Showing Posts For mysticsicness.7598:
Cheap damage mitigation? Both Mesmer (null field) and Revenant can remove those boons. If you nerf shouts, Tempest will just go back to using cantrips again, yet Mesmer is already stronger as a bunker. Mesmer has everything an Elementalist has except they can rez downed teammates in 0.6 seconds and leave captured points whilst still guarding them (portal). If you have issues with a Tempest try power shiro rev or druid to spam daze them out of overloads.
Druids are fine minus their ridiculously long daze durations. That kitten is just annoying. Give us some kind of CC we can cleanse or counter-play. Daze just feels cheap.
Solo Q through Ruby was a nightmare. Diamond actually is not that bad.
Tempest is not as strong as Mesmer atm. They do not use a cheap spam daze mechanics like Druid. Nerf Druid/Mesmer, then maybe we can talk about Tempest.
I understand if you crash and do not come back for a certain period of time, but dishonor for swapping characters mid game? What if you are on an alt and need your main? I just swapped to a warrior mid match after we already had 1 DC and a guaranteed loss and got 15 minutes.
Bit excessive, but I like the dishonor system.
Huge bummer that a last minute to the Tempest master trait line is bugged atm. Go into pvp hoping to cleanse off all this Reaper chill, but the aura’s regeneration will not synergize with cleansing water.
Try it for yourself.
It would be fine if it was not for the trait being such a CORE MECHANIC!!! Might as well say “reroll untill next patch.”
ANET takes one ridiculously cheap and cheesy build out of meta play and introduces a new one. An army of little minions that hit hard, tough to kill, can cleanse conditions, and apply them.
Hotfix please.
Celestial Ele is still very strong and fun to play. Now you have choices.
1) Air/Water/Arcane – focus on playing defensive whilst still putting out decent pressure.
2) Earth/Water/Arcane – for that classic bunker feel.
3) Fire/Water/Arcane – great damage and blind spam
Elementalists are already starting to be phased out in favor of some of the other meta professions. These changes would certainly hurt Elementalists from what we can see. I do not think Anet really knows what direction they want to take Elementalist in with the future patch, which could require months to years of complaining before they become viable again.
The age of cancer turrets is officially over. All of you skill-less turret engis can go back to pve now or reroll. PVP is supposed to take some kind of skill and thought. Every great engi I knew that played turrets absolutely hated it. Glad to finally go back to the many other great builds out there for engi.
Without solo q to balance things out things are a mess. I could see if the algorithm was fair, but it seems to care more about player profession, rather than who is in parties. How do I constantly find two parties of 2 players put together against all solo quers?
Between god awful players and this pvp is a nightmare to try and play alone.
Ranked pvp is getting really ridiculously stupid at this point. 5 man premades against 5 man pugs is the biggest bullkitten I have ever seen since the new system was implemented. You could at least put a forfeit option if you are going to allow such unfair matches to occur.
It is bad enough half the time you get people on your ranked team that still don’t know how to play the kitten game.
That is a very good question. Sigil of Geomancy is generally the standard when it comes to applying an extra condition on weapon swap, but sigil of torment seems very tempting. You have to also remember that #3 on scepter gives life force based on the number conditions on your target, so having an extra condition up every 5 seconds or so does not seem like a bad trade.
TL;DR: Try Sigil of Torment on one of your weapon sets. It may just become apart of the current Terrormancer Meta.
In the state the game is in right now the Thief wins hands down almost every single time. Elementalists are a gimmick profession in pvp right now.
The Elementalist downed state (where they spend a good amount of time playing from) is extremely OP. Their #2 ability is a huge hindrance to melee trying to kill them quickly, so that they may move on to the next Ele.
I do not understand why the devs can’t see the problem with eles. Elementalists are extremely squishy, have skills that require tons of effort to get off, yet with very little reward for executing correctly. This class needs big changes and what we are getting from the devs are bandaids that aren’t compensating the profession properly.
You guys have done a decent job for Elementalists in PVE, but in PVP we are terrible atm. I feel as though Ele is one of the most fun professions to play, but not when we are torn apart so easily.
A class that requires a high skill cap should be rewarding when played correctly, but played at the highest level we are only on par with some of the other weaker professions.
The slight “buffs” provided to the class so far has been extremely underwhelming.
I wonder if anyone at ANET plays an elementalist now a days? They are a fun class visually, but lack where it really counts, which is mainly in the damage department. Constant nerfs with little compensation has left us at the bottom of the totem poll 
Elementalist downed state is so pathetic that there really should be no discussion. The key to your QQ is that you are defending the keep, so the elementalist is simply using the door portal to his/her advantage. Seems like intended gameplay to me (similiar to campers in COD staying in one position to get their KD ratio so kitten high).