You are a clicker.
A gift from the balance team. Enjoy, non-meta elementalists. Those were the “minor balance tweak of the month”. Maybe Warhorn was overperforming? No revenant interrupts for you, Warhorn Tempest users…
Cyclone: Removed the erroneous unblockable skill fact.
As if Warhorn needed to be worst.
They didn’t even bug fix, for example Final Salvo still doesn’t give stability on Function Gyro use, but the Tooltip sure looks spiffy.
And the Function Gyro tooltip is still bugged, says it gives 2 stacks of stability. 4Head
And once again, they nerf elementalist. Warhorn’s Cyclone was written unblockable on tooltip; they simply removed that tooltip and called it a fix instead on making it unblockable. Same thing happened with the water GM Soothing Power that was written 200% —> correct tooltip to 100% instead of adjusting proper values.
Plus, I can’t wait to get those 25 bleeding stacks from druids pet now that companion’s might is fixed…….
(deleted my previous reply because it had a lot of baseless speculation and was opinionated)
Why they were taken has no bearing on this discussion. Only that it WAS taken. And that it did have said effect.
If the meta had been projectile weapons for every class you know as well as I that the uptime on magnetic aura would NEVER have been allowed. Ele’s were able to shut down an entire mechanic COMPLETELY. With no method of bypassing. Auras can’t be corrupted. They don’t have charges. The only counter play they have is. Don’t attack.
And they were fine. No one thought they were unbalanced until tempest came out. What did it change?
It made auras a sustain method that could NOT be mitigated in any way shape or form by the opponent.
Magnetic aura (since this is relevant to the OP) SHUT DOWN all ranged projectile based weapons with almost constant uptime (This did require other skill use but the fact that it was possible AT ALL is the problem…it also wasn’t difficult to pull off as you saw it at many skill levels.) But magnetic aura never really got screamed at as being OP because the number of players that relied on projectile ranged weapons to deal damage was low (dragonhunters and longbow rangers) and generally those classes are seen in a poor light.
You only had to look at stronghold to get an idea of the affect a couple tempests would have. Doorbreakers that were unkillable even with an entire team of dpsers without INSANE coordination vs the ease at which it was accomplished. I.E. Nothing a pug group could hope to compensate for.
Were going pretty far from the OP so id like to just state this. Magnetic Aura in a 1v1 alone untraited is inferior to defensive field by the scrapper. But an ele can invest HEAVILY in magnetic aura. Gaining multiple sources of it. Causing it to heal. And making it AOE so that it could affect five players WITHOUT being confined to a circle. This makes it far superior when its invested in. Making me doubt the OP. The reason it has less duration LIKELY has nothing to do with what your opponent has in a 1v1. But the potential of each ability as a whole when all of the things that can be tied into are taken into account.
Magnetic Aura simply has more potential than defensive field when everything is taken into account. But yes theres a specific situation (1v1s) where the other skill is better.
(Edit: Which is kitten well how it should be or wed all be playing one class)
That’s fair.
Oh kitten … That would be so overpowered.
“Wash the Pain Away!” Reduce healing to allies by 50%. Additionnally, increase area of first pulse to 240, up from 180; increase second pulse to 360, up from 240.
Bring Geomancer’s Training and Elemental Shielding at the same trait tier to force a choice between one or the other.
Split Cleric Amulet in a four stat amulet.
1050 power 1050 healing 560 precision 560 thoughness.
And I am not here just for nerfs.
1. Reduce the recharge of Overloads to 15 seconds, down from 20.
2. Increase the protection duration from Hardy Conduit to 5 seconds, up from 3.Looks like you haven’t thought one second about those changes…
Wash the Pain away is actually a hard to use and impactful skill that doesn’t exist in other classes, why nerf it? To make the heal more or less like all the other heals? -.-°
And why make the AoE bigger? So it’s just another huge AoE-ability where you don’t have to think about positioning? I really don’t get it.
Also, geomancers training and elemental shielding are pretty much core-aspects of why the build works. Might as well just get rid of it if you make Ele’s choose between one of them. At least think about bringing other traits up to a useful strength, like increasing the stability-time on rock solid to at least 3 seconds.
*Edit: Of course bad players will whine like hell if they can’t kill the bunker build with 1 high-dps build or with 2 low-dps builds when they just spam skills on top of it without thinking about the ele’s CD’s, stunlocking, interrupting the right stuff etc.
It’s good that you ask about the Wash the Pain Away. I did not put a context, which was there on another thread. It’s a compensation; reduce risk, lower reward. This is to reduce the binary aspect of Wash the Pain Away (0: very low heal ; 1: extremely high heal) Not every sort of elementalists have the luxury to have an invulnerability (focus 5, focus 4) to bypass the risk of going into melee. 50% reduction is radical; it would be 33%. But, in exchange you’ll have a slightly greater window to hit the first pulse, and a much better chance to hit that second one on more targets.
As for the Geomancer + Elemental Shielding, you’ll still have armor of earth at 50%, which is very good. My most optimistic plan with Earth is to do all that…
1) Move Strenght of Stones (10% of thoughness convert to condition damage) to Adept minor
2) Move Stone Flesh (150 tough on Earth) to baseline.
3) Move Elemental Shielding to Master Major in place of Strenght of Stones
4) Add Obsidian Flesh to Adept Major, which grants 290 thoughness and reduces condition damage received by 25% when channeling.
Same goes for Fire.
1)Empowering Flame (150 power on fire) to baseline.
2) Move Power Overwhelming (10% of power convert to condition damage) to adept minor
3) Combine Conjurer and One with Fire to either to master tier.
4) Add a trait to adept tier that causes Fire Aura to cleanse one damaging condition on aura application and increases condition damage by 5% and outgoing damage by 5% while affected by Fire Aura.
5) Create a new master tier to replace Power Overwhelming.
For air.
1) Zephyr’s Speed (25% MS while attuned to Air) to baseline
2) Soothing Wind, 10% of precision converted to healing power to adept minor.
If magnetic aura effected only a single target. Or affected an area that the person it was protecting had to stay inside to benefit from. It would likely still have its old duration.
You do realize most auras only affect the person that casted it unless you take a GM trait for aura share?
Which the vast majority of people did for quite awhile. I can’t see how they could afford to balance it without that trait in mind. Especially considering how powerful it was combined with tempest. And the fact that said GM trait was DESIGNED to work with that specific mechanic.
The trait is only used because it allows the heal from Elemental Bastion group-wide.
Cause you can pew pew the gyro?
It’s on the toolbelt. We’re talking about an instant-on command, and always available cooldown (not limited to an attunement).
Elite Specs will always outshine Vanilla Specs. [ Box Sales Rule #1]
That said, right now engineers are just plain crazy followed by necros (maybe) and revs. hybrid condi necros will be mid-high tier along with engis and revs.
Box sales rule #1 seems to be short-term profit considering the outrageous number of people leaving the game or thinking about it.
Why is it not okay for Elementalists to have 5 seconds of reflect (was nerfed to 4) when the Scrapper has 5 seconds on the Bulwark Gyro’s utility belt skill?
Hello. I am still here.
Nerf d/f auramancer.
Interesting read.
Though, a fair deal of the information is misleading, and is going to mislead new players into thinking false informations.
-Applying vulnerability increases by 2% (it is 1%) the amount of normal damage and condition damage to your enemy, stacking up to 25 max.*
-When you apply weakness you limit the amount of damage by 50% (50% chance to reduce damage by 50%) you will take from an attack while slowing down the recharge of that skill recharge. (Does not do that)
-Fire utilities – are your conjured weapons. Conjuring one of these utilities gives you the weapon and spawns another in the area you choose giving you an attribute bonus, also depending on the weapon type. (Don’t go thining that you need fire if you plan on using Conjured Weapon; Conjurer trait is purely or extremely optional.)
-How does air apply heavy damage? Through power damage along with sigils that increase blindness, vulnerability, and weakness. (If you ever manage to have new players try Sigil of Peril, or Sigil of Debility to increase the duration of those condition, delete the thread right away. That’s one of the wost advice you can ever give to a new player.)
My best advice
To new players, do not limit yourself to the design lines and ideas around the attunements. For instance, Earth being a defensive attunement, or Air being an heavy damage attunement is a major overstatement: you will not magically become hard to kill because you’ve swapped to earth.
This reminds me of when you all cried about tempest being trash when it was revealed. I was legit the only one defending it those days.
If you go damage with Tempest, you eventually run out of cooldowns because the 20 seconds recharge is too much. This issue is not noticed because most dps Tempests use fresh air and spam the air overload.
I say, reduce this recharge to 15 seconds.
Here is what you need to be done with the broken auramancer build.
1. “Wash the Pain Away!” Reduce healing to allies by 50%. Additionnally, increase area of first pulse to 240, up from 180; increase second pulse to 360, up from 240.
That one reduce the maximum heal gains, but it will also reduce the danger of fully commiting into that full heal on allies. Safer distance, but less heal.
2. Bring Geomancer’s Training and Elemental Shielding at the same trait tier to force a choice between one or the other.
It is currently a no-brainer to pick both these traits with Dagger / Focus auramancer. Both traits are so good on that build that they could be qualified as grandmaster. Both should be at master tier, competing against eachother. This also balances the Earth Line for other weapon sets and builds.
Buffs.
1. Reduce the recharge of Overloads to 15 seconds, down from 20.
2. Increase the protection duration from hardy conduit to 5 seconds, up from 3.
That’s the core changes that should happen to elementalist as a whole before looking at quality of life changes of other weapon sets, and specific utilities changes.
Could the OP at least explain why he want these nerfs? I’m at a loss.
He dislikes eles being bunker/support. He prefers going glass.
Ah.
Sounds pretty petty of him.
Well that’s the short reason, gathered through his threads.
The longer one is
He worries that all ele nerfs and lack of buffs to Scepter FA is a consequence of the effectiveness of bunker Eles. That’s not entirely unreasonable but requesting a general nerf to all builds because of that isn’t reasonable. It’s better to check where and why bunker ele over performs and nerf that while buffing other builds to be closer to the original.
Well he does have a tendency to not review things from a broader perspective…
I do not review things on broader perspective, yet, manages to guess Abjured comp perfectly. I told that cleric d/f auramancer were going to be meta. Told that revenants are the strongest things in the current meta; that they outperform thieves, which is why Toker currently does not play them.
One part about Revenant that is so good is the Rez trait.
For Revenant, here is the list of changes.
Surge of the Mists: Now breaks only one stack of stability per target. Evade Frame removed.
Warding Rift: Now applies 3 seconds of weakness instead of blind.
Radiant Revival: No longers increases revive speed.
Chaotic Release: Cancelling the cast or interruption no longers refund energy and puts the skill on cooldown.
Jade Wind: Cancelling the cast or interruption no longers refund energy and puts the skill on cooldown. Cooldown increased to 45 seconds cooldown.
Riposting Shadow: Now has a 5 seconds cooldown. Additionnally, endurance gain has been reduced to 25, down from 50.
Could the OP at least explain why he want these nerfs? I’m at a loss.
What do you think kept the revenants alive during the finals?
So?
Maybe they are overperforming?
You’re defining overperforming as being the healer in a group. I don’t think that’s necessarily true, especially if the healer can be bursted and the healer can’t burst back.
I think support ele is fine. I believe a better definition of overperformance might be rev, given that most teams ran two of them.
I think we both saw the Nos’ Reaper getting 1v1’ed by the cleric ele at far on Forest game against R55. Now, this build vs build is going to be balance defining to say that “Elementalists are doing fine against Reaper”, when it is so far from the truth, unless going specifically Focus, and auramancer.
Could the OP at least explain why he want these nerfs? I’m at a loss.
He dislikes eles being bunker/support. He prefers going glass.
Ah.
Sounds pretty petty of him.
Well that’s the short reason, gathered through his threads.
The longer one is
He worries that all ele nerfs and lack of buffs to Scepter FA is a consequence of the effectiveness of bunker Eles. That’s not entirely unreasonable but requesting a general nerf to all builds because of that isn’t reasonable. It’s better to check where and why bunker ele over performs and nerf that while buffing other builds to be closer to the original.
Well he does have a tendency to not review things from a broader perspective…What’s more hopeless is the OP thinking that nerfing viable builds will make anet decide to buff UP builds…after 3 years of anet balance, you’re either blind or too naive to think that way, the oevrnerfed on arcane skills way back in 2012 should clearly show that anet doesn’t want eles to play a burst role….EVER
Arcane utilities are all instant, significative damage. Of course it was tuned down.
Could the OP at least explain why he want these nerfs? I’m at a loss.
What do you think kept the revenants alive during the finals?
So?
Maybe they are overperforming?
Could the OP at least explain why he want these nerfs? I’m at a loss.
What do you think kept the revenants alive during the finals?
“Wash the Pain Away!” Reduce healing to allies by 50%. Additionnally, increase area of first pulse to 240, up from 180; increase second pulse to 360, up from 240.
Bring Geomancer’s Training and Elemental Shielding at the same trait tier to force a choice between one or the other.
Split Cleric Amulet in a four stat amulet.
1050 power 1050 healing 560 precision 560 thoughness.
And I am not here just for nerfs.
1. Reduce the recharge of Overloads to 15 seconds, down from 20.
2. Increase the protection duration from Hardy Conduit to 5 seconds, up from 3.
(edited by Alekt.5803)
I was kind of hoping we would at least see a single guardian, but I guess that likely wont happen till scepter, hammer, sword & the 50% of traits that are crap get some love which is unlikely to ever happen.
Sad that there is still so much stacking going on.
LB DH is too easy to counter. Unless there is another good DH build not revolving around LB, they won’t have the chance to be on the competitive scene.
Well, it can’t resolve around trap buffs. That’s for sure.
Lol at all the bad ele players
“ohmugerd anet might as well delete ele! We’re trash tier without the 40% extra stat cele amulet to carry us, ele wont be run at all now!”Yeah…..ok….
You don’t understand. D/F auramancer is elementalist in its most alienated state. It’s only a heal bot that keeps alive stronger classes. This has been known already; and it’s not the role true elementalist player wish to have.
Hoping for.
Overload Recharge to 15 seconds, down from 20.
Hardy Conduit’s protection duration to 5 seconds, up from 3.
Elemental Shielding protection duration to 2 seconds, down from 3.
Obsidian Flesh cooldown to 60 seconds, up from 50.
Swirling Winds duration to 4 seconds, down from 6.
Shocking Aura cooldown to 40 seconds, up from 25.
But i also know the state of gw2 PvP. They literally removed creativity from the game. Entirely.
When it is considered an acceptable goal to minimally have one viable build each classes. That’s a very poor goal.
The fact that a single skill is being compared to another single skill is embarrassing enough. Ele’s staff has 20 skills. Ignoring that just makes everything said irrelevant.
You might as well compare Ele staff 5 to Druid staff 5. It’s just as stupid.
Pet classes are balanced around the idea that pet deals another portion of the damage. Perhaps elementalists are balanced around the idea of multiple skills. Both cancels each other. Then, you have a Mender amulet against Marauder: 1050 more offensive stats, still losing.
You actually dealt more damage overall even though Staff Ele’s damage is mostly loaded into #2 and #5.
Honestly. Why are my dumb threads getting more attention than my serious ones? I am like 10%-20% serious here.
Because people care more about correcting misinformation and blatant propaganda than talking about something as small and out-of-our control as a small stat boost on a barely-ever-used utility.
At least we know that mender amulet druid beats the hell out of marauder staff ele on an auto-attack duel. Hey, that’s surprising. And it gets worse when you add Lava Font. The fireball just go anywhere but onto the target.
The fact that a single skill is being compared to another single skill is embarrassing enough. Ele’s staff has 20 skills. Ignoring that just makes everything said irrelevant.
You might as well compare Ele staff 5 to Druid staff 5. It’s just as stupid.
Pet classes are balanced around the idea that pet deals another portion of the damage. Perhaps elementalists are balanced around the idea of multiple skills. Both cancels each other. Then, you have a Mender amulet against Marauder: 1050 more offensive stats, still losing.
You actually dealt more damage overall even though Staff Ele’s damage is mostly loaded into #2 and #5.
Honestly. Why are my dumb threads getting more attention than my serious ones? I am like 10%-20% serious here.
The fact that a single skill is being compared to another single skill is embarrassing enough. Ele’s staff has 20 skills. Ignoring that just makes everything said irrelevant.
You might as well compare Ele staff 5 to Druid staff 5. It’s just as stupid.
Pet classes are balanced around the idea that pet deals another portion of the damage. Perhaps elementalists are balanced around the idea of multiple skills. Both cancels each other. Then, you have a Mender amulet against Marauder: 1050 more offensive stats, still losing.
Allies have access to it when they pick it up. It concerns them too.
Conjured Weapon passively gives extra stats when wielding it. For instance, Fiery Axe gives 180 power and 180 condition damage. For the Earth Shield, it grants 180 toughness and 180 vitality. What does vitality mean for a temporary bundle?
I have always claimed that the vitality part on the Conjured Earth Shield may be some “extra stats”, but in the case of temporary vitality, and the sustain nature of the Elementalist, this vitality is actually an hinderance: it is not helping the elementalist unless he or she keeps it on while dying (which nobody should do).
Here is a mathematical example of a situation that happens regularly. The elementalist uses a healing skill while wielding a earth shield. The elementalist is at 50% health and uses a healing skill healing for 5000 (arbitrary value). Because the Earth Shield increases the maximum health, 5000 heal heals less in matter of percentage health. After 5000 healing, the elementalist gets at 76.2 % full instead of 79% full. This leaves the elementalist to 13141 health once the shield is discarded (which ultimately happens), instead of 13662 health (where the elementalist would be in health without the shield). Note that 5000 healing is an arbitrary value that did not count regeneration, soothing mist, or any actual healing; by that, it’s highly probable that the missing healing value even exceeeds 1800 health.
Regular Healing at 50% health
17245 (50% health) = 8622 health remaining
+5000 health (heal)
= 13662 health remaining ( 79.0% health)
Healing while using Conjured Earth Shield at 50% health
19045 (50% health) = 9522 health remaining
+5000 health (heal)
=14522 health remaining (76.2% health)
Discard Earth Shield: 76.2% of 17245 = 13141 health
Effective healing reduction = 521 less effective healing
Solutions
Vitality needs to be reconsidered on a temporary bundle. It grants no benefits, and at worst, it plays against the elementalist! If you’d ask me, I’d replace Vitality to Concentration (20% boon duration). And I would also make those changes to the abilities to match this new stat. Consider that Earth Shield 4 already grants up to 6 seconds of protection when hitting 3 targets.
1. Stone Sheath should grant 2 seconds of retaliation per enemy struck during the counter.
2. Fortify should convert 1 condition to a boon every seconds for a total of 4 pulses.
Arcane Shield is great. Conjure Shield is awesome on DPS build.
The shield give you the sustain you need when you are focus. You got two shield…
The shield with lightning ROD is great burst. I know fresh air with scepter is great too, but we need something more than this for sustain.
I think that cantrips is still the strongest sustain we can get but the regen on it is into the water line and this is the culprit of dps none water build.
Most people play tempest with freshair. But, Air, Water and Arcane with Paladin Or Marauder seems more burst for better sustain than using Tempest.
For the guy that say he would counter my bunker support ele build, well I don’t care about poisons, my cleanses per minute is the best of the game since released. More, we will chain CC you before you can use AA scepter third attack on me. Don’t forget I can transfer my own condies to you as well.
Dal
I would ponder my word. Conjure Earth Shield and Arcane Shield are two things I use all the time. Those are not great or awesome. It’s not because “shield” is in the name of the skill that it means “having two shields”. We’re talking about a 1 block every 8 seconds when equipped + Fortify. Earth Shield is not awesome; it is just decent, up to good. By that I mean, the best usage of the utility makes it better than your usual utilities, but it is rarely the case, so you really have to play it right to make it worth it. You probably noticed it yourself: the shield would be better without vitality because every heal you while wielding it is 10% less effective health to your true max health.
Also, the shield does not give sustain; it gives mitigation.
What the latest patch did was force ele to decide between heavy sustain/mitigation and damage. Celestial + might stacking offered both and it was kind of silly. Now you either support like mad or dish out hybrid damage at the cost of toughness and healing.
As far as staff goes, staff has always been a poor pvp weapon and was outshone by DD. Now its DF.
And as far as a DPS ele build goes, and this is true for pretty much any glass build, it will NEVER EVER BE VIABLE AS LONG AS THIEF IS META. You need heavy damage avoidance or stealth. Hell even mesmer suffers when thief shines. The only glass that can sustain vs a thief are scrapper and rev and that is due to both of those things and free stats from traits.
Thieves are not the issue, believe me, I play damage tempest with staff. Revenants, Reapers and Druids with Ancient Seeds are way more dangerous.
Wtf man seriously? “Druid Staff 4 is Both Earth 5 and Air 4 stacked together” , “Druid 5 is ‘equivalent’ to magnetic aura”. All of these skills do smth different. Schock way is targeted skill, causing double the time of immobilize and bleeding. Evade frame isn’t blast finisher but unlike uncestral grace its fire field etc etc etc so wtf man? Stop comparing uncomparable, you only making fool of yourself sadly
((.
Ancestral Grace.
Healing: 1,610 (1.0)?
Number of Targets: 5
Radius: 240
- Combo Finisher: Blast*
Evade Evade: 1¼s
Range: 1,200
Vine Surge does the movement condition clear and the immobilize, same damage with a much higher velocity. The bleeding is meaningless.
We’re talking about the “roughly” the same. I know it’s not the same. You tell me that elementalist has 20 skills. It’s more like 16 without counting the auto-attacks, and most of them are half as good as the other skills on a longer cooldown.
Not sure if you are really that stupid to compare 2 skills of diferent classes. Your comparison is the most ridiculous you ever could pick. Comparing a weapon with only one damaging skill out of 5 with staff with 20 skills.
The forum is lately flooded with such nonsence stuff that it starts to be really annoying already.
Pet class auto-attack vs ’we’re not sure the role yet’ class auto-attack. The pet class wins.
Lets remove the 4 auto-attacks from the 20 skills. Druid Staff 4 is Both Earth 5 and Air 4 stacked together on a shorter cooldown. Druid 5 is ‘equivalent’ to magnetic aura, on shorter cooldown yet again, plus it heals, so we’ll count it as geyser for its water field. Number 3 is an evade frame on a shorter cooldown than burning retreat, and it’s also a blast finisher, so we’re going to count it for eruption too.
So we have remaining on the Elementalist staff:
-Lava Font
-Meteor Shower
-Ice Spike
-Frozen Ground
-Lightning Surge
-Gust
-Static Field
-Unsteady Ground
Lava Font is not reliable, so it is out. Fire Burst is mainly for condition builds. Gust deals no damage and never hits, so it is out. Ice Spike is not reliable either. Static Field is good. Unsteady Ground deals no damage, but is still good. Frozen Ground deals no damage. Lightning Surge has a long cooldown.
To wrap up, the 20 skill class you describes ends up with;
Fireball
Lava Font
Flame Burst
Burning Retreat
Meteor Shower
Water Bolt
Ice Spike
Geyser
Frozen Ground
Healing Rain
Chain Lightning
Lightning Surge
Gust
Windborne Speed
Static Field
Stoning
Eruption
Magnetic Aura
Unsteady Ground
Shockwave
So yeah. The 20 skill class only ends up with a total 6 extra “notable” skill. That’s balance for you.
I still had two instances of frost aura granting regen and fury and a flat heal of 800. Maybe it would have been slightly in the elementalist favor. But, we’re talking about a pet class here.
If someone asks me to add Lava Font, I have a video with it, and the ranger would side step them, which caused the fireball to miss. No damage were added as a result.
Fighting off point, aka WvW, should not be balanced around. If this game wishes to be “esport” balance should be around top tier, PvE should be balanced around NPC design and mechanics, and WvW shouldn’t be the focus of balance because of 50 v 50 isn’t something manageable to be balanced around. Therefore, fighting off point isn’t an arguable point of contention to determine what is OP and what is not. In a node fight lava font becomes severely more effective given your enemy is more likely to stay in a small radius around it. Also, if you are skilled you can do things like immob the druid into your lava font, knock them into a wall, or put it in front of their path as they round a corner of LoS so they take multiple ticks from the lava font. Given the counterplay of bristelback the only thing I could say you have an argument for is that unrelenting assault is too strong, not just smokescale.
Lava Font has a crippling delay before landing the first tick. I think every elementalists agree that this delay needs to be removed. As for wall; it’s tricky with Rampage as One; I know it has this cooldown, but 13 sec of stability really becomes an issue when you rely on a static field to land combo. As for immobilize, it is limited to Shockwave, which has a nightmarish aftercast and poor hit-chance on a 30 seconds cooldown. No cripple on the weapon set, only a chill field on a 40 seconds cooldown.
Yes. On-point may be better, but I am certainly not standing on point, nor am I standing outside of the point because we both saw the same thing: I completely lose in the ranged fight (druid had no pet helping, and he did not even have a damaging amulet), and absolutely not win in the close-quarter.
It’s almost as-if Ele Staff isn’t a skirmishing weapon. Weird, huh?
Not support either. It does not work anymore.
It’s considered “support” because the offensive side is clunky and weak.
The weapon hasn’t really seen any updates in a long time.
It’s still usable as a backline weapon and in PvE to do almost anything.Some weapons just wont be useful for everything. Even Ele needs to accept that.
Jack of no trade; master of none.
“Demon stance focuses on conditions, with a twist. Let’s call it condition manipulation. Instead of dealing with conditions in the traditional sense—mostly by removing them— your approach to conditions as a revenant is all about accumulating them in order to empower your attacks. The more conditions you have, the stronger and more impactful your demon legend skills will become”
Things change :L
*yea, yea, we have Replenishing Despair and Bolstered Anguish, but you know what I mean
If we’re going to talk about the non-viable state of Ventari Tablet. Yeah… The condition twist part of the Revenant Mallyx you talk about used to exist in beta weekends and it was pretty cancer in duel arenas. I remember.
That’s…not the point at all.
The point is that things we used to like about a class aren’t constant. Anet changes things or refuses to fix them and now they’re much different from the thing that originally brought us to the class in the first place.You want a jack of all trades, but Ele doesn’t really do that (at least not in PvP).
I wanted a Condition Manipulating Mallyx and instead of them trying different things, it was just scrapped. The legend doesn’t even work well in any game mode; let me explain myself: the only reason Mallyx is ever used is for the +10% stat boost in PvE or because its biggest weaknesses are covered in PvP by Ret + Herald lines (which is a stupid interaction; no class should have Perma Stab) and it can then freely spam Resistance (which only gets good up-time because of FoN) and banish Enchantment.Also, not everything is about duel arenas. Think about other modes and applications. You take duels way too seriously in a game that:
1. Isn’t balanced around 1v1.
2. Has had a bad record in balancing.
3. Shouldn’t really be taken that seriously for its PvP; it’s too flawed in that regard.
Oh boy. I knew saying the word duel would have made you say that. Duels were simply popular during beta weekends to compare results. Even Abjured did that.
The usual mantra is that “1v1 means nothing” in gw2. But I am seriously questioning this fact when some of the classes currently on meta are so good 1v1, yet still the best for the team. And… the 1-3-1 splits forces those 1v1 too.
I still had two instances of frost aura granting regen and fury and a flat heal of 800. Maybe it would have been slightly in the elementalist favor. But, we’re talking about a pet class here.
If someone asks me to add Lava Font, I have a video with it, and the ranger would side step them, which caused the fireball to miss. No damage were added as a result.
Fighting off point, aka WvW, should not be balanced around. If this game wishes to be “esport” balance should be around top tier, PvE should be balanced around NPC design and mechanics, and WvW shouldn’t be the focus of balance because of 50 v 50 isn’t something manageable to be balanced around. Therefore, fighting off point isn’t an arguable point of contention to determine what is OP and what is not. In a node fight lava font becomes severely more effective given your enemy is more likely to stay in a small radius around it. Also, if you are skilled you can do things like immob the druid into your lava font, knock them into a wall, or put it in front of their path as they round a corner of LoS so they take multiple ticks from the lava font. Given the counterplay of bristelback the only thing I could say you have an argument for is that unrelenting assault is too strong, not just smokescale.
Lava Font has a crippling delay before landing the first tick. I think every elementalists agree that this delay needs to be removed. As for wall; it’s tricky with Rampage as One; I know it has this cooldown, but 13 sec of stability really becomes an issue when you rely on a static field to land combo. As for immobilize, it is limited to Shockwave, which has a nightmarish aftercast and poor hit-chance on a 30 seconds cooldown. No cripple on the weapon set, only a chill field on a 40 seconds cooldown.
Yes. On-point may be better, but I am certainly not standing on point, nor am I standing outside of the point because we both saw the same thing: I completely lose in the ranged fight (druid had no pet helping, and he did not even have a damaging amulet), and absolutely not win in the close-quarter.
It’s almost as-if Ele Staff isn’t a skirmishing weapon. Weird, huh?
Not support either. It does not work anymore.
It’s considered “support” because the offensive side is clunky and weak.
The weapon hasn’t really seen any updates in a long time.
It’s still usable as a backline weapon and in PvE to do almost anything.Some weapons just wont be useful for everything. Even Ele needs to accept that.
Jack of no trade; master of none.
“Demon stance focuses on conditions, with a twist. Let’s call it condition manipulation. Instead of dealing with conditions in the traditional sense—mostly by removing them— your approach to conditions as a revenant is all about accumulating them in order to empower your attacks. The more conditions you have, the stronger and more impactful your demon legend skills will become”
Things change :L
*yea, yea, we have Replenishing Despair and Bolstered Anguish, but you know what I mean
If we’re going to talk about the non-viable state of Ventari Tablet. Yeah… The condition twist part of the Revenant Mallyx you talk about used to exist in beta weekends and it was pretty cancer in duel arenas. I remember.
I still had two instances of frost aura granting regen and fury and a flat heal of 800. Maybe it would have been slightly in the elementalist favor. But, we’re talking about a pet class here.
If someone asks me to add Lava Font, I have a video with it, and the ranger would side step them, which caused the fireball to miss. No damage were added as a result.
Fighting off point, aka WvW, should not be balanced around. If this game wishes to be “esport” balance should be around top tier, PvE should be balanced around NPC design and mechanics, and WvW shouldn’t be the focus of balance because of 50 v 50 isn’t something manageable to be balanced around. Therefore, fighting off point isn’t an arguable point of contention to determine what is OP and what is not. In a node fight lava font becomes severely more effective given your enemy is more likely to stay in a small radius around it. Also, if you are skilled you can do things like immob the druid into your lava font, knock them into a wall, or put it in front of their path as they round a corner of LoS so they take multiple ticks from the lava font. Given the counterplay of bristelback the only thing I could say you have an argument for is that unrelenting assault is too strong, not just smokescale.
Lava Font has a crippling delay before landing the first tick. I think every elementalists agree that this delay needs to be removed. As for wall; it’s tricky with Rampage as One; I know it has this cooldown, but 13 sec of stability really becomes an issue when you rely on a static field to land combo. As for immobilize, it is limited to Shockwave, which has a nightmarish aftercast and poor hit-chance on a 30 seconds cooldown. No cripple on the weapon set, only a chill field on a 40 seconds cooldown.
Yes. On-point may be better, but I am certainly not standing on point, nor am I standing outside of the point because we both saw the same thing: I completely lose in the ranged fight (druid had no pet helping, and he did not even have a damaging amulet), and absolutely not win in the close-quarter.
It’s almost as-if Ele Staff isn’t a skirmishing weapon. Weird, huh?
Not support either. It does not work anymore.
It’s considered “support” because the offensive side is clunky and weak.
The weapon hasn’t really seen any updates in a long time.
It’s still usable as a backline weapon and in PvE to do almost anything.Some weapons just wont be useful for everything. Even Ele needs to accept that.
Jack of no trade; master of none.
I still had two instances of frost aura granting regen and fury and a flat heal of 800. Maybe it would have been slightly in the elementalist favor. But, we’re talking about a pet class here.
If someone asks me to add Lava Font, I have a video with it, and the ranger would side step them, which caused the fireball to miss. No damage were added as a result.
Fighting off point, aka WvW, should not be balanced around. If this game wishes to be “esport” balance should be around top tier, PvE should be balanced around NPC design and mechanics, and WvW shouldn’t be the focus of balance because of 50 v 50 isn’t something manageable to be balanced around. Therefore, fighting off point isn’t an arguable point of contention to determine what is OP and what is not. In a node fight lava font becomes severely more effective given your enemy is more likely to stay in a small radius around it. Also, if you are skilled you can do things like immob the druid into your lava font, knock them into a wall, or put it in front of their path as they round a corner of LoS so they take multiple ticks from the lava font. Given the counterplay of bristelback the only thing I could say you have an argument for is that unrelenting assault is too strong, not just smokescale.
Lava Font has a crippling delay before landing the first tick. I think every elementalists agree that this delay needs to be removed. As for wall; it’s tricky with Rampage as One; I know it has this cooldown, but 13 sec of stability really becomes an issue when you rely on a static field to land combo. As for immobilize, it is limited to Shockwave, which has a nightmarish aftercast and poor hit-chance on a 30 seconds cooldown. No cripple on the weapon set, only a chill field on a 40 seconds cooldown.
Yes. On-point may be better, but I am certainly not standing on point, nor am I standing outside of the point because we both saw the same thing: I completely lose in the ranged fight (druid had no pet helping, and he did not even have a damaging amulet), and absolutely not win in the close-quarter.
It’s almost as-if Ele Staff isn’t a skirmishing weapon. Weird, huh?
Not support either. It does not work anymore.
It’s considered “support” because the offensive side is clunky and weak. If you don’t mind, I could show you with some friendly duel.
I still had two instances of frost aura granting regen and fury and a flat heal of 800. Maybe it would have been slightly in the elementalist favor. But, we’re talking about a pet class here.
If someone asks me to add Lava Font, I have a video with it, and the ranger would side step them, which caused the fireball to miss. No damage were added as a result.
Fighting off point, aka WvW, should not be balanced around. If this game wishes to be “esport” balance should be around top tier, PvE should be balanced around NPC design and mechanics, and WvW shouldn’t be the focus of balance because of 50 v 50 isn’t something manageable to be balanced around. Therefore, fighting off point isn’t an arguable point of contention to determine what is OP and what is not. In a node fight lava font becomes severely more effective given your enemy is more likely to stay in a small radius around it. Also, if you are skilled you can do things like immob the druid into your lava font, knock them into a wall, or put it in front of their path as they round a corner of LoS so they take multiple ticks from the lava font. Given the counterplay of bristelback the only thing I could say you have an argument for is that unrelenting assault is too strong, not just smokescale.
Lava Font has a crippling delay before landing the first tick. I think every elementalists agree that this delay needs to be removed. As for wall; it’s tricky with Rampage as One; I know it has this cooldown, but 13 sec of stability really becomes an issue when you rely on a static field to land combo. As for immobilize, it is limited to Shockwave, which has a nightmarish aftercast and poor hit-chance on a 30 seconds cooldown. No cripple on the weapon set, only a chill field on a 40 seconds cooldown.
Yes. On-point may be better, but I am certainly not standing on point, nor am I standing outside of the point because we both saw the same thing: I completely lose in the ranged fight (druid had no pet helping, and he did not even have a damaging amulet), and absolutely not win in the close-quarter.
Seriously dude, ele has been in the meta for too long
You probably know already that I have more hate toward the elementalist class.
So I got curious when I saw those auto-attacks from Druids claiming that all their damage come from pet, or that they can’t do a thing without smokescale or bristleback. What about an auto-attack duel, no sigils against marauder staff elementalist?
So here is a video showing an auto-attack fight of a Mender Amulet Staff Druid ( 1050 power, 1050 healing power, 560 precision, 560 vitality) against a Marauder Amulet Staff Elementalist.
http://www.twitch.tv/aleriedespins/v/46279093
TL;DR. The Druid wins.
How many more indirect anti ranger threads am I going to see from you? It’s just starting to get really pathetic. You sound someone who is whining about every aspect.
Ele is still strong.These are the threads you currently posted:
- Bristleback Damage
- Smokescale Damage
- Search And Rescue
- Protect Me (Why everything annoying is packaged with ranger)
- Now this
Seriously dude, ele has been in the meta for too long, while ranger after the spirit nerf has been in decline for a very long time, rangers waited patiently for that. You are good player dude but sorry to say you sound like a child whining.
@Topic
You are seriously comparing A ranger staff who has only 1 skill that is highly damaging. 4/5 skills are healing and supportive. Really?
And again you are comparing a weapon that requires an elite trait line just to use it?
Add to the list;
-Unblockable smokescale
-35k hp bristleback
-Ancient Seeds
But if you could hear me talking, I am mainly laughing out loud as I type.
Warhorn is unlocked with the specialization; I don’t see it being good.
(edited by Alekt.5803)
To me this demonstrates the blatant propaganda being spread by Alekt.5803.
For one: the druid is using a menders, has a trait that ends up providing 14s of protection over the 24s “fight” and 7s of regen each healing for about 266 hp/s because the druid is wearing a mender’s.
Second: if a skill is available then using a skill is almost ALWAYS better than autoattacking in PvP – unless you are a war, melee ranger, or revenant using quickness. When we look at the skills staff elementalist has, we find that every single skill that is meant for dealing damage has higher base damage and power scaling than druid staff’ skills (besides flame burst, because this applies 1600 base burning damage and has a power coefficient of 0.1 as a consequence).
Conclusion: this isn’t a fair test in the slightest because of the protection up time and high hp generation from the regen proccing on the druid. Nor does it capture the truth that if these 2 actually used their skills it would probably result in the ele slaughtering the druid, without the druid using his/her pet, given the damage modifiers on ele. Arguably since it is AoE the ele could miss more skills than the druid however, if someone else was nearby the druid and the elementalist’s skills landed his/her damage would double as the AoE is now hitting two targets. In the contrary situation a person standing near the ele while the druid is untacking will most likely go unharmed given the druids overall lack of AoE damage. Therefore, I must conclude marauder ele is vastly superior to a staff druid without his/her pet. Until such time as more details are provided by the OP I cannot conclude otherwise.
I still had two instances of frost aura granting regen and fury and a flat heal of 800. Maybe it would have been slightly in the elementalist favor. But, we’re talking about a pet class here.
If someone asks me to add Lava Font, I have a video with it, and the ranger would side step them, which caused the fireball to miss. No damage were added as a result.
So I got curious when I saw those auto-attacks from Druids claiming that all their damage come from pet, or that they can’t do a thing without smokescale or bristleback. What about an auto-attack duel, no sigils against marauder staff elementalist?
So here is a video showing an auto-attack fight of a Mender Amulet Staff Druid ( 1050 power, 1050 healing power, 560 precision, 560 vitality) against a Marauder Amulet Staff Elementalist.
http://www.twitch.tv/aleriedespins/v/46279093
TL;DR. The Druid wins.
Bad grammar and suggestions adding nothing good to the class. Do you believe that 20% velocity is going to magically fix Gust?
You also add the worst traits ever, which are only affecting a slight part of a specific weapon set.
If i were A-net I would be looking at arcane skills in order to fix some of the alternate gameplay style issues.
What I would fix is:
- Arcane shield CD reduced from 75 to 40 seconds. Arcane shield converts up to 3 conditions into boons
- Arcane blast removes up to 3 boons from the targets
- Arcane wave knocks down foes for 1.5 seconds
- Arcane power adds 1 second of slow to your attacks for the next 5 attacks.
That’s way too strong. Though, I’d like the Arcane Shield cooldown reduction.
… snip…
Actually it’s far easier to nerf than buff because nerfing requires no extensive testing and knowledge, just lower numbers around, increase CD, remove boons etc etc
That’s why it’s far easier to receive devastating nerfs from anet rather than substantial and balanced buffs ( see ele scepter to get an idea about anet inability to properly balance things)At most they can overbuff things like :" oh well let’s give that profession a spammable attack that deal 10k dmg every kitten and with autolock, with no necessity to even face your opponent"
I don’t expect anet to ever buff something to a competent level , they have got neither the knowledge or experience to do that
Yeah ele support got nerfed hard last patch.
1- Removal of Celestial —-> Can’t be a bruiser sustain damaging and support class at the same time.
2- Aura nerf —-> Perma aura is harder to achieve, now you need to get smart to play with your aura.
3- Diamond skin nerf —-> Good support need to be able to sustain versus condies and power… this trait was really good. Now, it’s still good but less than the last meta.So… Support got nerfed a lot and will still be viable because of how conquest work. A cleric healing build that AOE cleanse a lot is need on all comp since released.
Actually, to get a good bruiser or dps from ELE, you should ask for a buff of it or a nerf of reaper/scrapper/dh/herald. Not a nerf on the only working viable build of a class. (we will see next meta incoming when pro league start again) But, it’s not a secret knowledge more than 5 top team is playing with Cleric Aurashare right now because it’s the best support build for the slot on the COMP.
A good solution would be to normalize HP across the board, since amulet are FIXED stats that forced us into specific role without much customization choice. (stats from trait lines was great, jewel was great… i want the same stats system than PVE !!!!)
Dal
Earth Overload nerf. It was a bug fix, but there was probably 3 bugs stacked together, so things looked ‘intended’.
Ele-
I feel the class is pretty well balanced right now, and is doing okay despite the removal of the cele amulet. However, I think that overloads should provide one stack of stability while channeling. This would make it more likely that they would actually complete the overload without making one trait mandatory. The boon provided by Harmonious Conduit could be something like protection to make up for it. Because they would have a better chance of channeling it, I think that the Air and Water overload (I don’t see the power in earth / fire overload) could do less. Air could do less damage and water could do less healing.
The stack of stability baseline is not what Tempest needs. If the stack is guaranteed baseline, the trade-off seizes to exist. And, to be honest, counter-play is more interesting than perma-stab. Tempest could benefit from seeing it’s Overload Recharge reduced to 15 seconds, down from 20 seconds and Hardy Conduit’s protection duration increased to 5 seconds, up from 3. Finally, the Fire Overload needs an AoE increase to 240 to improve the usability of the skill outside of downstate cleaving. Bonus: Lucid Singularity, Tempestuous Aria are still open for ideas since BW 2 or 3 according to Karl.
The cooldown of the sigil is 9 seconds, as written down on the tooltip. The duration is not on the tooltip, and is set to 5 seconds; it is not a bug.
When a movement condition clear is odly timed and hits the next root’s proc. FeelsBadMan.
Protection? Geomancer’s training?…if not for stone heart, people would not bother to go earth line as you’d get more by going air(dmg) or arcana(support/sustain/faster attunement-overload
Again your theory is farfetched and full of holes, since when any trait buff to water/fire/air would benefit focus?
Earth is all that keeps focus away from the trashcan, like for real, focus wa considered the worst weapon set in GW2 when d/d arcana was meta
Honestly your whole argument holds no grounds, just asking to nerf focus for “reasons” because you expect somehow anet will come and magically buff the rest, your marauder conjure earth staff…like..what are you even thinking?
I realize that you like staff and I used to play it also..but the weapon set is simply bad because the concept has not been updated since 2011 , maybe you can hope that staff will be updated 7 years from now ( I strongly doubt GW2 will still be running anyway), meanwhile…no amount of nerfs to other weapon sets will magically make the staff good to play
For instance, would you see any changes to Earthen Blast anytime soon? We both know that Sunspot was somewhat at the same level as Earthen Blast before june 23 patch. Yet, only Sunspot was adjusted. Do you really think that Earthen Blast currently has room for buffs knowing how good Earth is at the moment because of 1 single weapon set.