UA; 50% damage reduction on a skill that can largely be evaded through a dodge seems excessive.
There we have it folks. A skill is not op as long as it could be dodged.
/facepalm
I don’t know how often I’ve read kittened stuff like this when people found an op class and are desperately defending it with ridiculous points like “it could be dodged”. Because these folks really think that the class is actually balanced and it’s their super-ninja skills that let them dominate pvp. This is why you cannot expect a serious balancing discussion in the corresponding class subforum, you need to post it in the “pvp” subforum.
(edited by cursE.1794)
Yes I’m running the 64 bit client. Still unstable. I even formatted my system before HoT. I don’t want to post my hardware specs here but it’s more than capable to handle this game.
So, according to what guild members tell me and what I read in this forum, I’m not the only one who has to deal with constant
a) crashes
b) freezes
c ) bugs and framerate drops
I don’t want to introduce a huge discussion on how a game that has been released 3 years ago should run stable or that I paid more than average for an addon to an mmo that is crashing all the time, I want to go straight to a proposal how to fix this game if you are unable to fix the crashes:
Several times now I was in a map for a meta event (dragon’s reach, auric gasin), had to relog because of the instable game client and then couldn’t get back in because the map was full. Why? Because even though you are in a group, your slot is IMMEDIATELY given away to other players. The same applies for loot when your game crashes right at the wrong time and you’re not present when the loot is distributed.
Guild wars 2 needs a function to prevent this from happening. If you get a dc during a map meta event, your slot must be preserved for a reasonable amount of time in order to give you a chance to come back. Same applies for loot. If you participate in an event for 15 minutes and get a dc, there must be a time window such that you are able to get your reward for your participation.
you still have the final say on whether a stun break is more important to you, or defense. is a stun break more important? or is mobility? apparently, you feel that everything else is more important than stunbreakers… and then complain that you can’t break out of stun…
Seriously, you must be kidding.
An elementalist with cleansing fire has only one stunbreaker and an elementalist with only earth armor as a stunbreaker is a dead elementalist.
Yeah, seems like I’m totally understimating the importance of stunbreakers …
PS: for someone complaining about “lack of understanding”, you sure like to quote others out of context and ignore the jocular nature of the post.
If quoting an entire paragraph is “out of context”, I suppose you always want to see a fullquote? Because I don’t know what else lies between “paragraph” and “fullpost”. Maybe something like “parapost”? Or “fullgraph”?
I do admit that I might be a bit too focused on cantrips here, but this is just the result of playing this class for 2 years without ever seeing anything else viable for a balanced build with enough defense that can keep up with other classes in a face to face fight. What are our options? Arcane shield? 75 seconds cooldown for 3 blocks? Not viable. Signet of air? Works as condition elementalist if traited, but you can’t tell me that just because things are there, it’s my fault for not using them. The difference is if they are worth using. And there is a reason why almost no elementalist in pvp is running this signet. Don’t get me wrong guys and girls, I’d love to have more viable options besides cantrips, but that didn’t happen within 3 years. And regarding the huge changes that arenanet does to buff hardly ever used skills like
Flamestrike: Increased the damage by 33%.
I’m not very confident this will happen within the next 10 years.
I call tempest total crap because it adds nothing new to the elementalist class. A teamfighter with decent aoe damage and group support with healing and boons? Wait, wasn’t there a build that does all of this already? Naaah, like what’s next right. Metabattle creating an extra category called “meta^2” for this particular build due to its group support? Please… and I’m not even talking about the concept of overloads locking ourselves out of attunments.
it’s your choice which stunbreakers you take… and you have to choose whether a skill is worth more for its stunbreak or for its other effects. in other words, you’re the only one to blame for which skills you use on your skill bar.
Your lack of understanding is disturbing. Everything that goes through my mind when thinking about an answer to your post just gets me back to what I already wrote. Please read that post again. Thank you.
It’s more essential than ever. An elementalist who chooses mist form and is not running fire immediately dies to conditions. There is literally nothing you can do than run away, no matter how cheesy and lowskilled your condi opponent is. An elementalist with cleansing fire has only one stunbreaker and an elementalist with only earth armor as a stunbreaker is a dead elementalist. You are pigeonholed into running fire spec which reduces build diversity and even then there is no reason why a mesmer teleport should have
a) less cd
b) increased range
c) the ability to break stun
compared to lightning flash. Either lightning flash or cleansing fire need to get their stunbreaker back as it was before elementalist was overnerfed.
Even if you devs disagree with elementalist getting one more stunbreaker; consider it as an apology for tempest being total crap.
Maybe you guys should stop playing with greatsword in pvp, then you would be less frustrated by it and see how awesome it is in pve. By the way, who plays a necromancer in pvp in the first place? Didn’t you learn anything in the past 3 years?
… do not leave the instance, do not leave the prologue, close the game and let it finish downloading. After it finished, you can relog and enter maguuma. Worked that way for me. I thought this might be worth creating a thread so people don’t lock themselves out of the addon as long as Arenanet doesn’t fix this.
Play a heavy condition build. Problem solved. Condition necro, thief, engi and mesmer are all counters to d/d ele. Even d/f condition ele with perplexity runes eats a d/d celestial ele (tested myself).
Play a berserker warrior, whittle down the ele’s hp. When you’re at 40% hp, pop rampage and roll your face on the keyboard. Do not hit the escape button though since it will de-target the ele.
Play berserker engi. Drink Elixir X. If you get rampage, see warrior.
Play dagger mainhand berserker thief, wait for the elementalist to be engaged in combat and when he is at 50% hp (equal to about 8,5k hp), burst him down using two buttons (steal -> backstab, about 10k dmg with steal damage, sigil of air and sigil of fire).
See above, replace thief with mesmer (about 12k burst damage). Only for experienced players since more buttons have to be hit correctly.
(edited by cursE.1794)
I crafted an incinerator for my ele and never regretted it. There is nothing better than roaming wvw maps with two incinerators as d/d ele. If you like thief, you will also have a second class that can put it to good use.
However, make sure that you have played the elementalist for a while and also taken a look into other classes before you craft the incinerator. Maybe you fall in love with the new revenant class and would’ve wished to craft the hammer for example. My thoughts after crafting twilight for my necro and then seeing the revenant go crazy in pvp during BW2….
Edit: Do not go for any tempest crap at this point.
(edited by cursE.1794)
Greatsword is useless in sPvP because it’s far too clunky. In Reaper’s shroud, I get kited a lot without viable opportunities to close the gap to opponents since I’m locked out of everything else. I would suggest increasing the range of death’s charge to 900. Remove blind to balance the skill again if necessary.
Overall, Reaper is a lot of fun and is a huge improvement to the necromancer class. I’d also be ok with greatsword being a PvE weapon if the damage is worth the clunkyness (played PvP only so far).
Dagger main hand autoattacks have very short cast time and do massive damage.
Sorry, what?! Dagger autoattacks have a rate of 1 attack per second and are far away from dealing “massive damage”. Healing Signet does 200 healing per action so by using those incredibly fast autoattacks from dagger, you get 2000 hp over 10 seconds out of it or 4000 hp over 20 seconds. And that’s less healing compared to other skills with similar cooldowns.
1) dodge fire
2) place your burst after their healing
3) kite
It’s that simple. Especially 1) seems to be very hard for the mesmers I fight, despite fire attunement being so obvious. The second mistake that they do is not to kite and run away when they could, instead they are running towards me (not stealthed). An elementalist has some gap closers but fighting someone who keeps running away is a real pain in the *. You need to make him pay with at least 1 gap closer everytime he wants to engage.
two runs, no rewards
please give me something for wasting my team and crushing the hype and expectations…
Oh god, I hope they’re ok?
Wait, didn’t we have that before? The wvw season rewards were not working and there was a huge mess because the reward tickets already given out to the players had to be validated. PLEASE TEST STUFF BEFORE IT GOES LIVE.
What about rapid fire on ranger? Would you say dodging rapid fire isn’t a counter? Or blocking it? Or moving behind the ranger? Or reflecting it? Rapid fire, unlike UA, actually tracks targets through stealth. If blocks, evades, and invulns aren’t viable choices to counter something, then what the kitten is?
You mention rapidfire, list all the counters that work, generalize to “something” and then apply to UA. Seriously?
No there is a lot counterplay
[…]
using aoe on yourself when it ends
That is the most hilarious one so far.
Someone lost in pvp and is crying that something is OP. What’s new. There is already a thread with suggestions on how to counter it. The game should not be balanced with 1v1 pvp in mind. UA is strong against one opponent and weak once you throw more people in there.
This is why I hate the fact that Anet chose not to split skills properly in pve and pvp. Inevitably it will get nerfed due to pvp crying and become useless for pve.
And there is a very good post from raven in that particular thread that disqualifies almost all of these as a good counter. It’s funny that “dodging” always appears on these lists while it is clear that having to use both of your dodges to counter a 10 second cooldown skill is clearly NOT a viable counter. Or you could use shocking aura, right? Since shocking aura is accessable to so many classes. Or stand against a wall which is nothign else than bugging this skill and I’m quite certain that this is not how it’s indended to be.
The game should not be balanced with 1v1 pvp in mind.
If something is OP in 1v1 then it must be balanced. That’s common sense and it’s beyond my understanding how someone could argue “it’s not op in a complete different situation and therefore must not be touched”.
range – the range is pretty short. kite the revenant and they’ll never get to use it
—Rev might just have enough gap closers to earn the title unkitable.block
—only 1 class (war) has a block that doesnt auto expire after 1-3 attacks, and this is negated by phase traversaldodge roll
—this is good for mitagation, but it would take 2 dodge rolls, which is not really balanced.evade
—see dodge. The exception to this are classes with super long evade frames like mes sword2, pistol whip or 1h sword rangers.protection/retaliation
— this is more of a mitagation than a counter.apparently walls?
— this is good, thought might not be intended and could get fixed.be near allies. sure, it doesn’t change the damage, but it shares it out a bit.
— this is okay for partial mitagation for mes, ranger or minion necro. fighting on point, but a counter should not be “have a buddy.”
(edited by cursE.1794)
Ele going invulnerable? Even traited, mist form has 60 second cooldown. UA has 10 second cooldown. Ranger could cast sigil of stone, 80 second cooldown. People can dodge twice, nice. Like revenant doesn’t have other skills that need to be dodged. AGAIN, 10 SECOND COOLDOWN.
After all, how do you tell if a class/skill is op? People who play it start making ridiculous statements in order to defend it. Like comparing UA to ele icebow. Or this:
there should just be situations where you get nuked because frankly setting it up is really hard and the pay out should be equal to the effort put in. most times before UA i use burst of strength and elemental blast just to get enough dmg going to make it even worth it to use.
“To make it even worth it to use”. Not pointing this out because of the grammar.
@Deth
Complete loss of reality. Wow.
Thank you for your attention.
Well, I suppose someone has to hate everything.
I think the idea of giving the necromancer a greatsword and the design of reapers shroud are absolutely awesome. They are exactly what the class needs, especially considering pve where greatsword might work well. However, blood magic is a traitline that really shows how broken this class was before. I see absolutely no reason to put both mobility traits into the same kitten traitline. It just shows that the person who designed this did this without putting any love into this class and this is something that really kittenes me off. Please take a look at warrior traits where everything fits together PERFECTLY.
Trying to create a reaper build that works in spvp, I first gave greatsword a shot. It’s utter crap in spvp, seriously. Too clunky, nothing except gravedigger really makes a difference and even gravedigger is only good when spamming against a downed foe. So I went back to dagger/warhorn + staff and tried to figure out a power build with spectral skills for lifeforce regeneration that works to at least get some of the benefits from reapers shroud. I remembered that there was a trait named “banshee’s wail” that gave a nice buff to warhorn. Looked it up, ok it’s in blood magic. Now this:
1) Necro has two mobility traits: Quickening thirst and Banshee’s Wail. WHY THE kitten WOULD YOU PUT BOTH MOBILITY TRAITS INTO THE SAME TRAITLINE? ARE YOU KIDDING ME?
2) Everything else than Banshee’s Wail is COMPLETE crap. Even the minor traits. I have to sacrifice one complete traitline to get one nice trait and the others are almost completely useless.
I was really looking forward to playing necro again, but this just got me back to reality: The traits and everything is still a mess.
With Heart of Thorns being released soon and of course all of us getting our necros out of the tomb to free them from dust and prepare them to become reapers, could you PLEASE bring back the TOXIC MANTLE and TOXIC GLOVE skins.
“You may not market, promote, advertise, or solicit within the Guild Wars 2 Game or on the official Guild Wars 2 websites.”
The thing a lot of non-eles don’t understand is that there is very thin line between which eles go from OP to useless. If they do not have enough healing to recover from thief burst and win sustained fights, they are dog-crap terrible.
I just wanted to point this out as a tl:dr version.
When they nerf D/D and by doing that, smashing every other build that might have worked, maybe the elementalist community can organize a “rest in peace ele” event. Teams of 5 tempest eles each will rush ranked arena games, and all whirl around in fire overload at middle screaming “I AM THE MASTER OF ELEMENTS”, immediately dying in the process.
That’s a good idea. Just give us some buff when overloading and let us continue with our rotation, adjust numbers and effects to balance it out. There must be some adjustment though:
There needs to be a way to keep elementalists from overloading at the beginning of a combat. Otherwise, you could simply run in air while out of combat and when you start fighting, you can already perform your first overload. So it either needs to be a “only usable when in a fight for at least 10 seconds” skill or the activation of overload needs to increase the attunement cooldown of the affected attunement, but only by an amount that still justifies the overloading.
I can´t beat a good condi mesmer.
That does not exist. The skill cap is the lowest we’ve seen amongst every builds in Gw2
Skill floor.*
Both of you are correct.
I’ll do the math for you since you seems unable to do basic ones
ele’s mobility burst: 1200 (rtl) + 900 (lf) = 2100 on 40sec cd
sxoop: 1K1 on 12sec cd2swoop brings you to 2K2, gg you reached the ele in a bit than half his mobility burst!
Suddenly, ele pulls out fgs. Aaaaand he’s gone.
Wow, didn’t see that one coming!
I can’t believe you’re still defending this claim with statements like this:
Play just 2min in wvw and you’ll see how you can’t escape mesmer. He shouldn’t be able to kill you but you’re forced to run to your blob or your spawn
So obviously you cannot escape a mesmer BUT what you can do is run to your spawn.
…
Seriously?
How do you see yourself post-HoT?
I will still main my ele, play the good old builds and be like this when I see people playing other classes with their awesome elite spec:
Did someone just claim ele is 2nd worse class in terms of mobility?
Wow
Thank you. I was afraid I’m the only one thinking this is a ridiculous claim.
There you go, burning ele for wvw. Took me like 2 minutes to throw together. Take a look at drake’s breath and signet of fire tooltips. Crushes probably anything you will engage in a 1on1. Super cheesy and super boring though, mobility only through fgs. Condition builds may be hard to counter though. Or necros running the right traits/signets.
(edited by cursE.1794)
Dodge fire attunement, avoid lightning aura, save stunbreaks for updraft and earthquake, attack when ele goes or just left water.
You can even go further with your approach. I think overcharge, from a very general aspect, is a nice idea. You are a tempest, you are an elementalist, so you unleash a fiery storm upon foes or whatever attunement you’re currently in. The implementation of the idea, however, shows so much lack in understanding of the mechanics of this game that Captain Picard’s epic double facepalm wouldn’t be enough to describe this epic fail of a specialization feature. Sitting in a channeled skill which is suicide for an elementalist EVEN WITH STABILITY and that comes at the price of locking yourself out of an attunement… no words.
But with some slight changes, we could keep the idea of an overcharging elementalist AND make it worth using. Here’s my suggestion:
Let us overcharge an attunement to gain some damage/support effects in close combat at the price of locking ourselves out of an attunement, but make it passive so we can use all our skills and attunement swaps.
This could be balanced by simply adjusting numbers/effects and adds a new level to elementalist gameplay which could also be countered. Now before anyone screams “OP” I just want to make clear that I don’t expect to be a firestorm that casts meteorshower while doing 4k ticks of burn. When we are still allowed to use all our skills, the overcharge effects must not be too big of a deal. They should, however, give enough benefits to make them worth using in the right situation because locking yourself out of an attunement is a big price.
There would also be a counter to this: Players in PVP will see the overcharge animation and the proper reaction would be to kite and stay away. After the overcharge effect is gone, the elementalist’s rotation will be crippled so there will be a weak phase to strike back.
This change to overcharges would make them useful in potentially all game modes, pvp and pve.
(edited by cursE.1794)
Why don’t you show some self initiative, mix together some armor/trinkets you think are reasonable and post it here? I’d gladly help you and mention my own thoughts to improve your build then. But you’re basically saying “pls do all the work for me, thank you”.
It can be introduced a new category to the daily – a daily DC
Or a “successful login” daily.
Burning needs to be either unstackable or damage reduced by 50%.
Burning ashes needs to be removed.
Reduce the regeneration on soothing and no more vigor is needed.
Start there and nerf more until balanced if warranted
Thief players..
Why should might be 15s long while other boons are way shorter? Balance plz.
Are you seriously asking why +30 power and condition damage isn’t equal to -33% damage taken?
Tone back burning damage and leave the rest. Problem solved without touching other builds except for condi ele and that cheesy “build” shouldn’t be strong to begin with.
While it does take high skill to play d/d ele, its still incredibly strong and its bad for build diveristy with our class
So you think having 3-4 builds that are all “meh” would fix the class?
Making a video to help new players is always a nice thing to do which should be acknowledged. But I also want to give an honest feedback to warn new players who read this thread.
There is so much wrong advice in this video starting at 10:45 that I would recommend deleting this part. It starts with you saying that one always wants to start a fight using burning speed.
First of all, you don’t mention how to set up your burning speed. A new player following your advice would run towards an enemy in fire attunement and burning speed him when he’s in range. This might have worked within the first month after the release of the game, but this is such an obvious thing to do that it will be dodged almost everytime. You need to mention the different ways to open a fight. This will always begin in lightning (since activating lightning armor a few millisecond before opening is never a bad choice unless the opponent activates stability before the fight started. Then simply turn around and run in the other direction until it expires), not in fire.
1) Lightning Flash on top of the opponent, followed by an immediate updraft. This is a good choice when the opponent is waiting on a node and sees you coming from miles away since there is no time for him to react.
2) Burning speed + lightning flash. A bit more obvious, still works if the opponent is trying to do the first hit, for example a mesmer casting phantasmal berserker.
3) Ride the lightning that hits your opponent, stay on top of the opponent as he dodges away and then use updraft. This is a bit more risky in terms of getting interrupted but also quite cheap since you save lightning flash.
Now you also say that one always wants to start the fight using burning speed. In a lot of situations, drake’s breath will be the much better choice. Consider scenario 1); The opponent will most likely have a stunbreaker ready and when he sees you switching to fire while being locked down, he will simply use a stunbreaker, dodge away and immediately counterattack to get the upper hand. Your burning speed will be wasted. Drake’s Breath as a channeled spell will apply blindness to prevent his counterattack, most likely some sort of cc, from hitting. After that, your opponents alertness for your burning speed will be gone and you can land it.
Drake’s breath is also a very good choice if you are already in meelee range (thieves will always teleport to you) and don’t have Lightning Flash ready. If you start channeling drake’s breath in close combat, the opponent will almost always dodge backwards to get out of it. But they will almost never do a double dodge since double dodging gives players the feeling of wasting dodges. But dodging backwards gets them in perfect range for burning speed which would always miss if you do it against an opponent standing very close to you.
The lightning flash + burning speed combo is something you don’t mention in the explanation of your rotation which I think is a thing every beginner should be told about.
Speaking of rotations: Your rotation fire -> water -> earth is wrong and the reason why this is is that you want to be as untouchable as possible to not get interrupted. What you want to do is fire -> earth -> water. You will have evadeframes during burning speed. Burning will apply blindness. This will be followed by a dodge, and while dodging, you switch to earth attunement to get your blast in the fire field. Immediately when recovering from the dodge, it is followed by earthquake and finally, you try to hit frozen burst. Interrupting this combo is almost impossible and the earliest time to even try it is after your earthquake if the opponent has stability.
You also give advice to basically ignore lightning touch, which is 100% wrong. As soon as you attune to water, your damage phase will be over and your recovering phase starts. This is the time interval where an experienced opponent will try to kill you. Your damage attunements are on cooldown and all you can do is spam lightning whip which does a bit of damage but is far away from putting pressure on your opponent. What you want to do now is kite and avoid taking damage. So this is the perfect time to use lightning touch since it applies weakness! I almost always use this skill.
There are more crucial things that could be mentioned, such as magnetic grasp being one of your most important skills which is worth including into your damage rotation, but this post is already a bit long and I think I’ve given some good points to justify my above statement.
(edited by cursE.1794)
Damage
Our high damage skills, especially greatsword #3 and death shroud #5, are slow and therefore need the help of utilities and weapon skills to land them. Luckily, we have two things that help us a lot.
1) Dagger #3 every 25 seconds: A 4,25 immobilize that is immune against stunbreakers.
2) Spectral Grasp every 24 seconds
Imagine, for instance, a spectral grasp into Executioner’s Scythe into Gravedigger combo with berserker stats.
With our chills and tremendous life force regeneration from spectral skills, we can enter death shroud every 10-15 seconds, gain 5 seconds of fury and unleash the full power of shroud knight on our opponent who will have a hard time moving away from us. Every 10-15 seconds, we will be able to try and catch the opponent with a big blow like warrior does with stun into eviscerate.
Sustain
Every 10-15 seconds, we may enter death shroud. This will trigger Enfeebling Blood which causes AOE weakness around us. Additionally, we apply weakness with every critical for about 7 seconds on a 10 second ICD. Plus we take less damage from chilled foes.
Everytime we enter death shroud, we break out of stun and gain stability. When caught in a stunlock without having death shroud ready, we have spectral walk to break out of stun twice. Finally, our elite gives 10 seconds of stability on a 120 second cooldown.
Our life force regeneration is boosted to a very high level which means we get a lot of extra hp.
Mobility
I divide this into 3 categories: Roaming speed, gap closers, escapes.
1) Roaming speed:
- 39 seconds of swiftness via spectral walk on a 48 second cooldown. Meh, but it’s something.
- 25% movement speed while in death shroud
2) Gap closers:
- we have a chill with a 1200 range that is unblockable (focus #5)
- A leap with 600 range every 6-7 seconds (death shroud #2)
- Spectral Grasp with 1200 range (24 second CD)
3) Escapes:
You’re a necro, better choose your fights wisely….
Although you might get away with spectral wall (fear and chill) behind you into death shroud with +25% movement speed and death shroud #2 spam. And then there is of course the spectral walk juke.
Weaknesses
Condition cleanse..
Conclusion
This build exists solely on paper. But the synergies from chills and spectral traits combined with the pure power of the reaper elite specialization seem very promising to me. Please post your feedback.
(edited by cursE.1794)
As someone who loves the necromancer but has stopped playing it because of the general state of the class, I followed the announcement of the reaper specialization with great interest. My first impressions when taking a look at the skills were mixed: Ok, they give us some chills but, at first glimpse, the access to chills seems very limited. SEEMS, is the keyword here. Because hidden in the traits of the necromancer, there is a lot of potential for high chill uptime. The idea was to take the spectral powermancer as a base and combine it with the power of chills and the reaper traitline. This build is for spvp/small scale wvw.
Runes, sigils, utilities and weapon sets can be found at the link below. The missing weapon and elite slot will be greatsword and “chilled to the bone”. Please note that there are no traits selected so the tooltip of the spectral utilites will look a lot more impressive ingame.
http://gw2skills.net/editor/?vRAQJAoNjc0QvN2aDG3AA-TJhBABA8AAgvMwQ7PkxJAAA
The traits will look like this:
http://dulfy.net/gw2traits#build=AgQGqALkBdQ~
For food in wvw, we will take Prickly Pear Pie (+40% condi duration, chance to steal life on critical). Along with sigil of chilling and the cold shoulder minor trait, this gives us +80% chill duration.
Explanation
Access to chill:
Please note that all durations given here are including bufffood.
- Spinal Shivers from focus: 8,5 seconds of chill on a 20 second cooldown
- Spectral grasp: 6,75 seconds of chill on a 24 second cooldown
- Chilled to the Bone: 15,75 seconds of chill on a 120 second cooldown
- Death Shroud #2 blinds a foe and therefore chills (chilling darkness master trait) for roughly 3 seconds on a 6 second cooldown
- Executioner’s Scythe creates a chill field for 5 seconds on a 30 second cooldown
- Spectral wall will at least hit the opponent(s) once and applies 3 seconds of chill through Shivers of Dread minor trait on a 36 second cooldown
- Nightfall (GS #3) creates a chilling field on a 25 second cooldown
- Spreading of chills to nearby enemies with reaper adept trait
This looks like a lot and it actually is. Now lets take a look at benefits and synergies from chilling opponents (aside from the standard effects):
- chilled foes deal 15% less damage
- chill deals damage to foes with deathly chill from reaper grandmaster
- striking a chilled foe grants life force and might
Quite a lot if you ask me. Now lets take a look at some general build categories: Damage, Sustain, Mobility.
(edited by cursE.1794)
If you already have superspeed and go for cantrips why signet of air instead of armor of earth? Then you could also take diamond skin or stone heart in your traits instead of written in stone. Then this build would look very interesting to me on paper.
You know I used to think thieves were OP until I played one. Same with eles.
Learn to play the class and you’ll learn to counter it. The ele is full of weaknesses, it’s one of the easiest class to kill if you hit it at the right moment.
Exactly this. I main elementalist and I’ve played so much hours of pvp as d/d ele that if I play another class like thief or necro (or another build like condition ele), I completely demolish them or at least pressure them so hard they have to run away.
A good d/d ele player will always have to play other classes to know their mechanics and how to counter them because of the squishyness of ele. So why does everyone else think he should be able to kill a d/d ele without learning its mechanics?