Behaving well in MMORPGs is a must these days. Not only that you will be ostracized by the game’s community, also it has repercussions on your real life as well if you say empty the bank or scam someone from your guild. It’s easy to investigate now a player’s facebook, twitter and other social media.
So be good and don’t be an kitten.
THIS, seriously.
Report him. The guy’s a trouble. Depending on how he behaves to you, you can continue to be acquainted, but DON’T leave him unwatched if he’s around your belongings. He might set an example of how to not trust people too much to you.
Be a good guy and behave. This is an online game, we’re supposed to have fun. There’s a reason you can get into jail IRL for stealing someone’s car. Perhaps the repercussion won’t be felt IRL, but the destruction of reputation isn’t worth it.
Besides, can’t they see the master username (your account name, instead of character name)when they hover over your character name?
Think of them as utilities, and not pets.
wrt the net turret, think of equivalent skills in other professions. The guardian has an immobilize signet-active. You get 2s of immobilize and that’s it. The net turret does an immobilize and then hangs around to suck up some damage, or possibly immobilize again.
Agreed there are issues where the turrets die easy, pick a target that you wouldn’t have picked, etc. Some of those issues will be fixed over time, others maybe not.
Compared to other “non-turret” utility skills from other professions, turrets are not bad.
They will never be some uber-tanking-DPS-dealing-super-pets. If that’s what it’ll take to make you happy, then you’ll will be perpetually sad.
If they can be moved, then yes they are good utilities. Imagine yourself putting up a Rifle Turret hoping to damage Champion Troll, and suddenly the thing shoots a Glowing Grub, which proceeds to attack you. At that point, the thing ceases to be a utility and becomes a burden.
You cannot move them, you cannot direct them, you cannot do anything but pray to the Six Gods and Abaddon that they’ll actually do something useful if there’s more than one viable targets around. There is literally no way to justify them. Zhaitan frolics in any justification to Turrets
And you can direct pets to attack your target. Imagine that.
(edited by Raestloz.7134)
I’m thinking of using only the main weapon skill 1, because frankly I’m tired of using skills all the time with Ele lol. Want a fresh experience. So, I want to go for maximum crit chance, as high as possible.
Alright, I kicked out Precise Sights and Go for the Eyes, replaced with hair trigger and Rifle Mod respectively.
Mainly, I took MedKit and Elixir B to provide maximum Fury. The other two elixirs are for stun breakers.
The Packaged Stimulant used to be Scope, but I read about of how crappy it was, so I hanged it to Packaged, thought I could throw the fury stimulant while running lol.
How’s this:
http://gw2skills.net/editor/?fcEQFAUl0pyUnwSyF17IxoHkuzbG0D9mX/+pAbB-j0xAIsgQaCSyrIasFuioxqWwUlER1ejioVDA-w
Rangers have 1 pet out at a time. We can have 4 turrets (with three being offensive). You cannot make a turret equivalent with a ranger pet.
In addition, as mentioned in a previous post, the Ranger DPS is not the same as other professions because it’s expected that the pet contribute to the total DPS of the Ranger.
You don’t want to invalidate Engineer builds that do not use turrets. Therefore you cannot make a turret something “awesome” because you’d be 4x awesome with max turret skills slotted.
Think of turrets as another utility skill (like an elixir or gadget). From that standpoint, you can feel better about the turrets not being “pets”, but some adjunct to your own weapon actions.
1) You assume every single turret is the same.
2) They’re not, Rifle Turret is the lamest thing you can imagine. It prioritizes environmental objects over actual enemies
3) Thumper Turret requires people to be around melee range to be affected
4) Flamer Turret? Same thing
5) Net Turret’s rate is about one attack every 10 seconds, and they may not survive after the first shot
6) You CANNOT choose which target to attack. Even Dwayna cannot help you if your Net Turret decided to net the slow Guardian and not the incredibly speedy thief currently killing you.
7) Rocket turret MAY be awesome, I’ve never gotten it.
My build was this:
What I want to ask:
Precise Sights or Rifle Mod?
Is Go for the Eyes any good?
Should I take Hair Trigger? Which one should I sacrifice?
Score update before I go to bed. Boy did our BLs get slammed tonight.
Looking forward to another good week.
Impossible! We actually hold Stonemist!
my AC should have a better range – 3000 would be nice actually
and oh yeah before I forget – increase the target cap please to 250 …. just in case u know – lol I still luv my ACdoh! I forgot to mention following: ANet is it possible in the future to load explosive arrows as additional feature?
Umad bro?
Immobilizing arrows are the only way to go. Replace skill 1 with that, and we’ll all be happy
Had a great fun yesterday defending DR keep from a helluva lot of GoM. Really, guys? How many people do you have?
EDIT: Sorry, used to say “NSP”, but I just remembered NSP was outmanned too.
In any case, there was enough GoM to literally fill the gate with red letters. At the same time, they sent people to cap our bases.
(edited by Raestloz.7134)
I don’t know how you managed to get that screenshot
But number 4 wins by virtue of being emo and awesome
Like I said:
1) Definition of tankiness
2) Relative distance to enemies
3) How much damage we’re talking about
4) Whether you confused “tankability” and “survivability” or not.I have initiated the “push forward” movement (I go forward and start chasing before my allies do) quite a few times, and survived, it is entirely possible for staff eles to survive while hanging out at the front lines. However, there is clear difference between “tanking” and “surviving”. The amount of health ele has simply isn’t enough to actually “tank” (as in, stand your ground and receive a helluva lot of damage to keep the enemies at bay), although it is enough to survive the battle, though heavily scathed (depending on your enemies and the availability of escape skills).
However, during a zerg vs zerg, survivability is less because of staff ele is good and more because of there are a lot more targets for enemies to attack, especially the melee guys.
Raestloz used semantics! It’s super effective! Ralathar got bored and left the bridge guarding creature alone.
It’s nice to see someone who spread misinformation about “tankability” and run away with a smilie as if he’s actually right
Sort of like that guy who claimed he’s poor while earning $5 million a day and live in a penthouse in Dubai, then when pointed out, just laugh it off and blame others for “misinterpreting instead”
If this continues, I expect some new players reading this forum, see a “seasoned” player talking about “tankability” and assume ele can tank like Guardian
Had a few good fights at fight club tonight. Cant wait for next weeks.
Was hoping to see some SPCA\XOXO but they must have been better than everyone there so they didn’t bother showing. Oh well, maybe next time.
Why such a DB? Personally I was eating dinner with my kids.
Btw Tots, DB stands for Deuchebag. And it was a BSty who said “It’s called WvW. Go play.”
I was under the impression it meant “Dragonborn”
Suggestion: Cut the direct heal from the water field in half and apply the remainder as regeneration. This will allow it to heal the same amount overall, yet have more counter play and reduce it’s burst healing potential.
How much heal does a water field deal?
I have to admit, been too long since I saw the pie chart in great 3 120 degrees blocks.
It depends entirely on:
1) Definition of tankiness
2) Relative distance to enemies
3) How much damage we’re talking about
4) Whether you confused “tankability” and “survivability” or not.Staff eles do not wield the same mobility melee eles have. Staff eles do, in fact, have great survivability, they have quite a lot of mobility hampering skills, but they cannot “tank”, they simply avoid being wounded in the first place, which is mainly thanks to the fact they’re not at the front lines relative to melee units. A staff using ele facing a “zerg” (as in, more than 5, which is a raid party) will either:
a) Fought back for some time and die a moment later
b) Escape from the very beginning and surviveUnfortunately, there is no c) Fought back and escaped, unless you’re in front of your tower
I’ve actually done this on my auramancer when the situation called for staff or when unexpected combat happened while I was using staff for a specific purpose. I speak from experience when I say built tanky as an auramancer I can hang with the front line, staff or no, with no real issues. Magnetic aura being shared with the front line heavies is actually an unexpectedly nasty twist.
I wouldn’t call it ideal, I still think D/D and /F can tank better in close range situations., but staff can definitely get the job done without any real difficulties and does have it’s own specific large advantages.
Again, this is not from Idle speculation. I’ve been there on my auramancer in fights exceeding 20 members from both sides. PVE of course you can kite melee like a boss and avoid ranged damage just as well.
All ele weapons are mobile and the vast vast amount of bunker ele survivability is from the stats, boons, and mobility, not the weapon sets specifically. Perhaps with the exception of /F being exceptional in defense.
Like I said:
1) Definition of tankiness
2) Relative distance to enemies
3) How much damage we’re talking about
4) Whether you confused “tankability” and “survivability” or not.
I have initiated the “push forward” movement (I go forward and start chasing before my allies do) quite a few times, and survived, it is entirely possible for staff eles to survive while hanging out at the front lines. However, there is clear difference between “tanking” and “surviving”. The amount of health ele has simply isn’t enough to actually “tank” (as in, stand your ground and receive a helluva lot of damage to keep the enemies at bay), although it is enough to survive the battle, though heavily scathed (depending on your enemies and the availability of escape skills).
However, during a zerg vs zerg, survivability is less because of staff ele is good and more because of there are a lot more targets for enemies to attack, especially the melee guys.
I believe it is. If I am not traited for Signets I use Prayer on my Guardian. If you do the math, Prayer of Dwayna has more heals per second (heal divided by CD) than any other healing skill. Not enough people use it in my opinion.
Takes 3 skill points and doesn’t have any side effect. Not much motivation to use it. I personally don’t bother with it
I recently made a thief called Targaryen shadow.
Krasivaya illyuziya… took me 10 minutes to write LOL 10/10 because it sounds awesome
Took me about an hour finding the name. Supposedly, it’s Russian for “Beautiful Illusion”. But I’m not a Russian, which is why I’m asking for clarification.
7/10 on Targaryen. Though the last name is too generic, so not a full point :P
My Guardian is named Vonelis Heischield. The last name is a mash up of German for “Holy Shield” (which should be “Heiliger Schild”, but it sounds lame)
Ele’s built for tankiness can handle damage just fine.
It depends entirely on:
1) Definition of tankiness
2) Relative distance to enemies
3) How much damage we’re talking about
4) Whether you confused “tankability” and “survivability” or not.
Staff eles do not wield the same mobility melee eles have. Staff eles do, in fact, have great survivability, they have quite a lot of mobility hampering skills, but they cannot “tank”, they simply avoid being wounded in the first place, which is mainly thanks to the fact they’re not at the front lines relative to melee units. A staff using ele facing a “zerg” (as in, more than 5, which is a raid party) will either:
a) Fought back for some time and die a moment later
b) Escape from the very beginning and survive
Unfortunately, there is no c) Fought back and escaped, unless you’re in front of your tower
It isn’t that it’s not being regarded more critically, it’s that almost every invulnerability state (save Endure Pain and Blurred Frenzy) are being evened out.
Hi! Oh…. I thought you’re calling for Distortion?
Wait, what? Swapping attunement counts as weapon swap? Now there’s something I’d like to learn about!
Water XII’s nerf only affects PvP (at least the forum thread about patch notes lists it as so)
I’ve never used cantrips much, mostly they’re just “OH *@#%” buttons, but I’ll see if I can pick the traits and learn to use ’em well.
Thanks for the input! Greatly appreciated
I wonder…. build a catapult on an obscure portion of wall, hit the wall for 20-25 seconds, should be able to get several shots in, and then stop until after the 30 second update. Would the swords still show? It would be interesting to try that out as a lone person could break into a Garrison without anyone being the wiser, place a mesmer and boom!
Swrods show no matter what after the 30second point
If you stop attacking, they might go “Oh, maybe just monsters” and go. Rinse and repeat until someone’s day is crushed
If they do that they deserve to me hung, draw and quartered i’ve never seen anyone go “oh white swords at keep must be mosters”
I’ve often went to white sworded area and indeed it was just monsters. If you stop attacking when they come checking, there’s a probability they’d think of the same thing
I wonder…. build a catapult on an obscure portion of wall, hit the wall for 20-25 seconds, should be able to get several shots in, and then stop until after the 30 second update. Would the swords still show? It would be interesting to try that out as a lone person could break into a Garrison without anyone being the wiser, place a mesmer and boom!
Swrods show no matter what after the 30second point
If you stop attacking, they might go “Oh, maybe just monsters” and go. Rinse and repeat until someone’s day is crushed
So, let me get this straight
With this update, someone is forced to spend their precious time (remember, time is money, otherwise you’d all be left with version 0.9 of GW2) sitting around doing absolutely nothing to keep watch at some distant camp/tower/keep just to make sure that a massive zerg isn’t steamrolling the place?
To understand the massive rip-off of this mechanic, understand that in EBG, there are 12 towers. That means, 12 poor sods will have to spend their entire time (which could be used to farm gold, running dungeons, playing PvP, hanging out with guildies… and… y’know… actually play a video game. Or heck, maybe go on a date IRL) keeping watch against (possibly non-existent) enemies. If the particular guard needs to deal with his biology urges, there is a high chance by the time he’s back, his corpse is being teabagged by the newly appointed tower lord. That is IF their particular tower gets attacked. If not, that’s an entire evening spent doing absolutely nothing, getting absolutely nothing. You may have remembered the definition of the word “game” at this point, but I won’t blame you if you don’t
The mechanics seem to work nice with the whole “no biggie with waypoint”, but there are only 3 keeps and one castle in EBG, for a total of 4 waypoints, all of which need to be bought to function. And remember: there is no waypoint in towers and camps
9/10. The armor gives that “Mad” aura, but you’re not a king :P
Krasivaya Illyuziya. Mesmer. Anyone who knows Russian can check if the usage is correct?
I always choose number 3. It fits very well for everything
Yet they are still more useful compared to the other Elites.
Ice Elemental can heal you, Renewed Focus grants you one more Aegis, Supply Crate drops much needed bandages.
They’re not really that useful in actual skirmish. Against small monsters, yeah, but then that’s not how you designate Elite
Ride the Lightning was my top favourite skill in the game since the first beta weekend, just for how awesome it looks, and making travelling across maps fun. Looking at how bad Elementalists are doing in PvE, I see little reason to continue playing on mine, sadly.
Meanwhile Warriors keep getting buffed every patch, even though they’re already the kings in PvE… sigh, maybe I should start playing one…
They look at PvP state and decided what they should do to PvE and WvW
I actually wonder who the hell made the decision to have the change smear to PvE. I mean, for Christ/Buddha/Allah/Amaterasu/Zeus/Jupiter/Odin’s sake, it’s Player vs Monsters, what harm can RtL actually do?
-Comet skill: Blast finisher now occurs at the comet’s location rather than at the elementalist’s location.
Dat dartboard balancing. GG ANet.
That’s actually a bugfix. Don’t fault them for fixing bugs. You’d not want them to stop fixing bugs, do you?
Some bugs can be so good it should stay. Onimusha’s bug birthed Devil May Cry, and when Valve fixed a Counter Strike bug that had been there for 7 years, the community cried out.
Besides, come to think of it, what’s the point of having the blast finisher occur on th comet area?
Nice to have someone who actually play the same style to give input! Gives a good perspective. I can see the use of Lightning Flash, but what do you mean it procs Regen and Vigor (that’s what the endurance regen is in English)?
Also, what do you think about Final Shielding? Should I change it to Evasive Arcana instead or keep it for survivability? Because it has Cleansing Wave for Water Attunement
I also want to ask your opinion about the utility skills. If I use Lightning Flash, it’ll be full-on cantrips. Should I keep the cantrips or get something else (like maybe Glyph of Lesser Elementals? Glyph of Renewal? Glyph of Storms? Conjure Ice Bow?)? I read about using Arcane Blast to trigger blast finisher yourself in need, but considering my position relative to the AoE location perhaps I shouldn’t take it?
What about the sigil you put on your weapon? I honestly don’t know what I should put there, because mostly they all require a) Killing, which I’m not part of or b) swapping weapons, which eles can’t do. This leaves permanent sigils, but there is no sigil that fits a “support” role much
Lastly, what about the accessories and their runes? Should I go Cleric’s and Sapphire?
Sorry for the long post, but I’m curious
We will return someday!!!
Ehhh… this is about Devona’s Rest tier brother
On a side note, had a great fun with GOM and NSP a few nights ago. At least the battleground had even numbers! Was so hard to get out of Outmanned against DH
Hmmm, so let me straighten things up:
1) The burrows spawn the gravelings
2) Each burrow has a limit on the number of gravelings it spawns at any given moment
3) If I destroy a burrow, and kill the gravelings said burrow spawned, the gravelings won’t respawn at another burrow
In short, the number of gravelings isn’t dictated by a universal limit, but rather by the number of burrows currently active?
EX:
If there are 100 gravelings at a given moment, it isn’t because there MUST be 100 gravelings (so one burrow will spew gravelings until there are 100 of them), but because there are 5 burrows that will always have 20 gravelings associated with them, so if I destroy one burrow and kill said burrow’s 20 gravelings, the number of gravelings will go down to 80 and won’t rise again.
If all I said is true, that’s good news, because that part consumed up to half an hour during my last playthrough (or maybe more)
(edited by Raestloz.7134)
I find the challenging part to be the deathtraps and the whole Counter-The-Rocket-With-Air-Blast area
Taking into account the new patch, of course. For WvW (not PvP, I don’t do PvP)
Currently, my setup is like this:
http://gw2skills.net/editor/?fEEQFAWhEmcbyR4QlDIkHmQGyCjChQ5BOMD7AA-jEyAoNgsYR0YVWYK1FVrXBcJJynA4FwAA-w
That’s as close as I can get, all the way to currently worn runes (I still wear only 3 exotic armors and 3 masterwork armors, mostly because I’m still farming for the exotics)
My build gears heavily towards Cleric’s and Healing Power as much as possible. I don’t really need great damage output – my allies are already thief and the likes – I just want to provide support: make sure they stay alive and provide cover when we fall back (via earth 4 and water 4).
In battle, I’m usually at the back, and I only move forward when:
a) We’re pushing back
b) I’m about to use Tornado
c) We’re falling back and someone’s left behind
Now, it’s certain that I haven’t finished the build yet, so that’s why I’m asking: what is a good build for the role? I’d rather not farm for equipments only to find out it’s not the best build for what I’m looking for. I also feel that my utility skills are a bit lacking, but they provide survivability (which I don’t have much of), especially when we’re outnumbered
Any constructive input will be greatly appreciated
so are you guys quitting the game or rerolling to another class?
For now, tea bagging people on my thief. If RTL nerf doesn’t get reverted or compensated for with other roaming tools and/or they really decide to rework sigil of battle, I’m gone I guess.
Well, you’ve already lost your $60…
you can post wherever you like obviously.
You just officially lost any credibility about “balance”.
A wise man once said: “Don’t feed ’em man”
Dem ele haters only see the d/d build and QQ, then laugh when someone else actually uses something besides that
That would ruin one of the core ideas behind WvW. It no longer becomes a moneysink if you remove those. Waypoints are already free.
I am under the impression that the moneysink is in the siege engines
Siege is free.
Last time I check, you have to buy them. Granted, it was quite some time ago
Which bauble-related achievements do you have? Do you have the Associate of Baubles, World 1? (1-1) Do you have the Bachelor of Baubles, World 1? (1-2) Do you have the Master of Baubles, World 1? (1-3) It would be helpful to know how many baubles you are actually getting. If you start each zone with zero, and don’t pick up any digs or creature baubles, maybe that would illuminate the problem. We’ve looked it over and there does not appear to be a bug related to any of the achievements, so we’ll need more precise data from you in order to discover whether it is a bug or not.
Hello Josh. I have every achievement except Master of Baubles, which is preventing me from gaining my title. As I mentioned before, and repeatedly throughout my posts (and my support ticket.) I did not miss a bauble. Let me repeat. I didn’t miss a bauble . I had a friend shadow me through the entire zone and saw him/her get the title. We did the exact same thing. Same number of baubles. No disconnects. No Rata Sum port.
One more time. No bauble was missed in my numerous attempts at this. I followed guides. Watched 25 minute long videos and paused when they got a bauble. Compared to screenshots.
What other proof do i need? Its the last achievement I need for my title Josh. I love the game. I spend money in the cash shop. I just want to be rewarded for my work. It’s really that simple.
I have 5 level 80s, one of each race, and all have completed the story beginning to end. 4 of them have 100% map completion and the 5th is at 96%. I like Guild Wars. I love playing. This is the only problem I’ve ever had with the game.
I just got the Master of bauble achievement about 12 hours ago, and I used a Continue Coin (I didn’t bring one, but I had 50 baubles so I purchased one from moto at the hell room). You might have missed one or something
Just a question: last time I checked, we (DR) still performed quite well, but suddenly we don’t just drop to red and drop to T7 instead?
It doesn’t follow an exact process, it’s based on points. IoJ’s DR’s and SF’s points were so close together, on DR’s last week there was only a 10 point’ish difference between IoJ and you. Because you finished 3rd place you lost more points than IoJ and SF gained alot of points, you ended up behind SF in points because there was a small gap to close so you by-passed red completely because SF had more points, you just dropped right down and took SF’s spot in T7.
Heh, and here I thought DH simply upgraded and IoJ simply downgraded. Was tried of fighting the same zergs for wekks on end. At least on T7 I experience actual battle (commanders say there was no tactics, but hey, ‘least I get some action and we’re not outmanned for once)
Trying to make gadgets “smooth” is missing the point. These aren’t your super spy gadgets of magically doing exactly what you wanted.
Wearing a goggle instantly breaks you free from stun, which logically would’ve prevented you from trying to equip the goggle in the first place. Truly, gadgets are fascinating bunch that can leap onto your face by itself, and as such your argument has been destroyed by Rocket Boots
Hey, there’s a thought. Let’s make armor repairs cost karma. WvW players have a crapton of that.
Not if you roam, no. My guild regularly roams and you don’t get karma from roaming
Just a question: last time I checked, we (DR) still performed quite well, but suddenly we don’t just drop to red and drop to T7 instead?
That would ruin one of the core ideas behind WvW. It no longer becomes a moneysink if you remove those. Waypoints are already free.
I am under the impression that the moneysink is in the siege engines
I’m done, I spent all day theorycrafting with Elementalist to see if they are underpowered without their soon-to-be-nerfed things. They aren’t.
As for the builds, figure them out yourself, if I can figure out these builds, you should be able to as well.
Staff
Full Cleric’s
Support role
Got hit by Nerf-Chuck-Norris-Roundhouse-Kick much?
I play my ele as a staff wielding, support-dishing ele. I do not kill people, my allies do. I just make sure they stay alive, provide artillery support, and provide enemy-cripple support (Fire 5, Water 4, Air 5, Earth 4) when they need to fall back.
I certainly NEED the Mist Form + Ether, because I don’t have the toughness bunker d/d ele did. So why am I getting nerfed so hard?
Thief is going to get buffed
new skill that “steals” boons for 1 initativethat is half true, the skill does cost 1 initiative but is the second ability of a chain, the first ability costs 3 initiative and since it is a chain you cant skip directly to the boon stealing ability, so its cost is 4 initiative.
If a thief spamms it, he will be able to steal 3 boons since the initiative pool is 12 (not traited)
It’s almost like anet are allergic to my money or something. Every time I get ready to drop some dosh on gems for the month they go and balls something up.
edit: silly forum ate my post attach edit.
But while its amusing to go rabid hyperbole mode with the news, its still pretty frustrating that they refuse to bring other builds/weaponsets up to the same level of usefulness and instead just focus on whats working now and constantly tweaking it. Whats working now should evolve over time as you fix and adjust other areas of the system that are completely useless, as the devs have already seen & commented on in the video. It only takes a minutes glance at the ele traitlines to see numerous ’turtle’s defense’ type traits.well warriors and thieves have been on the bottom of the food chain for the last few months as Eles have been on the other end of it so… what did you expected?
I expect them to only tinker with d/d weapon skills and not steamroll staff builds, especially support staff builds. You know, the one Water Attunement described? superior healing and support
Think of it like this:
RtL is only accessible if you wear a dagger as your offhand, so that’s targeting VERY specific build there.
this is not accurate. D/D is currently the only logical option to survive 1vs1 fights, it’s not like we have any other choice, so this catastrophe isn’t targeting “a very specific build” but ALL the builds a roamer/skirmisher relies upon.
I am under the impression that you’re describing what “very specific build” is, because duelist and skirmisher are pretty specific. Unless you mean there are multiple builds for duelist and skirmisher, because I don’t play those two, I exclusively play staff support (well, I have 2 daggers, but with magic find, you understand what they’re for)
ANet doesn’t like that you’re having fun roaming the world their 3D artists created.
Well yeah, of course you can use RtL on criters and the like but that’s just.. kitten I mean.. it is a possible workaround but it sounds by no way intuitive, uncomplicated or by any means fun. More like an unnecessary, boring chore. If we assume that you can use it nearly as often as before that way if you’re out of combat, why not just making this 40 second nerf only applying in combat? Then it wouldn’t be just plain annoing out of combat.
And Fiery Greatsword.. I don’t know. Sure it gives some mobility moves but you also get some sacrifices from it. You can only use it 1 out of 3 minutes. While you use it, you aren’t able to use RtL or Auras which grant you swiftness. And if you have to engage someone, chances are, the skill will be on cooldown.
Not saying RtL wasn’t a bit annyoing inside fights. But why not just nerf it there if that was the issue?
And even then I don’t know how/if that’s gonna work out alongside the Mistform nerf. Class with lowest armor and base HP and now they heavely nerf chances to get out of combat and the ability to heal while invulnerable at once? I don’t know, I really don’t know…. this just seems a bit rushed and I’d wish for them to come up with some slightly more elegant solutions or at least just nerf one aspect of survivability at a time and analyzing the impact rather than applying multiple nerfs that will hit hard and risk to overshoot like they did so many times in the past.I’m not trying to imply there’s no effect from this change. The point I’m making is that many people are blowing it dramatically out of proportion. You still have Burning Speed. You still have Lightning Flash. You still have FGS. Those aren’t changing. Even if the change ends up being dramatic enough to genuinely harm ele mobility, you could swap to staff (while out of combat, just make sure you don’t get jumped unaware) and have perma-swiftness + FGS + Burning Retreat. This isn’t like reducing confusion and retaliation damage by 50%. I’d be hesitant to put it in the same category as changing Revealed from 3 seconds to 4 (and I hear that’s being changed back for PvE/WvW?).
look lets be honest here. Debate will ensue and some of us will be Ok. We have alts and other toons we play. I will tell you now this is a set killer. DD ele is Ok at one thing and that’s roaming. It is nigh useless in siege. Its not very good in zerg. Its got bad burst DPS output. It roams. Fact is we can argue all day some of us will see the big picture others won’t. I get that. 2 months from now if this nerf goes in the the set will be dead in WvW. This isn’t hysterics or anger or anything like that it is just the way it is going to be. Players aren’t stupid. DD ele without its mobility is senseless set. Some people will quit over the changes most wont but the set is slated for execution in WvW.
Another thing mentioning switching to staff ooc (I mean really?) and having perma swiftness is sigh…it shows lack of knowledge off the class and roaming mechanics.
Also for all you who say its Ok I would love to see video of you right now going into WvW and restraining yourself from using RtL after you use without hitting something for another 20 seconds past the cool down. Seriously go out and try it and come back and say the same thing. I dare anyone of you to even attempt it.
Think of it like this:
RtL is only accessible if you wear a dagger as your offhand, so that’s targeting VERY specific build there.
But changing utility skills and healing skills? That doesn’t only target a very specific build, it miniguns the entire class, and hilariously affects staff-support eles more than d/d eles, because for one thing, if you wield a staff you can’t wield a dagger too.
This means, the nerf is… well… too broad. They have the ability to program stuff to only affect things when you’re wearing certain equipments. Why not try that route instead?
It doesn’t make sense in my simple little brain. Don’t these classes with all these boons need them to make up for disparities elsewhere? Turning buffs into debuffs on yourself I just cannot fathom.
Balance these boons you are finding too powerful is what my split pea sized brain is telling me.
Well the main problem seems to be with d/d elementalist. As described ele is suppose to be the jack of all trades class. Yet they perform better than classes designed to do one function. They have more mobility than a thief and can keep boons up better than a guardian, all while maintaining mobility, versatility, moderate damage and means to escape at will.
If they implement boon hate then it will definitely hurt guardian since they are suppose to be boon warriors. Such a mechanic would be adverse to their inherent design. So we’ll have a class that has slow mobility, no ways to escape and low hp who now takes extra damage for the amount of boons it has running. When in fact, those weaknesses I listed exist to balance the fact that they are made powerful through boons.
I don’t want to rant but, I think Anet really needs to provide a test server to let the players test the proposed changes before they go live.
This.
If they want to rebalance d/d elementalists, then perhaps they should…. oh my gods, I don’t know, tinker with d/d weapon skills?
As it stands, support builds are getting screwed as hard as Chuck Norris’s roundhouse kick can be simulated by ANet’s servers: “You a staff-using supportive ele? Shout-based Guardian? Whoops, sorry, we can’t let you survive the game. Come on, we want you to play Warrior and Thief here”
I thought they added boons because that’s the way the classes are played? As noted, Guardians basically depend on boons (and their Thu’ums give multiple boons at once, doomed class much?) Engineers have elixirs which inherently give them boons, and their healing skills all give boons, so that’s two slow-moving classes screwed extra hard.
My passwords are 18 and 17 characters exactly, and I have had this problem from the very beginning
@To All
All this now means is, staff eles are #&*!@ed as hard as ArenaNet can think of at the moment
Fixed
In order to nerf d/d eles, Anet punishes the staff ones and laugh their face off as the wrong target build struggles to keep up with their inherent squishiness thanks to the fact that they’re wearing clothings
Seriously dude, if you want to nerf d/d eles, then nerf the d/d weapon skills, don’t touch the slot skills, it’s killing the other builds. And before you start to ask “have you even played d/d ele man? it’s killing people!” No, I don’t play d/d, I play exclusively staff, Cleric’s. I am the support in my team, I don’t need more reasons to switch to thief or mesmer thank you.