Showing Posts For Jackial.2457:
Let’s say the next patch adds a playable turtle class that has one skill. A cannon that does 50k damage is mounted on its back. The only downside is that every other class can one-shot the turtle, and the turtle moves at turtle speed. Now, if we do a dps comparison, then are we having the right conversation?
tldr – Look! I can make hand puppets!
Yeah we are because the only place where dps is worth calculating is PvE and in such mode no player will attack the turtle.
Oh but wait i’m not even doing a dps comparison … !
Now can we get to comparing skills or people want to keep asking whether I take class hp, amor dyes and hair style into account ?
hp, armor, DYES and HAIR STYLE? Seriously, man?
If you really want to compare skills ONLY, then you are not discussing balancing, you are just talking about SKILLS
Let me give a picture to you, when you is a SWAT, would you go in to action with:
1- a MP5 subMG or
2- a MP5 subMG + a kevlar vest ?
Yes the only reason I still playing Elementalist is I like their skill visuals and play style.
Frankly speaking, I simply have love to elementalist.
You just picked the best skill in D/D Eles(LightningWhip) Among the other 19 skills.
Try yo compare VaporBlade, Impale
Also, since you are comparing to Warrior,
did you ever,ever consider about the 8000hp and 2000armor differences???
Since I realize Devs rarely visit professions’ thread, I’ll cont anyway
Be aware that this discussion is based on PvP/WvW
Reason for Fire Grab (same as many other skills) to have shorter CD:
1. It is a purely DPS with no extra effects
It is interesting that most of the DPS skills of other professions have a relatively short CD, and they are no worst than Fire Grab
e.g.(I played all these):
-Warriors’ burst skills(Eviscerate,KillShot,Earthershaker), dont argue with adrenline, 8s is more than enough to fill the bar in battle. Also FinalThrust & Arcing Arrow.
-Mesmers’ Mind Wrack, again 11~15 sec is plenty for making 3 clones
-Thiefs’ BackStab, NO CDs and thief can easily stealth if properly built
2. It has low reliability, its hard to hit
If you actually use Ele and FireGrab, you know it is hard to aim, objectively hard
It has a weird hitting box and it almost only hit enemy in the front
So, with such a low reliability combined with the excessive 45sec CD, it is extremely punishing to miss a FireGrab in a fight.
This is sometimes why GC Eles is so vunlnerable in dualing.
With 45sec CD, in a dual or even a team fight, there is only 1 chance to use FireGrab
For Fire Grab, imo, 30sec CD would be much reasonable
In general, there is one huge shortcoming in Eles not sure devs is aware of.
Eles basically have no 2nd mechanic, their uniqueness is the 4 weapon skills bar.
But some of the weapon skills are just not catching up with other professions’ skills, in terms of either/both the effect or CD.
e.g.:
-IceShard: 180(0.54) in 3/4s
VS DualShot(War): 212(0.66) in 3/4s
-Stone Shard: 3stacks of 6s bleed in 1.9s
VS ScepterAuto(Necro): 2stacks bleed and 1stacks poison of 4s in 1.5s
-Gale: 2s KD no dmg on 50s CD
VS MagicBullet(Mes): 2s stun-2s daze- 5s blind with dmg on 25s CD
-Geyser: Heals for 808(0.75) with 120 radius on 20s CD (Water field though)
VS Orb of Light Detonated: Heals for 788(0.6) with 240 radius and dmg on 12s CD
Hope you can see the catch, and I am sure I can find more if I got the time
So, with the 4 bars of imperfect weapon skills, Eles may be only 50% stronger than the other professions with only the weapon skills taken into account. But with the profession mechanism, Eles are a bit inferior to the others
(edited by Jackial.2457)
[Elementalist]
Churning Earth: Remove the self rooting because its cast time is slow and obvious
Fire Shield: Change it so it still gives 1 stack of might on hit, but removes a boon from the attacker
Gale: Reduce the cooldown to 35s
Lightning Flash: Make it a Leap Finisher
Arcane Blast: Make it Pierce and transfer a condition
Cleansing Fire: Reduce the cooldown to 35s
Mist Form: Make conditions not tick down in this form
Conjures: Make autoattacks not count towards charges
Conjure Earth Shield: Make it break stun for creator and whoever picks the 2nd shield
Fortify: Remove the rooting effect
Conjure Lightning Hammer: Make it create a static field around the 2nd hammer
Serrated Stones: Bleed a foe when they critically hit you
Diamond Skin: 50 toughness for each stack of might
Flame Barrier: 45% chance for all attacks in all attunements
One with Fire: Transfer a condition when flame barrier triggers, there are no traits for condition removal outside of water/arcana which pigeonholes elementalists
Signet of Fire: Change the active to 2s of quickness
Persisting Flames: Make your Fire Fields give 1s of stability every second
Glyph of Elemental Power: Make the next five attacks apply a condition for their attunement instead of rng, change cripple to bleed
Glyph of Lesser Elementals: Make them pull a condition from you when summoned and every 25s
Glyph of Storms: Make it give projectile reflection for 1s
Deep Freeze: Remove the self rooting effect
If its true, it is AMAZING
Removing all the rooting? Hell yeah
Fire shield? Hell yeah
Conjures normal attack? Hell yeah
2 secs of Quickness for Eles? Hell yeah
Persisting Flame+ signet build = perma stability? Hell yeah
(edited by Jackial.2457)
I will still play.
PvE and WvW
NOT PvP until the kittening next patch
Is not the Eles being OP, is you being UP.
Necros is almost a counter-profession to Eles atm.
Let me make this simple, if there is buffing list, elementalist is definitely at #1 atm.
Also I am always a bit confused of what people meant by balancing, since some people are bring aspects from PVE.
BUT, balancing is ALL ABOUT PvP (maybe also WvW). If the devs are making buffs, they should mainly, seriouly mainly focus on PvP. No one cares about balancing in PvE.
At this point, I am really worried about how the devs think about balancing. If they thought PvP and PvE balancing can be done simultaneously, then PvP mode in this game is DONE.
I am not sure if adding a pull would be too OP, but churning earth is definitely NOT OK.
Too many people are say elementalist has very high skill damage, so OP, blah blah blah. But they totally ignore the fact that too many skills of Ele is so unreliable, namely churning earth, ice spike, erruption, dragon tooth.
I played every classes, none of their skills are like Ele which have ridiculously long preparation time. And some of the class has skills that is similarily powerful but MUCH easier to hit. For example, arcing shot of warrior (non-cri can deals 2500), those marks of necros, grenades of engis, etc.
Meanwhile, all Eles hard hitting skills is hard to hit, most of the other skills that have higher chances to hit, does kitten damages.
Not just churning earth, the way many skills of Ele behaves is just not right
(edited by Jackial.2457)
AFKers are still a problem with scaling. Dead players too. IMHO that is a fundemental problem that needs fixing. The overflow problems encourage players to linger, which curses the next event.
You can’t really blame people for wanting to stay as it’s very hard to get into local servers. So the solution has to be to make their Akitteng not affect the event. This can of course be done, since there are AFK counters already in place.
Yeah, and I would regard these problems as my problem #3. They are mostly the same.
So, I got nothing on this problem :P
Firstly, although I failed on Tequatl for 3 times, but I still think this new Tequatl is Fun and Challenging. Anet is acutally doing good job on bring new exciting stuff
But, theres few issues on Tequatl that make it harder than it suppose
1. Setting 15 mins timer is too harsh
Yes, 15 mins timer maybe too harsh, but I am not against it.
Also, many servers has already beaten Tequatl as example.
But, to take care of causal player and unpopulated servers
I think 15 mins timer can stay. But, for every time Tequatl event failed,
the subsequent Tequatl event have 5 mins more time limit (ie. 20mins).
This will ascend to the maximum of 30 mins timer
But the timer will reset to 15 mins upon Tequatl’s death
2. AFKers on the turrents
Simple but serious problem.
My solution is also simple, if player didnt use the turrent for 10 secs, they automatically leave the turrent.
3. Open world boss raid with no control on players’ quality
I got no idea on this one
(edited by Jackial.2457)
The not having dedicated healer thing is actually everyone can be healer
Its just Eles and Guards are the pro among the professions
http://gw2skills.net/editor/?fEAQJArYhEmIblxzgjDAhHHQQBCFWARRxM5A-TsAg0CnIQShkDJDSSksINg4AxkAA
I suppose ur asking for COF speed farm build
Fresh n Hot build after the patch,
This build give you 12-15 stacks might for 20 sec like every 30 sec
and nearily perma fury , for your whole team!
arcane skills give u good DPS and cri dmg boost
Reminder:
-This spec is extremely squishly and it may need practice for newbie like you
-Please be familiar with the fire combo of S/D ele
Don’t know if any one have brought it out before,
1. More stacks in pvp lockers, ie: gears, ingredients…
2. Rune & Sigil pages, Trait pages
3. 6-in-1 rune (alt. for rune pages), rather than putting runes one by one, it replaces 6 runes at one time
In PvP, after this patch, I switch my bunker ele to an arcane full buster ele and I am loving it. Plus the little buff on arcane shield, my ele just became an atomic bomb in team fight.
I did notice the “flesh air” seem not to have 5 CD, it maybe a bug, or maybe the refresh is based on time interval not CDs. But this trait definitely adds more fun, skills and power to a full GC ele.
Also, I dont think it is a Scepter only trait, I am running D/D and it is jut fine. But I did think that it is a GC only trait.
Agree on LF, 40 CD ,BAD, 900 range, BAD
no need to buff them both but at least one of them…
Disagree on Heals, 3 heals of ele are good
Ether renew, heavy heal, heavy remove cond
Signet, Constant heals for healing builds
Glyph, Standard heal with various boon choice
