Showing Posts For Ancient Ranger.3276:

newbie ele seeking help!

in Elementalist

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

well…fiddlesticks. I’m only upto 580 hours and probably alot of those are afk’ed Do afk hours count? Do experienced elementalists gain a sort of thousand-yard stare from all the thief beatings? XD

In all seriousness i don’t think I could take 420 more hours of that harsh rite of passage!

He is talking about actual play. And no the longer you sit on your elementalist it will not get better by itself. The 1000+ hours is actually playing and fighting for an elementalist. Its all about how well you know the class. You could be given the most Op spec for an elementalist alive but if you have 0 hours on it you will fail. My advice is stick with it and play what you like whether thats dps or bunker or anything inbetween. On an elementalist experience > build.

Éleura Elementalist’s on YB
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#Ele

Dd elementalist

in Elementalist

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

Cavaliers armor with a mix of be rserker accessories

You forgot about 1000+ hours of play.

Éleura Elementalist’s on YB
Elementalist
#Ele

[PvP] Why not balance....

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

hoho “every class” and not an ele build there

DUH! Cuz Ele as a whole class is OP. No matter what they do to the builds Ele will always be OP. They could take away all the trait points and Ele would still be OP. Don’t you play this game geeezzzz.

Éleura Elementalist’s on YB
Elementalist
#Ele

Norn Engi Dye Combo?

in Elementalist

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

I’m glad he came to the Elementalist sub-form that means that Ele are best dressed in game! That why he came to to get advice from people that look the best duh. Ele’s are Op when it comes to looking good thats why we have the lowest armor and health it all makes sense now.

@OP: as for colors its hard to tell with out a picture of how you look. Maybe post and image of your armor with dye removed and we can help you.

Éleura Elementalist’s on YB
Elementalist
#Ele

[PvE]Balance in General. Secondary Profession

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

Why wouldn’t I just take my Warrior and slot in all the useful PvE utility skills of the other classes (Wall of Reflection, Signet of Inspiration, Feedback, Retreat, Stand Your Ground, Smokescreen, Conjure Lightning Hammer).

There would be literally no reason to bring other classes other than maybe either a Mesmer or Guardian for the AoE pulls.

Or the opposite way around every other class would become secondary warrior and just slot healing signet even with the 8% nerf it still heals better than my Signet of restoration with 800 healing power on my Ele (i main an ele so thats where most of my experience is).

Éleura Elementalist’s on YB
Elementalist
#Ele

Good elementalist Asura Armor combos

in Elementalist

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

For visual effects or for stats?

Éleura Elementalist’s on YB
Elementalist
#Ele

[Video] D/D Elementalist Solo/Group Roaming

in Elementalist

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

Think your a much better Elementalist, than being part of that 5 man gank thief group

Éleura Elementalist’s on YB
Elementalist
#Ele

Burning Speed

in Elementalist

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

What I found is that it is also affected out of combat (Rata Sum test).

Also, the most interesting finding here is that the range is not 600 but more around 450.

I still can’t find these hexagons you are talking about in Rata sum and I’m not to sure how to define range when you only have so little to go by. The only hexagons I see are no where near 120 units long

Éleura Elementalist’s on YB
Elementalist
#Ele

Burning Speed

in Elementalist

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

I just tested myself and my results differ.

1) First test. In the mysts, to be in combat.
I find that swiftness makes my BS go slightly further.

2) In Rata Sum, central hub, The floor is is made of hexagons of 120 range (if I am correct).
Normal BS moves me 480 units forward (sometimes a little less, like 400).
With swiftness I reach 600 units.

You are correct I did not test it in combat only out of combat.
When I just retested it in combat it was affected by swiftness.
Thank you for the clarification.

Éleura Elementalist’s on YB
Elementalist
#Ele

Burning Speed

in Elementalist

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

I do not know whether this is a bug or not so I am posting this here.
Skill: Burning Speed
Range: 600

As most movement skill Burning Speed (other than RTL) is affected by chill/cripple/immobilize.
But unlike most movement skills Burning speed is not affected by swiftness (or at least to the best of my testing). I did not know if this is intentional or a bug or just my testing was not proper.
The way I tested it was I back up into a corner where there were landmarks in front of my and used Burning speed without swiftness multiple times to see where I finished. Then doing the exact same thing but with swiftness on I saw where I was finishing.
In both cases I had finished in the exact same spot, varying due to angle of camera but there was no significant change as with other movement skills and swiftness.

I was just wondering whether this is intentional or a bug or just my testing wasn’t proper?

Edit: Yes i know RTL is affected by immobilize.

Éleura Elementalist’s on YB
Elementalist
#Ele

Better elementalist experience [video]

in Elementalist

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

I was planning to do my next video on berserker gear elementalists – A LOT of people run berserker gear however i just see most of them getting 1 shotted without killing much so I wanted to do a sort of video where I use my experience to make different builds and plays while wearing berserker gear and everytime I die, I change something in the build.

Would you guys like to see this sorta stuff and should I continue making this video? (GW2 – How viable is full zerker elementalist?)

I like the idea and it would also so which builds(trait wise) are viable while running full zerker. Who knows you might try a build not very many have tried or tested in a while and it might work out very well for the Elementalist and become the new META

Éleura Elementalist’s on YB
Elementalist
#Ele

(what if) Anet said: What would you change?

in Elementalist

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

Forst Aura: Reduce the cool down to 30seconds. Remove the ICD and make it so that it heals the Ele and near by allies when they get hit while this is up.

There is one problem with that suggestion a group of 5 Elementalist will be able to keep that up permanently with powerful aura on each other and would make it a little to over powered.
Don’t get me wrong I’m all up for buffing Ele’s but not so big of a buff that we need to be nerfed again for another year straight just to get some tiny love a little later.

Éleura Elementalist’s on YB
Elementalist
#Ele

Elementalist Changes - No Choice But Cantrips

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

I mean some ppl play d/d as arcane but yea you are right; although I think you are mistaken if you think cantrips are powerful because their cooldowns are very long. still going from 0 viable builds to 1 viable build is an improvement, even if it is triple cantrip bunker ele.

Isn’t the triple cantrip bunker Ele why we got nerfed in the first place?

Éleura Elementalist’s on YB
Elementalist
#Ele

[all] Balance Base Stats between Professions

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

I am not saying give Warriors 400 more starting vitality than Elementalist. Keep it the same as it is now both start at 916, but instead of Warriors health pool starting at 18372 simply bring it down to 17000. Vice-Versa keep Elementalist starting vitality at 916, but instead of starting at 10805 health simply raise it to 13000.
Now with that difference Between Low and High tier health-pools, the lower tier health-pool doesn’t have to trait/gear so heavily into vitality to simply get the same level of health.

So back to the OP original idea he is stating to balance Passive with Passive and Active with Active. As bringing starting health-pools closer together it become more balance of the Passive to Passive while still keeping diversity in classes.
As you stated “I think putting a numeric stat value on mechanics like stealth or clones etc. is just too hard” this is very correct, but that is what A-net has done by giving those mechanics to low/medium tier health-pool classes.
Lets take stealth for an example. Classes with easily available stealth: Mesmer, Thief, and Engineer. Two have Medium health(Mesmer/Engineer) and one has Low health(Thief).
Thief has Perma-Stealth both Engineers and Mesmers do not. So comparing Thief to Warrior A-net has stated that Perma-Stealth is worth 756 Vitality. While not having Perma-stealth but still having easy access to stealth is only worth 329 Vitality.
Obviously this is excluding other variables and assuming all other variables are balanced perfectly.

Éleura Elementalist’s on YB
Elementalist
#Ele

[all] Balance Base Stats between Professions

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

How to separate?
I think this is fairly clear, but there are multiple posts (and not many new ideas sadly =/). I think base health should be equalized (simply because I have no idea how to balance a few hundred vitality. It has no true opposite, and is more of less just a sponge anyway), which people disagree with. Give me a better idea so I can shower you with virtual confetti and call you the true savoir of tyria. Or if you want, answer my little question that I probably have asked and will ask many times before this is over “How much vitality is a dodge worth (or evasion, invul, etc)?” Give me a run down, and show me the truth.

Armor is a bit of a difficult point in the discussion. I thought, let’s just take the opposites, double check the skill modifiers and call it a day. This doesn’t seem to make many people happy though.
What are the pro’s and con’s of leaving it alone, equalizing it, balancing it with power or -insert your idea-. If you are convinced you are right, then convince me If you do that you get full credit here, as is due [you’ll find I’m pretty easy to convince as long as your logic is solid and your math + ideas are good]. Then we can get on to the hard part, which is trying to prove that point to everyone else.

But I guess I should stop here and get some answers posted! Anyway, thanks for reading.

-To answer your question: “How much vitality is a dodge worth (or evasion, invul, etc)?”
-My answer: Depends.
-Reasoning: Dodges,invul,evasion,ect or only as good as the skill they are used against plus the amount of damage you do while that “block” is happening.
(Assuming I will hit a 3k firegrab)
-Example1: I firegrab X-person they dodge. That dodge is worth 3k damage.
-Example2: I firegrab Y-person(a mesmer) They use sword 2 on me dealing 2k damage. That evasion is worth 5k damage(3k evasion from my firegrab and 2k from thier hit).

I do believe in the fact that they gave different armor values to different types of classes(light, mediums, heavies). I could believe in the fact that wants different starting health pools if the difference was not so drastic.
The way the health pools look now is
Low:10805
Medium:15082
High:18372.
If they looked more like this I would not be so objective to them
Low:13000
Medium:15000
High:17000

Currently The difference between High and Low tier in health pools is 7567 which in turn relates to 756.7 Vitality. With my proposed health pools the difference is only 4000 which in turn relates to 400 vitality.

Éleura Elementalist’s on YB
Elementalist
#Ele

[all] Balance Base Stats between Professions

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

Hi all =)

Tl;dr Passive = Passive; Active = active. Don’t balance to achieve active = active while passive =/= passive. Base stats are a relic from different game modes that unnecessarily complicate balance.

“What the OP wants is that Passive abilities should be balanced by other passive abilities while actives balance out other actives.
Translation:
1) the warrior should not have 500 – 1100 more stat points than other characters, he can have 500 more vitatity that’s ok, but other classes get 500 somewhere else.
2) The warriors actives on the other hand should be as powerful (but different) than stealth/ clones/ etc.”

-Shadowfall.6543

@Ozii, The OP is not advocating for everyone at the same health, just not 500-1100 more stat points. Thieves should not get 800 more vitality and 100 more armor, but should get those 900 points and then the actives will be looked at to see if there is a huge disparity.

-The actually range in Stat point difference is 151-1060.7(ascended level). The 151 is Thief to Elementalist difference and the 1060.7 is Warrior to Elementalist difference. That is only if A-Net is looking at the Elementalist as the base.
-If they are looking at lets say Engineer or Ranger as base( both medium armor and health) then the difference between the Ranger and Elementalist is 578.7 and the difference between Warrior and Ranger is 482.
-Now lets list all the Starting Stat difference of each class to the Elementalist(Turning Armor into Toughness and Starting Health-Pool into Vitality).
-Warrior to Elementalist: 1060.7
-Guardian to Elementalist: 304
-Engineer to Elementalist: 578.7
-Ranger to Elemenatlist: 578.7
-Thief to Elementalist: 151
-Necromancer to Elementalist: 756.7
-Mesmer to Elementalist: 427.7

Éleura Elementalist’s on YB
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#Ele

Zealot's gear worth making?

in Elementalist

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

i did not notices this new armor set until yesterday.

what does every1 think about it. is it worth making?

its main stat being Power with precision and healing power

Not if you plan on getting ascended armor. The only way to get the recipes for the ascended is buy them on the TP for a ridiculous amount or RNG with marionette event.

Éleura Elementalist’s on YB
Elementalist
#Ele

Ascended Recipes

in Account & Technical Support

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

I bought 3 ascended recipes today from the Tailor master and I went to choose my personal Stat set Keeper’s (Zealots) but it is not there I was wondering whether this is a bug or on purpose. If it is a bug I am willing to wait for it to be fixed but if it was on purpose I would like to know how to get these specific Recipes and would also like to know if I could get a refund on all three recipes of both luarels and gold.

Éleura Elementalist’s on YB
Elementalist
#Ele

Potential Game Breaker

in The Edge of the Mists

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

Casual players will want to sit in EoTM and not in main wvw because they don’t have to follow strict orders and still can enjoy the wvw part of the game…while the more HC players will queue for the main maps and try to get out of EoTM easier.

I do not think this will be the case due to increased loot in WvW and casuals want karma trains and loot. EoTM will be more for small roaming parties due to all the chokes points Big zergs will be at a disadvantage.

Éleura Elementalist’s on YB
Elementalist
#Ele

Elemeantalist build New armor

in Elementalist

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

I don’t know =/ I feel as though the heal ratio’s are too low unless you plan on going all out. Your toughness feels a bit low for WvW. I just feel like you don’t get much bang for your buck when building just a bit of healing power. I would much rather have 300 more toughness so I don’t get a few unlucky hits and go down. The health seems to be nice, I just don’t know if you could sustain yourself though the damage to make it worth while.

I probably should have added that I don’t solo roam I am always with like 1 or 2 more people at the least. I do have the guard defense in WvW so I get an extra 250 vitality from those stacks. From my personal experience I have stacked toughness and I feel anything over 2500 is pointless whether i stack 2500 or 3000 armor I feel i get hit on the same or there such a small difference I can not tell.

Éleura Elementalist’s on YB
Elementalist
#Ele

Elemeantalist build New armor

in Elementalist

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

Better wait for Balance Update with all changes

That why I’m still up in the air on rune and sigils but none of the changes will affect my armor/weapons or trinkets.

Éleura Elementalist’s on YB
Elementalist
#Ele

Elemeantalist build New armor

in Elementalist

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

I was think about running the new Power/precision/healing power armor weapons and weapons with Pvt trinkets while running 0/0/20/20/30.
This is what the build looks like with Zerker since the build editor has not added the new armor yet.

http://gw2skills.net/editor/?fEAQJAoYhMmmbwR9wjDAEFuYyQRIbUekzM2A-j0BBYLBkEBM5pIasKbYqXER1WzCR2za1A-w
The healing power with the armor will be 567.

I have not added a main-hand sigil and rune because I am waiting for the updated version but I am thinking about running full boonduration/healing runes (like superior rune of the water), which will in turn add more healing power but I am open for suggestion. As for the sigil I am waiting to seethe updated one but thinking sigil of energy or an on crit heal/dmg.

Edit: for weapons I am running all of them, but it will be with D/D mostly and staff a bit with scepter and focus only being used for High end PvE (which I rarely do). The is mostly for WvW small group roaming and guild zergs.

Éleura Elementalist’s on YB
Elementalist
#Ele

(edited by Ancient Ranger.3276)

Dedicated EOTM Roamers

in WvW

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

Finally EoTM! I can roam and not get killed by a zerg and kill NPC’s YAY!!!!
That was sarcasm I thought EoTM was suppose to be the place to try new things out for WvW and if they worked well implement them in WvW not implement PvE in WvW.

Éleura Elementalist’s on YB
Elementalist
#Ele

[ELE] RTL cd

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

Warriors have 20 weapon skills (we are talking about weapon skills here) -snip -

What is this ignorance? Warriors do not have 20 weapon skills. They have exactly twelve weapon skills available at all times, including the burst skills. Learn to Warrior.

On topic: RTL does not need a reversal of the nerf.

The skill is not really comparable to Rush. Sure, both have 1200 range, but rush does not track it’s target as RTL does. RTL is effected by knockdowns, but not by other movement imparing effects (such as cripple). Rush, on the other hand, is effected by all movement-impairing effects. RTL can be used to negate fall damage, and to even attack a foe from off of an elevation ( a cliffside) without taking the falling damage that would normally result, or to cross gaps that are too far to jump. Rush can do none of that. RTL has an AOE attack at the end of it, Rush has a single player attack, which does not even cleave. Both skills are buggy, but that is a bug issue and not a balance issue. Comparing RTL and Rush also ignores other factors related to balance between both professions.

RTL needs to be bug-fixed, as does Rush, but does not need a reversal of the previous nerf.

So then you are tell me that warriors do not have a weapon swap? All professions Except Elementalist and Engineers have access to 20 weapon skills at any given time (if they are above level 7) due to weapon swapping.
You also need to check you sources on RTL the AoE damage at the end of the spell is only triggered if you hit the target, and RTL is only non-affected by cripple and chill but also not buffed by swiftness. Rush can be traited to remove your conditions upon activation so we can also say rush or any movement skill on a warrior is unaffected by immbo, criple , and chill making it better than RTL.
Also Rush it affected by swiftness making it a longer range than 1200 while RTL is unaffected by swiftness giving it the same range at 1200.
You can’t use RTL to negate falling damage, when in fact it will actually increase the fall damage you take. On another note some of the time if you RTL down a Cliff (I don’t mean off the cliff I mean like down the ramp) you will take continuous fall damage.

Before you go around calling people ignorant you need to make sure you have valid information.

Éleura Elementalist’s on YB
Elementalist
#Ele

[ELE] RTL cd

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

If Rush does not get fixed the the extra long cool down SHOULD be removed, but seeing as how many of the Devs main Ele? Yeah i dont see that happening. Anyone else find it a little odd that the class ALL the devs main just so happens to be to the most broken class in the game…

Terrible suggestion.

There is a huge difference between Elementalist and Warriors.

Elementalist has 40 weapon skills.
Warriors has 12 weapon skills.

Elementalist have 9 CC, 3 mobility, 2 heals on their D/D
Warrior have 1 very slow cripple, and 2 mobility.

Elementalist has Lightning Flash to make the huge radius of Churning Earth work.
Warriors do not have any teleport to make Hundred blades work.

Elementalist have spammable CC and used to have spammable disengage.
Warriors do not have spammable CC and can only rely on semi-spammable disengage of the GS.

To say that warriors rush deserve the same treatment as Elementalist is ignorant. When warriors get to have 40 skills with 9 CC, 2 heals, and 2 mobility skills in a Greatsword, then Warrior’s rush deserve a RTL nerf.

Warriors have 20 weapon skills (we are talking about weapon skills here) and Ele’s do not have 9 CC’s on D/D they have two earthquake and updraft. Since we are strictly talking about mobility here on this thread lets forget all the other skills and see mobility skills alone. Elementalist have 3(4 if underwater) mobility skills across all weapon sets, 1 on dagger main hand(fire3), 1 on dagger off hand(air4), and 1 on staff(fire4). Warriors have a total of 5 mobility skills across all their weapon sets, 2 on GS, 1 on Hammer, 1 on Sword main hand , and 1 of Shield offhand. So seeing how you get half the skills as an Elementalist (being able to take two weapons) and having more mobility skills across all weapon sets.

40 skills with 9 CC, 2 heals, and 2 mobility skills in a Greatsword, then Warrior’s rush deserve a RTL nerf If you want to say this then you can only apply one of our attunments as you are only using on weapon in your 2 weapon choices which then we either get Fire:1 moblilty or Air 1 CC 1 mobility or Water: 2 heals or Earth 1 CC.

Éleura Elementalist’s on YB
Elementalist
#Ele

[ELE] RTL cd

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

A slight CD buff should be ok, but I’d rather see all gap-closers in this game reworked to the current RtL functionality. Short CD on hit, high CD on miss.

For RTL, I think a 20/30 CD sounds about right.

Agreed. There should be some penalty for using a gap closer as an escape tool. RTL is too long. 20/30 seems good to me too.

And then how would you balance thieves skills like heart seeker double the initiative? Or short bow 5; which I’m not to sure if doubling the initiative would be more that what thieves have access to. Or what about skill that are suppose to be distance creators that are sometimes used offensively Ele staff fire 4 or Rangers short bow 3 or 4.

At the time when Elementalist was first begining to be nerfed it was very early in the game. As someone said earlier all other classes didn’t have the same tools (or did just haven’t discovered them yet). Like for classes that didn’t discover them yet why did Ele get nerfed while they didn’t. They practically punished a class for figuring out its highest potential very quickly while letting others still try to figure out theirs and once they did do nothing about it.

Éleura Elementalist’s on YB
Elementalist
#Ele

New patch notes for Ele?

in Elementalist

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

You labeled yourself and me as biased. I said you obviously support this buff because you main dagger which is understandable. I meant no harm with that statement but apparently it did caused some. Never I mentioned you are inclining yourself to just one weapon or having a lot more preference towards the dagger than the other sets. Even if we were, there is nothing wrong with that. I mentioned d/d just because it is most commonly used and of course I’m aware of d/f. My whole point that you misunderstood was that dagger skills in GENERAl (whether is main or offhand)already have very strong and reliable skills. Thus this new addition to burning speed is unnecessary while the skills from other weapon sets like scepter and focus(not meant as s/f together but individually like you also misunderstood) are left behind. I believe you letting your anger get the best of you and allowing it to cloud your judgement. That sentence of you whispering me for advise on how to play scepter was not intended with the purpose you misinterpret. In other words i meant it as "I already told you this when you whispered me and that’s why I shouldn’t repeat myself.

I don’t now why you are saying that scepter and focus aren’t getting buffs. They only mentioned three skill in the “Ready Up”. They still have a whole list to put out of buffs and nerfs they want to do with classes. Those ones mentioned were the ones that were most likely going to make it in game. Since the patch isn’t till after March 4th they still have some work and testing to see how skills work out. As the date gets closer you will see a dev blog on the changes they are making to the Elementalist class. I bet you anything those three skills are not going to be the only thing under Elementalist. So don’t get to caught up on you scepter and focus not getting much love. They still have a lot of time to tweak those skills.

Éleura Elementalist’s on YB
Elementalist
#Ele

[Elem]Defense is the best offence

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

Let’s look at the auras:
Magnetic Aura: When attacked with a ranged attack, retaliate by reflecting the attack back.
-Enables you to stand toe to toe against ranged opponents

Shock Aura: When attacked, retaliate with hard cc.
-Enables you to stand toe to toe against melee ranged opponents

Frost Aura: When attacked, retaliate with soft cc, decrease incoming damage by 10%.
-Enables you to stand toe to toe against physical attacks

Fire Aura: When attacked, retaliate with burning and gain might.
-Enables you to… What? It has no real defensive value…

If you look at those Auras, you got:
Earth: vs ranged
Shock: vs melee
Frost: vs physical

so why not:
Fire: vs conditions?

Fira Aura: When Struck, retaliate by setting your opponent on fire. Reduces incoming condition duration by 30%.
Not like Ele got a hard time cleansing conditions, but ele still got a rather small health pool.

To be honest, “When struck, remove a condition” sounded just too broken

As with the rest of our Auras what A-net will do is “When struck, remove a condition*(1 second cool down)*”. He forgot to add that part. There will always be a cool down but with Fire Aura’s current CD on focus i believe 3 or 4 seconds duration would be much more approirate. For a 2 second duration they would have to reduce the cool down to at least 25 or 30 seconds.

Éleura Elementalist’s on YB
Elementalist
#Ele

[Elementalist] An elite to solve it all?

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

Devils advocate I boost boon duration out to +75%.

17.5 seconds of stability and protection using your suggestion
10.5 seconds of stability and protection from armor of earth.
If I have 10 in earth 10.5 seconds of stability and protection at 50% health.

So 38.5 seconds of stability and protection. This would most definitely open it up for eles to run lyssa runes also.

Not saying I agree or disagree just my initial thoughts on it’s potential.

38.5 seconds on a 60 second cool down(with the upcoming update to armor of earth) and with the rune rework I’m pretty sure they won’t leave lyssa as it is. Seeing as most people try to complain about it. But yes I do agree it does seem a little much, with assuming I’m running at least 10 in earth, 30 in arcane, full boon duration runes(not being able to take lyssa).
So your theory with the lyssa runes is a little false As taking lyssa rune only gives you:
13 seconds with Elite
7.75 seconds each for armor of earth trait and cantrip
6.5 seconds with lyssa runes
totaling for 35 second
Making lyssa runes less optimal to run for protection and stability up time.

Edit: 38.5>35 and seeing how Ether Renewal’s cast time is 3.5 seconds I believe the 38.5 compared to the 35 make a very large difference(being that it is also 3.5 seconds).

Éleura Elementalist’s on YB
Elementalist
#Ele

(edited by Ancient Ranger.3276)

(WvW)New Stat Combo Pow/Pre/Heal

in Elementalist

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

wtf healing power paired with glass cannon stats
sounds immensely useless

actually I take that back. it makes for a nice backline full support setup

I agree. With the upcoming nerf to crit damage I believe this stat combo will be much more useful for staff eles in guild zergs. Simply because they can keep most of their dps but now when they cast healing rain or geyeser its not just to blast it will actual heal their guild mates. So as a back line guild zerg staff ele this I believe is a very useful stat combo but I could be mistaken.

Éleura Elementalist’s on YB
Elementalist
#Ele

[PvP] Ele's Meta-Viable? Give them Revealed

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

I think the last thing we need is rock paper scissor classes. If there is going to be a way to apply revealed it has to be universal (i.e. hitting a thief when stealthed, or certain conditions -I always wondered how the burning thief was able to hide-).

+1
I agree with hitting the thief in stealth should make him revealed. I wouldn’t go as far as a condition because a lot of thieves condition cleanse comes from stealth so it like 2 hard counters(not being able to stealth and not being able to cleanse).

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Elementalist
#Ele

[Elementalist] Cleansing fire

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

I dont think its fair to compare skills cross-class. I think there is a reason ele utilities have higher CDs, presumably because of the utility of having 4 attunement weapon sets at their disposal which a class like guardian doesn’t have.

Every class has 3 utility skills idk how that pertains to our attunement especially when cleansing fire works the same in all attunments. The only utilities that have an effect on attunment is glyphs. Which really the only one to make an comment on is GoEP which is different conditions. The other just really look different in different attunment but do the same thing.

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Elementalist
#Ele

Powerful Aura

in Elementalist

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

I like the increase duration and retaliation, but I think the other additions might be a little OP in terms of there is not counter play for other classes for the additional condi stop .
Also I think buffing a little will give us more of a support choice between cleansing water and powerful aura

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Elementalist
#Ele

WvW Ele Zerg Frontline+Occasional 1v1 build

in Elementalist

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

Honestly if you are looking to Zerg Frontline there is no where near enough vitality to keep you alive(condimelt). Yes you had DS but with only 12k vitality that’s only a 1.2k hit for 90% which is very easy for most other zergs to hit fairly quickly. Yes you have very good healing power and your damage is not bad at all, but to frontline I would remove all the zerker pieces and swap them for Pvt pieces to keep some dmg, but get a lot more survivibility. That wouldn’t be a bad build for backline even though most of the time if your back there they want you full DPS. So yea that is my only criticism. Once again more vitality.

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Elementalist
#Ele

[PvP][ELE]tism: Balancing The Elementalist

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

I am just going to wait for the Dev blog about the full list to see what is in store for elementalist. This listening to these things for profession changes aren’t to useful when its very limited information.

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Elementalist
#Ele

ELEtism Discussion #2: Ele Survivability

in Elementalist

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

You know what I just noticed in heart of the mist that conjures are considered weapons swaps when you proc them, drop them, and pick them up the second time, each time that is considered a weapon swap so the sigil of battle or any weapon swap sigil procs with them. Which I did not know

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Elementalist
#Ele

Signet of Restoration will be unnerfed in PVP

in Elementalist

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

Hooray for passives!

You no attack you no heal. Passive is healing signet you equip it and regen voila.

Agreed @Celtus go equip SoR(equip full clerics) and do nothing else(just stand there) and let me kill you with only weapons equipped no armor or trinkets and tell me how passive it is.

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Elementalist
#Ele

Rate my WvW solo Roaming hybrid build

in Elementalist

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

Honestly its not a bad solo build as it does have high survivability, but at the cost of low dps. One suggestion would be to tone down precision at 48% crit chance with fury that’s 68% crit chance in my opinion that’s way to high you chance with fury should be around 45-55% anything over I believe is overkill. Another one is cele trinkets are not very optimal that being said the armor and weapons are fine choices. Countering The person aboves statement I do believe you can never have to much condi cleanse with anybuild on any class but that just my personal opinion.

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Elementalist
#Ele

[PvP][ELE]tism: Balancing The Elementalist

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

Lets talk specifically about our Attunement Mechanic and how that hurts us instead of helps us.

I already talked a bit about attunements here.
https://forum-en.gw2archive.eu/forum/professions/balance/PvP-ELE-tism-Balancing-The-Elementalist/first#post3477748

But to further add to it, our weapon skills don’t synergize with our attunements either. If you look at other classes, their weapon skills have synergy with their class mechanics. Mesmers get to create clones which aid their F1-4 powers. Necros can gain additional life force. Warriors gain adrenaline faster with some weapon skills. Rangers buff their pets.

Then there’s the whole using F1-4. Other classes, you hit F1-4, you get an additional ability. Without needing to trait for it, mesmers get to blow up clones for added effect, engineers get an additional ability based on the utilities they equip, warriors get an additional powerful attack, rangers get pet abilities, necros get a whole new health bar and additional attacks, thieves get a range of abilities they steal with, guardians get extra buffs.

Our F1-4, no synergy with our weapon skills, and no additional effect other than being a weapon swap.

In theory, attunements provide extra utility. We get 20 abilities instead of 10. In practice, the extra abilities are so weak they provide nothing valuable at all.

We end up having the same utility as any other class, except our damage is spread across a few extra abilities. (Which is actually an indirect nerf to PvP for us. Packing your damage into a couple of abilities is vastly superior to spreading it across four abilities.)

There just is no place for a “good at everything, master of nothing” profession in PvP. World of Warcraft tried it for years with Druids and Shamans, but those classes only found a place in PvP when they were allowed to be the best at something.

@There wouldn’t actually be a problem if they balanced it correctly which they did not.
I am going to use D/D as an example.
They say we have 20 skills compared to their 10.
Lets look at more other classes weapon skill on offensive weapons(dagger/swords/ect.)
Specifically our number 5 skills.
On D/D we get four

  1. Fire-Fire Grab(dps 45 sec cd)
  2. Air-Updraft(knockback 40 sec cd)
  3. Water-Cleansing Wave(heal 40 sec cd)
  4. Earth-Churning Earth(dps 30 sec cd)
    As you can see our “BIG” skills get fairly lagre cd’s(justified) but the dps in both of our “BIG” skills is toned down due to the fact we get 4 skills to their 2(not to mention on offensive weapons most 5 skills are dps so in fact we get the same amount damaging skill they do)
    Not going into AA skills as they should be the same across the board whether we get 100 different one and they only get 2.
    The biggest problem with their balancing technique is they balanced them under the assumption that class would take one offensive weapon set and one defensive set when in fact most take either 2 offensive or 2 defensive depending on their play style.
    So when it come to either dps or defense the other class due better than us rather than the same.
    A-net assumed that people would play class without the trinity in mind and do an offensive and defensive set up in the same build rather than full dps or full bunker. As such they did not balance classes around this and balance change will come few and far in-between because they are trying to re-balance the whole game over again with both play styles in mind now which is a very difficult task to accomplish.
    I’m ending it here to not make it a big wall of text but hopefully you understand where A-net came from making the game to where it is now with trying to balance it.
    @Edit: First statement is a half-lie they did balance it correctly the way they thought it would be played instead of balancing it for both play styles to begin with.
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Elementalist
#Ele

(edited by Ancient Ranger.3276)

(Balance) Developer Livestream on Friday at 2pm PST

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

Sounds like an awesome time. Just one question will the balance happen after the living story finishes or sometime in between when it is ready?
I am really hoping for in between as I do believe if it wait till after March 4th a lot of people would have left already for anticipation for the new MMO’s coming out. I will still be here though.

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Elementalist
#Ele

[PvP][ELE]tism: Balancing The Elementalist

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

Something new I’d like to add, but I’m afraid won’t receive attention here. Perhaps you could add it to your thread post, Gasmic.

Eles can suffer from chill, but our attunements can’t… This means anybody who keeps up perma chill on an ele will win, especially if its a terrormancer necro (A direct counter to d/d ele in spvp).

Other classes’ weapon swaps aren’t affected, I don’t believe? Correct me if I’m wrong there, but even if they are, ele shouldn’t be. Our attunement swap isn’t’ the equivalent of a weapon swap. Usually by the time an ele notices he has chill, there are other conditions there as well, and a clear would be useful, or is being bursted and feared, so needs to swap through either water or earth in a pinch. This is even if we only just swapped to fire or air, so a fight could obviously get mucked up pretty easily by this condition.

As everybody on this forum knows, I’m a strong supporter of buffing condition removal, removing condition duration food.

I actually do agree that chill shouldn’t effect attunment swaps because they are not skills in general(or at least A-net stated that with the SoR skills nerf). So i really don’t think they should be affected by chill. Secondly I can’t add to whether chill affects weapons swaps for other classes as I only play an ELE but if for sure doesn’t effect swapping tool kits on an engineer.

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Elementalist
#Ele

Liquid WXP after account wide WXP

in WvW

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

We should leave this discussion for when it gets closer to being a reality in 2015.

Edit to your post: 2016

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Elementalist
#Ele

[PvP-wvw] Thief- Backstab

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

Killshot say hello very loudly and slowly that is a learn to dodge issue. I do agree is sometimes hard to see the warrior if the warrior is positioned correctly but that just good game play by the warrior.

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Elementalist
#Ele

How to counter thief stealth

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

I will never understand the crying over stealth. Thieves are so squishy. Without stealth they would be free kills.

With stealth they roam around picking targets and racking up free kills. There’s a reason almost all roamers are thieves and use zerker gear. Stealth is the ultimate defense mechanism.

Not to mention the way A-net designed its also the ultimate burst mechanic at the same time.

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Elementalist
#Ele

[PVX] Ranger Short Bow

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

I know this isn’t adding anything to this form but just saying Ranger was my first class(second being ELE) and stuck with it until the short bow speed nerf in meta after that D/D ele was much more of my playstyle. I’ve tried to go back to ranger but short bow is just terrible. In practically every fantasy MMO I play and Ranger/Ele and all of my ranger are shortbow fast attacking.

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Elementalist
#Ele

[PvP-wvw] Thief- Backstab

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

What I don’t under stand is stealth is a thieves defensive mechanic, it the only class that can burst from its defensive mechanic and on 4 second cool-down(revealed debuff). Every other classes defensive mechanic normally means they are losing and trying to get back in the fight. Thief’s defensive mechanic is the only one that is spammed to burst down people even when they are at an advantage in the fight.

I feel Anet was a bit short sighted when it came to designing stealth. Its not a good idea to design a class around being invisible most of the time. This type of idea may work well in a single player game but in a game with pvp it will always end up overpowered in some way.

One interesting thing about backstab is that its a extremely hard hitting skill that requires no type of build up to achieve such high damage. Using wow for a example, with rogue, they would have to build up combo points to hit with big numbers. So hitting with alpha strikes over and over again was impossible.

Perhaps a solution to backstab would be to tie the damage into how much initative is available for to the thief. The lower the initiative the lower the damage, the higher the initiative the higher the damage.

I don’t see how that would make sense as bs take no initative and most thieves spam 1 for multiple BS’s using BS+spam1+cloakndagger+BS+ repeat. T he only time a thief is really using initative is when he is spamming heart seeker when your almost dead and then he is not likely to go back into stealth until the stomp. It would make more sense for BS to be a finishing move rather than an opening move. More damage with less initative. Less damage with more initative.

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Elementalist
#Ele

[PvP-wvw] Thief- Backstab

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

What I don’t under stand is stealth is a thieves defensive mechanic, it the only class that can burst from its defensive mechanic and on 4 second cool-down(revealed debuff). Every other classes defensive mechanic normally means they are losing and trying to get back in the fight. Thief’s defensive mechanic is the only one that is spammed to burst down people even when they are at an advantage in the fight.

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Elementalist
#Ele

How to counter thief stealth

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

When a thief uses stealth, you have a few options:
1) Use something that protects yourself.
2) Use something that punishes the thief for hitting you.
3) Anticipate a strike while they’re in stealth and dodge.
4) Use an AoE that damages the thief and stand in it.

For example, I’m an elementalist and one thing I like to do is use Shocking Aura. The moment they attack, they get revealed and they get stunned for hitting me, allowing me to attack.

Sorry to inform you but if you dodge a thieves attack while he is in stealth he stays in stealth which I think is not correct but A-net believe that is the right mechanic

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Elementalist
#Ele

Does it look like an attractive update?

in The Origins of Madness

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

I’m not as excited as I was for other updates, but let’s wait and see.
I don’t care much for the wurm, but I want to know what the hell is holding that giant metal puppet up. I mean, what the… Is that a ship? I’m not saying it is aliens, but it is aliens.

Finally A-net is bring some real-life stuff into the game. I’m not saying it is aliens, but it is aliens.

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Elementalist
#Ele

How to counter thief stealth

in Profession Balance

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

The moment Anet introduces a predator for stealth is the moment the thief population will be culled.

Maybe because that would actually destroy the class. I’m not sure if you’re aware of this or not, but a large majority of thieves sustain/utility comes from stealth. By reducing the thieves ability to stealth, you’re also reducing their access to almost everything.

As for a ‘counter’, I personally think that’s a little unfair, no? Currently there are no other classes which have their defining class feature countered by a single skill (sic’em). Can I get a skill that destroys all clones/pets in an AOE around me?

Can you not kill a rangers pet? Or kill a mesmers clones? Yes you can so it might not be in a single skill AoE(though it might be provided you have enough dps) you can still counter their mechanic. along with sick ‘em you can still stealth after they have used the skill. Just as ranger can swap pets and mesmers can produce more clones. So no single skill that apply revealed will not break your profession. Every profession can have its mechanic countered. Warriors via *everyone’s* dodge button. Elementalist(my profession) via chill or knockdown, along with guardian and necros I believe. And not to sure if engineers can have their’s interrupted. So currently thief mechanic can only be counter by rangers sick ’em or that ridiculously non-intelligent non-usefull trap in WvW. As for me i believe if i hit a thief in stealth he should become revealed because comon sense says if I hit something that is invisible I know it is there along with physics. Unless this game defies physics then i guess anything goes.

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#Ele