I suck at ele in spvp
Make a thief or a guardian or accept that your class is meant to be a supportive class…
Seriously, all you can do is bring up your HP by 2000 and lower your damage.
My build is similar actually: 0/20/0/20/30, 18000hp but much less toughness, about 450 healing.
Yeah i could just go full power/tough/vit, and be a bunker, but I should just play a guardian for that, plus then our damage is completely laughable.
Curious about your build. Having that high crit % means zerker or valk amu right? So either you don’t have 2k toughness but instead have 2k armor or you don’t have 16.5k hp . Can you post your build?
2754 attack, 47% crit, 2001 armor not toughness sorry, 16595 health, 35% crit damage. I use runes of the Dolyak to get my armor there.
2754 attack, 47% crit, 2001 armor not toughness sorry, 16595 health, 35% crit damage. I use runes of the Dolyak to get my armor there.
Most ele’s run valks in tpvp. While you lose the larger health pool you gain a good amount of toughness. With higher toughness your heals mean a little more since you mitigate more damage. It comes down to preference but I don’t like the dolyak its only 30 hp/s i would suggest the boon duration sets for more survivability or ogre/scholar/divinity for more damage.
I disagree about going p/v/t turning you into a bunker. While you lack large burst you still have good damage. Which can be made up by running double arcane utils.
What weapon sigil’s are you using btw?
Blood and Battle atm, ill give valks a shot. Should I go back to water/monk? what should I do 3 of each or 2, plus another?
Blood and Battle atm, ill give valks a shot. Should I go back to water/monk? what should I do 3 of each or 2, plus another?
Blood or Bloodlust? Battle and bloodlust is what I run, very strong. I run s/d now but I use to do d/d till the zb fix. The runes are your choice. 3 water 3 monk was popular, I prefered 2 earth 2 monk 2 water when bunkering (clerics amu) . As roaming I went 6 strength till I tested the 6th bonus piece and found its bugged. 5 Scholar 1 Divinity is good. 6 Scholar if your above 90% health often. You can replace the scholar with strength if you are really good about giving team mates with might through blasts finishers and want that might to last a little longer. That also will lengthen the might from battle too so you can have more might that way. I prefer the 5 strength 1 divinity (I love might!) but am currently testing for different runes.
Edit:Feel free to whisper me in game. My friends and I often jump into empty rooms to play around with new builds or new classes and spectate each other to offer tips. Your welcome to come join us.
(edited by Nikkle.4013)
If you’re looking to improve damage, consider moving some trait points around so you have 25 in water. Unless you are fighting an enemy with a lot of boon stripping that will give you about 10% extra damage most of the fight, sometimes a little more sometimes a little less but overall a better addition to dps than bolt to the heart.
IMO the amulet/jewel limit in sPvP really hampers the possible viable builds, the best I’ve been able to come up with (for damage, while still surviving sometimes, lol) uses a Valkyrie amulet with Berzerker jewel, traits are 0-15-0-25-30 (bolt to the heart, piercing shards, cleansing wave, elemental attunement, renewing stamina, evasive arcana) and 2-3 cantrips as utilities for the stun breaks, sometimes arcane wave for well, what it does, ether renewal in condition heavy fights or signet if I’m lazy.
Most of the sPvP that I have done has been screwing around with builds with friends, so I don’t have like, competitive experience. To me it’s kind of a weird game mode, revolving around trying to stand in a circle and not die, can’t really get into it for some reason. As far as straight up point holding, 0-0-10-30-30 with clerics and s/d seems to be the way to go.
The reason I run 20 in air is for the the run speed buff trait in air, so i dont have to use the signet. Not sure if giving up more damage on lower hps opponent is worth it.
The reason I run 20 in air is for the the run speed buff trait in air, so i dont have to use the signet. Not sure if giving up more damage on lower hps opponent is worth it.
Ouch, don’t use that trait, it doesn’t stack with any other movespeed buff and it takes a long kitten time to even get all the way up to full, then being locked into air REALLY limits your ability to do anything. I wouldn’t use the signet either, so many more useful utilities.
There are many ways to get swiftness, sPvP maps are small, RtL and lightning flash are better for engaging/disengaging than a passive 10-25% increase in run speed.
For keeping 20 in air I’d suggest Zephyr’s Boon and Aeromancers Alacrity (go bolt if you want damage, but really sPvP is about outlasting your opponent unless you play BS thief or phantasm mesmer). With boon duration runes and 30 arcane that’s permanent (or very nearly) +33% movespeed increase just by swapping to air and using shocking aura on cooldown.
I run a similar build and have great success with it. I found that it really shines when i use pvt mixed with zerker jewel, runes of the mesmer+1 rune of the elementalist. I use the sigils that gain endurance on weapon swap and 5% damage. I sit at 19k hp, 3k attack, 16% cirt, 2400+ armor. I have the damage and the condi removal with cleansing flame and ether renewl. Also in air i use the majors: zyphers boon and bolt to the heart. water and arcana are pretty standard.
edit: Also 15 in air gives you a clutch 1k damage skill to hit foes who are trying to run from you
I don’t know what you talking about. All I do is win. I’m not strong on tourney level yet but decent enough to win the match.
I run a 15/15/15/15/10 build (at first it was just for jokes but it ended up winning me lots and lots of fights). You’ll win most 1v1 fights but 1vx is still a problem. All you can do is get ’m to half health and stall ’m.
Armor is all divinity runes and cleric amulet.
Dagger/Dagger
sigil of force+sigil of hydromancy.
Just give it a try for fun.
I run 0/20/0/20/30 build, basically the standard d/d build and I have a real hard time winning fights 1v1. I dont do enough damage to pressure anyone, and constantly find myself having to go into water to just survive in a lot of fights. I think the biggest thing is that I cant cap anyone because if I stay stationary too long I die quickly because of lack of HPS. I have 2800 attack, 43% crit, 2000 toughness and 1650 ish hps. If I got all out zerker I die even faster, because of how many stuns, etc are in the game. I feel so useless in spvp its not funny. Anyone got any advice? Are D/D eles a thing of the past? Do you think its fair we get such low tough/vit and damage just because we have a few more abilities than other classes who can do in one hit that takes us 3?
Contact me in game or Send me a mail, Kaane Moka is the name, I will test you out and will be able to help you more. In 1 vs 1 , I normally am draw or win to most class. The only thing I am usually find myself down is when dueling with Pro Engine, Mesmer or Ranger,Necro but their direct dam to me is nothing, their condition dam is what down me. When in tPvP, I can hold against 3 other class with no problem, at least 2 mins bf I go down. I can not tell you much since I don’t know how good you are, let us test and I can point out some tips and hint to help.
Note: I am in NA Server, a DECENT Elementalist, not Pro.
Proud player of : team [uA] – team [TGI]. Australia base, now recruiting.
“I think the biggest thing is that I cant cap anyone because if I stay stationary too long I die quickly because of lack of HPS”
What do you mean cap anyone? You should never be stationary as a D/D. Constant moving and dodging is where it’s at. If you’re talking about “finishing” someone when they’re down….there’s a few tricks that make ele’s extremely good. 1. use mistform. You can still do finish them, but you’re completely invulnerable. 2. use armor of earth – 33% dmg mitigation and stability so you can’t be knocked away.
3. don’t bother using the finish move….just keep moving and attacking the downed target until they’re out of health.
Meh s/d is the new d/d IMO … I’m very deadly on the battle field in spvp ..
I run 0 15 0 25 30 with 2 strength runes for might duration in the middle of a point yet I can take serious damage but this is where scepter shines I can water form heal back off the point attack at range rinse and repeat when water attune meant is off cd .. Oh yea this is with a valk amulet with serker jewel .. It just takes serious timing and skill to play
Hm.. With that setup, the max you can heal with Water Trident is 2k and has to be drop at your feet to get full health..I am cleric amulet and jewel and heal for only near 2.5k. It works only in team fights where the target being CC by your mates and be distracted from you or run out of dodge. In 1vs1 situation or when u are alone holding point,D/D deal way more pressure compare to S/D.
Proud player of : team [uA] – team [TGI]. Australia base, now recruiting.
Hm.. With that setup, the max you can heal with Water Trident is 2k and has to be drop at your feet to get full health..I am cleric amulet and jewel and heal for only near 2.5k. It works only in team fights where the target being CC by your mates and be distracted from you or run out of dodge. In 1vs1 situation or when u are alone holding point,D/D deal way more pressure compare to S/D.
Nope, it’s much easier to kite with a s/d and burst people down with double lightning strike followed by phoenix and dragon’s tooth to either force people to dodge or eat the huge dmg.
Your using a clerics amulet? You don’t apply any pressure lol I’m not a bunker I deal mad damage aoe and single target close range and long range AND I support my TEAM with protection regen heals a lot of might an swiftness
You are to focused on 1v1 . Sure you give the same boons to your team but the difference between me and you is I kill and you get killed
Thrash above made some very good points. Consider going with a base of 10/10/10/10/10 and then building onto it as you see fit. Take Zephir’s Boon, take Elemental Atunement, and I recommend going further into arcane to get Lingering Elements. In Water, make sure you select to have catrips grant Fury and Vigor. Mess around with it and see how it works. I started with Runes of Earth for the increase to protection and the additional aura at 25% HP.
This was originally posted up by Woodenpotatoes on his YouTube channel. He was discussing a PvE build and it was picked up by a few of us in sPvP.
This build relies on getting in and getting out. You move quickly, with constant speed buffs. If you trait for it, you can dodge more with increased Vigor off crits. Get in, hit hard, get out, reset your HP and go back before they’ve had a chance to recover.
It’s a skill-based style, but once you master it, you can be pretty offensive.
Member of [SALT] on Fort Aspenwood US
Tbh, I think it’s more important to find a build that suits both your role in the team and your playstyle.
I still play D/D as I don’t really like S/D. I find the burst too dodgeable.
0/20/0/20/30 is not the normal D/D build. It’s very common for S/D. D/D mostly centers around 0/10/0/30/30, with some tweaks here and there.
I started with the normal Boon Duration Bunker build (daphoenix):
http://www.intothemists.com/calc/?build=Vl33;2B2-V015wM-Z0;9;59-TT;10;324A45A6o0;3sVYCqRnC4gFd
With this, you’ll hold your own, you can swap to Water XII for aura sharing if you want. Just don’t expect to kill a person fast.
Next, I added the arcanes to kill people a bit faster, while still keeping some survivability.
Also swapped to Divinity runes.
http://intothemists.com/calc/?build=-k33;0J0B2-U0c47N-Z0;9;59-TT;10;354B04ASR;4sV2DsV2D4BE
From there, I added 5 more in air from Water for Electric Discharge. This gives a bit more sustained damage as air with D/D is more of a stalling attunement :P
http://intothemists.com/calc/?build=-k33;0J0B2-U0c47N-Z0;9;5E-OT;10;354-04ASR;4sV2DsV2D4BS
Right now, I’m playing around with this:
http://intothemists.com/calc/?build=-k33;0J0B2-U0c47N-Z0;9;59-TT;10;354B04BSR;4sV2DsV2D4BD
and it’s just awesome to play. While you have the 30 points in water back, without the cantrips, or the traits supporting it, the divinity runes, and the lack of EA, you are squishy. I’d even go as far as saying you’re glass, even with a 0/10/0/30/30 trait setup.
So the way of playing is very different from the original build I’ve starting with, I feel like I’m worth more for my team.
I hope you can see an evolution in these builds, and that would be my advice. Start with a build you know works, and tweek it to your (or your team’s) preferences.
[Mist Angels] – Piken Square
Tbh, I think it’s more important to find a build that suits both your role in the team and your playstyle.
I still play D/D as I don’t really like S/D. I find the burst too dodgeable.0/20/0/20/30 is not the normal D/D build. It’s very common for S/D. D/D mostly centers around 0/10/0/30/30, with some tweaks here and there.
I started with the normal Boon Duration Bunker build (daphoenix):
http://www.intothemists.com/calc/?build=Vl33;2B2-V015wM-Z0;9;59-TT;10;324A45A6o0;3sVYCqRnC4gFd
With this, you’ll hold your own, you can swap to Water XII for aura sharing if you want. Just don’t expect to kill a person fast.Next, I added the arcanes to kill people a bit faster, while still keeping some survivability.
Also swapped to Divinity runes.
http://intothemists.com/calc/?build=-k33;0J0B2-U0c47N-Z0;9;59-TT;10;354B04ASR;4sV2DsV2D4BEFrom there, I added 5 more in air from Water for Electric Discharge. This gives a bit more sustained damage as air with D/D is more of a stalling attunement :P
http://intothemists.com/calc/?build=-k33;0J0B2-U0c47N-Z0;9;5E-OT;10;354-04ASR;4sV2DsV2D4BSRight now, I’m playing around with this:
http://intothemists.com/calc/?build=-k33;0J0B2-U0c47N-Z0;9;59-TT;10;354B04BSR;4sV2DsV2D4BD
and it’s just awesome to play. While you have the 30 points in water back, without the cantrips, or the traits supporting it, the divinity runes, and the lack of EA, you are squishy. I’d even go as far as saying you’re glass, even with a 0/10/0/30/30 trait setup.
So the way of playing is very different from the original build I’ve starting with, I feel like I’m worth more for my team.I hope you can see an evolution in these builds, and that would be my advice. Start with a build you know works, and tweek it to your (or your team’s) preferences.
Great build suggestion Nuithari. You probably already know this, but one of the great utilities to this build is the Elemental Surge bonus in earth attunement. It immobilizes for 1 second, which is usually the moment at which a skilled player will choose to dodge roll out of a channeled Churning Earth. If you time it right, you can immobilize at the end of your channel and either force a cooldown to break the immobilize or land the ability. I tried out a build very similar to this recently and experienced a lot of success with it. I liked it, but ultimately not as much as the cantrip build.
Member of [SALT] on Fort Aspenwood US
Your using a clerics amulet? You don’t apply any pressure lol I’m not a bunker I deal mad damage aoe and single target close range and long range AND I support my TEAM with protection regen heals a lot of might an swiftness
You are to focused on 1v1 . Sure you give the same boons to your team but the difference between me and you is I kill and you get killed
To me, a viable build is which you can hold your own string against at the very least 1on1. In tPvP, I find myself many times in the situation 1on 1 or 2on1, even 3 on 1,… If you can not survive bf your teammate come to help, simply that team mate just walk in a death gate, or bailed out when the situation is bad. S/D is amazing in group fight but poorly in 1on1 situation. I change the amulet using Valkyrie and Berserker Jewel, kill much faster now.
Proud player of : team [uA] – team [TGI]. Australia base, now recruiting.
Great build suggestion Nuithari. You probably already know this, but one of the great utilities to this build is the Elemental Surge bonus in earth attunement. It immobilizes for 1 second, which is usually the moment at which a skilled player will choose to dodge roll out of a channeled Churning Earth. If you time it right, you can immobilize at the end of your channel and either force a cooldown to break the immobilize or land the ability. I tried out a build very similar to this recently and experienced a lot of success with it. I liked it, but ultimately not as much as the cantrip build.
Thanks! I noticed I didn’t list the advantages of Elemental Surge ^^
- In Fire: The burning adds up to your burst. It’s really a big difference. I usually don’t stay around to clean the fight up when it’s on a side node. But the burning ticks on and makes the cleaning up easier for my team mates.
- In Air: Blind. I mostly use this for stomping so they miss their CC
- In Water you can chill. It’s great for chasing foes. Or keeping them away from the fight/node longer.
- Earth gives immobilize. indeed, the combination with Churning Earth is awesome. This also works on stealthed enemies!
I’m really enjoying this!
[Mist Angels] – Piken Square
Great build suggestion Nuithari. You probably already know this, but one of the great utilities to this build is the Elemental Surge bonus in earth attunement. It immobilizes for 1 second, which is usually the moment at which a skilled player will choose to dodge roll out of a channeled Churning Earth. If you time it right, you can immobilize at the end of your channel and either force a cooldown to break the immobilize or land the ability. I tried out a build very similar to this recently and experienced a lot of success with it. I liked it, but ultimately not as much as the cantrip build.
Thanks! I noticed I didn’t list the advantages of Elemental Surge ^^
- In Fire: The burning adds up to your burst. It’s really a big difference. I usually don’t stay around to clean the fight up when it’s on a side node. But the burning ticks on and makes the cleaning up easier for my team mates.
- In Air: Blind. I mostly use this for stomping so they miss their CC
- In Water you can chill. It’s great for chasing foes. Or keeping them away from the fight/node longer.
- Earth gives immobilize. indeed, the combination with Churning Earth is awesome. This also works on stealthed enemies!
I’m really enjoying this!
Using an arcane skill right before Fire Grab lands also guarantees burning on your target for maximum damage. This build, though not incredibly unique at first glance, is actually fairly nuanced and has many beneficial perks. It is definitely different from the usual play style, even if it’s not very different with respect to point distribution into traits.
Member of [SALT] on Fort Aspenwood US
(edited by Magusaero.5740)