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Jski.6180

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Everything posted by Jski.6180

  1. > @"AliamRationem.5172" said: > > @"Jski.6180" said: > > > @"AliamRationem.5172" said: > > > > @"Jski.6180" said: > > > > > @"AliamRationem.5172" said: > > > > > > @"Jski.6180" said: > > > > > > > @"AliamRationem.5172" said: > > > > > > > > @"Jski.6180" said: > > > > > > > > > @"Infusion.7149" said: > > > > > > > > > Elementalist is basically a mage class aka magician / wizard or magic using spellcaster. I don't know why anyone would think otherwise. > > > > > > > > > The only projectile attacks tend to be the autos which are magical in nature (i.e. stone shards, stoning). Even on a physical weapon such as dagger or sword it will use elemental attacks such as lightning whip or vapor blade. The instant damage in this game just hasn't been split between "actualized physical damage" and "actualized magical damage" and conditions and frankly it doesn't need to because damage is damage and it isn't specified as physical. > > > > > > > > > > > > > > > > That not magic at all though magic is using elemental attks that often are weekend aimed of your target. I think GW2 is the only one that dose not have that in there magic system (there could be others but the main point is even in games like Pokemon you have elemental attks types for weakness and strs.) > > > > > > > > > > > > > > > > Its an Elementalist not a ray gun or laze beam. Its kind of silly that the elemental type of the attks it self seems to have nothing to do with what your attking. > > > > > > > > > > > > > > I gather you're suggesting more than just a change to the combat log here. What you want are elemental damage types complete with vulnerabilities, resistances, and immunities. Do you know WoW ran with that idea originally? They scrapped it pretty quickly because it was pointless and annoying. What you're asking for truly would make this class into garbage because you'd have to be a different flavor of "mage" for every stupid encounter thanks to arbitrary immunities, vulnerabilities, and resists. Depending how far you want to run with it, it might even require extra sets of equipment just to handle the baseline damage of an elemental attack type designed with resistances in mind (that's ultimately what killed the whole idea for WoW, in fact). > > > > > > > > > > > > You still have magic dmg vs physical dmg and as long as you dont have a means for magic dmg some how going ignoring armor at some level its just all for show and its has nothing to do with magic. An arrow is the same as an fire ball. > > > > > > > > > > Damage is damage unless the system handles it differently. We have such a system already when comparing conditions to power. You're just asking for strawberry in place of chocolate or vanilla. Change for the sake of change? No, thanks. > > > > > > > > I am more talking about giving ele a means of going ignoring armor and dmg -% with out uping it max dmg. Ele is a class that cant deal with boons on other ppl by striping them so why not have "magic" hit there targets that are bunkering up? > > > > > > > > Its back to an old soldiers assassin mages balancing ideal. > > > > > > > > A soldiers can deal with assassin as the assassin cant kill something as tankly as a soldier fast enofe but a soldier cant deal with a mages as the mages hits in such a way that the soldiers cant def vs but to make it all balanced the assassin can do enofe dmg and be evasiveness enofe to take out the mage. > > > > > > > > Right now the balancing is messed up and ele is not a true mages its more of an assassin. > > > > > > Why not just go play the game you've taken these ideas from? They don't fit here. How can they? Elementalist (or any other class) is designed to be more than just one thing. Maybe backline staff weaver is a "mage"? What is tanky condi sword weaver? What is scepter FA tempest? Dagger support tempest? How do you make a GW2 class fit any one of these roles you envision? It doesn't even make sense here. > > > > They do call the classes that way when it first came out and its the stander paper rock scissors system that is by far the best balancing system every made by humans. > > > > The problem right now is every class is being balanced as rock and just rock and you can ball up paper to look like a rock there is no way it can ever be used as a rock. > > > > Ele as its core is a mages class but its not playing like a mages class. > > Rock/Paper/Scissors falls apart when any one can be either of the other two. Again, that is how this game is designed. It's a central feature and it will never go away. Just move on from that idea. Complaining about it endlessly will not change anything. You want elementalist to be something very specific. That is not how GW2 works. Instead, just suggest improvements to staff/scepter. That's something I think most ele players could get behind and it doesn't require turning GW2 into a standard trinity MMO. That is my point lol or at least that classes are being balanced in a gen. way that MAKES them into a class type they are not. It is the only way to fix some massive problem to the ele class. I want ele to be a mages (or paper) but right now every thing is being balanced as an soldiers (or rock) and it only means that the ele class is become less of an mages over time. The weaver is only meta because it dose not play like a mages at all. Anet has messed up with simple balancing and class ideals.
  2. > @"Kodama.6453" said: > > @"Jski.6180" said: > > > @"Agrippa Oculus.3726" said: > > > > @"Jski.6180" said: > > > > > @"VocalThought.9835" said: > > > > > > @"Jski.6180" said: > > > > > > All classes should have medium armor and medium health its kind of silly that the vary of hp / def is still in the game even though the reason for such effects are long gone as in the old trait point system that had hp def build into it to where some classes would get more from there hp line that where low hp and high hp classes would get a lot less. > > > > > > > > > > If every class had the same health and armor, than that would change the theme and balance of the classes, wouldn't it? > > > > > > > > How would that change the theme? A class is tankly or glass though its gear combo build more then any thing else. By letting all classes have the same hp / armor you would get away from class just simply getting free hp / armor over other classes that done there by letting them build more glassly. In an odd way the high tankly classes though the current hp / def system are more able to go glassly then the lower hp / def making them more likely to build tankly. > > > > > > > > > > > > > > Changing Armor, would definitely change the theme of a class imo. It also stems back to GW1, where it played a significant role in gameplay (and thematically as well). > > > > > > But again, those base health pool differences in GW2 has been a really strange and arbitrary decision from ANet and imo, I can't see any real thematic and/or lore reasons why there are differences between classes like that. (Except for maybe one class: the Daredevil). It only somewhat affects the gameplay, and imo is far less of a factor now, than it it used to be back in 2012. > > > A good time to level those health pools to one and the same base pool! Obviously, combined with a well extensive balance patch which most of us have been waiting for, for a long time now. > > > > No... the theme of the class comes from its wepon effects and its F1-5 if armor played that big of an roll then it would of too been changed with the trait line update. > > > > And that thing thing the armor / hp system is an hold over from an much older system where you got most of your power hp armor etc.. from your build not your gear. This was balanced for what the class would use (some classes would have a hard time getting hp from the trait lines and good dmg but they had high base hp / def to start with.) Now we lost all of the theme base for trait lines in way of hp / def but we still have this out dated hp / def armor class system. > > This is kinda ignoring the skill sets the different classes have access to, tho. > > Thief, for example, has a low health pool because they have alot of active defenses in their skills. Evades, stealth, tons of mobility, etc. > Necromancer is on the other side of the spectrum, they have very little active defense. Low mobility, no blocks, no evades, no stealth. Having a large health pool and healing are the only thing they have here. > > You can apply the same logic to other classes. Guardian has many blocks and protective boons. > Elementalist has alot of mobility and literally always access to additional healing regardless of the build thanks to water magic. > > They even applied the logic to an elite spec with scrapper. Scrapper adds quite alot of defense to the engineer, with the rework it got a bit counterbalanced by giving scrapper a vitality malus in the minor traits. So if you get through their defense, then they are a bit easier to burst down. Why dose a high armor high hp class like war get a take 0 effect? Why dose a high armor class get blocks like gurd? Why dose a mid hp class high armor class rev get dmg taken becomes healing? That the point classes have build in def with skills and passive effect that has NOTHING to do with there armor and hp so the only thing the hp / armor difference dose is unbalanced the classes all the more and makes things way over complex to balance.
  3. > @"AliamRationem.5172" said: > > @"Jski.6180" said: > > > @"AliamRationem.5172" said: > > > > @"Jski.6180" said: > > > > > @"AliamRationem.5172" said: > > > > > > @"Jski.6180" said: > > > > > > > @"Infusion.7149" said: > > > > > > > Elementalist is basically a mage class aka magician / wizard or magic using spellcaster. I don't know why anyone would think otherwise. > > > > > > > The only projectile attacks tend to be the autos which are magical in nature (i.e. stone shards, stoning). Even on a physical weapon such as dagger or sword it will use elemental attacks such as lightning whip or vapor blade. The instant damage in this game just hasn't been split between "actualized physical damage" and "actualized magical damage" and conditions and frankly it doesn't need to because damage is damage and it isn't specified as physical. > > > > > > > > > > > > That not magic at all though magic is using elemental attks that often are weekend aimed of your target. I think GW2 is the only one that dose not have that in there magic system (there could be others but the main point is even in games like Pokemon you have elemental attks types for weakness and strs.) > > > > > > > > > > > > Its an Elementalist not a ray gun or laze beam. Its kind of silly that the elemental type of the attks it self seems to have nothing to do with what your attking. > > > > > > > > > > I gather you're suggesting more than just a change to the combat log here. What you want are elemental damage types complete with vulnerabilities, resistances, and immunities. Do you know WoW ran with that idea originally? They scrapped it pretty quickly because it was pointless and annoying. What you're asking for truly would make this class into garbage because you'd have to be a different flavor of "mage" for every stupid encounter thanks to arbitrary immunities, vulnerabilities, and resists. Depending how far you want to run with it, it might even require extra sets of equipment just to handle the baseline damage of an elemental attack type designed with resistances in mind (that's ultimately what killed the whole idea for WoW, in fact). > > > > > > > > You still have magic dmg vs physical dmg and as long as you dont have a means for magic dmg some how going ignoring armor at some level its just all for show and its has nothing to do with magic. An arrow is the same as an fire ball. > > > > > > Damage is damage unless the system handles it differently. We have such a system already when comparing conditions to power. You're just asking for strawberry in place of chocolate or vanilla. Change for the sake of change? No, thanks. > > > > I am more talking about giving ele a means of going ignoring armor and dmg -% with out uping it max dmg. Ele is a class that cant deal with boons on other ppl by striping them so why not have "magic" hit there targets that are bunkering up? > > > > Its back to an old soldiers assassin mages balancing ideal. > > > > A soldiers can deal with assassin as the assassin cant kill something as tankly as a soldier fast enofe but a soldier cant deal with a mages as the mages hits in such a way that the soldiers cant def vs but to make it all balanced the assassin can do enofe dmg and be evasiveness enofe to take out the mage. > > > > Right now the balancing is messed up and ele is not a true mages its more of an assassin. > > Why not just go play the game you've taken these ideas from? They don't fit here. How can they? Elementalist (or any other class) is designed to be more than just one thing. Maybe backline staff weaver is a "mage"? What is tanky condi sword weaver? What is scepter FA tempest? Dagger support tempest? How do you make a GW2 class fit any one of these roles you envision? It doesn't even make sense here. They do call the classes that way when it first came out and its the stander paper rock scissors system that is by far the best balancing system every made by humans. The problem right now is every class is being balanced as rock and just rock and you can ball up paper to look like a rock there is no way it can ever be used as a rock. Ele as its core is a mages class but its not playing like a mages class.
  4. > @"VocalThought.9835" said: > > @"Jski.6180" said: > > > @"VocalThought.9835" said: > > > > @"Jski.6180" said: > > > > All classes should have medium armor and medium health its kind of silly that the vary of hp / def is still in the game even though the reason for such effects are long gone as in the old trait point system that had hp def build into it to where some classes would get more from there hp line that where low hp and high hp classes would get a lot less. > > > > > > If every class had the same health and armor, than that would change the theme and balance of the classes, wouldn't it? > > > > How would that change the theme? A class is tankly or glass though its gear combo build more then any thing else. By letting all classes have the same hp / armor you would get away from class just simply getting free hp / armor over other classes that done there by letting them build more glassly. In an odd way the high tankly classes though the current hp / def system are more able to go glassly then the lower hp / def making them more likely to build tankly. > > > > > > These class didn't start with nor will end with GW2. All of these are traditional archetypes throughout the fantasy lore. Warrior/Fighters or Paladins always had Heavy Plate or Chainmail, Thieves or Rangers / Rouges wore medium/ Leather Armor, and Scholars/Mages wore robes/ Light Armor. One doesn't just and change a whole 100 years of story telling and mythical lore for nothing without expecting a major shift in continuity. Even in games that allow changes, its explained and put in a slightly different box. Right but evasion is part of armor class high armor would also make you have less ability to make hits less impactful. As well as wepon classes do very the dmg they do plate vs leather vs cloth.
  5. > @"AliamRationem.5172" said: > > @"Jski.6180" said: > > > @"AliamRationem.5172" said: > > > > @"Jski.6180" said: > > > > > @"Infusion.7149" said: > > > > > Elementalist is basically a mage class aka magician / wizard or magic using spellcaster. I don't know why anyone would think otherwise. > > > > > The only projectile attacks tend to be the autos which are magical in nature (i.e. stone shards, stoning). Even on a physical weapon such as dagger or sword it will use elemental attacks such as lightning whip or vapor blade. The instant damage in this game just hasn't been split between "actualized physical damage" and "actualized magical damage" and conditions and frankly it doesn't need to because damage is damage and it isn't specified as physical. > > > > > > > > That not magic at all though magic is using elemental attks that often are weekend aimed of your target. I think GW2 is the only one that dose not have that in there magic system (there could be others but the main point is even in games like Pokemon you have elemental attks types for weakness and strs.) > > > > > > > > Its an Elementalist not a ray gun or laze beam. Its kind of silly that the elemental type of the attks it self seems to have nothing to do with what your attking. > > > > > > I gather you're suggesting more than just a change to the combat log here. What you want are elemental damage types complete with vulnerabilities, resistances, and immunities. Do you know WoW ran with that idea originally? They scrapped it pretty quickly because it was pointless and annoying. What you're asking for truly would make this class into garbage because you'd have to be a different flavor of "mage" for every stupid encounter thanks to arbitrary immunities, vulnerabilities, and resists. Depending how far you want to run with it, it might even require extra sets of equipment just to handle the baseline damage of an elemental attack type designed with resistances in mind (that's ultimately what killed the whole idea for WoW, in fact). > > > > You still have magic dmg vs physical dmg and as long as you dont have a means for magic dmg some how going ignoring armor at some level its just all for show and its has nothing to do with magic. An arrow is the same as an fire ball. > > Damage is damage unless the system handles it differently. We have such a system already when comparing conditions to power. You're just asking for strawberry in place of chocolate or vanilla. Change for the sake of change? No, thanks. I am more talking about giving ele a means of going ignoring armor and dmg -% with out uping it max dmg. Ele is a class that cant deal with boons on other ppl by striping them so why not have "magic" hit there targets that are bunkering up? Its back to an old soldiers assassin mages balancing ideal. A soldiers can deal with assassin as the assassin cant kill something as tankly as a soldier fast enofe but a soldier cant deal with a mages as the mages hits in such a way that the soldiers cant def vs but to make it all balanced the assassin can do enofe dmg and be evasiveness enofe to take out the mage. Right now the balancing is messed up and ele is not a true mages its more of an assassin.
  6. > @"Agrippa Oculus.3726" said: > > @"Jski.6180" said: > > > @"VocalThought.9835" said: > > > > @"Jski.6180" said: > > > > All classes should have medium armor and medium health its kind of silly that the vary of hp / def is still in the game even though the reason for such effects are long gone as in the old trait point system that had hp def build into it to where some classes would get more from there hp line that where low hp and high hp classes would get a lot less. > > > > > > If every class had the same health and armor, than that would change the theme and balance of the classes, wouldn't it? > > > > How would that change the theme? A class is tankly or glass though its gear combo build more then any thing else. By letting all classes have the same hp / armor you would get away from class just simply getting free hp / armor over other classes that done there by letting them build more glassly. In an odd way the high tankly classes though the current hp / def system are more able to go glassly then the lower hp / def making them more likely to build tankly. > > > > > > Changing Armor, would definitely change the theme of a class imo. It also stems back to GW1, where it played a significant role in gameplay (and thematically as well). > > But again, those base health pool differences in GW2 has been a really strange and arbitrary decision from ANet and imo, I can't see any real thematic and/or lore reasons why there are differences between classes like that. (Except for maybe one class: the Daredevil). It only somewhat affects the gameplay, and imo is far less of a factor now, than it it used to be back in 2012. > A good time to level those health pools to one and the same base pool! Obviously, combined with a well extensive balance patch which most of us have been waiting for, for a long time now. No... the theme of the class comes from its wepon effects and its F1-5 if armor played that big of an roll then it would of too been changed with the trait line update. And that thing thing the armor / hp system is an hold over from an much older system where you got most of your power hp armor etc.. from your build not your gear. This was balanced for what the class would use (some classes would have a hard time getting hp from the trait lines and good dmg but they had high base hp / def to start with.) Now we lost all of the theme base for trait lines in way of hp / def but we still have this out dated hp / def armor class system.
  7. > @"AliamRationem.5172" said: > > @"Jski.6180" said: > > > @"Infusion.7149" said: > > > Elementalist is basically a mage class aka magician / wizard or magic using spellcaster. I don't know why anyone would think otherwise. > > > The only projectile attacks tend to be the autos which are magical in nature (i.e. stone shards, stoning). Even on a physical weapon such as dagger or sword it will use elemental attacks such as lightning whip or vapor blade. The instant damage in this game just hasn't been split between "actualized physical damage" and "actualized magical damage" and conditions and frankly it doesn't need to because damage is damage and it isn't specified as physical. > > > > That not magic at all though magic is using elemental attks that often are weekend aimed of your target. I think GW2 is the only one that dose not have that in there magic system (there could be others but the main point is even in games like Pokemon you have elemental attks types for weakness and strs.) > > > > Its an Elementalist not a ray gun or laze beam. Its kind of silly that the elemental type of the attks it self seems to have nothing to do with what your attking. > > I gather you're suggesting more than just a change to the combat log here. What you want are elemental damage types complete with vulnerabilities, resistances, and immunities. Do you know WoW ran with that idea originally? They scrapped it pretty quickly because it was pointless and annoying. What you're asking for truly would make this class into garbage because you'd have to be a different flavor of "mage" for every stupid encounter thanks to arbitrary immunities, vulnerabilities, and resists. Depending how far you want to run with it, it might even require extra sets of equipment just to handle the baseline damage of an elemental attack type designed with resistances in mind (that's ultimately what killed the whole idea for WoW, in fact). You still have magic dmg vs physical dmg and as long as you dont have a means for magic dmg some how going ignoring armor at some level its just all for show and its has nothing to do with magic. An arrow is the same as an fire ball.
  8. > @"Infusion.7149" said: > Elementalist is basically a mage class aka magician / wizard or magic using spellcaster. I don't know why anyone would think otherwise. > The only projectile attacks tend to be the autos which are magical in nature (i.e. stone shards, stoning). Even on a physical weapon such as dagger or sword it will use elemental attacks such as lightning whip or vapor blade. The instant damage in this game just hasn't been split between "actualized physical damage" and "actualized magical damage" and conditions and frankly it doesn't need to because damage is damage and it isn't specified as physical. That not magic at all though magic is using elemental attks that often are weekend aimed of your target. I think GW2 is the only one that dose not have that in there magic system (there could be others but the main point is even in games like Pokemon you have elemental attks types for weakness and strs.) Its an Elementalist not a ray gun or laze beam. Its kind of silly that the elemental type of the attks it self seems to have nothing to do with what your attking.
  9. > @"Obtena.7952" said: > > @"Ravenous.7281" said: > > I think all the point is, we choose elementalists because we like to play as a mage. We like to be a mage, why the f*** they do a duelist class? And of course, the problem that we dont have a good range weapon. Force a mage plays in melee for do something. > > Right ... and the OP has done that and doesn't like the way it plays for him because it's CERTAINLY not the garbage class he says it is. So what you suggest he do? Here is the TWO options: > > 1. Play it because he like mage, warts and all > 2. Play a different class, EVEN if it's not mage Ele not realty a mages though there no magic dmg in this game condis are about as close as you can get but other then that every thing that is power dmg is physical dmg. At best ele has the animation of an mage but that it the ele class is more of an ranger class. Maybe if they gave ele self quickness and alacrity for an "mages" dps boon but it mostly just has the stander boons that every class has.
  10. > @"VocalThought.9835" said: > > @"Jski.6180" said: > > All classes should have medium armor and medium health its kind of silly that the vary of hp / def is still in the game even though the reason for such effects are long gone as in the old trait point system that had hp def build into it to where some classes would get more from there hp line that where low hp and high hp classes would get a lot less. > > If every class had the same health and armor, than that would change the theme and balance of the classes, wouldn't it? How would that change the theme? A class is tankly or glass though its gear combo build more then any thing else. By letting all classes have the same hp / armor you would get away from class just simply getting free hp / armor over other classes that done there by letting them build more glassly. In an odd way the high tankly classes though the current hp / def system are more able to go glassly then the lower hp / def making them more likely to build tankly.
  11. > @"draxynnic.3719" said: > > @"Oxstar.7643" said: > > > @"Jski.6180" said: > > > Sadly as long as eng has kits and its elite spec can use though kits every elite spec on eng is what the kits make of it. Like having atuments for ele on utility. More of a question what do you want added to eng. > > > > > Using kits is totally voluntary. Go on the build site, see what you can find in speccs that doesn't use then. Elixir engineer should still work. > > > > > > I think the point is that the kits are always going to be there, which means that any engineer specialisation is going to be balanced on the basis that kits are available. > > Which, from an internal balance perspective, is handled somewhat by giving the engineer particularly strong utilities which can compete with the kits, but that means that less of the overall "power budget" can be spent elsewhere without making it OP. That a bit more complex of an ideal then i was talking about... but what do you think about the automaton pet class ideal the ff11 puppet master?
  12. > @"FrownyClown.8402" said: > > @"Jski.6180" said: > > > @"FrownyClown.8402" said: > > > Tempest is fine the way it is. Core is weak in terms of stats available to them and uptime of protection. Weaver needed the shaves. It allowed them to get away with mistakes and recover too effectively. Switching to weaver rune if you hadnt already will be the new status quo. > > > > That a joke there is nothing about tempest that is fine. The only version of ele that is passable is weaver and that only because its duel skills scale way beyond any thing core or tempest has in both dmg and support. > > > > A 15 sec duel skill hits harder then churn as well as any overload. At the same time that duel skill has both a healing bit to it from barrier something that even tempest cant do as in healing and attk at a real level at the same time. > > > > The balancing for the ele class IS A JOKE. > > > > Anet hates ele so much that the non eleish version of ele is the strong version of ele. > > Whats your issue with tempest? And the scaling of damage on weaver is pretty similar to core from what i see. Dual skills are just overloaded with utility. My issue with tempest is overloads are dps tool and not true support tools so they dont do eatehr as well as they should like missing strong support boons Or strong dmg effects. Dual skills are overloaded with utility and scaling as they have both hard soft cc barrier boons and higher then the top dmg skills on tempest and core ele (weaver dual skills hit harder then conditional dmg where you need burning to do more dmg or long channel skills).
  13. Sadly as long as eng has kits and its elite spec can use though kits every elite spec on eng is what the kits make of it. Like having atuments for ele on utility. More of a question what do you want added to eng. I like to see an automaton pet class with swap-able parts to changes the pets roll making the eng not the center of the game play but its pet. Like puppet master from ff11 (i was kind of hopping scraper would be that class but gyros never worked well as pets and now they are no longer pets).
  14. > @"FrownyClown.8402" said: > Tempest is fine the way it is. Core is weak in terms of stats available to them and uptime of protection. Weaver needed the shaves. It allowed them to get away with mistakes and recover too effectively. Switching to weaver rune if you hadnt already will be the new status quo. That a joke there is nothing about tempest that is fine. The only version of ele that is passable is weaver and that only because its duel skills scale way beyond any thing core or tempest has in both dmg and support. A 15 sec duel skill hits harder then churn as well as any overload. At the same time that duel skill has both a healing bit to it from barrier something that even tempest cant do as in healing and attk at a real level at the same time. The balancing for the ele class IS A JOKE. Anet hates ele so much that the non eleish version of ele is the strong version of ele.
  15. > @"Fueki.4753" said: > Weavers hat too much Barrier, so shaving it was fine. > > Just be happy that Elementalists still have decent builds. That could be true but if weaver has too much barrier dose tempest and core ele have not enofe barrier? Weaver is significantly strong in both attk and def then tempest and core ele where they lack any type of "good" barrier effects (Its not like weaver cant use earth shield as well). The "let them eat cake" mind set never ends well for the ones in power.
  16. > @"ugrakarma.9416" said: > > @"Jski.6180" said: > > > @"ugrakarma.9416" said: > > > u dont see many because the FB meta is expensive(minstrel). > > > > You dont see as many because FB is a very boring class that most ppl see as a form of punishment to play. Its only used because its the power creep version of core gurd. > > agreed, the concept is boring, i use it because is basically the easiest to farm blobs. It could be done in a fun way. But right now it is boring.
  17. Its odd that there been no info at all about the expansion but some videos of concept. Are we sure there even will be an expansion with in a years time?
  18. I mean weaver is much more tankly then tempest and core already. So its kind of odd the dmg version of ele is also the more tankly. But weaver still not as tankly as any thing else in the game so i guess its all relative to other classes not ele.
  19. It is a bad class but mostly due to anet wants to make tempest and weaver the classes to use as well as making sure there weapons are used over that of core (staff nerfs).
  20. > @"ugrakarma.9416" said: > u dont see many because the FB meta is expensive(minstrel). You dont see as many because FB is a very boring class that most ppl see as a form of punishment to play. Its only used because its the power creep version of core gurd.
  21. Every one would play core gurd or DH like they did before firebrand.
  22. Ele cant fight stealth classes as ele has no reiveal to open up on a stealth class. The only way would be if the player dose not use stealth in a real way.
  23. You effectively dont ele has no counter to stealth and its the only class in the game with out one.
  24. Kind of another pointless update we been getting a lot of them lately.
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