I think the passive epidemic is going to be the next major thing to complain for months to come and it started with zoos.
there have been complaints about minion-nekros since release …
Two simple suggestions:
> Glass floors on point A and C need to go. Engi/Thief pull from stealth (among many other things) is just plain stupid.
> Skyhammer Laser needs a nerf – either you should be able to dodge it, OR the knockdown needs to go, OR the damage needs a nerf. A CC guardian/engineer can be devastating while controlling it and trying to stop them usually results in getting CC’d onto glass or off the edge.
this
just to make it clear: I like this new feature but not with the current cluttering that makes it useless and maybe even worse than it has been before.
kitten did I write
of course I meant
0-30-10-30-0
this looks shopped … there are eles in the teams
@topic: don’t know if you’re NA or EU but on EU I had the best PvP-session today since I started playing GW2. Not a single 4v5, only 2 times skyhammer and all games were balanced with only one mentionable lag (that affected the whole server, not PvP only).
Change the icons to small dots of the opponent team’s color. (Much like in WvW)
It would be nice knowing what class the opponent is, but there is already a LOT of clutter on the mini-map.This way you can make a dot for each mesmer clone.
One thing is for sure though, if you want to keep the icons, you need to make them a LOT smaller.
this sounds reasonable but it would be misleading when you see 3+ dots on a point and think that there are 3 players but in fact it’s only one mesmer.
A point cluttered with mesmer-symbols is the same as before where I just saw the crossed swords to see that a point is under attack. So I know that there are enemies anyways but without the cluttering I can at least instantly see if and how many team-mates are in the area.
And as already stated please remove symbols of downed players.
(edited by Gorni.1764)
I stopped doing living-world-stuff completely a while ago. It’s only repetitive achievement-farming. I also don’t like that I’m kinda forced to play to get meta-achievements because of the rather short time-spam in that you can do those achievements. I want to log in and play what I want and still be able to achieve everything other players can achieve without any time-restriction. As it is now I log in and have to do living world instantly or I’ll miss the event and all of its “content”. I constantly have to look for guides and seek players help to make progress, which started to get annyoing over the months …
I’d rather see some less frequent permanent changes like new instances instead of those 2-week events that offer nothing but achievement-farming.
remove mesmer clones and dead players from the minimap pls … it’s extremely annoying
Then remove the real mesmer from the minimap for enemy players.
Minimap should not be used as a tool to figure out where the non clone mesmer is.
Hence clones show on minimap.Good Joke, if you can pick out the real mesmer using the minimap you deserve to kill him every time.
:D
If they cant figure out that 4 mesmers at 1 point is actually 1 mesmer , he deserves to confuse the enemy players.the problem is that I only see mesmer-symbols and nothing else because of the cluttering. Sometimes I can’t even see if there are friendly players or let’s say how many.
So the mesmer confused you before you even got to the fight ? Isnt the point of a mesmer to confuse enemy players ?
btw you got 5 teamm8’s , if you can see 2 on your map away from the fight and another 1 is respawning( dead ) then its a fairly good chance that there is only 1 teamm8 left fighting the mesmer.
people can still count to 5 cant they ?
same goes for the amount of enemies … it’s just fail. If you’re not going to get rid of those mesmer-symbols or at least make symbols smaller I want an option to turn it off completely. This way I can see where my team-mates are with one quick look and incs should be announced anyways so I wouldn’t miss this new “feature”. As it is now it bugs me more than it helps.
I’d love to see which classes are actually played (not just names of the chars). Any chance that you’ll implement something like that?
remove mesmer clones and dead players from the minimap pls … it’s extremely annoying
Then remove the real mesmer from the minimap for enemy players.
Minimap should not be used as a tool to figure out where the non clone mesmer is.
Hence clones show on minimap.Good Joke, if you can pick out the real mesmer using the minimap you deserve to kill him every time.
:D
If they cant figure out that 4 mesmers at 1 point is actually 1 mesmer , he deserves to confuse the enemy players.
the problem is that I only see mesmer-symbols and nothing else because of the cluttering. Sometimes I can’t even see if there are friendly players or let’s say how many.
all I can think of is 0-10-30-0-30-0 with aura-share but I somehow doubt that it’ll be any good
there’s two traits that have still bothered me (kinda) since release: Elemental Surge and Arcane Precision, mainly arcane precision.
they’ll never buff these when they’re trying to get eles away from arcana
remove mesmer clones and dead players from the minimap pls … it’s extremely annoying
If you can’t dodge a skill with an extremely obvious animation and a 1.5 second cast time, as well as a very distinguished and audible sound tell, then the problem is not that Elementalists are OP.
that’s all there is to say
Tempest defense is rarely used atm, that’s why Anet tried to boost it. But the lower ICD of the procc won’t change much because the procc isn’t the main reason for people to pick this trait. I already stated that the procc is unreliable and often comes when it’s not needed at all (downed-state-CC, fears, ranged CCs, Pet-CCs, etc.) Shocking Aura isn’t that powerfull as some people might think. It’s good against melee burst from warrior, thief and D/D-eles but besides that it’s a rather useless spell/trait if not otherwise boosted by traits.
The bonus-damage on stunned and knocked down opponents is also rather weak. The stun from shocking aura doesn’t last long enough to land a hard-hitting spell. There’s also the problem that you’re CCed when tempest defense proccs so that you can’t make use of the bonus-damage either when the aura proccs and the enemy is dumb enough to keep hitting you. It offers an option for kamikaze-eles with Earthquake but this kind of playstyle isn’t really usefull for your team and besides that also not really efficient when enemies aren’t braindead. Besides those two spells (with rather long CD) there’s only gale on focus and static field on staff that work with tempest defense. Not really efficient if you compare it to unsuspecting foe from warriors. I might give it a try if they change the bonus-damage to apply on CC in general but not like it is now.
Fresh Air would always be a better choice regardless how you see it, even with D/D.
What’s the point in pushing people off a cliff instead of duelling them to win? That’s not PvP … You can avoid being knocked back and off the map through positioning but things like pulls (especially out of stealth …) or fear-chains can’t really be avoided. Through the constant need of positioning you’ll also get a huge disadvantage when fighting people with many CCs like Nekros, Warriors or Engis which are already overpowered. There are also bugs. Yesterday on solo-Q I’ve never been anywhere near the glass or edge of the map. I was standing on point duelling some player and suddenly I instantly died with >80% HP like I’d have fallen off the map. Even the other player was like “wtf?”.
The hammer itself is also way too strong. 100% of games the team with the better setup (more stability and/or knockbacks/CCs) wins. It doesn’t matter how good you play – since you can’t dodge hammer you’ll die anyways when you’re trying to conquest a defended point and eat one hit from the hammer. Maybe change it to CC only. As it is now you can always say who’s going to win just from a look at the setup before the game has even started.
again: sitting on a plattform with your stability, knocking everybody down to kill them and the rest of the time shooting around with a big kittening cannon is something for WvW, not PvP.
Just remove this map from solo-Q pls. It’s extremely frustraiting and demotivating. Everytime I see it pop up I regret having joined the queue.
(edited by Gorni.1764)
In perfect theory, if matchmaking put you against EQUAL opponents , would everyone have/be very close to a 50/50 win ratio in the long run ?
that also depends on what class you play or let’s say your luck with team-setups and maps (skyhammer cough). Still I like the decay.
here’s what I think about the changes (not 100% up-to-date because I posted this before the DEVs acknowledged some of our feedback): https://forum-en.gw2archive.eu/forum/game/gw2/Dec-10th-Balance-Preview-Updated-Nov-6th/page/15#post3137500
everyone in Spvp is Level 80
the ranks dont mean anything except how much you play spvp.
nobody is rank 80 yet. Nobody is. The highest ranking player is somewhere 75-78
rank =/= lvl
I still can not understand why someone would want to pick an alacrity trait, unless by default, since it buffs 25% of our skills at best (no conjures).
20% because autoattacks don’t have cooldowns … and about 15% when you include utilities
ranks don’t mean anything in pvp …
(edited by Gorni.1764)
I think the patch won’t change much. There are some nerfs to other classes but also buffs and ele itself is recieving nerfs again (though in addition to some buffs). But like said, I don’t think that the current situation will improve much … let’s wait and see.
See elem swap from fire to water to air? one dodge. K thx bye.
this ^^
also this:
http://gw2skills.net/editor/?fEQQJArYhEmIblx5gjEAkCoEKQwoQHiHWAgEA-w
et voilà:
10% from fire attunement
20% from knockdown or daze
20% from bolt to the heart
10% from 600 range
10% from >90% hp trait
10% from > 90 hp runes
5% from sigill
and we still have 10 points left
+ 85% damage without lingering elements and 10 points left. No need to waste all your attunements just for the lingering. If your weak spot doesn’t procc on the first two spells (or if they don’t crit oder gets cleansed) half of the burst from your build won’t even profit from +20% of piercing shards. So overall if I want to play a suicide build I’d take mine.
The burst is even easier than your rotation. Lightning Flash with Earthquake + Phoenix and Dragons Tooth and both arcane spells (or fire-grab instead of dragons tooth). Can in theory be repeated every 25s or even more often if you have other classes with you that are CC-heavy.
The only question I have:
As someone who despises the whole blob game type, will there be MEANINGFUL stuff for a solo player to do, or a small strike team of 2-3 players. Current WvW is not conducive to that play-style, and I want to know if this new map will attempt to create an environment that both promotes and rewards this play-style.
Thanks,
I’d love to see that too
water 25… +2% damage per active boon…
1%, it was nerfed
LH build is going to be buffed, though, if only because of the buff for fire magic’s #25 trait.
Which trait will you pick instead of the old Ember’s might? Burning Precision?
Those effects aren’t bad, I agree. But they aren’t worth 15P when I could take two grandmaster traits instead or something like Healing Ripple or Electric Discharge. You should also consider that in most builds (especially when you spec into arcana) you’ll only have 2 of those 5P traits.
Furthermore I don’t think that every ele-build would revolve around that trait if it was buffed. Bunkers don’t need it, supporter don’t need it, Aura-Share-Builds don’t need it, etc. But there could be 2-3 new builds that can make use of it (like said before: condition builds or a build that includes +10%dmg traits) and we would finally have some good synergy in our builds (imagine fresh air + air training + lingering elements and stuff like that).
Now let me explain why making Lingering Elements work with listed traits would be fun. In general Elementalists have to use all of their Attunements to be effective. Everything that restricts them to do that is bad for elementalists. Best example is (was) the 16s attunement CD which makes (made?) Arcana absolutely necessary. The second thing are the huge amount of traits and utilities that only buff one element (including all -20% CD reduction and +10% damage-traits) – they never see any play (in PvP). So here are some things that a reworked Lingering Elements could promote:
- it would revive a huge bunch of currently useless traits, including all +10% damage traits that are restricted to their attunement and Lingering Elements on its own. Spending 15P in Arcana might be considered, but as it is now it’s a waste of points since the 5P minors aren’t worth it.
- not only the +10% damage traits would be usefull even other traits might see some play: Shard of Ice for example to enable the +20% damage from Piercing Shards – I could totally imagine to make a new build around this. Heck, I’d even test 30P in fire for a might-stacking-build. Build-variety all over the place!
- By making it work with stuff like Elemental Surge or Arcane Precision (this trait needs a buff urgently btw.) you could possibly make condition-Elementalists viable. The greatest problem for condi-eles is that they can’t apply more than one condition at once and conditions are always bound to specific elements so you’re locking yourself out of conditions as soon as you switch attunements (and truth to be told: Signets suck). Elemental Surge has much potential but is extremely useless as it is now. Burning for 5s that other classes can have everytime they crit is not worth a 30P-trait. However when you can apply two or even three conditions with it, I might consider taking it and make a condition build.
- Same goes for Glyphs (especially Glyph of Elemental Power or Glyph of Storms). Glyphs don’t see any play right now. Not in PvP and they’re quite rare in PvE too. You could lower the damage of Glyph of Storms and make it apply more conditions AND make it work with Lingering Elements. That would be an appropriate spell with 60s CD in PvP. Glyph of Elemental Power may finally be used and we can make use of our “lost” stunbreak from Cleansing Fire again.
- I’m sure there are more funny synergies that I haven’t thought of – be creative!
To sum up this trait has endless potential to create new builds and even completely new playstyles for eles. I really don’t get why DEVs don’t want to change it to work with all mentioned stuff. I don’t think it would be overpowered at all (if you think so, you could lower the duration or at least consider changing and testing it).
Discuss!
(edited by Gorni.1764)
Hi Community, hi Developer-Team!
For everyone who hasn’t read it yet:
I think this trait needs better wording. I hope you all understand why that trait would be wildly overpowered if it carried over everything particularly all 10% damage bonuses. You could simply slam through all attunements and then get 50% bonus damage. Similarly making other things work with this would requires those traits get lowered in the base case as well. I think this is a fine 15 point minor trait on its own and we can reword it and then discuss the merits of the other traits on their own.
To me, that is a better starting point for discussion than attempting to balance all of these effects with how they might work with a minor trait in Arcana. That would predicate the entire profession around that trait which is not what we want out of our minor traits.
Jon
I’m really sad to hear this, so let me try to explain you why this wouldn’t be overpowered at all, but instead would be extremely fun to play with:
Here’s a list of stuff that is currently bound to one attunement but could work with Lingering Elements:
VI – Internal Fire – 10% more dmg when attuned to fire
X – One with Fire – Flame barrier proc chance increases while attuned to fire
XII – Pyromancer’s Puissance – since it doesn’t work like described (every spell you cast in fire grants might, not only your fire-weapon-spells)
X – Air Training – 10% more dmg when attuned to air
VII – Strength of Stone – 10% more dmg when attuned to earth
IV – Piercing Shards – 20% more dmg to vulnerable foes when attuned to water
First off we can’t even specc all of them at once, since we also need 15P in Arcana. Second such a build wouldn’t be viable at all (it lacks severe defense and synergy) nor would it deal good damage. Why? – To make use of all of them (+40% damage max when you specc stone splinters which isn’t restricted to an attunement) at once you would have to rotate through all of your attunements at once without casting spells in each attunement. Then you would have all attunements lingering for about 1s before the first one vanishes. In this one second you can hardly cast one single spell while you’re locked out from all other attunements for about 13s which would be devastating in PvP (like it’s the case when using conjures). So in a more realistic scenario we would at best only have 2 of the effects active at any time, meaning +20 or +30dmg (though +30 has the restriction of vulnerability). Now take a look at other classes or even the elementalist itself: +20% damage can be obtained much easier. Warriors have Unsuspecting Foe – one single trait that boosts overall damage of CC-warriors by more than 20%. Eles could Just take Stone Splinters and Burning Rage for example or any other trait that boosts damage +10% in its attunement. So I think we can all agree that +20% or 30% damage aren’t considered as overpowered.
[continued in post 2]
(edited by Gorni.1764)
Can you please tell us how Lingering Elements will be fixed on 26/11?
Thanks.
would be nice if a DEV could answer that
P.S. bug fix for Lingering Elements is coming on Nov. 26th as well.
Awesome!
can anybody answer? Will it work with all traits or just with the 5P ones?
- Earth XI – Diamond Skin. This trait has been redesigned. Conditions cannot be applied to you when your health is above the threshold. 90%.
… really? After all complaining about Automated Response (Immune to conditions while under 25% health), you’re considering making this?
I’ll admit that I’ve been quite annoyed by AR in 1v1, but it does have clear disadvantages, and it required active gameplay if you where to use it, because of something that your Diamond Skin idea misses; the risk.
To gain the immunity to conditions with AR, you needed to go down below 25% health. First of, this didn’t just not work on, but directly exposed you to raw damage – if a power thief found you in this state you where instant bacon. Secondly, because of the way conditions works, a condition user could wait for you to automatically heal up above 25% hp (because of a minor trait called Transmute, which you intend to nerf) and then condition burst you. When you then drop below 0% hp you’re done with.
The difference when it comes to Diamond Skin is that it has zero risk involved, and condition users will never get a chance to every apply their conditions unless they have a power based friend with them. If or when you manage to get rid of that 10% of their hp, the elementalist will activate the fabulous powers they where known for before the warriors got even better at it, which is healing.I know that you don’t want to balance your game around 1v1, but really, this is too much.
So ele speccs into earth and water for defense. What’s left? – Exactly. Nothing. This trait is only usefull for bunkering. Bunkers should be able to tank a single player and if you can’t get an ele below 90% HP with 2 players you’re doing something wrong – meaning that the only scenario where this trait is usefull is tanking a condition class in 1v1 which can be a quite rare scenario. So this trait is by far worse than it sounds. Just think of how squishy eles are with their low base-stats. Even condi-classes won’t have a hard time to do about 1,5k physical damage to get him below 90% … just sending in a pet is all you have to do to outplay this grandmaster-trait.
I thought about the same, though I’d run 0-0-30-20-20 or 0-0-30-30-10 for bunkering (not for the condi-damage!) in PvP depending on if they leave VI in Arcana in the adept-tier or not. I think healing from water will be necessary to stay over the threshold and make earth XI usefull.
Something like http://gw2skills.net/editor/?fEAQJAoIGAIPOxkSGFER84hGkA-w might be funny to counter those pesky stunlock-warriors.
Fresh-Air + Diamond-Skin sounds interesting too though I think it won’t work because GCs are just too squishy for the 90% threshold and the lack of healing won’t let you get back to 90%+ HP with such a build.
Anyways I think there aren’t really new good competetive builds. We’ll see how earth XI works for bunkers, but besides that there isn’t much innovation.
P.S. bug fix for Lingering Elements is coming on Nov. 26th as well.
Thank you!
I’m the first to yell when i’m unhappy, but i’m also the first too congratulate when things go good.
That’s mean that stone flesh’s up is meaningfull. It also power-up percing shard
So will it work with other traits than the 5P-minors?
In the ele buff Earth XI – Diamond Skin. This trait has been redesigned. Conditions cannot be applied to you when your health is above the threshold. 90%. This upsets me. Can someone explain to me how one is to get an ele under 90% without help? (when you are full condition) I think it is a bad buff because anyone that is full condition obviously has terrible physical damage and thus has no way of getting the elementalist under 90%. This is honestly the most broken thing I have ever seen, and I feel that Arena net hasn’t thought twice about this buff.
dude … an ele has an HP-Pool of 11k without vita up to about 15k as berserker and 19k as tank. Playing berserker your necro-pet does about 1,5k hits on the ele meaning that one hit from your pet will be enough to get him below 90% HP. If anything is wrong with this trait it would be the low threshhold before it doesn’t work anymore. Of course it gets stronger when eles play bunker with higher toughness, hp and heal but a bunker should be able to tank one class without larger problems. Though I agree that total immunity is something that shouldn’t be implemented in a game in general I don’t think that there’s anything overpowered about this trait. You guys are just afraid that eles maybe won’t be freekills anymore. Anyways let’s see how it will work out …
(edited by Gorni.1764)
P.S. bug fix for Lingering Elements is coming on Nov. 26th as well.
Does this mean that it’ll work properly with minor traits only or will it work with all attunment-based traits? (like +10% damage when in fire)
I spec into it for defense.
- Heal from EA
- Regen, protection and swiftness from V
- Vigor from VI
- Boon-Duration for regen, protection and vigor from V and VI and water-traits
- Attunement-CD-Reduction for more V and healing-ripples
dead eles don’t deal damage … therefore you need those traits ^^
(edited by Gorni.1764)
- Arcane V – Elemental Attunement. Staying at adept tier, because we aren’t sadists.
lol’ed at this one
I posted this 6 months ago:
Summed up i think Eles are just adapting to the facts given. There are many factors that push us into that kind of playstyle:
- Fire, Air and Earth-Traits are weak compared to Water and Arcana and compared to other classes -> Water/Arcana-Build
- Conjures, Glyphs and Signets are weak compared to Cantrips and compared to other classes -> Cantrips are the only solid option (maybe except Arcane-Spells)
- Staff is weak compared to S/D and D/D, same goes for Focus
- lowest base-HP and base-toughness -> forces players to compensate through defensive spec
- high CD on attunenment-switch -> to use the full potential of all our attunenments 30P in Arcana are necessary (other classes can keep their 10 weapon-skills on CD without having to spend talent-points)
- low synergy on other builds and traits (except cantrips) -> builds all revolve around cantrips
- too many traits that only buff one attunenment -> makes them unappealing since our playstyle involves heavy rotation through attunenments (would like to see more traits that improve specific weapon-sets, like it’s the case with most other classes)
- (Elites are crap, I would totally trade my elite-slot for a fourth “normal” utility-slot)
- 1-spells too weak -> makes Arcana-tree more interesting since low CD on attunenment-switch is important to keep the other spells on CD
- no possibility to adapt to situations where defense is needed because of the lack of weapon-switch (that offers defensive skills or the possiblity to kite at range) -> defensive spec (30P Water, cantrips) is necessary to compensate for this
- unreliable spells (dragons tooth, fire-grab, shatter-stone, …) [ -> the lack of reliable burst (and also single-target-DMG)] makes GC-Builds less attractive -> makes Bunker-Builds more attractive
To get rid of all those bunker-eles you must not nerf water/arcana and cantrips … you have to change the other factors that make us specc into them. Fix these points and there will be other specs.
most of the problems that make us play water/arcana/cantrips haven’t been adressed (at least not in such extent to make a difference) and instead Anet kept doing what I told them not to do (nerf defense even more). The result are players that are still playing the same defensive ele-specc (just in a much weaker and therefore unviable state) as on year ago or rerolled and stopped playing ele.
(edited by Gorni.1764)
- Arcane III – Arcane Retribution: Random-Proccs are bad, especially on elementalist that has a spammy nature and not much access to burst-spells which would be worth using with that trait/utility.
- Arcane IV – Final Shielding: Good one for GC-builds, especially now that VI and V are gone … But I think that the CD is too high compared to what it does, so I think even GCs won’t pick it.
- Arcane V – Elemental Attunement: Major nerf to both bunkers and GC. Don’t know if you really have thought this one through. It’s THE one trait that keeps eles alive. For sure it’s strong but it’s 100% necessary for all ele-builds -> therefore at least 20P in Arcana are now still mandatory and your 3s CD reduction on Attunements won’t change anything.
- Arcane VI – Renewing Stamina: People already mentioned that other classes get this for only 5P. Together with Arcane V moved to master-tier this is a huge nerf. At least leave V in Adept.
- Arcane VII – Vigorous Scepter / Arcane VIII – Blasting Staff / Arcane IX – Windborne Dagger: Nice changes … but not really nice when I think of V and VI being moved to master-tier.
- attunement-CD reduced from 16 seconds to 13 seconds: Very nice but this only compensates the effect of only 10P in arcana now. (16/1,2=13,3s with 10P Arcana). Due to your tier-changes 20P Arcana will still be necessary and like people mentioned Evasive Arcana is too essential for our survival to not pick it.
Summary of what I think you will achieve with those changes (on eles):
- Ele-Bunkers with 30P in Earth (something like 0-0-30-20-20) + QQ from Engis and Necros
- classic D/D bunker might totally vanish … anyways it will be hard for you to find anything else you can nerf on this build so maybe we can now play without fear of further nerfs.
- No other new builds will arise because of following reasons:
- Fire has no viable traits and we loose too much defense when we spec into it
- 20P in Water are still necessary for healing ripple and Healing-Power+Vit
- 20P in Arcana are now absolutely necessary because of traits moved to master-tier
- 30P air will only be invested for Fresh Air with scepter
You’re not adressing the core problem of eles: Low defense due to worst base-stats and no defensive class-mechanism like stealth, clones, etc and no real niche where we excell and can focus our builds onto. You kept nerfing our defensive tools like boons and mobility and keep nerfing it to such a degree that also GC-builds become worse and worse. Eles will still see no play in tournaments.
I posted this 6 months ago:
Summed up i think Eles are just adapting to the facts given. There are many factors that push us into that kind of playstyle:
- Fire, Air and Earth-Traits are weak compared to Water and Arcana and compared to other classes -> Water/Arcana-Build
- Conjures, Glyphs and Signets are weak compared to Cantrips and compared to other classes -> Cantrips are the only solid option (maybe except Arcane-Spells)
- Staff is weak compared to S/D and D/D, same goes for Focus
- lowest base-HP and base-toughness -> forces players to compensate through defensive spec
- high CD on attunenment-switch -> to use the full potential of all our attunenments 30P in Arcana are necessary (other classes can keep their 10 weapon-skills on CD without having to spend talent-points)
- low synergy on other builds and traits (except cantrips) -> builds all revolve around cantrips
- too many traits that only buff one attunenment -> makes them unappealing since our playstyle involves heavy rotation through attunenments (would like to see more traits that improve specific weapon-sets, like it’s the case with most other classes)
- (Elites are crap, I would totally trade my elite-slot for a fourth “normal” utility-slot)
- 1-spells too weak -> makes Arcana-tree more interesting since low CD on attunenment-switch is important to keep the other spells on CD
- no possibility to adapt to situations where defense is needed because of the lack of weapon-switch (that offers defensive skills or the possiblity to kite at range) -> defensive spec (30P Water, cantrips) is necessary to compensate for this
- unreliable spells (dragons tooth, fire-grab, shatter-stone, …) [ -> the lack of reliable burst (and also single-target-DMG)] makes GC-Builds less attractive -> makes Bunker-Builds more attractive
To get rid of all those bunker-eles you must not nerf water/arcana and cantrips … you have to change the other factors that make us specc into them. Fix these points and there will be other specs.
as you can see you’ve done exactly what I wanted not to happen (nerf defense) and didn’t really adress most of the other points – eles still play defensive speccs or not at all.
(edited by Gorni.1764)
- Fire II – Burning Fire: Not that bad, but going into Fire is still useless in PvP due to lack of survivability from water/arcana and overall bad traits for pvp. You should lower the CD to about 30s and move it to adept tier – this would make it worth spending 10P in fire. Still I like that you’re trying to add defensive traits to fire and air (I’m suggesting this since about 9 months to make GC more viable).
- Fire III – Ember’s Might: Burning is bad in PvE and eles don’t use conditions in PvP anyways. Useless change.
- Fire VIII – Conjurer: From a PvP-Perspective Conjures are still useless. It seems that you don’t get what’s the real reason why people never use conjures. Especially this trait is most useless for PvP – even if you use conjures you’ll just pick them up, use one or two spells and then drop them -> you don’t need extra charges. In PvE this tier-change is useless since you go 25/30 in Fire anyways when using LH-Build.
- Burning Rage 25: Good for PvE, but like said nobody will spec into fire in PvP.
- Air V – Soothing Winds: Hmmm, OK. Still wouldn’t take it. Doesn’t offer much in comparison to other traits. This trait would only be usefull when I’m full GC – and if I run full GC a little healing-power won’t make me survive longer.
- Air XI – Tempest Defense: Still not viable. The procc is random, often you get it when you don’t need it at all (fears for example). Overall Shocking Aura is only usefull for countering 100B-warriors and thieves anyways. The damage-gain is crap since the stun from shocking aura doesn’t last long enough to land a hard hitting spell (since they have too long animations) and you’re disabled too when it proccs. Seems like you haven’t really thought that through. The aura can also easily be avoided due to obvious animation and other CCs that work with the trait have too long CD to make this trait worth picking. It’s still ridiculously weak compared to warriors counterpart.
- Earth 5 – Stone Flesh: Good change, thanks. You’ll have to fix lingering elements though to make this really usefull.
- Earth VII – Strength of Stone: Conditions are bad on Elementalist. Therefore a bad trait, regardless in which tier it is.
- Earth XI – Diamond Skin: QQs from condition-based classes have already begun. Nice trait for bunkering. And I love the fact that we’re maybe no longer free-kills for condition-classes and viable bunkers again. Still earth is a useless traitline for offensive speccs because like said, conditions (and signets) are bad on ele. I also think that this trait sounds better than it really is … 10% HP are gone in no time and after reaching 90% HP this (grandmaster!)-trait is 100% useless.
- Water I – Aquamancer’s Alacrity: Not worth picking, especially because of much stronger alternatives. Overall CD-reduciton-traits are bad on eles (in PvP). Due to constant attunement-switching we’ll never be in the right attunenemt in time to make use of the few seconds which the CD is lower.
- Water V – Cleansing Wave: Major nerf but at least both GC and Bunkers have one viable option left (III and VI).
- Water VIII – Arcane Abatement: Useless in PvP, also never used it in WvW. At least it’s in Adept tier now to match simliar spells from other classes.
- Water X – Soothing Wave: Bad trait. Nobody uses Signet of water (have never seen it yet, not even noobs use it). Mist-Form is unviable too since the nerf and frost-bow is .. well a conjure. You should also consider the high CDs of the spells it works with. 75s Mistform, 60s Frostbow and 30s of Signet. This trait is useless, regardless of what tier it is in. Compare it to Elemental Attunement – this can basically give you regen every 10 seconds.
[continued in post 2]
(edited by Gorni.1764)
Consider just the #2 skills on Staff:
Fire: Lava Font.
Water: Ice Spike.
Air: Lightning Surge.
Earth: Eruption.Think of the chain here: you can set up your lava fonts with >60% uptime, with might-giving blasts going off every 7 seconds or so, and maintain 10 vulnerability on targets in that AoE.
Untraited.
And you have a bunch of CC and other utility in your remaining weapon skills, as well as the right half of your skill bar.
Ironically you think that the worst pvp-weapon will be the most overpowered? Lava-Font, Ice-Spike and Eruption won’t hit – even without the enemy dodging. You have to CC people to make them hit – and CCs have high CD on staff. But with 0 Attunement CD you could at least effectively combine your CC with damage. Lightning Surge is just a Scepter #2 but worse due to long and obvious cast-animation … nothing overpowered with it. Staff is all about using combo-fields. Why prohibit the use of combos with ridiulous high CD on Attunement-switch? Warriors can buff fury and might with less effort. Might can be stacked better with S/D even with Attunement-CD and perma-fury is a master-trait after all.
Staff would finally be usefull in PvP and also more fun to play in PvE. I agree that some spells might need shaving and I already mentioned that some traits need ICDs but I still think that it wouldn’t be that overpowered as anyone says.
(edited by Gorni.1764)
Why do you always make huge chunks of changes coming out at the same time and don’t make smaller changes more frequently to adress important things quickly? By doing so you always completely alter the meta and often you’ve overdone it a bit (buffing other classes while nerfing eles for example instead of just nerfing eles and see what will happen or giving Necros burning AND add torment at the same time). You could also see how certain changes affect the game and adjust further changes better to the new situation.
Things like Skyhammer-Farming, 4v5-games or bugs like Berserker-Stance or Sigil of Paralyzation are major flaws that have to be adressed immediately and can’t wait two months or even longer to be fixed. And such changes also don’t require a major pvp-patch to come out.
They can nerf HS.
They should give us then stealth, or ports or protection, or true invulnerabilities, or clones, or pets, or deatshroud so warriors can be balanced as other classes.
I want the same for eles then – in addition to +8k HP, +300 toughness, 10s RTL CD and a 4s stun with 8s CD – thanks.
Old ele wasn’t that OP. Just like today they could be easily killed with immobilize for example. Good mesmers, condi engis or trap rangers also totally destroyed eles. Overall eles even before the nerfs were susceptible to conditions due to their low HP-pool. Bunker-eles couldn’t kill other bunkers, weren’t better at bunkering than guardians and it took a while for them to kill GC players. GC-Eles weren’t viable at all (contrary to warriors) and still aren’t. We had to spec bunker to be usefull. Warriors now even have better survivability with berserker amulet than pre-nerf eles with soldier or clerics gear.
same was said about ele … ele got nerfed to the ground. However, Anet plays warriors not eles so it’s unlikely that warriors will recieve nerfs as ele did.
This is hilarious considering warriors were below kitten-tier for almost an entire year of the game’s PvP.
Eles were considered worst PvP-class too until some player found one viable spec. This spec has been nerfed now we’re crap again.
So this thread is really about warrior and not the title? O_o you tricked meeeeeeee.
Every 5v5 I go into has at least 4 warriors. I’d like more variety please. When was the last time you had a 5v5 with 4+ ele’s?
people go afk or leave the game if they have more than one ele in their team ^^
(edited by Gorni.1764)
0 cd on atunement would be crazy. ele would be op. stop this madness.
But why? Explain some scenarios where this would matter (except proccs on swap). We still got huge CDs that prohobit any OPness. We already can swap through all attunements without CD but only once at the beginning of the fight – is it OP? Not really. After initial burst everything is on CD and there wouldn’t be anything OP about it. It would buff staff because using your combo-fields with earth blast finisher would be easier. And it would promote build-variety because arcana wouldn’t be necessary anymore.
Anyways I know that it’s never going to happen but still I like the idea.
yes, there would just be new fotm classes/builds for 1v1