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Staff concept looks really nice, not sure why ppl are dissin. Maybe some pf the skills could use less initiative? Acro staff inc?
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Hoelbrak is better than str runes imo. Flame legion are also good too.
Since the MMR system aint getting better anytime soon I figured I’d try and provide some help to benefit anyone feeling desperate. My advice is to get in a good pvp guild and queue up with at least 1 friend. I played with one guild mate today and we won 11 games in a row? Even as a duo It is not uncommon for experienced players to go on massive winning sprees. I believe anyone is capable of achieving similar results if theyre dedicated and train right, consider the following if you’re struggling:
Your team comp?
perhaps you can try playing a different class/build which suits your pub grps comp. Get used to multiclassing or at least swap your current class build up for who youll be fighting.
Poor rotation?
If so perhaps you could watch a few vids on youtube which demonstrate what you need to be doing on x class.
Rusty skill mechanics?
Join a duel server and start training. figure out what you can and cannot fight, learn how to counter every
class/build.
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Play one. Go to a duel server and fight d/d eles and figure out when they are vulnerable to your burst. If you play the power shatter meta for a week straight youre going to notice when they want to burst.
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First let me tell this, I am addictive to Ele.
I tried every class in the game but my doom was that I started with main Ele then all other classes felt so boring.
With every other class, you switch to weapon set, you use your skill then wait for them come of cooldown or switch weapon, so most of the time you stay there and auto attack, it feels unbearable for me.
What I really like about Ele it has a solution for everything, every time, nothing come close to this feeling in this game for me, other then some level Engineer.
When I see the Tempest first time, I said, oh my, Overload that locking me to attunements and increase their cooldowns, nooooooooo.
With my all best intents, I can’t see any good use ofOverloads other then glass Staff Ele camping Fire in PVE and Lighting Hammer builds camping water.
So ANet, if I want to use Tempest please don’t make me a bot, give me a chance to use Overloads but also able to be reactive and enjoy immersive play style.
I do not get this one bit you seem to love ele so why are you looking for a new class in tempest? You do understand that tempest is not a stronger version of the older class and that it should be on the same level as an ele. Simply put tempest being a support spec or playing differently then the ele class dose not take any thing away from ele.
The elite spec is supposed to provide a new playstyle that compliments the current design. Look at berserker, its turning a 3 adrnealine bar into 1 bar which leads to faster paced action, this idea is great and compliments the warrior playstyle. Now look at tempest, our overloads scream “interrupt me”, slow us down and lock us out of attunements longer than ever. Overloads dont feel like they compliment the class, they need to be scrapped and redesigned.
Who in their right mind would praise anet for such a HORRIBLE DESIGN! No offense but I think the team over at anet could do a little better at providing a new and fresh idea… Pleaseeeee AT LEAST reconsider the direction youre taking the trait line for tempest! The current overload design is not cutting it.
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Sword and mobile assassin like playstyle plz, thx
DD already could be played as a mobile assassin if only there was a way for eles to play anything else than celestial amulet and water+arcane+cantrips. A new traitline won’t fix the core ele problems of being forced into water+arcane+cantrips to have ANY defense at all (now that auras on signets are gone too…)
Zerker DD ele assassin (with signets and auras) hit-and-run style was SO MUCH FUN when the game was released, but sadly we were soon after nerfed into oblivion so only celestial brawlers survived (even zerker DD went arcane of course).
The one thing that made a hit-and-run playstyle possible on Eles? Ride the kittening Lightning on a reasonable cooldown (16 seconds at launch, 12 with the trait, none of that double cooldown nonsense). Mesmers and Thieves both have stealth and great in-combat mobility and escapes for defense. Eles had RTL to get in and out fast.
But now they only have boons for defense, which means celestial brawler.
The only problem RTL had was the buggy 1550 range which was too far. 16 seconds 1200 range would have been balanced from the get-go.
While I also miss old school rtl, d/d doesnt fulfil an assassin like role for me and reverting rtl back to the way it was wouldnt cut it either, although I wouldnt mind some nerfs in compensation for that old rtl cd.
An assassin like role = high risk for reward. I would have liked great access to evasive manuvers and mibility skill kind of like s/d theif playstyle while being punished hard for taking hits. I wanted a playstyle that is above and beyond useful if played well but extremely hard to master.
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I’ve never been so disappointed with this game in my life… Even if they tweaked overloads to do 10000000000% more dmg you’re not addressing the real issue here, the design is just stupid!
Hey you guys asked what I could beat a D/D ele on, if you don’t like the answer, don’t ask the question
The key word being what I could do it on, I didn’t list any builds or professions I’ve seen other people do it on, although I’m sure there are plenty more if you stop playing meta focused builds, because my experience is, any build I have used off Metabuild besides cele necro has been completely destoyed by the ele.
Maybe that’s the real issue, there are no metabuilds for people to use that beats an Ele.
Anyway, most likely not checking this thread again, seems a few jimmies were rustled, back on topic and to my reason why Ele is not OP to help get this thread back on track.
Ele is fine, Burn is not.
Even if the ele meta is considered fine after a burn nerf, which may be true… I still wish more of the passive trait design would be moved to an active role instead. Swapping into water for example doing an auto heal, auto frost aurab regen upon being crit, suto cleansing 3 conditions and gaining 3might regen and vigor afterwards, stuff like this is kind of lame. Why cant we just manually control when this stuff happens and somehow make it a little challenging to pull off so it’s more interesting…
I really feel like d/d should have never been about bunkering, it should have been a glassy role that was about high risk for reward. Just my opinion anyway, marauder d/d is pretty close to being how I feel like d/d ele was meant to be.
Elementalists have burning as their single condition.
This is untrue. D/D ele has access to Chill, Immob, Burning, Bleeding, Weakness, and Cripple on weapon skills, Blinds on Evasive Arcana, and potentially poison if running doom sigils.
Besides bleeding none of these conditions do any damage, so burning is the only damaging conditions eles and guards have. Eles have 1 bleed skill and no trait support.
Eles have 3 bleed skills.. All in Earth.
Elementalists have burning as their single condition.
This is untrue. D/D ele has access to Chill, Immob, Burning, Bleeding, Weakness, and Cripple on weapon skills, Blinds on Evasive Arcana, and potentially poison if running doom sigils.
Besides bleeding none of these conditions do any damage, so burning is the only damaging conditions eles and guards have. Eles have 1 bleed skill and no trait support.
Eles have 3 bleed skills.. All in Earth.
Yes but one is the earth auto which nobody uses and another is churning earth which again nobody uses. The remaining bleed skill does a hefty 1 stack of bleeding.
Nobody? What if I say I do?
What if Im so smart I get stealth from thief, load up my earth 5 and open with lighting flash mid-cast to target and hit a lucky 4-5k with 8 stacks bleed? Not to mention I still need to start in fire hue.You can see the earth 5 red circle and animation even if the ele is stealthed…
And here I thought I could start up earth 5 behind a wall and lightning flash to the target! Oh my!
That skill is still near irrelevant to use even if it lands, stoo making such a useless skill sound so useful. Landing a full drakes breath on a target is more effective than landing a churning earth…
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I think its fine if you want to ask for engy buffs but do it intelligently. How can you be jealous of ele burns while playing p/p… Lol. You might not have as frequent of a potential to apply the majority of your burns but you can stack burns way higher than a d/d meta build will. No one be gettin more burn stacks from an ele unless they purposefully running through ring of fire.
BTW are you aware some of the information you provided us on weapon skills is flat out incorrect? You lost all credibility.
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I personally feel like nothing really counters my d/d ele. There are a couple builds that stand a chance in 1v1 but I dont consider them counters. I actually find Cele signet necros pretty non-threatening unless they’re +1ing a fight, not sure why people think theyre a counter to d/d… Perhaps it seems that way if you waste potential condition clears.
I think people proposing nerfs to ele weapon skills/utility among all things do not have a valid understanding of the elementalist’s class functionality. Its been said a million times by now but ill say it again, if anything its the potential passive utility coming from traits…
Anet, I’d really appriciate it if you could make the offensive and defensive capabilities on meta d/d a little more interesting and challenging. I really feel like the ele class probably needs a huge overhaul in order to break free from the arcana/water meta.
Sincerely, a very bored ele.
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I was going to make an arguement that d/d ele isn’t all that amazing in higher tier play, but it would be pointless to argue since this is like the 100th post on d/d ele being op. Its good and does its job well but will lose 2v1s most of the time if the team doesn’t help rotate.
While the posts are getting pretty annoying, I think we can still all agree the class is a little over the top. I don’t think Anet is going to be preparing any ele nerfs anytime soon though, HoT is on its way and any balance changes before the release of HoT will probably just be a waste of time.
Sword and mobile assassin like playstyle plz, thx
Burning needs to be either unstackable or damage reduced by 50%.
Burning ashes needs to be removed.
Reduce the regeneration on soothing and no more vigor is needed.
Start there and nerf more until balanced if warranted
You obviously don’t even understand how the class works when you’re calling it burning ashes. You lost all credibility.
Would have preferred tempest to be more about making counter plays with very high risk for reward, low hp pool, low heal potential and great dmg potential/mobility along with great potential to mitigate attacks if countering attacks were timed very well.
The tempest is a beautifully designed class in a world full of bads.
Please not another hand holding brainless build anet, PLEASE!
1.) Balance burning
Might is not the major issue causing the meta d/d builds to deal “too much damage”, if burns are nerfed as much as the general public would probably like, that might would be required for the cele d/d meta build to even lay down enough physical damage to be considered viable. Burns are over the top as we all know and its due to their balance around the condition stat and stacking potential being kind of funky. If I had to make an educated guess after spending thousands upon thousands of hours playing d/d, I’d say burning is roughly 35-75% of the d/d eles damage.(It really depends on who you’re fighting and the dmg usually leans closer to the 75%) If you butcher might stacking potential by making it impossible to reach near max stacks and nerf burning the d/d cele ele could drop off the face of the earth. Start by balancing burn stack potential or rework the formula on burns to globally reduce the damage dealt.
2.) Reduce regen values on soothing disruption and up the vigor duration.
I suggest this so the meta build will lose some of its tanky feeling while also allowing more glassy builds to potentially drop renewing stamina and pick up arcane precision while still maintaining a good amount of vigor.
I think this would be a good start… if new builds were not on their way out. Is it even worth Anets time to balance current builds when HoT is on its way?
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If they really cared about the ele community they would rework overloads, give us main hand sword and balance tempest trait line around something many builds could take advantage of, like auras.
The Tempest shouldn’t really be an Auramancer; it should be like a storm.
We actually already had an Auramancer(Aura on Signet use), but it was destroyed in favor of giving Shouts AoE Auras, which “coincidentally”, the Shouts are all just AoE versions of the Signets with no Passives :L
Yeah I actually just reworded my proposal, trying to have more of an open mind but you beat me to the edit.
If they really cared about the ele community they would scrap overloads in their current state, give us main hand sword and balance tempest trait line around something that can be of more frequent use.
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I’d just like to put out there that d/d ele is pretty much all I play to this day, keep this in mind while I give you my perspective on Gokil’s changes,
1.) I can see the debate on ring of fire going both ways, while its fairly easy to avoid the burns, usually… This skill can at times seemingly bug out and stack 6 burns from crossing it once which isn’t very cool imo. While I think toning the burn stacks down to something like 2 stacks is fine, I also wouldn’t mind if they perhaps toned it down to 1 stack and allowed the ring to basically “explode” upon crossing it, dealing direct damage, making it a solid dps method for d/d eles who prefer running more bursty/squishy builds. If ring of fire blew up and disappeared after someone cross it this would also prevent a lot of easy might stacking.
2.) I think we could start by nerfing some of the auto cleanses like soothing ice, I don’t think that trait needs the regen proc, I’m pretty against anything RNG trait wise and wouldn’t mind seeing every single RNG trait from every class completely removed. The game should not be balanced around RNG.
3.) I do think shocking aura is pretty OP with lightning rod+Aeromancer’s out in WvW (because you can run hoelbrak + food for condition reduction while doing great damage since stats can be tweaked to very optimal levels). Lets not focus on balance around WvW though because WvW is a joke to begin with. The air trait line imo could use a buff when considering SPvP. I wouldn’t mind seeing shocking aura reworked to only last ~ 1/2 – 1 second while also not stunning vs auto attacks if it meant a 1.5 – 2 second stun. This would render the skill fairly useless when just spamming it, making it require more skill. IMO it would be wonderful if shocking aura lasted 1/2 a second, blocked/stunned one attack excluding autos and worked up to a ~450 range.
4.) I’d rather see the game balance the Elementalist around the idea of very low attunement cooldowns. Although this would probably never happen, it would be nice to see Anet balance Ele around the idea of 1 second attunement cooldowns, this would mean severely nerfing/removing attunement swap traits and some weapon abilties but it would also open the class up to a lot more interesting complex combos opposed to feeling forced to rotate the same old boring strats.
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You know what the elementalist doesnt have? A functional brawler build providing high risk for reward. Give us our sword kitten it.
Please just scrap tempest and start over
I applaud you in your attempt to prove tempest and reaper aren’t all that bad, but the sad truth is they still are.
Sigh… Learn to dodge
Hello all, I am an Elementalist who strictly pvps in spvp. I am unsatisfied with the current design of Overloads due to them being easily countered and also rather useless since they end up locking our class out of an attunement for far too long. Something must be done about overloads or we may as well start to disregard their existence in high level spvp play.
I would like for you to rate my idea im about to present you, this is my vision for the new and improved overload.
Picture an overload like a super ability, in order to use a super ability you must reach a certain threshold by performing a specific task (street fighter anyone?). Each attunement has their own unique way of unlocking their overload. Fire could require a certain amount of burn tics, water could require that you heal your allies a specific amount of times via active heals, and so on. Each attunement has some sort of requirement via skill usage to unlock its overload, make sense? Scrap the additional time an overload locks you out of an attunement after use.
Now let’s say that threshold bar which unlocks an overload is filling up in fire for example, its a fourth of the way full but the elementalist decides they need to leave the fire attunement for a different attunement. The progress which has been made to unlock an overload should NOT be lost once leaving an attunement, instead the progress that had been made is saved and then can be continued on once the user re-enters the attunement. Since the progress is not lost the amount of time it may take to unlock an overload could be extended for the sake of balance.
Once an overload is capable of being unlocked I believe an animation should queue both the user and the opponent that the overload is now active and ready for use. The fire and air overloads should not be channels, it makes sense for water and earth overloads to be channeled skills (because counter play is a good thing) as long as they provide strong support capability but if a channeled skill; should not extend much longer than a second. I currently find the water and earth overloads very underwhelming and think a new method of support could be implemented when it comes to these abilities. We dont need another heal in water and we already provide a great amount of protection from swapping into earth near allies. ( no elementalist will go with out the arcane line in a serious spvp match) Rather than having the fire and air overload provide damage via long channel time execution these abilities should be reworked so they may be used in a more timely fashion. Please keep in mind that abilities which take 3/4ths of a second or longer to cast are usually very easy for an experienced player to counter or dodge.
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I dont think the minor traits in tempest except for maybe the adept should be linked to overloads, they should change the master and gm minors to associate with auras imo, would make more sense for the sake of diversity. They should also try and add some traita that could enhance dagger and/or scepter.
Please just scrap the current overload design and change its functionally to something else which wont lock us out of an entire attunement. It would be soo much cooler if overloads could just enhance our current attunement abilities in some sort of fashion opposed to locking us into a channel which will be easily countered.
There has to be some way overloads could become useful with out locking us out of an attunement as well as taking skill and not becoming op…
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Im very concerned about the pve community possibly putting the idea into anets head that overloads are fine because they are definitely not. As much as I hate most of the tempest design, I can not deny a lot of it could potentially be viable with a little bit of additional balance. Overloads on the other hand need a lot of work done to them…
I agree ele needs to be toned down a bit, but I can’t believe people complain about RoF. I’m sorry but if you cannot get out of it without getting 3 stacks of burning (dogde is enough) and then you walk back in and get 6 stacks, then it’s entirely your own fault.
Murphy’s Law – Anything that can go wrong, will go wrong.
It’s the fact that Ele casts it 3 or 4 times in any given fight. Two Ele’s on the same team? The odds quadrippled.
It’s bound to happen and there are several reasons as to why it wouldn’t be the persons fault.
What’s up with this logic? Are you saying it’s not the player’s fault that he didn’t dodge something he should have dodge? The game can’t be balanced around bad players. Any class will cast their hard hitting attacks several times in a fight, you still need to dodge it, period. The ele can’t even make the players walk through RoF several times, it only happens when someone is just playing badly.
Have to agree with laraley for once, if youre crossing over or entering rof that usually means youre very bad. That ring does nothing if you stand in it… It’s almost good for nothing more than 2k dmg vs someone who knows how to deal with it. I absolutely never have trouble with ring of fire.
Your best method for landing fire grab IMO (with out hoping for a updraft combo in your favor) is to either magnetic grasp and follow up with a fire dodge roll + fire grab or get good at timing shocking aura stun with fire grab + cleansing fire (if no burns applied yet). Sometimes using shocking and quickly swapping to drakes breath works but since most d/d will run blinding ashes build this method wont always work in your favor.
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blinds now block necro transfers thanks to the rng you guys added.. i would rather it go back to priority or give necros a trait to 100% transfer blind especially since it is such a common condition now.
what do other necros think about this? have you noticed your transfers failing?
brah that RNG blind was a calculated esport tactic, stop getting “unlucky” and l2p
Did they dominate in team fight or just go on a decap frenzy?
Absolutely hate it. Overcharges go against my prefered playstyle, warhorn is anouther kitten support oriented off hander. More long channels that will easily be countered. I HATE IT.
I hate tempest
Viable? Still hate
Very bad design
you are all very delusional if you think an overload build wold be viable, it would be like walking up to someone and attempting to meteor shower at melee range, you will die literally in the blink of an eye without channeling fully even once
It’s like churning earth, it has 25% chance to work unless you have armor of earth, and even then it will make less damage than a backstab.
MOST UNDERWHELMING SKILL IN THE GAME :| I really don’t want more long channels like churning earth, this is what this game needs to avoid >.<
Actually, we need less instant crap. If more skills in the game had cast times, it’d be much better for everyone.
Did I ever imply I wanted more “instant crap”? No skill needs to channel for 3+ seconds and do almost nothing before completion. I like counter play so I’m all in favor for less instant bs but a channel that long which roots you in place and has almost no effect until completed leaves TOO much room for counter play. Anything longer than a 3/4 second cast time is simply too easy to avoid when you see it coming
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Nothing needs to be nerfed on ele. With attunement switching, long skill chains, and light armor, a d/d ele is one of the most complicated (if not the most) classes to play. A mesmer complaining about nerfs is equal parts amusing and sad. Or did you realize that’s you in the video dying?
Its really not as complicated as you may think, I main d/d and I think ele could use a few nerfs my self. We’re definitely not the only class who need some adjustments though…
High damage and fast deaths are to be expected when the majority wants to run zerker/marauder
Anet you need to reconsider your approach to tempest, it is bland and goes against the elementalist code. If anything we want stuff that drops the attunement recharge while suffering some sort of other penalty.
I believe I can speak for the majority and say that people like playing ele because of the broad choice of weapon abilities at hand. Do NOT design ANYTHING which might penalize us via additional attunement recharge or bring in more lame long channels like churning earth.
Now even though warhorn is NOT what the majority wanted, I still think you could make it up to us by either
a.) Scrapping it for sword mainhand and then give us a playstyle which provides high risk for high reward, like most asked for.
Or
b.) Replace warhorn skill 4 or 5 with an ability to summon a main hand conjures which I feel would synergizes with your overload design.
Id personally just prefer you scrapped warhorn and brought main hand sword into the mix…
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you are all very delusional if you think an overload build wold be viable, it would be like walking up to someone and attempting to meteor shower at melee range, you will die literally in the blink of an eye without channeling fully even once
It’s like churning earth, it has 25% chance to work unless you have armor of earth, and even then it will make less damage than a backstab.
MOST UNDERWHELMING SKILL IN THE GAME :| I really don’t want more long channels like churning earth, this is what this game needs to avoid >.<
I don’t think Robert intended to send the mesmer class into overdrive, what I do appriciate though is the very diverse trait choices that can be made when playing that class. Same with necro, and although both classes he worked on could use some adjustments I still feel like he pushed trait choice for these two (When it comes to diversity) in the right direction.
We got Karl-ed
lol +1
Even if tempest turns out to be viable I will still hate it with its current design, it goes against the Ele way! down with the current tempest!
Even if overloading attunements somehow became viable I still hate the idea of doing so, camping attunements, channeling skills, long attunement cds and terrible animations in water and earth, ugh… Tempest is such a huge letdown for me.
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Mesmer has always had similar burst potential as they do now and I don’t think thats how Robert Gee would balance all classes. I really appreciate the time he took into making almost all traits on the two classes he worked on viable choices, I want this kind of diversity on all classes.
Robet Gee is the boss man who worked on Mesmer and Necromancer balance for the last huge balance patch.
If you think Robert Gee should be in charge of balance for all classes please give this thread a +1. Let Anet know we want all classes to receive the Robert Gee treatment.
Ring of fire does absolutely no burns at all unless you cross over that fiery ring, just dodge over it, I have absolutely no issues with ring of fire in particular when I vs it unless I make a horrible mistake… There are too many people here making suggestions who don’t even play the class. Yes Elementalist has a build thats pretty over the top when it comes to 1v1, potential burning application could be toned down but not on ring of fire that skill is way too easy to avoid.
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I can’t help but find the tempest design to look underwhelming from a PvP perspective…
-Shouts probably wont replace Cantrips
-Being locked out of an attunement for 16+ seconds means very little use of overcharge, being locked out of attunements for longer than you already are is poor game design when it comes to the functionality of the elementalist.
-The majority didn’t want warhorn, we got warhorn. Hoped that warhorn could at least provide a unique playstyle, warhorn turns out to be another support based off hand weapon which doesn’t seem to offer a whole lot different compared to focus or OH dagger besides a water field and some ally boon application.
-If I try and live in a delusional fantasy world then maybe wash the pain away will see some use but lets be honest whos going to want to get rid of healing signet? Even if Wash the Pain away turns out to actually be decent when considering your allies, how many people will be selfless enough to use it?
Like a lot of you competitive spvp people I was really hoping to break out of the support role and play around with a sword main hand… I can live with this not being the case but after also seeing what the Temepest brings to the table I’m left very disappointed, I was hoping for something a bit more complex.
Anet, I plead you! Please reconsider the route you’re taking tempest!
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Just had a look at the Tempest and christ does that look like a boring kitten effort by Anet lmao… I’ve been poised ready to insta-80 an ele based on its elite spec, but not going to bother now.
On the other hand, I’ve always mained a Ranger so if it turns out Druid is just as sucky then I guess I won’t be the one with the last laugh :’)
Tempest does indeed look HORRIBLE.
5
I’m doubting Warhorn’s capabilities, being locked out of an attunement for 16+ seconds is depressing. Shouts are more than likely not going to replace cantrips, no re-work on conjured weapons? Tempest line has very few interesting traits.
Time to play Shiro after the expansion, the tempst by design is looking stale. cele d/d cantrips is still going to be the norm.
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