Showing Posts For DaKillaOfHell.5907:
Fire VIII – Conjurer – Moved to Adept tier.
Seriously??
One of the strongest traits for PvE elementalist will be moved to adept…lol!
Air XI – Tempest Defense. Decreased the cooldown from 60s to 25s.
Doesn’t make the trait much better. It is still too much cost for being useless though…
Earth XI – Diamond Skin. This trait has been redesigned. Conditions cannot be applied to you when your health is above the threshold. 90%.
Great! Make Earth elementalists just stronger as they already are in PvP. Meaning it will turn out to be more like them being on the top. Does this clear all conditions when reaching 90% health?
Water I – Aquamancer’s Alacrity. Moved to Master tier.
Water V – Cleansing Wave. Moved to Master tier.
That’s so sad. I bet no one of Anet plays Elementalist. Instead of making water supporter finally a good role in PvE, they nerf it further until no one wants to play it. As it has been a good supporter trait before, with this update, it becomes utterly useless.
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.
I mean…what’s this? Making the already-before-useless traits adept and instead turning the only really useful traits into Master traits. Lol!
And the fixes about attunements won’t change the fact that the elementalist concept is more broken after every of those idiotic updates !
I don’t see it as a nerf (and coming from me…). These changes (especially watching the big picture and considering all the changes made to other classes) allow us some degree of specialization. Weren’t you bored to be the joke of all trades mediocre at everything but good at nothing?
Players who were using 0/0/10/30/30 with D/D will still play as always, just buy a Sigil of Energy or rely on food or some other stuff to get more vigor.
On the other hand, increment of damage to burning foes (that’s a 200% increment, from 5% to 10%….), stone flesh (boosted +50% and it is minor trait 5…), Tempest Defense boosted with 41.67% ICD reduction, passive condition removal (burning fire, diamond skin) ecc are – on paper – noticeable buffs.I still want RTL and – generally speaking- mobility back, and many of the changes we have discussed here for the whole past year, but I do not feel the proposed changes as nerf.
They are a direct kick in the face of every supporter elementalist. All Anet does with this update is nerfing more and more of the supporter and indirectly strengthening damage as in the last updates too.
Instead of fixing the whole game with zerker < all, they only fix the classes so ever class can do maximum with zerker while the rest (like support etc.) is nerfed away.
IF YOU DONT ALLOW THE BOSS TO HIT YOU WITH ALL ITS ATTACKS YOURE EXPLOITING
Even if you use your Shift key, it doesn’t change the fact that all the bosses aren’t using all their attacks in every position. A great example for this is Nente from AC Story or Subject Alpha in path 1.
Disclaimer: I now keep zerker gear on my ele for the very little dungeoning I do, minus celestial trinkets, because I’m cheap/dislike having to swap out so much stuff. I do not join speedruns.
But why would you not run zerker gear?
The fact that zerker gear is most efficient for all runs once you are familiar with them is problematic imo. I admit I’m not super familiar with dungeon meta but do people also want groups generally going for all DPS/offensive support builds as well? I assume so.
It brings up a playstyle disconnect.
The reason why I didn’t start off with zerk is 1) It’s plain easier to learn when you’re more survivable and 2) I don’t actually play DPS classes in most games. I play healers. I LOVE healing, particularly in PvP, so it’s not really about wanting to sit safely in the back, at least for me. It’s simply that I enjoy keeping my buddies alive while being squirrelly enough to keep myself alive under focus fire. Melee healing? Even MORE fun.
I see people routinely crap all over cleric gear, and with how poorly healing power scales, it’s honestly justifiable. But that makes me sad. I love a D/D support build for my ele w/ stability, might stacking, regen, healing, condi removal and prot for my team; but people want a full DPS build w/ lightning hammer instead.
There’s very little room for defensive support or healing in this game EDIT: particularly from a stat/trait perspective, and that’s dissatisfying to me and, I assume, a lot of ex-healers. But I don’t want to heal just for healing’s sake; I want to be efficient and carry my weight, which I finally accepted doesn’t happen with support builds, as long as everyone is fairly competent.
I PERSONALLY would like to see the base healing lowered on heals but scaling vastly improved, so that cleric’s gear would actually have a place.
A little rambly I realize, but TL;DR: Why doesn’t everybody jump straight on the zerker train? Because not everybody enjoys pure DPS classes.
The problem is the following: If the team is good enough, there is in fact no need for healing at all. Every class has its own kind of CC, immo, crippling, etc. All that non-traited stuff that does this is just too kittening strong. Trash mobs don’t have a chance against this, and even bosses can be often interrupted. Dodging is the most overpowered mechanic ingame, making you invulnerable to all damage.
The fact is this: All this mechanics are extremely strong, but not really trait-related. Who really needs heal, if he can stealth himself or even evade everything? Healing is nice-to-have but not needed at all. More support than needed is a nuisance to the whole group, slowing it down. And for support, you don’t even need supporter armor or traits. The utility traits and some weapon skills are more than enough for you.
And this is what most people don’t understand at all. It is not about cleric’s. It is, that cleric’s gear and all that other supporter-related stuff is just crappy. The mechanics behind are crappy in a good team. Those people better should learn BASIC CLASS MECHANICS and DODGING. That is more than enough to play good…
Now since its profitable to only run one path daily once, however if it is say a daily speed run for all paths of a dungeon, it makes perfect sense to occasionally see people checking for zerk gear. Though I would say again the number of elitist posts has drastically reduced..
Please stop implying that zerkers are elitists. Most zerkers are utterly noobs, labels like this is what generates false myths and leads to a so called general consensus.
Dead DPS is no DPS.
That being said I am strongly against cleric gear, PVT on the other hand is perfectly acceptable, specially in high lvl fotms .
Tl;dr: Zerker gear can be excellent unfortunately most ppl using it are not.
My PVT stats self buffed only,:
(wvw reset day so my hp is 1 000 lower than normal)
Must be a sheer coincidence that you also have condition damage on 635 which is most likely the result of about 15+ stacks of might on you, meaning you don’t have that much power…
And for the rest…You can easily have those attributes with the right buff food and so on, but that doesn’t mean that you are in any way better than a zerker lol. Especially the missing critical damage and chance results in you doing much lesser damage than any average zerker running around.
BTW: Those results are also reproducable via build constructor:
Having about 20 stacks might and sup sigil of perception stacked at 25
Meaning you just lie around here only to prove that PVT gear is sup to zerker. Lol, it is so sad….
(edited by DaKillaOfHell.5907)
This dungeon isn’t hard. We needed on the first try one and half an hour, and only one of our group has been done this before. If we were experienced, it had taken half the time. The clockwork boss only has a brutal distance attack, but nothing in melee except his frontal cone attack. He is more similar to the AC P1 Boss except for the part with the ghosts.
It is always the same. New content comes, ppl complain about it being hard. After 2-3 months, people start complaining about the opposite, namely stacks and exploits or so-called exploits that makes the whole dungeon much easier.
Clockwork boss can easily be done with 4 melees and 1 range to pull the ghosts if needed. There is nothing special on that boss if the group knows how to play. But since most people lack basic knowledge and skill about good melee and positioning and dodging, it takes indeed a long time…
Stacking is no exploit. An exploit is itself a kind of cheat, so where you get an advantage. Stacking is not advantageous at all if the players don’t know how to play. If I play my guard with GS and pull all enemies to one spot, this is also some kind of stacking. Just a matter of fact that most melee weapons can cleave in any way and that AoE damage is superior to single target damage in most situations. Don’t complain about stacking, complain about the way the game is designed.
Btw. Do you guys actually know, how long it takes to get some fully-equipped zerkers? We (me and 2 friends) hat lfg on an hour ago and needed 10 people to check to see that 8/10 run around with some crappy PVT gear. And even then, it isn’t said that those people can play their classes.
So while groups of 4warrs+mesmer should be allowed to blaze through the game, downing champs and legendaries in seconds, necros and other condition damagers should stay away of most content, seems fair…
Using an extreme situation (necros overpowering mobs) as an excuse for another extreme situation (necros useless in game) isn’t exactly the best way to make any sort of comparison…
So what?
The risk is much higher for that group. A warrior standing at the front always casting 100b is immovable, highly threatened DD while a necro casting conditions is…what exactly? Only needing 30 points to cause devastation while warrior needs them all to come on the same level! You cannot even switch your support skills since everything is needed and in place. You stand around one third of your time, only attacking with one skill exactly while the boss could cleave you down in 2 hits if you have bad luck.
It was always Arenanet’s Philosophy that high threat for yourself results in a high reward. But what is a conditioner exactly? A high rewarded DD in Dungeons with very_low threat, namely ranged and with so much support traits that it is nearly impossible for him to go down. A necromancer can have any other kind of support attributes besides condition damage while a warrior needs power, crit and crit damage to come on that level.
I fully understand that argument about being useless. But this cannot result in buffing in what is strong already (even in not all situations)
Better they should buff direct damage of the necromancer.
For example you could limit the damage according to the type of mobs:
regular max of V stacks, veteran W stacks, silver X stacks, champ Y stacks, legendaries Z stacks.
In opens world you could set a multiplier based on the number of people that are currently doing the event. They already scale number of mobs, level of mobs, hp of the mobs and defiant stacks on champs/legendaries, why not the bleed cap be based on that too?
You don’t understand the problem, right? It’d be much fairer to convert more stacks of bleeding than already on the boss into direct damage than giving more opportunity to take more conditioners.
Seriously, you expect too much!
Conditions are on the same level as a fully-fledged zerker warrior. That’s a simple fact. But I will show: Assume that I have 25 stacks of bleeding through necro. With anything between 1,5k and 2k condition damage, bleeding does (I say I’d have 1,75k since it is in the middle) 130 damage per stack per second. That means I do 3250 damage/second without doing anything else, I can even be ranged. My zerker geared warrior can hit up to about 35k per target, maximum stacks needed for (might/vul). Even here, a warrior has (with traited GS of course) 9,9sec. effective cooldown, skill casting time already additioned. That means in 9,9sec, it is about 3,4k. If I hit with other attacks while CD, it goes up of course, but:
1.) A necromancer can have any other related attributes, it doesn’t matter at all. He just needs condition damage while a warrior needs full zerker gear, making him much more vulnerable.
2.) A necromancer can even protect himself much better because he only needs one trait tree (curses) at maximum and can choose for the rest whatever he wishes; a warrior has to take all skills for getting maximum damage.
3.) A warrior cannot move while channeling, and with that melee range, he is an open spot himself. Evade means rapid damage drop. A necromancer can move around and has much more options to evade because damage comes from itself.
4.) A warrior hits up to 3 targets. A necromancer just needs to hit 1 more target than a warrior with epidemic to deal much, much more damage than him. Even if a warrior would deal 4k/sec each, one more would mean a necromancer hits up for about 12,8k damage/second. WITHOUT being in melee-range, withoug getting any kind of danger! And all that goes of course only for bleeding, no other damage-related condition. As something also important, other conditions like vul and weakness are spread too, increasing the groups damage much more too.
Don’t you understand why there is a cap limit?
If there’d be none, it would look out like this:
Groups consists only of 5 necros. Lets say there is a group of 5 enemies. Necros have trated any kind of what they want except for conditions. Since one could do about 25 stacks bleeding, it would look like:
one does 25 stacks bleeding. Necro 1 casts epidemic, giving 25 stacks per mob. Nec 2 does epidemic on one mob, doubling bleeding on other mobs. Nec 3 does the same with one of the other mobs, stacking bleeding already up to 100. Now the Nec 4 casts it, stacking up to 200. Nec. 5 casts, now it is about 300-400 stacks bleeding per mob. This would mean an amount of about 39-52k damage per second on one mob! No other class can even be comparable to that! A damage amount like that’d kill most mobs instantly and most dungeon mobs only in a few seconds.
I fully agree about the problem of objects being hitten or the amount of damage for a conditioner that is absolutely low in world events. But please consider the balance if you really want something like that!
I didn’t reat the whole thread, but I was surprised that Zhaitan was not named too, because it seems those characters were developed by the same person. But lets just state the facts:
1.) Trahearne is in most missions totally weak and of no use, but he tells everyone what he has to do.
2.) He has no leadership and no character at all.
3.) Most people I talked with wished he’d be erased from the game.
4.) He is totally inferior to every other character in the game in style of concept etc.
Those are the main problems, but lets say something about Zhaitan:
1.) The end fight is long and a stupid bashing of key 2, nothing else. Only the animation is fairly cool.
2.) You always get to know what a kitten he’d be, but in the end, he got shot down by simple cannons and nothing else. As the whole story progresses towards Orr and Zhaitan, it is a bad joke.
3.) You always get informations about him, and most of the story is by far harder than the Boss himself. Meaning he is a sore loser commanding a lot of kitten undeads that are sometimes brutal. But in fact, even the temples of Orr that are before Arah, are by far harder than Zhaitan. Every Champ in the starter areas is by far harder than Zhaitan lol.
4.) And at least, what is said about HIM really? Just a dragon that wakes up, raises some undeads and needs to be killed. Wow, gr8. And about anything else I mean…? In GW1, we had the Lich, we had Shiro, we had Abaddon and we had at last the great destroyer and all of them were kittenes themselves with really unique histories. What is it here, really?
You understand the point I am trying to show? It is about the whole conception of character that is so much flawed here in GW2, especially for the end content. It is more like some kind of Arcade-Game, showing that this and that boss needs to be killed. In fact, the start of the story was by far more interesting than the end of the story. All those characters of the different orders, even the dungeon stories, everything was more interesting than Trahearne or Zhaitan would ever be.
Both of them lack the kitten, it is not really believable that they’d command such armies as they do. In fact, you are most likely more interested in the story missions before Zhaitan than in the story mission with Zhaitan himself. It is the same fail as with Trahearne, and therefore the same mistake that is shown through the whole story.
The problem is the massive mis-design here: In GW2, damage is everything while the rest..well, it is optional, but not required to do dungeons. Even the holy trinity like in WoW or something like that had more balance than a dungeon fight in GW2.
Incorrect characterization. GW2 is all about damage avoidance. If you cannot avoid damage, all the dps in the world won’t save you, nor will all the tanky builds in the world save you. Once you understand damage avoidance, the sky is the limit with your dps potential. This is learned through experience and muscle memory.
And I stated before for people playing with zerker gear and knowing how to play, so I indirectly included also what you said. I just wanted to state with this argument that support is useless if it isn’t improving the damage and if the group is already well organized and also playing well.
GW2 has a fundamental problem and that is called balance. It is not only about the dungeons, but about the class mechanics and more precisely about some buffs/debuffs that are by far stronger than anything else.
Firstly, the dungeons: In many dungeons, Trash is stronger than the bosses themselves, and while we’re at it, not rewarding at all. This leads to skipping the Trash and going on to the endboss because the reward there is much higher than that of the whole dungeon. But this isn’t everything at all. I just want to remember to some things: Why are some trash mobs by far stronger than the rest of the dungeon mobs? Why are some events so much more frustrating because of stupid mechanics than the rest?
Those are the problems of dungeon balances, now to the classes:
There is by far a huge difference in which class you take into dungeon and which one not, which shouldn’t really be. Classes that do lower damage cannot compete to other classes because support is only an option, but not an obligation. An average good dungeon group can do nearly everything in GW2 except for Arah maybe with Zerker gear only and people knowing how to play their respective classes.
But there’s more to it: Classes that can deal good stacks of might to group and themselves while dealing vulnerability to enemies are mostly the kings, because they are dealing devastating damage. A group with 25 stacks of might while having 25 stacks of vulnerability on enemies can just rush through dungeons. Classes and players who don’t have that abilities are just a hindrance. Yeah, it sounds hard, but it is just an unspoken fact. The same goes for players always laying around downed because they don’t deal damage at all.
The problem is the massive mis-design here: In GW2, damage is everything while the rest..well, it is optional, but not required to do dungeons. Even the holy trinity like in WoW or something like that had more balance than a dungeon fight in GW2.
So are the dungeons really challenging? Well, they aren’t. They are just imbalanced and broken, that’s all.
- When you dodge, you use burning retread instead.
- When icebow is your closest friend in dungeons like AC.
- Using RTL and realizing on half way, that there is a cliff and no way of interrupting…
- Using mist form while getting knocked down
- Laughing at the mass of PUG thieves dying with dual daggers while you don’t die at all.
- Running away from anything that looks like a warrior
- Never tell people, but: If you have water magic traited, they won’t die. If you don’t have, they will, but they won’t ever realize the difference.
Today was a try. We couldn’t even stand a chance in the south, as there were 3 champs spawning and did devastating damage to both the group and of course the transport.
And to all those people babbling about it being easy: Show some proof, I won’t believe you otherwise.
Today, we were conquering the temple of balthazar. Before the patch, it was doable, but it was already hard sometimes. Especially when the risen nobles were pulled and they did all those fields.
Now nearly every risen spawning between coast and temple while protecting the npc can spawn damage fields. Some did before the patch, others can do that now as well. The NPCs are as stupid as before the patch, so guess what? They die very fast. Before the patch, you needed CC like elementalist in tornado form only for nobles. Now if you don’t have at least 2 or 3 elementalists or much more, it cannot be done. Seriously, that’s kinda joke. The mobs are hitting extremely hard and the more, they are onehitting full geared defensive characters if you get the aggro of all mobs at once. Before, you at least had the chance to get a heal skill already, now you are dead before realizing what happened.
On top of that, where you have to protect the npc’s while keeping moral: Nearly impossible now. The risen nobles are your least problem. All mobs spawn their damage field, and guess what? Dead npcs cannot be raised again, making any effort in that direction useless. I don’t even understand what you can do there. The mobs hit before spawning, so it cannot be cced or anything like that. The healing cannot be done, even with about 10 guardians not. It is really some kind of joke, because you cannot do anything against.
I don’t know the intention behind. Balthazar was challenging before, now it is impossible to be done at the moment. Before the patch, we already didn’t have it that easy, especially when coming near to the temple. Today, the first wave (!) of mobs cleared all the npcs out, so we lost the event.
The most and biggest issue is not only the mobs, but that Anet didn’t state that they improved the damage and overall ability of risens that strong in their patch notes. How should this be done? Using half of the whole server cleaning the temple or what?
Most of the people didn’t even think about the most worse of that change:
Every week, we as guild do some kind of “starter event” for newbies in dungeons. We always have at least one starter in there. But let’s assume they have their first lvl 80 char without any exotic equip: How would they get one?
Gold/ BT? Oh wow, since most of the armor cost about 2-3 gold each part, that means about 20 gold only for that, not inclusive runes, sigils, weapons. For a starter it’s an impossible sum without guild help.
Karma? Come on, most of those stats aren’t really any good in PvE.
Crafting? Wow, invest about 10+ gold, and then investing more than 10 gold for materials except you already get them…nothing better than auction house.
Getting dungeon tokens? Wow, now you need to have much more time to do this. And sorry to say so, but we can sponsor only one starter in a group. Because eq is bad, it means lesser damage/heal, it means overall low performance. And it means for the people already being in that they need to make place or anything like that, because going dungeons two times a day isn’t rewarding at all.
Getting the tokens for only one complete armor is getting about a week or more, but only if taking all the ways. But in some dungeons, some ways are already not that easy (e.g. TA, Arah, AC), so it means that you already need to invest MORE time since some ways are only doable with a completely exotic group.
The only people that are rewarded: My kind, those people already having 5 characters at 80 and only bringing up an alt for fun and nothing more. I have full equip, but what about all those starters? In the last sum of updates, they got handicapped greatly. First the living story with all those exclusive updates like, for example, new runes/sigils. Secondly the Anet point system, rewarding every 500 account points by gold and rewarding point farmers but actual no casual players; and on top of that now the dungeon token nerf, making it way harder to get full equipped characters.
Now it is not rewarded at all spending more time than “allowed” by Arenanet to play GW2.
The post above is so dumb. Even if it was 2k DPS, you’re not factoring in the mesmer’s garbage DPS and how that compares to other classes, including utility classes like the guardian and ranger.
It’s a pointless nitpick you make about guardian and mesmer reflect when the end result is the same. A properly used wall achieves the same.
And if you’re traiting 20 points into inspiration, you’ve gutted your DPS more than enough to be out of the question as a DPS class. In terms of DPS the swordsman or duelist outperform the warden in cooldown and interval of attacks, not to mention mobility.
And to even sit here and pretend that warriors and guardians and rangers don’t boost the DPS of the group by similar amounts while also putting out much better DPS is a joke.
As a mesmer you’re brought for the time warp and that’s it. Everything else can be replaced.
Read properly and afterwards you can post. Thanks.
There isn’t a huge difference at all, in the case of both reflects you’re just camping behind the source (though feedback gives you the leeway of camping around and inside it). Cripple off of curtain is irrelevant since it’s purely used for pulling and it’s awkward to reflect with it (though it works in uncategorised fractal). Though since the guardian only has one and the mesmer has three, the more reflects are needed, the better the mesmer becomes. When I did fractal 28 a few weeks ago and we forced ourselves to wipe at the left and right seals (hammer disappeared), even though a ****-ton of chanters would spawn, dropping feedback reflected everything and then I could just drop a phantasmal warden for even more reflect goodness plus like 12k damage from the phantasm itself.
You are being illogical here. You said at the start, that guardian reflect is better than mesmer reflect, and now you already decline your own opinion.
What makes the mesmer problematic for groups is the fact that the other classes boost DPS as well. warriors can use FGJ, OMM and banners, guards can use empowering might, more vuln stacking (3 stacks off virtue, 6 off of 1h sword, 3 off of gs), rangers have spotter and frost spirit. Mesmers can use signet to double might, but an engineer can do a ton of might stacking themselves plus it has non-kitten DPS. The mesmer is literally just there for utility and TW for dps boost.
But then, you already accept my opinion, because I say nearly the same. Dps is based on the group compilation, and here, it depends on how much supporters you already use in a group. It is therefore no wonder that in a group with a lot of supporters, a Mesmer isn’t that great as he was the only one.
so you’re saying mesmer DPS is weak but you’re just explaining why rather than arguing why they have good DPS instead.
If I had my actual computer on me I’d want to run some tests … but oh well.
Lol.
I said phantasms are weak, not mesmer dps is weak. If you don’t see any difference, you didn’t understand that a Mesmer consists of more than just phantasms. I meant their survivability. If even one is destroyed, it means more damage loss. But if they stay, they themselves deal already 2k unconditional damage per second without you even doing anything besides. If you also attack with skills, however, the dps is higher indeed.
You are wrong. First off, a mesmers feedback has zero advantage over a wall of reflection (in terms of reflecting things). Also, guardians should always be able to bring 20% Consecration recharge and longer duration trait since every guardian build (i consider as not stupid) has at least 10 points in last tree. Mesmers Temporal Curtain doesn’t work like WoR by the way, the reflection field is much smaller and you can still get your chest/head shooted. Aswell as it doesn’t cover your character from all sides.
And last but not least: Mesmer has terrible DPS. If we bring a mesmer to our team, it’s to make things easier. Or for timewarp if our goal was achieving a quick bosskill. If we are going really fast, i.e. speedrunning (gwscr.com meaning) we bring none. And even if we would bring one, his dps still stay worst out of all professions.
I won’t say anything against this. I didn’t even say once that Mesmer would have good dps. But if you guys do an interpretation of my posts without any real basic, I can’t help you. I only said, that WoR and reflection of the Mesmer are being different, and that a Mesmer has multiple ways of reflecting.
Does it really make that much of a difference? At Lupi you can just sit in the wall, at grawl fractal you can just sit in the wall again. Feedback I’d say is just more pug friendly.
There is a HUGE difference. It is a total different style of reflecting. If I’d spend 20 points in inspiration, I’d have a reflect ability on focus that comes at least close to that one of a guardian, (even if the duration is lesser) but this ability has crippling and some CC effect too if used. On top of that the recast is half long as wall of reflection. In Exchange, a guardian has none ability like THAT. But except for that, you already say that I’m right since you also see that there is actual no real difference though. Abilities are different, but there is no “better” or “not that good”, because of that simple fact.
I do all of that. I have hard hitting phantasms that apply bleeds and I shatter them for extra burst in a short boss fight (e.g. slave driver). The mesmer itself still has meh DPS.
Also, how did you seriously miss “lv 80 mesmer” sitting there in my signature?
I was being sarcastic, nothing more.
The mesmer has a different style of dps because he himself is no real dps class, but he can improve the group’s overall dps by a huge amount. And as I stated in my first post in this thread, there is actually no dps class, because dps is more a proof of a good performance of the whole group rather than the work of just one person. If I improve, for example, the overall damage output of the whole group by 25% but doing myself relatively low damage, I am more useful than dealing great damage but giving NO boost to the group. If the group is good, so is the class too. If the group is bad, every class turns out bad too. That’s all there is to it.
And if you understand the concept, there is a simple reason why phantasms are weak in overall: because they have an infinite amount of damage if protected properly by only casting them ONCE. For example, my pistol phantasm does about 5k damage. If I had 3 of them, it’d mean 15k damage nearly every 7 seconds, which result in about 2k damage per second without doing anything else AT ALL, but only ranging the enemy down. It is the same reason why, for example, the necromancer’s minions aren’t that great or the ranger’s pet. Non-risky damage is being weak because of that simple reason. If phantasms’d be stronger, everyone’d play them and no one would even care about another class.
No, I don’t play a Mesmer at all.
The characters in my signature are just there for ****s and giggles.
…
Then you “might” know that mesmer shielding and guardian shielding is totally different? Mesmer shield is 360 degree, while guardian shield is only in front of him and nothing else. Even combo field is different. The only aspect where the wall surpasses reflection of Mesmer is just in the duration and nothing else. If you really want to surpass it, you have to invest trait points.
And after that, you also may know that there are different ways to deal damage with mesmer than just relying on phantasms and that a good mix of phantasms, shatter and conditions is much better than just playing onesided?
Right, and since most encounters don’t let them, their DPS is subpar.
Mesmers are getting shafted more in the dungeon meta for guardians if reflects are required.
You don’t play a Mesmer, do you? So stop your theorycrafting and actually play one before talking about something you don’t even understand.
Lol, this thread is ridiculous. There is no such class that deals the “highest dps”. dps is an amount of the group’s ability to work together, and no standalone job. We had once a hunter in cof, who was always downed during the endboss, telling us that he deals the most damage, therefore having bad armor, therefore being constantly downed.
But he dealt the LOWEST damage because he was downed while we weren’t. A zerker warrior without proper support is just a sitting duck next door.
Even if we would compare pure damage, there is nothing to compare lol. An engineer for example, dealing relatively low damage can also deal a huge amount of damage in giving for example 20 stacks of vulnerability constantly, buffing the damage of the WHOLE PARTY by 20%.
Guardians also deal lesser damage than, for example, warriors. But giving warriors 12++ stacks of might, they also increase their damage too, and the survivability.
The same goes for every class. And to the necromancer, being the weakest dps: There is a skill called epidemic that can deal the most damage in the whole game if used correctly. Oh yeah, and a mesmer has phantasms, lot of different support skills, CC, quickness for the entire group, boosting the dps brutally, and all that other stuff that isn’t counted as “dps”.
Really, dps alone sounds so laughable, but it is sad that experienced players like posting here are already on that level…
I am still an infant player at this game, I have barely a few gold to my name and have yet to complete the story. I’ve gotten my Elementalist to 55 and I have just come to a realization. It’s a melee class. The staff which is the only true ranged weapon has poor damage against any moving targets, so it’s impractical. The scepter practically feels like melee because playing optimally requires the use of blast finishers. Then of course there’s the dagger.
I understand that they’ve moved towards offering melee/ranged/support to all classes in this game so group setups can be more dynamic, but I just feel Ele is slanted too heavily towards melee and it’s confronting considering the traditional role of a caster.
Recently I rolled a mesmer which seems more like a proper caster to me. They have a melee weapon (sword) but I feel like I have an actual choice on weather or not I should use it. The rest of their arsenal has good ranged damage. Every weapon (even the sword) has a clone or phantasm, which is a ranged attack. Then there’s the shatter’s which are a huge bomb of damage/utility that can be used at distance in any weapon set if needed.
This is class polarity is the reverse of what I would have expected. I Initially expected the Mesmer to be a damage over time class like they were in GW1 with all the health degeneration abilities but very little direct damage.
The Elementalist in GW1 did have quite a few melee skills, but I still found skill setups that I could play that didn’t involve using them. In GW2 the Elementalist seems to even have more damage over time than the Mesmer with all our burns and bleeds.
I’m not sure what the purpose of this post was, I guess it’s more or less a complaint. I just feel a little disappointed.
You don’t understand the basic of the game, that’s all. Getting range damage means lesser threat for you, resulting in doing lesser damage than melee. But for melee, you need much more defensive traits/armor/movement/skill to get the damage you want. But even in range damage, staff is just brutally strong, but not in a way you would think of it.
Consider the following: Most of the skills on staff just TICK. We have Lava Font doing damage nearly every second. We have burning. We have meteor shower. We have a lot of AOE CC, Heal, Support and whatever, and all of this on range and on just one weapon. Meaning that we just have to cast once and the effect will apply itself automatically. There is no high risk, no combo, just running around and casting fields with a staff. So how should you even consider there any good damage.
But still, there is a lot:
For example, I run around often with about 10-15 stacks of might. I am no Zerker ele, being more armored with a mix of cleric/knight/zerker gear. On 80, I do about 1-1,5k with a normal crit, but nearly the same with lava font. In fact, I didn’t look up properly, but it should be about that range.
But just calculate: If Lava font is doing damage 4 seconds, along with about 1k damage each second on a supporter, how is that with zerker gear? If you can still cast every other type of spell, how much damage do you actually deal?
Damage means damage over time and not just having high numbers displayed. That is the reason why conditioners are way too underestimated in GW2. And staff is doing firstly good damage over time and secondly a hell lot of AOE. I heal up a whole team with just switching to water magic and casting 2 spells, I can switch back to damage however I want. That is the true strength of an elementalist: That you have such a high mobility of switching from defensive to offensive spells.
Consider this: melee has its advantages: The high burst damage, high mobility, high melee support. But the staff is a ranged weapon, having such disadvantages such as: Going against one mob is not effective, but you can directly whipe out whole groups of mobs if you play your elementalist correctly.
Why do you willingly subject yourself to terrible public groups and complain about it?
Arah P4 is 45 minutes or so with a well put-together and knowledgeable team, and not particularly difficult at all, but the reward for it seems inadequate because it takes pugs 2-3 hours? Heh, there’s no wrapping my head around that.
Similarly, P1 may take only 25 minutes.
My advice: find a proper dungeon guild and stop torturing yourself. The new rewards are plenty and it only seems disproportionate in regards to input:ouput for people refusing to better themselves as players, or to surround themselves by better players.
You didn’t understand the argument.
There is no path in any way that can be compared to Arah path 4. The point is, that there is actually no path which can take that long and which has a difficulty like that. There is no path with that much champions, bosses etc. There is no path that is that long. The problem is requirement. For example, you don’t need any good skill for CoF path 1, but you need much more for Arah. You need much more knowledge, and maybe 2g more/path? But ever other path needs lesser skill and will maybe also be rewarded with 3g. So there is the same as before, namely a lack of compensation or to be more precise, a lack of adequate reward.
Lol, this was never about CoF. They always got the chance to make CoF harder, but they didn’t. CoF is just ridiculous in difficulty, compared to things like Arah, CoE or even CA. They didn’t, and why?
Because the dungeons are all imbalanced and needed to be re-worked completely since there is no balance at all. In the june update, they made TA Path 3 (the one going forward and then up) nearly impossible to be done, just with extremely good geared and onesided teams. If you don’t have the option to take a team like that, the dungeon cannot be completed.
The same in other dungeons: For example, we took Arah path 4 with anything about 4 hours. If you can take one dungeon path in half an hour, Arah path 4 needs to be theoretically rewarded 8 times the reward of a “normal path”, but this won’t be done, because Cartwright already said the amount of gold should be between 1 and 3 gold for explorer. Meaning you get only 3 times more money in Arah than in CoF (theoretically) by investing 16 times of the amount of time for that path. And if I understand correctly, there is nothing to be said about dungeon tokens either, meaning this will most likely be the same amount. So I get the same bull**** of tokens for much more investment, is this really fair?
ok, but lets take it more seriously: Assume I take 4 mid-class dungeons (meaning 2g each path) with taking me about 1 hour (which would be much already btw. I only need that amount of time in Arah), but giving me 2g each: I’d be rewarded with 8g at all and 240 tokens, while I do path 4 with only 60 tokens and 3g at the end.
So meaning the following:
It is the same as before, without the option to actually choose what you want to do. If you want to do the same path twice a day, you won’t be rewarded the secound time with your account, making good tactics in dungeons utterly useless. It will be the same with just having “the best” tactic while not exploring any other ways. Only the end amount of reward is interesting, the rest is uninteresting as before too. And that means in fact, that going into dungeons will be by far inferior to farming orr events and so on for gold. Before, you got the chance to get some exotics and gambling with them. And now? You have to take 3 different paths for getting at least 1 exotic a day (it’d be more if you choose weapons for instance), but only from the same dungeon since dungeon tokens cannot be changed to other tokens.
What I am kitten y about is not the reward itself, but the fact that doing a hard dungeon path isn’t rewarded at all as before. You get the same green-blue crap from the treasures, not depending on where you do your dungeon. And now you even cannot focus on one dungeon because that was nerfed. It is not about CoF, I didn’t like CoF at all. But for example, I did all 3 paths of CoE today.
Don’t you realize? This is just the same strategy as before, getting the gold out of the people. Everytime, people find something to earn money, it will be nerfed by Arenanet.