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SPVP Tier List

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Posted by: Phantaram.1265

Phantaram.1265

Ever since I came back a few months ago I’ve started rating personal player skill way above class or comp. Instead of fearing X match up I’ve started fearing X player more.

With that said here is my list, and it could change based on one person showing me the viability of something at any moment.

Elementalist A+ (dd ele only, every other spec/weapon set is more like B-, if that)
Engineer A
Necro A
Thief A-
Mesmer B+
Guardian B-
Warrior B-
Ranger C+

Realistically this community isn’t quite big enough to get a full on representation of each class. For example. I felt like necro was really weak, then I met nos. If this one guy wasn’t in the community I would have rated necro way lower. Maybe the community just lacks that one guy that could have shown rangers potential. If the community was bigger, we wouldn’t need these few players to show us the potential of the classes. There would be hundreds of good players of each class and we’d get a much better feel for where things are at.

Sorry if that insults any rangers out there. I personally think it’s more likely that ranger just isn’t that good :P

And one last edit. I have this sneaking suspicion that engineer is more of a middle-ground class and it’s only performing so well because of the distinct lack of good necromancer players on top teams. It’s just a suspicion though. For now I will keep believing engineer is very strong.

(edited by Phantaram.1265)

fotm rerollers will be fotm rerollers (fact)

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Posted by: Phantaram.1265

Phantaram.1265

Darn fotm rerollers and their driven purpose of destroying the game!

Must watch

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Phantaram.1265

I took great enjoyment in watching these haha.

(edited by Phantaram.1265)

"Pro" Level Elementalists?

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Posted by: Phantaram.1265

Phantaram.1265

I have no idea who this Nova Stiker guy is, but it is rather sad how bad “pro” eles are. Thaddeus, Skovex, Phantaram, they all seem to basically be at the same level of elementalist as someone who has played it for a month. Now, I don’t generally see better eles because the class is so easy to play and offers no incentive to get better, but hey, that’s what this game is about now. #celewars2 for the next 6 months until feature patch 3.

So after reading this thread, this Nova Stiker guy seems like a troll/guy that thinks he’s good but is average. How are you supposed to beat any type of engi/insert condi class here without cleansing water? You could argue Tpvp isn’t about 1v1s but then what if you get focused in a team fight, which will happen vs a good team once they find out you’re running a yolo triple arcane build. Other than signet, what are you going to run? Ether? Lol what a joke. It’ll get you killed for sure. Glyph is probably 2nd worst heal in the game.

Lol just looked at this guys post history and apparently he runs arcane abatement. Lololololoololol.

-Teef Teef Teef Teef the best thief the game has ever seen.

You express opinions about other players skill a lot based on very little. And they are mostly wrong.

Farewell Chap

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Posted by: Phantaram.1265

Phantaram.1265

It was fun meeting you at gamescom Jon. See ya around and good luck with your next venture.

Our elites are kitten

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Posted by: Phantaram.1265

Phantaram.1265

From an spvp perspective they are pretty bad. I often sacrifice my elemental elite at the beginning of the match to gives necros life force and then just use fiery greatsword for mobility.

When someone is against a wall Fiery Greatsword can still be great even with just the #3. I hit a downed opponent and his rezzer for 9k each with the #3 on a celestial amulet. Probably had nearly 25 might stacks. Very situational though.

If elementalists were given any kind of consistently good elite it would be extremely overpowered (in spvp), though.

(edited by Phantaram.1265)

1v1 PvP against Hammer Warrior

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Posted by: Phantaram.1265

Phantaram.1265

It’s definitely not a favorable match up if the warrior is really good and is familiar with the match up. Hoelbrak runes over strength is essential if the warrior loves using #3 (immob) into earthshaker. I’ve been using Hoelbrak over strength 100% in all pvp matches these days.

Other than that, just dodge the hammer abilities like a god.

[VIDEO] Proposed Warrior Greatsword Changes

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Posted by: Phantaram.1265

Phantaram.1265

Really great suggestions. A lot of elementalists have suggested something similar for ride the lightning. Like being able to press the button again to determine where you want the explosion to happen and allowing you to stop where you want.

Anyone else know of any other similar animation locking mobility skills that could use a change like this?

Any viable scepter fresh air builds for wvw?

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Posted by: Phantaram.1265

Phantaram.1265

I went into wvw as fresh air the other day for about 5 minutes. Then I met a P/D thief. Never again.

Magnetic wave, swirling winds, blinding flash, dust devil, obsidian flesh, mist form, arcane bubble, water attunement, trident, not sure if trolling or….

After about 30 restealths he finally got me mostly out of utter annoyance I just stood there. The “Never again” has more to do with wvw than fresh air.

Any viable scepter fresh air builds for wvw?

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Posted by: Phantaram.1265

Phantaram.1265

I went into wvw as fresh air the other day for about 5 minutes. Then I met a P/D thief. Never again.

Scepter needs condi damage?

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Posted by: Phantaram.1265

Phantaram.1265

FGS on 90 second cooldown would be a great start. You’re full of good ideas!

Scepter needs condi damage?

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Phantaram.1265

Blackbeard I love your post a lot. I am also personally on board with keeping scepter mostly a power based weapon fresh air and just fixing all the clunky parts about it. Just giving anet some options in case the direction they want to take ele is to make celestial the primary elementalist amulet for all weapon sets.

The current fresh air spec is a ton of fun just not quite good enough. Along with the fixes to scepter a few things could change about focus since that is the only weapon someone should take as fresh air berserker.

All the other berserker roamers have very high mobility (thief, mesmer, etc. even guardian will have lots of mobility next patch) and scepter focus has absolutely zero. The second you start to get trained by a melee (thief, dd ele, warrior, dps guard) you just have to stand and fight.

Focus #5 fire could be changed to some kind of mobility. Would be really awesome to sort of melt your self into molten lava then move along the ground and erupt at targeted location. Or perhaps if it sort of worked like phase retreat on staff for mesmers so we could use it in specific spots to take advantage of the Z axis.

Scepter needs condi damage?

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Posted by: Phantaram.1265

Phantaram.1265

All scepter air attacks will trigger this or just the auto attack? The trait seems good, whenever talking about conditions keep in mind in wvw its not too hard to get to 100% condition duration, so now your talking about a master tier trait with potentially 133% uptime on burning, with burning being the hardest hitting condition in the game at like 900 damage/second in condition builds. All that being said I think the air def needs some master traits that can synergize with something since it really has none at the moment. I doubt the devs would put a trait that burns anywhere but the fire traitline, so maybe a different condition. The problem is the conditions that air could seem to do as we know are weakness and blindness and neither of those do damage. I also doubt they will give ele’s an access to something like confusion or torment.

People can also build defensively against condi in WvW. WvW just isn’t balanced. Condi ele would be the least of most peoples problems.

@Resjudicator – I don’t think that would be enough. To give scepter as much condi as daggers.

Rate the Elementalist above you ^.^

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Phantaram.1265

7/10, Saw looks like this a long time ago but I like the colors.

Blue is in almost all of my color schemes for my outfits and here is my latest.

Attachments:

(edited by Phantaram.1265)

Scepter needs condi damage?

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Posted by: Phantaram.1265

Phantaram.1265

So to start I’d like everyone to know I’m looking at this primarily from an spvp perspective. I don’t have as much experience in other parts of the game.

The current design of elementalist seems to be directed towards celestial amulet always being optimal. Staff ele and DD ele in spvp currently run celestial. The optimal spec for scepter though is currently a pretty glassy berserkers amulet fresh air build, and it’s not very good to be honest (I’ve played it to top 25 Eu solo queue and now top 25 on NA solo queue, and in quite a few team queues, but it’s even weaker in team queues, very fun spec just too squishy). You can attempt a celestial sort of build similar to dd or staff but its just not very good on scepter because it doesn’t do enough damage.

So with that said, do you think all elementalist weapon sets should follow this design of really taking advantages of all stats (aka celestial amulet) or scepter perhaps be made to primarily be a power damage weapon? The problem with making it primarily a power weapon is you are automatically placing it in the glass cannon weapon category. Celestial amulet is the only amulet currently available that allows the elementalist to both be the amount of tanky an elementalist needs to be and still do decent damage(if the weapon set has good condi damage). Any other amulet makes you squishy with the available needed damage or makes you tanky enough without the needed damage.

I’ve said all of this to bring us to here. So lets say the design goal will be to follow the ways of the celestial. Let’s come up with interesting ways to give the scepter more condition damage.

Here’s one of my suggestions:

Air Master Trait: Hot Lightning – Scepter Air attacks apply burning (2 second duration, 3 second icd)- One problem with this is that it would compete with the 10% air damage trait which is very good especially for fresh air. Perhaps combine them and make it increase air damage by 5% + the burning.

This trait would allow a fresh air specced elementalist to take the celestial amulet and still do decent damage and gain the defensive perks that come with the celestial amulet that elementalists desperately need. No doubt it would be a great trait to also take without going fresh air. For the first year or so of the game many other elementalists and I ran a 0/4/0/4/6 build with a valkyries amulet and this trait may very well bring back that trait spread for the scepter elementalist just now with a celestial amulet and might stacking instead of a valkryies amulet.

Edit: Another suggestion would be to make Earth #1 not so clunky. Make it cast faster!

If you have any thoughts or suggestions of your own please post!

(edited by Phantaram.1265)

[Spvp][Elementalist] D/D celestial needs nerf

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Posted by: Phantaram.1265

Phantaram.1265

D/D eles are weak in PvE and average in WvW. You need to take that into consideration when you talk about nerfs.

Changes can be made only for Spvp and there has been quite a few cases in the past that this has happened.

[Spvp][Elementalist] D/D celestial needs nerf

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Posted by: Phantaram.1265

Phantaram.1265

I’ve only read the first post, but that’s all I need to see right now..

Phant you’re really off base. Why would you ever suggest nerfing a class based on available armor? You need to nerf the armor.

Was D/D overpowered before celestial hit the scene? Honestly ask yourself that. No. It wasn’t.

Celestial is and was the issue. Celestial needs nerfing across the board or removed in PvP. Simple.

Strength runes need the same. So do balth runes.

It is upsetting when people suggest nerfing your class based on one set of armor which makes it overpowered. That’s an obvious miscarriage of balance, and I hope others realize that.

So one last thing, if people are abusing macros to heal more, that’s obviously a bug that needs fixed. Don’t put it in your vendetta for more nerfs.

Seems very poorly thought out in my opinion, to suggest nerfing an entire amulet for one single build on one single profession.

^ that makes more sense than anything I have seen in this thread.

Edit: Ele is a celestial class it make perfect sense celestial works best on them.

It’s too strong on eng as well… basically the classes that can make use of all the stats it’s too strong on. You can go balth with eng and not stack might and it’s still brutal. That means the ammy itself gives too many stats and it’s not related to might stacking.

Balth Celestial in pvp doesn’t sound that good. I’ve never seen anyone do that. Might as well go rabid on engi at that point.

[Spvp][Elementalist] D/D celestial needs nerf

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Posted by: Phantaram.1265

Phantaram.1265

I’ve only read the first post, but that’s all I need to see right now..

Phant you’re really off base. Why would you ever suggest nerfing a class based on available armor? You need to nerf the armor.

Was D/D overpowered before celestial hit the scene? Honestly ask yourself that. No. It wasn’t.

Celestial is and was the issue. Celestial needs nerfing across the board or removed in PvP. Simple.

Strength runes need the same. So do balth runes.

It is upsetting when people suggest nerfing your class based on one set of armor which makes it overpowered. That’s an obvious miscarriage of balance, and I hope others realize that.

So one last thing, if people are abusing macros to heal more, that’s obviously a bug that needs fixed. Don’t put it in your vendetta for more nerfs.

I wasn’t off base anywhere, I didn’t actually suggest to change the ele in any specific way. I gave the options possible. One of them was the celestial amulet combined with the battle sigil and certain runes.

I give options because Anet clearly has never, and possibly never will be, on the same page as me or a lot of the other player base.

I’m on the exact same page as you and if I were in charge of balance I would do it. but I’m not so guess what I’m appealing to what arena net is trying to do. Because I’ve seen countless people try spamming forums about where they think the game should be taken non stop and it’s just a waste of breath.

So I just give options and leave it at that. People don’t abuse macros or a bug it’s simply using stow weapon to heal more with signet of restoration. You can do it with any weapon set on ele it just becomes the most powerful on dagger.

You’re making your post very personal against me and it’s really stupid, just stop.

[Spvp][Elementalist] D/D celestial needs nerf

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Posted by: Phantaram.1265

Phantaram.1265

Not sure why you suggested an ability that affects all builds to be nerfed while stating that only this build is an issue…

The whole point of Eles is to be able to utilise all the stats since they can’t excel in any.

The Lightning Whip thing should be considered an exploit obviously.

I’m gonna assume you are talking about battle sigil in which case you must not have read the whole post because I specifically stated that it wouldn’t affect only this build and that its a problem with other builds too.

[Spvp][Elementalist] D/D celestial needs nerf

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Posted by: Phantaram.1265

Phantaram.1265

Hey phantaram, I agree with this for the most part, and in general I’m annoyed that anet seems to be making low risk high reward builds too accessible and too strong at many levels of play.

Out of curiosity, I’m concerned that a celestial spirit ranger with the buffed axe/dagger (and sword/torch) and strength runes will run into some of the similar issues that D/D eles have, such as being fairly tanky with good amounts of healing and tons of direct/condition damage through easy might stacking. Do you think that this type of spirit ranger could reach a similar status as DD ele? It does however lack mobility, and is somewhat weak to AoE and cleaving spirits down, but it does have a higher condition output than DD ele does.

I think its a strong possibility rangers could go back to being the kings of 1v1 on side points. Warriors I’m pretty sure were the only thing holding them back. They won’t be optimal in a full on team fight I don’t think though.

[Spvp][Elementalist] D/D celestial needs nerf

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Posted by: Phantaram.1265

Phantaram.1265

Tanky warriors are getting nerfed. And this is good for the game in that its going to promote diversity in play style rather than a huge chunk of all teams just playing a bunch of tanks and not every team will take a warrior or even 2 warriors. The less powerful tanky builds optional in this game the more diversity we will see in spvp.

D/D celestial ele deserved this nerf just as much as warrior did. D/D cele ele will be the new thing every team has 1 of or even 2 of. It promotes boring passive gameplay while also limiting teams from playing the builds (both by being so powerful of an option you can’t take anything else, and by crushing other builds so hard that you shouldn’t take them) that have fun and active gameplay and it needs to go.

Some possible things to nerf:
Drakes Breath – This ability is an absolutely huge chunk of all the damage a d/d ele does

Lightning Whip – Stow Weapon Lightning whip gives around 600 hp a second with signet of restoration and does the same damage as it would without using stow weapon.

Battle sigil – Celestial amulet gives great survivability with rather poor damage. But once you stack might you get tons of power and condi damage. There are other tanky builds and celestial amulet builds for other classes like rifle engineer that also get pretty toxic and this could help fix that. Just strait up putting it at 2 might stacks(only in spvp if needed) rather than 3 might stacks would do a lot of good. Battle sigil is a big reason most tanky builds are able to do the damage that they do.

Overall the combination of battle sigil/celestial amulet and strength or hoelbrak runes by a class and spec that can utilize all of the stats well becomes too strong.

Nerfs to some of these 4 things would help bring d/d ele in line.

Thanks for reading!

(edited by Phantaram.1265)

PIC! Learn to ROTATE please!

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Posted by: Phantaram.1265

Phantaram.1265

Rotations are important as you said. However complaining that your team didn’t have warriors/guardians like the other team is a completely valid complaint as those classes make rotations way easier.

Basically, if you don’t have those classes and you make one small mistake in rotation (its solo queue this will happen every single game) bad things will happen. I’ve had teams over commit to a home point and make it back to mid in time because we had a warrior there rather than a necro or mesmer.

Really fun pvp match between NA super pugs

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Posted by: Phantaram.1265

Phantaram.1265

You deserved this win a thousand times. Those players that you fought always abused cheese tbh, good job beating cheesy rich kids I suppose.

Neither side was abusing any cheese. We had 2 shatter mesmers, 1 bunker guard, 1 dps hybrid guard, and a power necro. It was a fun match regardless. Ender threw the game near the end, but it was pretty fun. Good Games Phanta :p

Yes good games!

Best Frenzy Hundred Blade

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Posted by: Phantaram.1265

Phantaram.1265

Beautiful singing voice.

Edit: Interesting that your hundred blades seemingly completely wiffs yet still applies the next doom after swap.

And it doesn’t consume the doom sigil on yourself, wat?

(edited by Phantaram.1265)

Really fun pvp match between NA super pugs

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Posted by: Phantaram.1265

Phantaram.1265

http://www.twitch.tv/phantaram/c/4724101

Overall one of the most fun pvp matches I’ve ever played. Enjoy!

Cancelling things with escape.

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Posted by: Phantaram.1265

Phantaram.1265

Downstate abilities as well (for example, when a thief shadow refuges me and I’m mid cast) but having a menu screen in front of you in downstate isn’t as big of a deal as mid fight.

Dodge rolling cancels things too

Going into downed state does the same too btw

So does relogging

But in all seriousness I do roll sometimes to cancel the ‘unstowable’ stuff phanta is describing. Esportz.

Done it with fiery greatswords #1 too many times haha.

Cancelling things with escape.

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Posted by: Phantaram.1265

Phantaram.1265

it seems like you are unaware of the stow weapon function.
by default, it is not bind to any key.
i bind mine to the X key

press F11
Control Options (left side bar most bottom mouse icon)
scroll all the way down
check under Miscellaneous
find Stow / Draw Weapons

set a key that you are comfortable with.
i use X

for me, pressing the X key (bind to Stow / Draw Weapons function) is the same effect as pressing escape to cancel, without calling up the kitten menu buttons that block the game.

are we clear now?

I wasn’t sure where to post this so I’m posting it here!

Cancelling things in this game with escape is very useful for some specific things that sheath weapon will not cancel, and I myself have a habit of using escape for cancelling most things anyways.

My problem is that sometimes I’ll lose target to stealth or something other randomly when I’m trying to cancel my spell and then I’ll hit escape and the menu will come up. This typically isn’t a problem in other games cause then I just hit escape again and all is well. In this game unfortunately escape removing the menu screen is the last on the priority list.

The menu screen is small and I often will just target and start a new spell before I notice I have the menu screen in my face. And then the problem arises that I have to hit escape 3 times to finally remove the menu screen from the screen because of the priority list.

What I mean is this: Say I have a target, a spell channeling, and the escape menu screen up all at once. The first time I hit escape will cancel my channeling spell, the second time I hit escape will de-target, and then finally the last escape will remove the menu screen.

This priority list needs the menu screen on the top of it rather than the bottom. It’s very awkward to have escape effect the rest of the game while you have a menu screen in your face.

Playing a sound when the menu screen is brought up/removed would also help clarify to me what is happening. I’ll hit escape 1 too many times often because I’m not sure how many times I need to hit escape and the menu will just come back up.

Sounds like you also didn’t read the first part of my post.

There are things the escape key can do that stow weapon cannot.

(edited by Phantaram.1265)

Cancelling things with escape.

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Posted by: Phantaram.1265

Phantaram.1265

I think there’s a menu option somewhere for turn off escape for menu

I searched for something like that for about 5 minutes and I didn’t find it. I’m known to be blind to things right in front of me if someone wants to point me in the right direction though.

Cancelling things with escape.

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Posted by: Phantaram.1265

Phantaram.1265

move menu to F12 – Problem solved

I don’t see this in the “Control Options” “User Interface” section anywhere. If there is a way to remove opening the menu from the escape button please someone tell me exactly how.

Cancelling things with escape.

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Posted by: Phantaram.1265

Phantaram.1265

Use “Stow/Draw Weapons” instead of escape.

Sounds like you didn’t even read the first part of my post.

Cancelling things with escape.

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Phantaram.1265

I wasn’t sure where to post this so I’m posting it here!

Cancelling things in this game with escape is very useful for some specific things that stow weapon will not cancel, and I myself have a habit of using escape for cancelling most things anyways.

My problem is that sometimes I’ll lose target to stealth or something other randomly when I’m trying to cancel my spell, or detarget, or any other function the escape key does and then I’ll hit escape and the menu will come up. This typically isn’t a problem in other games cause then I just hit escape again and all is well. In this game unfortunately escape removing the menu screen is the last on the priority list.

The menu screen is small and I often will just target and start a new spell before I notice I have the menu screen in my face. And then the problem arises that I have to hit escape 3 times to finally remove the menu screen from the screen because of the priority list.

What I mean is this: Say I have a target, a spell channeling, and the escape menu screen up all at once. The first time I hit escape will cancel my channeling spell, the second time I hit escape will de-target, and then finally the last escape will remove the menu screen.

This priority list needs the menu screen on the top of it rather than the bottom. It’s very awkward to have escape effect the rest of the game while you have a menu screen in your face.

Playing a sound when the menu screen is brought up/removed would also help clarify to me what is happening. I’ll hit escape 1 too many times often because I’m not sure how many times I need to hit escape and the menu will just come back up.

EDIT: This is already in the post but some people seem to be overlooking it so I’ll put it here so maybe those who like to not read the actual post can maybe be more aware. I’m aware stow weapon is in the game. The escape key can do things that stow weapon cannot.

(edited by Phantaram.1265)

Don't forget to vote Eles for All-Stars!

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Posted by: Phantaram.1265

Phantaram.1265

Thanks for the shout out and the kind words! Really appreciate it.

Celestial ammu, might stacks and kittens

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Phantaram.1265

Lots of talk about celestial amulets and might stacks but not kittens. Really disappointing.

I have a kitty her name is socks.

Toxic Creep

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Phantaram.1265

Power Creep + Toxicity = Toxic Creep

Well done Xeph.

Thief requires serious redesign.

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Posted by: Phantaram.1265

Phantaram.1265

I agree with OP.

Thoughts on classes in spvp so far post-patch

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Posted by: Phantaram.1265

Phantaram.1265

I hope, however, that it’s not just post-patch shock keeping the balance, otherwise new, OP builds will start popping up.

That is also my fear.

Thoughts on classes in spvp so far post-patch

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Posted by: Phantaram.1265

Phantaram.1265

GuardianBunker guardian is relatively the same but I think intelligence sigil makes it look pretty fun and interesting. Azshene won’t try it, he’s a goofy goober. He likes the condi removal sigil I guess.

DPS guardian is the same just more damage I guess (everything does more damage)

ElementalistDagger/Dagger synergizes perfectly with the new trend of celestial amulet/strength runes/battle sigil and it’s pretty good.

Scepter can attempt to do the same thing with celestial pretty well but the scepter skills don’t really lend themselves to consistent damage without fresh air, the auto attacks outside of fire and air are just too crappy, unlike daggers which has great consistent auto-attack-like damage throughout each attunement. Fresh air is still the best build for scepter imo and is actually pretty good since thieves are nerfed (fresh airs only weakness). Fresh air damage is awesome with air sigil and strength/battle zerker. Scepter may have some kind of clerics far point pushing build but that will be the last thing I test.

Staff – Clerics staff is probably still awesome. I need to test staff more.

Ele build variety has gone up but not because of the grandmaster traits, none of the new ones are used in any of the optimal builds. Water/arcana trait lines still, and will always, reign supreme until the fundamental problem is solved. Or they continue to introduce more insane 30 point majors like they are trying to do. The build variety has gone up because celestial gives us the stats needed to place some trait points in extra places we’d like. But really it’s the same ol’ at minimum 15 water 30 arcana builds we’ve seen since the dawn of time.

EngineerBalthazar runes condi engineer with grenades I think is probably one of the scariest things on most players minds these days. It plays exactly like it did but it just took advantage of the buffed runes/sigils more than most other classes and was relatively untouched as far as I can tell (didn’t read very many of the patch notes honestly lol)

Celestial builds on engineer are really cool I wanna play one. Rifle engi is like my second favorite thing and I haven’t played a legit damage rifle build since 100 nades. (really old 1 shot build people called “100 nades” that got removed from the game for those that don’t know)

Mesmer – I have seen a ton of variety for this class. Seen regular shatter, seen celestial amulet hybrid shatter, seen lots of different condi builds, seen CI builds, etc etc. They all seem at least okay or really good.

With everyones damage going up mesmer shatter burst is really insane. I’ve been deleted a few times by a greatsword mesmer mirror blade in my face combo.

Warrior – In a good spot, does more damage just like everything else. I like this class a lot now. Fun to play with and against imo. Seems to have pretty good build variety.

ThiefDagger is as good as ever.

Sword/pistol is nerfed pretty hard as far as I can tell. With no lyssa runes, higher damage from everything in the game, and initiative cost increase, it really can’t stay in a team fight for very long without risking its life in a real way.

Sword/Dagger seems to be the safer sword build. Seems pretty strong I think but have limited experience against it so far. I’ve encountered way fewer thieves overall since the patch.

Ranger – I dunno, it’s the class I have the least interest in. Seems kinda the same.

Necromancer – from what I’ve looked at in the traits, this class has some really cool flavor to it with some of the new stuff. Boon Corruption on DS #2 is awesome. It’s also still pretty much as strong as ever, with or without burning. Nightmare runes can go die in a fire.

Lich form has never been scarier. Got hit for some 6.5k auto attacks.

Now post your thoughts!

The Real Problem in sPvP

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Posted by: Phantaram.1265

Phantaram.1265

I only read the part where you said the community is small because of the toxicity of it’s members. I can’t agree though.

Every other popular game I’ve ever played also has extreme toxicity. League of legends is the biggest game and solo queue is the worst I’ve seen except for HoN.

meta got worse

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Posted by: Phantaram.1265

Phantaram.1265

From an elementalist’s point of view, matches no longer feel extremely unfair against us. We can deal decent damage and have decent survival, which makes the gameplay a lot more enjoyable than the extreme burst-or-die or the older nothing-kills-me eles.

I agree. Even as fresh air though I feel so much better. Thieves can’t just dive me without risking their own life.

Damage increased in pvp (or armor reduced)?

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Posted by: Phantaram.1265

Phantaram.1265

Damage does feel higher. It’s a lot more fun this way if you ask me. Me xeph teldo hman and azshene queued together today and they were some really fun games. Me Xeph and Hman all running zerker builds and we could just grind through targets quick.

At first I thought it would be condi meta but with higher damage in general in the game it sort of lends itself to power damage, making it about even.

Skyhammer

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Posted by: Phantaram.1265

Phantaram.1265

Please remove Skyhammer.

I really don’t want to upset anymore people on that map.

- Collero

I can confirm that this does happen.

Skyhammer

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Posted by: Phantaram.1265

Phantaram.1265

My soul dies a little inside every time skyhammer pops. Please remove from solo queue.

We need a bank in Heart of the Mists.

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Posted by: Phantaram.1265

Phantaram.1265

A place to repair.

TY For making Hambow Stronger :D!

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Posted by: Phantaram.1265

Phantaram.1265

I got hit with a skullcrack of the ages today. I thought sigil of paralyzation was nerfed for a reason

So I heard Eles got a buff this patch

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Posted by: Phantaram.1265

Phantaram.1265

Lol that gif is amazing.

Sadly I think engineers can pull off the same celestial amulet builds that ele currently does just better. Why do that though when engis can run balthazar full condi and really wreck house.

I’m feeling average with the celestial amulet builds at least though. Nothing directly counters me like thief does against fresh air.

[sPvP] Feature Patch Unbalanced Builds

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Posted by: Phantaram.1265

Phantaram.1265

You didn’t list engineer man.

Thief Matchups

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Posted by: Phantaram.1265

Phantaram.1265

I honestly haven’t read very much of this thread. So with that said…

The thief stolen abilities from ele is pretty much a direct counter. Chill is ridiculously strong against ele. If applied outside of water attunement it could mean being near useless for the next 10 seconds. Every thief that opens on me just spams their steal hotkey on me when I’m in range and then I have poison and chill on me strait away.

I think the chill duration is too long. Besides that though chill is way too strong against elementalist in general and it needs to be looked at immediately, it’s a huge deal.

Should We Be Able to Turn While Immobilized?

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Posted by: Phantaram.1265

Phantaram.1265

you can turn with ground targeted abilities
edit you can keyboard turn while immobd…lol

We’ve been playing this game wrong the whole time.

Next we’ll find that you can s key during stuns.

Seriously though, I’ve been using auto face from #1 abilities while not pressing directions to turn my character while immob’d. Yay for round about ways of getting simple character movements accomplished.

[PvX][Ele] Arcane Precision

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Posted by: Phantaram.1265

Phantaram.1265

It’s actually a pretty decent 25 point minor if you take fresh air and scepter, but that’s pretty much the only time.

ICDs and high proc chances without needing crit chance sounds like a good solution to make it a desirable trait for all weapon sets/amulets though.

No more jewels in amulets on the 15th?

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Posted by: Phantaram.1265

Phantaram.1265

Removing all the moving parts is a good thing. Something to consider with this jewel change though is it is a bigger change/nerf to lower health classes than higher health classes.

A Guardian or Elementalist with a clerics amulet often uses a soldiers jewel to buff their health since it is so low. You would never see a higher health class make this kind of decision and instead probably stick with a clerics jewel.

To lengthen this point, certain classes and builds only really need to use 3 or 4 stats, while something like a guardian or elementalist often diversifies into many stats to increase survivability while also doing damage. This jewel change hinders this part of it too.

Overall not that big of a deal but maybe balance measures will need to be made to take into account the removal of jewels. Maybe increasing the base health of Thief/Ele/Guardian by marginal amounts to make up for the loss of the jewel. Although this doesn’t really apply to thieves since they always just go full zerker.