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Jski.6180

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Everything posted by Jski.6180

  1. What i do not get is why is Flame expulsion so weak even at the max might lost? Might maybe one of the strongest boon remove effects for dmg burst in the game yet its worst then life force on necor and energy on rev. You can even expand that argument for auras ele must eat there auras to get the auras transmutation effect skill and the ONE trait fire for 2 condi clears it dose not seem worth it for the class requirement of wepon trait and aura for what it gets. Why dose the ele class get so little effect for such a high cost?
  2. The lost of the aura on it realty killed it for sure. Air master traits are do dmg (stormsoul), do a lot more dmg (Raging Storm) or be worthless (Inscription). Realy you could delete inscription too at this point its soo bad. There just soo many worthless and counter productive traits on the core ele lines i am shocked they not reworked the class at this point. If they had a real balancing team. It maybe time for the ele community to start going though traits and skills that are simply not used and call for them to be deleted form the game.
  3. > @"LadyHawk.5319" said: > ... meanwhile, the scourge huddles in the dark corner, watching everything out of the corner of their eyes, and sinisterly grins .... Wait wait wait... are you saying a SUPPORT class scourge should be doing the same dmg as a weaver left alone a rev? I think that is where the balancing problem mind set is right now and is the very def of why things are messed up as much as they are.
  4. In anet view tool tips are "balance patch" worthy so its just going to be a long list of deep detail tool tips updates. I want poem level of tool tips updates give there "artist" something to do other then the random twitch art steam.
  5. > @"Zhaid Zhem.6508" said: > I hope they will update the tooltip description for Updraft, it will be a big step forward. Well tooltips are the best thing ele players have to look forward to from anet.
  6. It should just be a copy. This one trait changed made core ele the very worst version of ele at all points.
  7. > @"draxynnic.3719" said: > > @"Arheundel.6451" said: > > > @"draxynnic.3719" said: > > > > @"Yasai.3549" said: > > > > They just do some wonky "AoE nerf" on everything **BUT** the problem, and leave it as is when everything has been hammered down, leaving many builds in a crippled, barely functional state. > > > > > > Yeah, this has been a problem going back to GW1 days. They nerf everything that _supports_ the problem rather than the problem itself, sometimes rendering those supporting states into a level where they're now _only_ useful when used to support the problem, and when they eventually grudgingly address the problem directly, the supporting skills they nerfed along the way are left in a subpar state. > > > > > > At least we don't have professions being nerfed because of what some _other_ profession is doing using their skills as a secondary profession > > > > Balance in GW1 would deserve a Nobel Prize for development compared to GW2, do remember that many core devs left Anet since then..... > > I don't disagree, but the point was that the tendency was still there: the GW1 balance team also had a tendency to avoid nerfing the key skill of an overperforming build, nerf all the supporting skills instead, finally admit that the key skill needs to be nerfed after all, and then leave the supporting skills with nerfs that they probably didn't deserve when considered outside of that specific overperforming build. > > > @"Jski.6180" said: > > > > Finally, we're making changes to encourage more variety in boon-based support builds. **To start, we are opening up select skills for different professions that will allow them to share boons directly with up to ten allies.** In addition, we'll be reducing which boons mesmers and their specializations can apply since chronomancer is currently stifling other options due to its ability to easily apply all boons with Signet of Inspiration. Our goal here is to give value to different professions and specializations by making them all adept at applying specific boons to their allies so that multiple professions are needed in order to cover all boons." > > > > Read that. > > To play devil's advocate, one change contradicting another could be a matter of something that they thought was a good idea at the time turning out to have negative consequences they didn't foresee. > > It is worth noting that, in this case, the nerf only really applies to WvW. sPvP rarely hits the limit anyway, while in PvE it was buffed to _always_ be 10-man without the need for a trait. I mean spvp its not important as there never going to be more then 5 targets. Wvw is THE big combat game play so it fits to have the biggest target skill for there effect. Its more importer in wvw then pve to hit 10 targets one way or another both support AND attk.
  8. > @"Junkpile.7439" said: > Well new elite spec will probably be broken and then they nerf water, fire, air and arcane lines until core can't kill mobs in starter zone anymore. B) Seems to be about right.
  9. > @"VocalThought.9835" said: > > @"Jski.6180" said: > > > @"VocalThought.9835" said: > > > > @"Jski.6180" said: > > > > They go back on there own views a lot and often forget new effects that they just added in as soon as they added them in. > > > > Anet is in effect what seems to be a random group doing random things with no real point when it comes to balancing. > > > > > > Like what? > > > > Update - December 11, 2018 > > "Following up on the previous balance release, we're continuing to update weapon traits to offer more meaningful options when players are not using the related weapons while also enhancing those weapons' playstyles if the player is using them. In particular, we updated a fair amount of warrior weapon traits and a few remaining traits in other professions. > > > > This update reworks all traits that react automatically to incoming control effects by applying control effects on the attacker. Traits that immediately punish players for successfully landing their skills, particularly when they are not very visible, teach the wrong things. The reworked traits are intended to encourage more active play and to provide new opportunities for the defender without outright punishing the attacker. > > > > In addition to crowd-control trait reworks, this update also addresses traits that deal instant damage and how they affect the game. The large majority of these traits have had their base damage increased while removing their ability to critically hit in order to improve pacing and reduce time-to-kill in competitive game modes. Certain traits that serve as the main source of a build's damage in both PvE and competitive modes have been modified so that they require critical hits in order to deal maximum damage, giving conditions like weakness more value. > > > > Finally, we're making changes to encourage more variety in boon-based support builds. **To start, we are opening up select skills for different professions that will allow them to share boons directly with up to ten allies.** In addition, we'll be reducing which boons mesmers and their specializations can apply since chronomancer is currently stifling other options due to its ability to easily apply all boons with Signet of Inspiration. Our goal here is to give value to different professions and specializations by making them all adept at applying specific boons to their allies so that multiple professions are needed in order to cover all boons." > > > > Read that. > > What's random about that. It seems very methodical. To buff boons to hit 10 targets then to remove it? As well to nerf lesser used effects and skill / weapons over all removing? As well a "weapon traits to offer more meaningful options when players are not using the related weapons while also enhancing those weapons' playstyles if the player is using them" yet nothing new for over 2 years to update thoughts weapons beyond this update (see transmutation on ele core weapons and only having one trait). https://wiki.guildwars2.com/wiki/Game_updates/2019-03-05#Elementalist "In this update, and in the future, we're looking to enhance the support role of tempests through boons, healing, and cleansing. Specific to today's release, we've adjusted the tempest's support through its skills, shouts, and traits. With this in mind, we've added some classic elemental attunement support to each of the shouts, and we've altered Tempestuous Aria so that its support functions are easier to access for tempest players." They just nefed it hard.
  10. > @"VocalThought.9835" said: > > @"Jski.6180" said: > > They go back on there own views a lot and often forget new effects that they just added in as soon as they added them in. > > Anet is in effect what seems to be a random group doing random things with no real point when it comes to balancing. > > Like what? Update - December 11, 2018 "Following up on the previous balance release, we're continuing to update weapon traits to offer more meaningful options when players are not using the related weapons while also enhancing those weapons' playstyles if the player is using them. In particular, we updated a fair amount of warrior weapon traits and a few remaining traits in other professions. This update reworks all traits that react automatically to incoming control effects by applying control effects on the attacker. Traits that immediately punish players for successfully landing their skills, particularly when they are not very visible, teach the wrong things. The reworked traits are intended to encourage more active play and to provide new opportunities for the defender without outright punishing the attacker. In addition to crowd-control trait reworks, this update also addresses traits that deal instant damage and how they affect the game. The large majority of these traits have had their base damage increased while removing their ability to critically hit in order to improve pacing and reduce time-to-kill in competitive game modes. Certain traits that serve as the main source of a build's damage in both PvE and competitive modes have been modified so that they require critical hits in order to deal maximum damage, giving conditions like weakness more value. Finally, we're making changes to encourage more variety in boon-based support builds. **To start, we are opening up select skills for different professions that will allow them to share boons directly with up to ten allies.** In addition, we'll be reducing which boons mesmers and their specializations can apply since chronomancer is currently stifling other options due to its ability to easily apply all boons with Signet of Inspiration. Our goal here is to give value to different professions and specializations by making them all adept at applying specific boons to their allies so that multiple professions are needed in order to cover all boons." Read that.
  11. > @"AliamRationem.5172" said: > > @"Jski.6180" said: > > > @"AliamRationem.5172" said: > > > > @"Jski.6180" said: > > > > A means of inventing your atuments as an F5 (fire water to water fire) that is outside of the atument cd as well as a hard 3 sec cd lock on aumtnets swaps for both weaver and tempets would go a long way to fixing weaver tempest and core ele (core ele would have no globle cd on swaps). > > > > > > I don't understand this suggestion. If I'm currently in fire/water, then I was previously in water/x. Why would I want to switch back to water/x at that point? It means I have to rotate back through water/x and into x/water all over again when chances are I've already used the water skills (or why else would I have rotated into water in the first place?). All that just so I can access my 4 and 5 skill instantly? I'd prefer F5 Unravel as baseline to that. > > > > The ideal is to have a means of swaping to another atument set with out getting a free dule skill making the weaver class. so if your fire water your 1 and 2 are fire 3 the dule skill 4 and 5 are water. My suggestion would let the ele player inviead this to getting 1 and 2 water 3 the same dule skill and 4 and 5 becoming fire all outside of the stander atument swap cd of weaver. This means you have the abitly to changes your 1,2 4 ,5 skills faster as well as set up for you to hold your 4/5 skill as you want. > > > > What is wrong with the weaver atm is you can only atument swap one way you can only chose what atument your going into 1 2 skills not so much the atument you where in 4 and 5. As i cant see anet letting ele swap the 2ed part of your atument only and the amount of programing something like that could take. Letting a weaver simply invert there atuments they are in would be the best chose. > > > > Also it would work well with things like unravel where you could better chose what atument you will go full into in that moment. Weaver is about contorting part of your atument your in and i am asking for weaver to be able to control both atuments your in. > > > > The other part of the 3 sec cap goblble cd is more of an suggestion to make core ele tempest and weaver different from each other and not just simply having tempest and weaver sifincaly stronger then the core ele class. > > I'm having trouble understanding your explanation. How is swapping your mainhand and offhand attunements beneficial? It would leave you out of rotation with all of your skills on cooldown, wouldn't it? You'd almost have to use Unravel just to un-kitten yourself! You do not have to use it if you do not need to but its nice to be able to reivces the rotation as needed. It give the ele player more control over there 2 different atuments.
  12. > @"AliamRationem.5172" said: > > @"Jski.6180" said: > > A means of inventing your atuments as an F5 (fire water to water fire) that is outside of the atument cd as well as a hard 3 sec cd lock on aumtnets swaps for both weaver and tempets would go a long way to fixing weaver tempest and core ele (core ele would have no globle cd on swaps). > > I don't understand this suggestion. If I'm currently in fire/water, then I was previously in water/x. Why would I want to switch back to water/x at that point? It means I have to rotate back through water/x and into x/water all over again when chances are I've already used the water skills (or why else would I have rotated into water in the first place?). All that just so I can access my 4 and 5 skill instantly? I'd prefer F5 Unravel as baseline to that. The ideal is to have a means of swaping to another atument set with out getting a free dule skill making the weaver class. so if your fire water your 1 and 2 are fire 3 the dule skill 4 and 5 are water. My suggestion would let the ele player inviead this to getting 1 and 2 water 3 the same dule skill and 4 and 5 becoming fire all outside of the stander atument swap cd of weaver. This means you have the abitly to changes your 1,2 4 ,5 skills faster as well as set up for you to hold your 4/5 skill as you want. What is wrong with the weaver atm is you can only atument swap one way you can only chose what atument your going into 1 2 skills not so much the atument you where in 4 and 5. As i cant see anet letting ele swap the 2ed part of your atument only and the amount of programing something like that could take. Letting a weaver simply invert there atuments they are in would be the best chose. Also it would work well with things like unravel where you could better chose what atument you will go full into in that moment. Weaver is about contorting part of your atument your in and i am asking for weaver to be able to control both atuments your in. The other part of the 3 sec cap goblble cd is more of an suggestion to make core ele tempest and weaver different from each other and not just simply having tempest and weaver sifincaly stronger then the core ele class.
  13. > @"subversiontwo.7501" said: > It feels like this is one of those threads where things do not have to be mutually exclusive. > > The immob spam that exists shouldn't exist. I can't find a reasonable excuse for it (even as someone who enjoys to dabble in Ranger builds). The current condi spam is obviously also over the top and it was surprising that the most recent patch came with more power nerfs while leaving condi intact (I would have assumed that this would have been "the condi patch"). > > At the same time, like others have said, there are some ways to deal with the build. There are other condi builds that are even more ridiculous at the moment and the Ele as a class has it far from the worst against all those condi builds since Ele has a pretty fair amount of ways to deal with condi overall. > > So the over-the-top tone isn't necessary but the game would clearly be better without builds that can spam immob like that. I find the only real way to keep a talk about ele in the wvw forms is to have it a class vs ele or to only partly talk about ele in other ways. Oddly is not the same rule for the other classes on the forms. Weaver is for sure lacking in its swap speed and the players ability to control that swap. I think weaver in relationship to a 1v1 or even a 5v5 vs a root ranger a 3 sec cap swap cd (tempest needs to have this 3 sec gobble cd on swaps as well but it gets its overloads with in that 3 sec and core ele has no gobble cd on its swaps) as well as giving weaver a means of inverting its atuments (fire water to water fire) with an f5 with a cd of 3 to 5 sec out side of atument cds.
  14. A means of inventing your atuments as an F5 (fire water to water fire) that is outside of the atument cd as well as a hard 3 sec cd lock on aumtnets swaps for both weaver and tempets would go a long way to fixing weaver tempest and core ele (core ele would have no globle cd on swaps).
  15. Yep 3 years out and its still has the same problem from beta. I think tempest should have a 3 sec globle cd in-between swaps as well as weaver (tempest would get its overlode in that 3 sec as well) and core ele would have 0 globe cd in-between swaps. To make weaver feel less clunky there should be an F5 that lets you reviser your atuments so if your fire water your F5 will make you water fire. Lets put that F5 on a 3 sec cd as well.
  16. > @"Obtena.7952" said: > > @"Jski.6180" said: > > > @"Obtena.7952" said: > > > > @"Jski.6180" said: > > > > > @"Obtena.7952" said: > > > > > > @"Jski.6180" said: > > > > > > Another swing and miss on anet end how many times till they are called out? > > > > > > > > > > Every time ... because Anet decides the direction of the game. > > > > > > > > I get what your saying but often the direction is comply opposite of the way they wanted the game to go before. So take the tempest shout nerf in wvw even the overload nerf (this is a bit older) these where added in to start with to let the tempest class have big aoe support and make it unique from the other classes. This was not how tempest started but this is what anet decided the direction of what to do. This is what anet dose over and over they add in effects and then remove them nothing is being realty added to classes and over all the balance tends not to changes with nothing to fix a very boring meta. > > > > > > Yup, sometimes the original isn't good so they need to change direction ... I still don't see a problem there. You would rather they keep wasting time making something work they can't do? Weird. > > > > But that was not the original nothing we are playing is even close to the original yet its being balanced as if it is the original dont you understand? The game is still being balanced as if our traits give us hp healing power etc... and not the gear it self giving these effects. That why the gen classes have fallen way behind and the specialized classes have become more gen classes and are the meta. > > OH I understand ... I just don't see why that's a problem ... oh you still don't get balance is what Anet decides ... OK I see now the problem. Well person i like things to be more aggrieved aimed and less supported aimed i do not like the all in boon meta we have now and yes i play as an scraper because that seems to be the only allowed class out side of FB. The problem there no aim often anet nerfs things that where just buffed. It feels like no one is in charges at all. When they do seem like they have an aim it gets thrown out the next update. Its just random ppl doing random things for no good reason after they post about it once (on the day of the update). I also find that new things are forgotten the moment they are added in. Ele aura transmutation where a massive step for the class it gave a lot of life to old core weapons but there just one trait that is effected by it the fire one for condi clears on transmutation that it. Such a massive effect to a class realty needs to have more going on with it. They seemed to of forgot they added it in at all. I think this is true for other classes and there odd ball effects that you have to know the classes far better then i could. To get to your point of why the old effect and armor is a problem is that classes still very for hp and def yet they do not vary for power so you always have some classes simply have free hp / armor just because they started the game as such back when you got most of your power healing power vit from your trait line not your armor. Why that is a problem is it makes classes who need high stacking healing power to make there heals good become locked into building with high healing only yet classes who where more able to heal as a side note (there base heals where strong to start with or always going on) dont need to push healing as much so they have even more free space to push dmg or tanklyness. This is ture for dmg as well. Added note: This all become worst with the last major update as well as this update when they make skill and effect the same with out thinking about the full kit of the classes. Making hard cc that use to be dmg for a kit into nothing or making passive triggers into 300 sec even if the effect is week vs each other. The same could be said for removing 10 target effects from over all week and long cast time effects vs classes who have 5 very strong and low cd effects. There just no real thinking being done its just rules that are made up on the spot that only apply in that moment of time. This is how every update has been at this point.
  17. > @"Obtena.7952" said: > > @"Jski.6180" said: > > > @"Obtena.7952" said: > > > > @"Jski.6180" said: > > > > Another swing and miss on anet end how many times till they are called out? > > > > > > Every time ... because Anet decides the direction of the game. > > > > I get what your saying but often the direction is comply opposite of the way they wanted the game to go before. So take the tempest shout nerf in wvw even the overload nerf (this is a bit older) these where added in to start with to let the tempest class have big aoe support and make it unique from the other classes. This was not how tempest started but this is what anet decided the direction of what to do. This is what anet dose over and over they add in effects and then remove them nothing is being realty added to classes and over all the balance tends not to changes with nothing to fix a very boring meta. > > Yup, sometimes the original isn't good so they need to change direction ... I still don't see a problem there. You would rather they keep wasting time making something work they can't do? Weird. But that was not the original nothing we are playing is even close to the original yet its being balanced as if it is the original dont you understand? The game is still being balanced as if our traits give us hp healing power etc... and not the gear it self giving these effects. That why the gen classes have fallen way behind and the specialized classes have become more gen classes and are the meta.
  18. > @"Zeesh.7286" said: > Such a tragic thread tbh... That all of the threads on the ele forms...
  19. If you could push the burst skills to do more dmg and at the same time using the movement evasion skills to better place you self i can see it working out. The ranged on the hits are so hard to land as well as so much healing a class will have in the 1v1 or 5v5 fights a weaver d/d would work in seems like a lot of work for what you get out of it.
  20. Every thing keeps getting thrown out for new things over and over. This is true for classes and game play.
  21. > @"Obtena.7952" said: > > @"Jski.6180" said: > > Another swing and miss on anet end how many times till they are called out? > > Every time ... because Anet decides the direction of the game. I get what your saying but often the direction is comply opposite of the way they wanted the game to go before. So take the tempest shout nerf in wvw even the overload nerf (this is a bit older) these where added in to start with to let the tempest class have big aoe support and make it unique from the other classes. This was not how tempest started but this is what anet decided the direction of what to do. This is what anet dose over and over they add in effects and then remove them nothing is being realty added to classes and over all the balance tends not to changes with nothing to fix a very boring meta.
  22. > @"Arcaneus.6931" said: > > @"Jski.6180" said: > > Your best bet is to unlock tempest and weaver and use what build they have core ele is effectively a dead class. > > > > Super important to understand about gw2 is there are no mages classes as there no dmg types to start with. You can get effects that look like different dmg types though condis and unshockable but you realy do not find these effects on ele vs other classes. > > IMO what you said makes as much sense to me as having all heavy armor classes 1 melee weapon and the rest being long range only. Just think about it if that was the case, would you still enjoy it and say " that's the way it is because its GW2 "? > > I think it also devalues the armor types too Heavy, Medium and Light and their respective professions. Why bother making them options in game in the first place if majority of the classes are required to play at melee range to get any decent performance with the aid of elites and traits that makes Light armor just if not better than heavy armor classes at melee. > It was base off an older system of traits that was removed yet the armor types and hp amounts where not changed as well. GW2 is full of old out dated systems that where only partly updated or not updated at all. Ele is the class the suffered the most from anet "forgetting" to update things before moving on the next new thing.
  23. > @"Lillbryschan.3281" said: > > @"Jski.6180" said: > > > @"Lillbryschan.3281" said: > > > > @"Jski.6180" said: > > > > > @"Lillbryschan.3281" said: > > > > > > @"Jski.6180" said: > > > > > > > @"Lillbryschan.3281" said: > > > > > > > Cant help to think that the Tempestious Aura trait now will get reworked further down the line. Maybe stab share instead of might, or quickness on aura share? Would be nice. > > > > > > > > > > > > I think that what it called toxic positivity. They went from an non use trait to a high used trait (giving it 10 target shouts) and now back to what is most likely a non use trait. Anet is actively going back on there own ideals and planes fully knowing what will happen as they have the info of what it was like before. > > > > > > > > > > > > That why i go on about bate and switch balancing of the ele class. Often anet updates an effect on ele both a buff and a nerf (most of the time the buff is stronger) but then the buff is taken away and only the nerf remains. > > > > > > > > > > You mean my post was Toxic Positivity? Or the balancing? > > > > > > > > > > Either way. What I mean is. That trait could use some overhaul now and adding a boon like quickness or some more stab uptime to Tempest would be a nice addition for elementalist. Eles need to be moved into the 2020s, in some way. A new boon could be one way. > > > > > > > > Your point of view is that something is better coming from the thing that was nerfed. It just dose not happen for the ele class. Even the buff dont go anywhere for the ele class see transmutation. Always being positivist about bad things often become a copping tool and not real forward thinking. > > > > > > What!? I express a gut feeling I got after seeing the patch notes, and you jump the gun to label it with psychology, why? Are you trying to undermine me? You have no idea of what my "point of view" is or isn't. Even better trying to sit on me by giving some kind of life lesson in "forward thinking"? I really hope it's just a misinterpretation of my post, and sorry if that's my fault. I had a feeling that the trait will get reworked further down the line. Then I added what I wanted of that rework, something that sadly was a positive change. All meant to further discuss the trait with other ele players. Didn't expect this to happen though... But by all means. Keep up the negativity. I'm out. > > > > Well the point is every one is saying this point of view over and over on these forms at one point transmutation was going to be the golden time for the ele class and it all turned out to just be one trait and nothing more. Anet has no big plane for any thing and coming from the point of view that they do means you will always be "ok" with any thing they do and nerf to the ele class. It means your an endless collaborator for any thing anet chose to do. This is what is know as toxic positivity. > > > > This is true for all of the 300 sec cd passive traits that where going to get reworked one day... as well as the hard cc effect that use to do the real dmg of the ele kit getting no updates other then a dmg nerf. > > > > Ele is full of "traits that are just turning the corner that why they where nerfed" effects and skills. Its very much an abusive relationship point of view and its not a good give and take chat with aent. > > Ok, so you're basing this on assumptions then? I've never said I'm fine about the balance or all anet does. Where're you getting that from? And don't flame me for what others on the forum are saying. Toxic positivity is a state were too optimistic views threatens to cloud the reality. Where too big of a positive spirit are at risk of tipping over, to a point where it would cause more harm than good. How you're connecting what I wrote with that is beyond me. You're jumping to so many conclusions, twisting this, just to prove a point. You say that "Anet has no big plane for any thing and coming from the point of view that they do means you will always be "ok" with any thing they do and nerf to the ele class. It means your an endless collaborator for any thing anet chose to do." I can't argue about what Anet's plans are or aren't, I haven't talked to them about their plans. And I'd like to get my facts straight before I draw conclusions. But if I were to think that they did have plans, which I hope they do, that doesn't automatically mean I were to "always be ok with anything they did". It doesn't add up, and opinions can change. > > Funnily enough though, I actually agree with you for the most part. It's sad to see such a fun class with so much potential, be cast in shade. However. I'm a consumer of this game, and you're trying to fit your Toxic Positivity claim in a context where I'm clearly absent. I don't take stuff like game balance personal. For me, it's either good or bad, fun or boring, interesting or dull. A pretty objective point of view. In this specific case I felt an "interesting"-tingle, and wanted to further talk about it with other ele players to get a sense of your views. But to my remorse... > > So. To spare you further assumptions about my point of view, here it is: It's a game. I'm gonna play it for as long as I find it fun. And when I don't, I'll stop. Guild Wars 2 is a great game in my view, but it's just that, a game. I don't take it that seriously, as I feel you do. I mean, clearly. Firing on all cylinders there by talking of "forward thinking" and "endless collaboration". What I do get worked up about though, is when someone's stating false claims about me, twisting the facts to fit their own thesis. The question is not if you want to play gw2 or not its if you want to play ele. That where my point of view is and how i like to the game. Every thing that is fun about gw2 is with in the ele class that dose not mean the ele class is balanced and sadly the "meta" classes are meta because they do not play the game in a gw2 way. The question is can you play the game at all points at the same level as the other classes as the ele class and still have fun.
  24. Ele will get something that lets it give others reg protection swiftness and might as well as applying chill weakness cripal burning and bleed just like core ele, tempest and weaver. So it will just be the same class for the 4th time...
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