Many if not all the hits from the Trident (5th Water skill) “Tidal Wave” miss almost always even while in range, is this a bug?
Ele should have to work harder to survive especially in comparison to War. I just don’t think we should have to work as hard as we do now, sacrificing damage for survivability just to scrape by.
I can’t imagine dieing in the 3 seconds you are invulnerable from poison, bleeding, burning or what ever else. I would argue that Invulnerable should prevent you from taking fatal damage, except from fall damage, but I don’t feel it should remove weaken or negate the damage from conditions.
Aether McLoud.1975The fact that every single pvp build has 30 into water , 20+ into arcane and nothing into our actual “damage” traitlines actually shows all that is wrong with ele at the moment.
I’m just curious to know Anet’s view on the Elementalist class.
Any way here’s my current build. http://gw2skills.net/editor/?fEQQFAWhImibwR5wjDAkHn4CLCFVQRRxM7A
So the bottom line is that individuals feel the Ele is not balanced equally with other classes for PvP and maybe PvE?
Wow no one reads, anything, I am not complaining about players killing players. I am questioning whether the traps are balanced.
“Do others think the traps are balanced?” Obviously, yes.
My main issue is with the siege weapons in the puzzle area, especialy in an area out of reach. The rest of WvW is balanced so one side with skill and strategy can over take the other. Why does the jumping puzzle get exemption?
You are all basically saying you are fine with the Jumping Puzzle being one sided.
It is my position that the siege weapons at the very least are an exploit. When strategy and skill are unable to counter an enemy force in a pvp setting it is not balanced. The chains to trigger the built in traps are at least in range of long distance attacks.
http://i131.photobucket.com/albums/p315/Selhteus/GW2%20Forum/gw113ed.jpg
Yes, pvping inside the puzzle is fine. Yes, I think it is fine to deny enemies blue prints. I however feel that it is an excessive form of greifing and rewards players who need little or no strategy who camp.
Also you are not receiving blue prints for free for all who may think that, the jumping puzzles are a great challenge for some. Especially this one that is one of the longest and most changeling even with out enemy players or the traps.
I also want to ask, why are the three other jumping puzzles never camped to deny blue prints just this puzzle? Is it because it is so easy, almost requiring no skill, to deny others?
In no other part of WvW is their such an imbalance in favor of one side.
I don’t want to see the built in traps go I like their novelty but I don’t feel they are balanced if Anet feels they are, fine.
At the very least siege weapons as I said are too great an advantage and their deployment should be blocked.
I also view all the comments that say this is just complaining as rude, this is a valid point, complaining or not. Attacking players in a pvp zone is fine, I am questioning the balance of the built in traps.
Opposing players have built an arrow cart at the top of the circular arena room of the Eternal Battlegrounds Jumping Puzzle, the room is where the animals can be released from cages. The arrow carts location is impossible to reach without ascending to the top.
The level of camping and griefing that take place in Obsidian Sanctum from the built in traps alone is degrading, unbearable and takes away a great deal of enjoyment from the game. And now individuals are taking in siege weapens? The built in traps serve the same purpose as this arrow cart (which is an exploit of how this puzzle was intended function, I hope).
I do not feel griefing should be rewarded, supported or aided even in a pvp setting such as wvwvw.
I hope Arena Net feels similarly.