Showing Posts For P Fun Daddy.1208:

merging Arcane Energy?

in Elementalist

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

My staff build would become godly.

Rate my S/F roaming build

in Elementalist

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

I suggest arcane wave more than blast, and probably lightning flash over arcane shield because you need the mobility a lot of the time.
In addition, vital striking isn’t particularly good usually unless you’re going full-out burst, so I suggest taking cantrip mastery or the like.

Diamond Skin - Reloaded

in Elementalist

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

I dont know if this is OP or not but i think this is open for more skillfull play than the current diamond skin.

I disagree. The current Diamond Skin trait requires skillful play to keep your health above 90% (which is hard or even impossible if you receive any focused damage).

This idea just promotes further attunement spam. There’s already enough mental gyrations that should be occurring for attunement switching — what conditions you have should not be a part of that thought process.

You can’t really say focusing on healing constantly requires a lot of thought any more than you can say spamming lava font off cooldown does.
The rule with diamond skin is that you are either fighting only condition classes at one time, in which case you just heal once every several years and you’re fine, or you face anything else and have immunity to conditions for about half a second, and can either play without a grandmaster trait and 20 points that would probably be better in another traitline, or spam heals for another half second of immunity.
It’s not really skillful play to be a hardcounter for three to four builds and hamstringed against everything else.

Has anybody geared around Diamond Skin?

in Elementalist

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

Has anyone geared around the goal of keeping their HP at +90% as much as possible to maximize the value of Diamond Skin? Maximizing healing and toughness at the expense of vitality would seem to do the trick and I’m wondering if anyone has tried this and what were the results.

Yes, but I’m pretty sure they have stopped because it isn’t particularly fun OR masochistic, and anyone who plays ele for a different reason than one of those two is obviously insane.

[PvX] Thief tow line

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

A little off topic, but that kitten mesmer underwater skill that not only ccs you, but also any ally who passes through it, has to be the most annoying thing ever.
Seriously, who decided it would be a good idea to have a skill that essentially puts unbreakable fear on allies for several seconds?

Oh you mean my zerg sprint?
Very handy skill, it’s part of what makes me ~unbeatable underwater, especially because most players never practice it. :P

It’s when stupid people use it on that underwater point in capricorn for no discernible reason other than that it’s off cooldown that I hate it, because getting jetted off in a random direction for several seconds isn’t a bonus when you’re trying to hold a point.

[PvP] Nerfs needed on every class

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

HAHAH nerf Meteor Shower too strong? So funny!

1) Easy to get out off

2) With zerg blobs today, once MS goes down, the zerg is already
past the point you AOEd.

3) If you are standing in MS at a gate during a siege you deserve to go
down.

A few points…

1. This is for PvP so point 2 and 3 do not apply.
2. You probably don’t know this, but MS does not have a red circle. That means if you are defending a point and fighting someone else, you won’t even know MS was cast until it hits you. At the very least, it needs a red circle.

The thing is, MS is actually pretty balanced. The meteors don’t hit fast enough that it’s more than one or two autoattacks worth before you get out of there if you have any idea what you are doing, and the 3.5 second rooting cast time makes it very situational. Its cooldown makes it unspammable for the most part, and is usually pretty difficult to pull off.
I do agree it could use a circle though, it makes it hard to use sometimes when I don’t know if my meteors will be able to hit an enemy or not while they’re near the edges.

[PvX] Thief tow line

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

A little off topic, but that kitten mesmer underwater skill that not only ccs you, but also any ally who passes through it, has to be the most annoying thing ever.
Seriously, who decided it would be a good idea to have a skill that essentially puts unbreakable fear on allies for several seconds?

[ELE] RTL cd

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

If Rush does not get fixed the the extra long cool down SHOULD be removed, but seeing as how many of the Devs main Ele? Yeah i dont see that happening. Anyone else find it a little odd that the class ALL the devs main just so happens to be to the most broken class in the game…

Terrible suggestion.

There is a huge difference between Elementalist and Warriors.

Elementalist has 40 weapon skills.
Warriors has 12 weapon skills.

Elementalist have 9 CC, 3 mobility, 2 heals on their D/D
Warrior have 1 very slow cripple, and 2 mobility.

Elementalist has Lightning Flash to make the huge radius of Churning Earth work.
Warriors do not have any teleport to make Hundred blades work.

Elementalist have spammable CC and used to have spammable disengage.
Warriors do not have spammable CC and can only rely on semi-spammable disengage of the GS.

To say that warriors rush deserve the same treatment as Elementalist is ignorant. When warriors get to have 40 skills with 9 CC, 2 heals, and 2 mobility skills in a Greatsword, then Warrior’s rush deserve a RTL nerf.

9… cc?
D/D has earthquake, updraft, and shocking aura. Out of those, updraft is sort of weak and shocking aura is a one second stun that requires you to get hit and can be applied at maximum once every two seconds on a four second duration, in melee range.
I’m only counting three, and if you think those cooldowns are spammable I don’t know what to say to you.

But I digress. The main point of all of this is that the developers have stated both that certain skills were designed as gap closers, and also that gap closers should only be used as such.
They have taken steps to ensure this for one class, but not for others, which frankly makes little sense, especially with the current state of balance.
I personally would like all of these dedicated “gap closers” to be subject to the same restrictions.

The zerker issue...

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

RE: Boon Power
I kind of don’t like the idea of Boons getting the same problem Bleeds have now. Could you imagine people mucking up the players’ stack limits with ‘junk Fury’?

agree, thats something else I was pondering today, what if the number of stacks you can put on a target also scale with your “boon power” (this might apply for conditions too) if you have no boon power then you stack max 1 stack of any boon, with max boon power you get the 25 cap

in the conditions side this could be a bit of a patch fix for the bleed issue, if you have no condi damage then your stacks get capped at 1 or 5, numbers have to be tweaked obviously

Or you just apply the strongest boon, and make the others have no effect (outside of might, which of course stacks additive)

[All] ANet - Do You See This as Balanced?

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

That you think it is “mass-hysteria” and not “well deserved mass outrage” speaks volumes for your own delusions.

It’s not mass anything considering only a small amount of players actually post on the forums.

Presuming we had even as few as 500 people posting on these forums, that would be a large enough sample size to make statistical inferences on the rest of the population.

errr no. the forum community will be always be the vocal minority when compared against the rest of the actual playing players population.

I don’t think you get how statistics and polling works.

does not matter as they have said before that the amount of people that posts on the official forum is a tiny percentage when compared against the actual number of active players in the game.

they may take any positive constructive feedback on the forums as reference if need be but it is not absolute and they need to look at the whole picture – sPvP / WvW / PvE and not just the vocal minority in the sPvP forums.

Actually, no polling of large numbers of people will almost ever include the entire population.
The way most polling works is through moderately large random samples of people within the general population, like, for example, the number of players who post on the forums.
There is always a chance that the sample size is not large enough, but there seems to be quite a few people posting here, with no real reason to say that the general forum population would be naturally biased towards a certain class.

[ELE] RTL cd

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

Sure, I know. That’s why I mentioned conditions, and not CC. They’re not equal regarding CC either though:
http://wiki.guildwars2.com/wiki/Ride_the_Lightning_
You can’t be stunned, except for knockdowns. http://wiki.guildwars2.com/wiki/Control_effect

Unless wiki is incorrect.

You can be immobilized in RTL as well, which is a condition.
You could also see the flip side of this, in that swiftness does not boost the effectiveness of RTL, while it does improve other movement skills.

Alacrity's

in Elementalist

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

Running 30 in arcana is usually a really good idea, mostly because it is one of the few traits that actually increases the skillcap of the class, in that each dodge is important in a different way.
For staff, blasting staff is huge in PvP, and arcane mastery is pretty much required for anything with arcane, while everything else runs elemental attunement for protection and regen.
Arcane is quite honestly our best and most versatile traitline.

D/D Signet Condi build: thoughts?

in Elementalist

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

A. 10,000 HP
lets say an estimated 200HP heal per cast.
=> 2% Heal per cast.
B. 15,000 HP
still 200HP heal per cast.
=> 200/(1500/100) = 200 / 150 = 1.333 % Heal per cast.
Since Healing power is not dependend of vitality it gets more effective the less vitality you have.
Although I would suggest having more vitality is always a good thing

p.s. could someone post a working condition build?

No, no no, that’s the wrong argument!
A. 10000 HP, 200 heal per cast (2%), taking 500 damage per second (5%).
B. 15000 HP, 200 heal per cast (1.33%), taking 500 damage per second (3.33%)
2/1.33=5/3.33
Healing power is then exactly as effective if health is the only variable.

PVE: might stacking without scepter?

in Elementalist

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

You can also stack might with D/D well.
I’ve traited into Arcana to get the free spells at the end of my dodge.
Basically it’s Burning Speed > Ring of fire > Earth attunement dodge > Earthquake > Churning earth

You get 9 stacks from that. I also use Arcane Wave in that combo, so it’s 12 stacks with it.
It’s not as good as scepter, since you can’t move freely while using the combo, but I’d say it’s easier to hit enemies with it if you start with lightning attunement knockback. Of course, hitting enemies in PvE isn’t really that much of a problem, which is why people prefer the Scepter, I’m assuming.

Personally, I like to use my combo fields one at a time, so that I can rely on them for another combo later, like magnetic grasp/leap (I will never turn down more burning uptime), and after the patch we will have a blast in water as well, pun intended, which will make staggering our fields more important.

D/D Signet Condi build: thoughts?

in Elementalist

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

Why wouldn’t you go with a settler’s amulet rather than carrion to boost the healing potential of your signet?

I was thinking of that, but I liked the +Condition Damage from Carrion more. Plus, the thought of only having 10.8k ish health is scary lol. I suppose it would be easier to heal up to full health though…worth a shot.

Believe it or not, the lower your health is, the more effective healing power is in conjunction with high toughness. You can also run Rune of the Undead to match your condition damage with Settler’s that you would normally get out of Carrion.

Um, no. More health is always better, unless you are trying to stay above 90%.

Um no. Your health is a buffer, and the lower it is, the more effective healing is at keeping you sustained. If you lack condition removal, the toughness does no good, but an ele should be very good at removing conditions. Please don’t force your opinion on people, because it’s wrong. More health decreases the potency of your healing power.

…what?
Enemies do the same damage independent of your health. Healing heals the same amount regardless of max health. Increasing your maximum health in no way decreases your healing effectiveness, even when trying to heal back to maximum, because you are presumably still being dealt the same amount of damage and thus trying to heal back the same amount (numerical, not percentage. The percentage health you would be taking and healing would both be less, because you would have more overall).

In fact, the only stat outside of more healing power that makes healing more effective is toughness. Increasing your damage reduction increases effective hp gained, because it increases the amount of raw damage (damage before damage reduction) that has to be done to surpass your healing.

The only way you could logically construe having more health as being a detriment to your healing is if you said that having more health comes at a cost to investment in your other stats (because having a minor vitality increase means that you have one less minor toughness/healing power increase due to the nature of how you get stats in this game). This would make sense, however saying that more health makes healing worse does not take into account how damage and healing actually works.

My initial statement included that healing scales better with toughness, and the person above me stated that more vitality was always better (obviously a false blanket statement).

I see that I took that out of context, then. Sorry.

[All] ANet - Do You See This as Balanced?

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

Warrior DPS has already been established to be really low compared to most other classes. They’re roughly tied with engineers, necromancers, and rangers. Last I checked their exact place in the DPS rankings was #6, barely above engineers and rangers and slightly below necromancers. They’re good in dungeons primarily because of banners, but being a bannerbot is lame for the same reason bringing a ranger as a spiritbot is.

In terms of defense, they lack any sort of sustainable vigor uptime, have no CCs, don’t have room on their bar for any defensive cooldowns, and their heals suck. Speccing to have any of these things is a massive DPS loss and drops warriors clean into bottom tier DPS.

A class that has to go full offense to achieve DPS equivalent to a full tank spec guardian needs a buff, not a nerd.

They’re 4, roughly just below guardians, I’m pretty sure.
Elementalists win with an extremely organized team in an ideal situation using a might stacking LH build that has minimum damage resistance for the entire game, mesmer assumes three max DPS phantasms that never get destroyed, and the guardian spec that has higher DPS than the warrior one is reputedly much more difficult to play.

Also, “full offense to achieve DPS equivalent to a full tank spec guardian”?
You pulled that straight out of your kitten … oh, wait.

I feel embarrassed now. I didn’t realize you were being sarcastic/trollish.
After I wrote that whole thing out too, jeez
It’s 3:15 AM, I have an excuse!

D/D Signet Condi build: thoughts?

in Elementalist

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

Why wouldn’t you go with a settler’s amulet rather than carrion to boost the healing potential of your signet?

I was thinking of that, but I liked the +Condition Damage from Carrion more. Plus, the thought of only having 10.8k ish health is scary lol. I suppose it would be easier to heal up to full health though…worth a shot.

Believe it or not, the lower your health is, the more effective healing power is in conjunction with high toughness. You can also run Rune of the Undead to match your condition damage with Settler’s that you would normally get out of Carrion.

Um, no. More health is always better, unless you are trying to stay above 90%.

Um no. Your health is a buffer, and the lower it is, the more effective healing is at keeping you sustained. If you lack condition removal, the toughness does no good, but an ele should be very good at removing conditions. Please don’t force your opinion on people, because it’s wrong. More health decreases the potency of your healing power.

…what?
Enemies do the same damage independent of your health. Healing heals the same amount regardless of max health. Increasing your maximum health in no way decreases your healing effectiveness, even when trying to heal back to maximum, because you are presumably still being dealt the same amount of damage and thus trying to heal back the same amount (numerical, not percentage. The percentage health you would be taking and healing would both be less, because you would have more overall).

In fact, the only stat outside of more healing power that makes healing more effective is toughness. Increasing your damage reduction increases effective hp gained, because it increases the amount of raw damage (damage before damage reduction) that has to be done to surpass your healing.

The only way you could logically construe having more health as being a detriment to your healing is if you said that having more health comes at a cost to investment in your other stats (because having a minor vitality increase means that you have one less minor toughness/healing power increase due to the nature of how you get stats in this game). This would make sense, however saying that more health makes healing worse does not take into account how damage and healing actually works.

Diamond Skin - Reloaded

in Elementalist

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

Meh, technically you wouldn’t have a net gain by switching, because you would then be vulnerable to the conditions you were previously immune to.

Yeah but timing it right would make it worthwhile and it would be better than having such a cheesy Trait like it is now. That is why i said that if you are the right attunement that you would BENEFIT from it rather than just being immune, it would be about skill and timing your switches just right and your enemy would have to adjust to counter what attunement you were in.

That’s what I meant, I was trying to explain that it wouldn’t necessarily force traits in arcane.

Diamond Skin - Reloaded

in Elementalist

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

I actually really like that idea. The problem arises though that Anet said they wanted to reduce the need for lower attunement cds to reduce the dependency on arcana. This would tie the conditions removal for people who spec 30 into earth, to their ability to switch attunements when needed. So in the end it would just encourage speccing 30 into arcana and 30 into your desired line.

Meh, technically you wouldn’t have a net gain by switching, because you would then be vulnerable to the conditions you were previously immune to.

Diamond Skin - Reloaded

in Elementalist

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

Also cleanses corresponding condition when you switch attunment.

OP

I do think the conditions should stay, but they shouldn’t have an effect while you’re in that attunement, unless it’s the idea above where they have the opposite effect (would be so nice to get poisoned in air).

This allows intellegent play on the part of both parties, as well as giving eles viable non-water protection from conditions.

proximity effect

in Elementalist

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

I think might, retal, fury, and protection in that order would be more logical.
could be a grandmaster trait.

Reflecting Clone Production

in Mesmer

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

Not that this is a problem in any way, but I’ve had some interesting matches with condi mesmers on my ele where I reflected the third attack in their scepter chain, and got my very own allied clone despite not being a mesmer. Needless to say, the mesmers got very confused.

Has anyone tested this to see how it works? Do reflected clones count towards a player’s cap (and do they count towards the cap of a mesmer that reflects a clone attack?)? If not, is there a cap on how many clones you can have on your side if they are the result of reflects? Whose traits/stats affect them?

Scaling Pets [Suggestion]

in Ranger

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

They could just give certain pets base stats scaled by level, and then allow you to allocate points based on your net gear worth, right?
I don’t feel like this would be particularly difficult, outside of adding an extra tab in Hero that has sliders.

[Warrior] Longbow auto attack speed

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

so what is this now??

Warrior took Evasion from The Thief

Warrior took Aoe from the Elementalist

Warrior took Condition from the Necromancer

Warrior took Stability from the Guardian

Warrior took Mobility from the Mesmer

Warrior took Condition Removal from the Engineer

Now the Warrior want to take Range from the Ranger

Warrior!!

ENOUGH!! IS ENOUGH !!

These kinds of posts make my head hurt.

Burnfall does that to people.
A few weeks back he was claiming that elementalists were overpowered and all rumors they weren’t was a result of a conspiracy.

If you're tampering with LB

in Warrior

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

Please, for the love of the cosmos, increase the rate of fire or damage output of Dual Shot. It has to be the weakest auto in the game, and makes the LB feel very weak and clumsy as a primary weapon, even if it is still good in certain contexts due to the other skills.

Ranger’s LB was the same way until it received substantial buffs in recent patches to make it more usable. The same should happen here.

Elementalist autoattacks say hi.

Why Healing Signet is superior to other heals

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

But technically speaking, the same passive HP/s is pretty much always better on a higher healthpool, because it almost always has more time to do its thing.

If warriors had low base hp (and that was the only change), healing signet would absolutely not be more powerful than it is now.

PS. because you edited curse you.
Warriors take less damage (before investment or with equal investment) than other classes. They are capable of taking more, not actually taking more which again does not justify a stronger heal.

lol yea sorry for the edit.

Thats true but Warriors also don’t have any other outside source of healing by default unless you go deeper into the vitality tree.

Look at Elementalist and Guardians who have the ability to heal before investment that isn’t a 6 skill. So while the Warrior takes less damage before investment comparable to a Guardian the Guardian also has inherent sustain to recover that HP if no trait points are ever used same with an Elementalist. This is obviously is a scenario assuming that you can survive and heal it back up or kill before your HP is depleted but still the Guardian and the Elementalist can on paper recover lost HP through means that aren’t the dedicate 6 slot.

I wasn’t arguing with that, I was arguing with a higher healthpool meriting better heals.

I would have the rest of your post, if you didn’t edit while I was typing >:(

Mist form bugged? ( again? )

in Elementalist

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

Guys sorry if this is something well known, but i just noticed it.
If i have confusion and pop mist form, the confusion its sapping my
health even if i’m staying perfectly.

Can anyone confirm this ?

Torment always drains health, even if you’re not moving (if that’s what you’re talking about).
Confusion will drain your health if you dodge, as well as when you cast mist form.

Why Healing Signet is superior to other heals

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

But technically speaking, the same passive HP/s is pretty much always better on a higher healthpool, because it almost always has more time to do its thing.

If warriors had low base hp (and that was the only change), healing signet would absolutely not be more powerful than it is now.

PS. because you edited curse you.
Warriors take less damage (before investment or with equal investment) than other classes. They are capable of taking more while not actually taking more, which again does not justify a stronger heal.

Edited for clarity

(edited by P Fun Daddy.1208)

Why Healing Signet is superior to other heals

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

Well the reason it is so powerful is simple:
1) On highest HP class
2) On one of highest armor classes
3) On class that has a lot of damage

It would be far more balanced on anything other than a warrior. I do concur that warriors need a good heal but not a big heal over time.

lol no it wouldn’t the HPS is high because the warrior has the highest HP. If it was on a lower HP character the HPS would most definitely be brought down accordingly. The High HP of the Warrior actually is a bad thing for the signet since it is harder to get all that HP back.

The armor of that class makes the heals more effective.

The damage output is irrelevant. The problem many people have is that it requires no investment to be that good. So you can grab damage because you don’t need gear to support the HPS of the signet. Also that it is completely passive.

…What?
Balance wise, high hp never justifies high HP/s.
The high base just helps more agaist burst.

New Warrior GM Arms trait: "Kiss the Rings!"

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

Since Warrior will lose a lot of utility from a combo like that I don’t see why not. Just make them nearly immortal in exchange for all the utility they’d lose.
Not a bad idea

You do realize how horribly broken that would be on a bunker.
Guardian builds designed purely to bunker can’t do that, and guardians are pretty much the go-to for bunkering.

I don’t believe this would be broken at all. It would open up a lot of different builds and play styles.

Oh yes, you’re right, sorry.
Passive effects aren’t fun for anyone, so in order for them to be balanced they have to make them powerful enough that people use them despite their unfunness.
This is a step in the right direction for balancing fun as a gameplay mechanic, as were past ele nerfs, because eles are so fun that anyone who enjoys gameplay over progress/rewards would be heavily biased towards them. This is heavily biased against the classes that are mostly passive, so it needed to be nerfed heavily enough that the general unviability would counterbalance the enjoyment.

I mean really, what is the only way to ensure that a build based entirely around not using 1/3 of its skills is used? By making sure that it is so powerful that anyone who cares about winning even slightly more than having fun uses it!
Obviously builds that could potentially have 100% passive physical damage reduction without ever using a skill satisfies this criteria (Doylak signet with 10% base, x2, x5), although probably it would be better to have 3 healsigs for 2300 hps and 2 doylak sigs for 40% physical reduction, so that you can be immortal in completely full zerker.

This would balance out how horribly boring it would be to play with this kind of build.

New patch notes for Ele?

in Elementalist

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

I have not much to add here. I can’t tell if I’m biased or not…

D/D is my weapon set of choice, as everybody knows. The weapon set isn’t as well rounded as some may think. This buff will be a good one, and I think every ele should b happy for the change.

My opinion is every attune should have defensive and offensive skills. Until now, I hardly could have said burning speed was defensive. I’m sorry but too many classes can easily catch us in combat, and burning speed puts you into combat more often than not; your fire tail is unfortunate.

I can say now fire will have a defensive skill, and water will have a new use offensively and defensively with its blast finisher.

There’s no doubt that these are good buffs, but why do people keep calling them overpowered? They aren’t even here yet. The evade frame isn’t going to be that long, and it will protect you more when attacking, just so you can land your attack for once. Yes, I’ve figured out how to land BS on more than one good opponent, but it hits infrequently enough that a buff was merited.

I’ll also say.. This skill just looks like it should have an evade on it. That it didn’t baffled me. When I was learning the class, I thought it did.

So yes, perhaps I’m a little biased, which is why you can take my opinion with a grain of salt, but I just don’t think eles as a whole should ever complain about the paradigm shift from nerfing to some buffs.

We are supposed to work together, and it’s unfortunate to see some of my favorite eles on the forum bickering.

Nex sorry i missed your posts in all this bickering like you said. Just like I told ozi, even if we are biased, there is nothing wrong with that in a game. It is perfectly understandable that dagger users feel glad to get this buff and I’m glad ele are getting buffed overall instead of more nerf. I just would prefer the buffs to start with traits/utilities and specially to the weapon skills that are weak instead of improving the ones that are already stable/powerful.

Is scepter really all that weak though? Most eles see in tpvp use s/d or s/f. The fresh air burst build seems to have been, and remained, the “go-to” ele build for pvp. I prefer s/d or s/f myself but that’s just anecdotal.

I think the real problem with the elementalist is traitlines/utilities. The only eles i see are ones that run all cantrips or run arcane burst gimmick builds.

Honovi, i have been using scepter with 30 points in air waaaaaay before fresh air was even introduced. The majority of this Ele forum community didn’t even know back then that Ele can actually massive burst without being glass cannon and I was called troll for stating this fact in here. With that said I perfectly know scepter is not weak but some of its skills need adjustments like shatterstone, dragon tooth and even air 3 (blinding something.. I’m bad with names) that only offers blind. Ele god mode d/d build was nerf really hard in spvp because of its stage of abusement by the majority of Ele players. Now you see s/d because if you can’t bunker as well as before in spvp/tpvp might as well go for the other role of being a damage, burst dealer. S/d provides that with the great defense to keep yourself at range or go in and out like a boxing match.

meh, I like air 3. short cd ranged, instant cast, unavoidable blind is really nice.

[PvE] - Moa Morph - useless and why

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

It frankly isn’t that good in PvP either except on completely new players who turn into a moa and just stand there.
I’ve killed people in moa/tuna form, it isn’t really that bad to get it put on you.

Dev comments on healing signet...

in PvP

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

So many bad ideeas and poor to no knowledge of the game.

If your ele is broken or have l2p issues ask to fix ele not cry about nerfing warriors

Warriors are a lot less powerfull than they were before december and they need to spec berserker to do damage.If you can’t do more than 400 dps on a berserker than just reroll.

All i see is bunker easymoder crying they can’t do enough damage wich is ridiculous since they already put out too much for their risk/reward ratio involved.

You see here, mini, is that you are not arguing, at least not in the traditional sense of the word in which you have an argument that consists of several premises and a conclusion. In fact, in the above post you lack a single premise at all, and thus nobody can understand where you are coming from because you neglect to tell them.

Instead of simply stating your conclusions, it would most likely help your case to build a logical argument (preferably without obvious fallacies) that includes several premises, which the conclusion is derived from. You would do well to attempt the same in your rebuttals.

[Elementalist] An elite to solve it all?

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

It’s not the damage, Carighan, it’s the durability. A Plague or Lich Necro has some nice Health to soak hits with. Also, IIRC, they do gain additional Toughness to work with.
The same does not seem to hold true with Tornado. Hell, if anything, it seems you lose durability while transformed.

Tornado gives you boosts to your offense and slight HP buff. Tornado is more similar to Lich form then plague.

It’s more that anyone near you sees a giant pillar of dust and says, “OMGWTFISTHATKILLIT” and then you’re dead.

Hidden buffs to warrior ?

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

The only skill in the game more telegraphed than a Warrior’s is Maul for Ranger. With each patch making it even easier to avoid a Warrior’s skills because they’re turning Warriors into giant flashing pinball machines I can’t take this thread seriously… sorry.

Dragon’s tooth, ice spike, meteor shower, lava font, drake’s breath, cone of ice, churning earth, earthquake, static field, burning speed, fire grab and many more…

How many more times do I need to say this, warriors are not more telegraphed than elementalists. When was the last time you didn’t dodge that giant flaming hunk of lava that floated over your head for 3 seconds, or notice that elementalist popping a squat for 3.5 seconds in the middle of a battle while rocks float around him?

New Warrior GM Arms trait: "Kiss the Rings!"

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

Since Warrior will lose a lot of utility from a combo like that I don’t see why not. Just make them nearly immortal in exchange for all the utility they’d lose.
Not a bad idea

You do realize how horribly broken that would be on a bunker.
Guardian builds designed purely to bunker can’t do that, and guardians are pretty much the go-to for bunkering.

{All Modes} Warrior. Issue of Not Nerfing

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

What nerf would you propose drkn and thanks for your honesty?

i think that all other proffs should be given the same base hp and start from there.

i like playing warrior because it has some lee way. i dont like playing thief and ele because the margin for erroe is so small. buff the low hp classes to the same as warrior and lets see how it shakes out.

another change i would like to see is armor. make heavy reduce physical dmg, with light armor not blocking as much physical. make light armor reduce magical, withy heavy not reducing as much magical. make medium armor a split balance of both of them. right now heavy is plain better and there are no trade offs.

Honestly, I like being able to choose to have low damage-taking capabilities on my ele.
If you want to buff defense, I would go for buffing active defenses like they’re doing in the next patch with burning speed. Greater access to auras would be really nice. It may end up being that passive defense is the way to go, but I would rather ele maintain its tradition of being high-skillcap.

What staff skin you all using?

in Elementalist

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

Modniir.
Super cheap (420 karma) and has a cool little flame effect.
Honestly, one of the better skins.
Other than that, bloody prince, melandru’s gaze, zenith spire, the corrupted staff, and dragon’s jade are all pretty good.
Emberspire is a bit underwhelming for me in that it is oddly static despite the overwhelming presence of fire effects on other weapons, but it’s pretty good and fit’s the theme of elementalists especially well, as does monsoon (I don’t really like monsoon though, it’s not really noticeable).
The crossing, scythe, etc. are all necro staves and don’t really work on elementalists in my opinion.

[Warriors] best landspeed, no balance

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

you do not ask to change the rules because you do not like the rules.

That’s the entire point of this forum. Which means the only real question is: why are YOU here?

He’s off this thread, no more off-topic posts concerning him.

I do think all dedicated gap-closers should get the RTL treatment, and that there is something fishy about warriors being the most versatile class. I thought that was supposed to be elementalists?

[Elem]Defense is the best offence

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

I still hate the fact that auras are supposed to be OUR thing, yet mesmers have pretty much exclusive access to the best aura in the game. Chaos Armor is way above and beyond what any of our auras can do. It’s the best aura in the game and we don’t have access to it. I’d argue it’s better than all of our auras combined (at least fire + ice those pretty much suck).

Also why the frack don’t we have a glyph that gives us an aura depending on attunement? Instead of the trainwreck that is glyph of elemental power?

Ice aura is pretty good, I will never turn down 10% damage reduction and chills.

[PvP] Ele's Meta-Viable? Give them Revealed

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

What eles need is a buff to survivability and a nerf to meteor shower.

why?

because a build with no dueling nor small scale fights capabilitis can use a single skill once in 3 minutes that will deal noticeable damage on people standing still 5+ seconds in a spot?

3 minutes? You must have some serious lag.

and it isn’t about standing still for 3 minutes. It’s about holding a point in PvP or fighting in a group in WvW.

He’s referring to the meteor+tornado shower combo, which is what most people kitten about (I’m not exactly sure why), and does have an irreducible cooldown of 3 minutes.

Tornado buffs your stats, making meteor shower hit silly hard.

It still doesn’t merit the complaints it gets. It’s super obvious and pretty avoidable, and pretty much the only use for tornado.

[Warrior] Only 1 with obvious casting, why?

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

Too many people not reading, and going off topic.

This isn’t about the burst skills. Those are understandable.

This is about them trying to so the same to basic weapon slot attacks, and not apply this “obvious skill tell so you can dodge it” to other classes, especially to some of their class mechanic skills, when it is just as worthy.

Essentially what some people wrote here is:
“it is fine for everyone to get a flashing red light when the warrior does anything, but it is not fine for warrior to have a better chance at dodging certain skills”

Keep your unjustified bias out.

Waiting for red response still.

Discuss.

Dragon’s tooth, meteor shower, ice spike, lava font, all auras, eruption, all elementalist cc, phoenix, churning earth, burning speed, drake’s breath, cone of ice, glyph of storms.
Please tell me more about how warriors are the only ones with highly-telegraphed skills.

[PvP] Ele's Meta-Viable? Give them Revealed

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

What eles need is a buff to survivability and a nerf to meteor shower.

why?

because a build with no dueling nor small scale fights capabilitis can use a single skill once in 3 minutes that will deal noticeable damage on people standing still 5+ seconds in a spot?

3 minutes? You must have some serious lag.

and it isn’t about standing still for 3 minutes. It’s about holding a point in PvP or fighting in a group in WvW.

He’s referring to the meteor+tornado shower combo, which is what most people kitten about (I’m not exactly sure why), and does have an irreducible cooldown of 3 minutes.

The skill has so many drawbacks, it’s hard to see why anyone would want to nerf it. In sPvP, it crits for roughly 3k per hit in full zerker without tornado, and around 5k with tornado, which is frankly not out of line at all when you consider the other drawbacks of the skill, and the fact that getting good damage out of this requires the sacrifice of all of your survivability.
It has a 3.5 second cast time, during which you are rooted and dance around enough that anyone with half a brain could figure out what you are doing (provided they already haven’t seen the giant balls of fire falling from the sky). It even has a built in delay and build-up time, meaning to use it you have to be reasonably certain both that you won’t get interrupted or that your target might decide to move ten feet.
These mechanics make it so that you will never be able to use it while on point, or even while anyone know’s you’re there.

Not to mention a build with no survivability, no serious dueling capabilities, no real ability to hold a point for fear of light breezes that might kill you, and long cooldowns should probably get something in return.

Protip: If you notice an elementalist dancing around and fire coming out of the sky, get off the kitten point for half a second.

[Warriors] best landspeed, no balance

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

Actually Ele’s have better landspeed than warriors, especially when using FG.

Actually, ONLY when using FGS. The rest of the time, warriors win just using gs.

[Warrior] Longbow auto attack speed

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

You say your autoattacks are too weak/slow?
Elementalist says hi.

Also, they’re supposed to be weak godkitten it. Zero-risk skills should not be high reward!

Celestial Staff Water Embargo

in Elementalist

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

@Ozoug: The amount of +crit dmg it provides is disproportionately large compared to the other stats. It should not be the same as zerk when all the other stats are lower than the secondary stats on zerk.

The fact the +crit has remained so high this long should be considered a bonus. It should not be a surprise to see +crit on celestial come into line with the other stat bonuses it provides.

The problem is that that was one of the only things about celestial that made it worth crafting. It’s already useless for the most part in PvE, and its pretty much useless for everything but elementalists in PvP/WvW (even then that’s arguable).
It doesn’t make a whole lot of sense to make the most difficult armor set to get the least useful. I agree that it makes sense for the stats to be equal, but with the level they are at now it will just be equally bad.

Combos on Healing Rain and Water Blast

in Elementalist

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

What if Arcane Brilliance was made into an AoE heal as well for more support, aside from the Antitoxin Spray, which I’m pretty sure that little to no body uses it so much in Pve generally. Maybe for TA?

Arcane Brilliance is honestly fine as it is, though I agree antitoxin spray is pretty much as useless as it gets.
Brilliance would be the #1 ele heal if it weren’t for the condition-heavy meta.

I’m rather loving Brilliance, actually – it gives very powerful heals against all the MMs, spirit rangers and mesmers floating about, and the blast is good utility – an AoE heal if you want, or some might/swiftness stacking, or to combo in someone else’s field. Maybe that light one that someone stuck down when you were trying to do something else.

I don’t like light fields.

I know right? I’ll be getting down to low health, I’ll pop a water field, start blasting it, and then I’m down because the guardian was autoattacking.

Should this Guy get Dishonored? And how?

in PvP

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

That is not proof of him being afk.I think you should get an infraction for ilegitimely report players.

Him saying he was afk is not proof of him being afk?
I’m sorry if I don’t quite understand.

Thank You for the Mini Change

in Guild Wars 2 Discussion

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

Finally, I can show off these things without having to manually deposit all my collectibles.

Thank you.

[PvP] Ele's Meta-Viable? Give them Revealed

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

No, just not what we need IMO. Should not be going the path of hard counters.