“You do realize how easy it is to avoid treb damage right? There’s literally no excuse unless you’re out of endurance (in which case you should trait for vigor or sigil for endurance). Every time they fire you get a verbal warning telling you. Save your dodges for the trebs and you’re fine. really.”
Why do people seem to think we have unlimited dodges? I’m expected to dodge 100b, pistol whip, HS, BS, Dragon’s Tooth, etc. and the trebuchet? People have to stop pointing to “its balanced bcuz u can dudge”.
Even though I feel tank guardians being a MUST HAVE on a tPvP team is completely wrong and goes against Anet’s goals, someone who goes afk in a tPvP for not even trying is just as worse
The main problem with our trait trees is that many (and I really do mean many) of the traits only apply when you are in that element. So basically, each trait is only 25% as useful as it could be. OR you can stick with a couple of attunements and get rocked by any monkey with a quick finger.
Fire: I seriously find it difficult to find reason to go over 10 points in this tree. Cantrip might stack is nice but everything else just seems so trash. Even the 30 point trait that everyone wants (the might stack per fire spell cast) is kinda bad since the buff is only for 5 seconds and most fire skills are burst anyway so you wont be casting spells at a very high frequency
Air: Just all around bad. Glyph recharge rate and boon on glyph activation (which doesn’t work with glyph of elementals elite) are nice. Zephyr’s boon is good if you’re running dagger/dagger with oriented around auras. Everything else seems to have so little use.
I could go on but my fellow eles know what im talking about.
Isn’t it a bit too early to be drunk on nostalgia? Usually it takes a few years.
I agree ackin. All it takes is a couple guardians/warriors for back to back cc for a good 10 seconds. I actually find it quite ironic that bunker guardians are WORSE in some ways than the generic tank in the holy trinity in that they are brick walls AND they have ridiculous cc ability.
“Stop making it out like every single Thief is Backstab speced.”
I’m sorry. I meant to point out this build specifically. I’ll edit that.
[IMG]http://i49.tinypic.com/34hf215.jpg[/IMG]
I’m not saying thieves shouldn’t have great spike damage, but with absolutely crazy mobility, stealth, and 1 hit KOs, I think we have a problem.
No build should be able to instagib another this easily.
Not to mention backstab does not require initiative to use.
Glassy thieves are the best class to go glass with because they aren’t glass at all.
I trust Anet to properly balance this build. If they feel it is already balanced: then so be it. If you BSers think it is already balanced then you have nothing to fear in terms of nerfs. I’m just voicing my opinion
(edited by Turbo Whale.1738)
Honestly this sounds stupid but structures should take conditions. My condition necro will sit there for 50 minutes slapping the trebuchet. I know not every build can do everything but I feel that condition builds being useless when trying to bring down a structure is silly.
So, is sPvP basically only for Necros, Mesmers, Thieves, and Elementalists?
in PvP
Posted by: Turbo Whale.1738
It seems to me that you think these classes are overpowered because you don’t know what they are doing. In fact, your whole third paragraph is about how you tape your eyes shut while PvPing.
Try rolling other classes for a day or so in sPvP to learn how they work. For example, a thief can stealth a good 5 times in the middle of a fight, and have a small period of time where they remain stealthed but still attack.
It is true that skill 2 is not as useful as other professions’ skill 2, but our skill 3 is one of the best downed skill 3 in the game. Of course it couldn’t hurt to have some chance if your opponent is already stomping you before you even fall down -.-
IMO, in sPvP, a properly utilized ele is as useful/ “good” as any other class. It is all about situation and what you should be doing.
People say that the problem with ele is that everything we can do, other classes can do better. But can other classes do everything that we do? For example, staff: aoe damage, major cc, combo fields (one of the most useful parts of staff IMO), epic condition removal/heals are just a few examples.
Yup! Otherwise that wouldn’t really be fair to us.
My staff ele can hold a 1v3 for 30-60 seconds (more than enough for my buds to arrive) with kiting and 6k heals using dodge blast and arcane blast on healing rain. Or I can stack 10-20 might.
I can also stand away from the fight, stack up like 10 might out of combat, then start spamming aoe on any point (don’t just spam though- actually think. I say spam cuz it sounds funny). Absolutely devastating.
I very rarely lose 1v1. Properly using combo fields (lava font, healing rain, geyser) can stack crazy amounts of might or 3k heal per blast. With 30 in arcane and the arcane wave utility i have plenty of blast.
1v1 with a staff is ALL about creativity. Kiting, properly using combo fields, and just experience in general are the main points to 1v1 with a staff ele. IMO
Focusing on auras and cantrips is a great way to increase survivability while still keeping tons of damage. Basically, start out with 10 points in each tree.
Fire: cantrips give 3 might
air: zephyr’s boon
earth: 3 seconds of protection on aura activation
water: regeneration and vigor on cantrip activation
arcane: grants boon when switching attunements.
To make use of this build: Frost armor and shocking aura are 2 auras you have easy access to. there are 2 other auras that you can’t get on the d/d weapon set and that is fire aura and magnetic aura. You can, however, set down a ring of fire and then use magnetic grasp through the fire ring to get the fire aura. This comes with all of the goodie boons. To get magnetic aura you can put earth runes on your armor for it to proc at 20 percent health. Use cantrips when necessary (I recommend armor of earth, mist form, and lightning flash- useful for churning earth and just in general awesome transportation and damage evasion) or when you want the 3 stacks of might, vigor, and regeneration that comes with each. Instead of putting earth runes (6/6) on your armor, I put 2 monk runes, 2 water runes, and 2 earth runes. This gives me +30% boon duration and +15% (?) protection duration. as for sigil I usually pop a sigil of battle for the 3 might stacks on switch.
With this build, you will be stacked with a whole but ton of boons that includes near infinite fury, lotsa protection, might stacks and more.
(I got the build from WoodenPotatoes and added some tidbits)
So I’m assuming it is possible to go stealth 5 times in a single fight since that happened to me but what I’m confused about is that the thief could get off a few attacks before he becomes unstealthed. Like, he’ll pistol whip while stealthed and then he appears after I’m already stunned. Is this some kind of trait or glitch or what is it?
“I made this thread hoping others would see it and not ask everyone if they work or not. I’ve seen a lot of that lately.”
Oh I see. You made a forum post expecting no one to share his experience with the topic of the post. Yeah no totally makes sense.
“Why have 20 weapon skills if 10 of them are the same with a different colour particle effect. "
Give me evidence.
Fire: triple projectile, channeled flamethrower, fire kick with explosion, fire field with initial explosion, cone burst damage
water: Boomerange vulnerability, channeled icethrower, aoe chill around character, frost armor, aoe heal
air: most powerful/least range auto attack, weakness, shocking aura, crazy mobility and decent damage explosion, amazing cc
earth: the only condition damage auto attack on d/d, aoe bleed around character, immobilize and leap, cc blast finisher, long wait spike damage/dot
There is no way in hell you can say half of these skills are copies. Yes, they are similar in some aspects such as animation/mechanics, but literally each skill has its own time and place to use.
Yup. With the sigil of battle i can stack 12 might with only 10 in fire trait line without even noticing.
EDIT: Obviously I don’t claim to have gotten all 12 stacks with just the sigil.
My aura/boon focused d/d build crits 4k with burning speed on light armor. 40% crit chance
Honestly, Conjured Weapons shouldn’t have been 4 separate skills (+greatsword) to begin with.
I’d say merge the utility Conjure skills into a single glyph-like skill where the attunement you are currently in determines what weapon is dropped, and what weapon you get in your hand. From then on, while it’s in your hand, it swaps to the other elements respective weapon as you swap attunement.
Then, you have the versatility that the elementalist would otherwise have, plus a reason to use all of the weapon charges instead of throwing it away and provide an effective weapon swap.
Fiery Greatsword can stay where it is, and this single skill would probably have a hefty cooldown, but it’d be worth it.
So basically you want the ability to weapon swap as an ele, except your secondary weapon has charges?
Staff is the most useful weapon for a team.
I agree. Nothing worse than sifting through a pile of 20 kitten bone minions or some kitten
Umm… what would be the point of playing an Elementalist like this? The whole idea behind the Elementalist is having a crap ton of versatility.
“In most cases, an elementalist will do three times the ‘work’ of other classes to achieve the same, or slightly lesser results. "
Do the other classes have 25 skills, with the level of versatility that comes with those 25 skills?
Elementalist is the Jack of All Trades, Not a One Trick Pony: And this is how it should stay
in Elementalist
Posted by: Turbo Whale.1738
Some people compare an ele’s dps with a warrior’s; our survivability with a guardian’s; our spike with a thief’s and claim we need buffs in each area. But I feel that our inferior ability in each area is made up by our abundance in options.
If you haven’t noticed, Elementalists have 20 right hand skills versus the average 10 This means that the amount of utility, cc, dps, healing etc. is abundant. I’ll give a few examples using the staff.
Fire: 1: Best single target damage 2: Very good aoe damage 3. Aoe burn 4. Extra dodge with a combo field aswell 5. The most awesome aoe attack in the game.
So in fire attunement I can do the most damage to the most targets. (Note how the first 3 fire skills can be done in extremely quick succession, causing massive damage)
Water: 1: Terrible damage but a decent heal of about 400 (600 with healing skill) per cast. 2: Delayed spike damage that causes 5 stacks of invulnerability (very powerful. crits 3k ish on a moderate build) 3. Aoe heal of about 1700 HP. Very nice. 4. Very large aoe chill. Works great comboed with ice spike. 5. Amazing support skill. Regen and condition removal over a massive aoe.
So in water I have chill, heals, some spike and vulerability.
(I don’t have to go into the other two elements).
So basically, we have just about everything we need (dps, cc, aoe damage, delayed spike damage) in our weapon skills alone. We have 5 other slots on the right to fill in any gap we might have.
Guardians can support, necros can survive, thieves can spike, warriors can dps, but elementalists can do all of this.
There must be a class that gives the player all of the options possible but at the expensive of specialty classes being better each specific area.
Posts your thoughts and thanks for reading
(edited by Turbo Whale.1738)
“Where did you get this information?
I would really like to know.”
Are you telling me that people roll ele into the mists, practice for 4 weeks, then give their valid input? NO.
Anet designed ele to be one of the hardest classes to play, and the hardest to master.
Here let me give you some tips:
Elementalists have some cc. I’ll focus on dagger/dagger.
Water: Aoe Chill, Frost armor
Air: Shocking aura, updraft
earth: skill 4 (knocks em down), magnetic grasp for immobilize.
Pop your auras in a situation like this because a HS spammer won’t notice your shocking aura or frost aura. There are traits that gives you protection and other boons on aura activation (hint, get them). You also have updraft and earth skill 4 to put them on their butts. HS thieves are built like chinese toy cars, so avoiding their spike damage then countering with your own damage is helpful.
Countering HB: Just dodge out of the way, pop lightning flash, pop mist form, or shocking aura are a few examples.
This is not a problem at all. As you’ve stated, Elementalist has a high skill ceiling. So when people roll into the mists with their level 2 Elementalists and complain that they can’t spam “2” to win, they cry “make elementalist faceroll!”. I’m not saying ele doesn’t need some tweaks, but people are throwing this out of proportion. Ele is supposed to be one of the hardest classes to play, and people are going into the class expecting faceroll.
Magnetic Grasp in generally really needs tweaking. You can get stuck in the animation after you’ve arrived at your target. It can get obstructed by the littlest things. IMO it travels a bit too slowly, but that it is still fine.
Instead of rage quitting and making idiotic posts, why don’t you get good? It is a well known fact that HB and HS absolutely dominate newbs, but they are balanced once you stop sucking.
“I dont care if you buff us or nerf the other classes so they require as much work as we do.”
If you want to play a stupidly simple class then roll a ranger. If you’re looking for a class with a much higher skill ceiling, then play Elementalist.