Southsun is one of my favorite zones. It’s beautiful and unique. Unfortunately, it suffered from some serious risk vs. reward issues and a lack of content, resulting in a lack of players to play what little content it had.
I don’t know if today’s update (or the announced sequel) will be sufficient to make Southsun a sufficiently-popular zone after the 11th when this wraps up, but I appreciate the effort. I want this to succeed and I want to see this gorgeous zone become lively.
you have nearly 4 weeks to do the jp…. stop complaining few hours after patch…
the jp would be THE ONLY LITTLE challenge about the event and immediatly people are complaining “nooo you cant expect from us to work for rewards!!!!!!”so just…
DEAL WITH IT! DEAL WITH IT! DEAL WITH IT! DEAL WITH IT! DEAL WITH IT!
(you have ENOUGH time)
I did deal with it. I completed the puzzle and got the sample (along with a nice 4g exotic from the puzzle chest). I still hate the bloody jumping puzzle, and this is coming from someone who completed the Mad King’s Clocktower – Skipping Stones is frustrating.
I would like to quickly mention that a lot of classes invest heavily into their Class-specific trait.
To be honest, this makes sense and I don’t see it as much of a problem. The unique class mechanics are, understandably, very powerful and defining.
I just want to have more than 1 viable build, like Mesmers, Engineers and some other professions have.
Anything not 0/10/0/30/30 is subperforming in PvP and 1v1s~5v5s anywhere.Guardians, Engineers (1 build), Mesmers (1 build) and Thieves that I know of don’t invest heavily in the profession trait line for the meta.
Rangers if I recall correctly also have a strong build not based on BM. So if those are still true, that’s at least 5 out of 8… so 3 out 8 is kinda different from my definition of “lot of classes”.
Warriors don’t normally spec heavily into their profession trait line unless they are going for specific traits. So that makes 2 out of 8 by your definition, 3 out of 8 for mine, as I consider BM to be borderline mandatory on a Ranger.
Immobulus ! Prettiest scepter in game.
It is lovely..but I have never seen a Giant eye drop ever. Didn’t even know they existed until I looked up the recipe..
I’ve gotten a couple from heavy moldy bags.
Elementalists have the best weapons swap ever…. There elements. You know those count as weapon swaps towards weapon sigils. Thats 4 weapon swaps for you sigil and 20 skills instead of 10. Win!
The sigils work on a cooldown, so you aren’t getting any more benefit than another player would.
Also, your 20 skills often have half the functionality of a skill on another profession’s bar.
My suggestion is simple: When you complete your monthly, in addition to current rewards, you get one Golden Laurel. These have their own separate rewards, including your choice of precursor in exchange for a full year’s worth of Golden Laurels.
Obviously, obtaining a precursor in a year is not a competitive rate to simply farming one, but it is an alternative for more casual players or those who dislike farming/spend their money on other things.
actually it is a competitive rate, in one year. I’ve been playing for six months, I’m in a 400 man guild and only two people have gotten a precursor. In one year if Anet implemented this, the market would be flooded with precursors, obviously.
Account bound?
My suggestion is simple: When you complete your monthly, in addition to current rewards, you get one Golden Laurel. These have their own separate rewards, including your choice of precursor in exchange for a full year’s worth of Golden Laurels.
Obviously, obtaining a precursor in a year is not a competitive rate to simply farming one, but it is an alternative for more casual players or those who dislike farming/spend their money on other things.
Dark Asuran Weapons, Inquest Weapons, Ascalonian Catacombs weapons (at night).
During beta, the game’s engine would ask you for feedback on certain dynamic events, personal story quests, and the leveling experience in general, giving you the option to rate how fun, how difficult, etc. the content was for the sake of feedback.
Why not bring this feature back for widespread application and community polling? Any major question can be put to the test. Some examples:
1) Is this dynamic event chain fun? Rewarding? Too easy? Too difficult?
2) How do you feel about recent updates to this particular dynamic event (in reference to the current situation in Orr)?
3) Do your class’s current weapon options satisfy you? Regardless of answer, a new poll question comes up – if more were to be added, what would you most like to see?
4) What new race would you most like to see in a future update from the options below?
5) Do you enjoy underwater combat? Use the comment box to suggest improvements.
6) Is this zone/dungeon/boss event sufficiently rewarding? (Only asked to level 80 characters who have spent a sufficient number of hours playing there).
7) How do you feel about the current legendary selection? Use the comment box for specific feedback.
8) How do you feel about the pricing of new gem store items?
Many other questions can be answered by this system. It struck me as such a versatile and convenient tool back in beta that it baffles me that the feature was not used for continued development of the game after launch.
As an added advantage, it is one of the only polling methods that can encompass the entire active playerbase.
Honestly, as much as the medium armor classes complain about the excess of longcoats, at least their armors tend to be good looking. I would much prefer an excess of coats over an excess of robes and frills. Guild Wars 1 Mesmers had an incredible selection of armor that encompassed a range of tastes. I would be willing to pay cash for Guild Wars 2 renditions of these: http://wiki.guildwars.com/wiki/Mesmer_armor.
It’s so easy a Caveman can do it!
No reason to be sexist; that’s Cave-person. ;P
And that’s racist. They prefer the term Native Cavernians.
…and watch this forum get flooded with “I’ve been scammed!” threads.
No thanks. Keep the trading post the way it is.
I’d rather see “I’ve been scammed threads” than see good dedicated players, pleading with anet to let them grind gold in order to afford gouged TP prices.
I’d prefer dealing with gouged TP prices over listening to people spamming gouged item prices over the chat. Seriously, in Guild Wars, players decided that 100g for items wasn’t enough, so they decided to charge 100g + insert hundreds of ectos here. And ectos were what… 8-10 gold on average in Guild Wars 1? There’s no bloody advantage to direct trading.
It’s because they aren’t Greatswords. If the bows fired greatswords at the foe, maybe they’d bother making them awesome.
Warriors are massively overpowered in PVE. There are some classes that are massively underpowered in comparison.
That’s about it.
this pretty much sums it up. Also the lowest damage class is probably a condition mesmer followed by a few of the engineer builds.
Just wanted to say that this is completely wrong. A Mesmer is capable of achieving the highest condition damage in the game (thanks to having a natural 5% toughness to condition damage conversion which can be stacked with the Undead runes) and sports good might stacking with access to all 4 damaging conditions. If anything, a well-built Staff Mesmer is one of the most potent damage dealers when it does not have to share stacks with other condition users or get kittenblocked by burn immune enemies.
The lowest damage build in this game is based on situation – in solo play, it would probably be the Staff Elementalist due to its low single-target damage, delayed skills, and high setup times – it only really shines in group settings.
Elite Orders armor would be much like T3 Cultural Armor in its price tag and prestige. They would be available from NPC’s in Fort Trinity after you complete your personal story.
Trinity Armor combines the best aspects of the Priory, Vigil, and Whispers armors and provides a look not typically available to your profession.
Trinity (Light)
Combines the sleek, coversome look of the Priory with that of the Vigil. The long, decorative pants from the Priory are used, but the robe part is removed and replaced with the Vigil half-robe. The Vigil scarf is much improved and elongated down the back. A hood is available for your head armor, which, if both it and the scarf are shown, provides a Whispers-esque cowl look.
Trinity (Medium)
Pact leather-workers wanted to create a look that is sleek and stands out among the traditional long coat of other leather armors. Whispers armorers provided the core of the design, but Vigil and Priory armorers edited it to fit their needs. The coat has been reformed into a vest that lengthens just below the posterior, but not much further. Pants and gloves have been redesigned with a number of cloth folds to conceal weapons. Priory scholars felt that the baggy Whispers hood inflicts too much restriction on one’s periphial vision and thus requested that the Vigil rework the uniform’s hood into a more traditional jacket hood. Interestingly, the hood counts as both the head piece and the shoulder piece and is worn either down or up based on your mutually exclusive selection of wearing the head or shoulder piece (head = worn over head, shoulders = worn down).
Trinity (Heavy)
Vigil armorers provided the core of the Trinity Soldier design, but Priory and Whispers armorers felt that the armor needed to be more symmetrical and provide a wider range of motion. An identical platemail “butt cloak” has been added to the right leg for greater protection. The Priory prioritized a smoothing out of the armor, removing unnecessary sharp edges, while the Whispers added ornate details via cloth insignias placed over the armor and a short cape over the back.
(edited by Duke Blackrose.4981)
Orr events are unplayable now. I sincerely hope this is a bug, because these changes are literally to stupid to be believed.
iTunes has a EULA clause stating you can’t use the product for the design, development or manufacturing of nuclear, chemical or biological weapons.
That’s probably the most hilarious thing I’ve heard all day.
So everyone else decided this was actually a thread about how bad/good underwater combat is and how to fix it.
I want an underwater zone (when the underwater dragon is revealed) where the bottom is impossibly deep and incredibly black (such that if you try to swim down too far you would get a warning that the pressure is too much, similar to the current being too strong on map edges) where the meta zone dragon lieutenant will slowly come into view from below out of the unending deep.
No warning, a random spawn point and just all of a sudden it comes into view.
Pants will be filled. I don’t imagine many people will like it since it can be a serious phobia for some people.
Yeah…… I’d rather not.
There is an underwater dragon. That speaks for itself. – This means a deap sea zone, or multple, and another underwater dungeon to slay the dragon. – Underwater combat will be unavoidable in the world of Tyria in the state of War with the Dragons that it’s in.
Oh yay… can’t wait for that… just kill me now.
Oh, I’m sure underwater combat will be refined by then. All they really need to do to make the experience tolerable is:
1) Rework all skills to work underwater.
2) Fix obnoxious underwater terrain bugs (unexplainable hit failures with certain projectiles, enemies going through walls and staying there, etc.)
3) Rework underwater enemies to have less cc chaining and/or less mob density.
starting with classes being gutted of their skills
These skills are usually ground targeted, which would be impossible to place when you have to consider a Y axis in addition to the X and Z.
All of these skills could easily be reworked into PBAoE or foe-targeted bubbles, just like the Mesmer’s Time Warp.
Honestly, the number of skills that don’t underwater is sad. Take a look at underwater Thieves. They lose all of their Traps, all of their Deceptions, most of their Tricks, and are basically left with just Venoms, Signets, and that bloody useless Basilisk Venom which doesn’t even work properly underwater. It’s pitiful.
We might have events that occur and came back again with a few modifications in the future. We may have events that occur and then find new homes permanently down the road. We may have bosses from a storyline that continue on forever as guild bounty hunts when a story completes. Living world also allows us the opportunity to upgrade and make parts of our existing game better permanently, a living world narrative could allow us to rebuild and change an existing zone or dungeon, or could destroy one entirely.
What I got from this is that the system could be – and is intended to be – a way for you to permanently restructure the world – at least until the next living story update changes it again. So…….. a living story update in which the undead are mostly purged from Orr and new life comes in is a possible eventuality?
Would be good compensation for knocking us unconscious with the nerf bat, wouldn’t it?
+1.
My 5-step wishlist to perfect the Ele.
1) Addition of one or more of the following weapons – MH/OH Sword, GS, Longbow, Rifle, Hammer
2) Reworks to Staff, Scepter, and Focus.
3) Rework of Conjures and Glyphs
4) Trait reworks to remove selfish one-element traits from all lines, making room for more universal traits that synergize with all attunements.
5) Reworking of Ride the Lightning – changing the nerf to something entirely different.
Absolutely not.
1. Underwater Combat
A huge part of the game is severely lacking. Enemies bug right through walls, making for terrible experiences, most underwater weapons feel clunky, most enemies (especially the Risen and Krait) are far more annoying underwater than on land (and that’s saying something), and there is no excuse whatsoever for the sheer number of utilities and elites that can’t be used underwater.
2. Organized PvP
Conquest was a bad idea for the standard pvp format. It’s easy to balance, but it’s also shallow and repetitive. Would it really be so difficult to take a note from the MOBA/ARTS genre and make the competitive mode of the game similar to Smite? You know something complex, team-based, and proven to encourage teamwork and varying strategies? Conquest should be a side mode at best, plain and simple.
3. Weapon variety
Everyone should eventually be able to wield everything, save maybe for a few exclusive weapons for each class or armor type. If we’re locked into set builds, we should have at least 10 of these per profession to choose from.
4. Trait fixes
Roughly half of all traits blow. Each profession has at least one bad trait line. This needs to be fixed before we all die of old age.
5. Open world rewards
Improved rewards while downscaling, to encourage players to play all content. Optional “Hard Mode” button to weaken your character for added difficulty and increased magic find.
6. New utilities and elites for everyone
7. Redesigning of the game’s more obnoxious foes, such as the Dredge, Risen, and Krait.
8. More hairstyles and faces for all races.
More Sylvari faces that don’t suck would be nice, for instance.
9. More Norn body types (and more body types in general)
Sleeker body types for Norn. A tall, thin Norn blessed by Raven? I’ve wanted to be one since the Norn were announced as playable – unfortunately, their character models (for males) are unrealistically brawny or fat.
10. Forced color rotations for WvW
Your server’s color rotates every week – server rank is not a factor in determining color. Helps world completionists.
O.o wait what!!! I cant take Flesh Golem underwater!!! That needs to change ASAP
Quite honestly every class need’s their Elites re-evaluated as to what can and can’t be used underwater… as it stands now pretty much everyone is shoehorned into taking a specific elite skill for underwater combat.
It’s one of the main problems of underwater combat. Thieves, for example, absolutely blow at underwater combat in PvE because they lose most of their useful utilities and are shafted into their weakest elite underwater – and for no apparent reason, given that both of their other elites could very easily be adapted to underwater combat.
The Champion Risen Chickens must be renamed to “Clucky.” This is a matter of the utmost importance to the future of the game and will no doubt cause a mass exodus of players if not implemented.
(Alternatives include, of course, Colonel Sanders and Foghorn Leghorn.)
Thief and Warrior? Really? As in … not Guardian and Mesmer? Thanks, I needed the laugh.
because guardians and mesmers are soooo op! Jokes aside:
warrior and thief are the highest damaging classes in the game. If we’re nerfing the lesser ones, why don’t we bring these two giants down too?
Because there is more to the game than damage?
Thief and Warrior? Really? As in … not Guardian and Mesmer? Thanks, I needed the laugh.
It’s not a matter of non developers criticizing developers based on things they can’t hope to understand. Take a look at the traits. Any given profession will have at least one blatantly sub par trait line. Roughly half of the majors and minors range from lackluster to borderline useless, even on paper. Some of them are even detrimental.
It does NOT take a developer to notice these things. Hell, you don’t even have to play the game to notice these things. It is just hilarious that half of the traits can be blatantly poor this long after launch.
So I get all, all the devs from all the games know nothing, because some fans think they know better and see problems. And some may.
I applied to be a game developer once. At the interview, they put a pencil and paper in front of me and told me to write my name. I wrote my name on the paper and they turned me away because I was overqualified.
The guy next to me tried to write “X” with the eraser end of the pencil. On the table. They hired him on the spot.
You probably should have mentioned that the application was to work at Capcom.
Other classes have no means of escape (Rangers) so ele now fits into that group, welcome to the gang..
False. Turn auto-targeting off. Now deselect your target and use the Greatsword’s Swoop in the direction you wish to escape. A more effective but more difficult escape involves jumping back in the direction you want to go with the first part of Monarch’s Leap on the MH sword, deselecting your target, turning around, and using the second part of Monarch’s Leap. Both of these can be combined for an escape that is at least on par with (and probably far superior to) that of the soon-to-be former Ride the Lightning.
You have other backwards leaps in your Shortbow and your utility skills.
Well engineer every skill has 40 s cooldown. + inner cooldowns.
Coincidentally, the Engineer is often underestimated/undervalued. Do we really want another high skill cap profession to fall into that hole?
It’s entirely possible the Jungle dragon has no minions, but simply corrupts the dreams of individuals.
Think about it..
Kralkatorik= Controls body
Jormag= Controls mind
Primordus= Controls life and death (he just outright destroyers)
Zhaitan= Controls undeathSo…
Mordremoth= Controls dreams.
That’s a stretch to say the least.
RTL should go back to 15 seconds, be 1200 range, and be affected by chill/cripple.
If nothing else, I fail to see why any of this RTL nerf business needs to be in PVE.
I dont’ see why ANY of the nerfs need to be in PvE. It’s not like people were asking for D/D eles for dungeon farming.
Look, I’m an Ele. I’ve been an Ele at heart since beta phase 2, when I practically invented the D/D build. D/D was overpowered. Like, really overpowered. It needed nerfing. The nerfs it is getting are heavy-handed and will probably put it in a good place. Except for one, really, really badly conceptualized nerf.
The Ride the Lightning change is completely borked. It should not happen in that form. No other profession has a mechanic that blatantly punishes you for using a chase/escape tool to escape or missing a target with it.
With the intended change to Ride The Lightning
Ride The Lightning
This skill now has a 40 second cooldown if you fail to hit a target with it.
1) Any dodge, pathing bug, or failure to hit with the RTL will put it on a 40 second cooldown. Anyone will a brain cell will dodge this ability with exactly this in mind. It will be easy and completely shut down the Elementalist’s ability to escape – this with the fact that they are the lowest base health and armor class in the game in mind. The skill is far, far too easy to dodge and too likely to meet with pathing bugs for this to be a good change.
2) Because of 1, the Elementalist will now be forced to choose whether or not he wants to initiate a fight or escape one. No other gap-closing profession needs to do this.
3) If the Elementalist DOES choose to escape with the ability, he will not be able to escape or initiate again for 40 seconds.
4) The Elementalist’s out of combat mobility is heavily reduced.
The nerf I suggest INSTEAD of the cooldown mechanic
Ride The Lightning
The distance travelled by this skill is now affected by crippled, chilled, and immobilized.
Bam, the ability is now mechanically consistent with other profession’s chase/escape tools, except that it is also slower and has a longer cooldown to make up for its great distance. It can be predicted and countered with the same means as other escape/chase tools, and the Elementalist is no longer forced to decide how he wishes to use it. A much better change and more likely to put the skill in a good place. If it’s still too much, give it a 5 second cooldown nerf or something – anything more than that will kitten the skill too much.
Elementalists can probably get out of it:
- 20 fire for signet aura;
- 20 air for swiftness/ fury aura and +20% damage for 33% HP;
- 30 earth for protection aura, cantrip trait or signet cooldown trait, and written in stone;With the buffed passives for signet of fire and signet of earth (third slot = fire cantrip for stun breaking and condition cleanse), a s/d build will be able to cast the signet’s burning early on, burst with a natural high critical chance and the help of immobilize, still have decent natural defense (buffed signet of earth, signet of restoration where the active effect can be used freely). With fury and fire’s signet, there’s no need for berzerker’s precision, which makes valkyrie’s optimal; but might go for berzeker nonetheless due to higher than normal toughness and several means to get protection. A D/D will be able to reap more benefits from auras, but s/d will hit like a truck with dragon’s tooth more reliably.
EDIT: You’ll get 75% change to critical hit for 50% more critical damage with this build with berzerker. You have a decent chance to instant kill with a well-timed immobilize + fire burst here. Of course, that’s in theory.
I really want to get shared auras in the mix, but unfortunately, you can’t exactly go 20 Fire, 30 Earth, 30 Water, now can you? Really wish Fire’s Embrace was Adept – it would open up a very good new offensive support build.
I don’t like signets. Your skill bar in guild wars 2 is already quite small, with many abilities only being used very rarely/situationally or not at all. Then you add passive signets in there for more buttons that you’re encouraged not to press.
Which is why I think a “you don’t lose the passive, but your active has a longer cd” design would be better for them.
If you want to see whack a mole check out the new confusion nerf – slashing 50% off the damage. Yes… 50%
If confusion is so overpowered that it needs it’s damage halved how come the entire metagame isn’t built around confusion, and we havn’t seen mass exodus from all the other classes flocking to mesmer and running pure confusion builds?
Even amongst mesmers confusion is typically treated as a secondary source of damage outside of WvW zerg-support builds.
Halving and doubling the damage dealt by skills goes wayyyy beyond what is reasonable, it displays no attempt to fine tune a skill they just wipe it out or make it flavour of the month. (And I bet we won’t see any buffs to mesmer’s damage output to compensate)
Oh, that is most definitely whack-a-mole. But the change at hand is also whack-a-mole, especially considering earlier changes (such as HALVING the effectiveness of Evasive Arcana heals and removing all but one blast finisher from it). They HALVED the effectiveness of Ride the Lightning if it is dodged or used as a mobility/escape tool. They completely removed a safety net from Mist Form that was useful for glass builds. They lowered healing. Etc. Etc. If this isn’t heavy-handed and without compensation, nothing is.
Oh, oh, oh, wait, but they MIGHT buff Staff later. You know, the weapon that has been underpowered since launch?
Signets exist. Almost every profession has them (with the Engineer being the only exception). Almost all of them suck. No, really. Most signets absolutely blow because of three basic factors:
1) They rarely synergize with eachother.
2) They passive rarely works with the active.
3) The very concept that signets are built around is a flawed one.
So let’s start with part 1. Signets generally don’t work very well together. We’ll consider the Warrior, Guardian, Ranger, and Thief to be the exceptions to this, given that their signets cover the basics well enough. There is no real synergy between the Ele signets, Mesmer Signets, or Necromancer Signets.
Secondly, passives and actives feel stuck together most of the time. Take this dialogue between a Mesmer and a Necromancer.
“Oh, this signet increases your boon duration and you can activate it to blind foes. Yay…..”
“Oh, yeah? Well my signet improves my power despite its active being condition based.”
“Well… that’s pretty bad, but my Condition Damage signet can be activated to Immobilize the foe.”
“Wouldn’t that be better on a burst build?”
“Exactly.”
Lastly, signets are just… not a good concept as they are. Guild Wars 1 Signets brought something unique to the game’s mechanics, as they allowed for free spells in an energy/mana-based game. Obviously, that mechanic can’t be carried over to Guild Wars 2 without changing to an energy system, which would most likely be a bad move, but there is a serious opportunity cost issue with the current signets. The active is rarely worth losing the passive. Forced choices aren’t necessarily a bad thing, but it just doesn’t work in this scenario. The only signets that get run are generally run for their passive effects or traits – with the only real exceptions being crowd control signets such as Signet of Domination or survivability signets such as Signet of Stone.
Might I suggest:
1) Overhauling signets completely. Redesign them to synergize with eachother and make sure that the passive and active work well together. The new signet system should involve long cooldowns with actives that are worth using. No lost passive effects when you activate the signet.
2) Give Engineers signets as well. Noone would complain about the added equality.
My Phantasmal Mesmer has no fury or mightstacks… My Necromancer doesn’t have mightstacks either…
I dare you, master another class. Master all builds possible for that class. Your precious Elementalist has caused you to rely on things no other class can possibly do.
Learn and adapt.
My Elementalist can’t create illusions and doesn’t have access to the best cc elite in the game. My Elementalist doesn’t have 18k base hp and Death Shroud. This is a serious apples-to-oranges comparison. The Elementalist is the most boon dependent profession in the game because they are meant to have the most access to boons.
Learn to make valid comparisons.
(Oh, and Mesmers have better fury access than Elementalists do. Eles get 2 seconds base Fury on attunement swap, Mesmers give perma-fury to all phantasms – their main damage source. Not to mention that Staff Mesmers are excellent fury and might stackers with defense potential on par with that of the D/D ele.)
My Necromancer doesn’t have teleports, invulnerability, or massive healing/AoE cleansing either. Hell I don’t even have mediocre access to stability. Your point? Elementalist damage mitigation is massive, and anyone with 50%+ Crit chance, and 50%+ crit damage is monsterously powerful. Don’t like the Ele survivability in D/D? Learn to use a Focus. It’s good, I swear.
Ok now you are just sounding crazy. Your saying glass cannon ele has massive damage mitigation?
Focus on glass cannon? Please tell me what you are bursting with. With focus you lose churning earth, fire grab, earthquake knockdown, ride the lightning and updraft, and what are you getting in return!? A fire aura, and fire wall in fire attunement (WHOOPEE) a hard to lane daze in Water (comet) a chill, in Air you are getting swirling winds and a knockdown, and earth you get an invul and a projo reflect. A glass cannon dagger ele with focus offhand is a more confused and fvcked up playing style than a left handed football bat. You have no burst skills for a GLASS CANNON with dagger focus. What are you bursting with?? shocking aura? Or how about frost aura? Drakes breath?? Maybe you are bursting with magnetic grasp? Or ring of earth?? Oh I get it you must be bursting with water auto attack.
I have played every class in the game and 5 of them consistently in Tournies, and know most of the professions very well. I have played ele when the class was considered the worst in the game, in fact people made videos mocking the ele saying its better to delete them. I remember that. Guess when all that stopped?? When the “evil” 0 10 0 30 30 build with healing power came out. Guess what? Now it’s getting the Nerf bat with no compensation, where does that leave eles??
If you notice something with all of the 10k base health professions they have all received some kind of compensation, Guardians have boons, blinds, blocks, and healing… thieves have stealth, blinds, evades and mobility, eles had mobility and the only other way for them to survive in all this Aoe combat especially in melee range is healing and some boons, the healing has been nerfed greatly, now along with mobility, Now we are just a light armor class with ok mobility. If you go glass cannon (lol, and I have been trying GC for a long time) you have 14k health and get 2-4 shot by a warriors whirlwind, (been there done that).
Your 30 20 0 20 0 build is so full of flaws I bet you have never tried it. Please tell me what grandmaster fire trait you took? Fire fields lasting longer?? Lol. No attunement cool down reduction, have fun getting any type of rotation in there. No vigor (can’t mitigate kitten for damage) No protection boon at all. Glass cannon in light armor with no protection boon, yeah you will last 3 seconds if that in any type of real fight.
I’m not attacking you, but pointing out the flaws in your build and letting you know to stop spreading misinformation about the ele.
This. 1 million times this.
My Phantasmal Mesmer has no fury or mightstacks… My Necromancer doesn’t have mightstacks either…
I dare you, master another class. Master all builds possible for that class. Your precious Elementalist has caused you to rely on things no other class can possibly do.
Learn and adapt.
My Elementalist can’t create illusions and doesn’t have access to the best cc elite in the game. My Elementalist doesn’t have 18k base hp and Death Shroud. This is a serious apples-to-oranges comparison. The Elementalist is the most boon dependent profession in the game because they are meant to have the most access to boons.
Learn to make valid comparisons.
(Oh, and Mesmers have better fury access than Elementalists do. Eles get 2 seconds base Fury on attunement swap, Mesmers give perma-fury to all phantasms – their main damage source. Not to mention that Staff Mesmers are excellent fury and might stackers with defense potential on par with that of the D/D ele.)
My Necromancer doesn’t have teleports, invulnerability, or massive healing/AoE cleansing either. Hell I don’t even have mediocre access to stability. Your point? Elementalist damage mitigation is massive, and anyone with 50%+ Crit chance, and 50%+ crit damage is monsterously powerful. Don’t like the Ele survivability in D/D? Learn to use a Focus. It’s good, I swear.
My point is that there is no point. You made an arbitrary, useless comparison. I made an equally arbitrary, useless comparison. You cited the inferiority of the Mesmer and the Elementalists in gaining boons as compared to the Elementalist, which I’m telling you is kitten because the primary strength of the Elementalist is, always has been, and always should be in their access to boons, which, by the way, Arenanet is trying to add counter play to in the form of boon hate on top of the direct nerfs.
My Phantasmal Mesmer has no fury or mightstacks… My Necromancer doesn’t have mightstacks either…
I dare you, master another class. Master all builds possible for that class. Your precious Elementalist has caused you to rely on things no other class can possibly do.
Learn and adapt.
My Elementalist can’t create illusions and doesn’t have access to the best cc elite in the game. My Elementalist doesn’t have 18k base hp and Death Shroud. This is a serious apples-to-oranges comparison. The Elementalist is the most boon dependent profession in the game because they are meant to have the most access to boons.
Learn to make valid comparisons.
(Oh, and Mesmers have better fury access than Elementalists do. Eles get 2 seconds base Fury on attunement swap, Mesmers give perma-fury to all phantasms – their main damage source. Not to mention that Staff Mesmers are excellent fury and might stackers with defense potential on par with that of the D/D ele.)
Here’s an idea, if you want DPS, deal with being a glass cannon like everyone else would have to.
Sure. Give us better base hp and/or armor or, here’s a wild idea, give our non-melee options actual, reliable damage. Glass Ele hasn’t been viable since they overnerfed Scepter/Dagger burst builds back in beta.
This is just a case of elementalists being spoiled with a ridiculously OP build and now have no idea how to play their class.
Okay, go ahead. Try actually using our alternative specs competitively. Surely you must have superior skills on our class, oh Lord and master.
Here’s an idea, if you want DPS, deal with being a glass cannon like everyone else would have to.
Sure. Give us better base hp and/or armor or, here’s a wild idea, give our non-melee options actual, reliable damage. Glass Ele hasn’t been viable since they overnerfed Scepter/Dagger burst builds back in beta.
You guys are complaining about nerfs when they are buffing stuff as well. What they are doing is weaking some things and making others stronger. AKA balancing. Your making it sound like they are just nerfing everything to oblivion without giving anything back which is totally incorrect. We don’t know at this point fully whats going to be buffed or nerfed in this patch. People always complain about nerfs but they must happen. League of Legends buffs and nerfs things all the time to change the meta of the game. GW2 is fully capable of doing the same and it appears they are.
Oh, excuse me. I wasn’t aware that the Elementalist was receiving any significant buffs to weak weapons/utilities/traits to make up for the heavy-handed D/D nerf.
You can’t increase the number of viable builds by leaving unviable parts of a profession unviable.
That’s NOT the only useful skill of D/D set. That’s a good skill, yes, a skill that make your ele run avay from the fight if you’re half dead and let you restore your hp whit a large amount of water healing skills before your enemy come again in range to hit you (expecially if Melee equipped). But you’ve your large aount of active and passive regen skills, healing skills and defensive skills. Ok, that’s a good skill, the one thet make you run away from all situation… but it’s been “nerfed” because of that. You’re half dead? OMG RTL!!! Ok, you’re free! -.-’ That’ all.
That’s not a unique trait of the Elementalist. Rangers and Thieves can accomplish the same quite easily, on a shorter cooldown.
this thread is of course completely reasonable and not at all overstated for melodramatic effect.
No, it isn’t overstated. At all. Elementalists had one viable pvp weaponset. One. And this completely heavy-handed nerf is going to reduce it to a subpar set.
You make a classic mistake: assuming that a meta develops because the alternatives are bad — not true. They are only less good in comparison to the best available. If the best available is OP, the alternatives could still be very good.
You make a classic mistake in assuming that the alternatives are good. In this case, they aren’t. Scepter is an unsynergetic, clunky piece of crap, Staff lacks the mobility and direct damage to function as anything more than a support/utility weapon, and Focus has too many subpar abilities to be anything more than mediocre.
How about actually taking a look at the alternatives and trying it out before making judgments? D/D eles became popular because they were the only way to salvage the profession’s useless non-Cantrip utilities, bad traits aside from those in earth, water, and arcana, underwhelming elites, and with one single exception, bad weapon sets.
And what do we get in exchange for the overnerfing of our only great build? Nothing.
this thread is of course completely reasonable and not at all overstated for melodramatic effect.
No, it isn’t overstated. At all. Elementalists had one viable pvp weaponset. One. And this completely heavy-handed nerf is going to reduce it to a subpar set.