yeah this “argument” is invalid.
GW2 is not based around 1v1’s. Some professions are going to be better at 1v1’s while others are better roamers, while others are better in teamfights etc.
If your statement was valid then add necromancer to that trash tier list.
If you’re saying GW2 is doing a bad job at balancing around 1v1’s then I agree. However, they’re not trying to balance around 1v1’s.
DH also has a higher skill ceiling than people think but are still not the best 1v1 class. They have plenty of tools and maybe if you showed some footage of beating some pro DH’s 1v1 then you might earn a bit more merit.
DH is also subpar in the conquest environment. Let me ask you this: what is its role and how is its role better than all of the other classes? Also I was saying that DH is mechanically simple thus will not last long in the meta.
(edited by Poelala.2830)
Loaded class with an elite spec line focused on healing, done and done
anet is trying to push damage druid with support spec and ancient seeds carry
makes clarion bond unblockable for no reason
allows Signet of the Wild to be unblockable for an entire season
um am I missing the balance aspect of this?\
people complain about pets and how they carry druid’s damage
anet buffs the ability for smokescale to knock down for no reason
is enforcing a pet damage carry meta
buffs ranger damageI don’t think you full realize what a ranger supposed to do:
https://en.wikipedia.org/wiki/Ranger_You see , I ask for nerfs too…but on specific aspects of one build
When I ask to nerf wars, I don’t stupidly ask to nerf war dmg or sustain because obviously they’re wars and they’re supposed to be in the thick of battle doing dmg and they need huge sustain for that; I merely asked to reduce a tad the stability uptime and reduce the range of Arc Slice
When I ask to nerf dh, I realize what the profession supposed to do..yeah it’s a freaking paladin archetype, we’ve got it, he will have dmg and whatsmore.
I simply asked again to add a tad more counterplay to traps and pulls, because the situation becomes unbearable when there are multiple dh on a point.Now we have ..You.
You complain about ranger pets when :Anet devs 2014 Balance Philosophy
Ranger: High single target DPS. Long range single target damage – should be the best (mesmer comes second). Sustainability through melee evasion and dodging. Sustained melee AoE.
Weakeness: Dealing with boons on enemies – no boon rip. Lack in stun breakers with some builds but it is intentional since you can evade so much. Reliance on pet for maximum efficiency as pet is factored into your damage output. Your damage will be smaller than other classes due to the pet. Pet have issues against high end PvE encounters since they are more of a hindrance than help. AoE at long ranged but it is a trade off with having highest single target DPS at long rangeAnet balance patch 2017
Ranger
The ranger will see a variety of changes during this update. Of particular note, we are reducing Grace of the Land’s damage bonus and reworking it so that it’s compatible with all Celestial Avatar abilities and affects ten allies around the druid. We hope this improves the value of a single druid in large-group scenarios. Many pet attacks have had usability and movement enhancements in an effort to improve general damage against moving targets. The greatsword has had a couple of improvements for better damage and pet synergy. Finally, a few underused (and even some meta) utility skills have undergone general quality-of-life improvements.Do you understand now?
What you complain about are the trademarks of the class and they’re here to stay till the last day of this game..no matter how long you will waste time complaining about itYou complain about smokescale and bristleback?
-They have low/mediocre AA but a reliable F2 burst that can keep up with moving targets on perma swiftness ( due to HoT powercreep ).
Other pets ( like owl-felines, drakes ) have way higher AA and dmg F2 but they’ve been left to rot for years and only now the dev have started to upgrade them with passion.Sweet child…pets are supposed to dmg, the core pets you can currently walk away from are the UP ones, recognized by Anet and promptly buffed every patch
My Sweet child..smokescale and bristleback are the pet standards which Anet is aiming for…you should embrace yourself for more buffs on pets
“Ranger: High single target DPS. Long range single target damage – should be the best (mesmer comes second). Sustainability through melee evasion and dodging. Sustained melee AoE.”
Hm, that seems to have been abandoned since Celestial Avatar is a thing. Maybe it’s like they wanted Druid to be a support role. Though this is only speculation, it’s not like they said this.
“Rangers entering the ancient Maguuma Jungle may attune to the long-dormant forces of Tyria to become druids capable of channeling the might of the heavens, mending allies and daunting enemies. By gaining access to the staff weapon and glyphs, these masters of support bolster their allies with mystical insight into the natural world. Their new profession mechanic allows them to accumulate astral force to become a celestial avatar, a paragon of reactive recovery and strong sustainability in a dangerous world.”
It’s almost like they boosted the offense AND the defense AND the utility. It’s almost like power creep. It’s almost like what I’ve been saying is right :o
Poelala does get farmed though…And complains about every known profession under the sun. I know, because I’m one of those people who farmed him.
On what class? When do I complain about DH or Necro? Who are you? Don’t you have me still blocked saltmaster?
DH is often cried about about being too strong and too easy to use. People also cry about dying to traps and true shots and blah blah blah. DH is a trash class for 1 reason, it’s too simple. I got on my s/f ele after the patch and consistently won 1v1s against many DHs. S/f was designed with intricacy that DH lacks. Just like how people said Rampage was op (when it wasn’t), people say DH is op because you don’t know how to beat it. As the community gets better in play, when the community learns how to play their class to its fullest potential, DH will become meaningless. It needs the cheese it has while it has it because it’d be rendered useless without it.
Honestly…nobody cares that people win their 1v1 in unranked ..in the middle of nowhere. If you’d bother to look over your own misconception, you’d see that people complain about stacking traps on the point.
Winning a random 1v1…means nothing and never meant anything other than fuel pointless “balance” debates
- You’re playing off season against unskilled opponents, full traps lemmings who run mid, spam all traps and die after
- You have no idea what a skilled player is capable of while using a DH…..absolutely no idea, seen a legendary dh holding off 3 people mid ( my team ) with people of or more less the same rating ; he was a mender bunker running some crazy kitten
- It’s one thing playing against dh spamming blocks off CD followed by random swap to bow…and it’s another playing against dh players with tons of patience…it’s like day and night
I have no idea where you got this idea that I was talking about 1v1s in the middle of nowhere in unranked. No??? I dueled very experienced DHs in 1v1 arenas and won consistently well. It was easy. Among skilled players, as a DH you cannot stand a chance. Even Sindrener and Min Scherzo (thieves) can take on dragonhunters and win and DH is supposed to be their hard counter! When I say that I can beat a DH as an s/f ele, which isn’t yet a good build, I’m saying that when you reach a certain skill level DH is an easy fight. No, I’m not saying that all builds can beat a DH, I’m saying that most power builds have the potential to. Also, this isn’t a balance debate. This is a statement that as you get better, beating DH gets easier. Please try reading what I say instead of insinuating mountains of claims.
Yes yes we know, tempest is weak; every other class is op. Thanks for posting this yet again.
Not at all what this post is about. You seem very salty. Have I farmed you before?
All I see from you poe is qq about how bad eles are and how good other classes are, is it you being farmed?
never
Yes yes we know, tempest is weak; every other class is op. Thanks for posting this yet again.
Not at all what this post is about. You seem very salty. Have I farmed you before?
Loaded class with an elite spec line focused on healing, done and done
anet is trying to push damage druid with support spec and ancient seeds carry
makes clarion bond unblockable for no reason
allows Signet of the Wild to be unblockable for an entire season
um am I missing the balance aspect of this?\
people complain about pets and how they carry druid’s damage
anet buffs the ability for smokescale to knock down for no reason
is enforcing a pet damage carry meta
buffs ranger damage
(edited by Poelala.2830)
i have never understood the issue with easy to play classes/characters that are easily counterable at a certain skill level.
i feel like they just grind people’s gears because they feel that they have more skill so they somehow deserve to win, even though they are losing. honestly, as far as im concerned you don’t have enough skill to win if you lose, so it’s not unfair. it’s just bruised ego.
+1, you reiterated the message of this post in a way I couldn’t.
So you got stomped by a DH but are denying it? I see no other reason to be posting this.
Have you read the actual post? I farmed dragonhunters and realized that their design is too simple to provide any outplay to beat me. Please read next time, thank you.
Besides the fact ive fought you in wvw and you eat traps like no tomorrow. Troll thread.
I haven’t played WvW competitively in months, and when I do these days it’s more of a chill session with friends. We can 1v1 and it can be recorded, hun.
DH has two problems:
1. The skill ceiling is too low. If you’re skilled, you can easily beat it.
2. The skill floor is too low. At low and mid skill levels, you can spam buttons and perform exceptionally well as a DH.The complaints are coming from #2. It’s not a problem that should be ignored. The same can be said about warrior to a slightly lesser extent.
If you’re bad, embrace death and think of it as a learning opportunity. If you still die to Rampage, it is your fault because it’s so easily beaten. Just as warriors in wvw when it released were free farms and now even the ones without HoT are a problem, the skill of the average player will increase over time.
I guess “all dmg buffs” refers to dmg modifier in form of SotH, SotW, Remorseless and maybe Steady Focus and Bountiful Hunter, Force Sigil, Scholar Rune and so on. But even with all those modifiers you won’t oneshot anything but the glassiest targets (for 20k+ you need might and vuln too). And after a single burst attemt that you can avoid by walking away from the smoke field where he stealthed, the build has absolutely nothing left.
Edit: The did not buff the dmg of Maul with this patch.
I don’t know what to tell you other than look at Jayce’s screenshot.
If I stunbreak it before they can proc AS, then AS is still off cooldown and Druid has far more dazes and knockdowns than I could possibly have in stunbreaks. And of course once e gets the inevitable AS proc, he can just LB2 me into oblivion.
Well there’s your problem. Once AS triggers you can simply walk out of it. Don’t stun break so fast no human can react, just make you are able to walk out of the seeds. Like I said if the druid is slow you may not even need to stun break at all, just simply move forward.
Also LB2 into oblvion on a mender’s tank amulet? Um…
To suggest balance on the skill of a certain player is a null argument. Balance should be made for skill caps, not the lowest common denominator.
DH is often cried about about being too strong and too easy to use. People also cry about dying to traps and true shots and blah blah blah. DH is a trash class for 1 reason, it’s too simple. I got on my s/f ele after the patch and consistently won 1v1s against many DHs. S/f was designed with intricacy that DH lacks. Just like how people said Rampage was op (when it wasn’t), people say DH is op because you don’t know how to beat it. As the community gets better in play, when the community learns how to play their class to its fullest potential, DH will become meaningless. It needs the cheese it has while it has it because it’d be rendered useless without it.
Yup yup yup, +1. It made no sense to turn an elite into a trait with a 10 sec icd…
Some elementalist skills, including (but not limited to) shatterstone and Lava Font appear as red even when an ally is casting it, the ally doesn’t suffer any damage though.
Some revenants can summon 2 ventari tablets, making them incredibly tanky.
Anyone getting hit by maul deserves whatever happens. That’s the single most telegraphed skill in the entire game.
The player who did that maul is named “Harsh Master”. I know her and she’s infamous for her instaganks. She has Siamon(misspelled probably) pet + all damage buffs you can think of then spams smoke field with celestial avatar skill #3, warhorn #5, and the leaps in her sword and greatsword. It is impossible to tell when she is going to attack with 15 seconds of stealth… I have screenshots of her hitting me for 25k-30k.
BEAUTIFUL BUFFS! I WAS INCREDIBLY GIDDY WHEN I SAW THE ELEMENTALIST BUFFS! YOU HAVE SECURED YOURSELF A LOYAL ARENA NET CUSTOMER!
Warrior can take down a mesmer
Necro can take down warrior
Thief can take down a necro
Mesmer can take down a DH, necro, druid and so on
Necro can take down a druid
DH can take down a thief while afk
Druid can take down DH……
Revenant can be there and spectate it all
Vault thief accidentally takes many down
….. It goes on and on endlessly
Mesmer can absolutely not take down a DH
DH would be fine if F1 and F3 got nerfed. F1 should either take longer to cast, be on a higher CD, or be blockable. F3 needs a duration decrease, show me one other block in the game that doesn’t need to be channeled and lets you do your full burst while its up.
F1 is fairly easy to dodge in a 1v1,2v2 setting. There’s also a theme of unblockable skills in HoT so that won’t get changed.
F3 is completely fine as it is. Its arc is pretty small so you can still attack them by moving to the side or going behind them. You can’t escape with it (back turned) because it virtually does nothing to stop attacks.
F3 covers everything except attacks from behind (so 75%) and it’s kinda impossible to get behind the DH in 1v1 and 2v2. “you can’t escape with it” that’s not the point of the skill. Nothing should make your nearly invincible while applying the same amount of pressure as always except now unhindered.
All you need to do is set up an aoe, make sure the DH is in it, then port behind him and it’s gg.
DH would be fine if F1 and F3 got nerfed. F1 should either take longer to cast, be on a higher CD, or be blockable. F3 needs a duration decrease, show me one other block in the game that doesn’t need to be channeled and lets you do your full burst while its up.
If F1 was blockable, that’d mean that DH would have only 1 unblockable interrupt, their longbow 3, which has a large tell and is easy to dodge. If it had a longer cast, DH would never be able to interrupt. F3 is fine, they have bad sustain (when you compare it to war, scrapper, druid… DH doesn’t even come close to comparing without its 10k heal and F1-3 skills). And for your last request, https://wiki.guildwars2.com/wiki/Arcane_Shield https://wiki.guildwars2.com/wiki/Shield_of_Wrath
The Warrior is not OP he is easy countered by necro. Only time Warrior can usually beat necro is when necro starts because he starts with no life force. I honestly think warrior is a little weak in DPS so is necro in their own ways.
“Class x is not OP because it has one counter.” Lol, okay.
Dark Aura: Whenever you are struck by a foe, that foe is weakened for x seconds.
Whenever you are struck by a critical hit, inflict blind for 2 seconds.Lol, just no. Weakness is already the strongest condi in this game that can change every power opponent into a running potato. And not only you want to make it spammable, worse, autotrigger on hit, but you also want to add blind so you can be sure that you won’t get any hit while this aura is active.
What about that instead :
Dark aura : Whenever you are struck by a foe, the incoming damage is converted into healing and the foe takes equal damage.
Whenever you hit a foe, converts all his boons into conditions.
LMFAO SO YOU THINK MAKING EVERYONE AN INFUSE LIGHT REVENANT WITH THE POWERS OF A NECRO NOT OVERPOWERED? pls
It’s not too strong, it’s not too weak, it’s right where it needs to be. Nerfing it now will just make it another revenant. There are no OP aspects about DH that you can’t outplay.
+1 (need message to be at least 15)
S/F ele can beat a war when in an open field and there is plenty of terrain for us to kite onto. Although in a 1v1 on a node, war wins. War wins easily. And the S/F only kills a war when the war overextends.
Yea, I think this is what people are trying to get at when they say “fight on a point.” In the context of pvp, if you want to 1v1, a warrior always gets an easy decap and quick cap as you can’t contest or kill in any timeframe that makes it a net positive to even stay and 1v1. The amount of pressure and ability to completely ignore anything you do (invulns, pulsing stab to ignore hard cc, cleanse of soft cc, resistance to ignore blinds) just require ceding the point.
As an s/f ele, you really shouldn’t be 1v1 just about anyone (except other squishies that are based on projectiles, like power ranger, rifle engie, and maybe DH if they aren’t good or are low on CD’s). Those matchups you CAN get a kill outside of this require giving up a cap for so long that its a loss in pvp context, besides the point that a thief will just come +1 you and instagib you while low on CD’s for taking so long to “win” the 1v1 and kill anyway.
That said, 1v1ing isn’t even the role that a roaming dps fulfills. I am not even sure what possible niche burst ele could be given that would make it a viable pick for teams.
- Rev has a spot when played well due to high mobility and still good burst to take out targets in teamfights and +1’s. This is the roaming dps that teamfights and stalls some 1v1s well.
- Thieves obviously own +1’s with their INSANE mobility. This is the standard for all roaming dps.
- Mesmers (even condi) still have portal, good sustain to act like a bruiser, and a huge condi burst/moa to be excellent in +1’s.S/F ele doesn’t have a viable niche to even compete against what these alternatives can offer. A burst build that can give some heals makes no sense, and giving boons is already done better by rev (which isn’t even OP atm). Maybe s/f needs to be catered toward a bruiser build, but that role is already so bloated with engies, druids, warriors, and DH’s. Perhaps if you give s/f enough mobility and damage, it can be a middle-ground between revs and thieves, with higher mobility than rev, but lower than thief. Better single-target damage and decent burst compared to rev, and better survivability (thanks to range) in teamfights than thief (but still lower mobility).
False. A S/F’s role is to primarily take 1v1s. It sucks at 1v1s because it’s so weak, and that doesn’t make it a +1 build.
This is a bug and we are currently tracking a fix for it
Thank you for responding and your efforts.
S/F ele can beat a war when in an open field and there is plenty of terrain for us to kite onto. Although in a 1v1 on a node, war wins. War wins easily. And the S/F only kills a war when the war overextends.
As a fresh air elementalist who frequents power necro, I’m confused as to what you’re referring to.
I hate half of these changes
I’m not experiencing this bug.
Why did anet allow this overpowered “bug” to exist for so long? It’s such an easy fix. (for those who don’t know, signet of the wild also allows all of your skills and your pet skills to be unblockable throughout the duration of the signet’s active effect)
This whole post is incredibly wrong. “Every meta build in the game that does any kind of damage can beat it” That’s a load of bull, either you don’t know how to kite or you’re not utilizing the full potential of the build. S/F Eles HARD counters warriors, revs, and possibly engineers. The only thing that hard counters you is thief(due to stealth, evades and gap closures) which is why you’re trying to make it sound op. Even then thieves has to be careful due to how much INSTANT bursts and defense eles has (acrane shield x2, shocking aura, invulnerability, mistform, reflects, projectile block). Every class has a counter and this post is purely trying to get rid of every counter s/f eles has with these absurd buffs.
Now you can argue “oh but thieves has no cooldowns, unlimited evades, can perma stealth” Well you can shut up and sit down because eles has tons of defenses(as listed above), 20 abilities with lots of AoE from their weapons with tons of great traits to help either burst down someone or survive.
SF hard counter Warrior or engie was right maybe before
Before hot… Now a Warrior eat us for breackfast.
For win vs a Warrior you need to kite a lot, making him decap/cap, and It will take forever. If you try to kill a Warrior in a reasonable time you Will be Dead. So if you face a Warrior is just better run away and go to +1 somewhere instead fight.For scrappers, even if our burst come out perfect, we still doesn’t have enought pressure to win, since a scrapper Will always recover between a burts and another.
So it will outsustain US.We dont hard counter rev is just a 50% matchup.
Thief doenst HARD counter ele SF, to be honest I would always prefere to 1v1 a thief than a warrior, a scrapper or a druid.
PS: SF Ele doesn’t have shocking aura, usually no one run mistform and arcane shield is not that good vs thieves since unblocable blind+veryfast autoattack Can Just make it explode without taking damage. As always it has been, best defense vs thieves is to outburst them
I agree with everything lucardio said. I’m a geat s/f ele, I know how to kite and land bursts and the whole works. If you think that s/f ele with its ATTRITION hard counters warrior’s unkitable gs, 10 seconds of invuln (10 seconds of last stand, 10 seconds of endure pain, 11.25 seconds of resistance from zerk stance), you are the one who knows nothing about s/f. Warrior dominates us to. death. He can literally afk and heal more than we do on our auto attacks. We have to play perfectly to kill him. We. Stand. No. Chance. Rev’s a decent matchup because rev’s in the kittenter right now. Ask anyone in legendary, rev’s an easy 1v1. I also have no idea where you got that scrapper idea from. We cannot even come close to pretending doing enough damage to kill them.
Thief, on the other hand, has no classes that counter it in the sense that it can kill a thief consistently and in a reasonable time (like Druid countering DH, or DH countering Mesmer)….
You lost me there.
Why are you spreading misinformation?
DH can basically one shot thief, scrapper can kill thief while being semi-afk, war can kill thief with 1 timed stun.
I can tell you why ele dps will never see love: it is support class. Period. You know what happens when you buff dps side of support class? Look at bandwagon of DHs atm or celestial eles from before HoT. It is imbalanced and just broken.
Thief only dies to scrapper or DH because he lets himself die. If you are +1ing a scrapper, run away. If a DH has locked onto you, dodge. Now this is what a true counter is. If you, as a necro, see a ranger, you can’t run. Accept your death. If you as a DH see a ranger, same thing. If you as a Revenant see a mesmer, it’s gg. Thief is the most mobile class in the game, the only time a thief dies is at the fault of himself.
Phoenix isn’t the only burst. With a FA build, just swapping to Air does some and then skill 2 is likely off CD as well. This in combination with Phoenix actually creates one of the higher bursts I’ve seen by any build.
The changes I’d like to see is a CD reduction and damage reduction from Phoenix, slightly faster dropping Dragon’s Tooth almost no cast time, CD reduction on Water Trident, a significant damage buff to Shatterstone (none of this 10% BS), Dust Devil CD reduction or AoE effect, and a difference between Water and Earth AAs (they both shoot 3 projectiles and one does more damage and the other bleeds)
Focus itself does not need buffs. If anything, it needs nerfs. It has plenty of projectile hate, one of the best condition cleansing skills, IMO, in the game (Earth 4 cleanses 3 conditions on a short CD), and an immunity on too short of a CD still (this goes for many immune skills in the game). These are the most powerful things, but then there’s a chill skill, two CCs, an aura, and a long lasting fire field.
After that, OH dagger should gets some changes to make it a bit more defensive. Since Anet refuses to give back a nerfed Celestial Amulet, OH dagger is out of the question on all builds due to the lack of defensive skills.
But before any buffs are addressed, Anet should address the strength of other professions as well. Scepter can’t compete with Thieves because Thieves do too much damage, not because scepter does too little. Thieves also have more mobility, but that’s not because scepter eles have too little, but because Thieves have too much. Take a look at Scrapper. They have all the defences in the world and can still do comparable burst if they do it right. It’s not as easy to burst on Scrapper, but it’s pretty kittening high and frequent for something that can tank so much damage, heal so frequently and stay so mobile.
Once things are nerfed, which will never happen because that would be admitting that Anet made a mistake, scepter Ele might actually be fine and would really just need minor QoL buffs like a reduced cast time on Dragon’s Tooth or lower aftercasts and things like that.
You really think that our only burst should get a damage nerf… (And yes, it is our only burst. any damage at all doesn’t equal good damage. Lightning strike (trait) isn’t strong enough)
S/F fresh air ele is mostly fine. A few of the weapon skills (I’m looking at you, Shatterstone) could use improvements.
The massive power creep from elite specs is what needs nerfed. They’re holding back not only s/f ele, but many other specs which used to be viable before HoT.
Wrong. Every meta build counters it, most war builds counter it, most scrapper builds, mesmer builds, revenant… Tell me this. Do you expect to EVER see an s/f ele in legendary? No, you don’t, because they suck.
SF Ele main here.. your changes are absurdly op.
FGS on 60 sec + Phoenix CD + dragon thoot cast time and after cast time reduction would be already a huge buff
yeah, that’s the point. I used these buffs to spark a conversation and to get the dev’s attention. Also, it’s not OP at all.
S/F, in pure theory, should be a top build at the moment. It has okay sustain (terrible in any meta game), pretty good cleanse, and no damage. Every meta build in the game that does any kind of damage can beat it, it is outmatched by every single damage build in the game in the damage department, and it has 1 burst, which is phoenix. The fact that out of s/f’s 16 weapon skills, 6 of them are instant casts. Only two of which are offensive.
Thief, on the other hand, has no classes that counter it in the sense that it can kill a thief consistently and in a reasonable time (like Druid countering DH, or DH countering Mesmer). Every class has a counter, and every class counters(except meta ele, which counters nothing and thief, which has no counters). Why S/F buffs would be good is that it can counter thief if it were properly buffed. A good ele would be able to spike a thief sufficiently enough during one of the thief’s burst to make the thief flee or die. The S/F buffs would give ele a damage build, and give them the ability to 1v1. It’s been over a year since ele could do any damage, before S6 would be as good a time as any to let them do something other than auramancing.
The buffs I propose:
-Shatterstone also applies chill (so it can actually be apart of any type of rotation)
-Lightning Strike, both the trait and skill do the same amount of damage, and the damage of each is increased by 50%. (so we’d have more than 1 spike)
-Dust Devil would now work more similarly to Cyclone where it doesn’t simply disappear when it hits it object, but it actually goes through them and apply another blind to the enemy behind it.
-Water Trident’s cast time is now 1/4th second
-Dragon’s Tooth’s cast time is now 1/2 second and the after cast is reduced by 30% (this time it can actually EXIST to an ele)
-Magnetic Wave’s cooldown is decreased to 20 seconds and the damage it does is increased 20%.
-Phoenix removes 2 condis
-Weak Spot’s chance on crit is increased to 75%
-Lightning Flash is now a stun break
-Elemental Surge now also increases the effects of all arcane skills Arcane Brilliance) 30% healing increase per target, Arcane Blast is now unblockable, Arcane Power now has 7 charges, Arcane Shield now has 5 charges, Arcane Wave now has a radius of 450 and a range of 1200
-Signet of Earth now has a 1/4 second cast time and applies 1 stack of stability on activation
-Signet of Fire is now in a 240 AoE
-Signet of Water now additionally heals and applies regen on activation
-Rock Solid now applies 1 stack of stability for 5 seconds
-Soothing Mist’s base healing is increasedto around 130 heal per second and the healing power contribution is decreased (to stop from buffing the meta build)
-Arc Lightning no longer has such a long break between auto attacks, it’s a more continuous stream
-Ice Shards works similarly to Arc Lightning (after my proposed buffs)
-Conjure Fiery Greatsword now has a cooldown of 60 seconds
Imagine this, an invisible player making you park on a node indefinitely because he or she is stealthed 100% of the time and you cannot tell if he or she is near the node or not. Also, being stealthed prevents you from being hit by most attacks in the game (generally speaking, there have been some cases of hitting stealthed players with steal). If you are sealthed an capturing a node, there would be no stopping you.
I am planning to roll an elementalist.
I want to play in Earth to pressure with bleeding and then switch to Fire and burst down with five free crits, bonus ferocity, and fire damage.
Could this build work in unranked?
http://en.gw2skills.net/editor/?vFAQJArYnMIC9Mg1MAeOA8RglNAb4BEAKgFpxdQNwdv+XPsA-TJhAQBSsMAGOBAwY/BA8AAAA
Unfortunately, no. You don’t have enough condi diversity. Only if the stars align and you can gank someone when they’re out of cleanses that build can work. But as it currently stands, it won’t do so well. Also, dagger offhand is terrible. Go focus to be more viable.
No, it isn’t lag. Sindrener streams with around 30 ping and he has amazing reflexes. I watched his most recent stream in extra slow speed (.25 normal speed) and in his dodge frame he was hit with the mace F1. This isn’t lag, this is a bug.
Warrior Mace Primal Burst is bugged. It literally hits you in your dodge frame (as in if you dodged the second the mace primal burst would have hit you, in a 1/4th second window the mace will still hit you in your dodge, meaning that you can’t dodge it unless you time your dodge 1/4th second early before the impact of the mace primal burst). This bug could be easily fixed so please, just do that.
probably min scherzo
Sword Skills
Fire:
Fire Strike: Strike your foe with burning force.
Wildfire: Put of a protective shield of fire (granting fire shield) and block the next incoming attack
Heat Sync: Become focused on your next few attacks, gain fury 3 might, and quickness (1 second)
Water:
Water Slice: Slice your foe, inflicting vulnerability
Waterfall: Slice your arm, leeching yourself for 700 health, applying 3 seconds of bleed, and healing your allies for 1200, and applying 3 seconds of regen to allies.
Oceanic burst: Knock foes back with a gust of oceanic power.
Air:
Swift Strike: Strike your foe swiftly with your tempestuous blade.
Tornado Frenzy: (acts just like mesmer’s blurred frenzy)
Light as Air: Evade backwards for 1.25 seconds
Earth:
Stone Pommel: Hit your foe with a powerful strike of force.
Earth hands: Create a circle around you that foes cannot cross. (3 sec duration)
Mud Dash: Dash forward (900 range) and hit your foe with an inertia powered blast.
Mantras:
Heal: Mantra of Water: prepare mantra for 2 seconds, upon activation heal yourself and cleanse a condition
Main Utility Skills: Mantra of Fire: blast your foe for 1044 damage and steal 1 boon
Mantra of Air: Blast your foe for 712 damage and break stuns
Mantra of Earth: Blast your foe for 542 damage and knock them down for 1 second.
Mantra of Arcana: Leech as much health as damage you dealt. (base 712)
Elite: Mantra of weather: Gain 10 elemental energy
(edited by Poelala.2830)
just fun little theory crafting
Tempest
Weapon: Mainhand Sword
Utility skill: Mantras
Mechanic: Overloading, but instead of the current poorly thought out one, the overloads act as warrior burst skills but have longer cast times, and they push you out of an attunement. The cast time for an overload is 1.25 seconds and the intensity of its affects are scaled proportionally to how much Elemental Energy you’ve accumilated. 1 second after cast for 1 bar of EE, 2 for 2 bars, 3 for 3 bars. 3 bars of EE is equivalent to 30 EE. You gain 1 elemental energy when direct damage is dealt to you.
Minor Traits:
Singularity: You can now overload attunements, which blasts your elemental energy violently from your current attunement, and attunes you to your most recent attunement you previously in. Overloading attunements generates an effect based on the attunement you are in while overloading. Fire: Blast enemies around you violently with a sharp inferno that burns anyone who touches it. Water: Command the clouds to generate a healing hail that chills enemies hit and heals allies. Air: Command the sky to strike your enemies with a series of blinding flashes. Earth: Command the ground to quake in a disorienting pattern that knocks down enemies in your range.
Elemental Brawler: Protection’s intensity is increased by 20% while under your influence.
Sharp Torrent: Each auto attack makes you generate 2 elemental energy.
Adept Traits:
Arcanic Attrition: Overloading an attunement grants a boon while overloading and a condition upon finishing the overload.
Fire: 5 might for 8 seconds, 3 burn for 5 seconds. Water: Regen for 10 seconds, 3 seconds of chill. Air: Swiftness for 10 seconds, weakness for 5 seconds. Earth: Stability for 3 seconds, immob for 2 seconds.
Tempestuous Oneness: Grant yourself an aura upon completing an overload based on the attunement you’ve overloaded.
Chaotic Storm: All overloads do 10% more damage.
Master:
Master of Meteorology: Mantras hace a 20% cooldown reduction and they gain a third charge.
Weather expert: Overloads hace a 20% cooldown reduction, they remove all movement speed impairing conditions and gain a massive resistance to them (100%)
Stagnant Waves: Auras heal your allies and you apply frost aura when hit below the health threshold (75%).
Grand Master:
Duality of Lightning: All your leeching skills heal you for 20% more than the damage they do, and the heals from them apply regen. Below 75% health all attacks on you heal you for 10% of their total damage.
Protective Inscription: While wielding a sword, your boon duration is increased by 20%.
Thunderous Batista: Weakness and Cripple are 20% more effective.
too squishy. you wouldn’t last 1 min with that in ranked pvp.
Did… did you read the first paragraph? The first 3 sentences? Oh, okay.
1. I did read it.
2. Too squishy
3. I play condi ele myself and only my build is the best build. s/f will never work
If you’re on NA, I’m open to duels. I usually can duel any time from 4 pm EST to 10 pm EST, we’ll see who the better ele is and who the better condi ele is and what the better build is.
Please, I don’t need a life story or a synopsis of your history on ele. A simple yes or no accompanied with an explanation would suffice.