2:2 should be a team not solo Q. But as said some class combinations will be better and thus create a tighter meta.
Well just remove the loosing team lying on the floor ….
All silent? Eles still testing and better being silent about it ^^.
I had no time yesterday for mor testing but i guess i will try this one today. Usually i use earth not fire. It´s very sensitive to conditions …. But it´s such a good feeling to play it. ….
as i said a 2:2 game mode with Q would be great. But we all should be aware that balance is on 5:5 taking mobility into account and there will be 2:2 combinations that are stronger in duels. I would add a few 2:2 maps with diffrent settings like one that has 2 control points that are not to far from each other, one small for pure deathmatch and maybe one with other objectives and then try an unranked Q. And maybe we can move to a ranked 2:2 later. Custom arenas might be a good first step.
it happened to me yesterday … 4 losses and it felt like my team was not gold “Compliant” .. And one was even much severe. A guy seemd to try to mask throwing the match like fighting on a point oponent controls and when i +1 he runs away instead let us make a quick end (and the oposing necro was nearly undamaged when arriving and also a bad matchup for me 1:1 especially with shroud loaded …).
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as long as this did´t use much resources i don´t care. It´s ’OK but guess no one asked for it :-).
DH has three at the moment. While balance between classes is mostly OK each has one maybe two best builds. But it depends on hwo you look at it. 5 man premade or solo makes a diffrence.
this is something i waited so long… After reading it i could not belive it. I always loved the skill but it was totally outperformed. I immidiately went back to it yesterday and go a private message in the first match what hell of build i use ^^ (there were the letters OP in his sentence …). I might be back to arcane tools now it seems like the last puzzle piece after shield and power buffs. Maybe this was the step needed to give a window for non support builds (well it´s still support but offensive). I already see the flamewar how OP brusier ele is. It actually might also help d/d ele.
As note i paired up with the guy that wrote me and as he said he is ele main i shared what i do. He horribly died while i always had been last man standing and we got a blowout. Being trained with a build makes a huge diffrence.
Fresh air: yes i tried it. S/F air, arcane/tempest with vampire rune and arcane skills. Problem is i am not used to fresh air so underperform but it still played ok and they died left and right … But one match and we lost it is not enough to say
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locking class on Q and a per class ranking would have solved a lot and built a good base . Of course it does´t solve the mistrust in the MM and that Anet will use the change for a better game …
The only easy way to have a much more meaningful score is pure solo Q and/or full 5 man Q. Shure you still can Q dodge.
The game needs diffrent ranked game modes. The problem is that it will distribute population and some modes might then die.
well class leaderboard and locking before match …. The system currently seems to generate matches with OK class distribution. It seems to enforce mirror matches if possible and i haven´t seen more then two of a class one one side for long (yey so much DH´s …).
well i already suggestet a dishonour vote system in ranked.
If all four players in a team vote for dishonour, then the match will cout as desertion for the “Griefer”. This will accumulate as normal. I won´t work always due to not all voting. I see a low misuse potential in solo/duo Q due to needing all four to agree.
i see double guards often but MM seems trying to do mirror matches. And yes that 50% rate is quite common unless you play very strategic (play times, only duo, maybe avoid some matchups and so on …) .
i agree. Making the maps basically the same is very bad. the maps need do be as much diffrent, also in mechanics to be exiting. I liked old skyhammer and khylo. Making all straight forward and simple is bad for long term exitement.
i posted the dura version and did mention it. Swaped back to it yesterday. I tired if antitoxin and sweat bean bun helps me noticeable against condi builds. I go back to dura because arcane feels so nice to play even if loosing some damage and i pack more power into my rings.
yes its a big number. I had only one high play season. It was S5 where i reached over 300 matches … Before that i were at about 100 and S6 i think about 50. 3/day is not peanut anymore. 120 means that only very active PvP players are ranked and not casuals.
I run such a mix using S/F regulary in an 2-3 man group.
Gear is a mix of Viper (mainly) and some rabid,wanderer, celestial pieces.
Here the durability version i think i will use again after getting the second ring from PvP rewards. Currently i try antitoxin rune combined with sweet bean bun and have the small armor pieces in rabid and then trait geomancers training which gives 20% + 24% + 33% resistance to criple/chill/imob.
The build is fine solo and in a team. I might use FSG as elite in solo roaming.
Food can be as needed. Classic pizza is fine.
Precision looks low but you gain fury with each swap. The build is a boon build with a lot of might stacking and the nice thing is the ele playstyle feeling.
Invigorationg torrets is something i don´t need in this build having regen from multiple sources annyway.
Warriors and some Necros are usually very hard and i can´t handle condi mesmers very long due to lack of constant cleanses. On the other side i can handle thiefs very well and they are the most common class in WvW. Most power builds tend to perish against me.
I don´t care about zerging … But i have a wanderer staff in my backpack if needed.
Greetings
Wolf
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well they have to use the higher MMR for both players in a duo.
Unfortunately you have to think that the rune must be able to replace soldiers … Nice to have +33% aura duration in downstate …..
I tried a lot of runes and it´s a pitty but soldiers is the most stable one on tempest …
Hmm from my point of view as ele main.
Power meditrapper: I see them often slay my team (or the oposite …) …. But i personally don´t fear them. Good ones are definitly dangerous but if they overuse LB they are doomed …
Symbolic: While hard to kill i can ignore them often …. I just fight mainly from range.
Burn: When i run standard soldier rune/shout build i disable them. If not O_o …. (I wanted to play a bit diffrent for testing and used scavenging rune, got a burn DH on oposing team and he destroyed us … ) I don´t like it but all tries showed soldier rune is the way to go for ele :-(.
well buff it might make the rune meta and strong but the top buff which would synergize is to change the nr 2 from swiftness to regeneration …. I would dislike it due to having water synergy again…
fitting and nice would be if nr two gives vigor and the aura duration of nr 6 is 50% gain not only 33.
Or nr two gives remove two conditions on using the heal on 10sec CD.
A lot of options ….
I would also like to use it, but i am not shure the duration works with all auras and also i loose condi removal/defence with the rune. Currently it seems i need a rune that helps with conditions or die too often to condi builds…
ah 2:2 with two capture nodes, forest creaures and a lord …… ;-)
the total says no much…. On a class with active defence an if you can play well then more focus on damage wins … I can have 2000 more stats and won´t win. Dodge, block and kill in 5 seconds …. Normaly focus on one thing outshines trying to do all. Ele with its 4 element playstyle was able to utilize all stats to make a top bruiser. An it was not braindead …. It´s actually a high skill need to be at this OP level….
I would propably also stick in 2:2 wit ha friend regulary … Now i do just daily …
There will be better compositions depending on the mode and balance must take that into consideration but the mode itself would be socially great. I would reach more players. You play a double. And it would add varity. The problem is that cutom arenas don´t reach the majority.
I did´t play my warrior much but i always used strength/defence/berserker and will stick to it. Arc diver and headbut nerfs did hit me in WvW but otherwise i am fine. I always used bloody roar and have enough stunbreakers and stab.
Maybe they fear that a 2:2 mode will kill conquest and 99% will play it …. an then class balance must focus on 2:2 …
Problem with 2:2 is that class combinations are not eaven. In 5:5 where it´s dynamic it´s diffrent in 2:2 it would be heavy duel focused and we all know that some builds are stronger in dueling with 2:2 will be the same. For A-Net class balancing in PvP will become more important and thus more effort. In 5:5 you can balance using movement factors or teamsupport whis is already the case.
So we might be far away from 2:2 ranked, but i would be absolutely happy if it replaces stronghold …
The thing is it works with a lot of combinations. Water if you want the save healing path, air has nice options with traited glyphs. Earth gives savety against power builds and fire damage. Arcane is a bit of all and more fluid…. Fire is hardest to land full damage on players. Also the rune and gear can vary ….
What i prefer is keeping about 2600 armor and 15k life and rest i use mostly viper.
One version i played a few month ago:
This version is very hard for power builds but dies to condi mesmers …
It´s lifedrains are anoying to deadly.
Currently i experiment with antitoxin rune. Also using air instead of arcane has its nice points but not using arcane feels a bit sluggish :-/. and using durability rune with arcane is one of the sweetest options ….
Greetings
Wolf
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2v2 or 3v3 modes easy to access/Q would be a move forward … Custom Arena does not reach over 90% of the players ….
OK so is have to start making videos? I need a bit more time to do that. I am more of a casual player and theocrafter ^^. But i will try to make some next week ….
The stupid thing seems to be: PvE players are less concerned about diversity within a class. They want gear and skins and be unique. It´s the WvW and PvP players that want diffrent builds viable…..
Or do i see that wrong?
I roam with S/F ele constantly. But its a condi heavy hybrid. While i realy like fire/earth/tempest (which does huge damage, unforunately a bit hard to land in duels ^^). earth/arcane/tempest plays most exiting.
An yes earth is mostly to defend against those thiefs that are omnipresent in WvW ….I actually developed the build to survive against them ….
traiting water cleanse on regeneration and use soldier rune with a shout tempest? Cleanse potential is very high …. And you do most of it also to teammates … ele is top support.
it is exiting. Shure there will be some class combinations that are stronger so i would have preferd 3:3 but the 2:2 has the strong play with a friend boon.
if you want a mightshare build that actually does damage try this:
It is heavy offensive support with a fluid playstyle. The damage is real XD. This is the kind of builds i like.
This is also the reason why i hate the gale song nerf. I prefered it over aura on OL but now it got gutted.
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OMG 2:2 mode and automated tournaments…. Is there hope for PvP? :-).
Well 2:2 should have a Q and maps. Throwing in custom arena is a nice training mode but not more but definitely an improvement.
Welcome to PvP and that you play elementalist. D/D is not realy what most play but good that you do (focus defence is very powerful). My experience is that using arcane feels best for ele, even when i realy like fire/earth combo. Focus gives me vrey powerful tools that are important.
1.) Swirling winds is top group defence when engaging mid fights (where ele is most)
2.) Magnetic wave won me so much figts against bows … instant reflect is just great and the condi removal a life saver too.
3.) Obsidian flesh…. If oponents decide to focus you often the only way to survive but mostly it´t the savestomp that wins the fight.
And i love to drag 2-3 enemies over the mp for a while with ele ….. If they are so stupid to chase me my team can do as they please…. Unfortunately sometime the team is just bad and i wonder why i did fight 2 minutes 1:3 before going down and we got 100 behind :-(.
The impact on my warrior was lower then for most , but i hate the decrease of tount and the CT of arch divider feels out of place… just a fail to increase CT and not decrease the radius to 300 ….
e-sports comes from fun in playing pvp. For fun you need diversity. Diversity in game modes and builds and one base for diversity is balance (otherwise one build will rule = no diversity).
i think he means 20% damage.
Mesmer is extreamly powerful. Druids are perfect alrounders as warriors are too. Guardians are top zerg fighters…..
The only thing thiefs are anoying is their mobility. Good thiefs are nearly uncatchable and thus unkillable. They try and if they tend to loose they run. So ther´s no reward for the winner and thats frustrating.
When i fight a thief there are only the following options to kill.
1.) serious burst. Kill him in two hits … (power warrior does it)
2.) Condi bomb that kills him if his one cleanse doesn´t hit the large killing stack.
3.) A thief that thinks my ele is close to death and goes in for the kill while not in the best shape himself (especially shadowstep on CD) and ups ^^. (this is like 80% of my thief kills)
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where is a condi ele buff ? Glyph does way less damage now just a bit burstier. Arcane power now has one stack less but is buffed due to being for your team (which is powerful). Rebound buff is not condie and drakes breath only PvE dagger.
So the only thing that realy buffed condi ele is arcane power which leads to much higher team DPS if you trait it.
I am on EU and i like to help new eles :-).
As mentioned the only element ele can camp is fire. Ele is made to play much more active(rective) then other classes. Best skill to kill PvE stuff is overload fire (so tempest …).
I am a player that made one build for PvE and WvW that is only slightly changed in PvE (i use glyph of storms PvE). My build is hybrid and main damage is burning. It can do all but is not optimised for raids or high level fractals which i don´t play.
I pesonaly like playing scepter + focus and use lots of viper gear but dagger would work well with my build too. Staff is power oriented and the fire camper. It has long range but is very difficult against other players.
If you want top DPS on ele you will be squishy but it´s if you want to do the tough group content with trained teams …. So mostly raids.
perfect explanation by coro. Thats why i only hate the taunt change in this patch.
I would also greatly like it if the two selected elements can have different weapon sets ….
A flaming sword and a dagger in fire and my scepter/focus in earth … Might feel really good :-)
I know it´s overhelming to watch the condi bar. I also had to learn it …. When i run i usually have the damage log visible. But mostly to see what i do … Unless its a chronomancer or condi necro, a power build is much more dangerous then any condi “Spam”. There are three main condi things you have to watch out.
1.) Burning, especially when fighting a guard/dragonhunter. But it´s easy to clean if you don´t waste cleanses random. When meetign a guard i always look if he aplies burn. If yes i have to time cleanses and not protection.
2.) Confusion from mesmer. Sometimes you can get hit by huge stacks. If you react wrong with skill use you are dead. Most deadly class for me because he applies condies constantly and you need good condi defence to duel that. Yes i loose often to this condie king. It´s the only condi class i realy loose hard if hes good.
3.) Necro condi bomb + corrupt. Time your cleanses right or die…. Killer class in teamfights for me. You often have to avoid being hit and not rely on cleanse here … Like power.
condi thief, druid trapper, warrior and torment heavy revenant are also dangerous but much less of an issue. After 2 years they all (ok warrior is but slow and his defence is the reason) are no issue annymore …
This tells me it´s hugely a L2P issue and psycologic. I have to agree that some can´t stand this. You have to learn to watch the condi bar and use skills. Against power you are hit and it´s over. So basically fighting condies is a second step after learning to avoid being hit, learn to cleanse if you got hit. You are right, the acceptance of beiing instantly blown is often higher then dying after a few seconds to condies …. I played CS in the past and there you are often dead from a single shot.. and it´s part of shooter games and seems fine…
I plan to play it diffrent. Made a fun build that played well for me and like to dig it out and adapt. It uses P/P and SB.
I think there is no need for + poision duration sigil.
Might look a bit strange but is quite fun. Did´t have time to test after the last patch.
Don´t know if it´s vrey useful but it plays the thief role well. I also tried it with diffrent amulets. Even paladin ….
When playing power i kill much faster and when you talk about newbies…This is a MM issue if you pair beginners with veterans. Playing power and fighting on a point against bronze i can whipe them 1:4 with ele in seconds… Newbies will perish regardless of power or condie and i find it easier and faster with power.