Leader of Eastern Wind [EW]
Yak’s Bend Server
Current GvG fights are 25v25 if I’m not mistaken.
Wow. 25v25 seems a bit excessive to me. Having to get 25 people together for a competitive fight seems a bit excessive considering the fact that there are caps on how many people can fight in a single map. How can people really set up those 25v25 on a consistent basis? I would think at most, 15v15 would be the competitive number, although 10v10 or 5v5 was more expected…
Interesting PoV though, thanks for sharing!
I am curious to hear the opinions of other WvW players. Games like DAOC (the true RvR game) had 8v8. Will GW2 have 5v5, 10v10, or what? What will be the competitive WvW standard once the ranking system comes into play? What is the appropriate number of skilled players that can take out the “zerg” yet have organized, equal fights?
(This is all hoping they don’t implement the flawed “everyone gets the same points no matter how many people you are with” system)
Hopefully at some point they implement a leaderboard and a proper way to view player names when fighting. All great RvR, PvP, etc games all provide notoriety which is one department GW2 lacks. Thoughts?
Let’s take a look at the math.
A player is worth 100 points. You have X number of players. Divide 100 by X and that is the value each player should get.
1 player kills one player: 100/1 = 100 for each player
2 players kill one player: 100/2 = 100 for each player
5 players kill one player: 100/5 = 100 for each player
10 people kill one player: 100/10 = 100 for each player
50 people kill one player: 100/50 = 100 for each playerI’m not sure what you all are complaining about. The math really seems to line up…
Sorry retreading your post it comes off as sarcasm, my bad. But I spent awhile on my phone weighting so I’m not going to delete it.
Using your math.
1v1 player kill total value 100 xp
2v1 player kill tv 200xp
5v1 pk tv 500 xp
10v1 pk tv 1000 xp
50v1 pk tv 5000 xp.So by that standerd it’s more xp given out total for a 50 v 1 then a 1v1. Yet the amount of effort by the 50 would amount to “I hope I can get my skill off in time to get credit”.
I don’t know what else to say to make people understand that this is not a way to make the game better. This system will enforce hate toward small groups taking objectives before the Zerg gets there, spawn camping, and eventually the losing sides (normally way out manned) will stop showing up to fight because why feed the larger server xp (not to mention transfers to the already winning servers to get the easy xp).
I get that wvw is supposed to be casual friendly but it doesn’t have to be more friendly then it already is. It’s like removing the player caps on dungeons and fractals and telling people " bring as many people as you want and when you win loot for everyone!! ".
My post was 100% sarcasm. I thought that was obvious as the simple math I used as an example was incredibly wrong lol…
Let’s take a look at the math.
A player is worth 100 points. You have X number of players. Divide 100 by X and that is the value each player should get.
1 player kills one player: 100/1 = 100 for each player
2 players kill one player: 100/2 = 100 for each player
5 players kill one player: 100/5 = 100 for each player
10 people kill one player: 100/10 = 100 for each player
50 people kill one player: 100/50 = 100 for each player
I’m not sure what you all are complaining about. The math really seems to line up…
Lingering attunements – You will see where this +6 second attunement bonus will come in handy once I explain the major traits. To be brief +6 seconds of boon duration (Especially considering Regeneration and protection) is godly for a minor trait.
This is incorrect. Lingering attunements has nothing to do with your boons. This is purely your attunement. If you look at your character’s attunement buff, trying swapping between elements. Notice how the previous element remains for a few seconds. This is Lingering Attunements. It allows things like “10% more damage in Air” traits to be effective 6 seconds longer, even though you switched to fire.
This is also incorrect. Lingering Attunements only works with the 5 point minor traits of every element (except that its bugged with earth one). Doesn’t work with any of the other traits like “More damage while attuned to fire” or “20% more damage to vulnerable enemies when attuned to water”.
I did not know that. Good to know.
Lingering attunements – You will see where this +6 second attunement bonus will come in handy once I explain the major traits. To be brief +6 seconds of boon duration (Especially considering Regeneration and protection) is godly for a minor trait.
This is incorrect. Lingering attunements has nothing to do with your boons. This is purely your attunement. If you look at your character’s attunement buff, trying swapping between elements. Notice how the previous element remains for a few seconds. This is Lingering Attunements. It allows things like “10% more damage in Air” traits to be effective 6 seconds longer, even though you switched to fire.
As for the overall build, I don’t really like it. Some things I wouldn’t have are:
I don’t think any of them are all that great. This is the build I prefer:
http://gw2skills.net/editor/?fEAQFAWhImmbxR5gjEAkHn4CLhCKIKYRRxM7A
Cantrips absolutely dominate on Ele. With this spec, using any cantrip gives you regeneration, vigor, and 3 stacks of might. So, each cantrip will also remove a condition (on top of that 3 that Cleansing Fire clears). On top of that, your cantrips are all instant and have a shorter cooldown. You still cure conditions with healing rain as well as every time you swap to water for all allies within range.
Every so often, on easier dungeons or W/W with the zerg, I switch it up to:
http://gw2skills.net/editor/?fEAQFAWhImmbpR5gjEAkHn4CLhCKIKURRxM7A
That will let me drop down an AoE blind field or a second, weaker Meteor Shower for more AoE. It also provides quicker glyphs which in turn provide faster self heals. You lose Bolt to the Heart though which is really nice.
For both of these setups I run P/V/T armor/weapons using 2x Superior Rune of Water, 2x Superior Rune of Monk, 2x Major Rune of Monk. I run 2 different staffs (both P/V/T), using Superior Sigil of Bloodlust until 25 stacks then swapping out for a Superior Sigil of Might for 3x Might stack on attunement swap. I run full beserker accessories. Provides good damage and survivability. With the weak effects of +Healing, I don’t notice any sizable difference between Cleric’s and Beserker’s jewelry.
When I click Exit to Desktop my process hangs in the background and I have to pull up the Task Manager to kill it off. Any ideas?
duud relax the server have been up for 8hours, it will even out under the week, hopefully
That isn’t how the WvW system was built at all. If you can control a large point advantage, you control a large amount of the maps. If you control a large amount of the maps, you have a large amount of fortified positions. WvW in this game is like a landslide. Once a team starts winning it is relatively easy for them to completely dominate their opponents.
It is going to suck for the servers to shuffle so much again. I felt like it was at a much better place now.
As a Yak’s Bend player, I don’t want to end up in Tier 1 just to get zerged back down to Tier 4.
I run 10/10/0/30/20 on both staff and d/d and I run full beserker jewelry with p/v/t armor/weapons. It works incredibly well for me. I started off with a full set of cleric’s jewelry but decided to switch to beserker once I got more used to the class. The extra damage is nice and I prefer it over the cleric’s jewelry at this point.
(edited by Serp.3264)
I wonder how much of us losing as bad as we are right now is due to the large list of guild transferring off last week, or whether it’s because we are up against Kaineng. My friends and I love WvW, and if this is how Crystal Desert is going to be performing from now on, then we might get the hell out of here too before paid transfers come up.
Here is my take. CD and YB at NA prime time is actually very formidable. Yesterday we at Kaineng had a very hard time gaining ground. We only got a slight edge over you guys. I think the score was like 350 to 250 or something.
And then midnight comes.
You guys in CD and YB do not have enough coverage at night. In other words your night crew is very small. So while you went to sleep, both of your towers and keeps got overrun.
So morning hits. Players from CD and YB logs in. They saw that we in Kaineng has taken over everything. Many got discouraged and they left. As a result your zerg got even smaller.
So its a combination of lack of coverage and players getting discouraged that is hurting you guys this week.
As for whatever your guild should leave or not, you guys have to ask yourselves what’s your goal. If you goal is to have fun, and you are perfectly happy in any tier, then you should stay. However if your goal is to win, play with the best and fight against the best, then you should move to a different server.
Good luck! ^^
It has nothing to do with playing with the best or winning. Each server has their great players. The higher tier servers are all about coverage and manpower. Who can have more people in more battlegrounds at once? The real question is, do you want to play with long queues and have an innate size advantage over all of your opponents? Then transfer off to a higher tier server, otherwise just play the game on your server so everyone can have fun rather than being selfish and ruining the game experience for everyone else by joining one of these powerhouse servers.
Well if Kaineg is so good, then what are they doing slumming it on Tier 4? I mean, a few weeks ago, we were dominating on T3, and then we seemed to be doing ok on T2, but then suddenly we’re T4 and the scrubs are beating on us.
The way it is now, the losing server has to go outmanned into a heavily upgraded tower, drop as much siege as possible to take it as quick as possible, and then have a big zerg come steaming in behind them and taking it back easily. The losing team needs to have these keeps towers easily taken. Making things easier to take will allow them to take more than one thing, which will split the enemy force up into smaller, more managable chunks. This will give both sides better, more enjoyable fights.
Anet has done so much great with this game and I am sure they will keep tweaking things, but they need to make it much easier to get these losing servers back into the fight much faster than having to wait until next week when the reset happens.
I think the real trick would be to lower the personal incentives for steamrolling. Make it so that the more of a map that you hold, the less personal XP, loot, and Karma you get from the various events. Make it so that once a team controls 80%+ of a map, then it isn’t really worth their time to stick around, aside from bragging rights and that sort of thing.
That is a bad idea. This is just going to switch it from having the losing people not wanting to play to having the winning people not wanting to play. The game should not be designed in a way that makes one side not enjoy playing as much as the other. It should be an enjoyable experience for all.
The idea behind making things easier to take when you own everything is the same concept of a great nation overextending its reach. It is kind of like Rome. You want to make it where they own so much, they don’t have the resources or the man power to defend such a vast area. This way, small parties can actually inflict some damage on these power houses and turn the tide quickly. Without the capability to turn things back into a more even matchup much faster, it makes it impossible for the outmanned people to get back into the fight because as soon as they take something the gigantic force the winning server has will flock to it looking for something to do.
Changing attunments as staff is a dps loss.Casting lava font on cooldown and spamming fireball is the highest dps possible for staff.
Swapping as scepter/dagger is worth it because the fire auto attack is crap and all the fire skills for scepter/dagger have long cool downs.
Swapping as dagger/dagger is up for debate but there is no way to really know if it’s worth it without a dps meter.You could swap to earth use ring of earth,churning earth then go air ride the lighting then auto attack until you can get back into fire.Even then its only worth it if burning won’t fall off before the boss dies.
You aren’t accounting for all the bonuses you get my switching, such as the ability to apply vulnerability/bleeds and the boons you get which increase your damage (such as stacking might/fury).
Actually the thought process usually goes like:
Hmm, think we can find a more balanced group to fight so it’s actually fun?
Well where would we find them? Let’s try CDBL, maybe the blue zergball won’t be there for a few minutes.I mean what good does it do to go to EB or the KBL where you know the ball will be rolling in force if you’re looking for an actual fight? I saw a few CD in our YBBL this morning and we had a nice 3-5 fight vs them. THAT was fun. Then a blue zergball appeared and wiped all of us out together, THAT was funny (seeing both yb and cd corpses lying on the ground together under the zergballs trampling mass), but not nearly as fun.
On that note, maaaaybe it’s a good day to do something else. Northern spawn of ybbl now has 36 Kaineg zerballers camping it so…. Planetside 2 anyone?
This was the exact thought process we used this morning when I was running with 2 other guildies.
The main problem with these matchups is that they become landslides so quickly. An even match the night before becomes an untenable situation the next morning by the fact that you are now down X points, but the real kicker is that everything has been upgraded! In Daoc, my true love, keeps and towers actually lost some of their defenses when your team had more and more posts. If a team controls 90% of the map, the supply camps/towers/keeps etc should all be much easier to take. This will help the teams that are getting crushed come out and ninja a few things quickly and get a presence on a map before the mega zerg that took everything shows up (and why wouldn’t they show up, this is the only thing they have left to take!).
The way it is now, the losing server has to go outmanned into a heavily upgraded tower, drop as much siege as possible to take it as quick as possible, and then have a big zerg come steaming in behind them and taking it back easily. The losing team needs to have these keeps towers easily taken. Making things easier to take will allow them to take more than one thing, which will split the enemy force up into smaller, more managable chunks. This will give both sides better, more enjoyable fights.
Anet has done so much great with this game and I am sure they will keep tweaking things, but they need to make it much easier to get these losing servers back into the fight much faster than having to wait until next week when the reset happens.
I speak of PvE as well since my knowledge of PvP is very limited (I only do WvW and don’t touch tournys or structured).
Yes, 1000 dmg from burn is the same as 1000 dmg from a sword strike….but apply vulnerability and that 1000 dmg from the sword goes up but not for the burn. There’s random buffs teammates can apply that improve direct damage like fury and crit dmg but rarely is there anything to make conditions function more attractively.
PS: I believe condition damage isn’t horrible, it just takes a back seat to actual direct damage. You only use burns and bleeds to supplement direct damage not as a prominent source.
It’s actually why I wish there was a gear set-up with Power/Cond/Crit dmg. I managed to get my scepter/dagger elementalist build to around 35% crit chance (without Fury) and around 75% crit dmg but that means my conditions are pathetic. I’d gladly sacrifice some of my HP so that my conditions were stronger while keeping my crit damage.
You make excellent points with Fury and Vulnerability. Might gives condition damage and power, but outside of that there isn’t much to modify condition damage outside of gear.
I also agree I would rather have direct damage. 1000 damage from a sword attack is done the second the attack happens while a condition can be removed and have most of its effect negated. I would also agree that condition damage takes a back seat to direct damage, but it is still useful.
Damage is damage. Why would condition damage be worse than direct damage? The only thing that could be said is that things like bleeds have a cap which is easy to reach, but maintaining that cap is important. Also, burning increases duration and is a constant source of high damage. It is an amazing condition to keep up. I disagree with your assessment here.
To interject, I’d have to agree that condition damage isn’t as good as direct damage because your main source of effectiveness is via stats. The higher your stats the better your damage. However, conditions don’t seem to be as supported by stats as direct damage is.
You’ve basically got condition duration and condition damage which will scale your damage up with specific skills. However, for direct damage you have:
-Power
-% Critical damage
-Percision/Critical chance
-% DamageBeyond that, you have things like quickness which will speed up your animations so you can hit with direct damage faster/more often. Now if Quickness also sped up the ticks of conditions (suddenly bleeds tic every half sec, burns/poison every 1sec but last half as long) that’d at least be one way to improve the returns…
But there are just lots of counters to conditions, namely cleansing and -condition duration. Sure, conditions bypass toughness but with the factors for direct damage in play, you can get huge returns quickly whereas you’ll quickly reach a ceiling (stacks/max duration) that caps condition effectiveness.
But this isn’t an elementalist problem, just a condition problem.
This is true in the terms of fight other people, but I was referring strictly to PvE because that is what LordByron was referring to.
You make a good point based on stats. However, 1000 damage from burn and 1000 damage from a sword are both just 1000 damage. That is all I was saying with that comment. The only difference is 1000 damage from burns take more time than 1000 damage from sword. The upside is that 1000 damage from burns is ticking while you apply other conditions and/or hit with direct damage.
What point are you trying to argue? You say PvE needs DPS as the dungeons difficulty increases, but you don’t make an argument why that is for or against the Ele.
check posts in dungeon/general area to see how bad condition is compared to direct damage.
Damage is damage. Why would condition damage be worse than direct damage? The only thing that could be said is that things like bleeds have a cap which is easy to reach, but maintaining that cap is important. Also, burning increases duration and is a constant source of high damage. It is an amazing condition to keep up. I disagree with your assessment here.
I will make it for you:
Ele has great damage on the move (i.e., burning/bleeds,fields to kite mobs through)
Staff 2, earth 2 i suppose just to talk….
As i said slow spells that are problemtic and have a high miss chance being slow.
I am not sure what you mean here. Staff 2 and Earth 2 do take a some time to explode, but it is all about timing and placing your fields in the proper place. If you are kiting the mob, place the field in front of it far enough so that when the mob is crossing it, it explodes. It is not the simplest thing but it also isn’t that difficult.
Ele has great CC to make it easier to kite (cripple, immobilize, mass chill)
do not agree they are subpar compared to other classes, and most opponent are immune
Also look at duration AND cooldown….
What is it subpar compared against? Can you give me specific examples of how all the other classes are better at CC? Also, most opponents aren’t immune to all CC. That is an incorrect statement. Bosses tend to have Defiant, but you can wear that down by continually applying CC, something an ele is great at. It is important to continually use that because you can wear it down and then apply CC on the target. It is a team effort to get this done.
Ele provides great stun breakers to get out of a tight spot (i.e. Mist Form, Lightning Flash, Armor of Earth)
maybe……when they will fix them….not for now.
except lightning flash.
What exactly is broken with Mist Form and Armor of Earth?
On top of all of that, we can lay down fields that our teammates can utilize to do more damage or provide themselves with boons with their projectiles (i.e. warrior rifle over fire field provides burning damage or ranger longbow over a water field provides regeneration or a thief uses unload over your lightning field for vulnerability or an engineer uses their pistol attack over your ice field for chill). Combo fields associated with the proper finishers provide tremendous benefits. If you and your team know what you are doing, providing combo fields works amazingly well.
I tried to say that its quite hard to consciously lay combos with teammates……
It happens you do random combos but with the increase of difficulty, the necessity of careful positioning negates most of them.Doing this you just waste your dps.
Now if you try to tell me your team carefully plan fields and finishers between different players in difficult dungeons, i d just argue you are the exception and not the rule.
There is simply not enough time in most case to SEE and react to a 2-3 seconds combo field.
When I am running with my guild, yes we coordinate combo fields and discuss it in vent as well move. We talk about laying light, water, ice, dark, fire, etc fields. Then it is up to each individual to know what finishers to use on it to give the desired effect. This doesn’t work all that well with pugs, but if you are coordinated it works incredibly well.
Just would also point out we have led the point lead in all time zones in the current tier so not like you will be all alone, but the battles are only going to get harder from here on out so making a move for the future.
You won’t be alone, but you won’t really be fighting people either!
Sorry, I couldn’t resist after the comment of “we are already winning without you, just join us and enjoy some victory too!”
Wow, I never thought I would hear the argument that the Elementalist is actually weaker because it has MORE abilities and MORE versatility.
This game (and most MMOs in general tbh) aren’t about pure damage. Providing boons for your and your teammates, condition removal for you and your teammates, supplimental healing, and conditions on top of the damage you deal is usually much better than just damage.
A 100B Warrior provides:
- High Damage
- Boons (If Shout build, might and fury)
- Conditions (Vulnerability, Cripple)
- Combo Finisher WhirlA Staff Ele provides:
- Damage (not high, but not low either)
- Combo Fields (Fire x1, Water x2, Chill x1, Lightning x1)
- Blast Finisher x1/Projectile Finisher x1 (utilized with those combo fields – if using lightning hammer, even more)
- Boons (Fury, might, regeneration, protection, swiftness – personal vigor if using Soothing Disruption)
- Heals (Geyser, Healing Rain, Water attunement swap, blast finisher in water field)
- Condition Removal (Healing Rain, Water attunement swap using Cleansing Water)
- Conditions (Burning, Bleed, Chill, Vulnerability)
- CC (Stun, Knockback, Cripple, Immobilize)Honestly, in my opinion, it looks like the warrior is less than half a staff ele. An ele isn’t going to be absolutely decimating with damage like a 100b warrior can, but a warrior falls behind the ele in every other category imo.
You are a bit wrong on the warrior aspect and in PvE a lot of the “pro” that the elementalist is negated or has a limited effectivement.
Warriors can provide AoE healing with shouts, AoE condition removal (abet not as good as the ele but its still there).
Even if the warrior falls behind in most non damaging categories in comparison to the Ele, truth is that those factors are better for PvP while being almost worthless in PvE.
It’s not about quantity of pros being compared but the quality, in which damage is unsurpassed.
What from the elementalist is negated or has limited effect in a PvE environment? Also, the build you are referring to for the warrior is their survival based build. They aren’t glass cannon if they build for healing shouts and rune soldier runes (although I’m not sure if they remove a condition on everyone or just the warrior). Their damage is mostly stationary with 100b as well, which means they take more damage by just standing there, another factor people aren’t considering.
Also, while I am writing this, I want to be perfectly clear that I don’t think either class really outshines the other that much. They provide different things to the team, but they are each equally useful in my opinion. However, I will note that it is much easier to find a bad ele than it is to really notice it on a bad warrior. A warrior pulls out their greatsword and hits 100b, whirl mixing in some shouts here and there over and over and over again. An ele needs to be jumping in and out of stances, laying down fields properly, staying next to teammates properly to provide them boons, creating auras properly. There is a complexity involved with an ele that makes it easier to notice if you are not the best, but that isn’t a class problem.
i answered what o quoted…..
PvE needs DPS as the difficulty increases…..
Bosses are not balanced like players due to their low AI they need OP skills.After a while they just mostly oneshot you….or they are so easy you don t need to care of wich class/build you are using.
This is expecially what happens in difficult paths, you either us etactic to avoid Attacks (be it a Group of classes negating damage somehow) or you just DPS and rely on skill to avoid everything.
for the warrior thing i m not referring to you….sorry.
What point are you trying to argue? You say PvE needs DPS as the dungeons difficulty increases, but you don’t make an argument why that is for or against the Ele.
I will make it for you:
Ele has great damage on the move (i.e., burning/bleeds,fields to kite mobs through)
Ele has great CC to make it easier to kite (cripple, immobilize, mass chill)
Ele provides great stun breakers to get out of a tight spot (i.e. Mist Form, Lightning Flash, Armor of Earth)
On top of all of that, we can lay down fields that our teammates can utilize to do more damage or provide themselves with boons with their projectiles (i.e. warrior rifle over fire field provides burning damage or ranger longbow over a water field provides regeneration or a thief uses unload over your lightning field for vulnerability or an engineer uses their pistol attack over your ice field for chill). Combo fields associated with the proper finishers provide tremendous benefits. If you and your team know what you are doing, providing combo fields works amazingly well.
Yea, the reason why you see those differences is the might from FGJ.
We should probably end this discussion it’s pointless continuing it
The bottom line is this
Elementalist could use a bit more hp
Elementalist bring a ton of utility to the table.
Elementalist are are good enough to do all the content in the game
Elementalist are probably on par or better than most classes in the game.
Great sword damage is insane I doubt any class is able to touch warrior dps.
I can agree with that. As for Elementalist HP, I’d more likely suggest better scaling for their heals/regens if only because that plays to their strength of support and is consistent with what they do best.
The more likely scenario would be to nerf our healing capabilities a bit and increase our base HP. This will allow the same survivability for a bunker ele while boosting the base survivability for all Eles, making more damage oriented gear setups much more viable. If you just increase the healing, it will make the bunker even stronger which isn’t needed.
http://wiki.guildwars2.com/wiki/Shockwave
Immobilized: 2 s
Combo Finisher: Physical Projectile
Range.png Range: 1,200
CD:30http://wiki.guildwars2.com/wiki/Bladetrail
Crippled: 4 s
Combo Finisher: Physical Projectile
Range: 900
CD 15do this for every skill…..don t forget banners/shouts
I missed one Physical Projectile Combo Finisher. My bad… I also did include shouts.
Wow, I never thought I would hear the argument that the Elementalist is actually weaker because it has MORE abilities and MORE versatility.
This game (and most MMOs in general tbh) aren’t about pure damage. Providing boons for your and your teammates, condition removal for you and your teammates, supplimental healing, and conditions on top of the damage you deal is usually much better than just damage.
A 100B Warrior provides:
- High Damage
- Boons (If Shout build, might and fury)
- Conditions (Vulnerability, Cripple)
- Combo Finisher Whirl
A Staff Ele provides:
- Damage (not high, but not low either)
- Combo Fields (Fire x1, Water x2, Chill x1, Lightning x1)
- Blast Finisher x1/Projectile Finisher x1 (utilized with those combo fields – if using lightning hammer, even more)
- Boons (Fury, might, regeneration, protection, swiftness – personal vigor if using Soothing Disruption)
- Heals (Geyser, Healing Rain, Water attunement swap, blast finisher in water field)
- Condition Removal (Healing Rain, Water attunement swap using Cleansing Water)
- Conditions (Burning, Bleed, Chill, Vulnerability)
- CC (Stun, Knockback, Cripple, Immobilize)
Honestly, in my opinion, it looks like the warrior is less than half a staff ele. An ele isn’t going to be absolutely decimating with damage like a 100b warrior can, but a warrior falls behind the ele in every other category imo.
WELL…. I’m done with ****ty Ele. I’ve been trying for DAYS to get in a decent group for dungeon runs (farms), coming across any that accept an ele is one in a million, and when you DO come across one, they usually suck. (yes i also use gw2lfg.com)
So, the old saying “If you can’t beat them, join them” is the truth here, Will probably roll an overpowered as **** warrior.GOODBYE Elementalist forums. perhaps I’ll return when they don’t ****ing suck, or when people start accepting them to groups. (one in the same most likely)
/end rant
Elementalists are fine and I have never been shunned from any group on mine. Enjoy the warrior but don’t claim this class sucks just because you personally can’t find a group. Vent your frustration elsewhere.
I don’t understand what warning you want to be honest…
They didn’t do anything but move your character from one server to the other (which is exactly what you wanted). Nothing with your guild changed.
The only mistake you made is not having an understanding of how guilds function in GW2. This is a rather common mistake because it is different from how most games orchestrate guilds. Guilds exist outside of servers and are available to any player on any server, but all upgrades, influence, active buffs, guild vault, etc are server specific.
There is no warning because technically nothing in your guild changed. Your guild didn’t transfer to the new server. Guildes are game-wide and don’t exist on only a single server.
Why only run it with 2 of you? You don’t gain anything by only running 2 people. Group up with 5, make it much faster, and enjoy your time rather than struggling to kill trash mobs.
I honestly feel like I may be playing a different game than the rest of you. The Ele has several viable builds. Between weapons (Staff, D/D, Scepter/Dagger) and then utilities (Cantrip heavy build, Aura sharing build, Glyph build, or even Signet Aura builds) you can get a ton of unique viable combinations.
The Elementalist can also provide practically everything to a group. Need good support, Ele provides decent group healing. Need good damage, Ele can provide a consistent flow of damage. Need good boons, Ele can provide consistent boons.
What more do you people want?
When it comes to support no build brings more to the group than d/d aurashare.
When it comes to damage no build comes close to a warrior, thief or mesmer.
People that talk about elementalist doing good damage have never played warriors, thiefs or mesmers. Specialy when playing d/d 0/10/0/30/30. Elementalist (and other classes too) lacks real builds, if you play elementalist you’re always playing a support build, when you attempt to build for another roll you end up sucking at both.
We make amazing supports, but thats it, all builds in this game are one dimensional and simplistic, so instead of having 2 builds that do 2 different things in different ways and stay competitive, we have 2 builds that do the same thing in the same way and 1 will always do it better than the other one.
Maybe this game was never intended to have amazing build variaty, but coming from gw1… that sounds like a real shame. Like i said feels like one of the many asian mmos I’ve played.
I disagree. 0/10/0/30/30 is not always needed and can be overkill at times. Also, while we may fall very slightly behind a warrior in pure straight up damage, we also keep bleeds and burning up on most targets providing a significant damage increase that most people don’t account for because it isn’t big flashy 100b damage. In a straight damage v damage comparison, we do most likely lose out to a warrior for only ourselves, but our combo fields we lay down for others to apply additional conditions will completely dominate the amount of damage a warrior can bring. Ele brings a ton to the table.
This type of argument basically says:
My warrior does 10 damage
My ele does 8 damage
10 > 8 therefore warrior > ele
That isn’t the whole picture and we need to be cognisant of that.
I’ve got a level 80 warrior and have recently rolled an Ele. I find the Ele a great class and am having so much fun with him.
However: purely from a risk/reward or effort/reward point of view the warrior is way to easy/risk-free compared to the ele. I’m perfectly capable of doing everything I want with either profession, it’s just that it’s way easier as a warrior and requires virtually no skill by comparison.
What I’d really like is if Anet would slightly buff the performance of the Ele so a well played DPS-ele is maybe 5% better then a well played DPS-warrior. It doesn’t have to be much of an advantage the Ele gets – but there should be a “reward” for the huge amount of effort, skill and higher risk that is required to be on-par with other professions.
Example:
So let’s say a well played warrior deals 100% damage. A badly played warrior should deal 70% damage and a perfectly played warrior should deal 110% damage.
Now, using the well played warrior as a point of comparison I think that a well played Ele should deal 95% damage, a badly played Ele should do 30% damage but a perfectly played Ele should be doing 120% damage.Currently, to be 100% as effective as a well played warrior requires the ele to be a much better player. And that’s slightly unfair.
Sure, in PVP the versatility of the ele may make up for this problem but in a pure comparison of Ele DPS output VS Warrior DPS output the difference is too small to justify the way larger effort and the unforgiving nature of the Ele game play. *
So you want the Ele to be more versatile and have better damage? What role does a warrior fill then exactly? Also, the whole concept of a perfectly played Ele should do more damage than a thief or warrior simply because the class has more abilities is insane. The Ele has a ton of different things it can do, be it CC, auras, boons, damage, heals (and that is all just with D/D build – not even counting utilities), why would that class have more damage then a warrior as well?
Also, there already is a “reward” for playing an Ele. You get more abilities can do more. That is more than enough benefit.
5/6 pieces can come from karma. But yeah, 2 pieces from AC for the monk runes and rest karma is what I did. And get the wvw daggers if you do that sorta thing. They’re only around 250 badges.
You can also just get the AC daggers (much easier to get)
Karma P/V/T gear is the same stat wise as the AC gear. The only difference are the runes and look of the armor (both of which can be easily changed).
Karma merchant guide – http://dulfy.net/2012/09/08/gw2-templegod-karma-armor-sets/
Scroll down to see the light merchant table.
You could always run AC exp a bunch of times (easy loot, gold, and FUN) and buy their whole PVT set for about 1200 ascalonian tears. That’s what I’m in the process of doing!
This is a great supplement to the karma gear. Use both in conjunction and you should be able to ding 80 and have a full set of Exotic armor/weapons with P/V/T gear instantly as long as you collect karma and do AC Exp all paths while leveling.
On my Ele (in D/D) I am running a full set of P/V/T armor/weapons. I run 2x Superior Rune of the Monk, 2x Major Rune of the Monk, 2x Superior Rune of Water for as much boon duration as possible. I run a Superior Rune of Bloodlust (up to 25 stacks of power) and a Superior Rune of Battle (3x Might on attunment swap with a small cooldown) on my weapons. I run the Rare Soldier’s back brace (P/V/T) with an Exquisite Sapphire Jewel (Healing/Power/Toughness). I then run a full set of Healing/Power/Toughness jewelry.
It works exceptionally well for me. I am going to be trying a full set of beserker’s jewelry once I get some cash to craft them to try it out, but I absolutely love the extra heals I get right now.
I honestly feel like I may be playing a different game than the rest of you. The Ele has several viable builds. Between weapons (Staff, D/D, Scepter/Dagger) and then utilities (Cantrip heavy build, Aura sharing build, Glyph build, or even Signet Aura builds) you can get a ton of unique viable combinations.
The Elementalist can also provide practically everything to a group. Need good support, Ele provides decent group healing. Need good damage, Ele can provide a consistent flow of damage. Need good boons, Ele can provide consistent boons.
What more do you people want?
I 1000% disagree completely. My Ele is so much better than my warrior it is astonishing. The warrior is much simpler but it is also less versatile. Neither class is weak, but my ele can do so much more.
Really nice stomp at 5:32
Overall I would say really nice video. My only suggestion would be to use your elite skill more. I have the same habit (since it really isn’t that great), but you might as well use it and get some additional support out of it. It is a quick cast for how much extra it can bring.
The problem with his whole argument is that D/D isn’t overpowered. The problem is it outshines the other weapon options.
The problem is that all other professions have inferior weapons? Not likely. The DD ele will be getting a nerf and it has nothing to do with EvilSardine asking the devs to nerf it. It’s overpowered because it has too much mobility. The current metagame CC isn’t strong enough to cope with them. And I don’t see ANet beefing up the CC much. So expect the nerf. Brace for impact or something.
But DD eles will still be viable and still be good after the nerf so don’t get your panties in a bunch. They just won’t be the only choice for sPvP elementalists. Of course ANet might just give the weapon a 30% damage nerf rendering it entirely useless like they did with engineer grenades. Then they’ll suck. But hopefully, ANet won’t do that.
And your QP amount?Rank? Number of tournaments won?Guild Name?
You’ve got none of the above?…I see, definetely Anet gonna start nerf professions based on what happen in WvWvW..a pure PvE format..yeah right -_-
WvW isnt a “pure PvE format”. It isn’t sPvP, but that doesn’t mean that it is PvE. WvW is just a different form of PvP. WvW was built for unexpected, uneven battles. It isn’t as simple as a 5v5 fight in a caged in arena and to continually insinuate that QP Amount, sPvP rank, and number of tournaments won is the only way to gauge skill is ridiculous.
I am getting private messages on the forum now for Gold spammers. Anyone else experiencing this? I am just deleting the messages, but it is kind of annoying.
Hi everyone,
I have a question about the best equip setup for my condition elementarist that will mostly be used for dungeons/PvE solo. The build i was thinking to use is this (copy and paste if it doenst work):
http://en.gw2skills.net/editor/?fEAQJArdhMmYbvx2gjDAhHGIACjHgoBJiCPA;ToAAzCpoay0koJbTumkNNIYWB
The gameplay is:
- Stay in earth 90% of the time
- Use all signets on CD so i can proc Fire Embrace (fiery aura) and keep swift/fury 100% uptime
- Signet of Fire to deal large fire damage to a mob with almost 100% uptime (counting Burning Fire)
- Superior Rune of Undead to maximize condition damage. I prefer cond damage over duration because of the stack limit problems. More damage is better in my opinion.
- Rabid equips with Superior Sigil of Earth to proc more bleeds and burning (Burning Precision) and streangh my condition damage with the 6 undead rune bonus.My question is:
[b]1. Is this a good setup?
2. How is a condition elementalist compared to a condition necro?[/b]
Thanks in advance!
I’m sorry but I just don’t see this working that well. Elementalists really aren’t the best at conditions. Conditions are really sort of an added bonus rather than our main source of damage. Your main problem is the bolded part above. This will severely limit you by reducing your boons, survivability, and overall damage output.
There are tiers to your abilities. You unlocked every tier 1 ability, but you didn’t necessarily have to do that. You must unlock a certain amount of abilities from each tier, and then you can progress to the next tier. Do you see the 5/5 under the first set of abilities? That means you have unlocked the needed 5 abilities to buy skills from the next tier. The catch is that the next tier costs 3 skill points per ability. As you progress, the tiers get more expensive. 1, 3, 6. The elites are the same way with two tiers, 10 and 30. You must unlock two abilities in tier 1 before you unlock a tier two.
I see you have 1 skill point right now. Get two more skill points and then you can unlock that ability (since the 2nd tier costs 3 skill points per ability).
I hope that explains it well enough, if not respond and I will try to elaborate more. Enjoy the game!
This is boring…
Glad they did it on a Friday night…
So, for group WvW, what is your weapon of choice?
Staff?
D/D?
S/D?
S/F?
D/F?
Alright thanks guys. I didn’t realize that. I only started playing my Ele a few days ago.
Thanks for the info.
Why do you have a weapon swap sigil on an elementalist? They can’t swap weapons.
Hurp a durp.
Maybe I am missing something? Care to explain? I’d honestly like to know. Does swapping items from your pack activate these sigils or something? I thought they only worked in combat.
Why do you have a weapon swap sigil on an elementalist? They can’t swap weapons.
Thanks all very much for the responses. This is what I figured from running around on my ele. Thanks for all of the info.
Is there a cap on the maximum movement speed? For PvE traveling, I want to cap my movement speed so I am using the following:
Signet of Air (10%)
Zephyr’s Speed (10% while in Air)
One With Air (25% while in Air)
Windborne Dagger (15% while having a dagger)
Swiftness (33%)
Technically, if all of those stack, I should be able to get 193% movement speed (swiftness is not passive and only gotten randomly…more ideally is 60% passive.
Do all of these stack?
Warriors are about as balanced of a class as they come. That particular poster from that thread is also very knowledgeable about the game and is actually a pretty good player. The whole purpose of that post was to bring attention to the lacking hammer damage from the warrior. I am not saying I agree with it, but that was his point.
Also, all of this complaining about Ele’s is kind of over the top. I don’t feel like my elementalist is kitten at all. I think the class does pretty dam well actually.
Finally, to suggest that warriors are on the same level as guardians, or even close to it, is laughable at best. Warriors are not as survivable as people seem to think as well. They have the largest base health pool, but they lack good condition removal which can really hurt them. Their damage is pretty good, but people seem to not realize they have essentially no condition damage where other classes who may not have as high of numbers as the warrior do just as much damage through their multiple conditions. I don’t want to get into it anymore, but I would say warrior is about as balanced as they come. To suggest otherwise is just incorrect.
This is not a big deal at all. There is absolutely no reason you need to sit outside the starting area killing the same mobs over and over again. You can go continue grinding while still unlocking your skills. While you may understand attunement swapping and the power that comes with it, a new player who is low level is much better off just sticking to each attunement as they level it up in the starting zone. All of the mobs there will essentially allow autoattacks to kill them with ease and new players can unlock all of their skills with some time just by playing the game. It will also allow them to focus on single attunements to figure each the benefit and power of each. This was intentional I’d assume.
Next time, just run around and unlock your skills while doing some normal level progression. It is not a requirement to begin the game with all skills unlocked. You would have been much better off just playing the game normally and unlocking the skills slowly.
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