, Withdraw, and Roll for Initiative, that are all movement skills, just like Ride the Lightning. Next to that the Thief has a ton of snare skills, including casting caltrops on dodge roll.
  • The Warrior has movement skills on greatsword and sword, and AoE weakness on warhorn. Next to that the Warrior has AoE fear, launch, and invulnerability utilities. Plus various condition removal traits like “movement skills break immobilize”.
  • The Ranger has movement skills in greatsword and sword. Invulnerability from “Protect Me” and Signet of Stone, or various snare trap skills. You have condition removal from Signet of Renewal, Healing Spring, and traits, plus a ton of regeneration and protection on dodge roll. And finally AoE fear, protection, regeneration, or condition removal from pets.
80 Ranger | 80 Mesmer | 80 Thief | 80 Guardian | 40 Engineer
“The learned is happy, nature to explore. The fool is happy, that he knows no more.”
-Alexander Pope

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Posted by: Rolyate.6753

Rolyate.6753

I don’t think the map is the reason for RTL being nerfed, but because it offered too much of one thing for the Elementalist, who is already the jack of trades.

In order to be balanced, if they are to have access to heals, damage, movement, CC. etc. it must be below that of other classes. Otherwise, why would you pick a specialised class, when you can have it all?

Rolyate
How do you pronounce your name?

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Posted by: milo.6942

milo.6942

kasama i think you are not paying attention to what i write, so i will stop addressing you

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Posted by: Avead.5760

Avead.5760

@Lordrosicky Dont know if thats the case.But if they ever make it so its affected then i ll expect all the complaints about ele to stop at least from those at top pvp level.
If you cant cripple an ele and prevent him from reaching the far point or escaping then you just suck.Even with no nerfs at healing just that change should solve all the problems people have with this class.
Of course then id expect some buffs to damage reliability and crappy traits but thats another story..

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Posted by: Lordrosicky.5813

Lordrosicky.5813

@Lordrosicky Dont know if thats the case.But if they ever make it so its affected then i ll expect all the complaints about ele to stop at least from those at top pvp level.
If you cant cripple an ele and prevent him from reaching the far point or escaping then you just suck.Even with no nerfs at healing just that change should solve all the problems people have with this class.
Of course then id expect some buffs to damage reliability and crappy traits but thats another story..

Every class has crappy traits. Elementalists can deliver good damage even when specced into 30 into water. Good elementalists can hit you hard with alot of might and by using their fire attunement effectively. Also 2 eles are basically just devestating together in damage, cc and healing.

I think elementalists are spolit. As in their one/two specs if so op that they wouldnt run another spec. But that doesnt mean the other specs are going to be bad….but just bad compared to their own spec. But every classes spec is bad compared to that spec. Except maybe mesmer

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Posted by: Avead.5760

Avead.5760

^Well..you dont really have to believe me.
Just go watch vids of any ele that streams so far even from top teams and tell me what is their accuracy with spells like firegrab ,dragons tooth and to a lesser extent phoenix.
The closer to dps ele ive seen so far is based on earth /air combo and arcanes whith “fire being just an extra” (that was phantarams words exactly)
If you have trouble setting up your damage as a warrior the trouble is double as burst ele (on fire).Only reason this is not an issue so far is that after a water rotation you can try again and again and again..etc

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Posted by: Blackhat.4016

Blackhat.4016

The elementalist currently only has one way to build.

You need 30 in “Arcana”, there is simply no way around it. The “Attunement Recharge Rate” is a MUST for all elementalist builds no matter what you build. Besides that the traits and “Boon Duration” is really good.

“Water” is the only good synergy. The water traits are really good, even the minor ones. It also offers us some HP (which we need since our base HP is really low) and healing power.

30 points in fire, air or earth are simply NOT worth it since the 30 point traits are just bad. Some 10 and 20 point traits are good though.

It’s honestly kinda annoying to explain this to every single person who thinks they understand how the elementalist works. You only see what seems to be OP since everyone uses it but this is just because there is no other way to build. If you want to change the elementalist meta feel free to tell Anet to change/buff the fire, air and earth trait line in some way. If this does not happen people will stick to the current meta. It is that simple.

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Posted by: Storm of the Ages.9076

Storm of the Ages.9076

I noticed this problem alot when I was playing the map last night. I think it’s mostly that moves that send you that far off make you drop the orb, which is what RTL SHOULD DO. It really takes away from the skill of the map when they have an auto score at the top of the stairs that can not be defended against.

For now one thing that I have found works when you get those annoying eles on the enemy team is to go at them full force at the or to make sure they can’t grab. I’m a necro with a tanky guardian at my back and we can usually lock out the enemy to grab the orb and run it before it becomes a problem with a decent control of the alter.

I also don’t agree with replacing the skills because it will make all orb runners the same. I love orb running as a necro because I have a good buffer HP for when I get jumped at the stairs and need to call some help. The amount of CCs I can pull out and the ever amazing plauge for blinding ability really annoys my enemies. I know other class feel proud of their helpful skills too. It just needs a bit of balances with these quick ground traveling skills!

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Posted by: Lordrosicky.5813

Lordrosicky.5813

I cant believe signet of locust works with the orb either. I can get it up there so fast its insane. Rangers are the best runners imo. Quickness to pick up orb on pet swap then use movement sig to move so quick with leaps.

Character: Henry rank million/Duke Henry
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Posted by: Blackhat.4016

Blackhat.4016

There you go! Finally someone who knows how to play against an ele on this map. Once more people know how to play (remember, the map is still pretty new) there will be less issues with certain professions/build.

Necros are basically the only profession witout a lot of mobility but the amount of HP and CC they have (kinda) makes up for that. Currently I don’t think there is a profession which is not able to be a decent orb runner.

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Posted by: Arheundel.6451

Arheundel.6451

Current meta in Spirit watch( and other maps):

2x Guardian ..bunker of course
1-2ranger trapper
1-2 engineers 100nades
1-2 necros
1 thief BS/shortbow

With so many control skills, an ele got no hope to reach the top alive unless heavily guarded by his team, sometimes I go staff just to snare/stun people on the stairs and eles are no exception, on the other side the bunker guardian offer way more bunkering options than the current eles..by a mile. Engineers simply outdmg anything in the map and necros fill up the whole map with wells+fear+golem…and if all that not enough there are rangers leaving traps on every corner not covered by necro wells.

P.S a staff ele contribute much more to the team and escape far more easily, it’s easy to block the way with a static field ( which now finally works)

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Posted by: fakeblood.2576

fakeblood.2576

In all the honesty the best way to fix this is to remove skills 1-5 from your skill bar when you grab the orb… It’s very simple to do and makes complete sense your team should protect you and you would still have certain utilities. Otherwise they nerf one skill gotta nerf another. This is how it should have been from the beginning.

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I disagree that orb carriers should lose weapon skills. For example, would rangers lose their pet? Would necros lose deathshroud, or their minions? If not, wouldn’t they be better than a profession that didn’t have any adds and was effectively useless while running the orb? Maybe bunker warrior would become viable, since they have the highest armor and health pool and the orb runner’s not going to be using skills anyway.

Sure, rtl is strong right now but it can be easily tweaked if necessary. Better to not overreact and remove a fun aspect of the match just because of one ele skill.

By the way I don’t play a build that’s even close to being on the meta radar…so I’m not trying to protect anything.

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Posted by: Fuz.5621

Fuz.5621

It’s seriously unbalanced now

But fixing it’s easy: Just let eles drop the orb when they RTL, like when thieves do infiltrator’s arrow.

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Posted by: Windfury.3598

Windfury.3598

I think that replacing/removing the orb carrier’s abilities is going way too far. Less emphasis on abilities means more emphasis on stats. That decision would make beefy, soldier amulet wearing warriors who are traited in defense and tactics to be the best choice as the orb runner. Furthermore, a loss of abilities in addition to the slow buff would also mean that your team is down one man for however long it takes to run the orb (or fail) – meaning that getting the orb to the destination would be much, much too risky and difficult to coordinate to be worth the effort of 15-30 points. This would probably result in teams ignoring the concept of actually running the orb, and rather focus on holding points and capitalizing on the team unbalance when their opponents remove one of their members to try to run it.

If you fight a decent and coordinated team, they’re probably going to end up capping the orb if they get it, regardless of what class is running the orb. The key to stopping any orb runner is to not let them pick up the orb in the first place. The battle for the orb (usually) ends once it’s been picked up.

I personally don’t think Ride the Lightning is a huge issue, but I can see why people would be complaining. Rather than remove the abilities of orb runners, just make RTL affected by cripple/chill/fear/ and lower the cooldown.

I can see this being a problem now that you pointed it out. Bunker builds becoming the first choice to carry the orb if skills were to be removed.
The solution then could be (if removing skills) to “lower/alter” the carrier’s stats as in being in a “state” while carrying the orb. So anyone who would then become a carrier would get the same stats with exclusive orb abilities from 1-5. Giving a bundle of skills while carrying the orb would then put back the emphasis on skills rather than stats IF the stats would be altered that is and this would even out carriers. I have no idea how easy/complicated this would be to translate into the game though.
Wishful thinking.
But right now the map is not as enjoyable as it should be with all these imbalances.

Edit: A similar idea was posted by Stin in another thread, I posted this before I could read his post. I’m totally for what he proposed as well.

(edited by Windfury.3598)

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Posted by: Yasha.5963

Yasha.5963

you have no idea what this thread is even about.

Someone complaining that the Elementalist has a movement skill, and the Thief has none.

rtl is the only movement skill to not be affected by the orb slow

  • The Thief has Heartseeker, Withdraw, and Roll for Initiative, that are all movement skills, just like Ride the Lightning. Next to that the Thief has a ton of snare skills, including casting caltrops on dodge roll.
  • The Warrior has movement skills on greatsword and sword, and AoE weakness on warhorn. Next to that the Warrior has AoE fear, launch, and invulnerability utilities. Plus various condition removal traits like “movement skills break immobilize”.
  • The Ranger has movement skills in greatsword and sword. Invulnerability from “Protect Me” and Signet of Stone, or various snare trap skills. You have condition removal from Signet of Renewal, Healing Spring, and traits, plus a ton of regeneration and protection on dodge roll. And finally AoE fear, protection, regeneration, or condition removal from pets.

The point is all the movement skills you list are effected by the orb’s slow. Its seems to about halve the effectiveness of the movement skills of other classes. What I (we?) don’t understand is that if rtl is not a teleport then why is it uneffected by the orb’s slow?

Obviously they are not “all movement skills, just like Ride the Lightning”, rtl has some special kittening OP status that sets it apart from all other movement skills.

BTW I think the idea of taking away all 1-5 skills on the orb carrier is one of the stupidest ideas I have ever heard.

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Posted by: Windfury.3598

Windfury.3598

you have no idea what this thread is even about.

Someone complaining that the Elementalist has a movement skill, and the Thief has none.

rtl is the only movement skill to not be affected by the orb slow

  • The Thief has Heartseeker, Withdraw, and Roll for Initiative, that are all movement skills, just like Ride the Lightning. Next to that the Thief has a ton of snare skills, including casting caltrops on dodge roll.
  • The Warrior has movement skills on greatsword and sword, and AoE weakness on warhorn. Next to that the Warrior has AoE fear, launch, and invulnerability utilities. Plus various condition removal traits like “movement skills break immobilize”.
  • The Ranger has movement skills in greatsword and sword. Invulnerability from “Protect Me” and Signet of Stone, or various snare trap skills. You have condition removal from Signet of Renewal, Healing Spring, and traits, plus a ton of regeneration and protection on dodge roll. And finally AoE fear, protection, regeneration, or condition removal from pets.

The point is all the movement skills you list are effected by the orb’s slow. Its seems to about halve the effectiveness of the movement skills of other classes. What I (we?) don’t understand is that if rtl is not a teleport then why is it uneffected by the orb’s slow?

Obviously they are not “all movement skills, just like Ride the Lightning”, rtl has some special kittening OP status that sets it apart from all other movement skills.

BTW I think the idea of taking away all 1-5 skills on the orb carrier is one of the stupidest ideas I have ever heard.

I think you misread some of the posts here including mine. The suggestion is not to remove all the skills (although it started with that suggestion)but rather give you a set of new 1-5 skills witch are Orb specific. I don’t think there is anything stupid in that personally, the game is designed to pick up objects in the world and have bundles of skills unlock as a result. This idea is just an extension of that.
You clearly stated how less effective the rest of the movement skills are compared to RTL, this is the very reason why all carriers should probably have even opportunities where the orb is concerned. We don’t need a d/d elem + a 100% successful orb carrier or a bunker warrior running the all infamous orb and never dropping it.
Using the orb specific skills in a clever way while supported by your team so you can pull through is the real aim here. In other words putting back team effort into this map.
I don’t have anything against elementalists, my main character is an elementalist, although I enjoy playing thief in pvp more.

Spirit Watch : ride the lightning +orb

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Posted by: Jorase.5892

Jorase.5892

I think that replacing/removing the orb carrier’s abilities is going way too far. Less emphasis on abilities means more emphasis on stats. That decision would make beefy, soldier amulet wearing warriors who are traited in defense and tactics to be the best choice as the orb runner. Furthermore, a loss of abilities in addition to the slow buff would also mean that your team is down one man for however long it takes to run the orb (or fail) – meaning that getting the orb to the destination would be much, much too risky and difficult to coordinate to be worth the effort of 15-30 points. This would probably result in teams ignoring the concept of actually running the orb, and rather focus on holding points and capitalizing on the team unbalance when their opponents remove one of their members to try to run it.

If you fight a decent and coordinated team, they’re probably going to end up capping the orb if they get it, regardless of what class is running the orb. The key to stopping any orb runner is to not let them pick up the orb in the first place. The battle for the orb (usually) ends once it’s been picked up.

I personally don’t think Ride the Lightning is a huge issue, but I can see why people would be complaining. Rather than remove the abilities of orb runners, just make RTL affected by cripple/chill/fear/ and lower the cooldown.

or you know, make it so that RTL just makes you drop the orb instantly like other classes, or atleast affect the speed and distance at which you travel while using RTL.(since speed debuff)that way, people aren’t complaining about how D/D elementalist’s have no mobility.

But your idea works too, don’t get me wrong.

Spirit Watch : ride the lightning +orb

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Posted by: rsq.3581

rsq.3581

There are really only 2 viable spots with which to use RTL as an ele carrying the orb. Use immobilizes at these spots. An ele who is immobilized and in RTL is an easy kill.

It is really that simple.

Salphir | Salfir | Falana
jo0 Binder

Spirit Watch : ride the lightning +orb

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Posted by: Windfury.3598

Windfury.3598

That would need team coordination and not easy to always time correctly. Again RTL is fast and is a burst type skill, I’m not sure you can stop it in its course, as an elem I have never been stopped by a player while using RTL, the only thing that canceled it were real world obstacles which are the only RTL stoppers.

Spirit Watch : ride the lightning +orb

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Posted by: Windfury.3598

Windfury.3598

So I wanted to be sure before I posted this. I took my elementalist to Spirit Watch and used Mist Form with the orb and I did not drop the orb. So yeah RTL and Mist Form are a real pain right now in that map.

Spirit Watch : ride the lightning +orb

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Posted by: Yasha.5963

Yasha.5963

you have no idea what this thread is even about.

Someone complaining that the Elementalist has a movement skill, and the Thief has none.

rtl is the only movement skill to not be affected by the orb slow

  • The Thief has Heartseeker, Withdraw, and Roll for Initiative, that are all movement skills, just like Ride the Lightning. Next to that the Thief has a ton of snare skills, including casting caltrops on dodge roll.
  • The Warrior has movement skills on greatsword and sword, and AoE weakness on warhorn. Next to that the Warrior has AoE fear, launch, and invulnerability utilities. Plus various condition removal traits like “movement skills break immobilize”.
  • The Ranger has movement skills in greatsword and sword. Invulnerability from “Protect Me” and Signet of Stone, or various snare trap skills. You have condition removal from Signet of Renewal, Healing Spring, and traits, plus a ton of regeneration and protection on dodge roll. And finally AoE fear, protection, regeneration, or condition removal from pets.

The point is all the movement skills you list are effected by the orb’s slow. Its seems to about halve the effectiveness of the movement skills of other classes. What I (we?) don’t understand is that if rtl is not a teleport then why is it uneffected by the orb’s slow?

Obviously they are not “all movement skills, just like Ride the Lightning”, rtl has some special kittening OP status that sets it apart from all other movement skills.

BTW I think the idea of taking away all 1-5 skills on the orb carrier is one of the stupidest ideas I have ever heard.

I think you misread some of the posts here including mine. The suggestion is not to remove all the skills (although it started with that suggestion)but rather give you a set of new 1-5 skills witch are Orb specific. I don’t think there is anything stupid in that personally, the game is designed to pick up objects in the world and have bundles of skills unlock as a result. This idea is just an extension of that.
You clearly stated how less effective the rest of the movement skills are compared to RTL, this is the very reason why all carriers should probably have even opportunities where the orb is concerned. We don’t need a d/d elem + a 100% successful orb carrier or a bunker warrior running the all infamous orb and never dropping it.
Using the orb specific skills in a clever way while supported by your team so you can pull through is the real aim here. In other words putting back team effort into this map.
I don’t have anything against elementalists, my main character is an elementalist, although I enjoy playing thief in pvp more.

It would be totally boring to be orb carrier with specific orb skills or no skills (both ideas were mentioned above actually). The only issue is rtl not being effected by the orb’s slow, it is clearly OP. All my team just gasped-wtf- the first time we saw it happen. No need to throw out the baby with the bathwater just because of one bugged skill. Keep player skills and make rtl affected by slow, problem solved.

The bunker ele would still be a good orb runner even if rtl was affected by the orb’s slow.