Dying left and right.
Working as intended.
We got the lowest HP and Armor so naturally we are the “JACK OF ALL TRADES!” class. Stay behind the zerg and use a staff like the devs want us to.
I’m back to using the traditional bunker since 20 lightning isn’t as effective when the -20% only brings RtL down to 32s. Though it’s still an issue since everything runs away from me now. It was kind of insulting ( in a slap to a face from anet sort of way ) when I was in WvW and a thief was able to just walk away from me with only minor initiative use.
Message me in game and I’ll show you what I use currently that I’m working on. I’m sure there’s 10x better builds but this one does decent.
What about front and center? being at the back could save you. Going Bunker/healer is the easy mode even now, the other builds are more of a challenge because they require a different play style and combat skills to do well with them (for example I see a lot of eles in wvw that are so accustomed to d/d and decide to switch to s/f or s/d tend to be at melee range the whole time.)
(edited by LightningBlaze.4913)
S/F probably shouldn’t be ( as much ) but S/D pretty much screams melee range. All /D skills are melee and all S/D synergy is melee.
25/15/0/30/0 or 20/10/0/30/10 with 4 sigils
and you have permannant swift boon
25/15/0/30/0 or 20/10/0/30/10 with 4 sigils
and you have permannant swift boon
how do you figure? and how do you equip 4 sigils?
http://gw2skills.net/editor/?fEAQJAoIhMmcbsx2EACKAABRhHA
I’ve quick quick compose it, so it’s not the perfect build, but you’ll see the 2 most important trait you need:
Air 10 for swiftness + crit dmg on aura
fire 20 for aura on sigils
my build with the constant swiftness came from this guy:
take this post as an example of what happens when you rely on an overpowered class rather than actual skill
with that said i still see d/d eles stomping groups in wvw and pvp so its a L2 kitten ue.
take this post as an example of what happens when you rely on an overpowered class rather than actual skill
I took this post as some clueless person that hasn`t read any of the others proving that ele` wasn`t the fastest, op etc before & isn`t even close to it now.
Guardians can out tank naturally before even placing traits.
Ranger shown also can out tank/dps & heal.
Feel free to scroll up at your leisure ;p
https://forum-en.gw2archive.eu/forum/game/suggestions/Top-right-GO-away/first#post2096524
Rocking Wizard Wars until this mess of a game is fixed…
The ele nerf was for two skills, I don’t understand why you would need to change an entire build because of two skills.
Radik of Aeon – Guardian
I run S/D with 0/10/0/30/30, but rather than be bunker I go healing hybrid with 1/2 Clerics 1/2 Berserk/Valk and Scholar runes. All Water line traits are offensive rather than defensive (20% more dmg in water, 10% over 90% hp again, apply vuln with arcane). And I use Arcane Power to reserve my crits for my highest damage spells and swap into water while they’re casting (dragon’s tooth + phoenix + fire grab, or churning earth) for the extra 20% when I want to burst people down.
It’s super effective.
(edited by Boottspurr.9184)
Have you tried playing a build with D/F yet? Focus is underrated since lauch and since RTL, the main “selling point” of offhand dagger got nerfed, you may want to give it a chance.
You don’t take /D for RTL. You take offhand dagger because it gives you 2 aoe knockdowns, a fairly hard hitting fire field and your only hard hitting spike skill (fire grab), and an area denial skill (churning earth forces opponents to either waste a dodge or back off a point.
Focus is garbage. With it you basically have no burst or meaningful damage. What will you do, use your weak autoattacks to kill people and rely on Burning Spped as the only burst skill you’ll have?
D/F only works as a bunker anyways. It doesn’t help the offensive builds that mist form hurt most.
The ele nerf was for two skills, I don’t understand why you would need to change an entire build because of two skills.
Then I don’t think you understand the Elementalist.
but a harsh word stirs up anger.” -Jewish Proverb
The ele nerf was for two skills, I don’t understand why you would need to change an entire build because of two skills.
Note: WvW player here explaining why I changed my build. Doesn’t apply to sPvP.
The only thing D/D is really good for is roaming around. D/D doesn’t do very well in zerg fights due to having absolutely 0 ranged attacks and being squishy – It uses stun breakers and occasional heals to offset the naturally low armor/hp. This works against small numbers of people, but in a zerg you’re bound to get hit no matter what. Might as well play a Guardian (which I did).
Now the D/D ele is good at roaming because of good 1v1 capability (nerfed a bit with the mist form change) and being able to escape when things go bad (nerfed a lot with the RTL change). The second point is what separates good roamers (Warriors, Thieves) from bad roamers (Necros, Guardians).
While you may be pretty hard to kill 1v1, it doesn’t matter when you run into a group of 5+ people. You’re still gonna die, just not as fast (but you will still die). Even the tankiest Guardian can’t survive a random zerg. However, a Thief who can quickly stealth and run away, can. The only actual way to escape is to either stealth, or just be so darned fast that nobody can catch you.
Since we don’t have stealth, and aren’t fast any more, there is no reason to play a D/D elementalist (I play a D/P thief now for roaming, and it can even swap to Shortbow for range, lol).
That’s why.
Edit: D/F is nice and worth a try, but you still can’t run away.
(edited by Sunflowers.1729)