Consigliere
The Dragoon Brotherhood
People do complain about PU mesmers but most people know it’s a dueling build and you can ignore it when your out roaming.
This makes me sad, that one class kills another 1v1 based on class mechanic and not skill alone -.-
Well as other said it is possible with x/F so it would be build v build or more just change your offhand. The problem is also D/D ele’s greatest strength is it’s weakness in this fight.
The D/D ele is a PBAOE specialist. That PBAOE is awesome when your fighting a thief, kiting a chasing enemy etc. It’s why we don’t need to target for many of our skills which is an advantage it has over S/x. The on death traits from mesmers specifically punish this so here the D/D eles greatest strength becomes it’s weakness in this fight. S/x does well against PU mesmers because you just need to target the mesmer and can avoid blowing up the clones.
Yeah man, you just need to get him targeted and you got him beat!
Oh wait…
Did I say you win because you use S/x?
Oh wait….
I said S/x does well against PU because you can avoid blowing up clones.
There is no tutorial on how to play Ele so I’ll assume the OP knows what he is doing and understands what I am saying in my post. You on the other hand must wanted me to break the entire fight down Barney style with a video?
Nah I was wondering how you target people in stealth 70% of the time with that scepter.
People do complain about PU mesmers but most people know it’s a dueling build and you can ignore it when your out roaming.
This makes me sad, that one class kills another 1v1 based on class mechanic and not skill alone -.-
Well as other said it is possible with x/F so it would be build v build or more just change your offhand. The problem is also D/D ele’s greatest strength is it’s weakness in this fight.
The D/D ele is a PBAOE specialist. That PBAOE is awesome when your fighting a thief, kiting a chasing enemy etc. It’s why we don’t need to target for many of our skills which is an advantage it has over S/x. The on death traits from mesmers specifically punish this so here the D/D eles greatest strength becomes it’s weakness in this fight. S/x does well against PU mesmers because you just need to target the mesmer and can avoid blowing up the clones.
Yeah man, you just need to get him targeted and you got him beat!
Oh wait…
I’m all for it OP, but then all pet/summoning classes should have one shared HP bar, or the total HP of pets and owner does not go above 20k unbuffed
I’d be more interested in making Protection decrease condition damage by 30%…
This way the lower HP classes who have more access to protection have a counter that higher HP classes do not really need in the same way.
D/d eles are easy prey for good pu Mesmers. A good s/f built Ele stand more of a chance to defeat them with good effort put into it.
yes I agree s/f might be a valid choice due to swirling winds and magnetic wave. But I still just see the mesmer hiding while any abilities to counter projectiles were up.. There must be some way to kill them with d/d… If only it wasn’t so easy to dodge burning speed when not comboing it with LF.
If you land a successful churning earth + LF, you have room to win. Else, S/F or staff zerker.
LOL! Are you trolling me? You think this mesmer wouldn’t know to dodge after 3 seconds?
Even against decent opponents, sometimes they fail to know exactly when Churning Earth will trigger, you can fake and teleport earlier to make them waste a dodge then they get hit (or teleport at the very last half second). Or you could use elemental surge and immobilize him before the teleportation, too. So no, I am not trolling you.
Hmm, I like the idea of elemental surge to land churning earth. I will try that out just for funs sometime. While that combo sounds interesting that leaves me with one stun breaker though :| There is also the problem of him going into stealth 1 second before the blast. im also left with less healing then. if only magnetic grasp was instant, or churning earth allowed you to move while channeling and/or let you cast other abilities while channeling.
If you fake cast churning earth while they are stealthed, they usually dodge if they happen to be in the area, which spawns a clone (most common build) and you basically know where they are
This has helped me a lot, dunno how I forgot it.
I wouldn’t mind if it broke on direct damage (not conditions).
As I’ve dueled several guildies a LOT and they tend to use those kind of Mesmer builds, I can say from personal experience that you need to constantly pressure them and chase them relentlessly and anticipate where they are in stealth (people are way more predictable than you think). Air auto D/D is a huge cone so you will probably hit them when they stealth.
Also be careful when attunement dancing too much, as it wears down the cooldowns a lot and they win by persistance, so you need to be quick.
Teleport and stability are your best friends against mesmers (condition clear is kinda obvious).
This is what I currently use with not hiccups against any class, but it’s not as dodgy as most Eles might be used, so you need to know when to dodge and when to tank it, also no evasive arcana. You get a lot of protection with this, but feel free to swap the Cleansing Fire with the arcane shield (might be difficult against necros like that though)
http://gw2skills.net/editor/?vEAQJAoYhMM6c24wwBdEBA9gLDFhMi8wDFF5MDA-ToAg0CnIATBmDMDYSwsgNEZWA
The Warlock’s damage increases with each condition. Reaching 7k crit and beyond is possible with full Berserker gear and the right setup.
If you see this skill in your log better start hitting your condition cleanse.
I’d rather cleanse before seeing it then haha
I know this is old but wtf??
WTF indeed all you use is pistol whip You ain’t gonna kill no one doin that.
I am learning to time it still as I was testing a build.
Hahaha, deep freeze?
You mean the Frostbow 5 skill with a 1 1/2 sec cast time which misses 9/10 times.
No one, and I mean no one bases an attack sequence reliant on Fb 5. If you find it to be an issue i suggest you walk sideways to avoid it. Yes, you don’t even have to dodge, just walk sideways and it’ll miss you.
Thieves complaining about elementalists, now i’ve seen it all…
Actually my main is Ele, but you know reading skills are rare…
Also it doesn’t miss if you strafe, you need to time the dodge as with any other similar skill (regardless of cast time) and it can shut down someone in a group vs group (spvp) very easily with no counted besides dodge/reflect.
If you haven’t seen people use it, I suggest you get out of the cave and pvp some.
The reason I started this thread was because I was baffled at an obvious difference for 2 similar skills of 2 classes, where one is an elite and the other a spawned weapon. It’s because of crap like this this game will never be balanced.
Conditions are already on a hard cap of 25 stack limit.
there is no such thing for power attacks.you can have 100 condi necro’s stack all their bleeds on you but guess what you will only take 25 stacks no matter what.
on the opposite side if 100 hammer warriors just AA, that target will take all that damage.True but my warrior can’t use all 5 abilities all at once, while a necro can put on me almost every single condition, I can cleanse them and they can put all those conditions on me again…
if you are referring to Sig of spite, that only applies 2 damage conditions Bleed and poison. the others do no damage and will not kill you.
I would much rather have a group cast S0S on my 5 times instead of 5 warriors using earthshaker on me.
Not only, I am referring to abilities that convert boons into conditions and transfer conditions etc.
Overall it feels like all boon based classes are kinda kitten as there are less boons than conditions and the overall effect is not as big. Imagine what it would be like if Protection was stacking to 5 and each granted 10% resistance. Or if Regeneration stacked in strength and not time and there were 3 different versions of it, one which got stronger if you were moving.
protection would be op vs physical damage but lulz for condi classes
Regen if stack-able would be broken
swiftness would be ok to be getting stronger as you move. starts off at 25% and 1% per stack would be ok with me.I am just giving random examples haha, but this is essentially what it feels like when fighting a full condi class as everything that deals damage stacks.
well can you imagine how long a single stack of a condition will take to kill you.
Yes true and I don’t want to rebalance conditions this way, but they should be looked at. As they can kill about as fast as zerker, while having much more survival and utility in most cases. The only drawback are the countering anti-condition classes and Lyssa runes that will get nerfed anyway.
I am not a dev so can’t suggest any improvements but the current state is obviously not good if this thread exists in the first place with so many pages.
Conditions are already on a hard cap of 25 stack limit.
there is no such thing for power attacks.you can have 100 condi necro’s stack all their bleeds on you but guess what you will only take 25 stacks no matter what.
on the opposite side if 100 hammer warriors just AA, that target will take all that damage.True but my warrior can’t use all 5 abilities all at once, while a necro can put on me almost every single condition, I can cleanse them and they can put all those conditions on me again…
if you are referring to Sig of spite, that only applies 2 damage conditions Bleed and poison. the others do no damage and will not kill you.
I would much rather have a group cast S0S on my 5 times instead of 5 warriors using earthshaker on me.
Not only, I am referring to abilities that convert boons into conditions and transfer conditions etc.
Overall it feels like all boon based classes are kinda kitten as there are less boons than conditions and the overall effect is not as big. Imagine what it would be like if Protection was stacking to 5 and each granted 10% resistance. Or if Regeneration stacked in strength and not time and there were 3 different versions of it, one which got stronger if you were moving.
protection would be op vs physical damage but lulz for condi classes
Regen if stack-able would be broken
swiftness would be ok to be getting stronger as you move. starts off at 25% and 1% per stack would be ok with me.
I am just giving random examples haha, but this is essentially what it feels like when fighting a full condi class as everything that deals damage stacks.
Conditions are already on a hard cap of 25 stack limit.
there is no such thing for power attacks.you can have 100 condi necro’s stack all their bleeds on you but guess what you will only take 25 stacks no matter what.
on the opposite side if 100 hammer warriors just AA, that target will take all that damage.True but my warrior can’t use all 5 abilities all at once, while a necro can put on me almost every single condition, I can cleanse them and they can put all those conditions on me again…
if you are referring to Sig of spite, that only applies 2 damage conditions Bleed and poison. the others do no damage and will not kill you.
I would much rather have a group cast S0S on my 5 times instead of 5 warriors using earthshaker on me.
Not only, I am referring to abilities that convert boons into conditions and transfer conditions etc.
Overall it feels like all boon based classes are kinda kitten as there are less boons than conditions and the overall effect is not as big. Imagine what it would be like if Protection was stacking to 5 and each granted 10% resistance. Or if Regeneration stacked in strength and not time and there were 3 different versions of it, one which got stronger if you were moving.
Conditions are already on a hard cap of 25 stack limit.
there is no such thing for power attacks.you can have 100 condi necro’s stack all their bleeds on you but guess what you will only take 25 stacks no matter what.
on the opposite side if 100 hammer warriors just AA, that target will take all that damage.
True but my warrior can’t use all 5 abilities all at once, while a necro can put on me almost every single condition, I can cleanse them and they can put all those conditions on me again…
I was thinking of the 5 second non-removable root/stun, in case it wasn’t clear.
Fun classes too
Oh you think that’s bad?
Now if we just have the matchmaking system take into account classes all our problems will be solved…
While I agree, I doubt something like this will happen as stability is the “counter play” and supposedly every class has an abundance of it.
Why is this http://wiki.guildwars2.com/wiki/Basilisk_Venom weaker than this http://wiki.guildwars2.com/wiki/Deep_Freeze ?
The full dps would be something like 30/30/x/x/x/x. With this build not geared for defensive stats and not using captrips utilities, only then we have 0 survivability. I have motivated so many players in WvW and still do in this new tier I’m in to play Ele. All by simply playing very well with this profession and defeating players that they thought it was impossible to defeat as an ele. So I have yet to discover iff my Ele is ever considered bad. As harsh as it might sound it is not the profession, it is always the player.
You are half right. As harsh as it might sound, you probably haven’t met many good players of classes like Mesmer, so you are probably not as good as you think you are.
Also there are way better ways to do a DPS build than 30/30/xxxx
I don’t consider myself as good as people tell me I am. I do know for sure that many of the players other Ele have trouble defeating because of the builds/playstyle they are running can be counter by one of ours. I have faced tons of good players across all the professions including well known ones that have even won their profession tournament… If that is not many then yea I will meet many more as time pass by. Good Mesmers are very challenging I give you that. Of course there are way better dps builds but that wasn’t my point. I was just giving an example of a build that has 0 survivability after using dodges to Byron.
So an honest question, where would you put Mesmers vs Eles with average players and skilled players? I’d also like to ask the same about Guardian as those are the 2 “boon dependent” classes so to speak (mesmer less so, but still a caster).
I also feel like your experience comes from WvW where the stat variations are much better and you can make a much more balanced build to compensate for innate weaknesses (but then again, other classes can too but maybe they don’t need to, to be as effective?).
If I put it bluntly, in spvp our class feels kitten stat wise, while elsewhere it is workable.
The full dps would be something like 30/30/x/x/x/x. With this build not geared for defensive stats and not using captrips utilities, only then we have 0 survivability. I have motivated so many players in WvW and still do in this new tier I’m in to play Ele. All by simply playing very well with this profession and defeating players that they thought it was impossible to defeat as an ele. So I have yet to discover iff my Ele is ever considered bad. As harsh as it might sound it is not the profession, it is always the player.
You are half right. As harsh as it might sound, you probably haven’t met many good players of classes like Mesmer, so you are probably not as good as you think you are.
Also there are way better ways to do a DPS build than 30/30/xxxx
This game has way too many conditions as it is…
Conditions in general need all an overhaul in this game.
GW2 has way too many CC Conditions:
Knockdown/ Launch
Stun
Daze
Chill
Cripple
Fear
Torment
Confusion
Petrification
ImmobilizeWhat are you even talking about?
Knockdown/ Launch
Stun
Daze
PetrificationThese are not conditions at all. As I see it, conditions do not need an overhaul in the least, but the need of posters to make post such as this without even understanding the subject that they speak of that needs an over haul.
Nearly all of the Conditions of GW2 are CC’s !!
This game has 12 conditions. Literally only 4 of those are CC conditions. You do not know what are talking about.
Some of them are way too powerful, like Knockdown (a reason why you see in WvW to many Hammer Trains, because you can basically keep your foes perma knockdowned and you have no ways to counter it, other than using Stability, what is compared to this huge mass of CC Conditions way too less given in this game)
None of this has anything to do with the topic. Those are stuns, this thread is about immobilize. Your whining about stuns.
The second problems is, if there were no CC in this game, everyone would focus more on damage, and the complainers would simply be here crying about taking to much damage.
You should really pull up the wiki and learn what a condition is and what a stun is.
In other games you’d see things like CC immunity for a short time if you were just recently CCed (for example if you were knocked down you couldn’t be disabled again for 2 seconds or so) and things like root and stun break on damage. I’d be nice to see some re-balancing to encourage more thinking instead of mindless CC spam, just my 2 cents.
Why? Why should the individual that tangles with a 5 man group, be given an advantage against there CC.
I just cannot wrap my head around posters complaining when they confront multiple attackers, that they get out damaged, and out CCed…….What do you think is supposed to happen?
I never mentioned such a thing and I won’t get into any personal attacks. It would be a healthy change in the already overwhelming condition meta.
in any case immobilise should either break on certain dmg threshold or number of hits or max out at 5 seconds (enough to burst down anyone).
WE JUST NEED THE ELEMENT OF HEART……TO BECOME A CAPTAIN PLANET!
I was thinking of something else entirely…
http://www.picgifs.com/graphics/w/witch/graphics-witch-617199.jpg
The most obvious reason to be at the end of the dodge is Air, blinding while you are evading would just waste the blind.
I’d prefer dodging someones attack AND blinding them to prevent a second, than have to waste a dodge to go INTO a fight to blind someone (plus the AOE on that is horrible if you have tested it). The same goes for the rest of the specials.
Dragon’s Claw does help against blinds and aegis since it hits in multiple packages. Vapor Blade has its uses too, mostly because it hits everything in a line. Especially in PvE, the 600 range can make the difference between being able to hit your target, and twiddling your thumbs because you cannot be in melee for some reason (boss attack for example). It’s not great, but no other melee weapon has a 600 range auto.
The only reason it has such a long range on a melee weapon set is because its now classified as a melee attack it is classified as a projectile this also mean it can be reflected, this also applies to dragons claw (also a projectile).
Only lighting whip and impale are considered melee attacks as those can not be reflected and also why they are both at max 300 range. You also have to remember we are elementalist we are not actually hitting the opponent with out weapons but rather our spells that we channel through our weapons.
You’d think projectiles should be stronger since they can be reflected and blocked easier than other ranged attacks…
Also +1 to the guy above. Our auto isn’t as it should be, but since no one pays attention to such things… it probably wont get fixed any time soon or at all (and it will be a tooltip fix haha).
In other games you’d see things like CC immunity for a short time if you were just recently CCed (for example if you were knocked down you couldn’t be disabled again for 2 seconds or so) and things like root and stun break on damage. I’d be nice to see some re-balancing to encourage more thinking instead of mindless CC spam, just my 2 cents.
There’s a reason why nobody takes a staff Ele in high level competitive PvP. Everything an Ele can do, others can do better – and is much less of a risk.
DD 0/0/10/30/30 bunker cantrip Ele can’t be considered “viable” anymore in competitive tPvP. That build has roughly 14k HP with around 2.6k armor which can’t be considered tanky at the current meta where Thieves deal massive damage with just a few clicks of a button (most top tier teams usually have a thief in their lineup). Healing only works if you can survive long enough to actually take advantage of your sustain healing.
One of the best NA teams is currently running a staff ele.
Ok, so why not re-balance all classes to have only one viable weaponset and make it of one type (support or damage or bunker etc.) and only one build viable with it?
Yeah that’s what I thought…
Whoa whoa whoa!
FIVE more skills on hand?
BETTER INCREASE ALL COOLDOWNS 75 PERCENT IF THEY HIT AND 120% IF THEY DON’T!Fixed that for you.
Oh but ofc! Hold on…need to make one more change….there we go!
Man these forums make me laugh more than 9gag nowadays…
Seriously though an elite that gives us 5 abilities like the FGS, but like arcane would be interesting.
Whoa whoa whoa!
FIVE more skills on hand?
BETTER INCREASE ALL COOLDOWNS 75 PERCENT!
Fixed that for you.
Instead of new traits, why don’t they adjust the 20% cooldown ones to be for weapon sets (dagger, scepter etc.). I bet this is going to open up a lot more diversity and considering our standard cooldowns are so long, maybe make that 25-30%.
Instead of making it lower, how about we make it so that they reduce the attunement requirement similar to Fast hands.
That still segregates every attunement, though if there was one such trait for all attunements I agree.
That was the point. To segregate it similar to fresh air. Anet consider each attunement to be a weapon set why not accept that reality by making changing all those idiotic Cd reducing stuff to lower attunement access.
Then it should be added to the existing 20% reduction on skill cooldowns for each attunement. Keep in mind we have twice the amount of abilities so it needs to be equivalent somehow to what other classes get.
Nope. Ele (and, maybe, engie) is already the most complicated profession in game. Play warrior and feel a difference. Adding even more stuff to ele will just move it on another level of gameplay compared to most gw2 activities
We will transcend!
Well as a very experienced Ele I went and made a Thief a while back and started to get to know the class and all a bit better so I could use it as my main. Now I am not trolling or anything, but it feels like Thief is in a similar state as Eles, as you only have like 2-3 cheese builds and there are a lot of things you simply cannot do as well as other classes (warrior, guardian, mesmer for example).
I have mostly (though not only) played the S/D build and it might be just that, but as a person who has bashed thief before I have to say it does require a lot of skill to make the class work, and even when it does… it sometimes feels lackluster.
Feel free to flame me, but no nerfs are needed on Thief for sure.
Instead of new traits, why don’t they adjust the 20% cooldown ones to be for weapon sets (dagger, scepter etc.). I bet this is going to open up a lot more diversity and considering our standard cooldowns are so long, maybe make that 25-30%.
Instead of making it lower, how about we make it so that they reduce the attunement requirement similar to Fast hands.
That still segregates every attunement, though if there was one such trait for all attunements I agree.
Instead of new traits, why don’t they adjust the 20% cooldown ones to be for weapon sets (dagger, scepter etc.). I bet this is going to open up a lot more diversity and considering our standard cooldowns are so long, maybe make that 25-30%.
When my Firegrab starts hitting for 12k+ in sPvP I will agree we have highest damage.
And even if we did, all our weapon sets and abilities are so telegraphed that it really makes us a joke in any sort of skilled fight (i.e. everything we do is so easy to dodge or get out of). That may be fine in PvE, but PvE balance is nonsense as AI will never be as good as a player that actively reacts to you.
Also FGS does not mean DPS build. It’s like balancing the whole class and stating it’s fine because we have this ONE ability that makes up for all its balance faults… IN PVE… That it not ok by any measure…
You had boons and healing, but since they nerfed it you dont get much
And they added boon stealing + conversion for some classes (it’s good counter but we should get a buff to all our boons then as everything we had and have was balanced without these things)
What happens to the skins already equipped in sPvP? Should I unequip before the patch or will they safely transfer over as well?
i click skills, and ill wreck you any day..
but anyway..
The nice setup thieves and ele’s have with macro’s is rediculous.
use google, see what macro’s do and please report players like that..1 key press = 4-5 skills changing and attunement swapping delivering the best combo you can make on ele and your target if it’s out of dodges will die instantly.
just saying.
You say that’s a macro and I say that’s what happens when you don’t mouse click skills. You wont wreck anyone by clicking…
Being a guardian main(I own 2), and having played elementalist for a bit, also owning 3 warriors atm. The people saying it shouldn’t heal for more then VoR or SoR, don’t include the facts that Guardian and Ele other healing capabilities. Guardian’s VoR(regen) is tied into the class via virtues, they have a lot of access to regen and protection, Selfless Daring dodge heals, and okay access to vigor.. Elementalist have Water attunement regen, small frequent heals with Water off hand dagger 5 or/or Evasive Arcana. SoR passive can be spammed to match with HS(most of the AA’s on Ele’s main hand dagger skills have a 0.5 cast time), not to mention access to protection, and easier access to regeneration, then a warrior who specs 30 into tactics for banners.
We didn’t miss anything. What part of
“including BM regen spec rangers”
did you not understand?
Because a warrior is outhealing an ele using signet of restoration and his active heals.
And what you fail to mention is that while these classes are using their active heals they’re not popping people for 3-7k damage a hit.
Warrior’s heal allows him to keep offensive pressure at the same time, and cannot be interrupted. It is the very definition of broken, where you can heal more than others while doing nothing to have the heal.
My ele can cause full zerg wide heal to 100%, hit people for 10k+ on 5 target aoe’s at 1200 range, lightning flash, mistform, and create hard CC walls that have no target limit.
Congrats, you can aoe in zergs. So can guardians and warriors, and im willing to be you that if they choose between you or a hammer warrior and guardian for their frontline, they won’t think twice about booting your kitten .
And your 10k aoe only hits like that because of a broken kitten bug exploit.
Did you seriously just say ele are fine because they can do stuff from 1200 in the most r.e;~ta~r~dproof content ever made? Come back to me when it’s skirmish/spvp/dungeons.
Eles are the gods of dps in dungeons, their fields (healing, damaging, hard CC, and soft CC) are a huge contributing factor to smaller groups taking out twice their numbers. You’re not thinking straight and you’re raging at your keyboard.
Just because Ele is fine PvE does not mean it’s fine everywhere else and vice versa for some other classes. In any case that’s not the point of the topic and the main point still stands true.
Being a guardian main(I own 2), and having played elementalist for a bit, also owning 3 warriors atm. The people saying it shouldn’t heal for more then VoR or SoR, don’t include the facts that Guardian and Ele other healing capabilities. Guardian’s VoR(regen) is tied into the class via virtues, they have a lot of access to regen and protection, Selfless Daring dodge heals, and okay access to vigor.. Elementalist have Water attunement regen, small frequent heals with Water off hand dagger 5 or/or Evasive Arcana. SoR passive can be spammed to match with HS(most of the AA’s on Ele’s main hand dagger skills have a 0.5 cast time), not to mention access to protection, and easier access to regeneration, then a warrior who specs 30 into tactics for banners.
So as the class with lowest health and armor I am supposed to constantly actively heal while the class with highest HP and armor actively pushes me into a corner while healing at the same (if not higher) rate PASSIVELY. Yeah makes sense…
Because you have access to active damage mitigation that’s light years better than the warrior. Do you even guardian?
No clue what you talking about, as I run Ele… Guardian is quite balanced as it is, just needs some more variation.
Ah the times whe firegrab could do 16k…
Providing you were able to land the kitten ed thing.
But the re-use timer was warranted then! It kind of rewarded skillful play. Now it’s like, oh hey it’s off cooldown so lets try it…
Today I got jumpshotted for 6k as a balanced build 2.4k armor or so. I wish ride the lightning or burning speed or earthquake critted for as much as easily…
Being a guardian main(I own 2), and having played elementalist for a bit, also owning 3 warriors atm. The people saying it shouldn’t heal for more then VoR or SoR, don’t include the facts that Guardian and Ele other healing capabilities. Guardian’s VoR(regen) is tied into the class via virtues, they have a lot of access to regen and protection, Selfless Daring dodge heals, and okay access to vigor.. Elementalist have Water attunement regen, small frequent heals with Water off hand dagger 5 or/or Evasive Arcana. SoR passive can be spammed to match with HS(most of the AA’s on Ele’s main hand dagger skills have a 0.5 cast time), not to mention access to protection, and easier access to regeneration, then a warrior who specs 30 into tactics for banners.
So as the class with lowest health and armor I am supposed to constantly actively heal while the class with highest HP and armor actively pushes me into a corner while healing at the same (if not higher) rate PASSIVELY. Yeah makes sense…
I got hit for 14k yesterday by fresh air ele and that was in spvp … I think the only way to play ele is maximum burst, kill people before they kill you.
Which ability did 14k? Without any screens or any info on your stats as well it’s a bit… difficult to believe, unless they used several abilities in succession
Phoenix+ port ( I believe lighting flash or some stuff like that) did 14k damage and its almost impossible to dodge cuz its an instant teleport.
The teleport does around 2k, and I see no phoenix do 12k…
Any way you cut it, it’s a utility plus probably 2-3 more abilities or more. The secondary abilities can be dodged and I should mention all Ele abilities are so telegraphed that if you can’t dodge them, well then…
There are other classes that do that damage in one or 2 abilities which are quite less telegraphed and harder to dodge.
The burst Ele, as you mentioned is like playing a kitten thief as you can’t just reset the fight.
Youre entirely wrong, eles have a very specific defining function that makes it unique and treasured among all classes. Its called carpal tunnel syndrome.
Whenever I move any part of my hand it makes a small crack sound…
I got hit for 14k yesterday by fresh air ele and that was in spvp … I think the only way to play ele is maximum burst, kill people before they kill you.
Which ability did 14k? Without any screens or any info on your stats as well it’s a bit… difficult to believe, unless they used several abilities in succession
The community is conflicting because what devs say sometimes contradicts with what is being done, like this change (“we want to let players experiment” but at the same time “you may experiment in this way only”).
I have one question though – if this was done to lower the entry barrier, why were infusions and ascended added at all in this game?
It seems you want some progression, which is true in pvp as well, yet you limit the diversity.
I am not bashing, I just want to understand why pvp needs to be more simplified than it already is.
Some patience haha, nice
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