Possible Bug: Burning Speed doesn’t take into account critical chance boosters. For example, my 12% critical chance boosted to 37% thanks to signet of fire and fury still feels like B.S. is critting 12% of the time after 15-20 tests.
If you have the time I ask you to test this.
Major bug that greatly reduces the damage of builds that get a large chunk of damage from critical chance boosting.
Futher testing reveals that having 39% base critical chance in reality crits much closer to 39%….. than having 12% boosted to 37% in reality crits to 37%.
So I should being seeing nearly identical experimental crit chances between the two set ups, but im seeing much lower crit rates on the boosted crit chance of 37% versus the base crit chance of 39%
FINAL EDIT: After some further testing and input from others, it seems I was mistaken. Probably had some really bad luck in the 15 or so tests. No biggie. Probably should have gotten more test results before making a thread.
(edited by Turbo Whale.1738)
I think having the system where a player creates a match and can set rules/maps and other things and other players get to join the match and then when the creator is ready he can start the match would help us out.
I’ve heard that thieves have a skill underwater that gives them evasion and that many thieves at ruins just spam it for invincibility. Not sure if this is true or not since most thieves I’ve seen at capricorn avoid water altogether.
I really like this map. Maybe not something for professional/super serious play, but it is pretty dang fun.
lol was there an update ? glad I already left this game
Yeah because you’re NOT on the Guild Wars 2 forum.
Tested. Same problem with me. Woot -.-
Looks like ether renewal got a nice buff. I’ll be checking that out for sure :p
This is true- ele’s can’t do insta-swap.
It’s a longshot but I’m hoping for making scepter skills a bit more… meaningful. For example, earth 3 is mediocre in that no one will waste time and potential damage/healing whatever in return for a little blind (that will probably be wasted on an auto attack anyways). Also air attunement’s 2 and 3 really should be the same skill. A bit more usefulness into water auto attack and shatterstone would be awesome. Also aiming dragon tooth by mouse would be amazing (not asking for any other changes to d tooth except for the ability to aim).
Edit: I don’t see why people are asking for more damage. My ele with ~2100 toughness with earth 2 up and perma fury crits 5k firegrabs and 4k dragon teeth on the average toughness.
Sucky D/D Ele: Dances like a buffoon
Pro D/D Ele: Dances like a buffoon, but hits
[IMG]http://i46.tinypic.com/23w5tux.jpg[/IMG]
This picture explains why Hotjoin is a zergfest. It’s not because there’s too many players per team. It’s not because maps are too small.
Everyone knows that zergs LOSE capture the point types of games because they cap a point and run off to the next leaving no defense. But people still zerg. Why? Because they can get 300 glory per match by zerging. Who cares about actually playing to win and getting better at the game when you can be a super high rank through no effort?
Fix: Reward players for actually playing rather than rolling in a ball, killing anything that isn’t another zerg.
1. Players should be given a steady point stream for being a defender. This doesn’t include killing another on point because an objective can see no action for a long time but the defender still stood there losing opportunities to get kills elsewhere.
2. Do NOT award 10 points on point capture. Instead, give a steady stream of points to the player(s) who capped the point AFTER the point is capped. This way, players are actually rewarded for holding a point (WHICH IS THE WHOLE POINT OF THE GAME) instead of capping and uncapping and capping and uncapping…
[IMG]http://i46.tinypic.com/23w5tux.jpg[/IMG]
The way glory is given out in sPvP is absolutely laughable. Hotjoin is just a zergfest for glory.
Well… give us your opinion on what exactly is broken You can’t expect a 2 line post to do anything, can you?
It is a great skill no doubt but I’m scared of having my back to a wall then using it or flying off clocktower to my death.
Honestly, our rifle is basically a ranged hammer.
Anet made GW2 with the intention of having the main armor/weapon progression at max level be a progression in cosmetics. The kits undermine this idea since you have to put away your flaming pistols or whatever for a hobo-sack. Legendary weapons are the “end game” content in terms of progression and require months of work, and engineers are not able to show off/look at their cool weapons as much as all other classes.
Solution: 1. Maybe create a new item called kit skins. Can be sold in gem store, trading post, or through holiday events.
2. Another idea would be to make the kits progessively look more awesome depending on the rarity of the weapon that is equipped.
In conclusion, the idea of putting away your awesome flaming pistols for a hobo sack really hurts the idea of progression in cosmetics, a system that defines end game progression in gear.
Personally I stack boon up time with runes just because it increases survivability and fury uptime by a nice amount. Also it makes skills like armor of earth reallly nice (11 seconds stability and protection ftw)
True for many skills across the classes including all marks on a necro’s staff (minus chillbains, I believe).
Welll… I wouldn’t be so quick to poop on Glyph of elementals. Being traited in Glyphs makes the skills really useful (and have a 96 second cd). I don’t pay much attention at all to my elemental when I’m fighting, but I believe the water ele throws up 6k hp aoe heals, frost fields, and some damage. I would say it is one of the more useful elites in the game since it is more passive rather than “press dis button 4 da w1n”. I tink glyph of elementals should serve as an example of how elites should be done.
Tornado is generally bad, but knocking off everyone from clocktower is just great and might give enough time for the cap.
Greatsword: lol. Just lol. Conjures really serve no function to eles since it basically shuts out all of our weapon specific traits and our 20 weapon skills for 5 mediocre, un traited skills.
Hello. So in sPvP the main problem I have is bunker guardians so I thought I would come to this forum and ask for some help from you nice fellows .
The problem: I can’t touch dat hp bar. They run around in circles with retaliation and 2-3 other boons up 24/7 and whenever I bring HP down to around 50% they can just heal back up. Even if I somehow manage to get the bunker nearly dead, they put up some kind of reflecting dome which stops me from entering and then they use full heal on the elite skill.
So I’m here to ask for some help. I’ve tried condition builds, but bunkers seem to outlast them/cleanse them before they do any major damage. I’ve tried corrupt boon with my necro and it works absolutely beautifully, but I hate the necro. So please give me some tips on how to beat these types of players. Any tips on class (I suppose suggesting necro is fine), build, or whatever will help. Also on how to actually fight them after my build and class is set up.
Thanks for your time
This is your way of stylishly pretending to quit the game because of its PvP, when in reality you are on your knees begging to the Anet gods to fix it and clinging on to to your character for dear life. You don’t have to act cool.
I bought 23 gold dolyak chests. Only got one sliver from the items that came out :’(
The only reason bunkers are under control (kinda) are mesmers, without the mesmer with the portal on the first base, what would be the best choice for a first base defender? BUNKER.
Without Moa, and Time Warp, people would play 5 bunkers, and some teams already play 3/4 of them.
So we should counter bunkers from overruning pvp by giving mesmers a 10 second “lololololol who wantz ch1cken t0n1ght!!” free kill? Elites should NOT be a gamebreaker. sPvP battles should not be determined based on a single overpowered skill. Also it is quite obvious that mesmers some of the best, if not the best elites in the game.
I would prefer another main hand weapon. The only one we got is pistol, which means any power build engineer that wants shield offhand is stuck with a condition based weapon.
Consume Conditions (Healing Skill): When used while affected by poison, the healing will take the -33% healing debuff BEFORE it removes the poison.
Too late. People have spent many gold on skins already. Also there would be no point to the skins if the drop rate was increased significantly.
LOL you people just cry it is a nerf without even thinking about it. If anything it’s a neutral update or a tiny buff.
Armor of Earth being one of the most important utilities for an ele, i’d say it pretty much is.
I’m not sure if this problem only happens with elementalists or only with armor of earth, but i only get 8 seconds of stability from the skill even though i should get 11.25 seconds due to traits/runes. Same goes for protection, but my protection lasts longer than stability which leads me to believe that the problem is with the water and monk runes. IDK anyone else noticing this?
Posting in ele forum to bring awareness to this to stop eles from being ripped off :p
You’ll get it. Honestly one of the things I love about D/D is pulling off a crazy Burning Speed on a target that is going at an angle. Just practice on dummies or mobs. You’ll get a feel for it.
A combo field is exactly what it sounds like: an area on the ground that has a special effect. Maybe players standing in this field take damage (lava font), maybe they are chilled (Frozen ground), or maybe they are healed (healing rain and geyser). These are all examples of combo fields.
1. To make a combo, the first thing you must do is set down a combo field. To know if a spell creates a combo field, it will say so in the skill tooltip.
2. Now for the tricky part. There are many different types of ways a player can interact with a combo field. A ranger shooting arrows through a field of fire will set the arrows on fire is an example of a “projectile”. Another type of interaction is called the “blast finisher”. This is where a large BOOM type skill is placed on a combo field to create an aoe effect. For example, using arcane wave (a blast finisher) on a lava font (a fire field) will create AoE might for all of your buddies.
The 3 most common types of finishers are as follows:
Projectile (Think ranger shooting arrows)
Blast (Think engineer putting down a giant bomb)
Leap (Think a thief using heartseeker over a fire field, granting him a special effect. In this case, fire shield is the effect granted).
(edited by Turbo Whale.1738)
And surprise surprise, making this even more a melee class, i believe the first expansion pack either releases a proper elementalist with a different name or looses popularity quite fast.
Staff and Scepter (but especially Staff) left in the gutter as usual.
Can you people just stop being so pessimistic? They buffed like 6 skills on dagger/dagger and put elementalists from having the worst downed state to one of the best (on paper). Major demands like larger angles for cone attacks have been met. You want them to fix every single build/weapon set in a single swoop? Lol.
Not much? I think its safe that say eles have one of the best down states now. Quite the jump indeed.
Looks like my D/D elementalist is verrrry happy.
Mist form on skill 2= squeal with joy. 50% damage increase AND bleeds on skill 3? I’m lovin’ it!
Ahh yes… Fire Grab angle increase. Can’t wait to test this out!
Lovely week for ele’s indeed! Also, I can’t believe how much has gone into one update! 30 new dynamic events???? Mind is blown. I’m practically giddy hehehee
Thank you Seginus for your post. It’s probably true that making elements like kits is a bad idea, but I still feel the attunement mechanic needs to be changed in some way.
Well that’s silly considering the problems that having 4 weapon sets bring compared to how smooth the engineers have it. Could you show me one of these topics? I couldn’t find one.
Large quantity is not always better! Imagine a warrior swapping between 4 weapons, each with 15 seconds cool down, and each weapon carries a specific theme (one dps, one healing, etc.) It would be absolute hell because as soon as you want a little bit of healing, you have to put a 15 second C/D on whatever you just had even if you only want to pop one skill on your healing weapon.
Take our 20 skills divided into 4 groups and compare it to how it would be like if a warrior for example had 4 weapon swaps. It would be crazy to keep track of, right?
“So just stop switching attunements so often!”
We are encouraged to switch attunements frequently due to boons given on swap and because to be considered high level player one must make use of all skills.
This isn’t a L2P issue. This is an organization issue. We have all of the tools we need at our disposal, but we just can’t reach them. It requires way too much work and concentration to balance use and timing of all 4 attunements. This is why people feel that elementalists require twice the effort for half the result.
How the change works: Weapons grant skills like any other class. Elements now have their own “kits” that have a 1 second cooldown on use. Each kit takes a utility slot.
Example: If I’m rocking dagger/dagger without a “kit” activated, I have 5 skills that aren’t element specific. When I equip my fire “kit”, my 5 skills change into new skills that are the same that we have now (Drake’s breath, burning speed, etc.).
This way we have much more control on what skills we want to use and when we want to use them. Also, we are not encouraged to spam all 5 skills in an attunement just because we have 20 to spare.
The way this is implemented obviously needs much tinkering/thought so give me your ideas and thoughts. I will be adding/deleting/changing things frequently.
Ok, maybe I’m missing something but it seems like if they catch me without a stun-breaker I die without being able to do anything.
It goes stun into stun…into another stun, at the end of which I am typically dead.
Most of the time I can’t use a single ability because of this kind of chain CC.
Is the only counter to such a thing a stun-breaker? I mean even if you do use it successfully the fact that they can chain one stun into another…with the recipient unable to move or act….just seems stupid.
I’m asking for help here. Maybe there’s something I don’t know, some mechanic I missed. How can I not be caught in this kind of CC stun chain?
It’s the Anet model. Allow classes to completely obliterate other classes while those other classes are unable to defend themselves. They really don’t have a clue about class balancing for PvPs situations not involving PvE intermingled. But who cares, they have your money.
I’m not sure if I should laugh at you or be angry at your stupidity. Every single build/class/setup/play style/game mechanic is countered by multiple builds/classes/setups/play styles/game mechanics. Name ONE CLASS that “completely obliterate[s] other classes while those other classes are unable to defend themselves”. I dare you.
You do play this game? Right?
Give me an example please
Ok, maybe I’m missing something but it seems like if they catch me without a stun-breaker I die without being able to do anything.
It goes stun into stun…into another stun, at the end of which I am typically dead.
Most of the time I can’t use a single ability because of this kind of chain CC.
Is the only counter to such a thing a stun-breaker? I mean even if you do use it successfully the fact that they can chain one stun into another…with the recipient unable to move or act….just seems stupid.
I’m asking for help here. Maybe there’s something I don’t know, some mechanic I missed. How can I not be caught in this kind of CC stun chain?
It’s the Anet model. Allow classes to completely obliterate other classes while those other classes are unable to defend themselves. They really don’t have a clue about class balancing for PvPs situations not involving PvE intermingled. But who cares, they have your money.
I’m not sure if I should laugh at you or be angry at your stupidity. Every single build/class/setup/play style/game mechanic is countered by multiple builds/classes/setups/play styles/game mechanics. Name ONE CLASS that “completely obliterate[s] other classes while those other classes are unable to defend themselves”. I dare you.
Phantasm mesmer takes anything in 1v1.
My grenade engineer kills every single phantasm out in 2-3 normal grenades. My staff ele has ice spike, lava font, eruption, arcane blast. 2 examples off the top of my head. Not only that, but Phantasm Mesmers can only burst on single targets. Zatria says there are classes that completely obliterate other classes and the other classes are UNABLE TO DEFEND THEMSELVES. This is completely untrue.
(edited by Turbo Whale.1738)
Ok, maybe I’m missing something but it seems like if they catch me without a stun-breaker I die without being able to do anything.
It goes stun into stun…into another stun, at the end of which I am typically dead.
Most of the time I can’t use a single ability because of this kind of chain CC.
Is the only counter to such a thing a stun-breaker? I mean even if you do use it successfully the fact that they can chain one stun into another…with the recipient unable to move or act….just seems stupid.
I’m asking for help here. Maybe there’s something I don’t know, some mechanic I missed. How can I not be caught in this kind of CC stun chain?
It’s the Anet model. Allow classes to completely obliterate other classes while those other classes are unable to defend themselves. They really don’t have a clue about class balancing for PvPs situations not involving PvE intermingled. But who cares, they have your money.
I’m not sure if I should laugh at you or be angry at your stupidity. Every single build/class/setup/play style/game mechanic is countered by multiple builds/classes/setups/play styles/game mechanics. Name ONE CLASS that “completely obliterate[s] other classes while those other classes are unable to defend themselves”. I dare you.
Most of these points are completely untrue. You just suck.
I’m not even a thief so don’t pull that card.
LOL if you don’t think BS is overpowered then why are you begging for it to not be nerfed? Because of some absolutely minor nerfs that are completely justifiable?
Obviously you aren’t packing enough stun breakers, dodges, condition removals, invulnerability utilities, blinks, retaliation, etc to use on this one player. Thief isn’t OP, you need to L2P.
secretly “Please don’t nerf my faceroll build :’(”
/story of glass cannon instagib thief
Pushing 3 buttons to get 20k instagib from far range (C&D→STEAL→BS), and then stealth finally drops after you start stomping on a non glass cannon Ele.
My engineer is a former soldier (grenades) turned drive-by/gang fight expert (dual pistols). Now that I think about it, my engineer rushes into battle with dual pistols blazing, then chucks grenades like a mad man. Not even close to what an engineer is o.O But hey- I don’t really care :p
Ugh people are still having problems with HS? If a thief spams HS then that’s good for you! They run out of initiative and then you can burst them. The key to fighting a burst thief is to dodge/cc/whatever their intial burst, then go to town on them. HS is probably the easiest to avoid since they become giant leap frogs- very easy to spot. Just drop a chill or immobilize or even dodge out of the way. There are many many many solutions to HS. HS is right where it needs to be right now.
A thousand times yes! Let us choose our own dyes, but to make up for the loss in visibility we should have a block of red/blue that our name is surrounded in. I hate going into battle looking like a blueberry or a bottle of ketchup.
Oopsie: deleted main post. Here it is:
What I mean by this is that you can’t find a weapon that specializes in either condition damage or raw damage, only in both. This forces elementalists to either have a good chunk of their skills at very low inefficiency in terms of damage, or mix raw and condition for a overall lower dps.
With every other class, weapon choice not only determines general range but it also determines which (or a mix) of the 2 types of damage possible.
I’m sure that a few tweaks with some skills here and there will help. What I mean is maybe reducing condition damage and increasing raw damage for a couple of skills on say dagger. And increasing condition damage and decreasing raw on say scepter.
Suppose they did this and made a condition damage weapon. What conditions would you apply in water or air attunement?
Chill/vulnerability; weakness/daze/stun? Not all of the skills have to do condition DAMAGE. In fact, a large part of many condition builds is the actual application of conditions.