is a full soldiers gear build good for WvW

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Posted by: Remm.2375

Remm.2375

i was doing sPvP today and couldn’t get my PvP gear to work with my actual build and when i was playing i was just destroying people as apposed to my WvW build which cant seem to kill anyone the PvP was just all power where as my WvW build is crit and presision with some power so would a this actually work?

p.s. im still a noob at ele

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Posted by: Anierna.6918

Anierna.6918

no, full PVT is not a good idea.

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Posted by: Senjun.8149

Senjun.8149

No if you want good survivability I’d go knights or clerics. Soldier is for professions that have good survivability in combat without having to focus on boosting the power of a specific area of defense. We do not have that luxury.

I suggest clerics personally. Outstanding healing is the only way you’ll last in a fight.

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Posted by: Rainshine.5493

Rainshine.5493

I suggest clerics personally. Outstanding healing is the only way you’ll last in a fight.

Healing scales the poorest out of any stat. I would not run clerics personally, though I do get a healing boost from some celestial pieces (mixed with Knight). Most of an eles’ defense comes via traits anyway, and specifically protection and stability.

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Posted by: oZii.2864

oZii.2864

Clerics is good if you stack it you will survive longer in full clerics vs knights/clerics mix. If the goal is survivability you can’t top clerics with some pvt mixed in for extra vit. You won’t really kill anything though. Clerics + Celestial is good also but it plays more like high healing, high damage (if you go boon duration setup which gives a easy 16 stacks of might) but your squishy and crits are important. If you run boon duration you can always count on 6+ stacks of might than just a 30 arcana d/d. The problem is protection uptime which to maximize means you need elemental shielding which means less damage.

I think 0/0/20/20/30 will be much better when windborne dagger works OOC. You could keep perma protection take stone splinters, and have decent mobility. You will just need to find some critical chance from some where.

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Posted by: Rainshine.5493

Rainshine.5493

Clerics is good if you stack it you will survive longer in full clerics vs knights/clerics mix. If the goal is survivability you can’t top clerics with some pvt mixed in for extra vit.

I’m not saying that isn’t true, but if you can survive already with a different mix (IE, knights + celestial) and actually be able to kill something while you’re at it, isn’t it better to go that route?

With the right traits/utilities (hellooooooo Armor of Earth <3 ) you absolutely do not need cleric’s/soldier’s mix to survive on frontlines, even in zerg v. zerg (and you won’t be a lump in small-group play).

I think everybody has their sweet spot for stat spread. I like balanced stats for my D/D ele so I use mostly celestial with a couple of knights pieces to get my toughness into my personal comfort zone. Even personal preference considered, I still think full cleric’s is statistically inefficient outside some very niche, zerg healbot builds.

Ruse Torrent (elementalist) on JQ
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Posted by: oZii.2864

oZii.2864

I agree with you that you can survive I am just saying that if the point is to never die full clerics with soldiers can’t be beat on ele.

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Posted by: Caffynated.5713

Caffynated.5713

Running a mix of soldier’s/zerker works well because you get a good balance of offense and survivability with extra health to survive against condi spammers. Soldier’s trinkets with exquisite ruby jewels will give you a good mix of toughness, vitality and very efficient crit damage with power on every piece.

All soldier’s isn’t a great idea. You won’t have the damage output to burst down most builds and you won’t have the healing to win a long sustain fight. Of course, a lot of that problem is that ele is really bad right now and is generally countered by the strongest builds, in addition to them being stupidly strong.

“We recognize that the changes to [ele] will essentially remove it from play. In the future,
we may consider whether or not there is an incarnation of [ele] that would be viable
but balanced. For now, we do not expect it to see serious use.” – ANet

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Posted by: scerevisiae.1972

scerevisiae.1972

final stats are more important than the specific gear you’re using…

but yeah, soldiers armour + berserker and/or celestial jewellry is a fine choice.

downed state is bad for PVP

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Posted by: isendel.5049

isendel.5049

Keep in mind that in WvW people will simply walk away from you, or an ally will come and they’ll kill you.

I used to run d/d soldier/cleric gear in wvw and it worked quite fine against roamer thieves due to their lack of toughness but if you get a warrior you won’t be able to even scratch him, his signet will outheal any damage you can do.

Now i’m running mainly zerker with 2 ascended soldier rings (to get some vitality since i have only 10 in water, which will be go to 0 on 10th december) and I find it a lot of fun to play. No room for mistakes, but a lot of damage and you can actually kill things

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Posted by: ThiBash.5634

ThiBash.5634

Healing scales the poorest out of any stat. I would not run clerics personally, though I do get a healing boost from some celestial pieces (mixed with Knight). Most of an eles’ defense comes via traits anyway, and specifically protection and stability.

Respectfully disagree here. The elementalist has quite a few healing skills beside their main healing skill. They get even more if you spec 15 points in Water and/or use Evasive Arcana. While the individual heals may nog get much from it, you have so many healing skills that overall, healing power is a good investment. You’ll want some vitality though in order to survive damage spikes a little better. But with the right traits, healing power is a very good investment for eles.

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

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Posted by: Morelia.6835

Morelia.6835

I suggest clerics personally. Outstanding healing is the only way you’ll last in a fight.

Healing scales the poorest out of any stat. I would not run clerics personally, though I do get a healing boost from some celestial pieces (mixed with Knight). Most of an eles’ defense comes via traits anyway, and specifically protection and stability.

Not really true if you’re using a spec with lots of different sources of healing, especially not for Elementalist. Heal on attunement swap, Cleansing Wave, Water Trident etc. all have 1.0 scaling.

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Posted by: Fuzzion.2504

Fuzzion.2504

If you are just starting out then yes. When i say just starting out, i mean you have never played gw2 or have less than 100 hours of DnD ele experience.

PVT gear is crutch.

As you progress throw in some cleric , add some zerk

Once you understand how to play a DnD ele in WvW , i.e. Something like 2000kills , start investing in ascended weaps and gear.

This template is something you can modify to suit your needs. Its the general template many use and that many modify for the DnD ele

http://gw2buildcraft.com/calculator/elementalist/?1.0|8.5c.h4.8.1c.h1h.d1b.0.0|0.0.0.0.0.0.0.0.0|1c.71h.1c.71h.1n.71g.1c.71g.1n.b1m.1c.b1m|211.d1b.211.d1b.311.d1b.211.d1b.311.d1b.3v.d1b|0.a1.0.u58c.u56b|15.1|1n.1u.25.1v.29|e

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Posted by: Rainshine.5493

Rainshine.5493

Healing scales the poorest out of any stat. I would not run clerics personally, though I do get a healing boost from some celestial pieces (mixed with Knight). Most of an eles’ defense comes via traits anyway, and specifically protection and stability.

Respectfully disagree here. The elementalist has quite a few healing skills beside their main healing skill. They get even more if you spec 15 points in Water and/or use Evasive Arcana. While the individual heals may nog get much from it, you have so many healing skills that overall, healing power is a good investment. You’ll want some vitality though in order to survive damage spikes a little better. But with the right traits, healing power is a very good investment for eles.

I run with 15 and water and evasive arcana. I like to have a few points in +heal, but that doesn’t change the fact that healing scales the poorest of any stat (though if I recall — and I should really know for certain — healing ripple does scale 1-to-1 ratio) or that you’re going to struggle to kill anybody in full cleric’s. Without some solid offensive punch, anybody can simply run away from you.

And again, you don’t NEED full cleric to survive even on zerg frontlines. Therefore any more stats into survivability is wasted stat allocation, imo.

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(edited by Rainshine.5493)

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Posted by: ThiBash.5634

ThiBash.5634

I run with 15 and water and evasive arcana. I like to have a few points in +heal, but that doesn’t change the fact that healing scales the poorest of any stat (though if I recall — and I should really know for certain — healing ripple does scale 1-to-1 ratio) or that you’re going to struggle to kill anybody in full cleric’s. Without some solid offensive punch, anybody can simply run away from you.

And again, you don’t NEED full cleric to survive even on zerg frontlines. Therefore any more stats into survivability is wasted stat allocation, imo.

Good points and I agree with you, as I don’t specialize in healing power myself either. However, when it comes to the worst scaling stat, I’d have to say that’d be Critical Damage. It sounds cool, but the extra dps you get from it is around 1/3 of the actual value.


Say you have a skill that deals 100 damage. With your inherent +50% critical damage, this means it deals 150 damage when it crits. Now, you get +10% extra critical damage and your skill now does 160 damage. 160/150*100%=6.7% extra damage. This number gets lower the higher your critical damage becomes. If you increase your critical damage by +10% when it’s at 200 already, you get: 210/200*100%= 5% extra damage.

Now assume that you have a 50% chance to cause a critical hit. The extra dps you get from your critical damage is then half of that number, because only half of your hits will crit. This leaves you with roughly +3.4% (or 2.5% for the second example) dps, effectively one third of what you put into it.

Consider also that weapons give much less critical damage per stat point, you’d start to wonder why those zerkers don’t simply get a Soldier’s weapon…they’d get far more out of it than they do from the critical damage.

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

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Posted by: Rainshine.5493

Rainshine.5493

I run with 15 and water and evasive arcana. I like to have a few points in +heal, but that doesn’t change the fact that healing scales the poorest of any stat (though if I recall — and I should really know for certain — healing ripple does scale 1-to-1 ratio) or that you’re going to struggle to kill anybody in full cleric’s. Without some solid offensive punch, anybody can simply run away from you.

And again, you don’t NEED full cleric to survive even on zerg frontlines. Therefore any more stats into survivability is wasted stat allocation, imo.

Good points and I agree with you, as I don’t specialize in healing power myself either. However, when it comes to the worst scaling stat, I’d have to say that’d be Critical Damage. It sounds cool, but the extra dps you get from it is around 1/3 of the actual value.


Say you have a skill that deals 100 damage. With your inherent +50% critical damage, this means it deals 150 damage when it crits. Now, you get +10% extra critical damage and your skill now does 160 damage. 160/150*100%=6.7% extra damage. This number gets lower the higher your critical damage becomes. If you increase your critical damage by +10% when it’s at 200 already, you get: 210/200*100%= 5% extra damage.

Now assume that you have a 50% chance to cause a critical hit. The extra dps you get from your critical damage is then half of that number, because only half of your hits will crit. This leaves you with roughly +3.4% (or 2.5% for the second example) dps, effectively one third of what you put into it.

Consider also that weapons give much less critical damage per stat point, you’d start to wonder why those zerkers don’t simply get a Soldier’s weapon…they’d get far more out of it than they do from the critical damage.

Hmm, that’s an interesting point about crit damage. I hadn’t ever seen the math!

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Posted by: Fuzzion.2504

Fuzzion.2504

I run with 15 and water and evasive arcana. I like to have a few points in +heal, but that doesn’t change the fact that healing scales the poorest of any stat (though if I recall — and I should really know for certain — healing ripple does scale 1-to-1 ratio) or that you’re going to struggle to kill anybody in full cleric’s. Without some solid offensive punch, anybody can simply run away from you.

And again, you don’t NEED full cleric to survive even on zerg frontlines. Therefore any more stats into survivability is wasted stat allocation, imo.

Good points and I agree with you, as I don’t specialize in healing power myself either. However, when it comes to the worst scaling stat, I’d have to say that’d be Critical Damage. It sounds cool, but the extra dps you get from it is around 1/3 of the actual value.


Say you have a skill that deals 100 damage. With your inherent +50% critical damage, this means it deals 150 damage when it crits. Now, you get +10% extra critical damage and your skill now does 160 damage. 160/150*100%=6.7% extra damage. This number gets lower the higher your critical damage becomes. If you increase your critical damage by +10% when it’s at 200 already, you get: 210/200*100%= 5% extra damage.

Now assume that you have a 50% chance to cause a critical hit. The extra dps you get from your critical damage is then half of that number, because only half of your hits will crit. This leaves you with roughly +3.4% (or 2.5% for the second example) dps, effectively one third of what you put into it.

Consider also that weapons give much less critical damage per stat point, you’d start to wonder why those zerkers don’t simply get a Soldier’s weapon…they’d get far more out of it than they do from the critical damage.

Hmm, that’s an interesting point about crit damage. I hadn’t ever seen the math!

The question about crit damage and crit % has been debated before. Here are my views

The flaws are threefold, primarily this “maths” views damage output as linear scaling, which is not.

1) The “maths” ignores the extra ingredient of power and might.

2) The theory fails to include fury as a benefactor.

3) If you say 1/3 for 50% crit damage + 50% (30% crit chance+20% fury). Add in base power, power from might stack of 25 , bloodlust sigil, wvw rank bonus, ascended weapons and you easily go from hitting (i.e. A1) like a carebear to hitting like a mactruck.

This topic really has been suggested a bazillion times and now with ascended gear, the min max stats should provide somewhere around 50% crit damage without sacrifice.

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Posted by: zencow.3651

zencow.3651

The question about crit damage and crit % has been debated before. Here are my views

The flaws are threefold, primarily this “maths” views damage output as linear scaling, which is not.

1) The “maths” ignores the extra ingredient of power and might.

2) The theory fails to include fury as a benefactor.

3) If you say 1/3 for 50% crit damage + 50% (30% crit chance+20% fury). Add in base power, power from might stack of 25 , bloodlust sigil, wvw rank bonus, ascended weapons and you easily go from hitting (i.e. A1) like a carebear to hitting like a mactruck.

This topic really has been suggested a bazillion times and now with ascended gear, the min max stats should provide somewhere around 50% crit damage without sacrifice.

The nature of damage calculation is kind of irrelevant in comparing crit damage and crit %.

It’s better just to look at it as a crit multiplier for your average hit:
Crit multiplier = 1 + Critical Chance * (Critical Damage + 0.5)
Which means you want Critical Chance to be as near as Critical Damage + 0.5 as possible since similar numbers always produces a higher result.
E.g.
3 × 9 = 27
4 × 8 = 32
5 × 7 = 35
6 × 6 = 36

If accounting for fury then compare (Critical Chance + 0.2) to (Critical Damage + 0.5)
Given that it requires 21 precision to raise one Crit Chance% and the given stat combinations though, crit damage of ~50% and crit chance of ~30% are around the best values you can get when min-maxing for damage with some tankiness or losing too much power.

Just avoid going full crit damage and completely ignoring crit chance and vice versa. And you should build 30% base crit chance (which will become 50% with fury) before building crit damage if you want to maximise tankiness since the normal crit is at 50% more. i.e. Knights and not Cavaliers.

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Posted by: ThiBash.5634

ThiBash.5634

_@Fuzzion & Zencow:
The calculation is mostly percentage based, so Might, Power and Fury will only affect the actual damage values, but not the relative power of critical damage. There’s no denying that critical builds gain a lot from having both Power, Precision and Critical Damage. I also fully agree with Zencow’s statement. However, that wasn’t what I was getting at. My argument is that when it comes to adding that final Berserker item (i.e. the weapons) the extra % dps you get is so much lower compared to the first item you added (i.e. the backpack) that you might as well bring a Soldier’s weapon instead.

The main thing I got from looking at critical damage that way is that I finally understood why Vital Striking is a good trait for dps builds. Much better than, for example Arcane Lightning (or any other +crit damage trait). Percentagewise, it adds almost 3 times the damage. So while I was thinking: ‘hey, I have 50% crit chance, any crit damage I add is dps/2’ it turns out that wasn’t entirely the case.

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Posted by: Fuzzion.2504

Fuzzion.2504

Yes, very true. The “Maths” cant be viewed in a vacuum.

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Posted by: Strang.8170

Strang.8170

PVT (or soldiers) is a good starting point.
From there you drop defense to a point where you can still comfortably survive.

Optimizing damage output once you know how much you points you can spend on damage is optimization problem with 3 variables, crit chance, crit damage and power, all with separate cost and effect. Easiest way to do it is just to run some builds through a build calculator that outputs the potential damage as a one number, effective power for example ( http://gw2buildcraft.com/calculator/ )

As for why to take zerker staff over soldier, staff…well that´s comparing apples and oranges. If one doesn´t need vitality and toughness, zerker is strictly better(same power, but has +10 crit damage and precision, both of which increase damage). If one doesn´t need more damage, soldiers is strictly better (damage doesn´t matter, so vitality and toughness are better than nothing). It all depends on what player wants/needs.
One could try to create a formula which compares defense and offense, but due to myriad of situation player can be in gw2, it´s propably near to impossible to account for it all, best anyone could do is to create formula for a specific situation.

Speaking of “relative power of crit damage”, wouldn´t you agree that only thing that actualy matters is it´s effect on actual damage output?
Therefore might power and fury all affect the usefulness of crit damage. The end result is damage, power affects one part of the equation, crit damage another. The only difference that matters is their effect on the value of whole equation.

The math section above shows what effect arbitrary increase of 10% of crit damage has on resulting damage in a very specific scenario. Alone that info is worth nothing.
The question is, what options there is, and what are the effects of those options on the damage compared to crit damage option.

For example one piece of equipment gives +10% crit damage, while other gives +100 power. The better option is the thing that increases the damage output more. But if one has already large amounts of power, that +100 may increase the end damage far less than +10 crit damage. Where as if player has very little power, extra power may increase end damage for more than +10 crit damage.

One can say that +10% crit damage is at most 3% increase in actual damage, that might be true, but alone it´s not useful information. One needs to know what other things he could have instead of that crit damage, and what´s their effect on actual damage. And that effect depends on existing values of power, crit chance and crit damage and it also depends on what´s the conversion rate between the other options and cirt damage.

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Posted by: KeyLimPi.9031

KeyLimPi.9031

http://gw2skills.net/editor/?fEAQJAoYhEmmbwR5wjDAEFm4iQxDWUUMTOA-jUDBYjAYLgkIgEBAJfRM5JZpPBtMMIVXht8KaabYqYER12cFRrOAIG-w

This is something I’ve been running for a while. I purposely left 10 points out of the build because they change dependent on what I’m doing, same with the food. Roughly though the build translates (with might upkeep) to around 2,300 power, 50% crit chance with the fury you SHOULD have, 1,600-1,700 toughness pending the build, 15,600-16,600 , and 94%-114% crit damage.

This build won’t be changed after the Dec10 updates I think. I haven’t heard if cleansing wave is changing to master tier or not. If it is I’ll have to spec 10 into fire for the bullkitten conditional removal trait they’re adding. I might even just spec 10 earth instead and pick up 50% AoE then run cleansing flame myself.

Either way, the stats on the build are solid

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Posted by: ThiBash.5634

ThiBash.5634

Speaking of “relative power of crit damage”, wouldn´t you agree that only thing that actualy matters is it´s effect on actual damage output?
Therefore might power and fury all affect the usefulness of crit damage. The end result is damage, power affects one part of the equation, crit damage another. The only difference that matters is their effect on the value of whole equation.

The usefulness of ‘relative’ is to show how things function. In the example of critical damage, it shows that the more you get, the less useful it becomes. This will be true for any situation, wheter it’s low power/precision or high power/precision. Assuming you care about optimizing, if you go for a full zerker set, the last thing you will upgrade is your weapon(s). If you know that that last bit of extra critical damage will only add a fraction of the additional damage, you can more accurately decide wheter that extra critical damage is worth it. Combined with the poor stat scaling on weapons, you could argue that the extra survivability from a soldiers weapon will be more useful than the last bit of critical damage. Wheter you pick that is ultimately up to you, but if there’s anywhere to pick up a bit more defense, it’ll be there.

The other situation where this can be applied is with traits: it shows why +damage traits are much more valuable for berserker builds than +critical damage traits. It may help zerkers decide if they should go for Water/Earth for the +damage trait, or Air for extra critical damage for example. Personally, I used to think that +20% critical damage from air did roughly the same as Vital Striking (at roughly 50% critical chance) but it turned out that wasn’t entirely the case.

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

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Posted by: Izer.2083

Izer.2083

it’s a sad build for a full pvt. if u want to be tanky. create a warrior… i think the purpose of ele is for the back line aoe damage and support heal in wvw.
ah i’ll give u the easy warrior build if u want

http://gw2skills.net/editor/?fIAQNBhYDbE0p5NGyFiJOggeohfRVoKgHpHoxAmGA-jkxAYfB5kXR0YrsFRjVXjpdTqKWQGA-w

u got more hp and def than full pvt ele
u can escape faster using (gs 5,3) and (sword 2) if u’re in the need of escaping.
u get a 3 condi removal every 10 sec on every brust skill

if u really want to ignore damage. u can use a full pvt on all equip and ignore the crit damage in the warrior.

i’m not saying u can’t be tanky with ele. but the tankiest ele will lose to other due to our less hp pool and def.

That’s my opinion anyway lol.

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Posted by: Fuzzion.2504

Fuzzion.2504

it’s a sad build for a full pvt. if u want to be tanky. create a warrior… i think the purpose of ele is for the back line aoe damage and support heal in wvw.
ah i’ll give u the easy warrior build if u want

http://gw2skills.net/editor/?fIAQNBhYDbE0p5NGyFiJOggeohfRVoKgHpHoxAmGA-jkxAYfB5kXR0YrsFRjVXjpdTqKWQGA-w

u got more hp and def than full pvt ele
u can escape faster using (gs 5,3) and (sword 2) if u’re in the need of escaping.
u get a 3 condi removal every 10 sec on every brust skill

if u really want to ignore damage. u can use a full pvt on all equip and ignore the crit damage in the warrior.

i’m not saying u can’t be tanky with ele. but the tankiest ele will lose to other due to our less hp pool and def.

That’s my opinion anyway lol.

Not boasting or anything but i have killed a good amount of warriors 1v1. Yes I have to worker twice as them and yes my template needs to have a good mix of bunker and dps but theres just something about stomping on an enemy you know you had to work much harder to kill and its for this reason many play the ele with a mix of bunker and dps.

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Posted by: Strang.8170

Strang.8170

The usefulness of ‘relative’ is to show how things function. In the example of critical damage, it shows that the more you get, the less useful it becomes. This will be true for any situation, wheter it’s low power/precision or high power/precision.

The more you get anything the less useful it becomes compared to earlier points (% vise anyhow), that alone tells you nothing of the effectiveness of anything (though indeed it is true no matter what the other values in damage equation are).
Only thing that matters is it´s usefulness compared to other options, and that always depends on the other stats.

Assuming you care about optimizing, if you go for a full zerker set, the last thing you will upgrade is your weapon(s). If you know that that last bit of extra critical damage will only add a fraction of the additional damage, you can more accurately decide wheter that extra critical damage is worth it. Combined with the poor stat scaling on weapons, you could argue that the extra survivability from a soldiers weapon will be more useful than the last bit of critical damage. Wheter you pick that is ultimately up to you, but if there’s anywhere to pick up a bit more defense, it’ll be there.

It´s bit misleading to say it adds fraction of the damage. It adds the same amount of damage in points, but smaller percentage of already existing damage.
But indeed one can argue survivability is better, but that´s not universaly true, so there´s a reason to take zerker weapon in some cases.

The other situation where this can be applied…

The fact that more investment means less increase in % doesn´t again alone mean anything, you need to compare the end results of both options to know which is better, and that requires you to account for other variables.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

is a full soldiers gear build good for WvW

in Elementalist

Posted by: ThiBash.5634

ThiBash.5634

The main issue that arises from this discussion is that because Critical Damage is a percentage instead of a value, it gives off a different perception. It seems equal to other traits that also give +% damage. However, it’s good to realize critical damage and +% damage traits are quite different, the latter being much more powerful because it increases both the base damage AND the critical damage. This will be the same regardless of the base stats. At best, assuming you have 100% critical chance, it’ll only add about 2/3 of the damage that a similar flat power bonus would.

The main thing I’m trying to show with my examples though, is that because of the scaling and the reduced amount of critical damage on weapons, a player should have a good look wheter or not that beserker item will do as much as it seems to do. It’s more damage, but it’s a lot less more damage than they would get from the first berserker item.

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

is a full soldiers gear build good for WvW

in Elementalist

Posted by: MarzAttakz.9608

MarzAttakz.9608

http://gw2skills.net/editor/?fEAQJAoYhEmmbwR5wjDAEFm4iQxDWUUMTOA-jUDBYjAYLgkIgEBAJfRM5JZpPBtMMIVXht8KaabYqYER12cFRrOAIG-w

This is something I’ve been running for a while. I purposely left 10 points out of the build because they change dependent on what I’m doing, same with the food. Roughly though the build translates (with might upkeep) to around 2,300 power, 50% crit chance with the fury you SHOULD have, 1,600-1,700 toughness pending the build, 15,600-16,600 , and 94%-114% crit damage.

This build won’t be changed after the Dec10 updates I think. I haven’t heard if cleansing wave is changing to master tier or not. If it is I’ll have to spec 10 into fire for the bullkitten conditional removal trait they’re adding. I might even just spec 10 earth instead and pick up 50% AoE then run cleansing flame myself.

Either way, the stats on the build are solid

I agree this is solid but incredibly unattainable for newer players or those who taken a break for extended periods of time.

Kudos to you if you have enough gold to get the recipes for the Celestial armor and kudos if you have a surplus of Laurels and Badges, getting the ascended trinkets isn’t a problem.

If you don’t have a surplus of Laurels, Badges and Gold you’re looking at months before being able to put this build together. Sadly I took a 9 month break ankitten ow trying to catch up on the ascended gear. I’d hate to think how newer players feel.

YOU KNOW THERE AIN’T NO REST FOR THE WICKED, TILL WE CLOSE OUR EYES FOR GOOD.

Once proud member of Extraordinary Gentlemen [EXG]{DESO4LIFE}

is a full soldiers gear build good for WvW

in Elementalist

Posted by: KeyLimPi.9031

KeyLimPi.9031

Kudos to you if you have enough gold to get the recipes for the Celestial armor and kudos if you have a surplus of Laurels and Badges, getting the ascended trinkets isn’t a problem.

If you don’t have a surplus of Laurels, Badges and Gold you’re looking at months before being able to put this build together. Sadly I took a 9 month break ankitten ow trying to catch up on the ascended gear. I’d hate to think how newer players feel.

Well I farmed recipes when they first came out, as with all “limited” content, I make sure to get at least 1 copy of each item. I still have unused celestial recipes in guild bank.

As for the laurels/badges/gold. In all honesty you could get this done in 4 weeks without much hassle.

Doing 1 Fractal 10 a day would get you an ascended ring in 10 days, 5 if you do it once on 2 characters etc. Doing this would also let you buy the fractal capacitor exotic back within the same time limit. Ascending that is just farming out the gift of ascension.

Doing the fractal 10 run everyday basically makes you a sure-in for getting your daily done each day, so you’ll have your necklace by the end of the 4 weeks.

You get ascended earrings at the rate of 1 per 2 weeks, so that’s not an issue. If you need a guild to do them send me a message. The guild I do it with does it every saturday 1 hour after reset and a makeup mission every Wed. at around 8-9pm EST.

All that’s left after that is the ascended weapon+armor and I’ll agree the armor is a bit of a drag, but doing AC 1+3, and your fractal run will net you, at minimum 4g. 4G x 28Days = 112g which is more than enough to buy 2 peices of gear. Not to mention if you add in the typical CoF 1+2 thats another 2g a day AND you get tokens to buy the berserk armor without paying. So 6gx28d= 168g gathered per “ascended” set time gate.

Once put like that it seems a lot more reasonable right? : D

is a full soldiers gear build good for WvW

in Elementalist

Posted by: Chaotic Storm.2815

Chaotic Storm.2815

I run a Sentinel/knight mix myself.

#ELEtism

is a full soldiers gear build good for WvW

in Elementalist

Posted by: MarzAttakz.9608

MarzAttakz.9608

Kudos to you if you have enough gold to get the recipes for the Celestial armor and kudos if you have a surplus of Laurels and Badges, getting the ascended trinkets isn’t a problem.

If you don’t have a surplus of Laurels, Badges and Gold you’re looking at months before being able to put this build together. Sadly I took a 9 month break ankitten ow trying to catch up on the ascended gear. I’d hate to think how newer players feel.

Well I farmed recipes when they first came out, as with all “limited” content, I make sure to get at least 1 copy of each item. I still have unused celestial recipes in guild bank.

As for the laurels/badges/gold. In all honesty you could get this done in 4 weeks without much hassle.

Doing 1 Fractal 10 a day would get you an ascended ring in 10 days, 5 if you do it once on 2 characters etc. Doing this would also let you buy the fractal capacitor exotic back within the same time limit. Ascending that is just farming out the gift of ascension.

Doing the fractal 10 run everyday basically makes you a sure-in for getting your daily done each day, so you’ll have your necklace by the end of the 4 weeks.

You get ascended earrings at the rate of 1 per 2 weeks, so that’s not an issue. If you need a guild to do them send me a message. The guild I do it with does it every saturday 1 hour after reset and a makeup mission every Wed. at around 8-9pm EST.

All that’s left after that is the ascended weapon+armor and I’ll agree the armor is a bit of a drag, but doing AC 1+3, and your fractal run will net you, at minimum 4g. 4G x 28Days = 112g which is more than enough to buy 2 peices of gear. Not to mention if you add in the typical CoF 1+2 thats another 2g a day AND you get tokens to buy the berserk armor without paying. So 6gx28d= 168g gathered per “ascended” set time gate.

Once put like that it seems a lot more reasonable right? : D

Yeah thanks for the response I’ll make note of the info, what does a primarily WvW player do though?

YOU KNOW THERE AIN’T NO REST FOR THE WICKED, TILL WE CLOSE OUR EYES FOR GOOD.

Once proud member of Extraordinary Gentlemen [EXG]{DESO4LIFE}

is a full soldiers gear build good for WvW

in Elementalist

Posted by: KeyLimPi.9031

KeyLimPi.9031

Yeah thanks for the response I’ll make note of the info, what does a primarily WvW player do though?

Well if you can find a static group, running AC 1+3, then fractal 10 should be a time investment of about 1 hour to 1 hour 15 minutes. That’s not much investment for a wub wub player. Otherwise, if you’re sticking to JUST wubwub, you’re going to take a pretty heavy time investment. Make sure you complete your dailies and monthly but that’s about it.

is a full soldiers gear build good for WvW

in Elementalist

Posted by: MarzAttakz.9608

MarzAttakz.9608

Yeah thanks for the response I’ll make note of the info, what does a primarily WvW player do though?

Well if you can find a static group, running AC 1+3, then fractal 10 should be a time investment of about 1 hour to 1 hour 15 minutes. That’s not much investment for a wub wub player. Otherwise, if you’re sticking to JUST wubwub, you’re going to take a pretty heavy time investment. Make sure you complete your dailies and monthly but that’s about it.

Indeed! Wub Wub guilty as charged.

Forgive my ignorance on all things Fractal (I took a 9 month break shortly after Laurels were introduced) but when you say fractal 10 you mean the Jade Maw one including the entire string leading up to it?

I’ve been grinding dailies/monthlies out the wazzoo! When I came back a month ago I had about 20 odd Laurels via backlog achievements and two days to complete my monthly which netted me an ascended amulet via WvW vendor.

Secretly I would pay with my firstborn cat to have ascended accessories stay account bound, why do they have to make it such a massive grind to gear multiple characters.

YOU KNOW THERE AIN’T NO REST FOR THE WICKED, TILL WE CLOSE OUR EYES FOR GOOD.

Once proud member of Extraordinary Gentlemen [EXG]{DESO4LIFE}

is a full soldiers gear build good for WvW

in Elementalist

Posted by: Jarek.2430

Jarek.2430

Soldier/knight mix on armor
Valk/solder mix on Trinkets (upgrades Beryl)

is a full soldiers gear build good for WvW

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Posted by: Wraistlin.6072

Wraistlin.6072

Out of all my experience I have found Precision, Vitality, Healing gear w/ Runes of Divinity as my most survivable and damaging set in WvW.

You can make it more survivable with the +boon duration runes instead of divinity, but with that you take a hit in damage.

is a full soldiers gear build good for WvW

in Elementalist

Posted by: KeyLimPi.9031

KeyLimPi.9031

Indeed! Wub Wub guilty as charged.

Forgive my ignorance on all things Fractal (I took a 9 month break shortly after Laurels were introduced) but when you say fractal 10 you mean the Jade Maw one including the entire string leading up to it?

I’ve been grinding dailies/monthlies out the wazzoo! When I came back a month ago I had about 20 odd Laurels via backlog achievements and two days to complete my monthly which netted me an ascended amulet via WvW vendor.

Secretly I would pay with my firstborn cat to have ascended accessories stay account bound, why do they have to make it such a massive grind to gear multiple characters.

Every “even” numbered fractal has 3 randomly generated floors to it followed by the Jade Maw fight. At floor 10 and above agony starts getting introduced, that’s what the ascended rings were introduced for, Agony resistance. Floor 10 is one of the more commonly farmed floor because it’s easy, mobs aren’t instant KO’s, the scaling isn’t annoying, and that’s when ascended rings start dropping as fractal rewards.

is a full soldiers gear build good for WvW

in Elementalist

Posted by: ThiBash.5634

ThiBash.5634

You can make it more survivable with the +boon duration runes instead of divinity, but with that you take a hit in damage.

If you use a Sigil of Battle, those boons also get extended, effectively giving you an additional 100 Power and Condition Damage. Add the extended Fury to that, and I’d say they’re pretty much even.

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

is a full soldiers gear build good for WvW

in Elementalist

Posted by: oZii.2864

oZii.2864

You can make it more survivable with the +boon duration runes instead of divinity, but with that you take a hit in damage.

If you use a Sigil of Battle, those boons also get extended, effectively giving you an additional 100 Power and Condition Damage. Add the extended Fury to that, and I’d say they’re pretty much even.

Boon duration runes are good for at least 6 more stacks of might just playing normal. I stay around 10 with no boon duration and not actively stacking might and with boon duration it is usually 16 not actively stacking. My only gripe with boon duration is to get the most out of it I feel you need at least 10 in earth for elemental shielding to justify boon duration setup. If you are doing it for party benefit then not having 10 in earth is fine but I feel like 10 in earth for sure for permanent protection which is hard to pass up. I have a armor setup with it that is actually more squishy and perma protection vs not having it is night and day.

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