Showing Posts For Carrioncrow.6872:
Here is the condition build I use. You can swap the shield for a second sword, and swap Shield Master for Last Stand and it will work great.
I pop signet of fury early pre-fight, use bow F1, 5, swap to swords, 4, 2, F1.
Interesting build,
Why not change Mending to Healing Surge and save yourself the the utility slot.When match starts or I respawn, instantly hit Healing Surge and go directly to full Adrenaline, by the time I get into the fight again the Surge is recharged and my Adrenaline is still full.
Food for thought.
Because managing conditions is far more important. Healing surge is over rated imo. Either you use it when you aren’t full on adrenaline, and you take a garbage heal with no condition removal, or you use it at full adrenaline and miss out on the second half of the utility of the skill.
Healing Surge is such a counter intuitive skill it makes me dizzy.
Yeah but it frees up a utility, in any given engagement you are generally only ever going to get off 1 heal, and even at it’s worst it’s equal to mending minus the condition removal.
Thus you could focus on having another utility slot to help win the engagement.
shrug
Either or.
Here is the condition build I use. You can swap the shield for a second sword, and swap Shield Master for Last Stand and it will work great.
I pop signet of fury early pre-fight, use bow F1, 5, swap to swords, 4, 2, F1.
Interesting build,
Why not change Mending to Healing Surge and save yourself the the utility slot.
When match starts or I respawn, instantly hit Healing Surge and go directly to full Adrenaline, by the time I get into the fight again the Surge is recharged and my Adrenaline is still full.
Food for thought.
You can’t roll full conditions, warrior simply can’t stack enough variety to keep them from being purged.
Instead you are far better off running a hybrid crit/power/ condition.
Here is an example that works really well for me:
http://gw2skills.net/editor/?fIAQRAsc8ejcOtuVPyQMxBizjkQFyre0m7EnUBxA-TwAg1CsIeS9k7JzTynsPN6Y1xuk5CA
Alternatively you can drop one of the sets to equip a longbow, either works well. The S/S – S/Sh is mean berserker but you can be kited.
Looks fairly decent i’ll give it a whirl.
I don’t see too many warrior rifle builds anymore but i’m glad to see Longbow making a comeback.
This is the closest i’ve come to any sort of condition build for the warrior:
http://gw2skills.net/editor/?fIAQRAsc8ejcOxwtO2QMxBizjkQFyre0m6EnUBxA-TwAg1CnIGTNmbMzYyxsjNIYBx+gZHA
This is a dirty build but it mauls people down fast, if you pop it in the middle of a crowd and roll balanced stance + Frenzy + Flurry it will mow down everyone you touch.
The only way to run condition builds with warrior is to run a true Hybrid build IMHO, power, condition and crit.
The vulnerability on crit and poison swap are a must, you want to stack these to protect your bleeds from condition removal.
It’s fun.
Open up with a Impale, Savage leap, Hamstring, -Swap- Shield bash, Bola’s – By now you should be able to use flurry, even if it’s only the minimum.
Weapon swap again, and continue.
Use Frenzy when you have them on the ropes, use your heal before you get into an engagement to supercharge your adrenaline so you can roll into a Flurry right off the bat.
Great 1v1, and can be really mean in groups if your not the one being focused.
95% crit chance when at full adrenaline which makes that flurry super nice.
(edited by Carrioncrow.6872)
Make a Mr. Freeze build
Then replace some utility abilities with minion’s and a few MM traits here and there but still try and keep as much freeze as possible.
Then Minions tend to work pretty decent. Lock them down, slow them down and it lets your minions get in a few wacks on top of your dagger dmg.
Where minions have a tendency to go ape XXXX is when you run into more than 2 opponents, and they sort of gawk at the action.
Yes it will you can tell by the sound FX.
If you hear the chug’n then you are hitting “Someone” but if you hear no FX at all then you are not hitting anyone.
I’m sorry I misspoke and said Life Siphon, what I meant to say was Life Transfer. The Number 3 ability while in Death shroud. When you use Life Transfer you heal nearby allies. That’s the ticket.
Number 3 ability while in Death shroud is called ‘Doom’. Life Transfer is bound to number 4.
But the Life Transfer itself is still “healing” your HP as well as gaining LF.
Like I said it’s a quick 3k heal to you and every ally around you including Minions / pets that also deals damage and continues to build Life Force.
This isn’t true. Traited Life transfer [Blood magic VI, Transfusion] does not heal you.
Have a good day, sir.
Many times I pop Life Transfer just before my DS runs out so my Necro is still using the skill even when he is not in Death Shroud.
I see my HP tick up.
Is there a reason for me to believe that my HP ticking up is only a illusion?
Perhaps it’s an assumption on my part that my HP is being healed while I am in DS, I’ll test this out.
Well Life Transfer when you use it, your in Death Shroud so you are not taking anymore “HP” damage. But the Life Transfer itself is still “healing” your HP as well as gaining LF.
Like I said it’s a quick 3k heal to you and every ally around you including Minions / pets that also deals damage and continues to build Life Force.
Combo it with Death Shroud Abilities recharge 15% faster to drop it’s recharge form 40 to 34. Now you could go further and get the Trait that heals you for a small amount when you exit Death Shroud. but honestly that heal is rubbish.
You want a real hoot.
Put x6 Runes of Lyssa on your necromancer and run a Flesh Golem.
The rules have a internal cooldown of 50 secs but they trigger off both your summoning of the Golem and you using the charge ability.
Food for thought =)
I don’t “Do” WvWvW
I think it’s pointless.
All of my advice is tailored for SPvP and TPvP.
Unblockable Marks is a must for situations where your opponent is rezing or is trying to stomp your teammate which allows you to bypass any Aegis or other defensive boon that might be up. The fact that the mark is bigger is just a bonus, and means you can hide them inside of capture points all that much better.
He clearly has both damage wells, which means he is going for a Power build. (Did you see the Link above? It’s hyperlinked in -Solo build-
I’m sorry I misspoke and said Life Siphon, what I meant to say was Life Transfer. The Number 3 ability while in Death shroud. When you use Life Transfer you heal nearby allies. That’s the ticket. And heals do not effect Life Siphon, bloodthirsty or any other ability that heals you outside of the Number 6 Heal ability. So healing set is both pointless and useless.
Now Wells are ground targeting is a must plain and simple, other wise you will miss the majority of your damage chasing him down or trying to get him to stand still in them. A mistake.
I run two necromancers. I do this simply because I don’t like having to change out gear, amulets, traits every time I feel like switching it up.
When running my Powerwell build I run with Dagger/Focus and Staff
Start with the staff to start inflicting conditions and chill him + poison.
Switch weapons to dagger.
Use the Elite Flesh Golem to knock him down.
Drop both wells on him.
Use Dark Pact while closing the distance.
Proceed to beat the tar out of him with Dagger melee.
Stomp.
Profit.
If you are not using your wells to burst with, then what is the point of running them?
Necro has so few “GOOD” traits that it ignore them just leads to frustration.
They have been saying that since Closed Beta Weekend 1
Few things.
If you are going wells then you need wells are ground targeting.
Banshee Wail doesn’t do much for you.
Two: Wells are a power build, though you can run a hybrid build with it to go with both power and conditions you’re not going to have a lot of luck with “JUST” conditions.
Three: If your running staff it’s almost a requirement to run 10 points in death magic to get Marks are larger and unblockable.
Four: personal choice but I change my 10 points in Blood magic to the Major Trait that heals allies when I use Life Siphon. It heals me and allies around me including any minions for around 3k hp.
That’s about all i got.
I don’t like being penalized for spending my Trait points.
Trait points are supposed to be a “BENEFIT”
I don’t like having a “TAX” to get to the good stuff.
+1
Nothing is better than this bad something.
This is the one trait where I feel like I am being penalized for putting points into it.
Exactly.
And within each profession you should be able to build towards a role and be successful at it, the only thing that differs is the “HOW”
For instance:
Guardian Tanks by being straight up heals through boons, abilities that heals, condition removal and high armor. The way to beat the tank is kill his boons.
A Necro Tank should be able to Tank as well (If not JUST as well – clearly within shouting distance), possibly by sacrificing his own pets or straight up pulls HP from the pets (Not just the heal) to gain HP. Way to defeat the Necro Tank would be to kill the pets.
A Ranger Tank should be able to Tank as well (If Not JUST as well – then clearly within shouting distance), possibly by x-fering damage done to their pet and then healing their pet or cycling pets.
These roles should be viable (Not just viable, but successful) no matter what Profession you take, just the way you go about it is different.
Burst = Spike – Means massive damage in a short amount of time.
Sounds good right?
But if one classes burst is another classes balanced – That’s wrong.
I shouldn’t have to pick profession to get a role, I should be able to pick any role inside of a profession.
I am not railing against the Devs.
Devs are the reason I got into this game.
But in all fairness, they are also the reason I got OUT of this game.
The thing that sold me about this game, is Any RACE, Any PROFESSION, your way.
I’ve played BWE1, BWE2, BWE3, all the testing days and hit it hardcore from release up until September when I start dropping off because nothing has changed.
I get that ANet wants to take smaller steps to not upset the Meta balance, I say “TAKE bigger steps.” What we have so far isn’t working (IMHO) and the Dev’s are concerned with trying not to brake what is in my mind already broke.
I’d rather see bigger strides taken in the name of progress than yet coming back “Again” in another 3 months to see nothing has changed.
This post may anger or upset some of you, that’s fine. It’s not FOR you – Well mostly not you. It’s for the Dev’s and in a lesser point for other people to discuss and bring a different perspectives on this topic.
I didn’t play this game for the PvE, for the graphics, for the events, for the special looking armor or the Anet points, or the Ranks, Pvp gear, or all that other foolishness.
I played this game for the PvP.
And I would like to again.
Or it could be just as simple as:
What do you want to be?
I want to be a Warrior
What kind of warrior to you want to be?
A -“Burst, Control, Balanced, Tank, Attrition”- type of warrior.
There is your build.
Right now it’s -Sorry, Control violates your profession identity, Balanced doesn’t work and Attrition only works if you have a teammate to basically do everything you do but better.
What Type of Build should always be attainable, how they go about it is really the only thing profession should decide.
No it wasn’t unrealistic.
What kind of time table should I expect to be able to enjoy the game?
A. Beta
B. Open Beta
C. Released
D. 6 Months after release
E. A year after release
We are currently moving on our way to E, how much patience do I need?
My complaint is this game is still boring as kitten, i’m limited to 1-2 build to be effective and kitten still doesn’t work.
I could just as easily of used Warrior, Engineer, Mesmer, Ranger, Elementalist, Thief, ect ect. but that would require holding your -Snap- Snap- Focus!!!! – holding your attention for that long.
So I haven’t played this game much since it bored the hell out of me in Sept, bugs, balance and the hope of a better experience. I figured I would come back in a few months and see.
Here I am, and nothing has changed.
Not a kitten thing.
Necro’s still can’t burst or MM, their minion AI is still screwed, Ranger trait’s tree’s still inconsistent and boring, Warriors still have a useless longbow, Thieves still do 5k+ crits on a 10 point trait and everything else that still wrong.
Mesmers, Thieves and guardians still rule the world.
I read your whole PvP Profession balance – https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-December-14-2012/first#post999247
And you’re just plain wrong.
I agree that your Profession characteristics should play a role, but it should be a very MINOR role.
Every Profession:
SHOULD be able to build several Burst builds.
SHOULD be able to build several Tank builds.
SHOULD be able to build several Control builds.
SHOULD be able to build several Balanced builds.
The only thing that should be different is “how” they go about it.
I like Necro but I shouldn’t be forced to go Thief or Warrior to play a burst build.
I like Necro, (Thief, Warrior, ect ect – Insert profession here) Not because
The necro boasts the highest natural health of all the caster classes, and also has death shroud to extend that life total even higher. While they don’t have some of the escape or damage reduction capabilities that other classes boast, they do have a lot of ways to win attrition fights. They have access to poison on multiple weapons, they are able to combine condition damage with raw damage, and they have multiple disables to interrupt enemy skills. Necomancers also have multiple movement disabling abilities, while allows them to chase down enemies who are low on health.
Because I like the feel of the class, the style and the soul of it but I am still limited from enjoying it because the way I want to play violates your profession identity.
You can’t build a Burst Necro because Necro’s are built for attrition not burst…. blah blah blah.
Who cares?
When your Class profession Balance identities get in the way of a player trying to enjoy the game, to put it simply – You’re Just Wrong.
To re-iterate:
Every Profession:
SHOULD be able to build several Burst builds.
SHOULD be able to build several Tank builds.
SHOULD be able to build several Control builds.
SHOULD be able to build several Balanced builds.
At the moment none of this is possible and if it is, it’s definitively not successful.
On a Minor Note, all of these small changes make me feel like nothing has changed. Intellectually some things have changes sure, but it still doesn’t feel like it. Take some chances and Make some big changes, the sooner you make those changes the sooner i’ll come back and start spending bank on this game.
I guess i’ll check back in another few months…
I thought about it and honestly, the real issue here isn’t cloak, or steal or CnD.
The Real issue is “MUG” ability
It is a Tier 1 – 10 points for a 6.5k damage ability. That is really just obscene.
Either make it a Grandmaster Trait for 30 points, or cut it’s damage down to the 2k-3k range.
This is bearing in mind that they improve the render issue of de-cloaking thieves or they double the “Revelaed” debuff keeping them from cloaking again.
I saw.
There are some fast people out there, but nobody is “That Fast”
Mug and CnD hit instantly for 11k dmg followed by a nearly instant backstab.
Yeah he could run away from the fight, or never fight to begin with or try and switch targets to me instead of chasing the hurt player. All I have to worry about landing is the “Steal” that’s it.
The argument is Frenzy- BR – HB, all of that takes time. Even with frenzy up it still takes time, time that you have to react and get out of the situation. This combo takes just hitting the steal.
(edited by Carrioncrow.6872)
There it is:
“Obviously the Mesmer is a Very bad player” -Seether
….lol, Your killing me.
Doesn’t matter if he was a good player or a bad player (He was actually decent) there is absolutely nothing he could of done to stop the combo. That is the point of the thread.
Sorry, most players in TPvP are not even “decent”, I highly doubt this mesmer that got melted in hot join is decent.
He could be the best kitten player in the world and there was still not a single thing he could of done to avoid the 22k damage once I hit my Steal Ability. That is the point of the thread.
As a Thief the only thing I have to worry about landing is “Steal” to trigger the chain. Steal goes off, 22k damage follows.
There it is:
“Obviously the Mesmer is a Very bad player” -Seether
….lol, Your killing me.
Doesn’t matter if he was a good player or a bad player (He was actually decent) there is absolutely nothing he could of done to stop the combo. That is the point of the thread. The damage shouldn’t be “unavoidable” it needs spread out to allow the victim a little time to react.
When I myself or other offer up criticism on on the Mug, Cnd, Backstab combo the topic gets flooded with replies like "L2P, or “You must be a noob if you die to this combo” or my favorite “You just need to dodge!”
This 22, 424 Damage happens all with in a sec and I didn’t even do it as well as I could of.
I’m fine with the damage, and I am even fine with the combo but what needs to hapkitten the damage needs to be spread out a little farther apart than just simply 1 sec which leaves you zero chance to react.
Even if you are one of those rare people who saw what was going to happen and was able to react that is why I am packing Basilisk Venom and the Immobilize one.
But it wasn’t a thief nerf, and honestly it should be. Making assassins signet go from 150% dmg 1 attack to making the next 5 attacks do 15% more damage is a buff.
Yes they don’t get the big numbers with the backstabs which makes using the signet idiot proof now.
Mug – 15% more dmg
CnD – 15% more dmg
Backstab – 15% more dmg
Heartseeker – 15% more dmg
Heartseeker – 15% more dmg
Your dead.
If anything it has gotten worse to play against thieves.
I’ll take the 50% more damage on backstab compared to making that stupid combo do 75% more damage. At least with the 50% more Dmg on backstab if they screwed up they had to wait to try it again.
What I see most people are asking for is simple:
A. Fix the render issue so thieves appear after becoming de-cloaked
B. Increase the “Revealed” Debuff, I would double it. Make it go from 3 secs to 6 secs. Thus it fixes A.
I appreciate the effort but honestly I feel you guys are going the wrong way.
(edited by Carrioncrow.6872)
The sword works best with power and condition damage.
It is sort of a mix between the two but best results are combination of both.
This is my most successful build
http://gw2skills.net/editor/?fQAQNAW3djMap7xbab0bKApCPPpg8uhKsb0jjNmZA;TsAA1CqoSykkIJbSukkJNI4UwTEA
Runes of the Pack – Grant Fury and swiftness quite a lot and trigger reliably at the beginning of every encounter.
Key abilities are using Putrid Mark and Corrupt boon to control the fight keeping conditions off yourself and on to them. Use death shroud to gap close, chill and cast life transfer. The heal from life transfer will heal allies (including yourself) for around 2k+ hp. Making it a great way to gain both HP and LF while in DS.
Excels at 1v1 situations and small skirmishers, including TPvP. Revive someone with the staff active so when the Well of blood triggers from revive you can combo with the light field with marks (Blast finisher – AOE heals) and your Reapers Grasp (Projectile finisher – Remove Condition)
sigh
Proof.
I didn’t dodge once.
And those are ranged attacks, also notice all the clones i wipe off the face of the earth with out taking a the usual negative conditions like confusion, cripple, ect ect.
As a Thief I didn’t take a single lick of damage during the WB, could be I was lucky but I’ve tested this and tested against thieves to be certain that a Thief Steal WB = no damage for the Thief.
Yes you can dodge roll with the stolen Whirlwind but why do you need to other than to gain that little extra bit of distance.
I mean you already evade all melee attacks, ranged attacks, stuns, fears and daze’s. The only thing that you don’t evade is ground effects.
Being able to dodge roll as a thief while using whirling Axe is the least powerful aspect of that ability.
Warrior does WB it does maybe 5-7k, Thief does it your looking at 9-11k
The whirl ability triggers 1 upon ability activation just like all the other while abilities – See Guardian GS stuff. Just triggers the once.
It does not keep triggering.
Unless you bubble there isn’t a Lot that can be done to stop HS really.
This guy was no where near glass cannon.
Now there are lots of things he could of done, the issue is that he went down to 4 HS’s faster than he could react.
Actually when thieves steal “Whirlwind” from us they are Immune to most damage.
Evade melee attacks, Evade ranged attacks, about the only thing they do take damage from is AOE attacks, waves, and sprays.
Our Whirlwind – (Notice I don’t evade, dodge anything) : http://www.youtube.com/watch?v=jCYQP0CUyds&feature=youtu.be
Thieves Whirlwind – (Notice all the Evades) :http://www.youtube.com/watch?v=1R2hI9Q3Ddg&feature=youtu.be
So Thieves are right to steal from Warriors, Free 4-8k damage AOE attack that your immune to almost all damage for the 3 and 1/4 secs. Follow that up by a dagger storm where your Immune to ranged, stuns, CC for 8 secs.
Also notice I was the only one to hit that Warrior and I wasn’t even trying. Sure I botched the Backstab, but I love it when people say “All you gotta do is dodge that heartseeker” and “Your a noob if you die to a heart seeker”
LoL
I count 3100 dmg from steal, 8900 dmg from whirlwind an a few 4k heartseekers.
Gets even worse if the thief pops a immobilize or stun venom followed up by Whirlwind, dagger storm.
I am ok with a thief stealing the whirlwind ability. What I am not ok with is thieves stealing an ability that is vastly superior to what I can do. I feel like I should be in the Necro camp complaining how thieves steal a 3 sec Fear when Necro’s can’t even Fear for 2 secs.
(edited by Carrioncrow.6872)
Been saying this since BWE1
Wells are weak. Weak effect, Weak up time, extremely long downtime and a whole mass of traits that is kitten good money after kitten bad.
Yes they do something. But considering the traits, time and effects they should do a whole lot more.
Does "fast cast" feature really worth using for Necromancer?
in Necromancer
Posted by: Carrioncrow.6872
I can’t imagine not using it honestly.
Once you get the hang of it (If your new to that type of style) you will realize how fast it speeds up your ability to react, fight, and cast abilities.
Normally with out this feature when you cast, you click the button select where you want the targeted AOE to land then click again.
I click the button and already have the next attack que’d up.
It makes a big difference, I would recommend everyone learning to use it if you want to push your game further.
Use both
You shouldn’t be using the staff for the auto attack, you should be using it for the marks, to continuously put up your marks on them to control the fight, put pressure on them, fear to stop stomps or rez’s and most importantly of all putrid mark.
Putrid marks is worth it’s weight in gold for the ability to instantly cleanse all conditions off of your and throw them at whoever triggered the mark.
Axe is a little weak but there are benefits to running the axe. It’s not a projectile weapon, ignores reflect, smoke effects, and Aoe effects that block projectiles. The AOE cripple does does heavy damage and one of the few ways we can obtain Retaliation.
The cripple will help with keeping your pets in range, but more so would be to pack a Focus to combo with the axe to chill them and stack regeneration on yourself.
the absolutely only thing the warhorn is good for in Spvp is possibly using it to daze people trying to stomp, heal or rez.
But even then there are better options due to the long windup to cast. Even the locust swarm is useless. (By useless i mean there are better options that give you more bang for your buck)
Honestly just run soldiers amulet
Stack some traits into Percison + run runes of the Eagle. You’ll get like 40% crit.
Get your Power, Vit, Toughness, and 40% crit. What’s not to love?
It’s been said before but just to Pile On:
Render issues exciting stealth, this allows thieves to run a perma-stealth (Basically) where they can attack, burst and re-stealth without them ever showing up visually on your screen.
Combination damage of Abilities of immobilize, pistols whip, back-stab, ect ect mean that is nearly impossible to escape. Popping a stun breaker doesn’t break the immobilize (allowing you to be re-stuned vs pistolwhip ect ect)
The above combo’d with 6k Mug, 8-13k backstab (against high toughness toons) and 3k CnD to escape back into stealth.
There are some abilities and classes that can escape this, namely ones with bubbles or teleports but there are a good chunk of professions out there that just take it and there is nothing you can do about it.
And that is not a good thing.
EASY FIX:
Diminishing returns on heartseeker.
Every consecutive heartseeker after the first gets a cumulative -20% damage.
1v1 is really where you are at your best.
Against 1 person you can either throw down the combustive shot to light him up for the 5K+ damage, or what I advise just keep full Adrenaline so you regen HP at 360 Hp every sec or so and get the 9% crit chance and 12% damage boost.
You really are tough as nails, and the 360 Hp and the 8700 hp heal will keep you going for a long time.
If you know you are fighting a 1v1, I switch out For great justice for Bolo’s to further lock them down keeping them in range of the Axe itself.
I can’t take full credit for this, I saw a warrior running a longbow over on guild source, thought about it and decided to make a build of my own. I have no idea what build they were using, only that they were using a Longbow. Here it is.
Build Video: http://www.youtube.com/watch?v=myREPBWffag&feature=youtu.be
Spvp Video 2: http://www.youtube.com/watch?v=rrm3d7ekt7k&feature=youtu.be
Spvp Video 3:http://www.youtube.com/watch?v=Mtzhnc274p4&feature=youtu.be
The main tactic of this build is to build up adrenalin, root them cast combustible arrow then switch to Axe, Shield and lock them down inside of combustible arrow while you deal damage.
Heavy burst kicks in once you root them inside of the fire effect, pop Frenzy and follow up with the Axe spamable attacks.
I used to consider the longbow to be absolutely the worst warrior weapon out there, but lately it has started to grow on me.
One of the primary reasons the long bow is growing on me is the massive AOE’s to both deal with thieves and mesmers. You run into some of those perma-stealth builds that pop out just long enough to burst before going back to stealth and it can get really frustrating trying to fight back. With the longbow I just pop a Combustible Shot around myself and watch them burn to death.
What’s also nice is using shield bash through the Fire effect to gain Fire shield to further stack burning.
Hope you enjoy and I hope it gets those wheels turning.
-Crow
(edited by Carrioncrow.6872)
I don’t mine mind being wrong. =)
But when it comes to my opinion, I’m 100% correct.
So lets compare, The Scepter has abilities that do damage and some that apply conditions, well the dagger has abilities that also do damage and apply conditions. So turns out they do the same “Stuff”
The ranges and how the damage / conditions are applied are really the only difference and honestly that just comes down to style. You an be just as effective with a scepter/ staff/ as you can be with a dagger applying the same “stuff” to bad guys, it’s just the style you go about it.
Of course this is a drastic over simplification, but an accurate one.
Changing out weapons doesn’t alter our class mechanics the way it does all the the other Professions, merely the way we choose to go about utilizing them; and I chalk that up to personal preference.
There are like 3 different PvP sets of pit fighers / gladiator’s armor.
There is the:
Pit fighers – Free tourneyment reward
Pit fighters – Rank 20 Reward
Gladiators – Rank 30 Reward
I get them mixed up a lot.
Really ele weapons are more about preference than actual “build”
There isn’t much difference.
Now if your were lets say a warrior there would be a huge difference between a Axe and a sword, but for ele really there is zero difference.
It all does the same “stuff” damage condition, bleed, ect ect, it’s just what style you feel more comfortable with.
The point of this video was to make an Elementalist build that does it all.
Power, Crit, Crit damage and Condition damage.
Stats:
Attack: 2876
Condition Damage: 1173
Crit: 24% – 44% with fury
Crit Damage: 28%
Very interesting build, I would have to say I like it. It suffers a lot like a glass cannon, not having the almost mandatory 30 water to heal and condition removal. But deals decent burst with great condition damage making all of your abilities and spells useful.
Also note open up with Signet of fire which really starts your combo chains off, Signet of fire will deal fire damage, give you a fire aura, give you fury and swiftness and allow you to pull off Fire Grab without having to insure blazing speed lands.
Hope this broaden’s your horizon on future builds.
-Crow
(edited by Carrioncrow.6872)
The stat boost is really only 300 at full max BM.
So 300 Power, percision, vitiality, ect ect all to your pet. Simply put, it’s decent but not much else.
The problem with BM traits are, they don’t “DO” anything. Sure 1 or 2 are useful which pretty much demand that you take them but so many of the Traits are underwhelming as to make them almost non-existant. Couple that with the fact that your pet roots itself to attack and it gets pretty iffy on wether they hit or not.
Now if you can root them so your pet can go to work it starts to get a little pay off, but then again why not just root them so “YOU” can go to work on them and get a lot more pay off.
Now if there was more variety in the pet F2 abilities there might be some more builds you could create, but right now you have like multiples of the same ability across 3 of the same pets.
I really want to like BM.
Really I want to like Ranger as a whole and even more so as a BM ranger but honestly the BM line is a massive waste of points. It’s a lot of points into a “might work” instead of putting points into “What does work”
Just because marks are unblockable now dosn’t mean that you can evade them.
Most people these days realize that you can avoid AOE fields by simply dodging through them.
All those marks you stacked up, 1 dodge roll through them and they go POOF without doing any damage or creating any effects. Well except for chill one, it leaves up a poison field for a few secs.
I learned this like BWE 2 against Necro’s.
But I see what your getting at, or at least trying to. +point for optimism.
Come now admitt it, the 12 sec recharge on those skills were a little obscene considering the damage they put out, going to 18 secs isn’t that bad.