Showing Posts For Atomic Sharks.7250:
So … if:
X= lvl 1
Y= lvl 25X will join Y in lvl 25 dung and they successfully finish the Fractal, X will be able to unlock lvl 26 dung? (wtf???)
Yes, because having straight enough hands and working [Brain] to clear level 25 should definitely let you do level 26.
I don’t think this is fair for players. I’ve been trying my best to reach higher lvls even with d/c and bugs … Why don’t u try it as well?
I don’t think it’s fair my group NEEDS to redo the boring easymode crap for that one guy who we know is good, but didn’t hop on the bandwagon early enough.
how bout this if the guy does a higher lv then where he is at he only goes up 1 lv like he was supposed to, so if he is on lv 1, but did lv 4, he goes to lv 2, if the group did lv 5 he gos to 3, if he is on 5 and they did 20 he goes to 6, so its the highest lv in the group that determines the lv and you only go up 1 like you were supposed to
the uninterrupted mistform is a bug or glitch, the armor of earth grants stability so that is believable, lightning flash is good yes but i find cleansing fire to be better, with cleansing wave removes 4 conditions. and the lack of raw offensive power and cooldowns are why they are where they are right now, all the other utilities are a bit lackluster, and all the cantrips are usually defensive(except cleansing fire) which can be used offensively, lightning flash is situational, i personally use mist form(always a nice oh no utility) cleansing fire(condition removal), and arcane wave( extra blast) i haven’t used the signets extensively so not a lot of comments on them, they seem ok, but like i said they should be raised to the cantrip lv of usage not cantrips lowered to the signets usage(note all utilites not just in elementalist should be like this) and the traits is really where the cantrips shine because of their awesome boon abilites water 25 is a must if you want to do damage(armor of earth grants about 6 boons if traited) meaning 12% more damage. but yeah i agree with what you say completely basically, just saying the utilites be buffed not cantrips nerfed
which wep was he using?
if you added energy to the elementalist class, you would effectively kill the class since we are constantly using all the skills we have at our disposal and almost all the CD’s on all the elements are on CD at one point or another, and if we had to stop using our abilities because of “mana” you would kill the elementalist class
if what you are saying about cantrips is that they are the only good ones, shouldn’t the others be raised onto the lv of cantrips not cantrips lowered?
Ice Spike looks and the animation is basically the same as Dragon’s Tooth
http://wiki.guildwars2.com/wiki/Ice_Spike
http://wiki.guildwars2.com/wiki/Dragon%27s_Tooth
if you do a comparison without the blast finisher dragon’s tooth is slightly better than ice spike, when ice spike is basically the same but in water. so what i am suggesting is the Ice spike become a blast finisher also, but the vulnerability should be slightly reduced because of this
I was about to say one of the best counters to D/D is actually Staff ele, if played correctly because as mentioned before the best way to counter them is to remove their mobility, earth 5 immobilzes earth 2 cripples, water 4 chills, air 5 can stun since they move a lot so they can either stay in inclosed area or get stunned either way win win, and air 3 if you can hit, since its a knockback, as long as you don’t play them all at once so he can remove them all you should be ok start with air 5 if it hits air 3 by then he might have used one of his cantrips to get out of stun, if so great then knock chill on since that is devastating slows recharge and speed so he has to remove this if he wants to stay mobile so 2 condition removals down(these are usually on a decently long recharge), then if you are good hit with earth 2 to cripple since cripple always scares people( when you hobble you always try not to hobble) then hit with earth 5 it is one of my newer favorite skills. But like i said it has to be played right and it depends on fight, if 1v1 it might take awhile but i will eventually win as long as i don’t make any major mistakes like pressing 9 and 0 instead of 8 and 9 for my burst damage to get him down. but like i said it takes some more skill to kill a D/D as a staff but its still has the right skills to stop the D/D, staffs are just overall underrated
I find staff to be a terrible counter to D/D. Hard and soft CC has too long of a CD and even if you manage to lock down the ele for a few seconds you dont have the burst to finish off the ele, he’ll just heal up and be back.
that’s the tricky part once you get him down you gotta do your burst damage(arcane wave and cleanisng fire a quick 3k damage) because he’s also immobilized you can probably get lava font and fire #3 i forget what its called at the moment it takes awhile but it is possible
I will admit that bunker builds were harder to kill if they had EA, but their are still some viable ele bunker builds out there. and personally i use soldier’s amulet, and i basically forget about precision, but i have a good amount of everything else because of it, but not a lot of crits(which i can deal with if i do it right i can get upto 12 stacks of might on me relatively quickly so as to still be viable in a fight) i am personally only semi bunkerish( i say semi because besides 10 trait difference i take 10 off from somewhere and add it too fire) because of this i can easily tank 1, harder for 2 and not forever, 3 is a big no no, but because of this 10 trait difference i now do a ton more damage and i rely heavily upon boons(for that nifty +2% damage for each boon trait) so i activate cleanising fire i get 3 stacks of might vigor and regen that’s +6% damage not including might and since i have elemental attunment i get 2% damage for chanign my element and that’s if i do it slowly, with 6 being glyph of elemental harmony an additional 2% and if water an extra condition remover, and if armor of earth activates i get a 10% revamp to my damage if i had no boons on, i use staff btw, this build is magnificent if you have any help at all 2v3-5 if its a guardian 2v5 is easily tanked if a DPS we can eventually kill the 2v4 since i can do both damage, heal because of being staff 2 healing fields, and tank so the recharge would be nice, but i like my 5 sec protection too much to give up and i really like the lingering attunments, which is supposed to happen(for elemental swapping) since you just changed half of its cooldown it should still be active since you just switched
Also I cant imagine why players should be punished for swapping. Its the harder playstyle and for doing it well we should be rewarded not punished.
I assume this is in response to the lingering elements nerf I proposed. I don’t really consider it a nerf, but rather a way to balance out the buff I proposed for it. If people could spec for +10% dmg in fire, +10% dmg in air, and +20% damage in water on vulnerable target they could potentially stack all three of those attunement bonuses and deal ridiculously high damage. By limiting the attunement bonuses it would prevent this but still be significant buff compared to what we have now.
As for the evasive arcana nerf, I would ask do you still think that the ability is mandatory? I don’t want the devs to balance elementalist survivability around the idea that we all have evasive arcana and water attune + dodge roll every time it’s off cooldown.
Arcana is not mandatory this is evident by the fact that many dropped it once it no longer capable of causing blast finishers. However those who kept it resoundingly kept it for one reason and that is the heal and wipe in water attunement. For swappers going 30 points is almost mandatory since any less would throw off our pace. However the 30 point skill we should act and behave like a 30 point skill. It should a a skill worth sinking near half of your skill points into one tree to get. If they removed the heal from EA what would be the point of getting it? What justification would there be for getting the skill at all? Considering they already nerfed it in spvp the only reason to nerf it again would be…..I honestly draw a blank. Your suggestion is that EA be nerfed so the devs don’t get the wrong idea that EA primary function as of now is its only function an extra heal. You also suggest that we be forced out of arcana because we are no diverse enough.
Now I may sound pissed here but that because I dislike short shortsightedness. Our bunker builds never used EA and never needed it. Realize that specing 30 into earth or arcana are nearly mutually exclusive because of Water. Our survivability never hinged on EA but an entire playstyle did and it was wiped away from the game. EA is a 30 point trait. Let me say it again EA is a 30 point trait that has already been nerfed to near uselessness.
You argue that some nerf needs to happen to our survivability so that our dps can get a buff. Let me point you to the threads below. Play the class more a realize we need no more nerfs our burst should have been buffed months ago regardless. We don’t need a balance for it as it is already owed to us. There need be no compensation in loss of survivability for burst. We should have received higher end dps traits that weren’t bugged and more useful in the first place.
Re read your list of nerfs and realize that you argue 1 point at the core. We should all be forced to spec more dps and farther away from survival. I am honestly tired of balanced middle of the road builds being targeted so that dps can feel better.
Your suggestion sounds more like an attack to me on things not dps. You even ask for a protection nerf. Think about it your mind was set on dps and dps alone. We are one of the few classes allowed to play balanced builds well why bother it when you have no good reason?
i have to agree with you and yeah i dropped EA once it didn’t have a blast, and i think i found a better build, overall at least for damage and a more middle road
I was about to say one of the best counters to D/D is actually Staff ele, if played correctly because as mentioned before the best way to counter them is to remove their mobility, earth 5 immobilzes earth 2 cripples, water 4 chills, air 5 can stun since they move a lot so they can either stay in inclosed area or get stunned either way win win, and air 3 if you can hit, since its a knockback, as long as you don’t play them all at once so he can remove them all you should be ok start with air 5 if it hits air 3 by then he might have used one of his cantrips to get out of stun, if so great then knock chill on since that is devastating slows recharge and speed so he has to remove this if he wants to stay mobile so 2 condition removals down(these are usually on a decently long recharge), then if you are good hit with earth 2 to cripple since cripple always scares people( when you hobble you always try not to hobble) then hit with earth 5 it is one of my newer favorite skills. But like i said it has to be played right and it depends on fight, if 1v1 it might take awhile but i will eventually win as long as i don’t make any major mistakes like pressing 9 and 0 instead of 8 and 9 for my burst damage to get him down. but like i said it takes some more skill to kill a D/D as a staff but its still has the right skills to stop the D/D, staffs are just overall underrated
^ this.
A staff ele trying to do damage is not a threat, I leave them for last unless they are glass cannon in which case poof! they’re dead.
i’m more of a semi bunker staff, not full bunker so can’t tank as much, but i still do a decent amount of damage this way and i can tank. i eat D/D for breakfast they either can’t do enough damage to kill me, so i eventually kill them because i do more damage, or they are to fragile and i just kill them quicker because i can still tank decently well
i find it fun, but that may be because i am an ele, eles cantrips abilites are immensely helpful, especially the teleport one, i can easily do the farthest one nearly faster than the closest one.
its a whole lot harder to do without an ele or mesmer. a mesmer has its portal. eles have cantrips
my best is in 2 tries, and that’s only because of lack of communication and my teammates put the wasps in the closest ones
i do what you are not so good at the dancing of the keyboard, since i use a laptop i have no mouse, and i have gotten quite good at dancing around the keyboard.
I agree the only reliable way to get damage done is with main hand dagger. The target spells of the scepter and staff take too long to go off and people are getting a lot better at avoiding them. So its really difficult to get reliable damage off. Don’t get me wrong these spells are great in large groups when people aren’t paying as much attention, but in small groups and 1v1s I my opponents are always dodging. My only hope would be that either they reduce the cast time on some of the abilities.
i tried dagger, couldn’t get into the feel of it, and i’ve been doing great with it, one of the few problems i have are obviouly the good theives, the good guardian, and my worst enemy of all condition necro’s since their curropt boon kills me, i usually have about 2 boons on at all times. so their corropt boon messes me up, cleansing fire can get rid of 4 conditions if i just activated armor of earth because of the earth’s embrace trait i get about 6 boons, that’s a lot of conditions to have on oneself at the same time
i run 10/0/10/30/20
with my utilities for mist, cleansing, and arcane wave. you’ll be semi tankish and won’t be able to tank as many people as you would right now. but you will be able to kill people and if you have any support of any kind you can destroy people, even if its another ele, 2v4 me and an ele killed 1 ele, a warrior, a theif, and either anothe rele or mesmer with onyl help coming from my other team at the very end when we killed 1 enemy and all the other enemies had about half. its ok on its own, but its a lot better when you have support, since they are expecting the ele to not do anything and focus on the bigger target, obviously that is a mistake since if they do that i can faceroll people what i have found out the best support are(for staff) the 5’s earth 5 and air 5 especially stun and immobilize are very helpful. water 5 is for healing, metoer 5 is for when you have a warrior keeping them immobile. the 4’s are more slowing the enemy and running away. 3 is where you do your extra damage, 3 for fire causes a group burning which is good since condition damage is always good to have on someone. air 3 is so useful(if you can hit someone with it, so you have to wait until they get closer than their maximum range, unless its a charging warrior then just pop that and back they go water 3 is a nice backup healing, and earth 3 is probably the most underused skill, pop it whenever you get into earth and facing people from range, if condition theif with range and pop it right you can give him all the effects. 2 is where you start doing your damage, earth 2 needs a great deal of timing but when it hits its great since it probably does more damage overall, but hard to hit, water 2 is probably your less reliable but still good damage dealer since all its damage happen at one, fire 2 is where you go to get your blast effects on and where you will be doing most of your damage. air 2 is an AOE blind, its a small radius but its still a blind and its aoe not much gets better than that. for auto attacks fire will be your best since its aoe and have more attacks, waters healing only happen if you are right right next to the target. earth 1 is a weaker version of fire. lighting is ok if you are facing multiple people. now you gotta figure out how they work together
(edited by Atomic Sharks.7250)
does it matter if the staffs are the same? and what staff is the best for crafting this? what are the chances of getting the legend?
there is a hidden whispers one. and then idk where the other is. WvW?
as long as the suit is overheated he cannot regen health he becomes dazed. my group did it with 4 people. one person is always running ahead. being ready to pull the lever. he does not attack at all. everyone else moves in a group to the next lever. since we only had 4 people it took awhile, but it was doable. key is, keep him super heated. he cannot heal that way
nvm we found out a way to beat him keep the molten on him
how do you kill this beast. it seems unkillable, note please respond quickly my party and i are still fighting it
it is the lifeblood of an ele. it is the NO I REFUSE TO DIE, at least for a couple more seconds. it is the escape mode mist form. it is the cleansing fire of conditions. it lightning flashes to and from the enemy. it is the Armor of Earth. it is you way of survival.
You act like every single class in every game are balanced equally. They’re not. They never will be, the best you can do is get them relatively close.
We can go round and round with this. Some classes will always have a higher skill cap than others. Druids were horrible at the beginning of WoW. Hardly anyone played them, but I liked it because it required more attention than other classes. Later on druids got a bunch of bug fixes and some buffs, but the fact remains that the people who were terrible at the class before were still terrible and struggled. (This is before everything became easy mode)
I’m not against some small buffs / small bug fixes. Mostly bug fixes. But if you think getting buffs is going to change your ability to play the class. You’re in for a surprise……
here’s my thoughts the ele could use a buff, but not a big one. because a big one wouldn’t be needed if the bugs were fixed. the warrior and theif will probably always have the lower skill cap for most of their specs because its easier for most people to understand.
Mostly agree- staff specialist so no comments on other weapons. I have some comments to OP and others but quote isn’t working so I’ll pile them in.
Ice Spike Blast Finisher: This would make OP heals sine there are 2 water fields in the same attunement.
Eruption Cast Time: The cast time is effectively instant; you can cast another ability or attunement immediately and the explosion will still go off.
Glyph of Elemental Power: Casting in a different attunement is it’s only appeal (weakness on fireballs? I’ll take one of those, thanks). The problem is it’s low proc rate, low duration of conditions, and internal cooldown mean that an on-crit weapon sigil will proc more reliably then a skill taking up a slot- that’s pretty bad. At least one of those things needs to be seriously relaxed.
Water Blast: Good suggestion. Alternately (or concurrently), it’s heal radius should be increased. Currently it’s useless for both damage and healing, especially since mob’s hitbox sizes vary and even melee classes will often not get the heal.
Gust: The pushback is a nice interrupt, but otherwise this skill is identical to shockwave. It fires a slow projectile along the ground that’s used to create a gap. This should be changed to something like a PBAOE knockdown. This would be a good way to put a finisher (whirl) in the lightning line as well.
if you compare dragon’s tooth and ice spike ice spike is worse than dragon’s tooth without the blast finisher. so how would making ice spike a blast finisher OP?
does it work for any of you? it only works when i actually apply an ability with protection.
elemental shielding doesn’t work unless i activate an ability that already gives me protection. it is a trait.
elemental shielding is supposed to give me 3 sec of protection whenever i gain an aura, but it doesn’t, was testing it out, it only activates when a skill that gives me protection activates. no its not hiding and i take less damage the protection sign just doesn’t come up. tested it thoroughly.
its an earth trait, i tested it in earth when i get a aura it still doesn’t activate. so am i missing something or is it just not working?
uhh, what about people that already completed it before?
Hi all. We were 2 vs 1 elementalist bunker, and we coudn’t kill it. even 3 vs 1 was really hard. please understand it shoudn’t be supposed to be like this !
courtesy of the thieves guild and all the nerfs we took so far.
what were you and your teammate. if you were a theif and your teammate was another physical hitting person. as long as the ele survived the intial burst from your theif it would be relatively easy for him to survive against you 2, becuase you can’t hit the ele from a distance
name me one good build for the staff, besides bunker, and then i will agree to a nerf
your people must not be any of the glass cannon types of builds, if you are a tank the ele will outlast you because of their heals, the bunker guardian and ele together are nearly unkillable
How about you can only get or join in on the event once so even though their are 2 times you can only get the reward once
Cool, a thread in which nobody whinges and everybody gets creative!
Atomic Sharks, some of these skills are pretty natural progressions from what’s missing in classes.
Though I feel a couple are missing the elegance that ANet try to go for in their designs—while I’d love a trap that makes people drunk, they would never do it for all their e-sports aspirations! And an “assassination”-type big damage skill is a little difficult to do, because an Elite or Utility cannot predict the weapon a player character will have on hand. Having a from-stealth Elite is a cool idea, though.
Also, an undead army necro elite would be amazing, but it can’t function for minion masters only. How about having it (somehow) start spawning extra minions like crazy, as well as the overall minion boost?
Oh, and how could you resist naming your mesmer illusion army skill the “Phantasmal Phalanx” xD? It sounds terrible but look at those glorious Greek "PH"s. Also, since your warrior suicide charge is a shout, we’ve gotta think up some cool quotes to name it by? “No quarter!” or “Run them down!” perhaps? “Into the Valley of Death!”, har! Nah, those don’t work for me. And… this is an Elite, so it has to be especially epic.
I thought long and hard about what you said about the Ranger, and have come to realize that yes you are right. but i would not know what to replace it with. maybe a high attack skill with real long range
https://forum-en.gw2archive.eu/forum/game/suggestions/New-Elites/first#post647515
i’ve suggested new elites right here
Cool, a thread in which nobody whinges and everybody gets creative!
Atomic Sharks, some of these skills are pretty natural progressions from what’s missing in classes.
Though I feel a couple are missing the elegance that ANet try to go for in their designs—while I’d love a trap that makes people drunk, they would never do it for all their e-sports aspirations! And an “assassination”-type big damage skill is a little difficult to do, because an Elite or Utility cannot predict the weapon a player character will have on hand. Having a from-stealth Elite is a cool idea, though.
Also, an undead army necro elite would be amazing, but it can’t function for minion masters only. How about having it (somehow) start spawning extra minions like crazy, as well as the overall minion boost?
Oh, and how could you resist naming your mesmer illusion army skill the “Phantasmal Phalanx” xD? It sounds terrible but look at those glorious Greek "PH"s. Also, since your warrior suicide charge is a shout, we’ve gotta think up some cool quotes to name it by? “No quarter!” or “Run them down!” perhaps? “Into the Valley of Death!”, har! Nah, those don’t work for me. And… this is an Elite, so it has to be especially epic.
remember just a rough draft, but yeah the Phantasmal Wedge might sound better, basically same thing different name. and for Warrior shout “For Honor or Death” might work. i like the idea for spawnign some minions, they can’t be that strong though, but good idea, if it spawns minions the bleed will stack a lot. honestly for the ranger i was thinking more for a poisonous trap the causes delirium meaning you don’t know what you are doing. And for Assasination it might be the direction it hits from or, if you are invisible you do the “back damage” if not the front damage
Can’t believe i didn’t think of this. the hardest part is thinking of the name to base it on.
Profession: Guardian
Skill: No specific(or can’t think of one)
Name: Retribution
Effect: Causes a Flaming Sword of righteous retribution to appear right next to you for 15(sec) and each time you hit someone(each enemy can only be affected once by this effect in its specific activation and duration duration if you hit the same enemy twice it won’t hit them again with this effect, would be too OP then) which cause burning 10(sec), every 5 seconds of this burning burns all of the enemies virtues ad replaces it with 1 random condition. if the enemy already has a condition on them boosts the condition back to its original state(if 10 sec of burning was on it with 2 sec left it goes back to full, not the special burning. it would just bring it back to a regular burning.)
Reason: Gives a great attacking elite skill for the Guardian
Since i’ve only done eles elite skills i’ve decided to see if i am able to do at least 1 in all the other professions. Note i am mostly skilled with the ele so some of these skills might be a bit skewed i’ve dabbled a bit in all the others(except the guardian, so it won’t have any elite skills, sorry any guardian users). also i’ve decided to clean the new ones up a bit
Profession: Warrior
Skill: Elite Shout
Name: Suicidal Charge
Effect: causes 0.5-1 second of fear for nearby enemies. you gain 1.1.25x of your current health(if at max you go over). and start doing 1.25x extra damage. but you start taking 2-2.25x damage from all sources. fall, “forest creatures”, other players(if in PvP) and you gain vigor for 10(sec)(so you will be able to dodge more often) the skill itslef lasts for 10(sec)
Reason: the 1 second of fear is so that the warrior will be able to close the distance between him and the enemy if he is at a distance, and stops them from targeting him for a bit. lets say you know you are going to die you are going to try and do as much damage as you can before you go down, but you will get a bit sloppier, meaning you will take more out but start dishing out more damage also. the boost in health is to help reduce the effect of you taking more damage.
Profession: Ranger
Skill: Elite Trap
Name: Delirious Trap
Effect: Set a trap that puts delirium on foes(delirium: is confusion(you take damage if you use a skill) and what happens when you go delirious its hard to move and see where you’re going, sorta like being drunk, and you also hit allies for 15 seconds)
Reason: this trap would give the ranger a pretty good trap to use. and there is no elite trap for the rangers anyway.
Profession: Mesmer
Skill: elite phantasm
Name: Phantasmal Army
Effect: gives you 4 random phantasmal units which only take 1 illusion spot, only lasts 10-15(sec) attacks the unit you akittengeting if you destroy the target it still lasts until the full time is up
Reason: gives an elite phantasm skill. the mesmers already have some good elite skills but i could still think of one.
Profession: Engineer
Skill: Elite Gadget
Name: Napalm
Effect: as the name suggests it puts napalm on the target and napalm burns a whole lot hotter then regular fire, so it will cause 20-25(sec) of intense burning, if they could cause this burning to cause more per second only 10-15 with a hit damage of 1k possibly with knockback
Reason: It will give the Engineer a quick massive damage elite so that the Engineer when they need to finish off a hard target to kill or just force the target to move or start taking a lot of burn damage.
Profession: Thief
Skill: Elite Stealth Skill
Name: Assasination
Effect: front damage 350 back damage 900 and causes 5-10(sec) of bleeding
Reason: Yes i know, not another backstab-like ability, but this is an elite skill thus can’t spam ore use every 10 or 20 seconds. and honestly in some of the other Thief skills are a bit lacking.
Profession:Necromancer
Skill: no specification
Name: Supreme Master of the Undead
Effect: your minions start doing extra damage and cause 1(sec) of bleeding for each hit by a minion. also gives a small amount of HP for each hit done by your minions. lasts for 15 seconds. (thanks to Jump Efflorance Fatal) you also spawn a weak-mid weak minion in terms of strength strength every 3-5 seconds
Reason: Gives a minion boost to the Minion Masters that the Necros have.
This took a lot of time and a lot of thought. i think i could have done better. still trying to think of a guardian elite skill. thinking of a damage skill but i don’t know how it will work with its other skills. Flamers flame, nothing gets people thinking like a some flames to think on. constructive criticism would be even more appreciated. Ideas of your own would be nice. and support would be loved.
(edited by Atomic Sharks.7250)
+1 great idea this would be a real cool implement to the game
personally i think sorcerer would be more akin to what you are saying then wizard, because as someone mentioned before anyone who uses magic is a wizard by technicalities, when i see wizard i see an old guy with a beard flinging extreme mass destruction spells left and right when i say sorcerer i see more along the lines of what you are thinking.
Soldier’s amulet with its jewel would give you about 6-7k in health alone
I posted this in the ele section and then realized i posted in the wrong spot
since we all know that most of the elite skills that eles have, and most for other classes, are a bit lacking in variety i thought that for the ele, if they were to add more that their should be a elite skill for that element
Tornado is already a good idea for the lightning element, could use a bit of a buff though because right now it is a bit lackluster and more of a “target me now” elite" and less of a “oh kitten run”
Profession: elementalist
Skill: Elite fire skill
Name: Inferno
Effect: Fire it should be something like the staff 3 skill(flameburst) but instead of a small burst it explodes and for maybe 2-4 seconds an inferno happens where 4s of burning for each second in the “Inferno” and about 1k damage on the person it hit
Reason: elements for elites skills
Profession: elementalist
Skill: Elite water skill
Name: Tidal Wave
Effect: I am thinking something like arcana wave, it is an instant and a blast field, but it should do about 2-2.5k damage and it does a blast field just like arcana wave except it always does the healing part and whatever field it is in also(if in water field doesn’t do double but 1.5x of normal), with about 1.5-2x range of arcana wave.
Reason: water elite
Profession: elementalist
Skill: elite earth Skill
Name: Dust Storm(or Bowl)
Effect: i am thinking an improved version of glyph of storms sandstorm. but the range is slightly larger and damage is improved, causes blind, bleed and for every 2 seconds in the sandstorm the “player” or “players” are stunned
Reason: earth elite
that’s my idea for a bit of variety for the elementalists elite skills
Post your own ideas for elites about your own classes, try to keep it reasonable, and i would love some critiquing about my ideas too know if they would be fair
(edited by Atomic Sharks.7250)
you are imagining things. the eles were nerfed too much in the beta, and because nobody likes admitting they were wrong Anet is taking the their sweet time in rebuffing the ele. Anet has to eventually fix this problem because it has become to apparent
no comments? i thought i put a lot of thought out ideas into this. i would have at least thought there would have been criticism, but not nothing.
since we all know that most of the elite skills that eles have, and most for other classes, are a bit lacking in variety i thought that for the ele, if they were to add more that their should be a elite skill for that element
Tornado is already a good lightning skill, could use a bit of a buff though
for Fire it should be something like the staff 3 skill(flameburst) but instead of a small burst it explodes and for maybe 2-4 seconds an inferno happens where 4s of burning for each second in the “Inferno” and about 1k damage on the person it hit
for water, I am thinking something like arcana wave, it is an instant and a blast field, but it should do about 2-2.5k damage and it does a blast field just like arcana wave except it always does the healing part and whatever field it is in also, with about 1.5-2x range of arcana wave.
for earth i am thinking an improved version of glyph of storms sandstorm. but the range is slightly larger and damage is improved, causes blind, bleed and for every 2 seconds in the sandstorm the “player” or “players” are stunned
that’s my idea for a bit of variety for the elementalists elite skills
practice is the best advice i can give you, i tried out an mesmer, i just couldn’t use him properly, i was physically incapable of using the mesmer correctly, it was just too different play style than my ele, since my main is an ele. so like for most things in life you just have to keep trying and practice practice practice
@zatria
actually it was more like 5 buttons, possibly 4, because i don’t have the lightning flash it may have given him 1-3 more button presses, still got away with more than 3/5ths of my health, now when i escaped from a Mesmer and 2 thiefs, that was a close one and thanks for the support.
@ dioo silvia i actually have the soldiers amulet may lose some healing power but a gain 7k health and at least this way a can kill people, even if its a true defensive bunker build doesn’t get help i can eventually kill him, he can’t kill me because he doesn’t have enough attack i can only chip away at there health because of how defensive they are.
honestly, i’ve only seen 1 bunker build so i was going by that as that being the only bunker build, sorry if i was wrong.
A thief complained to me yesterday in PvP that i was too hard to kill. and then proceeded to report me for some reason. No i was not using a bunker build. I was using my staff in a 10/0/10/20/30 build focusing on cantrips.
10 fire for the gain 3 might on the use of a cantrip
10 earth so that when i hit 50% health armor of earth activates(a cantrip)
20 water so that cantrips recharge 20% faster and they grant me regeneration and vigor
30 Arcane for final shielding blasting staff and evasive arcana
stats were
2105 power
916 precision(had to take the hit somewhere and since i don’t focus on bursts that much precision was my choice in where to have a real low amount of stats being focused)
1710 toughness
1760 vitality
which basically means i had 3215 attack
4% crit
2630 armor
19,245 health
skills are GoEH, mist form, cleansing fire, arcane wave(for that extra blast finisher still wondering if i can replace it for something better) with glyph of elemental as an elite
granted i didn’t just run up to the thief, but i played to my strengths hitting him with my frozen ground and static field all the while bringing the thief closer to my allies. and i ended up taking the thief’s remark as a compliment, though a little frustrated that i would get reported for surviving.
EDIT: oh and if any of you are wondering the points per game average i have doing this is about 150. and rarely do i get below 100 points. only game i had in the 20 game run i did last night that was below 70 points was against a team of about(don’t quite remember so just average) 3 theifs, 2 warriors, 2 mesmers, and 1 bunker ele the -1 theif and warrior at most
(edited by Atomic Sharks.7250)
Clearly elems in downed state are far above other classes, you spend half of match killing bunker elem who’s kiting you and healing then you spend another half of match chasing their mist form.
The “best” escape existed before was thief’s 600 range teleport during downed state, mist form allows you to create around 900-1000 range gap? Oh and not to forget it actually allows you to choose positioning much better than thief’s teleport, it also resets your downed state hp and makes you invulnerable for the whole duration of mist form.
Funny but it sounds like 3 downed skills in one. To make it fair with other classes mist form in downed state could first of all
- Have its run speed cut down to a combat state’s run speed, because its not funny when a downed guy easily outruns living people with a speed buff.
- Remove hp reset;
- Remove invulnerability.There, you get a balanced downed escape+interrupt skill which is STILL better than another escape+interrupt that is being thief’s teleport (mesmer’s interrupt is very strong but too unreliable to call it an escape).
they should not remove the invulnerability that is the whole point of using mistform. hp reset. maybe they can only regain part of the whole health instead of the full. moving at combat speed, that’s a pretty good idea. getting rid of invulnerability is a completely stupid idea
i’m actually doing fine with a 10/0/10/20/30 build focusing on cantrips and using cleansing fire and mist form. if you do it right its real hard to kill, btw i use staff in pvp i can usually 1v1 people, cept of course the good warrior, theif, and mesmer, usually.