Showing Posts For GLOR.2489:
Hi guys,
I am a really experienced elementalist on glass-canon builds. I have like 5 000 hours on my eles (asura and human). I have played almost like 7 000 PvP games mostly in fresh air/staff with high MMr. I also spend a lot of time roaming in WvW.
I will explain in some points a few ideas for bring conditions and glass-canon builds for elementalist :
1. Survability:
- The problem is that elementalist survability is linked to healing power. Then, because we are the lowest hp and armor of the game we have to play with 3 defensive stats (a little bit of vitality/thougness/healing power) in order to be optimal.
Glass Canon Builds —-——————————————————————————-
- Solution n°1: This solution could be a massive reduction of the healing power scaling and buffing all base heals by huge amount. I mean that healing power doesnt have that influence in our class .
==> Example : base healing “cleasing wave” at 2 000 Hp with almost no healing scaling. Base healing of signet of restauration at 300, etc . . .
- Solution n°2: This solution is copied from other classes to give to elementalist damages mitigation. It means to give blocks, invulnerabilities to zerk/condi builds. Moreover, this is why focus is the mandatory off-hand weappon for elementalist right now.
==> Example : the reduction of arcane shield cd , reduction of mist form cd and changing the fact that you cannot attack while using it. Changing rock barrier into a block of attacks, etc . . .
- Solution n°3: Give us a better pull of vitality and toughness to compensate the fact that we do take damages (no stealth abilities).
==> Example : Making traits that give you extra vitality or extra toughness, etc . . .
- Solution n°4: giving to elementalist the possibiliy of use of stealth abilities.
==> Example : Put a smoke combo explosion area, etc . . .
Conditions Builds —-—————————————————————————-
- Solution n°1: Thats easy, try to put some different coditions with a great sinergy with elementalist mecanic. This idea comes from mesmer conditions or wars, thoses tow classes use they class-mecanic to put a lot of conditions to their target ( shatters (all of then) and berserker F1).
==> Example : buffing the conditions while swaping on elements (burning in fire, chill in water, AoE blind in air, bleeding in earth), etc . . .
- Solution n°2: Create good new traits for elementalist conditions.
==> Example : new trait “burning chill”, based on the fact that ice can burn because its too cold, chill does a amount of damage to enemies (similar to necromancer old ability). Furthermore, this ability could made viable all " Water/Ice builds" that people are dreaming about in Guild Wars 2.
WARNING: All these ideas are not my ideas but I support them because they are great. Some ideas above are complicated and some are really easy to develop.
I just put all theses ideas for Arena net and Ncsoft if they want. Obviously I think they have a great team thinking about all theses changes, but maybe it could help them.
Please guys, discuss all these ideas strictly and intelligently.
Thank you,
Glor.
Biggest problem with ele for soloQ (and any level that isn’t full voice-comms) is that mobility is so dreadfully low, that it requires effective team communication to rotate . . . both of which have MUCH lower representation in SoloQ. Tourneys also can’t stack professions, which would honestly greatly skew team-comps compared to what was seen.
Thank you BlackBeard for your clear explanation !! That is what I try to esplain every time people talk about elementalist in PvP thoses days.
==> You had earn a “kitten Point” from me !
Moreover i am agree again with Mr Godlike again cause, since HoT, elementalist had been nerfed to the ground (maybe it was the project of arena net since the start).
Explanations:
1° Tempest mecanic : That gameplay goes againts the swichting elements mecanic of the elementalist wicht is somehow a nerf (cause we are not playing the wonderfull arcane line) and we have to wait 5 sec before casting a tempest. By the way the tempest cast make us really targetable so…
2° Warhorn: Simply the worst weappon set in all HoT. Completely unsable (maybe in PvE I dont know )
3° Nerf eof the CD’s of the fire and water aura (5 sec more CD) + nerf of 20% damages of the air overload.
4° Nerf of the CD’s trait of 33% reduction in each elements to 20 % reduction + nerf of 10% damages of the air overload + nerf of the healing trait on auras (750 (no healing power) to 500 (no healing power) + nerf of the “wash the pain away” for about 2k heal (no healing power) + removal of the cleric amulet.
==> They said that they increase the healing power scale but i tested (with magi amulet 1200 healing power) and you have less heal than before pacht…
==> Fresh air was been up a lot but still doesnt have the survability to be viable in PvP (its “playble” in WvW if you abuse of the super spedd trait)
(edited by GLOR.2489)
I totally agree with Mr Godlike,
The TCG/Denial team was totally prepared for the machtup to kill the enemy necro. That doesnt seems to happend in solo queu.
And Vicky you seem to say that everything that pro players play is the meta…. Thats not true and seem to reflect the lackness personality of GW2 players…
Increible post !!!
The problem desing is a core/base problem of the ele that will follow us to end. The questions are : “Why I would play a dps build with a class with no amor, no hp?”…. “Why did I need to run at least some of the 3 defesive stats (healing power/vitality/touhness) while others can just take one of thoses or run full zerker?”… “Why all my survavility mecanics are based on 2 evades and healing my self up?” … “Why do i have CDs of 60 sec more in any of my avoidable abilities/skills (invuls, blocs) while other have less?” … “Why do I have a limited quantity of invuls whiles others can get 3 or 4 maybe more ?”
see you
Fun video.
If anything I would say the pacing is a little bit slow. There’s a lot of time where nothing’s happening before and after the fights.
You are right, I did let some time with nothing cause of the music synchronisation ^^
Sorry for that.
Thanks !
Indeed the revenant fight was interesting since i reflected all the 2 sword skills projectiles to kill him. ^^
I am looking forward to your opinion for the rest of the video.
Hi guys,
As I promised I put here a video that I made putting some cool fights I have done in core spec elementalist fresh air. ^^
Tell me if you like it because I got many other 1v1 and team fights to show to you if you want.
My build is on meta battle (classic fresh air signets).
Best regards,
Glorfyndel [WaVe]
Hi guys,
As I promised I put here a video that I made putting some cool fights I have done.
Tell me if you like it because I got many other 1v1 and team fights to show to you if you want.
My build is on meta battle (classic fresh air signets).
Best regards,
Glorfyndel [WaVe]
The guy in the video is not me sadly..
This guy is like .
This guy is Faenor from the old guild “Escuade Garviel”. He is on of the strongest Fresh air in WvW. The escuade garviel has been one of the strongest guild to do 5vX fights in WvW.
If you are looking for cool stuff in WvW fresh air I will put a video soon of me playing core spec fresh air in 1v4 in WvW multiple times. Me and Feanor are the kind of guys that had been playing fresh air since the start of the game ^^.
Personnally, even if the build of Faenor is really strong in team fights its lacks of punch in 1v1 (I deffeated him with that build cause i can run out of his overload really easy).
Glorfyndel from [WaVe].
How many stats for power and conditions
One of the most argued thing about the power vs condi balance is that condi only need 1 stat (or 2 including condi duration) while power needs 3. Therefore condi can more easily add defensive stats, making the gameplay « easier ». The truth is not that simple for the very simple reason that there is no such thing as « condi » weapons or « condi skills » (or very few at least) but usually « hybrid » weapons or skills. So to reach the max damage, a hybrid skill needs not only condition damage and condition duration but also power stats.
condi should be better to take down « bunkers » and power to take down « squishies ».
Let’s take for example bleeding for our condition damage and assume a reference damage « coefficient » of 1000 for the power build (not to be confused with the weapon damage coefficient which needs to be multiplied by the weapon coefficient).
I am not agree with what you said,
First you are saying that there is a few weappons that are not fully for conditions damage. Thats not true, there is plenty of weappons that are specialize in condition damages. As the scepter of mesmer, the pistol of the engineer, every torch in the game, the long bow of the war, the staff of the necro, the scepter of the necro, the short bow of the ranger, the axe off hand of the ranger, the mace of war in zerker specialization, the mace of the revenant, the axe off hand of the revenant…
Well I stoped here because i think you understand my point…
Second, when you said that condi builds down bunker and zerker ones down squishes I totally agree, thats why every one is ragging againts conditions in PvP context. Cause the PvP of this game is full of tanks as the game mode is cap point defense.
Third, you generalize that everyone is optimal in hybrid mode. Well again that not the case. Maybe for the mesmer that can do a lot of damages using the same ability (shatter). So dont generalize too much because is actually not the case at all. People need defensive stats and you dont take that in count in your post.
Forth, you are not talking about the rapidity of application. Because there is a lot of classes (like mesmer because I know is what you play) that was a insane RE-application of conditions such as confusion/torment/bleed/weakness. So dispels are good but not that good when the enemy can RE-apply all conditions instantly.
—> The conclusion is that people dont like to take risk so they mostly play conditions build with toughtness and vitality to survive…
PS: the only true hybrid that was played with optimal weappon set and everything was maybe the elementalist double dagger. But, for the news, the elementalist D/D was benn nerf to the ground and now it is not possible to run full celestial and burn your enemy at the same time.
PS2: Why elementalist is the class that was the most hybrid weappons set ?? —> cause is the one who was the less number of weappons swicht … (engi doesnt count cause they can use they kits as long as they want/drop it and re-use it with out CD ^^)
see you
All is vain.
I think that arena net does have a real interest on the possible return of a different build on elementalists. I mean we are saw all the changes on the scepter weappon lately…
So I will keep my optimistic position.
PS: my real idea is not to make elementalist op again, or to balance this game (wich is impossible task because of the complexity). I only want elementalist do something else, something dfferent than just healing in PvP. A role change ^^
Hi Kyon,
Thanks for the post, there is a few ideas there that can be really nice.
On my point of view, the best ones are the return of the cantrips by putting again the break stuns.
Well, I think that arena net did a great choice in the past by nerfing the cantrips (removing the break stuns on the cleasing fire and the flash). Because in that past, the elementalist was clearly broken (so I agreed to this nerf). The think is that, maybe, they should go back to the way it was to see if the return of the catrips can compete with the auras tempest build.
The same happends to the Ride of the Ligthning, this skill was too strong in the past but now I think that is time to get back to thoses 20 sec CD.
I also apreciate the ideas on the signets. I think that signet of earth is nice and has been up nicelly by developpers. FIre will be always used in a codition based build. But, clearly the water/air signet are not used. So I think that could be nice to changes those 2 signets.
The rock barrier block on the scepter could be really strong. I mean it depends if arena net want the scepter to be back as really good weappon to compete with the dagger main hand.
Thank you again,
see you
Hey Shinta,
Firts, hi man glad to see you over here ! I am sure that ur duel was really nice…
Second, I do like a lot your suggestion on the glyphs with the air trait synergy. But what I fair th most is that the task would be really hard (I mean glyphs need a deep refound… ) I am happy to see that you also want a reduction of the arcana skills and ride the lightning.
Tird, what I dislike the most about keeping the healing power based on elementalist is that support elementalist will stay always in the meta without changing the elementalist role.
Thank you for your post man, i may think about something about the glyphs.
see you mate
FrownyClown what do you think about a reduction of the cooldown of the arcane shield?
Hello Supreme,
Thank you for your answer. I mean, even if you are not agree with the “fanatics” elementalist power like me, you keep calm and put arguments on the table. I apreciated that.
Well, I am agree with you in the way that actual elementalist is losing againts many machtups (scrappers, druids, revenants, mesmers and recently the warriors too ==> 6/9 classes in-game). I normaly win most of my 1v1 figths, but normal people dont. Actually, the elementalist is only a group class.
Well, I trired to play conditions damage with my elementalist in roaming WvW such as PvP. But it didn’t work because i think that elementalist doesnt access to a lot of different condition to cover the burning. So, the enemies just couldn’t die because they number of dispel was too huge compare to my condition pressure.
Another problem that I encounter a lot with my elementalist conditions is that I can’t chase anyone, everyone has far too much of mobility.
Now I got a question for you Supreme and for everyone too, what do you think about the block idea on the rock barrier skill ? And on the Cd reduction of RTL whos increibly high.
I agree with you Wolfric. I think that one of the biggest skills to change is the arcane shield and the ride of the lightning. Arena net really have to reduce those to cooldowns. Nowdays, 40 sec on a dash of 1200 and 75 sec on a shield that blocs 3 attacks is really too much.
By the way I think that is a matter of the standardization of the skills in the game.
Hi everyone,
I am Glorfyndel, I am an experienced elementalist player (spend more than 4000 hours on my main elementalist). I play most of the time fresh air because i like chanllenge.
Well, thoses times I saw that some population of elementalists in-game are being bored by the support role. In the other hand arenat net seems to be really interrested on make changes for elementalist power based builds. By the way, thank you arena net to show this interrest on the elementalist. You change the dragon tooth, the auto attack on fire (I can use it sometimes now) and you buffed the auto attack in air.
Then, I created this post to analyse and make and easier (sometimes complex) propositon for a few changes in elementalist that can bring more gameplay.
1) Why elementalist are soo good as support:
—> The elementalist is a class that has a low pull hp and low pull armor. So we need a lot more stats than others (maybe all stats thats why celestial amulet is so broken on elementalist). But the lack of stats is not the only reason, the other reason is that we dont have a huge quantity of avoidable skills. I mean the few avoidable skills we can take have and insane CD (mist form, arcane shield, obsidian flesh, ride of the ligthing).
—> Conclusion, elementalist have to play tanky in order to survive because their ability to survive is the healing power scaling. So, as many of ur heals are in AOE, we are the support preferential class in GW2.
2) An effective way to make changes on elementalist:
—> In this paragraph. As many people judge me as one of the most experienced fresh air in-game, I will made some suggestion for you arena net. I am prepared to anwser you if you wanna make conctat with me to discuss. My ideas here are order by increasing difficulties.
Changes:
—> Reduce cooldown on arcane shield of 75 sec to 40-45 sec and reduce final damage as well. The important think is the block, not the dammage, this is an avoidable ability that could make the arcanes comeback again.
—> Reduce cooldown of ride the lightning from 40 sec to 20 sec (even if we hit a target let the 20sec). I understand that this ability was too strong during the D/D elementalist empire period. But now is just a mobility dash (is not even a blast or a heal or and evade) so you have to normalize this coolsown in order to make the dagger off hand come back.
—> Reduce the scaling healing on the healing skills. Maybe you can increase the base heal. But overall, healing power should increase the regeneration buff more than healings abilities itself.
—> For the comeback of the scepter people need something really interresting to play it. I mean something that could challenge other weappons set. Then, I propose to make a big change on the roc barrier skill to make it block the next 3 attacks. And remove the thoughtness buff and the attack.
—> For the warhorn, the problem is more complex. This weappon need animation speed. The 4 water need to bump enemies instantly. And the air projectil on 5 air skill need speed. And, finaly, remove the water area mouvement of the 5 water skill tomake easier the combos blast in it (like the engineer).
Those are the ideas I have hear most of time.
I made this post in a serious way.
Please dicuss about this in the same way.
Thank you
(edited by GLOR.2489)
I will start.
I agree with you mister infinitenoah. Balance a game (MMORPG) is impossible. But, there a lot of games that, instead of balance, they swicht the meta every “X” period of time. Well, thats what Arena net did with the up of the warrior in this last pach. Now I think Warrior is going to be back in the meta.
Moreover, arena net also make sure that the different classes changes their builds and playstyles every time they made a balance pacht.
As and example we can say that:
-Guardian was change between tank/healing support —> meditation guardian DPS —> Burning guardian condition-→ trap dps.
- Mesmer was change between shatter power burst dps —> conditions/shatter power dps —> tank support alacrity —> shatter/conditions burst.
- Warrior changed from not being in the meta to hammer/greatsword dps bruiser —> conditions longbow/sword-sword —> tank support shouts (warhorn).
- Ranger change between not being in the meta at all —> pewpew build longbow/greatsword —> condition decap far sword/dagger- axe —> tank support druid
- Engi changed between turrets tanky build —> conditions elexir build —> toolkit decap far build tanky off tank —> hammer/gyro tanky dps
- Thief changed between sword/dagger perma dodge build —> dagger/pistol-short bow build decap assit —> staff build —> not being in the meta at all (remplaced by the revenant)
-Elementalist changed from dps scepter build (first 3months of the game) —> support off tank dagger/dagger —> support off tank dagger/dagger —> support off tank staff —> support off tank dagger/focus.
I did not put the revenant because is a new class. But here is all the meta build and overall changing build for every class. I have to say that Elementalist have been playing the same think during now 3 years.
So, is this game balance ? No. I will never be balance but at least the should put more changes (I mean real changes that need courage) to change the elementalist. I will take and example, league of legends. League of legends is not abalanced game because there is always a couple of champions that are more op than the other ones. BUT, league of legends programmers are not afraid of the reactions of his players and so the make extreme changes between update pachts. That’s what I rerpoach a little bit from Arena net (by hte way I think they are really cool too, I mean they are working good)
So, mister infinitenoah, answer my question:
why does mesmer can play different builds (such kittenter power, tanky conditions chronomancer, tank support chronomancer and hybrid shatter/conditions chronomancer…) without being insulted at the start of the game… and elementalist cant play other builds than support ?
(i you play something else all your team will blame you if lose)
PS: My advise to arena net, do changes, real changes and test it with the players. if it doesnt work, then come back. No one is perfect, in science there is many problems that doesnt have a singular solution. But if you ont try out, you will get nothing.
Actually ele (with reaper and scrapper finally nerfed) can play now some sort of dps support paladin-air tempest with soldier runes, the dmg now is ok to justify the build, respect to other dps we bring in condi clear and more support, the new base healing of water trident is equal to a meditation skill which is great, with 0 HP it heals for 1.8k at 20s CD. Will give this build some more testing
Supreme,
I agree with that the fresh air was to be played in tempest (maybe not with paladisn but more with marauder or one of the others new amulets.
I agree also with the fact that the engineer has been nerfed will make the elementalist fresh air a little happier, but I disagree for the necromancer nerf, as I have been playing elementalist fresh air the all season I think that necromancer was one of the easiest target to kill.
I am also as happy as you to see the trident buff ! And now, as you as well, I will be testing all season again !
PS: there still hope for the elementalist power DPS guys !
Well, you got your scepter buffs, good ones…
Actually that proves that arena net have read this post. Because we made it in a serious and reasonable way .
Now the damage of the scepter is upgraded, we can expect maybe a little more elementalists playing the power based fresh air build. But I think that they still some few things to change, I cant tell what is it right now. I will test the new elementalist power based build fresh air during this season.
To conclude, we can easily say that arena net hear us. And thats the all point. We are in right path by doing this post such as my dragon tooth one.
PS: thank to everyone to take this post seriously, is a pleasure.
see you
I do agree that fresh air is too bloated to have vitality, too. A minor trait in a non-meta trait line would be perfect
Hi,
It is true that the fresh air trait is already too strong. I just put the idea of the upgrading fresh air trait because i was thinking about a trait that is not used by the actual meta elementalist.
Indeed you are right Chaith, we should found a minor trait in non-meta line to change.
PS: What do you think about scepter auto attacks ?
“it could even be Tornado being by a signet granting 75 vitality, 75 healing, 75 thoughness”
“Your issue is associating only scepter with power build, which I fully disagree with. From my perspective, Staff and Scepter are two completely different class, and I do not like that other class that is Scepter + Focus.”
Dear friend,
I do understand your point of view. Now think about it. What are the most unsued main hand ele weappon in the game?
—> Dagger main hand is really good and really usefull in PvP, WvW and 1v1.
—> Staff is used by many elementalits in WvW (bus fights) and in PVE (full zone damage)
—>Scepter is used in PVE (less than staff ) and by some guys in 1v1 (the ones who like to take risks).
So, conclusion, what is the most unused main weappon: THE SCEPTER. My post here says that I want to make a change on the elementalist gameplay + make the build power based great as it was at the start of the game. To change completly the elementalist gameplay we should change the most unused weappon (scpeter).
Then, as is said, we can propose a small changes for that without “re-working” the all elementalist.
Plus, I do like your proposition if the “signet of tornado” is nice and easy to implement. But I may fear that the elementalist tanky build will take benefit of it.
PS: You should create your own post for elementalist conditions build and staff ones. Because here we are talking about power builds and changes on elementalist gameplay between grown up people ^^.
… give 300 vitality to fresh air because you have established (from an uniformed opinion, I need to add) …. ideas that are usually too strong….
…Speaking now is useless; we’ll all see what happens in two days for the patch. Plus, you have the audacity to tell that I did not read your stuff…
…Finally, being hard to kill while using marauder Staff is possible: https://www.twitch.tv/aleriedespins/v/37680678 …
Ok, I will start then,
1) You didn’t read my post at all. Becaus who talk about “300 vitality”… I did not.
2) My ideas of upgradding fresh air didn’t come from nowhere. It comes from an elementalist that played fresh air all time and play in arena with most of “pro-player” pull since the start of the game (because my MMR is high) . By the way, in this season, I got to legendary by tagging in solo queu ( because none wants a fresh air in his team) and my ratio was 60 wins – 6 loses at legendary. Since I have been playing with really good players now my ratio is going down for a little.
3) This post is not giving a remake of the all elementalist. Actually is the contrary, as we are interested on upgrading ONLY power build based, we just have to make some few changes in a few abilities of the elementalist. Moreover, reducing the CD of the arcane shield and putting more dps on the scepter autoattacks are not a “usually too strong” ideas.
4) This is not useless as I know that arena net read my post on the Dragon tooth and decide to change it. So, my post contributes to that change (and even if it was just for alittle, it was a worhty post then). And, it was because everyone in my post play the serious game of talking smartly without just saying nonsense things like you are saying my friend. ^^
5) Proving that marauder staff build is viable by adding a video of just one guy doenst seem to be rigth. It doesnt prove anything, sorry. Actually, what does give us a proof that elementalist power build base is not good is the population of player that are actually playing it.
see you
Please no more buffs on fresh air. By the way, fresh air is not the only damage type of elementalist in PvP.
The point of post is to change the elementalist gameplay.
Actually the elementalist is a close range magician. And we have been playing a close range magician from now almost 3 years. The other option you have is to play staff (but if you get focus on staff power build based you will die in a second ^^).
So, the point here is to see if we can buff the scepter power build based abilities (such as arcanes kills, scepter skills and fresh air trait). If you read my post correctly, you will notice that I propose different solutions and not only a fresh air trait buff.
So, as I said “Please talk about it in a serious way.”
see you
Hi everyone.
As a really experienced elementalist (more than 4000 hours playing it mosty in power fresh air), I decide to try to propose for developpers a solution for power based build on elementalist in PVP. Because we can see, with the last pacht, that arena net do some changes of the fresh air so they are really interested on make this happend.
1) Thank you arena net team for changing the dragon tooth skill and put so ferocity into fresh air trait. Because of that we can play fresh air a little bit and having some extra dammages. ^^
2) I am conscious that elementalist are hard to balance. But why?
I wanna explain for those that dont know it well.
- Elementalist is a mage who cannot disapear, who has heavy CD’s on blocs, invulnerablities, and has not a big amount of mobility skills (again heavy CD’s example: ride of the ligthning skill)
—> So, the elementalist need toughness, healing power and a little bit of vitality in order to survive.
—> Actual survable abilities with elementalist are: dodges, healing power and dispels
—> Result: elementalist are worthy on tanky support build (which is fine, I mean someone has to do it)
3) The problems are that, if arenat do changes on the general based elementalist (such as changing the based vitality of the elementalist, chaging cantrips,…) they will up at the same time the elementalist tanky support builds. So they cannot do that because the goal is to make an evolution of the elementalist meta build.
4) For me, the main changes of the elementalist should be directly correlated with the traits/weappons that the elementalist power is forced to play with.
So here is some reasonnable ideas that can change a bit the meta of the ele:
- Associate more particularities to the fresh air trait. I mean arena net understand it well because they already put so extra ferocity on the fresh air trait. But why not a extra vitality (not too much but just enough for us to go full zerk sometimes whitout having the 11k hp and no armor). By doing this you will up the fresh air elementalits without upgradding the tanky build.
- Up the scepter weappon. I know that many peaople say it already. And, again, arenat net understand that is the a good way to up ele becasue they change a lot of things in scepter but not the essential ones. Not that i demand something op…
But, why not making and auto attack in fire shorter and putting some extra dammages into it (maybe something like the water auto attack could be enough but in fire because is more likely the dammage element so… ).
Another auto attack to up is the air one. Make it just shortter for all the dammages come out fast (increasing the overall dps ). As for example the mesmer greatsword auto attack.
-Reduce the arcane shield colddown. That’s one of the most frustrating things in elentalist power. We can not have 60-75 s CD ! on arcane shield just for blockig 3 attacks.
—> I will give again and example: the guardian, revenant. Thoses 2 classes are like the elementalist playing full power(i mean there are diffenrencies) but in the end there are classes that are mostly playing with no sealth . The big difference with ele fresh air is that guardian and revenant have a lot of more blocks and invulnerabilities.
Please talk about it in a serious way.
Thank you.
(edited by GLOR.2489)
We started as dmg dealers and we ended up as healbot, a constant stream of nerfs that obliterated any resemblance of dmg:
-Scepter auto-attack *( Yes they used to be good, but anet decided to nerf them to the ground)
-Staff auto( same as for scepter)
-Arcane skills ..“deleted from the game”
Etc etcTake notice also of how the game got gradually worse since launch because of devs listening and reacting to the wrong community feedback…
I have been playing ele since the start of the game. I totally agree with what you say Supreme. Even if I play fresh air tempest now (wich is ok for damages) we will never return to the ele we where in the past. Impossible because ur survable depends on the healing power/toughtness and we need also a little bit of vitality. The actual ele lacks of real power auto attacks on scepter (i mean like those who do 2k per auto attack (like war and revenant ).
As an example: Why power elementaist are paying fresh air ?
—> Answer: Because on scepter you have the water auto attack andthe air auto attack. You are not gona play on water because you need it to survive. So you play air auto attack. The problem is that the air auto attack does not do a damages. This auto atttack is made to make the fresh air trait proc, then you can put the auto lightning stricke + lightning strike. All this are made to compensate the lack of dammage of your auto attack during a short moment (BUT dont forget that in order to make that happend, elementalist must sacrifices a swicht of another element)
==> Conclusion: This is a terrible mecanic of a dps. And elementalist will never get the auto attacks that are needed to be a good dps (just like greatsword mesmer auto attacks for example ^^)
sorry for the mistakes.
See you
(edited by GLOR.2489)
My answer to this post is something like this:
“If you nerf eles healing power and tankyness you will have to nerf engineers and ranger too. Plus, the actual necro is OP not because necro is OP. But because everyone is playing thousands of boons. So necros can transform taht ito and advantage ( by converting boons into conditions). What I mean is that the all game is based on these mecanics. So nerf the actual ele mean change the all game.”
see you
ELementalist weak signs:
—> when start to run form you. You have to cc him and kill him.
—> No stab, the actual Ele has overloads (which break stun) but no stab (only the overload in earth).
—>Put chill afther a healing /dispel phase.
—>If he put his overoad of earth wait out of that and dont dps him(perma protection + bledding).
—> If he use his overload of air, interrupt him by cc him.
PS: the best way to kill a off-tank in this game (engineer, ranger, elementalist and sometimes necromancer) is to burst them HARD and FAST. You can burst then with conditions damages or power. (If ou play mesmer or necro you can have both of them thats why they can kill an ele more “easely” than others classes)
see you.
This is exactly what I was looking for, thanks. So I guess my follow up to this is, why is S/F considered an acceptable kit compared to D/F?
Firstly, thank you. ^^
Now i will answer to your new question.
The scepter still an acceptable weappon for ele because we dont have any other choice in main hand to play something in range with a possibility to win 1v1.
Because if we take staff, you are in range but it is something almost impossible to kill someone else in 1v1 with the staff in a “open-space” context. So staff is more played like in other context ( PVP points defended context). Then, in a capping points context you can kill someone because you are figthing in a limited area. However, staff is usually a weappon for support, healing and cc. Moreover, you need a team to play staff in usefull way.
To conclude, I would say that if you are playing scepter is because you are a “mage-elemental” range fan: just like me.
For ages now, everyone always says use D/D . . .
If its mathematical, please post some math, otherwise? Change My View?
Ok lets do the maths:
Direct damage.
1) In scepter you have 2 damage auto attacks: the water (wich is completely useless as your water element is a defensive attunement) and the air auto attack.
Air auto attack in scepter:
- no amulet, i take the damage base from Build editor.
—> 96 + 192 + 384 = 672 every 3,50 sec.
2) In dagger, you can use water, fire and air auto attacks ( water is useless because is your defensive element).
Air auto attack in dagger main hand:
- no amulet, i have taked the damage base from Build editor.
—> 448 every 0.50 sec.
Fire auto attack in dagger main hand:
- no amulet, i take damage base from Build editor.
—> 3*133 (one per projectile) = 399 every 0.50 sec.
==> Conclusion: you have a damage of 192/sec in scepter. You have a 896/sec or 798/sec in dagger.
==> dagger main hand > scepter on direct damage.
I am not taking count of the conditions damage because we all know how powerfull the dagger main hand is (ring of fire, dragons breath, fire dash,… ) compare to the scepter. So, if we take the codition damages in the equation, the results will be something like:
Dagger >>> Scepter.
The reason is actually really simple ( condition damages pass through the toughness )
To balance the scepter annet should try to put some powerfull autto attacks on it. But i think that Arena net prefers the conctact mage ^^
Thanks Karl ! you give us something skilled to play with : )
I think that tempest traits and overloads systems are cool and should saty like it is for a moment before starting touching it. On my point of view, what is wrong is the war horn, anet should change somme skills to offer us something more that only team support.
Ps: Karl, thnx for the awesome stab trait, and for the awesome air overload, it’s really a funny and skilled gameplay ! : D
Mode: PvP contest.
Gear: Marauder.
Build: Fresh air.
Shouts:
Pros:
The earth shout is cool. Could be use as a dirty engage and also gives you and magnetic aura which is really powerfull in many situations.
Wash the pain away ( the heal shout) was a good healing base and is a team healing skill so thats pretty good.
Cons:
I think that the fire and water shout are useless in PvP because of the powerfull efficiency of the cantrips and arcana in fresh air.
Wash the pain away (the healing shout) was a cast too long so i prefer use signet even if it heals less.
Overloads:
Pros:
Basically they are all interresting and i felt the up from the last time I played ele on beta. Air overload does a lot of dammages . Earth overload is usefull more for a condition build. Water is really hard to use but the basic healing is amazing, so i use it when I am desperate and my healing is on coldwon. Fire overload is usefull only for might stacking at the start of the game.
Cons:
Over all, the overloads are too difficult to use because of the 5 sec waiting in your attunement ( wich I understand for avoid spaming overloads ) but those 5 sec waiting are too long (maybe check with 2-3 sec waiting in an attunement).
Traits:
Pros:
Trait wich give you stab, protection and swiftness when you do and overload are really usefull so thanks for that. Trait which auto break stun usin “eye of the storm” are really good. The Grand master trait of the healing forst aura is a good idea if you wanna play aura mancer ( but not in fesh air ^^). And the trait wich gives and 100% resistance to mobility conditions when you are overloading is really powerfull.
Cons:
The minor trait which give you vigor is too low. ( 3 sec vigor when you swicht on water) Actually if you want us to leave the arcana line you have to give us more than that. And the trait of the warhorn skill ( grand master trait) is not usefull because warhorn is not use when you are playing fresh air. The Master trait of the 40% portection is not worthy.
Weappon set:
Cons:
I woud say that warhorn is not worthy in fresh air because you have no survability skills. You have more healing than the focus, but you dont have the projectiles protection skills like the magnetic shield and ferocious winds, plus the obsidian flesh skill in focus.
Conclusion:
I think that the new specialisation of elementalist in fresh air is really hard to play. It is hard to cast tempest skills but when you do it ( for example in air) you do a lot of damages. Finally I think that arena net should down the waiting time in attunement before overloading 5 sec to 2-3 sec, they also have to found strong traits for tempest line to make all eles leave the former gameplay system ( wich is base on the swicht attunnement).
Ps: Sorry for language mistakes (I am not a native speaker) ^^.
“3) Scepter is a totally competitive weapon and staff can be used in 1vs1 "
Nope. That is wrong. What actually happened on the ele is that the large community call for the up of the DD in the traits changes update ( by claiming about the evasive arcana and elemental attunment traits for example). So actually, everything else than staff bunker and dd celestial is weak in pvp.
The real problem is that our community didnt accepted the rotaton of ele build in pvp.
- We can see that,for example, taht necro got a good periode in power with wells and now have a periode more tanky conditions with signets
- We can also see that warrior got a periode of tanky shouts and a periode more in zerk juggernaut stances.
- We can see that guardians that were more dps meditations are changing by conditions burns and bunker.
ps: sry for language.
But OFC! Its common knowledge that Eles are A-Nets predilect class and are always the focus of changes that make it more OP whenever the people on the forums complains since beta!!
1) We totally were always competitive and top picks
2) We were never pigeon holded to one specific build / traits
3) Scepter is a totally competitive weapon and staff can be used in 1vs1
4) Because the lack of health and armor and lack of strong healing on weapons eles aren’t forced to play defensive utility’s or just die (aka cantrips)
5) Having some small and balanced nerfs instead of destroying the class would never make a more competitive game in PvP or PvE by maintaining gameplay diversifications instead of reducing options
But OFC! Its common knowledge that Eles are A-Nets predilect class and are always the focus of changes that make it more OP whenever the people on the forums complains since beta!!
1) We totally were always competitive and top picks
2) We were never pigeon holded to one specific build / traits
3) Scepter is a totally competitive weapon and staff can be used in 1vs1
4) Because the lack of health and armor and lack of strong healing on weapons eles aren’t forced to play defensive utility’s or just die (aka cantrips)
5) Having some small and balanced nerfs instead of destroying the class would never make a more competitive game in PvP or PvE by maintaining gameplay diversifications instead of reducing options
Honestly, I think s/d ele is the best ele build atm, people just haven’t really figured it out.
That is not true actually d/d celestial 6 0 0 6 6 does more damage than fresh air because of the insane burning it does and because you are perma 25 stacks of might. And, with a d/d celestial you survive more than with a fresh air: even with 3sec of super speed in air the fresh air doesnt have the 2 mobility skills ( burning speed and RTL) that actually cant be slowed… And staff ele is better than scepter because it tanks a lot and you support alies with a control and healings so you are more team play than a fresh air who have only a single target burts…
Actually the scepter/dagger is too risky when you see that you can be easelly one shotted by all mesmer/guardian around. These tow classes have more survivality and invulnerability than S/D. Moreover you dot have a high range in scepter ( 900 ) and if you take ythe dagger off hand that will nerf you range again. So pls how do you wanna kill mesmers buffed afther pacht with your close combat zerker ele…
Phoenix is buged sometimes it hits 5 times instead of 3. Thats because of the hit box projectile of the phoenix. Actually when you hit 5or 4times is because the phoenix hit box has been created on the mob.
So… lets count the number of hot if you put a phoenix behind the target:
1 little hit because of the phoenix is going on the target.
1 big hit because of the explosion of the phoenix.
—> phoenix disapears to be recreated to come to you…
1 little hit because of the worng reaparition of the phoenix which is count like the phoenix is going to your target.
1 little hit because of the worng reaparition of the phoenix which is count like the phoenix is going to you.
1 little hit because phoenix is going to you.
==> results kittens ( 4 little and 1 big )
What you said is totally true. I have been playing scepter more than a thousand hours and it is always surprising how the auto attack in fire and earth are ridiculous compare to the auto attacks in water and air. The problem is that water is a "defensive " element for healing a dispel… so the only auto attack that can be played is the air one.
I think Anet would not change this skill at all in HoT because they’re kind of introducing this “directional skill emphasis” …
Maybe but I think they could change this skill if we demand something feasible and we all insist on it.
If I remember correctly, dragon tooth was originally ground targeted in the betas but was changed later on. It’s a shame really, ground targeting makes the skill so much better imo.
I have not played to the GW2 beta but i am trying to found some video on yout tube to see how the “Dragon tooth” was in the beta… Maybe you can give me more details.
You can noscope the dragon tooth with camera tricks.
Yes but is actually really hard because you have to turn you camera at maximum up to your caracter and do the “Dragon tooth” at the same time. And even if you noscope your “Dragon tooth” sometimes it doesnt work.
Hardly, with that delay and casting time anyone will at least two years reaction speed will walk out of it. It’s only useful for cleave on downed if they’re not stealthed. [/quote]
Yeah could be hard. But even with the time cast and time delay you could use the “Dragon tooth” ground targeted as a defensive skill by casting the spell on your position. And you can even cast it in a location far away and go under your “Dragon tooth” to protect yourself against an enemy. And you can use on a “Shadow refuge” of a thief to make him move or dodge. And remember that you can cast your “Dragon tooth while moving. So you can dps in a specific location (like point in PvP mode) when you are kiting an enemy.
I’d be happy if the cast-time was brought down to ~0.25s, with the same delay. As it is, you are punished heavily for casting it…
Please be serious with your answer because this post is for a realistic solution. If we applied your solution the “Dragon Tooth” will be to strong. Actually the skill is good, it does lot damage and cause burning but it cost a long time cast and a heavy animation. So the skill is balance. The problem is that this skill can’t be used in all situations (as for example the “Ice spike” in staff).
I post reasonable improving of the “Dragon tooth” skill wich is only use in PvE mode. I think Dragon toorth souhld be a ground targeted skill.
Click on the link to see more details and examples proving that this skill deserves a ground targeted system :
https://forum-en.gw2archive.eu/forum/professions/elementalist/Improving-the-Dragon-tooth
I think that idea could give more gameplay to the scepter ele without making the skill too strong. I other terms I think that’s a realistic improvement of the scepter.
WIth the new Ele changes you wont be using dragons tooth in wvw
This post is for those smarts elementalist that want to improve the gameplay of class by proposing a real solution.
Hello community,
I am an experienced player in scepter elementalist, I really like fresh air. I wanted to propose an idea for “Dragon tooth” skill in order to make this skill viable in all situations (PVP, WvW and PVE).
The actual skill needs a target to be effective. So you don’t choose the location of your spell. The problem appears when you want to do something else than dps a target for example in PVE mode.
For example, if you want to stack might, the “Dragon tooth” has a great chance to be inside the earth and the combo blast will not work. The result is the same when you want to dps in a location and not on a specific target; for example in pvp if you want to dps on a point with a “Dragon tooth” you need a target on the point and the target doesn’t have to move during the all time cast of the spell (1 sec).
My idea is to put the “Dragon tooth” spell on a ground targeted spell. This will just change the mechanic of the skill making it more useful in all situations without changing the damage, the cast time or the range of skill.
Share your thoughts.
(edited by GLOR.2489)