A great sword deals 995-1,100 in damage. A sword deals 905-1000 damage.
A two handed weapon already deals 10% more than a one handed weapon. That’s like two sigils of force.
This. Two handed weapons already have a inherent 10% bonus to direct damage to make up for the loss of a sigil slot. They certainly don’t need a second slot.
People who believe Anet is doing this because it’ll make you consider changing are wrong. IT’S ALL ABOUT THE MONEY
Evidence? Didn’t think so. Stating opinions as fact doesn’t really accomplish much.
They’re a company trying to make money through their products?
Charging more=/= making more. The more expensive something is, the smaller the number of people willing to purchase it. So we don’t know if charging more for transfers actually earns anet more.
… or we could answer his question?
on Nov 15 they released an update that corrected a lot of tooltips that were portraying skills as being more powerful than they were.
http://wiki.guildwars2.com/wiki/Game_updates/2012-11-15#Profession_Skills
a lot of people were upset about this update either because they thought a lot of skills were nerfed for no good reason or because they thought anet took the easy way out of fixing a problem. i think both are pointless arguments based on rage/assumptions
Thanks for trying to actually answer my question. I guess it was probably similar to that Nov 15 tooltip update, but it’s just not mentioned anywhere in the patch notes for our last update for some reason.
Just to be clear though, the change to fireball happened in the last major patch, not the Nov. 15 one if that’s what you were implying.
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^
1. Did you mean to replace zephyr’s speed instead? Zephyr’s boon is a very good skill as it is. If you did mean zephyr’s speed, then it’s much better
4. needs a cooldown
6. Bolt to the heart isn’t really a problem trait either, that suggestion isn’t really much of a buff since it’s basically 5% more crit at best vs a bunker, and less against others.
One with air could use a significant change as well. Maybe something defensive like 10% to evade attacks while in air attunement (move up to master tier trait)
Weakspot trait should also be buffed to 10 sec vulnerability and/or maybe 100% proc
Way to thread necro.
As for how strong this is, it’s barely faster than using just swiftness (like 2 meters extra).
I’m not a necro.
I don’t use it if I’m not in combat.
What he means is this thread is 7 months old and was very dead. Necroing a thread = posting in a long dead thread, bringing it back to the top of the forums.
As for the skill, it’s useful for getting away. Cast it in one direct and go the other or fight a bit, just to warp away
^ If aoe is what other classes hate so much, how about turning the chain lightning and blinding flash aoes from air into single target attacks? This would greatly strengthen staff’s versatility, while taking some of it’s strength away in exchange. Chain lightning can remain as is, but hit the target twice instead of additional .targets. Lightning surge’s cast time would be reduced to 1 sec and damage increased a bit, maybe 20 or 25%
Although I don’t think the aoe complains are about staff, so just decreasing lightning surge cast time to 1 second and changing eruption’s damage delay to 1 second after cast instead of 3 should make a huge difference.
Other than that, unsteady ground could also be buffed to cripple for 3 seconds and deal 2 or 3 times it’s current weak damage. Or maybe make it a curtain/wall type skill instead with a 5~6 sec cripple.
Gust could also use a small boost, preferably 33% faster projectile speed. Or instead one of the following: 30sec cd, small 90 aoe radius, 200 base damage, 5 sec weakness, or 5 stacks vulnerability for 5 seconds.
I also noticed meteor shower’s visual effect lasts ~4seconds longer than the skill itself, so it’d be nice if that visual was fixed so other would realize it’s weaker than it seems.
I just realized today that fireball tooltip states a radius of 90, but it was definitely 120 in the past. Was it nerfed or was the tooltip just wrong before?
On the bright side, hopefully more people will realize how strong focus is now.
I under stand that can be a huge problem, but the way I see it, that’s a problem about warrior’s condition removal, not their healing. War has a hard time removing pretty any conditions besides immobilization atm.
I didn’t say it should NEED healing power to be decent, I said you shouldn’t expect strong heals without healing power. Right now healing power doesn’t do it’s job in improving the signet well enough, and that’s a problem. If you just increase the base and reduce the scaling further, than healing power is basically pointless. That’s saying “I want to be able to heal well without sacrificing any specs into something else.”
And once again, a passive heal will always be weak and out of place on a glass cannon.
As for someone going P/V/T or V/P/T, they’re already choosing to have high hp instead of low hp and strong heals. If they have high hp, then they should only have moderate heals.You /should/ expect strong heals without healing power, Healing power should make an already stronger heal stronger, just like toughness makes an already boon protected bunker more durable, it should be a BONUS not a REQUIREMENT.
…The signet’s base passive heal is as good as ele’s, war just doesn’t have as good damage mitigation.
Excuse me… What?
The Elementalist one procs every time they’re traits proc, every time they use a spell, and every time they use a utility and every time they create a combo field or there traits proc spells… and it heals for MORE then the Warrior one…
http://wiki.guildwars2.com/wiki/Healing_Signet
http://wiki.guildwars2.com/wiki/Signet_of_Restoration
SoR – Healing per cast: 202 (0.1)?
HS – Healing: 200 (0.033)? per second.Not only DOES it heal for far more, it has 3 times better scaling in healing power. Some times Ele can cast 3-4 spells at the same time.
To make it even CLOSE to a comparison, it should be like this:
HS – Healing: 500 (0.2)? per second. (it was 600, but 500 would be moreso what it would be.)Please come back and speak when you actually tested things out and know what your talking about.
Maybe you should take your own advice, and actually read the links you post. First of all ele healing signet is reduced by in pvp, so it’s not 202 (.1 scale), it’s 168(.08)scale. Yes it heals per cast rather than per second, but that’s not as fast as you think. Even a 1/2 sec activation skill takes a full second because of after cast delay, so spamming their fastest auto attack, they’re only getting one passive heal a second using. Of course there are a few 1/4 sec activation skills and instant cast skills which boosts this a bit, so base passive healing is around the same. You’re grossly overestimating the average amount of skills that can be used per second. Yes they can shoot multiple skills at the same time, but not continuously. Of course you’re argument about better scaling still has merit, but that’s what I’ve been talking about the whole time.
500 (.2)? As if. That base healing alone would be equal to a cleric ele’s signet of restoration and you want an additional 20% scaling on top of that? And even that you don’t think it’d be as strong? I know you think wars are weak, but overkill much?
As for the active and passive at the same time thing; yeah they can, but that’s a grandmaster trait. So you can’t really incorporate that into how strong your signet should be alone. Rather, you’d have to look towards your grandmaster traits for that.
2 Decrease Passive, make it scale better with healing power. Ok, now I am “forced” into a gear set I don’t like, what if I want to bunker or something else? What if I want to run berserkers? What if I want to run Sentinels or Soldier gear? No, I am immediately forced to wear healing power gear. Also, why don’t the other two classes with healing signets need to be forced to take healing gear to make there heal good?!
Verdict: To restricting, none of the other signets have this kind of restriction, and scale better with healing already the fact they proc more.
Why should war be the only class with strong passive healing signet without having to spec for healing power?
I’m not sure if you’ve ever tried those other classes, but they DO use heavy healing power gear or traits. If you want to run soldier’s or sentinel’s then go ahead, but both you and they won’t have over the top passive healing from a single signet, you’ll just have decent healing instead.
Run berserkers? Um hello, passive healing does nothing for a glass cannon because passive healing needs time to be effect. And a glass character won’t be getting that time while fighting.
The adrenaline idea is a nice one though, at least for making the signet more interesting.
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Why would this be nerfed? As a whole the build isn’t not overly strong.
I vote 2, followed by 1.
I didn’t say it should NEED healing power to be decent, I said you shouldn’t expect strong heals without healing power. Right now healing power doesn’t do it’s job in improving the signet well enough, and that’s a problem. If you just increase the base and reduce the scaling further, than healing power is basically pointless. That’s saying “I want to be able to heal well without sacrificing any specs into something else.”
And once again, a passive heal will always be weak and out of place on a glass cannon.
As for someone going P/V/T or V/P/T, they’re already choosing to have high hp instead of low hp and strong heals. If they have high hp, then they should only have moderate heals.You /should/ expect strong heals without healing power, Healing power should make an already stronger heal stronger, just like toughness makes an already boon protected bunker more durable, it should be a BONUS not a REQUIREMENT.
Yes well as it is that healing power is barely making the passive stronger at 3.3% scaling.
Ah and I just realized that in my earlier post, I didn’t specify that I was talking about the passive base healing, not the on demand healing. The signet’s base passive heal is as good as ele’s, war just doesn’t have as good damage mitigation.
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The points in fire magic aren’t really doing you much good imo. I’d suggest taking them out and adding 5 to water, and then the last five to either air, arcane, or water again for vulnerability on signets.
That or go the opposite route and spec an extra 10 into fire for fire’s embrace and then replace earth’s embrace with elemental shielding. You’d probably be best off taking the points out of water in that situation since staff already has decent condition removal with healing rain.
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1. Very reasonable and balanced imo.
3. I think this is actually worse than the current. 1 stack of might only adds 2% damage on a build with 1750 power, and even less with higher power. 5% extra damage against burning foes is ok imo.
4. I think it’d be easier to make on with fire just increase flame barrier’s proc rate to 50%, since that will make it a good skill in conjunction with the flame barrier’s change.
However, removing conditions/boons with fire fields is a very interesting idea since it adds support to an offensive line. Possible merge it with the current persisting flames trait or replace a different skill? Having a fire remove a boon/condition every 3~5 seconds (and once at second 0) would be nice.
5. Probably too strong and a hassle since they’d straight be creating a new form and skills.
6. Sounds weak, and many of ours burns are already aoe anyway. although it depends strongly on the radius of spreading. The current burning fire is already kind of decent as it is imo.
8. or stay in master and your conjures deal 10% more damage as well. As it is now, conjures don’t usually run out of uses. People just use a one to three skills and drop it, except for the greatsword anyway.
I didn’t say it should NEED healing power to be decent, I said you shouldn’t expect strong heals without healing power. Right now healing power doesn’t do it’s job in improving the signet well enough, and that’s a problem. If you just increase the base and reduce the scaling further, than healing power is basically pointless. That’s saying “I want to be able to heal well without sacrificing any specs into something else.”
And once again, a passive heal will always be weak and out of place on a glass cannon.
As for someone going P/V/T or V/P/T, they’re already choosing to have high hp instead of low hp and strong heals. If they have high hp, then they should only have moderate heals.
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Adrenal health is per 3 seconds. So that’s a huge difference in your calculations.
Anyway, I don’t understand why Jon wants to raise the base healing? If a player doesn’t put anything into healing power, then it shouldn’t be healing overly well. the buff should be in the heal power scaling, not the base.
If players really think it should have a place in a glass cannon gs build, then you’d think that would be by having a higher on activation healing and higher cd. Because honestly health regeneration doesn’t do much good if you’re running glass anyway because of the high amounts of damage you take.
Well, we are the masters of Arms/Weapons right? How about having the Discipline bonus be a flat weapon skill reduction to every weapon type we have, kind of like a global weapon cooldown reduction. This way it is useable in all builds, and weapon sets.
A word of warning though: If anet did this, then all of your cooldowns would be balanced around this cd reduction ability, and it would pretty much become a mandatory line.
Good builds are like trade secrets.
Hey, I’m all for scepter buffs, but maybe try to be less confusing/rambling and ANet might take it somewhat seriously.
Reduce dragon tooth’s damage and burn duration by 33%, and make the spell start dropping the moment casting ends. It still has a pretty flashy warning sign during casting though and a total of ~1.5sec before impact, so it should be fair.
On 15sec cd rtl, ranger still have more mobility with gs and sword/warhorn by quite a bit, and thieves could be more mobile if they used the shadowstep utility and/or burned some initiative. I didn’t know that necros have any mobility though, how does that work?
Anyway, ele is probably around 4/5th in mobility atm, depending on this necro mobility thing.
Ele wasn’t king of mobility, ele was 3rd.
THIS^ ppl QQing about not having an impossible to counter full HP/cleanse anymore.
Wrong! http://wiki.guildwars2.com/wiki/Obsidian_Flesh
People are qqing about the fact that the nerfs hurt non bunker eles more than bunker eles, who can still bunker quite well. Of course idk why I’m explaining this considering your post history in the ele forums clearly shows your think otherwise.
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Not farming is a disgusting lie? What? You only need to farm if you want one of the expensive exotics with awesome skins and don’t feel like waiting for it either. You get at least 1g an hour playing normally in higher lvl zones or dungeon/fractals. Sure it’s not much, but it’s enough to gear up 1 character with lvl 80 exotics or you spend karma, only 252k for a full set or just save the dungeon tokens (unless you count doing ~3 paths a week until you have your armor set farming too?).
If you want pretty pixels, then yes, you have to farm for it. If you think that’s worth it to look good, or enjoy farming, then great and congratulations. But if you hate farming and don’t wanna do it, then don’t do it. No statistical difference because of those awesome particle effects, and it costs close to nothing to maintain a character. It’s perfectally believable to play a game for fun and not farm.
As for the original topic. Yes, it’s mandatory if you want legendaries, bu ledendaries aren’t mandatory. I think they keep it difficult, by which I mean grindy, because awesome weapons mean a lot less when everyone has it (to many people anyway) and because it’s a way to keep people playing their game because they have unfulfilled goals for a longer period of time.
Lol @ this thread.
Next months QQ agenda: Thieves exist, please delete them.
I kind of agree with this, gw1 assassins where much better imo :p
Ranger, To much cleanse evade and swoop!
Elementalist, To much cleanse evade and RtL!
Guardian, To much cleanse evade and heals!
You can remove RTL now, or at least half of it :p
Anyway, as far as the actual thread is concerned;
I can understand and kind of agree with the not fun to fight thieves comment, but they’re definitely not OP. They don’t have too much evading (unless they’re underwater) because the evade ability on skills are short and only for part of the activation. It’s true that conditions aren’t a good counter to stealth/thieves, but they don’t have more condition removal than most classes either.
It might also be worth noting how many viable builds a class has in it’s given tier, since that also speaks a lot about where balance currently is.
Dude, a d/d elemental was the best build in the game.
Yep guys, you heard it. Best. Build. In. The. Game.
Seriously, stop embarassing yourself already. Get back to the Thief forum.
Was the best heals, stun, aoe damage, ridiculously high versatility to the point that everyone call it the jack of all trades, boon generation, mobility, tankinesss
yea, I really am embarassing myself
I think thieves would love some tankiness other than stealth
You’re right, bunker ele did have aoe damage, but it was very low. What’s so special about it’s attacks being aoe if they’re still weak from being bunker?
And it’s called a jack of all trades because anet called it that. That’s the only reason.
Versatility? Stuck at melee range, tanking. And no, boons generation is not a separate purpose, it’s part of that mobility and tanking.
I thought sPvP been d/d elemental use more glass cannon armor to do heavy damage.
lolwut? Do you even pvp/pve/play gw2? Glass eles died after beta weekend 2
Well that’s enough troll feeding to keep it alive for a while I reckon.
And on a side note: eles aren’t tanky because it’s their nature. They’re tanky because nearly all eles spec them to be that way since they can’t do anything else well. Nearly all classes are tanky if you spec them to be.
The problem with the RTL nerf is that it was a blanket nerf to all /d builds, rather than just the bunker/cantrip one.
I know that when specced for bunker guardians and thieves (too bad for them they can’t cap using it :p) can have better survivability than eles, but what about other classes? I’m just curious where ele falls in all categories. I hear ranger is getting big…
blah blah blah etc etc etc…
This post makes it obviously clear that you DO NOT play too many other classes. Please, just stop!
My guardian can never keep up with my ele…doesn’t matter how hard he tries.
This entire sub-forum is full of l2play issue.
PS: Just because someone finds your lack of skill, and knowledge hilarious…doesn’t immediately make them a “troll”.
If you played other classes as you preach, you’d realize that ranger and thief were indeed more mobile than eles even before rtl nerf. Wars have a hard time with swiftness though, so I wouldn’t consider them mobile. Maybe if you decide to go with a boon war so you can keep up Signet of Rage boons they are.
And disregarding hard calculations without any argument besides “but I can’t do it” usually isn’t ta very strong argument.
Everything looks nice on paper…doesn’t it?
Nice on paper, even nicer in practice.
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Ele since beta weekend 2
PvP (bad filter is bad) is still fine, but pve less mobility in pve makes it a bit less fun. I mostly like mobile classes so it did affect me a bit. I’d rather be weak and mobile and go semi glass to make up for it than slow and op in pve. Fortunately I played staff ele for a decent amount of time, so I’m somewhat used to it although even then I’d switch to off hand dagger when moving.
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It seems their philosophy is nerfing best build= other builds are now more viable.
Although they made signets a bit better at least.
^You can kite melee. And you dont* have to stop using your own melee to do it either.
*forgot this in the initial post
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You don’t have to care about the daily, and it usually gets done for me by just playing…
stealth is fine. play a thief for more than a couple minutes in ‘PvE’ and you would understand it.
PvE=/= PvP. Very different in terms of strength between these two. And if stealth were given a counter mechanism, you’d probably get some nice buffs in other places, so you’d probably end up better. But yeah, I do understand, thieves need some love in pve.
You don’t need to bunker against bunkers, their damage is already pretty low… and their goal is usually just to stall to hold a point anyway, so it won’t help much.
And lastly, it’s just generally way overpowered. Especially the last one, which practically grants immunity.
It does if the target has aegis, however that is removed really easy.
Only if you attack it. Good players will just ignore players with aegis, since they won’t be able to do anything.
If you want it to heal more, get more healing power? I can agree too a bit of a buff to the healing power scaling though, or maybe a small increase to the active heal.
You don’t need to bunker against bunkers, their damage is already pretty low… and their goal is usually just to stall to hold a point anyway, so it won’t help much.
And lastly, it’s just generally way overpowered. Especially the last one, which practically grants immunity.
Additional 6% damage a boon would be ok if it was only on burst skills, but then it might just be encouraging bursting again.
The way it is now isn’t too bad imo, although the above idea of having a % chance to ignore boons during calculations is very interesting imo. That way it could be both offensive and defensive by having a chance to ignore protection or the additional damage from might, but how would it work for something like swiftness or regeneration?As for how it is now, it’s not really worth less for things like protection. Sure that boon is still reducing damage, but you’re still reducing its effectiveness.
It would be better if it REDUCED damage you took by 3% instead.
Are you talking about that as a trait line attribute boost the OP wanted, or as the grandmaster trait? Because if you mean a passive 3% damage reduction a boon from the line, that could be too strong. Some classes have have 2~3 boons up continuously by default, so it seems like it’d be too unfair.
Besides, the problem is about bunkers using boons, not offensive boon stacking.
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Additional 6% damage a boon would be ok if it was only on burst skills, but then it might just be encouraging bursting again.
The way it is now isn’t too bad imo, although the above idea of having a % chance to ignore boons during calculations is very interesting imo. That way it could be both offensive and defensive by having a chance to ignore protection or the additional damage from might, but how would it work for something like swiftness or regeneration?
As for how it is now, it’s not really worth less for things like protection. Sure that boon is still reducing damage, but you’re still reducing its effectiveness.
Edit: Maybe wars should have just gotten armor penetration like they did in gw1? Say, ..3~.5% a point?
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It’s not about being bad about nerfs; those are expected. It’s about how anet can change a class’s play style/feel with some of their nerfs, rather than just weakening it. But anyway, you’re lucky if you only invested 30 hours into your ele :p
For glyph of elements: Fire storm needs 1second burns.
lightning storm+ ice storm need to be more accurate, maybe increase the radius of each one? And lightning storm needs some extra buff as well, maybe 50% more raw damage, or some 2 stacks of 10sec vulnerability a hit. They’re also the idea of keeping lightning storm as is and giving it 1/4 sec dazes.
Possibly increase the bleeding of sandstorm from 3 seconds to 4, or make the the blinding hits bleed and blind at the same time, rather than just blind.
Or instead of buffing the storm individually as above, each can act as a combo field as well.
Inscription should give 3 stacks of might, not one, and it should trigger on glyph of elementals.
Glyph of lesser/greater elementals: have the pet’s ability on demand like engineer turrets. Of course the greater glyphs should have the better abilities on demand, instead of the same ones as the lesser.
Glyph of elemental power: You’re only gonna get around 3 procs in using something like a staff, but lower cd might make rapid attacks to strong. I think 60% proc rate should be fine for it., since it will activate roughly 5 times that way.
As for the original statement about stun breakers; Yeah, I think that’s exactly the reason most people flocked to cantrips. All cantrips have stun breakers, so the whole sub type could be traited. When it comes to glyphs/signets, its not as worth while to trait them because you’re still going to need to same a slot for a stun breaker.
A condition every 5 to 7 seconds would be nicer for signet of water would be nice.
Yeah, I do. I actually prefer 5 v 5 matches tbh. 10 v 10s will just end up as 2 mini zergs in spvp anyway :p If it’s actually organized though, then it’s fine.
I’m playing 0/0/30/30/10 D/F signet ele with dwayna runes and soldier amulet, and is seems pretty fair. Good condition removal, lots of cc, decent damage and pretty bulky. The downside is that I only really have the room for one stun breaker, cleansing fire. Although tbh, d/d is probably still better :p
blah blah blah etc etc etc…
This post makes it obviously clear that you DO NOT play too many other classes. Please, just stop!
My guardian can never keep up with my ele…doesn’t matter how hard he tries.
This entire sub-forum is full of l2play issue.
PS: Just because someone finds your lack of skill, and knowledge hilarious…doesn’t immediately make them a “troll”.
If you played other classes as you preach, you’d realize that ranger and thief were indeed more mobile than eles even before rtl nerf. Wars have a hard time with swiftness though, so I wouldn’t consider them mobile. Maybe if you decide to go with a boon war so you can keep up Signet of Rage boons they are.
And disregarding hard calculations without any argument besides “but I can’t do it” usually isn’t ta very strong argument.
I went with d/f.
I personally think fireball could use a bit of a speed boost. It’s like the old necromancer’s spectral claw thing necrotic grasp, where if players just side step back and forth while standing still or moving, the attack won’t it.
edit:
Old Spectral Claw? You mean the current Staff autoattack for Necro, right?
Right that thing. It used to be slower, but got a speed boost, still pretty kiteable though.
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In case people haven’t checked it out yet or it hasn’t been posted somewhere else in the ele subforum, arcane wave also got a stealth nerf as an extra.
Honestly, if one class is low hp light armor, and another is low hp medium armor and both are melee range, wouldn’t it make sense for the lighter armor one to be more mobile, or similarly mobile?
Eles have much better access to defensive boons, healing, and condition removal than thieves making them much less squishy.
Baseline armour and health of a class doesn’t do much for staying power. If it did, we’d be seeing warriors everywhere in tpvp.
Good job quoting out of context by ignoring the other half of the post. As I already said, eles do have better healing by default, but thieves have easy access to stealth, which is a strong defensive mechanic. And they can also trait for good condition removal and passive heals.
Bunker eles are still fine, it’s non bunker eles that were overnerfed. That’s really what most of the rtl and mist form complaints are about. Sure, a bunker didn’t need to be able to move fast, but the (few) others did.
Straight up halving a rarely used skill’s dmg is kitten
You have to see that at least.Rarely used because everyone ran bunker eles.. As for dps it’s a mandatory skill.
Unfortunately, dps /d builds got nerfed even more than bunker ele builds. And besides, even before /d cantrip boom, it was used more frequently for staff combo finishers.
But yeah, I hate it when they don’t document the nerfs, hoping no one notices.