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October 15th balance/skills updates preview.

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Posted by: Arheundel.6451

Arheundel.6451

You sir, sound like a very bad elementalist.

Have you got anything to prove how bad I am…or are you simply trolling me?
I would have ignored you but…I don’t want the devs to suspect that having problems with ele is a L2p issue so..pls if you can prove how bad is @Keiji Sakuragi, I’d be obliged.
I don’t remember many people from this forum : @ Mrbig, @Diogosilva..they played with me few times, you can ask them how bad I am..

October 15th balance/skills updates preview.

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Posted by: Arheundel.6451

Arheundel.6451

No amount of number tweaking will ever fix the elementalist

It doesn’t matter if you keep increasing numbers on random skills and increase radius of some other skills, the problems with the ele lie deep in the design concept.

Arcana trait line requirement to play the class

You promoted this profession as highly versatile..but you want us to invest 45% of the available trait pts in a specific line in order to play the profession

Your original concept was a profession able to switch to the right attunement at the right time, but that concept idea never really got implemented, for obvious marketing reasons ( all the illegitimate QQ on unofficial forums ) you decided to change each attunement into something you simply stay for few secs rather than use it at the right time.

The auto-attack on each attunement on every weapon set( save lightning whip ) is so pathetically low ( lowest across all professions ) that to stay into a single attunement ,for more than the necessary time to cast that specific skill, becomes counter-productive and can lead to a quick demise ( main reason why the current conjure design concept suck ..sorry to say that..again) .

After the round of nerfs you conveniently changed the description of the ele from :" use the right element at the right time" to " rotate through your elements to obtain same results as other professions"

Stop lying pls..quite few people realize why you did those changes, the truth is all of you devs understood how stupidly OP was the design of the ele , if the ele would have been left as it was…fewer people would have bought the game right?!

So you started introducing one weakness after the other and the result was the so much complained profession in September : low base HP, low base armor, low base stats, very high CD on skills ( highest among all professions )

The ele community found itself forced to use extremely high defensive builds in order to play the class at all, any buff request completely ignored on the contrary of nerf requests which were openly taken in consideration.

Now I’m not here to ask for more buffs, we’ve have been at it for months , over 1 year really..I’m too tired to fight a pointless battle.

I feel sorry for the Devs, I fully realize that they actully care a lot for the game and try their best..but they simply lack the necessary resources; I consider the elementalist design a disaster, many good ideas but poorly implemented, the profession is unfun to play, not matter how many times I win..there are no easy fights, even somebody who installed the game the other day can potentially beat me if I lose my concentration for a single instant.

To play an ele is extremely intensive, you need to pay attention to basically anything..to avoid a quick death, no mistakes allowed, a single mistake and 3/4 of your HP are gone.

The profession doesn’t need buffs..it needs a complete revalutation, it would require a great deal of resources that now I realize the Devs lack, therefore I’d say that it’s wise to really give up on this profession

What Anet really thinks of eles

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Posted by: Arheundel.6451

Arheundel.6451

@Jonhatan Sharp

We’re working on the staff in an effort to make it a stronger support weapon, and we also improved the conjure weapons so that they’re stronger for support. You’ll see improvements to all 4 of the conjure weapons to make them stronger and better for support.

We also increased the healing on Water Blast, the radius on Geyser and we reworked
Unsteady Ground to make it function more like line of warding.

Basically the upcoming “buffs” are all intended for support role , including the conjure skills which may be now more appealing to an ally.

Anet doesn’t want ele to be best at anything, it’s their intention to have the ele as a " ready for everything" high skill cap profession, what are your thoughts?

Leaked Patch Notes

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Posted by: Arheundel.6451

Arheundel.6451

At this point..if you keep playing an ele….you must be a masochist or truly an idiot

Leaked patch notes : Anet response to eles

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Posted by: Arheundel.6451

Arheundel.6451

Elementalist

25.
Shocking Aura: Added the shocking aura buff to the skill fact.

26.
Elemental Attunement: Normalized this trait so that each boon can apply up to 5 allies within a 240 radius.

27.
Evasive Arcana: Normalized the radius of each spell created to 180.

28.
Persisting Flames: The duration increase for fire fields is now consistent.

29.
Burning Fire: This trait now lists the proper skill names in its description.

30.
Written in Stone: Fixed an issue which caused Signet of Air to lose its effect partially though the skill’s recharge.

31.
Glyph of Storms: This skill now properly displays the duration of each spell.

32.
Geyser: Increased the base radius to 180. Increased the radius when equipped with the blasting staff trait to 240. Fixed a bug so that the water field radius would match the increased radius with the blasting staff trait.

33.
Water Blast: Increased the healing stat scaling from 10% to 25%. Slightly decreased base heal at low levels but it will heal for same base at level 80.

34.
Conjure Flame Axe:

35.
Lava Axe: This skill now grants 1 stack of might for 8 seconds when striking an enemy.

36.
Explosive Lava Axe: This skill is now a blast finisher.

37.
Flame Leap: Reduced the recharge to 15 seconds.

38.
Conjure Lightning Hammer:

39.
Lightning Leap: This skill will now hit up to 3 targets.

40.
Wind Blast: Increased the launch distance to 600.

41.
Lightning Storm: Increased the lightning impact radius from 60 to 120. This skill can now be used while moving.

42.
Static Field: This skill will now stun a target entering the field instead of dazing them. Increased the radius from 180 to 240.

43.
Conjure Frost Bow:

44.
Water Arrow: Increased the velocity by 20%. Normalized the healing radius to 240 around the target. Increased the base heal by 20% Increased the healing scaling from 10% to 30%.

45.
Frost Volley: Reduced the recharge to 4 seconds.

46.
Frost Fan: Updated the chill skill fact to display the proper duration.

47.
Ice Storm: Increased impact radius from 90 to 120.

48.
Deep Freeze: Reduced the cast time of this skill to 1.5 seconds.

This video was part of the leaked patch notes, suggested to all ele players out there:

http://www.youtube.com/watch?v=boh92DrYEWs

Ventari's State Of The Game (PVP and Classes)

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Posted by: Arheundel.6451

Arheundel.6451

In regard to ele this is a pretty weak argument for a nerf:

“Furthermore the dmg of the air weapon skills of scepter should be reduced because otherwise otherwise double ele with oneshots without any animations would be the daily problem after all nerfs.”

No class should be balanced on what it does to someone in a 2v1 situation. If you are being 2v1ed by any class with burst — war, thief, mes, nec, ranger ect — you’re most likely going to die. It has nothing to do with scepter air damage being the problem. You’re being 2v1ed. Should thieves be nerfed because you got backstabbed by two of them and died?

Furthermore, reducing ele scepter air damage and making fire the only attunement with any burst will cause ele to have no viable burst build at all. Ele is already in short supply in spvp and further reducing burst would make them even scarcer.

I think it’s pretty reasonable to say that air attunement to lightning strike isn’t going to kill anyone. What will kill someone is eating air attune, lightning strike, ride the lighting, updraft, ring of fire, pheonix, arcane blast, arcane wave. Most people anticipate that combo and so know that they need to dodge it.

Sure lightning strike could use a tell. And I suppose backstab could use one as well, and eviscerate, and mes shatter from stealth, and necro terror fear, ect. I think almost all professions have access to moves that do huge damage without a tell, and I think by now most have learned to anticipate these moves and found ways to mitigate the damage.

Quoted for Truth!

Also I’d like to add something of mine.

What Anet should do is to change arcane skills to team support utilities ( I apologies to all eles who love arcane skills but rather than seeing them getting nerfed in dmg for the fourth time I prefere to see them become our strong team support utilities)

Increase by little the dmg coefficient of arc lightning, then give 3/4s activation skill to lightning strike and increase its dmg by 15% and CD by 4s , add dmg to shatterstone ( 6s CD ground targeting version of dragon’s tooth with vulnerability instead than burning) and dust devil ( remove the blind and add cripple 8s on every striked target or 2s immobilize striked targets in a line)

Let’s leave the role of burst caster to mesmer and let’s give to eles the versatile role

Same skill ceiling for all professions

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Posted by: Arheundel.6451

Arheundel.6451

Maybe a Dev here can help me understand this:
Why a profession should be easier to use compared to another while maintaining the same effectiveness of the harder profession?

There is no logic in forcing somebody to press 20 buttons to obtain the same effects as somebody who only press 3-4 buttons.

Or you allow all professions to obtain results with 3-4 buttons rotations or force 20 buttons rotations on each profession

Potential Buffs, according to Jon Peters

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Posted by: Arheundel.6451

Arheundel.6451

They really are forgetting WvW is PvP too.
That means you are playing against other players.
That means you are playing against other meta du jour builds.
That means a potential buff has not only repercussions in sPvP play, but also WvW.
Ele staff in WvW is already extremely strong, I don’t see how they can buff it without making blobs and stacking even more ridiculous. Obviously staves aren’t in sPvP because of the nature of the universally disliked Conquest game mode.
Well, Conquest is only one part of GW2, and even disregarding WvW (and PvE) balance, if sPvP is ever expanded to other game modes you can’t still solely balance around Conquest.

WvW = distant third fiddle at ArenaNet.

^this very much. the thing is, that whoever has the most aoe skills, the most multitargeting skills and is tanky and has great heals, dominates in wvw. ai is useless in a zerg.thats why rangers are barely used in wvw(no wonder, their pet dies in like 3 seconds) and same with mesmers. our main dmg is coming from ai (clones shatter and phantasms)now we are stuck and only used for our support utilities (tw,veil,portal,massinvis and nullfield).

also u barely see mm necros for the very same reason.

and now they wanna buff warriors shouts and staff eles. staff ele is in agreat spot in wvw and warriors are the meta and op. these buff is gonna be a disaster in wvw like the ac buff was!

anet needs to split spvp balance from wvw balance. its not fun to be stuck as a duelist that is great from 1v1 and roaming. i wanna join the groupfight too and be able to tag and kill multiple targets. im tired of veiling warriors and tw them so they can get their kills and lootbag whil i portal their golems….

What staff eles are good for in WvWvW? To give you perma swiftness with static field and arcane wave? To cast water field on the zombie zerg?

Well I don’t give a kitten of healing and support others 24/7, on occasions it may be ok but I don’t want to be stuck in that role all day long..fact is the staff is the only 1200 range for eles

So here are the options for you:

1) Go play a staff support ele build yorself
2) Give me ( and other eles ) another 1200 range weapon like the mesmer greatsword
3) Take out the water fields from staff and give to another profession ( yours maybe?)

In the end of the day Anet was crystal clear in not wanting healers in their game or anybody being forced in the backline at all times, so yeah I couldn’t care less that zergs use staff eles in wvwvw for the water fields and perma swiftness, the profession I love is not your kitten lapdog this goes for all WvWvW players saying staff eles are strong

Balance?

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Posted by: Arheundel.6451

Arheundel.6451

@Jonathan Sharp and Jon Peters both play a warrior, the WvW developer ( can’t remember name) play a warrior, another balancing dev ( again can’t remember name ) plays guardian, the latest addition @Grouche play an engy; @Isahia Cartwright?! play a thief…and guess what is the most OP profession atm?….yeah warrior/thief

The only ones “playing” ele sometime are the (lol) test guys ( who of course being a joke are unable to make any valid assertion on the professions they don’t play constantly..which is of course warrior/thief)

And you still ask yourself why a warrior deals more dmg than you, survive better than you and have more HP?

Focus. Make some noise!!!

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Posted by: Arheundel.6451

Arheundel.6451

1) freezing gust needs to do damage, around 400-500 base dmg or 1000 base dmg with CD increased by 5s-10s
2) flame wall needs to appy 3s burning each time an enemy touch it during those 8s, meaning if the target remain the full 8s on it he’ll receive 24s burning
3)flame shield send back 10% of the enemy dmg on every hit, remove the might buff
4) gale reduce CD by 10s

RIP conjure builds?

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Posted by: Arheundel.6451

Arheundel.6451

Are you guys kittening blind?
“Thanks karl”? WTH…They promised to buff conjure since one year ago..still nothing and now a dev comes and say :“It’s not to say we’re against increasing ele conjured weapon potential in the future.” What future are you referring to karl ? 2015?2018? How long more before you fix AT LEAST the only unusable utilities in this game?

SOTG 6/9/2013

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Posted by: Arheundel.6451

Arheundel.6451

He said that most eles don’t swap between attunements because it is a too complicated mechanic… LOL!!!

HAHA Here we go guys!
Eles don’t get buffs because the Devs think we’re a bunch of noobs..kk pls Jon come and teach me how to play an ele while only using fire attunement ‘cause apparently you say it’s possible..I’m all ears!

Tired of the community spirit

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Posted by: Arheundel.6451

Arheundel.6451

Just now. Stop whine.
Seriously guys, i have no idea what has happened to all the forums, the amount of QQness here is bigger then at WoW forums through the all time.
I dare, i double dare you kittens, have absolutely no clue what “the meta” is.

I have seen ridiculous amounts of post, where ppl just cry about the OPness of spirit rangers. OPness? seems like everyone of you have been playing only card games, where the rules and situations are constant and predictable. It is game, developed by a good producer, and trust me, It is balanced enough for common level of playing. Get used to it. Kill spirits and go for the ranger. It is not that hard since spirits can’t dodge, can’t buff, can’t heal and so on and the ranger damage is kitten, generously.
Warriors, well i have to admit, that warriors really became a problem in the kitten after last few patches, but they’re common, using the same skills, same traitlines and same strategy. Drive them crazy, dodge crucial abilities, kite and make a finish blow in theirs unbreathing body. Get used to it.
Necros? Conditions “meta”, are you kidding me? May be those of us, who suffer from conditions should drop berserker or pick some removals? Like really, i have troubles with conditions only when i rush 1v3-4, and even then i’m glad to have lyssa runes (which are glitched a bit, and have a chance to fail).
S/D thief? well, if you are not facing Jumper (which is 99.99% of cases), you have the sense of what S/D thief gonna do. After few hits this thief, commonly, would lose his self-confidence and it is crucial for him.
Get used to it.
If you want to play a game, where your desires are satisfied completely, then, i must upset you, you gotta make one by yourself. Otherwise, play by the rules of Anet – roll warrior, s/d thief, necro and so on. The whine is the last thing here to do, because no one cares about thief’s stealth as long as mesmer has clones and necro has shroud, no one would ever dare to nerf any class basing on some forum discussions and so on. Everyone in this game make mistakes, and if can’t win in regular fight, drive defensively and wait for that mistake from your opponent.
I have faced a lot of opponents and basically, no one (like really NO ONE), had that UNREACHEABLE GODLIKE SKILLZ that i could never achieve. Ask some of pro players, do they afraid or hate fighting, say, necro? Nope, don’t care. Fight is a fight. Someone is always better then the other.
Get used to it.

You may be surprised to know how many people genuinely think to be some kind of unbeatable God of the videogames, they’ll whine about pretty much everything that may pose a threat to their “perfect” existence..a God can’t lose after all as their godly build is supposed to beat everything .. “I don’t need to adapt, I’m the best XXXXX XXXXXX on this profession, if I lose is because the opponent use an OP build” lol

This patch was good

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Posted by: Arheundel.6451

Arheundel.6451

Eles and mesmers are fundamentally ok, if you want to play a s/d burst build than yes you may end up having problems with s/d thieves as they can dodge most of your attacks, but if built differently the ele can be a real challenge for any s/d thief if not straight kill him in the long run.

The most that can happen is you’ll support your team while fending off the desperate s/d thief for the duration of the match, s/d thieves are susceptible to conditions and the ele can be built with enough conditions for this type of target.

The s/d burst build is also good at killing s/d thieves, mind you! it’s much harder than using a d/d build but the burst on them is amazing, a fight that can go both ways..by when ele has become a free for s/d thieves?

As s/d burst you can have huge problems only with fear chain necros while they defend a point in a closed area ( where you can’t dodge without touching a wall :Skyhammer cannon and point A/C- Kylo clocktower – temple gate )

As d/d hybrid..well personally I only have problems with 3 people on me of which one must be a warrior ( the bane of my existence if outnumbered ) and s/d thieves will find a reall challenge and most will run away ( I can’t catch them anyway ) or simply try for all match to kill me

@Jmatb : no, the ele does not require boons to be played at all, try it, or you can simply time your dodge against s/d thieves as they’ll all use same strategy with signet teleport, infiltrator strike- shadow retreat and lyssa rune almost on recharge with basilisk’s venom, with d/d you can hit them with burning speed as they teleport to you( try this trick : burning speed – LF 1s befofe impact , teleport to them ) then dragon’s breath bonanza..in the end s/d thieves are not easy but eles are not a free kill for them at all

(edited by Arheundel.6451)

Ranger nerfed..QQ Mob move to ele/mesmer

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Posted by: Arheundel.6451

Arheundel.6451

I’m glad of the changes for the Ranger, nothing that can make the spirit build unviable, now the spirit build will require some planning in order to be used effectively.

These changes show me that the devs are more than able to discern lies from truth.

Now the angry, vocal minority has turned its ugly head toward the “forgotten” mesmer and ele.

I know ( I pray ) that the community won’t blindy listen to the disiformation and lies spread by these individuals.

Ele

-Mogwow tournie s/d build
[url]http://intothemists.com/calc/?build=-k34;2B2-V0w4VL-Z0;9;5J-JT;159;245-45A5w0;3G3G3G3G34BN[/r]

- No stun breakers
- A mere 13k HP

Ele possess no insta skill on scepter outside lightning strike, all other “insta skills” require the ele to run double offensive utilities and no stunbreaker while using a semi glass clannon build sitting at 13k HP, a build that works literally all or nothing, you’ll get killed by it only if you’re a glass cannon yourself and taken by surprise …and in which case a honest player would admit of having been outplayed.

-Glass cannon mesmer vs s/d " insta gib build"
[url]http://www.youtube.com/watch?v=4MlXskSmfpI[url]

-same ele vs same mesmer
http://www.youtube.com/watch?v=VYm0MZOEKdE&feature=player_detailpage#t=287

A high risk- high reward build…extremely squishy as the Devs well know; mesmer sit in the same situation with its high risk and high reward builds, honest players out there do not let yourself be deceived by lies

Thoughts after watching PAX finals?

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Posted by: Arheundel.6451

Arheundel.6451

Didn’t the winning team only have 1 ranger? And didn’t the winning team’s warrior shut down the other rangers the whole match? Why are we still talking about spirit rangers?

Was lurking, but the answer is because spirit rangers are the newest “we must nerf this no matter what!” QQ-magnet PvP has seen. The community around PvP is the one thing that makes PvP near impossible to joy. “You beat my build, yours is either OP or you were cheating!” is the common mindset I’ve seen here.

I understand how you feel, I play a profession that until recently was the “black beast” , I play ele and if you go back 3 months , you’ll see dozen of QQ nerf ele threads and now?…many teams ( including top teams ) have dropped the ele altogether because of the heavy nerfs it has received.

The majority of the PvP will have indeed the mindset :“You beat my build, yours is either OP or you were cheating!” , but there are quite few people who advocate for changes that would make the game a better place without taking away the fun of playing a profession.

Want an example?
-Reasonable nerf request : make CD on spirits start the moment they die..but lower the CD of spirit skills
-Unreasonable nerf request : “QQ spirit ranger is OP, nerf it”…no feedback, no explanation, just pure whining

You personally can start making this PvP forum less toxic by posting constructive threads..and if you’re a ranger player, be glad..be very glad ‘cause you did not experience the same amount of hatred eles faced months ago, you play WvW after all, so you’ll see by yourself how ele ended up after months of QQ threads

PvP and today's stream as of now.

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Posted by: Arheundel.6451

Arheundel.6451

PvP? What’s PvP, another dragon we can kill?

Pax Stream [merged]

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Posted by: Arheundel.6451

Arheundel.6451

Mod jon_peters: you have to actively react to all the passive things going on
Mod jon_peters: so its still very reactionary and there is still a LOT of skill in spirit ranger

PvP and today's stream as of now.

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Posted by: Arheundel.6451

Arheundel.6451

Mod jon_peters: you have to actively react to all the passive things going on
Mod jon_peters: so its still very reactionary and there is still a LOT of skill in spirit ranger

Pax Stream [merged]

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Posted by: Arheundel.6451

Arheundel.6451

Game companies these days..only care about making money out of kids who spend money in the cash shop..for this reason they design games that a 6 years old kid can master in 1 hour…the future of videogames

Pax Stream [merged]

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Posted by: Arheundel.6451

Arheundel.6451

This is so freaking lame…

Condition Elementalist : Build Suggestion

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Posted by: Arheundel.6451

Arheundel.6451

The first thing we notice is the complete lack of Arcana traits.
We lose both : elemental attunement and shorted recharge of attunement, the loss of the arcana trait is indeed damaging..but I believe the benefits offered by this build should not be underestimated.

-Basically you’re a single target conditiomancer/disabler/support

-You want to take a midline position and keep the enemy at range for as long a possible

-The more the opponent ignore you..the more quickly he’ll get destroyed as you can access almsot every single condition in the game rather quickly

- Using GoEP in earth gives cripple + bleeding, you can start in any other attunement and use signet of fire, switch to earth apply poison, use GoEP and apply cripple+bleeding to cover burning/poison, also you can immobilize-cripple the target while in earth by using or the earth minor trait or magnetic wave ( assuming the enemy is in mele range )

-You can use GoEP in fire and switch to Air to apply again poison/burning and keep bleeding on the target thx to the sigil of earth which will proc a lot with 58% crit chance and arc lightning…and you didn’t even use the signets

There are other tricks and applicable strategies but more or less this is it, you can apply burning/poison/bleeding with every attunement with a constant rate of application

With 0 Arcana will take forever to switch from one attument to the other but thx to to the sigil, GoEP and the signet you’ll be able to keep the pressure on the enemy anyway, the focus still offer really good defensive skills against s/d thieves : Fire shield and flamewall that this time will hurt him a lot, a typical s/d thief will use shadow return to remove burning..but who care you can apply it back the second it clears it ^^ plus more candies.

Against stun lock warriors, you can slow them down long enough for berseker’s stance to end, not an easy fight but possible to battle your way out of it.

Potentially one could use the sigil of superior race of other sigil on crit, given the high crit chance, also it’s possible to use signet of air instead than signet of fire or even use signet of water.

What do you guys think?

Condition Elementalist : Build Suggestion

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Posted by: Arheundel.6451

Arheundel.6451

After several days spent theorycrafting about new viable builds I came up with this, what I believe to be, quite an innovative ele build as it’s based around a rarely seen before amulet : Rampager.

Background
A viable condition elementalist is not something the majority of the community believe to be really possible, I believe mainly because the ele got no access to poison and also because in order to be really effective as conditionmancer you need to apply at least 3 conditions at once and consistently.

In theory the ele in order to be effective needs to switch between attunements at rapid pace…but what if we succeed in obtaining the desired output while focusing on a single element at time?

The idea behind the build is to be able to access always the most dmg conditions regardless of the attunement used and be able to apply them with a constant rate, with rather basic patterns of attack.

http://www.intothemists.com/calc/index.php?build=-k3d;2B2kW0B5oN-Z0;9;59TT;22;012B40A;1TJ0;3jwmAjwmA7VT

Roamer Thief vs Roamer Ele

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Arheundel.6451

The s/d thief not only can potentially de-cap a point compared to you as s/d burst ele but He is also less team dependant, basically much easier to find group and do well as s/d thief compared to s/d ele, a team can do well even without having outstanding communication and positioning, of course I’m talking about your typical run of the mill team

Devs working hard or don't care?

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Arheundel.6451

The forums are full of QQ threads…people asking for nerf..other ask for buffs…
….meanwhile at Anet….

http://www.youtube.com/watch?v=5wZRiu1ly-8

Force decisions on players

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Posted by: Arheundel.6451

Arheundel.6451

3) S/d Thief
-Shadow return = 4 inititiative ( if you want to mele, you need to take risks, not simply hit and run 24/7, the return should be a tactical choice and not something that can be spammed with impunity)
-Larcenous strike = 3 initiative ( pick carefully the boons you want from the enemy)
Possibly the 4 intitiative shadow return would make a 3 initiative larcenous strike an overnerf so this is up to debate really

Bad ideas.
The issue with the s/d thief isn’t the initiative costs on abilities.
Initiative has already taken a place in the class that screams ‘be a one trick pony spike dps or stack initiative like a motherkittener so you can actually kill someone before running out’

That is bad.
Initiative should be more pushed to a secondary mechanic… abilities should be like flaning->larcenist strike and shadow return, not in the OP nature they are atm, but that they have a secondary abilities attached to them. The secondary ability should be the ones costing initiative, it’d make a class where, if you use an ability it goes to its second one for 7-15s and that ability costs initiative, so if you want to spam an attack you have to blow through initiative casting that second abilities to use the first again, but if you juggle your CDs well you can conserve initiative.

A strategic and simple to make class that makes initiative into a working mechanic.

Let me understand you propose to add normal CD on skill for the first part of the sequence and initiative to the second part of the sequence, wouldn’t this double tax a thief for using his skills?..or maybe I have understandood wrong

Force decisions on players

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Posted by: Arheundel.6451

Arheundel.6451

Shadow return is only the tip of the problem – it’s the number of dodges you can get with a s/d thief that’s a problem. You can catch people with shadow return, you can’t do anything about dodges because you can chain them…it’s pretty much a invuln if you chain your dodges.

If you dodge you don’t do dmg and I quite intrigued by the whole evasion mode playstyle that is linked to the sword MH for thief and I don’t see why it should be removed for the list of possible combination.
There are ways to reduce the amount of dodges you can do ( like weakness ), with right timing you can see through the pattern of attack used by a s/d thief, a challenging fight that can be made even more enjoyable by giving minor changes there and there, let’s not take away that sense of danger you get every time you see a sword thief on the horizon, it’s what make the game fun for me ( In GW1 I used to swear everytime I seen a powerblock mesmer in the opposite team, fun times ^^)

You’re missing the point – the problem with the current meta with s/d thieves is that they too rewarding in both offense(with dmg+boon stealing) and defense (shadow return + dodges + almost perma vigor). Your point of – if they are dodging, then they are not doing damage makes no sense…no one is arguing that they are doing immense damage like 100b wars, the problem is that they are TOO slippery and very hard to kill, and I’m saying the main problem is the dodges.

What is weakness going to do when shadow return + signet of agility can cure it instantly? I agree, there is often a pattern like waiting for the dodge then hitting them, but anyone with decent reactions can just react and dodge again and/or withdraw.

I believe something should be done to punish the amount of dodges you can get and with shadow return.

There is a reason why people in some of the best teams are quitting their classes to re-roll a s/d thief. It’s the same for spirit rangers and necros.

But you can’t spamm shadow return on the contrary of weakness and what if weakness if covered by other 2-3 conditions?

I agree the degree of evasiveness should be lowered a bit, I have proposed to increase initiative cost but there can be of course a far better solution, anything in mind?

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Arheundel.6451

Do pls show me this 2k healing and 15s CD water trident ( also 2k healing)..also here, same build again same mesmer( only this time He see the ele)

http://www.youtube.com/watch?feature=player_detailpage&v=VYm0MZOEKdE#t=285

And @Helseth is running a glass cannon nonetheless..can you imagine your total dmg against a non glass target and what happen when your burst fail?…no you can’t too biased for that

I grow tired of this discussion, you’re too biased for any possible conversation, I play ele, played it since BWE1 ( and 7 years before that in GW1) thw whole concept of ele is imprinted in my mind like AC/DC theory….on top of that I play thief-guardian-ranger-necro..that must be why I’m a lot less biased than you

(edited by Arheundel.6451)

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Posted by: Arheundel.6451

Arheundel.6451

The thief case is probably easiest to fix but also probably the deadliest to the viability of a build. Their initiative is their lifeblood, change the costs of the extremely long dodge frame skills to be rather substantial and you’ll bring in cost vs. benefit considerations (and a loss of offense when all that is spammed are dodge frames), but you might also murder the spec and people will just find some other cheese to cheese.

Necros, honestly, I’d tackle in different ways. For example I’d make their marks have a delay on activation irregardless of when they are cast (probably do this for a lot of AoEs in general) such that if I am on a node or engaged with a necro, he cannot just drop every mark ontop of me in quick succession without my ability to do anything about it (and especially given their bafflingly bad animation frames). Instead, make marks have a sort of ramp-up time of a half second to a second (humanly possible to react to such). In this case, if he just tries to crap them all out in spammy fashion, he’ll just end up having all of his marks dodged through, harmlessly as would be the case if they are preemptively all just set on top of a node. This also adds a level of decision making on the defender’s side as they can choose to possibly avoid a certain mark or tank another.

Spirit Rangers I’d change to go on cooldown when they die, as well as in general lower the potency of their passive effects.

Yeah maybe they could try with 3 initiative on shadow return and see how it goes.

About necro I agree, to give a delay of activation on wells would help a lot and still not make the necro staff completely unviable in my opinion, it’s worth a try

Force decisions on players

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Posted by: Arheundel.6451

Arheundel.6451

Shadow return is only the tip of the problem – it’s the number of dodges you can get with a s/d thief that’s a problem. You can catch people with shadow return, you can’t do anything about dodges because you can chain them…it’s pretty much a invuln if you chain your dodges.

If you dodge you don’t do dmg and I quite intrigued by the whole evasion mode playstyle that is linked to the sword MH for thief and I don’t see why it should be removed for the list of possible combination.
There are ways to reduce the amount of dodges you can do ( like weakness ), with right timing you can see through the pattern of attack used by a s/d thief, a challenging fight that can be made even more enjoyable by giving minor changes there and there, let’s not take away that sense of danger you get every time you see a sword thief on the horizon, it’s what make the game fun for me ( In GW1 I used to swear everytime I seen a powerblock mesmer in the opposite team, fun times ^^)

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Arheundel.6451

@MrBig

Ok…you say huge DPS build with great team support..right
This is the video @Helsest is reffering to :
http://www.youtube.com/watch?v=4MlXskSmfpI

And this is @Mogwow build
http://intothemists.com/calc/?build=-k34;2B2-V0w4VL-Z0;9;5J-JT;159;245-45A5w0;3G3G3G3G34BN

Not a fresh air build ( the one mentioned by @helseth in its video ), a double arcane ele with no stun breaker and 13k HP ( what more ele should sacrifice in order to get some burst dmg?)…do pls find me this Huge team support as you say.

It should be comparable to the current support engy,rangers and necros offer right now, but before that, got another question for you Have you ever played a burst ele without double arcana and valkryrie?

As both you and @Helseth both suggest to nerf ele dmg..did any of you two actually played a non valkrie/double arcane ele build?

As I’ve stated before : Common sense here is even more doubtfull than the amount of skills required to play this game.

I’d be obliged if you’d stop with your non-sensical ele hate campaign, you’ve been at it since…2011 using another forum ( GW2 guru forum, same name ), what you do is very sad..and given your level of knowledge about the ele I’d like to add your hate campaign is really pathetic also

(edited by Arheundel.6451)

How to..and not to fix the Ele

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Posted by: Arheundel.6451

Arheundel.6451

I don’t think anet should buff ANYTHING until they nerf the clearly op specs. There has been a massive power creep over the last couple of months. It’s now almost a matter of paper rock scissors and matches that are determined by comp before the game even begins and it’s because most classes do what they too way too well.

Well I was suggesting mechanic changes rather than straight buffs to skills, having a lower base CD on attunement would promote build diversity but using the skills and numbers of now and higher base HP would eliminate the need to use water trait line in almost every build

Force decisions on players

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Posted by: Arheundel.6451

Arheundel.6451

I am of the opinion that the only way to make the game more enjoyable for everybody, the nerfs should come in the form of specific mechanic changes rather than deliver another string of stats nerfing.

Every build should have Pro and Cons, there should be no one-man army, this for sure.
There should be several ways to exploit the cons of each build and it should be left to the player ( based on his level of skill) the decision on how to proceed.

The playstyle should be left as it is, the player when choosing a build must have a purpose in mind, a favoured role to cover..but right now it’s more :" ok this single build is what works now..on other choices"

It has been always Anet intention to have a set of viable builds for every profession..but the community seems to focus more on nerfing what viable now rather than buff what it is not, if you had a set of viable builds it would be that much easier to lower in efficiency of what seems to..work too well, while still maintaning its viability and purpose.

For instance I’d like to see changes of this nature on what considered “OP” right now:

1) Spirit Ranger
-Lower CD of spirits
-CD starts the moment the spirit die

2) Necromancer
-reduce number of conditions from signet of spite( bleeding and poison preferably )

3) S/d Thief
-Shadow return = 4 inititiative ( if you want to mele, you need to take risks, not simply hit and run 24/7, the return should be a tactical choice and not something that can be spammed with impunity)
-Larcenous strike = 3 initiative ( pick carefully the boons you want from the enemy)
Possibly the 4 intitiative shadow return would make a 3 initiative larcenous strike an overnerf so this is up to debate really

I don’t think these changes would make any of these 3 profession unplayable, but decision making would be finally forced on players and we would move away from the current mindless spamming

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Posted by: Arheundel.6451

Arheundel.6451

Common sense here is even more doubtfull than the amount of skills required to play this game.

Decisions regarding balance should be made by taking in consideration not only the immediate benefits but also the consequences, something that @Helseth seems to forget.

He first speaks of ele and mesmer and how they deal so much dmg, the first thx to a single trait and thr second thanks to its utilities, He then suggests that Anet should directly nerf the damahe of both..but then what would happen to ele builds not using the fresh air trait and mesmer builds not using those particular utilities?

Quite few people don’t use the fresh air trait, if you nerf the damage of the ele in its entirety then…what are we supposed to do in order to kill somebody when using a simple power build and not burst build? Our dmg would be so abysmal that there would be no point in running a balanced build , better to run what will be left of the one trick pony fresh air build or a no-damage bunker build, same can be said for mesmer.

The s/d thief is a playstyle, deadly it is for sure but a playstyle nevertheless..or this or thieves will go back to stealth spammers.
While some adjustments may be in order, we don’t want to totally destroy the high evasion of this weapon set…high evasion is what define the weapon set and should be left as it is

The necromancer, again only require few adjustments there and there, but the high pressure playstyle should be left intact, having mained a necro in GW1 I know that the class can be devastating if left alone, and it should be more than able to wipe out your entire team..given enough time, now they just need to lower a bit the amount of conditions they can apply in a single instant by maybe eliminating some conditions from signet of spite.

GW1 was very balanced not because what was considered OP by the community was nerfed to oblivion..but because new options were given to counter what was strong and minor adjustments were given to “OP” skills.

THINK BEFORE YOU ASK FOR NERFSTo destroy what is viable won’t make the game better in the long run

so... is it true ? spirit rangers...

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Posted by: Arheundel.6451

Arheundel.6451

Rangers suddenly have a build that isn’t mediocre = everyone whines. This is amusing.

Played ranger for like 2-3 days, used a trap build with shortbow/sword-warhorn..I was able to kill s/d thieves that I found much harder on my ele, and generally that short-bow was quite amazing as 900 range weapon
There is a list with like 10+ available builds for ranger, of course none of them is as faceroll as the spirit ranger one.

Some you win and some you lose, that should be true for all professions..but hey don’t you find strange that all sudden you win fights against more skilled opponents that before you couldn’t beat?

Bunker Wars 2

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Posted by: Arheundel.6451

Arheundel.6451

The main culprit is the game mode : Conquest.

This mode promote unhealthy gameplay as everything has been simplified to an unrealistic state, where you don’t know anymore what to expect next.

The devs thought that a simple game mode would have attracted more people to PvP and hence make GW2 an e-sport reality but the truth is that GW1 was appealing because the PvP system was complex yes..but rewarding once enough you putted enough effort into it.

In GW1 I remember there was joy, tear of joy for reaching a rank 3 hero in Hero Ascent, I gladly remember that time that a guy who I helped to reach r3 from nothing ( carrying him in my r8+ team ), started to cry and thank me for like 30 mins maybe more can’t remember..god if I was happy, so happy that I started doing the same thing with more people and going so far that I created a guild exclusively for unranked people.

There were strong rivalries, a strong and amazing environment, it was yes a harsh game mode that only allowed the strong to survive , those unranked “noobs” willingly to wait like 48+ hours asking ranked people for a chance , I did that..for like one week before a r 10+ gave me a chance ( truly a saint of a player ) and from there I started my slow but steady rise through the ranks, they were moments of frustation but also joy and gratification.

There is nothing of that in GW2….GW1 was too elitist or so the devs say but the truth is GW1 is played by hundreds of people in this very moment and we had game mode like Guild vs Guild that were followed by thousand of people at time, when I started in GW1 I remember that in top teams some players ( mostly famous monks or mesmers )used to get paid over 2000 $ for a single match… we had WarMachine…eLuv..true PvP professional players, again there is nothing like that in GW2.

A poor successor to a great game…we can now only hope for changes..or GW3

How to..and not to fix the Ele

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Posted by: Arheundel.6451

Arheundel.6451

@rsq

Make this possible signet elite a 45-60s CD ( for 25s duration if kitten CD elite and 40s duration if 60s CD..and yes I did think about the use of signet mastery trait ) and we have a deal, maybe make so that this elite signet gives a flat 10s CD regardless of the original attunement investment in this way, a player may chose to go arcana to have a specific trait rather than out of necessity .

Now let’s make signet traits a bit more useful and give signet of fire another passive effect ( the crit chance passive it’s rather useless )

How to..and not to fix the Ele

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Posted by: Arheundel.6451

Arheundel.6451

I think there may be multiple ways to go about solving some of the problems. Perhaps the Arcane trait tree can be largely left alone IF each attunement was a bit more stand alone in each weapon set. I don’t mean changing any of the skills drastically, but boosting certain aspects or adding another aspect … like an evade on fire dagger 3, a heal/water field on water focus 4 or 5, longer duration on auras, etc. Not to mention, as was stated previously, a proper damage increase to autoattacks.

If evasive arcana were incorporated into each trait line, an alternative 30 point arcane talent could easily be a passive bonus to stats based on your current attunement in sort of the same vein as the 10 point arcane boon trait, or vice versa. Currently the 5 point traits don’t seem to play all that much of a factor except for water and arcane.

Additionally, other professions get a single trait for reducing 50% of their weapon cooldowns (usually with an additional effect) while an ele requires a single trait for 25% of their weapon cooldowns (with no additional effect).

Personally, I like the burst healing aspect of the ele and I don’t think base health should change. Healing can be increased by boosting the heals we already have available (our signet is stupidily sad compared to warriors, but that is a different story). Also, water skill heals can have their base heal boosted and healing trait scaling reduced to compensate.

The ele has after all 20 skills akittens disposal so it’s logical to have an attunement recharge reduction trait in each attunement, what we need now is an additional effect to each one of them

How to..and not to fix the Ele

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Posted by: Arheundel.6451

Arheundel.6451

How to fix the Ele:
Nerf all the stupid bullkitten builds people are playing right now. Looking at you, spirit rangers, necros, and s/d thieves.

Though I agree, requiring 30 points in Arcana makes for very limited builds. The ele forums have been (rightfully) complaining about this for a long time. Hopefully the devs are creative enough to figure out a change. Possibly incorporate an elite that reduces attunement recharge (Signet of Arcana?) that would allow people to invest less points in the trait tree? God knows Eles have awful elites for most situations.

No, we don’t solve a problem by introducing another.
If we had a signet elite that reduce attunement recharge we would not only make the 30 Arcana ele really OP but also we would force another “must have” skill on the ele…the cantrips and SoR are already enough in my opinion and that also must change

How to..and not to fix the Ele

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Posted by: Arheundel.6451

Arheundel.6451

I am o.k. with having strong burst-healing if that is considered inherent to our class, but it should be MUCH easier to get. I would just get rid of evasive arcana and place that effect on the 5-point minor (for each attunement). Make the current 5-point minors into a trait in the arcane tree (arcane level 15, as that trait is bugged anyway). Reduce the base recharge rate to 12 and make arcana 1/2 as effective. Finally, improve our auto-attacks so that attunement dancing isn’t the only viable way to stay in the ball-park of other class’s damage.

The funny thing is there is no real problem with having strong auto-attack skills, after all you can only use one attunement at time am I right? So why the devs have given the ele such awful auto-attacks..is behind me, they’ve got no excuse whatsoever..even an elementary kid could see the mistake.

If our auto-attacks would deal sufficient dmg, the ele would not feel forced in rapidly witching attunement to maximise dmg, using all it’s mid tier skills ( 2 to 4) in some complicate combo

How to..and not to fix the Ele

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Posted by: Arheundel.6451

Arheundel.6451

Base HP

Another double tax for the ele, being forced in having the lowest HP and base armor in the game is somewhat justified by these unrequested water heals..but to access these heals the ele is forced in investing again 30-40% of its trait pts in a specific trait line.

Where is it the so called versatility of the ele? I’m forced in investing in two specific trait lines to even play the profession..let alone make my own build.

The base HP should be increased by 5K and the ele should not more depend so much on healing, this can be achieved by halving the base healing of water skills, add a secondary effect like an evasion maneuver and so on.

Epilogue
Tried to be as much coincise as possible , in general my experience with the ele in GW2 is not nearly as enjoyable as it was in GW1, the profession has lost most of its original appeal and the whole “jack of all trades and master of none” design concept really doesn’t suit well with the actual implementation

How to..and not to fix the Ele

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Posted by: Arheundel.6451

Arheundel.6451

How ele can be fixed

By trying to “update” the old concept and make it viable for the current version of the game..and the direction is going.
But this should be done while making sure not to add more fuel to the fire, for instance some current broken skills should scaled down accordingly :

1) Signet of spite
2) Berserker’s stance
3) Spirit of nature renewal
4) Larceneous strike

Then we can modify the current base attunement recharge and base HP , why the ele must be the only profession that get taxed twice for using its own main mechanic?

Arcana
The main mechanic is what define the profession and should be given to the players irrespectively of the build used, if ele is supposed to be played only by switching attunements how is it possible that we get punished if we don’t invest 40% of our traits pts to actually be able to switch attunement?

The devs initially advertised the ele as a class able to switch to the right attunement at the right time and situation, meaning an ele could have chosen to use only 2 elements out of 4, we have the water attunement clearly intended for survival, so we should have been able to comfortably sit in one attunement and switch to water only if the situation would require so..but this is no the case

Even the disposition of the trait lines can be used to certify the truthfulness of my statements, it’s possible to notice how each trait line for the ele favour the player to stick to one attunement at time instead of rapid switching between them

Maybe it’s time for the devs to realize how unviable is the this attunement mechanic….

(edited by Arheundel.6451)

How to..and not to fix the Ele

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Posted by: Arheundel.6451

Arheundel.6451

PREFACE
- The design of the Elementalist is the very first one made by Anet Devs, in it you can find all the original concepts the Devs wanted to initially implement in the game, to obtain the most optimal balance.

-Taking in consideration the lack of cast bars the Devs wanted to make sure the player had enough visual clues for the next move of his opponent, so that active dodging could be used.

- As direct successor of GW1, the idea of team play had to be somehow integrated into GW2 with its new mechanics like : combo fields and conquest game mode

…..Evolution of GW2 since beta

The initial complexity of the game has been greatly reduced in favour of mindless spamm and auto-attack winning “strategies”, I have no doubts that this was done to make sure GW2 would remain true to what advertised prior to launch : " a simplified and still rewarding pvp system, more accessible compared to GW1"…..and this is why the game currently lack the appeal of GW1 in general, even the post launch version of GW1 was still more balanced and enjoyable compared to its successor, but better to leave this to another thread.

The problem now is the ele , its core design is greatly outdated or rather it’s completely incongruent with the current state of the game where everything has been reduced to a fire and forget mega brawl where the more “advanced” player ( faster on the keyboard ) win the aoe spamm war.

Concepts like : teamplay – timed use of combo fields – team strategies, have all been discarded in favour of godlike builds capable of everything on their own : capping-decapping- duellist-support- selfress and more, this is how I see GW2 today:

[img]http://i.imgur.com/39xBgWV.png[/img]

(edited by Arheundel.6451)

My friend laughed at ele

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Posted by: Arheundel.6451

Arheundel.6451

There’s room for improvement, but things aren’t as bad as people make them sound. Staff eles are perfectly playable in PvE, dungeons and WvW, and they deal sufficient damage to keep up. Any changes or buffs should be done in small steps, in my opinion. The previous patch was a step in the right direction, with a few casting time reductions and Healing Rain being castable while moving. What I’d like to see personally, is fields like Lava Font starting their damage at the start of their cast instead of at the end of the first second. Skills with a trigger delay, like Eruption and Ice Spike should have a low casting time OR a delay, but not both (to make them suitable for area control, and to keep the versatility in skill effects). The damage on the non-fire auto attacks could be buffed slightly without much risk to XvX balance. Finally, decoupling attunement recharges from Arcana could be a good idea.

Ideas I firmly do not support are weapon swapping, major cooldown reductions on skills and removal of utility in favor of more damage, for reasons I’ve stated elsewhere.

The staff’s problems with duelling are inherent to the combo fields that come with it, and I fear that the only way to make the majority happy would be to remove them. However that would be a sad day for people like me, who enjoy the staff as it is now.

We definetely don’t want any OP buff, we are all familiar with the MMO mantra : little buff equal huge Nerf, the balance in small steps policy suits me..but these steps should be substantial nevertheless.

Indeed the last patch did bring some good buffs for the staff..but that took like 6-7 months of “whining”..too little too slow, we don’t want to wait another 6-7 months to see another small improvement.

The solution by you proposed could work pretty well, a staff ele could use instant effect aoe as area control against mele opponents, this when we see skills like : lava font apply dmg the second it activate and not like 2s later ( I mean wtf? ), and yes eruption and ice spike should not have both huge casting time and activation on top of the huge red circle…like ele staff gives 3 reminders to the enemy to move away while necro simply can bombard you in an instant from 1200 range applying all effects at once without warning as the wells explode underneath you the moment they appear ..no chance to dodge, plus they’re unblockable.

If what you suggest appear not to be the way then we should implement the other suggestions we seen so far :

1) PBaoe gust ( like Illusionary wave )
2) 5-6s cripple Unsteady ground ( 2s it’s ridicolous )
3) on target shockwave..take out the ground slow moving projectile crap and replace with on target immobilize with maybe 1s activation before immobilize
4) Insta-cast lightning surge and more dmg on air-auto attack

These changes would not make OP a staff ele , but viable in case you meet 1vs1 situations where now you just wait there to die praying help comes..

My friend laughed at ele

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Posted by: Arheundel.6451

Arheundel.6451

Things are bad, but not that bad
I don’t find the staff ele to be nearly as bad as it’s portrayed on these forums.

Indeed a staff ele can find some degree of utility with the right build and trait set up, but talking strictly from a PvP point of view that subtle margin of playability get quickly overshadowed by what other professions can offer.

In all truth I do enjoy WvWvW where I run my d/d roamer build with impunity, winning 1vs1, 9 times out of 10 against every profession or even win 2 vs 5 when I roam with my friend, in this format ele is not that bad..all thx to that extra 3-4k base HP and un-nerfed healing.

Focusing on the staff in a WvWvW, again the level of devastation a grenade engy or staff necro can bring to the table..is unmatcheable, the support a staff guardian offer is unrivalled ( on command swiftness, stability, line of warding in the middle of a zerg , followed by wells spamm = massacre )

However, what’s more concerning about these posts is that because of their exageration, they disregard key factors when it comes to balancing. Combo fields for example, are by their very nature, imbalanced. If you balance them around 1v1, they’ll be overpowered when multiple players make use of them, and vice versa. The staff ele solves this problem somewhat by being able to make use of their own fields. However, if you want to balance the staff for duelling, you’d have to remove the combo fields from the weapon or dumb them down greatly (guardian-style). I’d be very sorry to see that happen because combo fields in general, are a big improvement in Guild Wars 2 compared to other MMO’s.

One of the main reasons why I consider staff as UP and in need of help is because combo fields in general are lacklustre or rather not strong enough to force an entire weapon set around them and we’re talking about our only 1200 range weapon, a viable PvP 1200 range weapon would make the current ele extremely viable in the current meta where we could avoid being forced in mele range( spirit ranger-stunlock warrior-necro) given the low HP

Range doesn’t define the weapon
For other MMO’s and certain other professions, this is certainly true. However, the elementalist is a special case in my opinion and for staff, this is due to Evasive Arcana. I’ve noticed that while playing the staff, I rarely stand back at full range throwing fireballs. Instead, I tend to rush in and support my team with fields and combos, dodging through stuff and generally increasing my chance to hit things by being in the thick of things.

For dagger/dagger, the opposite is true: while in melee, you can retreat to a range where you can still hit your melee opponent while they can’t, and you get a bucketload of gap finishers (3 on the weapon, and a teleport utility), not to mention permanent swiftness, to make sure you’re always in damage range. Scepter/dagger is even more like that, rather than being melee or ranged, you’re both.

That’s the problem, I don’t see why a staff ele should be forced at mele range to be effective when all your skills are designed to be used from range, it’s counter-productive and non ideal for many people.
I can’t help but look with envy at other staff users ( mesmer-guardian-necro ) while they do their business from safe distance while I’m forced to put myself in harm’s way being at mele range, where I could directly use a more suitable weapon set, not counting the fact that everybody always see a staff as something to be used while sitting behind the curtain..unless you give the staff the anti-mele defenses I suggested in another thread

(edited by Arheundel.6451)

An Elementalist's frustration

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Posted by: Arheundel.6451

Arheundel.6451

Ive mained ele since bwe2 and i do share this idea:

Having an ele in your team puts you at a disadvantage
Having 2 means you lost

How long have you been thinking that ? Because eles used to be godlike, you know.

I’d like you to specify these “godlike” ele builds from the past….

I know I’ll pass as biased for being an ele but I’ll leave my thoughts anyway, for you, people like you and..possibly a dev.

In the past we had a bunker and roamer/decapper ele, the build was not the same as the vast majority of the GW2 imply, while we could see similar traits set up the amulet was completely different

The bunker had the cleric amulet and the roamer had the valkyrie, the latter was in no position to insta-burst anybody, we had great dmg..but nothing that would leave you with no time to react.

There was great sustain with all the healing, but healing is the only active defense ele possess

Last year, months before release and for few months after, the ele was considered greatly UP, no matter what build we’d use we’d die in few secs...then in desperation the ele community started to use high survival builds( 30 water- 30 arcane)..and it worked, we were finally able to play the ele , even without having received any buff whatsoever from the Devs as they just ignore the ele community ..not like for other professions like engy, thief and mesmer, whose design was completely revalued weeks before release

Still in all this, if now I go and try to collect most of the whine posts from past threads around the forum I’ll find this :

" ele so unfun to play against their dmg is fine but I can’t kill them as they run away all the time"
" ele are so annoying, I can kill them easily but they always run away, heal and come back!"

That’s is it, eles were heavily nerfed for their capability to run away, heal and come back..only to run away again..that’s why we’d see 5 eles teams like the 5 necros or ranger teams nowadays..am I right?

A roamer ele was not able to decap a point heavily guarded by an engy or trapper ranger or let alone a guardian…still we got nerfed for the ability to kill one of the many zerker warriors/thieves who’d immediately come to the forum to cry

For a re-cap : ele was considered UP in the beginning than people started using bunker builds in order to play, no OP buffs received…now the bunker ele got heavily nerfed and still no buffs, funny isn’t it?

(edited by Arheundel.6451)

My friend laughed at ele

in Elementalist

Posted by: Arheundel.6451

Arheundel.6451

@Poster above ( can’t write your name without the kitten with it..dunno why)

I think you made your point clear enough after countless posts, but you still find hard to understand is what other people are try confirm : ele staff inability to duel.

We ( most of us ) do understand the support concept of the staff, nobody ever asked to play staff ele as a WoW frost mage instead what people are asking is for the staff to become a more viable weapon set from the 1vs1 point of view, this is dictated more from the game mechanics than selfish requests.

No matter how skilled you think you are on staff the current state of the game force players in 1vs1 situations most times than not with no support on the horizon, to simply put it..the ele staff concept is outdated, it doesn’t go well with the way GW2 run, for a suitable staff playstyle pls check the necro staff : immediate effect-unblockable-1vs1 viable.

Now I’d rather not go in the whole ele concept in its entirity, as it’s absolute garbage concept [ NOTE: personal opinion, I do believe the designer who came up with the ele idea..should be “re-instructed”], I’ll limit myself with saying that : staff guardian offer more healing and support, necro staff offer more offensive support and pressure ( kitten the might boon, who care about might when you can condition bomb the whole enemy team in 10s ? ) adn both profession can still switch weapon and thereofore range of action…compared to being stuck at 1200 range like ele.

The whole range stuck is another stone on the road for an ele, the idea of being able to spamm aoe from the safe distance is just wishful thinking, given the sheer amount of close gaps mele professions enjoy in this game..you simply won’t stay at safe distance for long and when they close in..it’s game over.

I’m not asking for ele to win 1vs2 in any possible situation, no profession should be able to do that ( like now with necros and rangers ), all me and other are asking is for staff ele to finally become 1vs1 viable, they are counteless threads with suggestions that would greatly improve the staff without making it OP, right now every time I used the staff it end like this:

1) See allies on a point
2) Try to give some support
3) …2s later a s/d thief on you , or a mesmer or a necro or warrior
4) as you can’t win all you can do is pray that an ally will come to your rescue ( in a team based game this would happen always..like in GW1)
5) after burning all your utilities and defensive skills..nobody comes 9 times out of 10
6) playing with r40+ people, on TS3 even if you ask for help

If not even top teams run a staff ele with their level of communication than nobody can in any other similar scenario.

I can’t find the exat quote right now but this is what I can re-collect from a past thread :

@Jonathan Sharp
yes we know that some weapon sets are not viable across all game format, take ele staff, we know is only good for WvWvW, is this intended? Yes that’s the way we designed it

A plain and shameless lie, and this is not the first time the devs use the ele as an “example” of their design ideas..as they try to make it sound.

:- We give clear animations to all skills as indicator…blah blah blah…so that you can dodge key skills
: – We want people to make choice when they go from one format to the to other..blah blah blah…switch builds and weapons…

For kitten sake all this is true only for the ele and no the other professions..because ele was the first profession to be designed and obviously a failed design …check how all other profession mechanics are more fluid and logical.
It’s time for people to stop giving Anet an excuse to not fix the ele properly…in GW1 after 6 years of practice, most opponents on any profession used to run away at the mere sight of my obsidian tiger rank air ele ( the absolute truth, even sins and mesmers used to flee away..truly rewarding)…..what a disaster this game is…

To all those talking about meta

in PvP

Posted by: Arheundel.6451

Arheundel.6451

Eh, if I remember correctly, the meta in GW1 was a balanced team. However, not everyone ran a balanced team and there was a ton of success. Spike teams, pressure teams, (hexway), or troll teams (lichway, anyone?). Either way there will always be a meta, doesn’t mean you have to use it to be successful.

The reason why it was like that in GW1 is because you needed a pretty high level of skill to have an unbeatable “bala” team so at most you had only 1-2 high tier guilds able to beat anybody with a bala team, other team compositions were able to beat less skilled bala teams and these non bala teams were unable to win in every situation given their inability to adapt to everything like a great bala team could.

We had a range of different game types that would create different situations but in GW2 you have a single game mode and a meta team composition that require pretty much no skill at all to run while at the same time requiring a skilled team composition to counter…a recipe for disaster, GW2 will never get close to GW1 in terms of balance and fun if things are left like this

Normallized Health Pools.

in PvP

Posted by: Arheundel.6451

Arheundel.6451

NOPE. Those hp replenishments and defenses are STRICTLY tied to those defensive traitlines, you’re so disgustingly ignorant.

An elementalist without points in water or arcana isn’t healing crap, isn’t having any prot, and isn’t removing conditions ourside water dagger 5 and cleansing fire utility or phoenix.

And a guardian with a berserker swords build has neither altruistic healing or 30 in virtues and sure as hell can’t tank a lot of damage or replenish his health pool.

So get off the pipe.

There is no reason to being aggressive, so chill out, man.

First off, Guardians and Elementalists have a lot of HP replenishments regardless their traitpoint distributions. An elementalist can attune to water also without any point spent into Water Magic and a Guardian can use Shield of Assorption, Empower, Orb of Light and Virtue of Resolve also without any point spent into the Honor traitline.

Warrior and Necromancer, on the other hand, have no realiable healing by themselves compared to Elementalists and Guardians, so stop posting bullkittens. The defensive capability imbalances between Warrior-Necromancer and Guardian-Elementalist are so obvious that there isn’t even a need to explain them to you, you just need to start thinking about thet and, maybe, start playing the professions you’re talking about.

You think Necros are horrible bunkers? Lmao.

Yeah, that’s why we’ve seen so many bunker Necros in any meta. Bunker eles and guardians, in comparison, are a rare sight.

LMAO!

Sorry man …ele can’t heal at all switching to water with no pts spent in the trait line( you want the minor trait : healing ripple at 15 water minor trait ), so you’ll switch to water just to use a 20-40s CD skill that heal for 1.4k HP pts …because with no water trait pts spent, your base healing power is 0

@Daecollo..once again a great idea…but it’s far too late to save this sinking ship, good attempt though but as you can see most of the GW2 community talks only out of sheer ignorance : necro can’t bunker, ele healing himself switching to water…with no pts spent in water…no wonder this game has gone downhill

P.S one of the main reasons why GW1 PvP balance remain supreme compared to GW2 is because the HP difference between professions was at most 20%…no 80%+ like in GW2 ( ele =10k HP and warrior = 18k HP)

(edited by Arheundel.6451)

My friend laughed at ele

in Elementalist

Posted by: Arheundel.6451

Arheundel.6451

Lol, this thread.

“Hey guys, my friend laughed at ele”
“LOL BECAUSE ELE SUCKS”
“No, ele is very strong in most areas of the game.”
“OK Fine, Ele sucks in tPvP. That’s what I meant all long!”
“Further, unless your r40+ in tPvP you can’t have an opinion! Hahaha!”

Hm.

Why an opinion solely based on PvE experience should count at all?
I believe you can have a reasonable opinion on the current state of the ele only if you play against human players of equal base gear and level of skill..no otherwise.

My god …people come here and tell me :" staff is fine …you can do combo fields with it" try and do a godkitten combo field if a @lady nag nag thief level is hot on your kitten or a warrior with his 6s CD stun-lock chain…VIDEO PLS!

Or maybe one of those s/d heroes from wvwvw again..come pls and do your “OMFG awesome” combo while sitting with 13k HP against lol 10s fear chain necro, 6s CD stun lock warrior and s/d thieves with Jumper build( double s/d set up with sigil of energy)…VIDEO PLS!

http://www.bandicam.com/uk/ and then upload on youtube, easy! go go with these videos!

(edited by Arheundel.6451)