[Guide] Mastering the D/D ele 7/15/13

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Liquid Swords.1740

Liquid Swords.1740

So Daphoenix I have been playing around for pve with traits 0 25 0 15 30 over 0 15 0 25 30. I just don’t know the math for damage difference between the two but 25 in air feels like more dps then 25 in water. Not only that but having 20% redux on air powers is nice.

Can anyone do the math on what one does more dps pve? I am guessing in a team setting 25 air just because multiple stacks of invuln increases everyones damage plus the crit/crit damage from air tree.

This is the build http://gw2buildcraft.com/calculator/elementalist/?1.0|8.1c.h1h.8.1c.h4|0.0.0.0.0.0|1n.71h.1n.71h.1n.71g.1n.71g.1n.71j.1n.71j|3v.d17.311.d17.211.d13.211.d13.311.d17.3v.d17|0.p19.0.f5.u56b|39.1|1m.1q.1s.1r.0|e

Fort Aspenwood – PRX

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Mpiftekis.1529

Mpiftekis.1529

Point is, you are not built towards condition duration and you shouldn’t. To my understanding elementalist’s offense is a mix of all types, with direct being the primary source.

Vulnerability may seem nice but the way the build is made you ll be averaging on 50% crit chance (assuming you have constant uptime in fury). 60% chance out of 50%, is what?! 30%? Including the small chance from Arcane precision I ’d say around 33%. Without any condition duration included, I m willing to bet you ’d never get more than 3 stacks of vulnerability, aka 3% extra damage.

Taking a scenario where you solo, with one full attunment rotation you get 5 boons that grant 2% increase in damage each (fury, might, vigor, swiftness, regeneration) aka 10% extra damage. Imagine now a scenario where you are in a group and get all 9 boons…

Another reason not to go with it is exactly the 20% reduction on air skills. Why? You ll never stay that long in air and the skills are “control” oriented which in PvE is not that often needed. If you stay there for longer than getting the boons or repositioning your investment in attunment recharge rate goes partially to waste.

Ps. I was more than kind with the critical chance assumption. I m getting the 50% with my build and I use major sigil of perception, which nets me 175 accuracy at max stacks – that’s already 75 more than what you get from the change in traits -, a berserker ascended amulet, rampager’s backpack and one berserker, one pvt daggers.

Ps 2. I haven’t tested this but in regards to PvE ,if you don’t want to go for Bountiful Power you might as well skip the Arcane tree since they seem closely related and dependent.

(edited by Mpiftekis.1529)

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Suicide Yammer.2540

Suicide Yammer.2540

What trinkets do you use now?

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Liquid Swords.1740

Liquid Swords.1740

Point is, you are not built towards condition duration and you shouldn’t. To my understanding elementalist’s offense is a mix of all types, with direct being the primary source.

Vulnerability may seem nice but the way the build is made you ll be averaging on 50% crit chance (assuming you have constant uptime in fury). 60% chance out of 50%, is what?! 30%? Including the small chance from Arcane precision I ’d say around 33%. Without any condition duration included, I m willing to bet you ’d never get more than 3 stacks of vulnerability, aka 3% extra damage.

Taking a scenario where you solo, with one full attunment rotation you get 5 boons that grant 2% increase in damage each (fury, might, vigor, swiftness, regeneration) aka 10% extra damage. Imagine now a scenario where you are in a group and get all 9 boons…

Another reason not to go with it is exactly the 20% reduction on air skills. Why? You ll never stay that long in air and the skills are “control” oriented which in PvE is not that often needed. If you stay there for longer than getting the boons or repositioning your investment in attunment recharge rate goes partially to waste.

Ps. I was more than kind with the critical chance assumption. I m getting the 50% with my build and I use major sigil of perception, which nets me 175 accuracy at max stacks – that’s already 75 more than what you get from the change in traits -, a berserker ascended amulet, rampager’s backpack and one berserker, one pvt daggers.

Ps 2. I haven’t tested this but in regards to PvE ,if you don’t want to go for Bountiful Power you might as well skip the Arcane tree since they seem closely related and dependent.

Crit chance with the build i linked is 60% with 75% crit damage, it does maintain perma fury. It could also get a good amount more from crit sigil stacking but I chose bloodlust cause it seemed like the right option with already having that much crit.

I played a bit more with this in pve and i can maintain 4-5 stacks of invuln on bigger hp targets. So in a group with 5 or so people that is a lot more damage to the target then 25 in water for myslef.

Thx for the criticism on the build definitely helps me think about it. I like going outside of the 0 10 0 30 30 to change it up sometimes.

Fort Aspenwood – PRX

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Mpiftekis.1529

Mpiftekis.1529

It definitely rings weird to me how you can have more crit chance. Maybe I was wrong looking at mine, since I check it at random rather than when I m full stacks specifically. Once my internet connection is fixed in the next few days, I ll check and come back at you on this.

Still the results are close to my description or, guess. 4-5 stacks on a big hp target, means 1-3 on a normal one right?! Granted you are not going to encounter any small fries in a dungeon but you are also not going to use tank’n -spank tactics, especially while holding daggers. So the 2-3 stacks are a safe assumption.

Should you allow me to take the autoattacks as the main and only source of damage (to avoid complications) and consider the average hit to be 1500 (cause frankly not everyone hits like a GS warrior and neither does he carry full exotic gear)a 3% increase in flat damage would turn a hit of 1500 damage into one of 1545 for all 5 members for a cumulative increase of 225 damage. On the other hand an 18% increase in your damage (under the assumption of full boons) would increase your hit by 270. In a 16% scenario (minus one boon) you ’d get 240 more and in a 14% (minus 2 boons) would net an increase of 210.

At this point I will remind you that vulnerability does not affect condition damage since the later is not affected by armor values either way, so would it be safe to assume that unless you are among the crazy ones that run only 4 warrior + mesmer set-up you ’ll come across at least one or two condition builds on average, that will not benefit from your offer. In that case even with the boons only you produce (which are at least 5 counting only those from attunment changes and weapon skills – not utilities), the net increase in damage with Bountiful Power ought to be greater than the 3 stacks of vulnerability.

To make this easier to digest, the damage equilibrium for the two cases (vulnerability and 25 minor trait) is found in the case of 4 flat damage users in a group and you keeping 6 boons on the run respectively. Both bring an increase of exactly 180 damage (under the 1500 dmg assumption), one using the whole group and the other using you alone. So which is more often the case? Having a group where each member runs purely on power, or you maintaining more than 5 boons?

Also, consider this. Since we established the damage in solo content is more, following the 25 trait path, focus on the group content. Do all members in a group, manage to survive through each and every fight and do they always have the same target as you? In many encounters of which examples can be found very easily in Arah and Fractals, (even CoF to be frank) one or 2 have to do another job, be it kiting or using a mechanic while some times even in trash mobs people die.

All in all your offer goes to waste more than often. You wanna use something different than the typical daphoenix built?! Make one that doesn’t utilizes boons as the primary source of offense and defense. Go for something like 20/0/20/0/30 with shaman’s gear and weapon skill cd reduction or the 10% extra damage + conjurations. Either way for a d/d and staff ele, the most damage offering attunments are fire and earth.

Edit: Just tested it. I m getting 62% crit chance with full stacks on sigil and fury.
71% with lighting hammer ^^

(edited by Mpiftekis.1529)

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Mpiftekis.1529

Mpiftekis.1529

What trinkets do you use now?

me or daphoenix?

Either case I think we both use celestial rings and earrings, with a few differences. He is using Beryl on the amulet spot and Cavalier on the backpack.

I m using Bers on the amulet, Ramp on backpack, and one of the earrings is Beryl

(edited by Mpiftekis.1529)

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: davidcrickett.8536

davidcrickett.8536

@DaPhoenix: “I maintained perma swiftness using items, i.e. pot of hylek poison. Its’ first ability offers 15 seconds of swiftness, so its fairly easy to maintain perma swiftness in combination to swapping to air.”
You can actually get used to this. Btw, I’m sure you know that if you double-click Hylek of Poison to bring it on your bar, you can click the #1 swiftness (hare) twice, and then the pot disappears, leaving you with a normal bar. But if you put it down and pick it up again, you can use it endlessly, you can even put it down again and pick it up, until you make it go away by using a skill while it’s on your bar.
That’s at least my experience. Maybe it’s a bug?

80: guardian (Ea Greenwood), warrior (Vulg Painbrain), necro (Dafydda),
mesmer (Petroline),
ele (Apple Scruff), engineer (Andersine And), ranger (Dafydd Black), thief (Pi Jensen).

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Stealth.9324

Stealth.9324

@DaPhoenix: “I maintained perma swiftness using items, i.e. pot of hylek poison. Its’ first ability offers 15 seconds of swiftness, so its fairly easy to maintain perma swiftness in combination to swapping to air.”
You can actually get used to this. Btw, I’m sure you know that if you double-click Hylek of Poison to bring it on your bar, you can click the #1 swiftness (hare) twice, and then the pot disappears, leaving you with a normal bar. But if you put it down and pick it up again, you can use it endlessly, you can even put it down again and pick it up, until you make it go away by using a skill while it’s on your bar.
That’s at least my experience. Maybe it’s a bug?

I can keep permanent swiftness with no food involved. I would prefer use food that give more dams rather than swiftness.

Kaane Moka – Champion Magus. Loola Illuma – Champion Genius.
Proud player of : team [uA] – team [TGI]. Australia base, now recruiting.

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: oZii.2864

oZii.2864

Just finished getting my ele to 80. It was my first character when the game came out but I stopped playing it when I started Mesmer, the 3 other toons made it 80 before my ele.

I like to read up on classes see people’s thought then go from there. I’m running the standard 0/10/0/30/30.

The one thing I see is there is no general consensus on which heal is best which is always good.

I’ve been using ether ATM but I like glyph since I have 70% boon duration without food.

My question is what is generally accepted as a base minimum of healing power for d/d ele? I am at 455 right now.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: davidcrickett.8536

davidcrickett.8536

@Stealth—it’s not food, I use food, it’s something you carry; yes, it sounds weird, you should try it.

80: guardian (Ea Greenwood), warrior (Vulg Painbrain), necro (Dafydda),
mesmer (Petroline),
ele (Apple Scruff), engineer (Andersine And), ranger (Dafydd Black), thief (Pi Jensen).

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Mpiftekis.1529

Mpiftekis.1529

The one thing I see is there is no general consensus on which heal is best which is always good.

I’ve been using ether ATM but I like glyph since I have 70% boon duration without food.

My question is what is generally accepted as a base minimum of healing power for d/d ele? I am at 455 right now.

It depends on the occasion. Ether renewal saves you a utility slot if your encounter (pve or pvp) has a lot of conditions involved, while it provides a moderate to good amount of healing but it is interrupt-able and it takes 3 seconds to cast which is anything but ideal if you are the target.

With good damage mitigation, steady damage does justice to the signet one. Despite the nerf, the healing, with healing power at around 600 (which is the amount daphoenix carried had last time I saw his stats), is marvelous for soloing and generally situations where you can’t be/aren’t pinned down, or dealing with small and rare bursts. But it comes at the cost of being a signet and a very low burst healing (which is half the idea around this built).

The glyph healing, to my opinion, needs some buffing from the traits to make it worthy. You can’t expect it to play the role of boon provider. It’s just an addition to make it a bit more interesting. I ‘d say in pve and melee it might be the best choice if you don’t take much damage. Bursts are most commonly dealt with, by using dodge or a utility.

So you can’t put out there a universally good healing. I m mostly running pve with my ele and if the group knows what it’s doing the signet is my best friend, letting me keep my mind off healing, thus not wasting time for it. If not, ether renewal takes place in conjunction with arcane shield or earth armor or dodging in water attunment, while creating a gap, to facilitate a quicker recovery or even better, avoid dying.

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: SeuRafinha.5924

SeuRafinha.5924

Daphoenix, very nice guide! You wrote it a few months ago, I still can level like your guide? (especially about the traits) I’m new in game. Thanks

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Graendall.4765

Graendall.4765

Greetings fellow elementalists.I ve been following this thread several months now,first time posting in it though!
With the recent changes in D/D i was a bit let down but i love the dagger playstyle and because i am at 80% on making my Incinerator i am working around on a solution to adjust my playstyle to the lil(no irony here) bit nerfed dagger ele.

I am running with a WvW guild in Tier 3…now i know staff is the optimal choice in WvW but its so easy and boring.I always wanted to run with my team as a D/D ele.Up until the recent patch i have been running with 0/10/0/30/30.

I switched to 20 points on earth and made this build according to my Ascended gear as i am not in the mood to grind new ones.Tell me what you think

http://gw2skills.net/editor/?fEUQJAoYhEmibzR5gjDAEFm4yQRIbUeMTO2A-jEzAYsASQAJRAJwioxWGDb1Nal3goqB02YK3oqhRUxwyAwsAA-w

Zancrow The Red-Elementalist of [ObV]Oblivion-Hardcore WvW guild
http://oblivion-guild.shivtr.com/
Server-Piken Square

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Pix.8173

Pix.8173

katniss.6735/VitalSuit.1980

For the recent build, this is almost exactly what I ran since day one in GW2. I adapted to better traits and currently use 0/0/20/30/30 = 80 point
http://tinyurl.com/daphoenixBuild3

aaah aaaaah! now i’ understeand because you are very strong ….. :P

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Redian.6983

Redian.6983

Hey folks, I’m a rather new elementalist (been 80 for a while) and would like some advice on this build. I mainly do pve but plan on doing WvW after I get my ascended trinkets so if you could also tell me what tweaks you would make for it to be a viable WvW build I’ll be grateful. Here’s the link http://tinyurl.com/oqh8a38.
I run D/D most of the time, but lately I’ve been giving the scepter a try and can’t say I regret it but I miss the D/D playstyle ;P.

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: daphoenix.4283

daphoenix.4283

Stealth.9324
Sure I’ll duel you whenever:]. Pm me once you upload the video, and I’ll check it out

Liquid Swords.1740/Mpiftekis.1529
0/25/0/15/30 is definitely viable. I’ll put a long response to my thoughts at the bottom :P

Suicide Yammer.2540
My builds up to date on the table of contents (trinket included!)

SeuRafinha.5924
Yes you can

Graendall.4765
Its exactly the same as what I’m running, but I like arcane abatement (50% fall down damage reduction) because I love playing mind games with enemy mobs.

Pix.8173
:D you know what I mean, lol. 0/0/20/20/30 :P. I mistype that alot

Redian.6983
Everything looks good! When I run S/D though, I generally go full berzerker (app. 75% crit damage) since I don’t need to be in close quarters. Helps out with my burst as well, using a combo such as earth4+earth2+Fire3 (point blank, aim slightly behind enemy)Fire5(swap to air midcast)Passive Air spell+ Air2+RtL+ArcaneBlast+Wave. You can instagib someone like that given you have enough might,fury, crit dmg, power, etc.

Here’s some food for thought on everyones theorycrafted builds and calculations:

Mpiftekis.1529
0/10/0/30/30 is definitely superior for teamplay in PvE, and most sPvP setups as well due to the “shared aura” trait. It also offers more defensive traits over a build focused heavier on air.

When I’m playing as a team in PvE, I like to think more in terms of value that I have to offer to the team, as opposed to just raw theoretical DPS. Value would be described in how much more efficient I am making the team (by comparing how much faster the team is with, and without me). An easy way to figure this out is to not do anything in the party, and then compare it to trying as hard as possible. You can also determine whether or not your carrying the entire team this way, or if your team is competent without you.

Value is affected primarily my presence increasing the team’s overall DPS. This is measured directly, and indirectly. The higher value you have relative to your teammates, the more of an asset you are to the team. All allies have a perceived value as well.
1. Directly: My DPS, my buffs to allies DPS directly, and indirectly
2. Indirectly: My presence reducing the amount of damage taken to the team, and the perceived overall DPS increase as a result due to reduce downtime (as in allies don’t have to heal as often)

1. Directly
A. My DPS: This is straightforward. This refers to how much damage per second I am doing on average in a fight(factors in AoE, DoTs, etc), downtime with heals included. You can also think of it as how much total damage you do in a battle vs. a small group of enemies.
B. My buffs to allies directly. This refers to the average amount of might I am giving to my allies in a situation, leading to direct DPS increase to the team. Fury is factored in via how long you can upkeep it to your team
C. My buffs to allies, indirectly. This refers to swiftness buffs to melee allies, leading to reduce amount of downtime for them to go whack the enemy. Conjures are also in this category – > some allies have low DPS, and conjures are based off my primary stats. In addition, conjured icebow is important to mention here, as its 4th ability drastically improves DPS on structures and large hit box enemies. Another instance is pulling mobs together for easy AoE using magnetic shield, or using conjured fiery greatsword elite to drastically impove your DPS and an allies.

Excala, Expert Elementalist
Fort Aspenwood [EXC]
http://www.youtube.com/user/daphoenix555?feature=mhee

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: daphoenix.4283

daphoenix.4283

2. Indirectly
A. CC’ing / stunning enemies reduces the amount of damage your team takes, because your attacker can’t deal damage for that duration. This can be applied a number of ways, to more than one enemy at a time : updraft, earthquake, shocking aura (team share), frost effect from water3/water4, cripple from earth2 and evasive arcana, blinds, etc. In addition, consumables can be factored in here as well. You can permanently stun enemies doing this method reducing all damage to allies.

B. Buffs to reduce allies’ damage taken / remove conditons leading to reduced need of heals in combat (less downtime). Reduction of damage is primarily via through the “protection” given off by arcana 5 trait and swapping to earth. The other would be a shared water4 aura granting 10% reduced damage. Removing conditions would be done via water5, staff water5, evasive arcana, etc.

C. Buffs to heal allies, such as regeneration and direct heals. Regeneration is applied “Regeneration” and “Soothing Mist (minor water passive trait)”. “Regeneration” is done via arcana 5 trait swapping to water, and any water combos. Heals through swapping to water attunement (major passive water trait), and water evasive arcana dodge rolls.

D. Drawing aggro. Lower armor allies draw more aggro than heavier armored allies. Since you have the lowest base armor, and hefty heals to yourself, elementalists make really good tanks, 2nd only to guardians. As long as you don’t die, and can output steady buffs and DPS, you should be fine. Control the amount damage you draw through picking knights armor over berserker. Berserker armor would be used in easier situations where reduction of damage is not as vital.
Also note since you are a D/D elementalist, you will be in the frontlines therefore already drawing more aggro than your counterpart teammates.

As you can see from the above reasons, having a D/D elementalist on a team makes a tremendous difference in value for the team.
Value is what is important, and is dictated by your point of view and your allies. But the value that you offer to a team also depends on the battle situation, and your teammates. For instance, lets you say your team has a D/D elementalist already, and you are the 2nd one to join in. That D/D elementalist might already tons of duration stacking buffs through the 0/10/0/30/30 setup using aura share, making your value less worthwhile. Another instance may be your entire team is ranged, and none of your buffs apply to them since they are never close to you. Or maybe whatever it is your team is doing does not require any damage mitigation because its so easy, but rather needs overall raw DPS support (think of CoF, and the zerker warriors / haste mesmers).

So because of these different situations and teams, it is always important to note that there is no one perfect build for everything . I use a variety of setups to heighten my value in different areas. For instance, in fractals I would be a useless, suicidal asset if I went D/D the entire time. S/F and staff lots of defensive support which is more essential than DPS in this scenario. Or in WvWvW, sometimes I’d prefer to go pure berzerker staff in a zerg battle because of the crowd control, and DPS I have to offer. Adjusting to different scenarios like these makes a big difference to the team, sometimes to the point that a team might fail without you! A good commander in WvWvW doesn’t offer raw DPS or buffs, but rather morale, a blue dorrito to follow, and essential positional tactics. He might do less damage than all his teammates, but if he dies the whole team would fall apart.

P.S. This applies to everything in life not just gaming.

Excala, Expert Elementalist
Fort Aspenwood [EXC]
http://www.youtube.com/user/daphoenix555?feature=mhee

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Mpiftekis.1529

Mpiftekis.1529

Perfect?! No. Certainly not. Better?! Yeah!
We are pretty much on the same mind here and it is an advice I constantly give to newcomers. One has to adapt to whatever situation he has at hand. To be prepared, one ought to have most of the tools available to him, at his disposal.

Our build discussion – and maybe “disagreement” although I doubt we went as far – with Liquid Swords had the objective of (at least in theory) pointing out the most damage maximizing build of the two. Viability was out of the question, especially since he/she is already using it effectively which validates the whole trait orientation.

In regards to what one has to offer to a team I find that by maximizing your own potential in what you decided to excel at, you are also maximizing the effectiveness of your presence in a team. In these terms, the build used by Liquid Swords, lacks in both personal and group potential for the reasons mentioned in the respective posts (which summed up and titled would be: overall 1) damage and 2) utility offered). That is not not say it is useless, but rather that it has not moved a level up from what the currently popular build (0/10/0/20/30) has to offer.

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: The Great Al.2546

The Great Al.2546

daphoenix, do you ever run a 20-10-0-30-10 for signet/aura sharing? the 20 in fire would give you and your teammates a fire aura whenever you cast a signet.

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Liquid Swords.1740

Liquid Swords.1740

Perfect?! No. Certainly not. Better?! Yeah!
We are pretty much on the same mind here and it is an advice I constantly give to newcomers. One has to adapt to whatever situation he has at hand. To be prepared, one ought to have most of the tools available to him, at his disposal.

Our build discussion – and maybe “disagreement” although I doubt we went as far – with Liquid Swords had the objective of (at least in theory) pointing out the most damage maximizing build of the two. Viability was out of the question, especially since he/she is already using it effectively which validates the whole trait orientation.

In regards to what one has to offer to a team I find that by maximizing your own potential in what you decided to excel at, you are also maximizing the effectiveness of your presence in a team. In these terms, the build used by Liquid Swords, lacks in both personal and group potential for the reasons mentioned in the respective posts (which summed up and titled would be: overall 1) damage and 2) utility offered). That is not not say it is useless, but rather that it has not moved a level up from what the currently popular build (0/10/0/20/30) has to offer.

We had no disagreement I would say just a good discussion as to an idea for a build. I have come to the conclusion the 0/25/0/15/30 is my personal favorite for roaming the pve world. The 0/10/0/30/30 is definitely a bit better when it comes to 5 man teams and dungeons but kitten do I wish Aura sharing range was a bit more. It seems so small and almost buggy at times with not giving the aura/buffs. So in conclusion my play style personal favorite builds are…

wvw 0/0/20/20/30 with melandru runes
Open world/roaming pve 0/25/0/15/30
5 mans/dungeons 0/10/0/30/30 aura share

Fort Aspenwood – PRX

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: SAKRAY.3690

SAKRAY.3690

Hey Phoenix I got a question don’t you feel you’re lacking damage with the Knight Setup and Stat-to-all trinkets? Power gets around 1600ish right? Also what’s your oppinion on Divinity Runes are they worth the buy and/or are the monk+water runes really worthwhile seems its mainly used to keep furor up a taddybit longer?

Shichi Gatsu ~ Elementalist
Ichigo Bushi ~ Warrior

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Mpiftekis.1529

Mpiftekis.1529

He tends to post an answer every 2 weeks or so, so if you are in some kind of a hurry (for your build or whatever) I ’d suggest you look in the previous pages. He has mentioned this both in his guide and in an answering post (should I recall correct).

If I had to guess something based on my knowledge and intuition the answers would be:
1) Not much. Knights is specifically chosen as the next best thing after bers for damage while the survivability from toughness is a must. All stats are chosen based on the need for extra healing power and the crit dmg % . You can definitely find the proper answer to this in the first pages.

2) Divinity runes are not considered a bad choice but it would pose a problem to keep certain boons up, currently, without monk+water.

Personally I tried the all stats approach and it’s not really working for me. Runes are fixed for boon duration but i changed a couple of pieces from celestial to bers for extra damage and I find it a far better approach since the changes with an extra minor to all stats is pretty marginal.

(edited by Mpiftekis.1529)

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: SAKRAY.3690

SAKRAY.3690

But which boons make it so drastic you gotta spend 4 runes on it what I was wondering. And yea +all stats seems nice for the small extra healing and stuff but you get higher power/toughness/precicion/crit damage from normal gear like beserker/cavelier and sacing very little for the healing but doesnt seem worth it thats why i wanted to know his reasoning behind it

Shichi Gatsu ~ Elementalist
Ichigo Bushi ~ Warrior

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: haviz.1340

haviz.1340

If I had to guess something based on my knowledge and intuition the answers would be:
1) Not much. Knights is specifically chosen as the next best thing after bers for damage while the survivability from toughness is a must. All stats are chosen based on the need for extra healing power and the crit dmg % . You can definitely find the proper answer to this in the first pages.

Knight’s is hardly best after zerker. It’s probably near soldier’s level depending on your critical damage value.

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: oZii.2864

oZii.2864

I punched it in to get a estimate and I just can’t see going all stats on everything. My plan is to go all stat on accessories only (ascended) Amulet will be clerics (I like to be above 500 healing power) armor is all knights with 1 soldier piece (legs). 1 soldier 1 knight dagger. Back piece soldier and rings will be cavalier.

The power is really low on all stats I dont even know if divinity is better I guess it would be the next best thing to take after boon duration runes though ruby orbs or beryl would be better dps wise.

For ele my base line is 1850 power, 500 healing, 16.5k hp and 2.7k armor (30% damage mitigation) 30% crit chance. 40-50% crit damage nothing less than these numbers. The damage mitigation from all stat is less than soldier or knights etc. Though EHP is a little better since you get vitality along with it but its not a big jump tbh.

If I read right phoenix said Power=Crit damage > but power does more for your crits than crit damage until you get to a certain crit damage value like 80+ then if you get that high you need the precision to go along with it otherwise its not doing anything for you.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Mpiftekis.1529

Mpiftekis.1529

@ SAKRAY.3690 Every boon you can produce and every one you receive. Mathematics aside (comparing 3 extra seconds of regeneration to 10 healing) the intuition is simple and it revolves around Bountiful Power. 2% extra damage per boon is granted for as long as you have that boon. So it’s not only a 35+ power/condition that a might stack grants you but it also guarantees you 2% extra damage for that extra period that it is active. Of course this has been dropped by daphoenix in his new build in favor of a more defensive approach (specifically in terms of CC-countering). You should watch his video in youtube where he is showcasing this build in detail. here is a link to his channel.

http://www.youtube.com/user/daphoenix555/videos?flow=grid&view=0

and here is a link to the build itself which you can find in the first page, something I urge everyone with questions to do, as there is a huge chance you ll find the answer you are looking for there (without having to wait for a week or more to get a reply from daphoenix) as well as very nice tips and tricks you might had no knowledge of.

http://gw2buildcraft.com/calculator/elementalist/?1.0|8.1g.h1h.8.1g.h4|0.0.0.0.0.0|1n.71g.1g.71g.1g.71h.1g.71h.1n.7r.1g.7r|211.0.3v.0.311.e17.211.e13.311.e17.3v.e17|0.0.k39.k38.u56b|15.1|1l.1u.1v.1t.0|e

Note: This is PvP oriented. For those who are like me (PvE mostly/only) this is more appropriate

http://gw2buildcraft.com/calculator/elementalist/?1.0|8.1g.h1h.8.1g.h4|0.0.0.0.0.0|1n.71g.1g.71g.1g.71h.1g.71h.1n.7r.1g.7r|211.0.3v.0.311.e17.211.e13.311.e17.3v.e17|0.0.k39.k38.u56b|15.1|1l.1u.1v.1t.0|e

@ haviz.1340 To my knowledge, and I m not going to claim it is any better than yours in this specific subject, a unit increase in power increases potential, raw damage by an equal amount. To that extend, Soldier’s carries 40% more power than Knight’s in stats which considering armor and weapons only is a net increase of 143 power.
Under the same conditions Knights provides 307 critical instead which translates into 20% increase in crit chance. If the above statements are true, in order for the two to break even, Knight’s has to be complemented with roughly 31% increase in crit damage (that is, from 150% base to 181%). If you check both links above the crit damage increase averages on about 51% ( = 201%). So Knight’s makes for the better complimentary to Celestial and Berserker trinkets/pieces in terms of damage increase.

If you want to compare the two in terms of damage as standalones, Soldier’s might be even better but as it is, Knight’s not only stands above, but offers utility too (Arcane VI).

@ oZii.2864 I m not really catching your drift. Unless you wish to wait for daphoenix to answer, help me understand what you are trying to get at.

For the record daphoenix claimed power=crit dmg based on a guide (if my memory isn’t cheating me).

PS. I accidentally put an attachment up. Anyone knows how to delete it?

Attachments:

(edited by Mpiftekis.1529)

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: SAKRAY.3690

SAKRAY.3690

Thanks for the explanations I was using the Boon Duration increases myself just wondering if they were worth it really.

This is my build currently
http://gw2buildcraft.com/calculator/elementalist/?1.0|8.1i.h1h.8.1g.h4|0.0.0.0.0.0|1n.71g.1n.71g.1n.71h.1n.71h.1n.71j.1n.71j|4v.0.311.0.211.0.2v.0.3v.0.3v.d1e|0.a1.0.u35b.u56b|39.1|1l.1u.1v.1t.0|e

As you see i’m trying a more aggressive Crit based approach with 10 in Air and maintaining the 2% per Boon damage in Water.

But there are a few things I’d like to know about if the Stat-to-all trinkets are really better.

For example is the increase in Burn/Bleed damage THAT significant much more or?
And does Crit Damage increase effectively like will you notice a big increase in damage with 74% Crit over 60% Crit?

Shichi Gatsu ~ Elementalist
Ichigo Bushi ~ Warrior

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: oZii.2864

oZii.2864

@ SAKRAY.3690 Every boon you can produce and every one you receive. Mathematics aside (comparing 3 extra seconds of regeneration to 10 healing) the intuition is simple and it revolves around Bountiful Power. 2% extra damage per boon is granted for as long as you have that boon. So it’s only a 35+ power/condition that a might stack grants you but it also guarantees you 2% extra damage for that extra period that it is active. Of course this has been dropped by daphoenix in his new build in favor of a more defensive approach (specifically in terms of CC-countering). You should watch his video in youtube where he is showcasing this build in detail. here is a link to his channel.

http://www.youtube.com/user/daphoenix555/videos?flow=grid&view=0

and here is a link to the build itself which you can find in the first page, something I urge everyone with questions to do, as there is a huge chance you ll find the answer you are looking for there (without having to wait for a week or more to get a reply from daphoenix) as well as very nice tips and tricks you might had no knowledge of.

http://gw2buildcraft.com/calculator/elementalist/?1.0|8.1g.h1h.8.1g.h4|0.0.0.0.0.0|1n.71g.1g.71g.1g.71h.1g.71h.1n.7r.1g.7r|211.0.3v.0.311.e17.211.e13.311.e17.3v.e17|0.0.k39.k38.u56b|15.1|1l.1u.1v.1t.0|e

Note: This is PvP oriented. For those who are like me (PvE mostly/only) this is more appropriate

http://gw2buildcraft.com/calculator/elementalist/?1.0|8.1g.h1h.8.1g.h4|0.0.0.0.0.0|1n.71g.1g.71g.1g.71h.1g.71h.1n.7r.1g.7r|211.0.3v.0.311.e17.211.e13.311.e17.3v.e17|0.0.k39.k38.u56b|15.1|1l.1u.1v.1t.0|e

@ haviz.1340 To my knowledge, and I m not going to claim it is any better than yours in this specific subject, a unit increase in power increases potential, raw damage by an equal amount. To that extend, Soldier’s carries 40% more power than Knight’s in stats which considering armor and weapons only is a net increase of 143 power.
Under the same conditions Knights provides 307 critical instead which translates into 20% increase in crit chance. If the above statements are true, in order for the two to break even, Knight’s has to be complemented with roughly 31% increase in crit damage (that is, from 150% base to 181%). If you check both links above the crit damage increase averages on about 51% ( = 201%). So Knight’s makes for the better complimentary to Celestial and Berserker trinkets/pieces in terms of damage increase.

If you want to compare the two in terms of damage as standalones, Soldier’s might be even better but as it is, Knight’s not only stands above, but offers utility too (Arcane VI).

@ oZii.2864 I m not really catching your drift. Unless you wish to wait for daphoenix to answer, help me understand what you are trying to get at.

For the record daphoenix claimed power=crit dmg based on a guide (if my memory isn’t cheating me).

PS. I accidentally put an attachment up. Anyone knows how to delete it?

Thanks for reply thats what I didn’t really undestand. He said that power = crit damage and that both are > precision. They way I understand it is Power>Precision>Crit dmg.

If you have to chose a offensive stat and are not sure then power is always the best choice. Crit dmg becomes valuable once you have a good chance to crit but power affects crit and non crit hits. Well basically what I am getting at is Power>Precision>Crit dmg. Crit dmg is directly related to Precision if you have 100 crit damage or 250% damage on crit but you have 10% chance to crit then critical damage is wasted.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Janairo.4289

Janairo.4289

Hey guys.

Having a dilemma playing my ele. I run 0 10 0 30 30. My gear is all ppt with boon duration runes. Half my accs are celestial ascended and half are valkys. Weapons are also ppt.

My issue is 1v1 in pvp. And even small skirmishes. My damage isn’t up to par unless I have full bloodlust and sig of battle stacks up. My surviving ability also seems less than what this build is known for. I’m thinking either I suck or this build doesn’t suit my gameplay. I mainly play a burst thief and shatter mesmer.

I beleive its that im too impatient and suck at cooldown management. love the class and would love it even more to be better at it.

If anyone’s available for duels or comments feel free to reach out. I’m on isle of janthir btw. Ele mentor ftw

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: oZii.2864

oZii.2864

Hey guys.

Having a dilemma playing my ele. I run 0 10 0 30 30. My gear is all ppt with boon duration runes. Half my accs are celestial ascended and half are valkys. Weapons are also ppt.

My issue is 1v1 in pvp. And even small skirmishes. My damage isn’t up to par unless I have full bloodlust and sig of battle stacks up. My surviving ability also seems less than what this build is known for. I’m thinking either I suck or this build doesn’t suit my gameplay. I mainly play a burst thief and shatter mesmer.

I beleive its that im too impatient and suck at cooldown management. love the class and would love it even more to be better at it.

If anyone’s available for duels or comments feel free to reach out. I’m on isle of janthir btw. Ele mentor ftw

I am no pro elementalist I have been playing it about 3 weeks now it is really fun. I also played the other 2 classes you named alot with those specs also. The thing I noticed at first when I started playing ele was that you can get by spamming stuff against bad players. Then I dueled some friends from other servers that I know are good and I was exposed. Eventually as you get use to amount of skills and what they do it starts to slow down for you. You start to just get a feel of what is ready and what you should use.

Im still learning but I really love D/D ele style it was my first character but I stopped leveling him actually and went mesmer and thief.

I am kind of similar in build to you gear wise its a bit different but close to the same. Just my opinion is that you don’t want to invest heavy in vitality because you can’t heal the large health pool. I like 16-17k with around or close to 450-500 healing power. I sit around 16.5 hp and 17.1 with my food and server buffs usually.

Just my experience playing it is that you want to make sure you have fury up as much as possible. Once you pop a aura you should notice its alot easier to keep it up longer.

Fire Grab is odd at first but eventually you get use to how to land it. Most people try to stay away from a D/D ele from my experience use your chill, burning speed, and earth magnetic grasp(earth 3) to stay on top of them. I hardly ever use the second part of earth 3 just the immobilize.

The damage is there the burst is in fire. Churning earth has to be setup pay attention to dodges.

Just my experience d/d ele has pretty much all the tools to fight just about everything. You start to get a feel of when to use what on the different classes. The optimal rtl, updraft, burning speed etc combo isnt always going to work. Just mix it up a bit.

I dont know what heal you use I use signet so that I can keep moving ether is good but easy to interrupt in a duel you can get away with it depending on opponent. Swap in water get the regen, the cleansing wave, or cone and get out.

10 stacks of might should be pretty easy and bloodlust shouldn’t feel like a must. Power is not really a problem with d/d ele imo. I wont go less than 2k power on my warrior or mesmer. I bit less on my thief is ok because its more crit and burst. Definitely not less than 19k. On my ele I am ok with 1850 some play with less than that and put out decent damage still.

I found this thread a really good read

https://forum-en.gw2archive.eu/forum/professions/elementalist/GW2-In-Depth-Guide-The-Elementalist-Mindset

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

(edited by oZii.2864)

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: TGSlasher.1458

TGSlasher.1458

daphoenix, do you ever run a 20-10-0-30-10 for signet/aura sharing? the 20 in fire would give you and your teammates a fire aura whenever you cast a signet.

I have run this exact setup. Earth runes, zerker / carrior / shamans sigil depending on my mood. I used this in sPvP and found that I could beat most people, have been wanting to try it again since the update to signets (been away for a while).

When I run this build I use: S/F. Why?
Focus has a better mist form (lost due to signets) and a better cleansing fire (lost due to signets but does not give stun break). I use those 2 defensive skills to save my but, allowing me to run with all signets and FGS. The S/F destroys ranged foes. This build is much slower then the D/D builds however and relies heavily on swiftness.

Slasher Sladorian – Charr Warrior – [DECM] | Sea of Sorrows
Sophea Sladorian – Charr Ranger – [DECM] | Sea of Sorrows
Sophea Of Elements – Human Elementalist – [DECM] | Sea of Sorrows

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Janairo.4289

Janairo.4289

@Ozii

Thanks man. Thank link already helped me out a lot. I use valks as I haven’t gotten cav trinkets. May get those tonight.

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: SAKRAY.3690

SAKRAY.3690

Random question though would a Omnonberry Pie work well on a D/D Ele for the life steal? Or does that only account for melee attacks?

Shichi Gatsu ~ Elementalist
Ichigo Bushi ~ Warrior

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: daphoenix.4283

daphoenix.4283

Mpiftekis.1529

I wanted to just clarify that there was no perfect build since everyone loves theorycrafting :P.

Your correct, there are better builds for various situations. I listed the ones I use and think that are the best for my situations that I encounter in the builds section. Note that not everyone plays the same :]

I find the water 30 aura trait to be a skill that creates a lot of value to the team, since you can pair it up with the air 1 trait for perma fury for your allies. Not to mention the shocking aura to CC and reduce damage to your allies, and the frost aura to mitigate 10% damage for a short time frame.

The Great Al.2546
I never run fire traits, the tradeoff between air , earth, water, arcana never seems worth it. Cantrips will always be better than signets in most situations, so having a signet isn’t the greatest trade off to go, at least for the time being until they get buffed further on par with cantrips.

Liquid Swords.1740
0/10/0/30/30 is definitely the best team support setup. For a more solo oriented setup, I could definitely see 0/25/0/15/30 to be favorable, with air traits in “swiftness/fury on aura cast” and “reduced 20% air CD” so that you can travel faster using RtL.
For PvE roaming, I prefer having at least 20 water, because I can have 2 water traits. I find the trait that “reduces fall dmg by 50%” as a must have for roaming, since I have killed myself a lot misjudging cliff drop distances. The other water trait I would need is “regeneration/vigor on cantrip cast” since it greatly improves survivability.

So in my opinion having 0/20/0/20/30 is also viable too. Just make sure you have at least 15 in water (since the passive at 15 water points is amazing) and 30 arcana (for evasive arcana) in any build you run. 20 arcana is the bare mininum due to reduced CD on attunement swaps. The rest can be allocated to earth, air, or water. Fire is still useless imo.

SAKRAY.3690
Having the monk/water runes really helps out. It helps you offensively, and defensively.
Offensively it allows you to maintain more stacks of might and longer duration of fury, meaning more overall DPS.
Defensively it grants longer HP regeneration, and protection for longer sustainbility
Then it allows you to have perma swiftness for roaming applications:]

Excala, Expert Elementalist
Fort Aspenwood [EXC]
http://www.youtube.com/user/daphoenix555?feature=mhee

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: SAKRAY.3690

SAKRAY.3690

Hmm I see yes.
I was wondering does a High Crit build also work for a D/D Ele?
Seeing ur 0/0/20/20/30 Setup looks really defensive i’m more of a Aggresive player.

http://gw2buildcraft.com/calculator/elementalist/?1.0|8.1g.h1h.8.1g.h4|0.0.0.0.0.0|1n.71g.1g.71g.1n.71h.1n.71h.1n.71j.1n.71j|3v.e17.3v.e17.2v.e14.2v.e14.3v.e17.3v.e17|0.a1.0.u35b.u56b|39.1|1l.1u.1v.1t.0|e

What’s your thoughts on something like that is that amount of Crit Damage to high to still be effective or?

Also do Omnom Berry Pie’s have use on Ele’s? I’ve seen them alot on Warriors but not sure wether the Life Steal is on basic attack only or if it coun’t for all damage like damage from aoe dodge rolls etc

Shichi Gatsu ~ Elementalist
Ichigo Bushi ~ Warrior

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: daphoenix.4283

daphoenix.4283

Mpiftekis.1529
:P. I know I should respond more often, but I usually like to type out super long, detailed responses which take forever to type out and I prefer to do it all in one go.

1. Your right. Toughness and power are must haves. Healing power is a great addition but not necessary, eles have already really high base healing. All stats is chosen since the elementalist utilizes all stats effectively, unlike other classes that have only access to 1 or 2 heals, tradeoffs between conditions / normal damage, etc.

2. Divinity’s is overrated. It cost way too much money for the return you get out of it, and the returns are really mediocre at best anyways. Since your getting 2x superior rune water, and 2x superior rune monk, you’ll need 2 more runes. Those 2 can be either 2 major water, or 2x superior rune melandru.

SAKRAY.3690
The major reasoning for +all stats I listed in the table of contents under section 7 in table of contents.

To give you a short summary, its because the total sum of stats you get + % crit dmg outweighs any other ascended item. You can’t really put an exact value to how much each stat is worth relative to each other (Power vs. Toughness, for instance), but the elementalist does benefit more than any other class with +all stat items.
Your question is pointed toward why not sacrifice more healing power for more DPS.

Healing power scales linearly. Toughness has diminishing returns. Power, crit dmg, precision all scale together. Condition damage scales linearly.

To put it bluntly, your going to have alot of toughness already with the other gear. Healing power will have a higher return as you have more toughness, and you need both healing power and toughness to survive. Vitality prevents you from being instagibbed, so you need to have a bare mininum amount of HP of at least 15k, and more does help. Vitality doesn’t come that easy since you are getting knight stat items, so the +All stat item fills that gap. +all stat items also grants power, precision, and crit dmg which are all essential to doing damage as well. Condition damage on the +all stat is just an added bonus, and is worth the least of all the other stats since its return is flat (plus you get condition damage from might anyways)

You could put a lot of calculations explaining why +all stats is superior, but its better to just put logical reasoning behind it since you can’t quantify how much X is better than Y in terms of stats. There’s too many variables to consider, like how much more effective is condition damage is in situations A vs. B, or how much more healing I need on a small zerg vs. a large zerg, how much HP do I need to prevent 1) one thief attacking me 2) two thiefs 3) a small blatoon gank squad. Other examples include: This battle is easy, why would I need so much defense? This battle is way too difficult, why didn’t I get more defense? Fury is down, how much more value does precision have since I have X crit dmg, and the optimal crit dmg / crit chance is so and so based on spreadsheet G’s calculations?
Then you have to rate each situation against each other and see which is more important. Then it gets REALLY confusing!

TL;DR ; Don’t worry about the math. Just trust me on +all stat trinkets :P. Elementalists are the master of none, and extremely versatile. +All stat fits in that category.

Excala, Expert Elementalist
Fort Aspenwood [EXC]
http://www.youtube.com/user/daphoenix555?feature=mhee

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: daphoenix.4283

daphoenix.4283

oZii.2864
20 Power ~ 1% crit dmg. I did this off some calculations I found on reddit, its in the links in table of contents.

From wiki:
http://wiki.guildwars2.com/wiki/Critical_hit
Expected damage = Base damage * (((0.50 + Critical Damage / 100) * (Critical Chance / 100)) + 1)
I find 50% crit chance (fury included) and 50-75% crit damage (not including base 50% crit damage) to be a optimized DPS setting.

Normally when I think of crit damage / crit chance, I think of geometry.
Think of building of a fence enclosing your house. The fence’s perimeter is affected by the length (crit dmg) + width (crit chance). The fence’s enclosed area (damage) is length * width. Theoretically, a square has the biggest area (dmg) for the lowest perimeter (stats, crit dmg and chance), or the best bang for your buck.
However, now you have to factor in the $$$ (Opportunity cost of other stats) to build said fence. You want to build the cheapest fence line with the most area (damage). Unfortunately, the critical damage fence and the critical chance fence do not cost the same, and they actually vary in price on previous decisions you make (aka the stat choices on your other armor pieces!). This is because you could’ve obtained more precision / crit damage had you gone berserker over knights armor, for instance. But you traded off defense, which is a whole other issue. Then you must factor in that you occasionally get a 20 unit crit chance fence (fury), and a free 50 units of crit dmg fence (base crit dmg).
So now your fence is no longer a square, but a rectangle. If you consider the units of your fence lines by cost, it’s a square. If you consider it via crit chance vs. crit dmg units, it’s a rectangle.
Janairo.4289 / oZii.2864
PvP (Heart of the mists) differs from WvWvW and PvE. This is because in PvP, your skills are actually reduced. For instance, the passive 15 water trait is halved. Evasive arcanas dodge roll heal Is halved. Your boon duration runes are reduced as well. In addition, your choice in stats and customization is very limited, and your overall total stats as well.
PvP therefore requires a different style of gameplay. For gear, I use amulet → Valkyries. Runes – 2x superior rune monk, 2x sup. Water, 2x divinities, or 6 runes of the ogre.
In PvP, you can decide what role you want to play. You have to pick one, you can’t have everything. Do you want to play as a roaming tanky solo player? Or you do want to be a supportive, DPS team ganker?
PvP also gives you lots of oppurtunities to abuse terrain, since most maps are pretty compact and objective points have walls/obstacles. Utilization of terrain is really imo the deciding factor of how well you do in surviving PvP.
TGSlasher.1458
I guess whatever floats your boat then :P
SAKRAY.3690
It’s got a 5 second CD now due to nerfs IIRC. Can’t remember if this was per enemy or not though.
Either way lemongrass poultry -40% condition duration is flat out amazing though.
On your latest comment, remember you can customize your armor, and your traits seperaretly. You can do 0/0/20/20/30 and run mostly berserker stat gear and still perform well. Or you can run 0/10/0/30/30, and its variations (more air over water) with a more defensive tanky gear setup. Both would perform well in most situations, try both out and pick the one that feels better
If you want to be purely aggressive, go with the latter build, and berserker gear

Excala, Expert Elementalist
Fort Aspenwood [EXC]
http://www.youtube.com/user/daphoenix555?feature=mhee

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: oZii.2864

oZii.2864

@daphoenix Thanks for the replies good breakdown.

Also agree lemongrass is amazing I ran it on my warrior for a long time. I run it on my ele I can’t see not running it since everyone and their dog running condi runs +duration food. My alt foods are the mango pie and the omnom cream but lemongrass is first class.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: TGSlasher.1458

TGSlasher.1458

Its been a while Dapheonix, a good 7 pages or so lol. How are the elementalists these days?

Slasher Sladorian – Charr Warrior – [DECM] | Sea of Sorrows
Sophea Sladorian – Charr Ranger – [DECM] | Sea of Sorrows
Sophea Of Elements – Human Elementalist – [DECM] | Sea of Sorrows

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: daphoenix.4283

daphoenix.4283

oZii.2864

Np.

TGSlasher.1458

Well they finally nerfed infinite underwater to land air4 / earth 4 finally, which was kind of op but really fun to do :P

Other than that, I think they’re fine. RtL still kind of blows though >_>

Excala, Expert Elementalist
Fort Aspenwood [EXC]
http://www.youtube.com/user/daphoenix555?feature=mhee

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: oZii.2864

oZii.2864

Excala 15 coming soon?

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Ozymandias.5704

Ozymandias.5704

I like the discussion on all stats trinkets. It is the same trinkets I have gotten and concluded that it works very well on my elementalist. Both on my D/D setups, and my Staff setup.

It steam engines when it comes steam engine time.
- Charles Fort

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Faux Sheaux.6179

Faux Sheaux.6179

Holy kitten 400k views

Ehmry Bay – Grindhouse Gaming [GH]
Menorah | Charr Cat | Some Cat Thing
Still running my old RRR build because why not

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: devurandom.4256

devurandom.4256

I might be blind, or unable to use the search function properly, but any chance to get the current sPvP variant of the build? (Especially for sigils and runes etc.) Thanks!

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: SAKRAY.3690

SAKRAY.3690

What’s your thoughts on the Restoration Signet over E.Renewal?

Healing yourself a bit everytime you use a skill?

Shichi Gatsu ~ Elementalist
Ichigo Bushi ~ Warrior

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Atoss.1056

Atoss.1056

Holy kitten 400k views

No wonder 90% eles are d/d >_>

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Purist.3175

Purist.3175

What does everyone think about Superior Runes of Hoelbrak?

(1): +25 Power
(2): +20% Might Duration
(3): +50 Power
(4): 5% chance to gain Might for 20s when hit. (Cooldown: 5s)
(5): +90 Power
(6): -20% Condition Duration applied to you.

I mainly WvW with daphoenix’s 0/0/20/20/30 build. I fight in many large 20+ player battles.

Advantages:

  • The extra 165 power makes knight’s armor have as much power as berserker’s armor
  • 4-piece bonus would grant you more might but with 10% less might duration
  • -10% more condition duration applied to you (all 2 second conditions will not tick damage on you as opposed to all 1 second conditions with previous build)

Disadvantages:

  • -50 healing power
  • -10% boon duration on might (you lose 2 seconds on sigil and 1.5 seconds on fire attune)
  • -30% boon duration on other boons (you lose 1.5 seconds on protection/regen/swiftness from arcane 5 and 0.6 seconds of fury on each attunement swap)

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: oZii.2864

oZii.2864

What does everyone think about Superior Runes of Hoelbrak?

(1): +25 Power
(2): +20% Might Duration
(3): +50 Power
(4): 5% chance to gain Might for 20s when hit. (Cooldown: 5s)
(5): +90 Power
(6): -20% Condition Duration applied to you.

I mainly WvW with daphoenix’s 0/0/20/20/30 build. I fight in many large 20+ player battles.

Advantages:

  • The extra 165 power makes knight’s armor have as much power as berserker’s armor
  • 4-piece bonus would grant you more might but with 10% less might duration
  • -10% more condition duration applied to you (all 2 second conditions will not tick damage on you as opposed to all 1 second conditions with previous build)

Disadvantages:

  • -50 healing power
  • -10% boon duration on might (you lose 2 seconds on sigil and 1.5 seconds on fire attune)
  • -30% boon duration on other boons (you lose 1.5 seconds on protection/regen/swiftness from arcane 5 and 0.6 seconds of fury on each attunement swap)

MMm I don’t see why not I use those runes on my warrior. Its an offensive version of melandru basically. Might really isn’t hard to get stacks for. You get power upfront with the +165. Depends on how well you keep fury up which is the most important boon imo. Other than that it should work really. The runes are the one thing that you can change often with the 30 water 30 arcana builds.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: katniss.6735

katniss.6735

Somebody post some new ele roamer vids. I’m bored.

Server: Maguuma – Leafy Lass – Elementalist (WvW)
Guild: Bill Murray [Bill]/ [DERP]
twitch.tv/mlgw2

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Ancient Ranger.3276

Ancient Ranger.3276

Hey Dapheonix
I am playing a D/D Ele in a small roaming guild with a maximum of 5-7 people.
I was wondering which of these two build would be better almost everyone in the group is tanky execpt for 1 Beserker mesmer.

- http://gw2skills.net/editor/?fEQQJAoYhMmmbxR5wjDAkHnYSJiCPUeMTO2A-jUCBYMBkgAgEBMBqIasltht6KIlXRTbDTDjIqGA-w

- http://gw2skills.net/editor/?fEQQJAoYhMmmbxR5wjDAkHnYSJiCPUeMTO2A-jkCBYMBkgAgEBMBqIasltht6KIlXRTNTQWbDTDLpA-w

The items i changed on the builds is the amulet and the 2 rings.
I was wondering if you could help me out
In advance thanks

Éleura Elementalist’s on YB
Elementalist
#Ele