Showing Highly Rated Posts By Gokil.2543:

Ready Up: 4/24 - Specializations AMA

in Guild Wars 2 Discussion

Posted by: Gokil.2543

Gokil.2543

With stats and traits being decoupled, what will happen to boon duration? Will there be a new (slightly more viable way) of gearing for boon duration?

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Competitive Ruling: Car Crashed and Vermillion

in PvP

Posted by: Gokil.2543

Gokil.2543

This would be sad if it wasn’t also hilarious.

Taken from reddit:

[–]manny2494 St Platano.9271
How does ANet find out that another person was using one of the team member’s accounts?

[–]Joshua_Davis Grouch
I can’t get into the specifics, unfortunately.
That said, planning a scheme such as this entirely through in-game chat is generally not advised.

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Explicit Warrior Balance Suggestions

in Profession Balance

Posted by: Gokil.2543

Gokil.2543

Mod deleted my posting, cause I should post something more “concise” and not so “derailing” cough … ok, so here again in concise, when my postign was clearly not derailing, it was about the topic, but I guess this was meant, because that other thread was all about Healign Signet only, so here an own thread for what I’ve posted now in concise :

- Slow Warriors Down, reduce their ranges of Rush/Leap Skills or make their Cooldowns longer, they absolutely should be able to outrun everybody, especially not Thieves in much lighter medium Leather Armors, while they are packed full of heavy Metal Armors. Just makes common sense!

- Reduce Hundred Blade Damage or link its current Power to a Grand Master Trait needed to equip, so that Warriors have to lose something different for such insane Damage via Great Swords as a Counter Balance.

- Add to their Adrenaline System a new Condition of Exhaustion that temporarely disables Warriors to receive new adrenaline, after using an Adrenaline Skills, therefore can become Adrenalien SKills slightly more powerful/impactful. Exhaustion can be removed by Condition Cleaners, but this means Warriors would have to waste their Condition Cleaner for getting quicker again new Adrenaline.

- Make their other Weapons more iunteresting, because currently 90% of all Warriors just run around with Great Swords only,because its the only real useful Weapon for them, that is also powerful due to its high insane DPS you can get with Hundred Blades, which is just out of reach for all thre other Weapons which can’t even get to half of the DPS, that you can get with Hundred Blades and that for cheap 8 seconds of colldown time, which makes this skill totally overpowered.
Hundred Blades should get moved to SKill Number 5 with like 20 seconds of Recharge Time and GS #2 should become a new Skill, like some kind of Thrust Attack with that you can hit multiple foes in a line and launch them back or like some kind of Jump Attack similar like the Guardians Leap of Faith, but just with a different effect and remove theirfore the Rush Skill and replace it with some kind of defensive Counter Attack Skill with that you can block an attack to counter it with some kind of Whirlwind Slash that could suck nearby foes in that could deal also a condition like bleedign or torment.

Why don’t you just delete the warrior while you’re at it o.O

I do not mean to offend you in any way, but the fact that you are still amazed by how ‘great’ of a skill hundred blades is, shows that you have a bit more to learn about this game. Warrior can come off as very impressive to new players due to the simplicity and ease of learning to play one effectively, however that’s also their Achilles tendon, as you more easily learn how to deal with them effectively in return.

These changes are completely unrealistic, and out of scope. Sorry

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Balance Goals for the Winter 2016 Update

in PvP

Posted by: Gokil.2543

Gokil.2543

I can’t tell you how long I’ve waited for this kind of communication.

Here goes:

- Elementalist: Glad to see diamond skin receiving attention. I think the main thing that needs attention is damage reduction stacking. Currently, damage reduction stacks additively, and elementalist is the most obvious abuser of that fact. With high uptime of protection (-40), frost aura (-10) and geomancer’s defense (-10), direct damage reduction is quite simply too high. Especially coupled with ele’s god-tier sustain. To clarify, additive stacking means the reductions add up (40+10+10) for a total of a whopping -60%, or 100% when a revenant uses or procs jalis elite.. With multiplicative stacking, these 3 sources would only add up to little over 50%, while also eliminating the silly 100% damage reduction thingy. It’s only logical that incoming damage modifiers work the same way outgoing damage modifiers do. Buffs to air grandmasters sound good, although 2 out of 3 are already excellent traits. I would suspect they intend to move bolt to the heart, so it can once again be taken in conjunction with fresh air. That would be a glorious change indeed. Let’s hope these QoL focus changes adress the pitiful fire attunement! Meanwhile scepter could use at least one decent autoattack.

- Engineer: Personally I think scrapper, herald and chronomancer (and to a lesser extent dragonhunter) all suffer from a similar problem. They have too much active defense on a too low cooldown. Between sneak gyro(!), hammer block and evade frames from rocket charge + whatever they get from utilities, surviving in marauder gear is so easy there’s really no reason to run any other amulet. Couple that with stability uptime, which prevents lockdown, and it’s all a bit overwhelming. A nerf to any of these, specifically to cooldown would go a long way I think. The damage is high, but that’s always been part of the engineer identity imo. It’s just that their traditional weakness to lockdown is now completely missing. Same thing as ele, when you have a class with high sustain, you have to be wary of giving it too much defense in any other shape, because that quickly compounds the problem.

- Guardian changes sound alright, though I’d argue for re-evaluating the stability on longbow knockback. I’ll be questioning many of the new stability sources in this write-up. Especially the uptime of this incredible boon. Perhaps spear of justice could do with a projectile velocity decrease. Pulls are incredibly strong, and it’d make sense to make it dodge-able with good reflexes, seeing as it’s already unblockable.

- Mesmer sounds good too, especially the notes on alacrity. Shield block nerfs+ well of precog changes were excellent changes. I’m not a big fan of the cooldown of continuum split being so much lower than that of time-warp and moa, making the latter rather irrelevant. Upping one or reducing the other could bring some variation to how continuum split is used, as it’s currently just copying elites 90% of the time.

- Necromancer: Those notes don’t really mean much as far as I can see. I’ve really no idea what to make of it. Once again, I’ll point out the abundance of stability on reaper, though it’s not as out of place as others. Slowing down the pulses of RS 3 a little would be nice, even if you leave the amount of stacks untouched. That’d give some room to boon-rip or stability shred plays.

- Ranger: The HoT pets are out of line imo. Especially the bristleback. There’s almost 0 variation in what pets are picked nowadays. Even the wolf, which reigned supreme before HoT can’t measure up.

- Revenant: The sheer uptime of evasion/blocks/… is too high. Glint heal, shield block x 2, unrelenting assault, riposting shadows, dodges, hammer 3,… It gets to the point where you can almost rotate through your defenses with little downtime. Other than that, I love the sound of those design decisions, further specialising legends leaving clearly defined weaknesses to compensate. Once more I’d like to point out the stab on dodge trait being super powerful. A duration cut perhaps?

- Thief: In my experience, thief autoattacks were never weak, which is why this note surprises me. Most of all I’d like to stress that thief is a very sensitive class to balance. Nerfing its main opposition in the same patch as giving it substantial buffs can and will likely lead to trouble. As Sindrener said, it’s more the other classes being out of line, than thief being lacking in any aspect. This might sound like a ‘chicken-or-the-egg’ argument, but it’s not. This same logic does not apply so extremely to other professions. Acro changes are very welcome

- Warrior: I’m not very comfortable giving much feedback on this one. Burnzerker needs looking at, but besides that, I think taking a look at how specifically the mobility changes hit warrior harder than any other profession by far. Their mobility got absolutely gutted in that patch. I’d agree it was out of line before, but I’d say they were hit too hard. Giving them back some of that good stuff will alleviate their worries much more than other changes of similar scope, since it allows them to pick and control their engagements more aptly.

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Ele PVE / WvW builds

in Elementalist

Posted by: Gokil.2543

Gokil.2543

Get a room already.

Seriously though continue this in PMs.

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D/D tempest roaming #7

in Elementalist

Posted by: Gokil.2543

Gokil.2543

It’s been a while! Shamelessly plugging myself once more, since there’s so few ele videos out there

Feedback welcome, music is kinda all over the place for example. If I could change anything at this point I’d try getting a few more solo clips too.

Enjoy!

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Removing cele = removing ele

in Elementalist

Posted by: Gokil.2543

Gokil.2543

Pretty dramatic title, but in all honesty it’s pretty true.

I’ll make it real simple, ele needs toughness, vitality and healing power to function properly in pvp. There’s no amulet that gives all three and has noticeable damage.

I get that it’s a very spectacular change, and a lot of negativity has been projected on the amulet as the ‘centerstone of any and all aids’, and I don’t even necessarily disagree with most of it.

But truth is, no cele, no ele.

Perhaps fresh air tempest will be good, which would be great fun, but any other spec can no longer exist this way.

I saw grouch talk about mender’s amulet as the new go-to ele amulet. Try going toe to toe with any relevant power spec on 1900 armor.

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Been gone so long and need help with a build

in Elementalist

Posted by: Gokil.2543

Gokil.2543

Yep, EA is terrible, and it is located high in a sub-par trait line

That’s so funny to read from a PvP/WvW perspective

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New/Improved Skills

in Elementalist

Posted by: Gokil.2543

Gokil.2543

The chill does damage idea could be an awesome addition. I think it has the most potential out of all the ideas I’ve seen put forth so far.

Maybe we can add some kind of dynamic to burning a chilled target or vice versa. Parallel to how in real life rapidly heating something cold/frozen can damage it severely, this effect is called thermal shock.

http://en.wikipedia.org/wiki/Thermal_shock

So either a trait that makes chill do damage, or a trait that makes having both burning and chill up on a target at the same time have a devastating side effect.

I think I’m gonna start a thread either here or on the balance forum discussing this idea.

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Ele does damage

in Elementalist

Posted by: Gokil.2543

Gokil.2543

Hey all,

I have returned with yet another instalment of ‘at least his music is good’. Turns out it’s pretty tough to make a video out of pvp highlights, so I kept it short. Also, these intros are getting out of hand…

Feedback more than welcome!

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December 10th Elementalist changes

in Elementalist

Posted by: Gokil.2543

Gokil.2543

I’ve already said how much i love this rework in the main thread, but i’d like to share some thoughts on the ele specific here.

What about switching the element-related effect of elemental attunement with the 5 points trait in fire,air,water and earth? This would make for a less ‘boon-spamming’ mindset, and make the element you traited feel more like an element you traited (‘your home-element, if you will’). A dimension currently completely missing in the game, except for the quite bland flat dmg/cd reduction traits.

And turn elemental attunement into a bundling of all these replaced traits. That way it will synergize with lingering attunements nicely and more obviously. Also more resemblance to arcana minor adept. Also, could you give an indication of what kind of changes are easier to do?

P.S.: You could do the same to the 25-traits in the elements, replace them by the element’s counterpart of arcana 25, but boost proc chance significantly. Now THAT would add some depth. 25 arcana needed a bit of work anyway, as 90 percent of people were completely unaware of its functionality because of its insignificance. One example of what you could turn 25 arcana into is the 25 water trait bountiful power(maybe double up again, since less boons). With proper balancing this could maybe create a 10/10/10/10/30 build for the ‘well-rounded’ elementalist. Also works well with arcana giving boon duration.

What the kitten I just cant stop writing, I’m done. I’m done. Tempest defense w… NO, I’m done.

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(edited by Gokil.2543)

The next meta D/D elementalist?

in Elementalist

Posted by: Gokil.2543

Gokil.2543

I enjoyed reading this!

The only thing that comes to my mind at the moment is that this greatly reduces the support ability of the d/d ele, which I find is its value added in teamfights. This is not crucial, but could imply that your build requires a change in the mindset for the ele: from support to kill maker.

I am a bit lower than you in the ranking but I’ll give this a try and let you know how I find it

Very true. Against a heavy condi team the support ability might benefit a team more than the kill potential of this build. If anything though, this build makes for interesting scenarios. It can seriously throw teams and players off completely and snowball games out of control. It remains to be seen if it can do so reliably enough.

I’m very curious to see if you can make it work! Remember it helps a lot to have a stealth opener on the mid point if you can manage to communicate it.

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[SPVP] S/F is where it needs to be

in Elementalist

Posted by: Gokil.2543

Gokil.2543

Its problem remains the same as always. While it looks, feels and plays as a pretty strong spec, it always lacks tactical value, impact on the match. Its good 1v1 matchups are moot since it can’t hold a node, its good spike damage suffers from the lack of mesmer/thief tier mobility, and its 2v2 to teamfight potential remains average.

None of what you say is wrong, but the winrate just isnt there. It doesnt have the ace up its sleeve like mesmer does portal, thief steal and mobility, warrior on node matchups and resilience to 2v1s.

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D/D tempest roaming #7

in Elementalist

Posted by: Gokil.2543

Gokil.2543

I’d gladly help you out, but I’m never quite sure what level to give advice on. So if I’m completely missing the mark, be sure to let me know.

Lightning whip (air 1) is actually an incredibly strong autoattack. At the most basic level, all you try to do is get from air attunement to air attunement using only the best skills from the other 3, so you can spam air 1 some more until you can rotate again.

Here’s a little ranking of skills in order of priority, that you want to use while you rotate through.

- Fire 3
- Fire 4
- Earth 2
- Water 3 (inside firefield)
- Earth 3
- Earth 4 (long cd, take your time to land it)
- Fire 5 (long cd, make sure target is burning)

All other skills tend to fill gaps or have only situational use. Mainly fire and water 2 will fill the longer gaps.

Larger fights are a lot more about ‘feeling’ where things are going. There’s thousands of hours of experience in getting a proper idea for when you can and when you can’t engage certain groups of professions, that’s pretty hard to explain in text. If you’re looking for easier to watch videos, I think mainly #5 fits that description.

If this stuff was too basic, let me know!

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I've Never UnderStood Why Ele is Popular.

in Elementalist

Posted by: Gokil.2543

Gokil.2543

For me it’s the combination of proactive and reactive plays.

There’s a constant tug-of-war between rotation and situation. As a beginner, you’re using skills randomly as you see the need, then you learn to do the leet rotations, and finally you end up appreciating reactive skill use again.

Personally I’m not a fan of the engi playstyle. If all your skills are available at all times, that’s a loss of depth rather than a gain in my humble opinion.

In short, you can get pretty far with rotational knowledge alone, but weaving the steps of the attunement dance according to the situation is the true joy of playing ele.

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Improving aura builds

in Elementalist

Posted by: Gokil.2543

Gokil.2543

I agree we need some aura related traits. Having to go 30 into a trait line without aura-boosting traits just to pick up powerful aura is very strange to me. Things like ‘auras last one additional second’, or ‘auras grant regeneration’.

The problem is that with the existence of powerful aura anet is very afraid to boost auras, since we could spread whatever defense it gives us to an entire party, so they have to find a way to make auras viable for solo play, without making them OP in group combat.

The thing I would love to see fixed the most is being able to share the fire aura from a fire leap combo. I hope to someday see that happen, since it’s technically an aura with a 10 second cooldown.

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Dragon's tooth

in Elementalist

Posted by: Gokil.2543

Gokil.2543

Use it for a 6 second cooldown blast finisher, to force a dodge by standing under it, to pressure downed people or people ressing or after an updraft/gale.

It’s not useless, but its not easy either. Not every skill can be as useful in PvP.

Although I do agree shatterstone needs some work. That skill is utterly useless

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Beating Fresh Air kittenter Mesmer?

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Posted by: Gokil.2543

Gokil.2543

Outranging with gs can often take half the hp before the fight properly starts.

Shatter skills recharge at low hp is game changing for double distortion.

Distort early and aggressively, save a cooldown so you can properly wait out obsidian flesh. You should be winning this matchup most of the time, though torch obviously plays quite a big role in that.

Leaving clones up can be a good way to bait dodges or cooldowns, since fresh air has a very hard time clearing them.

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Shatterstone

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Posted by: Gokil.2543

Gokil.2543

I wouldn’t even put shatterstone in bottom 5 of all scepter skills.

Don’t get me wrong, it makes for top quality memes, but it’s really not that bad anymore. You can no longer move out of it without dodging, and it’s decent damage.

If anything, phoenix feels very outdated since all the scepter buffs happened. Compared to say, JI true shot, precision strike equilibrium, steal pulm autos, it feels quite underwhelming.

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New balance approach: skill readjustment

in Profession Balance

Posted by: Gokil.2543

Gokil.2543

While this solution is very appealing to all of us experienced players on the forums, it’s not exactly a pure win-win. By making every skill harder to master, your pvp becomes less accessible. From an outside standpoint it always seems better to solve things ‘intelligently’, but in the long run, after countless skills and traits have been rebalanced to be more active, combat starts becoming less reactive. Which is the current strength of GW2 combat. The simplicity allows for a setting in which you can easily learn how to deal with other professions, whereas the more of these changes you implement, the more you need to know about the game and particularly what the meta builds are and what their weakness is.

What I’m trying to say is that your solution is fine for experienced players, but people who are just getting into the game will be less effective, and this gets worse the longer you keep up this approach. GW1 was an extreme example, where new players were mathematically ineffective unless they looked up what builds to run and mindlessly wrecked people until the meta shifted

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"Build Diversity"

in Elementalist

Posted by: Gokil.2543

Gokil.2543

*was enjoyable to play.

it was because it was a class with fluid and engaging animations and skills compared to the others. now its left behind even in that regard – not even talking about the kittenty dmg output in every field in regards of a pvp scenario, not even talking about the kittenty mobility nor base stats.

we are stuck with clunky and outdated weaponskills on all weapons good for a meta 3 years ago. and i bet most ele mains still feed of that timeperiod.

ele 2k17 unengaging, uninspiring, underwhelming and underperforming. u could probably build to counter nearly everything out there – leaving a big whole to get countered by nearly everything else – but how does a skillcap like that must feel for a new ele player.
that moment were someone told u he fell in love with ele gameplay is so long gone cause of all the mentioned reasons. stuck in repeat are the veterans of this profession. wouldnt even call it a profession anymore more of an obsessions based on overcoming struggle.

Too real.

We knew it from the instant they gave us tempest though. It’s simply not a specialization aimed at experienced and proficient elementalists, but rather at those who the dynamic nature of attunement swapping ele didn’t appeal to. Those who wanted the destructive-but-weighty feel of a traditional wizard archetype.

That would have been fine if they didn’t decide to leave the game in which base ele made any sense, behind.

To disguise this melancholy episode as an actually useful post for the sake of this thread: the frost aura from soothing ice needs to be removed, additive damage reduction removed, time for overload to become available reduced by one second, base attunement cooldown slightly increased. At that point the auramancer becomes less innately tanky, as it should be considering how unstoppable it makes its teammates. Personally I think the whole idea of having a full support build goes against what makes this game, and it’d be better off if it was scrapped entirely, but that’s a little radical.

You may wonder how any of this would lead to build diversity. I’m still of the opinion that nerfs are the only way to a game in which you can have ele in a healthy spot.

To end on a positive note, i genuinely believe we’ve gone about half the distance to such a game, coming from the trainwreck that was the game just after HoT release. The resurgence of a bit of dd ele gameplay is a testament to that. Still not there though.

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Nerfing DD ele intelligently

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Posted by: Gokil.2543

Gokil.2543

Alright, it seems I wasn’t very clear. I didn’t mean for all these changes to be pushed to live, was just throwing ideas out there.

That said, looks like the consensus is to nerf burning and cantrip might.

I don’t particularly dislike these ideas, and I do agree that fire as a single line investment gives a LOT of damage. Between two 10% modifiers, 150 power and might stacking, it pushes ele damage really high.

On the topic of nerfing burn as a whole though, I feel like ring of fire and purging flames are in a huge way responsible for how burning as a whole seems to come off overpowered. Most times, if not every time someone gets vocal about burning (along the lines of ‘wtf that’s broken’) it’s connected to ring/purging putting at least 6 burns on them, while they feel they’re doing fairly okay avoiding most recognizable sources of burning (torch throw, drake’s breath,…).

What I’m trying to say is, I believe these two skills and their quirky mechanics are in a large way responsible for how ridiculous burn comes across sometimes, and so nerfing them is way more important to me than nerfing every other skill that inflicts burning, but is more interesting in its functionality. It’s got to a point where competent necros intentionally stack burns on themselves to transfer them back for ridiculous burst.

(fwiw, I’ve managed to stack upwards of 60 burns on myself with a single ring. Ofcourse that’s extreme, but still.)

I agree taking a stack off cleansing fire wouldn’t hurt, although I kind of like the depth that using this skill for damage vs saving it for when you need it brings.

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Celestial & Ferocity = nerf?

in Profession Balance

Posted by: Gokil.2543

Gokil.2543

Honestly this is a shame. Elementalist has easy fury, high might generation and even some guaranteed crit utilities. In other words elementalist was the profession that could make the most use out of critical damage by far. If nothing is changed about the base stats of celestial, I probably won’t be taking it anymore.

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FGS 4 Missing Buff

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Posted by: Gokil.2543

Gokil.2543

If you’re not planning on buffing it after all, at least let us know.

I think most of us however think you’re just not aware (still).

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WvW Healer?

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Posted by: Gokil.2543

Gokil.2543

Is it possible to do a similar sort of build and go into dungeons as a healer? (I have never done a dungeon before so don’t know what to expect)

You could, but everyone would be quite mad at you for it.

There’s no need for this kind of support in dungeons, and you’ll be supporting more by killing the opponent quicker.

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Sword fire 2 skill

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Posted by: Gokil.2543

Gokil.2543

That ‘oh yeah’ feeling when you crit a dude for barely over 1k on a slow attack that locks your dodge bar and moves you forward slower than walking? Ho boy sign me up

Attachments:

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Glyph of elemental power broken (again)

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Posted by: Gokil.2543

Gokil.2543

I don’t know how they managed to do it, but GoEP is broken again. It’s a pretty amusing bug, I’d say test it out before it’s gone

http://imgur.com/a/MhzK2

It’s a little hard to explain, but basically the per-target cooldown of the glyph gets reset everytime another ele with GoEP hits the target. Put multiple eles together using something fast hitting like air scepter 1, and you get an obscene amount of burns.

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How is Power calculated?

in Players Helping Players

Posted by: Gokil.2543

Gokil.2543

You probably have a stat conversion of toughness or vitality to power somewhere.

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Mixed Queues are NOT good.

in PvP

Posted by: Gokil.2543

Gokil.2543

And there seems to be see-sawing in philosophy of where to take the game. Back to merging queues? Do we remember why the didn’t work in the first place?

When we had them together everyone hated being stacked (which is understandable) and wanted a solo queue. When we had solo queue everyone hated how it was random and the ladder meant practically nothing.

Now we have them together and everyone hates being stacked against (again, understandable.)

The solution isn’t to try the same thing no one liked, the solution is take care of the actual problem: being stacked against. I’m working on that. Looking at the data, the current implementation seems to be helping, but still has a quite ways to go. I have a few ideas I’m going to run by some people on Monday, and I’ll run a lot more simulations before bringing them into the server.

Another part of the problem is the perception players have, which is being fueled by a selection and confirmation biases, and was not helped by unranked and profession ratings starting at the default.

Just wanted to pop in and urge you to not let the ranting get to you. This whole ordeal is easily the most apparent case of confirmation bias I’ve ever seen.

I (and many others with me) thoroughly enjoy the more streamlined system, and have very high hopes on where the new algorithms will take the match quality once MMR settles down and what not.

Best of luck!

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Solve Ele Staff Issues With This ONE Trick!!

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Posted by: Gokil.2543

Gokil.2543

I don’t get this. Staff ele is already obnoxiously hard to kill. I’d agree with a few tweaks to air attunement maybe, but this is way out of scope.

A 1200 range 20 second cooldown teleport with AoE hard cc causewhythehellnot. Seriously?

The only thing staff ele lacks atm is the niche air attunement is supposed to fill. Respectable single target pressure.

Buff air 1 and/or 2 and/or 3 and we’ll be gold. Even outside 3v3+

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Celestial Elementalist in WvW

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Posted by: Gokil.2543

Gokil.2543

The consensus is full cele is bad. Using cele to get a solid baseline of stats is god.

Ele duels are heavily in favor of the ele with:

- a doom sigil if the opposition doesn’t have one
- the ele with the highest healing power since D/D duels take forever

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Elemental Transformation...

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Posted by: Gokil.2543

Gokil.2543

Elite skill:

Arcane attunement. Temporarily gives the user a supreme attunement to his current element

Air: Tether onto your target for 10 seconds (uses scepter air 1 animation), target is crippled and weakened for 1 second every second, you gain superspeed for 1 second and 5 might for 5 seconds every second the tether remains. Leash distance 1500, cast range 1200.
Water: You and 5 allies within 600 units radius gain 30 seconds of frost aura. Cures a condition on you and allies every second for 10 seconds. Initial heal per boon on you: 450
Earth: Knockdown adjacent targets every 3 seconds for 10 seconds. Grants immunity to critical hits for 10 seconds to you and 3 allies in 600 range.
Fire: Deals point-blank aoe damage each second (double to burning foes). Damage increases linearly per second during 10 seconds. Starting at 200 and ending at 2000.

kitten balance this would be awesome

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New/Improved Skills

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Posted by: Gokil.2543

Gokil.2543

I honestly don’t like the sound of the ‘mark of rodgort’ idea. Elementalist easily has the most access to burning out of all professions, and I hate the design of impale. Wouldn’t want to copy it even if it meant we became op.

Something very important to note when considering the condi ele, is that burning has absolutely awful condition damage scaling. At the moment this is the biggest issue when trying to build a condi ele.

Burning: 0.25*condition damage +328 damage per second.

That means 1312 condition damage to double burning damage.

Bleeding: 0.05*condition damage + 42.5 damage per second

That means 850 condition damage to double bleeding ticks.

Torment and poison have about the same scaling as bleeding, confusion is in between the two. So burning has 50 percent worse scaling than all other damaging conditions.

Since condi ele is primarily based on rapid applications of burning, he benefits very little from building condition damage, compared to the classic condition professions. Give us either torment in water attunement, poison anywhere or a bleed on crit trait. We don’t need more burning, we need cover conditions and moreover, we need properly scaling conditions. I think a bleed on crit trait would be the easiest way to go about this. If you base a condition build on burning alone, you will find that either that build is not viable, or it is viable but you would be better off just speccing into power, and taking the burning as an extra since it scales so poorly.

Torment on chill sounds interesting as well. What do you think? Make it a master or grandmaster trait. (perhaps grandmaster minor in earth). That would be quite unique, and fitting of the theme of elementalist based on burning and chill:
http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Elementalist
Or perhaps a trait like terror for necromancers, called Biting Cold for example, that makes chill do damage! Easier to balance, and it turns the elementalist into a ‘few conditions but hard hitting conditions’ as opposed to the other classes, which have more of a condispam feel to them.

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Did you know?

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Posted by: Gokil.2543

Gokil.2543

I figured I would post this here as well :-)

‘Did you know’ thread on reddit

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(Possible) New Elite: March 18th

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Posted by: Gokil.2543

Gokil.2543

Two things:

1- These elites have already been debunked as fake

2- This elite would be completely 100 percent broken and overpowered on elementalist, there’s a reason our profession doesn’t get quickness, and that is because we have long channels and telegraphed threats as our defining + crippling characteristic. I’m baffled by the indifference.

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WvW Roaming Build for 2-man with Shatterer?

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Posted by: Gokil.2543

Gokil.2543

D/D is by far the most effective small-scale roaming spec. S/x is horribly ineffective at dealing with multiple opponents, staff is the opposite, being unable to deal with single opponents.

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Interrupting Ether Renewal

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Posted by: Gokil.2543

Gokil.2543

Currently, whenever a skill gets interrupted, it goes on a 5 second cooldown. The only exception to that are skills that have an effect while channeling, such as churning earth, which cripples while it’s channeling and ether renewal, which pulses condition removal and heals as it is channeling.

Something that I have found very bothersome however, is that during the wind-up time of ether renewal (before the first pulse and after clicking the button), which is quite lengthy, the skill still goes on full recharge when you’re interrupted. This has led to quite a few lost duels because of people accidentally interrupting my heal.

I understand that getting interrupted is supposed to be the weakness this skill entails, but I find this punishment excessive. If you have experienced it for yourself, you’d know how anti-intuitive this feels. You’ll be getting CC’d a milisecond after casting and have no heal for 15 seconds.

Opinions? I would consider this a bug that needs fixing. Any interrupts before the first pulse, or at least during the first half of the windup, should not put the heal on full cooldown imo.

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Hardcore Thief goes Ele PvP video

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Posted by: Gokil.2543

Gokil.2543

I for one am supremely salty that people are rolling FotM Ele now that they’re strong again. I kinda wish we’d stayed how we were pre-patch where only decent players got the results new Ele players are getting now.

And that’s why we can’t have nice things… You have to realize how ridiculous you’re sounding.

I for one am glad elementalist is a viable pick now, and PvP actually has all professions in it again. There will always be something people can complain about.

Ele has pretty much always been viable though. Viable just means that it works reasonably well. Something can be generally considered bad or not meta while still being viable. Now, it’s just stupid easy to have good defense and good offense. Ele went from being good if you didn’t faceroll and played with a little intelligence to just being good. I consider the former to be a much nicer thing than the latter. Every profession and build in the game should at least strive to not be faceroll.
used it on an engi, took out about 40% of his hp then he got up and nearly killed you.

It seriously bothers me how fast people’s conceptions of certain things change. Feel like I need to put this down in hard text, pre-patch elementalist was NOT viable. That’s not a matter of opinion, just an observed fact derived from there not being any elementalists in tournaments, none high on either the sPvP ladder nor the tPvP ladder. What that doesn’t mean is it couldn’t do stuff, what it does mean is it was factually not worth picking ever. Don’t get me wrong, I still played it, did okay, but it was a handicap, and everyone was aware of it.

A few months later and everybody is reminiscing about ‘the old days’ where ele was ‘cool’. As I said, that bothers me quite a bit. For one that sentiment is not very mature at core, but more importantly it’s skewed as all hell.

Elementalist is more in line with other classes now. That means entry level players are not utterly useless with it anymore. It’s not by far the easiest or most effective build for a new player out there though.

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D/D elementalist roaming #5

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Posted by: Gokil.2543

Gokil.2543

Hey all,

Some D/D ele roaming is medically proven to alleviate tempest complaints.

Dare I say the quality is a tad better this time? A man can dream.

This one was hard work. Between the nonsense golem week and some awful matchups, it’s been hard to get footage. Hope you enjoy nonetheless!

All feedback more than welcome!

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(edited by Gokil.2543)

Anet answers on this forum....,

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Posted by: Gokil.2543

Gokil.2543

I just went through the first 5 pages of every profession forum.

Most of them don’t even have 1 red answer, some have 1 like us, and engi has 2.

You’re just complaining for the sake of complaining

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[PvP] The Elementalist Manifesto

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Posted by: Gokil.2543

Gokil.2543

I am the strongest Elementalist and I have NEVER lost a duel against another Elementlist.

k

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S/F fresh air roaming action

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Posted by: Gokil.2543

Gokil.2543

Hey all,

Even I get bored of D/D (and people hating on D/D) sometimes. That’s when I need some fresh air (HAHA SO FUNNY)

Trying with no chat cover and some slightly riskier music, let me know what you think!

Enjoy.

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Ele tool tip error

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Posted by: Gokil.2543

Gokil.2543

Imagine churning earth pulsed an immobilize instead of a cripple :o
Now that would be interesting. Maybe we wouldn’t need to flash for every single CE then, because people just waddle away.

I know.. I know. Op as hell but interesting nonetheless

An ele skill usable without using another skill to help it land? Inconceivable!

Well.. It would probably still need armor of earth to avoid being interrupted

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WvW D/D Secondary Sigil Choice

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Posted by: Gokil.2543

Gokil.2543

02066 with 2400-2600 armor, 1600-1900 hp, 2k power, 30-35% crit chance and ~500 healing power is the standard. Different setups to achieve this general spread, all of them work.

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s/tPvP R50+ ele rewarding?

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Posted by: Gokil.2543

Gokil.2543

D/D is really solid in tPvP right now, but you have to be able to see the big picture to get the full potential out of it. I’ll just name the most important things that many D/D eles tend to overlook.

- Team support (!): If you can share a water EA+ healing ripple + cleansing wave with an ally in jeopardy, that can be gamechanging. Protection from earth attunement is also often overlooked. Paying more attention to this is vital in skirmishes, since you will often get ignored while your allies get trained.

- Downed control: Miststomps and resses are extremely powerful. Don’t forget armor of earth either. You need to learn to be very aware of when allies or enemies go down. Ele is a potent resser. Don’t forget to swap to water for a quick heal when your ally gets up.

- Rotations: You’re somewhere between standard roaming specs and non-roamer specs in terms of mobility. With fgs you can become a true nuisance, decapping and outnumbering very quickly. If you’re dying a lot to warriors, necros and mesmers, this is what you should be paying attention to. Encounter corrupt necro or PU mesmer? GTFO and be useful elsewhere. Quick on your feet, you must be.

- Proper targeting: not as sticky as a thief, but you should still try to target hard-to-hit, hardhitting targets that your warriors cant manage to reach. (mesmers, thieves)

- Bunkering. Help out your fellow guardian or homepoint defender by swapping contestation with him if you can afford to.

Could go on for a while here. Point is D/D ele can do it all. If you don’t do it all however, you should play something that can do the specific thing you’re doing better.

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Nerfing DD ele intelligently

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Posted by: Gokil.2543

Gokil.2543

This thread is based on the premise that DD ele will receive nerfs sooner rather than later. Please do not discuss if you think this is justified or not. The point of this thread is to propose some intelligent ways to nerf it, since there has been a history of far-fetched ways to nerf obvious problems from Anet’s side.

Numero uno:
Nerf ring of fire. This skill is the main source of burning, and consequently the main culprit when it comes to catching out players that are not fully aware of how ele works. This skill is not fun to use, since you completely rely on your opponent to not know/pay attention, and not fun to play against, since it’s counterintuitive for this one mediocre particle effect to apply more burning than an entire channel of drake’s breath for example.

This skill is way out of line, and I don’t understand the reason why they chose this one out of the entire ele skillset to buff so hard when the burning changes hit. Proposed change: Change burn stacks to 1 and/or add a 0.5s icd on getting burned by this skill.

Number 2:
Nerf cleanse on cantrips. This one might seem a bit far-fetched, but let me explain.

There used to be a lot of play to watching an eles attunements with regard to condi application. You’d time your condis (particularly chill), until after the ele left water, screw up his rotation and thus gain the upper hand by intelligent decision making. However ever since we got the new water line, the amount of cleanse ele has outside of water attunement is incredibly high, which has more or less led to this depth being lost. We’re talking cleansing fire+traited cleansing fire+armor+lightning flash for a total of 10 cleanses not tied to water. 1 more if you count regen+frost aura when critically hit.

Number 3:
Nerf shocking aura

This one is specifically aimed at WvW, where running -33% air cooldowns with lightning rod turns shocking aura into a monster. Especially since it goes on cooldown when used, not when it ends, which means shocking aura uptime when traited is nearly 25%. Same reasoning as with ring of fire, it’s not a lot of fun to have so much of your damage rely on your opponent making a mistake (in this case hitting you with shocking aura up)

Number 4:
Revert attunement cd reduction.

I would be sad to see it go, but I don’t think it was ever justified. Rotations are slightly awkward now, especially if not running an alacrity trait.

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Did you know? Elementalist (2)

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Posted by: Gokil.2543

Gokil.2543

Figured this is quite a relevant place to post this.

http://www.reddit.com/r/Guildwars2/comments/2vdc7z/did_you_know_elementalist_2/

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What makes Elementalists harder to play?

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Posted by: Gokil.2543

Gokil.2543

The double layer thing is probably the biggest one. You have cooldowns on top of cooldowns in the form of attunement recharges.

Besides that, it’s probably extra hard to play because it is a bit underpowered at the moment. If it had some minor buffs it wouldn’t be that much harder to play than other classes

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Burning Speed>Teleport

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Posted by: Gokil.2543

Gokil.2543

I’m pretty sure it has nothing to do with doing the combo ‘too fast’. It’s just a lag-induced problem called rubberbanding. Every profession struggles with it.

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Arcane variant? Scepter fresh air

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Posted by: Gokil.2543

Gokil.2543

Arcane variants implies using 1 or 2 arcane skills instead of cantrips.

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