I don’t think you can close it to save time.
Once you activate it you have the X days of usage included in the pack.
This is a game breaking issue for many players, and they should get their fix or kitten refund, imo.
I wish they would make the Earth casting of Glyph of Storms into a smoke field. It already Blinds enemies hit by it…just make it a smoke field now!
IMO, they should make each Glyph of Storms a field of each respective element.
Air- swiftness
Water – ice field (i would love to see more Frost aura for a longer duration)
Fire – might
Earth – Smoke field
This one hundred times.
Sadly they will never listen to the community, so stop asking for deathmatch & duels. They will not listen because conquest is so esport we don’t need fun modes.
With visible ratings it would be so much easy
/sign
At least raise the cooldowns to sth. like elementalists earth focus 5.
Elementalist focus is so strong it should be nerfed to the ground. The other day I fighted vs 5 focus elementalists and Oh my god, they destroyed us so easily.
The focus has insane dps, the best mobility in the game and can one shot the strongest guardian. And then, the 2s immunity they get from earth makes it the most op build I have ever seen.
I saw one focus elementalist kill both lords in foe fire at the same time thanks to his ridiculously strong AOE while another one was 1v3ing us at mid
Arenanet should implement a sound that warns you when a focus elementalist is coming. Something like the “trebucheeeet” sound in kyhlo but adapted to this new godmode build.
I will never understand why do they make this but can’t implement a fun to play pvp game mode in 9 months.
What?!!
Giving a real & useful reward to PvPers?
You must be crazy
So is “late june patch” next week’s?
Didnt they say smth about a big balance patch at the end of june?
they did.
2 patches in june?
theres a sweet pvp update on 11th
i was wondering this as well. i can not think of any reason why 2 hander weapons only have 1 sigil. is there something i don’t know? Do all 2 handed weapons completely out class 1 handers? or is there some kind of hidden advantage of using a 2 hander?
if not then it seems like a very large over sight. 4 sigils when using 4 1-hander weapons compared to only 2 sigils when using 2 2-hander weapons can be a very large difference in a build.
5% dmg or 5% crit cannot cause a very large difference in a build…
All sigil internal CDs overlap, so it is pointless to have two sigils that have internal CDs (all the worthwhile ones) leaving only small ‘passives on the side’ to choose from, for the other slot…
It’s all in the wiki…
+5% damage cannot cause a very large difference in a build
OK
I ‘ve been playing staff today for the funs and it’s so awesome. If they made very few tweaks eles would have a “new weapon”.
The build i’ve been playing:
http://intothemists.com/calc/?build=-kZ;3B2-V0c4kM-Z0;9;5E-OT;15;345-47A5;5E;54Bd
It would be awesome if everyone could share any interesting trait lineup for staff weapon.
My efforts of avoiding the typical tanky build have failed hard
Id like to see an official answer on the 1 sigil restriction to 2hand weapon when they are clearly not superior (they are actually worse, if we talk about the ele class).
Also, the staff should be improved separately in pvp than wvw and pve, because as far as I know it’s stronger there.
The problem is this super bad game mode.
Eles are also forced to play uber boring water/evasivearcana builds.
Even if they give more builds to most classes, bunkers will still be needed..
Also, everytime a new player asks me if there’s any viable high support build i have to say " well, you have staff ele but it’s not really viable. Try s/d or dd, but it’s more of a dps or bunker".
unrated is probably just hotjoins
Just what I thought. But then it means we can join hotjoins as group finally?
And why would they change their name to unrated matches?
So, in reddit a user made a post where he explains what he found in the updated GW2.bat file. You can find it here: http://es.reddit.com/r/Guildwars2/comments/1f80pl/lfg_skyhammer_and_more_in_the_updated_gw2dat/
According to the post we are going to get:
1# A new pvp map called Skyhammer. The picture was posted in another thread this month: http://imgur.com/a/wZoEm#0
Apparently there’s a portal that teleports you to a floating trebuchet that can be used by both teams (?)
2# A LFG tool. Mostly pve oriented, but it includes a description that surprised me. The description says you can lf team for:
a) “Rated PvP matches, for competitive play and leaderboard rating”. OK
b) “Unrated PvP matches, for more casual play.” ?
What are unrated PvP matches?
Is it a new kind of premade matches where you don’t lose any rating?
Are they replacing hotjoins with these unrated PvP matches intended for tpvp practice?
Or maybe, are they referring to hot join? If so, will we be able to join hotjoins “as group”?
What do you guys think?
(edited by Rerroll.9083)
It’s not related at all to glory rank. What matters is your Matchmaking rating. It’s a hidden number that measures how good you are depending on who do you win and who do you lose to.
After you have played a few games you will find yourself in the leaderboard, where you will be able to see your position in relation to other players.
So, if you lose a lot of games, you will end up fighting worse teams.
If you win a lot you will be matched vs the best teams.
Just wanted you guys to know that we’re watching this thread here in the office. The results are a great way for us to see (even if it’s a very small sample size) how some of the players are feeling about what they’d like to see improved.
You should also share your own wish list for pvp!
D/D is doing all the damage?
wat?
Thanks PvE.
Also: Remembering 5 fire is bugged. It doesn’t deal any damage in the last 7 seconds of its duration
(edited by Rerroll.9083)
You don’t soloq and expect competitiveness
Rigth now you are suffering from stockholm syndrome. Trust me, i went throught it, I thought the class was strong and I just needed to get better, that I couldnt kill stuff cuz i hadnt reach a certain skill-level. Then I played mesmer, guardian, warrior, thief (just to try them out, learn their mechanics and how to counter them) and I got depressed. It is not that they were easier, no, they were just as hard to master, only that one unit of effort into accomplishing something was 5 units of effort on the ele. Once again, im not talking about skill-ceiling, I might not be the best player NA, but I can certainly hold my ground. But you know something is wrong when I bring more to a team as a zerker mesmer GS/Staff than as an ele in any possible build you can imagine.
This
^ I doubt that I am rated as I have only been solo queuing. On top of that, I quit playing the game until earlier this month. The rating system is rather subpar on this game anyways, if you’re trying to invalidate my points through this, then good luck having a constructive discussion.
I’m not trying to invalidate your points (some of them were really solid). Im only trying to say that the tactics you describe are only useful vs very low skilled players.
And I was curious to find out your rating, because I never happened to see a staff ele in a decent ladder position.
(edited by Rerroll.9083)
Disagree.
I main a staff ele in s/tPvP. People that think staff eles are weak are simply using them wrong.
Staff eles provide excellent support to a team. The support comes from excellent heals, excellent CC, and good aoe damage support. On top of that, we have access to many shared boons / auras through the use of blast finishers and combo fields. When you’re running with a team (by this, I mean you have one or two other people with you), you’re a great asset.
What you shouldn’t expect to do is consistently 1v1 particular professions and builds. You’re simply not meant to if you’re using a staff. Furthermore, staying at maximum range is not you’re biggest priority (unless you’re running a GC build, but I don’t see why you should be). With all the CC and heals, you’re fairly tanky if built correctly, so if you’re opponents are choosing to go after you rather than you’re teamates, you can actually do a good job at surviving while still supporting your team, who will hopefully finish the job for you. If the focus has shifted off of you, you should still be in the fray, stacking might with your fire 2 and using either earth 2, earth dodge roll (with evasive arcana) and arcane blast. Note that 2/3s of these require you to be in the middle of everything. With 12+ stacks of might (shared with your teamates, mind you), even the tankiest of builds won’t hit like wet noodles.
Some comments on you’re changes:
Earth 2 / Fire 2 : Yes, they are easy to walk out of. Quickly in fact. Which is fine, considering that you hopefully placed them on a cap point. Which is what you should always be doing with your AoEs. Furthermore, these two sync up greatly for a might blast finisher. While I can understand the 3/4 seconds before Fire 2 even ticks may be frustrating, it’s not too terrible considering its purpose.
Earth 4: I must disagree with this one as well. Yes, running through it once provides a meager 2 seconds of cripple. Nothing to write home about. But if you place it on a point of interest, and hell, even kite back and forth on it, you’ll see your opponents moving back and forth across it too. This is why it stays on the ground for a decent amount of time. I actually love how this skill works right now.
Fire 1: OK as is, though I do think it hits quite enough at times, considering it’s your main auto-attack for damage. Still, it’s great spammable AoE damage. Being farther away should make it easier to dodge, lots of abilities are like that. As I stated above, being at maximum range will prevent you from working at peak efficiency anyways.
Fire 4: Eh, I can’t say I have a problem with the ability. On one hand, with arcane blast off CD, I can use them both for a quick 3 stacks of might. If I really need to escape, I can use this, switch to air, and use 3. I really don’t see a need to change this ability; it’s not exactly meant to be used as an escape; it’s more for the quick fire field.
Water 1 : I agree, I dislike this ability. I never use it because, like you said, it’s impossible to get meaningful heals out of it. +1 to this’n.
Water 5: While it would make it very convenient, I think this could potentially make it borderline OP. This ability is great for your team battling on a capture point, hell, the radius is even larger than the point itself. This is not meant to be a heal on the fly, that you use when you’re running away or even being focused. It’s situational. And in the right situation, it’s amazing (especially with the trait that removes conditions when you apply regeneration to allies).
Air 1: Not necessary; it’s fine how it is. To me, it sounds like you just want to be able to do more single target damage.
Air 3: This ability does miss a lot, but I find that when it does miss, I used it at the wrong time. Say, if a target was fleeing, strafing, dodging, or simply too far away. As is, this ability is great in the right situation, such as interrupting a res, a powerful move on an ally, giving yourself breathing room if an enemy is up in your grill. It shouldn’t be something you just mindless press of cooldown, or when you happen to be in air attunement.
Air 5: Why? This move is amazing as is. Throw one of these bad boys down in the middle of a capture point, and you’re entire team has an instant advantage.
I’m sorry, i dont intend to be rude or anything but:
- what rating did you get in tpvp with staff? I cant find you on the leaderboards.
Without any doubt, Staff ele is the most beautiful and fun to play build in the whole game.
And its so sad because its very weak compared to other weapon sets but anet keep indetectly nerfing it. Its a true fact that ele had way more viable builds on release than now. At one point I even had one different build for every map in the 3 round tournies.
Now you can only run the same mindless 0-20-0-20-30
From my pov the main issues with staff are:
Fire:
- 2 ticks too late. Anyone can just walk out of it even if you land the skill.
- 5 is bugged. The last 6-7 seconds of its duration never hit. We should also be able to move while casting it
Water:
- 1 should be reworked to provide more utility. In its current state is an always unused skill no matter the situation
- 5 again, we should be able to move while casting. In the current format, stay in the same spot vs a hgh engi and you are dead in less than 5 seconds. You receive more damage and conditions during the cast time than you can heal/cleanse. Also, the skill received a huge nerf that was intended for cantrips builds.
Air
- 1 and 2 should have reliable damage.
- 3 is bugged/bad designed and misses most of the time. This skill requires some dev attention imo
Earth
- 2 should be harder to evade. Anyone can walk out of it without much problems. Even if you traited aoe size.
- 4 is a really bad joke. Its effect in a fight is close to none
If the aoe damage in the game is nerfed, staff ele should be improved.
I dont understand why there are so many single target unblockable op skills in the game, and then you look at staff and it’s so weak…
Aoe are harder to land so they should be more rewarding. But that’s too far from reality. Even if you land the aoe anyone can walk out of it without taking any damage.
(edited by Rerroll.9083)
1) soloq
2) random map
3) 5 viable builds for every class
gl spell, it’s nice to see good players coming back
I wish you the best of lucks, good initiative.
No one got the irony ):
#believe in esports
(edited by Rerroll.9083)
Going for the finals
#esports bump
This is not your game. In gw2 you don’t have a forced gear grind, you play because you enjoy it.
I disagree with your point.
The ability to run away means we already lose, in PvP, sure you lost 5 point for not being able to kill him but you win the point he is capping,means much more point. Ranger has more mobile than Eles though. Ranger can get access to Swiftness too and at the same time, has the skill similar to RtL which is Whoosh.Sure it can be affected by cripple,chill or whatever but besides Whoosh, you also have Leap from Sword 2 and 3, if used correctly, you can dodge forward. Not to mention with Pet ability too. Ranger can get away if he knows how.
Same with Rnger, Eles also gives up a lot to keep survive. Claiming Eles gives up nothing for survive is just an outright lie. But unlike Ranger, you have pet to do your binding with not really affected by your power scale.The reason why BM is good, not Op at the moment is because they can build as Bunker while their pet hit like a Warrior. Simply put, a fight with RAnger is a fight of 2 players, not one.
This
Good try, but the bunker ele has never been a beast in teamfights
I like it
Hm… Why they think Eles is Immortal bf and now Ranger got the same title too? I, bunker Eles, can kill a Bunker Ranger. Sure the fight is long, 10 mins but they are not Immortal, same with Eles. By the way, I play Eles, Not Ranger.
Because in 10 minutes the game is over
Matchmaking issues:
a) Make the rating visible. I have to see someone that prefers invisible ratings yet. No one does. Also it will stop the complains from the people that think “rank = skill”. “If I play vs r40 being r20 then matchmaking must be broken”.
b) Increase the time it takes to expand the search paramethers. Right now, if you don’t get the pop in less than 3 minutes, the system will start looking for very low teams, producing an extremely big imbalanace.
c) Players that have not played a single game for 10 days should see their rating decreased.
d) Individual vs Team rating. Individual rating is “fun” and curious. However we need a way to compare team ratings. I’ll be clear on this:
Copy wow team system, and implement soloqueue (with emote system to communicate properly).
Spectator issues
a) Allow players to spectate rated games (with a delay), and to follow & spectate certain players (giving a meaning to the followers list). Right now, if you are “bored” and have no one to play with, you can’t spectate because most of the time there isn’t any tourney going on. Spectating hot joins is, ofc, dumb.
b) Give keybinds to spectators.
Class balance issues
a) Listen to the community. There are (few) experienced players. I’m sure they will be glad to help, and some of them have very good ideas.
b) Watch the metagame & streams (warriors not played, necromancers not played, worrying increase in ranger use, worrying increase in engineer use, slight decrease of ele & thief use).
c) Build diversity: Again, listen to the most experienced players. There are many players that have spent over 1000 hours playing the same class. I’m totally sure they are far more experienced that the balance guys in Anet. I’m not saying anet does a bad job, just reminding there are experienced players willing to help.
Esports
a) They are not likely to happen, but there’s people making a really big effort and they are achieving a somehow competitive scene. Help them, advertise their events, watch them, give feedback to them.
b) Support competition. Make your own tournaments. Give prizes (if you are not willing to put money, give gems or design new pvp skins)
c) Raise the interest in GW2 PvP. Advertise the game, make more twitch events and achieve front page, advertise PvP to GW2 Pvers (give them more rewards, like XP).
d) Use more often your twitch account, again, to advertise. Copy what Hi-Rez & smite is doing.
e) Teach the community how to play. I’m afraid a very small minority of the pvp playerbase understands how to properly play this game. Since no one explains you, it takes a few hundred hours to figure out everything by yourself.
Conquest
a) We have a good pool of maps already. Start thinking about implementing new game modes, no one wants (check the surveys) more conquest maps.
b) Balance the current maps. I’m sure a few tweaks could be done to improve the experience.
c) Think about new mechanics that make this game mode interesting to play and watch. Spectating a game where a team wins the initial teamfight and deffends their 2 nodes during 10 minutes is boring.
PvP Rewards
a) The current glory system shouldn’t be in a game with the quality GW2 has. Rework it.
Lower the rank points needed to “level up”, increase the rank points gained by wins streak.
b) Add skill-based rewards. They could require a certain elo, or maybe the completion of hard achievements (achievements that shouldn’t be related to glory).
c) Give other uses to glory and PvP materials: custom arenas come to my mind.
d) PvP players want gold. Deal with it. Some of us have played for thousands of hours and we are as poor as we were on 28th august when the game launched.
(edited by Rerroll.9083)
Ranger is unkillable.
Ranger pet is unkillable.
Have fun.
About Possible builds
Auras: They are good enough. But only when playing dagger dagger. Scepter main hand should have access to at least 1 aura. If it had a leap skill, we could combo fire field + leap (as dagger does).
Signets: They would be good if the combination of “Your signets grant you an aura” and “You don’t lose the passive effects of signets”. However these traits are too far in their trait lines. If you want to use both of them you give up so many important traits, this build is not worth using atm.
Condition damage: There are many, many traits aiming burn and bleed duration&damage. While the traits are good, the build isn’t. As an ele you only apply burn and bleed (and short freezes). This combination of conditions are too easy to cleanse. Maybe if we had more condition utilities or glyph of elemental power was reworked…
Conjured weapons: Should be totally reworked. They are really, really, really bad. Charge concept is bad.
Cast time is bad
Conjured weapon skills are bad.
The buffs you get are bad (frostbow increases your healing. No comments…)
Some other skills have many bugs.
Some conjured weapons are slow
The sustain you have when using conjured weapons is also very bad.
Cantrips: They have been nerfed a lot, but they are still good. I guess. Sure they make strong bunkers, but rangers are way better at this already. Anyway, Anet forces most eles to play this, because the other options are very weak.
Arcane skills: Good, balanced build.
*About weapon sets
Scepter: Good, balanced.
Dagger main hand: Good, balanced
Dagger offhand: Too strong. The main reason no one considers playing the weak focus.
Focus offhand: Way weaker than dagger. Some attunements are very bad, while others are really strong (earth)
Staff: This one is interesting. I think a viable build could be made atm. However I failed, so share your builds if you found a good one.
Fire 5 should be fixed. It’s really buggy. After 70% of its duration, the meteors will never hit anyone.
Earth 4 should be reworked. It’s useless atm.
Air “gust” should hit faster. It misses half of the time.
Water 5 should be improved. It was indirectly nerfed this patch, because of cleansing water.
About builds that don’t go heavy on healings
If you play an ele you need healing to survive. In most games the mage class survives because it has a lot of shields & immunity skills to choose from. That’s not the case in gw2.
Keep nerfing heals & defensive skills without boosting our defensive abilities, and the class will be unplayable very soon.
(edited by Rerroll.9083)
Earth
Gain toughness while using a channeling skill —> Meh, the toughness gain is very low. You gain stability while using a channeling skill would be worth using, imo. Or “your interruopted channels dont go into full CD”
Signets recharge 20% faster —> Ok
Gain armor of earth when health reaches 50% HP —> Too strong, should be moved to master tier
Salt stone: Deal 5% more damage to bleeding foes —> Ok.
Elemental shielding: Gain protection when applying an aura. —> Ok
Deal 5% more damage when you are within melee range —> Ok
Deal 10% more damage while attuned to earth —> Im not sure if it does, but it should work with Lingering elements (attunement bonus lingers for 5 seconds)
Serrated stones: Bleeds you apply last 20% longer —> Ok
You recover from crippled, immobilized and chilled 33% faster —> Ok
All your earth weapon skills recharge 20% faster —> Ok. Attunement should also recharge faster. What’s the purpose of less CD in 1 trait line if the attunement rotation doesn’t vary.
Gain 2s of stability when attuning to earth —> bad. Again not worth the grandmaster spot
Written in stone: Maintain the passive effects of signets —> Awesome, it makes signets viable. However, spending 30 points in earth makes signets not viable again. Either improve the whole line, which is mediocre, or move this to a lower tier.
Water and arcana Are fine. If the other trait lines were buffed, they could be nerfed.
Here are my thoughts on the elementalist class. Ill talk about our current traits, builds and weapon sets.
TRAITS:
Fire
Lava Tomb: Create a lava tomb when downed. —> Why do I want to improve my downed state? When theorycrafting you try to make a build to win, not aiming to die. Change this trait to “Create a lava tomb when you are low HP”
Burning fire: Cleansing fire, Conjured flame axe, signet of fire and conjure fiery greatsword inflict 3 seconds of burning —> Only viable if you play the listed utilities. Since no one does because they are extremely weak this trait should be replaced.
Ember’s might: 5% damage to burning foes —> it’s ok.
Spell slinger: Cantrips grant 3 stacks of might when used —> it’s ok
Burning precision: 30% chance to cause burning on critical hit —> There are so many ways to apply burning this trait is stupid. Either increase the % or make it “% to gain might on crit”
Internal fire: Deal 10% more damage while att to fire —> Im not sure if it does, but it should work with Lingering elements (attunement bonus lingers for 5 seconds)
Pyromancer’s alacrity: All your fire weapon skills recharge 20% faster —> ok.
Attunement should also recharge faster. What’s the purpose of less CD in 1 trait line if the attunement rotation doesn’t vary.
Conjurer: Conjured weapons have 10 more charges —> Totally crap. Make it a good conjured weapons trait and maybe we see someone play them. “Conjured weapons are instant to cast and give X boon”
Fire’s embrace: When you activate a signet you gain a fire shield —> Very good, but no one uses it because it’s too far in crappy line. If it was an adept trait or Written in stone wasn’t grandmaster it would open many possibilities.
One with fire: Flame barrier’s chance to burn goes up the longer you are attuned to fire —> Totally crap. We are elementalists, we dont stay in 1 attunement.
Persisting flames: Fire fields last 30% longer. —> Not worth being grandmaster. It’s just bad. This one should be removed or % increased.
Pyromancer’s Puissance: Each fire spell you cast grants might for 10 seconds. —> Again, we don’t want to sit into one attunement and we have better ways to build might. “increased might duration and +5% damage while under the effects of might” would be awesome.
Air
Zephyr’s boon: Auras grant fury and swiftness —> Very strong. Should be master instead of adept.
Zephyr’s focus: Your endurance regenerates faster while channeling skills —> Could be better, but its ok
Quick glyphs: 20% less cd on glyphs —> Ok
One with air: You move 5% faster every 10 seconds you are attuned to air —> we. dont. sit. in. one. attunement. Id delete this one.
Soothing Winds: 5% of your precision is converted into healing —> Meh. 5% is too low, if you want healing you spend points in water not in air. This one should be gone.
Bolt to the heart: Deal 20% more damage to foes with less than 33% HP —> Very good
Arcane lightning: Increase crit chance by 3% after using an arcane skill —> Not very good, when fury is so easy to access in this game
Inscription: Grant’s a boon associated with your attunement when casting a glyph —> Ok
Aeormancer’s alacrity: All your air weapon skills recharge 20% faster —> Attunement should also recharge faster. What’s the purpose of less CD in 1 trait line if the attunement rotation doesn’t vary.
Air training: Deal 10% more damage while attuned to air. Im not sure if it does, but it should work with Lingering elements (attunement bonus lingers for 5 seconds)
Tempest Defense: Surround yourself with a shocking aura when disabled. 90 seconds CD. —> Good concept but really bad implementation. 90 seconds CD being grandmaster trait? You must be kidding. I wouldn’t consider using this trait unless CD was around 30 seconds.
Grounded: Deal 20% damage to knocked down or stunned foes. —> “Your knockdowns and stuns last 50% longer” would be better. Your main combos dont have enough time to hit when the enemy is knocked down. This trait doesnt deserve the grandmaster spot.
(edited by Rerroll.9083)
Instant cast
Remove the autoattack from them and add a meaningful skill. Who conjures a weapon to autoattack with it, lol?
Fix the bugs they have
I wouldnt go 30 fire. If you want to might stack id play scepter dagger with evasive arcana, since you want the earth combo and the 30% boon duration:
10 fire (3 might/cantrip)
30 water (III, V or IX, XI)
30 arcana (V, VI, XI)
with 3x might on weapon swap and sigil of force
As for the runes, id look for the necessary combination to always have 25 might, not less not more. With 20% might duration and water or monk. Then, if you cap the perma 25 might, id fill with divinity.
After the nerfs ive been trying every possible combination of weapons and traits. And I realized any build without 20+water, 30 arcana is unplayable (in pvp)
Fire line is very weak. Damage is not good enough.
Air line is ok, but grandmaster traits are really bad.
Earth line aims to be tanky, but if you spend these points into water you will survive longer and do more damage at the same time —> earth is pretty much useless (unless playing a signet build, but its not good enough)
Water is awesome
Arcana is awesome
(edited by Rerroll.9083)
While overall good, there are a few glaring issues currently:
1) Warriors having no place in teams currently
2) Necros being the underdog of HGH engineers
3) BM rangers petsAnd of course the already stated problem of no diversity.
someone’s mad