Elemental Attunement is just a must for D/D builds, evasive arcana is a big loss, but won’t destroy the class.
That is correct.
To compensate for the surviveability lost taking 6 in earth would be the only viable option, so 00666 RIP build diversity.
That is also correct.
Also compared to other classes the ele becomes alot weaker by seeing the all powerful traits of other professions.
This is however incorrect. A flat 20% damage-reduction more than negates the power-creep other classes will experience and will further solidify Celestial D/D into the meta.
Furthermore, even if Elementalists could take both Elemental Attunement and Evasive Arcana, 00666 Celestial D/D would still be the top PvP spec outshining all other Elementalist specs regardless just because of that flat 20% damage-reduction.
That said, I’m in no way advocating both Evasive Arcana and Elemental Attunement being Grandmaster traits. It’s my personal opinion that Elemental Contingency should be merged into Elemental Attunement with Evasive Arcana replacing Elemental Contingency as a Master trait.
True, the flat 20% dmge reduction will compensate for the losses of D/D, but any other spec will suffer.
ele wvw commanders, here we go! staff or maybe even Sw/F could be insane tankyness (depending on the sword skills ofc)
Elemental Attunement is just a must for D/D builds, evasive arcana is a big loss, but won’t destroy the class. To compensate for the surviveability lost taking 6 in earth would be the only viable option, so 00666 RIP build diversity. Also compared to other classes the ele becomes alot weaker by seeing the all powerful traits of other professions. scepter just got completely destroyed and staff forces you to grab an endless amount of useless trait points just to get you closer to core elements of the build.
Hearing the dev’s on stream made my ears bleed, such lack of knowledge about some core mechanics of classes and not being able to see how this update ruins so many builds/builddiversity/balancing
so you won’t be able to play your favourite game, you won’t get payed, you will get harrassed by community, you won’t have any extra rights ingame nor influence in anet decisionmaking, you exclude 2/3 of the regions to apply for the job even though these regions suffer from different problems
Sounds like really interesting terms to join the staff! only persons applying on this job are white knights or people who simply don’t have a clue what they’re talking about. Looks like another attempt to calm down the community by doing something for the community, even though in reality it’s nothing more then a laughingstock
this update really makes me sad D/D getting nerfed hard by elemental attunement/evasive arcana in same set, scepter ele getting nerfed by having bolt to the hearth and fresh air both on grandmaster
leaves us with staff only, which only offers 1 viable build for wvw now
soothing mists, healing ripple and recharge on cantrips are kinda required in wvw for surviveability.
leaves you with 12 traits remaining, earth doesn’t offer any good traits, air adept and master are terrible and putting 6 in air just for bolt to the hearth is a pure waste. so option would be Fire+water+arcana.
it doesn’t make any sense to go 4 in arcana since master trait is really bad. so 6 in arcana is the only pick.
then last pick is between cleansing water (6 in water) and persisting flames/pyromancers puissance. since you don’t have any condi removal (without popping your healskill) cleansing water should be superior in this situation.
Conclusion 40066 only viable traitline for WvW if current traits are not gonna change
The good thing about open field fights is that there is nothing at stake, it doens’t matter wether you lose or win. Since there is nothing at stake the thing you want to do is having as much fun as possible. You can achieve that either by using all your tactics and skills you have as a zerg in a siegeless open field fight (1) or be dirty and annoy the enemy by making AC’s (2). The problem with the 2nd option is that the oponent will start using AC’s aswell because they don’t want you to have an unfair advantage, so now both sides have AC’s. Because there is a crapload of AC fire you can’t do anything as a non-AC guy making it incredibly boring for you.
you can compare these options with the prisoners dilemma, http://en.wikipedia.org/wiki/Prisoner%27s_dilemma where option A would be no use of siege and option B would be usage of siege. Just don’t use sieges, it provides the best outcome in the end. Also this lets your commander and your zerg train in combat so you all improve abit.
Ofcourse using sieges when you’re either heavily outnumbered or defending important objectives is fine, but please just keep it out of fair open field fights <3
just did some calculations last night and came to the conclusion that i’d mean a 0.9% dmge drop compared to strength runes, however that excluded the extra effect of #4. I’d say it’s definitely the prefered alternative for ele’s who got rid of the might stacking meta.
for roam+small scale both ranger and war are pretty decent. when fighting bigger zergs it depends on the fact wether your server functions like the pirate ship meta or the meleetrain meta. meleetrain meta=wars+guards going deep inside the enemy lines, pirate ship= alot of casters with barely pushing inside the enemy zerg.
For meleetrain meta the ranger is probably the worst pick, where warrior shines.
for pirate ship meta the ranger is actually very usefull for sniping commander and taking down the enemy casters (since pirateship combat is pretty static and ranger has a very big range he’s safe while pewpewing the enemies.) the warrior however is pretty useless in this situation because the aoe pressure is to heavy to push inside the enemy zerg.
In the end it depends on what you like to play :p both classes function very well in WvW.
meh just block them and move on, don’t report them i’d say :p
they’re just farming for a very long time just trying to get that 1 item, then suddenly a new puggie joins in, kills 1-2 elementals (where they’ve paid for) and gets the best possible item. i’d be pretty frustrated aswell. However i do understand this shouldn’t necesserely lead to anger and insulting that person, i’d be kittened off aswell. Real problem in this story is just the absolute rng of gw2 it’s just ridiculous if you consider the fact that pressing your autoattack 1 time can lead to a drop worth equal to 100 hrs of farming.
just get a thick skin and try to understand that they’re not necesseraly insulting you, but instead just hate the way rng works in gw2 ;p. Also by pinging your item they might thought that you were just teasing with it, so they felt abit offended.
did anet hire some PvE forum warriors to defend this new map? c’mon guys evry1 can see that this map is lacking and destroying our WvW matchups. high cliffs, small bridges, knockback siege, it will only result in eotm 2.0.
the shrine bonusses, apart from the 2nd effect they give either 10% dmge bonus/reduction/crit dmge boost. People already dislike borderlandsbloodlust for the unbalancing effect, why even increase this boost with like 500%?
crapload of PvE added to the game, pve events, hard bosses etc. leaves less room for actual pvp
skyhammer, not even gonna explain….
and this is just the beginning of a long list…….
Why do people like the wvw aspect of GW2? Do people like to wipe enemies? yes the WvW population primarily plays to wipe out the enemies, however in order to get satisfaction out of wiping your enemies it has to be a fair fight. You want a balanced fight where the victory is decided by coöperation, hard work and alot of dedication, not by sneaking on your enemy, wiping them off a bridge, use sieges only to win the fight.
Please Anet don’t try to get the pvp out of wvw. Try for ones to actually LISTEN to the wvw community and reconsider your upcoming plans
we cannot force people not to play wvw ofcourse, but we won’t support them on our ts (no own channel) we won’t follow new tags etc.
We don’t want to be harsch against new community, however people need to understand our server is full. When more players join our servers, it will only result in bigger queue’s, so it will be alot harder for guilds to fully join in a borderland and pugblobs can have easily 30+ min queue on eb.
As T1 EU you need to be aware of bandwagoners, if you keep accepting new guilds to the server your server will lose its community because there is no “server feeling” Already one of our loyal guilds (RiOT) left because of the increasing queue’s.
Just to point out the current status of FSP:
currently we’re full on primetime, please do not join if you are a primetime player/primetime guild. Primetime guild will not be accepted by community. We could still use some extra force during early morning and 1-2 night commanders (no guilds).
I agree Fsp is one of the best eu servers out there, ofcourse we have some problems now and then with our community but usually that all sorts out well in the end. unfortunately due to some bandwagoners we lost alot of quality on some terrain, but overall we’re a very coöperating server, the amount of scouts is very big considering we’re primarily a fighting server and alot of guilds/commanders happily work together for the effort of the server.
unfortunately to see though that for some reason alot of other servers keep insulting us for hacking/doubleteaming/blobbing/ac whore/interrupting fights, but well there’s also something called yealousy i guess XD
meh it’s just 300g guys, most of the wvw’ers don’t give a kitten about visual looks so the only thing you have to spend it on is: food and optional siege. Most of the times food is being dropped down by the commander and since you’re not tagged up yourself you don’t necesseraly need to buy sieges all the time. Holding your money can create lets say 15g a day, so that makes 20 days for a commander tag. Tbh i would rather not have 3 weeks in wvw commanders tagging up :p
last but not least, the real cost of being a commie lies @ the siege you need to buy. omega’s superiors, guild cata’s etc. if not 100% supported by your server by a serverbank this is far more then the 300g for the tag. i’m pretty sure i could’ve already bought 2 legendaries if i just didn’t touch those golems xd
oh and saying that no1 has a commander tag is just BS, i’ve seen up to 50% of a complete zerg tagged on my server as a trol, but still we’ve often got tagup problems because ppl simply don’t want to command.
there’s already a place where you can do that! it’s called PvP! Okey now without kidding, npc’s have always been boosted in their dps because they can’t give them a “working brain”. you can fight against an enemy with exactly the same skills, but he won’t be using the skills that effectively. If you want real hard 1v1’s PvP/WvW roam is the only place that offers that. Also alot of players are using same builds nowadays (metabattle etc) so basically you’ll be still fighting against your own build in some cases, however the build wouldn’t be bottlenecked by a kittened computer during those fights ;p
why would they boost ice spike, as far as i know it’s still a very good skill :o. highest single damage on staff, long nice area vulnerability with a very low CD. eruption+icespike+lavafont+arcane wave combi is just insane spike. I could imagine boosting water blast abit, and for the pve side i definitely understand that they find water attunement lacking raw damage, but for pvp/wvw ice spike is one of the best ele skills out there ;p
AngryJoe Interview - HoT Questions for Devs?
in Guild Wars 2: Heart of Thorns
Posted by: the krytan assassin.9235
pfff hate to see anet abusing us like this. Getting a reviewer who barely played since the release to comment on the upcoming xpac, this just feels like the interviewer after the Xpac was announced. Not blaming Angry Joe for this, but it just looks like they were trying to seek another market mechanism to promote the Xpac more. If anet really cared about us they would send some expert players of pvp/pve/wvw to interview. There are alot of unsolved problems out there on the field, but this way it’s not beneficial in any way for our community…
necro flourishes at large scale fights, even when their meleetrain is very heavy. Only a limited amount of hits (but they hit hard) so very little retal damage. also having an extra lifepool is very usefull in large scale fights where random aoe’s are always present somehow.
engi’s great power is mostly in smaller scale fights, groups with few retaliation. both engi and necro can do fine in small scale fights
in the debate about spiking, ele vs necro: it is true that the elementalist can deal alot more potential damage in a spike then a necro (120 frostbow hits+20 lava font hits=easy 250k dmge) however when the enemy zerg runs heavy retal the ele will get insta low/downed being a rallybot and not playing effective afterwards due to the low health. Necro has a smaller bomb (25 well of corruption hits+30 well of suffering hits) won’t reach the damage of the ele bomb. because necro only has 55 hits he’s less vulnerable to the retaliation. Also the necro having a large base health pool and another 15k DS hp gives him the opportunity to repeat his necrobomb on cooldown.
With other words: ele has a bigger bomb, but necro being a more effective bomber.
however i do like the initiative for a new point of view on the current metabuild, this build does not provide a solid base. Basically you’re not running any conditionremoval (xcept for cleansing wave) leaving you completely vulnerable against conditionroamers.
secondly the superior sigil of intelligence is not very effective because it forces you to start in fire (since you want to do sigil of intelligence churning earth combo). Also for longer lasting fights sigil of intelligence is unreliable since it can proc on any attunement (water attunement sigil of intelligence is baaaaaad xd)
third thing i’d like to mention is the fact that this build is fully based on 2 skills: fire grab and churning earth. fire grab has a very small range & radius also the skillcast is very typical, so in most scenario’s the enemy will be able to dodge away. your second skill: churning earth is like a piece of cake to dodge for evry1 who has a basic understanding of the dd ele, they can either dodge this attack or just walk out of the circle (since you’re not using lightningflash you can’t port to the enemy)
last but not least your air and arcane adept trait are inefficient, better thing would be: change air to 1, change arcana to 2. you will lose abit of dps because you’re losing the shorter cooldowns on arcane skills, but this damage loss will be compensated by the extra fury uptime of air 1. arcana 2 provides permanent vigor instead of the low uptime of channel skills only. Also notice when changing air to 1 you will have permanent swiftness up, so rune of the traveler becomes inefficient. superior rune of strength or superior rune of the pack would be a good alternative.
there are several reasons why a commander would detag:
1. zerglings not listening
2. enemy blob outnumbers them greatly giving the commander a feeling of, it doesn’t matter what i do because they just keep rolling over us
3. irl stuff
4. commander sniping
5. enemy zergs not fighting/no challenge
6. mission completed (downtiered every object on map etc)
7. K-train only
8. no scouts/no reports
Most of these problems cannot be solved by the server itself. there are 4 things that the server can do to make it more comfy for the commander:
1. try to stay active, go on teamspeak (or any other voice communication of your server)
2. try to talk the commander on TS during off combat. Being a commander can feel really autistic, sometimes it looks like your just talking to yourself which is kinda annoying. Keeping the chatting up is 1. a good moodbooster for the zerg, 2. holds the commander active instead of slowly falling asleep
3. scout objectives and give decent reports. Decent reports include: location, server, numbers, sieges. (Note: even if they don’t engage on a tower, feel free to report to commander. knowing the enemy’s position can affect his decisionmaking
4. try to support the commander with sieges, food, banners and bonfires. especially sieges are always welcome. A good way to support your commanders is by making a serverbank. Commanders don’t have to worry about his own cashflow and feel supported this way. Incase you don’t want to spend any cash on sieges you can also decide to use some of your skillpoints to upgrade normal rams to superiors, (almost) all commanders will happily send you the materials and normal sieges to make them.
Ofc if there is no serverbank/you prefer to send it to the commander personal it’s totally fine aswell
Btw who claims that the current meta only allows the GWEN to be in the meta? as far as i know most of the classes are quite viable in the zergs (maybe not the same amount of numbers but same goes for pve/pvp/any other game).
Guard-no further explanation required
war- no further explanation required
necro-no further explanation required
ele- no further explanation required
mesmer- 2-4 per zerg (depending on size) mainly for veil+TW+feedback
thief- no specific amount of players, ganksquad+venomshare always welcome in a zerg, around in zerg 0-6 (depending on size)
ranger- quite nice ganker both for commander sniping and castersniping, 0-6 ranger should be fine depending on zergsize
engi- often not properly played, but can achieve nice dps, vulnerability and condi coverage for cripple etc. 0-5 (depending on zergsize)
i’m not saying that engi, ranger, mesmer and thief have the same amount of players as the GWEN meta, but all the builds actually work in wvw. One of the main reasons people run the GWEN meta is because of the amount of lootbags you get, if anet wants to give this any attention they should focus on giving these classes (xcept for engi, there is just overall a really small part of the population that actually plays engi) more aoe’s. Don’t nerf GWEN because it’s the most frequently used setup. thief, mesmer engi and ranger all can be very effective if played on the correct way.
That necropost is real XD
It all just depends on your community. You need to make some guidelines how guilds need to react when a situation like this one happens. If you make rules that force guilds to prioritize the server above their own guild you’ll probably get some problems at the start. To convince your guilds for helping out the server they need to understand the balance between PPT and fights. However the majority of WvW players would love to fight only, you will need a certain amount of PPT to keep you away from the dead/AC servers.
When these guilds are deliberately not responding to scoutreports/losing objects because they refuse to call in more folks, just adress them at a servermeeting. The guild will understand not responding to these reports will result in bad reputation on their server and they will help the server in the future. Also when more and more guilds start to help, they will really see the benefits of putting some effort in the server.
Ofcourse you can’t ask from guilds to respect the community if the community doesn’t respect the guilds. Don’t join their closed raids, only if you ask it in chat wether you’re allowed to join, don’t put trolsiege down, interupt on fights etc etc etc…
i’d say something like that.
Your question raises an problematic question though: are WvW masteries too powerful? You dislike the AC, but how do you feel about the guard stacks? Everyone complained about ascended armor when it was first introduced, but ascended give you nowhere near the stat increase you get with these stacks. When you are a roamer, you’re always at a disadvantage regarding these stacks, since you tend to die more often. It makes you afraid of death, which is the first step to actually losing!
In my opinion these masteries should be adjusted ye, being fully maxed out offers so much advantage against new wvw players who don’t. I don’t want to be that guy who wins, only because he played more wvw then the oponent/because he did kill guards 1 min ago and the other person didn’t.
The problem with nerfing applied strength+fortitude would be that it unbalances some classes. I cannot give examples for every profession, but lets just compare the warrior and the elementalist. The elementalist having very low hp in combination with a relative zerky armor will have to compensate and sacrifice alot of valueable stats to get this needed 250 vitality back up. The warrior however naturally runs with high vitality in combination with some extra vitality on gear, which is nice but not needed in any way. The warrior will find a -2.5k hp nerf annoying and maybe he’ll add abit of vitality to compensate, but he won’t think a second about dropping some of his main stats in order to increase his hp.
Anets idea of developing a game always left questionmarks for me. The process of implementing new idea’s have been
1. throwing in an upgrade without thinking of further consequenses nor listening to the forums opinion
2. anet realises that the forumcommunity their warnings were justified because the update is very sensitive for bugabuse/OP
3. Anet refuses to admit their fault and starts balancing around the original cause of the problem.
4. The incorrect update is still in the game, but cannot easily be fixed, because changing the update will have bigger impacts on specific proffesions then others.
So to awnser your question, yes i think that applied fortitude should be removed, however due to the fact that the applied fortitude buff is already been taken into account in the balancing of all professions, it will result in further unbalancing of the professions. It would be great if we could remove it, but anet should make compensating measures to counter negative outcome on some classes.
It would be such a wonderful world if anet finally would start to realize the very core of their problems: overthinking updates before implementing in the game and critizing their own decisionmaking.
Oh and i totally agree on the fact that AC’s are a critical part of wvw, in scenario’s of 15v50 you cannot go without ‘em and it’s also very understandable when defending t3 objectives etc. However when the AC is being used by open field fights/paper towers with no intention to upgrade just to give one server an unfair advantage above the other it gets kinda annoying.
(edited by the krytan assassin.9235)
Thats because of most of the WvW community plays solely for these zergfights nowadays. Also people often lack the initiative to start up attacks/havocgroups themselves. Havoc groups are very effective ppt wise, but aslong as people are not willing to start them up, they won’t exist ;p
meleetrains form the hearth of the command center of WvW, they put organisation in the battlefield. Without a meleetrain WvW becomes more like 50 1v1’s instead of a group battle. Meleetrains are not OP in any way aslong as the oposing team is well coördinated aswell (voice communication). Strategies form the hearth of warfare, i see no reason why people would like to get rid of this….
to be honest i think the reason why GWEN got implemented is simply because of 4 factors: CC, AOE, support and base health+armor. these 4 factors all have a very big impact on the outcome of a battle and therefor are prefered over builds that do not have this.
elementalist: CC+AOE+support
guard: bit of CC+AOE, massive support and high base armor
warrior: bit of AOE, CC, support, high base health+armor
necro: CC+AOE, high base health
thief: (when venomshare CC)mid armor
mesmer: bit of AOE and support (veil so only a couple mesmers needed)mid hp
ranger: mostly condi aoe, mid armor+hp
engi: AOE, mid armor mid hp
you can see that GWEN has most of the factors while the the other classes cannot compete with them. i’m not saying that it is impossible for the meta to change, but if anet wants it to change, the first thing to do is adjusting the weapon skills of some classes, ranger and thief will never be able to compete with the rest if they don’t get more aoe attacks for example. (on the zerg perspective ofc) ;p. Instead of changing traits/utilities anet should focus on changing weapon skills instead if they really want to change this meta (however i think it’s fine tbh ;p)
To be honest this is a typical question for a servermeeting/forum, try to discuss some rules and try to make together a solution. For FSP for example we barely run tagless, almost evry guild has yellow tag up and we respect that and won’t follow them. Incase there is no other commie online we sometimes switch to open tag but not necessarily. We expect our guilds to take serverbenefits into account with decisionmaking, so whenever needed guild groups should blob up/change to open tag to save important objectives.
Also note that however many guilds are running tagless, if you just whisper them, they often accept players that are willingly to fully focus (incase the raid isn’t like 30+ yet ofc).
last but not least i’d say just take some initiative, tagup yourself to solve the problem. having more tags together up at 1 map is usually a good thing, aslong as these tags are willing to work together.
ACs are supposed to put pressure on zergs, it’s a siege fight! Omega golems can be painful at times, but I guess having the money to bring the right tools is a part of war! And when you kill one you can really here the gold coins dropping on the floor.
No, WvW is no siege fight, it’s a battle between players, playerquality should be the most important factor in the outcome of the battle, not who’s capable of building more sieges. AC’s were balanced at the beginning of gw2 because people didn’t upgrade them that often. also because there was no mastery at the beginning the superior ac was alot weaker back then. (smaller radius, less dmge and less range). you can’t just ignore these facts, AC’s have been boosted (to) much and nowadays they’re holding back the wvwers to fight like we are supposed to do, man v man and may the strongest person win.
build is somewhat viable in wvw (organized small scale combat mostly). for other aspect’s of the game i’d say stay as far away as possible from this healing build ;p
whenever you’re running this build you’ll have to trait tanky, you’re not only healing yourself but allies/melee’s aswell so you need some toughness to survive in the heat of the battle. for the rest mostly focus on outgoing healing %, soothing mists and regen will be your HoT (up to 285 and 599) while healing ripple and cleansing wave are your burst heal (and ofc you have some blastfinishers+geyser aswell but these skills don’t get that much affected by healing power)
http://gw2skills.net/editor/?fJAQNBMhJ6kKR6CxKPwzDoDxAbBF6/OBCAVrQ6NYE6AA-TVSBABb8AAu4IAE0+DmpE8KlfRcCAqU9HAOEA5pPgUA+o1C-w
new meleetrain meta! you can also switch warhorn for shield for extra block
Thx anet for kittening up our WvW
tbh most of the superior sieges work just fine, the only OP thing about superior siege is superior ac’s. i do think that anet could adjust it abit though.
Make trebs 20% dmge increase/sup ratio instead of 25% →so make superior trebs cost 125 sups, i understand that you can’t do the same with cata’s (would be 62.5 sups then, but i see no excuse for treb).
For the rest i think that normal siege (non ac) can be a valid option in big zergs aswell, just place instead of 6 superior ones 9 normal ones (300 sups vs 360 sups) etc.
The real problem is the AC fire, a superior ac is able to put way to much pressure on all the casters (and with multiple ac, on meleetrain aswell) making it way to OP for the amount of sups it costs. I’d say try to change the supplycost to 50 normal 60 superior.
Can you be a commander as ele, and be effective?
Yes it is possible to command on an elementalist, but there are several negative consequenses so definitely not adviced.
1st psychological effect (seems kinda dumb but really one of the most important factors), most of the WvW public is completely tunnelvisioned to the guard/war meta and won’t trust an ele when he’s commanding.
2nd you will have to run full nomad, creating a total useless build for yourself xcept for staying alive.
3rd you will never reach the amount of surviveability that the guard/war can get.
I ocasionally use my ele when there’s a need of a tag in combination with a queue on the map and no1 willing to tag. also the ele commander is still fairly doable for unorganized 20-25 man tops zergs. 30-80 is just alot more inefficient then guard, so if you have any commander dreams, i’d definitely pick the guard over the war :p
am I the only one bored of current wvw meta? i mean, we played that kitten for 2 years and guard stacking was fun. but come on. veterans kept leaving due to boredom. new meta will attract new players.
in addition, disorganized blobs simply wont be coordinated enough to spread out their cc’s and strip the stability stacks. ever thought of that? they will blow their load, you will back up and re-engage. choke points will be an issue, so portal bombs will become more widely used, out of necessity.
new stab simply gives more counterplay. these forums are full of drama queens and bitter vets. for every bitter vet that leaves the game, 20 newbs will come to enjoy the “new meta” when xpac launches. and maybe even stay. but it sucks that wvw vets got ignored by devs, it really does.
So basically you’re saying guards+wars should just leave WvW because there is a small base of players that refuses to use teamspeak? Meleetrains are good, but definitely not OP, you need to have a fine balance between meleetrain and casterbackline, when zergs would be 100% caster the zerg movement would be incredible stale, while on the other hand having 100% meleetrain zergs often won’t do any good since casters can just spread out and insta nuke your meleetrain down.
Any server who takes themselves seriously and wants to apply some coördination can defeat a meleetrain it’s really not that OP as some people claim
However this balance change won’t fully kill WvW, it will go down some major impacts. Since Anet didn’t fully show all details about the upcoming change we can’t be for sure what the endresult will be. We can however predict some changes.
1st: fewer guards, guards will mostly be support class now instead of dmge aswell
2nd: less retaliation due to less guards
3rd more ele’s, one of the best bombs and 2 unlimited target CC’s
4rd warrior commander meta instead of guard, because of the fact that he can’t fully trust on his stability anymore, most likely more guards will swap to warrior for endure pain+defiant stance
5th: more use of choke points, open field fights will become more casterheavy, to hold control over this new setup as commander you need to search more often to chokepoints to increase the effectiveness of your bomb.
looking at 5 of the possible results, i don’t understand how anet could change a skill this much while not consulting the normal forum a single bit. 2 months ago they announced the ppk+no whitesword sneak attack, these are still tiny possible changes compared to decreasing the effectiveness of stability. The least thing anet should do is implement another sneak attack and take the opinions of the playerbase into account with further decisionmaking
(edited by the krytan assassin.9235)
Can someone please check this one. My tooltip says I should heal for 3393. With 25 stacks of Benevolence (12.5%), Delicious Rice Ball (10%), and Runes of Monk (10%), I should be healing my teammates for 32.5% more (1085). When I used it on my teammate, it only healed him for around 1,500 (x3). I can’t test it right now since I’m heading off to work.[/quote]
hmm it worked for me last time i checked, strange :s
oh and claiming that you can only provide healing with blastfields is just a fable :p, excluding the blast finishers you can still put up a very high HPS which can really contribute to the overall surviveability of your zerg.
In order to function correctly you’re gonna have to be in an organized group though balling up when needed for max healing efficiency
My ele is my main 3k+ hrs and guard 2nd class 500hrs+. For the wvw zerg perspective both the guardian and ele can offer a great playstyle. The guardian in the meleetrain and the ele in the casterbackline. D/D ele can be good as ganksquad but generally the D/D ele gets worse incase the zerg v zerg becomes bigger. To fully understand the combatmechanics (for example when you’re gonna start commanding) you need to understand both the casterbackline and meleetrain, so i’d advice just to lvl up both. For the rest the ele is not better/worse then a guardian, just pick w/e you like!
However i need to agree to the fact that some classes deal alot more damage then other classes (ele+necro superior damage), this doesn’t mean that these “powercreeps” are neccesary OP. you can counter these aoe powercreeps by cc’s and retaliation. Infact wvw in gw2 is about the balance between the meleetrain and the casterbackline, (not taking ganksquad into account just to simplify it). The casterbackline deals the most damage, however they’re depending on the meleetrain for defence and buffing up. without either the casterbackline or the meleetrain a zerg cannot survive in combat. i know it can be frustrating to wipe in less then a second by a necrobomb, but this is just how wvw works nowadays, it’s a brutal unforgiving game, but yet because of that reason very excited. <3
So now all the different varieties of each type of siege look the same. Superior ACs, guild ACs, regular useless ACs all look exactly the same. Lazy.
Although i much prefer the guild siege look over the normal siege look, i need to agree that this update was pretty lazy, atleast expected new ram+golem skins aswell. This is just copy paste and paint
Hroatgar, from the start I’ve seen your problem, and the moment you mentioned WoW (which after reading your first couple of posts I was expecting you would) I was convinced.
You want your character to be stronger. You want it to be best of the best and top of the top, and have your characters in the best of the best and top of the top gear. You want to be able to flaunt that and to feel good about yourself.
Unfortunately you’re going at it the wrong way. The WoW way. Where you’re vertically progressing to better gear and better weapons (and better mounts etc etc) . GW2 is very different. There is no vertical progression. Wearing ascended is not really the best thing ever – look around you, how many people do you see wearing ascended gear? Very very very few. You know why? Because they have transmuted their gear to look different. Because the LOOKS not the stats are the shiznit in GW2. Stats? for one the ascended gear doesn’t give you that much of an advantage. Besides, you can get ascended trinkets in several ways and have them infused for the same result as wearing ascended gear.
You want to be top of the top and show it off and feel good about yourself? Do that list that was suggested to you. In GW2 it’s not just how your looks are – it’s also about your TITLE.Besides, to be honest, as others already said it on this thread, you want it all, you want it now, and as soon as you get it you leave because you’re bored. Yea. Want some cheese with that whine?
Ascended gear is over a 10% damage increase vs exotics.
True, but 6% of that only comes from the weapon, which costs only 5 laurel so that shouldn’t be the big problem
Tbh i don’t really see the problem over here :p, ascended armor+weapon is a longer term investment aswell as the fact that you don’t need that many laurels for it.
how to get ascended trinkets:
Laurel 31 laurels in 21 days (55 in 28 days)
Fractals lets say 2 fractal tokens per day
Guild commendations 6 tokens a week
To get full asceneded trinkets you need to have:
4x guildmissions(accesory) and 21 days login (neck) and 10 days of fractal running (ring), you can even do half the amount of fractal runs if you decide to use badges of honor when making ascended trinkets. So around 3-4 weeks for a full set, That aint that bad…
Giving people instantly the best gear and looks ingame would feel very uncomfortable for any bit more veteran player. MMORPG are designed to keep making progression when you play the game, insta best in slot gear isn’t part of that filosofy.
Hey marmatt, I just wanna say thumbs up for volunteering this job, i just hope to see that the Devs will atleast consider your advices :p. It feels good to have abit more response to our posts then we’ve had in the past
For wider orientation i’d advice not to focus on the gw2 forum only, try to look on the gw2wvw.net aswell and switch servers and taking a look at their community/TS (alot of servers have servermeetings on a weekly basis, i’m sure there are alot of servers who would love to spend some time with you to explain their server (specific) problems). Only a small part of the WvW community is still using the official gw2 forums and most of them are tired of the lack of response/actions and therefore can be very cruel.
I sincerely hope that Anet will give you the required rights to do so and I’d love to see you around someday :p
It’s a combination of personal prefferences and wether you want to go zerg or roam. In general i’d say pick as many celestial gear without kittening up your power (toughness aswell incase of zerging) :p. The base raw power+toughness you want to have depends on your playstyle+zerg/roam <3
Yea i think the build i posted is far from optimal (was thinking of adding maybe some zealots+cele in it), just trying to point out some potential of the heals, good to see some positive reactions though <3
unfortunately this is the case with the ele yea….
Staff still offers a fairly decent playstile because you don’t need traits to have a working build and alot of the important traits are adept or master.
D/D is quite versatile, however the surviveability is pretty low because the D/D build relies on alot of points in water+arcana to get more surviveability.
Scepter is in my opinion the worst lvlup weapon because a key component of this build is fresh air, a grandmastertrait which you unlock @ lvl 80
Tbh i don’t understand most of these complaints people put down @ this thread…
1st. People claim that it’s hard to find a 5man group for a dungeon nowadays, as far as i know you get almost instantly a full group, let alone the fact that you can just run with your guild aswell
2nd. People assosciate raiding instantly with 4hr nonstop raiding including wiping all the time and a very hardcore community that keeps on flaming on pugs. By saying that we want raids, doesn’t necesserely mean that we want this WoWish raiding system, what about FoW, UW, DoA, Urgoz, Deep? as far as i know most people loved that
3rd why people keep claiming that there is only a very small amount of players that want end content? As far as i know the majority of gw is desperately waiting for this.
4th Why do people keep complaining that having raid content is inherent on the fact that these people get way awesomer gear then other players? and even if they get it, that it is non tradeable so that non raiders can’t get these items aswell? Back in Gw1 days we did have some special rewards for these elite dungeons yea, Obby edge, VS, eternal blade etc, but the average gold per hour wasn’t that much higher then other content.
yep, not trying to make this the new meta or whatsoever and you definitely need some DPS ele’s aswell, just pointing out that this build is getting more valid nowadays because of all healing boosts and ele not being the main damage dealer anymore during spikes (necro).
It’s just a funny build showing a total different aspect of the ele and satisfies all the wnnabe healers <3
the krytan assassin.9235 problem is with 20 Omega it dont mater, been with on SFR were we had queue on map and enemy manage to TP in 20 Omega and scout called out but before reinforcment came inner gate was down and enemy had 30 Omega + 50 players in Lordroom, first 1player attack keep so sword get up (tp out of use) scout report one thife Watergate then you TP in 20golem and 50players rush in and remove Canon and rest off siege in 3sec, 8sec later gate down and then 5sec after that golem TP to inner gate with then go down in 10sec so within 60sec you broken in to T3 keep and are in lordroom.
gate still takes 34 sec to take down (according to spreadsheet, can be lowered to 17 when all 20 golems have TW, you can man oil for extra 3 sec invul etc. there are ways to stall it abit and in general you should have some time to react. Also 20 golems don’t just show up on a map, it takes 3k sups, so you must’ve seen drained camps/drained keeps. also teleporting 20golems is normally a big mess because you have: inexp golem users, people who don’t take portal, people with traveler runes who refuse to slow down etc. all delaying the golems and making them more visable. Incase evrything went exactly according to plan etc i can say nothing but GJ to the enemy server. Also i think that it’s justified that such blob has a higher chance of capping the keep, since they wasted 3k sups on this attack only and it will take a while be4 they’re rebuild again.
As we all know Anet is trying to make the waterattunement more supporting. In the past they changed Aquatic benevolence, Superior sigil of benevolence, superior rune of the monk, furious tuning crystals and yesterday they released delicous riceballs.
Putting all these buffs together grants a total amount of 47.5% outgoing healing boost, + another 10% over that by the riceballs =1.475 × 1.1=1.6225, so that’s another 15% healing boost!
Currently using this build:
http://gw2skills.net/editor/?fFAQFAWnMISnD2yAWOAfEGADwI3CeBfQRBgyHhbQPA-T1xDABEqEs4LAQlq/80+DXp8DPdAA8AACAgAczbGA+5P/5P/5P7n/8m/8m/cUQvF-w
(new food not available @ gw2skills yet)
This build provides 1884 healing (1914 including minor borderlands bloodlust)
so what is the effective healing of this build now?
Healing ripple 5218 heal [[ 1×19141302]x1.475×1.1]
cleansing wave 5218 heal [[1×19141302]x1.475×1.1]
Sigil of renewal 1802 heal [[0.4×1914345]x1.475×1.1]
Geyser 6262 heal [[0.75×19142424]x1.475×1.1]
Area combo [blast] 2763 heal [[0.2×19141320]x1.475×1.1]
Water blast 1380 heal [[0.25×1914372]x1.475×1.1]
Soothing mists 285 heal [[0.05×191480]x1.475×1.1]
Regeneration 599 heal [[1914×0.125130]x1.475×1.1]
After all the buffs on the healing aspect of the elementalist, the elementalist is getting on a point where this build is actually a valid option, for example it already gives a massive 884 party HOT. When engaging on 40-70 man blobs i agree that the healing this elementalist provides is insufficient when in big spikes+only small part of the zerg is healed. This build does however work quite nice in smaller scale, 25 tops and can be used in a commander party aswell for extra party heal+70% protection uptime
http://wiki.guildwars2.com/wiki/Aquatic_Benevolence
http://wiki.guildwars2.com/wiki/Superior_Sigil_of_Benevolence
http://wiki.guildwars2.com/wiki/Superior_rune_of_the_monk
http://wiki.guildwars2.com/wiki/Furious_Tuning_Crystal
http://wiki.guildwars2.com/wiki/Delicious_Rice_Balls