Showing Posts For kyon.8601:
I currently use Blinding Ashes as my “For Fun Dueling Build” which is power based. Sure, it got buffed but as long as the ICD is not per target, I don’t think it will be THAT useful for group skirmishes.
They can bring it up to 5s ICD as long as it is per target or better yet, 3s ICD per target but I guess it would be too broken.
Just my 2 cents.
What makes D/D Ele OP for PvP?
Celestial Amulet and decent skills.How can you say that Ele is only OP when he uses Celestial Amulet in PvP?
Is D/D Ele OP with zerker amulet? No.
Is D/D Ele OP with soldier amulet? No.
Is D/D Ele OP with any other amulet aside from Celestial? No.TL;DR – Celestial amulet lets an ele have more than enough of what it needs to do its role. Tankiness and Decent DPS. People won’t call an Ele OP if they use zerkers since they die in a few hits. People won’t call an Ele OP if they use Soldier amulet since they don’t deal enough damage (lack of crits).
What should ANET do to tone down Celestial D/D Eles then
They should definitely NOT nerf elementalist traits and skills. They should nerf celestial amulet.What you said does not make sense. I could say that no thief or mesmer build is OP if they are not zerker and by your logic the solution would be nerf zerker amulet. Fearmancer OP? Let’s nerf rabid/carion even though they dont even work for most classes….
Is celestial necro op? No, not even viable.
Is celestial mesmer op? No, not even viable.
Is celestial thief op? No, not even viable.
Is celestial ranger op? No, not even viable.
Is celestial guardian op? No, not even viable.
Is celestial non dd ele op? NoConclusion: celestial is ok. It is not even viable for 5 out of 8 classes. Out of the other 3 classes 2 (engi and war) have good and solid builds even if not running celestial. A few dd ele traits and weapon skills are op.
one more question…
Is D/D celectial ele OP without mightstacks? No.
many blasts + fire field = dmg
D/D + celestial + dmg = OPmaybe reduce might from 3 to 2 for blasts?
That has been suggested before. I think it would be a great change for spvp and would make it harder for people to keep perma 25 stacks of might on dungeons/pve. Also makes sense to keep the sigilf of battle at the same lvl as the blasting fire field.
It seems that you don’t get the point.
Nerfing the traits and skills will just kill the other less viable builds hanging around. It seems that you can’t understand that simple statement.
You claim that the class itself is OP, if it is then D/D should be fine using any other amulet aside from Celestial but that isn’t the case.
And the way you compared them makes no sense. Zerker thief and mesmer can deal burst damage but that’s all they have. Celesial Ele can deal decent direct and condition damage but they also have more than decent sustain and tankiness. Celestial amulet should make you “average” on everything, not above average.
Since D/D’s playstyle is about out-sustaining your enemies. People complain that Celestial DD Eles have decent damage while being tanky. Nerfing might will hurt all classes, nerfing skills and traits will hurt most of other Ele builds. IMO they should nerf celestial’s offensive stats, nerfing might stacking again should be the last option.
Celestial makes your build average/underpowered on 5 classes. It makes your build average on ele if using weapons other than d/d. The problem is not the amulet. Is the d/d build.
It’s because the class mechanic of those other 5 classes is not about bunking. They can’t utilize the healing power because it scales bad for them so it’s pretty much a wasted stat.
Like I said before, celestial amulet makes D/D above average on almost every aspect that you need in PvP when paired with might stacking.
Your argument was “is thief/mes OP without zerker amulet?”.
Zerker Thief/Mesmer = high DPS with/without might stacks. Low sustain and survivability.
Celestial D/D Elementalist = decent DPS with might stacks, high sustain and survivability.
My opinion is that Might covers up the lack of damage from Celestial amulet, and D/D ele is too good at stacking might. It’s like we’re not sacrificing that much power at all by using Celestial amulet.
You can’t nerf elementalist skills and traits because it will hurt other builds a lot more than it will hurt D/D celestial. Zerker/Soldier D/D is already subpar, nerfing the traits and skills more will make it utterly useless. What needs to be nerfed is either celestial’s offensive stats or might stacking. In case you haven’t noticed, the 3 classes that shine with celestial have good abilities to stack might on their own.
I don’t want d/d to be nerfed so bad people don’t play it, it’s good fun having eles on our frontlines.
Simple solution: Make blasts in fire fields grant two stacks of might per blast, reduce might duration a tad on strength and hoelbrak runes.
Seeing as how it seems quite impossible to nerf only the offensive stats of celestial amulet, nerfing might stacking (blasting) a bit more might be the best solution. The only problem is that other classes probably complain about global might stacking just because of celestial builds.
Nerfing skills and trait shouldn’t be an option at all because it will hurt other builds more than it hurts Celestial D/D.
Just my 2 cents.
What makes D/D Ele OP for PvP?
Celestial Amulet and decent skills.How can you say that Ele is only OP when he uses Celestial Amulet in PvP?
Is D/D Ele OP with zerker amulet? No.
Is D/D Ele OP with soldier amulet? No.
Is D/D Ele OP with any other amulet aside from Celestial? No.TL;DR – Celestial amulet lets an ele have more than enough of what it needs to do its role. Tankiness and Decent DPS. People won’t call an Ele OP if they use zerkers since they die in a few hits. People won’t call an Ele OP if they use Soldier amulet since they don’t deal enough damage (lack of crits).
What should ANET do to tone down Celestial D/D Eles then
They should definitely NOT nerf elementalist traits and skills. They should nerf celestial amulet.What you said does not make sense. I could say that no thief or mesmer build is OP if they are not zerker and by your logic the solution would be nerf zerker amulet. Fearmancer OP? Let’s nerf rabid/carion even though they dont even work for most classes….
Is celestial necro op? No, not even viable.
Is celestial mesmer op? No, not even viable.
Is celestial thief op? No, not even viable.
Is celestial ranger op? No, not even viable.
Is celestial guardian op? No, not even viable.
Is celestial non dd ele op? NoConclusion: celestial is ok. It is not even viable for 5 out of 8 classes. Out of the other 3 classes 2 (engi and war) have good and solid builds even if not running celestial. A few dd ele traits and weapon skills are op.
one more question…
Is D/D celectial ele OP without mightstacks? No.
many blasts + fire field = dmg
D/D + celestial + dmg = OPmaybe reduce might from 3 to 2 for blasts?
That has been suggested before. I think it would be a great change for spvp and would make it harder for people to keep perma 25 stacks of might on dungeons/pve. Also makes sense to keep the sigilf of battle at the same lvl as the blasting fire field.
It seems that you don’t get the point.
Nerfing the traits and skills will just kill the other less viable builds hanging around. It seems that you can’t understand that simple statement.
You claim that the class itself is OP, if it is then D/D should be fine using any other amulet aside from Celestial but that isn’t the case.
And the way you compared them makes no sense. Zerker thief and mesmer can deal burst damage but that’s all they have. Celesial Ele can deal decent direct and condition damage but they also have more than decent sustain and tankiness. Celestial amulet should make you “average” on everything, not above average.
Since D/D’s playstyle is about out-sustaining your enemies. People complain that Celestial DD Eles have decent damage while being tanky. Nerfing might will hurt all classes, nerfing skills and traits will hurt most of other Ele builds. IMO they should nerf celestial’s offensive stats, nerfing might stacking again should be the last option.
(edited by kyon.8601)
Just my 2 cents.
Is Ele OP?
No. But a certain amulet makes D/D Ele OP in PvP for me.
What makes D/D Ele OP for PvP?
Celestial Amulet and decent skills.
“Decent skills” sounds too broad. What do you mean by it?
It means someone who knows the basics of stacking might on D/D Ele and knows when to push and pull off during a fight. Anybody who can do this will be able to play Celestial D/D Ele decently.
How can you say that Ele is only OP when he uses Celestial Amulet in PvP?
Is D/D Ele OP with zerker amulet? No.
Is D/D Ele OP with soldier amulet? No.
Is D/D Ele OP with any other amulet aside from Celestial? No.
TL;DR – Celestial amulet lets an ele have more than enough of what it needs to do its role. Tankiness and Decent DPS. People won’t call an Ele OP if they use zerkers since they die in a few hits. People won’t call an Ele OP if they use Soldier amulet since they don’t deal enough damage (lack of crits).
Why is celestial Ele in PvE and WvW not OP?
Because there are a lot more other variables that can counter a DD celestial Elementalist in PvE/WvW and most of the time, mixing armor stats will give better results.
What should ANET do to tone down Celestial D/D Eles then
They should definitely NOT nerf elementalist traits and skills. They should nerf celestial amulet.
Conclusion:
People only have complaints in PvP when they fight a D/D celestial Elementalist. Have you ever seen anybody complain about an Ele who doesn’t use D/D celestial? In short, Celestial amulet makes D/D Elementalists too strong, not the class itself.
@kodiak
My bad then. It was the first time I’ve seen that D/F 62600 signet build. Most signet builds I’ve encountered before are usually condi S/F.
So in our own subforum we say our DD Celestial is OP while in another class’ subforum they say they they’re only cautious of S/F Fresh Air? Something’s not right here.
Kidding aside, IMO full celestial DD is only OP in PvP mode. PvE and WvW, it’s not as good. Zerker will always be the meta in PvE. People can stack up a lot of Vit and Toughness in WvW that a full celestial build will have too low base power and armor compared to other classes’ normal WvW builds.
Nerfing our traits and skills furthermore will hurt most if not all of our other builds. They should really seperate PvP and WvW/PvE nerfs if they want to hit Celestial DD fairly but on the other hand we don’t really have much diversity in high tier PvP.
P.S. BTW that new signet build is really fun (6 fire 2 air 6 earth). It might not be as strong as our standard cele bunker DD but it’s fun and refreshing for a change.
Chipping it in, full cleric’s build.
Tried a variety of this build (less healing, more vit) last night in 4 man(MGWE) roaming group in T1 . Whole group was kind of surprised with the result which was a lot better than expected. Probably because enemies wasn’t expecting the burst healing it can give to your allies.
Looks great on paper but here are some things that stand out really well:
• AoE for the burst healing (Healing Ripple, EA Water Dodge) is too small. Need proper communication and positioning.
• At some cases, not enough AoE condition removal because of the lack of Cleansing Water.
Bug(?):
• Geyser is not affected by Outgoing Heals bonuses (Runes of Monk, Sigil of Benevolence, Food: Delicious Rice Ball).
Can someone please check this one. My tooltip says I should heal for 3393. With 25 stacks of Benevolence (12.5%), Delicious Rice Ball (10%), and Runes of Monk (10%), I should be healing my teammates for 32.5% more (1085). When I used it on my teammate, it only healed him for around 1,500 (x3). I can’t test it right now since I’m heading off to work.
Thanks for the tip, it’ll really come handy.
Hi, I’m a returning player for GW2. I quit about 7 months ago and recently came back. When I returned I learned that my friends already transferred to BG and they invited me to do so as well. Instead of transferring my old account, I decided to buy a new one because I still had other friends in my original Home Server.
Long story short, I want to join my friends in BG but the server is always listed as “Full”. There were a couple of times when it was “Very High” but I get a network error after selecting BG. It’s been two weeks already but I still haven’t been able to join BG.
A thread from 2 years ago said that I won’t be able to join “Full” servers until someone else from that server transfers out. I’m not entirely sure if it’s still the case but that’s the reason why I’m posting here.
Can you guys give me tips on how to join the server? Given that I work during the night (I leave my house at 5pm EST and get home at around 8am EST), what hours would be good to try joining the server? I always try before leaving my house and when I get home.
Since you know pretty well that it’s a very high risk/high reward playstyle, it’ll be easier to explain.
PVP – it’s viable in pub games but is overshadowed by D/D celestial elementalists in both pub and ranked games.
WvW – If you solo roam especially in T1, I wouldn’t recommend playing s/x at all especially since you said you are new to the game. Spend time in PvP learning proper burst rotations before putting it in action in WvW because you’ll probably be spending most of your time defensively if you can’t properly land your burst.
However, IMO s/x works great if you have a group of 3 or more to pressure your target and divert the attention away from you so you can have more breathing room to drop your burst. But still, most of the time decent players will target s/x elementalists first before any other class except maybe necro and ranger.
TL;DR – since you’re new to the game…
• Practice your burst rotation in PvP first (NPCs then pvp matches).
• Find a roaming group. Avoid fighting alone until you have enough experience and confidence to handle the pressure of getting focused.
• 0/6/0/2/6 is not the only viable burst S/X build. Spend some time tinkering with your build and traits. Preferrably, don’t go full zerk right off the bat. Go get some Vit and Def and slowly convert them to Zerk as you gain more experience.
Start of a new staff Ele zerg meta?
This might actually also work in 50+ man blobs if you have around 4 or more eles running this build. One reason why most guilds prefer balanced/DPS eles is because the heals they get from blasting water fields is more than enough to heal the whole zerg given that they survive the push to regroup for water blasts. This build would certainly offer more healing when pushing but the zerg’s DPS will have to rely heavily on the melee train and necros.
In short, eles with this build would only offer CCs, healing/boon sharing and AoE zoning while balanced/DPS eles would offer CCs, healing/inferior boon sharing as well as DPS.
I’m not against this build, I actually have a full cleric’s set stocked in my Bank (as I’ve tried this build as well, even tanky boonshare/healer Frontline D/D. I also tried Cleric/Magi D/D ele in PvP when Aquatic Benevolence was first released).
If there are other eles willing to try this in T1, I’d love to join them.
Pros:
• Superior “when-pushing” healing (spam 1 on water when your zerg pushes).
• Boon sharing and uptime.
• Great AoE healing with or without blasting water fields.
Cons:
• HP too low to “tank” retaliation and to survive enemy train/AoE when you miscalculate your positioning.
• Players with bad positioning and reflex probably can’t play this build at all.
• Does not offer decent DPS to the zerg.
How about something a bit more realistic, not OP, and easier to implement?
Signet of Elements (120s CD):
Passive – Increases Boon Duration by 20%
Active – Refresh all Attunements (Weapon skills cooldowns will not reset). Get Shocking, Frost, Fire, and Earth Aura when activated (you get all 4 but Aura related traits will only proc once).