I didn’t even get my gold back )=
They didn’t cost gold.
Thanks for clarifying XD I’m happy now.
I didn’t even get my gold back )=.
Anyway I’m totally OK with a game where nothing is constant, and tomorrow, I can playing a totally different game with deleted skills and traits, changed systems of combat, and different items either one time purchase or deleted… Indian-giving is totally ok… )=
(edited by Zelulose.8695)
Currently dodge offers the ability to move too or away from onestarget in any direction. This often benefits kitting but often hinders a melee character that just got in range of his target. For example, a thief finally gets close enough to auto. Now he has to dodge. Not only does he lose his potential damage while dodging, but has to preposition himself to get back in range. This give Ranged players an advantage as they can begin attacking immediately after dodging.
I’m not sure why this never came to mind but dodging in place is a good change to benefit melee combat.
Making dodge move as if your character is walking meaning one could move forward and backwards while one is dodging. (I have a feeling this change would add flair to the game and look awesome).
Sorry about that.
This is what I mean with mesmer
https://www.youtube.com/watch?v=nqadqfuZgJU&feature=youtu.be
I barely even had to shatter. I could make the duel last as long as I wan’t and take the damage I felt like wouldn’t kill me. If I was in a pinch just invouln up my hp.
After Seeing more, I feel that I must correct this. Just remove the thief section I posted as I am now aware one can be hit in-between successive dodges.
Chronomancer- Too much invouln and with stealth it makes mesmer unhittable.
Dragonhunter- They can bunker on mard/zerker ammy and punish all melee classes.
Thief- Too much evades big time. All they needed was condition removal and heal on evade really.
I have yet to see other classes but warrior really needs help. I’m saying this when I main mesmer.
This game is balanced. Why? There damage spike forced people to die to somebody. No more immortal specs just faster pace.
Pets are viable they have taunt to force in their F2 attacks. They shouldn’t be unavoidable.
Rangers shouts could use some buff work XD.
I haven’t even noticed the change. My shatter still kill anyone who doesn’t know how to dodge instantly.
Rangers are far from immortal.
Condi Ranger worked better pre-6/23/2015. As of today, it no longer works in competitive tiers.The nail in the coffin was making them choose between sharpened edges or trapper’s expertise as well as taking away their extra free sharp stone proc.
In other words, Rangers need no nerfs. They don’t even need buffing, they need polishing in certain areas that makes them clunky and immobile compared to other classes.
I admit they need a fix to their clunky style. But saying they don’t need buffs or nerfs is saying ranger is perfect as it is right now. This is not true. They need plenty of Team based balance fixes.
Rangers could use something to make them more useful in a team setting. Currently Quickdraw Taunt bunker rangers are a problem because they are immortal but lack team support elements. It is annoying to fight but so unuseful it is annoying to have on a team.
Toning down a rangers ability to survive while increasing their ability to share boons/ adding ally condition removal would be nice. Or…, even better, fixing spirit ranger would be nice.
(edited by Zelulose.8695)
Everyone except anet knows thief is a little bit lacking right now. Any buff would help.
I still can’t wrap my mind around the flame/air sigil nerf. It really hit thief.
The damage boost would be nice, and It really isn’t a big change unless you are spamming. Skilled players won’t lose much.
(edited by Zelulose.8695)
That is why I proposed buffing ele damage before this change happened.
Please keep in mind that Elementalists do not possess stealth and have only one long CD teleport. They use sustain to make up for that.
What about gurdian or engineer. They don’t stealth. And they don’t have a passive heal this beneficial.
As for defense, the ele has cc, invouln, dodges, skill evades, reflects, and projectile destruction. They also have good protection and regeneration up time. Finally, they have plenty of condition removal and skills that grant direct healing on use or through fields and blast finishers. Other classes don’t get all of these but rather a handful. To top it off this signet already heals better than the thief signet warrior signet or mesmer signet as long as they use a spell twice per second which isn’t very hard for ele. Not talking signets, It is one of the most powerful source of direct healing in a per second sense leaving less opportunity to spike the ele before it uses a healing skill. This explains why their hp is hard to drop.
Still, if changed alone, a tanky ele will have no damage and lose its sustain. A buff to damage would better allow this change. This change will also not affect skilled players assuming they can actually hit with their skills and do not just spam them for heals.
(edited by Zelulose.8695)
Without weapon swap revenant will lack either defense or offence and will lose build diversity and will reduce player skill that requires paying attention to weapon swap as another asset.
(edited by Zelulose.8695)
Right now rangers are on the verge of being op. They are everywhere in tournaments. I feel they are in a good spot right now in terms of utility and direct/condition damage
also fire/air sigil have reduced damage after tuesdays patch.
It is true the underpowered thief class technically got nerfed. That is why this mesmer main is supporting thief help right now.
I Commented on thief signet of malice, and using a comparison to the ele Signet of Restoration, I realized something. elementalists gets way too much return out of this signet. Infact, with instant cast spells, dodge spells, and attunement spells, ele’s put out more passive heals than any other signet in the game and invite spamming.
Just comparing it to other classes perhaps a buff to damage and a change on this signet could help fix ele. Specifically, changing the signet to on hit healing. I only propose this assuming after patch they will increase elementalist direct or condition damage.
I wish they would change the Signet of Malice to on attack passive heals instead of on hit passive heals. Elementalist has on spell use (basically skill use) heals. Not only does it heal for almost twice as much, signet of malice includes instant casts, attunement swap spells, etc. This is vastly superior passive healing compared to the thief signet and the thief already lacks sustain. Let there be no favoritism. Buff Signet of Malice please.
I was just talking about this with another player except a little different. We thought it would be interesting if regeneration healed for less say 20-40 and stacked like might instead of duration. This is increase short term benefits while ending perma-regeneration for allot of specs unless they actually time regeneration use right.
Yes this always bothered me because when I see a skill that removes conditions I expect that using it will remove the blind condition.
Buff S/D healing or damage or evades or CD reduction. It needs to happen for S/D
My mesmer can deal s/d damage with greatsword aa and shatter. But my mesmer can also have 3 phants that deal 5k each. Theif needs this kind of damage.
Thief has that kinda of damage. On dagger. Sword has always been a damage avoidance tool and not merely one of damage. While I agree thief isn’t in the best place, saying it doesn’t compare to a mesmer who somehow has 3 living, DPS phantasms is idiotic. This blatant exaggeration is also part of the reason people are still whining about mesmer and lumping them together with D/D ele despite pretty much all factors of their burst being nerfed(Mirror Blade, HM, Fire and Air Sigils).
If you’re killing people with 3 phantasms and auto-attacks, they’re just plain bad.
Don’t get me wrong but in a long sustained battle mesmer has more damage per second. Thief may do a fast 15k within a second but after that it has nothing left. Mesmer can keep going nonstop. (S/D is not D/P which has by far superior dps)
No skill should be unblockable unless it says unblockable. This is a CC that needs fixing like mesmer blinds did. I could be wrong, but I don’t think it was meant to be another op unavoidable CC. It was meant to be a way to prevent players from too easily kiting the pet.
Buff S/D healing or damage or evades or CD reduction. It needs to happen for S/D
My mesmer can deal s/d damage with greatsword aa and shatter. But my mesmer can also have 3 phants that deal 5k each. Theif needs this kind of damage.
It might be our own fault. It you use reverse logic, Anet can’t favor players on the forums so our suggestions are almost examples of changes that won’t happen.
Stay away from the pet. This is actually quite hard. But if you hardcore kite the pet the taunt won’t get you. Otherwise it will be unavoidable and hurt when it hits because you can’t get away from the pets f2 skill and the ranger can burst you. Kite the pet hard. (Note: If you run in circles the pet also can’t hit you with its auto attack trust me it works)
I’ve never been a fan of CD over 30 seconds because it diminishes engaging combat and are often not used because players always pick skills with shorter CD for utility. But I think the CD is there because there are other ways to access quickness on many classes and a rune that also activates quickness.
This is why I made a post on venom condition removal on skill or traits. It doesn’t have to be venoms. It Just needs to be a form that is easy to access with short CD. Every other class has multiple options for condition clear that are Convienient. Thief has allot of condition clear that is inconvenient.
Example, Trickery would be great for condition clear but forces a player to sacrifice healing damage and utility for trickery utilities and a very small low CD heal.
Other classes can stack better condition removal with better healing and protection while still putting out pretty high damage. (sometimes more than thief)
This is a bug that gives mesmer an unfair advantage vs ele. Prestige resets CD if used when shocking aura is on an ele but still activates the skill and can be used again.
(I’m not usre if this is with or without the trait that lowers its CD)
If a group of ele’s maintains a shocking aura every 6 seconds a mesmer can perma stealth with prestige alone.
Can you give more information on this bug, so that others can try to replicate it (to confirm, not to exploit)?
How many times have you observed this, and where? Were you playing the elementalist, or the mesmer? From your second sentence, it’s not entirely clear what scenario you’re trying to describe. (I’m assuming this is PvP or WvW, but beyond that it’s difficult to guess how you observed this bug—unless you were the mesmer).
In (Legacy of the Foefire) use Shocking Aura on ele. Enemy mesmer comes close and uses (Prestige) Prestige activates, you get stunned, And CD is about 4 seconds. Can be repeated.
Sorry for the misunderstanding.
I posted the shocking aura prestige bug unaware of this thread. Please merg
This is a bug that gives mesmer an unfair advantage vs ele. Prestige resets CD if used when shocking aura is on an ele but still activates the skill and can be used again.
(I’m not usre if this is with or without the trait that lowers its CD)
If a group of ele’s maintains a shocking aura every 6 seconds a mesmer can perma stealth with prestige alone.
They better fix ele sustain fast because their elite specialization is coming out. They are already tanky enough too. While they are currently balanced, elementalist wont be in the future.
Most of the metas seam balanced to me. There are some not horribly op counter builds out there but for the most part good players seem to carry the metas fairly. Rangers almost can’t be hit if they dodge well. Mesmer’s PU allows them strong defense if they time things well also. The elementalist meta is strong but requires some serious skill and focus. These are just examples. The only class that needs help with tourny builds is thief. I have yet to see every build so there may be a truely op non meta build out there.
(I’ve been rotating classes since beta. Currently, I like to play ranger or mesmer)
I have to agree, @kicker, It takes a very quardinated/preplaned team to use a thief now. D/p is the only viable set and it can barely hold off in tournaments due to the stealth nature of the build. It is almost like they were limited to a d/p 1 vs 1 spec to play on par with every class while losing the capping ability every other class has.
Engineer had their 100% condition immunity nerfed for a reason. Elementalists should not be able to directly counter condition builds. This omits the skill factor from gameplay. This fix also would not affect the meta fire/water/arc cele ele. It would simply prevent Immortal earth/water/arc specs. Again, counter building prevents skillful gameplay.
Actually it makes sense that the less people on balance team the clearer the direction of balance. If lots of minds try to make different ideas reality, nothing will be balanced right.
i had pretty much the same build when i was playing around with perma stealth,
really fun though massively impracticalthe hate whispers you get when you kill someone is beautiful
Haha yess. It’s so funny. It is really only cheese vs people with no condition clear.
Wow, that took you forever to kill someone standing still. A full minute an twenty seconds. I was so disappointed.
Ya it is just posted as a fun build. Perfect for annoying people in wvw or any server lol.
Have you considered grabbing scorpion wire and trolling people on Skyhammer with it? It would solve the weak DPS. You just need to pop out of stealth briefly to break the glass, or wait for them to walk over it when they leave a point and just pull them into the hole.
Add any variation you like. It is not a tpvp build just a fun way to attack without being seen.
Wow, that took you forever to kill someone standing still. A full minute an twenty seconds. I was so disappointed.
Ya it is just posted as a fun build. Perfect for annoying people in wvw or any server lol.
sorry about that
No skill required!
Anyone can get kills to their hearts content and get away with it.
Warning! kills are slow but will come in time.
This bug is the reason I stopped using mantra’s. Not because they are bad. Just because it is annoying when using MoR to realize the last cast can’t cure conditions.
Lol there are so many things op with mesmer after patch… I have to correct myself. Yes I will use allot of the new stuff. (Especially alacrity)
Anet won’t balance for 1 vs 1 or 5 vs 5. They always have balanced of their gut or math like dps/ hps, and in general, stats.
Still it does sound interesting. Perhaps they could do both 1 vs 1 and 5 vs 5 balance instead of one or the other.
It’s not working as it should. People are just being salty because of an anti-AI stigma. Fact of the matter is, it’s a poor design/coding issue and has been for a very long time.
Moa doesn’t kill:
Turrets
Spirit Weapons
Spirits
Ranger Pets
Clones/Phantasms
Banners
Elementals
Spawned Allied (Rock Dog, Bird)
Ventari TabletThings it does kill:
MinionsStop being biased children and let a kitten bug/hard counter get fixed. It won’t even affect most of you.
I agree with this. And complained in the past, but moa was never fixed. I doubt they will.
Don’t really need them will probably use for fun.
Idk why the thief community is against the buffing of their own class. The reason I call for venom condition removal is because of the way thief defense is currently. Without abusing stealth, there are plenty of ways to to remove conditions but these methods don’t heal very well. For example the acrobatics nerfed trait-line has condition removal and so does the trickery trait-line. Venoms, however, bring the healing to par with other classes but lack any condition removal to achieve this level of healing.
The only viable option is SA/ stealth abuse which removes large quantities of conditions and has average healing made strong by lengthening the time you are in stealth.
If there was a trait at least that allowed venom condition removal on hit, or a venom that did condition removal on hit, thief could stop playing with excessive stealth.
(This thread is one of two options I have seen) The other option would be to increase non-stealth healing in other areas.
This is a clarification. Currently, I completely support thief buffs to stealth-less sustain specifically.
