Should I stick with Ele and ride it out or is the balance we need only a pipe dream?
in Elementalist
Posted by: Sidian.5370
(edited by Sidian.5370)
in Elementalist
Posted by: Sidian.5370
If the most important thing to you is your relative power to other classes, then you should reroll to another class and be much happier. Until that class isn’t as powerful as the next class, and then you can reroll to that new more powerful class. Until that new more powerful class suddenly isn’t as strong as another class….
Eventually you’ll have one of every class, and you can just choose to play whichever is the most powerful at that time. Problem solved.
Surely it’s not too much to ask to be at least on par with the other classes. The work that goes into playing an Ele is what has appealed to me from the beginning. but to put in the work and receive little to show for it, it’s difficult to enjoy the class.. I’m not looking for a 2 button class. I enjoy how entwined the attunements are together and working them together to create combos etc is what kept me playing up until now. it’s just that the numbers I’m pulling in most areas just feel lacking
Switch to another class that has the power you want, and is still fairly engaging. You’ll always have your elementalist to go back to once ANet gets around to balancing.
If it’s affecting your enjoyment, then don’t wait around says I.
edit: I found the thief to be pretty engaging.
(edited by Sidian.5370)
in Elementalist
Posted by: Sidian.5370
If the most important thing to you is your relative power to other classes, then you should reroll to another class and be much happier. Until that class isn’t as powerful as the next class, and then you can reroll to that new more powerful class. Until that new more powerful class suddenly isn’t as strong as another class….
Eventually you’ll have one of every class, and you can just choose to play whichever is the most powerful at that time. Problem solved.
My personal opinion is you should never pick a class based on its current strength/weakness. Pick a class based on whether or not the play mechanics are fun for you, and you won’t really know that until you’ve played it a bit. General mechanics are unlikely to change, but class power will always shift eventually.
If you enjoy the idea of constantly shifting your skills, and having a high degree of movement and timing in your combat, then you’ll likely enjoy the elementalist. If all you care about is how easy to play and how currently powerful a class is, then pick something else.
When does elementalism get hard to play? I’m at level 20 currently and up till now it’s been easy.
They want you to give them more money by buying gems and then selling them for gold.
It’s classic bait and switch. Just give in and use the Cash Shop like ANet wants. Doo ittt! Doooooooo iiiitttt!!
NOTE:
please dont reply to this unless you actually have completed every dungeon and killed the last boss in arah explo mode and tried them all 4 in explo mode.
+ OFCOUSE done both wvw and spvp quite a bit with SEVERAL different classes. since if you havent you would have no idea wth i am talking about.
Please don’t post a thread unless you’ve actually completed high school. Otherwise it will be awful, and you will have no idea wth you are talking about.
Just to start off, I’m new to the game and am slowly trying to learn mechanics and whatnot. That said, I wanted to try a Ranger for sPvP and eventually WvWvW, and what I’m most interested in is a build focused around condition damage which also offers some decent survivability. Basically I want to be able to outlast people and wear them down.
This is the build I came up with:
Any critiques? I’m not really sure what Sigils and Runes are optimal, but the Sigil of Superior Force and Superior Rune of the Undead seemed to be logical choices. I figured it was better to make conditions more potent than to extend their durations.
Also, does your increased condition damage apply to the condition damage your pet deals as well?
Anyway, any help from the more experienced rangers would be appreciated.
I primarily use D/D Precision/Power in PvP. Personally, only use HS as an execute and a gap closer if I’m being kited. This is how I assume it was intended to be used… it never really occured to me to just spam it over and over (because that isn’t fun). So I’ve been making full use of C&D into backstabs, well timed LDB to evade and put extra damage on, and sticking on the target for autoattacks to get my kills. So far it’s worked out pretty well, depending on the target.
That said, I would love if they significantly lowered the damage of HS on targets above both 60% health (it would be used as soley a gap closer in that case), moderately lowered above 33% health, and in turn increased the <33% damage (or add increased crit chance/power so you don’t have to itemize glass cannon). To me that’s a better solution than increasing the initiative cost, because it keeps HS situationally useful throughout the fight. If the <33% damage is significant enough, then you’re still going to be potent 1v1, you just have to use other abilities to get their health within that range. That’s certainly more engaging.
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