np you didnt sound rude, sorry for not following the format it just seemed like you asked other ppl to give you questions because you dont know what is going on in the SOTG and sense you seemed clueless i wanted to help you out.
…
i dont want you to think im being rude i just want more from the ppl representing the community. you dont have to read all my post or talk about any of it but truthfully everything in it is what needs to be talked about.
Well you come off as rude that’s for sure. Little narcissistic as well. Just because xeph made a post about collecting peoples top three questions doesn’t mean he’s clueless. Rather, he knows that people have different priorities and is trying to gage where the community is at. Time is limited, he can’t just talk about the game for 16 hours.
Questions about the custom arena’s:
1. Will custom arena’s allow modification of scoring or will nodes, kills and second objectives always give the same points?
2.Will timers be subject to modification. Eg. Spawn timers, boss respawn, orb respawn, orb delay of game reset, map change?
3.Can a player modify the server on the fly while inside the server? Eg. change maps on demand or turn off auto-balance
^ This.
Actually, i did the opposite. I changed my class to Ele because the forum’s are full of people who say ele is the god tier class. Now that i have played a several games with it i have to say that it is not as OP as everybody is saying, or is this a l2p issue for me? xD
They can survive very well, but i have the feeling that the damage that comes with it just so low. I even tried Glass Cannon build with sceptre/daggers which has a good 8k burst but even then i think i can do a lot more damage with my engineer.if i’m wrong, can somebody share a good build with me?
Because the ele looks so cool :p
If you are looking for burst you need to pick up at least one dps arcane utility, two if you want to really do damage. This means of course you can’t be running triple cantrip. The standard build for spvp is 0/10/0/30/30 aura share D/D. Everyone has there own variations but they all have elemental attunement,evasive arcana, cleansing wave, powerful aura’s and zephyr’s boon. The other two are what ever you like. You can also swap cleansing water in for powerful aura is you are facing lots of condi. If you want more damage pick up vital striking in water. Ele’s don’t have that quick burst like a thief, mesmer or engi but can still up out a lot of damage within a 3-4 second window. Especially to a frenzied warrior http://www.youtube.com/watch?v=H2BFQ3z8Ob4
(edited by Nikkle.4013)
+1. Up until Evan’s and Tyler’s posts I felt like anet didn’t even read the forums. With each patch we saw JP & JS come to the forums and say “were listening, keep it up” but really didn’t engage in the discussion. The blog posts say nothing about the logic behind any changes or additions. If there isn’t someone to communicate I think it would be better to have programmers take time to fill the community in and see what they think of the stuff that is being worked on. You can spend hours communicating with the community or spend weeks redoing work in an attempt to make it to the communities liking. That’s my take.
Have you considered ‘starting’ the game one player at time?
In essence:
Team 1 has 2 players, so Team 2 is only allowed 2 players in.
If Team 1 for whatever reason can only muster in 4 players, then Team 2 is limited to 4 players. Simply provide the Team 2 captain with a form that they can select which player is ‘sitting out’.
This way both teams start even. If Team 1’s last guy eventually shows up, Team 2’s guy is given the option to join the game as well (or theres a time limit etc.).
This may not be the most elegant way to start a game where you want to keep everyone always 5v5. But if the option to quit the game or the roster etc. is causing problems maybe this is a good bandaid solution until deserter effects can be added to the game to stop people from leaving.
Might be a solution but I could see some people purposely forcing a 4v4 in attempts to throw off the other team by preventing them from running their comp.
Edit::
It seems the solutions to fix solo que require separation from premades. Not only for fairness but the fact that dc issues will probably have to be dealt with differently depending on if the group is a premade or solo ques.
(edited by Nikkle.4013)
Mist form drops the orb.
Nope
Ive often though this, testing conditions over time is hard because the dummies die fast…whereas a player would heal, have protection, etc etc. I dont know what the lions arch dummies are like but that sounds like a good idea if its simply infinite life dummies.
Yup, they never die.
Don’t they have lots of armor? I remember hitting them for very little. This will make testing with steady weapons even harder :/
We think one problem is that people join into a roster, then before the match is ready, quit the game. Disconnecting does not remove you from the roster, so the game starts and finishes like nothing happened. A lot of these 4v5 games could be completely unintentional from the person leaving. Solving this is a technical issue. We could kick you out of the roster if you disconnect, but you should still be able to switch characters before the match starts.
Will this be for solo que’s only? What happens if you dc not by choice and try to reconnect to your premade team only to find out they got thrown into a match with some random.
I’m not saying it’s impossible to stop it (very improbable though), but there are few other instances in the entirety of GW2 where if you don’t do exactly the right thing at exactly the right time (which is what this would demand), that a cap is guaranteed. There’s no elbow room. Completely unforgiving. Maybe this is intentional… if so, fine. But I see what appears to big a gaping hole in scoring logic and have thus started a thread bringing attention to the issue.
If we ever let the enemy ele get the orb in a place where he can rtl to the node we have failed somewhere else. Those stairs force one route. Grenade engie’s, trap ranger’s, well necro’s do well on those stairs. Bait AoE early or corrupt it and knock/pull them off the stairs. Imobing before the rtl is a last minute save. My team’s 14-3 on the new map. Never lost to a team with a ele. Lost to three teams without a ele. We need a lot more time on this map to see if rtl is imba. My first impression was yes but it changed at about the 10th match.
Edit: I would like to add that the OP assumed that you can cure conditions on your teammates. Only shake it off does that, and it’s only 1 condition. The rune setup that does “Shouts remove conditions” only applies to you, not your teammates.
Patch Notes
“Updated the Superior Rune of the Soldier’s sixth bonus to properly remove a condition from allies affected by the shout.”
Or was this not actually fixed?
0/10/0/30/30 is often called an auramancer build on these forums for a reason I don’t know. It’s usually a cantrip or a arcane burst set-up. Auramancer’s are builds that rely on fire’s embrace and signet’s to gain fury & swiftness and/or protection from traits. With the changes to fire aura these builds might actually make a come back. I hope so, we need some new viable spvp builds. I think i’ll try it out again soon, haven’t played a auramancer build since beta.
I’m sorry, but really? Increased C/D on RTL is really THAT much of a deal-breaker? Other than closing a gap or running away, why would you even NEED RTL? Change seem fine to me… we really ought to save our Ele whining for ACTUAL nerfs and not changes which barely affect gameplay at all.
It might be that people are use to the low cd and are still switching to air expecting it to be ready and see it still has a couple seconds of cd still. I’ll probably just adjust and in the greater scheme not really be effected but currently its causing some pain for me. The ZB nerf was expected, same with EA and Restam. Im suprised that they left water trident at 1.0 and instead went after our mobility. Imo it’s always been the healing and boons that were op about ele’s. The mobility people complained about was just a l2p issue imo.
Can someone verify the Shocking Aura/Zephyr and Soothing Disruption nerf? I use those heavily in my build
.
confirmed. 5 seconds. aura share on/off
So rtl,ZB,SD and EA nerf’s. Still reliant on 30 arcane. Fire/Air still sucks. Frost aura is cool but were still using the same builds, just weaker. :/
Got into game, ZB now grants 5 seconds of fury and swiftness when applying shocking aura. Instead of the old 10s. It no longer double proc’s.
There are some updates missing from the notes. We are tracking down those, but some changes to the D/D and S/D ele build are in this patch despite not being in the notes.
Oh boy, now im scared. I hope changes doesn’t mean just nerfs.
I like the idea but anet probably won’t as they are trying to see what the map specific meta is. It’s hard to get that data from solo ques. But hopefully after they are happy with their data they can make 1 rounds an actual solo/duo only que.
It’s kind of weird that a tornado can get owned by a ranger sitting off a node shooting arrows at it. I think they need to add a swirling wind effect to it.
u know what the funny thing is? they keep saying (and showing) how they only wanna do incremental buffs/nerfs. but when is the ACTUAL balancing going to occur? things have been the SAME, even after incremental balancing. theyve eliminated exploits like the guardian mace, sigil stuff, and double shattering mesmers – but these arent balancing moves. theyre exploit fixes. so when is this aoe nerf gonna hit live? when are profs going to get more viable builds, which is their current priority? to me it seems like it all needs to overlap in some patch and make a huge mess of things, OR it just isnt going to happen, period.
soooo…when??
At launch of the game it was the consensus among the community that ele’s were near the bottom on the list of good pvp classes. After the fixes to rtl, lightning whip, magnetic leap and fire grab ele’s are now op. It’s hard to judge the strength of a build/profession when bugs exist. Imagine if they nerfed the guardian because people were abusing the mace bug. They probably would of had to reverted those changes after fixing the bug. It would be nice if they could roll out bug fixes quicker but sometimes bugs are very complicated.
From looking at the video the map seems to have a lot of corners and stairs sets, so who knows how good RTL will really be.
Since I still occasionally take damage while rtl down the slope at chieftain base on forest I’m guessing using rtl down those stairs will result in a dead ele.
And pls all I can see is :" Ele is OP", so make an ele, pick traits randomly like the thief does in the video, go in and dominate others…
Well you could ignore the op and other’s in this thread who make the ridiculous suggestions and comment on helseth’s posts.
@Helseth
Well, I only do Free’s and am on NA. So what you see is quite a bit different from what I see. I have ran the valk and cleric’s builds but I currently do not because I don’t enjoy that kind of play. I don’t find rtl cd to be op. Any nerfs to that will severely hurt the ele specs that no one really qq’s about. I find the problem is in the burst healing, especially when there is two ele’s on point. There burst healing is aoe so two ele’s work really well together. Soothing mists and regen are unique so only one effect is present, although it will be applied more often. I think the thing to target is the healing coefficients on cleansing wave (EA dodge -water) and water trident with a little boost to the base to compensate ele’s that run only a little +healing.
I’m interested to know why you think earth’s embrace is op. It has a 90s cd. It might be from your perspective as a mesmer where your shatters are several attacks meaning it will be proced very close to 50%. From a thief’s perspective I assume it’s not the issue as they usually spike with a backstab way past 50% so the protection is up when they are closer to 30% then 50%.
http://www.youtube.com/watch?v=OZJJVutOIQs
Well done Anet! You were successful in making this game more PvP accessible for the masses(lol even a 10 years old can play a thief, the same profession that “top” players consider hard to use)..but pls forget about e-sport with such community..
I was expecting a video of a thief doing a backstab burst in 2v1’s. Instead I saw a thief dying and doing pretty much nothing the entire game except breaking his stealth in downstate and getting stomped. That skill cap!
Edit: The kid’s 10, not being hard on him, just the idea that this is “playing a thief”
healing ripple for 2.9k, water trident for 3k, evasive arcana healing ripple for 2.9k, healing ripple for 2.9k. That’s counting the signet, all AoE, all under 2 seconds.
Tested in the mists with 1223 healing power. I have eagle runes on lolol
The sig is actually healing for about 320 every time I cast something, getting about 1k every second in water. 2700 armor with rock armor, too.
Thats because the mists is a pve map right? Healing ripple has a 0.5 coefficient in spvp afaik. But yes, the other skills need a 0.5 coefficient too. Anet said back in Nov that 1.0 ratio’s were for main heals
Edit: By EA healing ripple and the following healing ripple I assume you mean cleansing wave
(edited by Nikkle.4013)
<3 that elitist attitude.
Riddle me this, how do you know i do hot joins or not?I have as much of a say than you do, I have 750 hours account time, 709hours on my ele, so yes i know it inside out.
I also said i didn’t enjoy spvp, but i didn’t say hj or tourn did i?
But obviously, and i hope you aren’t, a thief BS build glass cannon.
Not everyone needs to go GC.
There is a could.terms to things, use them.
Also, Needing is not the answer…of course people want everything easy, so nerf away -.- I’m done
Sorry for misinterpreting. You said you didn’t like spvp so I assumed you didnt do spvp. No im not a thief, I have already gone over this. I have 800+ hours on my ele. I don’t play glass cannon either, read my post about me playing a soldiers amu ele in tournaments. Why do I bother with these forums.
edit:
Ha my deepest apologies, should have read your first post better.
I do agree with all the changes by you proposed except the change to gale, the CD should be 35s, reason is because it’s the only hard CC on the focus and can be treated as burst combo starter on s/f eles, furthermore its radius should be increased.Finally I’d reduce the boons duration buff from 10% to 5%, of course all this must be accompanied by substantial buff in the fire/air line
I like the idea of a larger radius on gale.
(edited by Nikkle.4013)
As i said alot of the time i do not enjoy Spvp because it is boring, and when you kill someone all they do is QQ and submit fake reports.
Not trying to be rude but if you don’t spvp then why are you commenting on a thread about spvp balance. This isnt about hotjoins. This is about the strength of a sustain ele in tournament play.
snip
Did you read the post? Its about buffing specs like 30/20/0/0/20 while they nerf the 0/10/0/30/30. In the first paragraph I say im afraid they will just nerf while doing nothing about our weak trait lines. The fire grandmaster sucks currently. non 30 in arcane sucks due to long attunement cd’s. Base healing needs a bit of a buff while scaling needs a nerf. Am I not comming across clearly?
I’m just curious as to how your getting 5K out of a dodge + water#5.
With just 30 in water its only 3.2K…. You only add another 180 points of healing if you use a clerics amulet (90 per heal) bringing that heal to 3380. Anymore clerics gear and you hit for a wet noodle.
1200 healing + base = 2502 * 2 = 5k. Right? Been a while since I played the bunker spec but im pretty sure the Evasive Arcana is a normal cleansing wave.
If they only remove regen from soothing disruption, the 0/10/0/30/30 build will still be quite viable, just not immortal.
It will now be vulnerable to properly timed bursts and boon removals by skilled players.
This is much better than nikkle’s suggestion, which would pidgeon-hole eles into builds that survive less, do less damage than a single stack of bleeding, and provide almost no group support.
Except, SD is really only used on full bunker spec’s and really isn’t the root of the problem.
The casted heals need adjustment because it allows a dodge+water#5 to heal for 5k on top of SoR added 700 plus the ticking of soothing mists and regen from water attunement. If anyone looks at the math I posted above and says bunkers won’t be viable I don’t think I’ll ever persuade you. Still no one has mentioned the attunement changes. I was honestly expecting people to say that was too much of a buff.
Can you stop with the over exaggeration? Buffing out dps tree’s while freeing up trait points = more damage. I looked over that video I posted. I would hardly say my damage was just above a single stack of bleeds. I’m currently playing around with S/D, which probably explains why i’m not attached to ZB.
If you are playing tournaments and can’t identify soothing disruption as the crucial tipping point in survival overpower for ele, you are a lost soul.
:( You had such a respectable post until you edited that line in. Um, I included it in the nerf section, so obviously I know its a problem.
The sharing of the aura’s is the point of the trait. 10 seconds of fury of a adept trait is strong and you know it. Maybe fixing ZB will do enough and shocking cd doesn’t need to be touched, even with aeromancer’s + aura share.
“Except, aura share is still there, elemental attunement is still there spamming boons on everyone”
The boons everyone else receives from us are perfectly balanced, but you want to cut their durations in half.
Yes, let’s cut ele group healing from regen in half.
What? Where did I say this? The only boon duration adjustments are ZB and SD. ZB clearly looks like a bug to me. The regen from SD isn’t the op part, its the vigor + Evasive Arcana. Aoe regen has never been mentioned.
Edit: Don’t know why I care but I play ele. I just started doing tournies with friends after WvW got boring. Here’s me playing with a 0/15/0/25/30 build with soldiers amu.
http://www.youtube.com/watch?feature=player_detailpage&v=FrtbVXpqdzo#t=132s
(edited by Nikkle.4013)
Yes, let’s break the entire build because you want your thief to be immortal.
Yup I’m a thief. I know how you like to think you’re pro and that’s why you can kill people but it’s your build. Soothing Disruptions no longer apply regen? Really? Do you realize this will break a bunkers condi removal? You accuse me off breaking builds but you do it on a order of magnitude greater.
Yes, it prevents BUNKERING through excessive condie removal and excessive healing. It tones down bunkering “just enough” to remove immortality.
As opposed to you, who want to gut the ele of its very identity by removing the boon and aura support the entire profession was built upon (cutting boon duration in half, are you NUTS?).
What next, making sports cars safer by limiting engine displacement to 1.3 liters?
Except, aura share is still there, elemental attunement is still there spamming boons on everyone. As I noted above, aeromancer’s alacrity with aura share will provide 24s cd on shocking under the changes. Does no one else think many more build will be viable if we can have our attunement cd decreased?
Do you honestly think it’s the regen of SD that makes a bunker build really strong?
“We see the elementalist as the king of versatility. The skill ceiling for the Ele is exceptional, as the ability to leverage all four attunements at the right time is crucial for understanding the elemetnalist. The Ele boasts some of the best team support and control abilities in the game, as well as some great area of effect damage.”
That’s what Anet see the ele as. I don’t think my changes go against that. In fact I think it makes it closer to reality. Im surprise there are not more ele’s that actually want to have different builds being viable. Apparently people enjoy 10 minute fights.
Yes, let’s break the entire build because you want your thief to be immortal.
Yup I’m a thief. I know how you like to think you’re pro and that’s why you can kill people but it’s your build. Soothing Disruptions no longer apply regen? Really? Do you realize this will break a bunkers condi removal? You accuse me off breaking builds but you do it on a order of magnitude greater.
this is fine aslong as this nerfs stay in Spvp ONLY if this stuff gets to PvE or WvWvW then that’s horrible -.-
You probably don’t need to worry about nerfs to pve. The changes to healing ripple was only implemented in spvp. Anet has shown no interest in balancing WvW. Even then, I have 12k kills in wvw on my ele, mostly D/D except when a staff or scepter/focus was needed, I didn’t stack boon duration or healing and had little trouble in 1v2’s, small group fighting or zerg on zerg fights. You don’t need to abuse healing to be effective. But if you don’t stack healing the suggested changes to cleansing wave and water trident will actually increase your healing ability!
Math:
With 0 Healing old Cleansing Wave = 1302. New Cleansing wave 1432
With 300 healing old Cleansing Wave = 1302 + 300 =1602. New Cleansing wave 1432 + 150 = 1582
With 1000 healing old Cleansing Wave = 1302 +1000 =2302. New Cleansing wave 1432 + 500 = 1932
As for the changes to Zephyr’s Boon. Considering how every other aura grants only 5 seconds of fury and swiftness it has been assumed this is a bug. Shocking seems to double proc ZB. This will hurt D/D damage significantly which is why I suggested buffing other trait lines grandmaster while reducing base attunement cooldown so ele’s are not forced to put traits into arcane. Maybe the cd on shocking aura doesn’t need to be increased, my argument that it does is due to the changes to arcane. If a aura share build doesn’t have to run 30 arcane they can pick up aeromancer’s alacrity and reduce the cd of SA to 20s.
Rofl, so you want to nerf EVERYTHING while buffing the worthless traits? Don’t quit your day job.
Everything? Do you want to approach this in a mature way? Buffing the worthless traits? Yes, I don’t want them to be worthless, hence asking for buffs…..
During the nerf’s to guardian’s and ele’s heals the first round (Nov. 15) they stated that healing ripple had "scaling that’s normally reserved for main healing skills "(ie. 1.0). They reduced it to 0.5. Apply this philosophy to the rest of the heals makes sense. People want to know why ele’s can heal to full in a few seconds without casting an actual heal, its because of the 1.0 coefficients.
The fact that someone thinks that this is EVERYTHING only illustrates the lack of variety in builds available to ele. Anet, lets fix this at the same time you fix the sustain of valk and cleric amulet ele’s.
Why? Elementalists is one or may be the weakest profession if you are skilled at playing Gw2 you need to be double skilled to play an elementalist successfully! Its hard enough already and you want them to nerf it? this is just ridiculous.
Do people really not know? Ele’s are not one of the weakest professions in gw2. There actually one of the strongest. Im talking spvp here. D/D is not hard to play imo. Im not amazing, but I find it very effective. The sustain of the 0/10/0/30/30 with valks or cleric’s amu is off the wall. Anyone who plays ele should know this. Most people who play tournaments know this as well.
(edited by Nikkle.4013)
Justification Notes:
The nerf’s are aimed at the two spec’s that seem to be causing a lot of pain for players. The nerf to duration of boons from SD and ZB will prevent ele’s from maintaining (near-)permanent boons if they are running +boon duration. The nerf to bountiful power will widen the gap in damage between offensive trait lines (fire & air) and the water trait line. Shocking Aura cd reduction will prevent multiple aura share ele’s from maintaining high uptime while allowing it to still be used to prevent spike. The reduction on the scaling and increasing the base level of water trident and cleansing wave will effect those with healing amulets (Cleric’s & Valkyrie’s) while having little effect on those who use other amulets. Evasive Arcana(Water) casts a cleansing wave and will be effected by the changes.
The buffs are aimed at making trait lines other then water and arcane viable. Arcane is required to make the class fluid and not be stuck auto attacking in an attunement. A general cd reduction for attunements is needed to make viable builds that have 0 points in arcane. Of course a 7.5s cd on attunements would not help the situation as arcane would just be stronger then it is now. So reducing the attunement recharge rate increase from arcane should be reduced from 2% per trait point to 1%. As ele’s are a boon heavy class the arcane line will still appeal to ele’s but would no longer be mandatory. Changing Arcane Precision to no longer favours crit builds and instead be on successful hit, reduced proc chance due to the increased frequency of chances.
Buffs to the grandmaster traits in Air,Earth and Fire are needed to make the tradeoff between the trait lines worth it for certain roles/weapons/builds.
Air: Grounded (afaik) is not effected by blowout, meaning updraft does not gain from this trait. Considering many ele’s use updraft to initiate their burst, this trait is often left out.
Earth: 2s of stability is short, 3s would allow +boon duration to increase this is a point where aoe stability has 40% uptime due to one ele. Double ele’s in team comps for aoe stability with 80% uptime (if trying too) is obviously too strong. 2.5 to allow easier timing of granting stability to stompers, rezers or what ever but does not scale as strongly with +boon duration.
Fire: Ele’s often rely on chaining combo’s across multiple attunement often staying in an attunement for no more then 4 or 5 seconds casting a few spells before change out again. The current PP relies on spamming auto attacks in fire to gain might before using your hard hitting skills. Changes to the trait will allow it to be useful by players that change attunements often.
‘x’ Alacrity: These were changed to reflect the cd reduction seen in warrior traits. Conditional damage increases + cd reduction.
Focus: The focus offers some great utility but suffers from weak fire skills and no mobility. With improvements to OwtA and WD S/F and D/F might have viable options for mobility. As well, changes to Fire Shield may help make Zephyr’s Boon useful for */F.
Your thoughts?
(edited by Nikkle.4013)
There has been a lot of discussion recently about Elementalist nerfs. Knowledgeable people know the issues lie in the 0/10/0/30/30 cantrip or aura share builds. I am worried that this new attention will result in nerfs while the many faults in the design of the Elementalist stay unfixed. I can’t speak for others but I’m sure I’m not alone. These issues have been present since I first played in beta. Back then people stumbled upon the cantrip builds and used them in spvp. Months later and nothing has changed except our weapons. S/D or D/D instead of staff. Below is what I think needs to be done to bring the Elementalist more inline with other classes. This is a whole package. Buffs with the nerfs. Making new viable builds while nerfing the overpowered ones.
Problems with Ele’s:
1. Bunker Ele’s sacrifice only a little damage for large increases in healing
2. DPS Ele’s often resort to water/arcane tree’s due to superior traits, attunement cd reduction
3. Ele’s in general have access to too many boons
Nerf’s:
Traits:
Air:
Zephyr’s Boon: Fury & Swiftness from Shocking Aura reduced to 5s (In line with other Aura’s)
Water:
Soothing Disruption: Vigor and Regen duration reduced from 9s to 6s.
Bountiful Power: Reduced from 2% bonus per boon to 1% per boon. (In line with Engie alch minor)
Weapons:
Main Hand Dagger:
Shocking Aura: CD increased from 25s to 30s
Offhand Dagger:
Cleansing Wave: Now scales with 0.5*healing power. Base has been increase by 10%
Scepter:
Water Trident: Now scales with 0.5*healing power. Base has been increased by 10%
Buffs:
General:
Base Attunement cooldown reduced from 15s to 12s. Trait points in the Arcane line now grant 1% increased recharge rate instead of 2%
Note: 30 Arcane still produces similar recharge times (12s/1.3 = 9.2s) vs (15s/1.6 = 9.372s)
Traits:
Arcane:
Arcane Precision: Now applies on hit rather then critical, its proc chance is now 8%.
Windborne Dagger: + Now applies when out of combat and while wielding a dagger in the offhand only.
Air:
Aeromancer’s Alacrity: + Air attacks now do +5% damage to weakened foes.
One with the Air: Move 5% faster every 4s you are attuned to Air. Maximum of 25%
Grounded: Now effects targets suffering from blowout
Weak Spot: Now 100% chance on critical hit to apply vulnerability
Earth:
Rock Solid: Stability granted is now 2.5s
Fire:
Pyromancer’s Alacrity: + Fire attacks now do +5% damage to burning foes
Pyromancer’s Puissance: Now grants 5 stacks (15s) of might on attunement to fire. Gaining 1 additional might every 4s while attuned to fire.
Weapons:
Focus:
Air: Gale cd has been reduced to 45s
Fire: Fire Shield cd has been reduced to 30s and duration increased to 4s
(edited by Nikkle.4013)
Yes, downed #2 on ranger is a aoe daze around your target. 900 range I believe. As it is a daze attack it can be blocked,blinded or countered with stability.
Thats the point i use it during the stomp and they STILL continue the stomp and finish me.
I’m saying, done right that can not happen. Don’t break the stealth, time it right and they will just stab the ground. As for the aoe, it’s an effective way to kill squishes in downstate. You are asking for a buff to one of the strong downstates. Not going to happen. You are not suppose to be a god in downstate. While its not controllable like thief’s or vapour form like ele’s it’s still better then the rest. But thief’s is a port only so can be stolen to, judge’s, lightning flash or other teleports and ele’s can be followed. No one has a perfect downstate. There is no fix needed. Rarely do warrior’s, guardian’s, necro’s, engie’s or ranger get off interrupts on decent players. If there is no blind’s, stability, aegis or invulns available it will still be dodged. Dodging costs a few seconds but its quicker then waiting for a mes to unstealth.
You can’t blind, stability, aegis or invuln stomp a mesmer. Play a different class and get some perspective and you’ll see why there won’t be buffs.
You don’t port before they start the stomp, you port right before they finish it. As in cast in the middle of the stomp. Not right at the beginning. Mesmer has one of the strongest downstates. Can’t be blinded, can’t be blocked. Only stealth, and then you can still cast it on others near by. As long as there is a target for you to cast on you can stealth. Guardian’s and Warrior’s can be countered with blinds, stability or aegis.
A Mesmer being jealous of a Necro down state… is this the twilight zone?
You can’t be stomped in stealth. Either you attacked and broke the stealth early or ported too soon during the animation and came out of stealth just before the end of the stomp. Nothing to fix. You need to time your port better.
Frostbow #4 hits pretty hard if you drop it on a group. The range isnt great but its long enough to defend the doors of most keeps. Skill #5 also provides you with a nice ranged long stun. Long cast time but it has its uses. Can’t recommend the other conjures, some have neat skills like shield #4 and #5 but they just are not that useful in real situations imo.
Since jumping through the portal is such a necessary part of winning the game…
Jumping while doing anything in spvp is a necessary part of winning the game caed.
Anet please make jumping dodge rolls give style points. Jumping = esports
I can understand why you want 1v1 tournaments first but I think anet is making the right choice. I will be renting a arena for my guild [work] of sos to run skrims in without being interrupted, have duels or just hang out in while we wait for wvw que’s. I think a lot of the hardcore wvw guilds will grab at least one arena which means anet will finally have an actually significant income from pvp. As you said, no one really buys tickets. While 1v1 ques will help paid’s be run more often I really don’t see it solving other problems with spvp. Custom arena’s will allow 3rd party’s to host tournaments.
Isn’t zephyr’s boon bugged, and gives boons with higher duration with stun aura than with other auras? Priotizing this bug fix might also be an extra detail to take into account.
Is that a bug?
I’ve been waiting for a nerf to Elemental Attunement (Earth). Still hasn’t happened yet but I feel like its still coming. 5s + boon duration of protection seems a little strong. Especially since with 30 arcane your attunements are 9s cd and that protection is 6.5s.
(edited by Nikkle.4013)
Eleven attempts and all I got was an insight to why there are so many gambling related suicides each year.
Compare the backpacks, lol.
Are the backpacks not being upgraded from rare? They are jumping 1 tier + ascended. Rings are going from exotic to ascended. They make a better gauge. Its hard to take you seriously if you just say lol, rather then post actual numbers. I honestly haven’t looked at the ascended stats, I just took the 8% on trust. If its wrong it would be nice to know.
They do. Do the math.
http://www.reddit.com/r/Guildwars2/comments/13529x/ascended_gear_is_a_halftier_increase_math/
Compare Maths.
With dwindling populations entering into WvW maps, I get more and more annoyed each time I see “is there a mesmer portal in JP?” And who can blame them? It certainly is more rewarding badge-wise to do the jumping puzzle than to actually play WvW. I have around 3k kills and nothing to show except maybe 200 badges. I certainly get more badges spending 10 minutes in the puzzle than I usually get spending an hour in normal play.
Why do people get mad at mesmer porting jp’s. People spend less time failing at a puzzle and get siege prints at the end. Means they will be back to fighting quicker. More people on the field. People should really be mad at the people who run the puzzle poorly and take 25 minutes, especially if there is a que for the map. Takes less then 2 minutes for 10 guildies before logging off to take a portal up and give me 20 prints. Badges are too rare to be a steady source of prints. And my gold drains quickly upgrading hills/bay from 0-fortified wp. Only downside is you have one or two less mesmer’s out in the field.
I’ve got more karma than I know what to do with
Forge rare’s.
WvW definitely needs help. Especially with rewards (gear or titles/ranks).
/sign
(edited by Nikkle.4013)