Everyone needs a little optimism!
Everyone needs a little optimism!
Link: https://www.guildwars2.com/en/news/looking-ahead-guild-wars-2-in-2013/
I enjoyed reading your plans for 2013 and while it did answer some questions, it also raised others.
Specifically, skills. The article mentioned skills and traits being added and I have no illusions about traits, it’s the part about skills that’s so frustratingly vague. Will skills be added to existing weapon sets by expanding the number of skills? Will new weapons be added to the game? Will professions gain access to more weapon sets already in the game? Or will weapon sets not be added, just utilities? Stuff like that.
Could you clear things up for me, please?
Everyone needs a little optimism!
(edited by Azunai.5974)
OK found it. Nothing for sure another vague answer but this is the transcript from the livestream they had after posting the looking ahead blogpost.
http://dulfy.net/2013/07/16/gw2-colin-johanson-livestream-transcript/
he says they might do additional weapons/skills.
If you really want a dev to answer you should make a new topic or at least change the name of this topic because they have already said that they wont be focussing attention on new classes or races so i doubt any devs would look at this topic atm
Many thanks for digging it up! While it’s still slightly vague, the picture cleared up a bit. I’ll go make a thread about it and pray for a dev response.
Everyone needs a little optimism!
Instead of a trait that targets a weapo set’s cd, just have one trait in the arcana tree that reduces cd for ALL weapon sets. (excluding conjures).
The above post already explains the rest of my thoughts.
Everyone needs a little optimism!
FORTUS heres a source :
http://www.mmorpg.com/gamelist.cfm/game/473/feature/7597/Guild-Wars-2-ArenaNets-Master-Plan-for-2013.html
its under the progression at level 80 paragraph.u might get your greatsword elemenalist some time soon…maybe
Just finished reading it all. The link you provided is actually just a recap of https://www.guildwars2.com/en/news/looking-ahead-guild-wars-2-in-2013/ but with some assumptions made. For example, that article explicitly stated that weapons will be introduced to each profession. However, in the second link that I provided, it doesn’t say that. Only, “new skills”.
My concern is that statement is too vague for me to take with even a grain of salt. New traits were clearly said but skills? How will skills be added? Will the existing weapons be expanded from 5 skills to 10? Stuff like that. Or will new weapons be added? Will older weapons ever be given to professions like swords and rifles on elementalists?
What I would like is a solid answer. An ETA is not necessary, just whether it’s in the works or not.
Everyone needs a little optimism!
Good news. That’s the current plan as explicitly revealed by the developers – to add more weapons to existing classes, both by expanding their selection of current weapons, and adding totally new weapons.
SARCE?!
I can’t shake off the feeling that I know you. Have you played since before Wintersday?
Since release, in fact 2 days before release as i was awaiting the game for nearly 2 years. Perhaps you have seen me around, I play in GoM, all my characters start with Fortus followed by something characteristic of the class or feeling of the class, main is Fortus Phoenix, a staff ele
Ahh, nope, havn’t met you in person. I think I remember you by your posts in the forums. I tend to remember small stuff like that.
Everyone needs a little optimism!
Good news. That’s the current plan as explicitly revealed by the developers – to add more weapons to existing classes, both by expanding their selection of current weapons, and adding totally new weapons.
SARCE?!
I can’t shake off the feeling that I know you. Have you played since before Wintersday?
Everyone needs a little optimism!
Good news. That’s the current plan as explicitly revealed by the developers – to add more weapons to existing classes, both by expanding their selection of current weapons, and adding totally new weapons.
Source?!
Everyone needs a little optimism!
I totally support having rifles on elementalists!
Visit this thread https://forum-en.gw2archive.eu/forum/professions/elementalist/Rifles-for-Elementalists/first#post2683860 for a full argument on why rifles are a great addition to the profession’s arsenal.
Everyone needs a little optimism!
(edited by Azunai.5974)
What I think Anet should try is to remove the cdr per attunement traits and just add traits that reduce skills for a weapon.
Everyone needs a little optimism!
I share the sentiment but traits are also part of the problem.
Other popular builds on different professions always feature cd reduction.
1. Healway guardian – reduces gs cd’s
2. HGH engineer – reduces rifles/pistols cd’s
3. D/x thief – reduces dagger cd’s
4. Condi necromancer – reduces staff cd’s
5. Roaming ranger – reduces gs/longbow/shortbow cd’s
6. Shatter mesmer – reduces staff/sword/pistol cd’s
7. 100b warrior – reduces gs cd’s
And on and on and on…. Now look at elementalists.
1. Auramancer ele – nothing
2. Bunker ele – nothing
3. Condimentalist – nothing
4. Staff ele – NOTHING
It’s because we have to spec into not one, not two, but FOUR traits, one for each attunement (all of which are MASTER traits, except for water as it is an adept trait) if we want cdr across the board.
For added insult to injury, we have skills that have twice as much cd compared to other professions and we can’t even use the cdr traits to mitigate that.
Everyone needs a little optimism!
(edited by Azunai.5974)
I really loved the gameplay video but I was kind of lost with the discussion video as I am a deaf person. I don’t wanna be a burden but could you consider adding subtitles or at least some notes to go along with what you’re saying? That way, deaf players such as I would fully appreciate your thoughts in your videos.
Anyway, thanks again for an exciting take on the profession!
I will definitely keep you guys in mind in the future. :> I hope the OP here provides enough information to make up for it for now.
Holy kitten! That’d be fantastic. I’m glad to see someone making it easier for us. Reminds me of Riot in league of legends. Anyway, looking forward to future videos by you. Thanks again!
Everyone needs a little optimism!
I just wish people would stop using anecdotal evidence as their basis for argument.
Saying that you 1v3’d some people out of the blue and not even providing how you won or why they lost and then throwing everything behind it is just pure idiocy and egoism.
I’m sick of people like LightningBlaze cluttering up this forum.
Everyone needs a little optimism!
For main weapons, you gotta consider what you are aiming for. Rifles provide burst and mobility, while shield provides survivaility and conditions.
What’s also important are the utilities. Tool kit is a must, of course, but consider taking bomb kit. Bomb kit is flexible in that you don’t have to actually hit the enemy, just use them for combo fields such as stealth, might, heals, etc. Also consider that with runes of perplexity and good use of magnet pull, you can get a confusion bomb to blow up while the enemy is down and get stacks of confusion. Swap to toolkit afterwards for extra confusion stacks!
The third utility slot is up in the air but rocket boots sound great for mobility, in order to get in close or escape.
Everyone needs a little optimism!
Right, um… I havn’t made a necro yet but I’m very interested in daggers. I’ve never been really interested in staves even though I play an elementalist.
Right now, there are practically zero videos on youtube (as far as I could tell) utilizing daggers as a main weapon set in WvW. I did find a couple for sPvP but they were both outdated and featured a very awful player (sorry) behind the character.
So can anyone tell me a detailed rundown on daggers, traits and gears to go with it, the strengths and weaknesses, how daggers typically plays like and its corresponding tactics and strategies, and so on?
Everyone needs a little optimism!
Heya! I’m mainly an elementalist with existing preconceptions of guardians being slow, boring. Your video totally changed that for me! Thanks to you, I’ll be making a guardian in the near future and, of course, using a variation of your build.
I really loved the gameplay video but I was kind of lost with the discussion video as I am a deaf person. I don’t wanna be a burden but could you consider adding subtitles or at least some notes to go along with what you’re saying? That way, deaf players such as I would fully appreciate your thoughts in your videos.
Anyway, thanks again for an exciting take on the profession!
Everyone needs a little optimism!
Nice build!
My main issue is lack of damage and survivaility. The reason why 30 arcane bunker ele’s are more popular and “viable” is because of its heavy use of boons. With the right gears to mix survivaility and burst and having boons like fury, might, and protection being kept up for nearly the whole fight makes it superior overall compared to builds like yours.
Also, it doesn’t quite keep up like other classes can because of how attunements work. Basically, you have one condition each on fire and earth. That’s it. Note that as well as significantly higher cooldowns to balance out having 20 skills, you’re also restricted to one attunement. That’s obvious but the repercussions are significant: you’re locked out of either half or all of your condition damage depending on attunement.
The small success of this build obviously relies on runes of perplexity which is great for the number of cc’s the profession has. Air 3 with perplexity runes synergize perfectly, especially when activated while channeling earth 5. However, as I stated earlier, other classes can do better, as well has having the same access to the runes that your build uses as a crutch.
Good build, good gameplay, but fails to hold its head up among established builds.
Everyone needs a little optimism!
Rifles. Just think about it.
1. Rifles are used by one heavy armor profession and one medium armor profession. Yet, none of the light armor professions. When you think about the number of unique weapons for necromancers (axe, warhorn) and mesmers (greatsword, sword, pistols, torch) Elementalists have nothing to stand out with. They do bring conjured weapons to the table. However, they don’t quite qualify as a substitute because they don’t use the attunement swap mechanics, aren’t affected by a lot of traits, and do not have different weapon skins. Therefore, they cannot count as substitutes for lack of main weapons.
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2. Rifles could introduce a fantastic way to reliably deal damage from afar, though mostly single target and using utilities mostly benefiting the user itself. That way, it stands out as a long range and kiting dos as opposed to staves for stationary combat through bombarding an area and providing team support, scepters as a mid range weapon and various utilities, and daggers for high speed melee combat.
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3. Rifles being used by a magical profession? It’d be freakin’ amazing in my opinion. The attunements could, of course, be like the other weapon sets, except with some twists to make it really feel like a magical gunner, thematically: fire is for direct and burn damage using flamethrower like attacks, water for some healing and cleanses, air for long range sniping (imagine a lightning bullet being fired instantly for high damage – with some inpressive sound effects such to emulate a natural lightning bolt) jumps, dashes, or teleports (it’d be nice to have a second lighning flash. One can dream…) for instant repositioning to maintain distance…. or to get close enough to use the earth attunement, which could feature powerful shotgun attacks and bleeds to accompany the scatter shots, as well as durability to survive better at point blank range.
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4. Rifles are two handed weapons. It’d be easier to balance it on its own rather than weighing a new main or offhand weapon against existing weapons like daggers and focuses. Also, the other two hand weapon are already conjures. Greatswords, which are already covered by an elite skill (firey greatsword is fine as is.) and hammers by a conjuration skill (lightning hammer is just fine as is, considering the fact that it already tops the damage charts)
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In short, a rifle would provide elementalists its “unique” flavor as opposed to the other light armor professions while giving us a fresh way to play elementalists.
Thoughts?
(p.s. I’m hoping that Anet doesn’t see this post. I’m paranoid that they’ll do see it and then decide that rifles for ele’s is actually the worst idea ever. Hooray for irrational fears! Also, the ease of writing this lengthy post from an ipod… Kudos to Anet’s website team/whoever designed the whole flipping thing!)
Everyone needs a little optimism!
(edited by Azunai.5974)
I run PVT weapons and armor with only healing power on trinkets. 30 points in water and arcana is important as well.
Combined, I can burst heal from 10% to 100% in just a few seconds, which is quite handy for getting back up after a thief burst in WvWvW.
If you really really want to just heal, scepter/dagger seems the way to go. But I’ve done just fine with d/d which situationally is better than scepter because of the close proximity of heals. Melee teammates benefit from your multiple heals more, as you can do this at the same time you’re DPSing, so that’s a plus. Like the above post stated, scepter can control one good ranged AOE heal, so that’d be good with most parties.
Everyone needs a little optimism!
Solo 4 people at once? I’d love to see proof before OP throws around statements like that. Also, I don’t understand – a profession that builds to survive is good at surviving, that’s OP? Honestly, some people these days.
This whine thread reminds me of when people used to whine about 100B warriors. Then, lo and behold, people learned how to play against them! Hence, no more whine threads. Seems that the focus for now is bunker ele. Honestly, a d/d ele is extremely easy to read if you learn about them instead of flailing about in WvW and getting owned.
Also, I’d LOVE to see your bunker ele hold up against 3 (no wait, 8 you said lol) true level 80’s who are good at their classes. Orrrr in other words: proof or it didn’t happen.
Edit – Yeah…. Just checked OP’s posting history. Nevermind, just a troll. Move along, folks, nothing to see here.
Everyone needs a little optimism!
(edited by Azunai.5974)
Glass cannon staff? Definitely.
Glass cannon d/d? Weeeeell, expect people to hold your hand.
Seriously though, if you can get people to stick with you, your performance in fights will be phenomenal if you don’t get focused down quickly. I run a super glassy cannon build, with 2.8k power, 2k precision, and arcane spells for additional burst. I wait for someone to initiate, then I’ll get in there, kill everything, then get out. Works amazing so far.
Everyone needs a little optimism!
1. Conjure Earth Shield’s Magnet skill pulls people off walls! Extremely useful for when a variety of things like siege and jumping puzzles.
Everyone needs a little optimism!
I really love the d/d elementalist. Anet really did an awesome job keeping the traditional mage (staff ele) and made new directions with it, such as d/d. D/d, thematically, appealed to me because it was this up-close, in your face style where I wield the elements in astonishing ways like making bursts of fire, blasts of erocks, waves of water, and sparks of electricity. Visually, the d/d elementalist looks very very awesome to watch in combat.
Everyone needs a little optimism!
^I agree with this post, but this is only possible with cantrips. Sure, you can break away from a fight with ride the lightning or what have you, but cantrips are basically GUARANTEES that you get out of that fight. Make the els burn those cantrips, and you’ll be looking at a greater chance of whittling the bunker ele down and killing him before he escapes by locking him down (immobilization, stun, daze, cripple, chill)
Everyone needs a little optimism!
(edited by Azunai.5974)
Hahahaha.
This thread made me laugh and face palm at the same time.
Just please stop trying to cry about elementalists while promoting yourselves as skilled players who definitely did EVERYTHING to counter elementalists. How about, if you guys are so skilled at thieves, warriors, or what have you, then why don’t you go make an elementalist and attempt the same thing, plus EVERYTHING you guys mentioned: OP burst, OP tankiness, OP CC, OP mobility, because that’s TOTALLY an accurate description of the profession, despite not being an elementalist. Go. I’ll be waiting.
By the way. Ether Renewal is a channel. Learn to interrupt it, please.
Everyone needs a little optimism!
^I agree with the sentiment, but when I started playing this game, my first character was an elementalist. At first, I was rather frustrated at how hard it was to level, both blaming myself and the profession. I would’ve shelved it after level 40 if I didn’t stumble on daphoenix’s build. After 40, I started building with tankiness in mind and did really successfully in PVE. Leveling up was a breeze, as I eagerly explored the maps and generally had fun. Leveling up shifted from the difficulty to just having fun and finding new things.
That said, don’t be afraid to branch out, try new things, but at the same time, take inspiration from others. At first, it’s hard to understand how elementalists (or any class) works until later. Once you do, then you can try being innovative.
Everyone needs a little optimism!
(edited by Azunai.5974)
I noticed that you tend to just button mash. How do I tell? Because several times you’ve just hit chill, ring of fire, magnetic grasp, etc after a common combo or attunementswap. Therefore, you’ve missed the target (by a wide margin) and wasting valuable skills. You need to actively think about the skills you use, so you can strategize and effectively land down combos.
Also, I feel you didn’t use your utility spells to their fullest potentials. It took you about 6 seconds to down the flamethrower engie after he hit 5% hp – simply teleporting him and attacking him with any of your attunement spells or arcane blast would’ve finished him off neatly (and skillfully). Also, there was that one time when you were in earth attunement and fire was open, and the engie at about 40% hp – you could’ve used earthquake, teleport, and land to knock him down, then fire attunement to finish him off.
Overall, nice video, interesting build. I see you went for a more damage-oriented build, and I like it! (Running a similar build, but with D/F).
Everyone needs a little optimism!
I need a judgement. ; _ ; Tell me what’s good, what’s bad. Dye choices, armor pieces, etc.
Everyone needs a little optimism!
I support this post wholeheartedly. The bugs are getting worse and ruining my experience. I’m constantly frustrated, especially in WvWvW when I fared better if the bugs didn’t get in my. Hell, as fun as this profession is, I’m losing interest and starting to play a mesmer.
I, too, am begging the developers to TRY and FIX the bugs.
Everyone needs a little optimism!
Here it is.
Everyone needs a little optimism!
Google for an asura name generator.
Everyone needs a little optimism!
How are you guys not dominating underwater?
In my honest opinion, elementalists are the strongest underwater profession. We have so much burst and control that in 1v1, we are practically unbeatable.
You guys have CC in each attunement. USE THEM.
Everyone needs a little optimism!
This is a problem that has been present for DAYS.
Using RTL and Magnetic Grasp puts me past the target, which is extremely annoying especially in WvWvW.
Anet, please fix this.
Everyone needs a little optimism!
Just tried this in sPVP.
To sum it up: AMAZING.
Arcane power -> RTL -> Updraft -> Dodge roll forward -> Arcane Blast -> Arcane Missle = DEAD.
This is now the ele’s version of the cheese backstab thief build.
I am now grinding CoF for a glass cannon build to do this in WvWvW. Thank you for giving me hope in a glass cannon elementalist.
Edit – This is also far more efficient and easier to do than CosmicTeapot’s now comparably kitten build. I am a believer now.
Everyone needs a little optimism!
Honestly, the asura put more emphasis on technology due to their small stature and belief in intelligence being the most important trait. If the other races put in as much effort, they’d be neck to neck. Honestly, I think the other races are just as capable of learning and building asuran technology.
Hell, engineer is basically charr technology shared to all other races so they can produce the same machines for combat.
Everyone needs a little optimism!
How about X x ele and 1 x mesmer with portal.
Setup the portal in the enemies army and 4x churning earth through the portal
I tried this last night. With only three ele’s (including myself) and a mesmer, we managed to break several zergs and get into Stonemist.
It’s definitely a valid tactic.
Everyone needs a little optimism!
And how does a Golemancer fit the other races? They generally lack the brains to be such a class.
You racist.
Everyone needs a little optimism!
Simple solution: Allow Asura Rangers to choose a Golem pet in character creation to let us have a pseudo-Golemancer.
And/or buff the golem utilities to be a little bit more viable.
Everyone needs a little optimism!
Yep, I’m very very sure which each piece are.
Helm and chest pieces are from Sorrow’s Embrace
Shoulders, gloves, and boots are from Citadel of Flames.
Pants are the beginning pants (Apprentice set) you get when you make a scholar profession, but can be found in drops and vendors anywhere.
Everyone needs a little optimism!
Anet, this would be an amazing profession to play. It’d also fit asuras PERFECTLY, like how engineers fit charr so well!
Everyone needs a little optimism!
Help me out here, please! Traits, runes, sigils, trinkets, pets, etc.
Any help is appreciated!
Everyone needs a little optimism!
You can pop churning earth from BEHIND the gate and still hit people face rubbing it, no need to flash to the portal. The only time you’d really need to flash to the door is to nullify any splash damage coming through so you don’t get hit during the CE cast time.
Try your usual dps rotation without the air component AGAINST the door, you’d be surprised by how damage numbers pop up, pretty fun to do while waiting for Mist Form or Downed State count to come off cooldown so you can hit them outside.
This x5
Welp, time to organize a team of elementalists to nullify any attacks to the gate.
(even better with a smaller group of focus elementalists, innit?)
For walls… Meh.
Everyone needs a little optimism!
Which skill do you use to teleport ? I didn’t think R/L worked for that.
Someone else mentioned might stacking. How would they do that ?
Also, didn’t understand this …."There is no way any attacking force (regardless of size) will ever ram down a gate with an elementalist group like this behind it. We stack churns behind the door, and teleport to the back of it, dropping churns "
(new to game and class)
It’s a utility/cantrip skill, Lightning flash. You press that skill, select the area where you want to go, then either press the button again or left click to teleport.
While sounding like an okay skill in itself, its usefulness increases exponentially when you use it in conjunction with other skills. Churning Earth is the #5 skill in the Earth attunement for elementalists using a dagger in the offhand slot. It takes 3 seconds to start and then finish. During that time, you can use lightning flash to teleport before the channel ends.
In World versus World (a player versus player environment, but with entire servers against each other in seperate, massive maps), the towers, keeps have small colored portals. You use these instead of passing through the large gate. (useful during a siege when you don’t want the enemy to get in but you do) When inside the fort itself, you position yourself next to the portal, channel, then teleport to the portal (which takes you outside) and finally finish the channel for churning earth, taking the enemy hammering on the gate by surprise. This would be extremely effective with multiple elementalists.
Might stacking is possible through the use of several tools elementalists make use of better than other classes.
1. Sigil of Battle – sigils are things you add to a weapon (with a free slot, of course) that comes with an extra effect to boost the weapon’s usefulness. They come in different levels. (Minor ? Major ? Superior) Sigil of Battle gives you 3 Might stacks upon swapping to a new attunement.
2. Combo Fields – Elementalists can set up combo fields easily through the use of (for example, dagger/dagger) Fire #4 and Earth #5. To get Might, you (or an ally) needs to use a spell that has a “Blast Finisher” on it (should be in the tooltip) and that allies need to be nearby to gain Might when this combo occurs. For Blast finisher spells, Elementalists can go into Earth and use Earth #4 in a combo field.
ex. Fire #4 ? Earth #4 = might stacks.
(There is also the Grandmaster only trait in the Arcana traitline named Evasive Arcana. This skill creates a spell effect at the end of your dodge depending on your current attunement. However, in Earth, your dodge ALSO has a blast finisher – so you can dodge roll, while in Earth attunement, in a combo field for easy Might stacks. Useful!)
3. Boon Duration Runes – Elementalists LOVE boons. (Boons are buffs in this game: Protection, Regeneration, Might, Swiftness, Fury, and Stability) Runes are just like sigils, except you add them to armor, not weapons. There is a WIDE selection of runes, but there are certain runes that increase the duration of boons. Runes may seem different to you, because they sort of act like an armor set in another game. (having the same pieces of a set gives you additional bonuses) Runes also come in different levels like Sigils. (Minor ? Major ? Superior)
ex. Having 2 Rune of Water and Monk gives extra boon duration. Some elementalists ignore the extra bonuses of having full Runes of Water or Monk and instead go for 2 runes EACH for both increases in Boon Duration. Since there are only two runes of that kind, players also use a weaker kind of Water or Monk runes for the lesser (but nonetheless useful) boon duration increase.
Hope that cleared up some things. Feel free to ask more questions, this board welcomes you!
Everyone needs a little optimism!
(edited by Azunai.5974)
They surrounded us and intoned in eerie unison, “RESISTANCE IS FUTILE” while slowly spinning in place.
After I threatened them with fire, they poofed away without a trace.
Everyone needs a little optimism!
So, today, my guild was assaulted by evil sentient snowmen. Here’s a picture.
Everyone needs a little optimism!
(edited by Azunai.5974)
Yeah, it was pretty hilarious up to that point. We learned to have at least two people to keep the commander away from the Lord’s room.
Everyone needs a little optimism!
If you want your commander back, give us what we want.
Here is another picture. Comply, or you will not get your commander back.
Everyone needs a little optimism!
(edited by Moderator)
We, PiNK at Tarnished Coast, have captured your NPC commander and are currently keeping him (mostly) harmless in Bluebriar.
We demand ransom in the form of 100 cookies.
Here is a (mostly) isolated picture of your NPC commander.
We expect our demands to be met.
Everyone needs a little optimism!
Well. I havn’t the faintest idea…. I’m guessing you’d need to be at least invested into the fire trait line for the conjure stacks. Might as well have at least 10 in arcane for elemental attunement for the boons upon attunement swaps. (30 in arcana sounds pretty good for evasive arcana, so I can dodge roll in an attunement to heal and cripple.)
One question, do weapon stats carry over when I equip a conjured weapon?
Also, equipment for this build. Standard power/vitality/toughness? Or a more glassy approach? Jewelry?
Let’s do this, guys!
Everyone needs a little optimism!
(edited by Azunai.5974)
Hi guys! First off, elementalists are far more complex than other classes, spawning these tiny little things that give the profession even greater complexity. So, this list is going to name those tiny little things for newer elementalists! Before you post, try to put your own tips and tricks before any discussion/explanation (by separating them with a line) so people doesn’t have to dig through posts for them. Okay, let’s get started!
1. Switching your attunement after you start dodging but before you complete the dodge, you get a spell effect with the next attunement from Evasive Arcana.
2. You can cast mist form when interacting with an object or person, such as picking something up in the middle of a mob, or executing/healing/reviving an ally to buy yourself some time.
3. When using conjured weapons, you can switch attunements for different bonuses while retaining your weapon. This is much more effective with Evasive Arcana, since you can switch attunements specifically for the dodge rolls.
4. A grandmaster Arcane trait called Elemental Surge works with Arcane Power to apply an effect, depending on your current attunement, to your next five spells.
Everyone needs a little optimism!
