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
just gonna leave this here…
Those dudes really wanted the buttlust.
It’s alright guys, let Maguuma think they’re good at roaming since it’s really all they have going for them really. They’ve hardly owned their own garrison and have little to no idea on how to take/defend a keep… Hopefully next season they’ll give us all a better competition, just sayin’. :/
The appropriate way to take/defend a keep seems to be “bring 80 people” according to the T1 meta.
Whatever happened to respectable PvP communities? In Warhammer, if you ran a full defensive marauder with monstro even your own team would call you a DOOSH. In Dragon Nest, if you used blacklisted skills, nobody would fight you and everyone would laugh at you for being a DOOSH.
Every bad player is running tanky builds, they’re the bad player meta.
And stop running regen stun warriors. It doesn’t get any more delta bravo than that.
That’s exactly what I’m running right now because it’s awesome.
You’re running it because you’re a bad player and need broken cheese builds to carry you.
What is with everyone on Badgegate running bunkers when they roam? I realize that you dudes are terrible and face tank everything, but you’re never going to get better if you play such forgiving easy mode builds. Strap on some damage and let’s have a fight that doesn’t last 10 minutes.
I run full zerker shatter mesmer in wvw. I think that the prismatic understanding builds are way too forgiving and easy to play : )
+1 for you then.
(edited by Caffynated.5713)
What is with everyone on Badgegate running bunkers when they roam? I realize that you dudes are terrible and face tank everything, but you’re never going to get better if you play such forgiving easy mode builds. Strap on some damage and let’s have a fight that doesn’t last 10 minutes.
Everyone’s running tanky builds, they’re the meta.
Every bad player is running tanky builds, they’re the bad player meta.
And stop running regen stun warriors. It doesn’t get any more delta bravo than that.
What is with everyone on Badgegate running bunkers when they roam? I realize that you dudes are terrible and face tank everything, but you’re never going to get better if you play such forgiving easy mode builds. Strap on some damage and let’s have a fight that doesn’t last 10 minutes.
Running a mix of soldier’s/zerker works well because you get a good balance of offense and survivability with extra health to survive against condi spammers. Soldier’s trinkets with exquisite ruby jewels will give you a good mix of toughness, vitality and very efficient crit damage with power on every piece.
All soldier’s isn’t a great idea. You won’t have the damage output to burst down most builds and you won’t have the healing to win a long sustain fight. Of course, a lot of that problem is that ele is really bad right now and is generally countered by the strongest builds, in addition to them being stupidly strong.
This is a good idea, but it should probably be done after 4v5s and the terrible state of PvP balance is addressed.
A JQ havoc group is 40 dudes and an open field AC.
So, to recap, backstab is fine because all that’s left in the meta is tanks with high health, armor and damage completely inappropriate for their level of survivability.
Special thanks to JQQ for their bag delivery service. That waypoint you guys had on WK really expedited the delivery time. I just wish people would have quit tagging the keep.
How exactly are you staying above 90% hp in WvW? From my exeperience, even if I’m at a safe position in a fight and not being attacked my health will go below 90% just from random retaliation boons on the enemy players.
Staying above 90% doesn’t mean you never drop below it. It means that when you do, you heal back up immediately so that you’re above 90% health for most of the fight.
Guardians and occasionally mesmers are the only classes that I see much if any retaliation from while roaming in WvW. In zerg fights, you have to expect to get hit with retal and be ready to heal back up (e.g. keep water attunement available).
This trait is completely broken. It’s extremely worrying that the devs are even considering it and makes me fear for the future of this game that they think it might need to be 85% or even master tier.
This is coming from an ele with over 3k hours played almost all in WvW and sPvP. I’ve played a build centered around staying above 90% health for vital striking and scholar runes for much of that time, and it’s not some impossible task that people make it out to be.
The ability to automatically win every 1v1 against condi classes isn’t overpowered; it’s broken. ANet, please take note of the people who think this is underpowered and then never listen to anything they have to say. Ever. That includes Jon Peters.
Taking 10% health off an ele is like 1.5k-2k dmg. So any class can do that with 1 skill, maybe 2 in a condition build. You won’t be safe for long. I feel that Ele is getting nerfed this patch with the changes in arcane line, we are already terrible with no meta in spvp and now we are even worse.
Honestly the only thing I hate is moving renewing stamina to master, keep it adept and ele will be in a good place.
A condi necro would hit a valk or soldier ele with 30 in earth for about 200-300 damage per attack and necro has fairly slow attacks. A soldier amulet ele will have anywhere from 17-20k health. Knocking through that 10-15% health is going to take a really long time, and as soon as you cross the threshold, the ele just switches to water and pretends like nothing ever happened.
Meanwhile, basically all of the necro’s defense is condition based (fear, chill, cripple, weakness) and he can’t use any of it to stop the ele from beating on him.
This trait would be broken in a 1v1 against a condi build other than maybe engi which has decent power damage in a condi spec. Necro needs nerfs and ele needs buffs, but changing things from necro countering ele to the opposite is not the direction the game needs to be going.
Many letters
Fire II – Burning Fire – This trait has a new effect. Use Cleansing Fire automatically when you have a number of conditions on you. 3 conditions. 40 second cooldown. Moved to Master tier.
Cleansing fire is bad. A cleansing fire that you can’t control and will usually trigger on things you would never bother to remove (1 stack of bleed and the endless 1 seconds weakness/cripple applied through auto attack spam) is insanely bad. The fact that it’s a master trait in fire is just that much worse.
Fire III – Ember’s Might. The effect of this trait has been changed to Burns you apply last longer. 25%.
Ele doesn’t need more burning. The trait should remain as +5% damage to burning targets and add might you apply lasts X% longer.
Air V – Soothing Winds. Increased conversion from 5% to 7%.
This trait is worthless. Adding 2% doesn’t change that.
Earth XI – Diamond Skin. This trait has been redesigned. Conditions cannot be applied to you when your health is above the threshold. 90%.
That sounds crazy OP. A condi necro has almost no chance of knocking an ele below 90% health 1v1 if he can’t apply conditions, and he can’t even use CC condi to defend himself. This really needs to be completely rethought, because as is, it sounds broken.
Hard counters make for bad gameplay.
Water I – Aquamancer’s Alacrity. Moved to Master tier.
Water V – Cleansing Wave. Moved to Master tier.
Arcane V – Elemental Attunement. Moved to Master tier.
Arcane VI – Renewing Stamina. Moved to Master tier.
The trait changes (less diamond skin) are bad and certainly don’t create any danger of power creep for the tier C elementalist. All of these should remain adept, with maybe elemental attunement being bumped to the 15 point perk. If anything, Renewing Stamina should be a 5 point air trait like other stronger classes have.
There’s no reason at all to nerf existing builds (which are already unviable) to make your new (terrible) traits look more appealing. And what if people don’t want to spec 20 into fire or 30 earth? They just got crapped on for nothing.
Also, I’m disappointed that nothing is being done about full earth -> air spike. That sort of cheese isn’t fun to play against. There needs to be some changes to bring that instant spike down. I like the idea of a shortc ICD on arcane blast/wave when the other is triggered. Nothing crazy, just 1-2 seconds to spread the gib out long enough for opponents to react. Combine that with removing the damage from lightning flash and mirroring it to mesmer blink would also bring the spike down.
(edited by Caffynated.5713)
We can’t have Elemental Attunement and Renewing Stamina together anymore? THIS IS AWFUL.
This is a MASSIVE NERF. This is literally all we had left…
Renewing Stamina is now a master trait, while mesmer and guardian get it as a 5 point perk.
Because.. ANet…
#fail
Thanks for the ele nerfs. They’re just what everyone has been expecting.
The most amusing part of this match-up is watching all of the JQ tryhards failing PvF by not understanding they are obviously getting trolled.
Not trolling.
Lol, reading all these bitter kitten comments is hilarious. Kind of expected when you pick on the little guys though.
Not bitter.
Merely amazed that JQ forced 500 lbs. of trash into a 10 lbs. bag and then thinks that makes them good players.
See below:
Hahaha are ya serious? THIS is why Magumma has such a garbage reputation in the forums. Have more people defending this precious server (WORST out of gold league, btw) in the forums than in the freakin borderlands themselves LMAO. Well u can win this precious “PvF” which really wont matter in a week from now, we will continue kicking ur kitten in WvW. YOU FAIL!!!!!!
I almost feel bad for JQ. They hide in camps and towers even with a 2:1 numbers advantage and wait until they can bring the whole zerg to wipe a small roaming group.
It’s sad to see a once great server sink so low, but I guess that was to be expected when the heart of the community left last October. There’s nothing left but trash players now.
The only thing I worry about when thinking about T1 zerg servers is whether or not my abilities will actually go off or if the soul crushing lag that follows them around the map with ruin the game.
My experience with T1 servers has been mainly characterized by a tragic shortage of inventory space.
the thing is, most warriors have 30 points in Defense traits, meaning they are off-tanks. so you can’t complain about them being bunker glass cannons.
Bunker glass cannons?? wtf
Bunker-eles used to have 60-70 points in defense, had to use defensive amulet and also defensive runes and sigils. The damage was and is still laughable with such a spec – unless the enemy is 100% glasscannon you can’t kill anything. As for survivability: you can’t blame a real bunker for tanking one player or two players for a longer period of time but if that bunker runs around with berserker-amulett, perma-CCing any other class, tanking 3 people for a minute without problems and is still doing good enough damage to actually win a 1v1 there’s something wrong. Yes, Ele bunker was strong. But they had literally all of the traits and utilities they used nerfed:
- Lightning-Flash: Stun-Break removed
- Mist Form: can’t use spells in it anymore
- Healing-Signet: passive heal lowered
- Cleansing Water: internal CD added
- Soothing Disruption: lowered duration of granted boons
- Evasive Arcana: removed explo-finishers (ok, that was buggy and overpowered, but what about berserker-stance?)
- Renewing Stamina: added internal CD
- Boon-Duration Runes nerfed from 15% to 10%
- RTL CD doubled
- Healing Ripple: heal nerfed
- Bountiful Power: changed from 2% to 1% bonus-damage per boon
- Zephyr’s Boon: Bug-fixed
That’s 12 nerfs for a single build (remember: our only viable build), without any buffs at that time.
By doing so Anet also completely destroyed other ele-builds by taking away the last bits of defense we had. -> Eles either play kamikaze-bomber or still run around with that now useless bunker-build (or stopped playing like most of us).Warriors are in a far better position now than eles have ever been. So where are the warrior nerfs? Haven’t seen a single one yet.
Also:
ICD on Frost Aura
Reduced healing on evasive arcana’s water heal
removed unintended activations on signet heal (made up 1/3-1/2 of all signet procs)
RTL was increased from 15 seconds to 20 before they doubled it.
Auras don’t benefit from boon duration (hidden blessing since they later made S/D thief stupidly strong at boon stealing, but that certainly wasn’t their intention when they did it.)
Removed the stun breaker from cleansing fire (now a garbage skill)
There’s probably more that we’re forgetting and many that weren’t even properly documented in patch notes, but it’s easy to see just how ANet handles balancing the classes they don’t play. Add in all of the counters to ele being buffed until broken, and you have ele’s state in the current meta; “VERY strong” if the devs are to be believed.
Oh but you shave 2 seconds off of dumbfire and necros think they’re worthless. rolleyesemotegoeshere
Keep whacking ANet.
(edited by Caffynated.5713)
Why is it that TC is always in a zerg? I’ve heard countless times on TC mumble about how you out skill Mag/SoS but you’re always in a zerg attacking out manned maps?
Cat herding is a skill. It’s incredibly challenging to get that many window lickers to follow a Dorito around the map. I mean, they have to stop the entire zerg at every sentry to insure they don’t leave too many kittens behind. The commander has to constantly remind his zerglings not to get distracted by random shiny things like harvesting nodes, the mosquito event, and map completion.
TC is like a thousand times more skilled than Mag scrubs.
Kappa
Kappa
Kappa
(Cheesiest combo in the game award goes right here btw)
How so?
The ele locks himself out of all of his skills in order to super charge Meteor Shower once every 2.5 minutes. Necros do the same thing, except they’re actually really powerful in lich form in addition to super charging their well damage.
If enemies are smart enough to walk 360 units (takes ~1 second) away from the central point, they can avoid all of the damage and the ele just wasted two big cooldowns. It has a nice little niche for wiping the brain dead hammer trains, or holding some choke points, but otherwise you’re mostly going to hit a lot of air.
I have yet to see any solo roamers from TC either,
I’ve run into a few of what I thought were solo roamers. I bounced on a GF warrior and downed him, but then his 2 perma stealth thief buddies heart seeker heroed my zele to death before I could finish him.
Pro guild right there.
Then another signet regen warrior got destroyed and kept spamming me with tells until I gave him a rematch. He led me into a group of perma stealth thieves.
Pro server right there.
Not only did they steal my puppy, but he loves them more than me.
I don’t know what servers some of you are on. If you touch a Maguuma keep, you’d better hold onto your nipples, because kitten just got real.
Elementalist: Jack of no trait, master of nothing
Nah, ele is the Jack of all Trades. The problem is that they can only fill one trade at a time, where “Jack of all Trades” are supposed to be able to do everything at once, but noticeably weaker than the other classes.
Ele can be the 3rd-4th best bunker against power damage, but it dies to conditions, can’t kill anyone or run away from most classes.
Ele can be the 3rd-4th best bunker against condi damage, but it folds against power, can’t kill anyone or run away from most classes.
The meta is bunker guardian, almost any kind of warrior, condi necro, and maybe spirit ranger and S/D thief. You will see some engies, and shatter mesmers but they’re less common. People still yolo queue with ele because they love the class, but nobody wants them on a team and there were zero at the last cash prize tournament. Ele does have a cheese S/D double arcane burst build that you need to watch out for if you are running zerker.
The scene is mostly inactive right now. The last cash prize tournament was won by Denial E-Sports without bothering to practice before hand.
Pyromancer’s Puissance. You’re getting one for sunspot, and a second when you finish casting the spell that you started before attuning to fire. In the video it’s eruption.
It’s additional script actions (likely sunspot) that take place depending on if you’re in combat or not.
Out of combat with 30 fire XII, and 10 Arcana V you gain 1 might on attuning to fire.
In combat with the same, you gain 2 might instantly on attuning to fire.
In combat, if you’re casting a spell when you attune to fire, you will gain a 3rd might when the spell finishes casting.
You should expect to get:
1 attuning to fire (elemental attunement)
1 lava font (PP)
3 arcane wave (blast)
1 arcane wave (PP)
3 eruption (blast)
1 flame blast proc
Plus the extra 2 if you were in combat and casting a spell while attuning to fire.
(edited by Caffynated.5713)
Maguuma isn’t sure what league we’re going to be in so here are our two premiere videos.
pt waiting for Emo Oranges in the Silver League video. Very disappointed.
Our organized zerker ele teams in WvW will stack might, throw out Ice Spike for mass vulnerability and then tornado meteor zergs with over 5k power, 100% crit chance and 100%+ crit damage (tornado triples your base power and precision). It’s… epic. I haven’t seen a 20k meteor because most people are wearing Soldier/Knight gear, but 12k-15k do pop up quite frequently when you have a big might stack and hit somebody with stacked vulnerability.
I run 30 20 0 0 20, because you can’t always rely on other people, but if you had other people spread vuln throughout the enemy zerg, you could take +10% damage above 90% health and +20% damage to vulnerable targets while attuned to water for some truly gargantuan crits.
(edited by Caffynated.5713)
Auras were considered boons for awhile after launch, but they nerfed them when ele wasn’t terrible. The plus side was that they couldn’t be stripped with boon removal (only mesmer normally had boon stripping in their viable spec at that time). In retrospect, the nerf turned into a blessing when they started passing out boon ripping and boon hate like candy.
It’s one of those bizarro world moments where they helped out the ele when they intended to stomp it into the ground.
More people should organize this sort of thing. Last year, JQueue WvW players had a pink day in HoD borderlands organized by Daboss from Tempest Wolves.
but Warriors..You can’t throw a rock without hitting 5 of them in WvW.
That’s because of AoE cap. Otherwise you’d be hitting much more of them.
I was exited, but it really let me down too. Especially the Unsteady Ground change, its practically the same as Line Of Warding except it doesn’t last as long. I was also exited about the healing change, but really it wasn’t that great.
I was a little disappointed in unsteady ground compared to the line of warding clone expectation, but it’s still quite a good skill in its own right. You can drop your AoE, and then when people try to run out of it, block them with unsteady ground and they’ll be knocked back into it. It blocks tower and borderland inner keep gates completely; it’s very nice for bottle necking a zerg trying to push through there. Eles can now coordinate with guardians to create an impassable barrier for anyone without stability.
It’s an all around great change and a very strong addition to the staff ele’s toolkit.
The rest of the patch was pretty terrible though.
I know, right?
My ele’s face has been stuck like this since reading that.
One of the ideas I’ve been kicking around lately is to merge the current Pyromancer’s Puissance into Pyromancer’s Alacrity to make it equivalent to the Warrior Master trait Forceful Greatsword (might on critical hit with Gsword/spear, -20% cooldown on Gsword/spear skills). Forceful Greatsword would actually still be better because it can maintain more might and warrior uses GS more than ele uses fire. Just goes to show how bad Fire is right now.
The new Pyromancer’s Puissance would remove a boon when you apply burning and deal damage (0.6 coefficient) when remove a boon.
Comparing tests done today to a video I made in July, the damage is the same. Typical hits range from 3200-3400.
Apparently everyone else in the entire game except J.Sharp and jmatb are wrong and eles are actually VERY strong.
Thank you so much for opening our eyes. Now that I’ve seen the light, I don’t even want to play ele because everyone will just think I’m being carried by an OP class.
Nobody did it. Johnathan Sharp struggles beating staff eles, so they’re clearly OP.
That’s why we want to see what today’s improvements do to the game, especially to support meta. I ran into a VERY strong staff Elementalist earlier on live, and was excited to see it when I did.
Ele nerfs imminent.
Damage is basically the same as it has been. They both hit for 3,200-3,400 with my all in build, which is the same range as when I tested them in July.
If we’re really going to gold league, I would like to propose the Magswaggin Bagwagon.
For sale in WvW for just 10k Badges of Honor, the Magswaggin Bagwagon acts as a mini pet that autoloots everything for you and stores it in a spacious 1k slot inventory. I’m picturing a golden wagon, covered in badges of honor and drawn by a team of quaggan harnessed with swag chains.
Let’s make this happen.
You guys remember when warriors were kitten in PvP and eles were OP? That’s just how meta changes work. And that’s just sPvP, enjoy running a warrior in PvE or zerg WvW and being useless all the time.
The difference is, ele wasn’t OP because it was a combat powerhouse. It was OP because it could harass far point, hold out until it’s 4 stun breakers were gone and then RTL away, heal up and come back. Nobody had trouble forcing eles to run away, they just couldn’t kill them because they had too many escapes. This one little niche was OP because it basically forced 2 people to go back to their close point in order to kill the ele, leaving the rest of the map 4v3 while they did so. Then he just respawned and started the whole thing over again.
ANet responded by nerfing the ele’s ability to run away and their ability to stay and win the fight (which they already sucked at).
Warriors have been buffed to a point where they’re OP because they destroy everyone and don’t die.
^
Condition > brokenCompletely agreed.
O.o
Skills/traits and runes that offer cleanse can be found here.
It’s already possible for many classes (especially warrior by the way bud) to have great control over incoming conditions which is why condition builds need to be tankier to sustain through all the cleanse.
‘Zerker wars can rip through ~18k health + protection in under 3 seconds (This is the build I’ve experienced). Not sure how anyone thinks conditions can do better “burst” than that…
Did you just try to compare 900-1200 range condi spam to melee range burst that requires CC to land?
Even then, the damage difference isn’t that much once the setup time is counted in. A necro can easily apply burning, poison, 15 stacks of bleed, 3 stacks of torment and terror to you in the space of 5 seconds. That’s close to 4k DPS from a build that can face tank 40k+ damage before he even needs to dodge or heal. It might not be S/D ele burst, but it will melt most builds in a few seconds, most of which they will spend CC’d.
Considering it ignores armor, is stupidly easy to land and can be done from a safe range, you have to be joking. You expect everyone to bring 3 stun breakers and be able to spam cleanse conditions (many of which will be cover spam like weakness, chill, cripple) while the condi spammers just keeps reapplying them faster than they come off. I’ve used ether renewal in a fight against a SB ranger, and his 1 spam just kept covering up all the other conditions faster than ether renewal could remove the bleed.
Don’t even get me started on the counters to power damage like weakness and protection that do nothing to conditions.
^
Condition builds are completely broken right now. They can spec to be bunkers while still bursting people down with 3k+ DPS from conditions.
Condition damage adds too much DPS for just one stat. The system itself is broken right now because power damage builds need to stack 3 stats to deal the damage of a condition spammer.
You’re not going to burst down a competent necro with 25k health + life force and spectral armor. My necro can face tank an entire earth → air → double arcane burst in death shroud and my life force will go UP.
Condi necro is disgustingly overpowered and has always been a soft counter to ele. Throw in a year worth of nonstop nerfing to eles coupled with huge necro buffs, and necro has become a hard counter.
On the bright side, if you run away early enough necros can’t catch you.
1. Foefire
2. Forest
3. Temple
4. Spirit Watch
5. Khylo
6. Crapricorn
I don’t know what this “Skyhammer” map everyone keeps listing is.
DPS builds in every PvP MMO lose to tanks. It’s by design.
You’re trading strong solo ability for the power to burst through healing and actually kill people. A tank sacrifices the damage output needed to kill a healer (bunkers in GW2), and in exchange they get the health and armor to outlast DPS.
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