Q:
Alternative to Celestial?
If you like dps go half berserker half cele. If you like damage/healing power go crusader. Going full cele has never been optimal in wvw even before HoT.
Yeah, Celestial was my first asc. armor set — it was so painful to make that I never wanted to make another. Changing stats using the Mystic Forge was not an option at the time. I chose Celestial figuring the set would work for every roll.
Now with the ability to change stats… and trinkets being very accessible (or even changeable), I’m looking to switch it up.
I’m leaning towards changing the armor to maruaders… good? bad?
I still consider Celestial a very versatile & good stat for my Tempest, although I don’t run a full Cele set.
Replacing trinkets to other stats (Soldier to give you more durability or Berserker/Viper for more punch) is probably the easiest way. Depending on whether you have a dedicated role in your WvW group may vary the stats you want to take.
And do not forget you can augment your stats with food, too
Still keeps a volume of Kurzick poems ;)
I mix cele + viper. Pure cele is a bit more tanky but the damage is not bringing down sustain builds.
I personally have mostly celestial armor, and just swap my trinkets to go between more offense and more tanky. Weapons are zerker, but I do have one extra dagger that is knight’s, as going D/D sometimes needs a little extra toughness.
There is currently no alternative to celestial. I think elementalist is celestial by nature. Or rather is currently pushed to be celestial by nature. The lack of active blocks and reliable DPS and condis. on top with tempest providing lots of support and sustain traitwise through healing and protect makes me think that u are really better off.
Condition damage- Only bleed and burn are offensive and they are spread over 2 attunments, this renders a pure condition build highly inaffective against a player of equal skill level. u can easily cleanse them. Ie to deal any relibale dps u need power damage atleast
Power damage- Few subpar dps skills which are either channeld or have a long cast time. Only reliable power damage comes from Air overload.
Sustain- active dodges, blocks on a long CD. Mistform, afterschock arcane shield. between 45 and 75 sec cooldown. With the only working on short one bieng earth attunment overload. What we do have access to is auras on overloads. regen, protection and vigor on auras, elemantal bastion. signet of restoration etc. the ability to migitate damage rather then avoid is way more reliable then those active defences. The problem is that they rely on healing power. It’s why an marauder/palladin version build in pvp works subpar. And yes i know u can reach legendary with it. But for that to happen u need to be better then your opponents. This means that u need healing power atleast.
So u already need power and healing power. Then add in the low healthpool and u will need that as well.
It can’t hurt to have some crit chance and hope u can prock that fury.
I honestly think that while u can play with certain armour pieces. Celestial is definately something an ele need. U can argue that u can do some miracles in wvw given the right skill level but in PvP the above reasoning is why we went to menders.
I’ve settled on Marauder’s Armor and Weapons, with Celestial Trinkets. I feel a bit more relevant when bombing keep walls, and the increased AoE damage is more of an avoidance threat for the opposing teams.
The Celestial trinkets round the stats out nicely, keeping crit chance and crit damage respectable.
I myself dont like cele in wvw and am playing around with soliders and minstrel gear.
I found marauder/crusaider combo to be pretty close to celestial gameplay with a bit more oomph to dmg