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I think we will end up with nerfs to evasive arcana (30 second internal cd instead of 10) . This could well be coupled with a minor increase to RTL cd and a slight nerf to soothing mist.
I dont think this is enough. But it would be a start at least and maybe the meta could then develop.
Nerfing EA’s CD will definitely bork the already endangered Staff combo eles out there (EA in earth). The fix, i.e removing EA blasts aside from Earth a couple patches ago already hit Staff so hard, everyone’s playing D/D now.
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It’d be too powerful if it tracked the target :p
Like Heart Seeker or Steal?
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NO
An Error Prevented Saving: Message Body length must at least be 15.
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Making a tier list based on classes is plain stupid without considering builds. The strength of a class changes immensely depending on what type of build it is running. For example, ele is only top tier due to 0-10-0-30-30 w/ toughness amulet, mistform + variations of it.
A proper tier list would be something like this (my opinion):
Tier 1 +/- variations:
0-10-0-30-30 d/d, s/d Ele
0-30-30-5-5 trap Ranger
Any guardian that isn’t running something like glass cannon condition dmg
20-20-0-0-30 Shatter mesmer or phantasm mesmer w/ portal, illu of life, time warpTier 2 +/- variations:
Every other mesmer (i.e bunker)
0-10-0-30-30 staff ele
25-30-0-0-15 Burst Thief
30-30-10-0-0 Staff+S/d well or condition Necro w/ res signet
30-10-0-30-0 HGH Engi / Bomb Kit EngiTier 3 +/- variations:
Bunker Ranger or SB ranger w/ 2 signets + stunbreak
20-30-0-0-20 100b Warrior
30-30-10-0-0 Staff+s/d well or condition necro w/o res signet
0-30-20-0-20 terror necro
100nades Engi / bunker engi
Attrition thiefTier 4:
Everything elseI think i’ve gotten most of what I usually see
+1
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GOD vs close to god with the ability to run away….
Well yeah, it’s either sustain heal a.k.a close to god mode with mobility/escape via RTL (dagger as it is) or heal with damage mitigation a.k.a GOD mode (focus with cleansing wave). Whichever option seems like someone will definitely scream OP. XD
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Why don’t we just move some bunker abilities to the focus (cleansing wave mainly) and make the off dagger better for dps (adding some kind of other heal to water 5 dagger that is not a 2.5k heal)? Then bunker eles will use the focus which has 0 movement skills but good bunker skills and the off dagger is now a movement weapon with good damage skills
+100
When will you apply for the game developer position at Arena net?
I swear to god that I’m not joking, yes pls give the cleansing to the focus and give maybe daze or an evasive water based skill similar to ice wall for the OH dagger, for god sake Anet pls give healing to these warriors so they can play WoW paladin and give evasive skills to the ele + more dmg, PLS!
Swapping skills in weapon sets seems like a better idea to balance things out a bit but this is highly unlikely since this will more often than not create more problems. Some weapon skills do have some odd skills which would have been better in another weapon set. But it’s too risky. I’m imagining the ultimate bunker S/F or D/F ele with all the defensive moves in the Focus arsenal – invulnerability, condition cleanse, projectile block, and then add to that Cleansing Wave heal. He’ll be GOD. O___O
It will be a BIG BIG move for Anet to do this and I believe is against their philosophy of slow non-knee jerk changes, but meh. I’m very excited for the BIG CHANGES in 26th but something tells me I’m just going to be dissappointed – not because of in-your-face nerfs but because of eyebrow-raising and facepalm changes. XD
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What is Stone Splinters? I haven’t heard of that thing.
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I think a lot of guardians would actually take a swap with Line of warding for Unsteady Ground. It’d give us a viable escape option on the staff, and the eles can deal with that self rooting clunky road block thing that doesn’t block anyone with half a brain.
You know guardians would lose a combo field if they made that swap. Though it doesn’t say so in the tool tip, Line of Warding is a light field that could offer retaliation and remove conditions. Any Ele would go for that trade as the staff ele’s only combo finishers lie in the earth attunement.
So let’s petition for it to happen. Everyone wants it.
/signed :o
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I think it’s not the ranks that determine the match making, rather a hidden rating only the devs and maybe even the Mighty Zomorros know.
I’ve read some of those in other threads, you might want to check them out.
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There are a lot of stuff the combat log doesn’t show right now. That includes condition damage.
So your best bet is to test each build out on golems in the mists. Yep, that’s the only answer I can give you. Sorry mate.
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They should buff the damage, movespeed or knockdown interval of Tornado and then decrease the duration by a mile though if they fear that if would become too OP. As it stands now, it’s worse than most crappy racial elites, IMO.
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I do not understand why unsteady ground is not a combo field though…it functions in a very similar manner to fire wall.
Maybe cuz we don’t have a category for earth fields. XD
I think the skill is okay as it is. Serves its purpose just about right.. in PVE. :P
Dunno, lightning is also an ele exclusive combo field so I cant understand why they don’t make earth. Either way, it’s a redundant skill, as Frozen Ground does pretty much the same thing; only 100 times better (and it is a combo field to boot).
Maybe they originally intended Unsteady Ground to be a blocking wall or to cause knockdowns because the ground is shaky and it’s just logical to make people fall off their feet, lol. But realizing that these two scenarios are quite OP, they settled for measly cripple. :P
Earth fields don’t make much sense to me IMO, unless they make it magnetic field or something. XD
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Although I do agree that specific d/d ele builds needs toning down a bit in some areas, what you are proposing is death sentence to the elementalist as a class.
Why do you think this is a death sentence? The 2 second swap reduction opens up A LOT of possibilities. Specifically with the Earth traits.
Attunement swap CD reduction will not miraculously make useless traits and trait lines viable.
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Although I do agree that specific d/d ele builds needs toning down a bit in some areas, what you are proposing is death sentence to the elementalist as a class.
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I do not understand why unsteady ground is not a combo field though…it functions in a very similar manner to fire wall.
Maybe cuz we don’t have a category for earth fields. XD
I think the skill is okay as it is. Serves its purpose just about right.. in PVE. :P
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FGS is an Elite worth skill IMO.
Tornado needs some lovin. The fact that it was only used some time ago to abuse the stability bug it offered clearly states that there is something wrong with the actual design or purpose of the skill in terms of practicality and usability as an Elite. Too much risk (no access to utilities and heal while still being vulnerable to damage when transformed) for very little reward (damage wise it’s decent yes, but you are knocking back enemies AWAY from you). You just become a giant slow moving helpless target for a veeeeryy long period of time.
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(edited by Gallrvaghn.4921)
Why do you have to make another thread?
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I think Gale’s change might be due to be very unfun to play against. It’s a ranged KD that’s hard to counter. I wouldn’t decrease its cooldown neither, for the same reason. However, I wouldn’t mind if it did something else in addition to it. Maybe working as a combo finisher, for a unique ring of fire + dt and phoenix + gale combo? I suppose devs want to keep the skill elegantly simple, though.
I wish they also change the stealth mechanic since i find it very unfun to play against too sometimes. XD
If they were highly considering the Air Grandmaster trait Grounded with regards to the reduction of KD in Gale, i think they should rethink this even more since going too deep into that trait line just for a chance to burst every 40sec is too limiting and not that worth it.
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you need to cross static field off that list.
the nerf is actually reasonable. a full aoe stun field is really crazy in wvw. if it would still be in place it would be abused to no end. how many timed eles do you need to effectivly kill a whole zerg? anyone who has played daoc knows what i am talking about – if you can effectivly shut down multiples for 5-6s you can have the rest of an organized group dish out so much damage that everything dies.
5- eles teams incomming… 3 staffies 2 d/d – there would be so much whine, tyria would drown …
by the time the zerg reacts you have 3 eles in position fireing aoes all over the place while 2 dd eles rip through everything comboing on a bunch of fields…
EXACTLY. people who clump up and zerg deserve to die the most ignominious deaths imaginable. If I could make the attacks debit their bank accounts in real life I would.
Zergs are destroying pvp.
I love your choice of words in every post you make. Allows me to expand my vocabulary. Thanks!
Anyway, on topic: I fear that there will be more unreasonable changes to ele especially the fotm d/d spec in the upcoming patch just to shut the QQers up but nothing to compensate for it.
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the vast majority of eles i come across are D/D. Sometimes see staff, hardly ever scepter focus. They need to make more builds interesting/viable, and yes, they need to address D/D. When nearly every player uses it, its a good sign it just might be too good.
Or a sign that the other options are so effin bad.
Nerf d/d bunker, buff the rest. Cool, eh? Everybody happy!
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I thought ele had the lowest base hp and were extremely squishy?
Eles can only be tanky due to that one effing build, kill the build and let the QQ stop already.
People will QQ about another spec of another class. That’s just how it goes apparently.
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They QQ because ele they can’t catch an ele who ran away.. Ran away from the fight.. Ran away.. Wait, what??
It’s a team game.
The Ele being able to dive into a fight, unload all his cooldowns doing massive AoE damage, providing huge group support and AoE healing then flying straight out with RtL before he can be pinned down like any other Profession would for over-extending so much is not very well balanced.
He’s then off to the next team fight across the other side of the map faster than anyone else can get there to do it again.
Ele’s have too much of a free pass to get out of over-extending, the other professions are punished more for diving into the middle of things as a glass cannon, or getting caught out in a 1v3.
You’re being over-protective of your Ele’s because you like the unique power of playing a DPS spec with more sustainability than any other profession’s DPS build, more mobility and several ways to escape from unfavourable situations or when you get caught out.
Teams are running 3 Ele’s right now to dominate fights.
You’re seriously saying they are balanced?
I would answer that it’s a cheesy team comp yes. But that’s how the meta works. Players discover effective builds and compositions, people use them to be successful, more people ABUSE them to win, then people will bandwagon on the fotm. On the next cycle of patches, whether they bring buffs or nerfs, people will discover COUNTER to current fotm specs and comps, and the meta will shift.
What I am at is that people complain for the wrong reasons most of the time.
I am not being over protective of the class. However I am afraid that with all the fuss about ele nerfs, and with the knee-jerk reaction we know that is Anet, the class will just be gimped to nerf-dom to the point that it would be so useless to other aspects of the game because people complain it being OP and such in a PVP mode that actually promotes and requires these limited class builds instead of diversity.
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Uh, attack ele at RANGE my dear?? Aura procs on MELEE. Just so you know.
I hope you’re just ignorant and not trying to troll. Ranged attacks also activate the procs from an Ele’s chill and shocking auras if the Ele is hit within melee range (with “Ranged” attacks. Wrap your mind around that). When you’re fighting an Ele, where is the Ele at, usually? That’s right: In your face.
It is within the Ele’s best interests to get up into someone’s face and maintain melee distance with their foe in order to maximize damage and effectiveness. So, you’re in the middle of a fight with an Ele and surprise surprise, out comes the Shocking and Chill Auras, and there is nothing that can be done about it before it’s too late.
Dear god, why would you use RANGED ATTACKS AT MELEE RANGE?
I have nothing to say anymore. Please continue on with your ele bashing since it seems that you have NO CHANCE of beating an ele or even just trying to keep distance from an ele is so far-fetched, I feel very sorry for you.
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Ele’s damage is extraordinarily efficient and powerful because some of their hardest-hitting abilities also come with a 100% critical hit chance built into them.
What hardest-hitting abilities come with 100% crit hit chance? o.o
Some of the strongest defensive cooldowns in the game (Ele’s shocking and chill auras) are instant cast. Where is the opportunity cost in that? You would think that such powerful abilities would provide some room for counter-gameplay; Nope.
Uh, attack ele at RANGE my dear?? Aura procs on MELEE. Just so you know.
No matter what you do to the Ele, if the Ele wants to GTFO, he will indeed GTFO with great success.
I admire your hasty generalization. *clap clap
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(edited by Gallrvaghn.4921)
When you bump into an enemy Ele and begin fighting, you’re not fighting against a 14k HP target. That Ele is more like a 40k+ HP target if you count their effective healing over time, and the way their skills work to facilitate such large healing.
So, the argument of “Oh Eles are squishy, delicate little creatures…we must not nerf them” is invalid. Because of the way Eles are designed, they are actually one of the tankiest, beefiest classes out there in PvP.
Good lord, just because a specific build of an ele is bunker doesn’t entitle you to generalize eles to be designed as the tankiest, beefiest class out there in PvP. Get your arguments straight.
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(edited by Gallrvaghn.4921)
Tornado has been nerfed twice. To the extent that no reasonable sane ele would use it.
Elementals are a huge joke as well. Heal what? It is completly broken in WvW.
This leaves us with one real option, the almighty craptastic fiery greatsword.
I really thought FGS was just a for fun elite while Tornado was a fantastic and useful elite. It would appear that I was entirely wrong all along.
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I would rather the warrior get 10k hp and be able to recover like an ele and remove condi on dodge rolling and leave a fight when they want to, with a skill that covers more ground than 1200 range and is not affected by slows.
good for you!most people here want the 10k hp class to lose the ability to recover +escapes instead..
The problem is that the game’s philosophy is that warrior is correct. Therefore it will probably never be touched, but everything around it will be adjusted accordingly is a slow fashion
Then even the ele one is correct, we’re supposed to be master of control..the best in the game therefore it’s logical to expect an ele to control the flow of the battle in his favour, which imply being able to disengage with ease by using powerful controll skills, furthermore we’re supposed to boast the best support skills in the game and this include healing skills…so come again pls?
-edit- great aoe dmg is supposed to be also one the benefits of playing an ele along of course being the most versatile class in the game…did I miss something?
Lol yeah the ele class description is a bit..kitten y!
Wait till you read the engie class description, yo.
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Allow me to explain
However when we’re fighting together giving AoE might, we’re also stacking might. So when without the Sigil we would have like a total of say 16-18,
This, is clearly the issue. Ele stacks too much AoE might by himself, which only gets worse when you bring two to a fight.
The Sigil of Battle is fine, it’s the same access to Might for everyone.
The real issue is how powerful the traits make Water Form.
By traiting 30 into Water and Arcana, just popping into Water and dodging heals the Ele up far too much and cleanses all the conditions on him. Every 10 seconds…
Seriously, how is a full Cleansing Wave every 10s on a dodge roll trait balanced when the actual skill has a 40s cool down.
Cleansing Water trait becomes too powerful in a team fight vs conditions on the Ele.+ Ride the Lightning needs it’s cool down increased to around 20s, and it should be affected by Crippled and Chilled. It’s a Get Out of Jail Free card right now.
15s is too short as it means the Ele can RtL in, do his standard rotation through all 4 attunements, go back to Air after cleansing and healing in Water and RtL is ready for him to run away.
So a light armor profession using a mele range weapon set shound not be able to :
1) Sustain itself through healing to justify the low HP and armor
2) Do enough damage to justify being at mele range
3) Have enough mobility to avoid being melted in secs by absurd burst builds like 100b, backstab thieves spamming HS and shatter mesmers…right, maybe we should change the name of ele to “NPC free kill” to make you guys happy
They QQ because ele they can’t catch an ele who ran away.. Ran away from the fight.. Ran away.. Wait, what??
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They QQ because of RtL.
I guess that if any of those classes had RtL, they’d be gamebreakingly op.
They QQ because they can’t kill or catch an ele who ran away.. Ran away from the fight.. Ran away.. Wait, what??
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But the question is, does doing more damage increase the chances of higher loot drops? Especially in the case of chests. I seem to see a high correlation between looting rares from chests and damage done to bosses. Or is it a binary that simply switches on or off and ones damage or other qualities in a boss fight have no effect on the chest’s contents?
I want to believe that this is not the case. If it is, we should all roll DPS warriors then.
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They only track damage, this is a DPS game.
Are you serious ?…really, im asking, is this true ?
When fighting a horde of mobs with a zerg, spam your AOEs and tag mobs fast before they drop dead or you’ll cry because you won’t see any shining corpse lying on the ground after the waves of risen dissipated. :P
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Can Dagger Storm throw a COW on an enemy like a Tornado can? NO.
Throwing a cow is extremely OP. Nerf it. Nuff said.
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Half of those are not 45secs. and I was wrong about the 45second ones. still doesn’t change the argument.
It does. If you get the benefits of mobility, condi removal and heal with even 10k hp as a warrior and maintain the very low CD (read: 8seconds on 100B) on your burst and CC skills, then THAT is OP.
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I love boons. Will try this as soon as my mesmur hits 80
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Rework the weapons so that focus is bunker and off dagger is damage? Because bunker + movement is a bit silly
Agree!!!
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I would rather the warrior get 10k hp and be able to recover like an ele and remove condi on dodge rolling and leave a fight when they want to, with a skill that covers more ground than 1200 range and is not affected by slows.
Oh and make your 100B a 45sec CD with a 3 sec delay on hit. That would be awesome
Ele doesn’t even have a 45sec cd on any of its weapon skills come on now. Everything I have claimed is within reason and I know plenty of eles that do everything in my above statement. If you have not seen that, then your not there yet.
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I love pre-80. My problem is that the personal story isn’t so personal anymore past the Claw Island part. Frak Trahearne and his scholarly shotty attitude, I hate him!!!
So, pre-50 is fun, 50-80 is crap and boring, post-80 is fun again.
Post 80 is boring- Add a “Kill Trahearne” quest-Solved.
Pre 80 is boring- Require players to hold breath until they reach next level. By the time they hit 70 they will either be an expert deep sea diver, or in a coma. -Solved
I would love the “Kill Trahearne” quest!!
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I love pre-80. My problem is that the personal story isn’t so personal anymore past the Claw Island part. Frak Trahearne and his scholarly shotty attitude, I hate him!!!
So, pre-50 is fun, 50-80 is crap and boring, post-80 is fun again.
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Elementalists is one of the unlucky classes with trash elites that need rework save FGS which I think is so awesome.
Yeah, tornado needs to nullify projectiles at least. THe slow movement when transformed is very counter intuitive since you’re purpose is to knockback people AWAY from you. You can never chase them, and any smart player will simply move away from you and fire at you with ranged weapon, duh? So once this first knockback luckily hits, that target simply swaps to range and drain your HP and you can’t do anything about it since you have no access to heal or weapon skills or any utility while transformed.
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Question: does Paid matches start up simultaneously? like, does it wait for a certain number of teams formed (obviously an even number) or a specific countdown before matching then pops up. Or does it pop up as soon as there are at least 2 teams formed? XD
I think it is an instant matchup. We have been in ts3 with two teams that que up within 10 seconds of each other and instantly matched against each other.
So is it safe to assume that this is somehow a flaw in the matchmaking system since the probability of being matched against the same team is rather high because you will almost always queue in together?
A better approach would be a certain timer or something before the next round of matches simultaneously start up, thus allowing a larger pool of teams to match up with each other. I’m not really good at this but I hope you get my point. :P
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I would rather the warrior get 10k hp and be able to recover like an ele and remove condi on dodge rolling and leave a fight when they want to, with a skill that covers more ground than 1200 range and is not affected by slows.
Oh and make your 100B a 45sec CD with a 3 sec delay on hit. That would be awesome
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Another ele nerf thread? Why in the love of cholera aren’t these threads merged and/or deleted already? There are dozens of them. -_-
Just adjust overused traits in the water and arcana trees to get bunkers in line and buff the frikkin useless traits in air and fire which i think 99% of the ele community has NEVER even tried using, EVER.
Oh and yes. Moar reliable boon removal builds across all professions.
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If tagging for loot credit is the only issue, then it may not fix what some of my characters have been experiencing. Was I not getting loot credit for doing all of the damage needed to kill a mob (i.e., I was solo)? Guess I’ll see what happens with the patch.
This was my issue as well, after 20-30 mins of playing loot would just stop
Yea, I’m so glad they finally realized that this is a legit issue.
I was doing an event in Malchor’s Leap with another player wherein you need to clear waves of risen, and we managed to clear up 4 waves realizing that there were only 2 or 3 shining corpse for me. And i was absolutely sure i was tagging mobs and doing enough damage to most of them.
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PvP is Dead, WHO CARES
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maybe they should change daily to weekly and reward 7 laurel for it. Some people can’t play 30 minutes a day every day. But they may be able to play acouple hours a week.
yeah, i believe the addition of laurels in dailies pretty much bothers some “casual” gamers and become a bit worried that they might get left behind if they don’t log in everyday to complete a daily. a weekly option or another something to catch up with some laurels would be very nice indeed.
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i noticed something else actually.
the loading times load a bit longer than before. o.o
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My main issue is generally there truly is little to do.
Jumping puzzles would be fantastic if they were WORTH doing. If they put a rare/exotic in every chest at the end of a jp (better rewards = more challenging jp) then there would be somthing to do. This is an easy fix that Anet can do.
There are a lot of stuff to do. It’s just that most of them have little to no incentive to do. Sure, improving drops and chest rewards would be nice, but the better route would be to spice these things up. Add timer challenges to JPs with scoreboards to see who’s best of the best. Introduce Hard Mode, Nightmare Mode in dungeons, not just making mobs difficult but adding more encounter mechanics and what-not, a no-rez challenge mode of some sort, anything to spice things up a bit just to cater those elite players who complain the game is too easy and they beat all the content within 3 days of playing the game and then rewards them with unique items not obtainable elsewhere. In order to minimize farming, add a dungeon run limit to these higher level dungeon modes, say you can only run it 5 times a week and then wait for the weekly reset.
What I mean to say is, the game has enough of almost everything when it comes to stuff to do. It’s just that most of these stuff aren’t that much repeatable because of the lack of incentive or the lack of purpose or twist to them. That’s what you guys are often complaining about: “There are stuff to do but why would you do those stuff anyway? What for?”
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Won’t this strat be kind of useless for those who has the “Display Enemy Names” toggled on, which I think all pvp players do anyway? :/
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Question: does Paid matches start up simultaneously? like, does it wait for a certain number of teams formed (obviously an even number) or a specific countdown before matching then pops up. Or does it pop up as soon as there are at least 2 teams formed? XD
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