Showing Posts For Jski.6180:

Defeating Self Doubt

in Guild Wars 2 Discussion

Posted by: Jski.6180

Jski.6180

When I tried for the first time, I was running fresh air ele. I tried 2 or 3 times without success. But guess what? I didn’t run to forums to cry about it like a little baby. Instead I read the buff description, figured out that I should try to hit it as little as possible and changed my build to try out that approach. To no surprise, it worked.

You don’t need perfect gear or mechanical skill for it. All you have to do is THINK about the encounter and adjust your strategy.

Its not about thinking or not its about nose from skill and effects. Most of the time ppl toon npc talking out. A human can only see so much and focused on so much at once. There a lot of demand in this game to split what your looking at with very low down time in-between. Its the reason why a lot of ppl when the game first came out did not like gw2 combat. So to fix that you add in types of tells more then what the npc is saying or a “show you” effect where something trys to do what you need to but fails because its not you (monklys jumping on walls in metro to show you wall jump and ppl still did not get it but at least the game tryed).

This game over all lacks tells for combat i think is the main thing that needs to be looked into. They have the tools to add them in but i guess they do not want to overload players. Maybe a setting to let you see it at different levels would be the best effect.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Hammer Rev Damage Needs Nerf

in Revenant

Posted by: Jski.6180

Jski.6180

if not all of the hits of CoR and it does crap damage

What I find funny is that no one has mentioned the fact that Gaurdian traps, backstab, and ranger LB, can do this damage.

Power rev is terrible with hammer in a 1 v 1

If you rely on a zerg to be useful ( and arguably against organized groups that usefulness diminishes greatly) then by design that weapon/class is terrible.

I think the reason ppl hate CoR is that even with 3k armor it still does lots of dmg

none of those are even comparable to CoR for obvious reasons. traps have high cd, teefs will get downed by zerg aa, rang lb gets reflected. CoR suffers from none of those drawbacks.

I’m not talking about 1v1, which I made clear.

since zergs are what I’m talking about, this last point of yours makes no sense. the weapon and class are very much meta and taken in nearly every serious comp.

You cant even see the thing coming most of the time. The animations on the hit is way too easy to hid so your offten going down with no ideal why. Most of the time it feels like some one was haxing and that never a good / fun feeling.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Defeating Self Doubt

in Guild Wars 2 Discussion

Posted by: Jski.6180

Jski.6180

Its nice that anet is trying to add in emulation to there game but they forget that the combat and skill effects are so engulfing to most players that every thing else is lost. Yes it took me a good 30 mins before i worked out what i had to do i was realty focused on the fight and skill use. That why they realty need to make more “tells” on players skill then just simple “the other player moves there hands some to tell you they are casting something so get out of the way” not sure why they added it to npc effects but not on play vs play effects.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Hammer Rev Damage Needs Nerf

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Posted by: Jski.6180

Jski.6180

High damage per attack balanced by low rate of attack, and hammer is a VERY slow weapon which is bad at literally everything except for ranged damage.

Fire ball for staff ele ask you why that and its a lot easier to see the fire ball then a dam “shadow” hammer. Necro staff 1 there a lot of classes who have a slow attk that do not even come close to a revs dmg. Its not a balanced attk.

Staff ele does a lot more damage than hammer rev against targets that can’t dodge the obvious animations, and the animations for hammer rev are just as obvious. Main difference is ele dies to retal in wvw while hammer revs low hits per minute keeps it relatively safe.

I am not seeing an ele doing 13k dmg with one skill. The ground attk that not a projectile on a 5 sec cd that often is hidden by the grass and or every thing going off and players i am not sure where its obvious.

They do more damage in the same time the hammer animation fires

Oddly hammer is faster then a fire ball that and the hammer hits 5 targets and fire ball only hits 3.

Its not the hammer 1 that realty braking things is the hammer 2 and that is because its doing 13k ish dmg on such a low cd its a non counter able attks (only unblockable are harder to deal with) and its very hard to see.

Look i am ok for attks to do this much dmg but you need real tells and more then one class needs to have this type of burst dmg. Right now gw2 in wvw feels more like stander mmorpg combat then the action combat because you simply cant see what going on. This is due to being able to hide attks in other attks or simply have such low animations impact that it seems like its part of the map.

So if your ok with this dmg and effect then why not put it on other classes on there pure power dmg weapons?

either you don’t ele or you only camp fire only blobbing with minstrel gear

I know ele very well the thing is when you do go for that glass build for ele your killing your self on retal alone where rev has real base hp and armor. This is 17k hp vs 11k hp on-top of number of hits to equal out the dmg amounts (ele needs to hit the same target more then once to do the same dmg as the rev who only needs to hit the target once.)

That how the meta is if your doing dmg power or condi doing it all at once or able to put it on one target (something that hits more then once but a targeted effect) is far better then a pAoE so much so that you seen many old power effects such as necro power dmg wells fallen comply out of game play. So the ele fire 2 is no where near as strong as rev hammer 2 in real combat. On paper they are close (all though rev hammer 2 sill is better) but having that dmg over time on an effect that is placed in the field is far worst then any one shot aoe. This is more true with metor for ele then any other skill. It dose no dmg if it only hits targets once with its rng effect its comply up in the air how well it will work and that IS what plaguing power dmg ele more then any thing else. Its skills look good on paper and can be buffed over and over but due to how the game plays now its all worthless dmg.

I would go as far as to say fire ball is the only real dmg skill on the fire line for staff atm. Every thing else is just scary circles that any one with 1/2 of a brain can keep out of. You do not even get real tells on the rev skills like you do with eles yes there maybe an animations but nothing on the ground that cant be killed with skill culling where ele has both the ground circles warming and the animation tells.

I am starting to think you have no ideal what ele is nor do you know what rev is or how wvw works at all.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

(edited by Jski.6180)

Frustrated with my Ele.

in Elementalist

Posted by: Jski.6180

Jski.6180

I would think as a developer you would want to make the most used skill and effect the most “fun” and easy use effect in the game. For ele that is the 1 skill. That just simple logic.

And it’s wrong. You never want to make the autos the most appealing skills. Have some effects – fine. Maybe even have them setup a combo. But the rest of the skills have to be better. Otherwise there’d be no point in using them ever.

That the thing an Auto attks is just a simple attk with the base wepon not with the atument your in. The 1 skills for a lot of the classes are not true auto attks. When the ele is hitting ppl with the staff it self and not a fire ball then its an auto attk but when the ele is using a fire ball its using a fire ball not an auto attk. The 1 skills for scepter water is bad and needs to be updated and because its the lowest cd / cast time effects ele has it WILL be the most used effects.

Auto attks have no effects at all and are wepon hits only gw2 realty dose not have that. Its more on the lines of basic attks and most games have moved to this type of attk system.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

100% boon uptime is bad design.

in Guild Wars 2 Discussion

Posted by: Jski.6180

Jski.6180

There needs to be another type of counter boon in the game a duration -% effect. Its very silly to have 100% up time of any type of boon. Its even worst when its things like the powerful boons.

I dont think adding more stuff would help tbh but im not a designer so i cant tell you either.

The game already hit its max duration + with out even trying out side of nerfing a LOT of effects that will make every one unhappy why not add in another effects that simply counters it.

Say a high duration -% so boons fall off faster. Unlike a strip or corruption its a more easier to have effect. Maybe tie it into cripple a condi effect that are not that strong on there own.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Frustrated with my Ele.

in Elementalist

Posted by: Jski.6180

Jski.6180

@ Feanor.2358
It is Free when your talking about adding in +33% for one slot. Its the most effect used of it and when you add in other support effects you can push 66% boon duration or past that 50% point that makes most strong boon effects perma for groups. This is all with out food build and armor type. This is all from just having added effects. Boon duration is a BIG problem in the game now.

When the last time you saw a core ele? Tempest is not the dmg line yet it dose more dmg then the core ele classes lines. It showing how bad the core ele lines are for any thing but noval dmg that are not part of the game any more and show a MAJOR let down of Anet for the ele class.

You are defining Anet by a lot and your still giving no reason why its ok. Ele spam 1 1 1 1 as is and most of its 1 skills do more then just dmg but for some reason your not even talking about the skill i put to you to expansible. If your a true game developer and you cant see a real problem with this skill as being a simply places holder then game developers are not that imaginative group of ppl.

I would think as a developer you would want to make the most used skill and effect the most “fun” and easy use effect in the game. For ele that is the 1 skill. That just simple logic.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Hammer Rev Damage Needs Nerf

in Revenant

Posted by: Jski.6180

Jski.6180

High damage per attack balanced by low rate of attack, and hammer is a VERY slow weapon which is bad at literally everything except for ranged damage.

Fire ball for staff ele ask you why that and its a lot easier to see the fire ball then a dam “shadow” hammer. Necro staff 1 there a lot of classes who have a slow attk that do not even come close to a revs dmg. Its not a balanced attk.

Staff ele does a lot more damage than hammer rev against targets that can’t dodge the obvious animations, and the animations for hammer rev are just as obvious. Main difference is ele dies to retal in wvw while hammer revs low hits per minute keeps it relatively safe.

I am not seeing an ele doing 13k dmg with one skill. The ground attk that not a projectile on a 5 sec cd that often is hidden by the grass and or every thing going off and players i am not sure where its obvious.

They do more damage in the same time the hammer animation fires

Oddly hammer is faster then a fire ball that and the hammer hits 5 targets and fire ball only hits 3.

Its not the hammer 1 that realty braking things is the hammer 2 and that is because its doing 13k ish dmg on such a low cd its a non counter able attks (only unblockable are harder to deal with) and its very hard to see.

Look i am ok for attks to do this much dmg but you need real tells and more then one class needs to have this type of burst dmg. Right now gw2 in wvw feels more like stander mmorpg combat then the action combat because you simply cant see what going on. This is due to being able to hide attks in other attks or simply have such low animations impact that it seems like its part of the map.

So if your ok with this dmg and effect then why not put it on other classes on there pure power dmg weapons?

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

100% boon uptime is bad design.

in Guild Wars 2 Discussion

Posted by: Jski.6180

Jski.6180

There needs to be another type of counter boon in the game a duration -% effect. Its very silly to have 100% up time of any type of boon. Its even worst when its things like the powerful boons.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Hammer Rev Damage Needs Nerf

in Revenant

Posted by: Jski.6180

Jski.6180

MFW OP was trying to be sarcastic but some people actually fell for it… and it gets worse when they even try to rationalize such idiotic “arguments”.

I’ve lost once again faith in the average intelligence level of people.

Power dmg is lacking in wvw all but for rev not sure if your the one missing the point here.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Hammer Rev Damage Needs Nerf

in Revenant

Posted by: Jski.6180

Jski.6180

High damage per attack balanced by low rate of attack, and hammer is a VERY slow weapon which is bad at literally everything except for ranged damage.

Fire ball for staff ele ask you why that and its a lot easier to see the fire ball then a dam “shadow” hammer. Necro staff 1 there a lot of classes who have a slow attk that do not even come close to a revs dmg. Its not a balanced attk.

Staff ele does a lot more damage than hammer rev against targets that can’t dodge the obvious animations, and the animations for hammer rev are just as obvious. Main difference is ele dies to retal in wvw while hammer revs low hits per minute keeps it relatively safe.

I am not seeing an ele doing 13k dmg with one skill. The ground attk that not a projectile on a 5 sec cd that often is hidden by the grass and or every thing going off and players i am not sure where its obvious.

Lets get on that subject what dose it take for ele to get near to that point. They often tend to have 1.9k armor and maybe 15k hp maybe less. About how much hp / armor dose that rev have? The ele kill it self by casting spells at that point due to retal rev dose not.

Faces it rev is doing too much dmg OR all the other classes in gw2 are doing to low of dmg.

The ele max dmg with staff:
http://gw2skills.net/editor/?vFAQFAWhUMonhdOwyB8RMIAYylMEUDr3Qb4TGBgCwDA-TVRSwAiUCOR5HNdAA2fAq6PkCQQdWA-w

Rev max dmg:

http://gw2skills.net/editor/?vlAQJAWin3guNSuQ7JRboVlsP0rS4IaWJ4EdskEAAwGA-TVRSwATU+RTXAg9Hgq+jIlgkCQQdWA-w

(note i do not know the build but i want to point out the hp / armor differences and what you must do to equal out the dmg)

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

(edited by Jski.6180)

Hammer Rev Damage Needs Nerf

in Revenant

Posted by: Jski.6180

Jski.6180

High damage per attack balanced by low rate of attack, and hammer is a VERY slow weapon which is bad at literally everything except for ranged damage.

Fire ball for staff ele ask you why that and its a lot easier to see the fire ball then a dam “shadow” hammer. Necro staff 1 there a lot of classes who have a slow attk that do not even come close to a revs dmg. Its not a balanced attk.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Frustrated with my Ele.

in Elementalist

Posted by: Jski.6180

Jski.6180

Well no boons and boon duration has realty make specialized not as big of a thing or at least when it comes to supporting with these powerful boons. Condi clear is more specialized then reisctace as a boon.

Boon duration is a specialization on its own. You give up a lot to maximize it. On the topic of cleanse vs resistance, these are just two separate ways to counter condis. And the thing is, ele is a weird pick even for cleanse, even though it is possible to do so. In WvW you need cleanse on the front line, where an ele doesn’t really belong to IMO. I mean, sure, you can go Minstrel auramancer and survive it, but what’s the point? The front line already has guards and they have cleanses on their own. And you can heal better from the back line with a staff and water fields.

Its not there a lot on the ele kit that is very out dated the only real updates applied to it has been cdr an explication bug fixes. You still not address the real problem that one skill that dose nothing but dmg and that it on a water atument something that is know for soft cc or heals/support.

Ele skills are fine. You keep complaining about one specific skill which is autoattack. Just because staff auto heals doesn’t mean every water auto ever has to. There are plenty of autos in the game which do nothing but damage. Water is niche attunement anyway. If anything, I’d complain about Piercing Shards, which gives a sizable damage boost in said niche attunement. But it’s just nitpicking, because it’s just a minor trait and the game – again – is full of quirky minors that aren’t really useful.

Boon duration is free for the amount of stats used vs any other combo in the game. A free 33% from one sigil is out right silly and 33% from a simple passive from a class on an aoe is crazy making all classes in that pt specialization in boon duration even if they are not build for it. As things stand its harder and less effect to clear condis in gw2 then simply to have a boon. Much like a stun brake is less effect then simply having stab for some reason anet is saying passive def is better then active def. That a real problem and the ele class feels it a bit more for support out put then others classes.

For a class like ele the 1 skill is more then just an auto attk it is a true skill and every other 1 skill ele has dose something beyond just simple dmg it may be aoe or have a condi or even have a heal but this one skill dose NOTHING and it just pitiful that it not been given any type of effect other then more dmg and it still is some of the weakest non aoe dmg ele has. Your trying to def it but your not giving a real reason why its ok as is only that its a skill and because there are other skills in the game that ele could use over it some how that ok its a pointless skill. At that point why not just delete it and make it so scepter 1 for water has nothing but a blank spaces.

Ele is far from ok it at the last ditch class type the healing and that only viable because the tempest line is able to do both dmg healing well to the point of simply overshadowing the ele other core lines. With out tempest ele would of been a dead class altogether.

On a note to you Feanor your defining Anet a lot kind of a crazy amount with a major lack of reasons and thoughts of your own. Simply saying its ok is not good enofe to make a point. Your not helping the Ele community, the GW2 community, and the Anet devs them self. Its being an enabler mind set and it tends to cause more harm then good.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

(edited by Jski.6180)

Hammer Rev Damage Needs Nerf

in Revenant

Posted by: Jski.6180

Jski.6180

Nah.
I just made my Rev a full zerk set a week ago.
Let me have my fun.
Rev is the last viable power class in the game for wvw.

Because it was the last one made that what anet dose they add in something and forget about the old. Only if they would re look at power dmg for all other classes mostly needed for the non condi dmg classes something that rev has high condi out put ontop of high boon support and high healing support and high tanklyness and high mobility.

Any way its not that its high dmg that the problem its that the projectiles are often to hard to see due to how dark they are and the main dmg skill the 2 is very hard to see even if your watching for it.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Frustrated with my Ele.

in Elementalist

Posted by: Jski.6180

Jski.6180

I didn’t deny there are weak skills or that there weren’t place holder traits. Look at written in stone, we haven’t had a signet build since fire’s embrace was removed and blinding ashes nerfed. Every class has some weak skills and place holder traits which is why I didn’t mention it. If you look at raids ele damage as a whole is “on par” while not taking into account that it’s against mostly stationary large hitbox ai or risk vs reward. I don’t see them really changing that as if it’s huge and stationary ele is good

https://wiki.guildwars2.com/wiki/Ice_Shards

Is a place holder skill.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Frustrated with my Ele.

in Elementalist

Posted by: Jski.6180

Jski.6180

While I don’t think ele isn’t balanced for 2017, how it’s balanced is definitely off. Rather than reigning in Tempest core ele gets continuous nerfs. Take the latest nerf to elemental shielding rather than hardy conduit. Core ele has much less access to auras than tempest, and this is after we’ve already had all aura duration nerfed. Each time tempest causes an issue core ele gets nerfed if at all possible. It’s especially noticeable in pvp where it’s forced to be a healbot.

Look to the future with hope though. If the leaks are true we will get a sword dps spec in the next expansion (I don’t think that many would pay for yet another support spec we didn’t ask for). If it is true those same traits will have to be addressed. As a dps spec it will either A. One shot damage potential B. Loaded with its own defenses C. Our defense nerfs reverted. If not why would anyone play a dps spec that can’t survive long enough to do its job, rather than roll tempest that at least conteibutes

There 2 skill that i would say have been updated to 2017 standers arcain power and ice spike.

The old pre hot ele would not have any type of arcain condi support skill like that due to ele not being a condi dmg class but now it can give out condi dmg / effects like thf but it dose not comply fit atm with the rest of the arcain kit. Its as if they updated only one small part of the kit and moved on when there are at least 2 (i would say 3 the heal needs a real update not a cdr) that are pointless for the most part.

The other ice spike is very much in the 2017 mind set as in it was a rule not to let ele have a field and blast on the same wepon and atument. Ice spike’s blast brakes this rule of there and i hope they keep braking but as things stand this rule is holding fast to all other atumens and weapons so out side of this one update nothing on the atuments or weapons are updated with the 2017 mind set.

That what keeping ele back from being up to date this wack a mole update one effect and hopping every one forgets about every thing else. For the most part that IS what happening. There a lot of skills that are way to week of an effect to be only single targets or the awkward aoe of lines or only 3 person. There a major lack of powerful boon support (all though tempest had it for a time with heat sink but lost it way before any one though about nerfing mez boon share effect) a lack of real dmg both power and condi on real aoe attks (i still do not get why they think its ok for ele to have mostly single target condi effect when it only has 2 condi dmg types and all other classes in the game have many aoe version of the same 2 condis).

Pre-hot condi was utilty not its own dmg tool power dmg was king but that power dmg was mostly aimed at ground target effects because it was much harder to deal with soft cc back then. So ele lack the real condi dmg of 2017 and the real power dmg burst of 2017. What it has is the condis of utility and ground target power dmg over time.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

(edited by Jski.6180)

Frustrated with my Ele.

in Elementalist

Posted by: Jski.6180

Jski.6180

That mind set is why ele is always going to be this over specialized class when it should be a jack of all trades class. The reasoning behind why most of its high end effects are not that powerfully as say the more “specialized” classes yet these classes tend to be more able to do every thing with most builds.

No build can do everything. Not on a nearly decent level, in any case. Jack-of-all-trades builds aren’t good at everything, more like equally bad at everything. That’s why every class should be able to specialize in something. Ele isn’t “overly” specialized. It’s as specialized as any other class, really.

Ele IS the outdated class that is balanced for 2013 not 2017 that is the intentions and the defining use of the class.

Pure nonsense.

Well no boons and boon duration has realty make specialized not as big of a thing or at least when it comes to supporting with these powerful boons. Condi clear is more specialized then reisctace as a boon.

Its not there a lot on the ele kit that is very out dated the only real updates applied to it has been cdr an explication bug fixes. You still not address the real problem that one skill that dose nothing but dmg and that it on a water atument something that is know for soft cc or heals/support.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Frustrated with my Ele.

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Posted by: Jski.6180

Jski.6180

This build is my all in support clear build and it works to a point but you must put every thing you have into running clears to make it viable for group play in wvw. The thing is a rev can use 1 skill and be significant more useful on many levels with minimal build.

Have you considered that this might actually be intentional? You’re trying to counter condies with a class that has no access to resistance. Let me phrase it in another way – you’re trying to compete in a field where another class is strong and ele is weak. Why? Use the strengths of the ele to make it effective. You can focus on either healing or damage, both make you an asset in WvW.

That mind set is why ele is always going to be this over specialized class when it should be a jack of all trades class. The reasoning behind why most of its high end effects are not that powerfully as say the more “specialized” classes yet these classes tend to be more able to do every thing with most builds.

Powerfully boons (stab quickness and resistance) and the lack of are class definers more then just simple add ons. With out them your class simply becomes unplayable or a “body” class (less that your there with x class but more there for simply holding supple and using siege). Ele as a true healing support is lacking real support boons. Things like vigor and protection are so easy to come by now that they are no longer a class definer as well as there effects have become so weak in today’s environment due to dmg effects update and blunt nerfs to effects you will never be able to say if you have it on you or not out side of max min.

Ele can clear with is regs but its in such a way that you must run at least 2 lines with a very lock in set of chose that your simply unable to play any other way. In a way you become an ele who can deal with condis or your not. One being the super tank support the other being the super glass dmg with NO in-between. Its so clunky that only one wepon gets a real use out of it and you must give up the ability to be real aura support for your team. The water line in it self is overloaded with effects and in being so more of a used line then even tempest.

There just simply no chose in how to play ele. For some reason there are real chose in how to play the other classes who are not seen as jack of all trades and in being so very able to take many hits support and do some of the highest dmg / effective dmg in the game all at the same time.

When its “ok” for a rev to have all the strongest boons has the best healing over time has the best slow power burst from a long rages as a class with high hp and def AND wepon swaps tell me why is it not “ok” for ele who is very locked into effects and cd and builds and weapons not to have any of this?

As for the intentional effects of things i think resistance is just a bandages to fix a condi problem that they knew they where going to make. There been more then once to make it a non 100% up time but it never was comply stopped because if they did condis would be more end all be all in all game formats. The intention of eles clear is to be support more then self but this ideal is out dated so much that it simply dose not fit the meta.
The intention is that ele is balanced for game play about 4 years back things like rev is balanced for things now.

I want you to look into a mirror and try to explain why Anet has done nothing with Ice Shards and ask your self if Anet was realty “with it” when it comes to balancing as in all classes are updated at the same levels what is going on with a places holder skills that could be called places holder skill and do 0 dmg and ppl would still not realize it becomes its never used and never will be used.

Ele IS the outdated class that is balanced for 2013 not 2017 that is the intentions and the defining use of the class.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

(edited by Jski.6180)

Frustrated with my Ele.

in Elementalist

Posted by: Jski.6180

Jski.6180

Here my real frustration with ele is how much all in you must build to equal or less of an effect as other classes. The best example i am looking at is running the all in condi clear ele vs any class who can give out aoe resistances.

http://gw2skills.net/editor/?vFAQFAWn0XCNYi9XCWYCcYiFVAr4DEByAuZ1waalIAsAKAA-TlQWABmqDAg9HAA-w

This build is my all in support clear build and it works to a point but you must put every thing you have into running clears to make it viable for group play in wvw. The thing is a rev can use 1 skill and be significant more useful on many levels with minimal build.

Its true for dmg builds tank builds even boon / healing support builds ele as a class must over specialization in a build to make it viable for play. Where other classes are able to be effect in any giving game play with out the need to go all in allowing them to fill more then one roll at the same time (something that ele use to be able to do and the reason why its the way it is now).

Ele is simply out dated with its effects and skills and cdr -% just do not cut it for any real fix. The game has simply moved on from ele being a jack of all trades class. Even the war class is more of a jack of all trades then ele at this point and that is saying something about the sate of ele.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Do people still roam?

in WvW

Posted by: Jski.6180

Jski.6180

The roaming thf death group are never fun to run into when your trying to get to your group. They are out there in full forces and tend to be a lot more useful then a full zerg.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Arcane shield as an Aura?

in Elementalist

Posted by: Jski.6180

Jski.6180

Arcane are in them self an effect i am not sure making them into auras would work out right. If any thing arcane shield needs to be a duration block not a number hit block.

Over all the older arcane skills do need a fix that anet has not touched out side of cd.
Arcane shield needs to be a duration block say 3 to 2 sec with some type of big hit at the end of it.
Arcane wave needs to be a double blast / double hit.
Arcane blast needs to be a ammo shot kind of like a mantra but not precast say 3 shots.
Arcane Brilliance needs to have a condi clear for each person you hit with it. Condi clear is something arcane skills are missing and it fits so well with the aggressive way this skill works for healing.

I love to see a full viable arcane ele.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

(edited by Jski.6180)

Ele Staff Skills Are Too Slow!

in WvW

Posted by: Jski.6180

Jski.6180

For staff in wvw i would:
Fire:
1. At the end of the max ranged the fire ball blows up as if it hit a target.
2. Stay the same.
3. Is now a cone shap aoe that fire in a wave say 1,000 ranges and pules out burning.
4. Stay the same.
5. Faster cast time.

Air:
1. Now is a 100% projectile finisher and carry that effect and other on hit effects for its full 3 bounces.
2. Is a pulsing attk for its animations and not just one hit.
3. Is ground targeted.
4. Is now a whirl finisher.
kittens a bit harder when ppl pass though it.

Water:
1. Can be targeted to hit players on your own team.
2. Stays the same.
3. Burst heals at the end of the effect.
4. Apply torment ontop of the chill.
5. Stays the same.

Earth:
1. Is not a 3 person aoe.
2. Blows up faster.
3. Stays the same.
4. Apply crippler as well as being a wall.
5. Is ground targeted.

Well my thoughts on it.

I must say scepter need much more work then any other wepon Ele has. Ice Shards water 1 is such a places holder skill that should of been updated with something years ago. Its out right silly that it dose nothing but dmg.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

(edited by Jski.6180)

Ele Staff Skills Are Too Slow!

in WvW

Posted by: Jski.6180

Jski.6180

Staff isn’t viable in wvw anymore… in fact it isn’t that great in any game mode anymore with all the nerfs recently… which makes me sad.
I have 2.5k hours on my staff ele out of 3.4k hours in gw2 in total.
That’s one of the reasons I dislike the game so much now.

For wvw specifically, ele doesn’t do anything that makes it worth using.
Healer rev does much more healing with tablet. No one even blasts waters anymore… Necros out-dps ele in every way possible.
Guards can provide as much, if not more condi clear + a lot more utility.

Staff ele is dead in wvw.

Staff ele never was dead in wvw since very beginning of this game.

Old staff ele was one of the best wvw class in the game. Its just been lost due to dmg changes and adding in full on healing classes.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Edge Of The Mists is DEAD!

in WvW

Posted by: Jski.6180

Jski.6180

RIP EotM

How is this a bad thing?

EotM is a testing ground / Q waiting map unless they comply detach it from wvw i cant see it ever being its own open world pvp map.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Ele Staff Skills Are Too Slow!

in WvW

Posted by: Jski.6180

Jski.6180

Take off auto targeting and start to lead targets. Its a pain for things like fire 3 and air 2 as they need a target to be even cast but you get so much from landing fire balls near ppl vs on them as well as dropping water 1s at your feet. Only if they would make earth 1 an aoe too.

Its strong but slow. Hows that wrong?

I would not say they are strong a lot of the effects where aimed at simply being a field and getting the field effect that not many other classes could get was the reason for them to be as slow but that went out the window some time ago. Frost fields and water fields are easy to get (water fields are not that good any more with the light field changes) and the dmg nerfs. Staff is lacking power (both dmg and effects) for its cast time but its still a very viable support tool.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

(edited by Jski.6180)

Hammer Rev Damage Needs Nerf

in Revenant

Posted by: Jski.6180

Jski.6180

if they buff other classes means more power creep to the gimmicks to keep the game new player friendly while players choose the gimmicks.

Even mace shield shouts gards are easy to beat in a few secconds, they arent defensve eneught for how easy is to achieve power creep mommentum against bunker guards…

game is ment to carry players by damage, i actally play a full zerker hammer rev with no defenses….leech powercreep hammer, its actually hilarious(in a bad way) when i hit a ton of damage… from safe place, game is all about being a stupid 111 cleave spammer that stacks aoe spam on top of other spammers..

im a very skillfull spammer…

The thing is only one class got real power dmg power creep all though it came with it from the start of that class the rev. It comply ended all other classes viable for aoe dmg in wvw. The real power creep was adding in all the anty power dmg effect. There was a real lack to power dmg to classes that where already in the game. So right now power dmg is a very weak chose in wvw for all classes but rev and even that is an odd chose as in you only need one or two in a full blob. Condi still king and all other classes who cant condi or are a rev for the power dmg side are simply not used to there full use. Ele is a pure support class as well as mez even revs.

Anet needs to get over this zerk meta bigotry from the pve side and make it a real viable build in wvw.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Lucid Singulariy vs Deathly/Abyssal Chill

in Elementalist

Posted by: Jski.6180

Jski.6180

The question i have is if the person has +20 % condi duration (applying 120%) will it still kill the the full duration? Or is -100% just that a full kill all duration?

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Hammer Rev Damage Needs Nerf

in Revenant

Posted by: Jski.6180

Jski.6180

What they need to do is buff other classes pure power dmg weapons to hit like this like scepter ele.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Lucid Singulariy vs Deathly/Abyssal Chill

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Posted by: Jski.6180

Jski.6180

I think it reads a immune when you have -100% duration. Seems worth testing.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

EOTM Should Award Pips.

in WvW

Posted by: Jski.6180

Jski.6180

EoTM is like the Lobby for WvW, and is where K-Trainers go to die.

See i always wanted it to be the open pvp zone.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

EOTM Should Award Pips.

in WvW

Posted by: Jski.6180

Jski.6180

No if your going to add in rewards for EotM that is pip like make it EotM only type with no effect on wvw rewards at all.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Frustrated with my Ele.

in Elementalist

Posted by: Jski.6180

Jski.6180

What gets to me is there no real all in dmg any more on ele specter has burst but even it not all in dmg compared to other classes who can real run that “if i see you before you see me your dead” even at best ele scepter needs a rotation and for the other person not to have any counter power dmg.

The old argument was that ele was an aoe dmg class so its dmg was not as high because it was spread out but that argument is no longer there due to staff becoming the all in support tool and dagger the “tank” wepon. Scepter skills all but a few are simply to slow and to effective as close ranged only. Scepter the all in dmg tool for the ele class is to much like staff as in its got a lot of support on it and “aoe” so it cant do dmg like say a thf 1 skill.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Offensive Auramancer

in Elementalist

Posted by: Jski.6180

Jski.6180

Say fire air tempest maybe the best aggsive aura build but you got to question might on auras vs +10% dmg / 20% cdr when in fire. So your aura will give you fury swiftness might (2 if its fire) reg and vigor your just going to be super easy to cc down.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Get Rid Of Grandmaster Marks

in WvW

Posted by: Jski.6180

Jski.6180

You can only get the PvP marks once per season, one per tier on the top three tiers which are not easy to get. That’s pretty rare so I don’t see how they should be in skirmish chests as they are pretty valuable as they should be.

The different between spvp and wvw when it comes to marks is that you already have the best gear in spvp from the start but in wvw you must build up your gear. In a lot of ways wvw becomes very restore costly.

I am all for letting spvp players get more marks over time (not the rng drop marks) but you got to make sure that wvw reward track version must give more. The thing is for wvw it would need to be tide to having a 500 level craft of the right craft to unlock it (you got to have 500 wepon crafting to have the wepon mark reward track etc..) so you can never get away from crafting. Where in spvp you just get it because you play.

i would love to see the reward track and the Grandmaster Marks NOT tied to the crafting garbage….

Maybe the rewards track could give some item that after quite some u could trade it for a GM…

Its got to be tide to it or your better off just asking for marks to be removed from the game.

The craft tie in lets wvw stay free from pve only game mood as in if wvw becomes to easy to get top level gear then it becomes the new pve and loses all of its pvp play.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Thieves in WVW

in WvW

Posted by: Jski.6180

Jski.6180

Thf class is ok on its own super glass but very open windows of death its dardevil that is the problem due to its super glass with no open windows of death. Being able to dodges and do high burst dmg is a real balancing problem. You should never lets any class do high dmg and be invaluably unless its a high (6 mins or longer) cd effect.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

WvW > PvP

in WvW

Posted by: Jski.6180

Jski.6180

When you have an open pvp vs a “closed” pvp the open pvp tends to be more fun due to all the added chose you can make. The thing is your more likely to have inbalncse with the open pvp so you need to have thicker skin for losing and being trolled by builds to enjoy open pvp (wvw for gw2).

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Get Rid Of Grandmaster Marks

in WvW

Posted by: Jski.6180

Jski.6180

Point is this isn’t PvE. There should be absolutely no crafting to buy things from a VENDOR. It already takes 30+ hours a week to get the tickets. Playing WvW should be 100% enough to get the ascended armor. Same goes for PvP but at least they include some marks in the final chest.

Wvw has crafting in it to the point of being wvw only effects. You could go as far as scrib is the wvw crafting class.

Marks are there to keep pve players out of wvw or to keep wvw not the best way to get high level armor. There should be a requirement of crafting to get the best armor but wvw should be able to give you rewards that help you make these marks. This is were my suggeston of a reward track of marks that you get by getting a cap level craft.

You keep the limitation of pve there at the same time reward players for playing wvw.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Get Rid Of Grandmaster Marks

in WvW

Posted by: Jski.6180

Jski.6180

I would like to see a Grandmaster mark reward track that you unlock when you get 500 in a craft. The last reward is a mark but the rewards up to that point help you make that mark.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Offensive Auramancer

in Elementalist

Posted by: Jski.6180

Jski.6180

You give up a lot of use for pts when you give up powerfull auras. Having non aoe auras from overloads and wepon skills makes the ele class feel lacking. Its very hard to play ele with out water line and still have boon out put.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Balancing Conditions for the Next Expansion

in WvW

Posted by: Jski.6180

Jski.6180

Changes how resicenst works makeing it more of a blunt dmg -% taken for condi dmg and add in means of target condi clear.
So you do not need to clear all the cover condis to deal with what you want to clear. Right now its the ability of condi classes coving over there strong condis that makes the ability of players to clear not a true counter. By adding in means of clear dmg condi first over soft cc condis gose a long way to having a real counter play to condi applying builds.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Healer Ele

in Elementalist

Posted by: Jski.6180

Jski.6180

The all in soothing mist staff heal ele is good for endless heals its just super boring and not that great at dealing with burst dmg. The aura heals are better at doing with burst dmg and a bit less boring.

What you should go for is the in-between healing builds where you can both heal and condi dmg or soft cc (sadly power dmg dose not work with healing all that well you need too much to make power dmg worth it such as crit chase and crit dmg where condi only needs one thing).

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Upcomming xpack question

in Guild Wars 2 Discussion

Posted by: Jski.6180

Jski.6180

I would not mind seeing a full unlock to 1 elite spec with the expansion though. Right now wvw players are more then able to get an full elite spec the sec the expansion comes out and more then likely so are a lot of pve players too. So for a new player giving them a full unlock for 1 elite spec dose not seem so bad.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

(Warning-Long Post) WvW, anti-zerg etc.

in WvW

Posted by: Jski.6180

Jski.6180

Few things power spikes would be nice to have but if you do go down that path you go back to the ranged meta. Right now every one is super tankly and do more dps though condis with some power spikes at mostly melee ranged. power spikes from ranged classes often comes out to slow to make it worth it and need to build too glassly to be viable in wvw. If you up this power spike though higher dmg or though stronger cc or split tools you push the game back to the full on ranged meta (i do not like the pirate ship name it realty dose not make logic to me).

When it comes to fields there skill a cap of 5 targets so if you blast a field 5 times with a group of 5 in the same pt your just applying the same effect 5 times to that pt. In some ways fields are more able to be small grouped aimed with a higher skill cap then the larger groups just kind of spaming effects.

That realy what this all comes down to is skill caps. If you have a group of 10 that realty good they should be able to beat bigger groups IF and only IF that bigger group is not as skilled. If the bigger group is just as skilled then the smaller group should lose.

If you make it so one class or one build type is made to destroy big groups then every one will go that build in both the zerg and small groups. So only a temp. fix.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Ice spike...

in Elementalist

Posted by: Jski.6180

Jski.6180

Now that they seem to be done with there rule of finniser / fields on the same atument they need to look into making an earth field for ele class and maybe ele only. Bleed projectile, crippler wherle, protection blast, and root leap.

Isn’t an earth field basically just a field? And honestly that sounds a bit like ranger territory to me. Could be both though.

Hehe funny you could say water fields are just wet field etc.. fields are magic aimed so there no field with out the effect. I could see ranger getting an earth field too it fits there nacher magic like effect. There no combo finniser for bleed cripal roots or protection so there room for an earth field.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

How to get better condi clear on ele

in Elementalist

Posted by: Jski.6180

Jski.6180

I had a thought about condi clear for ele by having a revise boon corruption effect. So if ele gives out reg they clear condis that do dmg if the ele gives out swiftness it clears chill and crippler.

Giving ele a means of clearing the condis that need to be in the moment and not just hopping you hit the right condis at last one system. I think this would be the answer to a ele only effect that makes the class have a pt use and a effect like resistance with out needing to get resistance too.

Maybe this ideal should be its own threat but it kind of fits here for now.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Birthday Dye Packs

in Guild Wars 2 Discussion

Posted by: Jski.6180

Jski.6180

Wait for them to add in more dyes and use it then? Anets still full of Artist and there are dyes that only Artist can seem to see. I realty do not think you have a problem with running out of use for the bday dye packs.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Ice spike...

in Elementalist

Posted by: Jski.6180

Jski.6180

Just fyi skill 2 is aoe I believe on air staff. Your opinion is still valid, but sometimes it might be worth sending an AOE blind.

Another trick I think alot of ppl might not know about meteor shower. Obvi is has a far range BUT if you cast metoer shower at max range then use lightning flash to blink as far as possible away from your target, it won’t interrupt your cast and continue post teleport. You can either do that or AOE yourself.and when your about to be hit, use it as a dodge. Alot of times when walls are being sieged I get close enuf to meteor shower then blink to safety while I kill 3-10 ppl. I guess most eles just get pulled off the wall or killed themselves sitting their channeling it.

I like to run superspeed, arcane shield, and blink in wvw for maximum uptime on channels for both OLs and meteor shower.

Obvi I’m not a pro, but if you don’t know how blink interacts it may change your perspective

Air 2 has the 2ed longest cast time for staff skills and dose some of the lowest dmg and worst soft cc in the game. Its not that it takes to long for the skill to go off its the fact that the cast time where you cant cast any other skills with a cast time is so long due to its “flashy cast effect” (the reason why i think they are unwilling to update the skill) that makes it worthless. The fix would be just to make it an aoe cone attk like the druid version of it. Every one in it will be blinded and take dmg.

Earth 5 could use an update too. It realty needs to be faster. As well as earth 1 something that should be aoe for 3 targets with a aoe projectile effect too.

Now that they seem to be done with there rule of finniser / fields on the same atument they need to look into making an earth field for ele class and maybe ele only. Bleed projectile, crippler wherle, protection blast, and root leap.

Fire 3 should have some other effect to it. Maybe a if the target is lower hp add more burns making it a good ending tool. (just off the top of my head it needs to do more burning or more dmg or some type of supported effect).

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

What in WvW, NEEDS to be fixed?

in WvW

Posted by: Jski.6180

Jski.6180

1. nerf condis
2. fix skill lags.
3. nerf condis again.

This guy gets it.

The problem with condis is that they are super easy to reaply nomatter how many cleanses the target has, condi damage stats should be glass cannon if they wan to do high damage ouput be in condis or phisical, players need to sacrifice surviability.

oh wait would not be balance for pve….

Lets not forget perma boons are just as bad and has pushed the game into this condi meta.

If there a major hit to condis boons duration and or power of the boons effect need to be looked at.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Static Field Nerf

in Elementalist

Posted by: Jski.6180

Jski.6180

It has a higher skill cap for sure now but its more effect at locking players down in both big fights and small fights.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Ice spike...

in Elementalist

Posted by: Jski.6180

Jski.6180

Its not a 50% dmg reduction but its less dps for sure. Staff just not a dmg wepon it has not been for a long time. The metor nerf was the true death of its dmg. Its a good support wepon now though. Only if they would fix air 2 out of all the staff skills why keep such a weak skill on such a long cast time and long cd is comply beyond me.

Maybe they need us to tell them what needs looking at from a wvw perspective.

Having run around last night on ele in wvw, the blast is somewhat useful but quite tricky to pull off in the heat of battle, as you need to cast ice spike first, then geyser at that spot then hope you got the right spot for the blast to be effective. Do it the other way around and geyser is finished before the spike hits. Overall, you are reliant on someone else placing the field to be blasted.

Fire 2 change is quite useful sometimes.

All in all, staff ele just doesn’t feel all that useful in wvw any more with the huge condi piles and massive spike damage. Having to stand still while meteor shower channels isn’t much fun- what other class has to do that for such a feeble skill? Imagine if CoR rooted you to the spot for 4 seconds and did 1/3 the damage it now does….

Air 2 is just a joke.

Ya power dmg has gone away for the most part in wvw staff for ele was never any thing but a power dmg tool. Ele is very much a pigpen-hold support only class in wvw.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA