Stun/chill/daze does the trick. Seems like thief will get plenty of those.
Mesmers have one gun too many to choose from. Leave those to warriors, engineers and thieves.
Hopefully Anet isn’t silly enough to give them rifles.
What he said. Some firewalls block the coherentUI.exe file. Make it a trusted application and it should work.
I solved the problem, sorry for the inconvenience.
For people with this problem (with Comodo firewall likely), put CoherentUI.EXE as a trusted application and things should be solved.
I’m out, bye!
Hi, when I try to access the TP, I get this message “net::err_NAME_RESOLUTION_FAILED”.
Any way to solve that problem?
Thanks in advance.
I have net::err_NAME_RESOLUTION_FAILED. How is it fixed?
I havent played in a few months but as far as i read in the patch notes the only ele buffs were to SoR and cleansing water (which were just a revert of a nerf), and some small buffs to d/d eles like to burning speed, all of which have nothing to do with staff eles except cleansign water making bunker eles more supportive.
Has anything else really changed that i missed or is this just a big troll post.
They buffed celestial amulet and strength runes which every d/d ele is using. If you’re not actually playing you should probably not comment.
This thread is about the profession, not the amulets and runes which benefit all professions. If you can’t seperate those matters you probably shouldn’t comment.
The title of the thread states that the profession is the focus, not objects you equip your character with.
… OP could be trolling, but it’s more likely deep frustration because he can’t swat elementalists easily with a necromancer anymore. He tends to go on big nerf rants easily. Sometimes justified, other times not. This is just blatant whining though.
Definitely not op. D/D is the most used weapon set and by far the most easy to predict. Saying that ele is the new tank is just rediculous. I’d say warriors and engineers are quite a bit stronger currently, not so sure about other professions, but in the end it depends on what profession you’re playing when facing x.
But for a necromancer like OP, I can see the frustration of having conditions removed often and not having burning anymore. In the end, it’s about frustration most likely. It would be more appropriate to say “Necros need love”.
I’d say spear is the way to go. A javelin seems odd as it is a thrown weapon. Might as well give them shuriken or a boomerang.
Spectator mode is alright, but I agree that something needs to happen. You basically fight one round, then have to find a different server because it becomes underpopulated.
Yah, they have a bit too much mobility. The statement that fear, petrification, chill etc. affects it means nothing at all and is not usable as an argument. The strength runes were nerfed, yet it had a counter. Boon removal.
And Necromancers should have lots of boons and mobility, and Thieves need to tank!
Seriously though, its designed for them to be weak to conditions.
QFE.
If they receive buffs in the condi removal department, you should handicap them elsewhere, perhaps remove damage and CC options drastically to make up for it. Can’t have it all you know.
P.S. I can’t stress enough how annoying OP’s way of writing is. Must.. keep.. insults.. back.
(edited by Malcastus.6240)
This post makes no sense. Radical?
Through months of research I finally got a hold of evidence, showing us that Anet has decided upon the new elder dragon appearance and are currently working on its grand design.
http://fc06.deviantart.net/fs47/f/2009/175/2/c/violet_redisign___ugly_O_o_by_AlatDragon.jpg
Elder dragon thoughts
Please let the new elder dragon be a challenge to fight and exciting by all means. Zhaitan was a disappointment to be frank.
A “dungeon”/instanced fight would be great, particularly if it would work like story mode/Mad King instance except for guildies, or if preferring random groups, joining random queues. Having the option to battle an elder dragon as a guild would be incredible and epic. Having to fight/puzzle your way there would be great for build-up atmosphere, rather than straight out attacking the dragon (it would likely have henchmen/henchdragons/stonehenges).
Just my two cents.
Legendary armor would be silly and wrong to implement. Please don’t! New legendary weapons would be fine, since the staff sucks.
I’m not into zerg fests. Zergs will likely happen on 5 vs. 5’s, if the server is populated long enough. In the past the pirate/underwater map inspired zerg behaviour due to its design, but I digress.
Only having a mild chance of joining a server in weekends is not really an attractive alternative, admittedly.
Before, you could easily find a server to test builds on, or have simple fun with focus on your oppponent/s while keeping an eye on the points. There wasn’t far between encouters and gasp, it was even fun.
People who didn’t enjoy it had 5 vs. 5 hotjoin servers for a more realistic testing of ones abilities, although it didn’t have the seriousness of a soloQ (yes, it sounds strange).
Currently I spend most time searching for servers to join. People have the winner joining mentality still and that won’t change, so more often than not there are fights of 5 vs. 4 and down to 3 vs. 2. It can escalate rather quickly to the point where a once 12/20 populated server becomes completely abandoned. That is one of the major problems I have witnessed and results in constantly joining games and slow loading screens, where in the past you could stick to one server for a long time.
Lowly populated servers don’t allow for many encounters and grow dull in no time, resulting in server swaps and an endless rotation. People are not interested in looking for servers constantly, as it results in frustration over the lack of playtime. Of course you could join soloQ or TPvP even, but are people really interested in having someone on their team who is about to test builds and work on their profession?
There is a vast difference between a 7 vs. 6 match and 3 vs. 2. One will likely last and be fun, the other not.
Why did you remove the old 8 vs. 8 format, which already had 5 vs. 5 servers that were used? I don’t think that by any stretch it would harm SPvP to bring back 8 vs. 8. On the contrary.
Would allowing 8 vs. 8 to return not also have potential to draw people in that use soloQ and TPvP for dailies and goals that aren’t particularly winning?
I just know that 8 vs. 8 was chaotic fun. I used soloQ for slightly serious fights, although the frustration over 5 vs. 4’s often grew too annoying too fast. TPvP can now be won (rather often) even if you team up with just one other person. What happened?
Why did you remove 8 vs. 8? Can you say that you reached a certain goal by only allowing 5 vs. 5, when suddenly a different reward system is in place that nullifies any result numbers normally would give? I say bring it back. Have 5 vs. 5 and 8 vs. 8 co-exist again.
Elitists that only think their way of playing the game is prevalent are advised not to respond to this thread with nonsensical and unconstructive replies.
(edited by Malcastus.6240)
Well, supposedly (uuuh, rumors) Arenanet involved a certain group (can’t remember who) who specialize in making profits in free to play games, such as the gem purchased items for cash in GW2. Whether or not it worked, I don’t know.
I’d pay for an expansion that included new pvp game modes, new weapons, new profession, new and much harder dungeons (10-man) and new explorable parts of the world, including an elder dragon or two. The dragon bosses (Jormag (not claw), Primordus etc.) should be accessible via a dungeon/instance, so it doesn’t require you to fight overflow (you still get on overflow at Tequatl) and don’t require 90 skilled people that agree to follow your lead. A nice 10-man dungeon, where you need to fight your way to the top and face the tough bugger. Available on severeal difficulties, so beginners don’t complain.
I digress. A few balance changes once a while would be good. If not only to improve very lackluster utilities (ele signets for instance), builds, weapons etc..
The auto attack is incredibly annoying if you value skilled play. The sticky effect simply won’t let you disengage from your enemy when needed and it becomes a death trap. Perhaps they made it so that auto attacks would be easy for new players and you didn’t need to position yourself. Who knows. All I know that it is a burden to use, although the damage is good. It feels much like the auto attacks of the ever-clunky Earth Shield of the elementalist. “Once you AA, you won’t get away”.
Hornet Strike should be instant or 1/4 cast time. You don’t need an elaborate animation for an evade. The evade itself will let people know that a leap is potentially coming their way.
I seriously doubt Anet will improve the mechanics of it, however.
Birdmaster melee PvP – 0/2/6/6/0
**********************
http://gw2skills.net/editor/?fNAQNAR8YjUq0xaJLusQ1aALhqdDEAjKrm1d0+A38JX4QrA-TJBBABAcRA24JAUWZgB3fAA
Very fun and surprisingly effective build. While you may want to swap for a long range weapon if feeling frustrated in certain fights, there should be quite a few gap closers on low CD for you to utilize without a bow.
Otherwise it’s your job to pin people down with cripple and immobilize for your two birds and you to get an advantage. If the opponent has no means of escape, you can pop quickness to dish out a lot of damage in short time. It’s about creating and seizing those opportunities to be most effective.
When your parrot is summoned, make good use of it.
The build also has good access to fury, protection and condition removal, including Bark Skin for that extra bit of survival.
Give it a go.
PvP – Great support, survivability and damage in one
****
http://gw2skills.net/editor/?fVAQNAR5dl0ApRoNDxVI8DNR8QVdAkAPK2TxW0FXtDA-TJxHwADuIAa2fAwTAoYZAA
A very enjoyable build. If you keep the symbols up, you will do plenty of damage and healing simultaneously. Keeping burning up is the key. Good support build with AoE potential, especially on PvP capture points where you can keep dps up with symbols, retaliation and burning. Weapons are up to you, but preferrably keep the greatsword for the dps. Hammer would allow you to grant your team mates plenty of protection and retaliation as well.
Edit: The build has changed for the better.
(edited by Malcastus.6240)
I’m glad numerous posters also have an issue with the hard countering rock paper scissors existing.
I feel like action combat and rock paper scissors should be mutually exclusive as it undermines the fun factor in action combat.
I agree. However one should have different strengths and weaknesses, in order to make each profession unique in some way. You’re bound to fight someone that brings a gun to a knife fight, but you shouldn’t be guaranteed to lose to that person, only be at a disadvantage if not utilizing your strengths properly.
i like how literally this entire thread is a bunch of pvp heroes and theres like zero pve balance discussion
You could be the first?
In your opinion, what should the strengths and weaknesses of each profession be? What’s your profession’s kryptonite?
Elementalist:
- Strength: High damage attacks and versatility.
- Weakness: Frailty (.. to burst damage, as they are now).
“What they lack in physical toughness, they make up in versatility and the ability to inflict massive damage in a single attack” – Arenanet.
Engineer:
- Strength: Diversity with gadgets and crowd control.
- Weakness: Low mobility (no Rocket Boots, little access to Swiftness etc.).
Guardian:
- Strength: Support and self/team survivability.
- Weakness: Boon reliant, weak to chill and poison.
Mesmer:
- Strength: Interrupts, clones damage and boon removal (boon removal trait that injures opponents?).
- Weakness: Poor condition removal.
Necromancer:
- Strength: Condition damage and high health (DS).
- Weakness: Easy to interrupt (due to channeling skills).
Ranger:
- Strength: Ranged damage, traps and mobility.
- Weakness: Poor melee damage (within 300 units).
Thief:
- Strength: Single target damage and self/group invisibility.
- Weakness: Frailty (..to burst, but mainly condition damage).
Warrior:
- Strength: Tough, strong/fast melee attacks.
- Weakness: Poor long range attacks and limited gap closers/mobility.
Ele’s current kryptonite is burst damage and chill.
(edited by Malcastus.6240)
I think most of you misread his question.
Staff auto attacks work just fine. It’s just sad you spec for burst and have to use staff auto attack for long range attacks, when it often is the only valid means of attacking an enemy, as the marks don’t trigger on everything.
Many traits are build around LB, which you can’t put to good use.
Hopefully they’ll do something about it.
Have you also experienced that Life Blast works very poorly in the PvE world? I am mainly thinking of world bosses now. Taidha, Maw etc. it doesn’t register unless I am standing very close to the bosses. It might get a hit or three but then seizes to work.
What are your observations on this matter?
What a horribly annoying way to write. I agree that we need new game modes very soon.
Steal or remove stability, then daze/stun it.
Ok, after playing a bit – not enough to make a clear objective statement perhaps – I can see no tendencies whatsoever that people are learning the basics of point capture in 5 vs. 5. Complaining about hotjoin in general in the past, people had the vague idea that an 8 vs. 8 fight would overpopulate a 5 vs. 5 server as it was built to be, inspiring zerk-like behaviour. However, this is not necessarily the case. On many occasions I see people avoiding capture points to hunt down people, because that is the simple fun of hotjoin. I observe people roaming in large groups of three or four (which is large in 5 vs. 5).
While I can add to these observations in the future, given more hotjoin time, I doubt the tendencies will stop. People are rarely fixed upon anything beyond the thrill of the kill and vengeance. While a good chunk grab points, they are definitely not protecting them, unless being high ranked (mostly) and seeing the benefit of achieving those extra track points for winning.
I doubt there is any solid reasoning for 5 vs. 5 doing more for the pvp community than 8 vs. 8 was. People who chose hotjoin, are essentially not in it for the collaboration between people to achieve victory, anymore than they are in it for personal entertainment. If people are more dedicated than the hotjoin level, they will pick soloQ or TPvP.
I agree they should bring back 8 vs. 8. There was also 5 vs. 5 back then for people to enjoy, if they felt like 8 vs. 8 wasn’t their cup of tea. Why even remove them when you had both?
Hotjoin has lost its fun factor after they removed 8 vs. 8.
So what would Maul hit for without using the signets?
A troll! I’ll bite!
I had a similar build, except going 6 water instead of arcane, GoEH, GoEP, GoE, Lightning Flash, and Armor of Earth.
It was before the big pvp patch, so I used Valkyrie’s and celestial runes. It worked rather well.
Your troll build could have been made far worse, but then the trolling would be more obvious.
You talk to them before the next fight starts that you’ll be join red, or blue. Granted it won’t be easy, at all, if you’re more than three people joining a 5 vs. 5.
I like your ideas. The new server with the only option of 5 vs. 5 I feel are much worse than the old and sorely missed 8 vs. 8.
Most of the time I see 4 vs. 3, or worse as dank described. People will then also swap servers instead of waiting, leaving it nigh empty. It’s not fun to play a hotjoin map where all you do is run back and forth capping points, barely fighting anyone. I look for servers more than I play (or so it feels).
The point being that there needs to be measures taken so people will join without evaluating their winning chances before the game starts, and revert the decision to remove 8 vs. 8 for no explainable reason (by Anet). Even an 7 vs. 6 could be won AND you got to fight people doing so. There is a big difference in fighting 4 vs. 3 and 8 vs. 7, the latter still yielded more entertainment.
Sorry dank, but I have to add a “Anet, please make some of your numerous servers 8 vs. 8 again. We miss it. We had 8 vs. 8 and 5 vs. 5 before and it was loads more fun”.
The brown bear and owl I find to be very responsive. Could be because of the ½ second activation time.
So, apparently strength runes won’t affect Jungle Stalkers Mighty Roar ability.. and the regen duration from Fern Hound was incorrect. GW2skills isn’t very reliable it seems. Back to the drawing board. :/
Alright, thanks. I usually use the wolf and was researching alternatives to spirit builds. The Fern Hound would do a 3500 AoE burst heal with 4000 regen to all allies over 18 seconds. In combination with Troll Unguent you would heal 1160 hp every second for ten seconds in dire situations.
The wolf howl is good, but very easily dodged, evaded, nullified. People generally don’t bother too much with attacking pets, unless they’re spirits, which means that they will likely ignore the Fern Hound howl as they know it to only produce regen, so it will most likely succeed very often. My point is the wolf howl can be dodged, cured og simply ignored with stability, the fern gully regenerate howl not. I suppose it depends on the situation. In bigger skirmishes people are less inclined to notice a wolf howling than in a 2 vs. 2 or 1 vs. 1 situation.
Ahoy!
Since I haven’t had the chance to try it out and being slightly impatient, could someone enlighten me about the Fern Hound heal?
It grants regeneration, but the sheet states it grants burst healing as well. Does it affect you, people in a radius, or the hound only?
I was planning to try this build out for PvP.
http://gw2skills.net/editor?fNAQNAsfVjEq0xaNLusQ1aAOhqVA8eF20W2dDkBrcGP9gMJ-TJxHwADOFAa2fAwTAoYZAA
The idea was to try out pets that grant long lasting buffs, giving my team mates might, healing and other goodies. A Red Moa would be the alternative.
Comments on the GM trait Invigorating Bond and your experiences with it would be welcome, as I haven’t dabbled in ranger stuff for a while and am curious how well it works.
Nah, it’s fine. If something had to be changed, I’d suggest the 4 piece bonus go from 5 to 20 secs CD. I find the 4 piece bonuses a bit too much. Removing one of the two would be fine as well.
I see no harm in adding an option to have the visuals removed in PvE only.
I see. Butin combination with other life steal abilities it still isn’t of use? I mean, you could use Leeching sigl and Runes of Vampirism for better results. Would it still be futile?
How well does Parasitic Contagion work with 6 blood magic Vampiric Rituals or Unholy Martyr? I haven’t had the chance to fully investigate it yet, but perhaps some of you have.
The idea is to redesing Dark Path’s mechanics. Make it similar as mesmers Blink or elementalists Lightning Flash(ofc with increased cd and other fixes). To make it nontarget and give us one more escape ability. Is it good idea or imba, your opinion?
Too strong. A 15s 900 range targeted teleport with an unblockable few bleed stacks and chill is crazy (note that elementalists with an actual utility skill have double the CD on a skill that does nothing but teleport).
It just needs to be more reliable on running targets.
LIghtning Flash deals a decent chunk of damage on top, if used aggressively. As a berserker you can do around 3k damage against squishy targets in SPvP.
Not only does it give an edge to certain classes, but I’m just as annoyed about the portal entry to the cannon not working properly.
I was working on a slightly similar idea once, where the master trait Elemental Attunement became a passive, but still different.
Sadly all the stuff I wrote I thought wouldn’t be useful to anyone, but another “how about this?” post, being forgotten, as Anet likely isn’t going in a new direction, especially now that the ele isn’t nigh useless as it was pre-patch.
At least I can agree that 30 arcane shouldn’t be as necessary in builds, as it currently is.
Your build look fine. Nothing wrong with Spell Slinger as it grants you more might, which will boost all your damage sources, and has good synergy with celestial. If not using it, I’d recommend Stone Splinters.
However, you might want to swap Mist Form for Cleansing Fire, as you’ll need more condi clear. You can see how you fare against condi builds. If you’re more often than not taken down due to condis, you can swap.
A few combos for D/D include..
1: Magnetic Grasp (immobilize part only)/Updraft works too.
2: Burning Speed.
3: Fire Grab.
1: Burning Speed.
2: Lightning Flash (mid Burning Speed to make it hit).
3: Ring of Fire (if your opponent lined up for a Fire Grab, otherwise Fire Grab).
Most often you’ll have Burning Speed and Ring of Fire ready simultaneously, as they share a 15 sec CD. They’re probably the most used D/D combo because of that.
Sigil of Generosity sounds like a fine option.