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BlazinFyre.2410

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Everything posted by BlazinFyre.2410

  1. Dragonhunter and Renegade are both very strong builds when it comes to damage, and they both can carry team fights. These builds lack the personal survivability that the other damage builds have which makes them much more susceptible to being trained down. This is why I called them inconsistent as they can be near unplayable into some enemy teams.Reaper is in a similar situation and I can see it being bumped up to A- but not much more than that. Reaper can be just as good as an A tier class if it has a support with it, but since this is a soloq class, i'm trying to gauge the individual strength of the class.Decap druid is an excellent far-node harasser and can easily survive most 1v2s while still decapping the point after, not sure where you're getting its trash
  2. This solo queue tier list is based on my experiences in plat+ rating. There is no ordering within tiers.S (OP builds that need to be nerfed) A (Good builds that are consistently useful) Power HeraldDaredevilDeadeye (This build is most likely A- with most players, but can definitely be considered A with a competent player)Explosive HoloProt Holo (Not many people play this anymore, I think its a decent build but could be B tier)Decap DruidPower SoulbeastCondi Soulbeast (Not quite popular yet, some may consider it B tier)Core RangerFire WeaverTempestScourge Core NecroA- (Not consistent enough to be A tier, most have potential to be S tier if not focused) Power RenegadeDragonhunterFull Damage SoulbeastMirageCondi HeraldB (Playable builds that aren't quite at the power level at A, decent nonetheless) Core RevSpellbreakerShoutbreakerCore GuardDPS GuardCore ThiefNon-decap DruidReaperB- (Just below the cut of being called alright, has issues) ChronomancerScrapperFirebrandC (Pretty much unplayable, team liability) Non-spellbreaker WarriorCore EngiCore MesCore Ele-The only build I fully support nerfing is Decap Druid. The build just abused conquest mechanics and is not healthy for the game.-Deadeye is on the watch list as it can pump out high damage repeatedly with good survivability via stealth. -The recent scourge nerfs knocked it down a peg while retaining its viability, It may see more nerfs if the current scourge iterations don't make the vision of what it should be. -As for buffs, Warrior and Guardian are the most likely candidates. I would be hesitant to advocate for any buffs quite yet until some other builds are addressed, but warriors are underperforming across the board.-Mesmer is right on the edge of viability and more people are starting to play it. The most common request for mesmer is sustain buffs, but I wouldn't pull the trigger on that until a lot farther down the line. Mirage has found itself a home in the role as a roamer as opposed to a side noder and I believe this is a great direction for the class. Feel free to ask for my reasoning on any of the placements. I know I missed a couple builds, such as condi thief, but that is because I haven't seen them enough to really place them accurately.
  3. Just going to throw out a suggestion for having a breakdown of heals received on death like we get for damage received. i.e. when a holo dies they see how much heat therapy healed them for, healing turret, etc. It would be helpful for determining actual sustain on certain traits and runes which can lead to better build decisions and balance discussions. :^)
  4. 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
  5. I agree that it's hard to live as a tempest when being focused. To be fair, against good players its hard to live as a firebrand as well. Thats just the support life after they deleted cleric's amulet. I would actually argue that its more difficult for a firebrand sometimes as tempest can have both obsidian flesh and stone heart. While stone heart requires you to camp earth when focused, it can really provide your team with the time needed to peel for you. Also not to mention d/f has shocking aura which is a really good self peel, as well as for teammates if you take powerful auras. With the changes I proposed, having stab from overloads or lucid singularity can help a lot with kiting when focused.I think it's also important to note that a support being able to be burst down is probably a good thing. Back when cleric's existed, tempest was a hard to kill bunker that required 2+ people to take down and really slowed down the pace of the game. Builds like that aren't healthy which is why I don't think tempest needs too much extra defense and instead FB should just be brought down to its level. Just for reference to those reading I'm going to attach two tempest builds that are probably the best to run, I prefer the dagger/focus build:http://gw2skills.net/editor/?vFAQJAodn0XCVYiNYCGYCcYilNAb4BEAugu71/6hlYFcBqAA-jJxHABKfCAA4BAoz+DyXGAAhttp://gw2skills.net/editor/?vFAQFAWn0XCVYiNYCGYCcYiFWAz9q2VLrEJgDQAoYD0AqAA-jJxHABKfBAA4BAIfZgf2fAA(I have a build that uses fire line for condi clear bouncing around my head but thats TBD)
  6. For the last while, Ele has been in the state of "good but largely overshadowed" in almost every build it has. More specifically, I believe Tempest to be a decent support in PvP but it just pales in comparison to a Firebrand. I think the main buff to tempest would be nerfing Firebrand as its too dominant in every aspect of support, but I'm here to talk about Tempest. These are just some of my ideas to bring it up to par as a support option, I'll just go through all aspects of tempest and give my thoughts! (as a side note, if you're wondering who this random is and why do they think they're smart enough to give suggestions on all this: I played tempest in the gw2 Pro league and have been playing this game since launch :smile: ) Overloads:I feel overloads are mostly good, if theres anything to take issue with, it'd be the 4 second cast time and the identity of fire overload. A 4 second cast time is a huge commitment, especially when you have to trait for the stability. I don't necessarily think this needs to change but I think lowering the casts to 3 seconds would be nice.As for fire overload, I feel it is the most useless for all intents and purposes. Water overload is useful for large healing, air overload is great for cleaving in team fights and downs, and earth overload gives stability and a lot of protection for damage mitigation. Fire overload is good for some damage but i feel in almost every circumstance, air overloading is better. Perhaps increasing the AoE slightly and increasing how much might it pulses, while reducing its damage, could be a change. This way it isn't competing with air overload for damage and instead is used as a way to buff party damage. Shouts:I think all the shouts are in a pretty decent spot, feels the burn is a bit underwhelming. Feel the burn could receive a buff to its raw damage or an increase to how many burns it applies, to give tempests a more offensive shout. Another idea is to maybe implement ammo for it.Traits:Here lies my main suggestions for Tempest. I feel like some restructuring needs to be done. The adept traits are mostly fine but master and grandmaster could use some help. Speedy Conduit is really, really underwhelming as a trait. I think it would be nice to merge this trait into Lucid Singularity so that LS removes movement impeding conditions AND makes you go faster (with swiftness or superspeed). I think then Lucid Singularity would be deserving of a GM spot.From a PvP perspective, if you aren't taking Elemental Bastion, you're just trolling. Elemental Bastion is so core to any tempest build, its just crazy you have to trait for it. I think an accurate comparison would be if you had to take a GM trait on chrono to get alacrity on shatter, or if you had to take a trait on scourge so that punishment skills converted boons. If you merge speedy conduit and lucid singularity together, you leave a minor trait slot in which you can put Elemental Bastion. Note that it would just be the aura healing part, the passive can be removed.Now that we have a GM slot open, I think moving Harmonious Conduit there and buffing it to apply its stability in an AoE to allies as well (keep as 1 stack or up to 2). This would help tempest compete with Firebrand as to the boons it can provide. The damage modifier on the trait could move to another more dps oriented trait or it could stay and even apply to allies as a support option.Imbued Melodies is a strange trait to have as a GM, I don't exactly get its purpose. I think moving it down to the master tier and changing the flat 300 concentration to 120 base and extra 120 while wielding a warhorn would be a nice change.I realize Tempestuous Aria is not an sPvP focused trait, but that doesn't mean the sPvP version cant be changed to make it useful. It would be interesting if the might stacks were buffed up to ~4 stacks. EDIT: credits to jeffies for this suggestion, giving this added condi clear would be nice. it also lets tempests choose between this and invigorating torrents besed on matchup without having bothUnstable Conduit is good, but it would be interesting if it was made to apply the aura to an AoE, so you could have access to allied shocking aura without taking powerful auras.Now after all these changes theres a slot left for a new GM trait. Tempest doesn't currently have many options for offensive builds so I think it would be interesting if a new damage focused GM trait was added. (comment ideas!)tl;dr of trait changes: elemental bastion as a minor trait in place of speedy conduitMaster traits are Tempestuous Aria, Invigoration Torrents, and adjusted Imbued MelodiesGrandmaster traits are Lucid Singularity with added superspeed or swiftness, Harmonious Conduit but now AoE, and a new offensive trait to expand options for tempest buildsWarhorn:I see warhorn as being the support option for an offhand. If you want damage, you take dagger. If you want survivability, you take focus. So the main goal would be to move warhorn into a more supportive direction. A lot of changes are to speed up casts so that warhorn can have more reactive play. Lower the cooldown of heat syncPotentially have wildfire pulse might to allies standing in it, this way its easier to get value off of heat syncremove the delay from the cast of Tidal Surge to when it goes offMaybe give an effect for when water globe ends. (AoE Healing, or regen, or vigor, etc)make cyclone pull the entire area at the same time instead of a sweeping pulllightning orb right now is pretty strange to have on a support weapon, maybe change it to be a lightning field as well?speed up how fast the sandstorms from dust storm come out.Thanks for reading all my suggestions and comment any ideas you have! I'm really open to discussion as I enjoy all elementalist builds and want to see it do well :smiley:Edit: obviously i'm biased towards making it good so also voice dissenting options
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