Showing Posts For Kirbyprime.2645:

Counter-build to Rtl nerf.

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Kirbyprime.2645

Do condition duration stack linearly like that…? Seems strange to be able to get 98% off like that

SOTG (needed a longer title)

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Kirbyprime.2645

Their words were “when it hits something”..do you hit something when you do no damage nor apply any effect to it?

Someone in the video asked, at least the answer for Aegis was that it counted as still hitting them only that it was blocked… I assume that evade would work the same way, it “hit” but was evaded.

SOTG (needed a longer title)

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Kirbyprime.2645

Though just making sure… we just lost our mobility crown and our condition removal crown… we lost some of our healing which was never the best, anything else I’m missing?

SOTG (needed a longer title)

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Kirbyprime.2645

I don’t agree with nerfing swirling winds but I don’t care too much either. It affects the server effort rather than eles anyways, plus if it’s only treb shots it wouldn’t matter for zerg gate fights where it’s less likely to have a treb going down on you anyways.

SOTG (needed a longer title)

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Kirbyprime.2645

Funny thing is… as painful as these nerfs are, technically the only thing that directly affects offhand dagger is the RTL nerf… which since there’s no staff or focus buffs still makes it superior to other offhand weapons.

Meanwhile, all other nerfs affect everyone! And with the next balance patch being 2 months away, means that we’re stuck with having kitten everything for a while.

Cough P1 + Thieves

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Kirbyprime.2645

What’s the point of posting full vid? He showed the important parts already. Only things would maybe be the build for thief or something. If you start splitting hairs you might as well factor in thief’s speed buff while stealth when moving from place to place.

why focus is so ignored ?

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Kirbyprime.2645

Aside from things like Lupi or Grawl FOTM there’s no real need for focus’ defensive skills. Unless it synergizes more with other weapons I doubt it’ll become a primary weapon.

Cough P1 + Thieves

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Kirbyprime.2645

Thief gate is common knowledge so not much there. Having a 3rd thief over the warrior would be cool as a proof of concept but to be honest I don’t think is really that needed.

Not sure if this would break any speed records but it’s going to be faster than 90% of speed runs currently on gw2lfg anyways. Faster than me for sure ;_;

Would be interested in seeing if other classes can pull something like this off, so far only the thor hammer ele can substitute 1 warrior, but not 2-3, haven’t seen anything from other professions.

CoF speed runs. bad or good?

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Kirbyprime.2645

if all melees alpha on path 2 or 3, you’re all going to die.

ROFL… I mean… HAHAHAHA… I mean… AHAHAHAHAHAHA…

I see a certain someone that didn’t bother learning bosses mechanics and is wasting dodges!

If you don’t know the tricks of ice vs not ice in 4war/1mes CoE parties then really, you have a lot more to learn.

so because I allow all people to do the content and don’t restrict myself into a warr/mes role I’m playing the game wrong? It’s easy to do properly on all classes and doesn’t need to be tricked at all. How hard is it for one person to stay ranged?

Perhaps I came on too harsh. My only answer is that having the entire party melee’ing Alpha in 2/3 (without even wasting dodges even!) is possible and for some parties faster.

Can all parties do so? No, same reason why you don’t see every pug doing 4war/1mes parties melee’ing Lupi even though it’s been youtubed as possible and much faster. However, since as you have said, warriors have enough dodges to not care, hence it’s a moot point.

And to tie it back to the actual topic. My reasoning is that CoF1 isn’t the heart of the problem, while other party variations can complete CoF1 in a similar time, it’s nothing special compared to something like SE1. The issue is that the 4war/1mes archtype can so easily trivialize so many different dungeons. Many strategies can be negated because as long as you can DPS down the encounter before the danger comes, then it’s fine. CoE p2/3 Alpha fights are examples of this.

Simply put, as others have stated already, if CoF1 is nerfed, which I hope you don’t misunderstand, I WANT nerfed, everyone, myself included, will move onto the next dungeon path and still exclude all other classes because they’re just not as fast.

EDIT: For the record, I main an elementalist. I have dungeon master on my Ele as well as FOTM40+.

(edited by Kirbyprime.2645)

Thought experiment: will this get me banned?

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Kirbyprime.2645

I would side with Dawdler here. But to build upon Penatbater, theoretically if you were in front of a monitor, and could see your actions and were purposely pressing the 2 keys, then it should be considered playing. If you have no idea of the actions that are being projected in-game, then technically you aren’t actually playing the game and would go against the rules.

That being said… would it still count if you were to say… stream the game video to something like Google Glass?

CoF speed runs. bad or good?

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Kirbyprime.2645

if all melees alpha on path 2 or 3, you’re all going to die.

ROFL… I mean… HAHAHAHA… I mean… AHAHAHAHAHAHA…

I see a certain someone that didn’t bother learning bosses mechanics and is wasting dodges!

If you don’t know the tricks of ice vs not ice in 4war/1mes CoE parties then really, you have a lot more to learn.

CoF speed runs. bad or good?

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Kirbyprime.2645

if all melees alpha on path 2 or 3, you’re all going to die.

ROFL… I mean… HAHAHAHA… I mean… AHAHAHAHAHAHA…

But I digress, the issue isn’t as much CoF1 as it is the warrior/mesmer party setup. Coming from someone who leveled a warrior to 80 purely for farming, the setup is just insanely versatile and strong. Warrior is simple to use at a level to speedrun with little drawback. CoF1, SE1,3, HotW1, CoE1-3, all easy to do with that setup.

Elementalist D/D everywhere! Come on..

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The funny thing is, of you look back at the history of d/d builds on this forum, it originated due to the need to defend against back stab thieves. So really, for the thieves on here asking for nerfs, this is all your fault.

Plague of Skippers

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Kirbyprime.2645

I have to try very hard to not make any… dare I say mean comparisons between your argument and your writing style, but needless to say, if skipping is such a big deal to you, then make your own groups.

Change has rarely happened by verbal complaints, unless you lead and show everyone “why” it’s better no one is going to care.

Unable to activate Guild Bounty Training

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Kirbyprime.2645

I’m confused… so I need to guest to another server to activate the mission on my own server? Or do I guest to another server to activate it on “their” server?

Unable to activate Guild Bounty Training

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Kirbyprime.2645

Wondering if anyone else has this or know if it’s just something I’m missing.

I’m part of a guild that’s on Dragonbrand while I’m on Jade Quarry. After some time I managed to unlock Guild Mission Training for my server ankittenrying to activate it for some much needed influence. The issue is that while I can see and apparently click the Activate Button, there is no response, nothing happens.

I’ve attached screenshots of what I have in terms of guild consumables and what my current rank abilities are and I “should” be able to activate it.

As an additional note, even though I can apparently modify queues, whenever I try to modify the queue, it would “let me” then reset when I leave the tab.

Can't solo low level tasks.

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Kirbyprime.2645

Assuming you’re already in combat, fire 3, 4, 2, 5 will kill most.

Fire 3, 4, 2, 5 > Earth 4, 5, 2 ( or 2, 4, 5 or 5, 2, 4 or whatever ) will kill almost anything that’s a non-vet.

Air 4, 5, 2 to enter into combat before going to AoE spam work.

Water 3, 2, to give yourself breathing room and a quick heal.

How to get Agony Resistance before FotM 10?

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Kirbyprime.2645

At 10…

Dredge
- Mining suit : Double dodge when he raises hand
- Ice Elemental : Dodge out of red circles

Grawl
- Fire Elemental : Strafe left and right to avoid arrows or dodge when they pull on bow string

Cliffside
- Arch dude : Dodge when “protection” icon appears. Occurs at <50%.

Harpies
- Insane Asura : Dodge JUST as the first of the 3 orbs are about to reach you to avoid all 3. Avoiding early will have the last 1-2 hit you.

Swamp
- Mossman : follow mini-map and stay the hell away if aggro is on you
- Bloom : avoid the circles, stay on land to see the circles more clearly

Ice Fractal
- Svanir : Avoid circles!

Water Fractal
- Jellyfish : Stay outside melee range to avoid the nom nom move

AC
- Captain : Stay at 1200 range to avoid or dodge as when he’s bent over like he has constipation

Maw
- … Maw… : Humm you don’t avoid it, you just heal like mad, not like you die at 10 anyways.

Patch Notes - 3/26/13

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Kirbyprime.2645

There’s a bug right now with Water 1 of Dagger where it “looks” like it’s going further than it should. In a quick WvW testing which was verified by 2 other eles, the shot goes to around 900 range but in fact it only hits at 600 range.

3/22 JQ-BG-SoR

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Kirbyprime.2645

Quick update

JQ: 375
BG: 225
SOR: 95

So I did FotM 38 today..

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Kirbyprime.2645

Ummm…. not to downplay your argument, but given that the greatest issue in FOTM is the reliance on projectile reflect / null; Wouldn’t you being a guardian completely invalidate your argument that you don’t need X comp for Y.

[SUGGESTION] Ride The Lightning

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Why would nerfing RtL make other weapons more viable?

Swirling winds

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Kirbyprime.2645

I only tried it using 0 / 20 / 0 / 30/ 20 since I just wanted to try out the build rather than switching to it so I can’t say about the specific traits.

E5 works, A4 works, Tooth was a lot weaker than I thought due to the stall time, I mean it works, just weaker than I thought. The chill is fairly entertaining and makes everyone laugh when they see a huge gust of wind over Lupis.

With the 20% air reduction trait I was able to alternate between A4 and E5 to gain roughly 80% protection against the AoE projectiles along with a bit of reprieve for teammates. Especially if they’re downed.

There is one interesting side effect of swirling winds though, if Lupis is on you and you use swirling winds when he does the shadowstep, it will absorb the shadowstep and Lupis will actually stand there for a second or 2.

Swirling winds

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Kirbyprime.2645

Yes it works. S/F works to an extent but is somewhat unwieldy during phase 3 due to the 900 range and Lupis’ 1200 range AoE drain. Other than that it works fine.

Due note that swirling winds has a split second start up time in which the projectiles can enter and down you if you’re too close.

Cliffside fractal is too kitten annoying

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Kirbyprime.2645

Don’t wipe?

kitten happens?

Cliffside fractal is too kitten annoying

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Kirbyprime.2645

I would say dredge is worse after the stealth kit nerf.

For cliffside as long as your teammates can pay attention and not kill the targetted mob and only kill from one side to charge the hammer it’s pretty straightforward.

Yes, that’s why I said it’s a wanted thing not a needed thing. The issue is that if you wipe on the panels it doesn’t pop 3x the amount of mobs from before. Cliffside does.

I would rather wipe 5 times on dredge than having to deal with 2 sides of super veteran cultists at 40+. That and the 40 bags after helps….

Cliffside fractal is too kitten annoying

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Kirbyprime.2645

Hell, both of them takes upwards of 30 minutes depending on setup and player concentration at the time, but yeah, as Dusk said, Dredge at least gives me 30-40 bags. Only thing Cliffside gives me is a headache and time to get a drink when someone falls off the puzzle.

Cliffside fractal is too kitten annoying

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Kirbyprime.2645

2 things I want changed… one of which is needed, other is nice to heave.

Needed, arms should reset. Seriously, even at 40s it’s still possible to mess up and it’s a giant waste of time to do the seals once you wipe once.

Wanted, please shorten it. It’s the longest fractal, barely anyone wants to do it and I know groups that would gladly redo swamp if they get cliffside as the second fractal just because of the time commitment.

Speed Runs Usually End Up Taking Longer

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Kirbyprime.2645

Let’s see… after doing CoF1 runs for the past 2 weeks, most speed runs are horrible and I leave after 1. Yes, it’s that bad. Some are ok and finish it in under 10 minutes, still not “fast fast”. Best ones are guild parties which honestly I can go with most setups and can still steamroll it.

Fastest 4war / 1mes party I’ve done is a guild party at roughly 7 minutes.

Fastest unconventional party I’ve done is a 2ele / 1war / 1thf / 1mes at roughly 8 minutes.

Most speed run pugs end up being 10 minutes… unfortunately, most unconventional pugs I’ve had anything from 15-20 minutes due to various reasons from completely inexperienced to dps being so low that they actually wipe to boss.

IMO Huge influx of new D/D after March 26

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Warriors can go faster than eles, most just aren’t specced to do so since the class isn’t really meant to do mobile damage in the way eles are. Only time I see warriors go faster is skipping in dungeons like arah 3 when you have time to change equip before moving on.

dagger / dagger 45 sec Cd ??!!??

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Eles… fear… warriors … in wvw…?

I honestly can’t remember when was the last time I’ve been killed by a warrior in WvW… I either run into GS 100b’ers that couldn’t land a combo in the culling even if they want to or 1 handers ( no I don’t know what weapons sorry ) that don’t have enough immob or chase mechanics to keep up with me.

(edited by Kirbyprime.2645)

The dredge fractal

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Kirbyprime.2645

True, it’s the most inefficient way. I know of better ways, all better, >_> some might be classified as an exploit if people had their way… regardless, yes, the trash to gate way is 22min.

The dredge fractal

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Kirbyprime.2645

Fun fact, at 48, the part where you farm dredge trash and that Champion takes roughly 22 minutes if you do the pull trash to gate way.

Overused tactics

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Kirbyprime.2645

Since the fundamental objective in most encounters is the same – reduce hp to zero, you will get bored eventually even if you do not use these as you say… overused tactics.

I think you’re right. In the spirit of the OP; Using attacks, items, abilities to take a mob’s HP to zero is such an overused tactic. I vote for dance parties instead.

low level characters in fractals

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Kirbyprime.2645

So… let’s not talk about stuff being carried, or low level, or whatever. While controversial, that is not what the OP is asking.

The issue is loot and loot scaling and whether or not all gear from the FOTM dungeon should be scaled along with level.

From a purely game-play perspective, obtaining level 80 gear for a character that is unable to equip it is useless for the character unless sold. Remember, purely game-play; Black Lion trading doesn’t count since if that was the case, they might as well just give you silver drops instead of gear.

Currently, there is no known instance where an up-scaled content would give up-scaled loot. The only instances of loot that is higher than the character level are missions and zones that has minimum levels higher than that of the character. The closest comparison would be down-scaled characters getting loot which is not down-scaled.

As for counter arguments about FOTM being an end-game dungeon. I argue that FOTM can only be considered as “end-game” post 10 when agony and additional boss mechanics are added. Before then the dungeon is long, but far easier than some if not most if the conventional dungeons. Additional point, post 10, which I consider as “end-game” or true level 80 dungeon, you do have a chance of obtaining ascended rings which IS level 80.

With that, I conclude that you do either one of 2 things. Either you leave it alone as it is now, or you permanently change it so FOTM is a level 80 only dungeon with no up-scaling to match other content that can potentially give you higher level gear.

deleted

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Kirbyprime.2645

99% works for the 40s, haven’t been able to do it at all on 50s though.

Minimum reasonable character level for FotM

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Kirbyprime.2645

My guild did an alt fotm 4 run before with the highest level person being level 55~ and most being level 30. It was extremely easy though all but one of us had mains at 30+. Did Swamp, Cliffside, Grawl. Purposely did not do any bug, possible exploit, skipping, etc to ensure that the one person who was new actually learned how to do it.

This game needs a deserter debuff for fotm

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Kirbyprime.2645

OP, I hope that you get Cliffside for first every FOTM you do ever again. Not for the difficulty ( like cliff is hard ) but for the sheer time sink. You’re probably one of those people who says that skipping is an exploit as well aren’t you.

When to do what in WvW?

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Kirbyprime.2645

I actually do WvW as D/D in zerg and love going in first.

I was a cantrip build bunker, hybrid now. Normally I wait until we’re in 900 range then RtL in. I do general combo and depending on the focus on me I either switch to water, chill, and go straight out using mist and blink, or stay in to do Earth5 with stoneskin. The aim is not to kill anyone, but to mess up the enemy zerg and allow your zerg to move in.

I do hit and runs as opposed to sustained fights since staying too long in a zerg will get me targeted far too much, and even with all the escapes I will still die. Hit and run with no care at who and what I hit ensures that the enemy zerg is disoriented. Most importantly being that in zerg vs zerg runs, most people are sluggish to target you, either by a false sense of security of being in a zerg, or their concentration directed at your zerg instead of a lone suicidal ball of lightning.

Since I’m part of a zerg as well, usually rushing in also encourages other into fighting as well, especially those that usually stay in 2000 range lobbing arrows at the ground hoping that people will suddenly walk into it.

In terms of success rate, I normally survive around 80% of the time. 10% I will get downed or die and will be ressed by my zerg, other 10, I die and my zerg loses and backs ( dies ). It gets progressively worse the more you do it during the same fight, but for opening strikes I rarely have any problems.

Elemental Surge + Arcane Power

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Depends are we talking about PvE or PvP or even WvW.

PvE – 32s of AoE burning – Interesting, useful for solo’ing large mobs. It’s fun and all but only research would show whether it’s faster than just bashing their heads in.

PvP – Condition removal, your combo just got removed.

WvW – Against a zerg, possibly useful, most will still remove conditions, though either way it would still be useful as disruption. Would need a valid build to actually see how useful this is. In solo situation, it will be the same as PvP, condition removal, combo dead.

As for just arcane power, I think there was a pure glass cannon 1 shot build for eles before that utilized it. Fairly funny and almost matches up to a thief spike but then you’re down for the next minute or so. Involves S/D and heavily traiting into fire and air.

What keeps scepter from being a go-to weapon?

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How high level are you btw?

At lower levels Scepter is one of the stronger weapons due to how squishy eles are. Dagger doesn’t become stronger until you have the traits to synergize the different elements of the build.

Scepter is not used as much due to most of the skills being fairly cooldown heavy. The strongest skill, dragon tooth is so easily dodged that it is pretty much the cornerstone of any argument against using scepter. For PvE this isn’t much of an issue since you can herd mobs easily enough.

As for builds and so on, I’ll leave that to eles that actually use scepter since they would know the pro/cons more.

New Build, CnC?

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Kirbyprime.2645

Have you considered swapping out 2 more divinity for water?

Currently you’re running on 20 + 15 = 35% boon duration. With water you’ll be packing 50% which would increase your shocking aura up to a straight 6 seconds, swiftness abilities up to 15s, arcane fury up to 3s, and any 5s abilities up to 7s.

Arah Story, Chopper not coming to Airship [Merged]

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Kirbyprime.2645

Nothing special, were fighting. Finished fighting, skipped cutscene.

Attachments:

Fiery Greatsword - Exploit or Overpowered

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Yep, you’re right, it’s overpowered and is an exploit. Using any forward attacking attack at a wall for stacking damage is an exploit. Thus I recommend that the worst offender of this, warriors ( see CoF p1 vs first sub boss ) should be nerfed to the ground.

Stealth in World vs World needs a nerf.

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Kirbyprime.2645

Eh, here’s the view of a D/D bunker hybrid Ele, the so called other OP class ( we got nerfed big time this patch with unposted stuff but that’s another story ).

DISCLAIMER: I’m well aware that as a D/D my opinion will be viewed as bias and not wanting competition so feel free to ignore if you that’s what you want.

Scenario #1: I’m standing alone or running around unaware. Suddenly I get frozen in place by venom. I’m weary of thieves since they’re all over the place so I typically mistform and see a bunch of invulnerable pop up from them doing their little stunt. They stealth away after they fail their burst and I AoE the entire area away ( #1 of what thieves say one should do in that situation ) I dodge roughly 3 seconds in, in case they’re still around. 30% of the time they are, 70% of the time they’re not. 90% of the time they back off regardless, either earlier of after the AoE blanket. Difference in this case is that while they reset, har har, I expended my primary AoEs weeding him out and most likely my heal. Most cases I just RtL away since fighting will take far far FAR too long.

Scenario #2: I catch a thief unaware. I RtL to him and unload the normal routine, this typically works on thieves moreso than other classes. Don’t ask me why, just noticed this was the case. Anyways, as I am a bunker, as are most eles that are complained about, the full combo on a glass cannon thief will bring him down to roughly 25% hp. In most if not all cases, the thief will instantly stealth, run away, heal up, and go gank some other person.

I have nothing against thieves other than the prolonged stealth. I’m personally far decaying stealth where stealth gets progressively worse the more time it’s used during battle, they still get to keep their trademark backstab burst and the ability to run/reset stealth decay but they won’t be able to troll large zergs or stay hidden indefinitely during a fight.

Guilds too small for missions

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Yeah, I couldn’t access the 2 normal venders, but there was a 3rd one with the new stuff that I could, false alarm.

Guilds too small for missions

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Kirbyprime.2645

Just a question, does guesting work for getting rewards? From my quick test so far I can’t access the guild armorer for the ascended gear since it’s not on my server.

EDIT: Nevermind, false alarm, there was another vender that had it.

(edited by Kirbyprime.2645)

Guild Missions [merged]

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Kirbyprime.2645

I’m not sure if this has been answered, but how does cross server members factor into guild missions?

My guild is on another server and has everything unlocked there, I on the other hand can’t access anything since I’m on another server. It’s a PvE dungeon / Fractal guild so I have no issue with this but with the new guild missions I’m wondering if this will be a problem.

So question, can I do the guild missions and get rewards from a cross-server guild? And if not, well… why not?! I don’t want to have to get a guild JUST for guild missions.

2/26 Elementalist Changes: discussion

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Kirbyprime.2645

0/20/0/20/30 or 0/20/0/30/20 builds are looking more suitable now.

D/D vs. Staff Discussion

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Kirbyprime.2645

Was the loss anything that could be remedied with more experience? Different build? Etc? Anything outrageously one sided to the point where it’s not even worth considering different builds?

It’s true that the bar in WvW is fairly low so winning 8/10 times isn’t too far fetched, so knowing that Ele has a higher skill ceiling is fine.