May 05, 2006, 04:47 AM // 04:47
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#61
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Krytan Explorer
Join Date: Nov 2005
Location: Liverpool
Profession: Mo/
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I feel the need to post this simply because it is pretty cool quote.
Quote:
Originally Posted by Ensign
I can give you a nice summary of our 6-0 run to the American Championship Title.
Quarterfinals, Game 1 vs. EnS: I forget what they were running this round (sorry). We used Crippling Shot and Gale locks to hold their Monks in place while 3 Warriors beat the shit out of their backline. They routed around the 4 minute mark.
Quarterfinals, Game 2 vs. EnS: they put in a couple hexers this game, and ran something pretty similar to their normal build. We had a Domination Mesmer this time to break through their defenses as well, so we Crippled and shut down their backline with our ranged support while we beat the crap out of them with 3 Warriors. They routed around the 3 minute mark.
Semifinals, Game 1 vs. EP: They're running some weird split build based loosely on what War Machine normally runs. They send four guys around to the side of our base at the beginning, our Warriors follow them in and kill their Monk twice and some other guy once inside of 3 seconds. Crippling Shot and Gale destroys them on the retreat as our Warriors rage their backs. They auto-res at the two minute mark and come out the front gate as a full team. We Cripple their Monks, shut them down, and obliterate them with Warriors in about 50 seconds.
Semifinals, Game 2 vs. EP: They switch to a fast cast barrier spike. They get an early spike off, but by then our Warriors have beaten the energy out of them and they're forced to retreat. Again we cripple and gale them down while we rage their backs. They turtle for a bit then creep back to the flag stand, where we lock down and snare their backline again and rock their faces with Warriors. They do this one more time, and on the retreat they just can't deal with 3 Warriors beating on a character that can't run away. They start to die just after an autores timer and we finish off the Lord.
Finals, Game 1 vs. TE: The best game of the playoffs IMO. On Warrior's Isle they send their whole team around the side. We make a mistake and split 5/3 instead of 6/2, splitting up the Monks, and their Warriors destroy the 5/3 Monk that followed them in twice before the team reforms. We can't stabilize and have to retreat into the base, taking some casualties from Warriors beating on snared teammates. We stabilize in the base but can't push out with a monk with bad DP and no ressigs. Our Cripshot guy sneaks out and manages to cap the flag, though. We hold out for a bit, and our cripshot guy wins a duel with their Cripshot guy at the flagstand, securing us a morale bonus. Their team sees this happen and starts to retreat, a mistake IMO, and we rage their backs with snares and warriors. Once we're all back at the stand we lock down their Monks and obliterate them with galelocks and Warriors. They break pretty quickly, and we follow the momentum into their base and kill the guild lord before they can recover.
Finals, Game 2 vs. TE: They switch to a pretty poor build IMO, lots of degen but only one Warrior and no spike to punish us for having a bunch of low targets. We control the degen with a Heal Party / Martyr guy who hides out in the back. Their Monks have Balanced Stance to break the knocklocks, but it has a downtime and we Galelocked and obliterated their Monks with our Warriors when it was down. They break in a few minutes under all the Warrior pressure at the stand and are forced to retreat. They turtle at the lord, but with no spike power we have no deterrance from making commando strikes on their NPCs. We pick off archers and casters one at a time with Warrior pressure and adrenal spikes, and eventually they get DPed out and they break.
Important features:
Crippling Shot and Gale to control movement and give your Warriors free reign to beat on whoever they want.
Mesmer shutdown to enhance Warrior pressure.
Protbooners with good condition removal to keep Warriors healthy and clean.
Warriors rocking people's faces.
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Read and understand what the simple facts are.
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May 05, 2006, 04:57 AM // 04:57
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#62
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Krytan Explorer
Join Date: Nov 2005
Location: Liverpool
Profession: Mo/
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Quote:
Originally Posted by Ira Blinks
Seems most logical how people who say that eles are fine have warrior or ranger as their primary character... I mean really eles have to be fine if you can own then by selecting target and hittin spacebar, right?
Also whats the deal with mocking PvE? I play PvE only (gave up on worthless state of pvp ballance long ago) and I used to enjoy it back when I didnt have to beg people to take me in their group. If someone here doesnt play PvE he can go and mind his own business, because retarded arguments like "pve doesnt matter" going to get thrown back in their face.
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No I play a monk. I want my elementalists blinding warriors trying to kill me than wasting time doing redundant damage that is easy to heal.
I am sorry for mocking PVE but frankly it is completely irrelevent in this discussion. So it isnt a retarded argument. So when I say PVE doesnt matter I mean it in the context of the thread. Elementalists dont do as much damage as a warrior end of story.
Sam
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May 05, 2006, 07:49 AM // 07:49
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#64
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Lion's Arch Merchant
Join Date: Feb 2006
Guild: Crystal Indignation
Profession: R/W
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Ok I understand you saying that nuking sucks but there are many other skills an elementist can do.
Nuking can be usefull for gvg when your nuking the flag spot as you knock em all down and deal fair amont of damage but apart from that people can just walk out of it, so nuking is really only good for PVE.
Warrior axe ablities are good but they are no way the best, the adreline skills are very costy apart from cleve which is an elite and only cost 3 adreline. Sword on the other hand now thats a good weapon if done right here's a good attack build for W/R apply poison, sever artry, gash and final blow as you first do -3 health degeration then bleed which is anouther -3 then gash which lowers health by 100 then final blow to finish em off...but does that mean warrior is the best lol no way.
A elementist with elemental attument has near anouth inf mana as he gets 50% of the energy cost back and that lasts (according to the offiacl prima Guide book) 45 seconds and the recharge is 60 but surly you could be fine for 15 seconds.
And as for the complaits on warriors being uber damage dealers and one of the best trust me when you play as the so called amazing warrior monk class you will relise that they aren't as uber as they little 5 year olds make out. Best way to know a characters weakness is to play as that character. Warriors have two nemies's which are the Necro and Mesmer as mes can shut down a warriors addrelin skills and steal all his energy and the new necro skill can even shut down warriors skills for 20 seconds max.
If you really think that an elementist is the character you will woop your strongly mistaken. An elemtist and a Assain are the anti Necro and Mesmers as the assain can just teleport to a mesmer and open a can of woop ass. You know one of the Assain skills is that he can't be targeted by spells for a few seconds? so yeah you might go mental and think W/A would rule but nah the mana regen sucks so it would take ages and whats the point when the recharge would take ages. Hence why the so called crap assain will kick ass in pvp (if played by a pro) as not only are all their skills energy based and do crytical damage but they can teleport and deal tons of conditions on you, what is the assains nemies? warrior hands down hammer one would kick ass against them...its great that now assains are in the game everyone has to re-think straedgies not just go straight for monk then ele then ranger then warriors. Arena net have now made it loads more balanced and more tactical.
whilst the Elementist can deal loads of damage on the mesmer using skills like cystal wave or vairety of fire skills to burn him. There is no point complaining that warriors do better damage than elementists beacuse though yes they do warriors are very easy to shut down whilst a elementist isn't. I see the elementist as the high support char as they can do over 100 damage if you assit a warrior who is doing 300 (i kinda dought its that much to be honest) but anyway your doing an extra 400 to the char almost killing that one char or help em out the warrior by putting burn on his foe that -9 degen! so I dought you char is useless you just feel like that cuz you've been a poor teams perhaps or maybe no offense but need to really think about your skills.
As i said if any of you can come up with a warrior build that is sooo powerfull and can't be shut down then tell me and i'll work an anti one.
Last edited by Tien ak; May 05, 2006 at 08:07 AM // 08:07..
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May 05, 2006, 09:09 AM // 09:09
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#65
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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Quote:
Originally Posted by pah01
No you still dont understand that stupidity of the enemy team / AI standing in your Nukes DOES NOT makes elementalists deal more damage than a warrior.
Mentioning Altar maps as a place in HA where fire eles are viable is irrelevent because they have to SAVE their skills for opportune times where they will have more effect.
Mentioning Random disorganised 12v12 matches is irrelevent because in reality GW is a competetive game about skill and not nuking random fools too stupid to see that they are being all killed by the same shower.
This pretty much sums up any argument.
Here is the master post on this topic.
http://www.guildwarsguru.com/forum/s...y+nuking+sucks
Read the post I linked, then wake up and understand that elementalists suck at dealing damage.
If you dont bother to read Ensign then you will never be smart eneogh to realise how wrong you are.
If you dont Understand Ensign then I am wasting my time.
ELEMENTALISTS SUCK AT DEALING DAMAGE
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Some nice quotes from other parts of the thread.
Which is confirmed by you while still not understanding the above fact.
Wards against what exactly - Hmm warriors...
Sam
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Wow, flame much?
I've read ensign's post, and he makes a lot of good point. A pure damage ele in GvG context, quite frankly, sucks. An ele spamming flare looks like an idiot, and I let every one I see know it.
I'm still not clear on why this game is only about GvG. Can you find the the Anet message that says we really shouldn't bother with anything in the game except GvG? Should we all stop playing PvE, 12v12, random arenas, 4v4 and HoH because you have now enlightened us to our True Purpose in Guild Wars? My ele is quite proficient at dealing damage in all those contexts, but not in GvG. I'm willing to live with that because your warrior sucks at dealing with pretty much anything in 12v12.
If I find a build that works in 12v12 effectively, am I not playing in a competetive way? I'm killing other PC's right? Sounds pretty much like the definition of competition to me...
Why exactly is saving skills for the moment when the have maximum effect a bad thing? Shouldn't all skills be used that way? I don't see shock warriors using shock every time it pops up, they use it at *gasp* convenient times. If I can drive the enemy from the altar or from their precious wards, I've created an awful lot of damage, both through my own power and the power of warriors on my team.
Ensign is a smart guy and a great GvG player, which is exactly what his post is talking about. Maybe ensign could come correct me if I'm wrong on this, but he is NOT referring to every single other aspect of the game (Perhaps because the rest of the game doesn't matter? If so, could you drop a line to the 99% of GW players not in a top GvG guild?).
Basically, come down out of your elitist ivory tower of high level GvG and play the game with us "random fools". I'll be more than happy to watch you die in a fire in a 12v12 match.
Quote:
Originally Posted by Tien ak
Ok I understand you saying that nuking sucks but there are many other skills an elementist can do.
Nuking can be usefull for gvg when your nuking the flag spot as you knock em all down and deal fair amont of damage but apart from that people can just walk out of it, so nuking is really only good for PVE.
Warrior axe ablities are good but they are no way the best, the adreline skills are very costy apart from cleve which is an elite and only cost 3 adreline. Sword on the other hand now thats a good weapon if done right here's a good attack build for W/R apply poison, sever artry, gash and final blow as you first do -3 health degeration then bleed which is anouther -3 then gash which lowers health by 100 then final blow to finish em off...but does that mean warrior is the best lol no way.
A elementist with elemental attument has near anouth inf mana as he gets 50% of the energy cost back and that lasts (according to the offiacl prima Guide book) 45 seconds and the recharge is 60 but surly you could be fine for 15 seconds.
whilst the Elementist can deal loads of damage on the mesmer using skills like cystal wave or vairety of fire skills to burn him. There is no point complaining that warriors do better damage than elementists beacuse though yes they do warriors are very easy to shut down whilst a elementist isn't. I see the elementist as the high support char as they can do over 100 damage if you assit a warrior who is doing 300 (i kinda dought its that much to be honest) but anyway your doing an extra 400 to the char almost killing that one char or help em out the warrior by putting burn on his foe that -9 degen! so I dought you char is useless you just feel like that cuz you've been a poor teams perhaps or maybe no offense but need to really think about your skills.
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Um, I think he's got ya by the plums here man. Nuking the flag stand in GvG will at very most, annoy their flag runner. Axe warriors do deal consistently higher DPS and better spikes than sword warriors (at least they did in prophecies). Nuking is ok in PvP, but you have to wait for the correct oppurtunity. A subtle spell like unsteady ground or eruption is effective because people don't really notice it, unlike the rock-chucking meteor shower or incredibly obvious firestorm.
An ele is actually much easier to shutdown than a warrior. A good punch in the face shuts him down pretty easily, or a good interrupter, or edenial, or.....
I don't think you should ever count on being able to finish off one character with your ele alone. A warrior does far superior damage to a single target. My usual strategy in 12v12 is to wear the enemy down with AoE and cheap spell spam then finish them off with a quick spike of obsidian flame. It really is unfortunate that 12v12 doesn't matter, guess I'll have to quit playing it.
Last edited by Dr Strangelove; May 05, 2006 at 09:20 AM // 09:20..
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May 05, 2006, 11:58 AM // 11:58
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#66
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Quote:
Originally Posted by Dr Strangelove
Ensign is a smart guy and a great GvG player, which is exactly what his post is talking about. Maybe ensign could come correct me if I'm wrong on this, but he is NOT referring to every single other aspect of the game (Perhaps because the rest of the game doesn't matter? If so, could you drop a line to the 99% of GW players not in a top GvG guild?).
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Well clearly I focus heavily on GvG but I don't think the problems with elementalists (and caster damage in general) are exclusive to that format.
Just as a brief rundown of why elementalists are played at all in GvG:
1) Ether Prodigy. Best energy engine in the game by a landslide.
2) Heal Party, coupled with the Prodigy. The powered Party basically lets you diffuse any party-wide pressure, and handles cleanup duties to spare the monk's energy.
3) Blinding Flash (Ward Against Melee, Blurred Vision). Part of this is simply people realizing how powerful warriors are, and being willing to devote a character, or even multiple characters, to stopping warriors in a big fight. The reason it stuck, IMO, is because a Blinding Flash guy can neutralize a physical attacker 1v1 for a long period of time. This is incredibly important in GvG because the only characters that can reasonably solo a base are physical attackers.
4) Consistent snares. This is part nerf (to Crippling Shot) and partially the metagame evolving the frontline Draw Conditions. Basically you want a good snare on demand to get your warriors to a target, and water provides that. The water hexes aren't terribly good to remove because they're so short anyway, and pulling them requires a higher investment than a cripple.
To go over the other gametypes though:
4v4: the role of the ele here is pretty similar to GvG, blinding their warrior and snaring theirs for your own. I won't claim to be an expert on the format, but my experience is that 90% of the tough matches are decided by which team can force a kill on a monk during a hammer knockdown combo.
HA: The gametype is weird, because the ultimate goal doesn't involve killing anything at all. That makes warriors a liability - warriors are the masters of killing things, but what do you do when that isn't good? Instead you want to sneak as much defense onto that altar as possible.
More defense implies more monks, which pushes teams towards builds that ignore a team's monk depth for reaction time - pure spike, basically.
The role of a fire guy in HA is actually pretty simple - his job is to use Meteor Shower on the dais to clear iWay warriors off of your hero, and to use it defensively for ~20 seconds of interrupts with the Arcane Echo. On the way to the hall, fire guy is going to be as valuable as Flame Burst is going to let him be - if they bunch of for Flame Burst and ignore you, the guy is great - if they spread out and punish you for extending, you're in trouble.
Earth guy is basically a ward turret. His job in holding is obvious. On the way there he's like a really polarized Flame Burst guy, if the other team walks into it he's good, if they aren't retarded he's basically just that ward turret.
Water guy is pretty much useless in HA, the format is about stationary defense not mobile defense. You're not trying to kill either so who cares? Air guy is decent for several of the reasons he's good in GvG (blind turret + heal party is good for pure defense) but really isn't anything special here.
12v12 - plays out as some sort of hybrid of GvG and HA. Small scale combat is dominated by the Air/Water guys who combine warrior hate with snares. Surprise surprise. A lot of 12v12 matches end up having these ugly orgies in the middle of the map, though, and in those situations a fire guy gets to be as effective as Flame Burst will let him be.
PvE - ok, time to stir up some controversy. Forget about air and water, they're awful here for reasons everyone should be aware of by now. Earth is a defensive stepbrother of the line that I want to talk about - fire.
I know some people would want my head for this, but I don't feel that the fire line is exactly rocking in PvE. Not to say that it isn't your best option, because it is, but the line is exceptionally shallow and kinda poor to be honest.
Fireball is a good spell here - mobs bunch up, you blast them, high 3-4 guys with a Fireball. It's cheap, recharges quickly, generally a good time. No complaints. Rodgort's Invocation is decent, there are some situations where the extra AoE is really good and you hit some more dudes with it than you would with Fireball, but it's basically a Fireball that causes burning and doesn't have LoS issues.
Ok, so what else goes on your bar?
For a class, and a line, that's supposed to be the AoE king I'm really disappointed by how few AoE nukes there are that I actually want. Meteor Shower? Meh, sometimes you get some milage out of the knockdowns, but far too often things have been wiped before the first meteor hits eight seconds later. Incendiary Bonds has a similar problem, when I use it I find myself trying to hide it on an off target to actually get it to trigger, because main targets tend to pop in under 5 seconds. The AoE-DoTs aren't awful, but they cause that AoE fear and the damage really isn't all that spectacular for how long they're in the effect. I've grown a bit fond of Dragon's Breath for 3-4 ticks of damage plus the 3 second mes effect, but the recharge makes me cringe. I'll pack the Flame Burst, won't complain about it, but it's not something really controllable, you just have it there for when aggro breaks but a lot of the time it sits unused.
So while I have no arguments about the effectiveness of AoE in PvE, I do question the ability of a fire guy to really be rocking with the AoE given how poor many of the AoE effects are. I've spent far too much time in the last week looking at a skill bar of Fireball, Rodgort's Invocation, Ether Prodigy, and Resurrection Signet, with nothing else from the fire line that I wanted, even though I *needed* more of those skills if I actually wanted to be effective. You want there to be a line with no utility but a lot of AoE damage spells? Great. But at least give me a bunch of AoE spells that I *want* to have on my bar, not a bunch of expensive, forgettable effects on way too long recharges.
I guess the best way to put it is that elementalist damage, at least in the AoE sense (since they can't deal single target damage to save their lives), is that elementalists are as good at dealing damage as their Flame Burst will let them be.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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May 05, 2006, 01:06 PM // 13:06
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#67
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Lion's Arch Merchant
Join Date: Feb 2006
Guild: Crystal Indignation
Profession: R/W
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Quote:
Originally Posted by Kai Nui
That is probably the most ignorant thing I have ever seen. If you seriously think that the classes are balanced, you need to get your head checked immediately. Anet is constantly nerfing FOTMs and builds that exploit how the game works. If the game was balanced, then there would be only one class. It's impossible to balance a game like this, but they do thier best.
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woah hand bags at dawn!
Seriously though you can't say the elementsit is unblanced why then would the top guild in the entire world use em eh? whats the real issue here you just seem to all pick on warriors I find it funny how you hate Warriors so much makes me chuckle everytime Can't wait to read the hate mail about assains...oh no wait there crap right?
Elementist are blanced end of story they do have good skills its just your using the wrong ones, you ever seen a GvG pro match? they allways use elementists why not watch a few of them and learn from the pro's.
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May 05, 2006, 01:23 PM // 13:23
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#68
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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I agree very much on having fireball, rodgort's, prodigy & signet and not wanting anything else!
EDIT: I was having trouble deciding whether to play ele or warrior in factions, thanks for the person who reminded me of triple chop, I have my decision
Last edited by Skuld; May 05, 2006 at 01:32 PM // 13:32..
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May 05, 2006, 03:11 PM // 15:11
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#69
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Wilds Pathfinder
Join Date: Jan 2006
Location: Hastings (UK) / Latham (USA)
Guild: Freedom Fanatical Scots [FFS]
Profession: E/W
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Sorry in advance, long post.
Of course, you can always go Elementalist/Warrior like me
As someone once said to me in RA, an elementalist with a sword, what a waste of a slot. This was, however after the axe wammo in question had been killed by me - a well timed combination of gladiators defence, riposte, deadly riposte and crystal wave, yet I was still able to ward for my party at the same time. That, my friends, was fun.
okay, brag over now, but there seems to be a division of three opinions in this thread.
Opinion 1: Elementalists Suck.
Opinion 2: Nuking Sucks, but Ele still has it's uses.
Opinion 3: Eles are balanced and perfectly good.
My take on these 3 opinions is as follows.
Opinion 1: Utter rubbish, this is the opinion of people who cant see further than the fire attribute line. to these people, I ask the question, if eles are solely about damage and hellfire, why didnt they call the class Black Mage or Pyromancer?
Opinion 2: Fact. The numbers are there to prove the point. Now you can argue the point all day about the ability of AoE to catch more than one target, but that is purely situational, it is not something you can rely on all the time, or indeed, most of the time. Now someone had mentioned a mechanic of the factions campaign - the narrow corridors a lot of battles take place in play well to the limited strengths of a nuker. Another mechanic of the PvE game I have observed is that mobs seem to remain within their wards even if someone is nuking them. But both of these are a kind of snare one can employ and it is perfectly easy for any other kind of damage dealer to take advantage of that. So yeah, that doesnt actually make the nukes any better.
Opinion 3: I wonder about this. What, do you suppose, Arenanet's goal for the elementalist is? And if they are striving towards that goal, in what context do they consider it to be balanced? We are talking about a class with 5 different attributes here, all of which vary wildly in form and function.
Energy Storage, Energy management and extra energy rolled into one, one of the better primary attributes in my opinion, but not essential by any means, (my ele, for example runs with 4 energy storage, normally.)
Fire Magic, the so called king of AoE and PbAoE and the focus of much of this thread. The nuking attribute. The one attribute all eles tend to start with, because, who doesnt want to incinerate their foes with a toasty fireball? But as we know, as a pure damage dealing attribute, it sucks badly in high end pve, not to mention most all of pvp. Definitely needs a rethink, but i wouldnt care because i gave up fire long ago.
Air Magic, the spiking line, was once one of the FoTM attributes. Until the nerf came. Now, people see it as entirely useless, if indeed they notice the air magic tab on an ele's attribute screen at all. However, that is not the case in PvP, where air magic is valued for the ability to blind that most feared of oponents, the spike warrior. Ironic really, as Air initally appears to be a spiking line itself, but it loses out to the superior dps of a warrior.
Water Magic, the hex and utility line, known best for it's abilty to snare. hated in PvE because of Ice Golems and Ice Imps, few players convert that hate into a 'hey, why dont i use that,' sort of mentality. Now, in prophecies, water magic was not especially useful, at least, not in PvE, but in Factions, and again returning to the subject of closely packed mobs, snares are suddenly a good idea, allowing your party free reign over an area where ther may be as many as 15 enemies without having to worry about warrior or assassin spike damage. Water trident is another example of how underated water magic is. Because, it has one purpose. To stop melee characters from getting in to melee - it is a spammable knock down with slightly above average damage which isnt dependant on a foe staying still, in fact, it is dependant on the exact oposite - a moving target, which is the most likely situation for any melee character to be in, as even AI squishies know how to kite, (although, it should be sadly noted that pve henchmen still dont... ) Yes, I really like water magic by the way, but I've never actually used it as a primary, due to my attention always being focused on developing at least 2 pve characters (6 at the moment...)
Earth Magic, my final subject is widely regarded as one of the best attributes an elementalist has. A Geomancer has access to spike, pressure, defence, wards that benefit the party and wards that hinder foes. Also, Earth elementalists dont tend to suffer from exhaustion as much as the rest of the ele crowd, with notable exceptions being obsidian flame and earthquake. They are a versatile subclass and many geomancers take advantage of that. So, I've said all that, now I'll go into detail on each point of an earth ele's assets.
Obsidian Spike: Hands down, the most damaging single target spike there is, especially when combined with glyph of elemental power. A build most useful in HA, but it can be applied to other situations as well. Running a 4 man obsidian spike within a party of 8 made thunderhead keep the easiest mission ever, despite our not having even remotely good timing with the spikes.
EQ/AS pressure: Knock down is evil, so is taking lots of damage very quickly. It doesnt compare to warrior pressure, but it is an option, nonetheless.
Defence: Enchantments can be removed, but while they last, earth enchantments are some of the best self-buffs in the game. An extra 50 armour for 30 seconds for 10 energy is not to be sniffed at, regardless of whether it might be removed. Obsidian flesh is an excellent pve skill, but it has been discussed a million times, so i wont linger on it.
Wards: Wards are good. Not only are they relatively cheap, but they last a reasonable amount of time and have decent recharge times to boot. Wards will benefit anyone clever enough to make use of the cover they provide. With factions, we now have ward of stability too, making the warden's bag of tricks even more versatile.
So there you go, thats what i think. If you ask me which of the 3 categories i mentioned i fall into, I'd say number 2, because nuking really does suck, but that isnt all there is to the elementalist.
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May 05, 2006, 04:10 PM // 16:10
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#70
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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Thank god for reasonable well-informed posts...
I mostly agree with what you have here ensign, a few points though:
Quote:
Originally Posted by Moa Bird Cultist
Now you can argue the point all day about the ability of AoE to catch more than one target, but that is purely situational, it is not something you can rely on all the time, or indeed, most of the time.
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Many of the battles in factions are against large numbers of relatively low level low armor enemies. Take Vizunah Square as the shining example. The combat in that mission goes beyond a few enemies bunching up in wards, nearly every enemy is holding another's hand. Fire magic does great here and in areas like this thanks to 1: relatively low enemy armor 2:bunched enemies.. Almost every nuke thrown out will be the "money" spel. Wholeheartedly agree with you on the long recharges though, fireball and rodgot's invocation are really the only spells good at doing their job here. Mark of Rodgort also fills a nice role in this line, albeit a specialized one
Quote:
Originally Posted by Moa Bird Cultist
Air Magic, the spiking line, was once one of the FoTM attributes. Until the nerf came. Now, people see it as entirely useless, if indeed they notice the air magic tab on an ele's attribute screen at all. However, that is not the case in PvP, where air magic is valued for the ability to blind that most feared of oponents, the spike warrior. Ironic really, as Air initally appears to be a spiking line itself, but it loses out to the superior dps of a warrior.
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Except for that blinding flash and perhaps a few spike groups with things like surge, orb, and hammer, air isn't all that effective. A dual attunement air spammer can actually do slightly more damage than the lightning strike spam mentioned in your post, making it extremely forceful. Unfortunately one piddling enchantment removal and you're completely worthless within seconds.
Can't say much about water, haven't really done too much with it to be honest. Snares have their value in GvG, but in most other contexts people are too stupid/lazy to bother to kite extensively when they are used.
Earth is, of course, the big daddy in any elementalists skill listing. In early factions EQ/AS or similar combos such as EQ/brambles or EQ/ash blast. Wards are always an excellent option and work wonders in HoH and 12v12 because of the altar dynamic. I see ward of stability having a big role in PvP in the future as it completely ruins many of the warrior tactics used by top guilds such as IQ. They aren't too bad in PvE either if you can convince people to use them. Obsidian flame is an excellent spike spell, I usually use it for a finishing blow, it's not entirely spammable, and tends to catch people not paying attention. It works great against the high armor bosses and such in PvE as well.
Earth is actually a sleeper AoE line not often utilized. Eruption, unsteady ground, shockwave, and EQ/AS are all very effective. Eruption and unsteady for a few simple reasons: large AoE, subtle spell animation, decent damage and convenient side effects. The "nearby" AoE means people have to move that much further to escape it if they notice the numbers popping up at all. With unsteady ground's almost assured initial knockdown, odds are the spell will deal full damage. When I started using these in PvE, I at first thought they had toned down AoE panic as these spells almost always did the full 5 seconds of damage before mobs escaped.
All in all, every aspect of an ele has it's uses, but, like any other class, it must be used with skill to be effective.
P.S. The next person to yell at me in PvE for not echo nuking is getting an obsidian flame to the face.
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May 05, 2006, 04:26 PM // 16:26
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#71
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Jungle Guide
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Quote:
Originally Posted by Katari
On the topic of AoE and PvE, warriors now have Tripple Chop. Fun stuff.
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And boy I know Katari is a good warrior first hand too
Some love for the ele though - I can kill groups of mobs quicker with NO OTHER primary, bar none, PVE. I kill 4 zaishen IW mesmer with *2 skills* for 1k faction a day SOLO immediately when they make it over to me. I bring some extra fun if one survives my bomb and runs - ie frozen soil, a nice trap that slows em, and then I burn the running non-rezzer down
Oh and regards to a frenzy - thanks for the double damage
Yeah I know warrs arent targetted much blah blah but focusing PvE for a second, where they are on both sides. Heal Sig is a great opportunity for an elementalist as well - their damage is balanced for armor 60 and only a couple spells ignore armor . Using it in front of ele tho... yumm
PvP yeah I hear ya. New skills dont add a lot either. But they help mix it up more. They could really use more ally/group spells. I also find more 5sec+ AoE spells a bit of a joke. That said with Cantha and the attempt to overwhelm players and splitting aggro is less common/likely, having your enemy break now and then might start being worked into strategies rather than cursed, ie eventually such wide range effect of having them breaking and running, even repeatedly, can really turn down the heat as you turn it up.
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May 05, 2006, 04:27 PM // 16:27
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#72
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Krytan Explorer
Join Date: Nov 2005
Location: Liverpool
Profession: Mo/
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Quote:
Originally Posted by Tien ak
woah hand bags at dawn!
Seriously though you can't say the elementsit is unblanced why then would the top guild in the entire world use em eh? whats the real issue here you just seem to all pick on warriors I find it funny how you hate Warriors so much makes me chuckle everytime Can't wait to read the hate mail about assains...oh no wait there crap right?
Elementist are blanced end of story they do have good skills its just your using the wrong ones, you ever seen a GvG pro match? they allways use elementists why not watch a few of them and learn from the pro's.
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Elementalists are not balanced as damage dealers. Warriors are king of the damage ring by a long way. Elementalists doing damage are not a threat in nowhere near the same way as a warrior is - and this is what the whole point of the discussion is.
I am sorry Dr Strangeglove that your beloved eles simply cant keep up with warriors except when things stand happily in your aoe effects to take damage.
I love elementalists for their energy pool - but I remember back 6-7 months ago when I started playing how much I hated the cooldown of my skills while I was twiddling my thumbs or waiting for exhaustion to go away.
Sometimes I have room on my skillbar for drain enchantment as a monk and I am more than happy to drain an elementalists attunement and make him much less effective for 30 seconds.
Sam
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May 05, 2006, 04:47 PM // 16:47
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#73
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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I am sorry Dr Strangeglove that your beloved eles simply cant keep up with warriors except when things stand happily in your aoe effects to take damage.
Sam[/QUOTE]
I'm going to say this very slowly so you understand. Ready? No? Too bad. ELEMENTALISTS... CAN... DEAL... MORE... DAMAGE... THAN... A... WARRIOR. THEY... DEPEND... ON... THE... SITUATION... MORE. ELEMENTALISTS... HAVE... MANY... OTHER... USES.
Are we clear yet? Somehow I think you'll just come back and tell me "Eviscerate/Executioners does more damage than you, so you suck" Read what I've said very carefully. Maybe read it twice. Actaully play with an ele who doesn't use all long cooldown skills.
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May 05, 2006, 05:05 PM // 17:05
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#74
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Jungle Guide
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Quote:
Originally Posted by pah01
Read the post I linked, then wake up and understand that elementalists suck at dealing damage.
If you dont bother to read Ensign then you will never be smart eneogh to realise how wrong you are.
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Yes sustained damage dealing in 8v8 on up is tough for an ele to be as an efficient damage dealer as everyone else due to people normally don't clump up, and effort to manage energy.
Several points though here -
They can and still do rock for anyone with a clue how to use them in PvE
They can and still do rock for anyone wanting to play RA or Team PvP (4)
They can and still do rock for anyone playing alliance battles (PvE intermixed)
...and...
They can and still do rock for 8v8/GvG/HoH in more utility/warder role
Even here with spirits, some using MM, and NPCs around damage can be useful too
So, oddly enough I and many others have issue with the OP topic and thread.
pah01 if you're little GW world is 8v8/GvG/HoH only then yes eles sustained damage there probably won't tickle your happy. but hey buddy, you happen to notice me/e's have been showing up and spiking with fast cast and their energy management to knock out high ranking guilds? using damage ele spells.
this post you keep lauding about was one guys opinion, albeit a very good player. however he also focuses on gvg/hoh/8v8... duh... it's iQ's leader.
with factions there are more skills and more ways to pvp
so get off yer high horse riding ensigns post into the ground
the post was 'Eles seem like they kinda suck now' by the OP
Ensigns discussion was 'Eles suck doing damage' with a focus on 8v8
take off the blinders, take out the earplugs and suck it up, buttercup.
anyone willing to work up a clue will really enjoy the ele
Last edited by CKaz; May 05, 2006 at 05:07 PM // 17:07..
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May 05, 2006, 05:14 PM // 17:14
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#75
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Jungle Guide
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I too think the "only high end GvG matters" perspective is foolish and myopic, but a class with the majority of their skills devoted to doing damage shouldn't suck at dealing it (certain narrow circumstances notwithstanding).
All the good stuff in the elementalist's skill lines is concentrated in a few utility skills. Granted these skills are enough to make them worth taking, but a well balanced class this is not.
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May 05, 2006, 05:56 PM // 17:56
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#76
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Lion's Arch Merchant
Join Date: Feb 2006
Guild: Crystal Indignation
Profession: R/W
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Hmm a very strange Thread...I agree with some but disagree alot in others, I do think Echo Nuking is good but only in PVE. I havn't looked much into Earth spells to be honest but obsidian flame and crystal shard seem kick ass oh and the wards... (which worked great with W/E I may add) but par that hmm Im not sure....
I love air magic though as most have 25% armor penatation which I find is very handy, also par chain lightning and gale and elites all the other spells don't causes exhaustion, and they can blind, knockdown and interupt so I must say Air does it for me. but we all have diffrent playing type so no flaming plz
Fire not bad alot of aoe spells which can be usefull for support damage but so many exahustion spells
and on to water well apart from Shard storm, ward against harm and rust perhaps even Mind freeze or mist form :P...are my top notch spells the rest of em are all damage and reduces foes speed.
I think your best bet with an elementist is to pick one or two secondary skill then defintly a spell that slows a target down all the rest high damage spells.
But I think certain people over rate warriors then again everyone hates em as yes they can kill you in seconds but an assain on the other hand can teleport to you so scrap slowing down spells...they can be completely immune to all offensive spells and they have high damage with high crytical (soz cant spell) damage attacks. I looked at the Assasin skills in complete amazement expected nerf threads for assasins not one yet...
and the guys who are complaing that elementist doesn't do high damage and are not main attackers well thats only half true like I said its just the right spells for the right situation, you can have an elemetist who concentrates on being a support attacker for warriors, or go on the defensive and be use Earth and Smite hex to get rid of Back fire...the list goes on and no im not giving you all my stradegies I've told you enough as it is
Just because your an elementist doesn't mean you get to be uber, no class is uber not even the hated warrior class. like i've said time and time again all classes have a class they can kick ass against and a class that can kick your ass. If your char isn't doing good damage then your picking the wrong skills.
And to all people complaining about warriors being powerfull then why not make a warrior class? your learn that way that all this bull about how warriors are big damage dealers and do loads and loads is crap. I remeber after being ranger and deciding to be warrior thinking "oh my god it is actually quite hard"
So please cut all the garbage on how Warriors are uber as long as you got the right skills your just as good as us. If you can't accept it and think your still right then you might as well start a Warrior char and find out how 'uber' they really are.
Last edited by Tien ak; May 05, 2006 at 06:00 PM // 18:00..
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May 05, 2006, 07:18 PM // 19:18
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#77
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Ascalonian Squire
Join Date: May 2006
Profession: Mo/Me
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I don't know if anyone else has mentioned this, but ward earth ele's are quite useful for PvE and certain PvP teams as well. Additionally, water ele's can be decent -- particularily in RA PvP where the can waste casters with mind freeze + maelstorm (that is, if they aren't denied or shutdown off the bat).
Part of the reason ele's always look like cheese in PvP arenas is because a large percent are noobish -- using fire magic or some mediocre spiker build.
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May 06, 2006, 10:06 PM // 22:06
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#78
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Wilds Pathfinder
Join Date: Aug 2005
Location: Upstate
Profession: Me/
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As far as pve with an ele goes, I never leave town without Prodigy, and either some wards, or heal party on my bar.
So I cross my ele over, and decide to mess with Ward of Stability....so I toss on Ward vs Melee as well, and then what? PvE offensive spells are very seriously limited for Earth. With the exception of EQ, you're stuck with subpar single target damage, or PBAoEs (and most of the have depressingly short AoEs). So after ward-bitching my way to Viz Square I decide to swap to fire. My bar ended up something like Flame Burst, Lava Arrows (Just testing...not a good skill >_<) Fire Ball, Rodgorts Invoction, Meteor Shower, Ward v Melee, Prodigy, Res Chant
Meh, the new fire skills are pretty poor, but I will give Dragon's Breath a look. Lava Arrows seemed rather poor in practice, dealing slightly more damage than flare, but not impressivly so. Meteor Shower didn't mix well with Prodigy, and rarely dealt full damage. Flame Burst however was great. With ~17 allies nearby, and mobs poping up semi-randomly, the combo of Ward v Melee, and Flae Burst seemed very effective.
In short, I fully agree with Ensign. Flame Burst made the character viable, and otherwise eles do excell in utility roles.
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May 07, 2006, 02:49 AM // 02:49
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#79
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Krytan Explorer
Join Date: May 2005
Location: Melbourne, Australia
Profession: E/Rt
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I have discovered a situation where Ele fire damage truly shines:
Taking my rushed lvl20 back and doing the ascalon missions for skillpoints :P :P :P
1-shotting groups of Charr with Rotgort's Invocation before they even react (nice of ANet to place most of them in tightly bunched, static groups) makes me feel like, "Man, I wish the real game was a *little* bit more like this." (just a little, mind you )
I don't mind if some spells have ridiculous recharges and casting times, provided when I -do- cast it (probably no more than once per battle), things die. A lot.
PS - The purely cosmetic meteors in Meteor Shower are a crime against nature, humanity, and sanity! Fight the injustice!
Last edited by Rieselle; May 07, 2006 at 02:54 AM // 02:54..
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May 07, 2006, 02:52 AM // 02:52
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#80
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: I Can Break These C[uffs]
Profession: W/
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Elementalists suck at dealing damage....
*snicker*
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