:)
:)
I’d start to nerf drake’s breath, too much burning for 5 sec cd skill.
The entire fire attunement has a lot of burning but #2 is the main problem.
4 stacks of 3s burning is ridiculous, 4 stacks of 1s would be more balanced.
Not really.. It’s fine. you’re telling me you can’t cleanse one condition?
12s of burning every 5s from only 1 skill is fine?
Are you joking?
Might stacking only amplifies the problem, burning is always the first damage in the list when you fight an Ele D/d because there is simple too much burning in his rotation.
It’s the main reason because Ele D/D celestial is op on node.
Stop pretending like what you what you’re saying actually makes sense.
It takes anywhere from the MINIMUM of 10s to 18s or so for me to switch back into fire attunement after I’m done with it.
Yes, the skill has a 5 second cool-down.
No, it is not used like you think it is.Drakes breath does not get used every 5 seconds, but rather every 15 seconds or so.
Stop thinking of attunements like they’re engineer kits. That’s ridiculous.
Not to mention the ele only gets 12s of burning on you if he hits with ALL FOUR HITS.
its every 10s lets be real. eles just have too much of everything tbh theyre ridiculously op.
It’s every ~15~ seconds. Let’s be real.
Can you actually give us a reason why you think they’re “ridiculously op” besides just stating it?
:)
-paragraph of caps-
Woah there, we can ‘hear’ you just fine without the wall of caps.
It would make no sense gutting the classes that were previously underpowered but suddenly became overpowered due to inclusion of a single stat combination. rebalance celestial for PVP and then we can work on fine tuning.
Uh, wrong guy you replied too. I’m one of the ones in agreement with you.
:)
I’d start to nerf drake’s breath, too much burning for 5 sec cd skill.
The entire fire attunement has a lot of burning but #2 is the main problem.
4 stacks of 3s burning is ridiculous, 4 stacks of 1s would be more balanced.
Not really.. It’s fine. you’re telling me you can’t cleanse one condition?
12s of burning every 5s from only 1 skill is fine?
Are you joking?
Might stacking only amplifies the problem, burning is always the first damage in the list when you fight an Ele D/d because there is simple too much burning in his rotation.
It’s the main reason because Ele D/D celestial is op on node.
Stop pretending like what you what you’re saying actually makes sense.
It takes anywhere from the MINIMUM of 10s to 18s or so for me to switch back into fire attunement after I’m done with it.
Yes, the skill has a 5 second cool-down.
No, it is not used like you think it is.
Drakes breath does not get used every 5 seconds, but rather every 15 seconds or so.
Stop thinking of attunements like they’re engineer kits. That’s ridiculous.
Not to mention the ele only gets 12s of burning on you if he hits with ALL FOUR HITS.
:)
It is the classes fault, you’re right. But don’t nerf things like drakes breath or boons or water/arcana trait lines for celestial/might stacking. (by boons I mean anything other than might.)
Nerf celestial/might stacking. Not the profession.
how can you say it’s the professions’ fault and then go on to say it’s not their fault in the same post
this is EXACTLY what im trying to avoid. unjustified blanket nerfs.
nobody complains about celestial on thief. why? because it’s not broken on thief.
nobody complains about nightmare runes on guardian. why? because it’s not broken on guardian.
nobody complains about balthazaar runes on mesmer. why? because it’s not broken on mesmer.
nobody complains about strength runes on necro. why? because it’s not broken on necro.ELEMENTALIST, ENGINEER, AND WARRIOR ARE SPECIFICALLY THE PROBLEM WHEN IT COMES TO CELESTIAL + MIGHT STACKING BECAUSE OF CHARACTERISTICS & ABILITIES SPECIFIC/UNIQUE TO THOSE THREE PROFESSIONS. THESE VERY CHARACTERISTICS AND ABILITIES OVERLY-FACILITATE GEAR LIKE CELESTIAL AMULET TO MAKE THEM OVERPOWERED. APPLYING BLANKET NERFS IN AN ATTEMPT TO FIX THESE PROFESSION/BUILD-SPECIFIC IMBALANCES UNFAIRLY HARMS ALL OTHER PROFESSIONS/BUILDS WHILE AVOIDING THE REAL ISSUE.
Ready? I can make my words bold and caps too.
YOU CANNOT NERF AN ENTIRE PROFESSION BECAUSE OF ONE STAT COMBINATION. NERF ELES BECAUSE OF CELESTIAL, AND YOU ALSO NERFED ZERK ELES, CLERIC ELES, DIRE ELES, STAFF ELES, SCEPTER ELES, ETC.
And nobody complains about THOSE types of eles. Because they’re not broken either.
So think of another solution before you get more mad.
:)
(edited by The Game Slayer.7632)
I agree that d/d ele currently is strong but I don’t think it’s the classes fault.
nope
the professions are just as guilty
here’s part of the reason why:
It is the classes fault, you’re right. But don’t nerf things like drakes breath or boons or water/arcana trait lines for celestial/might stacking. (by boons I mean anything other than might.)
Nerf celestial/might stacking. Not the profession.
:)
The average ele using their attunements will pump out 15-19k healing per 10-12 seconds with celestial gear.
Ok. Stop over inflating and over exaggerating. That’s a straight up lie.
You might be able to put out about 14k healing every 15 seconds with complete clerics gear in WvW fully buffed and ascended with around 2,000 healing power.
So stop lying. Now please. That statement is cancerous.
:)
Eles are OP
Rangers are OP
Necros are OP
Thieves are OP
Mesmers are OP
Engineers are OP
Wars are OP
Guardians are still balanced? I guess?
There are threads everywhere proclaiming that each profession is completely uncounterable, overpowered and down right un-fair.
Personally.. No.. 7/8 classes being OP doesn’t make sense. It really doesn’t.
Can you stop blaming classes? And start blaming the tools every profession can use?
Did EVERYBODY forget about that huge sigil/rune patch? Is everyone so blind to this?
I get it. A necro destroys you, you think he’s op. An ele rips you a new day, he’s op now as well. And a ranger makes you question your faith. Everybody thinks it’s the profession.
Could it POSSIBLY be runes/sigils?
:)
I’d start to nerf drake’s breath, too much burning for 5 sec cd skill.
The entire fire attunement has a lot of burning but #2 is the main problem.
4 stacks of 3s burning is ridiculous, 4 stacks of 1s would be more balanced.
Not really.. It’s fine. you’re telling me you can’t cleanse one condition?
:)
2% harder to play than warrior
No.. just no. I mastered war in a week.
Lol, you mastered war in a week.
You mastered, LOLOLOLOLOL. even the best warriors don’t say they mastered.
you are sooooo gooood
No, here’s the thing you don’t get. When you play warrior, you have SO little to micro manage. All you worry about while playing war is when to dodge (which is for every player regardless of class), when to swap weapons, when to break stuns and when to use your 1-5 and burst skills. That’s seriously it. No combos(huge thing btw), no long cool-downs to remember and an immediate large health pool/armor that makes room for mistakes. Not much to learn war, the skill ceiling is the lowest for all professions.
Dev’s even say it themselves. The predominant, top tier players agree too.
:)
2% harder to play than warrior
No.. just no. I mastered war in a week. I have 3,000 hours on ele and I still learn stuff every week or so..
CANNOT BE COUNTERED
Chill. Boon Strip. Poison. Weakness. Stun/daze. Pick two of those listed and you have a dead ele.
with at least 500 HP/S, perma burning that does minimum 500 DPS
You’re telling me you don’t carry atleast one condi clear? One?
Ok…
Ok.
:)
Just stop defending this class. Spirit ranger got nerfed right after a team used two of them at pax. I dont see why ele would be different to keep its status on the meta. Seriously, ele has had enough of glory.
Have you checked other threads? every class is op apparently … no.. you have… you’re a troll.. 6/10, that’s decent really. You do sound convincing.
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ele has been op i find them uncounterable
Boon strip them.
Poison them.
Stun them.
ESPECIALLY weakness and chill. Chill completely shuts eles down almost in itself, It slows attunement recharge time.
Weakness is huge too. It nearly nullifies vigor, and reduces damage by about 20-40%.
And yes, eles can cleanse them. This is why chill is so important though. When ele’s leave water, if you manage to hit them with chill, you can almost be assured they will cast ether renewal to rid of it. If they do, interupt it, it has a 4 second cast time. If they’re not running it, good for you, less work. This is your time to stack conditions if you’re a condi spec, or put in the DPS if you’re a damage spec. You have 15-20 safe seconds to kill the ele.
Now, bonus points if you can poison them, strip their boons or stun them. (immob is good too.)
I’m tired of hearing “uncounterable” because a few of you players don’t want to modify your build a little. I’ve explicitly described how you can kill an ele with a single condition called ‘chill’ .
:)
(edited by The Game Slayer.7632)
Reduce cooldown on air 5, earth 5, change the skills on fire, and modify the water skills to function better.
agree on everything but earth 5. earth 5 is incredibly strong, it is fine how it stands. however, still,
+1Considering it’s on a 50 sec cd for only 4 seconds and that we can’t take the cd reduction trait, I’d feel better if it was at 40.
Of course, it seems a bit strong because of the number of cantrips we take to increase survivability. We also need to have utilities and traits revamped to make builds nore diverse and cantrips not an auto-include on anything that isn’t burst.
Why does everyone think this skill needs a lower cooldown? It’s functionally the same as mist form, but you can attack while it’s active. And it already has a lower cooldown than mist form and doesn’t take up a utility slot.
I’m not saying it should have a lower cooldown. But I will point out that mist form has it’s advantages. It can be traited to give vigor, regeneration, might and to cure a condition. It also breaks stuns. Obsidian flesh has it’s advantages too, mostly because of it’s little opportunity cost.
:)
Modify the scepter shatterstone, dagger lightning touch, focus firewall and fire shield skills. Reduce overall effectiveness of all bunker builds. There’s nothing more forgiving than these builds. It is like saying “it doesn’t matter how much you outplay me and how many mistakes i make in our 1v1, I can always heal myself backup.”.
P.S: Where is it announced we are getting a balance patch soon?
Really? They’ve nerfed bunker ele, and then reverted some of those changes, and now you want them to nerf bunker ele again?
:)
Fire 4’kittenbox should be made larger, if not, improved functionality.
:)
1h Javalin (Main Hand) 0-900 range
The idea is a heavy hitting, slow, midrange defensive style weapon that has access to some power and condition attacks. The weapon will have access to some blocks which will be a fun thing to have on an ele, and some defensive channels. One thing I tried to do was make the auto-attacks fun and not boring. Let me know what you think
Fire
1.a.- Warming Up- Throw a fiery javelin, 90 radius, 900 range, .75 seconds, 300 damage
b.- Boiling Point – Throw two javelins at a time, 900 range, .75 seconds, 325 damage
c. On Fire – Spin and throw three javelins at a time, emitting fire, .75 seconds 350 damage, create an ember where you spin.
Ember – Ember acts similarly to an engi landmine, does 300 damage if stepped on.
2. Self Eruption – Extend arms up and glow yellow. Go into a channeling state for 3 seconds where damage is reduced by 50%, gain retaliation for 3s each time struck (max once per second)
3. Fire Trail- 5s, for the next 5s you leave a trail of fire behind you that burns for 2s every 1s. (instant cast not a channel)Water
1. Distant Spring- 900 range 1.25, Throw your javelin causing vulnerability 300 damage.
b. Oasis – Throw your javelin at your feet healing yourself and nearby allies for 300.
2. Quick Jug- Remove up to 3 conditions, skill 6 heal has its cooldown reduced by 1s for each condition removed this way. Your next skill 6 heal drops a 360 wide water field that grants 5 seconds of regeneration to allies inside.
3. Reservoir- Cast floating water to your sides that lasts for 30 seconds, is consumed when hp reaches 50%, heals for 2500. Gain Regeneration for 5s when consumed.Air
1. Lightning Bolt – 900 range, 400 damage, 1.25 seconds.
b. Shocking Throw – 900 range, 400 damage 1.25 seconds 100% critical hit.
2. Bottled Lightning – Block the next attack, once blocked a secondary ability becomes available.
2a. Lightning Release- Slam lightning on the ground (360 radius) stunning for 2 seconds and blinding for 5 seconds. Blast finisher.
3. Static Interference- Daze target for .25 seconds, target is weakened for 5 seconds. Instant cast.Earth
1. a. Light Lug – 900 range, .75s, 175 damage, 1 stacks of bleeding
b. Medium Lug – .75s, 175 damage, 2 stacks of bleeding
c. Heavy Lug – Spin around while throwing, .75s 175 damage 4 stacks of bleeding to target and anyone within 180 radius.
2. Avalanche- Leap at your foe (600 range) crippling for 5 seconds. If hitting a target able to trigger rockslide.
b. Rockslide- The cone in front is hit for heavy damage and 4 stacks of bleeding.
3. Spiked Wall – Raise your javelin to your front and two floating additional floating rock javelins appear by your sides. Block the next attack, gain 5s of protection and give 2 stacks of bleed to the area around you 240 radius.Missing some values, might tweak it later XD. I know conditions in this game better than I know power so power numbers might need changing for balance. Thanks for reading it
Nice!! I like it. The only problem I see with this, and also mine, is exactly how it will balance with regards to focus and dagger as offhand. There is so much to look at when it comes to ele because of our attunements. I’m going to start tweaking my values and numbers too when I get the chance.
:)
For my ideas, I will start out by saying that it will only be mainhand. Dagger or focus will need to be equipped with sword.
I’ll come up with the names later.
Fire
1- Swing your sword to burn them. Range 250, Cleaves, burning 1s. Dmg=500. 3/4s cast.
2- Quickly hit your foe to daze them for 1 second. Cleaves, dmg=940. 1/4s cast. 10s cd.
3- Hit your foe hard and burn them. dmg=1,350. 1s cast. 20s cd. burn = 5s
Water
1- Hit your foe to heal yourself and apply vulnerability. Cleaves. Gain additional healing for each foe hit. Healing=60. Vuln=7s. 1/2s cast. dmg=200
2- Hit your foe to chill them. 3/4s cast. chill=4s. CD=8s dmg=600
3- Channel energy from your sword to heal yourself. channel time= 3s. Heal per second= 500. 15s cd.
Air
1- Hit your foe. Dmg=800. Cleaves. 1s cast.
2- Charge with your sword to hit your foe and apply blind and weakness. Blind=4s, weakness=4s. Range=750. Damage=1,300. CD=10s.
3- Give yourself swiftness for 10 seconds and rapidly hit your foe. number of hits=5. dmg=1,700. CD=25s. Channel time=1.5s
Earth
1- Hit your foes to apply bleeding. Cleaves, bleed lasts 7s. Dmg=300. 3/4s cast.
2- Immobilize your foe if you hit with this attack. Dmg=800. immob=2.5s. 1s cast.
3- Hold your sword up and block for 3s. If more than 2 attacks are blocked, stop blocking and all nearby foes (600 range) take 4 stacks of bleeding for 8s.
:)
I am dreaming about weaponsets. If any weaponset will be spread to ele, the number 1 candidate that I think would be selected would have to be one handed sword. Heres why.
Numero Uno-You can eliminate greatsword, shortbow, hammer and shield. Why?? Because they are redundant since we already have them as conjures. I doubt anet will touch conjures, they are used more often than you think. PvE, sPvP. Maybe WvW not so much.
Number Two- It makes sense for a mage to use a sword. Most MMO’s like this are based off of the old DnD board games back in the 70’s and 80’s. Mages used one handed swords or other weapons in most games. Same goes for this in many books, and a few TV shows.
I doubt anet takes these threads seriously. It will most likely be 3-4 more years (or never) until they start to spread weaponsets to other classes, or make new ones.
But, IF anet told us that the next big patch would introduce one handed swords for eles to use what do you think the skills would be?
Feel free to tell us if it is ONLY mainhand and not offhand, both or only offhand. And make up the skills accordingly.
Tips- Try to avoid things like poison, torment, or just anything that really doesn’t thematically fit the ele. Keep things consistent.
Here is my go. I want constructive criticism of the skills I posted. Make feedback as negative-free as you can.
:)
The idea of getting vigor from a aura does not make since. A aura is used when you are about to get hit to help yourself. Not when you are about to dodge.
Not really.. Vigor helps you to regenerate endurance faster. Suppose you used your dodges a few seconds before and you need some in the next 5 seconds. Vigor from aura’s will get you your needed dodges while protecting you for those ~5~ seconds.
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I just did some testing. Im going to use this from now on, it’s really good.
The icd doesnt get put on cooldown if you dodge and you dont have any burn or chill.
:)
As much as it pains me to say it, I’d rather have 9.5k backstabs than the brainless, rampant condi bunkers on almost every class we have now.
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I wasn’t joking. Stop, drop, and roll trait. You are welcome.
Artificially making 1 class more susceptible to a condition in order to justify a total crap trait like SD&R is terrible game design. Not to mention, dogged march (warrior adept) is twice as good yet costs half the points.
Crap trait? Why don’t you actually try running it? It’s unbelievably good. And it’s not only chilled, but burning as well. Great against other eles, warriors, condi engis, etc. And it works outside of water attunement. Try it before knocking it.
I’d love to try it. One question though, knowing anet, does this effect proc from dodging and put it on the 10s cd even if you dont have burning or chill?
:)
Earthen Blast. The one that cripples people when you attune to earth? Its not too bad but I was thinking what about if it also did some bleeds? And how about the one in fire too? Maybe that does a bit of burning?
Just some ideas.
Discuss.
:)
I think Stone Heart was basically meant to turn earth attunement into a anti-spike state that you pop whenever you see a thief running at you, or a warrior CC and 100blading you. Combined with protection, stability, and other earth attunement buffs, you won’t even need to use a skill like obsidian flesh to mitigate burst.
The problem is, ALL the classes have fast and easily accessible burst. You might prevent the first burst attempt. Unless you stay in the attunement that is no threat you will just be hit with the next one.
This sort of style will still end the same way – The burst WILL come and we have very little we can do about it. This trait makes it even worse in that Anet doesn’t see that. They think we will be able:
1) See burst coming. Go Earth
2) Negate the burst
3) Be a threat
4) Move to another attunement
5) attack them
6) see burst coming. Go EarthIt won’t work like that, especially against classes that have burst on cool downs lower than our attunement cool downs. They will just keep attacking, force us out to heal and then burst us know that we have at least 10seconds of being at high risk.
Well, what would you want? A trait in earth that makes you invulnerable while attuned to earth?
Combined with elemental attunement, this trait is going to make switching to earth make you be extremely tanky.
Did you want a god mode? That’s what it seems like you’re asking for. I’m actually thoroughly surprised they made THIS a trait!
It’s all about adaptability, and with this trait were going to see ele’s make a come-back into the meta.
I don’t see how we can complain about these buffs.
PS, the 6 steps in which you named is how I already play but with elemental attunement and the protection it gives. I’m quite positive it’s how a bunch of other eles play as well.
:)
I actually have been theory crafting and I’ve thought of a 30fire-30earth build to try out.
What I’m actually going to love about stone heart is it’s ability to resist condi specs by not letting them proc condis on criticals. This is huge. (as well as the damage reduction)
With 30 trait points and attunement to earth, you have gained a cat-load of defense. Moderate resistance to condis and extreme resistance to damage. I think with this trait eles can make a come-back into the meta.
:)
No, let me clarify. It would be a re-usable item in your inventory much like the copper-fed salvage-o-matic so that you can repair armor as many times as you like.
Just like the salvage-o-matic though, you would pay the fee you do for actually repairing it. Or maybe more than the normal fee.
:)
Make it happen. 1500 gems, (or x amount of gems, IDC) and it repairs armor for twice the cost.
hows it sound?
:)
Stone Heart
I have a gut feeling it has something to do with a certain condition.. Poison? Immunity to poison somehow?
:)
It would step way too much on engineers. There can be other ways to buff traps.
:)
“Chill seriously throws off gameplay…”
…yeah. It does. That’s what it’s designed to do. I’m not sure what the disconnect is here. It’s a disruption condition that makes some classes actually viable when they’d otherwise have no way of dealing with low-CD professions…
Stacking immobilization, however, is a little crazy.
Except chill completely destroys high-cd professions. It literally guts them and eats their heart for an appetizer..
If chill didn’t affect skills that cleanse conditions, then we would see some nice middle ground. Chill could still shut down the low-cd professions and not completely gut the high-cd professions. Could you agree on such a change? If not, why?
:)
I kind of feel like if we keep nerfing each thing that seems too effective eventually we will just be auto-attacking each other to death.
You’ve never been immob’ed for 8 seconds, have you? This isn’t ‘too effective’. This is broken.
Your statement is wack.
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Move it it to adept instead of master. Move something else up, and maybe give it a buff.
Ideas?
:)
I can see this working as a condition tank build to be honest
It would be impossible to get that much Healing Power (2,000) as well as Toughness, Vitality and Condition damage into one build.
From the screen, we know he has at least 2,500health from WvW buffs. 100 Condition damage from the other WvW buff. No idea about food or stacks.
In a normal 0/0/20/20/30 build I could get 1,287Healing Power with, 1,378 Condition damage(Corruption sigil gives 250). The problem is that i would have 12.8k Health. The Toughness is solid at 1,861
This makes me think that is Stacks and food are all Healing Power based as well. Taking Mango food, swapping the corruption for Life sigil and taking Tuning Crystal gives me 1,678Healing Power and 1,284 condition damage. Adjusting the traits increases Condition damage to 1,470 but you would still have the HUGE issue of 12.8k health
So, all in all, i don’t think it is possible to get that high healing from it in a condition bunker based build
You’re right. I actually am using kralkachocolate bars as nourishment. I have 25 stacks of life, and 30 into water with 10 into air for the 7% conversion trait. Though, I’ll be honest, I’m thinking if i have 3k attack with this build, then if I changed to apothecary I might be able to get about 1k condi damage with 2k healing power. My armor is sitting at a comfy 2,500. Toughness will stay the same. My vitality is sitting at 15k because of water tree, and the guard buff bumps it up to 17/18k. Interesting talk though.
:)
They don’t need any kind of nerf. The same way i die because of this conditions, i can kill enemies using them. If your main class can’t apply this conditions, it’s your fault for stick with only one character and do not give a chance for different professions.
Every class can apply immob or chill. There are just other classes that can excessively spam it.
So what you’re saying is “Screw balance, just switch to other classes that can abuse them. Then you’ll have fun again.”
Yeaaaa, no.
:)
D/F is fun for insane zerg fights where a D/D ele may fear getting focus fired. It’s fun in big fights with Earth or air.
Dat churn bomb though.
:)
Title says it all. Anyone else agree? Disagree? I think they need a fair nerf of some sort. I’m not saying they’re the reason the condi meta is so prevalent, but I’d be willing to bet it’s one of the more important issues at hand.
Immob stacking is too strong.
Chill affecting your cooldown’s is too strong.
If you get either of each condition on you for 5+ seconds, it’s a huge tip of balance in a fight.
Yes, you could cleanse chill, but most of the time my cleanses are on cool-down, and chill slows those cool-downs significantly. I usually just sit there waiting for my cleanse to get off CD, and most of the time I just ‘take’ the chill for whatever amount it lasts.
Immob is not really a problem until it reaches 3+ seconds. Anything more it just becomes entirely too strong for being just a condition.
IMO, stun breakers should remove immob.
As for chill, I don’t know. The slowed cool-down effect throws off nearly all game play to an enormous extent. Something should be nerfed about the cool-down part of it. Maybe, any skill that can clear a condition is not affected by chill?
If you disagree, tell me why.
If you agree with my post, but don’t agree with my suggestions, then help by implementing other suggestions. Also state why.
This is definitely not going to stop the condi meta, but it surely will help. Baby steps. Keep that in mind.
:)
Anet, are there any plans to spread weapons to other classes? Has there been any talk of it?
A large majority of the player base of your game would like some fresh air added to weapons. It’s been over a year and a half of the same skills.
Just curious! Tell as much, or as little as you can. Or not at all, because odds are you won’t even talk on the forums about it.
(don’t even be afraid to say ‘no, not gonna happen anytime soon’ because just an answer would be pretty nice.)
For the players reading the post, please tell any potential anet devs that might be reading this your opinions on this.
Thank you!
:)
(edited by The Game Slayer.7632)
Duration is almost always better. But only up to a certain point. If you can run 1,000 cond damage but have +50% duration to it compared to 1,500 cond damage with 0% duration, you’re going to be much more effective with 1k +50%.
This is why. It’s not so much about the damaging conditions to where this benefits, but to all conditions to which the duration is benefited. The more cover conditions you can apply and the longer they last means much more of a chance that they’ll get cleansed over your damaging conditions. You really want that chill, vuln, weakness, immob, and whatever have you to be cleansed over your burning/bleeding. If they all last longer(as well as your damaging conditions,) then you become much more effective.
:)
bumping… please.. fix.
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Whenever I roll in water attunement, It heals for a total of 7k. Regen from water attune gives me about 2.6k, (regen is like 300-400).
What I think is the most important thing about this is my attack and armor.
Im sitting at 3k attack, and 2.5k armor. Ofc, I hit like a wet noodle, but essentially I am this.
:)
This is an amazing idea IMO. +1. I love it.
:)
Disagreed.
A significant damage nerf across the board on all classes (including ele scepter burst and arcane skills) is the solution in my opinion (only talking about tPvP, don’t care much about WvW). It would allow to keep most of everything as foundation without injecting in new elements and numbers to play around with (which fails more often than not with anet, let’s be realzies), and nerf broken skills like healing sig, zerker stance and all that without risking to throw one class or the other out of the meta. It would also make it more difficult and rewarding to actually rack up kills, promote support roles more while allowing a bunker guardian nerf (that has been needed since the start of the game but no one bothered coz no numberZz). All in all, you could bring the class you like to play the most as long as you have the proper role and bring something to the table, be it downstate control/boon stripping, nuke-type damage and good mobility, strong group utilities or group support through boons and healing, and wouldn’t be restricted to the “warrior coz it does everything better” or thief being the go-to roamer/main single target damage dealer.
I don’t know. Reducing damage across the board for every profession is weird.
Ever get into those bunker 1v1’s that never end? They are NOT fun. Reducing damage like that is going to force more play like that, and in the end its tiring, long, and especially NOT fun.
:)
Focus is extremely situational and somtimes strong but mostly weak in pvp
I fixed that for you.
As for your idea though, almost any change is welcome to fire on focus. (water too)
I especially like it though.
:)
Warrior healing signet heals for more than that and is passive
Thats with 0 points in healing.
Yea man, It was just a joke. I just wanted to show that signet of resto ‘can’ heal for more than healing signet. It’s pretty neat, you’ve got to admit. (makes me wonder why signet of resto isn’t already at like 400 because I’m still dying quite a bit)
:)
I think a respectable nerf to earth could be in place if we can see some major buffs to fire/water come along with that.
Something I’ve thought of, maybe have obsidian flesh be 3s invuln and then have its cooldown reduced to 40s. (it is an overall nerf.)
Then for magnetic wave we could have the condi cleanse reduced to 2 instead of 3.
This is of course assuming water and fire are reworked in a very positive way.
(reviving old thread because of major patch. Fingers crossed. But I know they won’t do anything anyways… … )
:)
If you want to buff ele’s survivability, then you need to increase mobility on weaponsets.
Make Rtl have a 20 second CD. The range nerf alone was enough, it doesn’t get me out of situations anymore because I am most of the time still in 900-1200 range after I’ve used it. (AKA in range of snare abilities, along with the 40s CD) Yes, 1550 range was ludicrous, and a bug, but all you needed to do was fix that.
Give focus some mobility. Swirling winds for swiftness? Something.
You could change Earth 3 on scepter and mostly no one would bat an eye. Make it a 900 charge forward, blinding people along the way.
I can’t speak for staff. I don’t ever use it enough.
Just ideas.
:)
Also, you need to make Mesmers viable in your cheese meta.
“Anet, make mesmers op please.”
That’s all I’m seeing…
:)
I do think that the Signet needs some improvements, with them it could be rather good.
You must have about 1,200-1,500 Healing Power. I have 798 Healing Power and i get 282 per a cast.
1) Channels – I think skills like Drakes Breath and Cone of Cold should proc the heal on each tick of the channel. Using this heal and then channeled skills is a rather big Healing loss if you go during a reasonable fight.
I agree with your idea #1 because when you have confusion or enemy has retaliation it hits per every tick but our healing signet does not. I think our healing signet was meant to help counter confusion and retaliation but it doesn’t do its job with channeled skills. I am either up for it ticking per hit with channeled or retaliation and confusion being brought down to once per skill rather than per tick. Even if that means buffing confusion and retaliation damage.
There would be some serious issues when it comes to meteor shower.
:)
I’ve have literally exactly 2,000 healing power. Yeah, things could be changed, but I theory crafted how much healing power I could push my character to get.
I don’t really know if passive play is the way to go though. It’s unskilled and doesn’t promote skilled play.
Like I stated though, this is just a funny thread and not to be taken seriously.
:)