Criticize my roaming D/D ele's stats
Why air? I think fire offers more damage and also survivability in form of passive blind
Yeah! Sure, I just put those traits without much thought. It’s the gear, the stats that I’m most interested in though. Changing traits is just two clicks away, ascended gear on the other hand…
(edited by Khenzy.9348)
The backpiece doesn’t seem to flow with the rest of the build. What’s up with the random rabid piece?
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Oh! I must have mistaken it, it should be celestial, soldier or whatever.
your build is fair. Looks like you have more vitality than you need and not enough power. If you can find away to get rid of 200 vitality and add it to power you would be in a good spot.
Bad Elementalist
perhaps something more like this.
Bad Elementalist
Oh! I must have mistaken it, it should be celestial, soldier or whatever.
I’d say go zerker or knits/valkyrie for that piece. You’re good on other stats.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Your crit dmg is a bit low but other then that your stats seems nice. (did not see the 2ed build that crit dmg is nice)
Have you though about using the ferocity stone or oil? They add a nice boots to your cit dmg and your staying power. I like armor over vit (and i can only make the stone lol) so i use the stone most of the time now.
Side note there are 2 builds now (3 if you count wepon chose) the trate set up and the stat set up. This build can be made and used with any trate set up that the ppl wants becuse they split the 2 systems.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
(edited by Jski.6180)
Why air? I think fire offers more damage and also survivability in form of passive blind
Im not really sure about fire offering more survivability, more often in roaming u are not 1v1ing, that blind trait gets worse the more stuff join up the fight, be it players, pets , guards, or even clones.
I went back to roaming yesterday, started with my usual SPvP build Fire/water/arcana, it was all good.
Then I also tried Air/Water/Arcana. And I was pleasantly surprised.
I think air is pretty good in WvW, I don’t like it as much in sPvP.
Also Mobility is a pretty BIG part of roaming, and RTL on 13/26 secs CD is pretty kittening sweet.
Why air? I think fire offers more damage and also survivability in form of passive blind
Im not really sure about fire offering more survivability, more often in roaming u are not 1v1ing, that blind trait gets worse the more stuff join up the fight, be it players, pets , guards, or even clones.
I went back to roaming yesterday, started with my usual SPvP build Fire/water/arcana, it was all good.
Then I also tried Air/Water/Arcana. And I was pleasantly surprised.I think air is pretty good in WvW, I don’t like it as much in sPvP.
Also Mobility is a pretty BIG part of roaming, and RTL on 13/26 secs CD is pretty kittening sweet.
I agree. When I play d/d, I use air even in pvp simply because it’s most fun for me. I love the air trait line, it’s probably not the best, but for roaming I think the mobility definitely helps a lot.
Is there a ‘soft cap’ when condi damage/healing power becomes useless or useful?
Thanks for the advices so far!
This lets you plug in numbers, determain effective health/power and compare builds.
Bad Elementalist
Why air? I think fire offers more damage and also survivability in form of passive blind
Im not really sure about fire offering more survivability, more often in roaming u are not 1v1ing, that blind trait gets worse the more stuff join up the fight, be it players, pets , guards, or even clones.
I went back to roaming yesterday, started with my usual SPvP build Fire/water/arcana, it was all good.
Then I also tried Air/Water/Arcana. And I was pleasantly surprised.I think air is pretty good in WvW, I don’t like it as much in sPvP.
Also Mobility is a pretty BIG part of roaming, and RTL on 13/26 secs CD is pretty kittening sweet.
I agree. When I play d/d, I use air even in pvp simply because it’s most fun for me. I love the air trait line, it’s probably not the best, but for roaming I think the mobility definitely helps a lot.
I agree with Air for roaming. The damage fire offers is tempting, but I can’t give up the mobility that Air offers. I could if I put on Speed or Traveler Runes, then I would run Fire/Water/Arcana to see how I like it, but I haven’t gotten around to trying that yet.
I don’t think Fires damage greatly outshines Air’s damage because 9% crit chance from Aeromancers Training and bolt to the heart aren’t anything to sneeze at.
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
I don’t think Fires damage greatly outshines Air’s damage because 9% crit chance from Aeromancers Training and bolt to the heart aren’t anything to sneeze at.
It actually does. I would estimate that about 75% of your entire damage output come from fire. Aeromancers training only affects crit chance while attuned to air. You cannot expect to win by slapping an enemy to death with lightning whip.
Fire is your leading source of damage as a d/d celestial ele. Now the fire trait line gives you:
1) 33% cooldown reduction: This is a huge sustained damage boost
2) +150 power for your main damage attunement
3) permanent 25 stacks of might with burning fire and sunspot (combined with all other sources of might, e.g. sigil of battle)
4) if you start your fire rotation with drake’s breath which you should do in most situations since burning was buffed, you get a 20% damage boost for your burst that is not limited by a 50% enemy hp threshold
These benefits synergize. The synergies push your damage output to a level that I did not expect from those numbers in the build calculator. One has to experience it. IMHO, it’s totally worth going for fire/water/arcana with traveller’s runes because celestial ele also benefits from the entire set of stats.
@topic
The stats look good in general, thumbs up for selecting the CHEAP bufffood which you will actually use. Quite balanced. When going for air though, I would take a bit more power and ferocity and sacrifice about 1500 hp. But fine tuning celestial ele stats is more about personal preference.
This lets you plug in numbers, determain effective health/power and compare builds.
That’s nice, but no info on healing power though.
How much would be enough for decent sustain?
healing power becomes more valuable the higher your toughness is. Pre-patch around 300-400 healing power was good if you had about 1600 toughness. Other factors to consider is roaming builds don’t have as much condi damage as their celestial counterparts in pvp so bunkering down isn’t really all that valuable for roaming either.
For a build like yours I wouldn’t go over 400 healing power unless you plan to add more condi damage into your build.
Bad Elementalist
healing power becomes more valuable the higher your toughness is. Pre-patch around 300-400 healing power was good if you had about 1600 toughness. Other factors to consider is roaming builds don’t have as much condi damage as their celestial counterparts in pvp so bunkering down isn’t really all that valuable for roaming either.
For a build like yours I wouldn’t go over 400 healing power unless you plan to add more condi damage into your build.
Something like this I guess: http://gw2skills.net/editor/?vFAQJAoYhcMoyhdOwwB8RM0AY0RoG8DkCQAIGWZhb4UA-TVSHABLquCfqEAlSwmU+BoKECcCBIZ/BAeQAhpnIAACwMLzgMnZ+5P/5PP6Qbmz8m3coDtMALbB-w
400 healP and 400 condiD alongside 2700 amor should be enough from what I’ve been reading here.
Thanks!
I don’t think Fires damage greatly outshines Air’s damage because 9% crit chance from Aeromancers Training and bolt to the heart aren’t anything to sneeze at.
It actually does. I would estimate that about 75% of your entire damage output come from fire. Aeromancers training only affects crit chance while attuned to air. You cannot expect to win by slapping an enemy to death with lightning whip.
Fire is your leading source of damage as a d/d celestial ele. Now the fire trait line gives you:
1) 33% cooldown reduction: This is a huge sustained damage boost
2) +150 power for your main damage attunement
3) permanent 25 stacks of might with burning fire and sunspot (combined with all other sources of might, e.g. sigil of battle)
4) if you start your fire rotation with drake’s breath which you should do in most situations since burning was buffed, you get a 20% damage boost for your burst that is not limited by a 50% enemy hp thresholdThese benefits synergize. The synergies push your damage output to a level that I did not expect from those numbers in the build calculator. One has to experience it. IMHO, it’s totally worth going for fire/water/arcana with traveller’s runes because celestial ele also benefits from the entire set of stats.
@topic
The stats look good in general, thumbs up for selecting the CHEAP bufffood which you will actually use. Quite balanced. When going for air though, I would take a bit more power and ferocity and sacrifice about 1500 hp. But fine tuning celestial ele stats is more about personal preference.
Good points! I’ll eventually get around to checking out how roaming is with Traveler Runes. It will give me a chance to really see how well it fairs. The burning rage damage multiplier would actually be good if you can extend the burns well enough so that you can get the benefits whille in another attunement.
Hmm.. I may this try out sooner rather than later.
With traveler runes you would get the +10% duration on burning + by taking Water you could get away with not running the cleansing fire trait and use burning precision in it’s place. Definitely need a fury source so fury on fire field blast is a must and of course pyromancers training.
Yea I think I’ll be trying this tomorrow.
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
This is what I cooked up that I’ll be trying. I’m a 17k hp minimum guy I never really consider guard stacks in any of my builds especially since they will be removing them in HOT. I looked at rune of speed also which would give me the hp threshold I like and move stats around. The overal gain of travelers combined with what arcana gives you in boon duration is better overall; it results into about 1-1 1/2 sec across the board for most boons we would really care about, its a loss of about 3 seconds vs hoelbrak on might stacks, but you get an extra cleanse with burning fire trait if you decide to take it, which I think is a better choice over burning precision.
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
I’m pleasantly surprised how helpful the elementalist community has been so far, I can’t say the same of other profession communities, not gonna say which. I’m going to be trying out air when solo, and fire in small groups with consistent swiftness uptime, I think hoelbrak+food is too valuable to give that up. I also think Lightning Rod, Electric Discharge, extremely high weakness uptime, perma fury and swiftness, 17s CD Shocking Auras and 27s CD Updrafts (lower CD on RtL is the cherry on top) have nothing to envy the fire specialization.
I’m also seeing that most builds just go the typical zerker+knight mix that most other professions do, so I guess condi damage and healing power are not as impacful as I thought? I’m seeing some weird amounts such as 150 or 250, is such a low amount even worth it?
I’m pleasantly surprised how helpful the elementalist community has been so far, I can’t say the same of other profession communities, not gonna say which. I’m going to be trying out air when solo, and fire in small groups with consistent swiftness uptime, I think hoelbrak+food is too valuable to give that up. I also think Lightning Rod, Electric Discharge, extremely high weakness uptime, perma fury and swiftness, 17s CD Shocking Auras and 27s CD Updrafts (lower CD on RtL is the cherry on top) have nothing to envy the fire specialization.
I’m also seeing that most builds just go the typical zerker+knight mix that most other professions do, so I guess condi damage and healing power are not as impacful as I thought? I’m seeing some weird amounts such as 150 or 250, is such a low amount even worth it?
Not particularly no, unless you’re specifically aiming for a condition build. Most builds are power oriented and get a lot of the damage from conditions from the might. It’s added damage, but not something to focus on for gearing.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Im trying out full celestial actually
stats are like (no wvw buffs, only food/oil):
18k hp
2500 armor
1950 power
34% crit chance
192% crit dmg
600 cond
600 healing power
I didnt like full celestial pre patch because traits line gave u stats, so u had too much HealingPower, and spending stats in condition dmg might have not been such a good idea considering the old burning.
But right now with no stats from traits, and burning being such a powerful condition, it doesnt seem like a bad alternative to me.
(edited by atreyu.9624)
I also kinda want to run the Fire traitline with Traveler’s but I don’t feel like getting a whole new set of armor and runes (I’m running Air with Hoelbrak runes atm).
Recently I saw a build that ran the Burning Fire trait, which allowed the user to replace Cleansing Fire with Signet of Air for the 25% movement speed. Would that be an acceptable alternative? When activated, the SoA is a stunbreak on a pretty low cooldown so I guess it’s not completely useless, but then I’d lose the movement speed for 25 seconds, which would suck. The swiftness from air attunement swap is only 5 seconds, so that’d hardly make up for it. Updraft also provides swiftness, but it’s too valuable to use on cooldown just for the swiftness.
I also kinda want to run the Fire traitline with Traveler’s but I don’t feel like getting a whole new set of armor and runes (I’m running Air with Hoelbrak runes atm).
Recently I saw a build that ran the Burning Fire trait, which allowed the user to replace Cleansing Fire with Signet of Air for the 25% movement speed. Would that be an acceptable alternative? When activated, the SoA is a stunbreak on a pretty low cooldown so I guess it’s not completely useless, but then I’d lose the movement speed for 25 seconds, which would suck. The swiftness from air attunement swap is only 5 seconds, so that’d hardly make up for it. Updraft also provides swiftness, but it’s too valuable to use on cooldown just for the swiftness.
I think it’s possible that the person was running fresh air build, since it was quite common to see Signet of air on fresh air eles and some still use it now. On celestial cantrip ele you lose the synergy with traits (Soothing Disruption, Burning Fire), but I think it’s a pretty viable option, too. It’s a stubreak on a pretty low cooldown with a nice passive buff and if you don’t face heavy condition opponents, it can be fine to use it. Just try it out and see.
I also kinda want to run the Fire traitline with Traveler’s but I don’t feel like getting a whole new set of armor and runes (I’m running Air with Hoelbrak runes atm).
Recently I saw a build that ran the Burning Fire trait, which allowed the user to replace Cleansing Fire with Signet of Air for the 25% movement speed. Would that be an acceptable alternative? When activated, the SoA is a stunbreak on a pretty low cooldown so I guess it’s not completely useless, but then I’d lose the movement speed for 25 seconds, which would suck. The swiftness from air attunement swap is only 5 seconds, so that’d hardly make up for it. Updraft also provides swiftness, but it’s too valuable to use on cooldown just for the swiftness.
you should try it out, I dont find it particularly problematic running fire/arcana/water with hoelbrak even if u dont have 100% swiftness uptime.
I do use updraft to proc swiftness during non-combat travelling tho and a lot of attunement swapping.
pack runes should provide you with all the swiftness you need in combat as long as you use arcane and gain swiftness when you attune to air
Bad Elementalist