This is obviously an exploit.
This bug actually ranks higher on the problem list for me then the queue times. Invisible enemy mobs are unbearable and ruin WvW for me.
I remember the week of launch I played WvW for 12 hours straight for several days, and died maybe a three times each session. This first week I never ran into this problem. Now, for some reason this problem with mobs of invisible enemy players is common, and thus I die constantly. I can’t stand it. I shouldn’t have to deal with the 10 minute run back to the fray because I was killed unfairly due to a graphical anomaly.
Also, just yesterday I played WvW where it was Medium population versus Medium population versus Low population. Didn’t see the issue a single time. I then transfered to my original server, waited 4 hours to get into WvW (of course), and almost immediately experienced the invisible enemy players.
Sounds like the WvW population caps need rolled back to launch limits.
(edited by Fugly.5287)
For several days after launch I was happily breaking down karma items, and vendoring them too. Unfortunately the developers fix to exploits is to eliminate a key source of coin and crafting materials.
Your friend received the same punishment as the people who exploited hundreds of gold and ruined the economy. Seems pretty screwed up to me.
The thief can teleport 75% the distance an elementalist can travel during mist form while downed. The thief can use the ability immiediately upon being downed, elementalist must wait 10 seconds. The thief’s ability is recharged almost as soon as the elementalist can use downed mist form the 1st time.
Elementalist are more frail then thieves.
Sense, this does not make (unless the devs just hates elementalists).
Why they be hatin’ on elementalist?
I think there is no queue on several of the lowest population servers, like Kaineng. No wonder there are so few players in WvW on those servers. Players who love to play WvW most likely have transferred to the winning servers. So you have to find a balance between short queues and decent WvW play experiences.
The people i’ve talked to who’ve been on low/medium population since launch have all shared one complaint. Population inbalance in WvW. High population versus high population versus medium population = medium population always loses, badly. That was their reason to switch to a high population server – because it makes WvW fun.
God I wish there was just one giant WvW queue that combined ever single server when you queue up solo. I could care less which server I represent.
I’ve spent the last week transferring between servers looking for decent WvW queue times. While most servers maintain the standard 4-5 hour queue, a few are between 30 minutes to an hour (maybe 2 hours for eternal).
However, they all seem to have their downsides. The short queue servers i’ve found have been unofficial oceanic, or are home to large Korean guilds, for example. I thought this would be great because of the low US player population during US peak hours (meaning short queues), but these servers are always losing really REALLY bad during hours when I play (but do better when i’m sleeping). It is so bad that WvW feels empty. I’ve played WvW for days on several low/medium population servers and honestly gave it my all, but can’t take it anymore. The larger population servers always have way more players on the battlefield. ArenaNet may claim the teams are even, but from what i’ve observed that’s clearly not the case.
A WvW battlefield where all 3 servers are high population it is very fun. I want that, just without waiting 5 hours.
Any suggestions? I’ve only tried about 1/2 the servers so recommendations are appreciated.
If you’ve done all that already perhaps you should get a job or continue your education.
I think it is more likely that ArenaNet will prevent us from using heart of the mists to get to lion’s arch then they are to reduce the cost of waypoints. Anything to force gem for gold microtransactions. There should have been a disclaimer when purchasing the game.
“Full enjoyment of this product may not be possible without additional in-game purchases. Credit card required”
I mean just look at the last changes the last two weeks:
Lumber cost in crafting recipies increased 33%
Common cooking materials no longer purchased with karma, instead found in loot bags.
Reduced drop rates on blood, scales, bones, dust, etc.
Removed vendoring quest and karma gear.
Removed breaking down quest and karma gear.
Removed vendoring pickaxes, axes, and sickles.
submit a bug report
i noticed the same thing with celery after the cooking nerf patch last night
You have to wait 5 hours. Maybe 4 hours on a low population server. Plus you only have 60 seconds to click the prompt with no audible notification.
Thieves excel in sPvP, and elementalists suck in sPvP. However in WvW thieves are essentially useless, and elementalists are vital.
How ironic.
I don’t agree. Mist form while downed is the most useful WvW downed skill. You just have to live long enough while downed to use it. Takes what, 10 seconds? Just be careful not to die near the enemy mob. Which is easier as an elementalist then any other class except mesmer. Use cantrips! If you’re going to die, position yourself first! Lightning Flash!
In sPvP and PvE however downed mist form is COMPLETELY USELESS.
ps elementalists are the most underpowered class in the game. In the patches between BW2 and the final stress test their overall damage output was reduced by almost 20%!!! Mist form never did get any love, and other overpowered downed abilities like thieves and rangers never received nerfs, even though the developers promised to do so. A ranger can outdamage an elementalist by facerolling their keyboard blindfolded.
LFG player status, and an interface to locate other players in current or other zones which are seeking a party is okay. An automatic matchmaking system is absolutely not okay.
The dungeon finder tool ruined world of warcraft. It accomplishes the exact opposite of what makes MMORPGs such a great genre.
I like autotarget with one exception. It negates the wonderful escape mechanism provided by the elementalist ability ride the lightning. Therefore I have to leave it off all the time >_<
I would love a toggle option. If only it could be implemented into a macro /off /ridethelightning /on. But I stand behind ArenaNet’s choice. No macros and no add-ons. Skill (and overpowered skills cough bullcharge+hundredblades cough*) only!
I believe I’ve missed some WvW prompts during sPvP round changing. I think if the prompt appears in the last few seconds of a round that is doesn’t reappear after loading the next match.
btw I wish I had 2 hour queues! The Eternal battlegrounds queue on Stormbluff Isle is 4 hours!
Been like this since beta weekend one. I submitted a half dozen bug reports throughout the Summer and it has yet to be fixed. Some people claim it does work based on their test dummy damage calculations, and that it is just not displayed in stats page.
http://wiki.guildwars2.com/wiki/Conjure_Lightning_Hammer is an instant win button for PvE. I would get that if you’re still under level 60. You can essentially keep all enemies in melee ranged blind 24/7 with it. Not to mention it has higher damage output when anything an elementalist can do.
Thunderclap (Lightning Hammer skill)
“
Smash the ground and damage nearby foes.
Damage: 586
Blind: 3 s
Radius: 180
Combo Finisher: Blast
Range: 150
So every 3rd strike is an aoe blind!
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One of the major problems I have as a Elementalist is that burning does not stack. It seems like every other damage condition stacks except burning.
I play fire about 90% of the time, so I could probably play a different style and be fine. But I really like fire, minus the whole ‘duration stacking’ rather than damage stacking.
What good is infinite burning on a mob that doesn’t take a long duration to kill? Or a long burning duration on a boss? It would be nicer to be able to stack burning to do more damage more quickly.
Burning, swiftness, and protection stack duration. Bleeding and might stacks intensity. This is the same for all classes. If you have enough condition damage to make burn attacks worthwhile, then you should be using bleed attacks (earth) in the same attack combo rotation.
Keep in mind the elementalist is the most difficult class to be effective with. If you want to excel with the least effort, then play a warrior or ranger.
It sounds like you’re playing elementalist incorrectly. You should never spend 90% of the time in 1 attunement. You shouldn’t spend over 25% of the time in 1 attunement, except for air when traveling or fleeing. Swap between them as frequently as possible. This is key. Arcane attunement trait helps a great deal keeping a boon up all the time. If you use the right traits you can self sustain might, protection, or swiftness indefinitely.
Try to learn combos cycling between attunements. For example with a staff you can open with water #4 aoe snare, and aim #2 aoe vulnerability in the 50% path in front of the target. Press F4, drop #5 stun field, press #2 for 6 second blind. Now switch to fire and use #2 lava font at your own feet. Since the enemy is blind you can let them get one swing (hopefully they waste their stun) then roll away. Now switch to earth, use #4 snare (careful cause they can roll through it to dodge the snare), and use a #2 aoe attack within the space between you two. Mix it up with utility skills. There are dozens of good combos depending on your utility skills, numbers of allies or enemies.
Maybe you guys having trouble just havnt figured it out yet.
Dmg Check
Survivability CheckThats in PVP, PvE is a boring its so easy.
That’s 30 earth and either 20 or 30 water. 3 utility signets sucks for PvP because of the cast time on signets. The chill, immobilize, blind, and burn from signets can be applied using existing weapons skills! If those signets were instant cast like arcane spells then they would be worth it, but that build in the video is bad.
Please explain to me how that elementalist would escape from bull charge —> hundred blades. Would be instant death.
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How do I never die as an elementalist? Works for PvE and PvP.
Always have equipment with little or no defensive stats in order to maintain glass-cannon status. Mixing these traits with a lot of toughness and vitality will reduce damage far to much and should only be done when using dual-daggers!
30 in water. tier3 – remove conditions on granting regeneration. tier1 cantrips grant regeneration and vigor on use. tier2 can be 20% cantrip reduction, or if using less cantrips temporarily, then swap tier2 for several traits to increase survivability, debuff, or damage. If only using 1 cantrip, always chose cleansing fire – except for when using a focus, since earth has a 3x condition removal ability. Never use lightning flash in PvE unless you’re jumping up a hilltop to kite a boss solo. However lightning flash is the best PvP cantrip, but I also never PvP without cleansing fire.
10 in arcane, always use elemental attunement. With every build, ever. EVER!
10 earth – Earth’s Embrace
10 air – Quick Glyphs (or 20 air excluding fire- for dual-dagger – Zephyr’s Boon for aura speed bonuses)
10 – fire – Spell Slinger if using 3 cantrips. If using 2 or less then pick Internal Fire, or burning precision if you have very high crit.