Guild Wars 2 Ele

After 2 years building and wielding my Ele as a Main, crafting Legendaries and spending God knows how much gw2 gold on different armor stats and skins, leveling up 3 different Ele races to 80 and gearing them, I finally realized that I’m done crying over the fact that I don’t have a single usefull durable Elite that can make an impact to the match. If anything using my Elite will speed up the process of killing me and I just have to accept that ANet doesn’t know how to Balance out Eles. I think the whole 4 Attunement was a big catch for them and I’m now ok with it now.

And it’s not just the Elite issues, don’t get me wrong. This break-up has been building up for some time now. Fixing unintended effects is great but I gave them 2 years to fix the core of Eles and yet they only care about the superficial, most popular stuff that gets posted on reddit and pvp guides. So I’m done.

Why should I struggle learning, already complex Ele mechanism, when I can roll a Guard and be so much more useful in any game mode.

Ditching out mats for Incinerator and crafting a Sunrise this week was the greatest choice I ever made in this game.

So bye bye Elementalist we had an amazing 2 year relationship. I choose a better GW2 experience then you’ve offered me in the last 2 years.

Still, the impact of the spells has always been kinda “meh” in all of these areas (taken aside the unintended functions that are “fixed” now – tanking bosses against walls to kill them in seconds is both boring and unintened and should’ve never been a thing in my opinion; but PvE is a joke anyways).

Tornado does basically nothing: the damage is ridiculous, it doesn’t block or reflect projectiles, you can even be CCed while transformed when stability is stripped (CCing a tornado … lol …), the CC itself is clumsy with a quite low range and last but not least you only have 3 different “spells” to use while transformed (they could’ve at least given it 5 spells like sucking in all enemies within a certain range or active projectile-block). This makes Tornado useless in WvW and in PvE it’s even more crappy since you knock away mobs from melee-range of your mates and therefore harm your group rather than helping. In PvP tornado just transforms you into a large, helpless whirl of wind with a “hit me” sign on it.

Elemental dies within seconds in WvW and also high level fractals and most dungeons which makes it useless in these game-modes. Even in PvP it can die really really fast and due to the randomness of its spells it doesn’t have a large impact on the fight (especially in team-fights). At least we can now control some of their spells to actually make them usefull.

FGS was the only usable thing in PvE, yet it required the target to stand next to a wall to pay off. Otherwise normal weapon-spells (staff 1 and 2 spamming) deal more damage. Besides that it can only be used for mobility which is nice but not really “elite” in my eyes.

However, ele isn’t the only class that has crappy elites, so I don’t think that this is a reason to quit ele. Still I’d love to see some drastic changes to tornado for example or a completely new elite (there are enough good suggestions all around the forum).
An elite should be something that makes your enemies flee in panic or pop their CDs and not something that makes you a target that is easier to kill (FGS and Tornado).


Guild Wars 2 Post-Patch Theorycrafting:Celestial Rangers

While most of you have been going on about the improved longbow, I think we should talk about ranger specs that are likely to be used at higher levels of pvp play. In truth, I’m not too experienced of a ranger, but I’m just trying to look for good things that will be viable after the patch.

Anyway the point of these builds are to use the combo of might stacking and a celestial, a combination proven to be rather effective on elementalists, warriors, and engineers. The new axe autoattack will provide very easy might generation, which pushes the old builds, many of which that used shortbow over axe, to a whole new level!

Warning: “Calculations” below are rudimentary, and speculative at best.. so I might be wrong!

With strength runes and 5 or 6 in nature magic, the boon duration line, the might from the autoattack should go from 3 seconds to 5-5.25 seconds. This is due to 70-75% might duration from traits and runes.

This is where I’m not entirely sure:
The cast time of riccochet is 1/4 of a second, however there is a slight delay between casts, and according to the gw2 wiki, there is one second per attack every second, however I’m not sure if that is true, or if its more like 2 attacks per second.

Regardless, this change will facilate for decent amount of might stacking, that gains strength when fighting 3 targets. In a team fight, you’re essentially getting 3 times as much might, meaning about 15 stacks before you start to falter.

Now in all practiality, when you use other skills, your potential might generation falls off, especially when you swap weapons (probably to sword/torch), but you need to do that have respectable condition output and evades.. so it will be interesting to see how much might I can maintain in practical fights.

Now onto build ideas. These all use a 0/0/6/6/2 set up, but I think other options are possible. In particular I like the synergy between the 3 and 5 point traits in nature magic with the build as a whole, and wildnerness survival provides so much extra survival.

1. Revamped Spirits

This build uses stone and sun spirits, as well as spirit of nature for the classic spirit ranger team support options, however is more hybridized thanks to strength runes and might uptime, rather than being more condition focused. Battle sigils help maintain a baseline of might when you can’t mindless spam autoattack! I put the last two points into beastmastery for mighty swap, but you can put them into skirmishing as well for extra vigor or extra bleeds.

2. Spirits+Shouts

This build trades spirit on death effects, and the live saving skill that is lightning reflexes, to be able to get from place to place faster from swiftness, as well as to give your group permanent regen up time.

3. Master of Survival and Poison

This build clears conditions and builds fury using survival of the fittest, and takes poison master and doom sigils to make poison more effective. Signet of the wild is kind of a placeholder, but many other options work for that spot.

Anyway, these are my ideas for now. I think a more beastmastery heavy build could also work as well. So what do you guys think about this type of ranger in the coming meta? Warriors won’t hardcounter them as bad or be as common, which is a relief. I think we still face competition with D/D eles for these types of builds, as while we have greater condition output and more evades, D/D eles have greater AoE damage, greater mobility, and greater healing and regen. I’m just glad that we will at least approach them in terms of might stacking capabilities.