Showing Posts For oZii.2864:

So... Ferocity but NO CONDI NERF?

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Posted by: oZii.2864

oZii.2864

Was everyone running 100% crit build all the time in WvW? I never seen these 100% crit chance builds in WvW.

Seems like to many people think the only damage is red damage and white damage never existed.

If you where criting 100% of the time you kind of would have a point if you didn’t crit all the time and probably weren’t then you did not lose as much damage as many of you claim.

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For the classic DnD ele only

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Posted by: oZii.2864

oZii.2864

Why not just go full 6 rune of water its same boon duration and you get the remove condition chance and more healing power.

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Give us 45% boon duration runes!

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oZii.2864

I think they are aware because the Ready UP about rune and sigil changes Roy specifically says “We know people like boon duration so there is a boon duration set” Aka rune of the water. They just didn’t give you 45% general boon duration set.

They will never give a general 45% set because it competes with all the runes and automatically becomes the defacto rune to take.

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(WvW)Boon duration post patch analysis

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Posted by: oZii.2864

oZii.2864

So realistically there is no reason to get new gear (I wasn’t glass) and fine to just shove the Strength runes on my armor unless I want to be knit-picky and min/max ?

Basically that is what I did. The only real change is I dropped a little bit of critical damage from my trinkets. Using the old hero screen I have 20 critical damage currently or 170 in the new screen. To compensate I picked up damage modifiers that give me about the same damage I had before and I can exceed that once I get might high enough.

Yes runes of strength are very very good I see them being popular among alot of classes. I know I seen a thief even mention them on thief forums.

I get 15 stacks of might just playing normal not trying or thinking about blasting a fire field. 20-25 stacks of might is not uncommon at all all by yourself if you intentionally blast 2 fire fields. Frost burst is your shortest cooldown blast field besides earthquake.

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is it just me or did they nerf this?

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Posted by: oZii.2864

oZii.2864

Sigil of battle seems to not work anymore with ele. Anyone else notice this? It no longer gives might stacks when i swap attunement.

Works for me

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[PvE] Sigil of Fire vs Sigil of Accuracy

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Posted by: oZii.2864

oZii.2864

It should be Air/Force The icd on Air was reduced to 3 secs. With a reasonable crit chance you could be proccing it every 3rd crit. Also sigil of fire had it’s damage reduced by 15%.

https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-April-15-2014/first#post3896061

Sigil of Fire: This sigil now has a 50% activation chance on critical hit. Damage is now reduced by 15%.

Air already out dps’d fire unless you hit more then 1 target now there is no question that air out dps’s fire shorter cooldown and even more damage.

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Celestial

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Posted by: oZii.2864

oZii.2864

It just really isnt worth it to stretch for ferocity anymore. It is a normal secondary stat now it is less damage but the choice isn’t as difficult when trying to min/max your gear.

So far though I am enjoying the changes I made to my build. Power is just more important now.

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(WvW)Boon duration post patch analysis

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Posted by: oZii.2864

oZii.2864

What happened here is the value of critical damage has gone down.

Rings give you 5 critical damage amulet is 6 and earrings is 4 critical damage. The crit damage food gives 5 critical damage. So as you can see now say you where trying to decide if you wanted to go with the precision main stat ring or say a cav ring. You would lose a little toughness and gain 5 crit chance.

So your main damage stat trade off is 4 critical damage vs 5 critical chance. This makes the choice a little easier it is less critical damage but your overall damage didn’t suffer much unless you where very high crit and crit damage.

What will happen is people will value power/might more and damage modifiers.

For support I do understand that those eles got hit but the 25% extra boon duration impacted your might more then anything else.

I know it was nice the drop off from 75% vs 50% boon duration was 1.25 seconds for elemental attunement.

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(WvW)Boon duration post patch analysis

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Posted by: oZii.2864

oZii.2864

That is the A-Net way of getting players out of arcane and boon duration and into the DPS builds and runes. Now with the reduced boon duration, the boons of elemental attunement and zeyphyrs boon are strongly nerfed. So it might become better to take the DPS traits for the damage modifiers and DPS runes like the rune of strength.

A patch to reduce the DPS meta creates even more DPS meta….good job…. build variety was overrated anyway…

I agree here that people will strive even more to get the lost critical damage back.

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(WvW)Boon duration post patch analysis

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Posted by: oZii.2864

oZii.2864

So another dps rune was buffed nicely

Rune of rage got a really good buff.

Rune Of Rage
+25 Ferocity
+10% Fury Duration
+50 Ferocity
25% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds)
+100 Ferocity
+20% Fury Duration; while under the effects of fury, gain +5% damage.

This ends up on it’s own being +12 critical damage (11.6 rounded up) The old rune of rage gave 10 critical damage.

The big boost is the +5% damage which use to be 5 critical damage but we all know raw damage is better.

I can see this helping out builds that don’t go into air for zephyr’s.

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(WvW)Boon duration post patch analysis

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Posted by: oZii.2864

oZii.2864

Let me bump this.

Rune of water is 6/6 20% boon duration it is the most boon duration you can get from one set. The 4 piece is decent the 6 sucks if you run SOR but if you run ether, glyph, or brilliance you will get close to a extra 1k heal at the end of your heal cast from the 6 piece.

You have the food. It is a nerf yes but if you really care about boon duration that much you will need to run the food now. In the end it all evens out now imo.

Curry butternut or Squash gives 5 critical damage now or 70 ferocity. If this is the food you where running with +75 boon duration you wont really be losing as much now. Critical damage food took a major hit.

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Boon duration builds

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Posted by: oZii.2864

oZii.2864

Rune of water gives the most general boon duration. IF you really care about he boon duration setup you will need to run 6/6 water + boon food. If you don’t want to run the food then it just wasn’t that important to you.

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Boon duration..

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Posted by: oZii.2864

oZii.2864

rune of water is the general boon duration rune giving you +175 healing 20% boon duration. It is the only rune that gives that much all by itself.

You can check my thread I made and it still holds true really to what I said except the 20% on water but I still account for 20%.

https://forum-en.gw2archive.eu/forum/professions/elementalist/WvW-Boon-duration-post-patch-analysis

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Diamond Skin build w/ video

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Posted by: oZii.2864

oZii.2864

Decent setup but your burst is borderline exploit and not working as intended. It’s obvious Anet didn’t intend for lightning flash to work the way it does with certain abilities (burning speed and fiery GS rush). Horrendous coding on their part. If I’m not mistaken they are fixing the fiery GS rush exploit so they should definitely fix burning speed.

Gonna submit a bug report right now.

Umm you do know that burning speed is a 2 part damage move right? The fire trail is insignificant to the lf+bs combo. It is about the burst at the end of the attack not the trail burning speed and fgs trail are not the same. 1 burns and does a little bit of damage the other doesn’t burn and does alot of damage. They could remove the trail all together and it wouldn’t effect that combo at all because it is about the end of the attack because it is a 2 part attack. FGS requires deselecting the target to concentrate that damage.

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(edited by oZii.2864)

Feedback regarding Conditions

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Posted by: oZii.2864

oZii.2864

congratulations on hiding behind the very thing you are accusing me of. you at no point stated any facts, gave no evidence, no logical reasoning behind anything, gave little elaboration and just said i’m wrong based on what i’m assuming to be tailored “experiences”.

so please, throw out all the figures you want, i’ll be happy to put in some effort into my response when you do yours.

Wut? I just asked for what you specifically consider tanky. Why you going Defcon 1? It is just a question. I’m not accusing you of anything.

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Feedback regarding Conditions

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Posted by: oZii.2864

oZii.2864

you know you can suggest or imply things with out directly saying them right?

and what else do you want me to do? lie and say “it’s a pleasure having to waste my time to explain every aspect and detail of my argument over and over again to people like you in response to your poorly thought out, substance-less reply!”?

it’s tiring and just doesn’t justify a proper response.

It can’t be that hard to say 16k hp and 2.6k armor? That is all I am asking for specificity. If someone asked what is alot of power in a thief build you don’t have to show the damage equation and give a auto attack damage breakdown, you could just say 2.5k power done.

Maybe you will come back with some specific numbers since you never have stated any. Vaguely throwing out “tanky” and “tank” can work to I guess.

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(edited by oZii.2864)

Feedback regarding Conditions

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Posted by: oZii.2864

oZii.2864

Where are these condition tanks? Seems like people put just a tad to much value into toughness v vitality.

When I think tank I think soldier hambow warrior or guardian running 0/0/10/30/30. A d/d ele in clerics/soldiers, a Regen ranger.

I never came across a engineer or necro running any of the standard condi builds and thought “man that was tanky” definitely not like fighting a shout warrior or guardian.

What is tanky anyway? Not glass? Cause tanky can’t be bunker right?

So you have glass, tanky, and bunker I guess. Where is the threshold when you leave glass and become tanky and go from tanky to become bunker? We should get some values out there because it seems like tanky is a way to insinuate bunker.

to seriously suggest condition tanks do not exist and conditions do not lend themselves to tanky builds is beyond any ignorance i’ve encountered discussing conditions.

honestly it really isn’t worth my time to respond to this at all

I didn’t say they didn’t exist a S/S Longbow warrior is a example of a condi tank in my mind but the terrormancer and P/S or P/P engineer I do not consider a condi bunker.

I just asked what your definition of tank is. See alot of people throw words around like OP just because something is good it is automatically OP.

So since you state there are tanky condi builds what defines a condi tank in your eyes. That is all I am asking where is the threshold from glass, tank, and bunker. There should be some vitality or toughness values you can assign so I can understand what you call “tank” or “tanky”. This is obviously a personal question because your tank might not be my tank.

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(edited by oZii.2864)

Define balance

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Posted by: oZii.2864

oZii.2864

This is an MMO. 1v1 balance shouldn’t even be a consideration. This is why you often see people refer to rock/paper/scissors for MMO’s.

Instead they should focus on smaller group combat and balance around that. Typically you would see them balance around 1 of each class being in a group, but you’d imagine 5v5 is the subset ANet has chosen to try and balance around (the problem with this approach is you run the risk of sidelining classes because you don’t give them something to provide like Rangers currently).

Once you’ve got your subset balanced, ensuring overall balance at larger numbers is easy to maintain because the only things that tend to get out of control quick is AE, Healing, and CC. This is why in other games you tend to have longer cooldowns on AE and heals and dminished returns on CC.

You’d honestly expect GW2 to be much easier to balance considering the game has a small AE cap and no where near the diverse healing options available in other games (why no dimished returns on CC is anyone’s guess). But that just hasn’t turned out to be the case here unfortunately.

For some reason, we’re still trying to get the basic 5v5 balance to a point where it’s playable. Not even mentioning how several classes can’t compete at all in the current set up or how others have only a marginal/niche based role at best.

I think the 5v5 balance is always shifting but it does settle. There is always going to be picks and counter picks in s/tPvP. The new build system might help because then they can go in and adjust in game based on the comp. Still 5 roles 8 classes it is hard to not make the best at a specific role.

The issue is the ever changing meta you can’t really settle into a 1 build and get comfortable. Whenever a new balance patch hits the meta usually shifts even if it is slightly but this is the case in most online games with a PvP aspect.

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Fighting PU mesmer on a D/D ele

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Posted by: oZii.2864

oZii.2864

I hope pu stays around and mesmer keep running it because if shatter becomes popular again among mesmer we are in a world of trouble as a d/d player. I would rather fight a PU mesmer then shatter mesmer on my ele any day.

I disagree, I’d rather deal with shatter mesmer than PU. I don’t mind the chance of a fast death if it means not having to deal with as much stealth.

Well in a duel it isn’t so bad because you die fast but in team fights shatters are going for the ele’s especially with remove boon on shatter. A shatter mesmer can render you useless if he focuses on you.

I admit it does catch me off guard though since I don’t see it often but the burst is crazy especially if you are in a fight with someone else. It rivals thief burst damage.

Anyway don’t want to derail I just hate shatter mesmers the most when I am on my ele.

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(edited by oZii.2864)

Cloak and dagger on pet

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Posted by: oZii.2864

oZii.2864

CnD is still an attack it still does damage and applies vulnerability it also happen to give stealth too.

If everyone can attack a pet so then a thief also.

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Don't kill the boon duration ele!

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Posted by: oZii.2864

oZii.2864

I did some skimming last night over the live streams to see if there was anything that hadn’t been mentioned.

Based on what I saw I think it is slim chance there will be a general boon duration rune that will give more then 15%.

The last hope is water or altruism but from what I saw of the new Dwayne rune i don’t think it’s going to happen.

Rune of Dwayna will now give +30% regeneration duration, so an additional 10%.

It makes no sense to make a 45% general duration rune and based on the new Dwayna it looks like might runes will give +45% and defensive boon runes will give +30%.

It’s possible but I think it’s unlikely I predict rune of water to be

Rune of water

+25 healing
+ 5% boon duration
+ 50 healing
+10% boon duration and 25% chance to remove a condition when struck(45 sec cooldown)
+100 healing
When you use a heal skill you and nearby allies are healed for a small amount.

This is based on what I saw from rune of Dwayna last night

Still if you really want high general uptime go a full set of water add in the food.

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Fighting PU mesmer on a D/D ele

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Posted by: oZii.2864

oZii.2864

I hope pu stays around and mesmer keep running it because if shatter becomes popular again among mesmer we are in a world of trouble as a d/d player. I would rather fight a PU mesmer then shatter mesmer on my ele any day.

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Feedback regarding Conditions

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Posted by: oZii.2864

oZii.2864

condition builds are typically tanks or tanky at the very least. tank-style gameplay will always tend to be less reliant on out-playing your opponent due to the forgiving nature derived from their build.

condition tanks benefit from this forgiving nature, but while direct damage tanks at least suffer from lower offensive ability, condition tanks can still relatively melt players. conditions are doing much of the work here offensively (and slightly defensively) while stats from gear and traitlines and the traits themselves are doing much of the heavy lifting defensively.

Where are these condition tanks? Seems like people put just a tad to much value into toughness v vitality.

When I think tank I think soldier hambow warrior or guardian running 0/0/10/30/30. A d/d ele in clerics/soldiers, a Regen ranger.

I never came across a engineer or necro running any of the standard condi builds and thought “man that was tanky” definitely not like fighting a shout warrior or guardian.

What is tanky anyway? Not glass? Cause tanky can’t be bunker right?

So you have glass, tanky, and bunker I guess. Where is the threshold when you leave glass and become tanky and go from tanky to become bunker? We should get some values out there because it seems like tanky is a way to insinuate bunker.

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(edited by oZii.2864)

Fighting PU mesmer on a D/D ele

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Posted by: oZii.2864

oZii.2864

Pro mesmers don’t usually play PU because it is extremely boring.

Saekim plays it.

Saekim is actually a nice guy I have seen him play no PU more old school phantasm spec.

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[Suggestion] Incendiary Powder Master Trait

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Posted by: oZii.2864

oZii.2864

Haha, i’ll bet you think you sound clever…

Except have a utility skill that gives access to 5 more skills without a recharge on the utility, is better than just 1 skill as opposed to 5.

If I was a necro and I could use a sort of “kit” for burning damage I sure as hell would.

I think that is his point a Necro doesn’t have a kit so why are people trying to compare it?

I main elementalist and I have a engi also people compare ele and engi alot because of attunements and kits but they play nothing alike. I followed that same thought process until I actually made a engi myself and within the first few hours I realized it isn’t anything alike.

I also have a necro and the condition pressure a necro puts out much better then a engi also they play nothing alike.

If you had a kit that gave you burning as a necro then it would compete with your stun breaker(s), your signet of spike, your wall, your spectral walk, and epidemic.

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(edited by oZii.2864)

Engineers, the most OP class in the game

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Posted by: oZii.2864

oZii.2864

There we go so are we assuming people are running around with no weapons too?

I don’t know of a weapon combination for a Elementalist that doesn’t have a healing skill on it unless people run around with just a focus offhand.

See classes are different thanks.

Yeah it’s time for nerf Elementalist threads right, I’m so tired of Elementalists with 0 healing power spamming Water Blast healing the bunker for pitiful health per second instead of Fireballing at least.

Each engineer heal has it’s own line. So each part is considered it’s own heal according to the wiki.

Do you not know what tool belt skills are? I don’t understand your point either way.

Why is it ok for your argument to assume the engineer is running around spamming healing turret when it’s off cooldown and doing nothing else, but we can’t do that for a staff ele? Could it be because that doesn’t help your argument?

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Engineers, the most OP class in the game

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oZii.2864

There we go so are we assuming people are running around with no weapons too?

I don’t know of a weapon combination for a Elementalist that doesn’t have a healing skill on it unless people run around with just a focus offhand.

See classes are different thanks.

Yeah it’s time for nerf Elementalist threads right, I’m so tired of Elementalists with 0 healing power spamming Water Blast healing the bunker for pitiful health per second instead of Fireballing at least.

Each engineer heal has it’s own line. So each part is considered it’s own heal according to the wiki.

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Engineers, the most OP class in the game

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Posted by: oZii.2864

oZii.2864

There we go so are we assuming people are running around with no weapons too?

I don’t know of a weapon combination for a Elementalist that doesn’t have a healing skill on it unless people run around with just a focus offhand.

See classes are different thanks.

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(edited by oZii.2864)

Engineers, the most OP class in the game

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Posted by: oZii.2864

oZii.2864

Since when did Ranger and Elementalist give 224 health per second to their allies and even close to 350 to themselves with 0 healing power and only their healing skill. The range on the Engineer heal is larger than Combustive Shot so its not really hard to hit everyone with it. I don’t even have 10 posts in this thread so I dunno where 27 came from. This is again about only the healing skill since everyone complains about Healing Signet.

Elementalists give out 274 HPS with Staff auto attack in water attunement

Thanks for explaining something obvious, are you gonna explain where the bonus from Healing Signet over Healing Turret is? The hard to read fast casting animation?

Ahh ok then there is no need to compare them

Wow healing in a tiny area while doing no damage is OP, it isn’t time to complain about healing Elementalists till the patch when combined with other healing builds.

See you asked a simple question with out specification

Since when did Ranger and Elementalist give 224 health per second to their allies and even close to 350 to themselves with 0 healing power and only their healing skill.

Got a simple answer

Elementalists give out 274 HPS with Staff auto attack in water attunement

Now you want to be specific this will go no where you will always change the variables to support your argument.

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Comprehensive Healing Spreedsheet

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Posted by: oZii.2864

oZii.2864

This isn’t mine credit goes to SnickyMcNibits on Reddit from

http://www.reddit.com/r/Guildwars2/comments/1wlmwf/healing_skills_spreadsheet_bigger_and_better/

The sheet
https://docs.google.com/spreadsheet/ccc?key=0AgMF_rVdN7ZJdG5xVFpXSjJydEJYYmN6Tnh5Y2J0QUE&usp=sharing#gid=9

This has it all:

  • Traits
  • Sigils
  • Runes
  • Blast finishers

I’ve had this saved for a while looks like he just completed it finally across all classes. This will obviously change for Ele post patch when you consider the new water gm trait but shouldn’t be hard to adjust the values. I’m sure he will update again.

Hope it helps any Ele’s out there and you can see the elementalist healing potential vs other classes easily. We do very well for ourselves and will do even better post patch if we chose to go support with the new GM water trait.

Regen is in the common tab

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(edited by oZii.2864)

Engineers, the most OP class in the game

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Posted by: oZii.2864

oZii.2864

Since when did Ranger and Elementalist give 224 health per second to their allies and even close to 350 to themselves with 0 healing power and only their healing skill. The range on the Engineer heal is larger than Combustive Shot so its not really hard to hit everyone with it. I don’t even have 10 posts in this thread so I dunno where 27 came from. This is again about only the healing skill since everyone complains about Healing Signet.

Elementalists give out 274 HPS with Staff auto attack in water attunement the base is 370 heal with 0 healing power.

Thanks for explaining something obvious, are you gonna explain where the bonus from Healing Signet over Healing Turret is? The hard to read fast casting animation?

Ahh ok then there is no need to compare them

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(edited by oZii.2864)

Engineers, the most OP class in the game

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Posted by: oZii.2864

oZii.2864

I’ve complained for months about them but no one cares since the bandwagon is on Warriors.

That’s the only post I’ve made on the first page and the rest are easily readable right above you

I’ve seen the joke video posted 10000 times by every kitten Engineer ever.

Healing Turret-2520
Cleansing Burst-2520-AoE
5s Regeneration-650-AoE
Detonate Healing Turret-1320-AoE
7010 every 20 seconds with 4490 of that being AoE with 2 conditions removed in an AoE and 1/2 the cast time. You can also sacrifice the 1320 blast finisher for a 5 second less cooldown on the rest by picking it up instantly.
That’s 350 health per second with 224 and 2 conditions removed to your allies and Healing Signet which is the big bad super ultimate healing skill heals 392.

They are 2 different types of heals convenience is also why healing signet is strong.

They are different heals you can’t just compare the HPS. Signet of Resolve is better HPS and scales @ 1.25 on paper it’s better then Shelter which is .7, but we all know why Guards take Shelter instead of Signet in most cases. Doesn’t work that way just to look at HPS especially across 2 different classes.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

(edited by oZii.2864)

Standard trait build for D/D?

in Elementalist

Posted by: oZii.2864

oZii.2864

I am currently running 0/10/10/20/30

The standard build is 0/10/0/30/30

usually 15 minimum in water 30 arcana is the base and you move the rest of the points around how you see fit.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

Fighting PU mesmer on a D/D ele

in Elementalist

Posted by: oZii.2864

oZii.2864

People do complain about PU mesmers but most people know it’s a dueling build and you can ignore it when your out roaming.

This makes me sad, that one class kills another 1v1 based on class mechanic and not skill alone -.-

Well as other said it is possible with x/F so it would be build v build or more just change your offhand. The problem is also D/D ele’s greatest strength is it’s weakness in this fight.

The D/D ele is a PBAOE specialist. That PBAOE is awesome when your fighting a thief, kiting a chasing enemy etc. It’s why we don’t need to target for many of our skills which is an advantage it has over S/x. The on death traits from mesmers specifically punish this so here the D/D eles greatest strength becomes it’s weakness in this fight. S/x does well against PU mesmers because you just need to target the mesmer and can avoid blowing up the clones.

Yeah man, you just need to get him targeted and you got him beat!

Oh wait…

Did I say you win because you use S/x?

Oh wait….

I said S/x does well against PU because you can avoid blowing up clones.

There is no tutorial on how to play Ele so I’ll assume the OP knows what he is doing and understands what I am saying in my post. You on the other hand must wanted me to break the entire fight down Barney style with a video?

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

(edited by oZii.2864)

Is the change to Impale a nerf/buff?

in Profession Balance

Posted by: oZii.2864

oZii.2864

The only issue I had with impale is that you can’t really cleanse it but it also makes sense since the sword is still stuck inside you. They could have buffed Rip by making it apply the torment on the rip.

To me, that would only make sense if all their other weapons for that sword became locked out when the sword is in you.

Good point impale is just unique with the debuff it gives. They could just be simple then and let it be cleansed removing the torment and the debuff.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

Fighting PU mesmer on a D/D ele

in Elementalist

Posted by: oZii.2864

oZii.2864

People do complain about PU mesmers but most people know it’s a dueling build and you can ignore it when your out roaming.

This makes me sad, that one class kills another 1v1 based on class mechanic and not skill alone -.-

Well as other said it is possible with x/F so it would be build v build or more just change your offhand. The problem is also D/D ele’s greatest strength is it’s weakness in this fight.

The D/D ele is a PBAOE specialist. That PBAOE is awesome when your fighting a thief, kiting a chasing enemy etc. It’s why we don’t need to target for many of our skills which is an advantage it has over S/x. The on death traits from mesmers specifically punish this so here the D/D eles greatest strength becomes it’s weakness in this fight. S/x does well against PU mesmers because you just need to target the mesmer and can avoid blowing up the clones.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

(edited by oZii.2864)

Define balance

in Profession Balance

Posted by: oZii.2864

oZii.2864

If anyone’s interested in reading some more 1v1 balance discussion — here’s a former topic of mine discussing just that:

https://forum-en.gw2archive.eu/forum/pvp/pvp/1v1-Balance/first

Thanks!

This was a good read thanks for the link.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

[Suggestion] Resilience: The cure to condition problems

in Profession Balance

Posted by: oZii.2864

oZii.2864

There is no condition problem people just want everything especially roamers and duelers. They find it unfair they can roll the direct damage mesmer but lose to the condition based engi or necro.

Lets just get it over with for crying out loud. Nerf all the conditions to oblivion so everyone can be happy solo roaming in WvW with tankier builds then they run now while still doing the same if not more damage.

Then we can watch the forums flood with warrior does to much damage (because he doesn’t run cleansing ire anymore)

The thief doesn’t die(because he is running shadow protector and shadow rejuvenation)

The mesmer doesn’t die(because PU is weak to conditions)

The guardian can’t be killed (because he was weak to enough condition pressure)

The Ele does to much damage and heals to much(cause he doesn’t need as much vit or cleansing water).

Then we nerf all those builds and run around auto attacking each other.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

Help(from a mesmer)

in Engineer

Posted by: oZii.2864

oZii.2864

Your a condi mesmer and got countered nothing you can really do except ask for help from someone with direct damage or load him up early enough that the condis still tick. He took the trait on purpose to fight builds like yours.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

Is the change to Impale a nerf/buff?

in Profession Balance

Posted by: oZii.2864

oZii.2864

The only issue I had with impale is that you can’t really cleanse it but it also makes sense since the sword is still stuck inside you. They could have buffed Rip by making it apply the torment on the rip.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

Engineers, the most OP class in the game

in Profession Balance

Posted by: oZii.2864

oZii.2864

IMO, the two primary issues with the Engi are their high access to CC and condi AoE.

CC via shield, Tool Kit, Bomb Kit (belt utility), Flamethrower, Supply Crate, etc.
AoE via Grenade Kit, Bomb Kit, Supply Crate, etc.

Tone both down to an extent and the Engi will be more balanced in PvP. In other game modes? The Engi is fine, or in need of utility buffs.

Many people know engineers are very weak to conditions and hard CC.

Between their excess of CC, blinds, blocks, and AoE conditions?

Any good Engi will proactively negate any potential hard CC in an even fight.

You mean a dodge button? Like everyone has access to? If you get hit with the hard cc you didn’t negate it. You basically just said the issue with Engineer is the Engineer. CC which they all have and AOE conditions which they some time have depending on the build whats left a full elixir engineer is ok for you?

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

(WvW)Boon duration post patch analysis

in Elementalist

Posted by: oZii.2864

oZii.2864

I’ve got no room for Arcana in a signet aura build oZii. I see this as a nerf and this is a nerf. looking at a single boon is good and all but a great buff to all boons is still better

Assuming 30 point in arcana is like denying build diversity.

Well I don’t design the game I would need to see how long your boons are then and what boons you get will if it is a large impact. That still would be my opinion if I ran your build. Your numbers are close to my 50% numbers the less the % the less the impact. Still it is personal preference.

If you never ran the food in your build you can get 35% in a full 6 or 40% with 4-2 setup which is 5% less then what you have now that 5% might not really change anything unless your fighting bots who know 4.75s from 5s. The food is still a option but it is a trade off a full 6 setup would get you more stats since they are all going up to 175 main stat.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

Fighting PU mesmer on a D/D ele

in Elementalist

Posted by: oZii.2864

oZii.2864

I have ran PU on mesmer many times power, condition and the hybrid version. Most know I main elementalist even though I have 7 classes at 80.

So if it isn’t a duel you can ignore them except a full zerker gs pu mesmer can pump alot of damage.

The setup you faced is strictly a dueling setup as out in roaming gs or staff are not worth it to drop over running both sets with 1 handers.

Sounds like you fought either condi or hybrid you need good condition management probably 30 water tbh and need good damage and pressure. You have to kill duelist(pistol phantasm) asap against that setup. Unless you are about to kill the mesmer as in he has like 15% life left stop whatever you doing and kill duelist. Save shocking aura for when he gets you with ileap and blurred frenzy and trust me he probably will since the cd is short. Lighting whip is you best friend in this fight but its a uphill battle.

A power PU mesmer with GS is a much easier fight then condi PU it’s still kind of hard and annoying chasing them around but it is definitely doable.

To be honest with you when I go and put on my clerics armor with 30 water, boon duration runes, cav trinkets with soldier ammy I do much better because I can handle the conditions better and keep pressure. The fight just takes much longer.

The problem with D/D vs PU mesmer is that you almost have no way to do damage to the mesmer and avoid killing clones proccing the on death traits. You could burning speed a mesmer he dodges it making a clone and your lingering field blows the clone up hitting you with death trait.

People do complain about PU mesmers but most people know it’s a dueling build and you can ignore it when your out roaming.

Warriors don’t even fair well against PU mesmers in duels. Really engi, necro, meditation guardian, and patient thief play can give pu mesmers trouble in my experience on my other classes. A condi Ele might work I don’t play condi Ele but PU mesmers have weak condi removal its the torch trait for 1 condi for per 4 and 5 skill use. Sometimes they move 10 to vitality tree for 2 condis on heal, maybe run lyssa runes sometimes.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

(edited by oZii.2864)

(WvW)Boon duration post patch analysis

in Elementalist

Posted by: oZii.2864

oZii.2864

Right now with 2 rune of the monk, 2 runes of water and 2 rune of the traveler, we can have 45% (all) boon duration. With the changes on monk alone, we already lose 10%. If all three runeset have the same changes/nerf, we will be done to 15% boon duration while wearing them in a 2-2-2 combination and 25% boon duration for a 4-2 set. It already feel like a big nerf for me.

I’d like to see a boon duration set to Strang…

Well if you value the boons that much there is always the food. 30 arcana, a set like say monk and food. This would give you 65% general boon duration or 70% in a 4-2 setup.

Take elemental attunement:

@75% duration = 8.75s for all attunements except fire which is 26.25s
@ 50% duration = 7.5s for all attunements except fire which is 22.5s

Armor of earth

@75% duraion = 9.5s protection 9.5s stability
@50% duration = 8s protection 8s stability

Zephyr’s boon

@75% duration = 8.75s fury and swiftness
@50% duration = 7.5 fury and swifness

The biggest impact is on might the other boons is a slight nerf but isn’t big imo and if it is to much for you then you can still get to 70% general boon duration with the food and 4-2 setup.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

Define balance

in Profession Balance

Posted by: oZii.2864

oZii.2864

I agree also and this is a good post to get a feel for what other people think.

My issues with the “1v1” balance are:

  • Nerf something based on 1v1 balance you indirectly make it weaker in group play.

My biggest issue:

  • Duelers build to be self sufficient! Everyone knows that everyone does it that roams/duels. The problem is that you can’t have it all. The system is not designed for that and never will be. If something is your weakness it is there because you built a certain way but gw2 is designed around group play.

When you build in gw2 to be self contained to try to account for as much as possible. You are spreading yourself thin somewhere either healing, damage, burst, defense, or condition management. Example given same armor types a 30/30/0/0/10 thief will always do more damage then a 10/30/30/0/0 thief, but the latter chose shadow arts for self sustainment he spread himself a little thin even if he doesn’t realize it. The 30/30 thief chose damage over self sustainment he both made a choice.

I roam it is all I do mostly but I accept I can’t have it all and some enemies will be much tougher depending on what I am playing. Some of my classes handle more of the common situations better then others or some of the common 1v1’s better then others but I personally accept this. If I could have it all why would I ever need to build any other way the best build would be discovered and I wouldn’t try new and different builds. Really you would end up keeping your traits the same never changing them and throwing on support gear, direct damage gear, or condition gear.

I have seen on these board every single popular 1v1 build for most classes complained about and usually not just that build but the class in general because of that build.

The only ones I don’t think I have seen is any ranger build, med guards, and 20+ water, 30 arcana builds. I have seen spirit rangers duel and do well but not a complained about in duels mostly sPvP related.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

(WvW)Boon duration post patch analysis

in Elementalist

Posted by: oZii.2864

oZii.2864

The dulfy link says “Example: Superior rune of strength changed to 1) +25 power, 2) 10% might duration, 3) 50 power, 4) 15% might duration and 25% chance when struck to gain might for 10s with 10s cooldown 5) 100 power, 6) 20% might duration, +5% damage under might.” Thats not as strong as what it says in the OP.

Ahh that is typo on her part

better link

http://dulfy.net/2014/03/21/gw2-ready-up-episode-8-developer-livestream/

Attachments:

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
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(WvW)Boon duration post patch analysis

in Elementalist

Posted by: oZii.2864

oZii.2864

I was going to swap out my sigil of bloodlust for a sigil of fire, so I would have a combination of Fire and Battle sigils. Would running the sigil of Strength be a better option than battle?

I would still take battle of strength if I had to chose. I just did some messing around with strength in the Mist and I could get 5-6 stacks of might sometimes 7 with 58% chance to crit.

On crit sigils are actually 100% chance to proc on crit after patch. And some will be on hit instead of on crit.

Not all are going to be 100% chance on crit. I think strength will follow the 50% chance pattern because it is a short icd sigil like fire and air.

Attachments:

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
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(WvW)Boon duration post patch analysis

in Elementalist

Posted by: oZii.2864

oZii.2864

I agree that this will be the go to sigil and rune for ele. Ofc the sigil might be overkill with the runes. I’ve been theory creating a d/f build (with success) for 2 weeks now and I may have to try out the sigil do to unreliable might stacking. But then again air sigil is going to be tastier for burst styles imo

Well my suggestion for sigil of strength is mostly as a replacement for stacking bloodlust as long as you still have room for 8 more stacks of might in your normal play.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

[Suggestion] Trait ICD Visibility

in Profession Balance

Posted by: oZii.2864

oZii.2864

Hmm this would be alot of stuff on screen.

Runes, Sigils, and Traits +boons any 30 arcana elementalist would look like he just took all the buffs from the norn area, running the boosters from gem store, and grabbed all the guild banners.

I seen this before on a thief and it was pretty funny

You can already fill the stat sheet up on boons except retal on a ele then you would have renewing stamina going on and off and evasive arcana going on and off and the icd would be different for each attunement also to go along with run and sigils. Some of the runes and sigils icd’s are so short they would be popping up all the time too.

I don’t know how I feel about this one GW2 is a visual game but I can see the information being helpful in some cases. Would the pro’s out weigh the cons which would be so many icd’s going off that you don’t even have time to read them on your enemy.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

(edited by oZii.2864)

[Suggestion] Incendiary Powder Master Trait

in Profession Balance

Posted by: oZii.2864

oZii.2864

Traits do define your build and in several cases carry it. I put 30 water on ele you know what carries my condition management? All of the traits from traditional water selections.

You went 30 critical strikes you know why you can go full valk? Hidden killer

There are a lot more see deceptive evasion. Traits don’t always define a build but many do and many carry it in some form.

You think build defining traits should be GM that is your opinion there are several examples where that is not the case usually the ones that go against your opinion are defensive traits. The defensive traits are some the most build defining traits out there and many aren’t grandmaster.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

(edited by oZii.2864)