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PvP 3 wishes -what do you want most in PvP?

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Posted by: Fortus.6175

Fortus.6175

Just wanted you guys to know that we’re watching this thread here in the office. The results are a great way for us to see (even if it’s a very small sample size) how some of the players are feeling about what they’d like to see improved.

Could you watch my ‘The Dream sPvP Patch’ thread? Much of the stuff in there will require months to implement or is idealistic (e.g “Bring all classes to the same level of overall effectiveness”) but it is also true that some of the stuff in there should be easy to implement (quality of life stuff). I’ll be updating it regularly and will bump periodically to add to it.

Yep, I’ve been watching that one too. I totally agree on bringing all classes to the same level, just want to make sure we do it correctly/over time and not do wild improvements/reductions everywhere and then have to revert them.

Quality of life stuff is always going on, it just also takes time.

since you are on it, might as well want to check this one:

https://forum-en.gw2archive.eu/forum/pvp/pvp/Staff-Elementalist-state/first

right now we staff ele are facing dire times.

Anyways, my 3 wishes;

1) Have ranged DPS options, specifically looking at S/F ele and Staff ele, same with scepter guardian which can be hilariously strafed (there is a video on youtube of someone just going left-right and dodging all without even trying
2) Favor DPS as much as bunkers, right now bunker rangers are dominating and there is little to no counter to this
3) Make PvP rewards affect PvE somehow (aesthetically), the PvP word is too small and currently people dont even look at you, make some armor skins or weapons that we can show off at PvE

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Staff Elementalist State

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Posted by: Fortus.6175

Fortus.6175

but staff IS support
support does not always mean healing and buffs

fire in staff is damage support because it’s easier to deal damage with it when allies are involved

is it bad that I want to support my team by killing enemies? Staff has a lot of potential, but it is not being exploited to its fullest potential because people have created this protective bubble that “support” doesn’t deal damage, justifying staff’s weakness and not letting it bloom.

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(edited by Fortus.6175)

Staff Elementalist State

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Posted by: Fortus.6175

Fortus.6175

It would be awesome if everyone could share any interesting trait lineup for staff weapon.

My efforts of avoiding the typical tanky build have failed hard

we are pretty much forced into it, not because we want to (like you said) but because water/arcana, as much as they have been nerfed, they are still the better traits.

Given that lava font wont be doing more than maybe a tick of 2k (maybe) to a 25k hp warrior and he will be doing 8k with #4 rifle (i think it is that one) we have to be able to survive around until fire is up agaisnt, because trying to do any damage outside fire is a joke. But then we are bunkers, unable to do more than just be CC bots. It is sad, there is no real middle ground here, specially since unlike PvE we cant mix and match stats, once we pcik either soldier or valkirie, we are pretty much stuck with that.

I used to go full Cleric’s and Water traits, and it greatly improved my survival.

I got tired of dealing pitiful damage and being a marginally useful heal-bot.

Now I go full Carrion and just deal with dying whenever someone decides to gap-close me. Next time I bother with sPvP I’ll probably try out Berserker, because what good is an AoE Pressure class that doesn’t do any damage? I’m anxious to compare the damage output and utility to my Condi Necro. I expect many Lava Tombs in my near future.

hahaha, imagine if lava tomb also applie a burn, it would definitely help you there, buddy.

but jokes aside, I have tried DOT staff but the only two conditions we have are burn and bleed, and the only one you can actually applyy is the fire #3 one, because hitting earth #2 in most fights is as easy as landing on the sun itself.

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3 minute fight with thief in WvW: any tips?

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Posted by: Fortus.6175

Fortus.6175

I had an approximately three-minute fight with a thief in WvW the other day. I think he was using the infinite stealth Black Powder build, but I’m not sure, as he also used dual pistols. (I don’t know enough about thieves to tell.)

We couldn’t get in enough damage on each other for a down, so we went in circles, trading bursts and healing for about three minutes. Is this normal? (Even though I’ve played a lot of WvW, I haven’t actually had a chance to fight many thieves.) Or am I missing something about how to kill these kinds of thieves?

If it helps, I run a bunker spec, but I have half Knights, half Beserkers for gear, to give me a bit more damage.

thieves are the bane of our existence, regardless of your build, specially if the thief isnt dumb enough to go full cannon like he did. They can disengage any time they want and have enough burst/sustain to be able to contest even D/D ele. He is one of those classes (like mesmer) that it is not wise to take on alone, usually is better to be in pair. It can be done, but like that fight you had, it would be a pain, and he can run anytime he feels that his life is threatened, while you wont really have much of a choice if you are the now nerfed D/D.

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Staff Elementalist State

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Posted by: Fortus.6175

Fortus.6175

It would be awesome if everyone could share any interesting trait lineup for staff weapon.

My efforts of avoiding the typical tanky build have failed hard

we are pretty much forced into it, not because we want to (like you said) but because water/arcana, as much as they have been nerfed, they are still the better traits.

Given that lava font wont be doing more than maybe a tick of 2k (maybe) to a 25k hp warrior and he will be doing 8k with #4 rifle (i think it is that one) we have to be able to survive around until fire is up agaisnt, because trying to do any damage outside fire is a joke. But then we are bunkers, unable to do more than just be CC bots. It is sad, there is no real middle ground here, specially since unlike PvE we cant mix and match stats, once we pcik either soldier or valkirie, we are pretty much stuck with that.

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Posted by: Fortus.6175

Fortus.6175

Why are people stating pve when clearly my targets are players in WvW?
The link to this post was in the Elementalist sub-forums. I wasn’t specifically talking about spvp at all, but in WvW. I have no earth or water in my staff spec. If I get downed, I rally instantly. Every single time.

while Im interested in your build (seriously am, send me a private message with it if you can please) the matter at hand being discussed involves a smaller pvp scenario, the one that you tend to find outside zergs or in sPvP.

The reason why it is not wise to bring PvE into sPvP matter is that; you cant mix-and-match stats, you pretty much are stuck with one of the 9 different stats combination, and the other one just as important; stats do not scale as much. On PvE you can go up to 102% crit increas (without ascended counting in) meanwhile in PvP you cant get any higher than 65% i belief.

Also many skills (like arcana trait 30 for effects at the end of dodges, which in PvE heals a full dagger #5 water, but in PvP heals half of it only) and condition coefficient work differently. hp pool of a warrior is ~28k hp on sPvP while on PvE (specially wvw) I have seen it close to 40k hp.

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Staff Elementalist State

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Posted by: Fortus.6175

Fortus.6175

There have been several threads on how to improve the staff for PvP in the ele forum over the last few months (actually since release) but since then nothing happened. They actually nerfed staff builds by nerfing multiple traits and skills.

It feels like there is no interest in making the staff (and focus) viable for PvP.

Sadly enough this is true. Me being a major contributor to this, I have made several threads but none has gotten any atention. Meanwhile ranger, warriors and even thieves get attention and are “underpowered”. I dare any dev to actually try to stand their ground with staff on sPvP and tPvP and then come tell us they are ok….

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[Staff] Recruiting efforts to make it viable

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Posted by: Fortus.6175

Fortus.6175

Thank you guys!!!! Ever since I posted here the views have been increasing and it has gained upvotes and comments!! Please keep it coming, let Anet know that we are aware that staff is NOT ok!

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Staff Elementalist State

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Posted by: Fortus.6175

Fortus.6175

D/D is doing all the damage?
wat?

please enlight me in how you will have PvE set, food and 25 might stack on sPvP and tPvP, this is truly relevant to us all and i might even consider doing it myself, people might call me a hacker but if you did it then its possible! [/sarcasm]

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[Staff] Recruiting efforts to make it viable

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Posted by: Fortus.6175

Fortus.6175

Good afternoon, forum goers, I have come by to inform you that due to the lack of [recent or any] activity of devs on the elementalist subforums, I have decided to bring it forth to the PvP subforum, where, I hope will gain momentum and hopefully will get its deserved attention. I recommend you go there, give your support/desdain and give an opinion, lets have our voices be heard, even if they dont agree with the mayority which should [hopefully] agree that the staff is in a dire state.

I will leave the link here and I would appreciate bumps to keep this alive:

https://forum-en.gw2archive.eu/forum/pvp/pvp/Staff-Elementalist-state/first#post2114566

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Staff Elementalist State

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Posted by: Fortus.6175

Fortus.6175

I’m not invalidating your points. Im only saying the tactics you describe are only useful vs very low skilled players.

And I was curious to find out your rating, because I never happened to see a staff ele in a decent ladder position.

You raise a good point, there are practically no staff eles in any decent teams. In my opinion, while the staff does give great support CC and decent group heals, the game focuses too much on spike damage, which is why support damage is viewed as undesirable. Furthermore, with spike damage as an emphasis, to be a good support, you must focus on support alone to be effective in high level play. That’s why an ele, which provides good support in multiple fields, may fall short in high level play. I’d say this isn’t because staff ele is weak, this is solely because spike damage is out of hand, which is something I’ve brought up in several posts. Were it to be toned down, support / pressure damage would be much more viable, and the eles brand of support would be nothing short of incredible.

look, im ok with staff being a “support”, in fact most of these “supports” skills can be used almost completely without the use of special equipment (you wont see much difference in the amount of healing/CC a zerker ele brings to one with say cleric, since the scalings are quite low and CC remains the same regardless of your build/traits)

I read your points to my op, and I have to say is, even with all you’ve said, we fall short. I will bring this one to the table; GS/Staff mesmer, shatter zerker build. He will be killing people, giving the entire party (5v5 tPvP) stealth (maybe you are going in pairs, still , stealth) or quickness, [all this without counting utilities, which in eles case, most of them are plain bad, except for cantrips, which guess what; they are selfish] will be providing a staff #5 in a capture point which is arguably stronger than any field eles have except for frozen field, since it will be giving aegis, swiftness, might and will be debuffing the enemies in several ways; team wide. GS will provide reliable on-the-call CC AoE while still putting out an ENORMOUS amount of damage.

Here is my counter point, you keep throwing CC to the table, but CC is in all classes, some have more than others, but CC doesnt scale with gear nor (in eles case) get better with traits (except for arcana Blasting wand which increases radius).

My point is; having CC does not justify the lack of…..oomph, CC is our only way of survival and as such (just like warriors have 28k hp pool and heavy armor, guardians have enourmous amount of damage mitigation, mesmers have stealth/clones and thieves have stealth) is just a form of defense which can be used offensively if we decide to forsake safety. But none of the afore mentioned classes have to sacrifice damage to become a live punching bag who is only capable of spamming CC. I would rather have the other classes which bring arguably as much CC and still can do damage.

Rigth now you are suffering from stockholm syndrome. Trust me, i went throught it, I thought the class was strong and I just needed to get better, that I couldnt kill stuff cuz i hadnt reach a certain skill-level. Then I played mesmer, guardian, warrior, thief (just to try them out, learn their mechanics and how to counter them) and I got depressed. It is not that they were easier, no, they were just as hard to master, only that one unit of effort into accomplishing something was 5 units of effort on the ele. Once again, im not talking about skill-ceiling, I might not be the best player NA, but I can certainly hold my ground. But you know something is wrong when I bring more to a team as a zerker mesmer GS/Staff than as an staff ele in any possible build you can imagine.

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(edited by Fortus.6175)

Staff Elementalist State

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Posted by: Fortus.6175

Fortus.6175

i play a fire glass cannon staff build in hotjoin, its a blast!
the damage is insanely high and its all AoE.
its a very squishy build though so probably not suitable for Tpvp

I have tried, once you are singled out you drop in a sec without a chance for much retaliation…

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Posted by: Fortus.6175

Fortus.6175

Im sure devs have stats on this, 8 or i would even say 9/10 ele players go for D/D or S/D most (if not all) of the time, and there is a reason to this; while D/D sure is refreshing twist to the mage archetype, most people (like me) are old gamers who have been taught since little by books like LoTR and older MMOs games that wizards wear staves, are weak physically and they are scary if you dont close on them, and do it fast. Right now staff ele are the laughing stock of weapons and its going to take more than;

-fixed a tooltip on Burning Retreat where it would let you try to escape the enemy and give you hopes of survival.

or

-increase damage to a whooping extra 10 power on Lava Font

to fix the profression. Please Anet, look into it, please also check the elementalist forums, we have been CRYING for well deserved buffs!

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Staff Elementalist State

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Posted by: Fortus.6175

Fortus.6175

Something people fail to recognize is; because they face mostly D/D they think the class overall is fine [OP], but the fact that we cant change weapons midfight renders this argument null. Going staff requieres investement into Arcaba 20 for the VII staff radius increase, which is mandatory. Couple with the fact that they cant do any reliable damage and lack the option to go from “group support” to “ooouh, im on my own now?!”. The entire class seems to be agaisnt staff atm, it is fun, yes, but defintiely underwhelming.

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(edited by Fortus.6175)

Less precursors = more RNG box sales

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Posted by: Fortus.6175

Fortus.6175

made me chuckle, then i cried

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Staff Elementalist State

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Posted by: Fortus.6175

Fortus.6175

EDIT: Yes, staff got good QoL improvements! Now onto focus and dragon’s tooth! DONT forget arcana VIII blasting staff which cuts too much into our build!

More than 8 months since release, Anet, yet the state of staff ele keeps deteriorating. Every nerf that ele have received have been aimed at D/D, which is arguably a very strong choice [still] but it has effectively weakened an already borderline bad staff.

Do not mistake the staff as a support weapon, due to us lacking the option to switch weapon mid-fight, we have to do and adapt to each situation as it appears, therefore 4 attunements have to fill in the role of 2 weapons each best at each scenario. Im not saying staff is useless, just that it is lackluster, underwhelming, easily replaced and could use some QoL improvements and some buffs.

Staff ele should be in a constant arms race vs gap closers, capable of hitting hard and reliably on foes at range, while trying to keep its distance from everything, failure to do so would mean a swift death. I dont mind blowing up in close combat, Im used to it from other games, all Im saying is, give us an equal chance to kill stuff at range as they have to finish us off up close. Right now seeing a staff ele means only 1 of two things; it is either a bunker, CC punching bag (aka, no damage, and in a 5v5 tournament where most of the time you are alone or in pairs, there is no denying that this scenario has to be heavily considered) which makes you dead weight to your team, or you are a zerker/valkyrie which blows with the press of D/D thief #5>#2>#2, [easy kill] unable to hit him even once because every. single. ability. is. aoe. and . near. impossible. to. hit. at. range.

Before you go; “but ele is impossible to catch, have you seen the D/D?!” Let me redicrect you to the beginning of this thread; STAFF. Every single nerf directed at this class has only indirectly nerfed eles (the nerfs to water healing, boon durations, arcana nerfs, etc) while getting absolutely nothing in return for the underdog staff. Im willing to lose some of my wasted utility to gain some killing potential if possible, but that would mean staff is in a “good state” and that is not the case.

But enough bashing, now to the suggestion, easy fixes;
Fire;

  1. fire #1 please, reduce the 1 second casting time, ONE, plus travel time is almost 1 3/4 , thats nearly 2 second to hit an ability, winding time is horrible, oh, and it can be sidestepped.
  2. fire #4 ; please make it go the full 1200 range, 900 plus casting means that you can almost walk next to the person and be on top of him in no time (tested it with a mate) Like I said, we should be in a constant arms race to keep our distance, not a self stun that leave us in no better situation than before)
  3. fire #2 Why the skill has an animation time, PLUS activation time of 3/4 till first tick is beyond me, you can literally (not exaggerating here) walk out of it, even with the increased staff radius on arcana. Please make it like necro’s marks. No negotiations on this one.
    Fire should be the element of damage, right now it does not reflect this.

Water;

  1. water #1; can we please increase the splash radius so that it can….actually hit a mate who isnt right on the very top superimposing axis of the enemy?
  2. water #5 same treatment as guardian’s staff #5, self root has to go away, period.

Air; air is supposed to be the 1v1 element….

  1. air#1 needs to be a little bit faster (a lot) , make it so that the first hit REALLY hard, 3 bounces and each consecutive hit is 50% weaker (meaning the last hit hits for 12.5% of the original damage)
  2. air #3 please make it actually connect something that isnt an Af(. Away from Keyword is a censored word?!)k player or a gollem
  3. air #5 targets inside receive either fumble or a DoT.

Earth;

  1. earth #2 mixed feeling here, if I decrease the winding up time then I cant use the blast finisher, on the other side, right now even critters can walk out of it. This is the moment where I mean that Im willing to give away some support for killing potential.
  2. earth #4 ; only 2 seconds cripple? two? cmon.

Overall we need to distribute some power to the other elements, right now fire has a lot of potential but, once out of fire you are pretty much sitting ducks, the decisions we should be taking are; “ok, a thief is coming at me, I better earth into air once he pops out of stealth, finish with a fire if he tries to run, or wear him down if he stays with water” NOT " crap, im out of fire and i cant cast AoE on top of myself, GOTTA RUN UNTIL FIRE IS UP! here, let me blow ALL CDs in the hopes i can stale long enough to survive until fire is up"

Please mind you, this is sPvP and tPvP.

edit; another suggestion is; spread out damage. Example, lets say X skill hits 1000 damage to a single person, but if say, 2 people are there, then it hits 750 each, and 3 people would be 600 each.

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(edited by Fortus.6175)

Changes to ecto salvage from rares

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Posted by: Fortus.6175

Fortus.6175

noticed this too, yesterday i salvaged 9 rares, got 4 ectos…… like seriously, i was getting ectos from at least 1/2 times i salvaged a rare, at some point i salvaged 4 rares and got ZERO, none, nada, 0.

Anet, whatssup with this?

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staff fixes/improvements

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Posted by: Fortus.6175

Fortus.6175

as much as ele need ALL this buffs, i doubt we will ever see at least one of these, sad but true. In the meanwhile, I will do wht everyone here is doing; if you cant beat the mesmers (eles 2.0) then, join them. Im surte Anet have a way to detect the amount of people playing each class, eventually they will get over their bias and buff the stff ele to stand a &chance* vs other classes.

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Badge of Honor - Guess what?

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Posted by: Fortus.6175

Fortus.6175

yah, this badges of jumping need to have more functionality in game, also, maybe make them drop easier for non-AoE monsters like necros and eles, cuz I surely didnt mind when I was playing my staff ele, but the moment I tried to accomplish something with my guardian….oh boy…

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Struggling with Guardian

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Posted by: Fortus.6175

Fortus.6175

Hi there, I will go directly to the point;

I have tried a couple of guides and right now Im focusing on GS/Staff, but Im having a little big issue; cant put out enough damage (tried zerker, PVT, conditions) to kill most people, and when I do manage to get someone low enough, I dont have absolutely any way to stick to them and they usually just run away from me.

Please, is there anyway to play DPS Guardian who can finish the job?

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A step in the right direction

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Posted by: Fortus.6175

Fortus.6175

Im glad about this new Southsun meta game, I had taken a long leave due to unbearable endgame Orr’s ugliness, though I [unfortunately] still need to go to Orr for certains mats like omnos and the such, Im glad going to southsun is viable and there is an incentive to actually play with people. I find the PvE there very satisfying (most of the time anyways, health of some mobs could definitely take a tweaking down) since you have to actually manage your skills in order to get a kill, and working with people is more than; “crap! gotta hit that mob before it completely dissapears!!”

I hope we can finally move away from the stale and (cant emphasize how important this is) UGLY Orr, endgame PvE was pretty much the only thing keeping me here since class balance is poor to say the least (yes, Im looking at you ele, staff ele keeps getting indirectly nerfed due to the D/D specc, making people think eles are viable outside of D/D when the truth is they are a guardian’s poor man at best)

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Daily sPvP?

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Posted by: Fortus.6175

Fortus.6175

The game isn’t “less casual-oriented.” Only less bad/unskilled player oriented.

Time-investment has very little to do with the issues brought up in your post. In fact, you can probably complete it even faster now that you only need to play 2 matches.

skill oriented you say? it went from 3 captures to 10 captures, from 5 kills to 10 kills, 3 matches to 4 matches. Top stats remained. from 4 to 5 objectives now, and tournament takes time setting up. 4different maps means 4 games at least. Once again, only time investment increased.

Please enlight me and the forum on how this is “more skill oriented” rather than “taking more of your time” .

Here, let me enlight you on what “Skill” is; knowing when to dodge, managing CDs, managing enemy’s CDs and movements, knowing when to move or when to stay.
Now, things that are not “Skill” having to do the same thing twice as many times as before, doing the same thing and more.

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(edited by Fortus.6175)

Daily sPvP?

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Posted by: Fortus.6175

Fortus.6175

Now it became another one of those I wish I could skip, I liked it when I could get it by playing only 3 matches, now I have to spend near an hour to get it. Well, thats it, as the casual player, with limited time which I can barely spare, the only reason I was logging in was for the laurels to hopefully catch up with all the amulets and stuff which I can only get on one character at a time. Well, I guess it is time for me to take another extended break.

Only way I could keep up with the game was doing sPvP which I dont enjoy as much since every time I turn around I see eles getting nerfed, specifically D/D, which I dont give a craap about but since staff is SEVERELY underpowered and it gets affected by every single nerf you do to eles, staff is now even more of an underdog weapon. Mean while thieves and mesmers keep getting buffs, goes to show what those 2 devs play(only 2 devs working on balance, 2 devs for entire 8 professions? even having 1 per profession would not be enough, of course when its only 2 they are going to have several bias) . Anyways, thanks for making the game less casual-oriented, another customer lost.

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(edited by Fortus.6175)

Patch notes? O_o

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Posted by: Fortus.6175

Fortus.6175

ty!

/15char kitten

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Patch notes? O_o

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Posted by: Fortus.6175

Fortus.6175

I checked the patch notes part of the forums but I couldnt find anything, where are you guys getting all your information about ele’s changes?

Also, for what I have been reading, they are simply nerfing this patch, not surprised at all, they wont buff staff. Oh well, I give up on this class, Im already leveling my mesmer and guardian, so much for the most fun class in the game, cant kill anything but a golem unless D/D, which is now going down the pits

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Greatsword please!!

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Posted by: Fortus.6175

Fortus.6175

Personally, I still find that the staff is powerful. I think it depends on how much power you have.

nobody is denying staff does damage, but whats the point if you cant hit anything?

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Please could we consider Drop rates

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Posted by: Fortus.6175

Fortus.6175

Oh great, another subtle way to kill a thread; send it t the suggestion forum, that way the community wont see it. Gj, once again, losing my faith in the forums.

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(edited by Fortus.6175)

Please could we consider Drop rates

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Posted by: Fortus.6175

Fortus.6175

TY for typing all that out…..it saves me from doing it

I will add that this also creates a deterrent for new and casuals, which only serves to fuel the cycle further, along with other negative consequences.

yah specially newer players, I have a coworker playing with me now and all I got to say is he says he has no way of ever catching up to me now (which is understandable since he is fairly new) but the problem is that even if he tried really hard, he can barely get half of the stuff I had back when I was at his stage, more like not even 1/4. He is progressing so slowly its painful, and it has even deterred me from making alts, since I havent even had a chance to fully equip my char with another set of armor/weapon/builds.

I feel like we are hitting a wall. They are slowing down the game in order to keep people from leaving (laurels, horrible success rates, low drop rates etc) Im sorry but thats starting to lean towards korean MMO signature move…..

it creates a psychological need at first, but after a while, once you break through it, you realize in how much of a trance you were and how little fun you were actually having despite what you kept telling yourself.

It has happened to me with 2moons, Rohan, WoW, Aion and I wont let it happen again. Please Anet, dont let GW2 become another stepping ladder, just “Another MMO” who milked its costumers for a as long as they could, dont recycle the community. Keep the game interesting and fresh, give stuff to work on but dont make them a necessary task, make thing intrinsically fun, not just “get 250 of this mothereffing impossible material to get whose only purpose is slowing down your progress, by swinging your sword at a rat for 2 months”

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(edited by Fortus.6175)

Please could we consider Drop rates

in Suggestions

Posted by: Fortus.6175

Fortus.6175

It’s been horrible since after mid November. Trust me they nerfed drops into the ground since beta. The only things nerfed harder than the loot are rangers and engineers.

We aren’t supposed to be critical of the game though since there’s no sub and everything is wonderful and it’s the best mmo ever and has no trinity so we can all just be happy dps.

Nerfed harder than the loot is rangers and engineers? Oh then it really isn’t that bad at all :o. But I agree the t6 mats does need to be cheaper, specifically powerful blood and crystalline dust.

it isnt about cheaper, (players set the price after all) its about dropping it more often, giving you a chance to make the decision: “should I buy it or should I farm it?” rather “let me spend hours playing and replaying a dungeon countless times to the point of boredom to be able to buy the stuff which I know even if i want to farm I wouldnt get otherwise.”

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Please could we consider Drop rates

in Suggestions

Posted by: Fortus.6175

Fortus.6175

Whether drops are the same as they have always been or not. The OP’s point is the same. Consider increasing the drop rate, currently, it makes the game less fun.

For who? What will increasing do to people who make 10g a day or even 20? I’m sure John Smith could come in here and explain the economics behind bumping drop rates and its negative affects on the economy. So you are making more money, but now everything is more expensive. So you just did absolutely nothing by increasing drops. Same reason we don’t just make more money in the world, some people actually think to fix our debt we could just use our machines to print out more money and pay it off..

you see, in a economy where money income is fixed, items have a minimun value price and trades are based upon supply/demand (once again, regulated by a minimun price, cant highlight how important minimun prices and fixed incomes are in any economy) you can actually calculate a good dropping rate that keep economy balanced.

I wont go much into mathematical details because I would probably bore you, but I will skip all that part and tell you that right now the economy is set up with a safety net; that is, drops are borderline the lower they can be while still being able to affect economy to adapt to fluctuation in populations. Here is the issue with that; there is a surplus of money, but not materials, which means that with a fixed gold income, you will try to maximize gains by doing dungeons and farming before diminishing returns, anything that deviates from that is ineffective. This causes an inflation, since the gold is present, but the mats arent, therefore prices raise (demand) while mats (supply) remains constant.

Now here comes the real issue; because nobody wants to farm corn and fruits, everyone wants to live in the urban area, the amount of people playing open world is too small, most mats come not from people going out there to farm them, but those who went somewhere out there, for a secondary objective, killed a few stuff and got “lucky”. Meaning, that if you wanted t6 mats you wouldnt go out there and kill stuff or do events on the open world, nstead you would go to CoF, farm it for 4 hours and get the gold for it. See the problem? It is a vicious cycle, you keep pumping gold out there but supply remains the same. AKA Inflation.

The system was designed for a certain number of people out in the open world, but Anet didnt take into account how personally unrewarding is going out there, they are thinking only on the big picture, which is the economy stability, but as a human being we are selfish, we want to see our time’s worth. I dont know if decreasing population of the game has anything to do with this, I dont have any statistics on this subject and it is hard to tell if people are quitting, but if they are this only makes the situation worse, since we are reaching almost the “safe net” limit, at which point the economy reaches peak inflation, and 3 golds would be just as hard to do now, but would get you just as little as 1 gold, maybe even less (once again, I lack the whole number behind it therefore I can only “estimate”)

tl;dr for those who dont like explanations: this game is setup for people to go out there, but personal reward is too small, therefore people tend to lean to gold farming, which leads to inflation since most of the time many mats can only be gained out side in the world. The economy has a safe net setup but possible decrease on population only makes the situation worse. A vicious cycle which could be solved if the community went out there and played, but since human nature is selfish, it wont happen.

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(edited by Fortus.6175)

Why are Condition Builds < Berzerker

in Guild Wars 2 Discussion

Posted by: Fortus.6175

Fortus.6175

Rapid, Carrion, Rampager

They all just do terrible damage compared to berzerker. Why is this? Why would anyone ever want to play a condition build in PvE when every class has an infinity more powerful in every single way berzerker build?

I mean, even condition necros do awful damage compared do a berzerker necro build.

Is it just that rampager’s is terrible (mainstat percision wtf) and rapid and carrion both only have 2 offensive stats?

Is it that condition duration has a cap at 100% where crit damage is infinite?

Who knows, all I know is that condition builds are bad, and people should feel bad about them.

Source

condition is more a pvp thing

it ignores all forms of armor and damage reduction, not even invulnerability can stop it (can stop reapplication but once they are ticking they will continue to do so until removed or finished)

A condi necro is probably one of the scariests things around, they will bleed the crrap out of you

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Please could we consider Drop rates

in Suggestions

Posted by: Fortus.6175

Fortus.6175

This was gonna be a really long text with some slighty angry tone, mixed with disappointment and frustration on how hard it is to make gold. Instead I will go straight to the point;

please increase drop rates, right now I feel t6 mats are an enormous gold/time sink for which I find no fun farming/spending money.

I dont mind spending money on the game since it is support it, but I would rather keep spending it on the pets and aesthetics than on 2 exotic staves which will be decimated on the mystic toilet. I would rather spend the little gold I make on items I want, rather than item that dont drop ever.

edit I have 7x% MF in between runes/trinkets, not counting the occasional omno bar . I dont have MF gear, I have zerker gear, the MF comes from the runes and the gems.

Sounds to me like they might need to check their code again. I remember a 5 month dry spell when they kept refusing to believe that there was anything at all wrong with loot and then they finally figured it out.

Meanwhile the damage had already been done to their credibility especially since a mod and a dev basically insulted much of the playerbase.

you know, im starting to believe this is the case

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Negative Feedback is important too!!

in Forum and Website Bugs

Posted by: Fortus.6175

Fortus.6175

And here is the prove, right now it has 85 views, made on 4/21. Lets check it again on 4/22 and then on 5/1.

Once ain, mods keep fragmenting the forums, stuff should be more unified, rather than all over the place. It seriously feels almost as if they are purposely hiding it while not deleting it, “freedom of speech”.

Thats it, I give up with the forums, so much for trying to improve the game. Another potential help lost.

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Negative Feedback is important too!!

in Forum and Website Bugs

Posted by: Fortus.6175

Fortus.6175

Who cares if other posters don’t read it? The matter is that the game’s developers, the webmasters, and moderators all view them. They’re the ones that can make the changes you ask for, NOT the other posters.

.

because you cant improve something if nobody sees it. Also who said devs/mods dont frequent GD? As a matter of fact GD should be the most important sicne stuffs are being discussed and improved, rather than just seen once, if anything

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Negative Feedback is important too!!

in Forum and Website Bugs

Posted by: Fortus.6175

Fortus.6175

While I agree negative feedback is just as important, I find adding a numerical value to anything causes the kitten to hit the fan.

well, forget the number, but at least a ratio, otherwise seeing a 100% positive post is not the same as 68% positive 32% negative.

Still an Numerical value though, I might be naïve but I don’t think its right that some ideas rise to the top while others that might be equally good or better sink because a forumite doesn’t like it.

Other than that I agree if we have + why not -.

No, when I referred to youtube I didnt mean the good rising to the top, I mean the little bar where it shows likes/dislikes.

\+++++++———————————\

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Negative Feedback is important too!!

in Forum and Website Bugs

Posted by: Fortus.6175

Fortus.6175

While I agree negative feedback is just as important, I find adding a numerical value to anything causes the kitten to hit the fan.

well, forget the number, but at least a ratio, otherwise seeing a 100% positive post is not the same as 68% positive 32% negative.

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Negative Feedback is important too!!

in Forum and Website Bugs

Posted by: Fortus.6175

Fortus.6175

This is not a suggestion, this is a discussion. A suggestion could be drawn from here, but I would appreciated if we left this thread on here rather than on suggestions where it just dies without ever seeing any poster’s light.

We have the option to “upvote” posts, but we lack the option to downvote them. I understand that by limiting the options to only “positive” you are missing out on a very important part of expression and decision making. Remaining neutral is not the same, neutral means you neither agree nor disagree. Reporting is also not what we need. I often see the thumbs up posts but if I see a bad suggestion I would like to be able to let the dev/mods know that I do NOT agree

“Negative” feedback is important too and it does not mean negative is the bad sense of the word. When I mean negative feedback is for example;

Tittle: Armor should scale harder with levels

Text: blah blah blah, no gear progression sometimes is bad, blah blah blah, lvl 80 exotic should be 30% stronger than lvl 79, the threshold should exist, making WvW better for exotic gear . blah blah

Rating: Yes+ (20) ; No- (78) ; Neutral" (320), Views (3586)
“Neutral being all those who saw the post logged in without going for neither.
Also a numerical value might be needed, or at least a ration of bad to good (like youtube), 100% positive is not the same as 70% positive and 30% negative. Also, the current rating should be hidden until your own has been given, that way you can prevent from it influencing your own decision.

then people can put different points and the devs can analyse from which has positive and which has negative (subsequent posts) which part of the suggestion can be taken as a suggestion, rather than only those which people agree.

Overall I think that since we lack Polls this would be a good start

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Inb4 " I wish I could downvote this…." and “my lack of upvotes for you is as conclusive as downvoting you”

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(edited by Fortus.6175)

Are Elementalists okay now?

in Elementalist

Posted by: Fortus.6175

Fortus.6175

D/D water/arcana as strong as ever.

Everything else, nerfed to the ground to the point of barely viable. There is no working ranged specc that doesnt involve only being able to kill golems or perma CC targets (aka, you need a lot of support) Unfortunately traits in anything but water/arcana means you will have no survavility at all, and the damage that you should have ain doesnt make up for it….at all.

Overall the class has boiled down to one trick pony, and that is D/D

(except for the occasional WvW, where staff still can hold its ground only in big zergs and wall raiding)

You don’t know about “everything else”. There are some other reliable builds for the ele that doesn’t involve d/d, water/arcana and still have plenty of survivability and deal above average dmg. (way more than the mediocre dmg 30 on water & on arcana deals). Of course, these other builds require more thinking and different play style than the all popuplar 0/10/0/30/30 build does.

Please enlight all of us. Before you say something along the lines of “support”, let me tell you that while we are a good support role, we are nowhere near guardians or mesmers when it comes down to passively and actively supporting the groups if they do decide to do so, and even without traiting into it they offer a lot more support than we do in keeping the party alive. Yes, staff has some good supportive stuff but it is too limited to fields for combos. The only thing saving the class on the supportive role is water #5 and #4 and air #4, because water #3 is impossible to land on a moving battle, and if you do, one tick for 8xx is not enough to save anybody, and all other last too little/too hard(impossible) to land. Damage staff is a joke (not damage wise, but whats the point of having a strong weapon when you can only hit golems?)

Scepter is another joke, good luck landing something of fire unless blowing all your CDs just to have them glued for a few seconds. As for everything else, I feel like many skills on the ele set are just fill-up skills to justify the mechanics of attunement swapping with only one weapon. Skills like scepter earth #3, as hard to hit like air staff #3, they were put there as strong skills but because Anet though the kit was too hard, they made it impossible to land unless point blank and rooted enemy shot.

Once again, D/D is the only one that can hold their ground vs others, as for everything else is underwhelming at best, thinking other than is being delusional. Granted, it isnt as bad as you would think, but I would rather have a guardian/mesmer support than an staff ele any day. I would rather have a rifle warrior or shortbow thief anyday as any spinoff ranged ele (staff/scepter) for ranged DPS, specialy for sPvP and tPvP where you need to be able to 1v1 or 2v2 with no problem given that in 5v5 most of the time you are alone.

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(edited by Fortus.6175)

Greatsword please!!

in Elementalist

Posted by: Fortus.6175

Fortus.6175

I imagine scepter will still be the top might stacking weapon, and still be a viable choice. Regardless, I would like to see the scepter be made to be a little bit faster and more reliable as well.

its kind of high sometimes to stack might when landing the only blast finisher depends on the current enemy position and takes long enough for them to respawn 4 times before it lands…. but yes, S/F sure is the best for might stacking

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Please could we consider Drop rates

in Suggestions

Posted by: Fortus.6175

Fortus.6175

I only got the game in December and really didn’t give it much thought in the beginning as it was the first MMO I’d ever played. However, once I decided to start making a bit of money, the gain at first was awesome (for me anyway). Made my first 100g fairly easily once I figured out what I needed to do. However, now it feels like there is no end in sight – I’ve been level 80 for a couple of months, I’ve got 100% map and I have 400 in every crafting discipline. Now I’m really just looking to buy up some nice items to mess with but it just seems to be a total slog fest now to get anything decent.
I love the game a lot and have enjoyed it immensely, but now I’m just bored – an Exotic drop once every two weeks just isn’t doing it for me.

at least you are getting exotic drops.

I have only gotten only ONE rare drop on Orr in my entire gaming life……

My recommendation for getting exotic drops is not using magic find gear but using zerker gear and running fotm with magic food. Always do the even numbers so you get the green boss thing. I forgot it’s name lol.

Magic gear doesn’t work in my opinion so avoid it.

I believe drops and quality are mostly based on damage numbers.

Misconception there, I do have zerker gear, including trinkets and all. The MF comes explicity from runes and gems.

Weird I have jatoro on 2 toons and yakkington’s on the other and neither show any effect at all unless magic find = porous bones.

I feel that MF might be bugged, it is the only explanation… because it makes no sense people with no MF the same (and sometimes more) than I do on a regular basis in Orr whn doing the same stuff, for the same amount

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(edited by Fortus.6175)

Please could we consider Drop rates

in Suggestions

Posted by: Fortus.6175

Fortus.6175

I only got the game in December and really didn’t give it much thought in the beginning as it was the first MMO I’d ever played. However, once I decided to start making a bit of money, the gain at first was awesome (for me anyway). Made my first 100g fairly easily once I figured out what I needed to do. However, now it feels like there is no end in sight – I’ve been level 80 for a couple of months, I’ve got 100% map and I have 400 in every crafting discipline. Now I’m really just looking to buy up some nice items to mess with but it just seems to be a total slog fest now to get anything decent.
I love the game a lot and have enjoyed it immensely, but now I’m just bored – an Exotic drop once every two weeks just isn’t doing it for me.

at least you are getting exotic drops.

I have only gotten only ONE rare drop on Orr in my entire gaming life……

My recommendation for getting exotic drops is not using magic find gear but using zerker gear and running fotm with magic food. Always do the even numbers so you get the green boss thing. I forgot it’s name lol.

Magic gear doesn’t work in my opinion so avoid it.

I believe drops and quality are mostly based on damage numbers.

Misconception there, I do have zerker gear, including trinkets and all. The MF comes explicity from runes and gems.

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Legendary SoloQ

Please could we consider Drop rates

in Suggestions

Posted by: Fortus.6175

Fortus.6175

I only got the game in December and really didn’t give it much thought in the beginning as it was the first MMO I’d ever played. However, once I decided to start making a bit of money, the gain at first was awesome (for me anyway). Made my first 100g fairly easily once I figured out what I needed to do. However, now it feels like there is no end in sight – I’ve been level 80 for a couple of months, I’ve got 100% map and I have 400 in every crafting discipline. Now I’m really just looking to buy up some nice items to mess with but it just seems to be a total slog fest now to get anything decent.
I love the game a lot and have enjoyed it immensely, but now I’m just bored – an Exotic drop once every two weeks just isn’t doing it for me.

at least you are getting exotic drops.

I have only gotten only ONE rare drop on Orr in my entire gaming life……

[GoM] Gate of Madness Server Elementalist|Guardian
Legendary SoloQ

Please could we consider Drop rates

in Suggestions

Posted by: Fortus.6175

Fortus.6175

This was gonna be a really long text with some slighty frustrated tone, mixed with disappointment on how hard it is to make gold. Instead I will go straight to the point;

please increase drop rates, right now I feel t6 mats are an enormous gold/time sink for which I find no fun farming/spending money.

I dont mind spending money on the game since it is support it, but I would rather keep spending it on the pets and aesthetics than on 2 exotic staves which will be decimated on the mystic toilet. I would rather spend the little gold I make on items I want, rather than item that dont drop ever.

edit I have 7x% MF in between runes/trinkets, not counting the occasional omno bar . I dont have MF gear, I have zerker gear, the MF comes from the runes and the gems.

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(edited by Fortus.6175)

Are Elementalists okay now?

in Elementalist

Posted by: Fortus.6175

Fortus.6175

A:
D/D water/arcana as strong as ever.

Everything else, nerfed to the ground to the point of barely viable. There is no working ranged specc that doesnt involve only being able to kill golems or perma CCed targets (aka, you need a lot of support) Unfortunately traits in anything but water/arcana means you will have no survavility at all, and the damage that you should have gained doesnt make up for it….at all.

Overall the class has boiled down to one trick pony, and that is D/D

(except for the occasional WvW, where staff still can hold its ground only in big zergs and wall raiding)

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(edited by Fortus.6175)

Unfair GS love! Staves where?!

in Guild Wars 2 Discussion

Posted by: Fortus.6175

Fortus.6175

I completely agree. There are hardly any non legendary staffs with particle effects for a start and the ones that do have it are very basic. If you are a staff necro, do you really want Bifrost? There is a huge opportunity for some really dramatic and creative staffs. I am so sick of seeing Greatswords everwhere I go.

Some love for staffs PLEASE!

Question is…would any class ever want bifrost? (with exception to pink dyed guardian).

One of the ugliest legendaries in my opinion.

For necro however I would suggest Final Rest and two others whose names I forgot :S

I find the style not my type, but lets face it, it is probably the best looking staff when it comes to particles.

Now should it be legendary? No, actually I believe the standard staff should be more like Bifrost, (minus the trail and steps), I mean, the whole point of this is making staves aesthetically more appealing, Bifrost is a good start.

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Can Guardians DPS?

in Guardian

Posted by: Fortus.6175

Fortus.6175

can they chase people? no point in doing damage if you cant finish the job…

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Unfair GS love! Staves where?!

in Guild Wars 2 Discussion

Posted by: Fortus.6175

Fortus.6175

We need more and better staffs, but also older ones to be updated with particle effects that match the swords.

I.e. The corrupted staff needs to ‘frost’ off its entire shaft. The new Molten Alliance staff needs to flame up a lot more at the top, if that’s the only place its going to have an effect.

yah man, it is all about the effects, staff feels so ….meh…for the most part

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I hate Cursed Shore

in Guild Wars 2 Discussion

Posted by: Fortus.6175

Fortus.6175

I wish there was 1 zone; just once zone where there are nothing but veterans and champions. Fireballs falling from the sky, lava pits and quick sand traps that swallow you whole. NPC’s stalking you in stealth and ambush you when you least expect it.

Make the world threatening and make the player feel like they’re being hunted.

Now if you could add disabled map to the list and no teleporting (apart from death), I’d be a happy camper, dead often but quite happy. I was a fan of early eq1, played from release, loved how hard it was, getting lost, getting killed, even corpse recovery. Very few mmo’s are actually hard any longer, and those that are – are usually in the indie category and heavily pvp. Sadly, hard pve is long gone. omg, the complaining, cursed shore is sooooo not hard :/

dunno man, even though it sound hellish, it would be fun to play for a while indeed, but still doesnt change the fact that Orr is ugly. Like I said, it isnt about Orr being hard, it is about how hard is to stay there for more than an hour before growing sick of all the greyness and deadness

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Is mobility too strong?

in Elementalist

Posted by: Fortus.6175

Fortus.6175

As a fellow Elementalist, I can tell you right now that we can escape much more easily than any other profession (aside from thieves, who stealth and disengage). It is a tad bit OP but I think this can easily be fixed by making cripple and chilled affect all movement abilities including ride the lightning, burning speed, the roll on updraft, and mist form as long as it was applied previously to skill activation etc. etc.

This will hopefully bring the Elementalist (I have no grudges against Eles, I sure do enjoy playing mine) down to par with the rest of the professions in terms of escaping and simply buzzing around like a mad man.

I smell a non-ele fellow, despite what you said. But I do agree to some extend, especially vs D/D, I believe one of the reason we will not get to see any major buffs to ele’s damage (staff) is because the class, overall, is really safe to run away with when things get tough.

What I dont agree with you on is saying that we can scape easier than thief or mesmer. If any of them truly decides to escape, there is absolutely nothing you can really do to prevent it, since stealth has no counter in this game, and they also have a lot of mobility, yet they seem to out damage us in any way.

Once again, please dont use the “as a fellow ele” excuse, it is a lie, a dirty lie to gain the forums “trust” but we can all see through it. As long as we dont have the damage of a mesmer/thief, I will not agree with the only thing that makes playing eles bearable; running away when things get bad (that unless you play D/D, things WILL go bad for you all the time)

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Bunker ranger a bit over the top?

in Ranger

Posted by: Fortus.6175

Fortus.6175

((sPvP btw)) Im not saying they are OP, dont get me wrong, it is just that, as an ele with plenty of toughness to go about, some points into defense, so I wasnt squishy, at all.

I was hacking at the ranger, 1.2k crits with valkyrie gear, so he wasnt squishy either, Im guessing heavy into toughness, I was barely able to scratching him, which is ok i guess, I mean, if you are a bunker you should at least do that much, but the issue I was having was the pet, each time hitting me easily 1.5-2k with each attack, all this while the ranger himself was doing 500 a piece with each auto attack with short bow (i used magnetic aura which reflects all projectiles and his own hits were hitting him for about the same)

Overall I found it a bit hilarious (not) that my burn did absolotely nothing to their almost perma healing all this while an own and wolf were hacking away at my health 2k per second. Is this working as intended? Because Im seeing an awful lot of these and Im starting to think that they are borderline as annoying as D/D ele (yes, I know im an ele myself, but even I hate D/D bunker eles)

I know this might be the wrong forum to post this because only ranger players (mostly) come here so its bound to be VERY biased placed, but unfortunately everytime you post something on General topics it gets moved, apparently this stuff isnt general enough…. anyways, solutions? working as intended? OP?

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(edited by Fortus.6175)