Showing Posts For Wintel.4873:

Oce based server in HoT?

in Guild Wars 2: Heart of Thorns

Posted by: Wintel.4873

Wintel.4873

That’s too bad. I started playing WoW again purely because they added Aus servers.

MMO’s are all about the online experience and playing GW2 at 350ms+ has been rough. All abilities are delayed, dodging on reaction rarely works, PvP is a nightmare.

Exploring the world is still extremely fun though, and this game’s graphics and audio are to die for.

To buy HoT or not, decisions decisions…

(edited by Wintel.4873)

Does it get better?

in Elementalist

Posted by: Wintel.4873

Wintel.4873

Staff + zerker setup is the way to go. D/D or Scepter is what will get you killed during leveling the most.

So about those Asuran animations...

in PvP

Posted by: Wintel.4873

Wintel.4873

Normalize player model sizes in SPvP. Make Norns/Charr a bit smaller, Asuras a lot bigger, etc.

By far the simplest solution.

S/d Thieves are no skill, no fun, no love.

in PvP

Posted by: Wintel.4873

Wintel.4873

I think thief players go through various phases of denial and acceptance of how broken their class is (in an overpowered way).

Why are mesmers designed to be "thief food?"

in Profession Balance

Posted by: Wintel.4873

Wintel.4873

Thieves are designed around destroying any glass/semi-glass build and if anything goes wrong they have a million ways to escape. It’s quite unbalanced.

Please stop comparing across professions

in Profession Balance

Posted by: Wintel.4873

Wintel.4873

I know right, comparing across classes is so stupid. Can’t we all just agree that warrior is supposed to have the best of everything?

There is no counter to stealth

in Profession Balance

Posted by: Wintel.4873

Wintel.4873

Thieves are supposed to counter glass builds , that’s why they exist. The role of the thief is to get rid of opposite team’s glass cannon. You counter a thief with more sustain builds and conditions.

If thieves become weak vs builds like glass S/D ele then what’s the point of playing thief? To get owned by sustain, condi and tank builds? They have to be strong somewhere and it turns out that its against glass builds.

Wow, so someone actually admitted that thieves easily destroy all glass builds. So you’re saying that no glass build other than thief has a place in this game, because why take a glass ele or glass mesmer when a team can just take a thief to solve all their problems?
That’s just stupidly unbalanced.

Anyway, the point of playing thief is to provide fast back-capping of capture points, spike damage when required, good mobility and guaranteed stomps with stealth/blind field.
Countering all other glass builds is just unnecessary and unbalanced.

You can also QQ about guardians that has insane support. No other class can provide that much support to their team.

Bunker guardian= end of all other bunker builds

I take it you haven’t seen a bunker warrior or bunker engi.

There is no counter to stealth

in Profession Balance

Posted by: Wintel.4873

Wintel.4873

My main point was that thieves render all other zerk/glass builds and classes pointless. The amount of survivability they have with stealth and evasion far surpasses ANYTHING any other glass/zerk build can get, except maybe mesmers (because you guessed it, stealth + AI).
A glass thief can basically risk entering any situations and getting away with stupid mistakes thanks to stealth. Any other glass/zerk class would die in 2 seconds with no way to escape.
Tell me, what remote chance does a glass ele stand vs a glass thief? None, the thief can basically 2-shot the ele and sit in stealth (or spam evades) whenever the ele tries to attack. The ele has no choice but to run celestial + cantrips.
Thieves and stealth = end of all glass builds.

(edited by Wintel.4873)

There is no counter to stealth

in Profession Balance

Posted by: Wintel.4873

Wintel.4873

Please balance stealth with thieves and mesmers, as there is currently no counter-play to it. Especially with thieves because they can basically escape from ANY situation and always come back for the kill. Stealth lets them dictate when and where fights happen which, when combined with their absurd burst/CC and guaranteed blind-stomps (or stealth-stomps), makes them them the only glassy build worth playing. Mesmers can also sit in stealth while AI does all the work for them.

No other glass/zerk build can have such absurd survivability and escape tools purely due to stealth.

edit: My main point was that thieves render all other zerk/glass builds and classes pointless. The amount of survivability they have with stealth and evasion far surpasses ANYTHING any other glass/zerk build can get, except maybe mesmers (because you guessed it, stealth + AI).
A glass thief can basically risk entering any situations and getting away with stupid mistakes thanks to stealth. Any other glass/zerk class would die in 2 seconds with no way to escape.
Tell me, what remote chance does a glass ele or glass mesmer stand vs a glass thief? None, the thief can basically 2-shot them straight out of stealth. If anything goes wrong he can just re-enter stealth, heal-up and then come back for the kill.
They also have guaranteed stomps on engineers, warriors, guardians and necros with blind-field + stomp.

(edited by Wintel.4873)

why no staff love?

in Elementalist

Posted by: Wintel.4873

Wintel.4873

Staff is easily the best PvE weapon IMO because nothing touches the combined damage of Fireball + Lava Font + Meteor. Absolutely nothing. Staff group-healing is also unrivalled, especially with the new water grandmaster trait (+25% healing).
Also very good for WvW zergs.

One reason S/D is often suggested for PvE is because it can perma-stack Fury for the entire group (Persisting Flames + 2x blast finishers) which is a huge net DPS gain.

For SPvP however Staff is not the best because most of it’s attacks require the target to sit still in the AoE….some Ele’s can make it work but most are going D/D these days because of all the recent D/D buffs.

Asura Animations & Visual Effects are Broken

in PvP

Posted by: Wintel.4873

Wintel.4873

Thanks for reporting this! This looks like a scaling issue where the effect is scaling the character’s size but the skill itself is not scaling. A fix for this will require some design work so I can’t say a whole lot in regards to when it could be fixed.

While a respect this honest answer, I’m really concernd that we didn’t even get a "soon™ ".

I wish I could say soon™. But this is a pretty interesting issue to address.

Are class skills so intricately tied to character size? Considering the MASSIVE range of customizable character/race sizes, this seems like a pretty glaring flaw that should’ve been highlighted before release :S

[SPVP] "New" to Elementalist

in Elementalist

Posted by: Wintel.4873

Wintel.4873

I tried all of your suggested variations but my problem still persist: I can’t unleash enough damage and at the same time I take too much damage. Fire #3 is kitten hard to land, firegrab has a 45 secs CD, churning earth is too predictable etc etc.

Welcome to Ele, take a seat.

This class was designed around playing 5x better than your opponent and hoping they make mistakes. You will never beat another class if the player is as skilled as you. Not unless we’re talking about the top 1% who have spent hundreds/thousands of hours mastering Ele.

Also Churning Earth works much better as an opener when you combine it with Lightning Flash + attunement switch.

(edited by Wintel.4873)

Where is our ACTUAL damage mitigation?

in Elementalist

Posted by: Wintel.4873

Wintel.4873

D/D + 0/0/2/6/6 + Cantrips + Celestial bunker is your one and only answer. Ele “defense” revolves around that 1 build.

Every other Ele build continues to suffer from the same massive issues in SPvP it has been having over the last year or so.

The latest patch was pretty much a D/D patch.

And if you’re trying to claim damage mitigation should be improved or cooldowns reduced, I would also have to disagree. That would sort of go against the theme of the elementalist class as very mobile, high damage, but low actual mitigation. If you want high mitigation, lower mobility and lower damage/AoE damage, you can’t go wrong with guardian.

How about a very mobile, high damage AND high mitigation/avoidance class? Thief and Warrior. They do a better job than what Ele’s do and are vastly easier to play.

(edited by Wintel.4873)

D/D Ele is a... "pain"

in Thief

Posted by: Wintel.4873

Wintel.4873

Play both classes. I never have any problem with eles because I know the simple rotation and the skills well. I also main thief so I know what skills counter them, like said before the steal skill you get from the ele is single handedly the most broken thing against them, the chill just slaughters them since the attunements are slowed and ruins the eles rotation (bad or no rotation makes a dead ele).

Finally someone who gets it.

Ele vs Minions

in Elementalist

Posted by: Wintel.4873

Wintel.4873

Stick to the player always. There’s no point focusing on mesmer clones because they can spam them out infinitely, and minions can also be easily re-summoned.

D/D Ele is a... "pain"

in Thief

Posted by: Wintel.4873

Wintel.4873

This thread is a joke right? Please tell me this is a joke.

Ele’s have to push literally 3x more buttons and play like a pro to even stand a chance of beating a keyboard-turning Thief who keeps screwing up.
If you lose to an Ele you have done a million things wrong (or you were AFK). Putting aside the fact that thieves can never “lose” a fight since they can always stealth and run away if things go bad.

Signed,
An Ele player

SPvP: Ele or xxxxx

in Elementalist

Posted by: Wintel.4873

Wintel.4873

Most other classes still have infinitely easier-to-play and more effective builds than what Ele’s have.

D/D Ele became slightly more viable after the patch, otherwise nothing much has changed.

So basically go D/D for sPvP or play another class.

why is ele so squishy?

in Elementalist

Posted by: Wintel.4873

Wintel.4873

I am 300% done.

Ele’s are still overall an inferior WvW and SPvP class, a few tweaks here and there aren’t going to change our core issues i.e. heatlh/armor too low and attunement cooldowns too long.

why is ele so squishy?

in Elementalist

Posted by: Wintel.4873

Wintel.4873

ANet’s excuse for keeping Ele’s squishy is because of having access to lots of abilities. I know, it makes no sense at all right?
Firstly there is a HUGE disparity between base health values. Low-tier classes get 10.8k health, med-tier get 15k, high-tier get 18.3k.
Thieves and Guardians are the other 2 classes who have the same base health as Ele’s, but there’s a catch – Thieves are designed around stealth, evades, teleports to compensate for their health. It’s fairly difficult to actually land a hit on thieves, a good thief is almost impossible to kill because at the last second they always stealth and run away.
Meanwhile Guardians wear heavy armor and have tons of defenses like blocks, invulnerabilities, powerful heals, etc and make arguably the best bunkers and point-holders in SPvP.

Ele’s have….attunement swapping. A pathetic excuse of a mechanic that forces us to track extra cooldowns between a huge number of abilities out of which less than half are actually worth using. We can’t stealth, our mobility sucks, healing is so-so and damage revolves around the target standing still (Dragon’s Tooth and Lava Font anyone?).

The recent buffs have changed very little about our core weaknesses….super-squishy health and extremely long cooldowns on attunement swapping.

trouble surviving as ele (PvE) (dungeons)

in Elementalist

Posted by: Wintel.4873

Wintel.4873

As an Ele you are automatically more prone to getting 1-shotted than any other class due to having the lowest base health and base armor.
The only thing you can do is learn fights and master dodging, but even that won’t 100% eliminate those random moments where you’ll get 1-shotted out of nowhere from damage you couldn’t see coming. It’s just how Ele’s are.

That said, it’s not about “soaking” damage as much as it’s about AVOIDING it completely. Warriors, Necromancers and Guardians can soak damage, they can afford to make mistakes and survive, they can afford to be terrible.
But as an Ele you have to master the art of avoiding damage. Grab Renewing Stamina (2 pt Arcana), it should help. As long as you are attacking something you will have almost 100% vigor uptime and shouldn’t have too much trouble staying alive. Just dodge dodge dodge.

Also there’s no point sitting in water attunement when Geyser and Healing Rain are on CD. Switch to Earth, use Magnetic Aura, switch to Air, use Lightning Surge (AoE blind), Static Field, etc. Remember, prioritize avoiding damage instead of trying to out-heal it. Think of your heals as something only for emergencies, to help your group if they get too low, or when you make a mistake.

Stick to that balanced staff build from DeKeyz if that’s what you’re happy with.

I’m personally running a full-zerker staff build because I believe in finishing the fight as fast as possible, that’s my contribution to the group. Also I can provide tons of rally sources for my group with hard-hitting AoE that kills stray mobs very quickly (meteor!)

(edited by Wintel.4873)

Does lvl make any difference in SPvP Arenas.

in PvP

Posted by: Wintel.4873

Wintel.4873

In SPvP everyone gets boosted to lvl 80 with normalized health, stats and gear and all traits unlocked. It doesn’t matter if your warrior is lvl 20 or lvl 80, in SPvP it will be exactly the same. What you are wearing wearing from PvE makes no difference.

Open your PvP Build tab and customize your PvP traits, runes and sigils from there.

As long as you have your traits unlocked from your profession trainer you are on even ground with the lvl 80s

Profession trainers are gone buddy

Ever get this message?

in PvP

Posted by: Wintel.4873

Wintel.4873

Add a queue system please.

[PvX] My blasts prioritize my combo fields

in Profession Balance

Posted by: Wintel.4873

Wintel.4873

If you think a zerg AoE bombardment is laggy now. It will be unplayable for most of us if the game has to determines which finishers belongs to which player. Zerg vs zerg is already laggy as it is.

Playability >>>>> ruining your combo.

I don’t think that’s how it works. Your blast finishers prioritizing your own fields is an extremely simple client-side calculation that can be made instantly.
If anything it should already be built into the code of who put down what field.

World Of Warcraft can track the source of every single condi (debuff) on the boss, every single source of heal/DPS (AoE or not), etc. And that game is like 10 years old.

(edited by Wintel.4873)

Current Top PVE Builds?

in Elementalist

Posted by: Wintel.4873

Wintel.4873

And yet, staff requires the team to support you (might, fury, and vulnerability) in order to deal its damage.

Did you know that a good D/F rotation against a wall deals more damage than staff, if you exclude Meteor Shower, due to burning speed’s trail stacking?

Why do you get to exclude Meteor Shower, staff’s highest DPS skill? Then I’ll exclude Burning Speed for convenience.
FYI staff can also use Burning Retreat into a wall.

Current Top PVE Builds?

in Elementalist

Posted by: Wintel.4873

Wintel.4873

Staff builds are extremely niche and should not be used unless the player knows exactly what he is doing.

Define “niche”. If anything staff is equipped to deal with every situation more than any other weapon AND it’s very easy to play.

Thief requires serious redesign.

in PvP

Posted by: Wintel.4873

Wintel.4873

Thieves can run glass/zerker builds while maintaining plenty of survivability purely due to stealth, mobility or evades.
Any other class running a glass/zerker build is rendered completely pointless as long as a thief is around.
That is the problem.

Afkers - what is Anet doing?

in PvP

Posted by: Wintel.4873

Wintel.4873

No lol im afking all day long, why i gotta run in circles when i get qued with PVErs?
When someone is 100% useless its fine when im 100% useless but sit still instead of pretending that im playing then its problem?
This patch introduced new level of bad players, they dont even know how to autoattack… i wont run around map and kill people just for nothing.

How sad must your life be?

Please ArenaNet – Just ban people like this. You would be doing them a favor – It might give them a chance to take a look in the mirror and realise how pathetic they are.

Whoa you are one hippocrite piece of kitten, i remember back when soloq wasnt PVEque i lost multiple matches cause of your AFK in first minute of game. Did you look in mirror and realised how pathetic you are and dont afk anymore?

I barely ever AFK and when I do, it is when we are like 200-250 points behind and I know there is no way for a comeback. Please don’t compare what you do to what I do.

Doesn’t matter how far behind your team is. If it’s a 5v5 with all players participating and you’re the only one who goes AFK, then you are part of this cancer in sPvP.
I doubt you’ll care anyway, but there you go.

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

in Profession Balance

Posted by: Wintel.4873

Wintel.4873

Post-patch Thieves just made all other glassy/zerk classes even MORE pointless than they already were.

What is going on, ANet?

13k Backstabs are toxic, PERIOD.

in Profession Balance

Posted by: Wintel.4873

Wintel.4873

Thieves already made all other glassy/zerk classes utterly pointless. If you want to play glassy it’s either roll a Thief or get destroyed by one.

It seems ANet made that aspect even worse.

Almost OP they said

in Elementalist

Posted by: Wintel.4873

Wintel.4873

To follow up, I did some quick hotjoin tests with a maximum healing effectiveness build.

With 25 stacks of benev, aquatic B, and monk runes
soothing mist ~220hp/s on teammates
regeneration ~450hp/s on teammates

these are… pretty high numbers (like 1.7 healing signets?), this is not even mentioning the burst heals/blast finishers, or even staff autoattack

edit: soothing mist + battle presence + regen + healing signet #thedream

Noooo stop doing this, you’re going to convince everyone that Ele’s are the best healers and then our meta will be forever doomed to being healing slaves :S

Am I too noob?

in Elementalist

Posted by: Wintel.4873

Wintel.4873

In PvE you provide “support” by going full zerker and killing things as fast as possible to finish the fight, and provide rally sources for yourself/teammates if they go down.
Yes I’m serious.

You can also provide the occasional blast-finisher heal (if you’re playing staff).

Almost OP they said

in Elementalist

Posted by: Wintel.4873

Wintel.4873

PvP just got invaded by like a billion newbies lol.

Ele’s stengths and weaknesses are still the same, and for that reason it will never compete with the top sPvP classes (thief, guardian, warrior, etc).

[PvE] Sigil of Fire vs Sigil of Accuracy

in Elementalist

Posted by: Wintel.4873

Wintel.4873

If you put bloodlust on your trident the stacks will stay.

also, just use a 10% sigil instead of accuracy and have multiple staves (night/undead/justice and svanir slaying if you care about those). if you don’t want to optimise to that extent I’m not sure, but I am fairly certain that air/accuracy are better than fire.

Oh god…yeah I don’t feel like making more ascended staves >_<

You say air/accuracy is best, but what about Force? Isn’t 5% all damage > 7% crit damage? I don’t have a perma-fury setup or group.

[PvE] Sigil of Fire vs Sigil of Accuracy

in Elementalist

Posted by: Wintel.4873

Wintel.4873

Hmm never considered Air…that 3 seconds is incredibly frequent too, I think it could out-DPS the 7% crit from Accuracy. I’ll give it a shot, thanks.

Staff vs Scepter/Focus

in Elementalist

Posted by: Wintel.4873

Wintel.4873

I don’t see how S/F can do better offensive than staff in open world. Staff does absolutely monstrous damage with meteor + lava font + fireball if you can set it up. With it’s range and multiple kiting abilities, those setups are also far easier to do compared to S/F.

Unfortunately nobody can tell you which weapons are right one for you, they are all viable. You need to pick your weapons and we can recommend good builds and gearing options based on those weapons.
Personally I will never go back to scepter or dagger, staff is just way too useful especially on big bosses where most of the meteors hit.

[PvE] Sigil of Fire vs Sigil of Accuracy

in Elementalist

Posted by: Wintel.4873

Wintel.4873

it can, similarly with geomancy, but it does alot less damage.

Sigil of Hydromancy does damage and if I’m not mistaken it scales on Power and crits too.

Right now I’m running hydro/int on d/d. Haven’t been playing all that much. Switching specs and idling/looking at all the different things. Hoping to find insight on rune choices/sigils here from y’all.

Thanks guys, but like I said I’m running zerker staff. On-swap sigils (e.g. hydro) are pointless because 99% of my damage comes from nuking in fire attunement. Leaving fire is not an option…well besides emergency heals/kiting.

I’m looking for 2 sigils to maximize damage.

(edited by Wintel.4873)

[PvE] Sigil of Fire vs Sigil of Accuracy

in Elementalist

Posted by: Wintel.4873

Wintel.4873

Hydromancy does more than sigil of fire.

From what I can see Hydromancy applies chill. It does no damage.

[PvE] Sigil of Fire vs Sigil of Accuracy

in Players Helping Players

Posted by: Wintel.4873

Wintel.4873

Now that 2H weapons have an additional sigil slot, I’m debating between Fire and Accuracy sigils for my Ele’s staff zerker build. I still have Bloodlust on my scepter+dagger….really sad we can’t dual-lust stack anymore for twice the charges.
Sigil of Force is a given.

Changes:
Sigil of Fire: This sigil now has a 50% activation chance on critical hit. Damage is now reduced by 15%. Rescaled the cooldown from 5, 5, and 5 seconds to 9, 7, and 5 seconds for the minor, major, and superior versions, respectively. This sigil remains unable to critically hit.
Sigil of Accuracy: Critical chance has been increased from 1%, 3%, and 5% to 3%, 5%, and 7% for the minor, major, and superior versions, respectively.

Which would be better? Force + Fire or Force + Accuracy?

[PvE] Sigil of Fire vs Sigil of Accuracy

in Elementalist

Posted by: Wintel.4873

Wintel.4873

Now that 2H weapons have an additional sigil slot, I’m debating between Fire and Accuracy sigils for my staff zerker build. Sigil of Force is a given because flat 5% damage increase is still great.
Not to fond of Boodlust because getting 25 stacks can take a fairly long time. I can no longer double-stack from a different weapon set and switch back to my primary while keeping the Bloodlust stacks, they fall off

Changes:
Sigil of Fire: This sigil now has a 50% activation chance on critical hit. Damage is now reduced by 15%. Rescaled the cooldown from 5, 5, and 5 seconds to 9, 7, and 5 seconds for the minor, major, and superior versions, respectively. This sigil remains unable to critically hit.
Sigil of Accuracy: Critical chance has been increased from 1%, 3%, and 5% to 3%, 5%, and 7% for the minor, major, and superior versions, respectively.

Which would be better? Force + Fire or Force + Accuracy?

(edited by Wintel.4873)

I'm stuck at an Agony Resistance wall.

in Players Helping Players

Posted by: Wintel.4873

Wintel.4873

I don’t have ascended armor or weapons : /

I'm stuck at an Agony Resistance wall.

in Players Helping Players

Posted by: Wintel.4873

Wintel.4873

I have 6x versatile infusions (+5 AR) in all my ascended gear, and +8 in my infused backpiece which amounts to +38 AR total. Still working on ascended staff but it won’t help all that much, the bulk of AR comes from infusions.

Looked up where I can get more essence/vials, turns out it’s only possible as a lucky drop in fractals. After doing SO MANY runs of lvl 1-29 fractals (personal lvl 25) I only had enough to infuse my backpiece. How the flying hell am I supposed to infuse 5-6 more items like that?!

What do I do? Keep farming fractals and hope to get lucky? I really hope not, because I refuse to play anything where my progression relies on luck. Farming and grinding I’m fine with, but not when I can’t calculate my goal. Please tell me there is another way :S

(edited by Wintel.4873)

April Fools: Bobble Heads

in Guild Wars 2 Discussion

Posted by: Wintel.4873

Wintel.4873

Teehee so cute

Attachments:

Plea To The Devs To Un Nerf RTL

in Profession Balance

Posted by: Wintel.4873

Wintel.4873

Stone Heart: Immune to crits.

Your move.

Immune to crits while in a useless attunment awesome.
Warrior= 100% crit chance on burst skills such as eviscerate killshot earthshaker and combustive shot. Now the warrior doesn’t even have to put points into precision and can spend them elsewhere lol.

And Stone Heart can nulify the warrior trait anytime. And its is a big counter to the initial thief burst. That trait is great.

I don’t think you realize what putting 30 points into earth means. It breaks ele builds so hard it’s not even funny, it means we have to sacrifice going deep into water/arcana where all our survivability and utility sits, or fire/air where all our damage comes from.

Simple changes to open ele spec diversity.

in Profession Balance

Posted by: Wintel.4873

Wintel.4873

I would argue that just 15k base health is would be enough of a buff and open up enough options.
The rest of the suggestions would be too risky, even though I’m fully aware just how badly Ele’s need all of those because of how flawed the class feels at it’s core.

Cantrips are currently the only option for any Ele that is interested in that whole “staying alive” business so cuttng their cooldowns would make them even more of a braindead-obvious option.

Yes, attunement cooldowns feel more like a hindrance than a help after I played an Engineer with their instant-access kits. Abilities like Churning Earth, Dragon’s Tooth, Firegrab and many other abilities seem to be designed around being impossible to hit anything with. Scepter autoattacks are absolutely godawful, etc etc. It’s just lame.

But baby steps are needed first, and the most important thing that needs to happen is that 15k health. Everything comes later.

1) Base HP raised to mesmer’s 15k. This will make the 20+ points in water truly optional.

And what about Thieves? Surely you cannot suggest that one class in the game have less HP than everyone else?

Guardians have the same HP as Thieves/Eles, yet they have held their position extremely well in all aspects of the game (PvP especially). It boils down to built-in survival tools and armor.
Meanwhile Thieves have stealth, mobility, CC, evades, guaranteed stomps and/or some combination of those strengths in their “cheesy” builds. They can afford to run berzerker builds while keeping a solid amount of survivability thanks to…you guessed it! Stealth, CC, evades, mobility or some combination of those.
Overall Thief rewards skillful play FAR FAR FAR more than Ele.

(edited by Wintel.4873)

Warrior's Ridiculous Mobility

in Profession Balance

Posted by: Wintel.4873

Wintel.4873

Anyone who is still thinks warrior mobility is “fine” is in self-denial. That is all.

You can’t be the best at everything warriors, as much as you want it to remain that way.

Elementalist survival (PvE)

in Profession Balance

Posted by: Wintel.4873

Wintel.4873

I don’t think he needs you lecturing him about that; he’s likely got far more hours than you on the ele, and I know him to have done plenty of fractal work.

A boss in fractals will barely be standing reliably on all your lava fonts anyways, and this was a comparison about AUTOATTACKS. I don’t think he denies therelative strength of the fire staff skillset.

The point is that an ele needs to dedicate over 50 traitpoints, be made of toilet paper, and not even use his weapons in favor of conjure utilities to even start competing with classes who have a much lower barrier of entry to high DPS.

That is, if you’re not using conjures, you aren’t competing with Warriors or Guardians. Which are pretty much functional off the gate, and the advantage of a LH ele over a warrior isn’t that high when we take into account DPS contribution from banners and the warrior himself, while the ele virtually gives up every thing to just do competitive DPS.

His attunements are completely locked out while you use conjures, and if you need to support your group with heals or fire fields from your mainhand weapons, it means losing/not using conjures in that time frame and essentially doing significantly less DPS while all the warrior and guardian need to do to help their team immensely is some quickly dropped ground utilities while they continue to do their average DPS rotations with their own weapons.

Knock it off with the “got more hours on Ele” assumptions, you don’t know me and I don’t care who he is, stop speaking on his behalf.

Would be extremely helpful if this game had DPS meters to give any remote idea of how classes perform compared to each other instead of people just throwing around vague hints.

(edited by Wintel.4873)

[PvX] Just give Eles 15k base health already.

in Profession Balance

Posted by: Wintel.4873

Wintel.4873

I do not agree. I think with the new GM traits, plus survivability buffs, we need to see how the meta plays out first.

You mean D/D buffs and GM traits sitting in trees which are terrible for PvP.

But yeah, lets see how the meta plays out with Ele’s…or should I say without. The changes are so misguided and focused on increasing healing when that’s not where the problem lies.

Ele needs some of its cool downs reevaluted before we do something like take a hitpoint dump.

Ele is renowned for having some of the longest cooldowns on abilities in the game for little reward. Or did you mean shortening them?

NOOOOOOOOOOOOOO.
I don’t want passive defenses
Just give us easier access to more active ones.

Oh come on P, we know you hate passives, this isn’t a passive defense as much as giving you more room to actually DO STUFF with the class that you’ve always wanted :P

(edited by Wintel.4873)

[PvX] Just give Eles 15k base health already.

in Profession Balance

Posted by: Wintel.4873

Wintel.4873

There is no need to make the “solution” to Eles more complicated than it actually is.
Just give Ele’s 15k base health already and call it a day. Everything about the class screams for the need for more base health, right across PvE and PvP.

What was the design philosophy behind making a class with the lowest health+armor and giving it worse survival abilities compared to other classes?

15k base health will fix virtually everything that is wrong with Eles, because suddenly they will have the breathing room to actually PULL OFF their crazy setups, explore builds, etc instead of just getting 2-shotted right off the bat or being pigeon-holed into arcana+cantrips.
Where we can actually SUSTAIN ourselves, instead of relying on one-trick-pony Fresh Air burst and spending the rest of the time waiting for cooldowns, sitting in downed state, or waiting for res.

Water+arcana cantrip bunker is the most painful build I have ever played with non-existent damage output and sub-par capability to what a warrior, guardian or engineer can achieve. Can you really blame me for seeking more damage but finding out other classes can simply faceroll for vastly better results? Especially Thieves, good lord what a rage-inducing cheesy class.

Fix FGS Rush exploit in PvE for all I care…but Ele base health needs to go up urgently.

(edited by Wintel.4873)

Elementalist survival (PvE)

in Profession Balance

Posted by: Wintel.4873

Wintel.4873

I don’t think it’s very reasonable to say that Elementalists have the worst survival, just because that might be true if you build like this, when the opposite is true if you use (i.e.) 30 in Arcana (which is by no means a “defensive” tree) while spending the rest of the traits offensively.

Ok how about this – ele’s have the worst ratio of survival vs damage output. No matter how much survivability you build for, there is another class which can achieve better survivability WHILE having decent damage.
I don’t even know this is a matter of question. Ele’s have the lowest health+armor and virtually nothing to make up for it. No stealth, no clones, no blocks (arcane shield is a joke), no multi-evades, no mobility (ride the lightning hahahaha), nothing. Ele’s absolutely NEED 15k base health, it’s not up for debate. It’s just not.

I completely agree with first two paragraphs, I hate lh playstyle. But the best autoattack is lightning whip, fireball hits almost twice as weak though it’s much safer to use.

Umm fireball is balanced around having lava font + flame burst on the target….throw in meteor and it completely DESTROYS lightning whip spam in dps.
Lightning whip’s main advantage is mobility, much easier to hit moving mobs with. But on a stationary mob nothing beats staff fire or might-stacked S/D.

D/D is never a good option for PvE unless you are solely after mobile DPS and handling like a melee class (which zero survivability to back it up).

(edited by Wintel.4873)

Massive damage in a single attack?

in Elementalist

Posted by: Wintel.4873

Wintel.4873

You’re all making valid points but the majority of damage seems to be dependant on conjured weapons and all the skills you’re mentioning I’ll agree have potential to do high damage but for the output you get I don’t feel the return is enough especially when you look at the cooldown on skills and how physically weak we are.

It is wrong in many aspects to compare but the warrior I play isn’t geared out completely yet – he has over 20k hp (my ele has 12-3k) and he hits 5k with every swing of his axe to multiple chars at a rate my ele can’t even compete <— I could be completely wrong but something to me just doesn’t add up I don’t see the damage I see on my other classes it isn’t just specifically the warrior I play just using him as an example.

Are we talking PvE or PvP? In PvE Ele’s can do some of the highest sustained damage in the game with Staff (meteor > lava font > fireball spam) and THE highest AoE dps in the game with Frostbow, Fiery Greatsword and Lightning Hammer. Frostbow and LH cooldown is actually the same as their duration (roughly) allowing extremely high uptime. FGS is the only conjure with a long cooldown but it’s because it is so ridiculously strong in corner/wall-zerg situations. With 2 Ele’s in a group you can get 4x FGS and basically 1-shot stuff.

If you’re talking about PvP, then yeah disregard all of the above. The amount of setup & complexity with max-DPS rotations is extremely hard (if not impossible) to pull off in PvP where targets are constantly moving, dodging and destroying you.
But it’s old news that Ele’s are terrible for PvP with the most horrible skill vs reward out of any class…some buffs are on the way but no idea when they’ll arrive.