I do like the story bit with the Mad King, with us learning a bit more about his backstory. Maybe 2 weeks was a bit too long for the halloween content, but overal, it’s not really worse than last year. And I prefer this over the LS rush…
I dont get this. Scarlet has been a major and decent villian ingame for a while now.
But most of the player base wants to see her get killed of or either just be ignored.
Sure i’d rather see an elder dragon awaken but if its going to be another shoot the canons at zaithan fight I prefer they wait until they are able to make it a decent encounter.Scarlet on the other had gave us decent content with interesting enemies and more.
so whatsupp with this scarlet needs to die , its like trahearne all over again -_-
Compare Scarlet to Mad King Thorn and you’ll easily notice why the Mad King, even though he only gets a fraction of the attention of Scarlet, is a much better villan in just about every way. He’s even got more lore.
The answer is that it would effectively give us a 25-skills action bar and that’s not what the game is about. The reason there’s an internal cooldown is to give you limitations to make the game interesting. Would chess be fun if every piece could move to any square on the board?
These limitations that you speak of do not exist for engineers. They don’t even lose utility slots for their kits.
The limitations exist for engineers as well, but in a different form. You are correct that engineers can bring 4 kits and get 25+. However, the kits are severely underpowered unless traited for, and the engineer cannot trait for all of them at the same time. Also, while he doesn’t give up skill slots, he does give up most of his condition removal and all of his stunbreakers. So for an engineer too, playing with that many skills isn’t really an option.
So to summarize: you are correct that engineers can bring even more skills, but if they do their skills and performance are seriously watered down. For the ele, I wouldn’t recommend going down that road.
Again, there’s a difference between viable and optimal. The build you’ve posted is certainly viable…
Oh please don’t force me to point out where, in every post so far I’ve explicitly stated that the Ele has Lightning Flash as the sole teleport for the class, making my claim of NINE to ONE in the Thief’s favor perfectly valid.
The quote I was replying to was:
…while elementalists were given a total of zero?
Apologies if I replied to the worng person.
A common thread in ANY RPG based game …
But this isn’t ANY RPG based game. I don’t understand why you insist on the lore being similar to other games, when it’s the same as saying ‘it was the butler because it was always the butler in other detective novels’.
The thief focuses purely on shadow spellcasting, making them vastly superior in that particular area of spellcasting. If you’re a professional cook, ’does that automatically mean no Italian pizza maker can bake better pizzas than you can? Of course not.
Also, if you’re really that much into lore, you should know that the whole ‘separate schools’ thing has been retconned.
If you do precisely the rotation that you described then that portion is precisely half of your time.
Stoning has a coefficient of 0.5, an animation time of 1.35s, and is single target.
Its damage per second is equal to one third of that of lightninh whip.
I really hope that your team mates know how to make the most out of the might stacks you give them!
You comparison isn’t completely accurate, because the stoning (and his other spells) will get bonus damage from the additional might that lightning whip wouldn’t get. Also, given that might adds roughly 2% damage per stack, a mere 10 stacks party wide would equal to +100% damage. I’d say that makes him a worthy addition to a party. And as a bonus, he gives the boss perma weakness too!
There is a world of difference between the Thief’s ability to teleport and blind and the Ele’s, you should probably try not to misrepresent that fact with accusations of false information. By my count, Thieves have NINE teleports to the Ele’s ONE.
No, you’re misrepresent facts by stating the ele has NO teleport. You should state truthfully that we have LESS teleports. Don’t try to make your argument more valid by conveniently leaving out facts. As for the blind spam, with 20% air cooldown we can blind every 8 seconds, which is plenty.
I would argue that point.
Of course you would, but the fact that the thief wouldn’t be magical at all is something you came up with yourself. Nowhere in lore does it say that the thief doesn’t use magic. In fact, the thief probably got the skills from the assassin, a profession we know for a fact used magic.
The difference between an elementalist and a thief is that the elementalist uses nothing but spells and the thief uses spells in combination with physical attacks. But they do use magic, it’s a know fact (or at least Oola knows).
We need an elite that changes the tide of battle. Not just one that’s good for running away, since we need to run away a lot because the class is so underpowered. that’s our elite skill, running away. Yay! No, we need an elite that nukes the hell out of the enemy and makes them regret ever attacking us. Something powerful that completely shifts the battle in our favor, like Moa Morph, or Supply Drop. THOSE are elite skills.
Judging from that post, I’d say you have no idea what the elemental summons do. Through your elite, you get an ally that can cast ice fields, heal you, cripple+weaken the target, or spam a ranged stun every 10 seconds. That’s pretty powerful. Just don’t use the fire elemental, because it does the least of all summons.
We have personal home instances, and judging by the ‘trophies’ in the story pane, I’m guessing there were a lot more plans for our ‘homes’. Sadly, they got cut from the game.
I’d rather have personal home instances than Living Story (read: Scarlet) though. Which is why I’m so happy with the nodes and the Omnomberry Masters. It’s not much, but at least it’s something.
Engineer’s Healing Turret/Ranger Healing Spring+ spirits/Guardian/Necro weakness spam+fears/Warrior stuns as an aside to their bunkeri-ness/easily melting other people with no risk to survivability-ness.
There’s just no need for a bad-at-everything puppet.
Apparently there was one team that could make good use of a staff ele though. I don’t mind you not seeing the usefulness of staff eles though. It just means Anet will pile up more and more buffs on a build I can already put to good use. :-)
There is no middle ground in tPvP. PVT or Valkyrie’s amulets are the balanced options but both are very lack-luster and the later is worse than Zerker’s Amulet against Condi.
So where does a party support role come in?
The elite glyph is my swiss army knife (the elementals can do a lot) and I would still use it if I could bring a utility instead.
But the question was viable, not optimal. There are plenty of teambuilds that can stand up to the optimal builds, and can win if the optimal build’s player makes a mistake.
I really don’t get what’s so hard to understand about the whole ‘viable’ bit. A teambuild that can hold up for a short while when caught alone…that’s certainly possible.
Then by all means please show me how AH is better than other traits, and how the earth ins’t round. I’ll be waiting.
Glacial Heart is better than AH if you want to slow enemies down.
The earth isn’t round if the Matrix actually exists, to give one of the easier to understand of the many examples out there why the earth being round isn’t 100% certain.
I wonder why.
Me: Dude, the earth is round
Citizen A: Ahaha no, it is flat.
Me: But look at it’s shadow on the moon…
Citizen A: But if you swim too far you’ll fall on the horizon.
Me: <explains from various viewpoints that our planet is indeed round>
Citizen A: IT’S FLAT BECAUSE MY FEELINGS SAID SO.
You do realize that there’s no such thing as a 100% undisprovable fact, do you?
I’m guessing there’s only 2 options in your view right? Either instakill burster or undefeatable bunker?
The reality is though in sPvP staff kills too slowly for roaming.
Damage you do is only significant in a team fight if you’re full zerker and in tpvp people WILL go for you if that’s the case, unlike hotjoin where they’d happily ignore you and eat 4k meteors.
Bunker ele on the other hand struggles to survive against necro/thief/spirit ranger for even 30 seconds let alone against 2 people whereas an engineer can easily bunker for 1 min 30 against 2 of anything.
The question was, as I understood it, more along the lines of “how can I make do while I get back to my team”, not “how can I solo everything with staff”.
Staff can be viable in the sense that you can put up a fight with it, but it’s far from optimal in 1v1 fights. I’m not disagreeing there. There’s a difference between viable and optimal after all.
It’s not like I run around alone to satisfy my ego – lol – I just don’t see what staff has that makes it worth giving up my 1on1 capabilitys.
For WvW that would be Meteor Shower, combo fields and long ranged AoE’s.
There’s a saying in my country that says something along the lines of “the worst kind of blind is the one that doesn’t want to see”, that said, i hope you have fun in-game.
Sounds a little like “if you disagree with me, you’re dumb” to me.
By the way, why earth does not get any field? Mud, shifting sands, whatever.
Earth is physical. It gets finishers rather than fields.
You can also try 2x Traveler, 4x Altruism. You get a little less boon stacking, but more might (that’s AoE too). You won’t miss the extra boon durations, on most boons it’s only a fraction of a second more. But the extra might is up about 75% of the time.
Does anyone else find it unreasonable that thieves were given not just one or two but three powerful abilities to disengage, while elementalists were given a total of zero? I’m speaking, of course, of the thief’s ability to stealth, spam blind, and teleport, and the elementalist’s complete lack of any useful evasive abilities.
How seriously do you want to be taken by your readers if you purposefully feed us false information? The only one of the 3 that the ele doesn’t have is stealth. They can teleport and they can spam blinds.
A guy who steals things should not have more teleports (any really) than the guy who has mastery over the forces of creation and arcane energy.
All creatures are magical, including the physical ones. Check the lore behind the Oola’s Lab minidungeon. The thief is as magical as the elementalist.
There is no viable staff build in pvp. You will get destroyed in every 1on1.
What he means to say is that he doesn’t believe it’s possible. I believe it is, however it’s got less to do with builds and more with (relatively) huge amounts of practice and skill. But unlike other, more popular 1v1 builds, there’s no pre-paved path to glory yet, no premade builds that anyone can play regardless of skill level. And it is true that while staff can be played up to viable in 1v1, it’s at a disadvantage given the way the skills function. It’s much more potent in group fights.
However, what you really should be considering is this: apart from solo arenas, which parts of PvP are truly 1v1 and contribute anything meaningful to the total score? Because both sPvP and WvW favor players that fight together, not those that go off alone to satisfy their egos.
The answer isn’t about balance or overpowered skills.
The answer is that it would effectively give us a 25-skills action bar and that’s not what the game is about. The reason there’s an internal cooldown is to give you limitations to make the game interesting. Would chess be fun if every piece could move to any square on the board?
-While casting Meteor Shower, switch attunements (twice if needed) to proc Arcane Fury for extra damage on your meteors. Switch to earth for acces to magnetic aura if needed so you’re also less vulnerable when casting it.
-Cast your spells where you expect your enemy to go, not where they are when you cast the spell.
-Don’t be afraid to cast Meteor Shower on top of yourself in a 1v1 duel. A lot of people will blindly charge you thinking you’re vulnerable, but the extra damage from meteor shower will quickly make the fight go your way. Works especially well against those pesky warrior that are otherwise almost impossible to damage.
-You don’t need max range to be effective.
-Gust an enemy and then use Burning Retreat if you need to escape.
-Windborne Speed removes cripple, chill and immobilize. Don’t waste it.
To me, GW2’s balance is not measured in 1v1 effectiveness. Seeing as how most endgame content (dungeons, world bosses, sPvP and WvW) is built for group play, you cannot balance just by comparing how well professions can go solo.
People emphasize soloing and dueling way too much, which is part of the reason most people insist staff eles are useless. However, those same people will quickly admit staff eles are great in large WvW group fights. To ArenaNet, as long as a profession/weapon set has a good purpose, they’re balanced. For the staff ele, this means that it’s in a good spot: it has a purpose in dungeons, it has a purpose in WvW, it’s great against world bosses thanks to Meteor Shower. Sure, you can’t duel with it (read: not as well as D/D unless you’re extremely skilled) but that’s only 25% of the game at best.
Don’t just focus on 1v1…most of the meaningful parts of the game aren’t about that.
So I’m getting that for a decent damage build, I’m going to have to rely on conjured weapons?
No. Zelyhn has a good staff dps fire build for PvE. Dunno the link from memory but I’m sure if you ask him he will share it.
EDIT: Found the post, here it is: https://forum-en.gw2archive.eu/forum/professions/elementalist/Zelyhn-s-Advanced-PvE-Build-Direct-Damage/first#post2333424
All of the things you listed can be achieved with other utilities that don’t require you to give up 20 skills for 5. IMO you’re crazy.
You can view Ice Bow as a substitute for Glyph of Storms at a lower cooldown, that also gives you acces to some other skills should you require them. You don’t have to walk around with it for extended periods of time. You can just grab a bow, cast what you need and then drop it and still have great results with it.
Daphoenix key bindings were not that great
Try mine
To each their own I guess. :-) Personally, I prefer to activate my skills and turn using my mouse, and dodge by using doubletaps so I can control the direction regardless of the direction I’m moving in.
I even have separate ‘modes’ for jumping and fighting. I do jumping puzzles while moving with my mouse and fighting while moving with my arrow keys.
To each their own, because I can’t imagine anyone liking my setup, but it works out very well for me.
It’s also in a fairly good place compared to Line of Warding. It doesn’t last as long, but it also gets a lower cooldown. It could have been a lot worse.
but, but…I don’t wanna be a support class. I already have a guardian for that. I’d rather be a ranged nuker that can deal massive AoE damage, ya know like how mages have been in every single game ever in the history of video games.
The play a different profession. What you’re saying is the same as: change the thief’s stealth to summong a jumbo jet for transportation because I like flightsims better than mmo’s.
The staff ele focuses on support more than damage. You can spec in fire if you want to be more of a damage dealer, but ultimately, the weapon was made for supportive group play, not 1v1 leet dps.
Overall, the labyrinth is the most challenging LS content we’ve had in a while. The nocs are easy enough when you’re in the zerg of course, but when you face them alone they’re challenging. I like it when you’re fighting stuff that can actually fight back, not just afk drop health bar auto attack them.
Both lorewise and contentwise, this update was very well done. I like it, and seeing as how Halloween is my least favorite holiday theme, that’s saying a lot.
The lore behind the Thorn family is actually pretty cool. I wouldn’t mind seeing more of this kind of content, lorewise I mean.
At first when I saw the patch notes, I was leaning towards positive. However, after letting things sink in, I’m still leaning towards positive. True, the changes to staff have mostly been to our secondary skills and not our primary (where most people feel the main issues lie). However, ArenaNet has shown that not all of our concerns fall on deaf ears.
Taking Meteor Shower for example, it’s clear that ArenaNet listened to players that felt you couldn’t easily hit things with it. The conjures also recieved buffs to the point where I feel that nobody can complain they’re not useful anymore. Shockwave’s speed increase made me wonder why they didn’t change Gust as well, but when I checked ingame the skills are now more alike so it makes sense. The change to Unsteady Ground is rather interesting because it gives use something completely new (to us). Finally, stuns, the bane of our existence, have been reeled in a bit. The sigil fix essentially takes nearly a second off the most problematic stuns from stunlock builds. Launch and Basilisk Venom can now be countered effectively. Given that we’re the most vulnerable of all professions to stun, this is good news.
With the buff on burning speed and the superspeed on One with Air, staff eles can now properly disengage! Gust an enemy (use chill/static field/shockwave/whatever to actually hit them), switch to fire and roll backwards. Turn around and run away! Easy right? Well, not easy maybe but at least it’s possible.
But there are some concerns. For one thing, immobilize now stacks. Where immobilizes would be wasted pre-patch, they now all stack (or at least up to 5). With immobilize being the nasty younger brother kicking us in the groin while older brother stun holds us down, this is a tough blow. For most 1v1 cases, this won’t be much of an issue but when a group decided to gang up on us with multiple immobilizes, we’d better have our Windborne Speed ready to cleanse them off. Thieves even got an extra immobilize and they hardly needed help against us, but at least they’re removing less boons from us. Hopefully protection and regeneration will save us now that they’re not gone all the time.
One thing in particular that I’d like to comment on is the AoE & block nerf. While it’s true that this can hurt our damage potential, you’ve gotta ask yourself where this will matter. In PvE and sPvP, you’re unlikely to hit more than 5 targets (and if you do, your position is either good or bad enough that hitting another target wouldn’t affect the outcome of the fight). The only thing affected is WvW zerg fights. It’s sad, but not something we cannot handle. After all, Meteor Shower can still hit up to 120 targets, and we got an additional CC skill to compensate.
So to sum things up, I think overall this patch has done more good than bad and it’s certainly not worthless. The new Fireball radius is huge, giving us much more dps in dungeons (on the thrash you do not skip of course). The main issues (casting speeds. projectile speeds, etc.) are still out there however and some input from a dev on those would be very welcome. Overall though, I think I like this patch. At there very least, we got a new toy!
EDIT: One thing I forgot to mention is the loss of cripple. While this is hardly a ‘crippling blow’ given the low duration unsteady Ground usually gave, it’s still something that could harm us in the long run because we’re all about moving faster than our opponent. I guess we have to focus on chill now.
(edited by ThiBash.5634)
After waiting for a few days to let things sink in, I’ve decided to make a list of things from the October 15th patch that affect Staff eles. This should help make up the balance of how well the patch actually is for us. Note that I’ve omitted ‘neutral’ changes to avoid the posts becoming too lengthy.
The Good News*Additional way to use ground targeting.
*Stun breakers now break launch.
*Fixed issue where stuns would always round up their duration to the nearest second.
*Downed skill #2 is harder to accidently activate.
*Skills that buff allies in an AoE now prioritize party members.
*Persisting Flames: The duration was increased for most fields.
*Geyser: Increased the radius with and without Blasting Staff.
*Water Blast: Increased radius and healing stat scaling.
*Frozen Ground: Added an unblockable skill fact.
*Unsteady Ground was changed.
*Shock Wave: Increased the projectile velocity by 12.5%.
*Burning Retreat: Increased the retreat distance by 200.
*Fireball: Increased radius with and without Blasting Staff.
*Meteor Shower: Radius now increased by Blasting Staff.
*One with Air now grants superspeed instead of a passive speed buff.
*Glyph of Storms: Lightning got slightly bigger areas for its lightning bolts.
*Glyph of Renewal is now ground targetted.
*Conjures were buffed.Thief
*Larcenous Strike: This skill now steals only 1 boon.
*Basilisk Venom: Petrify is now removed on stun break.
The Bad News*Immobilize now stacks in duration to a maximum of five times.
*AoE spells with a maximum number of targets will now count combatants that block or evade the attack towards that maximum.
*Removed the heal that occurs if the water blast strikes nothing.
*Unsteady Ground: This skill no longer damages or cripples enemies.
*Windborne Speed: Decreased radius with Blasting Staff.
*Healing Rain: Decreased radius with Blasting Staff.
*Glyph of Storms: maximum number of targets for Fire and Earth was reduced, Lightning got slightly bigger areas for its lightning bolts.Thief
*Body Shot: This skill now applies 1 second of immobilizeOther professions
Both ranger, mesmer, guardian and engineer got some buffs to their supportive side, thus closing in further on our niche. Especially on AoE stability, the mesmer and engineer seem to outclass us now, while the ranger can spread vigor to party members.
Can’t say for certain but I think the reasoning is that a single conjure is actually 5 skills.
It’s a good guide and I can agree with most of it. The comment I disagree with is your statement that Arcana adds no damage. Because it increases the duration of your boons, by making might stacks last longer, it adds power and condition damage and essentially increases your damage (could easily reach +30 power/condition damage per 10 points). It’s not as strong as Fire or Air of course, but it also increases other boons.
In a way, it’s the celestial gear of the trait trees.
I ask my friend warrior, he sais he does 18-20k hits on a boss!!! How can it be so? I have a full berzerk gear and LW does 3500 – 4500 max on a crit!
Maybe it’s a critical 100 blades. It could hit for that much, but it’ll take roughly 4 seconds, so you gotta divide the damage by 4, which makes it closer to 5k.
(edited by ThiBash.5634)
As I’m likely to discuss the patch and staff ele indepth in the nearby future, I’ll just post my first impressions here:
To be honest, I’m leaning towards liking this patch. It’s far from perfect, but at least we didn’t get any major nerfs. The blocking thing is unfortunate but makes sense, and won’t really change all that much except maybe some WvW zerging. Conjures, which are useful to all weapon sets, got some much needed attention. The staff skills that got buffed are a nice treat, but it does make me wonder that ArenaNet for some reason is afraid that the staff might become too powerful in 1v1 situations and decided to play it safe and buff anything else that won’t affect 1v1 much.
What I’m worried about though, is the added immobilize the thief got.
I wonder…why doesn’t anyone count the combo fields as support? Because that’s essentially what they are: boosting other attacks to make them do more than they did without the combo fields.
Because most combos are pretty much useless.
There’s a few that actually make an impact, the only one that makes an impact in terms of dmg boosting would obviously be Fire Blast finishers, but that’s it.
What about fury stacking? What about extra chill from ice fields? How about the vulnerability from static field?
Nice one, drama queen. You are clearly wrong about Signets and Glyphs, as neither are truly viable. Yet you continue to spout your nonsense. The doomandgloom crowd are annoying, but the apologists like you are even worse.
In that case, I’m sorry that you don’t know how to use the skills.
I wonder…why doesn’t anyone count the combo fields as support? Because that’s essentially what they are: boosting other attacks to make them do more than they did without the combo fields.
I would love conjures to provide the wielder with stability for 10 seconds or something… This would at least make conjures appealing to use, in some sort of way, and provide Ele with another source of stability instead of Armor of Earth….
Eles already have other sources of stability.
Im not gonna trade my holy trinity slots for something unusable, obviously.
(teleport/arcane wave/mist form)
If you treat the skills you’re currently running as being impossible to replace, you’ll never get to appreciate new builds. Try something before you complain about it.
Trying to think if Gandalf ever used Glamdring along with his staff in the movie, and I’m drawing a blank.
Didn’t he do that at the end of the battle for Helmsdeep? It’d have been from horseback though.
And just FYI, ill beat you in ANY 1v1 ele vs ele match with staff. 100% sure.
It’s a weapon optimized for group fights, not solo fights. So congrats on being able to beat a staff ele with a 1v1 build. No seriously, must be hard.
However if you are ele and running dungeon with me, if you running with staff and has no conjure to compensate your lack of dps, I will be kitten sure to kick you out.
Good, because I don’t want to carry you. You obviously have a lot to learn about the game in general if you think dps is the ultimate answer. You sound like the dude that went all crazy on me because I dared to go for the gate controller on my staff ele, and then took 20 seconds instead of 10 to take it out. HOW DARE I?!
(edited by ThiBash.5634)
There are sPvP solo arenas.
In Modern day MMOs, why do more and more of these MMOs skipping out on Back armor Models like capes and cloaks, or other items?
They don’t the number of back items is huge. Check the wiki.
Yet if thats the case, why do older MMO game handle back armor models just fine?
World of Warcraft had it in 2004. this is the year 2013 going into 2014 and this is an issue.
It’s not an issue because they really use just 1 model, and reskin it hundreds of times. WoW essentially has just 1 back item.
Except that I’m not sarcastic here.
It was a joke, sorry. Was trying to lighten the mood a bit. All the going at eachothers’ throats isn’t fun all the time.
To put it differently, I’d like to see how having your only blast finishers in earth attunement works with elemental that randomly casts ice field. Relying on ai is not my cup of tea.
I can understand that. To be honest, I’m not constantly sniping for fury blast finishers. Rather, I go at it from the opposite perspective: while going through my attunements, when I get to earth, I’ll just look for the next possible field to combo with (of course trying to pick a good one). By using the ice elementals I have extra opertunities to dodge roll into ice fields if they’re available, but I’m not gonna stress out over getting them (although the elementals cast them quite often). You can get used to it after a while and recognize them though, their ice fields are telegraphed in advance and last for a few seconds.
(edited by ThiBash.5634)