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When your...

in Elementalist

Posted by: ThiBash.5634

ThiBash.5634

I haven’t watched the videos because I am at work, but I guess they show comparisons between these two skills in solo situations?

That’s correct.

It seems we’re mostly comparing apples and oranges here. The skills both have completely different cooldowns, different purposes, different ranges and different mechanics. When the shower is cast for example, the ele can do other things while the warrior is stuck in the animation. The ele can have up to 2 summons also attacking the target at the same time. The ele also doesn’t have to walk over there before they can actually hit stuff. And on the other side, the warrior has 8 seconds cooldown where meteor shower has a much, much higher cooldown.

Compare hundred blades and meteor shower on a burrow in AC explorable, and the results will favor Meteor Shower. Compare it on a single target trash mob and hundred blades will come out on top. Are those really things nobody expected?

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Would You Fight To Reclaim Ascalon?

in Human

Posted by: ThiBash.5634

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Personally, I’d support efforts to get all humans together (through politics if needed) including those in Lion’s Arch, and strengthen our homelands. Also, there’s plenty of territory near Kryta that isn’t occupied by any of the major forces.

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October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: ThiBash.5634

ThiBash.5634

WoW’s pets have reduction to AoE damage in PvE only. It doesn’t work against players. However, for Guild Wars 2 it wouldn’t be so much AoE damage, but more in the line of ‘all non-player damage’ because the game works a bit differently. The trick is to not make pets OP-survive-all-tanks though, because that can lead to abuse. I know that there was a boss in WotLK that was best tanked by pets instead of player tanks, because they did almost solely AoE damage (and then pets are immune to 90% of the boss’ damage).

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(edited by ThiBash.5634)

Disappointed that TA isn't 3 way war.

in Twilight Assault

Posted by: ThiBash.5634

ThiBash.5634

“Until now Sylvari were divided among those that followed Ventari’s teachings, and those that didn’t. Scarlet is unique in that respect because she doesn’t do either.”

And yet she picks a side only 1 patch after the above was said. Here’s to hoping that’s temporary.

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When your...

in Elementalist

Posted by: ThiBash.5634

ThiBash.5634

Now THAT’S a post that certainly uplifts the spirits. :-)

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Thank you ArenaNet

in Elementalist

Posted by: ThiBash.5634

ThiBash.5634

 

You should probably learn to ignore those two clowns.

why? when the ridiculousness of what they type speaks volumes of hilarity

As you can see in my previous post, the near-perma protection is actually very possible. Glad you had a good laugh, now look at how stupid your comment makes you look and we’ll have another good laugh.

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When your...

in Elementalist

Posted by: ThiBash.5634

ThiBash.5634

The video is impressive, true. It makes an ele sad, true. Still no reason for me to go play a warrior though. It looks amazingly boring and part of the reason why it’s so effective is because the higher base damage gets extra amplified through food.

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(edited by ThiBash.5634)

Thank you ArenaNet

in Elementalist

Posted by: ThiBash.5634

ThiBash.5634

Most eles have near-perma protection these days anyway.

link?

Try ‘brains’ instead of ‘link’.

For starters, there’s Elemental Attunement which each ele and their mothers run. Most eles also run +boon runes, meaning that instead of 5 seconds, you get 8.75 seconds of protection. With 10 seconds attunement recharge, you’re only 1.25 seconds without protection. Granted, you’re unlikely to instantly switch out of earth again so the gap will be larger. However, this is just from one ability.

In actual combat, there’s a lot of things that can happen. If you use armor of earth, you get 9 seconds of protection (enough to fill 2 gaps). You can use Glyph of Elemental Harmony (5 sec) to fill another gap (two if traited). Your elite earth elemental also casts protection (another gap filled). And then there’s your party that also tosses around protection. A shout from a guardian can easily fill 2 to 3 gaps.

All those effects put together…why, even some of those effects put together pretty much give you permanent protection. You don’t need to provide all of it yourself. You can just use Elemental Attunement to prolong other boon effects indefinitely. It’s the same with Arcane Fury. A 10 second fury buff once a minute is pretty much enough for the ele to have 100% fury uptime during the entire fight.

You should probably learn to ignore those two clowns.

So just because you’re ignorant of the way the game works means I’m a clown? Funny, from my perspective it’s the other way round.

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(edited by ThiBash.5634)

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: ThiBash.5634

ThiBash.5634

Health isn’t tied to armor class. Necromancers have the same high pool as warriors, and guardians have just as little as elementalists.

True, and I think it would be nice if they got a small change too. It’s just that the Elementalist vs. Warrior is the most extreme example.

Basically, elementalists are ruïning the dungeons for warriors because they’re so squishy and still need to be able to complete the dungeon. If they had more health, the dungeon could be scaled such that damage is more dangerous to warriors too.

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Why do you like your class?

in Guild Wars 2 Discussion

Posted by: ThiBash.5634

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The reason I like my elementalist is because it’s such an active, creative profession. Between my staff and the glyphs, I can change almost my entire build to suit my needs. And making use of the correct combo or dodge effect at the right time requires some quick and active thinking, and I like that a lot.

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Thank you ArenaNet

in Elementalist

Posted by: ThiBash.5634

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Bloody hell my “support” deals more damage than warriors!

How is it having 14k hp and less than 2k armor?

Most eles have near-perma protection these days anyway.

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October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: ThiBash.5634

ThiBash.5634

Have you ever considered reducing the difference between low and high health professions?

The reason I ask that is because it could make it a lot easier to balance dungeons and PvP if things are equally dangerous to all professions. The way things currently are, a character with 10,000 health must be able to beat a boss and as such the fight is balanced around it. This means that for a 20,000 health character, the fight is only half as challenging. A 10k spike will nearly kill an elementalist while a warrior won’t even go below 50% health. The only way to solve this is by introducing hits that kills instantly, but that negates defenses and makes defensive gear worthless.

This is also shown by the fact that berserker gear is all over the place: because bosses must be beatable by characters with no defenses, thy’re balanced for that. This means that any gear that adds defense is essentially a waste, only for the lazy players.

By bringing the basic defenses together this issue can be adressed somewhat. A zerker warrior should feel not having high defenses, not shrug it off because the damage was based on the elementalist which has even less defense than said berserker warrior.

I’m not saying all health and armor should be equal, but instead of 10,000/15,000/20,000 the base health could be changed to 12,500/15,000/17,500. This will make the difference smaller and make the same hit more dangerous to all players while still making a difference between heavies and lights.

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Is the skill system too simple/boring?

in Guild Wars 2 Discussion

Posted by: ThiBash.5634

ThiBash.5634

Speaking from an Elementalist point of view, I can agree on the skills being simple. However, the tricks you can pull off aren’t that simple at all. Taking combos for example, what field you use your finisher on can make your skills do something quite different. Do you want to use your blast finisher for might or for healing? Burning projectiles or chilling projectiles? For the staff elementalist, swapping from Fire to Earth is a wholely different thing from swapping from Earth to Fire and the same applies to the other elements too. Since I’m personally playing a glyph build, it’s not just my weapon skills that change when I swap attunements, my utilities do something else too. Not to mention the elementals having vastly different skill sets and purposes. Evasive Arcana even changes my didge based on what I want to do with it. So if I want, I can change my playstyle on the fly and do something totally different…and I’ll have to use those tricks properly to be effective.

So to me, yeah the skills are simple…but if you wanna use them for maximum effect, you’ll have a lot of ways to optimize them.

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State of the Elementalist (Discussion)

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Posted by: ThiBash.5634

ThiBash.5634

What about adding a cooldown reduction similar to Arcana to each individual element that doesn’t stack with Arcana itself?

So if you had 20pts in Air, you’d get 20% cooldown reduction on Air Attunement, 30pts in Earth and 10pts in Arcana, get -30% on Earth and -10% on the rest, etc.

It’s not the answer to all, but it’s a relatively simple change and unlikely to introduce any new gamebreaking exploits.

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Suggestion: added crowd control for staff

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Posted by: ThiBash.5634

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10% chance for knockdown on meteor shower wouldn’t be overpowered at all. As it stands, meteor shower is already a garbage skill. Cast time is high, the chance of it hitting a single target is pretty low if the target is moving, and it doesn’t do much more damage than my regular auto-attacks. I think a 10% chance of a knockdown would be a much needed change to that skill.

Sorry, but I’m gonna stick with ‘are you high?’. Obviously it’s an AoE burst skill, not a skill meant to take down single targets. Having said that, if you must use it for that, you’ve got tons of snares which you should use before you toss around your most powerful skill. Use your elite earth elemental to taunt and tank mobs so you’ll know they won’t move. In dungeons, cast it where foes are gonna be, not where they are at the time of casting. In PvP, don’t use it to take out single targets. Use it on groups or control points to apply pressure. If used correctly, you can get tons of damage out of it but it’s not a no-risk-ultimate-reward skill. And it’s certainly not meant for single targets, world/dungeon bosses excluded of course.

Garbage skill. Phah. Learn to use it properly I’d say.

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Suggestion: added crowd control for staff

in Elementalist

Posted by: ThiBash.5634

ThiBash.5634

Knockdown to Meteor Shower? Are you high?

Stun to Ice Spike seems a bit much, since it’s quite a big AoE and staff already has 2 stun skills.

The change to gust seems ok.

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"Special Instructions"

in Super Adventure Box: Back to School

Posted by: ThiBash.5634

ThiBash.5634

So..feedback anyone?

It’s a good guide, well written and easy to read. Good read for people that miss story steps too (I skipped the ‘ask Moto about genie’ bit). Being able to re-read the background lore in a relaxed environment is pretty neat.

especially since a certain annoying weed has no role in any of this.

You’ll have to be more specific. Which one of them?

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Anyone still doing SAB?....

in Super Adventure Box: Back to School

Posted by: ThiBash.5634

ThiBash.5634

I’ve been hooked on Tribulation Mode the past few days. At first I didn’t think it’d be my thing, but if you have enough continue coins it’s not that bad. Most of the issues I had with the SAB are fixed now and overall it’s quite enjoyable. Still one of the better things added to this game.

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Who gave up on the reptile already?

in Tequatl Rising

Posted by: ThiBash.5634

ThiBash.5634

Not given up, but I’m not stressing out over missing the event window either.

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Balance patch

in Elementalist

Posted by: ThiBash.5634

ThiBash.5634

The leaks(if they are accurate) had some buffs to Earth Shield that look really good. An actual auto attack chain. A moving mass pull that will provide protection for each foe pulled in. 2 new attacks added to #2 and number #3 and the 5 skill (forgot its name) with invulnerability will have its CD reduced to 30 seconds.

That would be nice. I’ve long been looking for a reason to use the shield, because it looks so good. :-)

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How... Is... This... Possible...

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Fresh Air sounds like a good idea until you realise it genuinely doesn’t give you anything useful over a non Fresh Air build. I typically max out at 20 in Air (Zephyr/Bolt or Alacrity/Bolt) and then, as everyone else does, dump the rest into Water & Arcane.

The one thing is does do is give you a lightning bolt everytime you swap to it. It works pretty well with scepter, though I can see why it’s less desirable for dagger.

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Staff Build -

in Elementalist

Posted by: ThiBash.5634

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Hum Traveler because of the 25% movement speed? Since I need to mantain range would be nice to run faster than most characters.

The bonus from Traveler does not stack with swiftness. Seeing as you have Glyph of Elemental Harmony, Elemental Attunement and Windborne Speed, you’ll pretty mnuch have permanent swiftness anyway. So taking Traveler runes for the speed boost would be a bit of a waste in your build.

Also, if you like boon duration that much, have you considered taking 2 Monk/ 2 Water/ 2 Traveler? That would give you +45% extra boon duration.

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So how do we fix Berserker?

in Guild Wars 2 Discussion

Posted by: ThiBash.5634

ThiBash.5634

The problem isn’t berserker, the problem is the one-hit kill mechanics. Change it to more (lower) damage over time and healing may become viable.

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Arenanet "fix"

in Elementalist

Posted by: ThiBash.5634

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No, cantrip builds were brought because they were superior skills, not simply because they break stuns.

Yes, they’re good skills. It was the combination of those two effects that made them mandatory. Other skills are good too, but you have to give them a chance. Sticking to cantrips because they used to be uber isn’t the answer.

You might want to look at what build diversity those stunbreaker changes actually brought to eles before you use your bolded statement again.

It was the lack of a stunbreaker that kept full signet builds from being playable. You severely underestimate non-cantrips. Would you really prefer cantrips to be the only viable build because they’re the only ones with stunbreakers?

Glyph of renewal can be a death sentence in certain fights, at least those I participate in.

Not my favorite skill either, but I’ve noticed that you can use it for a targetted 1200 range res when you use it in Air, and still move while casting. For dungeon fights (like against Lupicus), that can sometimes be useful because you can res people on the go without being anywhere near them.

Lesser/greater elemental? Can be useful, but they are too slow for my movement to be any useful/dies to aoe.

It greatly depends on how you use them. If you combine them with other snares (like GoEP and weapon skills) they can start hitting stuff, and both Ice and Earth have snares of their own. Earth elementals can also take quite a few hits and have their own skills for protection and weakness.

GoEP? I already have alot of fire, and enough cripple. More immobilize would be better. Weakness? Very good, but I don’t sit in air all day waiting for it to proc. Chilling? This seems as a very good one, as chilling hurts your cooldowns. But I don’t switch to water to land autos, I switch to water to heal up, then switch back to something offensive.

You may wish to know that the chosen condition depends on the attunement you cast GoEP in. If you cast it in water, your fire/air/earth spells will also have a chance to chill. The idea behind the glyph is not to replace your conditions, but rather to compliment them. If it’s active, each hit you do land will have a chance to make the next one easier to land. Combined the staff’s own snares, the elementals and GoEP can make hitting stuff a LOT easier.

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(edited by ThiBash.5634)

Aquamancer

in Elementalist

Posted by: ThiBash.5634

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By ‘quite a few’, there’s Ice Spike and that’s it for Staff. Also, Static Field has a really long cooldown, and I’ve never seen it apply more then 10 stacks in a group.

Quite a few being Ice Spike, Static Field finishers and a bunch of traits (most notably Weak Spot).

However, the extra damage is made up by a guardian because of retaliation, a boon that we can’t get (oh how I’d love a Light Field). Retaliation isn’t a small amount of damage either considering how often the Guardian can keep it up.

Yet at the same time, bosses often attack rather slowly so compared to say, a rapid firing thief the damage isn’t that large (while certainly useful). Staff eles also get chill, cripple and weakness, which can certainly be helpful, and they too can grant Fury and Might to allies. Elemental Attunement grants 4 different boons to the party pretty much automatically. If anything, the professions are roughly equal, yet different.

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Arenanet "fix"

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Posted by: ThiBash.5634

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Because any organized guild will hit you first with a bunch of guardians knocking you down with their hammers, necros with fear, mesmers with daze, etc.

You need your stability first to successfully drop Churning earth or Meteorshower without getting interrupted. AoEarth will be unusable as a stun breaker for 90 sec. Keeping it to break stun pretty much guarantee that your slow-to-cast spells will be interrupted.

So that basically means you’re using it as just that: a stunbreaker right? I thought you meant not to use it to protect you against stuns. Pre-emptive use functions well too. My mistake, I misunderstood.

What other stability skill does the ele have? None.

Though technically traits, we have Earth’s Embrace and Rock Solid. The first I’m glad that it’s also a stunbreaker, the second won’t work with Churning Earth, true, but it works very well with Meteor Shower.

That’s an awful choice to have to make when stunbreakers are so valuable.

Having a stunbreaker on the skill wouldn’t matter if they hadn’t taken that function from another skill.

Like you said, stunbreakers are that valuable and that’s the primary reason only cantrip builds were viable before the change. The game encourages to focus on a single utility skilltype and used to force us into bringing at least 1 cantrip, or focus on the completely. Spreading them among the skill types promotes build diversity and the change was neccesary, but I’ll admit not every utility tree was equally suited to have a stunbreaker added. With that in mind, I still feel adding it to GoEP makes the most sense and ties in with the overall design and purpose of glyphs. You’re always making tough choices with glyphs. If can’t handle that, don’t play glyphs. ;-)

No but seriously, what would you have done under these circumstances?

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Fire Trait Idea.

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Posted by: ThiBash.5634

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What about moving Renewing Stamina to Fire? It seems like it would complement the playstyle well (glass cannon, lots of dodges).

In general I think spreading the offensive and defensive traits across all attunements would make for more balanced and interesting builds. If you look at the Ranger for example, they have Natural Vigor, Vigorous Renewal and Wilderness Knowledge (lowers recharge on Lightning Reflexes, which is a dodge roll that also gives vigor) all in one traitline. The combination makes them pretty lackluster because they don’t stack and if they did, you wouldn’t need that much extra endurance anyway. If they were spread around the traitlines, you’d get different flavors of defense instead of all flavors in one build.

So yeah, let water have some offense…but give fire some defense too. Let us choose between damage1+defense1 and damage2+defense2 instead of damage1+damage2 and defense1+defense2.

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Fire Shield. change.

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On its own I agree with you, but when considering the signet-auras, aura sharing builds and leap combo auras, I fear that could be a bit too strong.

Those builds are not even viable, though.

They’re pretty viable, you’re just hung up on your cantrips too much.

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Elementalist Discussion

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Posted by: ThiBash.5634

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YES gEnIuS and you only have to stand auto attacking with ZERO dps for 4 seconds while the enemy “dare not touch you”, its just an AWESOME way of applying chill and much better or on pair with instant cast instant effect skills of other classes weapons. can totally see why this is not bad when you explain it for me like this :P
(and i know you mentioned group play, but in that case every other class combo will be able to have the fields, as a team, that is needed, putting all your field casting on one person would be a bad tactic in itself);

I was mainly referring to teamplay in that example, not individual play. But lets take your example and work it out truthfully shall we? If you use Shockwave to snare your target in the field so it’ll stay in there the full duration, you also get a free bonus second of chill. If you go for Stoning, you can also stack weakness on the same person while still doing roughly 700 damage per attack. Or you can dodge roll into the field to get your party Frost Aura (especially neat when combined with Zephyr’s Boon) and the target some cripple/bleed too. Or a combination of the above. And you’re not limited to those combos either, because after those few seconds you can simply switch back to another attunement and deal more damage. And that’s just your: your party can also use the field. I’d say that an engineer switching to the Elixir gun and back has a worse deal.

However, I was merely trying to show why combo fields are powerful even if the individual combos aren’t and you knew that. Combos can outperform player skills even in unorganized PuGs. To me that means they’re worth using, and a non-negligable part of the staff gameplay.

the only valid use is to gain fury+might from erupt->firefield before the fight starts (or in rare cases doing it while you are getting your head smashed in by a meleeing enemy)

You can cast all of them while moving, so preparing an Eruption for later use with one of your other fields while you move to the location of cast is perfectly viable. If the melee doesn’t enter it, you just shook ‘em off for a few seconds. If they do enter it, they get hit. Either way, you get your extra combo heal/might/frost aura/etc. There’s virtually no reason to not try and combo stuff.

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Staff Elementalist

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Posted by: ThiBash.5634

ThiBash.5634

they said this but then one can wonder why it doesnt have more hard support?.
it got healing rain and geyseer with major CD thats about it for support(which isnt very much other classes have ALOT more tools then this), D/D aura build adds more support then staff in normal fights-.-

Staff has more support, you’re just not seeing it. First of all, you forgot Windborne Speed as a ‘support’ skill. But the real trick lies in the combo fields. You can get a lot of offensive support through your Fire and Static Field combos. Frozen Ground with combos can cause perma-chill through just 1 cast (even on bosses, if used correctly) and if you blast finisher in it, everyone in the field gets Frost Aura (10% damage reduction). And then there’s Stoning, which allows the staff ele to perma weaken something if it’s needed.

Support doesn’t just mean healing and defense. It can also mean giving extra offensive power to your teammates.

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Ele's and Orr

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Posted by: ThiBash.5634

ThiBash.5634

OP took the challenge. I got the vid, and he got his win. I got the punishment. Check it out: here

Grats on the win, but if I may be so bold.

If you use an elite Earth Elemental as tank, you could take on a lot more. Not only can they tank a lot of damage (especially if they gain some of your heals during the fight), they attract aggro as if they know the best way to insult all mobs’ mothers.

A meteor shower on top of it and you’ll have them cleared in no time.

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what's a good level of toughness?

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Posted by: ThiBash.5634

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It’ll take a lot of toughness to get any significant increase in damage reduction. I like the stat (from other games also, I like to have high defense) but in practice toughness doesn’t seem to work as well as say, vitality or healing power.

There was an article on these forums about a week ago though, that showed you how to calculate optimal toughness.

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So I want to use tornado (build around it)

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Posted by: ThiBash.5634

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I would also consider getting rid of the glyph utilities for cantrips. happy gaming.

If you’re gonna combine the build with staff then you’ll get more use out of glyphs than cantrips.

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Aquamancer

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Posted by: ThiBash.5634

ThiBash.5634

Where are you getting confusion from?

My apologies, I mixed up Brutal and Confounding Bolts. No confusion. My mistake, sorry for the confusion. :-)

Where are you getting perma vulnerability from?

It doesn’t have to be permanent in order to be useful, but the Ele has quite a few ways to cause vulnerability in addition to the Static Field finishers. How many does the Guardian have?

Burning already happens permanently in a group of 5. Don’t need fire fields. It doesn’t stack.

Not every group has perma bruning available, for those that don’t it’s useful. If anything, it’s a free bonus on a damage field you were gonna cast anyway.

Finishers aren’t the ultimate answer, true, but they do help and make the ele do more than what they generally get credit for.

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Fire Shield. change.

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Posted by: ThiBash.5634

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Also, Frost Aura >> Fire Aura (by like a million).

A few extra might stacks might help too. 1 Might stack is nothing, 3 per hit and now you better make sure you kill that ele of they are coming back with a vengeance. Especially on a condi build, it could be some pretty potent defense.

On its own I agree with you, but when considering the signet-auras, aura sharing builds and leap combo auras, I fear that could be a bit too strong.

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Arenanet "fix"

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Posted by: ThiBash.5634

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Being force to WASTE Armor of Earth to break stun is just as ridiculous. It has a super long recharge and is the only stability skill the ele has.

It was better before they nerfed Mist form.

What would you use Armor of Earth for then, if not against stun? How is a stunbreaker/stability skill wasted if you use it to protect against stuns?

You pick the desired effect based on attunement and potentially waste your stunbreak, or you use the stunbreak and potentially miss the attunement you want to get the condition from, unless you want to sit in one attunement just to wait for a stun.

It’s a choice you’ll have to make, but that’s what glyphs are about basically: lots of choice. The only difference with this one is that you have 5 options instead of 4. I guess we disagree on how to use it during a fight, but at least having a stunbreaker doesn’t hurt the skill. So why not just leave it where it is? And if not that, which glyph would you use it on instead that makes more sense?

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Aquamancer

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Posted by: ThiBash.5634

ThiBash.5634

Overall, I’m in perfect agreement that Staff Elementalists should be more supportive, however after having tested other classes I can only sadly add that currently, they’re not the best at that either. In most instances, Guardian simply do a better job than they, and they come with heavy armor and won’t need to throw loads of HP into the pan to be good at it. They stack Might faster, remove Condis faster, heal the team for more and has greater access to defensive buffs. Sad but true.

In that assesment, have you also take into account the extra boosts from the combo fields? As in, the perma burning, vulnerability, chill, etc. that the ele’s party gets from comboing through the fields? Those things, while minor per individual hit, stack rapidly whereas the guardian is rather limited in that aspect.

EDIT: removed my stupid notion that eles somehow could generate confusion. What was I thinking?

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(edited by ThiBash.5634)

Fire Shield. change.

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Posted by: ThiBash.5634

ThiBash.5634

Alternatively, just give it a reasonable cooldown (like 15-20s) and it can be good with aura traits.

The cooldown reduction would probably be the easiest, cleanest solution, without having to also rebalance combo fields and signet-aura builds. Would make sense too seeing as how it’s a bit odd that Shocking Aura gets half the cooldown, when it’s a lot more useful.

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Elementaliste can't use bow? why not?

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Posted by: ThiBash.5634

ThiBash.5634

There’s a slight problem with conjured weapon skins being available as normal weapon skins too: how can you tell wheter the ele you’re facing is using his bow or a conjure bow? Which means the only options left are torch, warhorn, pistol and rifle I think.

Unfortunately, I don’t think Anet will even consider the easiest solution, which is to make conjures like engineer kits in that they would only be available to the elementalist.

I’m not 100% sure that’s the easiest solution. Engineers only have their 5 weapon skills to combo with. Elementalists would have 20 skills. Just imagine being able to rapid fire with your Frost Bow through every combo field you have. It would be tricky to balance (even if it would be preferable to the way things work now).

And how would you balance our elite? Same effect but a cooldown?

Or maybe, X uses (with swaps counting as uses too?) and THEN a cooldown. That might work.

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So I want to use tornado (build around it)

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Posted by: ThiBash.5634

ThiBash.5634

How about Glyph of Lesser Elemental? You can either use the Air Elemental for some added ranged attacks, or the Ice Elemental’s ice field to toss around chilling bolts. They’ll be active even when you’re in Tornado form and would fit your build.

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Returning player. Help me optimize my gear!

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Posted by: ThiBash.5634

ThiBash.5634

I’m running 0-15-10-15-30.

Which trait do you use in Earth?

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Elementalist Discussion

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Posted by: ThiBash.5634

ThiBash.5634

The problem;

  1. Survivability outside 60 points Water/Arcane and Cantrips.
  2. Damage reliability vs targets guided by humans.
  3. Traits
  4. Staff

-1 Problem no longer exists, or at least not in the severity you make it out to be. Arcane isn’t chosen for defense, it’s because it combines boon duration with attunement reduction and then provides 2 very powerful traits (Evasive Arcana and Elemental Attunement). These effects boost your offense just as much as your defense. As for Water, you’re half right. The first 15 points can do a LOT for your survivability, but 30 are no longer required. It’s not perfect but it’s an improvement. Cantrips are ok skills, but not the end to all. Dare venture beyond them and you’ll notice we have a lot of very useful utility skills.

-2 Somewhat a problem. The way I go around it personally is by using the snares from Glyph of Elemental Power combined with my weapon’s snares and those of my elemental summons. It would be nice if they weren’t needed but it’s not impossible.

-3 We have some very useless traits. We have some mandatory traits. They need to be balanced out. Agreed on this one.

-4 Staff has some issues, but not as many as some claim. The aforementioned GoEP tactic helps staff out a lot. The other thing is combos. They’re not optional for staff, they’re required. People often dismiss them as worthless or weak but they add up a lot. If you take Ice Field projectile finishers from example, they only give 1 second of chill. Worthless right? But if you get 4 of them through a single Frozen Ground (fairly common) they suddely provided as much chill as just about all player skills in the game. The same goes for Fire fields and Might Stacking/perma burning, heals from water fields, etc. Most of staff’s combo fields outperform individual skills in group play. Some even do in solo play. Use them well and you’ll actually add a lot more to a party than you think were possible. Or solo for that matter.

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Fire Shield. change.

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Posted by: ThiBash.5634

ThiBash.5634

It also gives might when you’re hit.

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Well-rounded Staff Build/Gear

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Posted by: ThiBash.5634

ThiBash.5634

Recently I’ve been mulling over a glyph based build for my staff ele.

http://gw2skills.net/editor/?fEEQFAWhImgboR1gjDA0DmIZ8QFlHzkjNA-jUCBIgAkIAJPKrZPCiFhTjtMMIqaDRWZDT5CFA-w

The idea is to have the minimum amount of defensive support that makes sense (a.k.a. 15 pts in water) and support that with offensive support through Zephyr’s Boon (blast in ice field from myself or the ice elemental summons), vulnerability and Altruïsm.

Zephyr’s Boon combined with Arcane Fury pretty much gives me perma fury through the use of Magnetic Aura so it’ll be useful even if I can’t pull off the combo. Glyph of Elemental Power is there to snare stuff so I’ll have an easier time hitting it or to reduce incoming damage through added weakness.

So what do you guys think?

Any thoughts?

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The only annoying thing about being an ele...

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Posted by: ThiBash.5634

ThiBash.5634

My apologies, I’ve been responding to the wrong person. I’ve seen so many people demanding in-combat swaps that I tend to jump on any that even mention the word swap.

Out of combat swap would be ok to me, but if so I’d like to see the weapon specific traits removed too so we don’t have to still go into our inventory and change those.

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The only annoying thing about being an ele...

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Posted by: ThiBash.5634

ThiBash.5634

The ele wouldn’t be overpowered even if they gave the ele a weapon swap with a cooldown like that of the guardian.

Sure, because an auramacer that has acces to both Shocking, Frost and Magnatic aura isn’t overpowered one bit.

Or an ele with twice the number of knockdowns/interrupts.

Or perma chills.

Or so many blast finishers in a water field that they heal themselves more than their healing skills do.

Or all of the above combined into every build…

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GW2 AI is worst than GW1 AI.

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Posted by: ThiBash.5634

ThiBash.5634

There are mobs that dodge and move from AoE. But not all of them.

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Analyzing inherent elementalist issues

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Posted by: ThiBash.5634

ThiBash.5634

How about the ability to increase/decrease the staff AoE (let’s say with mouse wheel) so you can dilute the efficiency (but better for field control) or concentrate it in a smaller area (harder to place, but more deadly). Just imagine meteor shower raining in a smaller area (let’s say upon you), that would actually make each and every metor not a waste and give offense and defense against melee at the same time, or frozen ground would increase chill/aura duration or intensity.

Interesting but I fear it would only be possible in games 10 years from now.

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Arenanet "fix"

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Posted by: ThiBash.5634

ThiBash.5634

To me, the stunbreaker on GoEP makes sense. Glyphs are all about versatility. You can pick the desired effect based on your attunement. What the stunbreaker does is add to that versatility: you cannot just pick a condition of choice, but you can also save it and use it to breaks stuns should you want to. Compared to the other glyphs we have available, GoEP was the best choice. And having stunbreakers be a single skilltype did hurt our build variety a lot.

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Screw you Lightning

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Posted by: ThiBash.5634

ThiBash.5634

Im pretty sure that molecular motion IS temperature..So no way for the poor waterbender to slow water molecules without droping the waters temperatures below freezing point

The internal energy of the molecule doesn’t change, its freedom to express it through motion does however. Molecules in solids still vibrate, they’re not moving relative to eachother. What the bender would do is simply make the ‘trot in place’ so to speak, thus creating a solid that’s still warm. Kinda like how you can compress a gas enough for it to become a fluid without lowering the temperature.

Btw fire isnt even a thing like air,water ,earth are.The flames is just light as a product of a chemical reaction as well as the heat thats being unleashed.So i guess firebenders can force reactions with the air???But what do they even burn?
I feel very bad now but i must say the shyamalans film made more sense :P

You have a point there. How DO the do it?!

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