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
Depends on the setting really. I tPvP, I wouldn’t want to give the enemy easy points, but in hot join I scream YOLO and go zerg diving.
Oh, and for anyone wondering, that IS sataarcoeny.
I don’t know or particularly care about SAtaar, but if you think posting a video of a guy trying to help people through charity makes him look bad, you’re wrong. It’s not him you’re making look bad.
Somebody is upset that people can see their terrible build.
“Hmm, this guy is running 0 0 30 30… erm, where’s the other 10 points?”
I don’t main ele so if you wish to disregard my thoughts go ahead.
Staff is a group slanted weapon. It is that way for all professions that use one. Ele staff has the most available fields. That and healing appear to be its niche amongst the staff wielding professions. This is the reason you lack finishers.
I am working on a staft ele for part time spvp for fun and the discrepancy that I noticed with staff is that it is predisposed toward power/crit over condition damage. If they were to make changes I think the first step is balancing that out.
Necro staff isn’t utility. Every skill is an attack. Let’s say you’re right though. The difference is that ele only gets one weapon at a time. Other classes can combine utility weapons with damage offhand sets to have a balance. Ele needs to have both in one weapon.
There have been tanky guardian builds with heavy burst for awhile now. I’ve been caught napping, thinking “it’s just a guardian” so I didn’t dodge their attacks. Big mistake.
This isn’t new.
T1 guardian, mesmer, ranger, ele, thief, engi
T2 necro, warrior
Necro is good, but it needs better viability when its utilities are down.
Warrior is good situationally, but needs better sustain.
Screen shot is from December.
The biggest problems with glyphs are their power to cooldown ratio.
Glyph of storms does less damage than lava font, with a 60 second cooldown and it takes longer to deal its damage. Based on its current power level, I wouldn’t take it in a competitive setting at anything over 20s cooldown. It’s not instant. It’s not a combo field or finisher. It’s not high damage. Exactly what is the purpose of this skill?
Glyph/lesser glyph of elementals has the bad aspects of other pet skills without the strengths. It’s temporary, squishy, and lacks a user activated power. If the pets stayed out until they died, they might be worth taking. As is, they’re not very good, and even the elite pets typically die before they trigger their useful RNG abilities. The elite is also bugged and doesn’t work with inscription.
Glyph of elemental power is good on paper, but it should be a 100% proc chance considering the cooldown is already longer than the effect.
Inscription was decent (except in fire) because of cleansing water. But you crapped all over that with this completely misguided nerf. Between the nerfs and the long cooldown on glyphs, it’s now somewhere between really bad and worthless.
I wonder if some of you even realize that D/D is considered nonviable by many top level players. S/D is the preferred weapon set, with it’s higher healing, blinds to secure stomps (saves mist form), free armor, longer range, spamable low cooldown abilities for signet heal, zoning ability, burst, etc.
Crying about D/D is kind of a sign that you don’t actually understand the problem and shouldn’t be taken seriously in balance discussions.
People run mending still? I thought it was decided 6 months ago that the heal was too small compared to healing surge and the condi removal was negligible at best.
I use it. Less healing is better than watching 15+ stacks of bleeding tick for 130 damage each.
Fire
1 – faster projectile and reduce the cast time to match the tooltip (1 second)
2 – add an instant damage tick
3 – instant cast and increase the initial damage on cast to 0.75 damage modifier. Staff is a power weapon.
4 – add an initial AoE blast at the origination point. A reverse of burning speed.
Water
1 – should always heal the ele, even if he isn’t by the target
4 – should have a 30 second cooldown. It’s good. it’s not 40 second CD good.
5 – castable while moving
Air
1 – increase projectile speed and reduce cast time to match the tooltip.
2 – make it instant
3 – this skill never lands against moving targets. Make it a frontal cone launch
5 – should have a 30 second cooldown. It’s good. It’s not 40 second good.
Earth
1 – faster projectile
4 – should act like a guardian line of warding
5 – should be instant with a 3 second immob. Increase projectile speed.
Traits
Blasting staff – increase range of staff skills to 1500 similar to Eagle Eye
(edited by Caffynated.5713)
Ele’s new roll is to play glass cannon staff carry in Kaypud’s new 10v10 beach brawl.
So much fun.
Stop crying and adapt. Good d/d ele will still destroy everything. Bad d/d ele will die. Just like it should be. These nerfs are putting the class/build inline with the average strengths and weaknesses of all classes. I know how to play d/d ele, and this change doesnt bother me one bit. Because the bottom line is I will still win those 1v2 or 3 situations just like ive been doing for a couple months now, the only change is not being able to run away forever from an obscene amount of ppl. What makes d/d ele great is not rtl, its the combination of boons, high dmg and sustained healing and condition removal, none of which has changed. If you are a d/d ele trying to zerg fight, something it was never meant to do, then u are stupid and u dont deserve to win or live (Learn2staffpls).
The people who are upset are not playing face roll cantrip bunkers. They’re still OP, just like I said they would be, because these changes don’t do anything to change what makes them powerful. To borrow from Bill Clinton, “It’s the [cantrips] stupid.”
The people who are upset are those who have been clinging to mediocre to underpowered burst builds. They relied on hit and run tactics because they can’t face tank everything like a bunker ele. They needed to be able to mist form and heal. They needed to be able to use RTL after 12 seconds to jet out of combat, because they had little staying power, and long cooldowns on their burst skills. This patch put another nail in their coffin.
They’re harder to kill too. One followed me half way around the map until I got tired of it. I hit it with blade trail, 100b, whirlwind and rush on a zerker warrior, and it was still at ~60% life.
#beastmode
However, d/d elemental was extremely mobile build.
Anet did make it possible to still have a 20 sec cd on rtl. Elemental just have to hit something
The first statement is forum propaganda. The Ele has never been “extremely mobile” for a significant period of time now, about half the other classes, which include heavily armored king of PvE Warrior, PvE easy mode Ranger, and noobcannon Thief have always had more mobility both in and out of combat. .
The statement is not pure propaganda. d/d elementalist can run away better than a thief.
On the other note, I agree that Anet should of done something different for elementalist. Players wants to play other builds.
For other elementalists and myself, ride the lightning is our main form of transportation across the vast lands of Tyria. We don’t use it to attack, we just use it to move quickly because it takes so long to get somewhere…..
summary:
1) Why are you nerfing the skill so much, all the time?
2) Please stop nerfing it and make it more accessible.thats the problem. d/d elemental was more mobile than a thief.
RTL was meant to be used as a gap closure during combat but not out combat mobility or an escape skill.
Thief should be the most mobile class in the game.
No, its not a pvp nerf. It is also a pve nerf too. d/d elemental was not design to be more mobile than a thief in wvwvw
You should really stop posting, because everything you just said is wrong.
Thief was more mobile than ele with 1500 range 15 second cooldown RTL.
Yea I know that theives can be insanely mobile because it an intended class mechanic.
However, a d/d elemental have comparable mobility which anet wants to nerf.
You’re not listening. Thief completely outclassed ele mobility 3 nerfs ago. It wasn’t comparable. It wasn’t close. Thieves were massively better at moving around any map, even when RTL was a 15 second 1500 range ability.
For other elementalists and myself, ride the lightning is our main form of transportation across the vast lands of Tyria. We don’t use it to attack, we just use it to move quickly because it takes so long to get somewhere…..
summary:
1) Why are you nerfing the skill so much, all the time?
2) Please stop nerfing it and make it more accessible.thats the problem. d/d elemental was more mobile than a thief.
RTL was meant to be used as a gap closure during combat but not out combat mobility or an escape skill.
Thief should be the most mobile class in the game.
No, its not a pvp nerf. It is also a pve nerf too. d/d elemental was not design to be more mobile than a thief in wvwvw
You should really stop posting, because everything you just said is wrong.
Thief was more mobile than ele with 1500 range 15 second cooldown RTL.
Burst thieves are OP, so they’re going to reduce the stacking and duration of bleeds.
#ANet logic
Public service announcement: Attunement cooldown is not 9 seconds.
From what I’ve seen, 9.3~ seconds isn’t very far from 9
Unless the game just rounds the decimal up without telling us??
The cooldown is 16 base. + 60% from 30 arcana makes it 10 seconds.
100 / 16 = 6.25% per second
+60% = 10% per second
The cooldown UI gump only shows full seconds remaining until it gets under 5. That’s why you always see the cooldown starting at 1 second less than the listed.
The image bellow shows when the cooldown drops to 8.x from 9.x and the global attunement cooldown.
(edited by Caffynated.5713)
Public service announcement: Attunement cooldown is not 9 seconds.
Every time you get basic game mechanics wrong, ANet kills a kitten.
Please, think of the kittens.
(edited by Caffynated.5713)
The people who think these are good changes are just proving they know less than nothing about why cantrip bunkers are OP. They read “ele OP” on the forums, and jumped on the cool kid bandwagon.
Cantrip ele is OP because of (shocker of shockers) the power of their cantrips. Pray tell, what does ride the lightning have to do with the power of 4 stun breakers that remove one or more conditions and make it nearly impossible to pin down the ele with CC for burst damage?
Hint: nothing
If they wanted to make a real change to bunker eles, they would move water and earth III to master tier. That would force a choice between soothing disruption (regen + vigor on cantrip use) and cantrip mastery (20% lower cooldowns on cantrips), and between earth’s embrace (armor of earth at 50% health) and a choice of evasive arcana (cast a spell on dodge) or cleansing water (remove 1 condition when you gain or grant regen).
Move the stun breaker from cleansing fire to signet of air, and make cleansing fire a complete condition clear like warrior’s signet of stamina. It’s now a choice between condition removal or a stun breaker.
Those are real changes that would bring down the power of the cantrip bunker without destroying all of the already less than meta viable builds the way the currently announced changes would.
The cooldown on cleansing water destroys already weak glyph builds. Of course none of you know that, because all that you know about ele mechanics is “ele OP.”
Anyone who thinks that ether renewal is better healing than signet of restoration is so far beyond clueless that no one should take them seriously. They would have to cut the signet nearly in half to make a full channel of ether renewal every 18 1/2 seconds better healing than spamming low cooldown abilities with signet.
ANet, please stop listening to clueless newbs who think attunement cooldown is 15/9. They don’t understand basic game mechanics, so why would you think they are a viable source of feedback for advanced balance discussions?
I find it entertaining that all of these terrible players think this will make a significant impact on the cantrip bunker. The only nerfs that even slightly dents the OP ability of the cantrip bunker is not being able to heal while in mist form and the signet healing nerf (but many use ether renewal anyway because of condi necro, engi and ranger meta).
This patch changes nothing about what is wrong with the ele. You’re just too terrible to see that.
You won’t have to look very far for a replacement to cantrip bunkers. This change is barely going to touch them and they will still be in about the same place.
Everyone else got screwed.
You realize that The Mighty Troll is a troll right?
Nobody is that clueless.
“Neither tears from me either and I play an Elementalist”
“I do not play my elementalist”
The person says they don’t play it often so why are you going to troll about it more? That’s silly unless you’re…..nevermind carry on lols.
I don’t see what is so confusing.
He says he’s not upset about the ele changes and he plays an ele. Then he repeatedly says he doesn’t play an ele because it’s boring.
Well, of course you’re not going to be upset about huge nerfs to a class that you don’t play because you don’t like it.
“Neither tears from me either and I play an Elementalist”
“I do not play my elementalist”
^Guardian doesn’t dominate the top position in the leader boards as far as I know. Correct me if I’m wrong. Ele does.
The boards are obviously volatile, but the last time I checked the top 10 had 5 guards, 2 eles, 2 necros and a thief.
Just to make things clear, 1:16 is worse than 1:5 but that doesn’t mean it’s horrible. Winning $20 is worse than winning $100 but you’d be insane to think that it’s a bad deal to win $20 just because it’s possible to win more.
In this case you’re not “winning” anything. You’re choosing the $5 prize over the $16 prize.
Wow, the class that is the strongest in the game, and has been the strongest for 5 months in a row and DOMINATES most of the top positions on the leaderboards, is getting a nerf.
What a surprise, shock and awe.
What are you talking about? Guardian isn’t getting any nerfs.
Engis will keep one of their tears for you Eles.
no tears from me, I am all smile
Neither tears from me either and I play an Elementalist
You do?
anyone still playing warrior??
Yes I only play warrior
The triple arcane glass canon ele is taking over the meta.
Golems and AFK people beware.
what is hurting other builds more than cantrips, besides the rtl change? besides any staff build, cuz no one really played it anyway.
-Mist Form: Can no longer use utilities and heals while active
——Hurts builds with less toughness, healing and stability that rely on MF to get their heal off.
-Ride the Lightning: Now a 40s recharge if nothing is hit, 20s recharge if target is hit
——-Hurts builds with less toughness, healing and stability that can’t stick around to wait for cooldows.
-Signet of Restoration: Passive heal slightly reduced
—— about the same for all builds
-Cleansing Waters: Now removes 1 condition with a 5s CD
——Destroys the inscription glyph build that uses the glyph heal with inscription to remove 2 conditions per 20/25 seconds and they can’t even do that without first sitting in water for 5 seconds to wait out the first cooldown.
its funny because you guys are just hating, you cant call the patch a fail just because they didnt nerf bunker ele to the ground. the patch so far sounds really good even if they miss on this ele matter. but i understand, its so nice to try to be funny on the internet.
AND they did nerf cantrip ele, “Cleansing Waters: Now removes 1 condition with a 5s CD”, and thats not to mention thieves with boon removal and warriors percing through stability and boon damage.
I was talking about it as a failure with respect to not gutting less used builds. All of the changes they announced hurt weaker ele builds MORE than they hurt cantrip bunkers.
Elementalist
-Want to bring down cantrip Ele without affecting lesser used builds
Could they fail any harder?
Nerfing RTL range from current 1500 to 1200
Nerfing RTL cooldown from 20 to 40 if you don’t hit anything
Nerfing mist form so you can’t use any abilities
Nerfing Cleansing Water with a 5 second internal cooldown (because eles spam 90 second cooldown cantrips!)
Nerfing Signet of Restoration healing
I don’t know. I’ve been playing an ele as glassy as I consider viable, and they just keep taking a dump on my chest every patch. I refuse to play bunker, so I may just be done.
(edited by Caffynated.5713)
Did they fix the BSOD when taking screenshots with the 13.4 drivers that some people were getting with the 13.3b?
My little pyromaniac.
“I finally got one of them alone!” – me
4 more round the corner.
Are you really rocking dolyak signet in that spvp match wtf?
you do know it only gives you like 90 toughness and has a cast time and isn’t a stunbreak?
You must know that balanced stance is superior to it in every way possible right?
I appreciate you posting screenshots but maybe you should go to photoshop and insert the balanced stance icon over dolyak signet.
I don’t think I’ve ever seen someone own themselves so hard on the guildwars 2 forums with a screenshot before? KUDOS BRO!!!
your response was a total let down
even the edit was a let down
Why do I feel like I’m watching Family Guy?
http://www.youtube.com/watch?v=cNkp4QF3we8
Probably just a coincidence.
If it was premade, they would have a guardian.
But the idea with valks is that if they get decently lucky and crit on their certain abilities they’ll do as much damage as zerkers.
I seriously dislike it, but I know the overall damage is lower. It’s just that when you get crit 3 firegrabs in a row it can get slightly frustrating because it’s a sacrifice that doesn’t seem to sacrifice anything given you’re lucky enough.
You’re talking about a lot of luck there.
0 20 0 20 30 valk/zerk 6x divinity has 20%(40%) crit chance.
0 20 0 20 30 zerk/zerk 6x divinity has 47%(67%) crit chance.
The valk ele has a 6.4% chance to get 3 crits in a row vs. the zerk ele’s 30.1% chance. Being 370% more likely to achieve the desired result is not a small difference.
ability to deal burst damage at the same level as a zerkers ele with a valk ammy/zerk jewel.
The potential damage is the same between valk/zerk because the power and crit damage are the same on those amulets. Where they’re different is in precision and the likelihood that those high numbers actually pop up. Valk is going to crit 1 in 3 attacks, and zerk with crit on 2 in 3 (both with fury)
The choice between zerk/valk is ~22% average DPS vs ~22% damage mitigation from toughness, and 284 vitality or healing.
Oh, and they have AoE protection on demand, one of the most underrated things that an ele has.
Who underrates Elemental Attunement? A poll on the ele forums rated it as the most important trait/ability that the class has no matter what spec you’re running.
This is what’s wrong with MMO forums. You get a bunch of people who don’t even understand how game mechanics work talking to each other, and then the nonsense that they talk about become “facts” to them because they have a bunch of other terribles agreeing with it.
Yes, 0 0 10 30 30 S/D Cantrip ele with cleric’s ammy is OP. It’s a little too survivable for its level of mobility and group support. The D/D version is strong, but it has more limitations, so I wouldn’t call it OP.
All this other garbage about burst and hybrid eles being OP is just terrible players who no one should take seriously.
Epic troll post
10/10
I think the sad part, is that with as exaggerated as your troll was, some people actually claim (and believe) the ele can do all of that and more.
i dont think you can dismiss my arguments when your argument is a youtube video of a facepalm. maybe i exagerated on numbers(people tend to exagerate while argumenting) but even if its just 3k crit burning speed and 2k ring of fire 5 k churning earth its still too much aoe for a spec with great access to healing protective boons etc etc everything i already said.
The facepalm was in response to you saying:
except even if the ele doesnt have all bunker traits and bunker amulet he still outlives everybody.
A full bunker ele isn’t even the most survivable build in the game (3rd best point holder and 4-5 most survivable in a neutral setting), so saying that a non-bunker ele can outlive everyone is just complete nonsense.
The damage you’re claiming is not done by bunkers. It’s done by hybrid eles with close to 2k power and 50% crit damage. That’s a ton of investment in damage stats, so yes, they’re going to do a little bit of damage.
except even if the ele doesnt have all bunker traits and bunker amulet he still outlives everybody.
Not sure if serious… but just in case:
a semi bunker ele can dishout 3/4 k fire 3 and 4, 4/5k fire grab, 7 k churning earth….
A “semi bunker ele” whose main stat is power, and has ~50% +crit damage (glass canon level), can deal that kind of damage using long cooldown abilities (45 seconds on fire grab) on about one in three attempts against a glass canon who invested nothing in defense.
Is that really the argument you’re going to go with? Seriously?
Seriously?
Because when damage-dealers go all-in on them, they don’t die right away.
I’ve yet to meet a competently played bunker from any class that dies right away 1v1.
And when your whole team focuses them, they don’t die right away.
Only if your team is shockingly bad.
Transmute it with those level 80 spineguard and you can use anything as upgrade item.
It won’t transmute, I tried…
I would like to use the skin but can’t…
Are you using a fine transmutation stone?
Phoenix interrupts all dodges. We’re just going to have to plan around the knowledge that it’s going to happen, and try to avoid situations where you need to dodge while phoenix is out.
Don’t need to… The churning earth combo hits for 6-7k… See the thing about bunker eles as opposed to other bunkers is they can use a berserkers amulet with some toughness runes and still be hard to kill… and before you say “OMG churning earth so easy to dodge” that is why there is lightning flash (instant teleport before channel ends) The healing on eles is so insane that they don’t need a clerics amulet or a valk for that matter they can heal to full without even touching their heal skills or utilities just swap to water dodge dodge cleansing wave and tada full health….. Firegrab is good if you can land it churning earth is a lot easier to land (if you know what you are doing)
Zerker amulet bunker eles? Seriously?
Do you even play this game or do you just troll the forums?
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