Showing Posts For Galrond.5972:

A Possible Balance Solution...

in Elementalist

Posted by: Galrond.5972

Galrond.5972

Still better than having one designated button that everyone has to use.

So it’s better to hit Nr2. then F1-4 then Nr2. again for a different color, than just hitting Nr2?
Or hiting 2-5, using the attunement for another 2-5 instead of just rolling 2-5?

Doesn’t seem to be much difference, besides that I have to reach the F keys first. also it sounds like pretty kitten design. “No! Your class can’t just click the same button again! You have to click another button first unlike every other class!”

A Possible Balance Solution...

in Elementalist

Posted by: Galrond.5972

Galrond.5972

As it stands, an Ele that wants to DPS down a boss may have a few favorite rotations but there’s flexibility in how to achieve maximum DPS based on playstyle.

What flexibility? Maximum DPS achieved trough rolling trough every achievement and droping every skill that deals more or less damage.
Or maybe just siting in fire and spaming 3 skills with a 30/30/0/10/0 build. Not sure, since we have no damage meter.

Yeah, I can chose if I roll trough fire/water/air/earth or start with earth/air/fire/water…etc. Our cooldowns are simply too high.

But the first part already describes what you are afraid of. Watered down elementalist skills. Every attunement is the same with a different color and a different boon. So we are forced to roll trough the attumenents and hit either our DMG or CC skill and switch to the next one.

The sticking to fire option would be the result after the changes, but it should be more independent from other attunements. The change would improve our power! Simply because every attumenent would have its own purpose, like greatsword for damage or a shield for protection.

A Possible Balance Solution...

in Elementalist

Posted by: Galrond.5972

Galrond.5972

Anet might end up nerfing the cd stat for the arcana tree a bit because 4 second attainable swap will be abused for might stacking. Based on the 10 cd base,

Yeah, 7 seconds at lowest. Means 1 Second per 10 points.
Or just 10 seconds without any option to reduce it. The arcana tree could either provide additional stats per attunement (like our conjures do) or change your stats depending on the attunement. Like the water trait. 5% of precision into healing power. Just better. ^^

Attuneing to fire turns 30% of your toughness/vitality it into additional power. Earth takes precision and turns it into toughness etc.

So you could actually use the aspects of other attunements somewhat efficiently without wearing full celestial gear.

(edited by Galrond.5972)

A Possible Balance Solution...

in Elementalist

Posted by: Galrond.5972

Galrond.5972

How do you propose making this work without forcing the Ele to lock himself out of a given facets of combat for 9-15 seconds?

If the skills are correctly designed it wouldn’t be a problem.

Compare it to other classes with weaponswap. As example: A warrior switches to his rifle or a shield+X. He can still do something until he swaps back to his GS. Water shouldn’t be 100% healing skills with 0 dmg. ^^

And if everything fails you could just add a utilityskill that completely resets all of your attunment cooldowns like the mesmersignet for shatters.

(edited by Galrond.5972)

Staff Ele WvW Advice?

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Posted by: Galrond.5972

Galrond.5972

I cant belive Im alone doing this combo ?!?

It’s not the combo. It’s the numbers. Either you are fighting pure zerker glass canons with 0 additional vitality/thoughness or scaled players.

Staff Ele WvW Advice?

in Elementalist

Posted by: Galrond.5972

Galrond.5972

Im using full Cleric set. […]Using signet of earth to immobilize an enemy and then put lava underneath his/hers feets is deadly. 80% of the times the player dies with that combo if succeeded.

Are we playing the same game? Or do you have a more deadly lava?

Should I switch to staff or stay D/D

in Elementalist

Posted by: Galrond.5972

Galrond.5972

b/c it allows you to dish out more ranged aoe damage

The damage of EVERY ranged weapon in the game is always worse than the meele option. So the 2 advantages of staff are the support and not getting hit so much at max range. That’s it. It’s also painfully slow.

I like staff, the looks, the range, the AoE, but as it is with ranged weapons in this game, meele is better as long as it is not impossible to meele.

Also everything on it is extremely slow and if you ever have the pleasure to group with 4 zerker warrs, you are basically useless since everything dies before your first field tick.

Did I mention it is SLOW? It’s slow.

(edited by Galrond.5972)

Your perfect party setup?

in Fractals, Dungeons & Raids

Posted by: Galrond.5972

Galrond.5972

4 Zerker Warriors and myself as elementalist field/buff/cleanse kitten.
Had it yesterday and everything just died so fast. Don’t really want anything else anymore. ^^

Or trade one zerker Warri for a GS Guardian how knows how to use his Nr5.

Is it just me or are guardians EVERYWHERE??

in Guardian

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Galrond.5972

Guardians and Warriors are great! Be happy that there are a lot of them instead of other classes. I think there arn’t even enough warriors or guardians around. Need more of them! ^^

Why Signet and Glyph builds aren't very good

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Galrond.5972

Signet of Water should clean a condition every 5 second and I’d consider using it, now that Cleansing waters has also 5 seconds CD.
Signet of Earth should also give Stability on use. (at best just copy Armor of Earth)
Signet of Fire should also burn an area around the target.
Signet of Restoration should get unnerfed.

No need for cantrips or 30 points in water any longer. Just imagine that for a second… well, second is over, It will never happen.

Prepare yourselves

in Elementalist

Posted by: Galrond.5972

Galrond.5972

You still have firey greatsword which has a lot of mobility. I would trade the moblity on my warriors greatsword for that Any day of the week.

Arn’t the skills the same? Charge and whirl, besides that we have a cripple instead of 100B. That’s something I’d like to trade with the real GS.

I mostly use staff, so I don’t care about RTL, but all the other changes… Seriously what am I supposed to do? Going full MF and farming gold to equip another character?

Also: See Attachment.

Attachments:

(edited by Galrond.5972)

staff fixes/improvements

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Galrond.5972

Just curious, but what about a trait option for: 20% crit chance increase when using staff?

Exchange it with the current staff trait and make the fields 20% bigger by default, also the fire trait for longer fire field duration should be applied to all fields and buffed to like 50-100% longer.

Fire:
Lava tomb should work like Necro skills. So the duration should start as soon as something walks into it.

Earth:
Turn eruption into 2 spells. At first it is a cripple field for 10-15 seconds. (field, not crippleduration) While it is active the skills turns into an ability to manually trigger the explosion.

Unsteady ground should be a circle around the player like guardian hammer 5.

Shockwave should be like a ranger trap instead of a projectile.

Air:
Make the AA faster. THAT IS LIGHTNING! It’s supposed to be instant hit.
Remove the cast time from Air 2.
Turn Air 3 into a Copy of Mesmer GS 5.

Water:
2 should fall faster.
Replacce 3 with a low cooldown direct damage projectile, which causes vulnerability and chill.

(edited by Galrond.5972)

OMG the new patch!

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Posted by: Galrond.5972

Galrond.5972

With every other patch they release, I’m getting more of an impression these guys have absolutely no idea about what they are doing.

It makes 30 Water as staff user quite kitten.

But do not forget the upcoming AE nerf.
Developer: “We don’t want players to use AE spells on single target mobs.”

Would somebody be so kind and show me our singletarget weapon? Oh, everything we have is AE? WHAT THE HELL should we do then, besides droping slow avoidable AE on single targets?

It seems like the developers completely forgot that we have any other weapons besides D/D.

(edited by Galrond.5972)

Looking for Bunker Vids

in Players Helping Players

Posted by: Galrond.5972

Galrond.5972

I’m looking for some videos showing bunker gameplay with several classes.

Especially those classes, who have a more viable offensive build and arn’t usually defensive (so more thiefs and mesmers, than elementalists). All with on defense focused traits.

If it shows 1vs X>3, it’s even better. I want to see some maximum survivability in here.

Thanks in advance.

Are we overpowered?

in Mesmer

Posted by: Galrond.5972

Galrond.5972

Yes you are, mainly because confusion is op.

This. Teamfights vs a team with condition mesmer? Already lost if you don’t have like 5 elementalists who constantly spam condition removal.

The rest is fine, but confusion needs to be hit by the nerftruck.

Getting close to hanging up my staff

in Elementalist

Posted by: Galrond.5972

Galrond.5972

As long as you don’t tunnel vision an attunement

That’s only true as support. For damage the best option is to sit in fire or earth – depending on burst or condition – and spam ~3 skills. Switching the attunment instantly kills your damage.

Also the offensive support is limited. Since combos use the stats of the finisher, conditions arn’t really strong and vulnerability could simply be maxed by spaming water 2.

Sadly we don’t have any form of dmg meter, but I guess the support is too bad to compensate for a s/d mightbot.

The reason ele builds trend towards bunker

in Elementalist

Posted by: Galrond.5972

Galrond.5972

Bad trait design isn’t the only reason. Just look at our kittenty weapon skills. Everything can easily be avoided if you can’t CC the enemy to death, which forces us into D/D for maximum control.

So why going glass, if you will miss most of your skills anyway?

Thanks to the EA nerf, staff also lost most of it’s use, which leaves us with Scepter, that has endless delay and pretty much useless water/earth skills.
(Conditions could be nice, but then you also need to stay alive long enough again —> Bunker)

Boon Hate. Thoughts.

in Elementalist

Posted by: Galrond.5972

Galrond.5972

The devs will either have to nerf boons directly, or create more viable means to counter them.

I can’t understand why they don’t just nerf protection down to 15-20%. It is the only boon that reduces the damage.

Why should I use combos? Why should I use a support skill? Everything increases the damage I take.

And it punishes glass canon elementalists even more, since you are not only a glass canon, you also get ~25x boon hate additional damage, because you dared to use might stacking to deal aceptable damage.

It would be ok, if we could get more mobility as a tradeoff, but thiefs are getting theirs buffed, because they are so immobile…

Permanent Elemental Pets

in Suggestions

Posted by: Galrond.5972

Galrond.5972

Pet cooldowns should start as soon as the pet is summoned and not when it dies. It wouldn’t make them permanent, but at least increase their uptime.
Minion necros could use that buff, since all pets are useless/oneshots in dungeons.

I'm tire of people crying about thieves

in WvW

Posted by: Galrond.5972

Galrond.5972

I challenge all these players crying about the theif to a duel.

In a duel both players know that the other one is there, it will be a 1on1 and they won’t run away.

It removes most of the problems players have with thiefs. If I know that there is an enemy I can prepare myself and stare at the screen until I see the slightest hint and smash the buttons.

Also I will get my deserved kill since he can’t just stealth and run away to prepare his next all-in attack.

Stealthed movement speed/mobility should be reduced to 50% of normal speed and not increased. Honestly, how silent can you be if you are running like an idi.ot?

High mobility while clearly visible? Fine, but heavy restrictions while stealthed.

I'm tire of people crying about thieves

in WvW

Posted by: Galrond.5972

Galrond.5972

If a thief got you from behind with backstab…

it is like… an ele ride the lightning and updraft then change to fire for burst damage that look like one shot kill too.

Yeah, exactly the same… except, that the huge ball of lightning, that takes 3 seconds to reach you is clearly visible, compared to an invisible enemy that appears instantly out of nowhere.

If RTL would instantly teleport you behind your target, then we could talk.

Staff ele

in Elementalist

Posted by: Galrond.5972

Galrond.5972

Staff is great against meele enemies (1vs X is quite possible), but will get owned by every kind of ranged enemy since they arn’t forced to stand in you/your fields.

Also it is a great weapon to solo faceroll supplycamps.

Magic Find MF gear conflicting with build

in Players Helping Players

Posted by: Galrond.5972

Galrond.5972

I can play very well with what you seam to perceive as a handicap.

MF blocks other attributes on items.
You lose a defensive attribute? You die easier.
You still manage to survive? Offensive stat instead of MF would increase your damage.

I could play naked and still play “very well”, whatever you mean with that, but I’m limiting my damage output and group support.

Best class for a solo player?

in Guild Wars 2 Discussion

Posted by: Galrond.5972

Galrond.5972

In PvP: Mesmer and Thief
In PvE: Guardian and ranger (thousands of bots can’t be wrong)

The Skipping culture

in Suggestions

Posted by: Galrond.5972

Galrond.5972

Now I can understand that you skip something that is just really FUBAR

Personally, trash with that much amount is really FUBAR. Reduce their HP by 75% and we can talk about wasting time on mobs that drop nothing valuable. (Don’t say T6 mats, you farm that faster in any 80 zone.)

Duo advice

in Elementalist

Posted by: Galrond.5972

Galrond.5972

Any kind of tanky support.

I would say glass canon thief, because D/D is already tanky support. Also knockdowns out of stealth would be quite nasty.

Keep them busy/knocked down while the thief bursts them.

Problem vs ranged enemies

in Elementalist

Posted by: Galrond.5972

Galrond.5972

I’m speaking of mesmers and rangers. All their ranged attacks (GS, shortbow) always! hit if you don’t dodge. Rangers simply spam me to death with shortbow autoattack.

If I use a ranged weapon (staff, scepter) I can’t hit them.
If I use D/D they simply dodge and kite the kitten out of me. (not all but enough to feel uncomfortable)

Any tipps/solutions? Ranged weapons are actually pretty strong if you don’t play elemenalist and have guaranteed hits.

(edited by Galrond.5972)

What in WvW is really fair?

in WvW

Posted by: Galrond.5972

Galrond.5972

3. Rangers are underwhelming in wvw.

Only vs range Warriors and Mesmer (but who isn’t)

All other ranged attacks can easily be avoided while spaming shortbow autoattack and meeles have to charge into tons of traps and can be kited/dodged.

Not liking Elementalist lack of survivability

in Elementalist

Posted by: Galrond.5972

Galrond.5972

Elementalist = godlike

If you enjoy being forced into D/D, yes.

If you want to use any other weapon, not even in your dreams.

Build feedback

in Elementalist

Posted by: Galrond.5972

Galrond.5972

I like Daggers and Scepter.

Try 30/10/0/10/20, with runes that increase boon/might duration.
Arcane wave, Arcane power and a defensive utility. (maybe switch the 10 points from water)

Ring of fire, Dragon’s tooth, Phoenix, Arcane wave, then either fire grab or get into earth for earthquake and churning earth.

~13 stacks of might for your team and about 25 stacks of might for yourself. You are a walking blast finisher and might bot. Dps is also great if the enemies don’t move too much.

The more combo fields you have in your group the better.

(edited by Galrond.5972)

Anet's Elementalist Philosophy

in Elementalist

Posted by: Galrond.5972

Galrond.5972

Elementalist just lacks a vialable range dps weapon.

Scepter is also too slow to hit enemies and you still have to use a dagger in the offhand. Welcome back to meele again.

What we want for Staff and Scepter

in Elementalist

Posted by: Galrond.5972

Galrond.5972

With your changes we would have kitten op staff eles running around all over the place.

I know that everything at once would be OP and it won’t happen, but if you bargain you always start from a better/unrealistic position. :P

The main points are: Shatterstone is crap and everything is too slow. (Evading attacks just by walking sideways, you don’t even have to dodge them) Therefore everything hits faster or hits a bigger area.

What we want for Staff and Scepter

in Elementalist

Posted by: Galrond.5972

Galrond.5972

Zepter:
Phoenix now moves faster.
Dragon’s tooth impact time reduced by 50%
Flamestrike now has a burst component./Flamestrike has now a splash effect and burns up to 4 additional enemies around the target (Choose one)

Shatterstone delay reduced to 1 second.
Shatterstone causes chilled in addition to vulnerability.
Shatterstone damage increased.

Dust devil now blinds all enemies in his path.

All AoE scepter skills are now 25% bigger.

Staff:
All projectiles now move faster. (You can evade them by walking sideways at the moment.)

Lava tomb now inflicts burning to enemies, which stand in it.
Meteor shower cast time reduced by 50%
Flame burst cooldown reduced to 8 seconds.

Ice spike impact time reduced by 50%
Water blast now inflicts chilled instead of healing allies.

Eruption explosion time reduced by 50%

Lightning surge cast time reduced by 50%
Gust gets replaced by something usefull… Never hits if the enemy isn’t charging straight in your face.

Focus:
No idea,but fire and water need a complete remake.

(edited by Galrond.5972)

A fix to make conjures viable and other buffs

in Elementalist

Posted by: Galrond.5972

Galrond.5972

Scrap the axe. Remove all conjure spells and add the following:

Glyph of elemental armory
180 CD
90 Duration
Eliteskill

Activates Weapon swap for 90 seconds with all elemental weapons as second set, according to the attunement. No charges.

Nerf Ele Downed 2 in WvW sieges

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Galrond.5972

is mabye a bit overpowered.

Running away is now overpowered. Lol’ed hard.

The Problems with Ele: Bit of a Rant, Really

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Posted by: Galrond.5972

Galrond.5972

For the elementalist there are weapons which favour team gameplay (i.e. DE and WvW) and solo (PvE and PvP).

And that’s D/D except for siege and dungeonbosses that are impossible to meele.

D/D provides higher damage, is easier (possible) to hit moving tagets, has better CC and better support with an aurabuild.

I don’t say Elementalists are bad, but staff, focus and scepter have to be completely changed to have another use than “I can’t reach it with my daggers”.

(edited by Galrond.5972)

More finisher

in Elementalist

Posted by: Galrond.5972

Galrond.5972

Since we lost most of our finisher with the EA nerf and stacking might as D/D is now hard/impossible, I ask you:
What’s the point of the combo field system, if we have an extremely limited amout of finisher?

D/D:
Magnetic grasp (not in the tooltip, probably gets “fixed”)
Churning earth
Earthquake

S/F:
Comet
Phoenix
Dragon’s tooth (bugged)

Staff:
Erruption
Stoning
Shockwave

Why isn’t ice spike, shatter stone, dust devil, GoS (Sandstorm), flame burst, frozen burst, fire grab or burning speed a finisher?
Each of them would qualify as one. Buring speed also was a leap and explosion finisher in the begining.

Some other classes have this “problem” too, but none of them rely so hard on combos to be effective as the elementalist.

Third hit on Hammer 1 for warriors sould also be a blast finisher and could motivate some warriors to use the hammer in dungeons to stack might instead of spaming GS2.

Do you think we should get more finisher as elementalists, especially D/D (no water field), to compensate for the EA nerf?

(edited by Galrond.5972)

Elementalists either rock or suck.

in Elementalist

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Galrond.5972

Either RTL/grasp hits and I have a good start, or I die horribly because they stack conditions while I sit in the stationary ball of lightning…

bunker builds deserve to be nerfed

in Elementalist

Posted by: Galrond.5972

Galrond.5972

How much coordination did you have with your partner?

Bunkerbuilds are meant to survive a certain time against 2 players that simply spam their skills. There also are worse bunker classes than elementalists, that even deal damage.

People starting to complain about D/D?

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Posted by: Galrond.5972

Galrond.5972

However, I been seeing lots of complaints about how tough it is to kill and that we last too long to fight 1v2s and 1v3s and whatnot.

Since putting all points in defensive traits should not have the benefit of lasting long in the battle…

What will happen if they ever fight a warrior with shield/mace/hammer combo + traits? (Doesn’t exist since GS No2 spam rules)

Moving Forward with Elementalist Balance

in Elementalist

Posted by: Galrond.5972

Galrond.5972

While the attunement swapping definitely needs some love, changing the final trait line to support combos would not only make those extremely powerful, but it’d just kitten on any dagger or scepter users, since neither produce any fields at all, only finishers.

The active attunement could provide bonus power/cond.dmg/vit… Additional points in arcana would improve the bonus.

Or it increases power/vit/… depending on the attunement and the number of points in arcana (1-30% more power in fire attunement)

The problem of the elementalist:

in Elementalist

Posted by: Galrond.5972

Galrond.5972

personally i could easily solo 10-20 mobs on my warrior at around lvl 60+- but if i tried this with my ele back then at that lvl and same gear set i would have gotten destroyed

Get the staff out, place some slowes and bomb them. The staff offers more than enough skills to slow and CC. And mobs arn’t smart enough to move out of red circles.

Scepter and mh-dagger skills need some work. Scepter – as a ranged weapon – forces you to stay close to the enemy to use your firefield for combos and if I think about daggers I imagine burstdmg and not conditions.

Ele as a healer in SPVP

in Elementalist

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Galrond.5972

You may want to have a look at this guide.
http://www.arenajunkies.com/news/530-gw2-competitive-build-overview-support-elementalist/

I personally run 10 Air, 30 Water, 30 Arcane.
I’ve seen a good amount of people enjoy the build and think it was pretty good.

The specc with 10 points in air would be my choice for Masspvp or instances to get the lower cooldown on elementals and Glyph of Storms.