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Stop saying ele is fine or just as good as...

in Elementalist

Posted by: Royal Assassin.7290

Royal Assassin.7290

As I see from any discussing about ele power, any idiot scrubs can claim anything without prove. Also, when push comes to shove, they almost always bring up “But Ele’s heal/support is godly.” Hint for those that dont already know, according to Anet, they claimed to remove heal role/class in GW2. In other word, if you find yourself in heal/support role, you are using a broken game/class concept. In fact, you should go to the game bugs section and post “wtf Anet, what’s happened to your claim?”

Anyway, here are my reasons why Ele is under power comparing to other professions by asking a few simple questions.

GW2 is divided into 3 different areas, spvp, pve, wvwvw.

In Pve:

Q: Can an ele play through the game and dungeons without any problems?
A: Yes (very simple enough.)

Q: Can an ele farm events or dungeons effectively compare to other professions?
A: NO. (to me, effective means fast and efficient.)

In WvWvW:

Q: Can an ele be effective in a zerg?
A: Absolutely.

Q: Can an ele 1vs1 if needed be?
A: Debatable. (too many variables to say yes or no)

In spvp (excluding heal/support build, reason above):

Q: Can an ele be effective in spvp?
A: Yes, if you have the skill.

Q: Can an ele 1vs1 with other professions?
A: Yes, if you have the skill.

Q: Can an ele 1vs1 with an equal skill level player from other professions?
A: No.

As you can see, Ele is subpar in 2 out 3 areas.

PS: another question you may ask is “Since you said Ele is under power, why are you still playing an Ele?” The answer is "I love mage class.

(edited by Royal Assassin.7290)

Patch tomorrow?

in Elementalist

Posted by: Royal Assassin.7290

Royal Assassin.7290

Also if you are in D/D and u need distance disengage, we have a lot of cap closers which can be used to escape combat. There is nothing wrong with picking your fights, that is part of being a good player.

^this.
Playing D/D and need distance? Unselect target, turn 180, ride the lightning. Viola, you’re at 1200 range…

If you are within 300 range from your opponent, you wont ride away, you will run into him instead.

The patch notes

in Elementalist

Posted by: Royal Assassin.7290

Royal Assassin.7290

It’s pretty upsetting to see our issues overlooked time and time again. I had so much hope for Anet when the game first launched. They relayed information quickly and got things fixed asap.

What do you expect? They are still clueless on how to fix the downed state skills. There are virtually no random variables that affect those skills (I’m aware of those trait skills. But REALLY?). There is only 1 skill needed fixing from each professions. Somehow, they still cant balance it. What confidence do you have in them to fix an entire profession?

(edited by Royal Assassin.7290)

cof explore serious exploit

in Bugs: Game, Forum, Website

Posted by: Royal Assassin.7290

Royal Assassin.7290

Cof explore, second path, magg. You can bypass the second chest quest and do the final boss first. After you claim the chest reward, you then wait for a minute or so to claim the second chest reward. Then you can claim the final chest reward once again.
Please fix this exploit as soon as possible.

What is the logic behind this skill?

in Elementalist

Posted by: Royal Assassin.7290

Royal Assassin.7290

This is actually one of the elementalist’s most reliable skills. One of only two hard cc that d/d has.

Seriously, are you serious? Are you sure you are playing a d/d?

Magnetic shield – cool down time 25 sec.

Magnetic grasp: cool down time 12sec (around 9 sec if you spec for it)
+2sec immobilize.

Ride the lightning: cool down time 15sec

What is the logic behind this skill?

in Elementalist

Posted by: Royal Assassin.7290

Royal Assassin.7290

I’ve used it in practice and I can tell you that it can come in super handy in boss fights and with tough groups of mobs in dungeons.

Boss fights? If you meant AC story, two lovers bosses, there is no point of discussing. If you know what you are doing, it is a walk in the park (maybe a little bit exaggerated but not by much) regardless of that skill. Furthermore, if you have either a warrior or guardian in your party, their pushing/pulling are much more effective.

As for “tough groups of mobs in dungeons” if it is true please post your build, many ele will thanks you for it. Or better yet post a video, really.

What is the logic behind this skill?

in Elementalist

Posted by: Royal Assassin.7290

Royal Assassin.7290

You’ve got to remember that not all Elementalists pick the 1200 range Staff.

And even then, there’s plenty of value in bunching up a group of enemies.

Like, I said, it’s not going to win you 1v1 and it’s not supposed to. However, it has tons of great uses in group fights.
Immunity is only that bad if you don’t have any allies around you who might be able to help you out by taking advantage of that 3 seconds. When there are allies around, it can be super useful.
AoE pull leads in nicely to the immunity and, yeah, it’s great for pulling people off nodes. And it’s only really a deathwish if you just stand there after using it. Or, again, if there are no allies around.

Of course, there are d/d users too. I’m also using it occasionally. However, what you both are saying sound so theoretical. It may sound better on paper, but in practice it’s completely useless.

What is the logic behind this skill?

in Elementalist

Posted by: Royal Assassin.7290

Royal Assassin.7290

- Immunity = Sitting duck for 3 sec.
- AoE pull? Do you really want that (especially in pvp)
- There are others more effective way for ele to cripple foes.

Also, I’m only focusing on magnetic shield.

What is the logic behind this skill?

in Elementalist

Posted by: Royal Assassin.7290

Royal Assassin.7290

But the shield isn’t completley useless in PvP. Again skill 5 is obviously good for team mates getting focused (it used to be amazing when it was 6 seconds). But skill 3 has it’s uses… When I was running with skill 3 I found it exceptionally useful for:

- Getting people off capture points
- Soft CC
- Finishing Move interupt
- Reviving Interupt
- General Disorientation
- Getting people off “ledges”

So it’s not completley useless if you think “what can I use this for” and actually think about it.

I cant comment much on the AC run as I havent do it yet. I’m assuming that you are talking about AC explorer mode. However, in other explorer dungeons, those creatures tend to run together. So bunching up is never an issue. I’d assume AC creatures behave the same.

As for:
- Getting people off capture points
- Getting people off “ledges”

It has a 600 range. Unless you are already standing off the capture points, “ledges” and pull them toward you. Also, capture points almost always means you clear all your enemies. So, it doesnt make any different if you pull them off for a few second.

- Soft CC?
You are an ele. You have no reason to stand next to a melee class. Unless they are your teammates or you are finishing them off.

- Reviving Interupt?
If your enemies start to revive their teammates, then battle is already finish or close to it. Either way you are already at an disadvantage.

- General Disorientation
This, I can agree to.

What is the logic behind this skill?

in Elementalist

Posted by: Royal Assassin.7290

Royal Assassin.7290

It’s probably meant to be a support skill.

It’s a little bit thin even if you say it’s for support. Other melee classes have their own methods of getting to their target and unleash their attacking combos. Also, these pulling and attack combos have a relatively same cool down time. So, having an extra pull doesnt make that much of a different.

What is the logic behind this skill?

in Elementalist

Posted by: Royal Assassin.7290

Royal Assassin.7290

I were looking and trying out conjure weapon skills today. One of the skill that stand out so much that leave me wondering what’s Anet thinking when they design this skill.

The skill is magnetic shield from conjure earth shield.
desc: Pull nearby foes to you with a magnetic force.
damage: 252
radius: 600 (Oh Yea! My armor can absolutely handle many enemies)
range: 600 (really? How close do you want your ele with your target?)

This skill contradicts with the elementalist class concept completely. The only situation I can think of for this skill is when you are farming in pve.

I can just imagine the following scenario in pvp. Mr. Newbie is excited, as he is just joining in his very first spvp. He notices that the game is already in progress. So, Mr. Newbie runs up to a capture point. He sees 2 of his teammates in a heated battle with Mr. Warrior, Mr. Guardian and Mr. Thief. The valiant Mr. Newbie decides to help. So, he activates magnetic shield to pull the dreaded enemies away from his teammates. After the skill activation, Mr. Warrior, Mr. Guardian and Mr. Thief say what the… And then, they see a shinny elementalist beside them. At the exactly same moment, they have the exact same thought, why dont we use the number one skill to pummel him. And thus, Mr. Newbie dies heroically. The End.

Reasons why Engineer is better at being an Ele than an Ele being an Ele

in Guild Wars 2 Discussion

Posted by: Royal Assassin.7290

Royal Assassin.7290

Of course, there are a whole set of skills for an engineer being an engineer. I’m only focus on those skills that will turn an engineer into an elementalist and be better at it.

From my understanding, the factors that make an ele are:

- Light armor class.

- 4 set of skills from 4 attunements with cool down in between switching.

- AoE/Range.

- 3 utility skills (you will see why I listed this too).

For the engineer to be a better ele:

+ Medium armor class.

+ Instead of being able to choose it utility skills, engineer can choose 3 out 4 attunements like skills set. Those skills are Grenade Kit, Bomb Kit, Flamethrower, Tool Kit. Also, there is no cool down time on the switching. The 4th set of skill comes from the weapon skill set itself.

+ If you look at those skills they provide quite a good range and dmg radius. Plus, the ease to apply wide ranging conditions compared to an ele is astonishing.

+ Each tool kit skills you choose provide an additional skill on your normal ele attunement skill bar. So, you get 3 utility skills from those kits. In addition, healing skill also give you 1 more utility like skill. In total, you get 4 utility skills instead of the normal 3.

What do you think?

Possible solution for skills balancing nightmare

in Players Helping Players

Posted by: Royal Assassin.7290

Royal Assassin.7290

First of all, I apologize for any grammar mistakes I make, English isnt my first or second language.

I were playing spvp today. I had noticed that I usually found myself in only 2 combats situation. The first situation is 1vs1 combat. The other is in a group combat (1vs2, 2,vs2 and ect). I read somewhere that said skills balancing do not base on 1vs1 situation. Therefore, after the skills are rebalanced, it sometimes renders some professions unplayable in the 1st situation. So, I were thinking, what if Anet makes the skills situation based. Such that, if it’s 1vs1, the skills will do a certain amount of damage output, and if it’s in a group, those same skills will do a different amount of damage. With this solution, players can enjoy playing any professions and styles they want. What do you think?

ps. I’m a pvp noob. So, my observation may be completely off the mark.