PVP Balance Patch - what about ele? — Guild Wars 2 Forums

PVP Balance Patch - what about ele?

Megametzler.5729Megametzler.5729 Member ✭✭✭✭

I would like to start a discussion about the upcoming changes to elementalist.

@Irenio CalmonHuang.2048 said:
(...)

Elementalist

With the addition of the weaver and sword abilities in Path of Fire™, the main-hand dagger weapon set has been struggling with its identity. The weaver's sword is intended to be a single-target, high-DPS weapon that relies on direct hits to deal damage. In this update, we're leaning into the dagger's close-range area-of-effect damage and burst attacks.

  • Cone of Cold: The base healing value of this skill has been increased by approximately 20%.
  • Cleansing Wave: The base healing value of this skill has been increased by approximately 20%.
  • Evasive Arcana: The base healing value of this trait has been increased by approximately 20%.
  • Arcane Abatement: Cleansing Wave: The base healing value of this trait has been increased by approximately 20%.
  • Swirling Winds: Reduced the radius of this skill from 400 to 360. The visual effect of this skill now displays a red ring for enemies and a white ring for allies.
  • Vapor Form: Fixed an issue in which this skill would sometimes fail to revive a poisoned player. Fixed an issue in which applying barrier to an elementalist in Vapor Form prevented them from being downed when the skill ended by timing out. Removed an unlisted function of this skill that caused it to apply regeneration to nearby allies.
  • Dragon's Claw: Projectiles from this skill now pierce enemies.
  • Ring of Earth: This skill has been slightly reworked. It now delivers an attack early in the animation, and then another attack upon impacting the ground. Bleeding duration per impact has been reduced from 12 seconds to 6 seconds. Initial impact damage is 27.5% of the final impact. Final impact damage has not changed from the skill's initial value.
  • Magnetic Leap: This skill has been renamed Earthen Rush and reworked.

    • Earthen Rush: Quickly dash along the ground, summoning damaging spikes along the way and then delivering an area attack, immobilizing any enemy struck.
  • Lightning Whip: The range of this skill has been reduced from 300 to 240.

  • Lightning Touch: This skill has been reworked and renamed Convergence.

    • Convergence: After a 1-second delay, lightning strikes the elementalist, dealing damage and weakening foes in a 240 radius while granting the elementalist fury for each foe struck.
  • Invoke Lightning: Fixed an issue in which this skill ignored the Disable Player Camera Shake option.

  • Glyph of Storms (Air): Fixed an issue in which this skill ignored the Disable Player Camera Shake option.
  • Imbued Melodies: This trait now uses the Lesser Sand Squall skill instead of the Sand Squall skill.

(...)

Since elementalist has been subpar since PoF hit, the whole ele community has been waiting for significant buffs. Call them reworks, changes or relative buffs by nerfing others, it doesn't matter. Fact is, nothing has really changed on ele for about 1.5 years now.

This patch will not change anything. Like, at all. Nothing on FA ele, nothing for weaver, tempest. There have been plenty of suggestions not only here in the PVP forum, but on the ele subforum as well.

So, I would like to ask elementalist players or interested community members to write down what you would like to see. I know, I know, I shouldn't ask for realistic changes, but I do it anyway. I do not want to see elementalist buffed to heavens, I just want it to be halfway competitive.

I'll give you a starting point.

For sword:

  • Increase ranges to 180, a multiple of 60!
  • Hand out some cover condis on AAs.
  • Increase some damages on dual skills slightly or make them castable backwards again (for kiting without weapon swap).
  • Increase some evade skill CDs like Riptide but give them more healing/AoE barrier or something OR reduce evade time and decrease CD.
  • Decrease ToF CD to 40s.

For tempest:

  • Give personal stab baseline, make AoE stab traitable.
  • Make auras 5s again, shocking auras ICD to 1s. Rework fire aura.

I'd love fury back in arcane... but that probably counts as unrealistic. I am not asking for PVE or WVW changes, purely PVP perspective.

So, what would you add? What would you not like to see? What about staff, FA?

Comments

  • Mbelch.9028Mbelch.9028 Member ✭✭✭✭

    I'd have them make D/D Elementalist not as wet-noodle-ey as it presently is. I was never a fan of Tempest, but D/D Ele was my original love in the game.
    How do they accomplish that? In my opinion, remove two things:

    • Remove the cooldown for swapping between elements for core elementalists, while putting an ICD on element swapping traits.
    • This will effectively remove chill negatively impacting ele weapon swap, which is a hard counter to ele.
  • LazySummer.2568LazySummer.2568 Member ✭✭✭

    For staff, I would increase the damage of Moonsoon by 40% and increase the bleed duration on Eruption by 0.5s in order to solidify staff elementalist's identity of being the hyper long range AoE specialist. Gust, Monsoon, and Plasma Blast no longer fire behind the elementalist.

    For scepter, in order to make the weapon more single target orientated, Flamestrike has been reworked into a new skill named Combustion, which is a single targeted, 600 range skill that takes 0.75s to cast and will strike the opponent after a 0.5s delay, doing direct damage and apply 1 stack of burning for 5s. Ice Shards, Arc Lightning, and Stone Shards have their range reduced from 900 to 600 to be consistent with the new skill as well as the melee mage theme that has been around since game inception. Fracturing Strike and Earthen Synergy no longer fire on a target that is behind the elementalist.

    For sword, there hasn't been enough incentive to use double attuned skills, so the damage of Aqua Siphon has been increased by 30% and Rust Frenzy now applies 1s of protection to the elementalist in addition to its previous effects. The healing output of Riptide has been reduced by about 20% and its evade duration shortened to 0.75s.

  • Thundabolt.8541Thundabolt.8541 Member ✭✭✭

    I'd love to see an improvement on conjured weapons. If I had to be honest, I'm finding it rather annoying to keep having people pick up the weapons that I summon, when I'm the one that needs them the most.

  • Swagg.9236Swagg.9236 Member ✭✭✭✭

    Have a thread: https://en-forum.guildwars2.com/discussion/73156/staff-buffs

    P.S. If you want baseline, low-effort stability, you actually dislike fun.

  • Usagi.4835Usagi.4835 Member ✭✭

    @LazySummer.2568 said:
    For staff, I would increase the damage of Moonsoon by 40% and increase the bleed duration on Eruption by 0.5s in order to solidify staff elementalist's identity of being the hyper long range AoE specialist. Gust, Monsoon, and Plasma Blast no longer fire behind the elementalist.

    For scepter, in order to make the weapon more single target orientated, Flamestrike has been reworked into a new skill named Combustion, which is a single targeted, 600 range skill that takes 0.75s to cast and will strike the opponent after a 0.5s delay, doing direct damage and apply 1 stack of burning for 5s. Ice Shards, Arc Lightning, and Stone Shards have their range reduced from 900 to 600 to be consistent with the new skill as well as the melee mage theme that has been around since game inception. Fracturing Strike and Earthen Synergy no longer fire on a target that is behind the elementalist.

    For sword, there hasn't been enough incentive to use double attuned skills, so the damage of Aqua Siphon has been increased by 30% and Rust Frenzy now applies 1s of protection to the elementalist in addition to its previous effects. The healing output of Riptide has been reduced by about 20% and its evade duration shortened to 0.75s.

    Why limit gameplay and variety by removing the ability to cast Monsoon, Gust and Plasma Blast behind you? The 0.5 second increase on bleeds from Eruption also seems inconsequential and wholly unrelated to your point about staff ele's identity. Scepter is the only 900 range weapon ele has and the only thing your changes accomplish is making scepter ele riskier to play, with no payoff, all for the sake of some nebulous 'thematic consistency', whatever that means

    I suppose before yesterday's change, mainhand dagger occupied the space inbetween scepter and sword. It's all well and good to have ideas of thematic design for balance but when that translates to gameplay that isn't particularly fun, I don't understand why anyone would be quite so masochistic as to embark down that path. Oh well, just another day in the ArenaNet office.

  • Ganathar.4956Ganathar.4956 Member ✭✭✭

    @Usagi.4835 said:

    @LazySummer.2568 said:
    For staff, I would increase the damage of Moonsoon by 40% and increase the bleed duration on Eruption by 0.5s in order to solidify staff elementalist's identity of being the hyper long range AoE specialist. Gust, Monsoon, and Plasma Blast no longer fire behind the elementalist.

    For scepter, in order to make the weapon more single target orientated, Flamestrike has been reworked into a new skill named Combustion, which is a single targeted, 600 range skill that takes 0.75s to cast and will strike the opponent after a 0.5s delay, doing direct damage and apply 1 stack of burning for 5s. Ice Shards, Arc Lightning, and Stone Shards have their range reduced from 900 to 600 to be consistent with the new skill as well as the melee mage theme that has been around since game inception. Fracturing Strike and Earthen Synergy no longer fire on a target that is behind the elementalist.

    For sword, there hasn't been enough incentive to use double attuned skills, so the damage of Aqua Siphon has been increased by 30% and Rust Frenzy now applies 1s of protection to the elementalist in addition to its previous effects. The healing output of Riptide has been reduced by about 20% and its evade duration shortened to 0.75s.

    Why limit gameplay and variety by removing the ability to cast Monsoon, Gust and Plasma Blast behind you? The 0.5 second increase on bleeds from Eruption also seems inconsequential and wholly unrelated to your point about staff ele's identity. Scepter is the only 900 range weapon ele has and the only thing your changes accomplish is making scepter ele riskier to play, with no payoff, all for the sake of some nebulous 'thematic consistency', whatever that means

    I suppose before yesterday's change, mainhand dagger occupied the space inbetween scepter and sword. It's all well and good to have ideas of thematic design for balance but when that translates to gameplay that isn't particularly fun, I don't understand why anyone would be quite so masochistic as to embark down that path. Oh well, just another day in the ArenaNet office.

    You are not replying to a serious post. It's all supposed to be a parody of how Anet balances elementalist.

  • Usagi.4835Usagi.4835 Member ✭✭

    @Ganathar.4956 said:
    You are not replying to a serious post. It's all supposed to be a parody of how Anet balances elementalist.

    Woops.

  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭
    edited April 24, 2019

    Do u really want arenanet balance team to focus on eli? Think hard on what ur saying.ur basically asking them to kill the class.

  • LazySummer.2568LazySummer.2568 Member ✭✭✭
    edited April 24, 2019

    Late Notes:

    • Fixed a bug with "Rebound" that allowed it to give unintended aura effects on targets that have received a lethal blow.

    +This thread should honestly be reported for being off-topic because it belongs in the Elementalist subforum

  • Stand The Wall.6987Stand The Wall.6987 Member ✭✭✭✭

    the problem with ele is that you press 20 buttons and achieve mediocre results. their sustain is tied into healing power, which has been successively overshadowed by op e specs for 2 xpacs. shout tempest + reaper meta was okish, tempest had some major drawbacks, whereas the pof elites don't have many. none of this comes as a shock as many if not all of you are aware of these things. ele needs a straight up numbers buff across the board. its not elegant but there is no other way at this point, short of nerfing everything else.

    Te lazla otstra.

  • Mr Godlike.6098Mr Godlike.6098 Member ✭✭✭

    How about devs try themselves to play ranked and test their ,, ele buffs" vs anything meta related. That would really helped...

    More on the topic:
    Tempest generally needs to have selfsustain on the level of FB, right now it would just explode after gank in competitive atm match.
    Weaver is just a mess, not trash but we need actually to have options to take offensive traits or amulets without heavy investing in healing power.

  • Ganathar.4956Ganathar.4956 Member ✭✭✭

    @Psycoprophet.8107 said:
    Do u really want arenanet balance team to focus on eli? Think hard on what ur saying.ur basically asking them to kill the class.

    You can't kill what is already dead. They already managed to kill it with their patches during the 2017-2018 period.

  • I wrote a post on the elementalist forums, figured I'd plug it over here as it applies https://en-forum.guildwars2.com/discussion/74598/tempest-in-pvp

    I have ideas for weaver but they'd require some core trait changes

  • There isn't any kind of an answer to "how to make ele viable", because it's impossible to do so with powercreep from other classes, I would simply nuke everything from the orbit with nerfs and then started patching up slowly to acceptable levels.
    Wishful changes:
    Elementalist: Phoenix from scepter fire 3 moved to staff fire 3
    Weaver:

    • Overall: reduced cast time on auto attacks on sword, increased auto attack range on sword to atleast 180 or 240, 4s global cd of attument for mainhand and 2s for offhand
    • Aquatic Stance: selfish, every Incoming damage converted into barrier and health (65% barrier, 35% health), 25s cd, 5s interval, 4s duration
    • Stone Resonance: enemies that attack you while in this stance will be slowed (2s of slow every 2s) and will get bleed (1 stack per 1 hit, 1s interval)
    • Weave Self: attack speed increased by 15% > Tailored Victory: reduced cast time, remove additional stack of stab
    • Flame Uprising: Increased speed and range to 600
    • Cauterizing Strike: changed into Cauterizing Wave, horizontal slash from left to right in a cone, range 240 (100% damage at 120 range, 50% damage at 240range, burn)
    • Riptide: removed evade and backpedalling effect, slash downward to the ground, creating wall of water blocking incoming attacks from the front for 4s, incoming missile type attack converted to barrier, static placement, range 180, radius 120, (waterfield, healing, regeneration)
    • Aqua Siphon: you "mark" ur enemy with "leak" allowing to siphon their barrier and health to yourself for 5s, range 240, single target
    • Polaric Leap: steal 1 boon (15s cd for just a teleport at 600 range with daze and superspeed is hilarious)
    • Quantum Strike: range 240, reduced cast time, increase damage of this ability by 1% for each vulnerability on enemy
    • Earthen Vortex: range 240, radius 240, cast 1s, spin around to uprise sand from the ground to create blinding and crippling dust that last for 4s, gain barrier for each enemy that gets blinded inside dust area (blind + cripple)
    • Rust Frenzy: changed into Earth's Cruelty, use blunt side of sword to smash enemy into the ground knocking them down for 2s and applying 8 stacks of bleed(4s), if enemy had cripple or immobilize or slow or chill, damage will be increased by 20%
    • No idea for sword twin skills, probably increase range and cast time...
    • Staff twin skills: increased speed travel, removed "pls kill me" root on pile driver
    • No ideas for Dagger twin skills since I didn't use it (clunky)
    • Scepter twin skills: reduced cast time (it's burst weapon after all...)
    • Trident twin skills look fine
    • Traits:
    • Elemental Refreshment: +Dual skills are unblockable
    • Elemental Pursuit: increased attack speed for each inhibiting condition on enemy up to 5 stacks (3% each)
    • Bolstered Elements: +increase stance duration by 25%

    This kind of changes I would like to see to weaver alone.

  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭

    If it was any other balance team I'd agree, but these ones will find away to bury it deeper while trying to promote it as a buff.

  • Megametzler.5729Megametzler.5729 Member ✭✭✭✭

    @BlazinFyre.2410 said:
    I wrote a post on the elementalist forums, figured I'd plug it over here as it applies https://en-forum.guildwars2.com/discussion/74598/tempest-in-pvp

    I have ideas for weaver but they'd require some core trait changes

    Yeah, on the ele subforum there were a lot of interesting threads. But after so much time ele is only being mentioned for sarcastic reasons in PvP. And noone was really talking about it anymore. I just felt we should have an ele thread here again. :tongue:

    Last time we spammed in the PVP subforum (and elsewhere), we got a response in our subforum, right? Asking for suggestions! It was a huge success!

  • Swagg.9236Swagg.9236 Member ✭✭✭✭

    @TrollingDemigod.3041 said:
    There isn't any kind of an answer to "how to make ele viable", because it's impossible to do so with powercreep from other classes, I would simply nuke everything from the orbit with nerfs and then started patching up slowly to acceptable levels.
    Wishful changes:
    Elementalist: Phoenix from scepter fire 3 moved to staff fire 3
    Weaver:

    • Overall: reduced cast time on auto attacks on sword, increased auto attack range on sword to atleast 180 or 240, 4s global cd of attument for mainhand and 2s for offhand
    • Aquatic Stance: selfish, every Incoming damage converted into barrier and health (65% barrier, 35% health), 25s cd, 5s interval, 4s duration
    • Stone Resonance: enemies that attack you while in this stance will be slowed (2s of slow every 2s) and will get bleed (1 stack per 1 hit, 1s interval)
    • Weave Self: attack speed increased by 15% > Tailored Victory: reduced cast time, remove additional stack of stab
    • Flame Uprising: Increased speed and range to 600
    • Cauterizing Strike: changed into Cauterizing Wave, horizontal slash from left to right in a cone, range 240 (100% damage at 120 range, 50% damage at 240range, burn)
    • Riptide: removed evade and backpedalling effect, slash downward to the ground, creating wall of water blocking incoming attacks from the front for 4s, incoming missile type attack converted to barrier, static placement, range 180, radius 120, (waterfield, healing, regeneration)
    • Aqua Siphon: you "mark" ur enemy with "leak" allowing to siphon their barrier and health to yourself for 5s, range 240, single target
    • Polaric Leap: steal 1 boon (15s cd for just a teleport at 600 range with daze and superspeed is hilarious)
    • Quantum Strike: range 240, reduced cast time, increase damage of this ability by 1% for each vulnerability on enemy
    • Earthen Vortex: range 240, radius 240, cast 1s, spin around to uprise sand from the ground to create blinding and crippling dust that last for 4s, gain barrier for each enemy that gets blinded inside dust area (blind + cripple)
    • Rust Frenzy: changed into Earth's Cruelty, use blunt side of sword to smash enemy into the ground knocking them down for 2s and applying 8 stacks of bleed(4s), if enemy had cripple or immobilize or slow or chill, damage will be increased by 20%
    • No idea for sword twin skills, probably increase range and cast time...
    • Staff twin skills: increased speed travel, removed "pls kill me" root on pile driver
    • No ideas for Dagger twin skills since I didn't use it (clunky)
    • Scepter twin skills: reduced cast time (it's burst weapon after all...)
    • Trident twin skills look fine
    • Traits:
    • Elemental Refreshment: +Dual skills are unblockable
    • Elemental Pursuit: increased attack speed for each inhibiting condition on enemy up to 5 stacks (3% each)
    • Bolstered Elements: +increase stance duration by 25%

    This kind of changes I would like to see to weaver alone.

    Don't be so pre-firing anet about this. Post-firing anet re-worked a bunch of skills. There's no reason why you couldn't do the same thing in a hypothetical sense. Skill reworks are the only way that you're going to see any decent improvement in establishing flexible playstyles that don't just involve somebody doing a PvE-tier rotation which makes them invulnerable while attacking and passively generating 25 might. There's a very good reason why my "Staff Buffs" thread is almost entirely comprised of skill reworks rather than just "This skill deals +X% more damage (or stuns) and casts faster now."

  • otto.5684otto.5684 Member ✭✭✭✭

    As game balance currently stands, I think ele needs HP pool increased to mitigate having the requirement to invest in both heal power and HP in almost every build.

    Every thing else is beating around the bush.

  • Nimon.7840Nimon.7840 Member ✭✭✭✭

    Lul. Eles still complaining? Your class is very good in 1v1 battles! If played right.

  • dronte.3416dronte.3416 Member ✭✭

    Eles still complaining about being underpowered when they are back to meta

  • Fortus.6175Fortus.6175 Member ✭✭✭

    I was perusing reddit and saw the changes to ele. Must say that increasing our healing is certainly a good step in the right direction, it was added to weapon that already has a relatively good time surviving. I will probably try it it out at some point down the line, but I just hope Anet keeps on nerfing other classes, rather than powercreep eles too.

    I honestly dont know how to buff traits without breaking eles, same for ways to survive fights without stacking health and healing with toughness. All I know is that I look forward to one day equip marauder on D/D and go nuts.

  • sephiroth.4217sephiroth.4217 Member ✭✭✭✭

    @Nimon.7840 said:
    Lul. Eles still complaining? Your class is very good in 1v1 battles! If played right.

    Fire Aura is broken and doesn't proc any traits including heals, condi removals or boons..

    Fire Aura is our most applied Aura so yea, gunna complain till its fixed.

    Not to brag, but I put together a puzzle in 4 days and the box said 2-4 years.
    Please allow team queue with rewards again at our own discretion.
    06210311 251521 121512

  • sephiroth.4217sephiroth.4217 Member ✭✭✭✭

    @Fortus.6175 said:
    I was perusing reddit and saw the changes to ele. Must say that increasing our healing is certainly a good step in the right direction, it was added to weapon that already has a relatively good time surviving. I will probably try it it out at some point down the line, but I just hope Anet keeps on nerfing other classes, rather than powercreep eles too.

    I honestly dont know how to buff traits without breaking eles, same for ways to survive fights without stacking health and healing with toughness. All I know is that I look forward to one day equip marauder on D/D and go nuts.

    You can do celestial rather well...
    10k firegrabs and so on...

    Just need fire aura fixed lol

    Not to brag, but I put together a puzzle in 4 days and the box said 2-4 years.
    Please allow team queue with rewards again at our own discretion.
    06210311 251521 121512

  • Widmo.3186Widmo.3186 Member ✭✭✭

    @Megametzler.5729 said:

    I'll give you a starting point.

    For sword:

    • Increase ranges to 180, a multiple of 60!
    • Hand out some cover condis on AAs.
    • Increase some damages on dual skills slightly or make them castable backwards again (for kiting without weapon swap).
    • Increase some evade skill CDs like Riptide but give them more healing/AoE barrier or something OR reduce evade time and decrease CD.
    • Decrease ToF CD to 40s.

    For tempest:

    • Give personal stab baseline, make AoE stab traitable.
    • Make auras 5s again, shocking auras ICD to 1s. Rework fire aura.

    I'd love fury back in arcane... but that probably counts as unrealistic. I am not asking for PVE or WVW changes, purely PVP perspective.

    So, what would you add? What would you not like to see? What about staff, FA?

    1.Range buff could be awesome, not game breaking, just QoL buff
    2.Meh, maybe just add chill to water aa, idk if it would be used anyway
    3.This one. T h i s freaking one. I have a question ANet, why the bloody hell revenant Sword 2 (Precision strike) which has almost the same animation as our Natural Frenzy can be casted while kiting to targets that are behind and we must be in 180 degrees facing them? So stupid and ridiculous.
    4.No. Please don't. I've been playing this game since beta, i already know how ANet "adjust" things, especially elementalist things and trust me, it will get only worse. Just dont touch Riptide.
    5.w/e

    Idc about Tempest, so i won't comment it. Weaver doesn't need massive healing/damage buffs (a bit would be appreciated, but not needed). What it need is QoL, like range, sometimes bugs on projectiles (also range issue) and projectiles castable backwards. It won't break anything, just make spec more viable.
    About good ol' dd core...Idk, just try things ANet, cant be much worse anyway :)

    Dont mind me, I just randomly spam 35 skill-buttons

  • i have some questions:
    what should be the strengths/ weakness of each elite spec? and how should they synergie with the different vanilla playstiles? (i mean also the strenghts of each posible vanilla build addapted on the elitespec, or what uniceness strenghts the elite specs should bring)

    atm weaver feels a little of the old dd build (with less power but more anoying evades), or like a better fa. Tempest on the otherside, feeled like the old spamming aoe staff ele or also a supporter (that he was too weak on vanilla-times).

    But how much new mechanics should the specs have and how much of the old playstiles it should bring back?

    also should elitespecs allways be stronger then vanilla? and on witch way should it be stronger/weaker?

    last thing: how much posible playstiles should be playable on each mode?

    ofc i would like to know this also on each profession but the discussion is only about ele^^. I think its more important to know how many playstile options we want and make them smoth as posible.

  • Megametzler.5729Megametzler.5729 Member ✭✭✭✭

    @Widmo.3186 said:
    (...)
    2.Meh, maybe just add chill to water aa, idk if it would be used anyway
    (...)

    The problem is, once there are some viable condi specs again, people will reequip serious condi cleanses. And one firebrand already has the ability to completely shut down a condi weaver. Or one prot holo. Or scrapper. Or drooid... or other weavers for that matter.

    There are basically no viable condi builds out there (except scourge), the rest ist just trolling, so few people really trait for condi cleanses. What could also happen: Reduce the cleanse potential of many classes. But I do not think that is realistic - it's be much easiert to give some cover conditions to underplayed builds.

    @Widmo.3186 said:
    (...)
    4.No. Please don't. I've been playing this game since beta, i already know how ANet "adjust" things, especially elementalist things and trust me, it will get only worse. Just dont touch Riptide.
    (...)

    This was meant to reduce the random evade spam. While ele does still not have the highest amount of evades (thief) or blocks/invulns/stuff, I would like to see the randomness reduced. In general, I admit, this should only happen together with nerfs to other classes (aegis spam, low CD blocks etc.).

    I got more:

    • Reduce CD of Ride the Lightning. 15s baseline or 10/20s if you want to keept the "on hit, reduce CD" mechanic. Make it somehow comparable to Swoop and Rush. This way dagger can be used as the offensive/mobility weapon and focus for utility/bunkering.
    • Give sword, scepter an aura and staff another one. Staff can be chosen freely, scepter would benefit from Shocking aura (giving some sustainability) and Sword could get Magnetic aura (no overlap with off-hand weapons) on a dual skill - maybe even double-attuned, should be fine.
  • Stallic.2397Stallic.2397 Member ✭✭✭

    @xp eke xp.6724 said:
    i have some questions:
    what should be the strengths/ weakness of each elite spec? and how should they synergie with the different vanilla playstiles? (i mean also the strenghts of each posible vanilla build addapted on the elitespec, or what uniceness strenghts the elite specs should bring)

    atm weaver feels a little of the old dd build (with less power but more anoying evades), or like a better fa. Tempest on the otherside, feeled like the old spamming aoe staff ele or also a supporter (that he was too weak on vanilla-times).

    But how much new mechanics should the specs have and how much of the old playstiles it should bring back?

    also should elitespecs allways be stronger then vanilla? and on witch way should it be stronger/weaker?

    last thing: how much posible playstiles should be playable on each mode?

    ofc i would like to know this also on each profession but the discussion is only about ele^^. I think its more important to know how many playstile options we want and make them smoth as posible.

    This doesn't answer everything, but core ele and all other core specs should get buffs to compete. Simple things can help core ele, like more barrier creation added to skills or change armor of earth to pulse stability instead of give it all at once.

    Upgrade conjures! Also, just like how they recently upgraded core Rev to have a mechanic specifically for core, they can do the same for ele. Give reasons to be core!

  • @ stallic.
    means your idea is to upgreat all specs to elite specs or downgreat all elitespecs to normal specs?
    If yes i like it :+1:

    yes it doesnt answer my questions, but it takes one question behind it: should the elite specs be something better or special?

  • Main topic : Fire auras from any source don't apply any healing or boon from aura traits.

    Current situation : not fixed (yet?)

    Greetings.

  • Lilyanna.9361Lilyanna.9361 Member ✭✭✭✭

    @Nimon.7840 said:
    Lul. Eles still complaining? Your class is very good in 1v1 battles! If played right.

    Name what classes we have a good match up against. I'll wait.

  • Quadox.7834Quadox.7834 Member ✭✭✭

    @Lilyanna.9361 said:

    @Nimon.7840 said:
    Lul. Eles still complaining? Your class is very good in 1v1 battles! If played right.

    Name what classes we have a good match up against. I'll wait.

    Well I don't play ele so I could be wrong but I think it would be easier to name the classes you are bad against: holo, soulbeast, spellbreaker.

    // Yanim

  • mortrialus.3062mortrialus.3062 Member ✭✭✭✭

    This is going to sound weird, but Greatsword Mesmer has always felt WAY more like how elementalist should feel and play in PvP than Mesmer should. Glassy, long range, very straightforward abilities, big burst damage that can carry a team. I feel like that sort of playstyle is something Arenanet should go out of their way to encourage on Elementalist in general. I get that being super sustainy and healing yourself with water spells is one of the main archetypes people want from elementalist, and there should always be room for that, but I think most people when they pick up elementalist want a long ranger nuker damage carry.

    After path of Fire Fresh Air Weaver and I really enjoyed the presence of that build just because it put more sorcery in this swords and sorcery RPG but it got nuked... real hard. I only see two or three players even run it in ranked.

    Sword as a weapon tool kit is lame. It doesn't feel like being a Magic Knight or a spellsword, wielding a sword to cast devastating elementalist magic. Sword should almost feel like scepter but with a close range auto attack. Your auto attack is melee but your 2 and 3 skills tend to be ground targeted area of effect skills like Phoenix and Dragon's Tooth are. It's just about the most boringly designed tool kit in the entire game.

    I think I'd like to see elementalist receive a very deliberately designed Righteous Instincts style bandaid. Something that will let them get a bit more sturdiness so that damage variants can run Valkyrie and still do damage so they actually have a bit of sturdiness and don't die to a stiff breeze. Something like:

    Burning Heart:
    Gain precision for each point of vitality from your gear. This precision bonus is decreased by every point of healing power from your gear.

    That way you can get more elementalists playing more exciting, less sleep inducing damage variants, bring a much needed to style of character to GW2 PvP we just don't see much of at all. And it'd be designed in a way to give us damage variants but not allow sustaining support or bunker elementalists to take advantage of it by giving them both high damage and self healing.

    The Psychomancer: Mesmer Elite Specialization Suggestion

  • Lilyanna.9361Lilyanna.9361 Member ✭✭✭✭

    @Quadox.7834 said:

    @Lilyanna.9361 said:

    @Nimon.7840 said:
    Lul. Eles still complaining? Your class is very good in 1v1 battles! If played right.

    Name what classes we have a good match up against. I'll wait.

    Well I don't play ele so I could be wrong but I think it would be easier to name the classes you are bad against: holo, soulbeast, spellbreaker.

    Holosmith
    Revenant
    SoulBeast
    Warrior of all variants
    Core Guard
    DH (somewhat)
    Thief of all variants except maybe Condi
    Mesmer of all variants except maybe Condi
    Necro of all variants

    Oh man, it's great to be weak against literally most classes other specs because of lack of any meaningful traits compared to that whole list.

  • Jski.6180Jski.6180 Member ✭✭✭✭

    Ele is not realty a class in gw2 just a collection of armor and trates that realty any other class can pull off better. There some massive bugs that in effect nerfs the class at the time of a roll out of wepon buff all because a name was changed with out any real communication from anet about it. For sure anet dose not think ele is a real class.

    See ELE forms and you will get my views.

  • Stand The Wall.6987Stand The Wall.6987 Member ✭✭✭✭

    some sustain and survivability on staff would be really nice.

    Te lazla otstra.

  • Quadox.7834Quadox.7834 Member ✭✭✭
    edited May 1, 2019

    @Lilyanna.9361 said:

    @Quadox.7834 said:

    @Lilyanna.9361 said:

    @Nimon.7840 said:
    Lul. Eles still complaining? Your class is very good in 1v1 battles! If played right.

    Name what classes we have a good match up against. I'll wait.

    Well I don't play ele so I could be wrong but I think it would be easier to name the classes you are bad against: holo, soulbeast, spellbreaker.

    Holosmith
    Revenant
    SoulBeast
    Warrior of all variants
    Core Guard
    DH (somewhat)
    Thief of all variants except maybe Condi
    Mesmer of all variants except maybe Condi
    Necro of all variants

    Oh man, it's great to be weak against literally most classes other specs because of lack of any meaningful traits compared to that whole list.

    In my experience of plat 3 eu ranked you are underestimating weaver with this list. I hiiighly doubt you lose 1v1 to thief for example.

    // Yanim

  • Razor.6392Razor.6392 Member ✭✭✭✭

    Sorry guys, it's my fault. It always happens to the characters I main or the classes that I like. Ele and thief will forever be trash tier and see no significant buffs.

    Never said I'm the best, but I believe I'm better than you.

  • sephiroth.4217sephiroth.4217 Member ✭✭✭✭
    edited May 1, 2019

    @Lilyanna.9361 said:

    @Quadox.7834 said:

    @Lilyanna.9361 said:

    @Nimon.7840 said:
    Lul. Eles still complaining? Your class is very good in 1v1 battles! If played right.

    Name what classes we have a good match up against. I'll wait.

    Well I don't play ele so I could be wrong but I think it would be easier to name the classes you are bad against: holo, soulbeast, spellbreaker.

    Holosmith
    Revenant
    SoulBeast
    Warrior of all variants
    Core Guard
    DH (somewhat)
    Thief of all variants except maybe Condi
    Mesmer of all variants except maybe Condi
    Necro of all variants

    Oh man, it's great to be weak against literally most classes other specs because of lack of any meaningful traits compared to that whole list.

    Rev, thief, mes and necro shouldn't be an issue?
    Maybe mantra mes if thats what you meant

    That's a DD Tempest point of view though

    Not to brag, but I put together a puzzle in 4 days and the box said 2-4 years.
    Please allow team queue with rewards again at our own discretion.
    06210311 251521 121512

  • Stallic.2397Stallic.2397 Member ✭✭✭

    @Quadox.7834 said:

    @Lilyanna.9361 said:

    @Quadox.7834 said:

    @Lilyanna.9361 said:

    @Nimon.7840 said:
    Lul. Eles still complaining? Your class is very good in 1v1 battles! If played right.

    Name what classes we have a good match up against. I'll wait.

    Well I don't play ele so I could be wrong but I think it would be easier to name the classes you are bad against: holo, soulbeast, spellbreaker.

    Holosmith
    Revenant
    SoulBeast
    Warrior of all variants
    Core Guard
    DH (somewhat)
    Thief of all variants except maybe Condi
    Mesmer of all variants except maybe Condi
    Necro of all variants

    Oh man, it's great to be weak against literally most classes other specs because of lack of any meaningful traits compared to that whole list.

    In my experience of plat 3 eu ranked you are underestimating weaver with this list. I hiiighly doubt you lose 1v1 to thief for example.

    Yeah... That list is exaggerating a bunch. Of course, builds are different so each build handles counters differently.

    In my experience, core guard and Rev counter hard cause of their burst. All the others are challenging but not impossible.

    Theif is the only class I truly laugh at when fighting. Ele is a great dueling class

©2010–2018 ArenaNet, LLC. All rights reserved. Guild Wars, Guild Wars 2, Heart of Thorns, Guild Wars 2: Path of Fire, ArenaNet, NCSOFT, the Interlocking NC Logo, and all associated logos and designs are trademarks or registered trademarks of NCSOFT Corporation. All other trademarks are the property of their respective owners.