Q:
(edited by Sadrien.3470)
Q:
So how will all the eles adapt? The majority of eles I have fought in pvp are d/d cele and it’s is the meta. This build has a lessening support role and I want to know what builds some of the ele community not QQing has come up with in terms of builds using the live stream traits.
I feel I must contribute so here is my silly arcane build!
Arcane: Arcane energy, arcane shielding, elemental surge
Air: OwA(one with air) shocking aura Lightning rod
Fire: burning percision pyromancers training blinding ashes
Scholar runes Zerker amulet.
Force and fire sigils
S/d
Lightning flash, arcane power, arcane shield
If I give out my real build people will QQ cause it is too strong! :p
Note: I can not remove QandA mode pls fix this anet
Edits: fully named all traits because I got sometime where my internet was not crashing me!
(edited by Sadrien.3470)
Honestly hard to say until we see the Tempest and see what kind of over all line it’s going to be and how you can apply what it has to regular Elementalist game play. Here’s hoping for the reveal tomorrow.
Otherwise without Tempest it’s pretty basic. Fire/Air/Water for PvE DPS. Earth/Water/Arcane for tanky SPvP and WvW. Air/Water/Arcane for people who want more damage oriented SPvP or WvW. Honestly our lines didn’t get much of an overhaul as other classes so not much will change.
Eventually the complaining will subside (it’s been like this for every major change like RTL) and people will either go Elemental Attunement for defense (highest protection up time) or Evasive Arcana for a mix of off/def.
Hard to say where we will end up amulet wise. We benefited greatly from base stats we got from spec but we’re not getting those anymore making Celestial pretty lack luster on top of a nerf. Really none of the current amulets fill the gaps as nicely as Celestial did either. Really this is more wait and see what they actually do with stats.
Honestly hard to say until we see the Tempest and see what kind of over all line it’s going to be and how you can apply what it has to regular Elementalist game play. Here’s hoping for the reveal tomorrow.
Otherwise without Tempest it’s pretty basic. Fire/Air/Water for PvE DPS. Earth/Water/Arcane for tanky SPvP and WvW. Air/Water/Arcane for people who want more damage oriented SPvP or WvW. Honestly our lines didn’t get much of an overhaul as other classes so not much will change.
Eventually the complaining will subside (it’s been like this for every major change like RTL) and people will either go Elemental Attunement for defense (highest protection up time) or Evasive Arcana for a mix of off/def.
Hard to say where we will end up amulet wise. We benefited greatly from base stats we got from spec but we’re not getting those anymore making Celestial pretty lack luster on top of a nerf. Really none of the current amulets fill the gaps as nicely as Celestial did either. Really this is more wait and see what they actually do with stats.
pretty much this. the benefit of being able to invest fully in 3 traitlines allows for some builds that didnt quite work before to possibly become an option.
The worst part about this change is that the class is about to get hella-passive.
After the change, for pvp you will be stuck in a 1v1 role, which means you don’t really have a role.
People who LOVE the class will keep playing with earth/water/arcana, but will enjoy it way less b/c they have lost 4 skills (either attunement-swap bonus as a skill, or dodge-roll skills). This will be a pretty ez-mode spec, and way boring for most people who love the FEEL of the class now. You will hear lots of qq about this spec b/c it will be strong in 1v1’s.
Air/Water/arcana d/d or d/f eles might creep into the 1v1 scene, as well, but will won’t see high-level usage b/c it will also be lack-luster for actual pvp roles.
Auramancer won’t be as bad as it currently is, but will still be worse than d/d. There isn’t enough active access to auras for this play-style to be truly strong, and fire aura is just bad. If the passive on-crit and on-stun access to auras is frequent enough that could see play as well, but once-again, you are building almost entirely for passives.
Scepter is a dead weapon with fresh air damage reduced unless they actually address all the trash skills weighing it down (especially the auto-attacks outside of air).
Staff support will not be a pvp-thing.
You greatly underestimate the power of lightning rod with the 20 % more damage vs cced foes and 2 static auras( I heard that the devs are fixing aura runes, not that that is pvp related.) and this would allow for high might stacking with fire and air proocing lightning rod and permanent 53%damage reductions from protection and earth traits.
(edited by Sadrien.3470)
Eles are getting shafted.
Now with that said -, some theorycrafting builds
66060
60066
00666
06066
are likely to be tested examples.
The meta is likely to revert to the power based tanky builds for dnd.
Aura builds are likely.
With anything , i am very sure we will learn the best exploitive builds in 2 weeks. After all we have been getting our regular nerfs since 2012.
Kodiak is more or less right. Ignoring the tempest traits, which we don’t know, ele specs probably won’t change significantly. Most builds just used 3 trait lines, and our traits aren’t changing that much really. I don’t really consider it adapting for my 6/6/0/0/2 fresh air build to get more defense and utility in exchange for lower damage. I don’t need to adapt to the fact that my d/d build gets 4 more air traits.
The amulets for pvp will probably be valkyrie with pack or a precision rune and zerker. Accuracy sigil might see more use too. Celestial might still be good. I believe the nerf was stated to be 10% which would only be 43 stat points each. We’re talking 3 crit damage, 2 crit chance and not even 2 stacks of might.
Arcane: AE AS ES
Air: OwA SA LR
Fire: BP PT BA
This just annoys me. Abbreviating every trait like people have every trait name memorized when names are changing and traits are moving. Plus, two of them aren’t even the right abbreviation. If you’re posting on the gw2 forum, your time is not so precious that you can’t spare a few seconds for clarity.
The worst part about this change is that the class is about to get hella-passive.
After the change, for pvp you will be stuck in a 1v1 role, which means you don’t really have a role.
People who LOVE the class will keep playing with earth/water/arcana, but will enjoy it way less b/c they have lost 4 skills (either attunement-swap bonus as a skill, or dodge-roll skills). This will be a pretty ez-mode spec, and way boring for most people who love the FEEL of the class now. You will hear lots of qq about this spec b/c it will be strong in 1v1’s.
Air/Water/arcana d/d or d/f eles might creep into the 1v1 scene, as well, but will won’t see high-level usage b/c it will also be lack-luster for actual pvp roles.
Auramancer won’t be as bad as it currently is, but will still be worse than d/d. There isn’t enough active access to auras for this play-style to be truly strong, and fire aura is just bad. If the passive on-crit and on-stun access to auras is frequent enough that could see play as well, but once-again, you are building almost entirely for passives.
Scepter is a dead weapon with fresh air damage reduced unless they actually address all the trash skills weighing it down (especially the auto-attacks outside of air).
Staff support will not be a pvp-thing.
This, very much this.
I am traditionally a support player. I really LOVE timing my water-swap-dodge accurately so that I end up healing and cleansing as many teammates as possible. I find that this is the signature move of the DD ele. This, along with the mobility and the versatility, gives me great satisfaction.
Make me choose between Evasive Arcana and Elemental Attunement = Make me choose between two of the core traits that make me enjoy my support role with this class. It does not matter the new traits, they have very little effect on my active support role, therefore they have very little effect on my fun.
The worst part about this change is that the class is about to get hella-passive.
After the change, for pvp you will be stuck in a 1v1 role, which means you don’t really have a role.
People who LOVE the class will keep playing with earth/water/arcana, but will enjoy it way less b/c they have lost 4 skills (either attunement-swap bonus as a skill, or dodge-roll skills). This will be a pretty ez-mode spec, and way boring for most people who love the FEEL of the class now. You will hear lots of qq about this spec b/c it will be strong in 1v1’s.
Air/Water/arcana d/d or d/f eles might creep into the 1v1 scene, as well, but will won’t see high-level usage b/c it will also be lack-luster for actual pvp roles.
Auramancer won’t be as bad as it currently is, but will still be worse than d/d. There isn’t enough active access to auras for this play-style to be truly strong, and fire aura is just bad. If the passive on-crit and on-stun access to auras is frequent enough that could see play as well, but once-again, you are building almost entirely for passives.
Scepter is a dead weapon with fresh air damage reduced unless they actually address all the trash skills weighing it down (especially the auto-attacks outside of air).
Staff support will not be a pvp-thing.
The OP stated that this thread was for constructive post, there are dozen of threads out there where such doom and gloom posts are more well received…this is not another QQ thread so pls don’t derail the thread
And btw, gl playing your ez mode spec now that you’ve lost boon duration( 6s regen max), healing power – less sustain overall (from 270 signet to 240); being forced to choose between elemental attunement and evasive arcana, you pick the first…you lose your 2k healing on water and blast finisher( less power using celestial ), you pick the second..well you know what you lose.
Yes you can go earth/water/arcana…but don’t hope even for one second that you’ll facetank as much dmg as now
(edited by Supreme.3164)
At supreme, is there not a permanent invincable build? In pretty sure I saw a permanent blocking nomads warrior build!
The worst part about this change is that the class is about to get hella-passive.
After the change, for pvp you will be stuck in a 1v1 role, which means you don’t really have a role.
People who LOVE the class will keep playing with earth/water/arcana, but will enjoy it way less b/c they have lost 4 skills (either attunement-swap bonus as a skill, or dodge-roll skills). This will be a pretty ez-mode spec, and way boring for most people who love the FEEL of the class now. You will hear lots of qq about this spec b/c it will be strong in 1v1’s.
Air/Water/arcana d/d or d/f eles might creep into the 1v1 scene, as well, but will won’t see high-level usage b/c it will also be lack-luster for actual pvp roles.
Auramancer won’t be as bad as it currently is, but will still be worse than d/d. There isn’t enough active access to auras for this play-style to be truly strong, and fire aura is just bad. If the passive on-crit and on-stun access to auras is frequent enough that could see play as well, but once-again, you are building almost entirely for passives.
Scepter is a dead weapon with fresh air damage reduced unless they actually address all the trash skills weighing it down (especially the auto-attacks outside of air).
Staff support will not be a pvp-thing.
This, very much this.
I am traditionally a support player. I really LOVE timing my water-swap-dodge accurately so that I end up healing and cleansing as many teammates as possible. I find that this is the signature move of the DD ele. This, along with the mobility and the versatility, gives me great satisfaction.
Make me choose between Evasive Arcana and Elemental Attunement = Make me choose between two of the core traits that make me enjoy my support role with this class. It does not matter the new traits, they have very little effect on my active support role, therefore they have very little effect on my fun.
Lol…
In addition to the posted builds, I feel Fire-Air-Earth is pretty strong for a skirmish role (signet/hybrid or condi), Air-Earth-Water for Lightning Rod spike or general support with D/F and Fire-Air-Arcane for super yolo zerker staff ele with earth shield and/or lightning hammer. The last variation has been used by Zeromis and Josh. It feel pretty stupid how they beated up my shoutbow warrior (no stability), kicked me off the point and decapped.
At supreme, is there not a permanent invincable build? In pretty sure I saw a permanent blocking nomads warrior build!
If you get interrupted by unblockable CC and chained by immob, it’s a pretty sad fate. Not sure if you are mentioning sPvP or WvW.
6 fire 0 air 6 earth 6 water 0 ar is going to be a very strong d/d build. High fury up time (build in team support too) nearly immune to condition and realty good counter crit play. Not sure how you set you your gear and runes of str should work well with the build too.
I think this combo can be set up for pure condition dmg too once fire is changed or the hybrid build or more of a pure power dmg its just a question on how you want to gear out.
Sry forgot to answer your question.
The way eles will adapted is by getting past the safely blacken of 6 ar or at least having both boons on swap AND effects on dodge roll base off an atument. They will use the new base 10 sec cd on swaps to build beyond the stander 6 ar. So your going to see a lot of 0 in AR for now on only the full on tank and support ele will think about going 6 ar. Dmg ele will same with the mostly cc eles.
(edited by Jski.6180)
Cc aura pvp support build.
Earth: iii vi ix
Air: I vi ix
Water: I vi viii
Valk armor and earth runes, df
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