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FrownyClown.8402

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Posts posted by FrownyClown.8402

  1. > @"Leonidrex.5649" said:

    > > @"Khalisto.5780" said:

    > > > @"Leonidrex.5649" said:

    > > > > @"Khalisto.5780" said:

    > > > > I never understood why weaver has such an agressive potential but still have easy access to barrier and waterfields.

    > > > >

    > > > > They should move all that barrier to earth and then deal with a potential super sustain tempest

    > > > >

    > > > > Honestly they should just buff core ele to viable and then deal with its elites later, we know they're very good nerfing those classes

    > > >

    > > > mb if weaver didnt get 50% max hp as barrier for doing random kitten they wouldnt have to keep core ele kitten. but what do I know, I dont play ele.

    > > > But when I fight weaver or core the thing that stands the most is this kitten kitten barrier.

    > >

    > > Core has no barrier unless it is running sanctuary

    >

    > exactly my point, if you buff core survivability then weaver gets it on top of spammable barriers and gets broken, if you buff core dmg, weaver gets it and abuses the damage while still being tanky due to spammable barrier.

     

    Its can be done if it forces weaver to lose something in return. Providing a barrier on signet use would make signet ele a decent choice while forcing weaver to give up valuable utilities to make use of it. They could also do something like barrier on earth attunement, but give it a 9s icd so weavers cant abuse it. They could also provide a 9s internal cooldown for each element on elemental attunement and providing more access to protection in earth traitline. Right now arcane is better than earth because its protection uptime is superior to earth and it also provides healing might fury and regen.

  2. > @"Peter.3901" said:

    > May i ask for Arena... who would want to write a code with elementalist when you can press two keys with guardian to do the same damage (or even more)?

    >

    > Elementalist/Weaver has no mechanic, in theory you would have four weapons, but these 4 weapons are not worth a weapon in the hands of other classes out there.

    >

    > And the staff is a total joke outside of WvW.

    >

    > > @"FrownyClown.8402" said:

    > > > @"BunjiKugashira.9754" said:

    > > > The crazy thing is that conjures are among the more useful utilities. Just look at the cantrips and black magic. They often have long cooldowns for severely underwhelming effects.

    > > >

    > > > And then look at ele elite skills. No one talks about ele elite skills because there is nothing to talk about. They are so useless that they might as well not exist. FGS was overnerfed years ago and even before that it was only good for its gimmic. Tornado locks you out of your skills and the only useful thing about tornado - the increased attributes to make lingering fields tick harder - was nerfed. I don't think the elemental was ever nerfed, but I don't remember it ever being strong either. Now that the lesser glyph can summon multiple elementals it should be stronger than the elite skill.

    > >

    > > The glyph elite is very strong. The water elemental is a 7k heal on a 15s cd. Fire is ok and air is meh. Earth is a tanky at least. Tornado elite hits very hard. Specifically the 4 skill when combined with lightning rod.

    >

    > I wish I could agree with you, too bad that in pvp the glyph doesn't last 10 seconds without being blown up by any AoE damage ...

    >

    > Tornado is the only usable elite for us in pvp.

     

    I would never run it unless i was running a build with heals and damage mitigation. The build i linked works fine with it for example. Rarely blows up unless focused.

  3. > @"Jski.6180" said:

    > > @"FrownyClown.8402" said:

    > > > @"Jski.6180" said:

    > > > > @"FrownyClown.8402" said:

    > > > > > @"BunjiKugashira.9754" said:

    > > > > > The crazy thing is that conjures are among the more useful utilities. Just look at the cantrips and black magic. They often have long cooldowns for severely underwhelming effects.

    > > > > >

    > > > > > And then look at ele elite skills. No one talks about ele elite skills because there is nothing to talk about. They are so useless that they might as well not exist. FGS was overnerfed years ago and even before that it was only good for its gimmic. Tornado locks you out of your skills and the only useful thing about tornado - the increased attributes to make lingering fields tick harder - was nerfed. I don't think the elemental was ever nerfed, but I don't remember it ever being strong either. Now that the lesser glyph can summon multiple elementals it should be stronger than the elite skill.

    > > > >

    > > > > The glyph elite is very strong. The water elemental is a 7k heal on a 15s cd. Fire is ok and air is meh. Earth is a tanky at least. Tornado elite hits very hard. Specifically the 4 skill when combined with lightning rod.

    > > >

    > > > Pets that can die are weak in any game type. Its not important how strong there effects are as long as it can die it become worthless.

    > >

    > > Water and earth elite survives fine in its own. This is the build I use and it works fine. No issues keeping elite alive its entire duration.

    > >

    > > http://gw2skills.net/editor/?PGQAYlJwmYeMKGJWMTZtdA-z5AfGZKB6VBYzB

    > >

    > > I tend to use the heal in earth for protection. I tend to alternate storm glyph with earth and air. I almost always have water elite up.

    >

    > This is why renegade and ranger sprits are not used as much. Kill able pets are just not viable in mmorpgs they are even worst with ground target aoe in both pvp/wvw and pve. All the powerful effects in the worst will not fix ele pets skill as long as they are kill able pets making it a worthless skill.

     

    If you say so

  4. > @"Jski.6180" said:

    > > @"FrownyClown.8402" said:

    > > > @"BunjiKugashira.9754" said:

    > > > The crazy thing is that conjures are among the more useful utilities. Just look at the cantrips and black magic. They often have long cooldowns for severely underwhelming effects.

    > > >

    > > > And then look at ele elite skills. No one talks about ele elite skills because there is nothing to talk about. They are so useless that they might as well not exist. FGS was overnerfed years ago and even before that it was only good for its gimmic. Tornado locks you out of your skills and the only useful thing about tornado - the increased attributes to make lingering fields tick harder - was nerfed. I don't think the elemental was ever nerfed, but I don't remember it ever being strong either. Now that the lesser glyph can summon multiple elementals it should be stronger than the elite skill.

    > >

    > > The glyph elite is very strong. The water elemental is a 7k heal on a 15s cd. Fire is ok and air is meh. Earth is a tanky at least. Tornado elite hits very hard. Specifically the 4 skill when combined with lightning rod.

    >

    > Pets that can die are weak in any game type. Its not important how strong there effects are as long as it can die it become worthless.

     

    Water and earth elite survives fine in its own. This is the build I use and it works fine. No issues keeping elite alive its entire duration.

     

    http://gw2skills.net/editor/?PGQAYlJwmYeMKGJWMTZtdA-z5AfGZKB6VBYzB

     

    I tend to use the heal in earth for protection. I tend to alternate storm glyph with earth and air. I almost always have water elite up.

  5. > @"BunjiKugashira.9754" said:

    > The crazy thing is that conjures are among the more useful utilities. Just look at the cantrips and black magic. They often have long cooldowns for severely underwhelming effects.

    >

    > And then look at ele elite skills. No one talks about ele elite skills because there is nothing to talk about. They are so useless that they might as well not exist. FGS was overnerfed years ago and even before that it was only good for its gimmic. Tornado locks you out of your skills and the only useful thing about tornado - the increased attributes to make lingering fields tick harder - was nerfed. I don't think the elemental was ever nerfed, but I don't remember it ever being strong either. Now that the lesser glyph can summon multiple elementals it should be stronger than the elite skill.

     

    The glyph elite is very strong. The water elemental is a 7k heal on a 15s cd. Fire is ok and air is meh. Earth is a tanky at least. Tornado elite hits very hard. Specifically the 4 skill when combined with lightning rod.

  6. Core ele has the advantage of taking 3 elemental traitlines. Change written in stone to provide barrier on signet use. Boom, sustain on a signet build. Normalize the cd of glyph of storms to 30s and reduce heal glyph to 20s again. GoEP shouldnt be an offensive utility and a stunbreak. Either change the damage modifier to a damage reducer or change how it works. Boom, access to valuable boons outside of arcane.

     

    Core has the tools it just needs a nudge in the right direction.

  7. > @"Abyssisis.3971" said:

    > Yeah, i figured it would apply 10 poison considering there are 10 .25 intervals in the 2.5 second channel of rapid fire.

    >

    > Went into pvp and did a rapidfire with one wolf pack, only 5 procs as well. So I’m guessing there is some precast/after cast with rapidfire.

     

    My thinking is that since they share a .25 interval it means that it only applies poison on every other hit. If it was a .26 interval per hit it would be 10 stacks.

  8. CC on its own is fine. From a 1v1 percective it may even be considered fair. Problem occurs when cc chained by multiple people. Running aoe stunbreak and team stability is a possible solution but there are far too few options available. If you reduced superspeed to 2s and removed swiftness from eye of the storm and made it 20s it would have more value as a stunbreak support option. If you are going to offer an aoe stumbreak it should be the main point of the skill otherwise it wont be used as a stunbreak.lightning relexes on ranger is how stun breaks should be. Designed specifically for that purpose.

  9. You obv no what you're doing. This seemed more like a dragons tooth montage than anything. The amount of people that allowed you to free burst on them shows they dont have experience fighting vs this build. Your kiting and dodging at key moments proves you have experience, but the amount of times you were allowed to almost freecast with little pressure from enemies says more about your opponents skill. Granted reaper and warrior are easily kited so less about lack of skill and more about countering builds. Good video. Showcase your losses too if you want constructive feedback.

  10. They literally created new maps for 2v2 and 3v3, something we wanted for awhile. The only thing anet needs now is to reintroduce team deathmatch into an unranked rotation like stronghold. Give us courtyard and introduce a few new similar maps and pvp would be good to go. If this game was exclusively a pvp one i think we could justify many more game modes, but the population isnt large enough to support without increasing queue times.

  11. Any asset ele brings to a group another profession can provide to a larger extent. Its a pretty flexible profession but comps require optimization of roles. Ele can do a lot of different things, but nothing better than other professions. Its good, but doesnt fit anywhere. Nerf boon durations and skills that heal others and ele would have more value with access to water fields and cc. They were good because they did damage on top of spreading out the enemy zerg so your team can single out stragglers. They were also a reliable source of cleave damage to secure kills from afar.

  12. Core ele suffers from a few things.

     

    First being that all their utilities that are useful lean towards defense. Generally you are stuck with cantrips which makes you stuck with water.

     

    Healing and protection are too valuable to give up because damage is too low to go glass cannon. This makes arcane hard to give up.

     

    Signets and glyphs see almost no play because stun break or avoiding damage is too hard to pass up.

     

    Signets are good on their own if cc wasnt such a problem. Signet of air and sometimes fire are only ones worth having. Signet of water passive is great. Its active should be doing double its current heal or scale by 2.0 healing and increase its active by 5s to compensate. Signet of earth passive should be 10% less damage. Its active effect isnt that great either, but idk what id change.

     

    Glyph of renewal, should be 20s. Glyph of storms should be 30s flat cd. Reduce blind spam and vuln duration to compensate. Damage overall should be higher on them. Glyph elite is good. Glyph of elemental power is offensive but a stun break.

     

    Either change cc mechanic or give ele better access to stability if you want them to use other utilities. If you had a trait that gave a barrier on signet use it would encourage people to drop water for earth.

     

    3s of protection on aura is prob okay in pvp. Arcane would become less of a necessity for protection. (Glyphs provide great protection uptime on their own).

     

    The days of air water earth or fire air earth ele wouldnt be far off if they took the time to consider these changes. Frankly having rock solid provide 1s of stab every attunement swap and written in stone provide barrier on signet use would solve a lot of problems core ele suffers from ( remove cd reduction in place of barrier).

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