the reason why i did not include staff is because i rarely play it. i don’t want to suggest stuff for a weapon that i haven’t played much lately because i might not see well enough what staff needs.
for focus, i think if you compare dagger and focus you have the problem that some skills on focus are rather weak or uninspired. i understand that buffing focus kicks warhorn even further out but that’s no reason tbh, it’s even more reason to buff warhorn. again, i don’t play warhorn enough so i won’t suggest buffs for that weapon either.
of course suggestions for staff and warhorn are also welcome in this thread
Focus is the strongest weapon in the entire game, probably.
I don’t like how staff is not included. The utility buffs are very thin at best. Please try not to buff Focus even more.
For Tornado. Make it a Signet. Signet of Wind which reduces the effect of movement debilitating conditions by 20%. First tick of the tornado is immediate, pulsing stability raised up to 3, unnaffected by movement conditions, and those can’t be applied during Tornado.
The Glyph of Elemental Harmony simply needs flat heal bonus and a cast time reduction. You had it right there.
Arcane Brillance. I like how you reduced the per target bonus and made it baseline into the skill. I would personnally keep the damage as it is, but reduce the cooldown drammatically to make it the “low cooldown” heal of the elementalist.
Weak Spot could do it’s vulnerability with 100% chance on crit. And / Or raise the stack by 2, up from 1.
Electric Discharge Raise the range to 1200, from 900, at least when wearing staff to match with the range of the weapon.
Lightning Rod Also upgrades the Electric Discharge’s lightning bolt to a Lightning Rod bolt. Applying weakness and increased damage.
Since Staff has not been included yet, I’ll make my round.
Lava Font. First tick of damage is now immediate. (Damage remains unchanged)
Lightning Surge Reduce cooldown to 5 seconds, down from 10 to better match with Fresh Air cooldown and the other number 2 skill cooldowns.
Windborne Speed Now also cleanses slow.
Shockwave Increase damage by 50%. Reduce cooldown to 20 seconds down from 30. Raise the bleeding stacks to 3, up from 1 while reducing the bleeding duration to 8, down from 20.
(edited by Alekt.5803)
-Surge of the Mist. Reduce damage by 20%. Now procs only one stack of stability.
-Chaotic Release. No longer refunds cooldown and energy when interrupted or cancelled.
-Jade Wind. No longer refunds cooldown and energy when interrupted or cancelled. Cooldown is now 45 seconds.
-Warding Rift. The projectile now applies 3 seconds of weakness instead of blind.
-Precision Strike. Cast time raised to 3/4 seconds, up from 1/2 seconds. Skill no longer targets invisible or stealthed foes. Chill duration reduced to 1 second, down from 1.5 seconds. Damage reduced by 15%.
-Burst of Strenght. Vulnerability stack reduced to 5, down from 10. Duration raised to 8 seconds, up from 6.
-Elemental Blast. Add a 0.5 seconds delay before first tick of damage to better match with Elementalist’s Lava Font OR adjust Lava Font to match Elemental Blast.
-Riposting Shadow. Add a 5 seconds cooldown.
About said nerf, it could start with the super speed on the clones that is way more than super speed’s speed. It’s more like 200% movement speed increase. Just look at how fast those are.
I mean if an ele trying to win a fight vs any other profession what else is supposed to do if not outheal them?
-Should we stealth?
-Should we teleport around the map every 5s or so?
-Shoud we swap to range and kite?
-Should we outdmg them?So what ele should have is kind of all of this but though magic and boons. Stealth on ele would be too much but having other evasion like skills such as super speed to minimize the time that it takes for you to get to your target or away from your target is very stealth like I think.
As for ports i am thinking super speed fill this roll too though it would be nice to have lighting flash a 2-3 time port before it goes on cd.Conjurer wepon should be close to kits more so then they are now. Say a duration more then a charges system.
As for dmg agen its the same as say the more mages armor ideal where protection is stronger on an ele then other classes but in the way say fury or might works on an ele.
About Conjured Weapons, I’ll say like I say everytim, “Do you use Conjured Weapons on your build?” If you do, you’ll understand that making them like engineer kits would make them extremely broken. Conjured weapons as they are, but you probably don’t play it anyways, can be placed wisely, and using the second conjured weapon makes them reasonably powerful in their current iteration (probably only for Earth Shield, though.)
Personnally, it’s only the cooldown of the regular conjures that need to go down to 45sec cooldown, 25 seconds for Flame Axe. All the conjures cast times could be set at 1/4 seconds. Then, the skills inside the conjured weapons only need a few updates. All of them listed under:
Flame Axe
1. Add 3 bounces to the auto-attack. Reduce the might duration to 5, from 8. Gain a stack of might for every stuck enemies.
2. Update Ring of Fire to the current iteration of the Ring of Fire on dagger off-hand.
Earth Shield
1. Change the bonus Vitality to Concentration
2. Add projectile finisher to crippling shield. (3rd auto-attack)
3. Stone Sheath. Grants retaliation for 2 seconds per enemy struck (up to 6 seconds for 3 targets). Cooldown reduced to 5 seconds, down from 8 (cooldown was 4 seconds before with a bug, and it was not even that good).
4. Magnetic Surge. Add blast finisher.
5. Fortify. Convert one condition into a boon. Pulses 3 times over 3 seconds.
Lightning Hammer
1. Improve the damage of Wind Blast by 100%. (Currently 117 (0.33))
2. Shave most cast times.
3. Lightning Storm. Reduce randomness of the skill.
4. Static Field. Allow it to be ground targetted at 600 range instead of being the current point-blank AoE.
Icebow
Needs a overhaul.
1. Auto Attack : Completely rework the auto-attack. Fire a shard of ice that shatters on impact, Bleeding and dealing extra damage to enemies behind the impact. 1 stack of bleed for 3 seconds, 320 (0,6) damage ; 2 stacks of bleeding for 5 seconds, 384 (0.72) damage to target behind. 900 range.
2. Frost Fan : Increase chill duration to 2 seconds from 1 seconds (to compensate the chill stack limit). Struck enemies and allies now leave a regenerative mist on impact that pulse heal every seconds for 204 (0,2) over 3 seconds.
3. Ice Storm : Do an evasive leap away from target area while shooting a volatile shard of ice. Detonate midair for multiple explosions of ice. Detonates into 5 shards that cripple and bleeds.
I would look forward to see all these changes.
+ Change for Frost bow 5 – now it deep freeze only for 1/4, but cast time reduced to 1/4 and velocity of projectile tripled. Fast cc for sake of rupting instead of long cc for purpose of endless training enemy would be more competetive imo.
++ Maybe flame axe 2 or 4 should have something defensive, but I’m not sure, so I share if you have idea for any of them. Or leap on 5 little longer.What about conjure trait as it is now? its seems to be here(in fire line) to maximixe might gain conjure-sunspot-one with fire-pyromancer’s puissance, but I don’t really know if I want fire aura on conjure.
My thoughs: conjuring and maybe picking from ground conjure weapon could apply aoe blind to secure that weapon swap, therefore leaving conjure (swap out) should be break stun, becouse there isn’t anything more risky about conjures than being cc while.
And conjures should be exeption to: you can’t leave bundles when within midair.
The Flame Axe is has its own defensive manoeuvre with 15 sec cooldown burning retreat. You are right about the leap on 5, but it’s consistant with the clunkiness of the warrior’s eviscerate.
The Conjurer trait needs to be combined with One with Fire. With a new trait available, it should be about cleasing a damaging condition when applying fire aura.
For the picking up, it only needs to be quicker. Discarding a conjure also interrupts channels like overloads and stomp; lets remove that too.
I called it
https://forum-en.gw2archive.eu/forum/game/pvp/What-with-those-Condi-Mesmer/first#post5984584
mesmer mains are even worse than scrapper/rev mains, at least the latter ones are not constantly begging for buffs for their class under the excuse of it being weak
Alerie Despins once again calling stuff before it’s popular. Auramancer, now condi mesmer?
K Pop, about the Tempest, it’s mainly the possibility to use both Elemental Shielding (protection on aura) + Geomancer’s Training at the same time while using Dagger + Focus. That’s the crux.
If air overload needs to be looked at, fire overload needs to get some power up.
I would agree about fire overload. Does not seem as useful in the damage department. But is it intended as more of a conditions overload?
It’s truly a radius issue on Fire Overload. It’s the most risky overload, and one of the least rewarding with no incentive upon completing the overload. Damage is probably 10% too weak, too.
For Fire Overload, one interesting effect could be to increase the radius to 300 upon completion. It is thematic with fire growing in puissance. Then, increase pulse damage by 10% while keeping the 180 radius upon channelling.
(edited by Alekt.5803)
The most unimpressive build of the elementalist.
I mean if an ele trying to win a fight vs any other profession what else is supposed to do if not outheal them?
-Should we stealth?
-Should we teleport around the map every 5s or so?
-Shoud we swap to range and kite?
-Should we outdmg them?So what ele should have is kind of all of this but though magic and boons. Stealth on ele would be too much but having other evasion like skills such as super speed to minimize the time that it takes for you to get to your target or away from your target is very stealth like I think.
As for ports i am thinking super speed fill this roll too though it would be nice to have lighting flash a 2-3 time port before it goes on cd.Conjurer wepon should be close to kits more so then they are now. Say a duration more then a charges system.
As for dmg agen its the same as say the more mages armor ideal where protection is stronger on an ele then other classes but in the way say fury or might works on an ele.
About Conjured Weapons, I’ll say like I say everytim, “Do you use Conjured Weapons on your build?” If you do, you’ll understand that making them like engineer kits would make them extremely broken. Conjured weapons as they are, but you probably don’t play it anyways, can be placed wisely, and using the second conjured weapon makes them reasonably powerful in their current iteration (probably only for Earth Shield, though.)
Personnally, it’s only the cooldown of the regular conjures that need to go down to 45sec cooldown, 25 seconds for Flame Axe. All the conjures cast times could be set at 1/4 seconds. Then, the skills inside the conjured weapons only need a few updates. All of them listed under:
Flame Axe
1. Add 3 bounces to the auto-attack. Reduce the might duration to 5, from 8. Gain a stack of might for every stuck enemies.
2. Update Ring of Fire to the current iteration of the Ring of Fire on dagger off-hand.
Earth Shield
1. Change the bonus Vitality to Concentration
2. Add projectile finisher to crippling shield. (3rd auto-attack)
3. Stone Sheath. Grants retaliation for 2 seconds per enemy struck (up to 6 seconds for 3 targets). Cooldown reduced to 5 seconds, down from 8 (cooldown was 4 seconds before with a bug, and it was not even that good).
4. Magnetic Surge. Add blast finisher.
5. Fortify. Convert one condition into a boon. Pulses 3 times over 3 seconds.
Lightning Hammer
1. Improve the damage of Wind Blast by 100%. (Currently 117 (0.33))
2. Shave most cast times.
3. Lightning Storm. Reduce randomness of the skill.
4. Static Field. Allow it to be ground targetted at 600 range instead of being the current point-blank AoE.
Icebow
Needs a overhaul.
1. Auto Attack : Completely rework the auto-attack. Fire a shard of ice that shatters on impact, Bleeding and dealing extra damage to enemies behind the impact. 1 stack of bleed for 3 seconds, 320 (0,6) damage ; 2 stacks of bleeding for 5 seconds, 384 (0.72) damage to target behind. 900 range.
2. Frost Fan : Increase chill duration to 2 seconds from 1 seconds (to compensate the chill stack limit). Struck enemies and allies now leave a regenerative mist on impact that pulse heal every seconds for 204 (0,2) over 3 seconds.
3. Ice Storm : Do an evasive leap away from target area while shooting a volatile shard of ice. Detonate midair for multiple explosions of ice. Detonates into 5 shards that cripple and bleeds.
Fiery Greatsword
Reduce cooldown to 120 seconds.
(edited by Alekt.5803)
Cleansing water (water gm) – needs a small icd
You do know that there was a moment where this trait got nerfed with a 5 sec ICD? Do you know what happened? Elementalists were completely dead for a full year.
K Pop, about the Tempest, it’s mainly the possibility to use both Elemental Shielding (protection on aura) + Geomancer’s Training at the same time while using Dagger + Focus. That’s the crux.
If air overload needs to be looked at, fire overload needs to get some power up.
600 radius? What a joke.
More projectile hate? What a joke.
Obvious incompetence.
In PvP… Auramancer vs. Conjure Tempests vs. Fresh Air Tempests
In PvP, elementalist is only an healbot, and is being extremely useful at it. The issues is that the class looks good from the outside, but is unviable once it leaves this small niche. When was the last time you’ve seen a dagger/dagger elementalist or a staff elementalist?
Auramancer
Dagger/Focus auramancer is top tier (core tournament meta) in sPvP. This build overperforms because Focus has always been the most effective weapon in the Elementalist kitten nal (Instant immunity, Instant Condition Clears, Projectile Hate).
Currently, Elemental Shielding + Geomancer’s Defense synergize perfectly with Focus since it reduces the best cooldowns of the entire class by 33% and reduces chill time by 33%. Additionnally, it synergizes perfectly with Tempest due to the Auras ( 3 seconds per aura). With Focus, you can skip Cleansing Water and go directly to Aura Share without much consequences due to the instant 3 condition clears from Earth 4 (they also bing Diamond Skin).
Popularity: 5/5
Difficulty: 1/5
Effectiveness 5/5
Conjure Tempest (PvP)
This build is an offensive variation of the Tempest using staff. It achieves its damage rotation via the use of a conjured weapons (Earth Shield + Fiery Greatsword). It’s a balanced build overall that gets heavily outclassed by meta builds and classes such as Reapers, Revenants, Scrappers, Auramancer.
One huge problem such damage Tempest that does not use Fresh Air is that it eventually runs out of cooldown due to the long cooldown of Overload Recharge of 20 (Arcane won’t help as the cooldown reduction is currently bugged; goes up 2.5 sec back when swapping attunement). Such Tempests use a variery of Overloads, and not just air like the Fresh Air Tempests. Another problem it faced was the massive nerf/bug fix of the Earth Overload that reduced the protection uptime by up to 70%.
The solutions to that build are simple. Reduce Overload Recharge to 15 seconds down from 20; Increase protection duration from Hardy Conduit to 5 seconds, up from 3.
Popularity: 1/5
Difficulty: 5*/5
Effectiveness: 3/5 (Outclassed by other meta classes)
Fresh Air Tempest
This build uses Fresh Air to refresh the cooldown of the Air Overload once it is completed. This allows the regular usage of the best damaging overload to deal damage. It is also usually played with Scepter and Focus.
Popularity: 4/5
Difficulty: 4/5
Effectiveness: 3/5 (Outclasses by other meta classes; could easily become broken if overbuffed)
Conclusions
A few points to remember.
-Tempest builds is a fight between 1. Support-Healer builds and 2. Offensive Builds.
- Both the Offensive Builds and the Healer builds take the same traits from the Tempest since the rest of the traits are not synergizing with anything, or lackluster (Latent Stamina is not one of them; I am mostly looking at the 2nd Grandmasters and the Shout Traits)
-Between the Offensive builds, you have either a Fresh Air build or a Non-Fresh Air Build that usually is Conjure Tempest.
bug1
I just reported it: I was unable to move in wvw, nor waypointing was able to cure it.
The help that heleped me was conjure fgs and use 3. Then I was able to move frely again. So probably any mobility skill will help. Transformation like mist form didn’t help.Situation that was before it: started casting meteorshower that was immediately rupted with kind of stun/daze for 3s, after 1+second of being dazed/stunned I used break stun from signet of air. Then I was unnable to move at all. The nearest enemy was revenant, but it was wvw so hard to tell it.
————
bug2
And now in pvp I noticed that I stop autoattacking/moving, but only temporary. My thoughs what can cause it:
being cc’ed / immobilized/ many movement’s keys and camera turns while:
- you use skills that only used in front of you,
- you use skill whit detailed targeting (its about churning earth, cuz you can modify on what degree to cast it, not talking on case when you cast it straight).
I never understand your posts.
ArenaNet should just have a long season and balance things out constantly within that season just to make PvP better. And so that people that want to play say warrior in pvp don’t have to like wait till after season to maybe have their profession viable again.
Making wait players months to play. Such a bad idea. As for me, I left this game already.
Currently, there is not bugs listed in the Known Issue Tracker for the elementalist. Let’s change that.
Post your bugs, report them to the /bug function in-game.
I’ll start:
Swapping attunements after Overloading while using Elemental Enchantment (Arcane Minor) adds 2.5 seconds back to the cooldown. It results in no cooldown reductions on attunement swap.
To play the devil advocate, I heard pre hot ele were jack of all trades, they could dps, heal, condi removal you name it.
Yes they did and d/d ele was great with damage and condi dmg. The nerfed d/d and burn dmg so if you took them after the nerfs back to when the Abjured won vs ORNG in the WTS it very easily could of been a win for ORNG.
Also it had a much smaller radius to help allies with. So a ele had to run into a fight near allies to be the jack of all trades. IMO they just made it alot easier to everything from a support perspective for eles. Dumbed it down to a basic form.
From what I gather, it could be more balanced if the radius of such support were adjusted depending on the weapon on main hand. 240 radius works on dagger, but does not on staff… et cetera.
Going to check…
And revert the previous damage nerfs? Revenant is already at best top 4 or 5 at single target dps and considerably worse when multiple targets are together.
Homing skill? Ahaha good one bruh
Projectile speed is the same as always, cant land kitten unless you are at point blank. Low cd? That’s why it uses energy genius, which actually terribly limits Revenant gameplay choices at the moment. Cooldowns with energy costs at the same time… bravo
Stop whining. You have not seen;
-Gust
-Shockwave
-Stoning
-FireballThe difference is that those projectiles actually go in the direction of your intended target and not into the ground/air/wall randomly.
Then you have not seen Gust. When you’ll cast a projectile at under 90 range and still miss, come complain about Revenant’s projectiles. Right now, I have zero, absolutely zero pity for anyone complaining about how precision strike is missing targets.
Staff ele is the worse when it comes to hitting projectile. Ever heard the phrase “Staff is a support weapon”? It’s mostly because all the other parts of the kit never hits.
I don’t think you’re understanding the big complaint about Precision Strike.
Lets say I’m near a door (say 200 units away) and there’s an enemy I want to hit with Precision Strike 400 units away. If I use that skill, two of the daggers will go towards the door (regardless if it actually has health or not; i.e. it could just be a prop and not a destructible door) and the other will attempt to hit the actual enemy.
I had zero control over that, but lost over half of my potential damage just because there was a prop nearby. Sometimes these props are really hard to predict. Sometimes they’re just barely withing 600 range. Every time that happens, you lose damage and it’s incredibly frustrating.
It’s not just props though. If you use Precision Strike and your target happens to be in the air (either while using a leap or jumping), the daggers will sometimes go directly up into the sky.
The problem isn’t just the projectile speed, but the unpredictable nature of its targeting system.
That was not what the person showed on the video. Your precision strike is probably going to be fixed anyway.
What he showed was another problem that was bigger before the change happened.
Now, post-patch, what I mentioned is one of the bigger issues because it’’ll always shoot 3 projectiles. Before, it didn’t matter much if it targeted random objects because the skill wasn’t really used for main damage (or much at all actually) and you usually expected just a single projectile to maybe land anyway.Will it get fixed? Well, it only took ~2 – 3 years to fix core Mesmer bugs and weapon issues. So maybe Revenant will get theirs by the next expansion.
If I managed to fix Lightning Rod, Tempest Defense, and Earth Shield bugs… I think you can do it too.
And revert the previous damage nerfs? Revenant is already at best top 4 or 5 at single target dps and considerably worse when multiple targets are together.
Homing skill? Ahaha good one bruh
Projectile speed is the same as always, cant land kitten unless you are at point blank. Low cd? That’s why it uses energy genius, which actually terribly limits Revenant gameplay choices at the moment. Cooldowns with energy costs at the same time… bravo
Stop whining. You have not seen;
-Gust
-Shockwave
-Stoning
-FireballThe difference is that those projectiles actually go in the direction of your intended target and not into the ground/air/wall randomly.
Then you have not seen Gust. When you’ll cast a projectile at under 90 range and still miss, come complain about Revenant’s projectiles. Right now, I have zero, absolutely zero pity for anyone complaining about how precision strike is missing targets.
Staff ele is the worse when it comes to hitting projectile. Ever heard the phrase “Staff is a support weapon”? It’s mostly because all the other parts of the kit never hits.
I don’t think you’re understanding the big complaint about Precision Strike.
Lets say I’m near a door (say 200 units away) and there’s an enemy I want to hit with Precision Strike 400 units away. If I use that skill, two of the daggers will go towards the door (regardless if it actually has health or not; i.e. it could just be a prop and not a destructible door) and the other will attempt to hit the actual enemy.
I had zero control over that, but lost over half of my potential damage just because there was a prop nearby. Sometimes these props are really hard to predict. Sometimes they’re just barely withing 600 range. Every time that happens, you lose damage and it’s incredibly frustrating.
It’s not just props though. If you use Precision Strike and your target happens to be in the air (either while using a leap or jumping), the daggers will sometimes go directly up into the sky.
The problem isn’t just the projectile speed, but the unpredictable nature of its targeting system.
That was not what the person showed on the video. Your precision strike is probably going to be fixed anyway.
Though, about doors? What if you wanted to hit the doors?
(edited by Alekt.5803)
And revert the previous damage nerfs? Revenant is already at best top 4 or 5 at single target dps and considerably worse when multiple targets are together.
Homing skill? Ahaha good one bruh
Projectile speed is the same as always, cant land kitten unless you are at point blank. Low cd? That’s why it uses energy genius, which actually terribly limits Revenant gameplay choices at the moment. Cooldowns with energy costs at the same time… bravo
Stop whining. You have not seen;
-Gust
-Shockwave
-Stoning
-FireballThe difference is that those projectiles actually go in the direction of your intended target and not into the ground/air/wall randomly.
Then you have not seen Gust. When you’ll cast a projectile at under 90 (I did not forget a “zero”; I truly meant under 90 range) range and still miss, come complain about Revenant’s projectiles. Right now, I have zero, absolutely zero pity for anyone complaining about how precision strike is missing targets.
Staff ele is the worse when it comes to hitting projectile. Ever heard the phrase “Staff is a support weapon”? It’s mostly because all the other parts of the kit never hits.
And revert the previous damage nerfs? Revenant is already at best top 4 or 5 at single target dps and considerably worse when multiple targets are together.
Homing skill? Ahaha good one bruh
Projectile speed is the same as always, cant land kitten unless you are at point blank. Low cd? That’s why it uses energy genius, which actually terribly limits Revenant gameplay choices at the moment. Cooldowns with energy costs at the same time… bravo
Stop whining. You have not seen;
-Gust
-Shockwave
-Stoning
-Fireball
Hey Gaile,
Many players, elementalists along them, are worried about the directions of the game balance, especially in Structuted PvP. It seems like the game developpers are satisfied with giving only one build options (meta viable) per class for now. I’d like to give my personnal concern about that perceived direction in the balance philosophy.
A proper example concerning elementalists would be the current Auramancer Dagger/Focus that currently defines a whole class. We saw and we’re sure to see more of that build in the ESL proleagues, yet, a vast majority of elementalist players are not content with the extreme support gameplay it offers. And as far as balance go, this build is going to be seen as an indicator that the “class is just fine”, when other weapon set (Staff; D/D; Scepter; Warhorn) are put aside, and for months.
As a SPvP player, my top priority when I see new content added to the game, my top priority is balance updates. I believe that I am far from the only player feeling that way. Gaile, are the developpers of the game aware about what their players look the most into a new game update?
1050 Condition
1050 Power
560 Vitality
560 Precisionand/or
1050 Power
1050 Precision
560 Vitality
560 ConditionThere is no 560 Vita + Condi dps amulet. I don’t want vita with healing stats or vita with toughness stats. Give me just 560 vita + dps stats please.
We’re probably going to see Mercenary Amulet swapped into something similar since balancing Reaper is going to be impossible for Anet.
Silverwastes is pretty good.
Would it be possible to have an option to disable the right click on downed bodies to Rez / Stomp? I prefer having full control and press my “F” button to do that; I don’t want that automatic button that conflicts with my movement.
Thanks.
Chill should not affect the 0.8 seconds ICD between attunement swaps.
Last season for comparison I was happy making it to Ruby. Given that there are 6 divisions you’d think that average players could reasonably expect to fall somewhere in the middle there, so either Sapphire or Ruby. What I’m seeing is that many people are getting artificially pushed down at the entry gates.
Yeah, by the end. People are too fast, and assume because they are not already sapphire/ruby that its flawed. Seasons do not last a week. That’s why there is so much commenting on “let it flesh out, let people climb tiers” because until people get those arbitrary pips, they’re going to be facing people in lower tiers. There isn’t much else that can be done about it. As people get put into their rightful divisions, as if fleshes out, the lower tiers will be less packed with all levels of players. People simply do not move out of the lower tiers fast enough, when they deserve to be higher.
Hence, again, why I said in Season 3 they should have some type of system for early Division bumps based on where people end in Season 2, that way that curve is evened out much much faster.
A glorious post. Trickle Down Necronomics
Yep. Was nerfed. Seems alright now.
Topic like that is made my day and yes i play necro.
You like seeing those 4+ necros every game.
There was this talk on Storm’s stream about smart pings for PvP that could be a good addition to the game.
“Enemy Incoming!”
“Retreat!”
“I need support!”
Et cetera.
it has a long activation time and obvious animation,
learn to dodge / block / evade it.
Those obvious animations are also abused to cancel animations with no ways to tell if it was casted or not when the spell is dodged.
it has a long activation time and obvious animation,
learn to dodge / block / evade it.
I’ve had plenty of chill to the bones out of the Line of Sight, off-point, purely random. But hey, all skill. How is it alright that given the Keep point on Forest, above the stairs, someone cast that green or blue thing and stuns you at rediculous distance.
Do you prefer direct damage/cc nerfs, or nerfs on secondary areas of the skill that are not supposed to be the main strenght.
What’s going to happen to the players reaching Legendary? Is the old MMR system going to take effect, or is the system going to keep on with the unfair matches?
Chill to the Bone!
Jade Wind.
Those are devastating effects at 600 radius; this is massively huge. Reducing the Area to 300 or 360 has no effects on the power it brings to the table. This will only cause some clearer patterns of play without obnoxious and random stuns.
Unpredictable balance changes, and at any moment, is what the game truly needs. Otherwise, everyone feels free to swap to the next meta class to the other knowing they’ll go 3 months unhindered.
The best 5 man AG group i was in was a conjure ele (not on meta battle) that could beat d/d 1 vs 1, my staff cele which was on meta but not at d/d level, a s/d thief when everyone was using d/p, a pu mesmer(which was meta) and a bunker ranger.
Oh lol. That was a long time ago. They butchered that build with the Icebow nerf, and collateral nerfs of d/d cantrip eles. Well, that was the last variation of the build, dps settler conjure staff. Good times.
My current Conjure Tempest is definitively not viable anymore with all the nerfs it got (52-70% protection uptime reduction from overload Earth), while counters got buffed. To hell with build diversity.
It was pretty awesome, this guy ran the rock shield, frost bow and fiery greatsword and he won his 1 vs 1 with a dagger ele and when the guy tried to run he could catch him.
Also the bunker ranger was not as good as shoutbow warrior and shout guardian but he had more mobility and diversity. The team we faced and beat had 2 d/d ele, 1 shout guardian, 1 dps warrior and a thief.
Mid game we decided to out rotate the guardian and this made the ranger for our team better since we head better movement. I mean this is all the stuff i miss. Small differences in builds made it so teams could change up strategy in mid-late game. We won a close game and next game we started with that strategy and we crushed them 2nd game.
Thats what this game is missing. Obviously we were nothing special playing playing in AG but it made for exciting match ups with 3 people from the team i was on not playing meta builds and having success vs players using all meta builds.
Yep, that was me. I was running that stuff on AG to counter bunker guards.
We don’t see that type of patch notes anymore. Sad.
Well, Corruptions always assume two things:
1. The target actually has those boons to corrupt.
2. The Necro actually runs corruptions (which almost all do now) and invests in them.Before that wasn’t as big of an issue because boon spam wasn’t as bad and Necromancers needed to invest more to get any decent amount of corruptions. It also seems like more people ran Condition clears (especially group ones) so they just didn’t have such a big impact in most cases.
So I feel like the problem isn’t so much that their durations are too long or powerful (although, 3 stacks of Confusion for Retaliation is kinda painful for some), but that corruptions have become too accessible (just a bit too much) and at the same time, boons are way out of control. Most classes just spam a billion of them constantly.
I once saw this 20 seconds of weakness after a clutch escape… And the 10 sec cripple is pretty constant to be honest.
Remember when Necromancers didn’t have constant corruptions and when your Elementalist didn’t have permanent boons (although proper rotations allowed for high up-time on a lot of them by multiple re-applications) and could also cleanse many conditions every 10 seconds (how many Eles actually take Cleansing Water nowadays?) ?
Like I said, the problem is boon/corruption spam, not necessarily the condition’s duration.
Corruptions were supposed to be somewhat punishing because they were few and far in-between and Boons were more precious. Now you can have your 7 applications of Swiftness corrupted every time (see how both sides have reached absurd levels?).Well, I don’t see Anet backing up on that decision to make boon corruption more prevalent.
I run cleansing water; I am one of the few remaining staff elementalist. As for boon spams, those are pretty minor buffs I spam. Vigor, Regen, Swiftness, Fury. And… Protection is clearly not spammed since I don’t have Earth.
I don’t see Anet making that any smart balance decisions very often. Doesn’t disprove my point.
Also, you said you do in spam boons which was exactly what I was saying.
Boons elementalist can’t go without. It’s protection, stability and massive might that are usually considered boon spam.
Well, Corruptions always assume two things:
1. The target actually has those boons to corrupt.
2. The Necro actually runs corruptions (which almost all do now) and invests in them.Before that wasn’t as big of an issue because boon spam wasn’t as bad and Necromancers needed to invest more to get any decent amount of corruptions. It also seems like more people ran Condition clears (especially group ones) so they just didn’t have such a big impact in most cases.
So I feel like the problem isn’t so much that their durations are too long or powerful (although, 3 stacks of Confusion for Retaliation is kinda painful for some), but that corruptions have become too accessible (just a bit too much) and at the same time, boons are way out of control. Most classes just spam a billion of them constantly.
I once saw this 20 seconds of weakness after a clutch escape… And the 10 sec cripple is pretty constant to be honest.
Remember when Necromancers didn’t have constant corruptions and when your Elementalist didn’t have permanent boons (although proper rotations allowed for high up-time on a lot of them by multiple re-applications) and could also cleanse many conditions every 10 seconds (how many Eles actually take Cleansing Water nowadays?) ?
Like I said, the problem is boon/corruption spam, not necessarily the condition’s duration.
Corruptions were supposed to be somewhat punishing because they were few and far in-between and Boons were more precious. Now you can have your 7 applications of Swiftness corrupted every time (see how both sides have reached absurd levels?).
Well, I don’t see Anet backing up on that decision to make boon corruption more prevalent.
I run cleansing water; I am one of the few remaining staff elementalist. As for boon spams, those are pretty minor buffs I spam. Vigor, Regen, Swiftness, Fury. And… Protection is clearly not spammed since I don’t have Earth.
The best 5 man AG group i was in was a conjure ele (not on meta battle) that could beat d/d 1 vs 1, my staff cele which was on meta but not at d/d level, a s/d thief when everyone was using d/p, a pu mesmer(which was meta) and a bunker ranger.
Oh lol. That was a long time ago. They butchered that build with the Icebow nerf, and collateral nerfs of d/d cantrip eles. Well, that was the last variation of the build, dps settler conjure staff. Good times.
My current Conjure Tempest is definitively not viable anymore with all the nerfs it got (52-70% protection uptime reduction from overload Earth), while counters got buffed. To hell with build diversity.
(edited by Alekt.5803)
Well, Corruptions always assume two things:
1. The target actually has those boons to corrupt.
2. The Necro actually runs corruptions (which almost all do now) and invests in them.Before that wasn’t as big of an issue because boon spam wasn’t as bad and Necromancers needed to invest more to get any decent amount of corruptions. It also seems like more people ran Condition clears (especially group ones) so they just didn’t have such a big impact in most cases.
So I feel like the problem isn’t so much that their durations are too long or powerful (although, 3 stacks of Confusion for Retaliation is kinda painful for some), but that corruptions have become too accessible (just a bit too much) and at the same time, boons are way out of control. Most classes just spam a billion of them constantly.
I once saw this 20 seconds of weakness after a clutch escape… And the 10 sec cripple is pretty constant to be honest.
Aren’t the conditions from corrupting a boon too long / or too powerful?
*3 stack of bleed for 10 seconds (vigor)
*10 seconds of weakness (might)
*10 seconds of cripple (swiftness) (It’s probably the most oppressive.)
Why must we be so patient to be able to play the playstyle we love, and made us love the game? The balance moves at snail speed; I feel like I’ve been waiting for five straight months; and I can’t imagine how painful it must be for those warrior mains.
they said because as a four stats amulet it had 1050 toughness and that is a big no on in their new rule book of pvp amulets.
But letting classes or major sections of classes unplayable due to the obscene power of some others is a big yes, yes.
Gale: The cooldown of this skill has been reduced from 50 seconds to 40 seconds. This attack is now unblockable. The skill facts have been updated to correctly display the knockdown duration difference between PvP (1 second) and PvE (2 seconds).
It still knockdowns for 3 seconds. Please fix.
1. Balance patches only off-season.
2. People keep broken builds secret until season.
3. No more balance patch during season.
4. Everyone suffers.
crusader amulet was really fine.
i demand a replacement !
maybe
1050 power
1050 toughness
560 precision
560 ferocitycall it templar amulet perhaps. a variant of marauder and paladin
While I agree crusader was fine, your suggestion is certainly not in line with their plan (no toughness main in 4-stats amulets). The obvious replacement for crusader would be
1050 power
1050 ferocity
560 healing power
560 toughnesswhich is the same stat but putting the defensive ones as “minor”.
hmmm sounds good.
we can call it templar amulet then.more crit damage for professions that can increase their critical chance to hit without relying too much on precision
Templar’s Amulet
1050 Power
1050 Ferocity
560 Healing Power
560 ToughnessI actually think templar amulet can help with shoutbow warrior, they just need to improve tactics and arms. But as stated we won’t see any new amulet in this season. Hopefully Season 2 can give them some idea about warrior’s state.
How would you want them to have idea about the warrior’s state when they don’t see a single one in ESL? It’s just a forgotten class; just like it’s going to be a forgotten game.
Just remove Clerics.