no longer affect the intended travel distance.
-The Pros at ANET
(edited by Anhomedog.7968)
Hey guys, it seems as if people are trading in their ele’s for different and easier classes such as Warrior, because ele is too hard, or unbalanced. People dont realize that elementalists are one, if not the best class in the game. I say this for many reasons.
1. We have the potential of having over 45 spells available at one time.
2. We have one of the best damages in the game, if specced correctly
3. We have the best healing in the game, if specced correctly
4. We can play bunker, if specced correctly
5. We can play in team fights, if specced correctly
In other words, we are everything.. A Jack of All Trades, if you will.
I believe that Elementalists are one of the only classes that can sustain the damage from, 2, 3, maybe 4 people at one time, and still outrun, or kill everyone around. A lot of people call elementalists too hard because they play it like a Warrior, or Necromancer, and look for certain skill rotations that are the best. Well the problem is, it’s none of that. Elementalists are one of those classes in a game that you are either really bad, or really good at, there is no middle ground.
That being said, there are many builds that I believe are good at this time, with all weapon choices. Personally I believe D/D is the best for sPvP, Staff is best for WvW (in a zerg situation), and S/D or S/F is the best for PvE. Some people will disagree with that , but that’s just my two cents.
I have a new sPvP build that, in a way, revamps that old D/D Cantrip build that everyone used to run. It is a 2/0/2/4/6 build, utilizing the usage of Cantrips, and the boon stacking, especially Might, for all your team mates, and especially yourself, in order to Burst down the enemy, while keeping High toughness and Vitality, in order to survive.
If you guys are intrested in this build, check out my new video on YouTube. As of now (May 5th, 2014) it is up to date, and viable in spvp, and maybe WvW.
http://m.youtube.com/watch?v=xuijbH8YeoE
Please Leave Constructive Criticism…It is my first video.
Anyways.. Thanks for Reading and Watching!
(edited by Anhomedog.7968)
I use that spec. lol, there’s no link or anything to ur video tho…. how are we supposed to find it? you didn’t give us a title or anything…
The troll is stronk.
Sorry bout that. Was pushed for time so I forgot to put the link :/ but I just edited it in.
Remember that any comment that may help me provide the info better just let me know and I’ll try and help you out
I’m telling you.
http://gw2skills.net/editor/?fFAQJAoYhMMKcW5wzBrEBWACxYhG9QUgyH3FE-TJRGwAAeAADOBAg2fYZZAA
This build is awesome. Let me explain why I use Sigil of Intelligence. It’s perfect if you guys think about it. On weapon swap, or rather, attunement swapping, your next 3 hits will 100% crit. Right? So how do I make sure fire grab crits for sure? I generally do it like this.
RTL > Updraft > (swap to fire = 3 crit proc’ed) > burning speed THEN fire grab and ring of fire > earth > earth 4 > 2. Insane burst damage already right there. Obviously don’t do it when they have stab up from the start.
Another cool combo is pop armor of earth, start channeling churning earth on the corner of the fight…While you are channeling, start aiming where you want lightning flash to be, follow the enemy group as they move around the cap point then when churning is at like 90% channeling time…Pop LF. It’s usually never dodged if you are in group fights. Obviously don’t use it when 1 v 1’ing. That’s stupid.
Or you can do lighting flash then updraft and do that fire grab crit combo I mentioned.
Yeah I could really see the good synergy with that sigil and pretty much and elementalist build! Maybe using S/D… Updraft, Fire 2 (Dragons tooth?), and Fire 3 (Phoenix?), that would be quite a nice burst indeed. I enjoy being a good use for the team and being able to hold points, and stack might while being able to be mobile and help out in mid or other points when needed! Elementalist is really a class about you being comfortable, and creating your own thing, so that you can be the best you can be!
I’m telling you.
http://gw2skills.net/editor/?fFAQJAoYhMMKcW5wzBrEBWACxYhG9QUgyH3FE-TJRGwAAeAADOBAg2fYZZAA
This build is awesome. Let me explain why I use Sigil of Intelligence. It’s perfect if you guys think about it. On weapon swap, or rather, attunement swapping, your next 3 hits will 100% crit. Right? So how do I make sure fire grab crits for sure? I generally do it like this.
RTL > Updraft > (swap to fire = 3 crit proc’ed) > burning speed THEN fire grab and ring of fire > earth > earth 4 > 2. Insane burst damage already right there. Obviously don’t do it when they have stab up from the start.
Another cool combo is pop armor of earth, start channeling churning earth on the corner of the fight…While you are channeling, start aiming where you want lightning flash to be, follow the enemy group as they move around the cap point then when churning is at like 90% channeling time…Pop LF. It’s usually never dodged if you are in group fights. Obviously don’t use it when 1 v 1’ing. That’s stupid.
Or you can do lighting flash then updraft and do that fire grab crit combo I mentioned.
Ye i love the idea of an inteligence sigil in there though however in an extended fight do you not find that it gets lost and un-used in all the attunement swaps? Wouldn’t a sigil of air be more rewarding in that it can proc even when a water skill one hits for example. Also i think the sigil of strength is a waste, i run a tournament spec of 0-2-0-6-6 with no traits for stacking might and i have perma 20+ stacks of might in every fight.
I notice a lot of elementalists running into fire magic for the cantrip might stacks however i really don’t think it is necessary with 6 points in arcana as the earth dodge roll gives a blast finisher and the sigil of battle gives you a considerable amount too. However i do run runes of strength.
Also i really think that a celestial amulet does mean you have to take 2 points in air for the perma fury otherwise your dps with auto attack is just way too weak even with the amount of might stacked.
with the might stacking capabilities of your build though Anhomedog.7968 i would highly recommend getting rid of sigil of strength for a sigil of doom or sigil of air/fire. the latter is better with 2 points in air.
I do agree with the points into air, and I choose to be more defensive in tourney play…thats just me, but in my video I do point out that you can swap those 2 points into air if that is the way you wanna play. My question is, why would a sigil of doom be better than maybe a strength, or some other sigil. I can see the good of what an air or fire can do with damage, but just in my opinion, I would think maybe the extra 6 or so stacks of might (210 Power, 210 Condi Dmg), would be more of use. I say this because something like a sigil of fire is a proc type of thing, at 50%, and Sigil of strength is at 60% I believe with a 1 SECOND CD. Why even have a CD when it’s one second? I just believe in the fact that, the percent is higher, the damage (Imo) is higher, and the CD is smaller, makes the sigil of strength a more viable choice than something along the lines of a sigil of air/fire. Once again this is my personal preference, yet I may look into the usage of the Sigil of Doom later on this week when I get the chance to play
Nah, I don’t have a problem paying attention to when the intelligence sigil procs. Habit I guess. Yeah I switch it up between air, battle, or strength for my second sigil but always have intelligence on. I love it because I control my best bursts and they can’t counter it at all if updraft lands…They are screwed at that point. For most classes that is. I notice most people tend to updraft then burning speed then ring of fire then fire grab. Skip ring of fire, make sure fire grab lands. Do ring of fire after.
Another possibility:
You can use earth 4 and teleport in mid-air to the enemy. Then, fire grab his face
A more useful combo:
Lightning flash=> updraft=> RTL or dagger fire 4
RTL=>updraft its too easy to use….
Or start in air, rtl > updraft > burning speed > circle of flame > then fire grab! So it’s like 2k total from the air spells, 3-4k from burning speed, 1k from cof, and then 4-5k from fire grab + all the biting going on. So 2+3+1+4+1= 11k starter… Not bad at all.
but after RTL people will evade :/
Eh… I dont get too many people evading my RTL’s and Updrafts that much anymore, and I curious to why really. It’s either they take the damage, or they have stability and just dont care… Either way it’s damage so I dont care.
I do agree with the points into air, and I choose to be more defensive in tourney play…thats just me, but in my video I do point out that you can swap those 2 points into air if that is the way you wanna play. My question is, why would a sigil of doom be better than maybe a strength, or some other sigil. I can see the good of what an air or fire can do with damage, but just in my opinion, I would think maybe the extra 6 or so stacks of might (210 Power, 210 Condi Dmg), would be more of use. I say this because something like a sigil of fire is a proc type of thing, at 50%, and Sigil of strength is at 60% I believe with a 1 SECOND CD. Why even have a CD when it’s one second? I just believe in the fact that, the percent is higher, the damage (Imo) is higher, and the CD is smaller, makes the sigil of strength a more viable choice than something along the lines of a sigil of air/fire. Once again this is my personal preference, yet I may look into the usage of the Sigil of Doom later on this week when I get the chance to play
because the sigil of doom and sigil of air still applies a beneficial effect at 25 stacks of might. If you have 25 stacks of might then your sigils only use is to refresh the boons not increase the dps output. With 2 points in fire and making sure you blast your fire field at least once every time you use it as well as popping a flame aura up once in a while will ensure decent might stacks. But like i said i run strength runes and have not really tested anything without them. but if you hit max might without the sigil of strength then the sigil is a waste. If you understand where i am coming from.
And a sigil of doom can certainly compete against 6 stacks of might. (I am basing this on condition damage as the equations are easier) but get this, at 25 might stacks you will get approximately 1309 condition damage (with might stacks (25) and amulet (celestial)). At 1309 condition damage burning is doing 655 damage per second (dps), and considering you have 25% crit chance this is where the largest portion of your dps is coming from, conditions.
Now consider you sacrifice 6 stacks of might, as you say, for a sigil of doom this is 1309 condition damage minus 210 condition damage = 1099. Burning now hits at 603 dps + poison at 194 dps and they have a 33% reduction to heals. Not only do you deal more passive damage the sort that a necro has to work very hard to maintain but you place a condition on the enemy that they simply have to control. They cannot leave it on themselves before they proc a heal. Find me the thief, warrior or indeed any other class that can deal with a permanent onslaught of poison and burning. I do realise the poison is ot permanent but about 60% up-time so don’t pull me up on that please, but then again so is burning and direct damage.
Also after a fight more often than not with sigil of doom you will see a icon where your boons lie saying that the next attack poisons a foe. Thus sigil of dooms application is immediate whereas strengths takes a series of attacks to build up the might.
Direct damage is only good when you are hitting the opponent, condition damage still ticks away when they kite you, this is why condition damage will always be the most powerful mechanic in pvp. But like you say its personal preference.
(edited by Sheppy.9306)
I do agree with the points into air, and I choose to be more defensive in tourney play…thats just me, but in my video I do point out that you can swap those 2 points into air if that is the way you wanna play. My question is, why would a sigil of doom be better than maybe a strength, or some other sigil. I can see the good of what an air or fire can do with damage, but just in my opinion, I would think maybe the extra 6 or so stacks of might (210 Power, 210 Condi Dmg), would be more of use. I say this because something like a sigil of fire is a proc type of thing, at 50%, and Sigil of strength is at 60% I believe with a 1 SECOND CD. Why even have a CD when it’s one second? I just believe in the fact that, the percent is higher, the damage (Imo) is higher, and the CD is smaller, makes the sigil of strength a more viable choice than something along the lines of a sigil of air/fire. Once again this is my personal preference, yet I may look into the usage of the Sigil of Doom later on this week when I get the chance to play
because the sigil of doom and sigil of air still applies a beneficial effect at 25 stacks of might. If you have 25 stacks of might then your sigils only use is to refresh the boons not increase the dps output. With 2 points in fire and making sure you blast your fire field at least once every time you use it as well as popping a flame aura up once in a while will ensure decent might stacks. But like i said i run strength runes and have not really tested anything without them. but if you hit max might without the sigil of strength then the sigil is a waste. If you understand where i am coming from.
And a sigil of doom can certainly compete against 6 stacks of might. (I am basing this on condition damage as the equations are easier) but get this, at 25 might stacks you will get approximately 1309 condition damage (with might stacks (25) and amulet (celestial)). At 1309 condition damage burning is doing 655 damage per second (dps), and considering you have 25% crit chance this is where the largest portion of your dps is coming from, conditions.
Now consider you sacrifice 6 stacks of might, as you say, for a sigil of doom this is 1309 condition damage minus 210 condition damage = 1099. Burning now hits at 603 dps + poison at 194 dps and they have a 33% reduction to heals. Not only do you deal more passive damage the sort that a necro has to work very hard to maintain but you place a condition on the enemy that they simply have to control. They cannot leave it on themselves before they proc a heal. Find me the thief, warrior or indeed any other class that can deal with a permanent onslaught of poison and burning. I do realise the poison is ot permanent but about 60% up-time so don’t pull me up on that please, but then again so is burning and direct damage.
Also after a fight more often than not with sigil of doom you will see a icon where your boons lie saying that the next attack poisons a foe. Thus sigil of dooms application is immediate whereas strengths takes a series of attacks to build up the might.
Direct damage is only good when you are hitting the opponent, condition damage still ticks away when they kite you, this is why condition damage will always be the most powerful mechanic in pvp. But like you say its personal preference.
Alrighty I can see where you are coming from now and I can see how, and why you like using the sigil of doom. My problem in fights is sometimes remembering to do blast finishers so I cant always sustain 25 stacks of might. Also I run Fire/Hoelbrak runes not Strengths. If I ran Strengths I would most definatly run Either Intellegence or Doom Runes, because it would be so much easier to sustain 25 stacks of might, but with my runes, and sometimes my problem with doing blast finishers, I use Strength runes!
What do people think about the runes of the hoelbrak? Might duration and less condi duration
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