You do realize staff Ele as a ranged class out-DPSes most melee classes?
only against things that don’t move
damage to moving targets is worse than other ranged classes
by a lot
it’s not the fault of the health and armor
it’s the fault of most of ele’s defensive mechanics and traits supporting a defensive build rather than an offensive one
heals and protection work best when you can already take a hit, and don’t help much when you can’t
compare with what the second and third lowest health/armor classes have: stealth, mobility, evade/blocks. These work best with offensive builds, and can support defensive builds as well
in fact, aside from necros, I think ele is the only class whose main defensive mechanics only support defensive builds
warrior + chrono + 3 eles
I don’t do similar, myself, so I can’t comment on your efficiency, but if you enjoy it, it sounds fine. And if you don’t, I’d suggest just hitting the major flax patches on most of your characters and saving all that running about for only your favorites.
magnetic wave is hilariously strong. obsidian flesh is strong
and then the rest of focus is good/average (air) or weak (water and fire)
Other games with a semblance of actual balance have measures against it.
This game does have measures against it. Cooldowns, stability, and stun breaks. and of course evades
PVP is a team thing. If multiple people chain CCs on you, then obviously you’re screwed if you aren’t getting help from allies. And that’s exactly how it should be. But 1v1, you always have options. The main one being avoiding the disable in the first place.
nope, I have not experienced this
it’s only 2s which isn’t enough to stomp or res somebody.
it is for me
I have a hard enough time finding a group to do any kind of clear
speed clears would certainly be welcome, but
What I figure is if you’re wielding a hammer, you can get 60% damage reduction nearly 100% of the time, and retaliation 3/5 of the time…
The base shell of the build would need the following (caveat: the equipment is just a placeholder so the rune set could be input): http://gw2skills.net/editor/?vVAQFASEOCxiHRJTrjRAkp+A-ThQPABAo+jz7PAA-e
scrapper rune damage reduction is multiplicative
ie stacks with protection to give 37.7% reduction, rather than 40% reduction
check out mussel soup though (or any other food made with mussels). I use that stuff whenever I really want to facetank something. stack protection and mussel food and tank like a boss in full marauder’s
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The devs have stated before that the addition of a Raid tab isn’t as easy as you might assume.
This is mostly because the current LFG is centered around parties of 5.
Raids would be centered around squads of 10.
Ideally, yes. But in the meantime, just slap on an extra tab in lfg. Not making the quick fix seems a bit like just letting someone bleed out while you take them to the hospital.
indeed
dunno why it hasn’t happened. should be a trivial addition if the code follows any sort of logic
u wot
there is no playstyle enforcement. it’s literally just stand on the opposite side of the boss from everyone else. You don’t have to suddenly run party defense traits or anything like that.
I use a mix of marauder and crusader on my guardian
But if you’re using nomad’s, that might not be tanky enough for you, though it’s way tankier than zerker, and does respectable damage. (iirc it was 30-55% tankier for 20% less dps)
Grats.
Now, can we have all the content that the other 90% of the player base actually cares about?
You hardcore types have had your 3 minutes of fun.
dude, what the hell?
If you only ever make stuff for the majority, the minority never gets anything
PS Ele. I like the sound of that
I wish ele had some unique party buffs though. has soothing mist, if that counts, but that’s it
should have made the topic title “Skills tracking you after stealthing”
I use scholar, because the ferocity bonus is about 3% dps by itself, AND things aren’t always burning either, especially when I’m solo and/or running air/water instead of air/fire. (note I main d/w, not staff. d/w burns things less, and has higher crit chance)
What! You don’t play anymore? Too cool for GW2 now?
air/fire/tempest is awful for general pve. only good for raids and speed clears of dungeons and mid-low fractals. In anything remotely difficult, you have to play super cautiously because you have no condition clear etc. Air/water/tempest gives you way more sustain and condi clear, and water has a damage multiplier as well, so you don’t even lose much damage.
Fortunately traits are easily swapped at any time.
I run fire/air for speed clears and raids (though I often end up swapping to air/water due to dps being fine but people dying), but for general roaming around or harder fractals—or just having an inexperienced group—air/water is the best. Or if the party doesn’t have permafury, air/water grants that effortlessly.
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Interesting. I actually have just the opposite experience. Ele is my destroy whatever the hell I want class.
I do have more experience with ele than with other classes though
^nah, ele is very good at solo play
here’s how I see it
ele/tempest has no innate defense, but the highest damage potential in the game.
However, you can trait/build in some defense and take a damage hit, and then your damage is the same as other classes, and you now have good defense as well
forums pls
why you so buggy?
Obviously the reason is that all male asura are evil
you aren’t forced into builds by the devs. You’re forced into them by other players. people who only want to use the setups that the first raiders cleared with
yeah, for my first ever VG kill (and to date, the smoothest run I’ve done), I joined a pug as the healer and went scepter/warhorn. arcane/water/tempest. taking the soothing mist boost rather than aura share (shout auras are already shared, as is the passive one from elemental bastion). low damage, but sick healing
second smoothest, I went d/w fresh air aurashare off healer to supplement our full zerker druid’s weaker healing
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uh, I occasionally use air overload on my carrion/sinister ele
fire is primary damage, and water→earth for defense
I sometimes do 70, 80, 98 for 51+ dailies
or 56 instead of 80.
98 is so quick and easy, I dunno why people don’t do it more
Is internet 101 not a required class anymore?
This thread is embarrassing
stability only prevents disables, doesn’t cure them
dash skills were disabled while midair as a lazy hack to prevent a wvw exploit druids were using
Just don’t try to join a raid with soldier’s gear, or you’ll likely be kicked
other than that it’s good (just don’t run full soldier’s or your damage will be trash)
Also, it takes more effort to acquire, but marauder’s gear is better than combining zerker’s and soldier’s
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Fire Overload = AOE direct damage blind
Air Overload = ground target teleport
Earth Overload = turn into immobile stone immune to all dmg for 3 seconds
Water Overload = AOE ice field with X duration.
If Elementalists are given more defensive skills in nature to avoid damage instead of relying on massive healing potential then I believe more builds and weapon types will open up to the meta, such as burst builds.
I agree
Thief and Mesmer work with offensive pvp builds because they have such tools
1.) I don’t like that overloads have pretty poor synergy with Elemental Attunement since you lock your self out of an attunement for 17.5-20 seconds
20.
It’s bugged so that attunement cooldown reduction does not affect it.
Long duration conditions are weak against things that die quickly or go invulnerable removing the conditions after a short window. This is pretty obvious, yes, and something that people should be taking into account already.
On the other hand, if you’re trying to say that long duration conditions are weaker than shorter high intensity conditions even against things that you’re going to be beating on for a long time, then you’re terribly incorrect.
yeah, runes are not balanced in any way
Warrior is excellent amazing best thing ever in pve (in parties)
banners too strong
combine with double needle trap
in pvp, I sometimes use overloads and then cancel them JUST for the stability
depends
pve or pvp?
good damage with good defense kinda doesn’t exist for ele
but you could try mender’s amulet with soldier’s rune
or paladin amulet with rune of the grove?
Something to consider is that the boost from healing power is a lot less than the “outgoing healing” boosts, and the healing loss from having berserker/assassin gear instead of healing power gear actually isn’t that much.
This is a lot less true for eles than it is for druids. Eles have better healing power coefficients than druids do, while druids have better base values.
Once it ports you (starting the second countdown), you can’t change gear, even if the gates haven’t opened. You need to be ready before then. You have a full minute and a half, minus however long it takes your computer to load the map. You really have no excuse not to be ready.
You can freely equip gear in the lobby (which is where you should take care of setting up your build), as well as before the match starts (where you make minor adjustments specific to the matchup).
You can’t change anything once the match has started.
Oh yeah, that’s another very good point.
Tell your website guy to replace the search bar with a link to google. Or at the very least remove it. As it is, it serves ONLY to mislead people.
Yes, it’s the game’s fault for you not preparing before your match
- Explaining balance changes would help A LOT to calm down people. Because even if you dont like why the dev did something to your class at least you can understand it and even give better feedback about it. Most competitive games are doing this allready: dota, lol, hearthstone, starcraft…. it doesnt matter the genre and it doesnt takes devs that HUGE amount of time.
I will pass this along. We had a lot of balance threads a few months ago. Maybe it’s something that can happen again, if time allows. I can see the benefit of it, and I hope that the forum community will enjoy them and the opportunity to provide constructive feedback if such posts are offered.
That would be great. Wonderful. Amazing.
Also, even just improving the update notes a little should help. For example, the update notes of a certain other highly successful online pvp game include a paragraph of the reasoning behind each balance change. Just including that would be fantastic. Additionally, each update notes is prefaced with an overview of overall goals.
most of the gold from dungeons comes from the dungeon itself, not the reward thing at the end
As long as people are running decent builds and know how to rotate their skills, I find dps isn’t usually the issue. People getting downed is what breaks runs. I mean, if you have 6 minutes to beat on the boss, split the boss’s 22million hp over 9 people, and that’s an average of 6.8k dps needed per person. A single person can do 15k+ sustained dps (apparently as much as 25k with high dps classes under ideal conditions). So the best thing you can do is make sure no one gets downed, let people focus on doing dps. Someone going down is a huge dps loss anyway, even if it doesn’t chain into anything else, like missing a green circle or not hitting a breakbar.
but on the other hand, you do sometimes have groups that inexplicably struggle to do good dps no matter what
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