Showing Posts For Selix.5670:
I’m trying out a 15/30/0/0/25 build that revolves around real high crit (70%+ base) that applies lots and lots of conditions on crits, and then I use glyph of power and storms, gain boons on glyphs, and lyssa runes. Seems pretty good right now, just squishy.
Dodge the gap closers and immobilize them at range. Then they’re worthless.
After coming back for the first day since about 2 months ago, I can’t see that elementalist has changed much. My S/D burst build is still exactly the same as it was. Blatantly overpowered. Why were people QQing 2 months ago about eles being weak, and now, with almost nothing visibly changed that I can see, they’re borderline OP?
Seems like people just learned how to play.
Spec 30 into water. You just removed 1 by going into mist form, and another 2 by changing to water. You can remove another one by using your heal if you are taking damage. If it’s that much of a problem, bring cleansing, and you can remove every condition on you at once.
Hey, guess what. You get condition removal when you swap to water. Pop mist form, switch to water. Stun and immobilize are both gone. Problem solved? CRISIS AVERTED!!!! You can now go back to your hot joins and stop being bad. kthx.
I agree. Dodging and stunbreaking is too hard.
ANET please dumb down your game.Ignore Jumper tool. He’s plays a thief. Easily, the cheesiest class in this game. Any thief who kills another class, the points should be awarded to the downed player. It’s that easy for a thief.
Now, I agree with the OP. No class, No build should ever be able to kill any class under 2-3 seconds, especially while they are cc’d back to back to back.
It really pisses me off my “Master of Damage” class does far less damage vs. every other class in the game. An Ele can spec pure glass cannon and still do far worse with damage then any other classes’ glass cannon builds.
In general, the melee in this game is way out of hand. Most pick on the thief class, deserving so (they should just be removed from the game). But ALL melee in this game can rip up the damage charts. I don’t know why Anet thinks this burst damage is the key to a good pvp game. Apparently their plan is to not require the old fashioned way of playing, with skill.
I tell you right now, as many others have, there is no way in hell this game should ever even think about going Esport. Not gonna happen, or be worthy at all.
What world are you in Zatria? My ele certainly bursts much harder than my ranger, guardian, and mesmer – and still maintains more utility than the ranger or guardian. This whole (ele is bad) line of thinking and arguing needs to stop. The class is absolutely amazing, for bunkering, burst, and support.
Whine, whine, whine, whine…whine. The class…is….fine. Go play it some more.
God. So many of you are so kittening negative. ArenaNet gives you something and you kitten and moan for more. Go learn to play. The new down state changes have already saved me and allowed my team to rez me countless times. The fire grab cone expansion has allowed me to face kitten more people.
Thank you ArenaNet for the balancing. Now please go work on Ranger, because compared to ele, they’re way UP. Thanks.
May I point out that making the game seem balanced when average players are playing it and thus resulting in unbalance when top tier players are playing is not in fact balancing the game.
A rl example: 2 people are trying to kill each other, one with a knife and the other with a gun, both have never seen or used or heard of their chosen weapon before. In this fight the person with a knife stands a good chance of winning. This might make you think that a gun and knife are balanced or even that the knife is superior to a gun. In reality if you put those weapons in the hands of people who know how to use them the gun will prove its superiority.
That would depend on the range that we are talking about lol. You can cover 30 feet and stab someone before the average professional can shoot. The firearm is not always superior.
I still love SB and Sword/Warhorn in pvp. Still works great.
Are rangers in really as bad of shape as they're being made out to be?
in Ranger
Posted by: Selix.5670
Ranger is fine. Thieves can be a tough fight, but most classes are incredibly easy and boring. As for condition spec – triple trap is the best condition damage in the game.
It still works just fine. It also always had a cooldown. It’s dependent on pet swap (15s traited).
Ranger has one of the strongest down states >.>
Interrupt on 2, a second interrupt from a wolf howl, and a 3rd interrupt on a multitude of other pets. Granted you have to have both pets capable of being accessed, but its still great. If you are bleed spec then the 1 attack does great damage as well. It’s not a bad downed. Ele down tho…complete garbage.
Right now ele is….
1)best roamer
2)best assaulter
3)best supporterWho can’t recognize this simply need to …l2p
what evidence do you have to show this?
Lets take my Dagger/Dagger Roamer as an example:
- perma swiftness
- perma vigor (sometimes stacked up to 1-2 mins)
- perma fury
- perma regeneration
- on demand protection
- higher mobility than perma switftness thief/HB warrior
- high aoe damage instagibs Mesmers
- decent self heals (on top of perma regeneration)
- highest roamer survivabillity of all classes
- can win every single 1on1
- has no hardcounter
- the only class that can stack itself in the middle of a fight up to 25 stacks of might
and maintain them for 15-20 seconds ( tho only class to my knowing ably to reach 4k
attack in every single engagement in sPvP)
- can instagib a whole group at a node
- Fire Elemental provides 4-5k Aoe every 10 seonds
- Ele wont die to even 4 enemies aslong as he has 1 cooldown left, and will most likely
get away and shift numbers elsewhere
Ok, I highlighted some stuff in your text that you cannot possibly achieve as a D/D ele all at the same time. Sure, you can do some of it at once, but not altogether.
1. Perma Buffs – Generally speaking you can maintain at least 9-15 stacks of might permanently (Using S/D) by simply using fire fields and blast finishers every chance they are up while running. Since you can cancel the OH dagger finishers, you dont have to put them on CD; however, since you are using D/D, you dont have enough finishers to maintain anything.
You can maintain perma swiftness and perma regen, but not outside combat so easily, and perma regen as a zerker amulet is kinda weak anyway.
2. Higher mobility then a thief is false. Sorry. It’s close, but they can leap up walls which means they dont have to run around objects, they just go over them.
3. Aoe damage instagibs mesmers – pretty hard to do that when they hit you with 3 dazes and a stun, and then explode your face with a shatter, buuuut, yes, you can beat mesmers. It’s an almost even battle (favoring them).
4. You dont have decent regen with a zerkers amulet. It is good with clerics though. The heals arent too great without healing power honestly.
5. This is debatable, but roamer eles do have reasonably decent survivability given all CDs, and assuming they dont get cheesed with multiple CCs back to back.
6. You wont win every single 1v1 if your utilities are on CD. You will get some, and when your stunbreaks are on CD, you’ll get popped by a backstab thief like your sisters pimple when shes on a roll.
7. Ofc it has a counter, backstab thieves can kill you before you even know they are there. Since you have no toughness, you will get popped by a 3k cloak, 4k mug, and 15k backstab. Thats more HP then you can have running glass cannon.
8. You can’t stack 25 stacks of might as a D/D ele in combat. You dont have enough blast finishers. Unless you are cheesing earthquake and churning into other peoples finishers…in which case you arent doing anything in terms of damage or control.
9. What kind of baddies do you play, that you can instagib more then 1 person? Any decent duo will spread out to mitigate your damage, and then CC you to death.
10. Fire elemental does NOT provide 4-5k aoe damage every 10 seconds lol. Try 2-3k.
11. Again, what baddies do you play that cant kill you 1v4? Sure, I run all the time from PuGs with no coordination; but you certainly cant even run from 2 coordinated players (assuming one of them is mobile), let alone 4. They will just chain cc you into oblivion every time you remove immobilize and stun.
So while I appreciate ele, I love it, and I wish more people saw our value as a roamer, you certainly aren’t helping. The class is amazing, well balanced, maybe even slightly OP, but its not a bursting godmode machine.
Mesmers can do it as well, and thieves. Imagine that. How about we take away your portal, then you can take away flashes ability to get us straight up.
Down someone, when their team tries to rez them, concentrate your fire and nuke them down. Problem solved. If they stealth rez, use aoe. Downed state brings another layer of tactics to the game.
It’s like sitting on your porch drinking a beer, or going to the beach just to lay down and tan. There is no point to those (other than aethestics for tanning), but you do those anyway? Why can’t you just sit down an enjoy the game for being a game?
What? Professional athletes are always talking in sports. Just because you cant hear it on your TV doesn’t mean it isn’t happening. Have you ever played competitive sports?
I personally have always held the opinion that professional e-sport games should be balanced around the 1v1, and very little team combo building. The perfect example would be Halo; everyone has the same basic starting stuff, which means everyone is balanced for the 1v1. Picking up specific items around the map is considered the “power item” upgrade. Map control, teamwork, flow, and team shots are what teams use to control the flow of a map, and calls are used to mark enemy locations. Whenever you see someone, you put shots down to lower shielding.
Balancing around team builds is nearly impossible, and you will always have one build or class more effective then others. Building around the 1v1 allows for more effective balancing.
Elementalist does a great job as both a high burst roamer or a heavy tanking point holder. Mostly because ele requires time between fights to set up optimal burst (you need earthquake and updraft), and tanking through healing is extremely effective.
Because they can put any garbage player on a mesmer to just keep your best player occupied at trebuchet. That’s why.
I didn’t know I said you should only heal. Eles have less health because we have extra heals at all times. Dodge roll heal, cleansing wave, and trident / dodge roll, geyser, rain. We have the ability to continously heal ourselves overtime. If you combined that with warrior HP we would never die.
It’s called might stacking, and having 4,000 attack, and perma swiftness, vigor, and regen. HP is vastly overrated.
I didn’t say speccing into Earth or Water was the only option. I spec 30 into Air all the time, that’s where our burst traits are. 20% damage on KD or Stun, 10% damage in Air, and 20% dmg below 25% HP. Speccing into water isn’t necessary either, 10 points into fire nets 10% damage in fire, thats big for burst. It’s completely viable, and when I feel like killing people in a single KD, I often use the build to mess around with for 8v8.
However; it’s not a viable build in good, structured, 5v5 where both teams are premades and know what they are doing. Balanced or tanky builds with stability and control rule those arenas, its a fact of life…just deal with it. That type of team play has nothing to do with elementalists, and everything to do with the game itself. The current meta-game just doesn’t allow bursty teams to be successful. In a 3v3 fight with a single bunker and two balanced builds, or 3 bunkers vs 1 bunker and 2 bursts or 3 bursts, you just cant lose. Burst classes cannot finish opponents in team fights, if they stand still, they die. That allows constant and consistent team resurrecting, which completely defeats the purpose of burst builds. You WILL be worn down, and you WILL lose.
Otherwise, elementalist burst is completely viable, and its some of the most consistent and powerful burst in the game.
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No, because you took my statement out of context. No class in this game works successfully in a well played tpvp environment as a glass cannon. There is too much AOE, too much condition, and you cant rez downed teammates or finish down opponents – why; because you are simply too squishy. So yeah, you might gank someone in a team fight, but you cant finish them, and you dont provide the utility to let your teammates finish them. Glass cannon builds are worthless.
No, please no. I don’t want to be pigeonholed into two elements. Elementalist is already remarkably easy to play and combo with, dont make it kitten easy by dumbing it down.
If you want simple stupid, go pick up a warrior or mesmer. I enjoy elementalist because I have to press more then 2-3 buttons to play. The class is balanced, you can destroy any class in the game if you understand how they work. Mesmer is a joke when you dodge the shatters and dont throw burst into distortion. Thieves are a laughing stock. Warriors are only a pain if your cantrips are on CD. Engis are completely garbage, and necros dont stand a chance with 30 points into water. Rangers are a joke because their only viable builds revolve around conditions, just like necro. What more do you possibly want????
No one is forcing you to spec as a turtle, but if you want to spec glass cannon, you should go play a different game. Every class in this game is terrible in team play if they spec glass cannon.
Elementalist is fortunate enough that if they DO spec in a turtle build, they can still put out some remarkably decent burst. Churning earth, fire grab, DT, and phoenix hit hard, even in turtle spec.
I might add that I rarely run a turtle build. I spec 0/10/0/30/30 or 0/20/0/30/20 with a berserkers amulet, hardly a turtle build. I do carry a clerics amulet for when I am required to solo hold points, because even with S/D it still takes 3 or 4 uncoordinated people, are 2 skilled, coordinated players to down me before backup can arrive.
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I dont understand why thats a problem. So they get to do more paid tournies when they come out, who cares?
It’s not about being able to counter a warrior. Anyone can counter anyone if prepared and played right.
It’s about balance and the reasoning behind warriors getting twice our hps.
Comparing a Warrior glass cannon to a Elementalist Turtle/Healing machine is not fair either. What if the Warrior turtled aswell? Bye bye Elementalist…
It’s already been spelled out. We have a tree dedicated to healing; our sustainability in combat as a support/tank role is certainly in the top 3 of all classes. Have you met defensive warriors? They’re garbage complete garbage, and easily overwhelmed with conditions to boot. If we had the HP pool of warriors we would be nigh unkillable in a defensive role, and if you removed the HP pool of warriors they would just get destroyed.
The answer to your question is that Warriors, Rangers, and Necros have a larger HP pool than other classes because they also have a severe lack of condition removal utility, (except necro, but they suffer from mobility and defensive problems), activated defensive abilities, and some serious mobility problems. Other classes in the game, notably thieves and elementalists, have extremely good mobility and active defense abilities. Think about it, by speccing just 10 points into water nets you regen and vigor on cantrips. Taking two cantrips, ideally flash and cleansing fire, nets you near permanent vigor. If you wanted, you could also spec into some other options to increase endurance regen, and use endurance sigils. You would never run out of endurance =/
At the same time, Elementalist has arguably the BEST condition removal in the game, even without staff. 30 points into water grants 2 free conditions on water swap, 1 more for each cantrip, and 3 from cleansing fire. If you wield a staff you get conditions removed every 3 seconds from Rain, and for each person it applies regen to, you lose another condition.
We are also the only class that can permenantly maintain might, swiftness, and regen. You can also have majority uptime on fury and protection. NO other class has the buff generating abilities we have. Period.
All told, warriors have twice the HP pool of elementalists because to give everyone the same HP pool would be absurd if you didn’t give everyone the same amount of utility and condition removal.
Earthquake, and burst. Guess what, they’re taking 50% more damage. If they use endure pain just lightning flash/mist form and kite. Then it’s over…warriors are one of the easiest classes in the game to beat as an ele =/
Uh, we have several attacks that do massive damage in a single strike. I’ve certainly hit for 9k with fire grab. That’s pretty massive. Dragons tooth can easily hit for 5-6k, and phoenix for 3-4k. Lightning strike, while the lowest damage of all these attacks, can still strike 3x instantly (Air Attunement switch, lightning strike skill, and lightning strike proc on sigil) and I’ve seen it crit for 3k easily, even 4k before.
Our burst comes from the Air tree, where you can spec into 10% more air damage and 20% more damage when to opponent is stunned or knocked down. Guess what, you have two knockdowns on the OH dagger. Earthquake → Air Attunement Strike → Lightning Strike → Arcane Blast → Arcane Wave, anyone who isn’t full tank spec generally wont even make it through that combo.
We have an entire element devoted to healing and water combo fields. Spec into a little healing power and profit.
In comparison to other elites for other classes? o_O Moa, Time Warp, Thieves Guild(essentially the same skill, but way better), Rage Signet, Tome of Courage, Rampage as One, Entangling, Lich Form, and supply drop? All of those are much more powerful in both teamplay and 1v1 scenarios =/
I would rather have two cantrips and two arcane skills then 1:2 of those combinations and the elemental that has a ridiculously long cooldown and gets destroyed during any sort of team fight.
Coming from the viewpoint of an elementalist…can I pleeeeeeaaaase have the option of switching my elite skill for an extra utility slot. Since you have insisted upon giving us the most useless elite skills in the game. Thanks.
The only design flaw related to elementalist was Arenanets failure to put a disclaimer underneath the class selection screen. That way bad players dont pick one of the most difficult, but one of the best, classes in the game.
The class is fine. Stop griping.
Balance is perfectly fine. Fix bugs first.
They cant hit you if you gain control of the fight. KD them, blind them, stun them, whatever. Keep them rolling, use mist form when they pop quickness, and they’re ezmode.
Elementalist does not need the burst of other classes tbh. We have permenant regen, vigor, and swiftness, and we’re also the only class that can stack 25 stacks of might easymode. Why do we need the best burst damage in the game?
If your rotation isn’t working…use a different rotation? Besides, that rotation is horrible. You are using ring of fire AFTER dragons tooth and phoenix? Hello, you’re missing out on free might stacks…also, why throw phoenix before dragons tooth? You’re guaranteeing you wont hit DT with that rotation.
Try something like this:
Flamestrike -> Fire Grab -> Ring of Fire -> Phoenix -> DT -> Earthquake (and Arcane Wave) -> Air Attunement -> Lightning Strike -> Blinding Flash -> RTL -> Updraft → etc etc
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It’s not the same churning earth as the OH dagger skill. It does waaaay less damage. Still nice tho.
Really, because there are plenty of videos of people tanking full on burst specs for a long time.
Our defense is arguably some of the strongest in the game. We have 2 heals in water, our main heal, permenant regen, a teleport, 3 second invuln, 10s protection (Armor of Earth), and some of the best condition removal in the game. -_-’’
Stop using greatsword and axe. Warriors have beast mode condition specs.
Both with power (aka Soldiers Amulet). Run 30 points in water for lots of condition removal, and regen/vigor on cantrips. Run 2-3 cantrips. I run with 2500 toughness, 20k HP, and 3100 power.
1. Cast Churning Earth
2. Use Lightning Flash to teleport into the middle of the team
3. Profit.
Follow with earthquake and some fire pewpew, and your team just took the center zone.
1. Use soldiers rune (Pwr/Tough/Vit)
2. Spec 30 points into water (Make sure cantrips give you regen and vigor, and take condition removal)
3. Take 3 cantrip utilities (Mist/Earth/Teleport)
4. Kite
5. Profit – ???
I also have to say, we’re lucky enough to be one of the only classes that CAN do great damage in a tanky spec. We have an attunement that is both burst damage AND condition damage (Fire). Conditions cannot crit, so you don’t need crit to do damage as an ele. We get free fury when we swap attunements so that when you are bursting you are still getting crits.
(edited by Selix.5670)
Having reached level 80, I have been looking for armor sets with good skins that also have the stats I desire – that being Power, Toughness, and Vitality. I absolutely love the invaders armor skin, and the stats are exactly what I want; however, the price in badges is absolutely ridiculous, when compared to other L80 armor sets in the game. It could conceivably take a week+ per piece to achieve the full armor set, not including accessories, rings, amulet, and two weapons. That is totally out of whack when you compare the effort to PvE sets. They dont even have runes either =/. Arenanet, you advertised this game as completely removing the grind so players could enjoy content. Why do you have a massive grind for invaders gear?
I would like to suggest to Arenanet to take a look at the Invaders L80 Exotic sets, and please, please reduce the cost of the items, or increase the drop rates of badges. I pvp’d all day today in WvW, and got 50ish badges(I have to work, cant do that everyday). Only about 1:3 kills actually dropped a badge. If I do 51% of the damage to a player, I should be awarded a badge…I hate winning a 1v2 or 1v3 and not getting a single badge.
Thanks for reading, and I hope you consider the change =)
The class is NOT bad. I would venture to say it’s middle of the pack. It has some problems, but so does every class. Fix ride the lightning plx. The class has less damage than other classes, this is true. It is also true that the class has less static defense than other classes.
Elementalists strength relies on their ability to kite, dispel conditions, and control the opponent. I challenge you to find another class that has more control than a staff or d/d elementalist. Shock Aura, Frost Aura, Earthquake, Updraft, Magnetic Grasp, and Frozen Burst are all control skills present on D/D alone. Throw in Signet of Earth and Signet of Water, and you have all the control to completely control an entire fight. Between the opponent being constantly immobilized, stunned, knocked down, and frozen you have all the time in the world to line up burst rotations and burns. If it’s a tank spec, use conditions to blast through toughness, if they are a squishy class, gain the initial control.
Some kiting is obviously necessary, but I can honestly say the only class I fear in a 1v1 is a really good mesmer. Yes, I lose to other classes, but I rarely lose to a warrior, ranger, or necro. The class is middle of the pack at worst.
It’s caused by autotarget. Turn it off, it’s bad for you anyway =/