Showing Posts For modomario.4196:

Give us back our stunbreakers

in Elementalist

Posted by: modomario.4196

modomario.4196

Other utilities remain unused and you want to buff the most used ones?
Sorry but no as much as I loved my cantrips I don’t think we can justify putting those first.

I do feel like some of em feel underpowered to what other classes have but I also feel like our core kit is a lot stronger & that they’re more there to fill the little gaps. Perhaps they should’ve focused their nerfs more on the core kits & left the cantrips untouched but you can’t have everything.

Additionally LF isn’t a stunbreak but when used well it might as well be since you can use it whilst stunned.

You say that ele dies to condis without cleansing fire & the like but it makes me wonder what build you’re running there because when you can get a condi cleanse on regen (& we have plenty of opportunities to get it) & 2 on water attunement with arcana, 3/fight with the cleansing fire trait in the fireline, can block em with stoneskin, can pick a different healing skill with cleanse, etc whilst also having plenty of vigor uptime I do think you’re exaggerating.

Even if you devs disagree with elementalist getting one more stunbreaker; consider it as an apology for tempest being total crap.

That’s the worst reasoning i’ve heard in a while. Also tempest isn’t total crap. Niche but not crap. (Works best as a more groupfight focused auramancer imo.)

Imo ele is relatively fine atm.

What do you expect from Tempest?

in Elementalist

Posted by: modomario.4196

modomario.4196

In a single word: disappointment.

A melee-range weapon (as datamined) will simply compete with d/x eles over the same play-style. If you are hoping for high mobility, high dps, NOBODY will ever compete with a thief.

A ranged single-target weapon competes with scepter (and signals they have given up on the weapon, which needs serious help), while ranged aoe weapon competes with staff.

All that this really leaves is a condition-focused weapon, which…gross.

My lack of excitement is compounded by the fact that they are not addressing core shortcomings of the base class, thus building on something that lacks a foundation.

Yeah elementalist already has a lot of fields it can compete in but why would a condition focused weapon be gross? It seems like D/D ©ele will be weaker when these changes hit & it’s somewhat of a bruisery style which would fit a condi build perfectly.
Other than some gimmicky stoneskin builds we have yet to be able to do something like this.

Only crafting to get some exotic types

in Guild Wars 2 Discussion

Posted by: modomario.4196

modomario.4196

Celestial, Valkyrie & a few other armors & weapons are only acquirable trough crafting.
No doing dungeons, wvw, karma merchants, other merchants or loot drops give you a chance of getting them.

You basically have to start getting a load of crafting professions up to max, spend a ton of time & money on doing that & getting everything you need to get those things even though it’s mostly stat combinations that are relatively unpopular.

All the others can be gained trough a variety of means. Those options to reach your goal that make a lot of quests in the game so nice are totally abscent here for certain specific sets.

I don’t understand why.

Plea To The Devs To Un Nerf RTL

in Profession Balance

Posted by: modomario.4196

modomario.4196

Supreme tankiness

Hahahahahahahahahahahahaha

You’re a funny guy.

Please rethink your diamond skin change

in PvP

Posted by: modomario.4196

modomario.4196

Um……

15000-16000 average health with water traitline.

10% is 1500-1600 damage. Your minions will do that much in less than 2 secs.

It’s a useless trait. No ele will take it. An ele still needs 20 in water and 20 in arcana at the very least, not leaving enough for diamond skin.

First of all, “Your minions”??? What game are you playing where MM Necro is viable?

But anyway, that’s exactly the problem with the trait. Either it won’t be good enough and nobody will take it, or it will be pretty OP and everyone will take it. With complete immunity traits like that, there is not much middle ground (outside of meta shifts, but meta shifts due to a single OP trait are not very natural types of shifts).

Lastly, with the words you just said, I don’t think you’ve really thought carefully about how to min-max the trait. I won’t post the exact builds here, but use that noggin.

Aren’t you special.

It’s pretty obvious what some people would build like, and it’s nothing different from the usual ele bunker builds that need to go DIAF, because it’d be nice to get something different like glass cannon daggers (with no investment on 20 water/arcana) or a viable condition build, be it staff or scepter.

Good luck killing anybody in any reasonable amount of time when you’ve specced into Diamond Skin btw.

There are problems with going away from the bunker build btw.
The ele has no real special damage mitigation mechanic. Thief has stealth, necro has death shroud, …
Warrior has the same problem however they have much higher base health, aren’t clothies and have nice regen. Of course we have have mist form and the like but there comes a point where you’r all out of dodges and nice little tricks like that and then you just get stomped.

Of course the point of going glass canon is to not make the fight last long but that only goes so far. Either we get the “QQ firegrab worse then backstab” posts or we don’t have enough to burst something down and we either have to run (which we don’t do better then many other classes anymore) or continue to fight a close combat fight in which we’r the squichies sodding thing you can be in pvp.

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: modomario.4196

modomario.4196

A bunch of nerfs.

I especially like how elementalists will be immune to our conditions from now on.

Wish they would listen to this forum, they can take some condition damage, but improve our mobility, lack of sustain, and lack of group utility.

Lol. You should see the kitten in the ele forums. You should remember that you can touch them with your little toe and they’ll drop under the 90% tresshold. This is nice for the support builds which are out of range of your little toe but they’r all (me included) mad about the fact that anet is trying to push support staff so hard but has no clue about the rest.

I just can't get into Ele :(

in Elementalist

Posted by: modomario.4196

modomario.4196

It’s as you said. You can’t get hit.

I never had too much problems leveling though.

Those skill chalanges you mentioned? Let me give you scenario.

Enemy get’s too close? I race trough them with burning speed and put down ring of fire and fire grab him
He get’s close again? I get into air and updraft, then dps some more.
About to get hit again? earthquake in ring of earth.
Don’t have anything to knock him down or get away from him?
Just dodge.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: modomario.4196

modomario.4196

http://www.reddit.com/r/Guildwars2/comments/1ppoqk/december_10th_balance_preview/

This is the reddit thread that got going. You may find some criticism/advice here too.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: modomario.4196

modomario.4196

The changes we’ve done to Ele are actually going to drastically increase the amount of build diversity. The arcane recharge change really does add the flow the Elementalist needed when not spending points in Arcane. This will now allow players to stray away from spending points in the Arcane line. Ele’s will now experience faster attunement swapping as well because they will be down to 1.5s globals when they have zero points spent in Arcane and 1.2s globals with 30 points.

This makes:
13 second recharge on 0 points Arcane
12 second recharge with 10 points Arcane
11 second recharge with 20 points Arcane
10 second recharge with 30 points Arcane

Dagger ele’s will now have new specs through Tempest Defense, Elemental Shielding, and Shared Auras much more appealing, as well as being able to go up the Fire and Earth trees.

Scepter ele’s will be able to play some forms of condition builds, burst builds with more sustain, and even bunker builds.

Staff ele’s will now be able to get blasting staff from tier one and now be capable of going for a trait such as Diamond Skin, or even Fresh air or high up in the Fire line.

Here are some examples of specs I’ve been messing around with:
0/30/10/30/0 (Tempest Defense, Elemental Shielding, Shared Auras with Cantrips and Dagger/Dagger)
0/0/30/10/30 (Diamond Skin bunker build)
0/30/30/0/10 (Tempest Defense, Diamond Skin, Double Arcane with recharge burst spec)
20/20/0/10/20 (Dps staff build based around sustain from Burning Fire)
0/10/0/30/30 (Generic D/D Arcane build)
0/20/0/20/30 (Generic S/D Burst build)
0/30/0/20/20 (Fresh air build)
Many more..

We thank everyone for their feedback. We are keeping a VERY CLOSE eye on this thread and we will constantly be chatting internally until this release drops for potential things to change.

Why would Anyone want to go 0/20/0/20/30 for a S/D Burst build. Don’t just post things with out playing the class please. Your just pen pushing and have no idea how the changes will impact us for the bad. You don’t even go 30 fire at all.

…I play(ed) ele mainly for d/d because it was fun and fast.

The build you proposed is beyond silly. Ok here goes. Tempest defense isn’t that great. I might still get it with these changes in such a tree due to lack of good alternatives but commoooon.
Whilst the shocking aura is very nice the extra damage on disable is not. Ele has 2 short knockups. Within the time of a knockup you can get 1 skill off. Compare that to warrior who now still has a similar trait that gives a ton more damage for a class that has a lot more and longer cc option.

Anyway togheter however they make a good trait. ..
BUT
It requires you to go 30 in air magic… You’r close ranged and the squichiest class in the game and you’re in the middle of the fray constantly. You could use something else. Anything really. The boons from arcana. The toughness and defensive options from earth magic but you need it. Why? Because you can’t rely on bursting someone down to negate damage. A thief does that better anyway. You also don’t have damage mitigation options like the thief(stealth/mobility/blinds) and mesmer(teleports, stealth, range,..)

We used to have healing/mobility to survive but hey you nerfed both that then gave something similar to our old sustain to the warrior for some reason…

Now the next bit… elemental shielding? You get protection….on aura…

You’d still switch to earth attunement MORE even without arcana if you had elemental attunement….and get MORE protection+ all the boons from the other traits… and guess what

Compared to getting protection from the old elemental attunement this is worse…much much worse.

shared aura (i’m guessing you mean powerful aura?)and cantrips.
The cantrips are no diffrent then most d/d builds right now.
The shared auras are ok but only if you have enough allies close. For solo roaming it’s bad, for sPvP it’s often bad. For 2 reasons. 1 a d/d ele used to be and still is most often used for sidecaps. Often doing so alone. 2nd: In the end it’s hard enough to stay alive on yourself, even if not then there are traits waaay better in the adept tier…. and with that I mean most adept tier traits in that tree.

My conclusion: You’r trying to create more build variety by pulling away some key and overused traits from us by putting them togheter in the grandmaster tier. Disregarding the fact that those traits are actually so key and not giving anything on par in return. The alternatives honestly don’t feel better or on par to what you try to prevent us from building and hell. They don’t even feel better then some other options that stayed in the lower tiers and lets be honest. The d/d ele can use a buff. They’r not appreciated in sPvP and useless in wvw. Subpar as roamers and actually bad in zergs.

Warrior - Whirling Axe, add 25% block

in Suggestions

Posted by: modomario.4196

modomario.4196

>Buf warrior.

Considered the strongest class in the game right now when played half well.
I feel like it needs a buff…

Considering the speed at which they’r spinning? Thiefs spin too in their dagger storm and are a lot more squichy (yet not in a bad spot right now)

…I’m out of this thread.

Changes to the zerg meta?

in WvW

Posted by: modomario.4196

modomario.4196

WvW is one of the most fun aspects of this game for me but I can’t help but notice that the zerg clusterkittens take away from the fun and skill of it. A simple fix imo would be to reverse the aoe nerfs. Yes initially the zergs will continue and the aoe spamming builds will rack up massive kills but I’m certain that people would eventually find out that smaller coordinated groups will allow for better results. This and the commander system would have to be revamped a little.

What are your thoughts on it? Should it be changed? Will it be changed? Because as far as I saw it Arenanet likes silly blob wars in WvW atm.

/Hope this doesn’t come over as a rant btw.

Nerf AoE

in Guild Wars 2 Discussion

Posted by: modomario.4196

modomario.4196

put and “/sarcasm” behind it or they might not even get it. With the lvl of thought coming from them with these ideas i wouldn’t be suprised

4v30: AOE or teamwork?

in Guild Wars 2 Discussion

Posted by: modomario.4196

modomario.4196

“Guilds are using culling and AoE damage to wipe out large groups in seconds before they even know what hit them.”

Solution? Not being in a gigantic zerg…. It’s a kitten meta and aoe would be the way to change that.

The real reason for nerfing AoE

in Guild Wars 2 Discussion

Posted by: modomario.4196

modomario.4196

I don’t think they would do it to increase the grind. That’s not what would make people stay and i think they know that. If it is then it’s still stupid because they could just reduce the damage aoes do to mobs or something like that. This would still seriously kitten over some classes/builds but at least they’ve got that out of the way.

But no according to them they’r too effective in pvp too…. meanwhile many in the community state the opposite… why? Because zergs are OP not AOE’s. Zergs. AOE’s are the direct counter to this zerg mentality and the direct counter to people in the backline spamming aoes is …not zerging. But it seems as if Arenanet likes it that way. One big pile of people vs another huge pile of people. Discouraging skillful play and also causing their own invisible character problems.

Meanwhile there are much bigger balancing problems. Builds with a decent amount of conditions being useless in some situations because of the cap.

Engineers being even more useless. (They’r at their best when they spam their nades with ….yeh conditions and aoe.)

Honestly if they keep it up like this then my answer to it is simple and I stop when the next expansion comes out.

When the community comes up with a strategy to beat the zerg meta (Hell it’s not even a strategy a child would’ve known what to do) Then that shoudn’t be punished.