Showing Posts For International.7980:
Wewt, now I’m down to 1 file after 1 day and 40 gb downloaded.
20 gb downloaded and climbing. This is ridiculous…
I use it for the extra kick since that skill is just so amazing.
I for one agree with the OP from the war post. War healing is entirely overpowered and it, rather than ele healing deserves to be nerfed
btw mods closed the original post
Anybody here use D/F? I really don’t see that combo anywhere.
I find it ironic that you mention survivability is more about skill than equipment but you struggle to hit anything with staff powers. The trick to it isn’t to target where the enemy presently is. It’s to target where they are going to be. It’s even easier when you’re kiting because you can drag them into the aoe reticule. Water 4 also helps as it applies chill instantly and can be comboed with projectiles for even more. As for fire 5, you use it on crowds, massive targets or stationary structures. You never use it on high mobility targets. That would be like using a cannonball to swat a fly.
I think what Byron was referring to was Staff as a damage prospect alone. Staff as a whole does the least amount of damage compared to the other ele weapons by far. Fire is much stronger and much more capable of providing might in the other weapons due to increase in blast finishers or faster blast finishers in the other weapons.
Staff fire 1, 2 and 3 are subpar single target damage, and the rest of the elements are even worse. As you mentioned, staff fire 5 as inaccurate as it is, it can’t do single target damage. This is the main flaw, as staff fire 5 is supposed to be the staff ele’s main source of damage. Other builds d/d, s/f, and s/d can reliably do devastating single and aoe damage (which could also be supplemented by conjures). Staff is a great support weapon, but terrible for a damage dealing unless when constrained to fighting at extreme range.
As for the OP, a good ele should be capable of wielding all 4 weapons and be able to switch to them whenever required. Use staff for general utility, daggers for close up damage, scepter for ranged damage, and focus for group defense (especially when facing ranged opponents).
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Dunno, I always thought he got burnt to a crisp in the end. Never really found out what happened to him though. But considering how every woman in Cantha seemed to want him, being forced to get married seems like a really cruel fate.
Yep, married to a crazy
Definately Mhenlo…poor guy ended up in a fate worse than death…
What focus? Ooh, u mean my trebuchet blocker!
I was in WvW last night and fought a ranger and two other thieves. It was too much for me to handle so I SF and retreated. I broke LOS from the ranger and thieves and was a good distance from them. Then out of no kittening where, this kittening wolve was on my kitten with the owner no where to be seen….wtf.
I lol’d. Here’s a link to the original topic on the thief forum: https://forum-en.gw2archive.eu/forum/professions/thief/Pet-chasing-me-to-the-end-of-the-world/first#post1544564
Glad to see pets doing something useful now against those thieves.
It’s kinda hard to get if you aren’t really explaining it. Either base damage exists as a pure form or base damage is function of weapon damage multiplied by a skill coefficient. Obviously base damage in pure form has to exist in some cases like the arcane utility skills (which has no relation to weapons).
For example: In DC Universe Online, damage was a function of:
(Weapon Damage * Skill Coefficient) + (Dependent Stat * Skill Stat Scaling) = Skill Damage
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All skills in GW2 have a sort of base power that scales with level and the defining attribute (healing power, power, condition dmg).
If scaling was all equal, certain skills would be alot more powerful, especially all the dagger 1 skills. If everything had equal base power, the reverse would happen. Burst skills would be exponentially stronger than autos.
The use of of both in conjunction allows devs to easily keep skills aligned across levels and builds. It’s really a math thing and I hate math. Anyway, the formula is something like this:
(Base Damage * Power Scaling * Level Scaling * Might * Enemy Vulnerability)/((Enemy Armor + Armor Buff) * Armor Scaling * Protection) = Damage Dealt
well, my estimations are based on 1900 power which is a pretty decent amount on it’s own.
as you can see, the base damage on certain abilities, for 1900 power, is horrifyingly low… so that’s why I think it should be buffed.
That’s because scaling on said skills are terrible. If there is a large difference between 1,400 power and 1,900 power and still the damage is horrible, then you blame base power. But if that were really the case, then bunker d/d builds wouldn’t even make a dent in anyone’s health bar.
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Here’s the best advice I can give you. Buy a staff to compliment ur daggers. There will be times when you will need to swap from d/d to staff to support your group or fight a boss that has a giant circle of death around him.
Too many eles fail because they cannot adapt to a situation.
D/D Lightning 1 never lands anyway…it needs better range before dmg. RTL, lightning touch, and Fire 1 need more power scaling, not base power; otherwise, bunker builds are getting buffed on it.
I’m complaining because I’m a solely a WvW player, and as it stands at the moment, a d/d is the most feared class in WvW, and if they’re not being offensive, eles are massively useful in defensive terms as well with Swirling Winds protecting siege equipment.
Swirling Winds is a x/f ele weapon. They cant use it when using d/d.
I’m complaining, because in WvW, in zerg fights which are MOST of the fights in WvW, having an AoE knockdown (which absolutely NONE of the above skills match the description of) is one of the most powerful rules you can use to turn the tide of battle. A single d/d ele (a light armor wearing class), can ride the lightning into 5 people, knock them ALL down (massive DPS loss for 2 seconds), and the mist form out while his team does whatever they want to those 5 people. And this character has 2 separate skills to do this, both on shorter cooldowns than the warrior’s ONE skill.
Earthshaker. 600 range jump, aoe 1-2s stun, and 10s cd. Ur right in that it doesnt match that ONE skill. It far EXCEEDS it. Similar thing with staggering blow, only weaker. Best part is that u can use both this and stomp for extra the kd pwnage.
Also you don’t seem to understand my point, by equipping any weapon that has specialises in CC ability, such as the hammer for example, you effectively have to completely change your playstyle because I’m then left with other skills that are useless with a DPS build for example. Whereas a d/d ele, can play any type of build they desire, direct DPS, conditions, bunker build and they can do all of that while having d/d equipped and still havet he 2 knockdowns. As a warrior, we have 2 weaponsets to use, so 12 weapon skills at one time including the bursts (the majority of which are useless except for hammer and axe and rifle to some extent). If I have to change to an offhand mace just to get a knockdown, then I loose out on blocking ability on my shield, or a loose out on whirling axes. The d/d elementalist 20 skills to use at any time, having an off-hand dagger gives 2 full knockdowns, and and because of the fact that there are 4 weapon sets (attunements) to cycle through, you don’t completely loose out on having other effective skills for your playstyle.
Dunno bout that, hammer does pretty much what air and earth do. Knockdown and aoe dmg. If your issue is with water and fire, ur beef is definately with a different aspect of d/d eles.
Doesn’t being able to run into a crowd of people, and knock them all down sound like something a juggernaut should be able to do, someone like a WARRIOR for example? Rather than a fragile elementalist who uses light armor, should it not be the heavy armor class that could do such a thing?
True to an extent. Maybe get Anet to swap jugg elite for the useless ele tornado. Eles cant use it anyway and it would be far better on a war.
The majority of those above skills aren’t even multi-target and do not compare to a full knockdown from stomp, so there is no point in comparing cooldowns. Wow, rifle, I can knockback ONE person every 15 seconds, that’s not going to change battles in WvW.
See earthshaker again.
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We need the cooldown on stomp reduced MASSIVELY to match the fact that a d/d has 2 knockdowns, both of which are on shorter cooldowns than stomp and neither takes up a utility slot (no, equipping a mace does not count because it means you can’t do anything else with your offhand, and the knockdown is only in a straight line)
Ok…to put this knockdown matter to rest, here are the war weapon skills that produce a sort of knockdown effect:
Rifle:
-Rifle Butt – 1/4s cast, 15 sec cd (knockback)
Hammer:
-Earthshaker – 3/4s cast, 10 sec cd (1-2s aoe ranged stun)
-Staggering Blow – 3/4s cast, 20 sec cd (knockback)
-Backbreaker – 1s cast, 30 sec cd (2s knockdown)
Mace (Main-hand)
-Skullcrack – instant cast, 10 sec cd (1-2 stun)
Mace (Off-hand)
-Tremor – 1/2s cast, 25 sec cd (2s ranged aoe kd)
Shield (Off-hand)
-Shield Bash – 1/2s cast, 25 sec cd (1s stun)
So why are u comparing stomp to ele kd skills when 4/9 of ur land weapon options have a similar sort of knockdown effect that mostly recharges twice as fast as d/d kds? I get that stomp has a ridiculous cooldown, but comparing your utility skills to weapon skills is just stupid. Research utility skills with the same effect instead, then come back and complain.
Note: Compared to Updraft, Stomp has a larger radius , a larger blowout (x2.5), and a blast effect. It is by far superior as an offensive ability.
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Of course, this isn’t Guild Wars, this is Guild Wars 2, so some things are going to be different.
One thing is the same though. Warriors still stink at pvp outside of large groups.
20/10/10/30/0 for auramancer support
or
x/x/x/x/30 for evasive arcana combo field popper
Ur choice on what you value more.
Not just air though; the other attunement skills benefit more off the air traits than their own for damage. For example, water skills will have the ability to deal vulnerability with crits (especially skill #1 which hits 3 times). As for survivability, use the arcane traits to get vigor on crits so u can pretty much spam dodge with evasive arcana. Use fire trait 10 to get that trait that gives u burn chance on crits.
S/F is only really useful as dps when specced in lightning. Try 10/30/0/0/30 and focus on crit burst damage.
Also simply put, u cannot mainly spec into water and earth and expect to do decent damage.
Edit: Also remove those 7-8 signets for some arcane skills or more cantrips.
If ur going for S/F, u’d be better off traiting 10/30/0/0/30. S/F has good synergy (on crit effects) with crits, and since most weapon skill 1 attacks hit multiple times, u’d likely get multiple benefits.
I wanted mine with wings
They got buffed in almost every area but only had one nerf….what are u talking about? EVERY single ele build that either involves 30 evasive arcana, auras, arcane vigor or offhand dagger got nerfed today. If u jumped ele for opedness, u jumped the wrong ship.
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Seconded, and I’d especially love it if after Trahearne gets locked in zombie fort, Forgal goes: Trahearne? TRAHEAAAAAARNE !!!!! <cues gameover music>
Just remove the bar swap and keep the kb it causes and u got a fixed skill.
Congratilations with once more Elem buff.
What is more overpowered class in the game now? Elem or Guard – not sure…
Definitely Engineers. Those turrets…way too powerful.
I agree with op except i rather suggest upping the power scaling on this skill (that way only dps builds would receive the real benefit). All dps dagger builds are getting nerfed hard because of the nerf. At least make it a more bursty skill for them.
Guardians are beyond trash at ranged, but other than that, they got way too much utility.
Thief beats any build that is not gimmicked, forcing all these lame bunker builds to pop up (both them and these bunker builds deserve to be nerfed into the ground).
Warrior requires like 0 skill to be good at dungeons. I heard other classes could do better, but it takes a lot of work.
I’d say ur more or less rite.
“we are not going to kneejerk nerf professions…” *looks at D/D ele nerfs….
Balance….yes……reduce ele attack in PvE and boost warriors…this is balance…
P.S: added in the patchlist.
Warriors got hit PRETTY hard actually. The food nerf made all those unfair builds unviable where a warrior could spin right into a huge zerg while actually OUTHEALING the zergs damage.
PvE <=====
Warriors and guardians now are basically the only viable builds….more than before.They also tried to force players to get BAD thief players in PvE with spykits nerfs…
Just because oits quite clear what is happening.
Nerf everything is not Warrior/guardian/thiefDo not touch them despite they are clearly way more than OP each in his area of the game…..
This is why we can say this game has the worse balance team i ever seen in a game.
Waiting to link GW2lfg pages next week….when people will have realized.
I dunno bout that. Seems like stealth doesn’t drop aggro anymore. So thieves got the massive nerf hammer when it came to boss fights. Rather it seems like we should be seeing less of them.
Well on the upside, thieves have been completely destroyed in dungeons since their stealth doesnt drop aggro anymore. Also mobs now chase thieves as they destealth in PVE. Funny, because thieves were already bad in PVE. Seems like devs are doing the exact opposite of what they intended. Nerf thieves in WvW, not PVE pls
The Officially Unofficial Manifesto to the Elementalist's Past, Present, and Future
in Elementalist
Posted by: International.7980
“Elementalists are single-faceted spellcasters that channel arcane and water into their dual daggers. What they lack in damage, they make up in condition removal and the ability to run away very fast every 20 seconds”
Fixed the description for ya.
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“Food items that give special bonuses upon a critical hit now have an internal cooldown before they can produce the special bonus again.”
I realize this thread is also on the warrior forum, but this pretty much is a crippling blow to crit eles (especially staff aoe eles) as well who use this for survivability and extra damage. Discuss.
That renewing stamina thing isn’t gonna hurt as much as this:
https://forum-en.gw2archive.eu/forum/professions/warrior/Food-Healing-Nerfed/first
Goodbye glass crit ele.
Am I the only one in Philippines using globe that has issues?
No you are not….whats up with Anet…can’t they do something do we really have to change ISP to play the game again?
No…changing ur ISP wouldn’t do a thing to help fix this. These problems seem to be related to their server.
Couldn’t agree more. But, please remove the duplicate post.
There is a similar thread in the Game Bugs section:
https://forum-en.gw2archive.eu/forum/support/bugs/Constant-lag-and-inconvenient-Disconnects
Thank you for the details, everyone!
We believe we’ve identified the root cause behind this, and the good news is that it’s not related to your hardware, ISP, or account. Unfortunately, we’ve also determined that this is going to be an ongoing project on our end, so we don’t have an estimate on when it will be completely fixed.
Thank you in advance for your patience and understanding.
Thanks, at least we now know that they acknowledge it is a problem on their side. Wish they would have posted that on this forum though.
Ehhh….he’s too boring of a protagonist. Nothing points out that he’d make a more interesting antagonist. Best just to kill him off or have him written off in any other way.
If you have this problem please post on my thread https://forum-en.gw2archive.eu/forum/support/tech/Error-7-11-3-189-101-at-server-peak-times/first#post1471772 to help it gain traction. I would really like ANET to see that this problem has nothing to do with NCSoft or our ISPs, and finally do something to fix it.
If you have this problem please post on my thread https://forum-en.gw2archive.eu/forum/support/tech/Error-7-11-3-189-101-at-server-peak-times/first#post1471772 to help it gain traction. I would really like ANET to see that this problem has nothing to do with NCSoft or our ISPs, and finally do something to fix it.
Ground targeting would be nice so I could easily get that 3 might stacks off the combo field in both pvp and pve.
Either 6, Signet of Restoration, the Water Adept, Soothing Mist, or the Water Master, Healing Ripple. All three of these are pretty strong heals.
Error 7:11:3:189:101 at server peak times
in Account & Technical Support
Posted by: International.7980
Hi all, I’ve been getting the error code on loading screens for a very long time now. As my playing times generally fall under 9 PM – 12 AM UTC, generally ANET servers are busy and as a result, my connection gets dropped a lot. I e-mailed tech support and after a series of ping tests (both under good and bad game conditions), I found that during both good and bad times, the ping plotter results were identical. I emailed the results to tech support got the following reply:
Thank you for getting back to us on this issue. Unfortunately this is not something we can do as we are NCSoft Technical Support and not Arenanet. The drops and issues in your connection are happening within the route to and/or from our servers. This is not something we have any control over so it is not something we can assist with.
Please do not hesitate to contact us should you have any additional issues, questions or concerns.
Therefore, I am posting here to inform ANET to please address the problem where connections (especially those in South East Asia) are dropped at peak server hours, as both the ISPs and NCSoft are powerless to address this problem. Since this board is lit with ANET logos on the devs, I supposed this is the right place to get a response from ANET. A lot of people experience this problem so please fix this so everyone can play the game!
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All you guys are using European servers rite? Most of the people in my country (Thailand) play on US servers and I don’t see them complaining. I kinda wish I could guest on US servers to confirm if there is a difference.
it’s back in Thailand True too. btw, do you find the problem worse if ur in groups? sometimes, the problem subsides when my group eventually kicks me.
and 20 days of no dev response to this problem and counting
Agreed, there are way too many useless skills out there. Anyways, the real sad thing is that elementalists can do the melee job better than war with d/d while the wars can do a better job at ranged with rifles.
I’m here to post that I managed to solve my code 7 problem.
I did it by running DNS benchmark (specifically, Google’s namebench) and setting my DNS accordingly.
Prior to doing this, I get code 7 basically anytime. At most 2 minutes of game time before everything is unresponsive. Tried everything from -repair to constant ping to prevent modem idle, but nothing works. Now, my code 7 error is completely gone.
I don’t have any problem with downloads or with DotA 2 before (without this DNS settings), so I thought it’s on the server’s end. Turns out it’s on my ISP.
You folks may want to try. It certainly works for me.
Did not fix my problem; but like the other guy, my internet did get a bit faster. Anyways, thanks dude, ur solution has been more constructive than all the useless fingerpointing Anet’s tech support been spouting out.
I think a lot of guardians would actually take a swap with Line of warding for Unsteady Ground. It’d give us a viable escape option on the staff, and the eles can deal with that self rooting clunky road block thing that doesn’t block anyone with half a brain.
You know guardians would lose a combo field if they made that swap. Though it doesn’t say so in the tool tip, Line of Warding is a light field that could offer retaliation and remove conditions. Any Ele would go for that trade as the staff ele’s only combo finishers lie in the earth attunement.