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Lingering elements should work on more than just adept minor traits. It should work with all traits
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Hi all! Thanks for the feedback!
What I gathered is that people want:
- Dragon Tooth to be ground targeted
- Flamewall damage is too weak, and the field is too small
- Overall scepter/focus damage is too weak, including fire shield, freezing gust.
- Leap doesn’t fit scepter
Beside that, do you like/dislike any other change? Also, do tell if you like a change, since that’s the signal that ANet will use to implement the change. If the whole thread people only talk about the things they don’t like, ANet won’t know what they should implement to make ele gameplay more active
.
Also, feel free to add your ideas too!
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Reserve for under water skills. Although I’m not sure if people care enough about it, nor if HoT will have underwater pvp combat.
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Hi Raine! Thank you so much for doing this. It means a lot to us to know that there is some one listening. I have a long post about Ele Weapon Skills. Please take a look
. I don’t expect you to implement everything, however, I hope that you can improve a few things:
- Staff animations must be faster to be viable in pvp
- Staff should have more burst combo
- Scepter should have more mobility/some way to disengage
- Ride the Lightning should be based on whether a target is selected, not based on whether the skill missed/evaded/blocked
Full text here:
https://forum-en.gw2archive.eu/forum/professions/elementalist/Ele-Weapon-Skills-A-constructive-feedback/first#post5017379
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= Dagger =
Dagger skills are actually pretty good in term of active game play. There are a few small tweak. Water auto attack deal very low damage (only about 25% of Lightning Whip). It should be increased. Ride the Lightning should be based on whether there is a target selected, not whether the attack is blocked/missed/evaded.
1) Fire
- Dragon’s Claw fine as it is
- Drake’s Breath
Reduce channel time to 2s, still hit 4 times. - Burning Speed fine as it is
- Ring of Fire fine as it is
- Fire Grab fine as it is
2) Air
- Lightning Whip fine as it is
- Lightning Touch increase the weakness duration by 2s
- Shocking Aura fine as it is
- Ride the Lightning
If there is an enemy target selected, half the cooldown. - Updraft fine as it is
3) Water
- Vapor Blade
Increase damage by 1.5x - Cone of Cold
Reduce channel time to 2s, still hit 4 times. Heal double the amount for Allies only (healing for the Ele will be the same). This gives the Ele more tools to support allies. - Frozen Burst fine as it is
- Frost Aura
Reduce the cooldown to 30s - Cleansing Wave fine as it is
4) Earth
The Magnetic Leap animation is too slow, it reduces the fluid play of Ele. Churning Earth will not work with a decent enemy. Ele should have the ability to detonate it with a low damage.
- Impale
The range is too small. Increase the range to 480. - Ring of Earth
Reduce cast time to ½ from ¾ s - Magnetic Grasp fine as it is
- Magnetic Leap
Increase the pull speed by 1.5x - Earthquake fine as it is
- Churning Earth
Allow the ele to activate the cast by pressing the skill again. The damage will be as following
0.5s 15%
1.0s 25%
1.5s 35%
2.0s 50%
2.5s 70%
3.0s 100%
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(edited by Sunshine.5014)
= Focus =
Focus is mostly fine as it is. Except for a few abilities that have an unnecessary long cooldown/cast time. CC should have 1/2s cast time, so the ele can use it to interrupt. This encourage good timing and active gameplay.
1) Fire
- Flamewall
Instead of a single line, make it a cross (2 lines) - Fire Shield
Reduce cooldown to 25s
2) Air
- Swirling Winds fine as it is
- Gale
Reduce cast time to 1/2s. Add animation to the opponent, so they can dodge it.
3) Water
- Freezing Gust
Reduce cooldown to 20s - Comet
If the target is chilled, stun instead of daze
4) Earth
- Magnetic Wave fine as it is
- Obsidian Flesh fine as it is
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(edited by Sunshine.5014)
= Scepter =
Scepter auto attack is really, really bad. We should improve it. Scepter also doesn’t have any evade and not mobile enough. I propose changing Water Trident to increase the active playstyle by giving Scepter a short range leap.
1) Fire
- Flamestrike
Reduce cast time to 3/4s - Dragon’s Tooth fine as it is, or make it ground targeted
- Phoenix
Currently it is hard to dodge this. Increase the cast time to 0.5 to allow a bit more counter play/dodge. Maybe a bit more animation would also help (like a phoenix rising up from the Ele for 0.25s before it flys out)
2) Air
- Arc Lightning
Tick every 0.25s instead of every 0.5s. Reduce each tick of damage by 35% (essentially a 15% damage buff) - Lightning Strike This skill as it is right now is a bit strong. The activation should be delayed by 0.5s. The Ele will have a glowing animation during that, so the enemy can dodge it if they are fast enough.
- Blinding Flash fine as it is
3) Water
- Ice Shards
Reduce cast time to 0.5s, increase projectile speed by 1.5x - Shatterstone
Make it instant cast, still keep the delayed activation
After it hit, there remains shards on ground for 1s that bleeds if enemy cross, if you use Water 1 Ice Shards on it, extends duration by 1/2s. - Water Trident
[Optional — not a lot of people like this] Conjure a water trident where you are, lift you to the targeted location. The animation will be like a dodge jump with a wave of water trident moves from the start location to the targeted location. The healing still ticks 3 times during the leap duration. Increase cooldown to 25s. Is a leap finisher.
4) Earth
- Stone Shards
Reduce cast time to 3/4s. Reduce to 2 stacks of 5s bleeding. - Rock Barrier fine as it is
- Hurl
Make instant cast - Dust Devil
Reduce cooldown to 10s
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(edited by Sunshine.5014)
= Staff =
Staff skills must have faster cast time, especially faster after cast animation. Right now, staff can’t really react to a lot of situations because of the slow cast time. We don’t need to make a lot dramatic changes to staff skills, just buff the projectile speed and cast time a bit. This won’t make staff OP, but help a lot with making it viable in pvp.
1) Fire
Staff lack burst. The below changes enable staff ele to burst, while the reduced damage and increased cooldown of Lava Font keeps it balanced. Imagine combo like Fireball -> while the fireball is flying, Lava Font, Flame burst. This encourage active play, and good timing. The small burst every 10s is not OP because it’s still less than medi guard burst, which is every 8s.
- Fireball
Increase projectile speed by 1.5x - Lava Font
Make it ticks as soon as it’s placed on the ground. Reduce damage by 15%. Increase cooldown to 8s. - Flame Burst
Make it instant cast - Burning Retreat fine as it is
- Meteor Shower fine as it is
2) Air
Air auto attack projectile speed is too slow, we should increase the speed while reducing the damage to keep it balanced. Air is also the attunement of control, the changes below add a more active playstyle to Air, while keeping it balance. Seeing a hammer F1 burst? A well timed Lightning Surge would help. Need distance from a shoutbow? Static Field to daze, then Gust the guy to the static field and Windborne speed to run.
- Chain Lightning
Increase projectile speed by 2×. Reduce cast time to 1/2s. Reduce damage by 25%. - Lightning Surge
There is no reason why this skill has a 1.5s cast time. Reduce cast time to 0.5s. - Gust
Increase cone shape width to 240. Increase projectile speed by 1.5x - Windborne Speed
Reduce swiftness duration from 10s to 7s. Reduce cooldown from 30s to 20s. This allows the skill to be used more often. - Static Field
Reduce cast time to 1/2s. Still stun the enemies who cross it. Daze the enemies inside for 0.5s
3) Water
The staff heal is too OP with Cleric/monk runes. To discourage boring bunker staff, we should increase base healing, but reduce healing scale. Also, the delayed activation of Ice Spike already make it hard enough to be used in pvp, we should make it instant cast. This allows combos like Frozen Ground + Ice Spike at the same time. Or Ice Spike + Geyser (area denial, so the opponent is more inclined to stay away, allowing you to stay in Geyser for heal).
- Water Blast
Increase projectile speed by 1.5x - Ice Spike
Make it instant cast, however, it still has 2s delayed activation (instant cast to ground, and it drops down hit the ground 2s later). Increase cooldown to 10s. - Geyser
Reduce cast time to 1/2s. Increase base healing by 15%. Reduce healing scale with healing power by 25%. - Frozen Ground
Hitting a Frozen Ground with Ice Spike increases the Frozen Ground duration by 1s - Healing Rain fine as it is
4) Earth
Each is mostly fine. One of the things that needs to change is Eruption, which should tick 3 times, each gives 2 stacks of bleeding and cripples, instead of 6 stacks at the blast. This gives Earth the ability to do small area denial (although if the opponent thinks 2 stacks of bleeding is not that strong, they are free to stay in the area). Magnetic Aura also does too little for its 30s cooldown. Magnetic Wave (Focus Earth) has 25s cooldown, deals damage, and cleans condition. I suggest we add a small 1s knock back to Magnetic Aura, so it can be used as a brief disengaging tool when a melee character jumps on the staff Ele. Smart play can be used to knock people into Unsteady Ground too.
- Stoning
Increase projectile speed by 1.5x - Eruption
Reduce cast time to 1/2s. Each pulse gives 2 stacks of bleeding and cripples, instead of 6 stacks of bleeding at the end. - Magnetic Aura
Add knock back enemies in melee range (180 radius) for 1s. - Unsteady Ground fine as it is
- Shockwave
Increase projectile speed by 1.5×. If it hits an Unsteady Ground, increase the duration of Unsteady Ground by 2s.
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(edited by Sunshine.5014)
I see a lot of discussions about traits, but people don’t discuss weapon skills much. I want to tweak the weapon skills a bit to make the Ele play style more active, and more fun to play/be played against. The weapon skills are tweaked to allow for more combo, and more skill that depends on timing. Let me know what you think 
The main goal of this is to not substantially buff Ele damage, or to make Ele OP in anyway. It’s to tweak the skills with cast time and a little bit of mechanics so the ele gameplay is more active, with more combo/timing and higher skill ceiling.
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(edited by Sunshine.5014)
Make Glyph gives 3 stacks of Resistance, last 5s
This encourages active play, and gives a good alternative for the Cantrips. You have to be able to anticipate when is the condi burst and cast it, instead of the reactive Cantrips. It’s not too OP, since the number of mini conditions get thrown around for auto attacks is a lot. Also, it doesn’t cleanse any of the current conditions.
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Anet nerfing something because of player QQ? Never seen that before.
I think no other qq had multiple daily nerf threads, 3 everyday, at least.
Unkillable 15s CD 1550 range Ride the Lightning eles back in the day.
Heartseeker and Backstab thieves near release.I was PvEing at the time prolly, cant believe ive lost ele glory days.
I’d prolly defend it saying it was not broken, you even forced it out off the point XD
Ele was unkillable not because it’s good, but because:
1) poison was bugged (yes, it was bugged—you heard it right),
2) 15s 1550 range RTL used for running away.
3) Immob was not stacking, so uunorganized people don’t know how to chain Immob to stop the ele from running away
4) the meta was all about burst (Mesmer/thief/100b warriors) so they don’t have a lot CC to stop the ele from running away
5) if they failed a burst, the ele could freely run away and heal to full, then come back. That annoyed a lot of people, so they complained on the forums, and ele was nerfed to the ground, until Celestial shows up in PvP.
6) ele glory day was a bunch of videos from daphoenix showing people how to play d/d ele by… running away in wvw. He successfully trolled a lot of people though. Google it. It used to be sticky in the ele forums too.
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Thief, warrior, immob guard, engi, engi/another warrior
A whole team with excellent survivability and rez ability. A lot of team buffs, and water blast. A lot of team AoE heal.
I agree that Thief is gonna be big, and ele got hit hard. Fresh Air burst damage nerfed 30%, and without another 20% damage under 33% health. Ice bow is dead. No more Elemental Attunement for d/d. Boons duration gone, so no more high protection up time. Celestial amulet nerfed. I wouldn’t say Ele will disappear, but a lot of fair weather will jump ship to another class
.
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Guys, how about RTL 30s CD if it doesn’t have a target selected. 15s CD if it has a target selected, no matter if the skill hits or not. Simpler logic, without their bs of block/evade
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People who say we only have 3 choice in each steps are missing the point. With 6 lines, you have 20 combinations of the 3 lines. Each can be tweaked. I said you can freely choose the combinations because the stats are not part of the traits anymore! No longer I have to spec into Fire and Lighting for my glass staff ele. I can do Tempest/Arcana glass staff with a zerkers amulet!
I can see at least 8 viable builds for ele already, assuming no major traits changes.
The old system gives you the illusion of choices, not real choices.
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Maybe the can get rid of amulets and let people put points into the stats they want instead.
Imagine getting a backstabbing from a thief with max power, from stealth.
Imagine fighting a 500 vit, 2000 healing guardian on the point, and suddenly see a 1500 burning tick per second from a max condi necro, with chain fear and bleed and chill.
No thanks, I rather have the enemies with non-extreme builds. Extreme bunkers are not fun to watch/played against. Extreme zerkers are not fun to watch/played against. I honestly think celestial is a good thing for this game. If anything, cele engi is still a bit too bunky. I’ll take the cele meta over the old bunker condi meta without hesitation.
Allowing people to customize their stats freely will undoubtedly surface the bunker meta again, since no one wants to be one shotted by a zerkers thief from stealth.
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From gears/amulets. Everyone’s base stats are also increased to 1000. Which means we can all be less traits dependent
. If you want vit, you can freely get a Soldier amulet now, while keeping all your new 3 grand master traits!
Sometimes I like the option of not using all three grandmasters. That’s the problem. With HoT I will have to. Sometimes it’s better to use an adept or major trait instead of a grandmaster from a 4th/5th line.
I agree. On the other hand, it’s also good to acknowledge that overall we won’t lose much variety, since a lot of what would be lost are pseudo choice anyway. Yes, we may lose some build, but we also gain a lot more
.
As long as ANet can commit to a monthly balance patch, this HoT expansion is gonna be a big hit!
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I REALLY hope they don’t just release HoT and not touch balance for another year afterward. Monthly tweaks after the patch would be the BEST thing they could do to help the meta stabilize and not get out of control.
Yes! Balance patch should be monthly for at least the first 6 months of the game!
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From gears/amulets. Everyone’s base stats are also increased to 1000. Which means we can all be less traits dependent
. If you want vit, you can freely get a Soldier amulet now, while keeping all your new 3 grand master traits!
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I’m glad that we finally can remove the pseudo choices in the current traits system.
- no more specing to a line just to get the stats out. I can finally move points out of water because I don’t need the extra +300 but from it to survive anymore
- everyone can select 3 from 6 trees. It’s much easier to balance. Everyone can select 3 grand master traits now! So much more variety
- use amulets/gears as the main way to spec for trait. You can trait defensively, and wear a Berserker amulet! Or trait offensively, and wear Cleric/Solder
- useless traits are being reworked! Less traps and pseudo choices
Thank you ANet
. The news made my day!
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If you think turrets are broken, then play it. Make more people rage about it and post on the forums. The more people realize how cancer it is, the better. All those people who think turrets are easy to beat, they haven’t met an organized turrets engi team. They think that TS and rotation gonna beat it. That’s not gonna work if the turrets engi also have TS and good rotation.
Play it, make more people cry, and one day ANet gonna fix it. Maybe one day…
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Yes, i agree with the separate queue and the boatload of new pvpers, as they will be pve players sick of open world and not true pvp players. stronghold is a pve map, dont fool yourself.
If you think it’s a PvE map, you’re playing it wrong
. It has a ton of pvp strategy in it. When to push, when to def, when to go for supply, they are all up to consideration.
Saying it’s a PvE map is a salty way to say “I don’t want to try new things”
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The beta, although short, already proves that Stronghold is superior than the Conquest mode for me. I want it back. I got a friend who never liked the old gw2 pvp to love it. We will get a lot of fresh blood into pvp with this!
Please make a separate queue for Stronghold so we Stronghold lovers can play it all day long
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It has always blasted for me. You just need to learn where it blasts
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If you have an enemy selected, it blasts at the enemy, not you.
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Shoutheal GS warrior sounds like elohell category to me. Besides, a shoutheal warrior only has 1 stunbreaker and 0 stability, it can be CC’d to death.
Oh, like the meta ele has more than 1 stun break on a 75s CD? If you can CC the Warrior to death, I bet that you can CC the ele to death even faster, because the ele has active healing, not passive.
People complain about how OP ele is, they are getting stuck in the past. After the might nerf, ele is not that strong anymore. Losing 100 damage per second may not seem to be that significant, but it’s all that was needed to overcome the passive healing. It’s still a decent class, but claiming it’s the best is naive.
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The D/D build was popularized by daPhoenix. You can even search for his long post in the forums. That created the first wave of immortal D/D eles. Before that, most eles played EA with staff. Sure, there were some people experimented here and there, but there was not a wave of D/D ele.
Looking back at the history/post about it is cool. But please do some original research too, instead of just listen to people claiming they invented something.
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After a year, I think this suggestion is still pretty applicable. The number balance patch needs to arrive more frequently.
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Cause the pvp community in guild wars is sooo nice atm……
it’s much nicer then most f2p games like LoL or DotA.
Totally agree.
People tend to under appreciate those things. They always think the grass is greener on the otherside.
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Do you guys even read the OP? He “know that doesn’t really exist but is now viable if unpopular?”
Instead of trying to convince them to play the style they don’t like, just give them what they wants. It’s fine if it’s weak, as long as they like it. The dungeon run may take 12m now instead of 9m. It’s still okay.
Keep in mind that there are casual players who value play style over min/maxing every thing.
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We should only allow these matches to happen:
5 ~ 5 (only full premade can play with full premade)
11111 ~ 1112 (only soloq can play with max one duo queue)
311 ~ 32 ~ 221 (those roster sizes are compatible)
41 ~ 32
This will avoid the 5 ~ 11111 pug stomp.
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For the build:
http://metabattle.com/wiki/Build:Elementalist_-_Staff_Backline
For how to play (this is not related to the build, but you can learn combos/tactics from it)
https://www.youtube.com/watch?v=V0j9VZEDk3U
https://www.youtube.com/watch?v=2W1JX07e0YE
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I’ve been using d/f fresh air with great success. Not popular at all but in my opinion it’s the next best build after d/d cele. Like s/f just better. Just started using it about a week ago.
http://intothemists.com/calc/?build=-k3c;2B2kT0-5gNkY0;9;5T9-T;139B5;317AIN0;3Ewk2Ewk25f
Is one with air a mistake or do you actually use that?
It’s not a mistake, it’s pretty strong in some situations. With fresh air, that’s basically a superspeed ignoring slow/chill every ~5s. That super speed can help you avoid a lot of AoE if you play it right.
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I rather have the dueling feature, where you can just right click a person and offer a duel anywhere.
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If you are really new to pvp, you may have a few losses at first playing unranked; however, after that, your MMR will be updated, and you will be matched with people around your skill level, so it will get better over time.
Also, find some friends who can guide you in hotm
. Good luck!
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Why don’t you go to unranked arena?
I mean, hotjoin is purely for practice purposes, test builds, and for newbies to learn. If you want a real match, go unranked (and play a few games so your MMR stabilizes). Don’t complain about not having arena-quality matches in hotjoin.
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Keep it there. Only the daily grinders and newbies play it (which they should do).
Want a real match? Join an arena game.
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Too bad all the devs are on holidays leave, and no one reads this thread haha
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800 more stats than the typical amulet is really gear advantage when you think about it.
Specially when your class synergizes with it too much, it’s just so much crap you have to deal with.They really need to shave the defense portion of the amulet so that this damage meta can actually work and maybe bring back some zerk/assassin builds.
Cause for a damage type of meta, class, or playstyle, celestial has way too much defense that it overlaps zerk and assassins and maybe even soldiers.
I agree, it is something like 20% more stats. Ele and engi can use ALL of the stats. Thus they essentially just have better gear than you. I think it is better to just play WoW as at least the gear grind can be maxed out by all classes there.
Let’s nerf Cele after Ele is given the same bonus stats, innately, just like Necro and Warrior. You know, those extra couple thousands HP and toughness that you get for free, it’s more than a thousand stats.
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No red reply? I guess we might need to turn into some forums “tactics” to get the needed attention, lol.
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Oh, celestial amulet. Never mind.
This is exactly the reason why I don’t take the people complaining about cele seriously.
- you got hit by a 3 seconds long cast of Churning Earth.
- that 3 seconds long cast spell hit you for… a mere 2k, and you complain that it’s too strong.
- lighting whip, their strongest auto attack hits you for 200, and crit for 400, just barely enough to overcome a healing signet.
- look at your friend, the warrior has 20 stacks of might, and the engi has 14 stacks. They are supposed to wreck with that damage, unless the team rotation is horribly wrong.
- look at your second screenshot, the eles rotate pretty well. They watch the points instead of zerging around. They might just be much better at rotation. Look at you, you were wandering on the enemy side alone.
- during the entire 8 minutes match, you didn’t call the target once! Only the eles did.
I think you’re just outplayed, and band wagon with the cele haters to find an excuse.
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(edited by Sunshine.5014)
How should we fix that daily?
if their goal is to get people to play other classes then a daily like “win a matches with 3 different classes” would create the variety without encouraging the class stacking.
Nice! This is what I want to get out of a thread like this. Something that ANet is more likely to implement.
- Daily: win 3 games with 3 different classes.
Please help us get the attention of some one from ANet. It will help us have a much better matchmaking
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It’s not hard to see why Daily Class is bad for pvp since it increases class stacking. However, I don’t think we can convince ANet to remove the Daily Classes.
Is there any other way we can solve it? Start a riot and demand something to be removed should be the last resort.
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This sigil would be a big buff for shout warriors. You can apply the conditions on yourself, and convert it right away.
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Since the addition of the Daily Class, a lot of people just played classes they don’t know so they can get the daily. That puts a lot of pressure on the matchmaking system, since the MMR is barely accurate. In addition, the number of people playing a class during a time is also significantly inflated, and that leads to a lot of classes stacking. For example, we see matches with 3-4 thieves on a team on a “thief day”.
How should we fix that daily?
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Here is a little bit tip I wrote a while ago for condi necro to beat ele:
A Necro should always beat an Ele with the same skill level; that’s no contest. The rate that a necro can apply conditions is far more greater than an ele can cleanse. A meta ele have
1) three cantrips that cleanse 1 condition, except cleansing fire that cleanses 4 conditions. High cooldowns.
2) 2 cleanses every swap to water per 10s. Another 40s cleanse inside water.
3) random proc on being critted cleanse a condition. 10s cooldown.It’s all about experience and timing. As soon as the ele switches out of water, put tons of conditions (don’t use fear or chill yet) on he/she. Then most of them will use cleansing fire to cleanse 4 of that. Then immediately put a chill on. The ele would be dead if they don’t cleanse it, gg for you. If the ele is an experienced one, they will have to use another cantrip to cleanse it, most likely armor of earth (the animation is rock flying around). Immediately rip the boons if possible. If you rip the stability of armor of earth, or the water attunement is delayed by a chill, you can basically chain fear the ele to death.
Most necro makes the mistake of just spamming the conditions. That works against engi, but for ele, they need the timing.
A well played necro should always beat an ele, not the other way around.
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I’ve seen Over Powered Necro lost to many ele 1v1. I seriously doubt the skill of a necro that lose to an ele/engi 1v1.
Peace.
I make a point of having more than 20 me v d/d ele duels a day to hone my skill against them, but they are tough cookies.
Here, how about this. I’ll offer you my help. I’ll show you ele’s weakness so you can beat them. I mean, it’s not constructive for us to bash you either. It’s better if we all get better.
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(edited by Sunshine.5014)
I’ve seen Over Powered Necro lost to many ele 1v1. I seriously doubt the skill of a necro that lose to an ele/engi 1v1.
Peace.
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I’ve queued with 2 guards + 2 thieves, and won all of the games, most if the time 500-100, regardless of whether the other team has a bunch of cele or not.
I agree that at lower levels, people may not now how to counter cele, and think that it’s OP. It’s the might that matters. When we queued together, we laughed at the enemy ele because 2 thieves empowered can burst a cele ele down in a few seconds. Remember they have only 2300 armor.
Those people complaining about cele is missing the point. Even after Anet nerf cele by 50%, they will still get owned by ele/engi, since ele can still get 25 stacks of might. Fighting a class with 25 stack of mights is like they are using a weapon, and you fight bare hands.
Anyway, team setup affects win rate, but player’s skill matters a lot more. Most of the top players stick to their main class when they teamq. They don’t jump around chasing meta. They create the meta.
Already quit PvP. Just log in here and there to troll.
I’d honestly just buff the Sigil of Nullification to 60% on hit (rather than on crit), and have it prioritize certain buffs (i.e., something like might > 5 stacks, stab > 5 secs, protection > 5 sec, fury > 5 sec) with the same 9 sec cooldown.
This.
Just buff Sigil of Nullification to 50% on hit to remove a boon. Make it prioritize Might > Stab, and we have a balance one.
Already quit PvP. Just log in here and there to troll.