Showing Posts For cheese.4739:

What is your Moment in Pvp? Story Time

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Posted by: cheese.4739

cheese.4739

Defeating a team of SupCutie, Powerr and other high ranked players I didn’t recognize in a tournament. Was last summer, so back when Spirit Watch was in the queue (I miss it, was always my favorite map)

Here’s a video from our ranger’s prospective:
https://www.youtube.com/watch?v=4gpFlCJHLUU

Spirit Watch is such a good map layout, and I’d really like to play on it without the orb again – or if there has to be a secondary objective, make it like Temple and give a 100-point orb at 10m and another at 5m or something.

The bad trait/skill list

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Posted by: cheese.4739

cheese.4739

re: Gust, how about change it to ’Call up a gust of wind under target foe to knock them down’? Can’t create distance like the current one, but it would hit reliably - and synergise with Tempest Defence for a well-set-up burst.

I like the push from the current Gust but it’s just far too unreliable even at point-blank range.

Elemental attunement

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Posted by: cheese.4739

cheese.4739

If EA is to get removed from the Arcana line, the boons themselves would still need to be traited - nobody gets boons for free from weapon swapping or profession mechanic (as far as I can think of? Warriors have to hit for GS fury, Thieves have to activate skills they’ve stolen).

The boons would need either split up and added to the 1pt Adept Minor from each attunement, or (rather more powerful, but we could do with some actually good minors in Arcana) merged with Arcane Fury or whatever the Arcana Adept Minor is.

I’d probably be okay with either of these (maybe 3 might stacks from fire if it’s the minor trait there) but it should definitely come with the AoE sharing as part of the Arcana line - probably Master Minor, since Lingering Elements sucks really kitten its own. The new Arcana trait, to replace the old EA, could maybe be something actually useful for glyphs? A different set of boons from Inscription, or some way to improve their effects? Iunno, it’d be mostly for filler anyway, since we could once again consider taking other traits at Master level.

(edited by cheese.4739)

Skyhammer

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Posted by: cheese.4739

cheese.4739

I wonder if they covered up the glass panels or made it so they didn’t break the map would be more enjoyable? You could KB in certain places, the hammer especially, but there would be a lot less rage. I think the idea of the map is not bad, there are just too many places to fall from…

The glass panels (and general instant death mechanic) are a major issue with the map, yes, but there’s also the secondary objective.

One major thing, shared between teams, that both have to fight over constantly to do well with, and that certain classes can build to be really far too powerful at. The skyhammer.
This is also most of the complaint with Spirit Watch (also a greatly disliked map) – it’s a great map layout, but the orb is worth a lot of points, demands that teams fight over it, and can be run terribly effectively by heavies with all those blocks and the Warrior movement skills madness. Shared objectives should be rarer and more valuable, so they’re an important point of the match but don’t dominate it – Stillness and Tranquility on Temple, for example. No classes completely dominate for communing, and you can spend most of the match fighting over capture points rather than getting kittened off at the Engi on hammer or whatever.

Evasive arcana air ability.

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cheese.4739

The blind is very effective - you have to use it offensively, yes, but much more than this range and it’d be able to blind a whole node or not aim your dodges. Extra damage avoidance after a dodge? Thanks! Cheap safestomp for an ally? Thanks!

The effects from the other attunments are very powerful, too - the trait definitely doesn’t need any buffing to make it even more desirable.

Available PVP skins cut 70%

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Posted by: cheese.4739

cheese.4739

Guys you earn coin, and can buy skins from TP/vendors with that coin. Sell the items you get from reward tracks to supplement your income. Chuck the exotic-rarity stuff you get from reward tracks into the mystic forge (why on earth was that removed from HotM? ) and sell what comes out.

You wouldn’t be using your gold anyway... would you? Would you??!

PvP Staff Ele - Post 15th April patch

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cheese.4739

@cheese.4739 Okay so I tried "Lightning Rod" trait, I was NOT impressed by it as compared to my old trait "Vital Striking" so I changed it back. Reasons being, I do interrupts but not that frequent enough but not worth taking it over VS. Secondly, it’s damage is as good as my Fire ball normal crit damage so I chucked it! Also, cheeze, Persisting Flames is a very good trait but I usually don’t use combos for might with this very build cause I have ample options of might available to me already, so I use Arcane Wave for direct damage sometimes. Moreover, in team fights, you will often have fury on you through your mates (provided you don’t try to solo anywhere else it’s absolutely safe for you)

Yeah I built to at least have a chance if caught alone, since I don’t tend to play with with organised (competent) teams - so I’m definitely reliant on my traits for fury.

There’s also the fun bit where I really do use Lava Tomb, and PF’s added duration means I do that much more damage when I get downed. It’s hilarious against the inexperienced, and as far as I can tell pretty effective even against more aware foes - Thieves will still gank then evade away immediately, and the Warriors’ Endure Pain is frustrating, but landing a double Lava Font on anyone else usually kills them before they realise what’s going on. Need to experiment more with allies that know what I’m running, though, because deciding when to res me and when to damage enemies makes all the difference.

(edited by cheese.4739)

Targeting - ressing and secondary objectives

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Posted by: cheese.4739

cheese.4739

We know that targeting in this game is a mess, since there’s so much flashy animation and so many summons flying around everywhere, which renders most click-targeting useless – and on top of that, stealth to reset your target entirely. Giving player characters/clones priority over NPCs was a definite improvement, but with the amount of AI in the game we should really have had this as a feature from launch.

Targeting particularly annoys me in two situations, however:
Resurrecting allies vs stomping foes
Secondary map objectives vs ressing allies/stomping foes

For res vs stomp, close battles are sometimes decided through inaccurate commands. Often you’ll want to res someone who’s at low health, only to find that you start stomping another combatant – who’ll get up as soon as your ally, not getting healed, kicks the bucket. Even if you try to click-select, and somehow don’t click on something else entirely, if they’ve fallen in the same place and one has a larger model than the other it’s not going to go well.
Yes, it’s possible to tab through targets to get to the foe, or to select your ally from the party list, but both of these waste precious moments since you’re probably not only fighting one enemy (and have no idea which will get chosen first), and the cursor is probably based in the middle of the screen.

Then there’s the second problem – secondary objectives. Some are targetable, sure – like NPCs on Foefire/Niflhel, or the Skyhammer control panel – but others tend not to be. It’s hard to commune at Stillness while there’s a downed enemy on top of it, and it’s far too difficult (while not being completely impossible) to pick up the Spirit Watch orb once you’ve knocked it out of someone’s hands.

A solution for both of these, I believe, would be to add keybinding options for ‘resurrect’ and ‘stomp’ – and give the default ‘action’ key a priority list with interactive objects at the top. Folks wouldn’t have to use these binds if they didn’t want to, but it’d be really nice to have a quick and accurate way to choose which action to perform in combat.

Guardian the new instagibber?

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Posted by: cheese.4739

cheese.4739

Yeah if I don’t get caught off-GUARD (hahaha see it’s a pun I’m hilarious) by a dps Guardian, they just sort of fall over or run away immediately once they’ve used up their main attacks - Thieves can burst, hide/evade, continue to apply pressure, then burst again.

Heal skill

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Posted by: cheese.4739

cheese.4739

I’m another Brilliance in most cases, as a Staff user. The utility from the blast finisher is pretty great, and even without enemies nearby, it’s a great AoE heal if used in a water field.

Skyhammer

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Posted by: cheese.4739

cheese.4739

Those of you noting that this majorly merged threadset is only a month old - the *old* skyhammer thread got to silly numbers of posts without any dev responses.

Someone seriously high up must’ve had input on this map, for it to be despised by so much of the community yet still be in rotation.

PvP Staff Ele - Post 15th April patch

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cheese.4739

@ cheese.4739 : Thanks Cheese. You’re so right as for being squishy. Mobility/ dodging on right attacks using all your available cc is very important with this build and is my sole savior. Moreover for me, it’s just super fun playing this squishy and giving my team mates a high aoe dps to help make longer mid fights shorter :-) Next, I will try to record it with actual in-game sound as you said whenever I do some group arenas next, probably this weekend only. Also, I was thinking of taking GM air trait "Lighting Rod" in place of "Vital Striking", what would you say about it seeing I do interrupt a lot?

I still haven’t played with Lightning Rod, but it’s probably a pretty solid addition to a nuker build if you can land the rupts.
I’ve been running a probably riskier 30/20/10/0/10 for a while, with Lava Tomb (and Persisting Flames/Blasting Staff to enhance it). It’s great fun, and seems to do really well in team play - but I’ve not been able to play with well-organised teams nearly enough, and keep joining very inexperienced guildies for fun games so am unlikely to climb the leaderboards any time soon.
In Earth I’m running Stone Splinters, and would drop that for the 6 Air (like your Vital Striking) - then there’s the decision whether to stick with Arcane Lightning or instead grab Alacrity for slightly more frequent interrupts (particularly on those pesky Thieves who shadowstep right into Static Fields). That probably depends on how reliably the GM trait works, and how much damage it adds per interrupt. Hm.

Reporting afk'd pvp players

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Posted by: cheese.4739

cheese.4739

Yes, we’ve had dev responses in the past saying that’s what to do.

Hopefully someday soon (maybe within the next couple of years) we’ll get actual reporting options, and proper (publicised) punishments for folks who abuse afk rules. We can but hope.

Eliminate person score from scoreboard

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Posted by: cheese.4739

cheese.4739

Currently the scoreboard is silly.

BUT:

If the scoreboard showed damage taken, damage given, healing output to allies, boons given…it would be amazing

Also, the death credit system should work in the same way LoL’s does, where whoever does the most damage gets credit for the kill. This would add extra excitement to the game from a viewer perspective if people could watch and think “Oh wow, so and so’s warrior is on a Rampage!”

I’d quite like to see kills/assists/resses/caps, without the current really terrible personal score – but even then folks might feel that such things were more important than general team score.

Maybe a giant flashing green “BUT IT DOESN’T MATTER LOOK AT THE TEAM SCORES” over the player info area, at the end of each match, would help?

Warrior Immunities - can't contest points?

in Profession Balance

Posted by: cheese.4739

cheese.4739

Umm an engineer bunker is 3x more powerful than your average joe warrior point bunker, but hey maybe in low skill level nobody knows how to play engi so everyone just scapegoats warriors for their loss.

So folks playing at lower skill levels deserve to get rolled over by hambows constantly?

Just so’s you know, I’ve been top <number> teamq and top <number> soloq both NA and EU for <x> months, with 4 accounts and while playing chess against grandmasters.

Some Engi builds are terribly unbalanced right now, as are many other things – but none of those things have been prevalent at all levels of ranked play, or at least not to the same degree as Warriors have for the last pregnancy.

Warrior Immunities - can't contest points?

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Posted by: cheese.4739

cheese.4739

So yeah, Warriors were really very low on sustain about a year ago.
This was a year ago.
By now I’m pretty sure they’re in a great place - and they’ve been in an incredible place for 6 months, at least.
Actually they last for far too long, for a class that as far as we’ve been told is balanced around low sustain - particularly against conditions - and high up-front power damage.

The War’s crazy sustain comes from a number of sources:
- Cleansing Ire - strong condition cleanse, very reliable when combined with Fast Hands and/or Longbow
- Berserker Stance - complete immunity to incoming conditions, plus high adrenaline gain
- Endure Pain - complete immunity to incoming power damage
- Healing Signet - high health regeneration
- naturally high health and armour

As someone who plays anything that isn’t a Warrior, I’m really rather sick of them dominating the meta* - so here are some ideas for toning down the insane sustain of this class without running it into the ground.
___
*as en Ele, Thieves are also horrible, Mesmers hurt, and Engineers just ruin everything with that much CC... but they can’t stand there pummeling you for nearly so long as the Warrior. All of these have pretty reliable counters, too, while hambow really doesn’t (at least at low-mid skill tiers - I know that at higher levels of tpvp it’s less effective, but at higher levels of tpvp it’s not ruining everyone else’s fun, and isn’t incredibly easy to play*).
*(_cough cough MM necro cough cough there are enough topics about these daft specs cough cough_)
Anyway.

___
I’ma not cover them all, but here are the two biggest problems I have as a power user, along with some solutions that I hope are useful - or that can at least spawn productive discussion.

- Cleansing Ire
This trait is apparently 100% necessary for any Warrior to take in order to survive.
While I’d like the horrible ’spam conditions until things are dead’ mindset to go away, I’d prefer that Warriors had to think about which conditions were on them sometimes (like everybody else does, if they want to deal any damage) rather than spam burst skills - or maybe for them to occasionally need to retreat. The trait grants incredible adrenaline gain on top of its cleansing effects, which makes it synergise very well with Fast Hands.
Solution:
I guess to remove the adrenaline gain on hit, so that Warriors needed to choose between two traits for its effects - possibly a seperate trait in the same pool as CI, but probably by merging it with one in a different line - Strength and Arms are offensive lines, and Critical Burst is kinda terrible right now, so chucking it in as part of Arms 3 might work?
Another option would be to reduce the cleanse, but to do that would also require serious nerfs to Berserker Stance, and drastic changes to two major parts of many War builds wouldn’t be very great for the balance team.

- Endure Pain
Warriors can proc this twice (GM trait and skillbar slot), allowing for 8 seconds of immunity to power-based builds.
This is madness.
This is sparta.
This is silly.
Warriors are barely punished for running unthinkingly into a capture point and attacking whoever’s trying to defend it - if conditions are a problem, pop Zerker Stance or use Cleansing Ire well and everything’s fine. Alternatively, just hit things until they’re dead, because your HP will easily soak up the condi damage.
Warrior needs to defend a point? That’s fine, just use stances and you’ll take no damage. Boom, you’ve survived for long enough for your team to arrive, even with most random soloq matchups and/or with the Warrior being 2v1’d.
Solution:
Treat Endure Pain like any other invulnerability - while it’s active, the player can’t contest capture points.
This would make the skill require at least *some* thought before use, and force Warriors to occasionally rotate out of points when in team fights. The proc from the GM trait might need upped in duration by a couple of seconds for balance... but no longer could a Warrior just run willy-nilly into a midpoint fight, pop their stance, and expect to come out standing while their team was cheering from 900-1200 range.

why is ele so squishy?

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Posted by: cheese.4739

cheese.4739

One of the first steps that needs to be done to rectify this situation: move the Elemental Attunement trait back to Adept … OR … make Elemental Attunement a standard baseline that’s included but self-only and change the trait to apply boons to nearby allies.

The trait is fine as it is. It is a powerful trait hence why it is moved to Master instead of Adept. And making those boons as a standard baseline will only make certain build to be overpowered. Example? Diamond skin builds and s/d burst. This will just make ele too easy to play again and make it braindead and getting another nerf that is not needed just because you wanted one trait to be changed.

Beside, don’t forget the fact that why most people pick Elemental attunement instead of other trait in Master is because every other trait in Master suck balls. How about buff/change those trait so more builds will be available.

How about Lingering Elements includes the basic Elemental Attunement buffs, and there’s a Master Major choice about bringing teambuffs as well?
Lingering Elements is really very bad right now, and it’d be nice to have a trait in our profession mechanic line that actually benefited the class in any meaningful way.

If LE isn’t going to include +damage traits, or Stone Heart, or anything apart from 5 point minors… it needs serious help to be a useful option, and to encourage anyone to go less than 30 points in Arcana.

PvP Staff Ele - Post 15th April patch

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Posted by: cheese.4739

cheese.4739

Great play with your Staff - though I expect you’re at least as squishy as I am if a single-target build decides to focus you!
I’d really like to see a video that was realtime with actual in-game sound, so we could see how you timed your casts/dodges/whatever - the music track is fun but kinda distracts from the whole ’look, listen, skilled combat!’ that your video clearly shows. I’m sure a bunch of us (including me) would benefit from knowing your cast times and which enemy attacks were important enough to dodge by rupting channels.

re: Arcane Brilliance - can anyone think of a situation in which a Staff Nuker isn’t **really screwed** when they have to heal mid-combat? Any competent Thief or Mesmer or Warrior will get a very easy stomp if they catch the Ele alone, and the majority of Necromancers and Engineers will also have an easy time of it. Brilliance gives teambuffs and high healing, which will often be enough to win (or at least get out of the focus of) major teamfights.

Asura Animations & Visual Effects are Broken

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Posted by: cheese.4739

cheese.4739

This is one of the many many reasons why there need to be CAST BARS. Something I have wanted ever since launch.

You clearly haven’t even read the OP.

Yes, many of us want cast bars, because reading animations is hard enough with differing race sizes (i.e. asura are tiny) and then we get visual clutter and minions and spirit procs and horrible camera problems…

But the OP’s point isn’t that.

The bad skills list

in Profession Balance

Posted by: cheese.4739

cheese.4739

If all the skills listed here were actually bad, only 10% of the skills in the game would be good. The idea behind the thread was a good one but I’m afraid you just openened the floodgates for all the QQ in the world. :P

The thread actually shows rather well why your playerbase is a terrible source for balancing input in a MMO. :P

Also that several people aren’t actually saying what they don’t like about each skill, they’re just saying “this sucks”. Excellent feedback, that. Very constructive.

why is ele so squishy?

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Posted by: cheese.4739

cheese.4739

The Ele has incredible versatility that nobody else can get without heavy trait/utility investment. Our weapon sets all include CC, healing, damage, support, mobility - other classes have to make do with only a couple of these things.

The bad trait/skill list

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Posted by: cheese.4739

cheese.4739

It’s swagg 2.0, guys!

PvE players forced to PvP

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cheese.4739

Sorry what? Have you ever farmed anything (dungeons, queensdale, fgs) in PvE?

PvE players get barely anything in PvP compared to what they could by farming PvE.

There are a lot of new players, new players have to learn, cut them some slack and don’t be an kitten .

Skyhammer

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cheese.4739

3. Tone down the Skyhammer. Make it dodgeable. Axe the damage by 50%. Allow teams to actually win when a knockback engineer camps the Skyhammer and they can’t get to it. The Skyhammer should complement a team’s effort, not determine it.

Something I’d really like to see with the hammer itself: friendly fire.

Make the giant, undodgeable, CC-ing secondary mechanic also affect allies.

People would actually have to think about where they’re firing it, and no longer can folks at a point just stand and laugh while the enemy team is hammer’d to death. Careless spamming with a glassy team would likely win the match for your opponents.

Seeing the Ranks when the game ends.

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Posted by: cheese.4739

cheese.4739

Showing the ranks is counterproductive to a friendly and helpful player environment.

Sounds like a cliche but it’s true.

And after each match we should give the losing team a hug to make them feel better. Trophies for everyone yay!

How is not showing ranks anything like saying ‘well done for trying’?

Staff elementalist crap useless no damage

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cheese.4739

The reason why is a major annoyance is because 70-80 % of the skills are stunts, chill, push, heal.

Um yeah also this – what? Please explain what these 70-80% of skills are. Please.

Sorry, I don’t want to write again the skills and the description. Look it up or search on top of this response or better yet, play one and see for yourself the useless skills (useless in dps and damage, but semi-good in stunts, chill, pushing, and healing).

You’re making the ridiculous claim; it’s your responsibility to back it up with evidence.

Staff has great CC, both soft (condi) and hard (stun/kb/etc), but no way does it have a lack of damaging skills.

Also would you mind telling me how Lava Font can’t deal damage? I can’t help but notice that you completely ignored the bulk of my reply.

Staff elementalist crap useless no damage

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Posted by: cheese.4739

cheese.4739

the Ele is a serious threat, rather than a minor annoyance on the sidelines.

LMAO a serious threat? I missed the update that buffed us and give us a ridiculous amount of damage! can you please link me to it I would really much appreciate it.

The ele is a major annoyance that is why they jump on the ele. The reason why is a major annoyance is because 70-80 % of the skills are stunts, chill, push, heal.

Tell me what skill with the staff deals a ridiculous amount of damage? NONE!

When you combine skills that deal no damage + low health pool = useless staff elementalist in PVP.

I’m pretty sure this is a serious l2p issue, if you’re so sure you can’t deal decent damage. Are you running any traits? Are you using dps gear? You’ll not get good numbers as a Staff Ele running 0/0/2/6/6 cleric’s, at any rate.

An example skill that benefits a lot from traits and power investment: Lava Font.
With Blasting Staff, Pyromancer’s Alacrity and Persisting Flames, it can be (very nearly) maintained over most of a capture point, with added dps from Fireball.
It scales 0.9* with your power stat, which isn’t all that high… but ticks 6 times AoE, for a very short cast time. Yes, it can be avoided easily – by someone willing to move away from your allies in the capture point. The Ele applies heavy pressure to a desirable area.

The reason why is a major annoyance is because 70-80 % of the skills are stunts, chill, push, heal.

Um yeah also this – what? Please explain what these 70-80% of skills are. Please.

The bad skills list

in Profession Balance

Posted by: cheese.4739

cheese.4739

“Gust” – Skill #3 in air attunement for Staff Elementalist. Extremely rare that it will actually hit anything to the point where it’s basically useless. Maybe make it work in a 45 degree cone or something like that?

Gust and the Water/Earth #1s are the only skills that really feel bad for Staff Ele. Air #2 (Lightning Surge) is generally ineffective when used to blind, and its channel breaks an awful lot when foes dodge behind the caster, but it at least deals decent damage.

Gust could do with either a slightly faster cast, faster projectile, or larger projectile radius – as it is now it’s hard to hit anyone just in front of you, and foes farther away can easily see it coming and sidestep.
Earth #5 (Shockwave) is also hard to hit with, but I tend to chain it after other CC so don’t notice this so much.

Water Blast and Stoning, the AAs in Water and Earth, are both slow, single-target projectiles, very easy to dodge. The healing from Water Blast is generally unnoticeable, even with healing power investment, and the weakness from Stoning doesn’t really last long enough to make up for the relatively long cast and low hit rate.
I wouldn’t like to see either of these skills buffed through the roof, but slight improvements to cast/aftercast times, damage dealt or projectile speeds would be a start, with minor buffs to the secondary effects maybe helping too.

Seeing the Ranks when the game ends.

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Posted by: cheese.4739

cheese.4739

Because people would blame their loss on the lower ranks

and yes they’re probably right…

However not always – and it’s not exactly going to encourage people to stick around and learn and improve, if they’re getting hated on all the time.

All the people constantly flaming newbies were new at one point, and really sucked at that point. They had to learn how to play, and should give others a chance to as well.

Folks complain constantly about a low PvP population and then turn right around and try to scare off all those folks just coming in. It’s incredibly stupid.

On another note: no ranks at end of game is a positive change, now let’s remove personal score, too. It’s still completely worthless, and (for example) a good bunker will get a far lower score than a roamer in almost every situation despite contributing significantly to a team’s success.
Fill the space opened up by its removal, along with the space that ranks were displayed in, with something like decaps-caps-kills-deaths-special objectives, if it’s felt that the display is too empty now.

Staff elementalist crap useless no damage

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Posted by: cheese.4739

cheese.4739

So, basically we are sitting ducks for the attackers, and that is what you see on PvP everyone jumping on the elementalist!

This… isn’t why people jump on the Ele. They jump on the Ele because they want to get rid of such a powerful damage dealer – if you don’t jump the Staff nuker, and carry on with your teamfight, you’ll die really very quickly.

If you want to nuke, and deal ridiculous damage, you really have to position yourself well – move about, don’t let foes catch you (remember all that CC?) and place AoE damage sources where your enemies want to be (either on a capture point/at another important objective, or on top of yourself if you expect you’re in danger).

Sure, some people will gank a squishy Ele just because it’s a free kill, but in the vast majority of cases it’s because the Ele is a serious threat, rather than a minor annoyance on the sidelines.

Dishonorable Tag in PVP

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Posted by: cheese.4739

cheese.4739

yea ive been told its like 15 mins if u bail in a game my problem is because of connection issue and being in a log screen I guess I was actually in the game, meaning every time i logged in and out trying to get back on it counted as a “abandoning team” which means i did it like 4x in a ten min period…. I understand the concept is working as intending, but its not taking into account problems with re logging back into the game

Each stack of Dishonourable lasts for 72 hours, so it’s not just this one instance that’s given you the debuff – your oldest stack of the debuff was applied 2.5 days prior to this event – and you’ll only be counted as abandoning your team if you’re not present at the end of the match, so this event should have only given you a single stack.

If you’re getting frequent disconnection issues for some reason on your end, you need to sort them out or live with the debuff – if it didn’t get applied for unintentional abandonment (if there was even some way to tell), you’d potentially be able to ruin a whole bunch of games for other people.

Denshee's ToL build?

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Posted by: cheese.4739

cheese.4739

Let’s just hope that, should D/D turn out to be OP, they get the nerfs right instead of driving all Eles into the ground again.

Suggestion for Lightning Flash, ele ability

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Posted by: cheese.4739

cheese.4739

Someone suggested this a wee bit back, and most people seemed okay with the idea - a toggle in the options that automatically casts any ground-targeted skill at max range if they’re aimed too far away.

It wouldn’t be necessary for folks who didn’t like it, it wouldn’t allow bad players to magically become brilliant (because you still need to be able to judge where your spell will land and what significance this has) but it would really help out people regularly frustrated by uneven terrain or other obstacles.

Some targeted teleports (like Flashing Blade) already function like this, and can probably continue to do so - I’m not sure how I feel about Steal doing it, though. Thieves already have great mobility, and this change would help them with Infiltrator’s Arrow and Shadowstep anyway.

New Earth trait(XIII) bug or?

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Posted by: cheese.4739

cheese.4739

Yep, we’ve been told in the past that there are no plans to make LE work for anything apart from the 5 point minors of the other trait lines. It’s... really terrible. The traits for increased damage while attuned to Fire/attuned to Air/attuned to Water and hitting vulnerable foes? None of those work either.

Skyhammer

in PvP

Posted by: cheese.4739

cheese.4739

i also have the issue with trying to take the portal up and immediately end up outside it below unable to re-enter. so I try pushing “f” as quickly as possible to avoid possibly double-pushing it. doesn’t matter still happens maybe 30% of the time. no way to avoid it that I can find yet.

That was my first point, maybe should’ve said portal instead of gate.

This happens far more often than is reasonable (for it to reasonable, it would never ever happen, ever), and the huge effect the skyhammer has on battles only makes it worse.

Pirate runes

in Profession Balance

Posted by: cheese.4739

cheese.4739

I equip them from time to time in dueling servers, they are kitten fun, shouting YARR every 20s is the ultimate pleasure.

I have them on my cheap-ish-zerker-set for Ele. Female Asura ‘yarr’ is… unimpressive.

[PvX]Bring Warriors into line.

in Profession Balance

Posted by: cheese.4739

cheese.4739

Yup, I can nitpick more traits/skills like the OP has in the context of other classes, want me to keep going? This whole thread is irrelevent to begin with when he started comparing traits/skills between classes which is a rather poor justification for nerfs and just leads to a bunch of rambling and incoherency.

Or we can get back to the not nitpicking: compared to any other class, Warriors have a waaaay higher survivability/damage ratio than anyone else*.

Also that’s some pro debating there, bringing up the flaws of one person (the OP) when trying to argue a point against another. A+. Since you’re so terrible at this I can clearly declare your argument as invalid.

*power damage. Condi is stupid… but Warriors have strong condi builds available to them and can still take their immuinty skills and traits.

[PvX]Bring Warriors into line.

in Profession Balance

Posted by: cheese.4739

cheese.4739

If you want to propose these changes, then please consider this as well, since you like to nitpick individual traits that the warrior has that are better than other classes.

“Stick and Move”: Grants 3% extra damage when endurance is not full. For a grandmaster minor this is severely lackluster.

Ohhh we’re onto proper argument now.

GRANDMASTER MINORS

Let’s look at an Ele GM minor: Arcane Precision.

Yeah, talk about your GM minors. Please. They’re totally relevant.

Megaserver: map priority

in Bugs: Game, Forum, Website

Posted by: cheese.4739

cheese.4739

We’ve been told that Megaserver uses several criteria to decide which map to put players in – but we’ve not been told much more about how this is decided.

I don’t really care how exactly the choice is made, but I regularly party up with ‘randoms’ that I’ve met while roaming the world, and will sometimes go to several World Boss events with such a party – but end up in different maps to them.

It’s also happened once with a party, representing the same guild, from the same homeworld.

I’d just expect parties to be the most important factor in deciding which shard to put players in.

Skyhammer

in PvP

Posted by: cheese.4739

cheese.4739

This map that apparently we’re not allowed to get rid of in soloq, even though it’s definitely not acceptable for competitive play (so not in teamq). Yeah.

Can we at least get it removed from rotation until it stops being incredibly buggy? Please?

Here are a few that annoy me:

- the gate up to/down from the skyhammer.
It often teleports players, then immediately takes them right back - and applies the debuff that stops them from using the gate again. This interrupts play, gives warning to foes, and is directly related to the incredibly powerful secondary mechanic of the map.

- glass panels mess up the camera (and cause other problems).
If a player is standing at the edge of a glass panel as it breaks, their camera will zip around like crazy. Movement skills are also interrupted. This seriously impairs someone who’s probably just managed to avoid falling to their death, and generally removes the whole ’skilful positioning’ aspect that apparently applies to this map - you can’t just avoid getting pulled into the panels, you have to stay well away from them at all times.

- the skyhammer is still vulnerable to that exploit.
Y’know the exploit that was abused on Foefire and Kyhlo? That took far too long to fix? It wasn’t even fixed on Skyhammer. People still regularly take advantage of it.
It’s not quite as game-changing as on those maps... oh wait it is. The hammer does mad damage and knocks foes down.

___

So.

Small bug. PvP Staff Eruption Animation

in Elementalist

Posted by: cheese.4739

cheese.4739

Has never happened to me.

If you start casting Eruption, the animation will continue even if you get interrupted (usually vanishing just before the explosion) - this is an issue that affects Ice Spike and Dragon’s Tooth as well, and is rather frustrating if you lag slightly or get rupted right at the end of the cast.

Definitely not had it do double animation, though.

[PvX]Bring Warriors into line.

in Profession Balance

Posted by: cheese.4739

cheese.4739

Warriors

Healing Signet: Grants regeneration.
Suggestion: Grants 3sec regeneration when you attack. Stack up to 3 sec.

So cut Healing Signet from 370 hp/s to ... 130 hp/s?

In case you missed it, the point with a Warrior is to have defenses *without having defensive boons*. Warriors instead get the best access to offensive boons like Might and Fury.

You can argue all day that "every other profession is making due without 370 hp/s passive healing", but if you look into what every other profession gets, you’ll see plenty of Regeneration, Protection, Aegis, Blind, Evade or... Stealth. Warrior won’t be getting the first three because those are for Guardians and I doubt anyone wants Warriors to have ample access to Blinds, Evade or Stealth.

The issue here: Warriors are meant to have very high survivability. Note the high HP pool, high armour bracket. They get both of these things and still hit like trucks.

Right now, they have access to high base health and armour, massive health regen that requires no player interaction and several powerful immunities (with few downsides, if any - other classes’ invulnerabilities stop them from contesting capture points, but apparently Warriors don’t follow the same rules).

It’s all just too much - their lore states that they tend to struggle with conditions, but with Cleansing Ire as it is, this isn’t the case either. Sure, it’s pretty much mandatory if a Warrior wants to survive condition bursts... but everyone else has to sacrifice a lot more than 20 trait points for such good cleanse while still dealing heavy damage (and usually control).

The issue with Healing Signet is not that the passive is too strong, it’s that *there is literally no reason to use the active*, this is something even the developers acknowledge. So please, *shut up about Healing Signet until they change the active*.

No, the passive is too strong. The active does suck, but the very high regen from the passive means that even a half-decent active effect would be largely ignored.

What needs to happen is for the passive to get nerfed a little more (though not too much; while I’m sick of HS on Wars I don’t want it gone entirely) and for the active effects and cooldown to be greatly increased - this makes the War back into a powerful, tanky fighter, who has a lot of survivability but can’t keep it up indefinitely on their own. They can activate their signet, get a powerful burst of healing, and either carry on fighting (possibly getting killed) or retreat (as so many WvW Wars are very proficient at) then stay out of combat for a while. With a sufficiently powerful active heal, I wouldn’t say a 40s untraited cooldown was too long.

Edit: yes I suck at synonyms, and said ’powerful’ too much. Strong, effective, good, reliable. Some of those may be better words.

(edited by cheese.4739)

[PVX] Mesmer Phatasm Damage

in Profession Balance

Posted by: cheese.4739

cheese.4739

Uh no grenades physical dmg doesnt scale much at all with power, the effects scale well with condi dmg, that’s where most of the dmg from grenades come from. Also if you have at least seen the power rifle builds, you would know that the dmg has increased.

You sir are very uninformed.

http://wiki.guildwars2.com/wiki/Grenade_Kit

these attacks scaling is so weak:
grenade (0.33*power*weaponstrength/armor)
shrapnel nade (0.55*power*weaponstrength/armor)
flash nade (0.1*power*weaponstrength/armor)
freeze nade (0.5*power*weaponstrength/armor)
poison nade (0.2*power*weaponstrength/armor)

the highest is 0.55, they are so low, no one uses them in power builds for their dmg, people use them in condi builds, because the condi from the nades are far superior. If you played spvp at all you would know that after the patch dmg with power builds like rifle have increased because they scale well for people to actually notice for example:

http://wiki.guildwars2.com/wiki/Rifle
jump shot landing dmg is (1.8*power*weaponstrength/armor)

Nade dmg is so weak to begin with, and plus no one with nades ever actually have much ferocity (crit dmg), the dmg increase is so minuscule that is not really noticed. Unlike my example from earlier, my iswordsman crit for maximum of 4.5k where now it crits for maximum of 8.5k, which is a huge dmg increase, rifle landing dmg for engineers crit for 4-5k now crit for 6-8k.

Thus, before you kitten tell me that i’m uninformed actually look at the kitten stats. You are the one who is actually uninformed.

An important thing to remember: 0.55 scaling isn’t very high on its own, but you do need to multiply the damage total you get from the calculation by the number of nades thrown.
This is why Lava Font is a very powerful skill for Staff Eles – it does 302*(0.9scaling) damage, but deals this damage every tick of the AoE. When traited with Persisting Flames, this gives it damage of 302*(5.4scaling) damage to anyone who stays in the AoE for its duration. That’s… a lot.

With the pretty spammable nature of nades, up to 3 hits per kit skill, all the damage ticks landing at once, and the 1500 range, this makes the direct damage from nades really very strong – even with lower Power stats.

Diamond Skin is impenetrable now

in PvP

Posted by: cheese.4739

cheese.4739

This skill is just as braindead as the condibunkers it counters. Nerf both.

I would be completely okay with this.

Diamond Skin is stupid, but it gives a way for Elementalists to beat pure condi (so usually condi-bunker) builds. That would pretty reliably beat any other Ele.

Conditions dealing high damage, while being very easy to apply with builds that have high toughness/vitality... yeah.
Only two (at most) of these things should be easily accessible to any one build:
Ease of applying the conditions
Survivability
Damage done by the conditions

There’s also the issue of cleanses, but they’re just a mess - a few builds can cleanse everything and then some, while others struggle to remove a single stack of burning. These really need to get brought closer together, along with less general condi-spam, so it can become an actual method of control/attrition rather than a set of effects that apply high control along with serious damage.

(edited by cheese.4739)

Blade Shards....what to do with it?

in PvP

Posted by: cheese.4739

cheese.4739

Yeah, a lot of people have been wondering this - the number of stacks that many of us have is putting a fair strain on our bankspace.

Does Stone Heart apply when using Tornado?

in Elementalist

Posted by: cheese.4739

cheese.4739

Yeah, Tornado puts you in a state without attunements.

Pretty sure this will also happen with other transforms... like Moa Morph. Mesmer wants to burst you? Oh look you’re a bird and immobilised and vulnerable to crits again.

Diamond Skin is impenetrable now

in PvP

Posted by: cheese.4739

cheese.4739

Okay yeah this thread is still hilarious.

I don’t like that Diamond Skin exists, but until the ridiculous damage/control combianation* that condition builds - particularly terrormancers - have is toned down, I will continue to defend its existence to be used against the players who spec entirely in that direction.
Especially against those bad players who can’t even work out how to break the skin, then come qq about it on the forums.

*y’know, the reason hambow War was so broken (and continues to be very strong)

Diamond Skin is impenetrable now

in PvP

Posted by: cheese.4739

cheese.4739

No, it’s impenetrable as any condition build. Double regeneration and Signet of Restoration completely outheal direct damage from condition builds.

1) Yes, there are ways to get through it. Time your Flesh Golem charge well, take Lich Form, use your Life Blast. Or don’t min/max your conditions/survivability – take Carrion instead of Settler’s amulet, or otherwise add some power damage.
2) If they weren’t running Diamond Skin, chances are you’d be roflstomping them instead. If you’re so heavily specced into condi that you can’t break their skin, you’re lethal to the majority of Ele builds – slightly less so post-feature-patch, but it still requires heavy trait investment for Eles not melt to heavy condition application. Learn to pick and choose your fights; you can probably still spam your scepter AAs at someone else.

Sorry for getting a bit snarky, but I’m really quite sick of full condi folks hating on Diamond Skin when it’s basically flipping the hard counter from you to them.

Builds: Lightning Rod

in Elementalist

Posted by: cheese.4739

cheese.4739

I am even trying this trait out on staff zerker ele in pvp, as it allows you to apply more aoe pressure over yourself to ward off melee attacks when you are caught alone. Dropping a line/static field and positioning just next to it, any thief that shadowsteps to you eats the interrupt, takes serious dps, and has 4s of weakness (which kills their dps).

I’ve considered this on my zerker build, since it wouldn’t require major trait movement – and I could take Alacrity as Master trait to get more frequent rupt skills. Getting Thieves to shadowstep into Static Fields is already fun, but I’m now trying to pay attention to see how often they get rupted on entry. I’d otherwise go for Tempest Defence if trying GM air, but the Staff’s single stun makes that a bit less useful for the added damage.

Will staff ele ever be a build for sPvP

in Elementalist

Posted by: cheese.4739

cheese.4739

Well I can honestly say that staff is good, but I wouldn’t say awesome due to extremely high cooldowns and that ridiculous eruption delay which prevents you from starting a combo that requires earth 2 to be firstly cast. All I hope is that someday Arenanet lower the cooldown of some skills and eruption so I can start comboing with fire and finish with earth for instance.

You do know that fire has much more damage than earth, yeah? It’s actually beneficial to have to switch to fire when stacking up might, since Staff really can’t do condi so much of its damage comes from fire attunement.
It also means that you have more flexibility after casting the blast – if you suddenly get a lot of incoming damage, you can switch to water for healing or frost auras (usually not great, but the auramancy traits are pretty great for Staff when you remember that it’s AoE aura and you can blast multiple times for longer boons). Casting the field first means you can’t then change what you blast in, should something unexpected happen.