we may consider whether or not there is an incarnation of [ele] that would be viable
but balanced. For now, we do not expect it to see serious use.” – ANet
I’ve been running into this a lot lately. I come up short after an updraft 90% of the time and do no damage.
Just your typical 20 vs 50 in T3. Totally balanced and fun for all involved.
The best part, is that was everyone our server had on trying to hold our BL, but they had zergs flipping things on other maps uncontested.
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It could be worse. Maguuma had a fashion show and a shirtless guy wearing default pink townclothes pants and a pink GW2 celebration hat won. I couldn’t stop laughing at all the people who showed up in their carefully designed (read full t3 culture with celestial or pink dye) outfits, just dying for everyone to say how nice they looked.
Skill levels are about the same in my experience. The difference is that the good and bad players are separated (mostly) by the ladder ranking system, where in WvW they share one big map and you run across those guys who would be rated <1k quite often.
A lot of the top tPvP players do WvW (and vice versa) , so it’s not like it’s some alien planet. There are different team strategies and tactics that are necessary to succeed on a given map (gameplay is hugely different even between EB and the BLs), but neither game mode is especially complicated or difficult to understand.
No when your Healskill has a short c, 15-20 seconds its the best idea!
1) 33% to run away or get faster to fights
2) you don’t need to use runes and you can choose a better ulitie.
Glyph has a 25 second cooldown. That’s several lifetimes in the burst happy GW2 meta. Getting to the fight faster and then instadying because you can’t heal is a bad plan.
I think S/D is fine for the most part, but sword 2 needs a 1/4 second cast time. Zero cooldown stun breakers are game breaking.
Stealth or extreme uptimes on invul/evade with stunbreaks and teleports on weapons… see standard mesmer or S/D thief.
Yes, being invulnerable helps too.
did your mom ever tell that if you don’t know about a thing, don’t talk like you know it.
For some reason, I imagine you doing a Z snap when I read this. There might have been a head swerve in there too.
When you attack a POS in Eve, it gets put into reinforced and the defender knows exactly when they need to be there to defend more than a day in advance.
Not even close to comparable to WvW in GW2.
Yes and it’s a good system. However, I was replying to this:
24/7 servers is a nice marketing gimmick, but it has never proven itself to work in any MMORPG I’ve ever played
Eve isn’t 24/7 warfare. It can occur at any time, but it’s ultimately a tiny window.
That’s when you have a thousand players show up and crash the node.
Now we just get TIDI and take 5 hours for a 30 minute fight with people outside the TIDI effect having all day to rally and reinforce.
People target warriors first because they all run glass canon and not killing your enemies damage is a bad idea. Every other class that doesn’t have stealth has been forced into tanky DPS builds (i.e. valk “DPS” ele shares 50 of 70 trait points with a bunker build and has nearly the same toughness). The sooner warriors accept this reality and start wearing valk/soldier, the better off they’re going to be. Zerker doesn’t work without stealth. Until then, expect for people to try and kill you before you build up enough adrenaline to land eviscerate for 10k+.
When you attack a POS in Eve, it gets put into reinforced and the defender knows exactly when they need to be there to defend more than a day in advance.
Not even close to comparable to WvW in GW2.
Trident Water 5 is broken. It used to hit 8-12 times, but now it is hitting 0-4 even when passing directly through targets.
I never join groups, and I seem to average about 1 bag per 3 kills. In a typical fight, I have 10-15 bags on the ground afterwards. You just need to do more damage to get kill credit.
Calling it now. This is just a setup to nerf zephyrs boon and get rid of easy perma fury/swiftness for d/d. Can’t wait to hear them claim how awesome the new traits will be. I hope I am proven wrong though.
Why do you need Zephyr’s Boon for perma swiftness?
Glyph of Harmony + Any other Swiftness source does it for me.
Obviously the more important boon there is perma Fury but thx for pointing out how easy swiftness is to get.
Because putting your heal on CD for swiftness seems like the worst idea ever. Having to burn your best defensive weapon powers (frost/shock aura) for swiftness is bad enough. Add to that, the glyph is easily the weakest heal we have since the genius behind ANet balance crapped all over cleansing water with glyph heal and inscription.
It usually appears underground if you use it without a target. You just hear it land way down below you in the bottom of the world box. WTB ground target DT.
SS. Improve skill lag
S. nerf ACs
1. Larger maps
2. Remove AoE cap
3. change retal so that it stacks intensity instead of duration
4. change stealth to be unstackable and always apply revealed when it ends
5. improve commander functionality to at least rival squad leaders in planetside.
6. Warbands/platoons comprised of multiple groups joining together and able to see each other’s dots anywhere on the map
7. trait/gear templates that can be swapped with one key press
ANet can barely handle banning exploiters who paid full price for the game. I don’t want to see how terrible they are at controlling free accounts.
“Just stop attacking” a zerg with 30+ seconds of retal. What do you think they’re going to be doing with their 30 seconds? Group hugs?
Retaliation stacking duration is a broken game mechanic. It should stack charges with short (5 seconds) duration. Each time the player with retal is hit, it would proc one charge of retaliation and remove that charge.
11k damage isn’t much for a combo that uses all 3 utilities. I’ve been hit for that much by a single heart seeker.
Some of you are too worried about the individual trinket pieces. With the exception of heavy valkyrie users, 90% of existing trinket mixes can be recreated using Ascended trinkets. To go with an example that was mentioned above, instead of soldier trinkets with zerker jewels, run 4 pieces ascended soldier and 2 pieces ascended zerker (depending on how much zerker you want or however you wanna do it). In some cases though, you would have to replace multiple pieces at once to keep your min stats at the right level.
Not all equipment is equally efficient. An accessory upgrade slot gives you 1% crit for 5 stat points. A ring gives you 1% crit for 16 stat points. HUGE difference.
Ascended is bad because of the stat combinations they offer. Most WvW players want Soldier jewelry with zerker upgrade stats because of the crit damage efficiency, but ANet offers only crappy stat combinations.
WvW is better without ACs and trebs. Bring back rams, cats and ballista.
Lol, so no siege counter to rams? That sounds smart XD. People who can’t handle AC’s are people unwilling to adapt, and they are those who are incapable of presenting even remote intelligence to place siege.
If you can’t counter rams without ACs, you are bad and should feel bad.
WvW is better without ACs and trebs. Bring back rams, cats and ballista.
I’v been crashing twice an hour since the patch. Apparently, this is ANet’s new queue wait time management system. Everyone in the BL crashes, allowing new people in until they crash letting the old people back in. No waiting!
ACs still need more buffs. They’re not powerful enough to one shot everyone yet.
Take a look at the difference between PvP and WvW.
LOL
The patch notes say they split a Jumping Puzzle off from the main map and added some generally useless traps that I’ve never once seen used in over 100 hours of play.
Look out, Wuv Wuv is stealing all of your dev resources.
1. Maps that were designed for team play instead of the current Quake 3 Arena Deathmatch maps.
2. Solo queue with separate rating.
3. Everything in sPvP built into one interface
S -
A -
Ranger +
Guardian+
Engineer +
Mesmer +
Thief =
Elementalist -
B -
Warrior +
Necromancer +
Probably Mag. It seems like every other server has received/lost significant transfers to push their ranking up/down. Mag is just Mag. Same faces every week all week, and changes in score are mostly determined by changes on other servers.
“Y U NO MENTION EU!?!!?111?questionmark!!!”
Because nobody cares about EU.
Lol@mag is mag
Refer to Week 52-03. That’s called massive transfers.
You mean a period where Mag dropped a tier and beat up on badly outnumbered T5 competition, then got bumped up and stuck with the corpse of IoJ?
Probably Mag. It seems like every other server has received/lost significant transfers to push their ranking up/down. Mag is just Mag. Same faces every week all week, and changes in score are mostly determined by changes on other servers.
“Y U NO MENTION EU!?!!?111?questionmark!!!”
Because nobody cares about EU.
This is about as “glassy” as I can play and beat any rank 50+ on the leader boards.
Weapon sigils should be energy/force and (of course) they want to nerf energy. Bwahaha. sigh
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It’s been around for a long time and affects all back slot items when you use a transformation (happens most often with ride the lightning for me). The backpack reappears when your character puts its weapons away.
Thread highlights:
1. Thief has mediocre mobility
2. Ranger is weak
That’s gold.
Who would come up with ideas that ridiculous?
Oh… wait…
80 Mesmer, 80 Thief
Main- Volke the Rogue.
- Map size/layout – Everything is too close together leading to siege wars where one fortified position is trebbing another. They should take the current maps and double their size, with the same number of hard points. As it is, one giant zerg ball can respond to anything on the map in a relatively short amount of time, because it only takes a few minutes to run from one side to the other. In Planetside, some bases had more space between them than an entire borderland. It lead to huge open field tug-o-war battles as each faction attempted to push on the other.
- Lack of battle lines – Any point on the map can be captured at any time. There is no front line that concentrates the fighting. In Planetside, you had the lattice system, where you needed a link to one of your own structures to capture an enemy base. In WAR, you had the campaign where you needed to capture each zone in succession to make a push into the next one.
- Limited spawn locations – with the current map size, this is actually ok. If the maps were enlarged to improve gameplay, I would like to see a system similar to Planetside where you can respawn at the nearest keep/tower, but it costs 10 supply from that structure. You wouldn’t be able to waypoint there freely, only when killed within a limited radius.
I just wanted to be included in this:
I miss meaningful PvP and consequences.
Retaliation needs to be reworked. I’m tired of fighting people with near constant retal up and eating 20k+ retal every fight. It’s an ability that somehow manages to take less skill to use than heart seeker.
They should change it to charges that last 5-10 seconds each instead of stacking in duration and proccing on every hit. So, retal from a combo grants maybe 3 stacks of retal for 5 seconds, you would get procs on the first 3 times you’re hit during that 5 seconds.
The only rangers that are a serious threat to kill an ele are trap rangers. If you run into all of their traps at the start of the fight, you’re gonna have a bad time. I usually reset the fight when that happens and try to avoid approaching through a predictable path where they already have their traps set up. Unless they land multiple traps along with their weapon skills in a short interval, I find them generally manageable.
Competitive meta builds don’t have the DPS to take down a BM bunker 1v1, but that’s acceptable because they’re a bunker build.
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Who would ever want to queue up a dodge (a reactionary ability)? This should have been hot fixed by now.
Damage is far higher in WvW (120%+ crit damage). Having the same level of survivability against far less burst potential would be absurd.
As is, Guardian has always been a top tier class in tPvP, and there are almost no premades that play without one.
I’ve ran pretty glassy since launch. The need for condition removal and more healing forced me out of fire completely.
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so would u recomend going a different weapon type then?
It just depends on what you enjoy. D/D is fairly easy to become competent with, but has a lot of advance techniques that are needed to compete in high level PvP/dueling. If you don’t plan to play an ele outside of PvE, WvW zergs, or hot join, you will probably never need to learn them though.
It just takes experience. To be effective as a staff ele, you need to make the most of your combo fields and finishers, where most classes (and even other ele weapons) can get away with just using whatever is off cooldown.
The last patch did hurt staff eles a lot though. Your condition removal was mostly from cleansing water + regen spam, and ANet crapped all over that for some reason that nobody understands. You pretty much have to take ether renewal at this point, unless you want to be a free kill for any condition spec.
They should just rename the trait “Lingering Soothing Mist”.
I’m not sure if you’re aware of this, but engi was disgustingly OP and had to be brought down. Anyone who thought the HGH meta builds were OK has no idea what game balance is. Grenades might still need to be brought down some, but we have 2 months to watch them and see how things affect them.
Comparing fiery GS to supply crate is just…
Comparing anything on FGS to an AoE damage + stun that summons 3-4 turrets, and 6-9 1k+ heal bandages doesn’t make any sense. Supply crate is a fight changer. FGS is used for mobility or an emergency “oh crap I’m holding a staff 1v1” skill.
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Staff ele too OP.
#believeinkarl
Still playing the same 0 20 0 20 30 balanced burst build. It’s painful at times, and I feel like I’m running in mud between the triple RTL nerfs, and zephyr’s boon nerf.
Going from perma swiftness and 12 second RTL to ~60% uptime swiftness and 32 second RTL is terrible.
This.
Yet another thing, there is no chance to land eviscerate on moving target (no need to dodge just change direction and eviscerate miss).
Take leg specialist. Use axe 3 before eviscerate. No more missed eviscerates.
You have to be on the ball to beat a good phantasm mesmer. Being even a fraction of a second slow is the difference between taking no damage or being instakilled on a valk ele.
They’re not too hard if you’re good at predicting and avoiding their burst, and just about impossible otherwise.
What I would like
Minor trait changes
5 – 20% chance to gain fire aura for 3 seconds when hit in melee (20 second cooldown)
15- centered on target instead of ele (900 range)
25 – cauterize : remove a condition when attuning to fire
The biggest problem with most of the traits in damage tree is that they don’t work with lingering elements. That means they only affect 25% of all ele weapon skills (which have longer cooldowns and are used less often than other class weapon skills), where other classes affect 50 or even 100% of their weapon skills, and the cooldown reduction traits almost always have additional bonus effects that the comparable ele traits don’t have.
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