Showing Posts For Sickness.9831:

Nerf Turret engi already?

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Posted by: Sickness.9831

Sickness.9831

what you said might be true kye, but do we rly want a spec in game that works rly well even if you arent doing anything? ….i guess not…..personally i think all the ai except the mesmer clones/ illusions should be removed from pvp….
for me its not kittened because its super mega strong or smth, but the fact that it does neither require you to think, nor to know the game/ abilitys/ whatever, nor to have some mechanical skills to get quite a high reward out of it. its just… nothing you should want in a somewhat competitive pvp game….

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

Leagues, Seasons, & Rewards are Essential

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Posted by: Sickness.9831

Sickness.9831

yeah, leagues would be pretty amazing
would be great if you would have your leagues symbol next to your name while standing in the mists, just like this world exploration symbol thingie
….really want leagues/ seasons to happen!

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

Change something, Current state of the Meta

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Posted by: Sickness.9831

Sickness.9831

well written, lets hope anet will change something at least once :c

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

lf WTS interviews!

in PvP

Posted by: Sickness.9831

Sickness.9831

are they uploaded already?
would rly love to watch them

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

(edited by Sickness.9831)

Make Ele Scepter viable please!

in Profession Balance

Posted by: Sickness.9831

Sickness.9831

B/c people like running other things for point control reasons in pvp I guess would be a reason. The AoE of Daggers and staff would be another reason. The ‘no-target’ nature of dagger’s blast finishers makes it easier to frontload the damage even if it makes less during an extended fight. The high survive and damage from the meta dagger build makes taking a ranged and more defensive oriented option redundant to some. Are these enough or do I need to go further? None of these things make S/x “not ‘viable’”. (Viable=/=optimal for any given situation.)

viable= playable in top tier play without crippling your team.
S/x isnt “viable”.
actually i think thats enough to prove everything you said against it invadlid. dk.

and i think its a “balance the game” thread…nerfing thiefs possibility to shut almost every other zerker stuff out of the meta and nerfing D/D eles is part of it.

these comments really remind me of why i dont like posting in the forums, but like reading them….
ppl claiming to know what is going on without even understanding what is being talked about


sry did only read the first sentence, too lazy to read more tho

That’s what most of your comments show, lack of understanding and a great deal of arrogance. Some people here give much better ideas on how to make scepter viable than you, which is rather sad considering you play on one of the top pvp teams.

Yeah you are completlely right, i was in a terrible mood yesterday, sorry for that. I dont play in a this team anymore

There for sure are way better ideas of how to make scepter viable; i didnt think much about what ive suggested..actually i didnt think about it at all, just wrote a few things down and hoped to get some other suggestions….scince noone brought something up i guess i failed, i apologize. I am just tired of knowing that d/d would pretty much always be the better thing to take.. just dont want to have to play these boring cele builds whenever i rly want to win vs a top team..
Guess you cant have everything…..either a fun build or a boring build and fun by winning vs good teams

hope i could keep my arogance-level tho :P

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

(edited by Sickness.9831)

Make Ele Scepter viable please!

in Profession Balance

Posted by: Sickness.9831

Sickness.9831

So why exactly does nerfing dd all of a sudden make s/x viable? It isn’t like dd shuts down s/x, as you stated that is what thieves do. The two builds aren’t competing for the same role since they are completely different builds that serve different purposes. Sure they are both ele’s but they are not builds competing against each other. Nerfing dd won’t make s/x viable because people will not think “hmm let’s use the next best ele build” they will think “let’s use the next best bruiser (hambow, condi engi) build.” All you would get is a meta with less ele’s because teams don’t need “eles”, they need builds which when it is dd vs s/x it is apples to oranges. Go back to before the big feature patch where dd was even less viable than s/x is now, did that make s/x viable? no it just made both ele builds nonviable. I am not saying dd shouldn’t be shaved, but shaving it won’t make s/x magically viable.

sry did only read the first sentence, too lazy to read more tho

that is, by no means, what ive said:
only thing i said is that making S/x viable requires the game to get balanced; which includes nerfing the op D/Dceleele, and buffing scepter(or nerfing pretty much all the dmg output ingame)…and literaly noone can tell me that D/D cele isnt op.

Well here is the thing, why do you specifically target dd ele, as opposed to all of the other meta builds that are nearly as strong (engi is arguably stronger). If anything you should be attacking the ones that actually are competing with s/x (thief, mesmer, medi guard). DD ele is strong right now no doubt, but it is not even close to the reason for s/x’s non viability which was shown by how the previous meta (which was completely dd free) and s/x was still non viable. This is why you got called you out for a " thinly veiled ‘Nerf Cel D/D’ thread".

D/D was just an example i brought up. could have been cele engi or thief/mesmer aswell. it was just an example. i said you would have to balance, what includes(<- !!!!) nerfing D/Dcele ele.

yeah you are right, i think i didnt clarify it well enough. D/D ele isnt the main reason why S/x isnt viable.
the previous meta btw wasnt only D/D free, it was ele free. ofc i dont want the meta to be ele free. but i want a weaponset that has like the highest skilled-play potential(imo) of all weaponsets ele got to be viable. buffing it in certain aspects therefore would help.

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

(edited by Sickness.9831)

Make Ele Scepter viable please!

in Profession Balance

Posted by: Sickness.9831

Sickness.9831

So why exactly does nerfing dd all of a sudden make s/x viable? It isn’t like dd shuts down s/x, as you stated that is what thieves do. The two builds aren’t competing for the same role since they are completely different builds that serve different purposes. Sure they are both ele’s but they are not builds competing against each other. Nerfing dd won’t make s/x viable because people will not think “hmm let’s use the next best ele build” they will think “let’s use the next best bruiser (hambow, condi engi) build.” All you would get is a meta with less ele’s because teams don’t need “eles”, they need builds which when it is dd vs s/x it is apples to oranges. Go back to before the big feature patch where dd was even less viable than s/x is now, did that make s/x viable? no it just made both ele builds nonviable. I am not saying dd shouldn’t be shaved, but shaving it won’t make s/x magically viable.

sry did only read the first sentence, too lazy to read more tho

that is, by no means, what ive said:
only thing i said is that making S/x viable requires the game to get balanced; which includes nerfing the op D/Dceleele, and buffing scepter(or nerfing pretty much all the dmg output ingame)…and literaly noone can tell me that D/D cele isnt op.

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

(edited by Sickness.9831)

Make Ele Scepter viable please!

in Profession Balance

Posted by: Sickness.9831

Sickness.9831

B/c people like running other things for point control reasons in pvp I guess would be a reason. The AoE of Daggers and staff would be another reason. The ‘no-target’ nature of dagger’s blast finishers makes it easier to frontload the damage even if it makes less during an extended fight. The high survive and damage from the meta dagger build makes taking a ranged and more defensive oriented option redundant to some. Are these enough or do I need to go further? None of these things make S/x “not ‘viable’”. (Viable=/=optimal for any given situation.)

viable= playable in top tier play without crippling your team.
S/x isnt “viable”.
actually i think thats enough to prove everything you said against it invadlid. dk.

and i think its a “balance the game” thread…nerfing thiefs possibility to shut almost every other zerker stuff out of the meta and nerfing D/D eles is part of it.

these comments really remind me of why i dont like posting in the forums, but like reading them….
ppl claiming to know what is going on without even understanding what is being talked about

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

(edited by Sickness.9831)

Make Ele Scepter viable please!

in Profession Balance

Posted by: Sickness.9831

Sickness.9831

im curious, if its viable, why didnt we see any of them in any tornament for like a year?
…just saying

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

(edited by Sickness.9831)

Make Ele Scepter viable please!

in Profession Balance

Posted by: Sickness.9831

Sickness.9831

yo waddup, (you dont have to read everything to discuss it…..i know that would be too much for most^^)

just wanted to give my oppinion about elementalists scepter weaponset: (pvp perspective, i didnt play any other gamemode much at all)

as it is right now, scepter simply cant be viable. you have no sustained dmg, and scepter makes you worse of a guy that can stand on point than dagger. you dont have the huge aoe stuff staff has, scepter just has its burst. thats what its good at. meaning to run scepter somewhat viable you have to rely on this burst. meaning you have to go for an offensive build – something that isnt optimal for elementalist, cause mesmer aswell as thief are superior at it, and thiefs take you out of a fight as easy, if not easier as they can take out mesmers.
thats why i think scepter needs a sustained dmg buff – while its instant/unavoidable dmg needs to be nerfed.

at first i want to give some nerf ideas:

lightning flash: a port that can deal up to 3.5k dmg on a D/D cele build with some mights….dk…think a port shouldnt be supposed to be a big dmg source. nerfing the dmg would be part of nerfing the instant dmg overall, which si good imo

lightning strike: unavoidable/ instant….think i dont have to say more…it needs a slight(!) dmg nerf….maybe even a redisign…smth like a 0.5s delay with an instant animation to make it avoidable

phoenix: actually i think its damage is fine cuz its a skillshot. but, other ppl said this before aswell, the soundeffect should start as soon as you start CASTING the skill.
and the casttime maybe should be 1/2s instead of 1/4 sec…im not sure about this, maybe the soundeffect is enough to make it really avoidable in melee range

now the buffs:
actually, pretty much everything i would buff are autoattacks/ sustained dmg^^
if the sustained dmg of scepter wouldnt suck that hard, i think it could be a viable option.
fire: decrease cast to 3/4s down from 1 1/4…right now its way too clumsy….it wont be the best then aswell, but it would be ok i guess
water: imo thats fine
air: needs a major dmg buff; compared to e.g. mesmer gs or even thief sb its dmg is just too low; improving the dmg should fix the sustained dmg problem imo.
earth: too clumsy; should start shooting the projectiles immideatly; not starting after ca1 sec casttime

another thing that needs to be adressed to make scepter more viable is daggerdaggerceleele…nerf the burnduration from drakes breath, fix air1canceling, there were already a lot of good suggestions; nerf battle sigil and maybe mightduration on runes. gg. i think that would balance the spec tbh.

theres one more thing i wanted to adress that just came into my mind
only viable amulett for ele is celestial. i think there should be another one. valkyrie is a great amulett imo. but you cant rly use it cuz ele lacks hp.
i think if you would split the toughness part to like 50% toughness, 50% vitality(or even more vitality) it could be another viable option for a more offensive version of elementalists.

thanks for reading even though i doubt anyone read this wall of text through :P
probably its more like a dream; but i want to see scepter being viable in tpvp again

pls discuss!…stay constructive if possible.

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

New World Tournament has 150k prize pool!

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Posted by: Sickness.9831

Sickness.9831

I Read that it has 50k prize pool
Winner team gets 50k dollars and they split that in 5 people and everyone gets 10k dollars.
https://www.guildwars2.com/en/news/announcing-the-guild-wars-2-global-tournament-series/

3 tournaments a year, each of them 50k = 150k pool/ year

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

[suggestion] Zealot amulet in spvp.

in PvP

Posted by: Sickness.9831

Sickness.9831

what exactly is the zealot stat combo?

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

Phantoms Hood

in Guild Wars 2 Discussion

Posted by: Sickness.9831

Sickness.9831

yeah, but sometimes there are special offers….a few weeks ago you could buy the witchs outfit for example…
i was just curious if you could buy the phantoms hood this way aswell soon

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

Phantoms Hood

in Guild Wars 2 Discussion

Posted by: Sickness.9831

Sickness.9831

will it be available again in near future?
or do i need to wait 6 months+?
or will i never have the chance to get one?
thanks for every response

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

A guide to spvp (reworked)

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Posted by: Sickness.9831

Sickness.9831

yeah, id like to know why theese awsome guides are still not stickied…i mean its like every 2nd reply that beggs for the guides to be stickied

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

A Guide to sPvP (1. Teamcomps and roles)

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Posted by: Sickness.9831

Sickness.9831

why, WHY
are theese django guide thread still not stickied?

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

effect sounds missing

in Account & Technical Support

Posted by: Sickness.9831

Sickness.9831

well…..uhm …..i solved it…..
i failed hard^^
plugged my headphones in the wrong spot, so certain soundeffects were “missing”^^

thanks anyway zag^^

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

effect sounds missing

in Account & Technical Support

Posted by: Sickness.9831

Sickness.9831

title says pretty much everything.
scince a few days there are no effect sounds in my game….and yes, ive turned the effect sound thing in the options menu on max….everything else is there like it was before
(i didnt play for a week or smth before the problem appeared)
is there a easy way to fix it?
do i need to reinstall?

i know it isnt the biggest problem, but it still is very annoying if you are used to have the effect sounds activated

thank you very much for your responses!

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

[SPvP] Thief Risk and Reward Changes

in Profession Balance

Posted by: Sickness.9831

Sickness.9831

The time it takes to melt a thief in comparison to any other zerker spec class is much shorter. However it is made up by our mobility.

no. just no^^….compare thief and ele, both zerker, both doing nothing…an ele will get melted faster. do the same with mesmer…mesmer will get melted faster…
so now add the defensive mechanics….thieves defensive mechanics are the best out of theese 3 …..how is this fair?..i just dont know the answer.

Porting in and out of fights is very situational. So you go in and backstab somebody once and run away to take no damage.
Did you help your team members? If it was a 2v3 before you got there you NEED to stay and help there is no hit and run. You can’t run very far so you’re inevitably going to take damage.

thats not true aswell^^….most teams currently run defensive setups with a thief as offensive spec…if it is a 2v3 with lets say warrior&guardian versus guardian, warrior thief(just to have the high dmg class there aswell in this example) your people wont drop instantly if you are leaving. you could even burst, do dmg until you need to do something against the incoming dmg, decap far, rejoin the fight…and yes, you help your team like a LOT with simple moves like this. other offensive classes cant do this so easiely. often they cant even afford leaving a fight when they are low, cause as soon as they try to disengage a thif will finish them off… in fight they atleast can get some cc/ heal support from their teammates…
and keep in mind, if the enemy has some other kind of dmg dealer like lets say mesmer or ele, its no problem for you aswell. you can stick to him as long as you want, disengage whenever you want to if something goes wrong, and rejoin pressuring/surprising him, but if he goes low or needs to disengage there is no way for him to do so(beside mesmer portal…ha ha ). you cant escape a thief that realy wants to kill you.

Thief is the hit and run class. Quick bursts, finish low hp, help to end fights quickly. However we can’t hold points (can’t hold/contest in stealth), hard to fight 1vX, low hp etc.

yeah, thats true…………and every other burst class works like this aswell…beside the fact that they cant run as good as a thief can, while having no more sustain infight

Other offensive built classes can do all of those.

yes and no….if the offensive classes you mean are zerker warrior and necro you are right.
but there is not a single burst spec that can do this, so you are also wrong….burst specs are offensive specs aswell….

Maybe you should roll thief then since you like all those type of game play strategies.

yeah, already did it….its just insane how much of an advantage it is for the team….doesnt change the fact that im very sad about it…and i dont need to like theese “strategies” (:D), they are just superior compared to others.

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

(edited by Sickness.9831)

[SPvP] Thief Risk and Reward Changes

in Profession Balance

Posted by: Sickness.9831

Sickness.9831

1. The risk and reward on thief is already VERY high. You either kill or be killed(or run) in a short amount of time in most cases. If it’s an outnumbered fight in PvP a thief will most likely have a bad time.

this part made me laugh^^….it SHOULD be like this, it is like this for almost every other offensive proffesion….but not for thief….
porting in, doing their dmgpaired with their evades, and porting out to not take the risk to take any damage. thats all thief does. and thats what makes this class (at least S/P) way superior compared to other glass specs

2. Attacking out of stealth – all it takes is one successful evade to throw off the backstab.

would be nice if it actually would be like this…but it isnt. like sensotix said, if a backstab/ immobilize from shortbow gets evaded/blocked/blinded the thief will most likely just attack once again and will achieve pretty much the same thing. it realy CANT be good if you use a block a blind an evade or whatever just to achive nothing, even if you timed it correctly….again just NO punishment for thieves mistakes

3. Spamming Evasive Shot – I haven’t ran into anybody that makes it game breaking. It is pretty annoying, but nothing unbeatable.

it just makes the thief invulnerable. it often makes the 3 seconds difference for the thief to get his heal/ lyssa/whatever up again which opens a possibility for him to do whatever he wants to, and if it doenst work out he still has an easy time(compared to other classes at his offensive level) to disengage…… i mean it is hard to kill a thief. its extremely hard to kill a good thief…even without this skill…maybe it doenst need to be changed. but it is a very very bad mechanic….long time spammable evade……nothing else to say……

generaly thievs need to get punished more for their mistakes, atm its just waaay too easy for them to disengage/ reset fights/ avoid getting killed
the mix out of their ridicolous mobility and their evades needs to be toned down……asap

I think it is unfair a thief can infiltrators arrow/withdraw/infiltrators strike/infiltrators signet around the map and still have initative at the end of it.

I propose that they employ a system like they use in swtor to add skill to the thief. If you have over 4/5 initative then you regain iniative at the current rate. If you drop below 5 iniative then you regenerate iniative at 50% of the current rate untill you have 5 initiative again.

this is a great suggestion.

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

(edited by Sickness.9831)

(what if) Anet said: What would you change?

in Elementalist

Posted by: Sickness.9831

Sickness.9831

yeah, right, removing the heal would be a bit harsh…i think lower it by 50% would be fine. so healing and using 1 blast would equal the current healing you get. so it would be a nice buff.

That would still be a nerf. If you require 2 actions to do the same thing as it currently does with one action – that is not a buff at all. That is nothing more than a nerf. You can’t always blast your fields in combat. You have to take into consideration all the cool downs and such.

For it to be a 40second cool down. It needs to do its FULL heal and have a water field. I mean even with just over 700 Healing Power Cleansing Wave heals for 2,020 health. That is equal to 50.5Health per a second….

It should really be buffed a little, 25% buff and have a water field. Considering its insane cool down it currently is not that great. Or Maybe instead of a Waterfield. Grant everyone affected with a reasonable Regeneration. Say 5-10seconds.

it would be a buff scince you could heal for insane amounts with this skill…..in 2 secs it is like absolutely no problem to blast in this field twice, and if your teammates are patient or you communicate with them it will be no problem for them to blast in at least twice aswell….that would be an additional 4k heal with like no healing power(if im not mistaken, didnt try it, but i think it was something like 900healing per blast without healingpower)…..you cant tell me thats a nerf man…. in some situations it would be worse than before, but in others it would be like sooooo much better..
the idea with the regeneration isn t good at all imo….a 10s regeneration instead of a 2s waterfield?!…no. no dude!…never!….a waterfield just adds so much utility, you cant get even close to that with some regeneration.

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

(edited by Sickness.9831)

(what if) Anet said: What would you change?

in Elementalist

Posted by: Sickness.9831

Sickness.9831

is there any reason to be using a mh dagger over other weapons?

its fun to play^^

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

(what if) Anet said: What would you change?

in Elementalist

Posted by: Sickness.9831

Sickness.9831

another awsome change imo would be, like someone mentioned previously, removing the heal from dagger #5, but adding a waterfield with the duration of the engis healturret overcharge.

The skill is a 40 second cool down skill….why exactly should the heal be removed? This would actually be a nerf. It should do its current thing AND have a few second (3 or 4) waterfield. Seeing as the heal has a 40 second cool down, in its current state (like most weapon, heal, utility and elite skills) the cool down simply is unjustified.

I know I would much rather be using skill 5 on staff

yeah, right, removing the heal would be a bit harsh…i think lower it by 50% would be fine. so healing and using 1 blast would equal the current healing you get. so it would be a nice buff.
…yeah, bad thing is, if you are in a pvp match you cant switch weapons, and the only way to get any different combo field than a fire field is using staff…which kinda sucks. this change would make more combos between elements, and another way of using your blasts than just stacking might possible at times you are not fighting with your teammates who can eventually give other combofields.
i dont think the cd is too long, maybe its just cause im used to it, but it feels right for me personaly when considering it is an additional healskill weve got.
the skill would be fine if it would be like this: waterfield 2s at your location, radius 240, about 800 healing(240 radius), 1 condition removed(240 radius), number of targets: 5, 40s cd, 3/4s casttime

another thing that just came into my mind was adding a 2s smoke field to the churning earth cast, that activates when you almost, or even entirely, ended it….lets say you get a smoke field at 3s of the 3 1/4s cast, and your combofinisher blasts right into the field, as long noone layed down another combo field earlier. didnt think about that in detail yet, just thought it would be awsome. i think even the cd would be ok tho considering the eternal casttime…would enable some clutch rezzes/disengages

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

(edited by Sickness.9831)

(what if) Anet said: What would you change?

in Elementalist

Posted by: Sickness.9831

Sickness.9831

remove immob stacking.
element switch should be on a 9sec base cd(or whatever it is now with 30 in arcana, 9 or 10), no matter how many traitpoints you have invested in arcana. to make it still worth it traiting into the arcana line statwise you could for example add a -x to -30% condition duration stat to it scince eles that dont go for a full anti condi spec are pretty vulnerable to conditions due to their low hp pool.
beside that i think elemental attunement should be at least a minor trait (e.g. 15 arcana), cause we eles realy rely on that one. and remove immob stacking
another very important thing to change imo would be evasive arcana….i think a nice solution would be deleting the trait, making every 5 point trait from the element trait lines a standard class mechanic, and add the evasive arcana effect depending on the element to theese 5 point traits. the importance of the arcana traitline was a main issue with ele scince release, and with this change it wouldnt be necessary anymore to trait so far into this traitline, but it still wouldnt be a bad choice.
atm an elementalist that doesnt want to be a full glasscannon has to use 45 traitpoints to get the healing he realy needs, and still will be very squishie. with this change you only would have to use 15 traitpoints for the so important healingeffect of the traits. #remove immob stacking
another awsome change imo would be, like someone mentioned previously, removing the heal from dagger #5, but adding a waterfield with the duration of the engis healturret overcharge. this would allow a lot more elementcombos and would reward teamplay and communication aswell. and you wouldnt have to run staff to get any other combo field than a fire one. immob stacking needs to be removed…
another thing that was mentioned several times already: revert the rtl cd nerf!…i think 20s if you hit a foe and 25s if you dont hit anyone would be fine.
beside that i think an amulett with the power798, healing284, precision284, vitality284, toughness284 stats would help a lot aswell.

remove immob stacking btw

and for the sake of counterplay add any kind of it to the instant dmg skills an elementalist has….maybe by adding a delay with a passive animation to the skills or something….maybe all of them should work more like arcane shield or guardians shield of wrath….for example for the air skills, if you dont get hit in the duration of 1 or 2 secs the skill deals the current amount of dmg, and if you get hit the strike that would hit you gets automaticly blinded and the enemy gets hit by about 75% or 66% of the dmg…..obviously there would have to be some kind of symbol in the effect thing below the hp bar, and the animation should be visible for the enemy, maybe, some small lighnings above his head or smth ;D
ah, and remove immob stacking
and pls listen to Olli

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

(edited by Sickness.9831)

Feature Build Balance Preview

in Profession Balance

Posted by: Sickness.9831

Sickness.9831

if there is nothing huge, beside the stuff you stated yet, you want to change in terms of ele survivability it will be another 3-6 months without having elementalists in esl tournys

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

[sPvP]Thieves: gameplay, concerns, possible solutions [merged]

in Profession Balance

Posted by: Sickness.9831

Sickness.9831

thief very good teamSUPPORT?there is no support,only stealth.

only stealth…..and stunns, and boonsteal, and area weakness/spammable blast finishers….but yes, there is only stealth…and even if there only would be stealth, it would already be great teamsupport compared to the other mentioned classes, i guess you dont actually know how strong shadow refuge can be.
…mesmer ahs better teamsupport for sure, im sorry, didnt write that down correctly… edited it, thief: good teamsupport, mesmer: very good teamsupport

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

(edited by Sickness.9831)

[sPvP]Thieves: gameplay, concerns, possible solutions [merged]

in Profession Balance

Posted by: Sickness.9831

Sickness.9831

i realy dont think their dmg is the main problem….i think its fine cause they realy are very weak as long as they arent evading, stealthing or running away in teamfights for example, and if you would nerf thiefes dmg you should nerf all dmg ingame, what should be done anyway imo.
i think S/D and D/P are fine at the moment…. what realy isnt fine imo is
1.: Pistol whip…..just too high dmg for a skill that stunnes and evades at the same time while its doing sick burst dmg…..not to mention the fact that its pretty much spammable…at least if you want to spam it….
2.: the mobility: its just insane…..a thief can decap the backnode and return to the teamfight on most maps in like 5-10 seconds. means the thiefs team will not even feel that he was missing for a little time…and cause no other class has such a insane mobility your only possibilitys to counter a thief is either having a dedicated close point deffer who stands there all day long, what never is a good idea, cause you will pretty much fight a 4v5 all game long, or having a thief yourself that can either decap the enemys point with the same speed as their thief, or prevent the enemy thief from decapping, cause he is equally fast.
i like comparing thiefs to mesmer and eles cause theese 3 classes are the burst-roamers imo….thief: good teamsupport, very good survivability due to evades, stealth and mobility, very high damage, insane mobility
off-ele: medium teamsupport, bad surviuvability, very high damage, good mobility
mesmer: very good teamsupport due to things like stealth, boonremove, portal, nullfield, dazes, eventually iol, good survivability due to ports/stealth, very high dmg, medium mobility

…this just states my impression as a player
as you can see thief is as good as the others in a few aspect, and if he isnt equally good at one point, he is even better.
so why would you take a mesmer or an ele over a thief if a thief can do everything they can do, just better?
imo it would be best if either thiefs mobility gets nerfed to a point where other classes are able to compete with him.

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

(edited by Sickness.9831)

A Guide to sPvP (1. Teamcomps and roles)

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Posted by: Sickness.9831

Sickness.9831

i really dont get why this guide still is not sticky

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

Dodge the Meta Tournament

in PvP

Posted by: Sickness.9831

Sickness.9831

confounding suggestions is a bugged trait…..well, i guess uncounterable things and power creep are the stuff we want to avoid..or am i mistaken?

They fixed the bug for this trait.
Mesmer

  • Chaos Storm: Fixed a bug that caused this skill to stun enemies whether or not it dazed them when traited with Confounding Suggestions.

k, then i think there shouldnt be any problem anymore in using this trait, sorry.

The air 15 trait does kitten all damage, even on a min maxed ele. It’s the air 2 that does the damage.

All fresh air does is bring scepter auto inline the with auto of other glass dps, please don’t try to argue this.

firstly i cant see where i said the air 15 trait does all the dmg(?)
as i said before, i think fresh air itself is fine, its just, like every other instant range dmg skill, what fresh air is, cause you automaticly have the air15 trait when using fresh air, unavoidable, what makes it kittened in my eyes…..

even if fresh air brings the dps of scepters autoattack on a level of other glass specs autoattacks, what it defenitely does, it still is pretty much unavoidable, what kinda sucks imo…..

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

Dodge the Meta Tournament

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Posted by: Sickness.9831

Sickness.9831

I like the idea of banning fresh air, but i think if this trait is banned halting strike, confounding suggestions and the steal daze should be banned aswell

Why don’t we just ban everything and make everyone play a greatsword warrior? Because logic.

well, i just think fresh air is kittened cause it automaticly combos with the uncounterable air 15 minor trait (yeah, i main ele), also you cant tell me steal daze is counterable….
halting strike just causes insanely strong chaos storm power creep, and confounding suggestions is a bugged trait…..well, i guess uncounterable things and power creep are the stuff we want to avoid..or am i mistaken?

Steal daze is one of the few viable traits thieves have. Take that away and they’ve got nothing. You can typically tell when a thief is about to steal, and dodging/blinding/blocking/evading it puts steal on full cooldown. A thief with that many traits into Trickery is going to be hurting if you dodge just one of their steals, and will most likely lose the fight if you avoid two. There is in fact counter play, most people just don’t bother to L2P and cry OP because rock beats scissors, and scissors refuses to become paper.

sry, but i think if you use your >instant< steal into a dodgeroll it isnt me that needs to l2p…. just saying

Mistakes happen. It’s not a L2P issue – that was just one example. You can easily initiate shield stance, have cover boons that I rip instead of Aegis, use instant blinds (see what I did there?), have just initiated a dodge (human reaction time isn’t instant – this is why I included dodge, chum). The list could go on. Steal is a counterable mechanic if you’re a good player, which obviously you aren’t judging by your lack of ability to even accept that maybe you’re wrong. As a thief, I know how to counter steal, and it’s pretty funny when it happens.

i didnt say there is a different to the instant blinds, or other instant skills at all…to your “good player” argument: in my oppinion a good player should use instant skills when there is no reason for the enemy to dodge, and i said you should hit it like 90%, not 100% of the time, cause i thought about lucky dodges
and as you may know the shield “stance” has 75sec cd, the steal has 20secs and ele doesnt even has acess to aegis^^….further i think i can accept when im wrong for sure, but in this case i am right.

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

(edited by Sickness.9831)

Dodge the Meta Tournament

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Posted by: Sickness.9831

Sickness.9831

I like the idea of banning fresh air, but i think if this trait is banned halting strike, confounding suggestions and the steal daze should be banned aswell

Why don’t we just ban everything and make everyone play a greatsword warrior? Because logic.

well, i just think fresh air is kittened cause it automaticly combos with the uncounterable air 15 minor trait (yeah, i main ele), also you cant tell me steal daze is counterable….
halting strike just causes insanely strong chaos storm power creep, and confounding suggestions is a bugged trait…..well, i guess uncounterable things and power creep are the stuff we want to avoid..or am i mistaken?

Steal daze is one of the few viable traits thieves have. Take that away and they’ve got nothing. You can typically tell when a thief is about to steal, and dodging/blinding/blocking/evading it puts steal on full cooldown. A thief with that many traits into Trickery is going to be hurting if you dodge just one of their steals, and will most likely lose the fight if you avoid two. There is in fact counter play, most people just don’t bother to L2P and cry OP because rock beats scissors, and scissors refuses to become paper.

sry, but i think if you use your >instant< steal into a dodgeroll it isnt me that needs to l2p…and im not sure if it will hurt the thief too hard if i dodge a 20sec instant skill, that should hit like 90% of the time…and if i realy manage to dodge a instant skill its just fine that it hurts him… just saying

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

(edited by Sickness.9831)

Dodge the Meta Tournament

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Posted by: Sickness.9831

Sickness.9831

I like the idea of banning fresh air, but i think if this trait is banned halting strike, confounding suggestions and the steal daze should be banned aswell

Why don’t we just ban everything and make everyone play a greatsword warrior? Because logic.

well, i just think fresh air is kittened cause it automaticly combos with the air 15 minor trait which gets completely uncounterable in this combo (yeah, i main ele), also you cant tell me steal instant daze allows counterplay (using stability everytime i want to heal isnt my definition of counterplay, sorry………not to mention the boonsteal on steal that allows you to daze threw stability)….
halting strike just causes insanely strong chaos storm power creep (maybe it isnt needed to ban this trait, but im realy not sure about it), and confounding suggestions is a bugged trait…..well, i guess uncounterable things and power creep are the stuff we want to avoid..or am i mistaken?

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

(edited by Sickness.9831)

Dodge the Meta Tournament

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Posted by: Sickness.9831

Sickness.9831

I like the idea of banning fresh air, but i think if this trait is banned halting strike, confounding suggestions and the steal daze should be banned aswell

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

(edited by Sickness.9831)

GW2 Q1-Q2 2013 balance

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Posted by: Sickness.9831

Sickness.9831

I don’t understand the symbols beside the classes, and the respective importance of Tier S,A,B. Mind explaining since I did not read your thread from 8 months ago?

S – superior, A – average, B – below average….or something like that…+ bit better, – bit worse compared to other classes in the tier…= average for the tier

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

Ready Up: Ep 2 - Friday at 12PM PST

in PvP

Posted by: Sickness.9831

Sickness.9831

how will you make ele viable again?

and btw, what do you guys think about making rtl a utility skill 20 sec cd….would solve the disengage problem and you could play different weapon sets than x/D

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

(edited by Sickness.9831)

Can people who leave/AFK matches be reported?

in PvP

Posted by: Sickness.9831

Sickness.9831

i use “lfg system abuse” as some kind of possibility to report them…they looked for a group (soloq), but didnt want to play….in my oppinion thats some kind of abusing the system

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

Why the ele has no place in spvp

in PvP

Posted by: Sickness.9831

Sickness.9831

Rtl is too op to have 1000 range at 20 sec cooldown.Why ? Because it is not affected by condition/movement skills and cannot be interrupted.Take warrior rush for example.It has 20 second cd and 1200 range ,BUT * it is subject to movement speed and impairing effects* and can be interrupted,immobilized.

if you have rush, you also have whirlwind attack….nice dmg, evade, gapcloser/disengage…the combination of both of them is just awsome for mobility, and with their low cds you have pretty much everytime the possibility to disengage a fight…yeah, they are taking two weaponskill slots instead of one, but whirlwind attack is just such an awsome skill, it isnt like youve got one skill less in an actual fight, infight its still awsome dmg and gives additional survivability due to the evade
ps: rtl can be interrupted and immobilized

Ps: wars are in the same position or worse now since ther only viable teampvp build was nerfed too hard so basicly all Op’s arguments can easily apply to warrior in the current meta,except ele is better viable burst than zerk war and war is still worse at going bunker even with healing signet.

i had to laugh at this part, but maybe we are playing different games.
“only viable tpvp build” …not the only one, the most op one, and even after the nerf its still strong
“ele is better viable than war” …..okay, we are defenitely playing different games.

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

(edited by Sickness.9831)

Why the ele has no place in spvp

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Posted by: Sickness.9831

Sickness.9831

i play ele in top 100 teamq and think im very experienced with ele in pvp.
my team probably could be ranked way higher if i would for example play thief, but i love the elementalist, thats why i dont do it yet.
ele isnt out of the meta cause he is so weak, ele is okay. but in every aspect there is another class that can do what he does, by far more efficent. or why do you think wasnt there a single top team with elementalist for months?…cause ele is strong enough to be viable?…not rly… maybe just because there isnt a single skilled ele around theese days….sure………
if you play soloq, hotjoin or only on 1v1 servers you realy can kitten peole like a boss, but you could even own soloq and kill a lot of people with a double potato 1/3/3/7/0 build……
something realy needs to change, but it seems like peole dont even notice it.
i think djangos suggestions would be a nice possibility for theese changes….would be the easiest way for anet to make ele viable again…the better possibility would be to “shave” every other class imo…..

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

(edited by Sickness.9831)

A Guide to sPvP (1. Teamcomps and roles)

in PvP

Posted by: Sickness.9831

Sickness.9831

awsome guide…..we need this to be sticky^^

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

Show off Your PvP Armor *^*

in PvP

Posted by: Sickness.9831

Sickness.9831

elementalist……….

Attachments:

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

Some thoughts about improvements (Summary)

in PvP

Posted by: Sickness.9831

Sickness.9831

very nice… and so true
a very good point imo is to not buff every weak class….its more important to nerf the very strong/op classes to make other builds (and classes) viable
if anet could change the game like this i would be sooo happy

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

pvp fiery dragon sword

in PvP

Posted by: Sickness.9831

Sickness.9831

well….i never saw a fiery dragon sword in pvp before, and its missing in my hom pvp tab too… i never thought this could be a bug ….but now i think i could be wrong

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

(edited by Sickness.9831)

pvp fiery dragon sword

in PvP

Posted by: Sickness.9831

Sickness.9831

a few months ago you got a tiger token by salvaging a free-tournament hammer instead of a free-tournament token. thats why its possible that this guy had the fiery gladius with r12

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan

pvp fiery dragon sword

in PvP

Posted by: Sickness.9831

Sickness.9831

fiery gladius….tiger token+sliver+crit in the mystic forge…it looks like a burning sword, like the fiery dragon sword

Shaku – Elementalist – Made in Meta [MiM]
http://www.twitch.tv/shakuzan