This is one of the many reasons why I’m quitting this game, it is by no means fun to kill your enemy only to have them downed when your trying to fight 2-3 players. It makes it almost impossible to win a 2v1 or its just down right annoying trying to stomp someone when you have other people beating on you. I really don’t get why downed state is in PvP its just one of the many annoyances in this game. Imho it ruins PvP for me all I think about when I’m about to kill someone in PvP is “OHH can’t wait till they go in downed state so i can get 90% in the stomp animation to have them Blink away or to have them cancel my animation, sooo FUN”
Every other mmo’s PvP is just fine and the players actually die when you “kill” them, but here, nope. Sorry you gotta spend an extra 10-20 seconds to stomp this player after you have already defeated them.
EDIT: Stop with the posts that say “oh your quiting cause of one thing, how childish” NO I am quitting due to a majority of things. Says right there in the first sentence people.
Stomping is easy if you know what you’re doing… Which you obviously don’t..
yes, i know that no movement speed stacks, and the cap is 33% speed,
but my point is that they will have max speed just by using signet + dagger traits = 33% movespeed.
/facepalm
First you say that you know that they don’t stack. Then you whine about them because you think that they stack …
Page doesn’t exist ..
the real dangerous part seems to come when you get them downed.
I think you should try to play a mesmer in PvP and figure out how their downed works. They are easy to finish off once you know how they work. Autoattack a few times on the downed mesmer. If he looses too much health, you need to look around for the real one
Thieves I can take, but the 2nd most OP profession in the game is a serious thorn in my side.
Burst, control, condition, nothing seems to work on these confusing mofos.
Tips?
Press ctrl + T when you spot a mesmer to keep track of the real one. Dodge the phantasm bursts, and like the above poster said, AOE is great.
(edited by Chipster.6713)
Which server are you on?
Desolation, living up to its name apparently >.<
hah, good one
Queensdale is perhaps the most active low level area. I was there today with my lvl 80 to gather low level food. The chat was active and the events popped up constantly and they were crowded
Asuras just feel so alive. The way they land after a jump, the way they halt after running. It’s just amazing. Can’t blaim you for liking them,
Is my computer really this bad?
AMD Athlon X2 7550, ~2.5GHz (dual-core)
3GB of DDR2 RAM
NVIDIA GeForce GT 610, 3GB VRAM
It sure is.
Also, the top players ( a mix of healing/DPS/protection.. ) could be displayed. .
I could not care less about things like this. There’s a reason it hasn’t been implemented into the game.
I feel like a lot of events could benefit from a WvW approach. Killing a dragon should be like knocking open a Fortified Wall – yes, it requires a bit of DPS, but there should be siege weaponry or something to speed up the process. Imagine this.
A dragon comes up. The thing is freaking massive. It’s completely invulnerable and still deals damage like it does now. In order to kill it, it has to be weakened by something.
There could be an event point where you have to go to a nearby area and kill X of something (don’t tell me this is too cliche, GW2 has many collection hearts/events) and bring back their essence to be combined into something. Then, a PLAYER (as opposed to an NPC) needs to be escorted to the dragon to throw it on him. If the player is downed in the meantime, he drops the item. The item can only be dropped X number of times before having to be recreated.
There could be several of these items that need to be gathered and several events that need to be completed before the dragon is actually damageable. While players are off doing these events, an event could be active while players and NPC’s try to immobilize the dragon and keep him contained to a smaller area. If the dragon were mobile, it could go and destroy village upon village in the zone, and future events would require cleanup of his destruction.
Once the necessary weakening materials are assembled and applied, players can damage him. Players could run to nearby villages to enlist the help of NPC’s in charge of siege equipment that could speed up the process. Siege equipment can be destroyed by the dragon, and when it’s gone, it’s gone.
The dragon dies, and you’re a hero, and you all go and work toward cleaning up the villages. This way, there is enough going on to divert the player density to make it feel less like a mindless zerg, and more like there is some strategy to it. I like the WvW dynamic, and feel like it could change the PvE aspect of things drastically (but only in certain areas of course – we wouldn’t want to make it the only way to play).
My two cents.
Great idea. It reminds me of a game of D&D I once ran. The players had to collect and assemble a magic scepter that they had to throw into the giant creature’s mouth to weaken it before they could kill it. They seemed to have fun with it
I don’t get the point of this discussion. I play an elementalist and I can get a 20 second uptime on swiftness, pLus I have ride the lightning + lightning flash (teleport). No one can outrun that. And when they stealth, just use your brains. Where would you go if you were in that thief’s shoes?
That brings me to the next point; what’s so OP about running away? I smell coward each time someone tries to escape me. Most of the time it’s not even worth the while to run after them. A fleeing opponent is not doing any harm. Just watch him and be ready to assault him in case he’s stupid enough to return to the battle he just lost once.
There are so many ground targeted skills in staff. I wouldn’t recommend it for sPvP. You’re just making things harder for yourself if you use it for that
I hope that “mainly using fire attunement” does not mean “I’ll stick with fire 90% of the time” because you’re locking out 60% of your class skills this way
It IS possible to stick with fire most of the time. Arcane is the only trait line that focuses on Attunement swapping, so why not let the man go full fire? I run with lightning only when I sPvP, occasionally switching to water for some added healing. There are traits directly tailored to spending most time in 1 atunnement like 20% reduced cooldowns, 10% damage in fire/water etc.. That combined with a good utility skill set is extremely powerful and makes sticking to 1 Attunement very much possible.
I toyed around with the numbers in terms of damage and going full into lightning rather than switching around did a lot more for me. Sure attunement swapping is fun and effective, but the game is still young and people need to toy around with a lot more specs. What the point in swapping into earth with a precision spec? You will deal severely less damage. Sure you got a knockdown, but then you’re stuck waiting for your main attunement to come back up.
In dungeons I’ve skipped the “swap constantly” thing and tried a water with all healing spec. It was not only easier but also much more effective. Regen on signet activation plus the constant passive regen and debuffing with vulnerability did much more for the group rather than swapping around like a monkey, while being moderate at everything.
(edited by Chipster.6713)
I feel that the healing capabilities in this game are somewhat limited, so I just leave the stat alone. If you want healing, you should go in a full water spec instead, using scepter/dagger. Your own survivability is not a problem as an attunement shifting D/D elementalist.
I don’t want your blood money !!!
What do you guys think? Heals? Boons? DPS? CC? Mobility? Escapes? What combos would be OP?
It’s not a matter of what is OP and what is not. The point is to make a character that suits your style. I know that there are a lot of great options, but you can’t have them all. That’s the whole point. You need to make a choice of which things you want the most. If elementalists had all skills available for swapping all the time, then warriors would need to have all of their abilities too. Then it would be like WoW where everyone can do the same thing and trust me, we don’t want that.
I currently have Power/Vitality/Condition damage. I Use Precision/Toughness/power on rings/neck etc. I’m using runes of earth. My damage is pretty low and I don’t think that condition damage does enough for an elementalist (unless you fixate everything into earth). I’m working on gswitching all Condition stats out with Precision and some +Crit damage. I’m positive that it will boost my damage immensely, without taking my survivability away.
I’m actually surprised this hasn’t been addressed as of yet. My 2nd 80 was a warrior, and after a lot of testing and playing around in Spvp (mostly pug games since Tpvp is all about dat bunker builds) I just Found 1h Axe+ shield a deadly combo…I mean it has Faster atk speed then 1h swords + the highest dmg per hit then any weapon…that right there I find confusing, fastest atk+ highest dmg, odd.
I tried glass cannon 100b specs and idk I simply found that build too confining…while I could build a slightly tankier warrior, still bring zerk and burst down people just as fast with 1h axe 1 atks + F1 ability (which can hit for 5k+ on heavys)
Idk just the 1h axe/ shield combo is so easy to get 28k-30k hp/2600+ armor/ and still around 3k power/40% crit chance/50%+ crit dmg…and do around 1300-1900 crits per 1 skill…Yet from other classes – Players I only find complaints about 100b…1h Axe doesnt root you and provides a offhand (shield gives a closer/stun+ block so imo is the best offhand)
So Is axe dmg on warriors a bit off atm? should it be edited or are there bigger issues to resolve first…Also why arn’t there more 1h axe warriors (other then it’s not very useful in Tpvp)
With Vigor, you can kite an Axe Warrior from here to New Zealand. The damage is fine. If you don’t know how to kite an Axe Warrior, then you deserve to be hit for 5k eviscerates imo
It’s not actually the scepter that’s the problem. It’s the Focus Skills. If they were better, we would see more Scepter/focus Elementalists, I’m sure.
Just outlast him. Elementalists are extremely strong in long battles. Glass cannon mesmers are not.
I use Armor of Earth, Lightning Flash and Cleansing Fire. They all grant me boons including regen. The stun is easily removed and I heal decently all the time. The trick is to get them to fight you in a place with corners. When he uses Moa on you, just LoS him until it runs out.
I have all weapons in my inventory and I switch them when the situation calls for it. Scepter is easier in WvWvW. I also just switch weapons for the change. There’s nothing more dull than running with the same spec all the time.
How do you use conjures?
I keep them hidden behind my useful utility skills, so that they don’t mess up my gameplay experience… If I could refund the points I spend on them, I would.
The character feels so alive. I’ve never played any other game before with a race that looks and feels so alive. It’s awesome
Wow and other : Trinity – there are 3 main roles mostly – they are all needed – hard to make party – classes become quite fun to play trough, and combat is moderately fun.
.
I stopped reading there. Roles is the most one sided and boring thing ever. It’s actually so boring and easy that people made dps meters just to get some kind of challenge in that dull system.
The “no roles” is the best part about guild wars 2. If you want trinity roles, then maybe you should play another game?
So lately I’ve been working on deciding on a build (and ofcourse stats) I want to go for in PvE, and trying out different things before I started farming an exotic dungeon set with specific stats. I finally went full Power / Toughness / Vitality, with Power / Toughness / Healing Power jewelry, because I liked the doube dagger playstyle and it really needs the toughness. My build is 0/10/10/30/20, so with most of the points in water, also for survivability.
Playing sPvP and WvW a lot (as well as dungeons actually, but I won’t talk about PvE), I have noticed that elementalist has a lot of disadvantages in PvP, at least when it comes to defense. Ofcourse compared to medium and heavy armor, we have a disadvantage. But compared to the other light armor classes, we also have disadvantages. Necromancers have ridiculously high base health (including their F1 which is basically an extra health pool), and mesmers have a great single target 1200 range build (greatsword), along with their illusions to control people and keep from getting hit (along with dazes and such, you know what I’m talking about).
This isn’t a problem for staff DPS, or even scepter mainhand, because with a bit of skill you can manage to keep at range and kite and what have you. But as a D/D elementalist you are forced to go in melee range of classes that almost always have more base defensive stats than you. The result is that I had to invest a lot of points in defensive traits and gear to be able to survive as D/D. Taking points in water and earth gives us lacking bonus defense, but it really kittens our damage. I for one am not going glass cannon in PvP because that’s just ridiculous, but putting so many points in defense just to be able to survive is ridiculous. Again, staff and scepter builds are okay with this because they don’t require melee range, but D/D does require you to go melee.
So, what my real suggestion is (will also be mentioned in the TL:DR, I just wanted to sketch where I was coming from): change the windborne daggers trait to something more defensive. No one cares about run speed increase anyway because you can keep up perma swiftness, and D/D really needs some more defense because it forces you to go melee. This would open up some points that we now have to put into defense, and we could put those in offense. I’m not sure what would be best, I was thinking of something with +% toughness while using dagger as a mainhand weapon, but I’m not a game developer and I don’t know that much about balancing. Again, this would only change D/D to increase their defense, giving them a fighting chance in melee range. Scepter and staff would remain unchanged, so no balance issues there. It just makes no sense that the class with the least defense has a build which requires them to go into melee range (and I personally think D/D is the most fun).
So, to conclude (I did go a bit more in depth than I was planning to, just wanted to make it clear), here is a much needed:
TL:DR : Double dagger elementalist needs more defense, at the moment we have to put too many points in earth and/or water to be viable, so change the windborne dagger trait in arcana (nobody cares about movement speed) to something that gives a defense bonus while using dagger main hand. I would say extra toughness, but not sure what would be best.
Just wanted to see what you guys think of this, and if possible, get the developers to read this (even if only the TL:DR), because I think D/D is a really fun build, but at the moment it requires too many points in defense, and you need those points in defense because you are in melee range and otherwise you get two shot. Let me know what you think!
I have 10 points in water and 10 points in arcane. I almost never die in sPvP, nor in PvE.
On my warrior I die constantly, because I have to be in melee. I never have the protection nor the regeneration boons. Warriors have no escape mechanisms for bad situations.
I have not played a profession with the same awesome survivability as D/D elementalists. We certainly don’t need better defences. If something should be improved, it’s our offence and the conjured weapons.
I tried speccing to optimize everything I got form conjure weapons. Greatsword is decent, but you’re just a warrior with lower damage. The others aren’t even worth mentioning. The damage on flaming axe is embarrassing. Why would I use a skill to be able to conjure up a weapon that prevents me from using any of my normal skills, when the skills and damage is worse than my actual skills?
I have no issue fighting D/D eles. I play glass cannon, but stay in water atunement the whole time. I absorb his burst and nuke him down before he thinks the fight has started. That is right, I never leave water atunement (except when traveling, but that is non-conbat.)
I call BS on that.
Tried linking my build in the talent calc but it didn’t work. I go 25 fire, 30 air, and 15 water. In fire i get burning on crit and damage against burning, in air i get glyph boosts and soothing winds. In water +20% against vulnerable foes. Scepter/focus.
Try it, that is my build. I use Berserker gear, with Ogre runes on my armor, flat damage on weapons. Glyph healing ability and elite, arcane spells for the 3 utility.
Enjoy.Yeah.
You need to show some evidence for this. On the face of it, something doesn’t add up.
Feel free to go into the mists and take all of 5 minutes to set up the build. D/D is very mobile and the chill on your focus4 stops them in their tracks, as well as delaying some of their cooldowns.
Let me guess. Thieves and warriors wipe the floor with you?
So where do I go from here? I don’t see any point in completing dailies since i got 134k karma that I can’t use for anything. I bought some level 80 excotic gear through lion trade, so I don’t see any need to start a crafting profession. And now I feel that I’m stuck
What do you guys spend your time with?
The tournament event in Gendarran fields is awesome for getting 2 fast events plus a lot of kill variety
“~” used in switching weapons, does not exist in the elemental class, but seems to be a thing for all the other classes, bug? Making combat a very selective thing. I will just stand on a wall and look pretty if I cant switch my weapon from D/D back to staff or hope to find an arrow cart. Or if I am already equipped with a staff, I just run from PvP, even 1on1 PvP until I have time to open my inventory and equip something fair or get to a group. I frequently see other Ele’s with the same issue. They are either a glass cannon or glass cases, usually never the correct one for the moment. Staff is great for groups, and daggers are great for 1v1. In WvWvW, I find myself in both situations, sometimes needing to switch my weapon multiple times in only minutes. Even a long cool-down on weapon switching would be more useful than what it is now.
You’re kidding , right? If we had access to weapon swap, elementalists would become immensely overpowered. Is it so hard to just go to your inventory and equip that staff when joining a group?
I played a warrior so I didn’t have the ability to manage all these skills.
What are your keybinds?
1,2,3,4 for attunements
Mouse buttons 1,2,3,4,5,6,7,8,9 for skills
R for elite skill
Default movement buttons
To me the risk vs reward is nice, but the time vs reward sucks. My Warrior can kill 6+ mobs in a fraction of the time my Ele can and not even break a sweat. It is really kind of sad…
You’re obviously doing it wrong. I can drop way more mobs than any of my other toons on my elementalist.
PvE-wise, I’d say they are definitely worth it. There is a steep learning curve, but once you master it, as said above, you can easily become a very versatile machine.
Would you be able to explain how you manage to drop mobs faster than a warrior in Orr? I play D/D and find I am killing very slowly. Im a new level 80 and advice would be great.
This way is one way to do it.
So I made an ele recently and the one thing that stands out to me is the absolutely HORRIBLE amount of damage this class takes. I swear everything in this game can like 3 shot me with a weak attack. I’v never played a class soooo weak in defense. The damage isn’t that great either but hey I could make do with it if I could possibly not die when i get touched by mobs. The tiniest poke kills me. So how is this class played?
That’s funny, because elementalist is the profession, I found, to have to highest survivability. If you trait right, you can get tons of boons on you every time you swap attunement and use cantrips. Go dual dagger, 3 cantrips and trait for getting more boons.
For a game called GUILD WARS 2 their is a lack of GUILDS FIGHTING GUILDS and its made by AREA NET their also seems to be a lack of AREAS. But why do we care they already took our money. They made profit from this game they don’t give a kitten about us or this game anymore they obviously proved it
You have every possibility to fight guild vs guild in WvWvW and sPvP. Just join with your guild and you will most likely face other guilds as well. But if you are so mad about the game, then why not just quit it and play something else. The game is everything I expected it to be, if you got your hopes up too high, then it’s not anyone’s fault but your own.
They wont add ladder system because they want this game to be PvE carebear game, ladder system would cause trashtalk and all Anet wants is a community which is silent and carebear.
I rather play a game with my friends and those i like to play with on a ladder system then have a friendly community.
Then go play WoW or HoN/LoL. You will get your ladder and unfriendly community there
I call my spiders “Charles”, wolves “Jeffrey”, bears “Toby”, and raven “Poe” in PvE. In PvP I replace “Juvenile” with “Champion” or “Veteran”. From what I’ve seen, veteran gets the best response. Enemy players tend to attack it much less.
Hahaha made my day
Shark : Jaws .. You may now hit me for my non-existant creativity :>
Some of my other pets are named after the Silver Fang movies.
Drakehound: Ben
Black bear: Madara
Brown bear: Akakabuto
So basically, all thieves are human female?
Hey all!
So I’ve just recently made a female Norn Ranger. I needed a break from my Guardian.
I’m only level 12, so I’m still pretty new to the class, but so far I am absolutely loving it. I can go up against a large mob, and with my pet keeping the enemies at a distant, I almost never die. They seem pretty awesome to me!
So my question is, why do people complain about them? I’m not saying they shouldn’t, I simply just don’t know. I never played a ranger in GW1, so the whole class is pretty new to me. Besides, it may get worse later on.
Thanks!
It’s because people are ignorant and think that the word “ranger” = ranged dps, even though it’s clearly not.
Like the guy above me said, it’s really not optimal for SPvP.
The problem with longbow is that you need clear space to fire and you benefit more by firing from a distance.. It’s much better suited for WvWvW.
I’ve killed champion mobs on my weak elementalist.
Just because you killed that mob doesn’t mean that ranger pets are OP. it just means that you played smart.
After the words “best ranged class” there is no more reason to read.
1)- Spirits and flags are incomparable. Banners have a permanent(!) buff, and spirits have only CHANSE to buff, banners invulnerable, and spirits (even with trait up) die with 2 hits. Ow.. and they have same range. To do so that they will went for a ranger, you must be deep in the natural magic, and then you will have zero damage. Many traps and spirits? Two traps and one spirit. Or two spirits and one trap.
2) In terms of the trap thief is 100 times better than ranger. Plus has 3 times more damage. 3) Want a good support with a ranged damage? This is anyone but not ranger. Elementalist. Engineer. Guardian. Necromancer. Mesmer. Not ranger. And yes, all these classes have more ranged damage and more damage and survival in close combat.By the way, necromancer has much more a good ability than barrage on scepter.
Who is ranger after that? useless crap.
2 spirits and 2 traps. Nature spirit + stone spirit. If you’re using “rampage as one” as your elite skill in dungeons, then you’ve got your priorities wrong. Frost trap and spike trap both have low cooldowns and crippling is a really good way to start a fight and control mobs.
Now look at what banners actually do. At max level: 90 toughness and 90 vitality. You can barely feel that. Stone spirit offers protection which is the best defensive boon in the game. If you place them out of harms way, your spirits won’t die. Mine barely ever do.
And stop thinking about damage. This isn’t WoW. There are things that are more important than damage in this game.
If you think that your ranger is so much worse, why don’t you just choose any of the classes you just listed? The grass isn’t always greener on the other side.
moderator edit: This post has been edited to remove a violation of the forum code of conduct.
(edited by Moderator)
The day I whine about a 0.04 attack speed nerf, is also the day I should stop playing computer games altogether.
Seriously, get over it already
An archer uses bow and arrow, not a rifle. Just because it sais that they can bring foes down from a distance, it doesn’t mean that it’s the only thing they can do.
Still, compared to the other professions, I still think that they are the best ranged class. I would much rather have a ranger in my group than a ranged warrior. A rifle/bow warrior brings squat to the table besides damage. And since this isn’t WoW, I can’t use that guy for anything. Banners have horrible range and they have nothing noteworthy in utility. Where a ranger can bring spirits (especially nature and stone are great) and a good number of snares.
Plus barrage is, arguably, one of the best WvWvW abilities in the game.
Where does it say that a ranger has to be better at ranged attacks than other classes? I see the ranger more as a beastmaster, combining pet damage with whatever weapon you have.
The word “ranger” in fantasy universe is simply a wanderer. It doesn’t mean ranged specialist, like a lot of people think.
Btw if you loose to a rifle warrior, you’re not dodging the right attacks. In bow-ranger vs. rifle-warrior, the ranger has the clear advantage, since he can always dodge the only two noteworthy damage skills: Flurry and kill shot. While constantly dishing out sustained damage, the ranger should win that 1 on 1 match-up without much effort.
why do people play warriors? becuase there easy and for kids, really skilled people play the magic classes
Dat name -.-
I don’t see how a mesmer or elementalist is any harder. I actually have an easier time playing both these classes than I do with my warrior. Why do people play magic ranged classes? Because THEY ARE (L2grammar) easy and for kids. Skilled players play warriors.
The rangers in GW2 remind me a lot of the rangers from D&D 3.5.. A lot of small hits from you and your animal companion quickly adds up to a large number in total.
You will never ever win against a competent thief.
If all their tricks are up (steal and their ultimate), then you won’t win. Doesn’t matter how good you are or what abilities you have.
The battle will go like this:
Steal (3-4k) -> Whirlwind (no damage taken, stability) (3-4k) -> dagger storm (7-8k) (or thieves guild + them attacking from range(8k+)
So..even before you’ve been able to attack them once you will have taken about 15k of damage. You could chain shield block and endure pain for 6 seconds of immunity, maybe dropping that to 10k damage but then they can hit haste + pistol whip + immob poison (or heartseeker spam) hitting for 3-4k a hit and then it’s goodbye warrior.
Or they could just kite you with shortbow and caltrop dodges + shadow refuge.
The only way i beat good thieves, i if they’re unloading on someone else first.
I usually let them try to pull off all their puny little tricks while I block and dodge them all. Just stay away when they whirl and remember to block that initial spam.
When they are done unloading everything and I’m at 100% health, I shield bash them and pound them with my hammer.
The good thing about MMOs is that people have absolutely no creativity. They watch a video on how to spec and play and therefore they all play the same way.
Have you tried a more defensive approach? I’m running with sword+shield / hammer and I haven’t got any problems surviving and dishing out some decent burst.
You can’t just categorize professions like you can in other MMO’s. All professions have a bunch of things they can do