Sophea Sladorian – Charr Ranger – [DECM] | Sea of Sorrows
Sophea Of Elements – Human Elementalist – [DECM] | Sea of Sorrows
2x scepter glass cannon ele = amazing
1 x glass cannon ele, not as cool – might just be me but I have problems with the other glass cannons, cant drop them before the open up (stealth →bs →dead). Before that I’ve got everything on cd except the earthquake I’ve been holding onto for stealth bs and churning earth (bad idea to use at this point).
Frost bow 5 one, blow up the other .. oh wait.
Scratch that
Do this instead:
Frost bow 5 one then frost bow 4 him, and frost bow 3 at point blank
Drop that now useless thing and fight as you normally would.
Above works when starting a fight, don’t do it during, you will die before you finish casting frost bow, unless you cover with shocking aura.
Try to hold onto you interrupts so you can smash down the first guy and interrupt his heal. When downed they are little threat unless glass cannon, thief or warrior. You need to mf down a warrior, start flagging a thief so he teles away then just fight the 2nd guy out of range of the thief’s attacks. RTL to anyone try to heal up when downed. Updraft anyone trying to res their buddies. Or if they are low on health fire 2 until they are on fire then fire 5.
Stability + churning earth near the start is a good way to put your foes on the defensive, coupled with an unexpected teleport, or changing your 30 arcane for 1sec imob on arcane in earth and using arcane wave to imob both, stops them from dodging your attack and holds them in the field a bit longer.
Earth anchor them to the bottom, then water 5, so much damage. Water 2 and 3 are good when you get the secondary part to hit. Armour of earth (for protection) then vortex
Use glory to buy xp. Would require a large amount of glory to purchase the xp.
There are some wariors that can beat my ele, mainly the ones that are built that way. DPS warriors are easy to take down. DPS thieves are easy to beat on a bunker type ele. A glass cannon s/d ele vs glass cannon warrior or glass cannon thief is just stupid. Was running some new builds last night, couldn’t kill a pure bs thief due to lake of damage on my ele. Had some troubles against pure damage wars as well. Switch back to me more tanky dd build on my ele everything is fine again.
I don’t think warriors are op. I don’t think thieves are op, they just like killing things instantly. What I do think is that other glass cannon classes need to be buffed. That would be hard for eles, as tanking eles would get a damage buff as well. But using all attunement skills except water against a glass cannon thief, and him not even being phased, turning invis and killing me with 3 skill is just annoying.
I’ve been running d/d ele after I realized that s/d damage was in a bad place (some time ago shortly after release). I have been noticing a large increase in d/d eles though. Seen some s/d eles too.
People must think this is wow but without afk kick. You don’t get anything for being afk so I don’t know why they do it. Must have a lot of time on their hands. Or they are the opposite of people who leave fights to not lose their win streak.
This also happens with the commander icon and the lfg icon and I assume the anet icon
Also real mesmer has signets and glory boosters (sometimes the clones have them as well, but not always).
Also, if you deselect the mesmer then only the real on has a name above his head (unless you turned names off).
In s/tpvp world completion icon should be hidden or at least toggle able.
“You are entering competitive area, would you like to disable you world completion icon”
- Yes
- Don’t care
- Ferocity “LET THEM SEE ME, I WILL SLAY ALL!” (obviously a no)
Biggest flaw: no one plays it. Not sure bout you american guys, but there is maybe 1 or 2 servers going at a time (join-able, I hide full servers). And any of those that I join are infact people dueling
Same prob during a tourney, had to force close the client and re run game
Further info.
This happened on Forest of Niflhel. I had just been killed by someone and tried to res. I tried to click the button the moment it appear. Also during the loading screen I could hear the sounds of the area I was in around me, as if my character was stuck where she died.
2 x eles is very fun to watch, 2 d/d eles that is, good fight too
Very true. I’m pretty sure I’v fought you before.
Possibly, Sophea of Elements
Been trying out some new builds, yet to find something I like.
My friend made a silly s/d super dodge build lol. 100% vigor+ all gain endurance traits, adventures armour and energy sigil. He can dodge so often that I will burst him into the ground then he can mitigate all damage, full heal and start his attacks.
To get around that I need to waist his auto armour of earth, then go in for the kill, burst him, summon frost bow, freeze his head and rain hail from the sky.
2 x eles is very fun to watch, 2 d/d eles that is, good fight too
MG is a ninja leap finisher. Next patch notes: removed unintended leap finisher from magnetic grasp.
I would like to see, removed unintended blow back from guardian wall skills. Especially when you get knocked down at the wall, and get stuck in a super stun lock without stability
If you think they need to get more money into the game, then I would say that making dyes/skins work in PvP.
It is beyond me why you is forced into red/blue colors.. There isn’t much of a chance that I will confuse one of my team members for an enemy to be honest.. The names, ability to attack, red name tags etc etc should be enough. And if you can’t check the flag in your base (or just check which side you are on etc) to verify what color your team is, then you don’t deserve to know!Bottom line, They could make quite some money from skins and dyes if it actually worked in PvP. Not that I am against a PvP version of the game.
They could even put a flag or something on your back. And I would like to have a tick box option to display pvp gear in character screen for those lvl 2s I have
That would make paids a daily pug vs pro team, and would end up being pro team gets free stuff
Another idea I had that I like would be for the conjured weapon to replace that attunements spells.
E.G. Frost Bow would replace water skills and changing attunement would allow you to use your other skills still, and then you could change back to water for your bow.
Thier for if you ran, FB, MS, LH and Elite FGS you could use all 4 at the same time by switching attunements. Or you could just use 1 or 2 and have your normal skills in the other attunements.
I agree that locking you out of attunements can be annoying, but I still get utility slots and I can drop the weapon real quickly if I have to. Only thing I could think of is adding an F5 conjure slot once you have one out or to have the weapon replace its proper attunement (Frost bow replaces water, hammer replaces air, etc).
You beat me to it.
sPvP/tPvP isn’t PvP in its purest form either.
Indeed
I loled. Squishy thieves are squishy. There are only a few good thief players I have trouble with, the rest are pretty bad. Sounds like you found 1. Heal spam, good old 40 second cd spams, totally gonna be able to heal with that. Maybe if you were just auto attacking his face in water and he was doing no damage lol.
Chance = critical chance, makes a big difference from a 1k hit to a 3k hit
I almost won a match with a random group. Me another Ele (friend of mine) and a theif vs 5, some other pug. Score was 430ish to 500. Not bad considering we were down 2
For a second I though to myself “OMG a Dev response! Finally!” before realizing it was only because a Moderator posted something about keeping it civil. I spent about 5 minutes searching every page of this post as well.
I guess it’s too much to ask that they communicate with us. I’m starting to feel like a second class citizen just because of the profession I choose to play. :-/
I did the same :s.
The dodges should do what they say they do, churning earth → blast finisher and correct damage and bleeds please.
It HAS maken room for another ‘self stun’ bug though. Im not really sure on what causes it yet as it only happens about once every couple hours, but what happens is that RTL loses its tracking (probably due to immunity/elevation differences during RTL travel time) and you start rubberbanding side to side for the remaining duration. Like the lightning ball is moving out of control while the target tracking system is constantly resetting your position and trying to track the enemy, causing you to dart left and right at superspeed.
This used to happen to Magnetic Grasp when casting on someone in clock tower and they go down the ramp and you were positioned in the capture point. Just moved back and forth for longer then the duration of the skill. Also MG has issuses hitting larger mobs (mad king for one) it will try to track them and then just put you in the animation right next to the mob for full duration of the spell.
Conjures:
- Need to last the duration of the charges not 60 seconds as well
- Need to have a second skill replace the main skill on summon that when used halves your current charges left to summon one for a friend
- Need to have double charges default (see above)
- Need smaller cds on their skills, like I’m going to auto attack for 8 seconds and waist my already low charges or just do nothing (fiery gs is in a good place atm)
- Would like a system where you summon an elemental weapon and on changing attunement you gain a different weapon (with the same charges left). E.G. you summon an elemental weapon in water and get a frost bow, changing to fire gives you an fiery axe etc. Fiery GS would stay as elite.
What would you guys think about a new trait that just gives back the blast finisher mechanic to dodge rolls? Say, for example, a trait in tier 1 or 2 Fire that reads:
- While attuned to fire, your dodge rolls are blast finishers.
Would return the tactical gameplay that people liked so much about EA, would make Fire a more attractive tree in general, and wouldn’t create an overly powerful interaction like Cleansing Wave + Healing Rain did.
There are to many traits that fuse us down 1 tree. Churning earth is a blast finisher, the other skills provided are not, therefore churning earth should blast and the rest not. Also churning earth should do churning earth, not some skill that doesn’t exist anymore (small charged churning earth) 1 bleed != 8 bleeds
WvWvW is PvP and PvE. You fight players there for PvP. You fight mobs and pve things there
Its not PvP in its purest form, but you still fight other players
While the level scaling was a great idea, allowing us to see the new content without needing a lvl 80 (I spend to much of my time in spvp) I’d like to provide some feedback.
This pertains to the new area (Southsun Cove), after leaving the boat from LA (day 2 event).
I tried this area and event chain with my lvl 33 elementalist scaled to lvl 80 (obviously). I found that I was unable to do much damage to many of the mobs to gain loot or xp unless fighting the Young? Karka standard mobs with 3 or less other players.
I was still able to get the gold medal for all the events which I’m happy with.
I was also unable to fight any of the mobs in 1 on 1, and once finding this out was unable to escape them with mist form and armour of earth. The Young? Karka standard mobs volley type skill was able to kill me in 4 of its hits (not 4 uses) and they took almost no damage from my attacks.
I believe this area was designed to for true 80s and thus made it quite difficult for us (well me unless there were others that found the same) non 80s. My lvl 80 full exotic friend said the same, that the mobs would have been hard for me to deal with and he fought them with reflect projectile up and suggested I try that (didn’t get a chance to though)
Fighting with a group was fine. Fighting with a zerg was fine except for being unable to get loot / xp.
Would like to know anyone elses thoughts and experiences with the lvl scaling in this area.
Not dis-ing lvl scaling nor do I want it removed with future events.
Yes, when people play conquest, when they play death match in a conquest server, that just irritates me. Take unguarded point, defended, get destroyed by enemy teams zerg or leg it to the point they just capped, not fun.
I found it easy too (with the exception of killing 1 of each profession, anyone seen a Ranger lately?). Got it done on my Saturday of pvping.
Having to many tourneys is juts a silly idea, some of use don’t get much time to play and I don’t want to have to do 3 tourneys a day (and hope to win with pugs).
Just take the free handout and be happy
I got all of the monthly in one day bar: 3xwin tourney (got 2 from 2 tourneys played) and kill 1 of each profession (7 or. Pretty sure its ranger that I still need to kill but there is no info on who has been killed. So I have no idea what to hunt down just kill everyone I guess
Same prob during a tourney, had to force close the client and re run game
Some people qued in tpvp play spvp while waiting, then when the que “pops” they join which removes them from spvp. Some spvp players are just bad and leave when getting beaten to much instead of staying to try out different strategies (there is more then just zerg). And some people need to eat / go to the toilet and if you added a punishment for spvp (casual) then you would have those players afk taking up your slot preventing someone else hot joining from joining at all.
If the enemy is near the bottom, earth’s anchor move, then water 5 at point blank.
Also getting good at sending my teleport one way then swimming the other and rocking up at the teleport (air 3) good to get away from sharks with.
Don’t really use fire, air for teleport stun and float, water for the big damage and earth for the anchor
Make earth dodge actually do churning earth, or update it’s text to reflect what it does now. Because 1.6k damage + 8x bleed != a lot less damage and 1x bleed
So we lost our delicious cake (blast finishers on evasive arcane – even though earth dodge is churning earth which is a blast finisher). Maybe, just maybe (ok defiantly) guardians should lose their “unintentional” knockbacks on their prevent you from crossing skills (e.g. ring of warding or line of warding)
new builds are now … 20 arcane (maybe this nerf was to stop every ele from being 30 arcane?)
Underwater tickles, I mean damage, not even touched
They already nerfed our vortex, don’t tell them that we can tickle, they will nerf that to be a prod or poke
30 Point Arcana trait evasive arcana no longer produces a blast finisher at the end of a dodge roll. This means that the might stacks available from it, which were the only really viable way of upping damage as a bunker, are now gone making it difficult to kill anyone.
Staff is the weapon that has been nerfed the most however. There is no way (other than arcane wave) to produce a blast finisher in water fields severely crippling the healing that bunker staff relies on.
There is eruption as well, but harder to do in a battle.
Nerf the eles bunker, keep everyone else’s bunker specs.
Nerf our bunekr and buff us with dot dot dot full colon conjure weapons, YAY
“Ten percent of nuthin’ is…let me do the math here…nuthin’ into nuthin’…carry the nuthin’…”
Ranger buff to me would be: Perm Stow pet, get pet that is stowed related buff (bear: toughness power, Wolf: precision power etc.) and F2 will call your pet out to ambush your foe with that move.
Also add “Read the Wind (PvP) Preparation. (24 seconds). Your arrows move twice as fast”.
Yea, good bye staff eles in pvp. They midas well take 20 arcane and put the extra 10 points into using your auto attack now hurts you trait. At least make the churning earth a blast finisher, and churning earth, or call it earthquake (and make it earthquake, a blast finisher and kd).
There are now 2 situational dodges, air for pbaoe blind and water for the pbaoe heal, the other to are just not as good.
Where’s our damage buff so we can do other stuff.
My build isn’t really affected by this, but my friends staff build will be gutted.
I can understand the double dodge in the same attunement being op for 2 blast finishers, but 1 dodge blast finisher then being forced to change element to get a second wouldn’t have been to bad.
So it looks like best bunker now is the unnerfed guardians.
Kill by the guardians.
I was playing around with the frost bow yesterday, seemed good for 1 thing, breaking doors and treb, they fixed that, oh well back to cleansing fire
So said, this could at least have been fixed to do churning earth, you know, damage and 8x bleeding, instead of poke.
TGSlasher we read it correctly and it appears all blast finishers where unintended, either that or they kittened it up.
That is crap, also, evasive arcana in earth gives: Churning Earth (it doesn’t its bugged) and churning earth is: a blast finisher. Does earth dodge still give a blast finisher or are they all gone?
Tornado’s stability is removed after leaving it early, sorry tornado, there is no love for you anymore, best get my elemental back
You guys did read this correctly?
Evasive Arcana: This trait no longer creates unintended blast finishers.
To me that sounds like no secondary blast finisher
Isn’t the ascended armour just to provide -x% ridiculous un-removable debuff damage in the new dungeon?
Gw1 you had to ascend (beat a baddie version of yourself) and then had to infuse your armour. It was so you could do some missions, it didn’t provide stats
I’m not too sure yet how I feel about the rentable servers. Could someone explain to me how they work exactly?
No one knows yet. But basically, you pay a resource (presumable gems) to hire a server that can be customised. This includes map rotation, p/w, player size as well as possible admin functions (like kick players etc)
The above is all speculation of course and we are waiting on anet to release a pvp post about it.
I leveled all my skills in less the 20mins in the starting zone, aggroing as much as I could and using aoe skills to insta kill it. (Of course I lvled 1 set up doing quests till I was high enough to destroy everything [+3 lvls should do it]).
I leveled the set I wanted then did the above at a later date to the other sets.
More traits to line up with conjure weapons
More default conjure weapons uses
RTL and MG fixes
Damage buff, making dps builds more viable
Slight nerf to bunker (only if there is a buff to damage)
Fixes to evasive arcana, requiring you to switch attunement to get the second blast finisher
Shorter CD on attunement swap
Air attunement swap not putting you in combat / aggroing mobs
Attunement swap not procing confusion
How about this change: tornado turns your opponent into a tornado, you gain stability.
I was getting above normal lag last night. Aussie player playing on US servers, normally used to the high ping, but last night it was almost unplayable. 1-2 sec to change attunement, and impossible to chain cross attunement skills together. Not to mention other players teleporting around
How to leave tourney, Alt-F4 and go do something else, the amount of people that do that is ridiculous. Every time I do pug tPvP its 5 v 4 or 4 v 5 on the first map, then instant lose to premade in round 2. Sometimes you get a good match up of 5v5
How is that even relevant? If you join tPvP with pug instead of group it’s your problem.
Half my team quit the game, so hot join it is. Enjoy your free wins with your team. Free tourney’s are just as much for pugs as it is for groups, groups should be going for paid tourneys anyway (doubt they do though, they just grind pugs in free tpvp). The people leaving should be punished and changing character during a match is bs.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.