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Rangers deleted from pvp, again

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Ryld.1340

-All spirits can now be launched, knocked down, and knocked back.

This was a bug fix which now will allow more counter-play when fighting spirits.

-Storm Spirit, Frost Spirit, Sun Spirit, Stone Spirit, and Spirit of Nature will now begin their recharge when the spirit dies instead of when the spirit is summoned.

-Storm Spirit, Frost Spirit, Sun Spirit, and Stone Spirit: Recharge has been reduced from 60 seconds to 25 seconds.

-Spirit of Nature: Recharge has been reduced from 240 seconds to 180 seconds.

Previously you were able to pre-cast spirits before a fight so that when they would die you could instantly re-summon them. This made it feel like there was little to no counter play. Players could take the time to AOE them down simply to have to deal with another set of spirits. These changes were made so that there is a time window where the ranger will be without spirits once they die. Since the spirits now die after their duration, we had to reduce the recharge to compensate. In fights where they are dying often, the shorter recharge is a buff.

Solar Flare: Fixed a bug so this skill no longer applies a duplicate infinite duration blind.

This was a simple bug fix removing unintended functionality.

But most of all I do not want Rangers to feel like the neglected black sheep of Guild Wars 2.

But you’re not. You’re not even near the level of an Elementalist in the terms of Neglected Black Sheep.

Do all your AE’kitten 5 people? Rangers win…

No. Their 5 limit gets absorbed by 4 spirits and a Ranger pet, never even hitting the ranger.

At least yours kill the spirits. Ranger AE’s will hit 3.

The funny part is that if I’m D/D, I don’t have enough AoE to hit the spirits outside of Churning Earth. And if I’m glass, I die to the ranger. If I’m not, I can’t kill the spirits due to low damage.

Rangers deleted from pvp, again

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Posted by: Ryld.1340

Ryld.1340

-All spirits can now be launched, knocked down, and knocked back.

This was a bug fix which now will allow more counter-play when fighting spirits.

-Storm Spirit, Frost Spirit, Sun Spirit, Stone Spirit, and Spirit of Nature will now begin their recharge when the spirit dies instead of when the spirit is summoned.

-Storm Spirit, Frost Spirit, Sun Spirit, and Stone Spirit: Recharge has been reduced from 60 seconds to 25 seconds.

-Spirit of Nature: Recharge has been reduced from 240 seconds to 180 seconds.

Previously you were able to pre-cast spirits before a fight so that when they would die you could instantly re-summon them. This made it feel like there was little to no counter play. Players could take the time to AOE them down simply to have to deal with another set of spirits. These changes were made so that there is a time window where the ranger will be without spirits once they die. Since the spirits now die after their duration, we had to reduce the recharge to compensate. In fights where they are dying often, the shorter recharge is a buff.

Solar Flare: Fixed a bug so this skill no longer applies a duplicate infinite duration blind.

This was a simple bug fix removing unintended functionality.

But most of all I do not want Rangers to feel like the neglected black sheep of Guild Wars 2.

But you’re not. You’re not even near the level of an Elementalist in the terms of Neglected Black Sheep.

Do all your AE’kitten 5 people? Rangers win…

No. Their 5 limit gets absorbed by 4 spirits and a Ranger pet, never even hitting the ranger.

Rangers deleted from pvp, again

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Posted by: Ryld.1340

Ryld.1340

-All spirits can now be launched, knocked down, and knocked back.

This was a bug fix which now will allow more counter-play when fighting spirits.

-Storm Spirit, Frost Spirit, Sun Spirit, Stone Spirit, and Spirit of Nature will now begin their recharge when the spirit dies instead of when the spirit is summoned.

-Storm Spirit, Frost Spirit, Sun Spirit, and Stone Spirit: Recharge has been reduced from 60 seconds to 25 seconds.

-Spirit of Nature: Recharge has been reduced from 240 seconds to 180 seconds.

Previously you were able to pre-cast spirits before a fight so that when they would die you could instantly re-summon them. This made it feel like there was little to no counter play. Players could take the time to AOE them down simply to have to deal with another set of spirits. These changes were made so that there is a time window where the ranger will be without spirits once they die. Since the spirits now die after their duration, we had to reduce the recharge to compensate. In fights where they are dying often, the shorter recharge is a buff.

Solar Flare: Fixed a bug so this skill no longer applies a duplicate infinite duration blind.

This was a simple bug fix removing unintended functionality.

But most of all I do not want Rangers to feel like the neglected black sheep of Guild Wars 2.

But you’re not. You’re not even near the level of an Elementalist in the terms of Neglected Black Sheep.

You've done these things if you're an ele

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Misjudged a cooldown when swapping back into an attunement and wasted an attunement recharge timer.

Staff ele, cast time

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So, any got a good staff build to share?

I just use the normal 0/0/10/30/30 Support Bunker. Cleric Gear and Sigil of Energy

We need pants.

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Pants. Country Breeches or something another.

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Best Elementalist buff idea ever

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Yes. This needs to happen yesterday.

My friend laughed at ele

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Elementists are still ok in my books because of 1 major reason. all the other classes are being nerfed endlessly as well so I can accept while we contuine to become weaker the others are following as well.

But they aren’t.

ui changes??

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Ryld.1340

hmm maybe i missed them but I did not see any actual keybinds for F1<F2<F3<F4. I will look again. can you tell me where to find it?

Profession Skills

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ui changes??

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Ryld.1340

Change the keybinds around if you want.

Staff ele, cast time

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Evasive Arcana – Earth: This has a few key problems. You have to be in range to use this on someone, and if you do, you only have 3 seconds of cripple to try and hit someone with one of your spells that is going to take 4 seconds to hit.

I find Evasive Arcane in Earth to be rather pointless, i mean it does like 50% of the damage/cripple/bleeding of the proper skill, which isnt that bad i just prefer the water and Fire ones over it

Don’t use it for damage. It’s a blast Finishers. That’s its whole purpose.

Time to revisit Ele nerfs.

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Ryld.1340

The difference, I suspect, is those that are very good don’t play other professions. There is literally nothing an ele brings to the table that another class doesn’t do better. Especially since the other classes don’t have to sacrifice everything to do it.

Burst? Warrior and thieves have you beat, hands down, and are still survivable while they do it – and they haven’t lost their sustained DPS or utility to get the burst, either.

Group support? Guardian, banner warrior and necromancers all come out on top – and again, they haven’t sacraficed anything to achieve it.

Bunkering? Ele used to be king of that – but the ranger bunker, guardian bunker, and even the current flavour of the month healsig warrior has better survivability than an ele – and they still do damage while set for survival.

And that’s the flaw in your reasoning. You’re comparing the ele against individual professions when the ele does all of that combined. My current playstyle mixes damage, support and good self-survival. Can your warrior do the same? (And summon an earth elemental that can tank just about any ingame boss?)

I would like to bring forward Exhibits A and B. The Engineer and the Guardian.

Both of these classes can indeed do everything you just mentioned, and do it well, and do it better then the Elementalist.

Might stacking with D/D

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Sigil of Battle.

Are you using it? If not, you need to.

Staff ele, cast time

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Ryld.1340

You’re half right. Yes, the staff doesn’t have quite enough snares of its own (although 4 is actually pretty much) BUT…that’s where utility skills and traits come into play. A short list:
Utility:
Glyph of Elemental Power (earth cripple or water chill)
Glyph of (Lesser) Elemental (earth cripple, water chill and elite air)
Signet of Earth
Glyph of Storms (water)
Traits:
Elemental Surge
Earthen Blast
Evasive Arcane (earth dodge)
Soothing Wave
As you can see it’s not quite so bad as you make it out to be, and while neither the weapon nor the utilities nor the traits have enough snaring on their own, when combined they have more than enough to really slow an opponent to a crawl. Also, bear in mind that the Ice Elemental’s ice field is also a combo field, so you can make use of that too.
Dodging by the way, works against ANY attack and thus is not a valid reason to claim the staff is any worse than the other weapon options.

Dodging is a valid claim when the reaction time allowed is much greater then any other weapon’s skill set. You have a full three seconds to get out of the area of Eruption and Ice Spike. Lava Font doesn’t even deal damage immediately when you first place it down.

And let’s go through that List:
Soothing Wave: How does this help you? Do you use Ice Bow in PvP? How about Signet of Water? The closest thing you can use to this is Mist Form, but you can’t take this trait as Staff if you’re in Water because of the much better options. Also, if you’re in mist form, you’re not doing damage. Are you saying that you’re going to use Eruption then Mist Form next to them, using a 75 second cooldown ability just to chill them for the possibility you might land Ice Spike on them?
Glyph of Elemental Power: This cripples and chills, yes. But again, this doesn’t effect dodging. Also, you’re relying on a 2 second chill proc off autoattack of water (Which is NO damage what so ever) with only a 25% chance to proc. Stoning for a cripple then Eruption doesn’t work much better either.
Elemental Surge: This will not be taken over Evasive Arcana as Staff. If you’re going damage, you don’t go 30 Arcane either.
Glyph of Lesser Elemental: This is another case of a utility that is not taken nor used. Also, you’re only using it in one attunement (Water for Chill) and relying on it to use it when you need it.
Signet of Earth: Is a good signet and I wish it was better and had a stun break. This is a valid choice, but using just this and standard staff, you only have two sources of immobilize.
Glyph of Storms – Water: I’d go with this if it was more uniform in its chilling like the Earth version is. As is, it’s too unreliable to use it to help hit with.
Evasive Arcana – Earth: This has a few key problems. You have to be in range to use this on someone, and if you do, you only have 3 seconds of cripple to try and hit someone with one of your spells that is going to take 4 seconds to hit.
——————————-

And again. Relying on Chill and Cripple to deal hold a target in place (not immobilize) long enough for one of your 3-4 second AoE’s to actually hit them for a not-large-amount of damage is a bad flaw. You’re sacrificing utility slots you can’t give up as Staff and listing trait points that you aren’t going to take just to try and land your abilities. No other class has to do this just to hit with 75% of their skills. All I’d like them to do is decrease cast time by a lot, but increase aftercast time by a good deal to basically leave us where we’re at with how much we can do, but atleast be able to actually be DOING stuff when we try to.


I really, really hate Gust and Shockwave and how long they take to travel. They shouldn’t need to travel at all.

You can also immobilize a target through Elemental Surge. If used correctly, you can immobilize them for more than 5 seconds in a row, and the best part is that condition removal won’t work because it’s fired in seperate bursts.

And congratulations. You spent 3 of those 5 seconds just using skills to immobilize them and not actually dealing much damage. Also, yes, condition cleansing does work because they can use a cleanse (which most are instant), then evade your next immobilize, or if you do hit them, they’re not in the same spot for your AoE’s.

(edited by Ryld.1340)

so....Its happened and i need help!

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Ryld.1340

You should get the Vigor on Crit if you’re going dagger for your Arcane 20

Staff ele, cast time

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is it only me that think the staff cast time should be removed/reduced?.

i really dont think its abilities are strong enough to have the cast time, self roots, that it got right now. i think it would still be fine and not op if the cast time was completely removed on it.

Well, yes, in a way, it IS you.

The very thing you mentioned was adressed in a recent patch, making Healing Rain able to cast while moving and reducing the cast time on a few skills including Gust, Shockwave and Meteor Shower. In essence, the only ele skills that the ele has to stand still to cast are Meteor Shower, Churning Earth and Fiery Greatsword. Apart from the greatsword (which should be cast on move imho), those abilities would be overpowered if they were castable while moving or instant cast.

As for the whole “you can’t hit stuff with staff” discussion, ever considered snaring your opponents first? Because the ele is rather good at that. Besides the weapon skills, 3 out of 4 elite elementals have some form of snaring, you can rig arcane skills to snare, there’s a glyph that gives you a chance to snare on each hit, a signet, traits, etc.

Staff Itself doesn’t have enough snaring to make up for the fact that EVERY SINGLE ATTACK it has (besides autoattacks) is incredibly easy to dodge or misses on its own. In an actual fight, your two main ways of trying to hit someone is Static Field and Shockwave (which misses a lot). Chill still allows for full dodge and you can almost walk out of any other AoE that Staff does. Most of the damage comes from Eruption, Lava Font, and Ice Spike. Trying hitting any kind of compentent player with those for good damage and you’ll see the problem.

Perplexity needs to be changed.

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I personally feel this is on the same level as a perma-stealth/blind thief or terrormancer.

The thief can keep up blind for the duration of a 1v1 fight, and the necromancer can maintain fear if used properly.

And just like most 1v1 situations, this rune set is pretty much moot in a zerg vs. zerg battle.

Just my two cents.

and now imagine if they would allow fear to work as an interrupt…….perma fear, 25 stacks of confusion. i got the feeling though that anet will hit that rune with a big nerf soon as a rune by itsself should not provide free access to a condition and make it stack that high, it should however strengthen confusionbuilds.

What about the sigil of earth being able to rack up bleeds insanely fast with traits and a crit build?

Perplexity requires predictive play, and if the opponent is not smart enough to learn how to control CC, then they should be punished.

If someone pops stability, then my approach is kind of broken. My magnet won’t work, my shield knock-back is nullified, etc., etc.

I think the rune is fair, and I’ve always liked confusion.

Apperently you’ve never played against a P/D + D/P thief with the runes. You try to CC? Interrupted. Try to heal or Cleanse? Interrupted. They need an ICD at the very least of 10 seconds.

Staff ele, cast time

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i’ve logged in 2500+ hours of staff elem and my issue with it is
we have high damage output if you sink into it and unlike other professions they’ve g i m p e d our escape mechanics, we also have pitiful armor and when you sink into that there are still professions that are just facerolling us down

the hilarious part about it is the architecture of the profession wasn’t underwhelming once upon a time, they’ve simply gutted it without any sizable compensation
they’ve already tweaked staff casting in the june 25th patch
they are Completely reluctant to fix the critical issues hindering elementalist

so my suggestion is a bandage to fix an injury, as apposed to the astounding Nothing ArenaNet continually chooses to provide

playing staff ele since release(though had a break), i havent felt any hard nerfs to the staff. actually i think it have become alot better, but still becouse its so extremely easy to dodge, locks you in place while casting and having so long cast times its performance, especially pvp wise is not very good.

i think that buffing the ele generally would very fast overpower the close range combat of the ele since the buff needed to make up for the handicaps the staff have (mentioned above) is soo much more then the minor buff/tweaks neeeded to fix the other weapon combo’s/ the ele in general

The survivability of Staff was reduced with nerfs to some of the essential healing that it does. Also, while you might not have felt any nerfs, you have to keep in mind that buffs to every other class is an indirect nerf. Necro’s and Rangers weren’t usually a problem before, but they’re much worse now without anything extra to Staff’s arsenal. In fact, with the removal of stunbreak from LF and CF, you lose out on even more survivability.

while that may be true, still just buffing the ele in overall stats would not balance out the different weapon sets since their issue are not the same over the board.
even if you buffed the staff ele’s survivability alot you wouldnt fix the issue’s of how extremely easy it is to completely negate all dps from the staff ele og how easy it is to lay a hailstorm of hurt on them, which both are there becouse of long cast time and rooting while casting.
the staff ele’s primary dmg is easily 100% evaded leaving only the lower part of its dps to be able to hit with reasonable chance.

so i dont feel like simply buffing its survivability would solve the problem the staff ele face.
i personally dont feel like its survive would need too much buffing if all the skills was instant cast, since then you would be able to actually land good combo’s on players which could bring the dps up by alot (properly not enough though, dps is kinda low even so)

I wasn’t saying thakittens surviability needed a buff, it’s the best off of the others. It could use a lot of work though, as you said. Making most everything instant cast would be a GREAT help. I don’t get why Necro gets instant hit marks that you never see the circle for before they go off under your feet while there’s a good FOUR seconds to move out of Ice Spike and Eruption which is sadly some of the highest damage for Staff. If things were instant, life would be a lot better.

Things that would be great:
If Gust was a line targeted attack that rooted you for a half second before knocking down everything in a straight path. The closest thing I can think of to this would be something like Lux’s laser from League of Legends. Same thing for Shockwave. If the Elementalist slammed their staff in the ground with a small animation delay for example, causing cracks in a line instantly that immobilzed everyone. People would have more reaction time to those then to Marks.

Highest damage...?

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Critters take a lot of extra damage you know :V

Staff ele, cast time

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Ryld.1340

i’ve logged in 2500+ hours of staff elem and my issue with it is
we have high damage output if you sink into it and unlike other professions they’ve g i m p e d our escape mechanics, we also have pitiful armor and when you sink into that there are still professions that are just facerolling us down

the hilarious part about it is the architecture of the profession wasn’t underwhelming once upon a time, they’ve simply gutted it without any sizable compensation
they’ve already tweaked staff casting in the june 25th patch
they are Completely reluctant to fix the critical issues hindering elementalist

so my suggestion is a bandage to fix an injury, as apposed to the astounding Nothing ArenaNet continually chooses to provide

playing staff ele since release(though had a break), i havent felt any hard nerfs to the staff. actually i think it have become alot better, but still becouse its so extremely easy to dodge, locks you in place while casting and having so long cast times its performance, especially pvp wise is not very good.

i think that buffing the ele generally would very fast overpower the close range combat of the ele since the buff needed to make up for the handicaps the staff have (mentioned above) is soo much more then the minor buff/tweaks neeeded to fix the other weapon combo’s/ the ele in general

The survivability of Staff was reduced with nerfs to some of the essential healing that it does. Also, while you might not have felt any nerfs, you have to keep in mind that buffs to every other class is an indirect nerf. Necro’s and Rangers weren’t usually a problem before, but they’re much worse now without anything extra to Staff’s arsenal. In fact, with the removal of stunbreak from LF and CF, you lose out on even more survivability.

The Ability to Build Walls as Siege

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Ryld.1340

Why you want to defend a supply camp??

Because it’s fun. I like trying to hold off people by myself with the help of the NPC’s. I don’t like zergs and don’t want to stick to a zerg. Towers have a higher chance of being zerged and there’s nothing that I can do by myself against that.

I wish there was more incentive to not just blob up together with other people, rendering almost any defense useless. I much rather prefer the small scale PvP that can occur outside of the zerg.

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Elementalist nerfed into oblivion in PvP

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So 10k churned earth crits, 8k fire grabs, 2.5k – 4k lighting whips is laughable damage. 4-6k flame wall is laughable too? Mmkay. sPvP just needs to be adjusted to include deathmatches and gears that actually matches outside (pve/wvw) stats rather than the lame presets in there…Because eles can pump up their char to do insane dps. You also have to realize your role might end up being zerg dps. What i’m saying is…Let’s say you don’t do well vs 1 type of class, go with 1 more other person on your team to dps that class to death. Work together. In every game, every class has their achilles heel, what you do to compensate for that is what differentiates you from the rest of the whiners.

Anyone caught by Churning Earth is terrible, its nearly a 4second cast and in my opinion the EASIEST skill to dodge, move out of or just interrupt. Fire Grab is solid, long cool down and can be interrupted needs to be in range as well, which 300 isnt exactly far reaching and same goes for Lightening whip

While that damage is nice, how much health you got? how much armor/toughness? that is one of the biggest costs the lowest health pool and yeah might do decent damage IF it hits, if it doesnt then you are pretty much dead thanks to the terrible health pool.

So how mch time do they need to be standing in Firewall for it to do that much damage. that is like 4k dps otherwise. What do you do against Range? I mean those that just kite and stay at range? How is your low range skills going to help you then?

I agree, the way S/TPvP stats are designed is very strong, it is like they are limiting thinking that it will make for better matches, not seeing that it gives some classes (mostly ele) a huge disadvantage.

So your solution would be rather then fix what is wrong with the clasds is to have them running around with a buddy, Mesmer need that in TPvP or they die ALOT needing 2 classes that have to be babysat is terrible, thanks to Anet.

You really think that it is fair that you would NEED another person as you are to weak for a 1 Vs 1?

You don’t know you can charge churned earth then lighting flash? A stupid ele would just walk up and churned earth expecting not to be interrupted or that people will stay in the rings. You can cast armor of earth before doing that combo as well if you don’t want to take the risk of being interrupted.

Check out this guy’s stats. And let’s not forget he traited more on earth instead of water, so he could have higher hp in his previous build stats, 20k or so. He changed builds to that build b/c of the defense against the guards mastery. And that build is giving him the dps that I mentioned before. Watch his wvw videos. Seriously…Eles are viable. Just need to understand your role and what classes is your achilles heel. Some classes requires more teamwork on them rather than others. Simple as that.

I’m not quite sure what’s so hard to understand about this.

You’re posting stats about WvW, not s/tPvP. You can’t get all the bonuses he’s getting and the health. Try to recreate his success in structured without all the bonuses he’s getting.

8/16 Dragonbrand/Maguuma/Tarnished Coast

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Ryld.1340

Please stop zerging my supply camp!

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The Ability to Build Walls as Siege

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Please allow this A-Net. Or atleast make Siege physical to enemies. I want to make a wall for my supply camp defense!

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Time to revisit Ele nerfs.

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Healing Ripple: Thisskill’sscalingwith healing power has been reduced by 50% in PvP only, as it had scaling that’s normally reserved for main healing skills. The maximum number of targets has also been reduced from infinite to 5.

Sorry, just the scaling on healing power I guess. For bunkers, that was a huge change as well. Double blow to healing as well as removing the Ea blasts in that patch.

As an ele main, I think it served them right for getting so used to having infinite blast finishers when it clearly wasn’t intended. No doubt it was a huge blow, but getting complacent is something I’m used to seeing in the playerbase now.

We knew that getting a blast while the spell was on cd was a bug, but for them to add in the blast finishers, let it pass for three major patches then remove them all (even earth at the time) because they were ‘unintended’ was a punch to the gut. It was a lot of fun, and most people suspected that they were going to make the blasts follow the cd of the dodge spells, not destroy the trait at the time.

Time to revisit Ele nerfs.

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Healing Ripple is halved as well.

Is that new? Still heals me for 1+k (no healing power)

Healing Ripple: Thisskill’sscalingwith healing power has been reduced by 50% in PvP only, as it had scaling that’s normally reserved for main healing skills. The maximum number of targets has also been reduced from infinite to 5.

Sorry, just the scaling on healing power I guess. For bunkers, that was a huge change as well. Double blow to healing as well as removing the Ea blasts in that patch.

Time to revisit Ele nerfs.

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Ryld.1340

Agreed some of the nerfs were unneeded. RTL for example. Keeping the CD at 20s would have been fine imo.

However, despite having a low health pool, we are very SUSTAINABLE, which isn’t something every class can do.

If you think I’m crazy, look at the healing values of Evasive Arcana when you attune to water and Healing Ripple. 1302 healing with a 1.0 scaling on healing power. That means every 10 seconds you get a 2.6k heal, which scales 2.0 on healing power. WITHOUT USING A HEAL SKILL.

Yes, our autoattack damage is terrible, but we have 16 other skills to use. If you run scepter, you can blast a target with a bunch of skills all at the same time. And scepter is meant to be comboed as its burst potential is INSANE. If every Phoenix or Dragon’s Tooth landed, scepter would be overpowered.

Give sPvP a try, say goodbye to 50% of your EA healing.

Healing Ripple is halved as well.

Noob question about weapon damage

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Ryld.1340

Yes, very much so. Every ability that deals damage uses your weapon damage for that in the formula: weapon damage X power(ability coefficient) / enemy armor.

So say you use fireball at 80 with only 1 weapon damage somehow on an enemy with 2.5k toughness and you have 2k attack or whatever. That’s 1 X 2000(.85) / 2500. That’s only .68 damage. Less then one. If you have 1000 weapon damage, suddenly that is 680. Weapon damage is very important.

Can someone Explain to me...

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Ryld.1340

How don’t you take camps? The guards don’t heal and it doesn’t take as long as you’re thinking. 1v1’s, I don’t lose. I might not win, but I don’t lose either. There’s still some power in there with Cleric, but don’t expect to kill anyone who has any decent recooperation abilities.

Not sure what camps you are talking but ALL the guards and the supervisor use heal skills. The Supervisor one is like a 30-50% heal without them having Poison on them.

Actually yeah, I forgot they do. It’s not enough to offset damage though.

Can someone Explain to me...

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Ryld.1340

Camps require a certain strategy, as well as a little more damage. If he took a little bit more damage (either condi or power), and looked up how to group up the camp npcs, cast glyph of elementals, and then aoe-nuke them in groups he would be able to do it. The only problem is, you have to go pretty fast b/c if someone shows up, you stand little chance when you have skills on CD against a competent human + a bunch of pretty strong NPCs.

It’s not nearly as complicated as you make it sound. You don’t need GoE or any elites to take a camp.

Are we talking about a basic un-upgraded camp? Or a fully upgraded? There’s a difference.

Can someone Explain to me...

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No, don’t get rid of the support and healing it does. It’s how I play Elementalist.

You play PvE only? I mostly play WvW and i think that is part of the problem for Ele i just dont see how it is viable in anything other then stand at the back of the zerg and heal people.

I like to do it all, Solo, small groups, and Zerg attacking and defending keeps and towers. I like to go solo taking camps and such. I just dont see how this is at all viable on Ele

No, I play WvW. Healing and Group support is what I /do/ as Elementalist and I’m kitten fine at it. You can be really tanky while providing a good amount of control for your teammates. It takes a lot of work, but the payout is really good.

You ever go solo trying to take camps or anything?
Its fine doing group support but what about the times you are solo? or do you just not ever go solo.

I’m always solo. I find zergs to be very boring. I can solo cap a camp with no-problem, even with someone on me, depending on what they are. I find it fun to cap a camp where the dolyak’s don’t move and then start upgrading it and laugh as people try to take it back as I stay alive and keep all the NPC’s alive while giving out buffs.

what build do you run?
Maybe i should stretch out and try other builds lol

0/0/10/30/30. Cleric Gear. Used it since BWE2 so I know what I’m doing. The problem is that you do so little damage. It’s why I let the NPC’s do the damage while focusing on Static Fielding, Slowing, and Immobilizing so that they can’t dodge the NPC’s.

SO you pretty much cant go solo then? How do you you take camps solo if you "do so little damage? How would you do in a 1 Vs 1 fight without guards and such around to protect you?

How don’t you take camps? The guards don’t heal and it doesn’t take as long as you’re thinking. 1v1’s, I don’t lose. I might not win, but I don’t lose either. There’s still some power in there with Cleric, but don’t expect to kill anyone who has any decent recooperation abilities.

8/16 Dragonbrand/Maguuma/Tarnished Coast

in Match-ups

Posted by: Ryld.1340

Ryld.1340

A good rousing time of “defend the supply camp” in MagBL.

Please don’t zerg me. I’m only one Charr. Groups of 5 are welcome.

Attachments:

Can someone Explain to me...

in Elementalist

Posted by: Ryld.1340

Ryld.1340

I can outlast guardians. Infact im far from squishy. Also i can deal a good amount of damage, so not really sure what the OP is on about.

You can’t do a good amount of damage AND outlast a guardian as Elementalist. Atleast, not a decent guardian.

Can someone Explain to me...

in Elementalist

Posted by: Ryld.1340

Ryld.1340

No, don’t get rid of the support and healing it does. It’s how I play Elementalist.

You play PvE only? I mostly play WvW and i think that is part of the problem for Ele i just dont see how it is viable in anything other then stand at the back of the zerg and heal people.

I like to do it all, Solo, small groups, and Zerg attacking and defending keeps and towers. I like to go solo taking camps and such. I just dont see how this is at all viable on Ele

No, I play WvW. Healing and Group support is what I /do/ as Elementalist and I’m kitten fine at it. You can be really tanky while providing a good amount of control for your teammates. It takes a lot of work, but the payout is really good.

You ever go solo trying to take camps or anything?
Its fine doing group support but what about the times you are solo? or do you just not ever go solo.

I’m always solo. I find zergs to be very boring. I can solo cap a camp with no-problem, even with someone on me, depending on what they are. I find it fun to cap a camp where the dolyak’s don’t move and then start upgrading it and laugh as people try to take it back as I stay alive and keep all the NPC’s alive while giving out buffs.

what build do you run?
Maybe i should stretch out and try other builds lol

0/0/10/30/30. Cleric Gear. Used it since BWE2 so I know what I’m doing. The problem is that you do so little damage. It’s why I let the NPC’s do the damage while focusing on Static Fielding, Slowing, and Immobilizing so that they can’t dodge the NPC’s.

Attachments:

Can someone Explain to me...

in Elementalist

Posted by: Ryld.1340

Ryld.1340

No, don’t get rid of the support and healing it does. It’s how I play Elementalist.

You play PvE only? I mostly play WvW and i think that is part of the problem for Ele i just dont see how it is viable in anything other then stand at the back of the zerg and heal people.

I like to do it all, Solo, small groups, and Zerg attacking and defending keeps and towers. I like to go solo taking camps and such. I just dont see how this is at all viable on Ele

No, I play WvW. Healing and Group support is what I /do/ as Elementalist and I’m kitten fine at it. You can be really tanky while providing a good amount of control for your teammates. It takes a lot of work, but the payout is really good.

You ever go solo trying to take camps or anything?
Its fine doing group support but what about the times you are solo? or do you just not ever go solo.

I’m always solo. I find zergs to be very boring. I can solo cap a camp with no-problem, even with someone on me, depending on what they are. I find it fun to cap a camp where the dolyak’s don’t move and then start upgrading it and laugh as people try to take it back as I stay alive and keep all the NPC’s alive while giving out buffs.

Attachments:

Can someone Explain to me...

in Elementalist

Posted by: Ryld.1340

Ryld.1340

No, don’t get rid of the support and healing it does. It’s how I play Elementalist.

You play PvE only? I mostly play WvW and i think that is part of the problem for Ele i just dont see how it is viable in anything other then stand at the back of the zerg and heal people.

I like to do it all, Solo, small groups, and Zerg attacking and defending keeps and towers. I like to go solo taking camps and such. I just dont see how this is at all viable on Ele

No, I play WvW. Healing and Group support is what I /do/ as Elementalist and I’m kitten fine at it. You can be really tanky while providing a good amount of control for your teammates. It takes a lot of work, but the payout is really good.

Attachments:

Can someone Explain to me...

in Elementalist

Posted by: Ryld.1340

Ryld.1340

No, don’t get rid of the support and healing it does. It’s how I play Elementalist.

Can someone Explain to me...

in Elementalist

Posted by: Ryld.1340

Ryld.1340

Honestly, I’m sure if you went with the Rampager’s and you focus on swapping and using skills on cooldown, you may see a lot of condition damage. Burning isn’t the only condition that is reliable. It’s the only reliable condition when in Fire Attunement. You can cause quite a bit of bleeding in Earth Attunement and if you are swapping, you can do both burning and bleeding. :]

There isn’t enough bleeding in Earth to do that. To get both Bleed and Burning, you’d have to be swapping between just mainly Earth and Fire and autoattacking a lot for the conditions which just isn’t how Ele works.

Can someone Explain to me...

in Elementalist

Posted by: Ryld.1340

Ryld.1340

Elementalist make up their low health and toughness with large upkeeps of Protection, Regeneration, and burst healing. They mitigate a lot of the damage they take with dodges and mobility. Due to recent hits to their mobility and healing without much compensation, they’ve turned into the squishiest class in general while sacrificing a lot of damage in the class for their innate healing.

Condition damage also isn’t something you’ll see too much. The only reliable condition you can apply is burning (which, granted, is a large upkeep) that once cleansed at the right time will cut your damage down tremendously.

What Makes a Bunker Work?

in PvP

Posted by: Ryld.1340

Ryld.1340

Can eles bunker still? It’s what I used to play but you guys aren’t mentioning them…

Staff elementalist not fixed, yet?

in PvP

Posted by: Ryld.1340

Ryld.1340

Small shavings. Lol.

Staff elementalist not fixed, yet?

in PvP

Posted by: Ryld.1340

Ryld.1340

Earth is mostly fine. 4 could use a 1s immobilize and shockwave needs to be faster.

Lightning flash.

in Elementalist

Posted by: Ryld.1340

Ryld.1340

Mine crits for about 4k, got a rare 7k on a thief that was running away from me.

No, it doesn’t.

It’s completely possible that he could have hit 7k with full zerker gear with a crit with full ascended gear with Fury, 25 stacks of might, the right traits while standing right next to the guy while teleporting while the enemy thief has 25 stacks of vulnerability and is a level 1 upleveled thief in WvW with no gear on.

Completely. Possible.

I had no might and he didnt have vulnerability <

Oh. Then no, no you didn’t hit that hard.

DEV'S A FIX FOR ELE COMPLAINTS

in Elementalist

Posted by: Ryld.1340

Ryld.1340

As Staff, I don’t even know if I’d switch any of my attunements around. I don’t think this would fix as much as you might think it would.

Glyph of Renewal and Auras: A Suggestion

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Posted by: Ryld.1340

Ryld.1340

This is really cool, but I would it find it funny for this to happen:

2-3 Staff Ele with Powerful Aura and Auras grant Fury
Magnetic Aura → Eruption → Frozen Ground → Glyph → Repeat

Lightning flash.

in Elementalist

Posted by: Ryld.1340

Ryld.1340

Mine crits for about 4k, got a rare 7k on a thief that was running away from me.

No, it doesn’t.

It’s completely possible that he could have hit 7k with full zerker gear with a crit with full ascended gear with Fury, 25 stacks of might, the right traits while standing right next to the guy while teleporting while the enemy thief has 25 stacks of vulnerability and is a level 1 upleveled thief in WvW with no gear on.

Completely. Possible.

Wayfarer Profession Linking Rits and Dervs

in Suggestions

Posted by: Ryld.1340

Ryld.1340

This is neat and deserves a look at.

Charr In-Game Model Hunched Over?

in Charr

Posted by: Ryld.1340

Ryld.1340

FMost modern charr won’t do that because it’d be emulating the Flame Legion.

Who cares about the “most”, PC’s aren’t “most”. It looks pretty decent, especially for casters. It also takes care of a lot of clipping and stretching… which again, benefit casters the most.

I’ll agree with this. Standing up straight makes Charr look a lot better.

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Trait Improvement Suggestions

in Elementalist

Posted by: Ryld.1340

Ryld.1340

Any more suggestions? I was thinking about extra condition application, but outside of weapon uses, it’s hard to balance that.

Has anyone tried the Sigil of Renewal yet?

in Elementalist

Posted by: Ryld.1340

Ryld.1340

I use it and like it. I use 0/10/0/30/30 My primary is Staff. It really helps with healing. There are a lot that say you cannot heal in this game but as Ele I found I can heal for quite a bit. You just have to know how to use it.

Are you 100% sure it’s working? I just tested it again for good measure and I’m still getting nothing. Are you sure the Sigil healed and it wasn’t just Water Swap?