Showing Posts For Carshateme.8564:
and here’s a youtube video of it happening
Funny thing is…I am part of that “zerg” that always kills the duelers. If you want to duel go do a 1vs1 in the pvp arena. EoTM is meant for huge parties of people either doing massive PvP or doing objectives. It is not meant for your stupid duels. Every time I see you people dueling in that area, I will lead the zerg straight to you to be annihilated. Sorry, but not sorry.
I’m pretty sure everyone has notice this.. but when druids have their pet “bristleback” out..players will glitch stuck. There is no notification of any immobilization skills. No stun/breaks work. You literally have to type /sit just to get out of it. I just played a ranked game and this druid did it to me 8 times. Obviously that player knows about it. This is getting stupidly annoying.
Anet: “Oh hey, everyone is complaining about all these classes. No one is complaining about eles. LET’S NERF IT!” kittening kittens.
For anyone disconnecting/crashing alot (this patch, future pathes, always had that, whatever) I would highly recommend to do a repair on the client, either by the -repair commandline switch or by manually deleting the data and cache files (full redownload).
The game has behaved like this since release 4 years ago. A good cleaning/reset every now and then works wonders. It can easily differ 2-5gb between an old patched and new installation, that’s how much crap gets left over when patches add/delete stuff.
Because a lot of people just love deleting cache files manually and re-downloading everything…can’t enjoy the game. I don’t play for end game gear…or anything like that. I only play this game for pvp…and now Anet has screwed that up. I know guild wars has another server…that they could’ve tested this on…this is an obvious bug that is affecting a lot of people. This should’ve been caught.
The thing is most bugs only show up with heavy server load which wouldnt happen on test server. Relax bro, this is a hige patch, in sure anet is working on the fixes. Just wait a while and embrace the hype.
Oh but I iz so boreeeddd. Lol. I’ll entertain myself some other way.
For anyone disconnecting/crashing alot (this patch, future pathes, always had that, whatever) I would highly recommend to do a repair on the client, either by the -repair commandline switch or by manually deleting the data and cache files (full redownload).
The game has behaved like this since release 4 years ago. A good cleaning/reset every now and then works wonders. It can easily differ 2-5gb between an old patched and new installation, that’s how much crap gets left over when patches add/delete stuff.
Because a lot of people just love deleting cache files manually and re-downloading everything…can’t enjoy the game. I don’t play for end game gear…or anything like that. I only play this game for pvp…and now Anet has screwed that up. I know guild wars has another server…that they could’ve tested this on…this is an obvious bug that is affecting a lot of people. This should’ve been caught.
Never have I got an error while doing WvW or EoTM. Just updated…and already crashed 4 times while in EoTM. I am apparently not the only one. People are saying it might be a bug with the squad. I didn’t have issues with the errors until 6 minutes after I joined a squad.
Since no one has posted a link to anything similar, here is my personal casual build:
(The tuning crystal is actually Tuning Icicle, which is the same thing except MUCH cheaper. enough that I spam them constantly. also spam the pizzas constantly as well)
Lets me face tank like a boss with all the passive sustain. Not counting Rebound, I can get up to 4 aura heals (1382, and also clear conditions) and near constant regen (276/s) without leaving fire attunement or using my heal skill. Then water attunement is there for massive heals, and earth and air also provide auras. Leaving fire is of course a dps loss, but Dust Storm and Overload Earth are pretty good, so it’s not too bad. The protection and stability on overload earth is awesome anyway. lets you eat almost any attack and not even care. Then swapping back to fire cures a condition as well.
and the damage isn’t too bad either. can maintain 7k-10k burn ticks solo on large stationary targets (the kind most susceptible to Burning Speed) like veteran bristlebacks. Less on smaller more mobile targets, but still pretty good imo. Groups of mobs burning for 4k is pretty typical.
(Also I really should swap a little more of the apothecary’s to shaman’s or dire for more burst resist (aka health). the sustain is plenty good enough)
I’m gonna try this build out. Although that one guy said something about arcane trait…I’m gonna see how it goes with yours. I did try a condition build…noticed it was really fast at burst dps (killing mobs stupidly fast) but it also had it’s weakness. But thank you for posting this, good sir.
Actually I noticed this the other day. Even the people watching my stream were saying something about it. I had a guy targeted. Was throwing firebolts at him (staff skill, 1) and I wasn’t moving much (was at a higher ground, while he was distracted by my teammates). Then my firebolts stopped hitting him. Didn’t show animation..wasn’t showing damage, blocked, or any of that sort. I literally had to move before it would actually hit and damage him.
Bro, do you love kittens or something?
The main problem with overloads is the bug that the increased attunement recharge time isn’t affected by attunement recharge reduction from the arcane trait line. (please do whatever you can to bring the bug to the attention of the devs) Tempest with arcane is still pretty fun otherwise.
Anyway the overloads themselves are fine: First of all, ele was too fast paced for some, and Tempest changes that. Slows down the class and makes it easier to play. Rewards people who wanted to focus on only a single attunement. That was something that was asked for fairly often. I am not one of those people, and I was indeed quite disappointed with the mechanic. But it isn’t so bad. I only use them when I would otherwise be autoattacking anyway. Overload fire in condi build is a great filler to use while my other condi skills are on cooldown.
And on the bright side, now that the slower style that some people wanted is out of the way, you can expect the next spec to be fast paced again. (that or something that cranks up the long range AoE… another thing that I used to see people want)
Would be nice to affect anyone inside the ring instead of just 5 targets…probably be way to overpowered then….
Can already see it… 1 elementalist takes out 40 people in WvW in less than 6 seconds
The main problem with ele in wvw it is weak defensively and offensively compared to other classes. It is a jack of all trades, master of none and you are usually dead before you get to use many of your abilities unless you stick firmly to the backlines with a crew that has a clue how to defend backliners.
Very true. Plus majority, if not all of their aoes are only for 5 players at most. Sometimes you may get lucky and sneak up on the main squad and throw down a meteor shower and take off and watch them all run like kittenroaches. But 80% of the time, if I’m in a zerg group, I’d go straight heals/bunker. Really fun to screw with other zergs by running straight into them overcharging fire or air then getting the heck out before you die.
I can’t comment on this season yet for ele, and I know people could argue from the perspective of a MLG team who plays together all the time that ele should only support.
However, in the past, I managed to make a non-tempest damage ele work fairly well during the bunker meta. Probably not as strong now, because people realize they will die if they let an ele free cast, so more pressure should come your way, but I think when I get back I’ll try and bring some life into the damage ele, not sure how yet though, going to be tough. I wouldn’t mind some small changes to help out staff ele and scepter.
Ele for damage has always sucked when more players play mobile damage builds like thief and now rev. Without those two, damage ele is fairly strong, and you can probably pull it off well if facing teams of only reapers and dh. (which I’ve heard complaints about) So, while maybe ele is only support in many matches, there are probably still some where you can swap to damage and do well.
Good luck though on getting changes, no doubt ele is at a disadvantage playing anything other than support. As soon as tanky amulets were pulled, I knew ele was going to be in a bad state. (my opinion since I can’t stand classes forced into one build)
I’ve actually “accidently” forgot to change my builds a couple time…and pure damage ele is still valuable in pvp imo. I’m almost ruby tier and maybe 1 out of 60 matches…there might be a couple people that can locate me instantly or find me before they die. It’s all about location location location. Don’t be seen but do attack at full strength from a distance. Pretty simple if you know the maps. Be a camper and win!
Kill, move spots, kill, move spots. Easy as pie. If that isn’t your cup of tea..then go find another build or class to play.
But I guess my form of entertainment is different than others. I mainly use the aura share build. Changed a few things from the meta build….works like a charm. I like it when I can tank 3 players and keep my team and self healed to full majority of the time. That’s quite entertaining if you ask me…especially with all the dodging out of aoes, traps and curing conditions off yourself and your team mates and making sure you’re close to them as well so they can get your heals…and yet…still be able to do a little bit of damage here and there.
As being a mmorpg gamer for a little over 15 years and playing healer in practically all of them…I’ve never came across a game as fun and challenging as gw2 healing…so yeah..it’s fun for me :P
(edited by Carshateme.8564)
Not going to try to convince you to stay glass cannon build. I would be more than happy to show you how to do pve flawlessly as a glass cannon in game if you’re on the same time I am. (regular mobs and such)
As a dungeon I run different builds but my favorite is fire, air, and water. Others are fire air and tempest.
Although I’m pretty sure you might already know all this about the traits and such.
Air offers 40% damage increase (20% through stunned/dazed mobs + 20% when health below 50%)
Water offers 10% damage increase when health is above 90% (20% increase for only water abilities)
Fire offers 10% damage increase for only fire abilities
Tempest offers 10% damage increase for only 5 seconds, but also more dps through overload
Scholar runes offers 10% damage when health above 90%
30% damage increase (when runnin fire, 20% if not running fire) if left untouched until mob gets 50% health, then 50% damage increase, not to mention if players are stunning/dazing the mob then 70% damage increase
So overall you get a bonus of 70% damage increase if skills are done correctly…and that isn’t a joke. While some players do 2-4k on mobs…you’d be doing 8-17k.
As dungeon, I always run Fire/Air/Water. Tempest always takes too long and mobs would already be dead (depending on the party’s dps) If dps isn’t that great, I’d run tempest for that extra dps.
Reasons I run glass cannon because the mobs never get a chance to touch me due to the stuns or just pure damage when executed correctly. Even if they get to me…they don’t survive very long. I may not be a pro at ele…but I can survive just fine as a glass cannon w/o having to dodge all the time.
(edited by Carshateme.8564)
I think ele support is too strong in power relative to pre-HoT levels, and could use a little bit of toning down (not removal). Now, Anet doesn’t know how to tone down, so in their book that means like a 90% reduction, when maybe a 15-20% reduction would be appropriate (as long as they also nerf scrappers, revs, reapers, druids, dragon hunters, et al. when they do this). The baseline for comparison is bunker guard, which just can’t nearly keep up with support ele.
At the same time they make this adjustment, they have some real work to do to bring other defenses to the class and open up roles other than heal-bot in pvp. Un-nerfing RtL, putting arcane shield on a much shorter CD, un-nerfing the fire line, adding some more damage to scepter autos are all changes that could help in that regard.
Not that I would not agree with you, but overall doing that would take a lot of “resources and time”. I don’t know how Anet runs or how it’s cash flow and profits come from; but I’d imagine that they’ve lessened their employeement since the game became f2p. If my assumptions are correct…the main reason why they don’t want to do that is due to the fact that it’s just too much work for them. Could be dead wrong though.
I know Tera Online was successful for a while back then…due to their overwhelming cash shop items (Not even anything that increases stats or pvp/pve) it was costumes that bought Tera tons of money…which thus they had the resources to supply their devs and gms.
Here’s another assumption to rattle your brain on. Could they be trying to make pvp faster (more smash keys faster), overall making the battle scene more faster by increasing all these classes. Maybe they’re trying to make it a never ending game…to the point where you can never have a “stable” rotation or tatic for certain classes because they’re always coming out with ways to counter the “basic” rotations and “macros”
Because ele doesn’t have enough skill/utility based defense, it is pushed into taking traited defenses (which can net you a lot of prot) and healing (which is necessary to make that defense worthwhile). This worked with celestial to play a bruiser b/c you could trait defensively, get enough stat-based defense to survive, and then might-stack to get decent offense through might-stacking to kill people in a brawl (mostly by out-sustaining). With the loss of that and over-tuning of other HoT specs, ele is left with just support (because the necessary self-survival traits also help you support your team). Arguably this support spec is too strong (if you compare to something like pre-HoT bunker guard), or just right (if you compare it in power-level and team impact to scrapper/rev/reaper/druid and other over-tuned HoT specs).
So let me make sure I’m understanding this correctly, you are saying that the support class is argumently too strong for an ele? But as said…it’s the only thing that’s going decent for eles right now. If they get rid of the support that the eles have…they’re simply be nothing but “basic”. Each roll has to have something that “stands out” from the crowd. That’s why there is different classes.
Here’s a possibly thought. Perhaps Anet is trying to slowly go towards the holy trinity method because of all the adjustments they’ve made to all the characters and so forth that it’s forcing them to make certain classes, role specific based.
Since no one else is speaking up, whether because they gave up and stopped checking forums or they don’t care anymore, I guess I’ll come in and say something before you inflate your own ego any further…
Let’s preface this with a couple things.
First, given that this is only the first week since S2 start, I’m going to guess that you probably played in the lower ranks, and there, almost any build can still get you wins assuming you don’t play like an idiot. If you’re truly skilled, then keep farming the unskilled players for wins, and wait till you get to the higher ranks as a solo queue before you comment on whether or not non-meta builds can still perform.Second, since you’ve only played ele for 2 months, I’m going to guess you don’t know the history of the elementalist class. Simply put, the class was at first advertised as a “jack of all trades” class, but until celestial amulet was buffed into viability, this title was never really true. We were/still are too squishy to go full damage as a competitive build. Even then, the majority of builds that have ever been meta runs 2 defensive (or 1.5 since tempest and arcane are defensive/utility) trait lines to make the ele survive. Build diversity has always been bad, since the power difference of non-meta builds compared to meta builds is night and day. What makes it worse is that every nerf targeted at the meta bunker/bruiser builds usually ends up hitting the non-meta builds harder than the intended target.
And that’s exactly what’s happening yet again. The meta tempest build brought far too much sustain, but instead of toning it down specifically, anet nuked an integral part of what made other ele builds work without giving them something substantial back. Look at the scepter, it’s been more than 3 years, and it still has terrible auto attacks and lacking utility. Many of our utility skills are crap, either because of unusably high CDs, or simply lacking in good effects. Non-defensive builds cannot work because we don’t have the tools to sustain ourselves without running the same few defensive traits that we have always run.
Does that mean ele as a class is completely unviable? No, it can still work, as proven by the rehash of the meta auramancer support build. (Condition builds can also work to a certain degree) Are other builds also good, befitting of the title of “jack of all trades”? Not really. Seriously, I challenge you to make a bruiser build as a power ele that can rival scrapper.
Were/are there incompetent eles? Yes. and if they left the class because of the latest nerfs, good riddance. But note that the class isn’t in a good place, not because we do not have a place competitively, but because the class has lost its identity, and because of the many other issues that non-meta builds face. These issues have been ignored over and over and over because people, not unlike you, point at the one single meta build and say “hey, the class is fine”.
Ps. On your comment about 1 v 1s. Just because you don’t care for them doesn’t mean it’s not important. If a class is effective in both 1 v 1 and teamfights, they’re automatically more flexible than one that is only good at one. It’s also the situation where mechanical skills are most required.
Very good insights. I appreciate it. I wasn’t trying to get a big ole kitten, but after reading what I wrote. I can see how one may view that. But yes, it may be way to early for me to even say anything about it. It was frankly a question on why so many people are complaining about it, but I find it perferctly fine. You mentioned something about identity of an elementalist, which is supposed to be a jack of all trades. In majority of games that contain mages or spellshooting character…they’re made to be very beefy in damage and have a support role as well. So I am assuming that they were way to strong in the damage department and people where complaining non stop about it?
But in the end…Anet is just screwing up……truth?
ever since they took away cele gear most ele’s can’t play it anymore because cele was the only reason they would surive
In addition to that a lot of ele’s are simply put bad, the only reason why they played it was because of the tank meta and the fact that a great deal of players had macros, they just pushed 1 button, the macro kicks in and the rotation just did everything on it’s own, that is all an ele needed to do to stay alive, sustain others and deal massive dmg, now that cele is gone it takes more skill to play ele, hence less good eles ^^
So basically before I started playing everyone was relying on this op gear. Once they removed it to balance things out, everyone figured out that eles weren’t that easy to play…so they either all rolled another “easy” class or quit. If the fact of using a macro was keeping them to play eles….that’s sad as heck. I may have a mouse with 12 buttons on it plus some, but even if I didn’t…I wouldn’t be using a macro to play my character. Takes the fun out of it.
They just suck. Before the changes eles would rarely dodge anything but the most telegraphed nuke, they didn’t need to. Now I can hit most else in the face with gravedigger. Yeah. That’s a problem. Eating my guards entire ww? Yeah that’s gonna leave a mark.
You know…now that you mention it, I’ve noticed that a lot in pvp. The eles don’t really dodge anything. Even the ones that have teleport. Once they use it, they just stand still at the spot they teleported to. I don’t know if they lvled an ele or not..but I did. The entire time I was either running, jumping, dodging or teleporting away from mobs to not get hit…cuz fact the fact…nuke builds…are exactly what they are…fragile glass cannons. So unless I’m on my aura build; if you actually see me…it’s because I got too lazy to move.
You know, if you switch the amulet from cleric to mender…you’ll notice a nice different in damage. Worth while. You lose a little toughness..but not that noticeable to be honest.
Unless the last 50-60 pvp matches I’ve done were against all weak or noobs that don’t know their “natural” tank builds/procs… I’m still rolling people as a nuke ele.
I keep hearing about how bad eles are…yet I’ve played one for about 2 months now. Grant, I just started playing and everything…but I have yet to see how eles are called “bad”. Especially in pvp. There is 2 simple builds I use in pvp…aura share (support)….easy tactic…follow the dang team. Keep em alive and use yourself as a meatshield. My second build is a sneak/coward build…but works just perfectly. Basically you use your teammate as a pawn to distract the enemy…then you just nuke the hell out of them. I will literally tear apart any player within my circles within 2-8 seconds.
I’ve been a gamer for 15+ years…always played a healer. A friend told me this game had no “main” healer characters…but had “support” healers…so that what got my attention…I do give gw2 props for not following the holy trinity.
So how is it that eles suck? Beats me. I don’t 1vs1 people. Don’t care for it. Most of the pvp is team vs team based and not 1vs1.