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Anet, it's time look into Elementalists.

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Posted by: Sunshine.5014

Sunshine.5014

Ele is not OP. It’s the might stacking that is OP. Any class can be insanely strong if you give them 25 stacks of might. If you want to nerf, nerf the right thing. Make blast on fire field only grants 2 stacks of mights instead of 3 stacks.

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WTS Finals VOD?

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Posted by: Sunshine.5014

Sunshine.5014

Do we have a youtube link of the matches? If not please put them on YouTube. Thanks!

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Prestige Mode

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Posted by: Sunshine.5014

Sunshine.5014

I agree, prestige mode would be nice!

We don’t need more rewards or finishers, just a new title is enough.

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Anet, it's time look into Elementalists.

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Posted by: Sunshine.5014

Sunshine.5014

By nerfing might-stacking runes it will automatically nerf celestial builds without nerfing the classes themselves.

Exactly.

D/D ele is strong is not because of celestial, but because of the 25 might stacks. Even if you Nerf celestial, Ele can just switch to another amulet, and still have that 25 might stacks. That’s 1750 more stats right there. That’s why they can do above average damage with a celestial amulet. Celestial amulet by itself without might stacks hits like a wet noodle.

Nerf the right thing. Make blast finishers only give 2 might stacks instead of 3 and the problem is solved. If you nerf cele, you will nerf a lot of other non-d/d Ele build , and all you will see afterward will be d/d ele.

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Better Matching Today for Avg player

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Posted by: Sunshine.5014

Sunshine.5014

Today I don’t see any match with 3 classes on one side too, so it’s much more rare than before.

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Has anyone's comps actually improved?

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Posted by: Sunshine.5014

Sunshine.5014

I played a bunch of games today. None of the games had more then 3 of the same class. Match making was great.

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Better Matching Today for Avg player

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Posted by: Sunshine.5014

Sunshine.5014

I rather queue longer than having to have a blow out match (which isn’t fun anyway). I think the match making has been improving a lot, in just a few days. I’m optimistic that within a few weeks, the new system will be able to give us even better match making, when the MMR of the new player coming in settles down.

Thank Justin and the team for the hard work!

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Some Fixes to the recent PvP changes?

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Posted by: Sunshine.5014

Sunshine.5014

There is nothing wrong with unranked having the same reward. Ranked has one extra is that you can have a good rank on the ladder board to show off to people. The only change I think we should have is that unranked arena should not award/progress the title/achievement.

There should be some title unique to ranked arena.

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Please remove the starting timer in game

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Posted by: Sunshine.5014

Sunshine.5014

Right now after all 10 people click ready, there is still another 1 minute wait before the match starts. That makes some impatient people alt tab and do something else, ultimately leads to AFK when they forget to tab back in.

Fix:
We already know they are ready by the time they click ready, why wait more? Make the default state of the in game “I’m ready” button be true. So that as soon as the 10 players got in the game, the game starts. No more extra waiting.

P.S: great update BTW, thank you ANet

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Courtyard, I love you!

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Posted by: Sunshine.5014

Sunshine.5014

I love court yard too.

However, I think it’s better if we change it to annihilation, which means after the last team member is killed, it changes to next round and every body respawn. Each won round gives your team 200 point (essentially, it’s best of 5)

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Elementalist does not need nerfing.

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Posted by: Sunshine.5014

Sunshine.5014

i did it like, lb’s immobalize + 100b + fear me combo at 3000 power and 65% crit chance but only 75% of it correctly left dmg becuz he break stunned it. After this i saw his hp was around 60~70% of total hp, and he healed all them up shorty after this.

So you expect your one click of 100b should kill the ele? Didn’t 1 execution of 100b taking out 40% of the HP of a character already OP? Look at what the Ele had to do to react to yours. He/she had to waste a 75 seconds cooldown stun break on that, then use 2-3 healing skills to get to full HP again. You still have most of your skill and the 100b cooldown after a few seconds, while the Ele lost his only stun break—assuming they are using the meta Ele. Next time you combo again, just one 100b can give the ele big trouble.

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Matchmaking Changes: 12/3

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Posted by: Sunshine.5014

Sunshine.5014

We’re increasing the penalty for duplicate professions from ‘-200’ to ‘-500’, and increasing the bonus for playing a unique (read: only one on team) from ‘100’ to ‘500’. Hopefully this will reduce the number of duplicate professions seen.

Please correct me if I’m wrong, but I don’t think this will reduce the number of duplicate professions. If I understand it correctly, it reduces the MMR of the team with duplicate professions by 500, and increase the MMR for the unique profession by 500. That means a team with duplicate professions will have the benefit of fighting a lower skill team (since they got the reduced MMR). That’s even better for them. For example, a team of 5 engis stacking now will totally farm the newbies 500 MMR lower.

Is that the intended behavior?

If the above is correct, I think adjusting MMR is the wrong approach for this problem, since for some professions, stacking of them should be treated as a lower MMR (like thieves), but for some professions, stacking of them should be treated as a higher MMR (like guardians/engis).

I think it’s better to make it so we only look for the match with no duplicate profession. If the player’s queue time is more than 1 minute, then also enter the player into a queue that will accept a duplicate profession. If the queue time is more than 2 minutes, enter the player into a queue that will accept 2 duplicate. If the queue time is more than 3 minutes, enter the player into a queue that will accept 3 duplicate, and so on.

Since we already have the “expected match result” to calculate the ladder point, I think we should be more strict about match compositions (like 11111 vs 11112) and duplicate professions.

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MatchMaking - RosterSize

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Posted by: Sunshine.5014

Sunshine.5014

I agree with the OP that these should be the only combinations:

5 ~ 5
11111 ~ 1112
311 ~ 32 ~ 221
41 ~ 32

Any other combination sounds really unfair. Also, I don’t think restricting matches to those combinations gonna increase the queue time that much (even then, it’s acceptable for better quality). Look at it, a soloq player will have a chance to play on almost all the games except the 5v5 premad one, which is the point of this.

Please don’t expand the filter over time for this, only expand the MMR range.

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Afk'ers staying in queue after not accepting

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Posted by: Sunshine.5014

Sunshine.5014

Since the server situation is getting stabilized, I think we can ask ANet to re-enable dishonor starting this weekends.

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How do you see complete beginners?

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Posted by: Sunshine.5014

Sunshine.5014

Because they lose 2v1s and double cap points and rotate into 3v1’s and solo bosses while we’re losing fights.

+1

This pretty much everything I hope newbies learn before they join a ranked match.

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Remove Courtyard, Skyhammer, SW from Ranked.

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Posted by: Sunshine.5014

Sunshine.5014

Don’t assume you speak for everyone. I play teamq, and I love court yard.

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Courtyard needs a rule change

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Posted by: Sunshine.5014

Sunshine.5014

I agree with annihilation. Make it 5 rounds, and the first team to win 3 rounds win the match.

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nerf necromancer

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Posted by: Sunshine.5014

Sunshine.5014

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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PvP has seriously amazing game design

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Posted by: Sunshine.5014

Sunshine.5014

I agree that the combat of gw2 is amazing, easily the best I have played, and I played a lot of games. It was sluggish for 2 years because they refuse to balance it right, with the 6-months per balance patch approach. That resulted in a lot of people left the game.

The current meta, although imperfect, is indeed the best meta we have for gw2. I hope they can keep releasing patches every two months, and listen to feedback from the community.

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Upcoming PvP Changes Discussion on Ready Up at 12PM PST

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Posted by: Sunshine.5014

Sunshine.5014

Thanks a lot! I just want to drop by and say the changes are definitely positive, and I hope you keep working on more PvP features/balance fix so this doesn’t become just a one time fix per 6 months.

Questions: tell us more about your plan for
1) accumulated disconnects timer? (Not for this patch, but for next patch)
2) build templates?
3) better rewards for PvP/ more unique rewards/ emotes/ minis/ skin/ increased precursor drop rate
4) report feature so people can report afk and intentional bad play

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RIP - Dishonor will catch everyone

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Posted by: Sunshine.5014

Sunshine.5014

What ANet should do:

As soon as you left a game, either rage quit or disconnected, a count down for 1 minute is set. When you log into the game or change map, there will be a modal dialog saying:

You have recently left a competitive PvP game! You have X seconds to rejoin the game to avoid getting dishonored. Dishonor buff will prevent you from playing PvP.”
Button: “Join game”, “Ignore and get Dishonored

The count down will keep counting down while the user is not in a match.

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(edited by Sunshine.5014)

PvP Unique Rewards (Keeping Casuals Invested)

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Posted by: Sunshine.5014

Sunshine.5014

— emphasized mine

The amount of rewards produced via reward tracks have to be balanced very carefully with the amount of sinks in the game mode. Having a relatively fixed-rate of progress for all players also makes for unique balancing. This is why we need rewards that are skill-based.

I disagree. When you have better reward and more PvE players come to PvP, it’s actually a gold sink for you. Every player have a limited amount of time. The more time that they spend in PvP (even with the 500% increased above), the less time they spend in PvE. It’s a big sink for you because they won’t be getting the absurd amount of money in PvE anymore.

What I think GW2 should really do is to make the expected rewards for PvP about half of that PvE, so we can get more people who gets bored of PvE farming to come and spend time in PvP, thus reducing the total amount of gold generated in GW2, while expanding the PvP community.

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PvP Unique Rewards (Keeping Casuals Invested)

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Posted by: Sunshine.5014

Sunshine.5014

PvP rewards should be raised 500% so that if you win non stop, you should earn the same amount to a pve player casually grinding. Of course, normally people only win 50% of the games, so PvP reward will be half of that of pve. Right now, PvP rewards are too little, like 10x worse than pve, if you factor in the win/lose rate.

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Time to remove damaging "on swap" sigils

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Posted by: Sunshine.5014

Sunshine.5014

celestial is fine. it’s the might stacking that is OP. Nerf the right one. If you don’t nerf might blast, then Ele/Engi will just switch to another amulet and still have 25 stacks of might, that’s 875 x2 extra stats right there.

Celestial without might stacks is totally fine, even on the weak side. Just nerf might blast from 3 stacks to 2 stacks and thing will be okay. 25 stacks of might requires teamwork and coordination to blast, not just a single character blasting.

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Greatsword weapon-set instead of Elite

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Posted by: Sunshine.5014

Sunshine.5014

The elite conjures should not have charges, and should allow the ele to swap back and forth between weapons (think of it like another timed weapon)

Without the above change, FGS is too weak not to be even considered for a utility slot.

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Where is the celestial amulet nerf?

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Posted by: Sunshine.5014

Sunshine.5014

Option 4: nerf might stacks from Blast finishers from 3 to 2 stacks.

Ele is strong not because of celestial, but because it has too many ways to blast and stack mights. Blast mights is too easy to come by for them. Try to play an Ele without mights blasts, and you will realize how wet noodles they are.

Nerfing Celestial is the wrong solution. What makes Ele OP right now is the might blasts. It should take the work of a team to blast and get the whole team to 25 stacks might. 3 stacks is too much for just a blast.

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[Merged] NA World Tournament Series Disconnects

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Posted by: Sunshine.5014

Sunshine.5014

I rather have them spend that $50k on an engineer for 6 months and give us balance patch every 2 weeks. Or, at least implement a pause button for admins.

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[Merged] NA World Tournament Series Disconnects

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Posted by: Sunshine.5014

Sunshine.5014

All they need is a PAUSE button.

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Burning Speed & Lightning Flash

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Posted by: Sunshine.5014

Sunshine.5014

burning speed, then lighting flash. However, the combo is nerfed badly. Before, you can BS + LF for a lot of damage due to the fire field stack (like 2-3k extra). Now the fire field cannot stack anymore.

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Elementalist weapon ?

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Posted by: Sunshine.5014

Sunshine.5014

Hello all, what would be the best weapon to use as elementalist ? best dps output ?

There is no “best” weapon. It depends on what you want to do. D/D is widely regarded as a very versatile weapon, but Staff is pretty good too.

Best dps output is no doubt glass staff. Best burst output is no doubt glass S/D. If the fight last more than 10s, glass staff > glass s/d.

BTW, that’s for end game contents. I’m not sure if you’re new or not. If you’re looking for a leveling weapon, then pick either staff or d/d.

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Elem viable whithout the celestial stuff?

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Posted by: Sunshine.5014

Sunshine.5014

To answer the question in the title. In PvE and WvW, Ele is viable without Celestial because you can customize it with food/consumable/friends. In SPvP, d/d Ele is not really viable without Celestial.

Welcome to the class!

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GW2 Marketing team

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Posted by: Sunshine.5014

Sunshine.5014

I don’t like twitch too, youtube is just much more usable to me. Also, the viral factor on YouTube is just much higher. LoL has a lot of highly comical songs related to the game on YouTube, and it helps expand their user base.

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Skyhammer

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Posted by: Sunshine.5014

Sunshine.5014

The changes are very positive. Now skyhammer is like a treb, with faster rotate speed. It allows counters. For those people who say skyham is useless, I respectfully disagree with you. Do you think the trebs are useless too? Yes, people can dodge skyham, but it takes away their freedom. They have to save the dodge for skyham, and may not be able to dodge your core hits anymore. Even then, just one mistake, and skyham hits for a lot of damage.

The glass panel solved the stealth pull, but Mesmer pull is still too much. I suggest that instead of making falling from the glass a death, make it so that you take falling damage of around 70% of your HP, and there is a vertical path to climb back up again. If you fall from skyham, you die. Now it force people to take 30% of your HP before pulling you to death. Or they can choose to just drop you down with full HP pull, and earn 10 seconds to decap

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(edited by Sunshine.5014)

A shave to celestial might stacking

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Posted by: Sunshine.5014

Sunshine.5014

Celestial is fine, without might stacking, it’s not that strong. Just make each blast give 2 mights instead of 3 mights and the problem is solved. It will be very hard to get 25 stacks of might alone after that.

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Prevent TeamQ invites from Blocked people?

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Posted by: Sunshine.5014

Sunshine.5014

SPvP release wishlist: (we can dream right?)
1) A ready button that works
2) A sound when queue pops (for people who alt-tab)
3) Standard models enabled for all pvp modes
4) Blacklion reward track
5) A pause button for tournament matches (controlled by admins/Arena owners)
6) Build templating that you can switch with one click (I don’t need sharing yet)
7) A better score board that include: total damage deal/total damage received/stomp/revive

99) Remove skyham from solo queue (now I realize it’s just a dream…)

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Getting Gold from PvP

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Posted by: Sunshine.5014

Sunshine.5014

Probably like 7g/hr winning majority of matches in teamq.
It’s not very fast.

7g/hr? how many matches do you have per hour?

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I BEG you, remove skyhammer from solo queue.

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Posted by: Sunshine.5014

Sunshine.5014

“One thing I’d been advocating for a long time was an elevated map where you could push people off to their deaths,” Darrin Claypool says. “And on Skyhammer if you fall, it is a really long way before you hit the ground.

— so now we know the culprit.

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Why no Damage/Heal/Capture scores?

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Posted by: Sunshine.5014

Sunshine.5014

Have 2 tabs:

Players

  • Damage Done
  • Damage Received
  • Healing Done
  • Healing Received
  • Number of successful dodges
  • Number of successful cc (stun/fear/daze)
  • Number of successful rez
  • Number of successful stomp

Game mode: Conquest

  • Number of cap
  • Number of decap
  • Number of stall (if the point is contested for more than 10 seconds, it counts as a stall)
  • Extra points (like boss kills, orb runs)

Keep it simple, we don’t need to separate condition damage and physical damage. Other stats like rez/stomp are much more useful.

Also, please darken the health bar with the amount of damage conditions would take if not cleansed.

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So I tried D/D ele....

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Posted by: Sunshine.5014

Sunshine.5014

Everyone asking for a nerf of strength runes does not understand that this runeset is the last thing that keeps pvp from being an all out condition war.

Then nerf conditions or buff Ele.

Relying on an OP rune set to be viable is not a stable nor wise strategy. It will eventually get nerfed at some point.

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So I tried D/D ele....

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Posted by: Sunshine.5014

Sunshine.5014

The people above you are are right about strength being the op factor. Ele’s gained from the might stacking even more than other professions, because thats what the bunker ele gets its damage threat from. Tone down strength runes and all you have is the old never die ele that never dies but never does anything else either.

I totally agree with you.

Just like a bunker guardian, Cleric Ele without Rune of Strength is fine. Rune of Strength should be nerfed because it’s the root cause of the complains d/d Ele gets. If Ele becomes too weak after that, we can always buff it the right way, for example, making Glyph more useful.

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So I tried D/D ele....

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Posted by: Sunshine.5014

Sunshine.5014

Rune of Strength is too OP and needs a nerf.

Your Cleric Build would not be too OP without the damage and 25 might stacks from Rune of Strength.

https://forum-en.gw2archive.eu/forum/pvp/pvp/From-an-Ele-Rune-of-Strength-is-too-strong/first

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PvP is not enjoyable, this meta is not fun.

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Posted by: Sunshine.5014

Sunshine.5014

So, from your answer, it’s only non PU mesmers (including phantasms mesmers) and DPS guardians. Is that correct? (because other builds you listed are either non-existent, or with a big “if” attached).

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S/D Thief is so nerfed they said

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Posted by: Sunshine.5014

Sunshine.5014

The 2/0/0/6/6 build trades damage for utility or survivability compared to 2/6/0/6/0 or 2/6/0/0/6 respectively and is perfectly fine.
The only reason why thief is so strong at the moment is the combination of fire/air sigils and the new rune of strength, which now makes up for the damage loss. Additionally, since most offensive power specs use rune of strength, the boonsteal of this spec is more useful now.

This however is not a thief specific problem. Nerfing a class just because of a certain combination of rune/sigils is extremely short-sighted. The problem remains, yet the class is nerfed and eventually forced into that rune/sigils even more.

This is why we should totally nerf Rune of Strength. A rune set that allows people to play a lot more defensively, while still have great damage, is broken. This is the best way to nerf ele too.

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PvP is not enjoyable, this meta is not fun.

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Posted by: Sunshine.5014

Sunshine.5014

Wow, honestly, complain about d/d ele…

It looks like, in your opinion basically all the builds are not enjoyable. Let me ask you a different question then:
What are other builds that are enjoyable to fight against, from your point of view?

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S/D Thief is so nerfed they said

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Posted by: Sunshine.5014

Sunshine.5014

Rune of Strength needs to be nerfed.

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New Water GM: Frostbite

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Posted by: Sunshine.5014

Sunshine.5014

I rather have a different Fire trait:

  • Applying burning to the enemy will remove one boon. ICD 2s.

Or a Water trait:

  • Applying chill to the enemy will convert one of their boons to condition. ICD 2s.

The water one is actually not that stronger than the fire one because we have fewer opportunity to chill an enemy.

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Messages suppressed for over an hour [Merged]

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Posted by: Sunshine.5014

Sunshine.5014

Is there any fix to this yet? I got suppressed today for calling out “turret” at boom boom boss, and it hasn’t go away after an hour! It completely hinder my ability to lead a blitz. Chat suppression should not last more than 60 seconds. It’s annoying enough that you can’t talk in 60s.

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how to beat power necro as war?

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Posted by: Sunshine.5014

Sunshine.5014

It is his elite with extremely long cool down, it SHOULD be that strong.

Ele’s tornado has a super long cooldown too, but it’s like trash compare to Lich form. I wish they give Ele a better elite

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state of the ranger?!

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Posted by: Sunshine.5014

Sunshine.5014

lol its instructive to show you the authority that people who are smarter than the “best” and who “rule” can put you to bed without your supper.

Its hilarious that you find ele to be so easy when you would be incapable of doing what you describe they do. You have no idea how to play D/D, let alone S/D, if your tag is any indication you have never been anything but a bad getting carried by easy class mechanics.

Please make a 240p quality video of you playing Ele I want to be entertained Joffrey

To be honest, Celestial D/D ele is quite effective simply by spamming through the basic rotations. In fact, both good eles I know right now admit that Celestial D/D is incredibly forgiving and effective after this latest patch.

You can make a case that Ranger is easy to play. But, its also much harder to have a real effect upon a fight now than it was before. Simply by being in the middle of a fight with ele, and rotating properly, you will be spewing boons all over your teammates. That’s not the case with Ranger.

It’s the Rune of Strength that is the real culprit. We should nerf it.

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Asura Animations & Visual Effects are Broken

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Posted by: Sunshine.5014

Sunshine.5014

I definitely vote for a human option for clients – anyone watching has to see player-race models, but there’s a checkbox in the settings for “see all enemies in PvP as human”.

This

In this way you have an option to see models like They really are or like a standard human to read animations better.

Best option for me.

Me too, this is the best option that won’t affect anyone except the one that turns it on.

Gray out the HP for future condition damage
Already quit PvP. Just log in here and there to troll.