Bad Elementalist
Build for PvP
Lol. They did not nerf ele’s sustain at all, stop with the doomsday mentality, the cele build is still the best.
Lol. They did not nerf ele’s sustain at all, stop with the doomsday mentality, the cele build is still the best.
the only one with a bad mentality here is you. This is for those eles that felt the nerf to burn duration and throws out the idea of focusing on might stacks. Ive mained ele 2 years already i don’t need you to tell me the kitten i already know.
Bad Elementalist
Power is so low in this build. I don’t see how taking even more power away from the build by choosing a settler’s amulet allows you to forego might stacking. I can’t deny it’s tankier, but as a DD cele ele you already have a fair amount of tank, great heals, and dish out plenty of damage even after the nerf, assuming you can stack might which isn’t very hard- it almost happens passively when you fight.
I guess if you wanted to use this to bunker points you could. But at that point you’d be better off playing staff, or hell, just swapping a class all together. The damage output is just too low with this. That’s not me talking out of my kitten based on assumptions, by the way, I’m commenting on this after playtesting it because I was curious. Personally, I enjoy builds that try to contest the meta and remain semi-viable.
Anyway, the damage over time isn’t substantial. I wasn’t ever getting outplayed, per-se, but I kept running from a lot of fights simply because I couldn’t kill the other person. I made it a point to try and not stack might with this build, to test your “throws out the idea of focusing on might stacks” comment. It won’t work. Even after I stacked might, the damage was just too low for me to feel useful.
As a DD ele, focusing on condition-based damage just isn’t very viable compared to the Cele alternative. Ignoring the fact that your sigils of Doom and Geomancy are inflicting conditions, a DD ele only has access to a few condis (also omitting utility skills).
Fire 2, 3, and 4 – burning
Water 1 – vulnerability
Water 3 and 4 – Chill
Air 2 – Weakness
Earth 1 2 and 5 – Bleeding
Earth 2 & 5 – Cripple
Earth 3 – immobilize
If you omit the conditions that do no damage, your access to condition damage comes from:
Fire 2 3 & 4
Earth 1 2 & 5 (also the dodge in earth attunement).
So you’ve got some bleeding, some burning, and some poison. That’s three conditions, and the speed at which you’re keeping them up can be negligible at best. Also, the runes in this build are only focusing on your burning damage & duration, which against some players can be avoided (especially since two of your burn skills are very visible, very large fields). Even by swapping the rune out to something that focuses solely on condition damage as opposed to power & burning could help boost it a lot.
Another note, you can only apply conditions in earth and fire attunements, but some of the best utility for a DD ele comes from the water and air attunements. Sure, your sigils MAY proc, depending on their cooldowns, but that in itself is a gamble. And like I mentioned earlier, DD just isn’t great for condis. I personally don’t play Scepter/? enough to verify, but I do seem to recall reading that Scepter/? is a particularly great weapon for condition builds on ele. Of course, by then, you might as well just run a fresh air burst build.
Anyway, just thought you might like some opinions from someone who took the time to playtest what you’re suggesting. I didn’t want to sound like I was coming across as rude, just wanted to share some things I came across with the build that fell flat.
Settler amulet is workable in condi builds with D/F, I personally love that build. But you just made D/D useless by trying to “improve” it, you can’t expect to play condi with the same skill and trait setup.
And why on earth would you want to make D/D more tanky? :P
Power is so low in this build. I don’t see how taking even more power away from the build by choosing a settler’s amulet allows you to forego might stacking. I can’t deny it’s tankier, but as a DD cele ele you already have a fair amount of tank, great heals, and dish out plenty of damage even after the nerf, assuming you can stack might which isn’t very hard- it almost happens passively when you fight.
I guess if you wanted to use this to bunker points you could. But at that point you’d be better off playing staff, or hell, just swapping a class all together. The damage output is just too low with this. That’s not me talking out of my kitten based on assumptions, by the way, I’m commenting on this after playtesting it because I was curious. Personally, I enjoy builds that try to contest the meta and remain semi-viable.
Anyway, the damage over time isn’t substantial. I wasn’t ever getting outplayed, per-se, but I kept running from a lot of fights simply because I couldn’t kill the other person. I made it a point to try and not stack might with this build, to test your “throws out the idea of focusing on might stacks” comment. It won’t work. Even after I stacked might, the damage was just too low for me to feel useful.
As a DD ele, focusing on condition-based damage just isn’t very viable compared to the Cele alternative. Ignoring the fact that your sigils of Doom and Geomancy are inflicting conditions, a DD ele only has access to a few condis (also omitting utility skills).
Fire 2, 3, and 4 – burning
Water 1 – vulnerability
Water 3 and 4 – Chill
Air 2 – Weakness
Earth 1 2 and 5 – Bleeding
Earth 2 & 5 – Cripple
Earth 3 – immobilizeIf you omit the conditions that do no damage, your access to condition damage comes from:
Fire 2 3 & 4
Earth 1 2 & 5 (also the dodge in earth attunement).So you’ve got some bleeding, some burning, and some poison. That’s three conditions, and the speed at which you’re keeping them up can be negligible at best. Also, the runes in this build are only focusing on your burning damage & duration, which against some players can be avoided (especially since two of your burn skills are very visible, very large fields). Even by swapping the rune out to something that focuses solely on condition damage as opposed to power & burning could help boost it a lot.
Another note, you can only apply conditions in earth and fire attunements, but some of the best utility for a DD ele comes from the water and air attunements. Sure, your sigils MAY proc, depending on their cooldowns, but that in itself is a gamble. And like I mentioned earlier, DD just isn’t great for condis. I personally don’t play Scepter/? enough to verify, but I do seem to recall reading that Scepter/? is a particularly great weapon for condition builds on ele. Of course, by then, you might as well just run a fresh air burst build.
Anyway, just thought you might like some opinions from someone who took the time to playtest what you’re suggesting. I didn’t want to sound like I was coming across as rude, just wanted to share some things I came across with the build that fell flat.
thanks for trying it. I ran it for a bit and didnt really notice much of a difference in damage from cele. I could see this build being worse vs bunkers though. I thought it worked great in team fights, but i could understand cele dishing out more damage. maybe ill swap the rune out and throw out the idea of burn duration altogether. I ran a build similar to this in wvw back in the day (minus perplexity runes) and it worked rather well, partly because of better stat allocation. Anyways ill keep trying different things.
Bad Elementalist