(edited by Arheundel.6451)
Lost t3 keeps in gandara BL because of crashes..lol
Lost almost my entire BL, after people defended it yesterday for the whole day, lost both tier 3 keeps because there were no players able to defend it..what can I say ty Anet, can I get a refund on the 3gold used to upgrade Bay?
Lost a tier 3 keep to 5 people because people could not stay in gandara borderland for more than 2 mins…-_-
It has started early this morning, when trying to go eternal battleground, the game would keep crushing to desktop after 2-3 mins, I was only able to play while in my own borderland [Gandara], now the same problem happen even in my own borderland, few mins and then crush to the desktop.
I’m not the only person affected by this and dunno why nobody has created a thread so far
On the topic of Vigor. All classes except Necromancer have atleast 1 source of Vigor and other ways to restore endurance.
Engineer – Adrenaline Pump-Gain 10% of your endurance when using a tool belt skill.Elixir R – Remove conditions and refill endurance. Adrenal Implant – Endurance regenerates 50% faster.Elixir H – Change to gain Vigor. Invigorating Speed – When you gain swiftness, gain 5 seconds of Vigor. Engineers can have perma Swiftness + Vigor.
Warrior – Building Momentum – Burst skills restore endurance. Furious Reaction – Gain Vigor (10 seconds) when taking more than 10% of your health in a single hit. Vigorous Focus – Gain Vigor when using a stance. Call to Arms – 10 seconds of Vigor 20 second CD, can be reduced by 20%. Signet of Stamina – Gain faster endurance regen.
Guardian – Save yourselves – Gain lots of boons including Vigor. Vigorous Precision – Gain Vigor for 5 seconds when you crit. 5 second cd.
Thief – Signet of Agility – Refill endurance and cure condis. *Wild Strike – Strike your foe gain 10% endurance. Felines Grace – Dodging returns some endurance. Bountiful Theft – Stealing grants Vigor for 15 seconds. Vigorous Recovery – Gain Vigor when using a heal.
Mesmer – Critical Infusion – 5 seconds of Vigor on crit. Vigorous Revelation – Shattering illusions grants Vigor to allies. Sirens Call – Chance to apply Vigor.
Elementalist – Arcane Energy – Arcane and signet skills restore 25% endurance when used. Soothing Disruption – Cantrips grant Regen and Vigor. Renewing Stamina – Gain Vigor on crit. Heat Wave – Burns and grants Vigor. Phoenix – Removes conditions and grants Vigor. Zephyrs Focus – Endurance regenerates 100% faster while channeling. Vigorous Scepter – Endurance regenerates faster while wielding a scepter.
Ranger – Nautral Vigor – Increases endurance regen by 50%. Lightning Reflexes – Evade and gain Vigor. Primal Reflexes – Gain Vigor when struck by a critical hit. Vigorous Renewal – Gain Vigor when using a heal. Vigorous Training – Moa, Birds, and Jellys grant Vigor to allies when summoned.
Necromancer – * Cough * …* crickets * .. Nothing!!!!!
Edit. I had no idea how bad we really had it until I typed this up. Elementalist has 7 ways to gain Vigor or regain Endurance, we have 0. What am I missing here? How did this go un noticed?
Without vigor I would not be able to play my beloved ele burst build as a single hit from any profession can literally eat 70-80% of my HP, furthermore….
1)Arcane energy= Nobody use it as you’d have to give up EA, elemental attunement or renewing stamina for it, on top of having to equip signets or arcana..not gonna happen ever…
2)Vigorous scepter= bugged or the actual recharge bonus is close to maybe 10%, again a trait that never get used, same story as arcane energy
3) Zephyr’s focus= same story as above
That leave only 4 effective ways for the ele to obtain vigor…just wanted to clarify it, don’t want devs to think there is an ele player out there using any of those 3 garbage traits
As the title suggest I’m here once again to ask the devs to listen to the community, we’ve been battling with subject for a very long time and there is no reason why we should wait any longer for changes, other professions receive changes on their weapon in far less time compared to the ele.
I still don’t understand why you reduced the radius of shatterstone, ok that vulnerability stack can be helpful but the current skill got such a small radius and long activation that it’s close to impossible to hit anybody with it during a 1vs1 fight.
During team fights, the delay of activation doesn’t help , this along with the bug that stops you from using the auto-attack makes the use of shatterstone very frustating.
At this point I’d suggest to increase the radius of shatterstone and remove this bug, regarding Dust Devil , personally I see no reason for having a slow moving blind, the condition is supposed to be used actively like blinding flash but the long travel time of dust devil basically remove the usefulness of blind during a fight.
Maybe increase the dmg? Add cripple ?
Depends on your team composition.
Which is exactly how you don’t balance a profession. No one at ANet is balancing Thief Stealth around Engineer’s Smoke Bomb, or Warrior’s Adrenaline gain by standing in Fire fields.
Ele Staff for example should not require balance consideration around how many Guardians are using Might Blow at the time.
That’s an all around theme though. Anet has said over and over, most recently in the SoTG video last patch that they balance around team play. This to them justifies why warrior has no staying power and is terrible in most cases alone. This is why Ele staff has no viability in a 1v1 situation to the point its almost a free kill for most people. This is also why Mesmer is so strong in a 1v1 situation as they become more balanced and more realistic to beat in a team fight.
Anet doesn’t care for 1v1’s, though I’m willing to wager if they added a form of dueling they might. In fact, many of these new custom arenas are dueling servers, because people like the prospect of 1v1ing more than Anet anticipated it seems.
Ele’s aren’t the only profession which gets nerfs, some others for example, the Thief has had more nerfs than any other profession combined, and minimal buffs to conpensate. A big issue I feel is the culture in which Anet seems to buy into of nerfing everything as opposed to buffing. If other classes aren’t as strong as Ele at the time, buff them, don’t limit the Ele. Same applies to Guardians and Mesmers who can be considered the peak of balance. They are very well thought out, and work in all game modes, and the only reason they seem OP all the time is due to the other professions being UP in some KEY areas.
Do you realize that people don’t care that much about team play?
For everybody( yes you included) to lose a 1vs1 is much more deal breaking than losing a team fight…that’s why you find complain threads in every profession sub-forum.
Having an excellent 1vs1 balance would help the game in the long run, trust me
They should just remove the “hold point” aspect of it, having a mode with objectives is good…but bunkering is not good at all.
I dunno why they removed mechanics like Heroes Ascent and forced this run of the mill mode , which is not fun to watch and play, it’s always the same tactics over and over again, the same roles over and over again, it’s always bunker-bunker-roamers x 3 …BORING!
Well prepare for more doom & gloom (more then likely ;p)
`Peters dropped into the live stream that GW2Guru were holding for the tournaments & at one point he said something about this next patch will be looking more into traits/balance.
Having seen the mess they`ve done since going live I`m not remotely optimistic, but here goes….
Never know, they may actually give Ele` something to make up for the ridiculous nerfages they`ve been hit with almost constantly.
<shifty eyes>
In all truth the only positive change ele received since the buff to scepter air-auto-attack was the 33% HP increase on elementals, all in all this profession receive a little positive change once in a blue moon every few months, the rest is just a collection of nerfs and biased changes
yeah the video is pre-nerf content, mist form+ER is not possible any longer and God knows what they’ll nerf next
Another thing I’d like to add is this peculiar speed pets seem to have. To clarify, why is a pet able to catch up to me when I am kiting away under swiftness?
Because some of them got four legs? /s
Nothing should run faster than a thief, nerf it!
Nerf the hard hitters and then give them more gap closers, conditions protection and CC.
All the kitten like hundred blades and such is just dragging warriors down, because as long as theoretically they can do like 12k bursts every 8 seconds, they can’t really be buffed.
Slash the theoretical output by 30% and then add more NON-DAMAGING abilities to either sustain himself longer or control the fight more.
Although I agree with you, I think the argument to make would be: that’s what a guardian is.
I think the challenge is to make the warrior a viable, solid melee – but without turning it into a guardian.
I think guardian with regen + prot + aegis + cc, etc all combined has too much, and in turn warrior has too little. That’s the core of the problem.
The core of the problem is that even when specced for dmg (O_o???) a guardian is no where close to the level of threat of a warrior, a guardian can’t hit people with 1800 toughness for 9k dmg from 1200 range.
listen to no one saying how bad elementalist is right now. d/d bunker ele is among the best things in the game right now. i’ll go as far to say it’s almost overpowered.
Right…a light armor profession is considered OP when forced to go all defensive to avoid instant death..yeah ele is definitely OP
At what should I spam auto-attack if I need a target to hit are you kidding me?
You do realize that you don’t need a target to use and hit with your autoattack, do you? If a dagger thief stealths there is a 90-99% probability of him getting close to you to pull off a backstab. If you constantly spam your autoattack you will eventually hit him, or he will retreat without attacking.
I can’t think of a single auto attacks fist hit that would cause me to back off. If I am in range to get hit by an auto then I am in range to dodge roll backstab. Backstab > every first hit auto in the game. Besides that, if the person I am hunting is ranged its a free kill because they can’t do anything but run and use up endurance/defensive cds. Especially if I am D/P.
TY! Finally an honest thief!
I have to say that personally I can still land my range attacks, once I dodge their backstab attempt but them, if thief players would really love their profession, the nature of it, they would suggest alternative to such absurd mechanics.
I don’t believe any sane and honest person can say that perma stealth is a legitimate mechanic, you want to have stealth? Fine have it!But being invisible almost permanently, no pls.
If at least thief skills would have CD on top of ini cost ( reduced in some cases) than yes, maybe in that situation a perma stealth mechanic would be tolerated, ‘cause I know once I dodge that attack you’ll have to wait even if you go stealth..but right now dodging a thief attacks is pointless because you can spam HS and backstan or flanking strike all day long, I can’t dodge forever and can’t kite forever and If I can hit you 20% of times then there is something wrong
Yeah^^!
Thank you for the suggestions, I was finally able to defeat a s/d thief thx to signet of energy and renewing stamina, using a hybrid scepter build 0/20/0/20/30 with 40 crit dmg and 20 crit chance, and lightning strike on crit.Dodge-dodge-dodge plus lightning strike burst and phoenix used as PBaoe…and he’s down XD
Awesome to hear ^^
Sigil of energy too good for eles
There would be no need to use it if traits like : zephyr’s focus , vigorous scepter would work as intended ^^, in case the sigil get nerfed I’ll start using zephyr’s focus even though all the tests done so far give me no results but I may be wrong or the change is too small to matter, eventually any possible nerf will not be too severe, maybe a 20% less endurance and that would affect s/d thieves as well
Yeah^^!
Thank you for the suggestions, I was finally able to defeat a s/d thief thx to signet of energy and renewing stamina, using a hybrid scepter build 0/20/0/20/30 with 40 crit dmg and 20 crit chance, and lightning strike on crit.
Dodge-dodge-dodge plus lightning strike burst and phoenix used as PBaoe…and he’s down XD
The ‘best’ answer given from thieves players so far: ’ just spam aoe in the last spot they were’….-_-, yeah the stealth mechanic in this game is completely broken and hopefully this new trap will give a fighting chance against the so many thieves out there who think to possess real skill..time to learn to dodge my dear thieves!
Well no kitten, Stealth is a defensive mechanic too did you know that? Stealth is supposed to help the thief prevent damage, and their easy access to it is met with a comparatively low health pool.
To be honest, spam aoe is the wrong answer unless you are sure you will hit him. Spam autoattack is the right answer. Don’t blow cooldowns on something you might not hit.
Also, l2notgethitinthebackwithbackstab
Preventing dmg shouldn’t be an unlimited use tool!
If you make a mistake you should pay for it, no go stealth , rinse and repeat like d/p do…plus..spamming autoattacks?..At what should I spam auto-attack if I need a target to hit are you kidding me?
Then l2notgethitetctetctetc? really?I can dodge only twice and then I need to wait 10s while the d/p thief can spam black powder and HS all day long
People seem to fail to understand that a thief built for stealth, that then can’t stealth, is a dead thief. No survivability, no defense, no burst, no damage – that’s a thief without stealth as they have designed it.
Lets just remove stealth already, since that’s the feeling they’re giving me doing this. It looks like they want us to be warriors with 11k health, 1k toughness and only damage. No boons or other useful utilities..
Thief players have rightly complained about bunker with too much bunkering…but now we’ve got stealth thieves with too much stealth, the d/p build is completely broken and need to be changed asap
All thieves talking like d/p in WvWvW are not a problems,…are completely out of touch with reality, most of you have really found a safe heaven in this game with the worst implementation of the stealth mechanic , ever seen in a videogame so far.
A d/p thief use the same tactic over and over again to go stealth-backstab-stealth-backstab…..with no way for you to counter it , you can just aoe randomly hoping to hit the thief.
The ‘best’ answer given from thieves players so far: ’ just spam aoe in the last spot they were’….-_-, yeah the stealth mechanic in this game is completely broken and hopefully this new trap will give a fighting chance against the so many thieves out there who think to possess real skill..time to learn to dodge my dear thieves!
In my opinion, utilities should offer something powerful to a profession and not simply give something that can already be found in the weapon skills, this is why I believe that active conditions on signets are not very useful, their usage would not affect the outcome of a battle in any way.
Signet of Fire
-No viable suggestion atm-
Signet of Air
-A 2s daze would be preferable to a simple blind, while somewhat useful , a single blind application remain useless compared to a cantrip
Signet of Water
-Active use : ‘Ice Barrier’, ele send back 30% of the incoming dmg for next 5 attacks
Glyph of Elemental Power
-Increase crit chance to 33%
-Reduce CD by 5s
Suggestions and Comments are welcome
I know that they are countless threads regarding this subject, we don’t even know if the devs read these forums at all, but I don’t want to give up and for that reason I will keep re-posting the same topics, we did get some changes with the glyph for example, the changes to the glyph of elemental summon was game changing, really the only good change in a long time for ele, so here hoping some devs will read this thread, I will list all skills which in my humble opinion need a drastic change
Scepter
1)Ice shards
- Add vulnerability , 3 stacks for 5s
- dmg is ok
2)Shatterstone
-Remove vulnerability and add weakness 4-5s duration, 6s CD
-Increase dmg by 15-20% and radius by 30%
3)Dust Devil
-Remove the blind and add 5s cripple
-Increase speed by 33%
Staff
1) Unsteady ground
-Increase cripple duration to 4s
-Increase dmg by 400% ( currently 70 dmg for pulse)
2) Gust
-Increase hit box
-Change to wave attack ( like illusionary wave)
-Reduce CD by 10s
3)Burning retreat
-Reduce CD by 5s
4)Eruption
-Reduce activation by 1.5s
Focus
1)Fire shield
-Apply 1s burning and 2s cripple on hit
2)Flamewall
-Add dmg component, 200-300 base dmg for pulse
3)Freezing gust
-Increase base dmg by 300% ( current dmg around 200-300)
4)Gale
-Decrease CD by 10s
-Add dmg component ( 1000 base dmg)
I’m trying to propose a valid burst set up for eles as I’m sure the majority are tired of play defensive and most players have always been looking for the light armor nuke profession.
I’m aware of the fact that staff is very strong in WvWvW as you count on a zerg to protect you, but in tPvP staff users are really vulnerable and lack effective defensive tools
Scepter burst is very good, but some skills are definitely there as filler and I don’t see why this should stay as it is
Focus offer good defense but the lack of mobility should be compensated by something else, like an easier time to land scepter burst, this would open more builds for eles
Further suggestions or comments are expected as I believe these changes would benefit of all us
If somebody got an effective ele build against the new sword thief, pls do tell me.
Tried pretty much everything, from pure burst to conditions, from signets to glyphs…nothing seems to work.
They dodge everything, they can even pass through arcane skills unscathed and really the boon stealing is the last of my problem.
In a single skill, they evade attacks, shadow step to you and evade your attacks, got no solution, I have genuinely tried everything in my arsenal, even if I can dodge the initial flanking strike the end result doesn’t change
How I would balance this game:
1) Remove stealth and clones from the game
2) Reduce conditions spam
3) Reduce HP disparity between professions
4) With stealth removed, increase HP of thief, add shadow step mechanic ( as in GW1)
5) With clones removed, add hex mechanic to the mesmer ( as in GW1)
6) Remove water heals from ele
7) Increase HP of ele by 5k, add control/evasion water skills, increase overall dmg
8) Add more condition removal to the warrior-Game fixed and everybody enjoy the game, game is alive and well…..
Just a dream I know, this game is already on its death bed, 60-70% of players use a stealth profession and the current population in sPvP is a display of this screw up
I don’t want to insult you, but we are lucky that you are not working for A-Net balance-wise.
It’s because you play a guardian that’s why!
You never receive nerfs and all your trait lines are usable, you’re required in basically every aspect of the game, you play a profession played by the anet devs…hence you don’t get nerfs..ever!
The rest ( ele for example) get 50-70% reduction on healing and dmg, while still being forced literally in using 2 trait lines all the time as the other three have been left pre-alpha stage, 2/3 of the utilities are garbage and our elites are not game changing….finally with 3s animation skills even my grandma can effectively dodge ele attacks
Balance is fine. More practice is needed.
Says the guy who plays a Mesmer and a Guardian.
Is this the WoW arena forums? My mistake.
Classes are fine and well within tolerable limits. FYI, I don’t play bunker or shatter on either if my classes.
As @Pot said….somebody who play mesmer and guardian will of course be happy with balance, that’s why this game will last few months more
How I would balance this game:
1) Remove stealth and clones from the game
2) Reduce conditions spam
3) Reduce HP disparity between professions
4) With stealth removed, increase HP of thief, add shadow step mechanic ( as in GW1)
5) With clones removed, add hex mechanic to the mesmer ( as in GW1)
6) Remove water heals from ele
7) Increase HP of ele by 5k, add control/evasion water skills, increase overall dmg
8) Add more condition removal to the warrior
-Game fixed and everybody enjoy the game, game is alive and well…..
Just a dream I know, this game is already on its death bed, 60-70% of players use a stealth profession and the current population in sPvP is a display of this screw up
SWEET! For once I must ty Anet devs, I will have always 3-4 anti stealth traps with me, bye bye d/p thieves ^^
Anet devs play mesmer and thief so…
Surely Arena Net has been watching the recent tournaments and has taken note the complete lack of Necromancers on any team worth their salt. Hopefully something will be done to make Necromancers a viable option in the near near future. I know they’re working on a new DS 5 skill, but I hope that is not all we’re going to get.
Lack of necromancers? We must be playing different games because right now in EU is 1-2 necro for team in tPvP…so you must be playing another game not other option
And how the bunker ele was OP?
Now you’ve got a ranger with a pet dealing 3k dmg for hit while the ranger himself never die and fill you up with arrows from safe distance….
I really hope the situation doesn’t change, I was enjoying the ele free environment with no more QQ thread popping out every day like mushroom
We don’t need another forum hero with his guide, after that @ Daphoenix dude( who now play a mesmer lol) started posting his non sense, this profession has seen nerfs month after month due to the invasion of fotm kids and thei bunker build….now this @Zoose dude, another forum hero start with “his” guide and the QQ cycle starts again…..
As soon as a couple of scrub thief player start to get killed by another fotm ele playing s/d burst, we’ll see the “QQ Ele burst too strong nerf it” bullkitten as it was prior to BW2 ( where the ele burst got nerfed).
That’s why people stopped posting builds and guides on GW1 forum, to keep away the fotm kids from their own profession
…..great another guide….
All I need now is another invasion of fotm kids, the happiness for the departure of those fotm eles who recently left to play BM ranger/thief and mesmer has been short lived.
Seriously @Zoose what you think to know…was already well known to players who have been playing this profession since BWE1, like the 30 arcana tank build with @Daphoenix.
Flanking strikes everywhere…too bad the only one playing it at a very good level i’ve seen till now is suldaris…others just spam it randomly, well timed cc + aoe and they’re gone…as usual good builds (And i don’t really think flanking strike is really as good as many think..but that’s just a personal opinion) don’t turn you into a good player…aswell as good players can make “not so good” builds working better than many “op” ones..
I spent 3 weeks trying to re-learn S/D thief simply to understand it was not effective, went back to D/P and spent 2 weeks AGAIN to RE-LEARN it, since it’s still the only way to be useful in a team ( since we’re definitely bottom tier currently) and i was too used teleporting everywhere.
S/D brings nothing to the table when compared to D/P : less burst, less DPS ( dagger 1 spam has more DPS than the whole sword set), no interrupts, no support ( no blind field).
You can steal boons. WOOOO.
OH dagger sucks ball, you bring nothing to your team : why stealing ele boons when i can simply oneshot him after calling for a blowout ? ( read: unbreakable stun).
Suldaris is simply skilled, he could even play D/D condi 33333 spam and make it look effective: as soon as he realizes S/D is not good, he wil come back to D/P, like all of us who still want to play a thief in tPvP.
Even Phantaram complained that flanking strike thief wasn’t balanced. They are just dumb, with pretty big spike and boon removal in addition to being much harder to peel unlike their D/P variants.
Flanking Strike is hitting ridiculously hard on players. It’s fine in PvE, but it does too much damage in PvP for just 4 initiative.
Shadow Return from infiltrator’s strike should have a larger initiative cost. You can’t CC them much at the current state.
Tell me again about the ele who complained about his boons being stolen.
What’s next ? a HGH engi complaining about its 25 might stacks being stolen and asking for nerfs ?
S/D thieves are ineffective in high end play: saying they’re OP is kinda like saying phantasm mesmers are OP.
There is a serious L2 kitten ue in this thread, and i’m not referring to the OP( who simply said thieves are getting more popular since everybody want to try the new S/D build) but to those bandwagoners immediatly calling for nerfs when S/D thief needs SERIOUS BUFFS ( like any other thief build, aside D/P MAYBE, and i still wouldn’t be so sure) in order to be competitive.
I believe for thief players anything below 4k dmg for hit is considered “UP”, do pls tell us how a thief can be considered UP when he deals 2-3k dmg with that sword and without using a burst build, you’ve been living in lala land for too long, so long that you lost sight of what real numbers are.
I can’t fathom how a build with constant dodging + teleports , immobilize,blind, poisons, chill, boon stealing and 2-3k average dmg ( every 3-4s) can be considered UP.
But now..you even go and say a high tier ele need to l2p?! Are you for real dude?
Can you pls show us a single video of you playing ele and owning left and right without ever die? Now you can’t even use anymore the ‘old’ “bunker S tier” crap as your excuse, so really pls come with your videos and teach us ele how to play, because apparently when we win is because we’re OP and when we lose it’s because we need to l2P
Even Phantaram complained that flanking strike thief wasn’t balanced. They are just dumb, with pretty big spike and boon removal in addition to being much harder to peel unlike their D/P variants.
Flanking Strike is hitting ridiculously hard on players. It’s fine in PvE, but it does too much damage in PvP for just 4 initiative.
Shadow Return from infiltrator’s strike should have a larger initiative cost. You can’t CC them much at the current state.
^This!
Flanking strike and shadow return all day long
Honestly, I don’t even know where to begin in my response. I just… your post is a disorganized mess full of sound and fury. I guess I’ll do my best but I don’t feel as if you are presenting a unified argument.
Who ever is trolled by a 300 dmg normal hit profession? (bunker ele)
Zergs. Zergs are trolled. You know most people just spam the “target nearest enemy” button in zerg fights, because it’s too easy to accidentally click on an ally if you’re trying to single someone out? I see D/D eles dive into the middle of zergs all the time and cause all kinds of disruption and distraction as the whole zerg beats on them unsuccessfully. And I’m on Dragonbrand, a Tier 2 server.
And lest we forget, Vapor Form makes blasting into zergs completely consequence-free if you do it right.
Wich is the price for that?
Being useless near ANY SORT OF STRUCTURE due to being locked in short range.So you switch to staff. There’s plenty of time to break aggro.
P.S. nor you read my posts when i quoted devs about ele in www being average…..(well at least is what people understood because they use a silly wording that not even native english speakers seemed to fully understand).
They said the issue was PvPOk, but I ’m not the one accusing you of lying and propoganda.
Never seen a zerg unable to kill a single d/d ele jumping in the middle of it, I constantly see these eles rushing head down only to be killed instantly, those elese are nothing more than fotm players using the same rotation over and over:
-shocking aura-rtl-updraft- kill nothing at this point- water attunement- frost armor-mist form…rinse and repeat…this type of players normally zerg around jumping on a single target locked down by a warrior or guardian….lame
Are you looking for values from pve/wvw or pvp?
Ha I’m looking for stats from all sources, eventually we may be able to find the correct balance between power and defense, in this way it should become easier to come up with more viable builds
I believe that at the moment there are too many people going the extreme bunkering way, some good traits and strategies end up being overshadowed by the this bunkering ideology, it’s time for a new paradigm balance and forsake anything related to extreme bunkering.
Said so, these are the stats I normally go around in PvP:
-Power= 1800-1900
-Crit Chance= 20-45% ( 30-45% in PvE)
-Toughness= 1600-1800
-Crit dmg= 30-40% ( 50-60% in PvE)
-Vitality= 16-18k HP
-Healing = 300-400
I use s/d or d/d, I normally use s/d but atm I still need to switch to d/d against proficient sword thieves( kitten that lacereous strike, constant 2-3k dmg and boons stealing)
Any questions are welcome.
(edited by Arheundel.6451)
I would like to ask every single player in the ele community , to post here the stats for their favourite builds ranging from Power to Attunement recharge rate.
Let’s try to get a general idea of what numbers an ele build needs to be considered viable, how much power is enough? how much toughness you should have? and so on; maybe full zerker ele is actually viable and simply people haven’t tried every single trait or utility.
We can classify the builds with the highest rate of success and those with the lowest, possible out there, somebody knows how to make that build viable.
I switched to D/D ele from engineer because compared to the laughable D/D Ele nerf engineers got literally kitten by the nerfbat. Meanwhile i laugh at all the tears here…
Imagine they would have deleted evaisive arcane, elemental attunement got a 20 icd and 30% of your dmg abillitys got cut in half. Thats just half of the treatment engineers got since release. So your crying looks a little bit ridiculous.
I made just 1 little adaption, i change the elite to fiery greatsword, thats it.
And lol this is one powerful elite.
You crying about engy is equally ridiculous, dunno where you’ve been recently but most top team now run engy, sPvP are full of engy and engy everywhere in WvWvW.
A condition burst engy deal 50% more dmg than my burst ele, way more easily and way shorted CD, the supply crate is a Iwin elite and you can immobilize a target for 12s+ if you want on top of being able to apply all 6 conditions in one go with ease…
I would say it is easier to get the all the bolts on the ballista 4 skill to hit a single target then fire grab. The hit box is just so bad
If only that would the problem…currently landing a fire grab won’t bring you much joy if we compare it to churning earth, the latter is a skill that everybody know, every opponent will try his/her best to avoid the skill and why is that?
- 3k base dmg
- 2.5k bleeding dmg
- huge aoe component
In few words, churning earth is devastating, you land it and you’ve got good chance to win the fight/battle but fire grab….the base dmg is far lower, no additional dmg ( bleeding or burning) and miss far far too easily
Thought there was always a ton of thieves, it’s a very attractive class for those wanting to gank kittenes.
40% of the population in 2v2 or 5vs5 servers is thieves, 15% is ranger, another 20 % is mesmers…the remaining part is for the other professions…that’s how bad is thief really.
Thiefs have had weak builds and were practically unseen for 8 months now, give them a break.
Eles were considered rubbish until people realized that going bunker would help them enjoying the profession seen as there are professions like thief who one-shot you if built otherwise.
For 8 months, thief players have been shouting ‘bloody murder’ against ele bunker because they were no more a free kill…in the meantime no thief player has ever given an example of viable non bunker ele build
I don’t play mesmer, but I don’t think it needs a nerf. I think it requires pretty skilled play in order to predict what the enemy will be throwing at you to use it as a block, which in turn allows for baiting this move by the enemy. Using it at the wrong time means you may not have it as an offensive option when you really need to burst.
I’m of the opinion lately that we just don’t need more nerfs to take away people’s options in a fight. I think we should be giving every profession more options to deepen the gameplay.
The only skills with instant effect…are mesmer skills, the rest can be predicted a day in advance, only against mesmers you need to pay attention to multiple targets..so dunno what amazing skills you need to dodge other profession attacks as mesmer
To simply put it, the base dmg of fire grab is far too low if we look at the high CD and conditions required to land the dmg ( burning target, mele range, facing the enemy at 90 degree) then it’s obvious that something is wrong with it.
The risk/reward ratio is way off, the enemy got mroe chances to dodge fire grab than churning earth.
The cone pattern of the skill is far too narrow, I’d say right now the cone open with a 20-30 degree which force you in directly facing the enemy in a straight line, I can understand the whole risk vs reward things..but then why the huge CD? even if I land fire grab ( almost impossible against experienced players) the end result would be little unless the ele goes full glass cannon but even in this case the dmg is forgettable unless you’re facing another pure glass cannon…it’s not like with thieves /mesmers which can hit you for 3k+ regardless of your level of toughness
Fire grab is one of the most powerful ele bursts for off hand dagger along with churning earth, and it’s fine as is.
If fire grab is one of the most powrful burst skills in the game…you’ve never played against high tier phantasm mesmer, D/P thieves, tank burst guardian ( YEAH You read right, tank burst GS guardian), BM ranger, eviscerate warrior or HgH engy….
heres what you gotta do:
go to your login screen
Delete character if no empty slots are available
Creat an Engineer character of any race
Max out the said engi and go to WvW
Realize you should be grateful you had such an extremely versatile and powerful class and Delete the engineer.
heres what you gotta do:
go to your login screen
Create an ele of any race
Go sPvP to the 2vs2 servers
Realize you haven’t learned half of what the engy is capable of, condition/burst aoe dmg, uber pressure on top of frequent 2-3k dmg hits, net turrets…now try to land your fire grab against a r50 engy legend of the arena
Now be glad you made an engy and no an ele, you can see what true versatility looks like
But hey, I can crit for 5k dmg only with 26 critical damage and 2.8k sore attack!
The problem with elemenetalists these days is that they expect too much.
The problem with fire grab is that if often fails whenever you don’t stand directly to your target.Please don’t compare other proffession’s burst (probably you meant thief or mesmer with their high damage and short CD), while elementalist brings highest group support along with guardian.
Maybe using raw number would facilitate your answer , I wonder how people can keep comparing a burst specc with a bunker specc, in my OP I wasn’t talking about bunker specc obviously.
How can somebody say that expecting a 45s Cd skill to hit hard and reliably it’s “too much to ask”, beats me.
By the way to say that a d/d ele bring as much support as a guardian specced for it..it must means you’ve got little to knowledge of the ele profession and simply you must have jumped on the “Ele is OP” bandwagoner few weeks ago..otherwise you’d know that staff is the best support weapon for eles
I’m trying to figure it out why : Fire Grab , require the player to fulfill several conditions in order to land it…and still have a huge CD.
The skill itself is useful only to the most glass cannon build out there , having less than 50% Crit dmg will result in a Fire Grab hitting the enemy for little more than 2K dmg while the user possess over 2.1k Power and the target possess 1.4K toughness or less.
But if the ele uses a glass cannon build, he’ll still have to deal with the short CD defensive skills of the enemy or lucky dodge and all this because of the aoe component?!
I’m sure I’ll get people telling me :" but hey I can crit for 5k dmg most times!"
Well maybe, but other professions can have the same dmg for less crit dmg ,power for like 1/4 of the time you’ll be able to use Fire Grab, on top of this their dmg is way easier to land
My opinion?
Fire grab should have 15s less CD, right now churning earth is easier to land and deal way more damage overall, its base dmg is higher than Fire Grab so that even non glass cannon eles will benefit from its use.
Time to change something maybe?
I’m just glad that fotm players have moved to another profession…the Ranger, may God have mercy on the Ranger Community in its entirety, hoping the nerf hammer won’t hit you guys too hard, I can see that even the legendary QQers have switched their focus from ele to ranger…in this as well I don’t envy you at all
Nothing wrong with how precursors are currently. If you can’t afford one, revisit your methods. Even by average-joe methods you should be able to afford a precursor within 100 hours of playing time.
Having anything linked to achievement points is a totally idiotic idea. Achievement points are already bad enough with people saying “4k+ ach only” regarding it as some sort of skill recognition. They’re meaningless and pointless, and should stay that way.
I don’t see how running the same dungeon a 1000 times can be considered more meaningfull, it’s equally absurd really.
Precursor should be given as rewards for special quests where amazing skills are required
LOVE THEM!! AMAZING!

