taking two Major Runes of the Water instead the doublons you can get +10% boonduration instead of 8%
besides that I run exact the same gear as Lavadiel:
Full Berserker with Ruby Stones
or PVT with monk/water/water + berserker weapons and jewellry
(edited by Gorni.1764)
Guys … accept the fact that the emphasis of this game is PvE (and WvW). As you have already mentioned the PvP player-base is quite small compared to PvE (maybe that’s precisely because PvP doesn’t get much attention). This makes it reasonable to focus on PvE (though Anet will never admit that). Also you can make much more money out of PvE than out of PvP (PvP will never work when it becomes pay2win – also PvPers are interested on challenge and skill and not on how sparkling their armor is) and Anet has to finance their developement somehow since the game has no monthly fees. So PvE gets all the love while for example class-balancing-issues are dealt with rather sloppily (just look at how new balancing problems arise after each patch). Also the fact that PvE gets huge new stuff every two weeks while PvP gets attention only every two months makes it clear that Anet may see PvP only as a small side-aspect of the game and turns their back at players who only want to PvP in GW (again Anet will never admit that, though it’s rather obvious). Anet creates new jumping-puzzles, pve-items, huge events and dungeons, new pve-zones, and so on but is it really that difficult to create a new game-mode in PvP at least after a whole year?
just my 2 cents (sry for my bad english ..)
great ideas here … but I doubt Anet will ever implement something that was suggested by the community
The problem with ele thanks to the silly amount of health we have if we dont burst them down then we ARE dead. Most ele attacks can be easily dodged or countered which doesnt help either.
Totally agree – when running berserker I rush in, unleash my kitten – with some luck the enemy dies, else I am dead or forced to run away. You can’t do anymore because you used your cooldowns and won’t survive another ~40seconds without them. As soon as you have to use your heal you know that the duell propably won’t go well for you.
That’s why our most feared enemys atm are the mentioned perma-dodge thieves – we can’t burst them, while we die in ~4 hits. Same goes for stunlock-warriors which hit me for 5k, 4k, 3k (enough to down me in berserker-gear) whilest I am in stunlock and they are invulnerable and also Nekros which have perma-fear and 3 Life-bars….
Hahaha, why not? every other class has an overpowered build or are just overpowered.
he has some point here
ele is just pathetic atm …
It doesn’t decrease the CD but speeds up the recharge.
each second the CD isn’t lowered by 1s but by 1+(2*x)/100 where x is the amount of points spent in Arcana
-> 15/1,6=9,375
But tell me this, why shouldn`t the lowest hp/armour only class, the same class that is the only class that is stuck at melee only, why shouldn`t it have more mobility?
this
Cantrip-Bunker still works. http://gw2skills.net/editor/?fEAQJAoYhEmkbzR4gjDAkHn4CLjChUeMTO2A-TkAgzCmI8S1lrLjXyds7MJA
For burst Scepter with 30P in air seems to be the most popular build atm: http://gw2skills.net/editor/?fEAQJArYhEmIblR3gjDIEFmAKIeYBOAHWUMD5AA-ToAg0CnI4SxljLDXSuscN+YSB
Since I don’t like Scepter i play this (mostly in sPvP though): http://gw2skills.net/editor/?fEAQJAoYhEmIblR3gjEAkCoMK0h4hFQIRRxM5A-TkAg0CnI4SxljLDXSuscNpA
In terms of control (in PvE) I think staff might also be the weapon of choice. Just did this “defend the treasure-thing” from the latest living-world event and I for myself after playing ele since release was astonished once again how well the CC works in PvE – and all that at 1200 range. Also when it comes to kiting such as the event in Citadel of Flame staff is the best choice.
In addition it’s ridiculous how a single ele with blasting staff can slow down a whole zerg in WvW.
I actually run exactly the same build (except for grounded since staff doesn’t really have reliable CC on it’s own and varying slot skills depending on bossfights).
As you mentioned in your last sentence I also don’t get why people keep saying that S/D oder D/D does so much more damage than staff and that they laugh at poeple using staff. It might not be as much damage as a GS-warrior can do but compared to other ele-weapon-sets staff might even be the best when it comes to raw damage output.
Only thing is that the offensive support isn’t that good as with S/D (might/fury-stacking) – group heal seems to be better though (2 water fields that heal on their own and 2 explo-finishers outheal any D/D oder S/D)
Same for me. The login-process seems to take quite a bit longer but still works.
I hope ANET considers keeping this though. This doesn’t seem too broken, but it’s just plain awesome,g iving the engineer a completely new role!
(Only the Engineer is capable of flight!)
Ride the Lightning (ele) was like this a LONG time ago. Trust me, we players can’t have nice things. This is going to get nerfed, and if I know ANET, it’s going to get nerfed HARD.
exactly what i wanted to say just now
Is it possible that vigorous scepter is bugged? I tested it yesterday, did 2 dodges with and without the trait and measured the time until my stamina was full again – it was nearly the same in both cases.
I also like most of the changes. But I’d love to see a change in conjure-mechanics … but the changes aren’t official yet so there is still hope
If the leaks are true:
If they will indeed move stunbreaks to Glyph of Elemental Power and Signet of Air, I see little difference in usage of utility skills. G.o.E.P. is a buff you would do well casting before each fight, not waiting to use it until stunned. Adding a stunbreak is counter-productive as long as it is an offensive buff. If it gave defensive boons (fire=might, air=swiftness, earth=protection and water=regeneration) depending on attunement, it would work and be used.
Signet of air is fine, but it won’t draw many people towards signets I think, as they have no interesting, really useful actives and basically no condition removal. Signet of Water passive isn’t worth the use, and its active should be to remove several conditions at once, not chill someone for a brief time. In the end, people will have to rely heavily on water traits, EA, Cleansing Fire and the likes and head back into bunker. Signet and Glyph builds certainly won’t be viable in PvP yet.
When it comes to GC, it looks promising. More damage sources here and there and air attunement resets for disengages/stuns, which will be needed. However, the fire tree won’t see much usage in PvP, as air has all the good traits.
If you can reset the air tree every five seconds on criticals, there will be many people staying in air for all the control and movement spells I imagine. While I love the idea, I see it potentially causing an uproar in the community. Imagine you have access to Lightning Touch (weaken), Shocking Aura, RTL (for attacks or quick disengages) and Updraft every five seconds, and you are fighting a melee opponent. At least you can’t access Tempest Defense and Fresh Air, for added 40% damage on stunned and downed opponents.
Lava Tomb I see come into play more, even though people can easily stomp you from outside the field (sadly), therefore making it slightly redundant in the end. Added damage to downstate is fine though, as GC will be lying on the ground often. Now if the AoE was increased as with Blasting Staff, things would be different.
it resets the Attunenment-CD not the spells in it … that would be totally OP (perma-Shocking Aura, perma-RTL, perma-Updraft lol) still quite good if you run with Scepter (nice Insta-DMG via 15P Air-Trait and Spell 2 from Scepter every 5 Seconds) – sounds funny in combination with the 10% Crit-DMG buff from Arcane Spells (20s CD on Arcane Blast with 100% Crit-Chance) som nice synergy there – great idea Anet. This could also make the obligatory 30P in arcana redundant.
I would like to see similar things to other elements though
for PvP it would be nice if they added simliar stuff to all trait-lines so that arcana isn’t obligatory anymore
I’d rather like to see ranger’s downed state under water nerfed … nearly unkillable underwater 1v1 since the reg from the pet is exorbitant high.
Most of our autoattacks suck, get used to it and spec 30 in arcana
@Gorni, Please…! Be my guest! Make a list of these 10 skills that are exactly the same with their other 10 counterparts! I ll wait.
First I never said that they are exactly the same. Overall my point was that (in PvP) you don’t really care if you make for example a fire-ring or an earth-ring since with both spells you have a small-range aoe at melee-range that also applys conditions based on attunenemt. It would be nearly the same if you’d just cast 2 rings of fire if it had a lower CD. You’d never say “oh I need a 3s cripple on my enemy so let’s skip ring of fire and cast ring of earth instead”. Most spells are just dmg at melee-range with different conditions and you spam them like any other class does.
It’s mainly an issue with D/D and since it’s the only viable PvP-weaponset (maybe except S/D) my argument fokussed on it (the other weapons have mostly unique spells and good design, though some of them are useless [shatterstone for example] and as said they aren’t really viable in PvP); the spells were already mentioned in the video.
Let’s allign the spells in a different order to clarify my point even more:
Fire:
1 Autohit
2 Cone-shaped chanel with burn (Fire Breath)
3 Small-Range-AoE with burn (Ring of Fire)
4 low-Range gap-closer with burn (Burning Speed)
5 high-dmg cone-shaped attack (Fire-Grab)
Earth:
1 Autohit with bleed
2 CC (Earthquake)
3 Small-range-AoE with bleed (Ring of Earth)
4 Gap-closer with leap-finisher (Magnetic Grasp)
5 high-dmg aoe-attack (Churning Earth)
Water:
1 Autohit with 600 range
2 Cone-shaped chanel with heal (Cone of Cold)
3 Small-range-AoE with chill (forgot name)
4 burst-heal (Cleansing Wave)
5 CC (Frost-Aura)
Air:
1 Autohit
2 Cone-Shaped spell with weakness (Lightning Touch)
3 Small-range AoE-CC (Updraft)
4 Gap-closer (RTL)
5 CC (Shocking-Aura)
Summarized:
1 low-dmg autohits
2 cone-shaped dmg-spells with different conditions (Earthquake only exception)
3 small-range AoEs with different conditions (Updraft only exception)
4 Gap-closers (Cleansing Wave only exception)
5 individual spells
Let’s substract the autohits and the “double spells” and we have ~10 (usefull) spells which is nearly the same as the other classes.
Really unique spells are updraft or cleansing wave for example. They have unique mechanics and can therefore be used individually. The rest kinda feels like 5 spells that are a little different in each attunement (like Glyph of elements).
Autohits may be unique in animation but rather weak and useless with most weapons and attunenments. You’re better off not using them with D/D.
To sum up I don’t want to complain about the design itself – it’s fine (though it could be more interesting). For example we have 3 gap-closers or 3 CCs at once that don’t share a CD (30P arcana necessary though) – that’s what makes D/D eles so strong.
What I wanted to complain about are the people that only see eles having 20 spells and justifiying several disadvantages we have compared to other classes with that argument.
edit: I’m lvl40 PvP, almost only playing ele (since release) and therefore I think i know what I’m saying.
(edited by Gorni.1764)
this is exactly why I can’t acccept the argument that eles have 20 spells… half of them are the same, only making different dmg and conditions.
where is this from?
does anyone here that think rtl nerf was too harsh have any idea why it was nerfed?
there is no justifiable reason because of this:
This nerf is unfair, because other classes have the same Skill but didnt get a nerf
d/d ele could get to enemy far points quickly as a bunker build and effectively prevent several people from capping their own node.
so basically you justify the higher CD (implemented in all parts of the game) with the argument that Eles could travel fast between two specific points in PvP? … lol
I’ve never seen anybody complain about this on the forums. But suddenly after the patch all those haters start justifing the nerf with these stupid arguments …
another reason is they could disengage from any fight (remember, not affect from slows) that wasn’t going well for them and heal up, then re-engage or leave as they pleased. now they can still do this but half as often.
But it’s ok when nearly every class can disengage from an ele now if they want?
so the “Single-Target-DMG-Atunenment”-Autohit is now the best AoE-Autohit with D/D?
Dear Anet,
I can totally accept most of the changes in the last patch, for example the nerf of the healing signet. They make sense in a way, but what I still can’t understand is the change of RTL. A 40s CD on a skill that is used for movement only makes this spell not only weak but nearly useless. Even travelling with fire attunement and using dagger-3 only might be faster now, making RTL redundant.
The mentioned “problem” of “roaming tanks” in tPvP is not really a reason to make such a change. Even before the nerf an Ele could use RTL only once to travel between the points, so why nerf the CD?
The same goes for WvW. An Ele can still use RTL to easily escape combat and run away, but the overall travel-speed has been extremely nerfed – what reason for? Other classes can travel at that speed too or even faster.
I don’t even want to mention PvE where I least understand these changes.
By continously nerfing RTL you’re making this weapon-set less fun with each patch. I still can remember the days when RTL could be used to bypass canyons for example … it was unique to Eles and very much fun. You’re just taking away these mechanics and the fun we can have with them for no reason.
So Anet, what’s the exact reason for the RTL-Nerf? And even if you stick to those changes could you at least fix the problem with stealthing/dodging/blocking/outranging enemies? Regardless of having a target when casting the spell (in sPvP) it will have a 40s CD 80% of the time.
Like so often we have some nice concepts here, but i doubt that Anet will implement anything like that anytime soon. Same goes for major changes of traits or utilities (maybe except concjures since they announced that in the last patch).
Maybe reduce the duration of the lingering but make it work with more traits? As it is now I don’t think anybody would invest 15P just for that trait – other than it is the case with 15P in air or water, which are quite strong traits. I’d rather take only 10P or no points at all if I don’t need arcana. If it was buffed propably there would be more viable builds. I would totally try to make use of it.
25P arcana could also be buffed a little bit, since it’s quite weak for a 25P trait and compared to the others.
Totally agree with you. Compared to other 15P-traits this is by far the worst in the current state.
I’ll be trying this build and adapting it for sPvP to see how it works.
trust me, it doesn’t work. You’re too easily kited
I already had your thoughts and tried it out in WvW. But the fact that conjures have a cast-time makes them rather useless if you want to use them for only 1 or 2 spells – you’ll never be able to cast the spells when you need them. There are of course some interesting spells on each weapon (only 1 or 2 per weapon though) but you have to already wield it to make use of that spells. And permanantly wielding a conjure restricts you far too much.
If they would replace the conjures with just one spell from each of them that activates instantly (or with short cast-time) I would totally use some of them.
(invulnerability from earth-shield, aoe from frost-bow, leap or combo-field from lightning-hammer for example)
So overall an utility that activates instantly (like arcane shield compared to invulnerability from earth-shild or glyph of storms compared to frost-bow aoe) is way better.
1) more reliable burst (e.g. make dragons tooth land faster)
2) Stunbreaker that aren’t cantrips (maybe signet or a trait)
3) Viable defensive traits in air/fire for more build-variety
4) Improve conjures (maybe replace only one element instead of blocking all spells when weilding a conjure)
5) Improve Tornado (increase HP and grant protection or retaliation or something)
6) reduce CD on RTL (maybe decrease Range to 900 for compensation) – at least fix the problem with the 40s CD when blocked/dodged/stealthed/outranged/etc.
7) make Staff viable in PvP (increase either, radius, speed, duration or effectiveness of AoE-Spells)
- You cannot use utility skills while RTLing
- You cannot use weapon skills while RTLing
- RTL goes down faster in air and you cannot close huge gaps in air.
- RTL cooldown went up 15 to 20sec.
- RTL cooldown went up 20 to 40sec if not hit
- RTL travel distance reduced 1500 to 1200 although we usually fix tooltips instead of actual skill.
Patch 30.05.:
RTL travel distance reduced to 0, because it bugs half the time they change the spell to apply an immobilize to yourself so that the description matches the spell
(edited by Gorni.1764)
A signet aura build only requires 20 in fire, 10 in air, and maybe 10 in earth. That’s 40 total. You can put the remaining 30 into water for aurashare, or 20 in earth for written in stone and 10 in, say, arcana. Or 20/ 20 water/ arcana, and scrap earth. Written in stone is not that good.
written in stone is for sure necessary if you want to play a signet build … otherwise the signets are just plain inferior to cantrips
Signets → useless (will still be useless even after patch. Even if you spec into signets you can’t make use of the condition damage from earth)
Conjures → useless
Elites → useless
Glyphs → useless
what is left? Right, cantrips and arcane spells. Cantrips get nerfed, arcane spells are left – but they don’t offer the survivability that we desperately need with lowest HP and toughness (same goes for fire and air traits).
I think it might be a good idea to redo some utilities to offer defense in addition to cantrips and also offer defensive traits in fire and air traitlines.
signet build + fire aura on signet use. perma prot and swift and fury and signets will be twice as powerful as before
signet build requires 30P in earth → condition build useless for eles (especially for pvp)
also 30P earth, 10 air and 20 fire → max. 10P arcana, which is not enough for pvp → also means you will have zero defense except earthshild from earth trait (no points in water for vit and heal, no condition remove, no self-heals, no regen, no vigor, …)
Anet keeps balancing a class by taking the most defensive spec available for the class as only reference lol … So they will continue to nerf our most defensive Build until it can be killed in 1v1. Guess what happens to more offensive builds then
No sure of problem, offensive builds are supposed to not have much survivability. Look at the thief, has literally no sustain and can die in like 2 hits.
[…] If eles are too weak, they will get some compensation down the line.
That’s the point, there have never been some adjustments to offensive builds, leaving them quite unviable in PvP. A thief may die in 3 hits but it can also kill with 3 hits (and can also always run away with stealth) – an ele can’t do that + they are now taking away eles’ mobility and there’s the concept of boon-hate taking away the supporter-role – what is left where the ele can shine?
Eles are forced to continue playing with this lame build until Anet realises that they have to buff other utilities and traits in offensive traitlines. The problem with the high amount of bunker-eles would solve itself because people would play more glassy builds. No wonder that there is so much crying out there. The nerfs not only hit the bunkers but all of the ele-population. That’s because they don’t just nerf bunkers, but ele in general, adjusting the strong bunker build but making the gc-builds which are already unplayable weaker and weaker … i wonder how long this will continue.
Anet keeps balancing a class by taking the most defensive spec available for the class as only reference lol … So they will continue to nerf our most defensive build until it can be killed in 1v1. Guess what happens to more offensive builds then
all you achieve with that kitteny patches is forcing eles to play more and more defensive und pushing us even more into that bunker-spec … epic fail, seriously. Where’s the logic behind that? I simply don’t get what’s your intention with these changes. Where’s the promised build-variety?
(edited by Gorni.1764)
Can these custom arenas host multiple games with the same customization or just one at once?
random stun that lasts for 1s and dmg that is lower than that of a lvl10 npc, crippling and weakness lol … compare that to elites from other classes.
So what you’re saying is that dodging and kiting aren’t the main issue that non-D/D eles face, and hence crippling, stun and weakness are useless?
As for the damage, sure it’s not gamebreaking…until you get two of them up, and suddenly your dps more than doubled. Yeah, useless.
I said that compared to Elites from other classes (and also Fire and Water-Elemental) these effects are quite mediocre… doubling dmg with two elementals? Nope
Especially not in PvP.
In zerg-situations you shouldn’t even think about popping an elemental since it will die in less time than it takes casting it. And in 1v1 why would you pop earth or air when you can have quite acceptable dmg through fire or nice heal and more reliant cc from water?
also this:
How comes so late after the release some people still cannot understand how damage text works on canneling attacks?
(earth elemental useless though, same goes for air).
Air has a ranged stun and ranged attacks (which when used properly by the player can help it stay alive a lot longer).
Earth grants AoE protection, causes cripple and weakness. I’d hardly call that useless.
random stun that lasts for 1s and dmg that is lower than that of a lvl10 npc, crippling and weakness lol … compare that to elites from other classes.
also I’d like to see an ele wielding a gs killing a decent opponent with same gear and skill … it may hit for 5k but that’s by far not enough to down an enemy
use sigill of energy for max survivability instead of battle ^^
Sword gives nice mobility in WvW, but is completely useless in 1v1-situations. Also kinda nice in some PvE-fights.
Elemental is usefull for 1v1-situations and in some PvE-fights too when there’s not too much aoe-dmg (earth elemental useless though, same goes for air). I’d only cast elemental in water or fire.
lesser version is simply weaker and has some different spells as far as i can remember (but you can have both active at the same time)
So a bunker specced guardian, thief, mesmer, necro, engineer and ranger should be able to fight against 2 people while having the same (if not better) healing, but an Ele’s almost ONLY viable build (which happens to be bunker) is not acceptable? You don’t see people playing it BECAUSE these classes have more viable builds which can actually kill and be well all around. And if people start complaining about mobility, I’ll say thief is worse, as they can stealth and heal while being NEAR you for the next burst, while you see an Ele coming from miles away.
this
haven’t read the whole thread but my ideas on this would be:
- reward wins better (maybe punish looses)
- reward players defending points even if there are no players nearby (ticking glory like OP suggestet)
- reward more glory when a player is killed at your own point
- less glory from killing enemies outside of points
- reward holding a point for a long time – maybe exponential glory and points to win
but I’m afraid that there might be an increasing amount of bunkers if such changes were made – therefore i like Raevyn’s suggestion
Said the exact same thing as OP before, even same specc, nobody would believe me. Also nobody said that you should never switch out of fire – if the situation demands it you have to switch to water for heal etc. But just for pure dmg, staying in fire is for sure the best decision if you have a 30-30-x-x-x specc
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.
(edited by Gorni.1764)
Also, people talk about the cantrips. But really, the only reason the cantrips and their related traits are any good is because they and their traits synergize well with the more powerful traits. Nerfing the cantrips and their traits wouldn’t change a thing except make the elementalist even more locked into the x/x/x/30/30 build.
Exactly what i wanted to say. Cantrips are the only thing that have decent synergy with traits and are strong themselves. Conjures: useless (also only crappy traits for them), same goes for Glyphs. Signets are kind of usefull (air is nice for finishing downed enemies ^^) but have a too long CD in my opionion and again no usefull traits that buff them.
Also nerfing is never the way to go, since nerfs to cantrips would make GC-builds even weaker (like Wildclaw and many other mentioned before this would push us into the bunker-specc even more). Buff Fire, Air and Earth-traitlines, maybe put some decent survivability-traits in there so you don’t have to specc into water to survive. At the moment you either specc into water/arcane and use cantrips (regardless of which amulett you use) and try to lame your opponents to death … or you die without achieving anything. At least make our damage-skills more reliable … please. I for myself play ele and I’m tired of this bunker-build, but it’s the only competetive build out there, and seriously I’ve tried many other builds.
Also i like the idea of reducing the base-CD of attunenment-swaping and nerfing the CD-reduction from arcana. This wouldn’t force us to go 30P into arcana (and therefore not everyone would use evasive arcana)
it has already been nerfed …
Most of the elementalsit player are only hectic button smasher.
this ^^ posted exactly the same in the german forums yesterday
Least armor ingame makes sense somehow, have you ever seen a mage wearing heavy armor? But what i don’t get is that we also got the smallest HP-pool …
30P in Arcana – totally agree, 20 might be enough for S/D and maybe D/D but 10 or even 0 just don’t work with these weapon-sets. I either suggest to lower the general CD of attunements for 1-2s or to increase the effectiveness of the CD-reduction from arcana slightly so that 10P might be enough for decent playstyle.
Also agree on the water-traitline – since all those dmg-increasing effects don’t work with lingering elements (including the +20% dmg on vulnerable foes). Also Earth-traits seem rather useless to me (condition-dmg in general). Fire needs a buff too, Air seems quite fine to me and has some interesting traits.