Problem of Diamond Skin is that elementarist have a Full Condi Cleaner every time their HP floats between 89% and 90% Health.
This is not really an issue if you have a power build around. But on Pure 1×1, condi builds are done.
How’s that the case?
“Conditions cannot be applied to you when your health is above the threshold.” they don’t get removed.
Letsk keep on track a bit, shall we?
That would be ridiculous, mesmers spamming echo to copy echo constantly untill all other cds have been reset, then the fight can begin
Is boon duration worth it? You only produce quickness (yes I know that one’s powerful)
I was thinkin, using this and other blocks, chrono would be a good tank in raids. Hoe would Knight stats work on chrono?
Get them in pvp
So Diamond skin prevents you from winning a 1v1 with a full condi build? I have yet to die in a 1v1 on my bunker ele against most classes, physical or condi, thats why its a bunker ele.
To answer your question roelvanesch, yes, that is exactly what has been said above and also in numerous other threads…Diamond Skin prevents you winning a 1v1 with full condi build.
As to your second sentence I am at a loss as to what it is you are saying here? That because you believe can’t be killed as a Bunker Ele by ANY class that Diamond Skin being OP should not be addressed? Not sure of that logic or the arrogance of such a statement.
Its the sole purpose of a bunker build really. Of course ele has group support as well.
So Diamond skin prevents you from winning a 1v1 with a full condi build? I have yet to die in a 1v1 on my bunker ele against most classes, physical or condi, thats why its a bunker ele.
Maybe Berserker has any use for it? Radiance, trooper, leadership, earth and quite some other ones fit the Tempest better.
Mesmer: alacrity (that should be enough), quickness, boonstripping, soft cc
Engi: Superior condi damage, fields+finishers
Druid: Heals
Thief: Nothing special, really
Necro: Physical damage? Boonstripping, soft cc
Ele: might/regen/vigor/protection, heals, fields + finishers.
All classes have the potential to tank.
Don’t mindlessly spam condi burst against eles once you notice they traited for this, this really is a L2P issue imho.
I know its weird to ask for a buff right after the skill actually is seeing play, but wouldn’t it be cool if mimic was instant cast? Right now mimic makes you copy a utility skill, but both th cd and the cast time are longer. If it was instant cast, you could use it while casting the skill you’d want to mimic.
If the raids are at all challenging like they are supposed to be, D/F will be more useful than D/D. A dead Ele is a useless Ele.
Not true you are thinking from a PvP or dungeon perspective where there are short fights that have specific one time mechanics you need to time right to counter.
In raids for the first boss I can’t think of anything useful focus would bring so might as well do full damage DD. And beyond that why use a long cooldown weapon skill on a 10 minute fight, a selfish invuln that gets the rest of your team killed or a low uptime swirling winds when other classes like Rev can out do you for projectile destruction.
I think DD should see a much better place, RtL is great mobility, fire field and fire grab are still much stronger and you can even get earth skills off reliably.
Focus will see play in projectile heavy environments I think. I don’t see much use for dagger ofhand though, unless RTL is absolutely amazing for some reason or frost aura saves lives. Warhorn would be better imho.
I like DS this way. Ele has lots of potentially powerful, but situational skills. You must change your build considering what you’re up against. Diamond skin against full on condi, stone heart against thieves. Ele also has lots of acces to projectile destruction/reflection. So basically, eles van hard counter Necro, Engi, Ranger, Thief, Dragonhunter and more? No, not really.
Oh please, how is this more annoying than a d/d / d/d dd carrion condi-spam using trickery and acrobatics. You can spam dodges and caltrops for over a minute.
Now the Daredevil is cool and all (really, I love it), but I cant stop my imagination from conjuring different spec ideas.
I think it would be amazing if thief would get a dark magic kinda spec! I present to you, the spelljacker!
Weapon: Scepter
The spec will make steal a ranged ability (no shadowstep to melee) that focusses more on the spell jacked rather than the teleport. It would break stuns and jack the last heal/utility/elite spell that was cast by the target. This would make for some awesome plays! I havent really thought about traits/utilities, but the change in steal would be amazing imo.
So what do you guys think?
(Inspiration: Rubick, the Grrrand Magus (Dota 2))
Gyro skins in gemstore or riot! Oh and add kit and turret skins as well when you’re at it.
^ that. For pvp, ’nades are the worst skill to use this option with. Oh, and without the option you can run while throwing as well?
More little children have time on their hands?
Maybe if alacrity were to increase initiative regen dd could be an awesome tank. Multiple weapon skills can provide constant evasion (staff best most likely) and alacrity might just make it possible to maintain the evasion basically forever.
Now there have been complaints about this already. I recently tested it to make sure of the fact, and decided to put this here. The elementalist’s powerful aura trait was recently ‘fixed’ not to apply boons double with shouts. Now this is how it works: ele shouts apply a certain aura to yourself and allies around you. Powerful aura applies auras you apply to yourself to allies around you as well. When you use a shout with powerful auras traited, it would apply an aura to you, and double-apply auras to allies (1 from the shout, 1 from powerful auras). Auras don’t stack in duration, so the only thing this did was apply the boons and the elemental bastion heal twice. The so-called fix removed that. Now all we have left is a GM! auramancer trait that competes with arguably the best ele trait in game and does not work with auramancy. I don’t know if this counts as an (intentional?) bug, but I really think this is something that needs attention.
But, but, but… Raids! We have 1 last chance guys!
Question,how does the detection work? Does it reveal (so other players van see it as well) or not. If not, the detection might be hard to program.
Raids are coming! Will Ele have a place in them, and if do, which role/build/stat combination?
Examples are:
Metazerk staff ele (dps): I heard raids will required movement, which will make most of its damage negatable. If this is so, I don’t think it will see play.
Water/earth bunker Tempest (tank + healer): perma 50-60% damage reduction. Minstrel stats have great synergy with the spec. Dish out auras for constant heals. This spec will loose your team a lot of damage, and contests with pretty much every other class for the role.
I agree, but it might make it harder to target the gyros
Wow, traits out of the standard lines don’t even synergize with themselves! They also ‘fixed’ powerful aura so that it no longer works with aura-sharing, we wouldn’t want that, would we?
Isn’t a team counter to CC putting you into it, team shared Stability? It’s a team game as you said. There are counters. A Herald can easily remove Stealth for the team to burst someone down too.
I got caught by traps and used earth overload, got immediately srunned. Don’t know if sharing stab is going to help any.
You tried to use a skill with a 4 second activation to it, and got interrupted in something that will interrupt you immediately (Maw trap will if you try to move at least)? Not sure I see the problem there. You tried to use something after the fact, not as a team prior to engagement like I suggested. People were saying they can avoid the traps, but that CC such as Fear, Pulls and Knockbacks make it really difficult in a team situation. I say, in that case, why aren’t your team providing Stability? We on the same page?
I was in earth already, so the 4 sec wait time werent there. Mb its just a combination of L2P and trap visuals not rendering, but eating through 4 stab in such a short time seems pretty darn strong.
Good heal sustain builds are nigh inpossible to beat 1v1. Played a (non-meta) scrapper and fought a mesmer for over 10 mins untill help finally came (for the mesmer ). Same probably goes for reaper, mb herald, and Tempest to some extend. Of course, to win a 1v1 you actually have to kill your opponent, this is where Tempest falls off
The biggest problem for thief is that they don’t scale with alacrity. This means that without alacrity they could be competitive, but other classes will gain a drastic amount of damage while thieves have no change.
Really, Anet just needs to implement alacrity and chill affecting initiative recharge rates already. This should have been done a long time ago (for chill anyway), and is even more important now that there’s a positive counterpart to chill.
:O didnt realize this! Thats a big nerf for thief imo, since at least 1 chronomancer will see play in raids.
It is not a nerf, it is oversight… like everything else that has something to do with thief (see magnet fix but no scrop wire fix, see promised in patches 10% buff to heal for withdraw that was never implemented, actual nerf to improvisation when they included physical skills to it etc.)
I do mean an unintentional one of course.
Isn’t a team counter to CC putting you into it, team shared Stability? It’s a team game as you said. There are counters. A Herald can easily remove Stealth for the team to burst someone down too.
I got caught by traps and used earth overload, got immediately srunned. Don’t know if sharing stab is going to help any.
Elite Specialization Weapon and Armor Skins
in Guild Wars 2: Heart of Thorns
Posted by: roelvanesch.2817
Correct meif I’m wrong, bu the final tier of elite spec weapons is ascended, and therefore account-bound. Only sharing Bo between your thieves is kinda limiting.
The biggest problem for thief is that they don’t scale with alacrity. This means that without alacrity they could be competitive, but other classes will gain a drastic amount of damage while thieves have no change.
Really, Anet just needs to implement alacrity and chill affecting initiative recharge rates already. This should have been done a long time ago (for chill anyway), and is even more important now that there’s a positive counterpart to chill.
:O didnt realize this! Thats a big nerf for thief imo, since at least 1 chronomancer will see play in raids.
I don’t watch the tournaments anymore. They’re simply not entertaining. The coverage focuses entirely too much on uninteresting combat with ambiguous animations and focuses far too little on the map movements, strategies and tactics each team is trying to employ. The game mode is conquest but the coverage always makes it seem like I’m watching a series of meaningless death matches that happen to take place during a conquest match that no one is paying much attention to.
Why is the combat boring you ask? Because every team is primarily comprised of bruisers of various degrees that don’t have to coordinate with their teammates beyond the bare minimum. There’s very little room for specialist roles amongst all the builds that do everything on their own that there’s nothing to focus on in terms of skill in the team fights. This why IMO the majority of teams lack a strong opening move and simply run face first into their opponents and the first team lucky enough to accidentally interupt a heal will likely start the snowball rolling that generally defines the momentum for the rest of the match.
While the game mode IS conquest, the whole game is designed for combat. Compare it to a game of Dota/League. There is no laning, pushing, farming etc. They tried to introduce this with stronghold, but I am not confident about that. The pvp seems to be designed like one big bruiser. I don’t mean this in a negative way, but it does refrain the game from becoming a enjoying experience to watch. Its still fun to play, but for watching games id reccomend Doto/League Imho.
Its pvp, gating makes it unfair. You should be better in pvp because you invested time in training, not in buying amulets/runes/sigils/heroes.
The invested time in training will give more than double the amount of gold to unlock every singe item…
And what if I invest that gold in pve stuff, does that make me worse at pvp for doing so?
The game gives you the currency to unlock everything you need. How you chose to spend it is your problem. You all just cry because you can’t have everything for free and unlocked, the exact moment you bought HoT.
The Queen song I posted above ^
It’s like the philosophy difference between League of Legends and Dota 2. Originally gw2 worked exactly like dota regarding pvp; everyone was equal. If some kind of advantage is hard to unlock, its unfair. If it is easy to do so, it is not necessary to do so. In short, there is no point in gating this content, even if the gate is easy to unlock. I understand League’s method of locking content, because they need the money. This is a different matter.
Its pvp, gating makes it unfair. You should be better in pvp because you invested time in training, not in buying amulets/runes/sigils/heroes.
The invested time in training will give more than double the amount of gold to unlock every singe item…
And what if I invest that gold in pve stuff, does that make me worse at pvp for doing so?
I agree traps desrlerve a nerf. Whetger they are op or not, ‘cheese’ like this has no play in a so called competatative game imho.
Its pvp, gating makes it unfair. You should be better in pvp because you invested time in training, not in buying amulets/runes/sigils/heroes.
Yes alt + left click should split stacks
Hadn’t tried that one yet, thank you for the fast and awesome response!
Like, splitting a stack of food from the bank, so your other chars can make use of it as well.
I saw somebody drop from a cliff while in water overload – it wasn’t a big drop, but it got me thinking: you’re sitting in a bubble, hovering above the ground. It seems like the kind of thing that would keep you safe when falling off a cliff. What if the water overload actually cancelled out fall damage? That would be something interesting and unique.
Cancelling out falling damage lets you reach areas you are not supposed to reach (beneath Rata Sum, for example), so that’s a no-go.
Oh, we have an unique specelazation mechanic in switching through attunements like a true kittening Avatar! Meh, better just remove that and camp in a single attunement… Also, t’is a bit late down the lane to complain, ain’kitten
I disagree with the OP that Tempest should be radically changed, but his idea for a new spec isn’t bad. As ele’s we’re often limited to a particular range: either too short or too long. Weapon swapping has long been debated on these forums.
The OP proposes an interesting solution: allowing weapon swapping but limiting it to one attunement. That would keep the number of skills on par with any other profession which has weapon swapping and eliminate the core argument against giving ele’s weapon swapping. It would be a build I’d be interested in trying, but I think in the long run I’d feel too limited staying in one attunement. But who knows?
The thing is, its not so much a change in the specialization. Its more like a complete removal of the class mechanic. What’s left is an uninteresting mage spec that’s behind every other class because it it completely missing any ‘F’ keys. The Tempest’s overloads help the range-lock in a way, and maybe Anet will come up with a different solution (swap out of combat mb?).
Can I throw in some controversial suggestions in for you to think about? Here goes;
Tempest:
Lowest HP lowest armor, so what? 100% protection uptime makes 40% damage reduction. 50 when in earth melee range, 60 with a frost aura on. Add in lots of thoughness and laugh danger in the face. Doubles up as group support with aura-boonsharing
Daredevil:
Its hard to take damage while constantly evading, dd would need a little reset time every now and then tho…
That last word came out as a typo that made it look like I was writing about the female breast
Oh, we have an unique specelazation mechanic in switching through attunements like a true kittening Avatar! Meh, better just remove that and camp in a single attunement… Also, t’is a bit late down the lane to complain, ain’kitten
I made a daredevil condition build (d/d/lotus), it had a lot higher evasion uptime than this one. Somehow, even when evading 100% of the time and constantly cleansing conditions while dishing out stacks of bleeding hardly won me many fights It might look op on paper tho.
That would be a cool gameplay interaction with Warrior, ele and illusion of life! I sure hope it wont get fixed.
I don’t think ‘does chill do OP damage for a condition?’ is the way to look at it. More like: is it OP damage for a grandmaster trait?
Sure sounds like fun!
Use celestial, and mix it up with some zerk/knight/cavalier. Don’t know if scrapper runes are worth it.