(edited by Albane.8367)
They need to remove the 5 player limit on AoEs for PvP to solve all of these issues.
I highly doubt it took the thief 1.5s to do that damage to you. In reality, it was probably close to 0.5 seconds and even worse, all 3 of those attacks can be done while he is still invisible to you.
The only thing that could have countered that damage is a bot scanning the combat log.
Hopefully they fix this combo soon, because even with 2800 armor, I can be hit for 19k.
- Better heals in builds other than Staff.
- More combos in builds other than Staff.
Other than that, everything about my Elementalist is good.
I love my Elementalist, but I have spent two months learning how to play him. The first month was painful, but I feel confident in fighting any 2 classes at once and love being an initiator of combat with RTL and my cantrips.
If you want to be good now, play a warrior or thief. If you want to be great with practice, play an elementalist.
Can you sell tickets?
If this game is to ever truly be competitive, then they need class restrictions in tournaments. They have it in LoL for a reason. Could you imagine teams playing as 5 of the same champion just because that champion is the best this patch?
IMO, it would be much better for everyone if they limited 1 of each class per team. It would make the game much more competitive and make it much harder to have 1 team build that dominates.
You level 2 elementalist to 80 to learn that you don’t like them in PvP? Any intelligent person would have learned what they liked or didn’t like by level 20, with the ability to go to HoM at level 7.
Elementalist is a very powerful class, but they are not an easy class. The part where you said you lost to a bad ranger, tells me you are not a good gamer.
They should just remove Guardians from paid tournaments…
(sarcasm)
18,000 damage in 150 ticks.. that doesn’t seem too insane. Perhaps you should work on your build and get some more condition removal. I would much rather have a thief take 5 seconds stacking bleeds on me that I could remove, than a thief hitting steal, cd, backstab for 19k in one second.
There are so many things in this game to whine about (especially with thieves), condition damage is one of the few you can actually counter.
Maybe watch some pro teams, thieves arent an issue at all, a competitive game should be balanced based off the top team’s ability to play and ideas, not by random unskilled players and their random encounters with inefficient builds and gear
Of course they are not an issue on pro teams. Pro teams cannot win a game with 5 thieves constantly running around insta gibbing people. Pro games have very little to do with your standard 8v8 game or even WvW.
@Ricky
I play a glassy warrior (20/30/0/10/10) Axe/Axe and I dont have the huge burst that thieves do. HB warriors have the massive front end burst that a thief does however with Axe or greatsword you can see us coming thus making it much easier to avoid/mitigate a warriors damage.
On top of that if a warrior burst fails, we cant disengage like a thief can (that kitten is so frustrating having successfully withstood a burst only to see the thief vanish to some point halfway across the map)
I play a more sustained DPS warrior in which my autos are hitting for 1.5-2k, I can hit extremely hard with eviscerate but it takes time to build and you can still avoid it if you can react fast enough.
That is the drawback about being a warrior, once we are engaged, normally we cant disengage until our target is dead or we are dead.
Perfect description of how classes should be balanced. This is why I don’t complain about Warriors, even if they can sometimes drop me pretty kitten fast.
@Micro Hard – You must play against the kitteniest thieves ever. 2 of the thieves I mentioned above would drop you before you could react and Mist form. But somehow, you are so good you can handle 3 of them with their 45k burst damage on you and their ability to avoid all of your damage with a dodge/stealth. Of course, at least you only have a 15 second cooldown on most of your abilities, while theirs is roughly 1/4 a second.
Don’t get me started on their potential to also deal range damage of 4k aoe.
It would be ok if they removed Evade, but then they would need to seriously tone down the damage of the Treb. Evading the damage takes skill and you have to look up to see when it is going to land, so if I have to stand on a point and take the hit, it should be much less than 11k damage.
The knockdown from the Treb and 3k damage would be a perfect balance, because it still gives your team a huge advantage when fighting over a point.
Can’t a melee thief teleport to and away from their target with the right abilities? So chill does little to prevent their burst or help you escape them.
They are easy to kill with, but they also have the best escape mechanics in the game. Making them easy mode. Keep their dps, take away their escape abilities once in combat.
10-15k means he didn’t crit one of his 3 attacks. I was hit last night for 19k from the Steal, CD, Backstab combo, and I have 1800 toughness.
The worst part, all of this happened by a target that was still not visible and by the time he was visible, he had done another 1k in auto attack and restealthed almost instantly.
IMO, stealth needs the break before the first attack lands and you cannot restealth until you are out of combat. Without this fix, Thiefs are easy mode with the ability to pick and chose their kills while safely escaping from all combat situations. If they want to be glass cannons, that is fine, but once they drop your teamate, you should be able to drop them with some focus.
I think the best fix to a conjure weapon is to allow us to weapon swap without dropping them. This way you can use your greater Fiery sword and switch back to your standard weapons for the support, then back to Fiery again.
@Albane:
Wow that’s crazy, was this sPvP or WvW? I completely agree that, ignoring gear, no class should ever be able to one shot someone with ZERO chance of retaliation.
It was in sPvP. I don’t bother with WvW anymore because I find it to just be a battle of the zerg. I was really hoping for a more open world like DAoC, where you could run around as a group fighting other groups, but that won’t happen with all the PvE mobs. I would have also liked to see something other than gear as a reward for dedication to WvW, like perhaps a special skill received after 10,000 kills. Nothing insane, but something useful for your allies.
They need to fix stealth, so that it cannot be used in combat. I wouldn’t mind getting hit for such an insane burst, if I knew the thief was going to be killed by any other player nearby after appearing. The problem is, a thief unloads on 1 player, kills them, then vanishes from the fight with complete impunity for their actions.
Thiefs are much more powerful now than they were 3 days ago. I was hit last night for 19k in 1 combo of Steal, Cloak and Dagger, Backstab (One of the 3 hit for 9k). All of this while the thief was completely invisible. By this point I was dropped down to about 2k health. This exact same combo was done to me constantly, because there were 9 thiefs in the game.
My character has roughly 21k health and 2800 armor. IMO, it is total BS that this type of damage can be done by a class that is able to easily escape from any fight at their discretion. At least with Warriors, once your team focuses them, they drop.
I would gladly take a heartseeker spamming newb over someone instagibbing everyone with less than 18k health. At least I have a few seconds to react to heartseeker.
I found sceptre and dagger to be the easiest and safest way to level. Just run around with full condition and toughness gear throwing earth 1 on your target 4x then move to the next mob.
Churning Earth is channeled, not cast.
There is a pretty easy solution for this problem. Give Defenders 10 points for every 30 seconds they stay on the point (or some comparable value / time). Now at least you can earn 150 points for defending, even if no ones comes at you.
Does anyone have any exact information on what skill types it procs on? From what I have seen, it doesn’t stun ranged attacks, but everyone within melee range of me gets stunned, just not sure what attacks they are using at the time.
If you don’t want to invest a lot of time learning how to play your Elementalist properly, then it is probably not the right class for you. Ele is by far the most challenging class to play properly, but once you spend a month practicing, you will find the class to be quite powerful.
Of course, you could just spend 30 minutes practicing with any OP build you find online for the other classes, and feel powerful in your first game.
The game already randomly unsets all of my traits every other time I login. I normally notice it after the first match I play, when I am trying to figure out how I died.
Traits are very helpful for an elementalist.
You mean the Whirlpool that now does 1/3 the damage while leaving you snared and incredibly vulnerable?
Dagger/Dagger Insane Crowd Control (Daze, Stun, Immo's, Chills etc.) Builds?
in Elementalist
Posted by: Albane.8367
Roots seem to counter me pretty well since I rely on confusing my enemy with my insane mobility.
Try Ether Renewal. It is by far the best heal, especially when combined with Lightning Flash or Mist form for a get out of jail free card.
To the OP: In 1 minute, a good Elementalist can use Shocking Aura 3x as well as Frost Aura 2×. You were more than likely shocking yourself causing the “daze” you are describing. On top of that, he could also use 4 different knockdowns and 6+ roots/chills on you.
If you do not have a way to heal yourself, you will never beat a good elementalist who will keep ticking down your health while keeping his up.
To complain about Thief damage and not point out the obvious flaw, they can attack you multiple times while stealthed and still in combat, is a waste of forum space.
Remove stealth while doing or receiving damage and thieves will be a class that actually requires skill to play. Currently though, a thief can dish out damage for 12/15 second while stealthed.
Elementalist is the only class you actually can’t bleed out and have to stomp, because they will get back up easy.
Hmm.. bleeds prevent Elementalist from healing themselves when downed, and their heal is no faster or slower than other classes. Not sure what other ability you think Elementalist get that helps them to revive from 50%-full faster than other classes.
If you down an Elementalist and are in the middle of a large team fight, don’t finish him off. Keep him on the ground and below half life, but let him revive your teammates every 10 seconds with his Vapor Form.
Pets hit 5x harder than a downed Elementalist, so you have little to worry about in the way of him actually killing someone.
Long story short. If you want to do anything other than buff might, go Staff.
Roll a warrior. Your suicide button even lets you play your character for 15 seconds before you respawn.
I didn’t really like GW1 but think GW2 is epic.
I feel the same way.
Churning Earth. Use it.
We have an entire element devoted to healing and water combo fields. Spec into a little healing power and profit.
Out of curiosity, how often do your heals cause a loot bag to drop in WvW? I love to support my world, but it seems to be costing me badges.
Going pure AoE damage like that is great, if all you do is move with the zerg.
I prefer my build with D/D spec and Cantrips. Use the Fiery Greatsword elite for most of your AoE damage when you are with the Zerg. 4 to jump in, 5 on them, 2 on a target in the middle, then 3 to spin back out. If things go bad, hit your Ether renewal and mist, followed by RTL.
Something else I don’t see mentioned here; switch gear depending on the situation. You can roam with D/D and power/survival gear and then switch to Glass Cannon/ Staff when you are with the Zerg attacking or defending a point.
Staff fire combo, followed by Fiery Greatsword AoE combo. Good times to have 2 meteor showers going.
IMO, Warriors, Elementalist, and Rangers seem to be the most balanced classes. The reason people complain about Thieves is because they can do insane damage, while still having the best escape tools in the game. Warriors can try and do similar burst to a thief, but then they drop as fast as their target, because they have no escape tools with that build.
In addition to Haku’s, I’d like the ability to set a different score cap. Say, 750 or 1000. And how much each thing awards.
Great ideas. It would be nice to see people fight more over certain points or make certain side aspects worth less points, like the Lord.
Could someone possibly pull a bunker out of the circle for 4 seconds while someone else removes the cap?
Sounds like a strategy to counter it.
Admin accounts with the ability to kick and block players from joining your server. This is what made Counter Strike so much fun. You find a good server with good admins and eventually you become part of a good community. I can’t wait to find one of these communities in GW2.
On the occasions that I play that map, I dont go in the water, like a sane person.
BAM!
I am an Elementalist and even I find the ruins a waste of time. Sure, I can go there and unload some pretty impressive damage, especially with my Whirlpool, but then what? I knock out a few people, I kill a bunch of sharks, but I won’t be capping the point. It takes a minute to finish someone off for 5 Glory (instead of 15 on land). Capping the point might get me 15 points, but the second I leave, someone takes it back. Defending ruins is a waste of time, outside of a Tournament.
Just run back and forth between beach and docks and you will get 5x more Glory than you would if you spend any time fighting at ruins.
Make the ruins a small island outside of the water and everything would be better.
It is often faster to kill a treb without killing the mesmer defending it.
It is always faster to kill the Treb. It doesn’t heal, stealth, or run away.
The problem with going with a healing build, you can only cast 3-4 heals a minute to help others. The rest of the time, you are sitting on 800 healing that does very little for your regen bonus. Regens don’t stack intensity, they just increase the timer, similar to swiftness.
I play a support build, but mine is all about group aura buffs and my ability to CC, heal, and burst if needed, while also being able to escape once I get focused on. PM me and I can send you my build with some tips.
Why not just remove all abilities from Downstate and give us 2 buttons. Heal and Release to respawn. Downed state is suppose to be a time where teamwork prevails, so make teamwork mandatory to survive.
If you are lucky enough to avoid getting finished in time to actually fire off downed mist form, all you have done is bought your self another 3 seconds. During this 3 seconds, you are not dealing damage or being resurrected, because mist form interrupts everything, even team resses.
What I would like to see is Mist Form replaced with some form of Spirit travel, where the enemy cannot see you for the 3 seconds, but your teamates can. This way, if you are lucky enough (or have support), you can survive the 9 seconds to fire it off and possibly get away from combat.
I believe that Guardians have the best downed state, because not only do they interrupt everyone around them, they knock them back away from their teamates, all while allowing themselves to be resurrected. Basically, any decent player can resurrect a downed guardian.
I completely agree. I find myself wondering why I ever bother defending, when it is much better to run away and hide – then take the point back in 30 seconds.
I would like to see something like 5-10 points every 30 seconds you sit in the ring. Perhaps a buff given off by the ring to make it easy to program into the game. If you leave the ring to chase, you lose the buff.
Your post uses a sarcastic way of describing what took me rank 10+ to figure out. I still find myself defending the ruins, out of habit, and then I have to remind myself to head to the beach for a quick cap and run.
You should play an elementalist if you want better downed. Single target root is amazing for making sure they finish you off.
I am still playing, but I have much more fun of any of my alts in sPvP. An elementalist with hundreds of hours of experience, practice, and the proper build is nowhere near as easy or enjoyable as a mesmer, thief, warrior, or guardian with 10 hours of practice and some random build found on google.
But hey, at least when I get downed I can root 1 person on top of me and do minimal damage!
EDIT: Any decent Elementalist will be a god as any of the classes mentioned above.