Cred to Latinkuro
Gw2 is a masterpiece at it’s foundation. Content-wise however…
Conquest isn’t a bad game mode, but it should not and can not stand on it’s own. The game mode is heavily focused on capturing bases, while “ninja-capping” is incredibly easy, it makes the actual PvP combat something of a liability.
Then there is the “Secondary Objectives” that’s unique to each map, but it is still Conquest and it doesn’t nearly solves the issue that it seems to have been designed to solve: A lack of variety! Conquest doesn’t only provokes too little actual PvP to be a stand-alone Game Mode, but it doesn’t provides enough variety either.
I am no developer, but I will add some suggestions that would solve the issue, mostly so that people won’t say that I’m “just another complainer”.
Capture the Flag – Either mash that those stealing your flag or help stealing theirs. This is a game mode that requires strategy, but also more than enough PvP-skills than you could ask for.
Arena Deathmatch – Your team versus theirs. However, add in some flavor – Traps, changing terrain etc. just to provide some extra depth. Add a Guild Version to encourage you to play with guildies, maybe for some additional Guild Influence. An actual Rating system could add to this reward with some Guild Rating, all to honor your guild and to build it stronger.
On another note, the reward system is dull and just not engaging. If you where to work towards an item then the journey, in this case playing PvP, becomes a lot more enjoyable.
… the central dynamic of the Necromancer which is to do a little bit of everything very well.
*Elementalist
Elementalists has probably by far the best AoE healing and Survivability with the right kind of Build.
Is that the only way?
I’ve read somewhere that it is possible to heal yourself if you have the Trait called “Transfusion”, use Life Transfer (DS#4) and then jump out of DS.
Transfusion (VI, Blood Magic): “Life Transfer heals nearby allies.”
Conquest doesn’t provokes much actual “Player vs Player”-action, it’s rather just a matter of run around and take points. If you’re outnumbered, or it just isn’t time efficient, get out of there and try to capture another point.
Don’t get me wrong – it isn’t supposed to be all out deathmatch, but the Conquest game mode just makes it to be all about the objectives, making the PvP more of a lesser side effect. Conquest would be great. . . in a rotation of game modes.
Look at another classic game mode: Capture the Flag. One person becomes the center of everyone’s attention. The other team does everything to kill whoever is carrying the flag at the time while the other team protects him – by killing the others and to a lesser extent gives him direct support.
That’s a game mode that provokes some more intense PvP action and it still allows for some good team coordination. Of course, this is just an example and there’s a lot of possible game modes that could be created with a very similar atmosphere!
Well the reason there isn’t say 2v2 or 3v3 death match arenas is pretty simple: lack of dedicated healer/support. Even if you go full support guardian, you can’t continue healing for that long.
Most fights in a 2v2 or 3v3 death match arena would probably end in less than 2 minutes. Same kitten happens in WoW arena for example. In 2s if you don’t take a healer, you have to win basically on your 1st or 2nd burst attempt; otherwise you insta-lose. And anything more than 2’s and you have to have a healer. Same logic applies, except there isn’t the option to bring a healer into your group in gw2; everyone is supposed to be self sufficient.
GW2 arena would just be a bunch of glass cannon burst dps builds facing off, seeing who has the fast reaction time (and it would be alot of thief teams, lets be honest)
Maybe if they add the monk class back in and accept that the trinity is needed, they would be able to add more pvp game modes as well.
Otherwise Team death match arenas would need to be like…. best of 5 or something, just to make it feel long enough.
I don’t agree. Healers isn’t something that would benefit an Arena format in an MMO, it gets even harder to balance.
About the Glass Cannon-issue: If they actually didn’t manage to balance it, would it really be that much of a problem? A lot of classes have “Panic Buttons” such as Mist form, Endure Pain etc. Glass Cannons in this game is all about the element of surprise. If you come prepared, it won’t be an issue.
Please hear us out, Arena Net. I love MMO PvP and the GW2 combat is really great, but add stuff like Capture the flag so that we can see some Actual PvP combat!
Firstly, add more game modes. I know this is a common complaint, but it’s really a big issue. Conquest doesn’t provokes much actual “Player vs Player”-action, it’s rather just a matter of run around and take points. If you’re outnumbered, or it just isn’t time efficient, get out of there and try to capture another point.
Don’t get me wrong – it isn’t supposed to be all out deathmatch, but the Conquest game mode just makes it to be all about the objectives, making the PvP more of a lesser side effect. Conquest would be great. . . in a rotation of game modes.
Look at another classic game mode: Capture the Flag. One person becomes the center of everyone’s attention. The other team does everything to kill whoever is carrying the flag at the time while the other team protects him – by killing the others and to a lesser extent gives him direct support.
That’s a game mode that provokes some more intense PvP action and it still allows for some good team coordination. Of course, this is just an example and there’s a lot of possible game modes that could be created with a very similar atmosphere!
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The Second point I want to make is that, at least for me, all the fun that sPvP provided was the PvP gameplay, but I didn’t feel like I was making progress. The randomization of the “reward-system” just wasn’t appealing at all. I had no specific goal to work towards!
If I may compare this to my PvE experience (without being yelled at), half the fun of doing anything was that I had a goal. First it was a full set of Exotic, then 5 specific and expensive weapons for my Elementalist. Then a second armor set, for more offensive stats and a different look. Now I’m slowly progressing towards Volcanus for my Warrior.
Of course you can’t add all the things you can do in PvE into sPvP, but the point is that I’m missing the feeling of progress. I want to develop my character. The titles and the almost random items isn’t appealing enough in order for me to actually enjoy PvP (which I generally really, Really love in MMOs). Maybe if I could straight up buy the items I wanted with Glory points, if they where available for my rank.
(English isn’t my native language, as you may have figured out by now. Thanks for reading)
Problem is a horse for a norn or a charr would be huuuge. So still no.
For some reason no one have considered to ride any of the animals in Tyria.
Norn likely because there simply is no animal big enough, without also being slower than they are on their own.
Charr does not do mounts… they are kittening big cats. Also same reason as norn.
Human and sylvari could possibly ride a moa or deer, if these were rather big moas or deer. But clearly it have never been considered worth the effort to try to do it. Why suddenly change that when they clearly have no reason to?
Asura could sort of ride almost anything, but why ride some unpredictable creature or… thing. It is just not logical. They do have their golems though. But seems they don’t do much in riding them. They do ocasionally wear golemish suits.People that want mounts all have following reasons (not always all of them): Speed, shiny, want.
Speed clearly is not needed as we have waypoints.
We already got other shinies to strive for and if they should add more shinies it should be more/better armorsets and weapons.
Want, just a bad reason for Anet to add something that some unknown amount of players wants it, while seemingly as many are against it.
The only valid argument that I personally find in your post is the size of the mounts.
I know you don’t understand it… but mounts just have no place in this game. They don’t fit. I can see the facination… sure, but they do not fit in.
I do not consider the broomstick a mount. But lets say it is, it is very small and can only be used as townsclothes/costume. Another “Mounthish” item such as the broomstick, which goes into the exact same category as the broomstick (small and only as costume) well… cannot mind that so much.
But as for actual mounts… no, does not fit.
Well, in other games mount also server as a movement-speed increase. Since we’ve WPs mounts will be tricky to fit in the game, with our without the speed increase.
But surely there is a great place for mounts in the game. The PvE end game is pretty much built around the idea of character progression, such as awesome, cosmetic items. As a WoW veteran I know that mounts are a really great way to make your character stick out of a crowd (which is the very essence of the End game philosophy), without having the mounts to be any bigger than a horse (if size was an issue)
Just made a topic about the feature below. Really good suggestions. Hopefully ANet is planning to add something like this.
“-Notes- Both Officer and Public, Because Guilds are account based it is easy to lose characters in their alts. This would help Guild Leaders identify “Mains” for PvP teams, and PvE teams. Also this needs to be done to form a communication between officers if a member is being rude while one Officer is on they can leave a note so if it comes up again another officer can follow through. Also with positive influence, if an officer sees some leadership qualities they can write that in so the Guild Leader can keep an eye on them. "
Not this again…
What’s wrong with it? It’s a great way to continue ANets philosophy of the Guildwars 2 “End Game”
I agree! Hopefully they fix the last bosses mechanics from TA while they’re at it.
More mounts (Like the flying broomstick) in the Gem store, these mounts will provide no benefits, no speed boosts, no hidden stat bonuses, nothing. They’re purely cosmetic, they can function both in your Armor & Town clothes, and any speed boosts you gain from utility skills, weapon skills, passive traits, will still be in effect.
I’ve always thought that Arena Net shot themselves in the foot when they chose not to have mounts in a game that’s all about cosmetics. Mounts are a great way to customize your character as they’re often much bigger than the character sitting on it, allowing for more details and allowing some real bragging since they’re hard to miss. (Maybe where not on the same track at all as the broomstick is no all that big). I really, really hope that they make mounts to work in the game and goes for it.
Your suggestion of how mounts could fit in the game is a fully valid solution, in my opinion. I agree that, (if implemented in the scale that I’d prefer), mounts should be available in the Gem Store, but I’d personally like most mounts to be acquired in the same way as any other item – Through Gold, Dungeon tokens or Karma etc.
I’m in a great, social guild. We often refer to one another by their main characters name. This becomes an issue since most of us has at least 2 or 3 characters, you just never know who is online.
You can see peoples Account Names in the Guild tab, but that’s really dodgy. In addition, most of my guildies have Account Names that’s either hard to pronounce or a name that they wouldn’t like to have as their nickname.
It would be nice to have some solution to this. Maybe add a feature that allows people to add nicknames next to their character names in the guild-chat and another to toggle/adjust this feature?
Anet activated a condition: Real Life – all players are affected by it for a couple of hours (it may stack)
Stacks duration!
UPDATE from GW2 TWITTER
We are aware of and looking into the login issues that some are currently experiencing, thank you for your patience at this time. ^AT
Thanks for the post, ANet
This happens once in a while. It’s an MMO and it’s to be expected.
Usually takes up to 40 min. Take walk or something
leaving for work with almost complete daily, I’m glad for you that you can take a walk and come back and play. We know it happens, as it’s happened before. No acknowledgement from Devs is whats frustrating.
Well, I’ve to say that it’s weird that they just don’t post a reply here saying “We’re working on it, shouldn’t take long” or something like that.
This happens once in a while. It’s an MMO and it’s to be expected.
Usually takes up to 40 min. Take walk or something
I wanted a third level 80 and gave the Necromancer a good try. I completely fell for Life Transfer, the skill #4 when in Death Shroud. I really like siphoning life from foes and felt that if I where to level a Necro up to 80, I want to make sure that I can use that mechanic and still be useful for my Dungeon-group.
Is it possible to make this work? I’ve been looking into the traits alot and figured that it might not always be useful to have someone that specializes on stealing health even when it isn’t needed.
My solution was that I could make another build that hits the 30-point mark in the Blood Magic traitline and switch out the traits before the fights where the Life Stealing-build that I so desire is highly viable.
Thanks in advance.
(Not to be confused with the Masquerade set with the same name that can be made by a tailor i.e.)
I was really looking forward towards leveling my Necromancer up to level 80 and acquiring this full set. But yesterday when you finally added the preview option on the Trading Post I discovered that this set where nowhere to be found.
After a quick Google-search I found out that it only existed in sPvP and had no PvE counterpart.
This was a huge letdown!
If any Arena Net employee would read this, could you please tell me if you’ve planned to add a PvE version of this set? And if, how long could this take? I’m grateful for any answer!
It’s not the dye, but the armors themselves. The Abyss dye is the darkest dye, thus makes your armor pieces as dark as possible.
EDIT: The “Midnight Ice Dye” is sometimes darker than the “Abyss Dye”!
(edited by Phadde.7362)
(Not to be confused with the Masquerade set with the same name that can be made by a tailor i.e.)
I was really looking forward towards leveling my Necromancer up to level 80 and acquiring this full set. But yesterday when you finally added the preview option on the Trading Post I discovered that this set where nowhere to be found.
After a quick Google-search I found out that it only existed in sPvP and had no PvE counterpart.
This was a huge letdown!
If any Arena Net employee would read this, could you please tell me if you’ve planned to add a PvE version of this set? And if, how long could this take? I’m grateful for any answer!
What do you think makes us worse than any other profession?
Compare D/D to a Warrior with Hammer & Double-mace. That’s full on Controll for the Warrior! (Assuming that neither uses any Utility nor any Traits, which is probably for the benefit of the Warrior)
Warrior: AoE knockback, Stun, Cripple, AoE Stun. Daze, Line knockdown, Stun.
D/D Elementalist: Chill, Aura Chill. Aura Stun, AoE Knockback. AoE Cripple, Immobilize, AoE Stun, AoE Cripple
“. . . your typical mage archetype is considered dangerous only when at mele range…how absurd is that?” It’s a caster, not a Mage. Why is it bad that we get to do some Melee? Frankly, it’s my favorite part.
“. . . the developers come and tell me that the ele class is supposed to have the best control skills in the game” SOME of the best.
“. . . with a staff, where basically you can’t stop an opponent from reaching you in a short time” What? Sorry? I assume that you don’t roll around with a staff in sPvP, so that just leaves us to NPCs. We’ve Burning Retreat, Frozen Ground, Gust, Static Field, Unsteady Ground and Shockwave. If you can’t stop a pack of enemies with all that, you should get pass the newbie-state before complaining on the forums. They’re not going to change the roles of the Staff, scepter, or any other weapon, because there’s no need.
Do you think switching from fire attunement to lightning attunement is the same as switching from staff to D/D?
No it is not the same. No weapon switching is a handicap.
We have to plan beforehand what kind of fights we are facing and switch accordingly.Of course eles are powerful classes and allowing weapon switching makes them OP. I am not asking for weapons switching, but please do consider this when nerfing eles.
We have to plan more, and press alot more buttons to achieve results other classes can do so with ease.
We’re incredibly lucky to have 4 Attunements! One cannot in their right mind look at our weapon skills and say that we’re handicapped compared to other classes! We won’t even benefit if they added weapon-swapping since we already have a rather ridiculous amount of weapon skills available already.
If we’re doing PvP, you already probably have D/D equipped.
If you’re doing a Dungeon you’ll probably roll with a staff. In addition, you’ll probably know what weapon set is the best for the next encounter.
Then you’re complaining about what appears to be our somewhat different learning-curve. You do realize that adding even MORE available weapon skills at one time (which weapons swapping would give) will make learning our class even harder!
We have a harder time learning our profession, but frankly if you’re @ 80 you’ve probably figured it out by then. And the reward is great! We should consider ourselves lucky that OUR profession becomes so powerful once we’ve learned how to use it.
We’re incredibly overpowered in PvP, making excellent roamers, bunkers and fighters. We’ve a ton of escape- and mobility-tricks, truly ridiculous aoe healing and extremely hard to defeat in a 1v1 – or 2v1 fight. D/D is really the only way to go, unless you’re after a specific role.
We’re true gems in PvE! With amazing AoE, yet again our ridiculous AoE healing and great support skills. Staff is generally the best weapon here, with the exception of some encounters, but just change weapons before the fight!
Seriously, compare the Weapon skills to those of other professions.
“We have to plan beforehand what kind of fights we are facing and switch accordingly.”
Every profession needs to do this in order to perform optimally! We on the other hand doesn’t have to do it nearly as much. You can rarely find a situation in a dungeon where a Staff isn’t the way to go.
“still wont be enough for different needs”
We’ve far more tricks than most professions. What could you possibly miss?
“Building Momentum” is a Minor Trait in the Warrior Trait-line “Strength”.
(Wiki:) “It’s 50% endurance gained when you use a burst skill.”
It does not function at all with the Main hand Sword Burst skill “Flurry”!
This really messes up my build! I’m far from an expert, but it doesn’t appears to be a hard thing to fix which makes me wonder if you’re working on this, ANet?
Wait until you’re lvl80
>*BS*<
You can do any dungeon – Just make sure you’re not below the recommended level!
You’ll still be squishier than higher leveled players, so I suggest that you choose a build that gives you more survivability.
I don’t know much about Thiefs, but It’s usually best to have a ranged weapon ready when it’s needed.
GW2 sets itself apart, which is why I have to ask do you want to add raids (another games idea) to this? How can it continue to evolve if it just copies the tired old formats of what came before it?
Every game is influenced and build upon earlier titles. It doesn’t matter how innovative an FPS might be, it’s base mechanics will always be heavily build upon games such as Doom 1. This is the Game industry, evolving genres. This is what it always have been. Guildwars 2 is a breath of fresh air in the MMORPG genre and a great evolution. None the less, it’s build upon earlier titles. The main thing that Guildwars 2 does different is it’s philosophy, but there’s still alot of old features that’s very common to the genre, such as:
dungeons, loot, bosses, (some) grinding, leveling up, maximum level, expansions, minipets, races, classes (professions), different colored tiers of item quality, an in game auction system, capital city for every race, “Traits”, the classic clothy, leather & plate armor-tiers, emotes, racial dances, character customization, armor upgrades, crafting, the idea of different zones. . . etc.
Guildwars 2 is not evolving by revamping the whole genre, it’s adding new features and evolving the old ones by it’s great philosophy.
If you spent only a few days on the forums you would know that many players find dungeons difficult without stronger parties or guild mates to help. The general PUG group does not cut it in all instances. I did not need to read every bit of your post to realise what you were asking for, others have asked for it, most don’t want it.
I’ve already answered such a question, you quoted a part of that answere.
You lost me in your title but I clicked just in case I was wrong but you again lost me before the end of the first sentence. Your idea won’t be received well by players, I would like to point out;
Example A:
As in every other new MMO
Example B:
Raids was a great way for other MMOs
Raids are not in GW2, GW2 does not have raids, GW2 is not every other MMO.
If you would’ve read the whole post, you would’ve seen that I set GW2 apart from the Traditional MMOs and praise the Guildwars 2 philosophy as an evolution of the MMO genre.
Look around a bit, there are tons of posts from casual players claiming that dungeons are too hard, too many people required for a party (yeah 5 is too many now) and takes too much of their time. They demand solo dungeons, they feel they are entitled to see this content without meeting any requirements. This would happen to your raids as well, they will cry it’s too hard to get so many people, and that they NEED to see this content simply because they bought the game. Current dungeons also only give out cosmetic items, yet they just want to be able to see them and admire the scenic dungeon interior without actually playing them as they were intended to be played.
If there’s a reasonable amount of players that think Dungeons are too difficult or intimidating, then that’s something I didn’t know about. If it’s a big issue then it would indeed be a good idea to make more content accessible for those players. Maybe this could be solved by lowering the difficulty of Story Modes and adding them to these Raids.
I do think that this is somewhat off-topic and rather a “global” problem, but I’m sure that ANet can solve it if necessary!
As in every other new MMO there appears to be a large portion of the playerbase that feels that there is not enough content at the “Endgame”. I’m confident that ANet is doing their very best to fix this for those players, but I’ve an idea that might be a great solution for that issue – and yet another!
Many of my guildmates and a whole lot of other proud Guildwars 2 players claim to miss the concept of Raids from other MMOs. Epic, large scaled dungeons involving a lot of players and specific tactics while rewarding those players with particularly great rewards (bare with me) while giving them an equally great challenge. The players felt that they where part of something epic and with the difficulty cranked up, dozens of players relying on each other, a huge boss-encounter and finally the glorious loot made it a tense and exciting experience!
The GW2 dungeons are of a 5-player format and for good reasons! While easily organized, it also gives the player a sense of responsibility since they’re no longer a face in a crowd.
But what is there in the PvE Endgame other than Dungeons? Fractals of the Mists is a great addition, but it’s yet another Dungeon – With a twist though.
Laurels are a sign that ANet are trying to make the lower-level content viable which is yet a great addition, but we’ve done that and (subjectively), it’s not enough.
What about Legendarys and other expensive items? Everyone isn’t up for the time required and what do you do when you’re done?
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To the point, I think that Raids was a great way for other MMOs to get a good and satisfying Endgame. GW2 isn’t a “Traditional MMO” and if this game is going to get raids, they need to follow the philosophy of the game and of the developers:
>The raids themself would have to be optional for everyone. The loot would have to be of cosmetic value which means that ANet would need to make alot more items to keep people interested (Exotics. Rare with some tweaking of the Fine Transm. Stones?). A randomized loot might be the way to go since it “always” keeps people interested, compared to the Tokens from most Dungeons.
>How do you avoid the issues that the 5-player format prevents? I’ve always been part of a Guild in GW2, all with an actively used voice-communication (TS, Vent etc.). This is a godsend when organizing a group and generally prevents the issues.
If you’re not with a Guild and in a PUG, the issue remains. A solution could be found in scaling to the number of players that are participating. Maybe all the PUGs chooses a format that’s somewhere between 7-11 players while a Guild would like to play with a larger number of players.
>The game isn’t supposed to start at level 80, but that doesn’t makes Ascalonian Catacombs any less an endgame experience. The Raids would probably be best of it they didn’t require a level 80 character. With proper scaling (which is being refined), it’s not even an issue.
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I’m not a game developer, nor a game designer and I don’t know the consequences of drastic changes like this one would have on the game. English is my second language so there will be grammatical errors and such. I do not like the Traditional MMOs and think that Guildwars 2 did a magnificent job evolving MMORPGs. (Just trying to prevent some comments)
I never really got into WoW because of this gear threadmill, but atm, it feels like it would be better to go play WoW as they handle the threadmill better at least.
GW2 has no gear treadmill. I don’t think you understand what the WoW treadmill was.
WoW released gear with better stats every other month or so, making the old gear worse. It was an infinite carrot on a stick – if you ever got close to the best gear, they released better!
With GW2, you can’t even inspect other players gear. You don’t even need to have a full set of exotics. There’s a stat difference, but the combat is much more about your skill, making the stats a secondary thing. Ascended is imo just ANet’s candy for those who wants to have the best of the best – It’s not even cosmetic since it’s all trinkets.
You can easily play this game just doing what you want to do – But as a new MMO, there’s still ALOT of tweaking and content to be made until they’ve a good endgame that fulfills the Guildwars 2 Philosophy.
0/10/0/30/30
In a group situation, this is the only viable build imo (0/0/10. . . is an option though). Our damage is already fine, and going full out damage in your traits is a waste! We’ve so much more potential! You’re nearly immortal with all the healing, buffs and condition-removal that this build gives – And it’s AOE!
Know how people loves Warriors with “Shake it off”? We’ve 3 of those in the traits – all on lower CD’s than that Utility skill.
The staff is great when dealing with many enemies (and allies) at once. Learn to time the #2 in Earth with combo-fields from different Attunements, aswell as the 30-trait in Arcana (Earth dodge is a Combo-finisher) and Arcane Wave. (Use AW and 2 Cantrips as Utility)
. . . I can not believe that no one else suggested 30 in Arcana!
(edited by Phadde.7362)
Elementalists are OP. We’ve ridiculous survivability, AoE healing, AoE cleansing, mobility, combo fields & finishers and AoE Damage! We get all this – and we deal great damage aswell, including a lot of different conditions!(0/10/0/30/30)
Our somewhat different learning-curve is nothing but positive! Isn’t it great that we get to say that our profession includes complex combat and around 30 abilities to play around with? Once you give it a bit of heart, you know the combat in your sleep and you can be a proud “Master” of this somewhat more difficult class!
I agree that our Conjure-skills needs a bit of tweaking. Except for fun and even more variety in our combat, the Earth Shield is just a cluncky invulnerability, the frost bow a good AoE and the GS an Elite to use when in the mood and when you don’t want your “pet” to do something stupid.
The only thing they should fix about the Conjure skills is to tweak the 1-5 skills
I’ve read though 2 pages of replies and alot of you seem to think that removing Rez-Rushing will make some dungeons alot harder.
This boggles my mind! Didn’t you read the whole post by Robert Hrouda?
“Phase 2 of our dungeons evolution will see a lot of changes to bosses and enemies. We plan on taking a good, hard look at the health values and mechanics of our elites and bosses, and in turn how we reward players for their time investment and risk. This will include looking into every boss in our dungeons and seeing what we can do to enhance the gameplay experience in order to make more memorable and strategic encounters.”
They’re removing Rez-rushing with all it’s flaws and tweaking the encounters so that the benefits that the mechanic used to provide won’t be necessary!
I stopped leveling my beloved Warrior @ level 62 and switched to a Guardian when I realized that it just was no fun in Dungeons and in Group situations.
While playing with my Elementalist Main in the same situations, I’m having a blast! All those spells to keep in mind and a bunch of combo-fields and up to 3 combo-breakers that can be executed all at the same time.
I’m not looking for a Warrior Build that makes combat as complex as with my main.
I’m looking for a Warrior build that at makes combat as complex as possible in Group situations. Dropping banners is a nice support feature, but it’s just like any Warrior-Ability: Head-on, head first, no need to be clever and think (with the exception of the Warbanner (elite))
Thanks in advance.
(Will edit if I’m not describing what I’m looking for well enough)
https://forum-en.gw2archive.eu/forum/professions/elementalist/Guide-Mastering-the-D-D-ele-12-20-12
This is all you will ever need to know about how to wtfpwn faces as a D/D elementalist.
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Read the topic, did some sPvP for almost 2 hours and I had a blast! So far I only die if I let myself do so and I’m doing great in 1v1!
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I got great feedback from the sPvP forum and learned that Eles’ are more than viable in 1v1 and that the lower trait-lines are the ones to go for, but I’m still in the search for a bit more precise information, such as an actual build.
I first created this topic in the “Structured PvP”-section, but was advised to jump to the Elementalist forums.
My main is an Elementalist, and I’m loving the class. I really want it to work in 1v1 sPvP, but it feels like we’re the squishiest class that also makes some of the least damage of all. I feel like a squishy burst-thief that lacks both burst and damage.
I’ve had more success with D&D over S&D, but even if I’m Attunement-dancing like crazy, utilizing all of my weapon- and utility- skills and jumping all over the place with the “standard-D&D-rotation” I’m still doing alot worse in 1v1 than with my Warrior or stealth-Thief, from which I’ve had alot of less practice with.
I’ve seen many topics that suggests that Bunker-Eles’ are overpowered, but are these any good in 1v1? Do you people have any suggestions of a build that’s great for 1v1 as an Elementalist, or is it just not meant to be?
(edited by Phadde.7362)
Using the Triangle dagger http://wiki.guildwars2.com/wiki/Soulshard
and the Sylvari Cultural 3 Dagger http://wiki.guildwars2.com/wiki/Warden_Dagger
Best looking ones considering that they’re really easy to aquire.
you should write in the elementalist section for this kind of question..but…
..what rank are you? because 1v1 elementalist is one of the best survivability/dps classes in this game. really. i think you are inexperienced.
Really? I’m really intrigued to hear what build those Elementalists are using, because if it’s just a matter of more practice I can’t wait to work towards perfection!
Breakin: "Just go D/D 0/10/0/30/30… " This might be a thing?
Jumper: An Ele should only rarely die 1v1 unless you get caught and bursted with no mist cooldown available. Yeah, escaping is really no problem, it’s not having to that is.
Thanks for the quick response so far! Really cheers me up.
My main is an Elementalist, and I’m loving the class. I really want it to work in 1v1 sPvP, but it feels like we’re the squishiest class that also makes some of the least damage of all. I feel like a squishy burst-thief that lacks both burst and damage.
I’ve had more success with D&D over S&D, but even if I’m Attunement-dancing like crazy, utilizing all of my weapon- and utility- skills and jumping all over the place with the “standard-D&D-rotation” I’m still doing alot worse in 1v1 than with my Warrior or stealth-Thief, from which I’ve had alot less practice with.
I’ve seen many topics that suggests that Bunker-Eles’ are overpowered, but are these any good in 1v1? Do you people have any suggestions of a build that’s great for 1v1 as an Elementalist, or is it just not meant to be?
Thanks in Advance!
I’ve recently reached level 80 with my Elementalist and was really looking forward towards sinking hours upon hours on obtaining different sets of gear.
But once there, I’ve almost no desire in obtaining any of the items that’s currently in game – except for the Citadel of Flame (which seems to be a very commonly bought set) gloves and shouders. Why’s that? Every piece of armor that I’ve seen is a work of art, why am I only happy with these 2 items? The answer is simple and childishly so.
They’re on fire! Spell effects in general is “What I miss in the Cosmetic Gear.” What would one rather want as a reward after hours spent on obtaining it – The Ghastly Greatsword as it looks at day or at night? I’d rather have a level 1 dagger with a spell effect on it than any of the daggers gained from Dungeon tokens.
Just thought I’d share this idea and see if people might agree, or disagree.
Opinions?
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