Showing Posts For Columbo.5924:

Profession Locking Poll - February 16th 2017

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Posted by: Columbo.5924

Columbo.5924

This poll is FAKE NEWS!! ;D

Abaddon’s Mouth (DE)

[PVP] Tempest initial design is outdated

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Posted by: Columbo.5924

Columbo.5924

You know what I would like to see? I want to see the Anet balance team play pvp with an ele, doing a 4 hours Live-Stream taking turns showing us how overpowered it is.

It would be the funniest thing ever, it would certainly make their Twitch audience increase as well.

Now THAT would be a stream I would watch, so they would have at least one more twitch viewer. Captain Picard approves as well:

Attachments:

Abaddon’s Mouth (DE)

In grim times like these we need some jokes

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Posted by: Columbo.5924

Columbo.5924

I think most of the Ele community have already seen this video a dozen times over, but it has suddenly become relevant again almost 4 years after it was created:

Abaddon’s Mouth (DE)

Flamestrike will be the new shatterstone?

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Posted by: Columbo.5924

Columbo.5924

I guess they buffed flamestrike instead because everyone was already expecting the usual 10% dmg buff to shatterstone, so they had to come up with something new. And in the current ladder of useless buffs to useless skills they created a new contender for the top spot.

Abaddon’s Mouth (DE)

Borderlands very empty

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Posted by: Columbo.5924

Columbo.5924

I think Cerby is just trolling. Especially roamers should like the ABL more because it is much easier to find players to fight. You can also get from camp to camp quicker so you have more impact on the map.

Abaddon’s Mouth (DE)

Superior rune of the Tempest

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Posted by: Columbo.5924

Columbo.5924

I guess that question is never going to be answered for sure. From a theoretical point of view the heal should proc for all of them.

In order to reacreate and test that question, it would need 3 players running that rune (and I dont think anyone uses it), all of them would have to be stunned at the same time, only one of them would have to use a group stunbreak, they should not have any regeneration or soothing mist on them (or another passive healer nearby) to avoid messing up with the result. And then you are going to find out that the heal is so pathetic that it was not worth that effort….

Abaddon’s Mouth (DE)

ele best race ?

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Posted by: Columbo.5924

Columbo.5924

Smallest size asuran, get mixed on necro minons, most players wont be able to select u.

That is a serious issue actually and the reason why most sPvP players use the smallest size asuras for reasons like that. The result is an ugly gremlin warfare that is just pure eye cancer to watch.

Abaddon’s Mouth (DE)

WvW roaming build

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Posted by: Columbo.5924

Columbo.5924

First of all: do you have HoT? If you do, there is a recent thread regarding that topic just 10 threads below yours:

https://forum-en.gw2archive.eu/forum/professions/elementalist/Viable-Builds-for-tempest-Ele-roamers-in-wvw

Keep in mind that most ele roaming builds lack the mobility that warriors or thieves have. You are never gonna catch kitten / GS warrior that decides to run after he realizes that he might be losing it. A thief might just go into stealth and the next time you see him, hes just a small fading memory on the horizon.

Abaddon’s Mouth (DE)

WvW reward track Magus Falls

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Posted by: Columbo.5924

Columbo.5924

Can confirm. Is there another (not listed) condition that must be met?

Abaddon’s Mouth (DE)

Crafting a precursor vs. buying a precursor

in Guild Wars 2 Discussion

Posted by: Columbo.5924

Columbo.5924

Anet probably made the mistake that they took the material / ascended crafing material prices before the introduction of the legendary collections to calculate the price for the precursor craft. They may have calculatd the prices to go up, but they probably werent prepared for the prices to go up so far that it becomes cheaper to get the precursor off the tp in 90% of the cases. Now they are likely waiting for material prices to settle down. Silk (although not needed for precursors if i’m not mistaken) has already taken a dive from its previous heights.

Abaddon’s Mouth (DE)

WvW Poll 05/06: Reward Tracks (Closed)

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Posted by: Columbo.5924

Columbo.5924

First of all, a big thank you from my side as well.

I just wanted to give you some feedback on your poll. As other users on reddit have already mentioned, a lot of the “no” votes are actually “yes keep it, but it still needs some rework” – that should have voted “yes” instead. There is also a 15% fraction that only wanted to see the results. I dont think they should be counted towards the 75% limit.

You may also want to consider more fine tuning the poll options like:

- Absolutely great, dont change a thing
- Its a very good start, but it needs some fine tuning
- Remove it, unless major changes are implemented
- Scrap it entirely
- Don’t care
- See the results (without voting)

because currently the wording of the poll goes too much into the extremes. From the current wording it even seems that you should vote “no” if you think it could use a rework.

Then again, I hope the reward tracks will stay. I think its the best addition since a long long time.

As somebody has mentioned earlier we really need a reward track to obtain the mistforged weapon skins. You really have an awesome collection of weapon skins there (I really like the shiny metal look with the subtly white mist) but there is currently no way to get them.

Abaddon’s Mouth (DE)

Eternal Battlegrounds Unbalanced Towers

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Posted by: Columbo.5924

Columbo.5924

While mendons and anzalias pass are pretty hard to hold, the other two Red towers are way easier to hold. Velokas slope might even be the hardest tower to cap in WvW because there is not much space to place siege and basically everything can be trebbed from the overlook keep. Ogrewatch can also be trebbed from the overatch keep. Not to mention that Pangloss camp is very close as well, allowing Red to upgrade its towers and the main keep faster.

Abaddon’s Mouth (DE)

Permanent Portable Provisioner

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Posted by: Columbo.5924

Columbo.5924

Being able to sell would make it absolutely awesome… I got it thinking we could sell with it…

It would be kitten great, but then again it would make the merchant express obsolete. So I don’t think its going to happen….

Abaddon’s Mouth (DE)

Don't understand the fuss about alpine

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Posted by: Columbo.5924

Columbo.5924

The DBL was not bad per se, but it was way too big (as it was pointed out many times before its release). So the frequency of fights took a dive and the core WvW crowd was displeased. The alpine borderlands is way faster and more exciting (to me). So it was a very welcome change to have the old borderlands back.

Abaddon’s Mouth (DE)

Ground targeting on Comet...

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Posted by: Columbo.5924

Columbo.5924

No, because as it is currently, this allows you to interrupt an enemy that’s within range even if you don’t have line of sight to the enemy.

In my opinion every skill should require line of sight, so that would be more of a counter argument to me. I would also support changing comet into a ground targeted skill (and I would also like to see a damage buff – currently the damage is really pathetic)

Abaddon’s Mouth (DE)

ele best race ?

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Posted by: Columbo.5924

Columbo.5924

Human female meta for the win!

Dont forget T3 human armor, bunny ears and full berzerker gear… it is almost like a build template

Abaddon’s Mouth (DE)

Official Feedback Thread: WvW Stability

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Posted by: Columbo.5924

Columbo.5924

As others have pointed out:

1. How do you feel about this stability change?

The ICD to stability removal is good, keep it. But I don’t really think that capping the limit of CC walls to 10 at the same time is a good idea. That limit should be raised to 25 or more.

2. Is there something else you would like to see done to stability instead?
Boon stripping at this time is too random, so it does not really work as a reliable source for countering stability. If youre lucky, all stab is removed and everyone gets stuck in the CC walls. If you’re not, then nobody will get stopped ever. But that does not have anything to do with one group being better or worse, just with being more lucky / unlucky.

Abaddon’s Mouth (DE)

Official Feedback Thread: WvW Reward Tracks

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Posted by: Columbo.5924

Columbo.5924

How do you feel overall about reward tracks?

A very welcome addition. This was was suggested many times already and it really feels like an improvement.

What are your thoughts on the rate at which you gain participation?

It’s fair I think. Participation rises fast but also decays fast, promoting an active playstyle. However, there is just one thing that needs to be adressed in my opinion: Scouts (they guys that refresh the siege and keep an eye out for attacks on your keeps) do not properly get participation, although they do a valid job for the rest of the WvW community

How do you feel about the rate you earn reward track points?

It could be a tad bit faster in my opinion. Like a cap at 750 points per tick or something like that.

Overall, what are your impressions about the types of reward tracks we have?

Pretty good already, but in my opinion we get WAY too much tomes of knowledge. I know that they were put there as a replacement for not getting exp, but with the instant 80 challenge, lots of tomes already stacked in the bank, instant lvl 30 scrolls they will just pile up and collect dust in the bank.

Are there any other reward tracks you would really like to see?

As others have suggested, something like a top-end unique item, like an ascended WvW back piece or something like that.

Abaddon’s Mouth (DE)

Fireball, whaaaaat!?

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Posted by: Columbo.5924

Columbo.5924

Exactly, and especially with the current amount of bugs in HoT, I really dont understand why they create even more places that need improvement. I mean, “visual noise” certainly wasn’t on the top priorities list of most players that I know. To me that sounds a lot like a mechanic telling you: “hey, we reduced the brightness of the GPS display in your car, so it is less distracting at night” while your entire car is burning…

Abaddon’s Mouth (DE)

Fireball, whaaaaat!?

in Elementalist

Posted by: Columbo.5924

Columbo.5924

I just double checked my calendar to make absolutely sure this is not an april fools joke. Now that I did – what were they drinkthinking. Almost every legendary collection cannot be completed because some event bugs out or a certain item doesn’t even drop at all, the bugs forum is scrolling faster than a news ticker at the stock exchange and THIS is their priority – THIS?!? – I mean REALLY?!?!?

I don’t really know what to say….

Abaddon’s Mouth (DE)

please revamp churning earth

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Posted by: Columbo.5924

Columbo.5924

Be careful what you wish for – luckily nobody uses churning earth right now – otherwise the skill might just get a visual “overhaul” like eruption or fireball…

Abaddon’s Mouth (DE)

Fire Shield of Focus doesn't work with PA

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Posted by: Columbo.5924

Columbo.5924

Tested this as well and it is working like it should. Keep in mind that the fire shield effect is sometimes not displayed on other players when there is a high player count. It will still appear in the bufflist though and work as intended.

Abaddon’s Mouth (DE)

Blasting Staff bugged?

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Posted by: Columbo.5924

Columbo.5924

That has been the case before the patch as well. Geyser and Healing rain are notably smaller than their indicators, while lava font and meteor are larger than their indicators. Somebody tested geyser in a pvp area and confirmed that geyser, despite being displayed smaller, internally uses the larger size (so you get healed also when visibly standing outside the healing ring).

Abaddon’s Mouth (DE)

[Feedback]Let's make Scepter a better weapon!

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Posted by: Columbo.5924

Columbo.5924

As others have already pointed out the scepter currently has:

- a few “one-hit-wonders” like dragonstooth or phoenix, that make up most of scepters damage. This gives the scepter an incredible burst if all of these skills are used in a rapid succession. There is not much to follow the initial burst though.
- low to medium sustained DPS
- lots of fillers and low impact spells
- bad autoattacks

Currently the scepter mainly needs to have its autoattack damage increased to make it worthwile using it in compination with tempest – throwing toothpicks at your enemy for 2-3 seconds while waiting for an overload to become available makes casting an overload even more of a gamble.

I liked the following ideas:

Flamestrike: Reduce cast time to 1 second in total, so one cast per second.

Shatterstone: It has a high cast time, it is highly telegraphed and you can avoid it without even dodging – I would really like to see it as the “ice spike” of scepter: Increase the damage even further, increase the radius and/or add a chill effect.

Arc lightning: I know that this skill can be used in combination with skill 2 and skill 3 but the damage is still low. Suggestion: Remove Stage 1 damage and start with Stage 2.

blinding flash: Even though it is instant cast, devoting a skill to do nothing else but inflict a single blind is not really that impactful. This should get a minor damage added to it – not much, but something. Alternative: Add weakness.

rock barrier: In my opinion this should get more defense, like 10% projectile block or something like that. Or (as suggested) give it much more defense at a much shorter duration – so you need to recast it on every rotation but it would feel much more worthwile and impactful.

dust devil: With the small impact line, it is very unlikely to hit more than one target or even the current target if the target is moving. The fact that this applies blind is also somewhat of an overlap with blinding flash. As others have pointed out, this should become a high impact spell, like other scepter 3 spells. So I would mainly add damage (yes I am not very creative, but what scepter lacks most is damage).

Abaddon’s Mouth (DE)

Nice Stealth Nerf on FGS

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Posted by: Columbo.5924

Columbo.5924

Cannot confirm this either. Cooldown of FGS was exactly as expected.

Abaddon’s Mouth (DE)

[Feedback]Let's make Scepter a better weapon!

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Posted by: Columbo.5924

Columbo.5924

Didn’t see what they’ve done to meteor but I’ll bet it’s another nerf.

They said that the meteors will be more spread on the whole area. Before, they tended to land more in the middle.

I guess its more a fix for the linecast exploit:

Abaddon’s Mouth (DE)

Fresh air vs thieves/mesmers

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Posted by: Columbo.5924

Columbo.5924

On a side note: Hunting thieves and mesmers is actually that one thing that Tempest is currently good against, as Overload Air hits though stealth (you see no damage indicator but your target will be hit despite being stealthed). The radius of overload air is quite okayish, so if you are good at the guessing game this can really put the fight in your favor. With fresh air you can also bypass the very long attument recharge times. I seriously dont know if that is going to change when HoT is going live, but that was the state in the last BWE.

Abaddon’s Mouth (DE)

Anet looking for an idea for Earthen Proxy.

in Elementalist

Posted by: Columbo.5924

Columbo.5924

- Increase protection duration
- Merge this trait with http://wiki.guildwars2.com/wiki/Elemental_Shielding (and then give something else to elemental shielding)
- Gain retaliation or any other boon of your choice
- Gain magnetic aura when critically hit
- Gain protection when critically hit
- Gain protection at a certain health threshold

Abaddon’s Mouth (DE)

Will Temptest change d/d Ele significant?

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Posted by: Columbo.5924

Columbo.5924

The tempest line does not bring much unless you want to use

- shouts
- warhorn
- overloads

shouts are currently okay-ish. It depends on teamplay and group composition if they are useful. Using Warhorn did not feel as smooth as offhand dagger or focus – let aside the fact that you wont be running D/D then . Overloads currently do not fit the fast rotation style of D/D ele and rarely do more damage than dagger air/fire autoattacks. As there are no real traits that have some functions outside of the uses mentioned before, I dont think this will be useful for D/D.

By the way: “Will Temp t est change …” – was that spelling mistake intentional? because “Temp-Test” is probably a quite fitting nickname for that spec

Abaddon’s Mouth (DE)

[BW2] Feedback Thread

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Posted by: Columbo.5924

Columbo.5924

I did not really follow the previous Beta events, but tried the tempest spec this time.

To sum it up:

I really like the idea of having a group/support based option. That said, i liked the shouts and the warhorn (although some numbers still need some tweaking in my opinion). The traits need some more work and the overloads felt pretty clunky. I actually dont know if I would ever use these – without stability I had trouble getting these off even against a single arid devourer (I’m not even talking about other players in PvP that intentionally try to interrupt you – i’m talking about a kitten arid devourer…). I addition to that, the spec felt like it was lacking condition remove and stability – so you are always going to need a cantrip or two – but then the usefulness of tempests gets even more doubtful.

So to the details

Overloads:
These require waiting in one attunement for 5 seconds to get available. I never realised how fast I usually switch attunements with D/x or S/x until I tried to start an overload. It was really breaking the flow (I’m lacking a better word here). I had to force myself to wait in order to get the overload ready. I may not seem much on paper but as a player it really felt awkward and unfinished. The proplem is excarbated by the fact that most ele auto-attacks really lack damage and utility and you will have burnt most other skills before the overload is available (at least when you are doing your second attunement rotation). After that I could chose between:

Fire: good damage, but locking myself out of my damage attument for 17 seconds is most likely a net damage loss in the long run. The teamplay also seems pretty insignificant on this overload.
Water: this one is actually pretty decent and may be the only overload that i would actually use.
Air: the damage is barely above (or even below?) dagger auto attacks – so why should i use it? The dagger auto attacks give me way more control and dont lock me out of the attunement. It seems like more of the same with a higher opportunity cost.
Earth: I do not really like this one either. Yes it does immobilize your opponents, but they are just going to laugh and shoot you, as the potential magnetic aura (from the trait) is applied afterwards. The blast finisher is pretty pointless as well. By the time you can start the overload any of your fields will have timed out already, let alone when you have finished it. The damage is not worth it either.

Warhorn:
This one is actually pretty decent and currently one of the only redeeming factors of tempest.
Heat Sync: this looks like the bread and butter skill of the warhorn. This one might be very hard to balance properly as its usefulness will range from useless if you are playing solo to almost overpowered if used in a proper team setup.
Wildfire: This is really decently designed fire field. But in my opinion it still needs some tweaking with the timings. Its recharge should be reduced, as well as the cast time and the time needed to roll out the fire carpet.
Tidal Surge: this one is actually pretty good, keep it
Water Globe: a moving water field, actually works pretty well when used correctly. Keep this one as well.
Cyclone: Cast time and/or aftercast needs to be slightly reduced. Other than that its ok.
Lightning Orb: 1200 range does not fit your mainhand weapon range, should be 600-900 range and do WAY (!) more damage. The way the warhorn skills are designed this feels like it should be one of the main damage dealers but it is pretty lackluster. It also feels weird to have to direct it manually. This is pretty unintuitive because all other skills are directed at your opponent and dont need any further interaction before being cast.
Sand Squall: another nice one, maybe add 1-2 seconds of stability.
Dust Storm: hard to tell where it is, next to no damage (again, this should be a high damage skill). The reflect should be added here, because Sand squall will be mainly cast for the blast finisher, and you shouldn’t overstack certain abilities.

Skills (Shouts):
The damage on the shouts is pretty low, but that was not their main selling point anyway.
Wash the Pain Away: Needs condition remove.
Feel the Burn: pretty good and with the cooldown this will actually see some use.
Shock and Aftershock: cooldown is so long it feels odd. This one really screams to be a blast finisher as well (remove one of the other effects for it)
Eye of the Storm: Add shocking aura (It feels completely off without the shocking aura). Cooldown should be looked at as well.
Flash-Freeze: Again, pretty nice.
Rebound: I think there was enough discussion about it in the current state.

Traits:
I really miss %dmg, stability or condition removal traits here.

Adept:
Minor – Singularity: this should be baseline.
Major – Gale Song: An AoE version of “Tempest defense” without the damage boost. Should be okay.
Major – Latent Stamina: This one belongs to the water line if anything. The endurance boost is barely noticeable. I would change it to give 5 secs of vigor when applying an aura.
Major – Unstable Conduit: This trait should proc at the beginning of an overload, raising the odds for the attacker as well (like: do you really want to interrupt that overload – even if it means attacking into shocking aura?)

Master:
Minor – Speedy Conduit: this one feels pretty useless, I want something better, like one stack of stability when starting an overload.
Major – Tempestuous Aria: why doesn’t it reduce the cooldown of shouts by 20%? It looks weird without it.
Major – Earthen Proxy: This one feels like it should be put into the earth line. And something like stone heart should be put here – like “you cannot be critically hit while overloading an attunement”
Major – Harmonious Continuity: Don’t get me wrong but with the current state of overloads this should be baseline. Change the functionality to remove a condition when applying an aura.

Grandmaster:
Minor – Hardy Conduit: Should be 5 secs of protection.
Major – Imbued Melodies: A really weird choice to make it reduce the skills of an entire weaponset on elementalists. This even stacks with cooldown reduction traits of the attument lines. I dont really know if a trait like this can be properly balanced. Having 8 AoE stunbreaks feels pretty OP as well.
Major – Lucid Singularity: add stability and we are onto something
Major – Elemental Bastion: Heal should be increased i think. Not to warrior shout levels, but a little.

Abaddon’s Mouth (DE)

(edited by Columbo.5924)

WvW - Frontline Elementalist

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Posted by: Columbo.5924

Columbo.5924

Columbo: nice build but I don’t like the Rock Solid trait… too much investment for less than 3 sec stability. Would you consider Stone Splinters, Geomancer’s Freedom or -heck- even Strength of Stone (lots of celestial there…)?

Keep in mind that rock solid provides group stability (which is quite rare). In a perfect world (where you can swap attuments on cooldown and you and your allies stick together) this can provide up to 25% stability uptime on your entire party. This trait is actually quite strong.

Stone splinters is definitely a solid option, but I think geomancers freedom would be better here – because with lemongrass food and melandru/hoelbrak runes you have so much condition duration reduced that immobilize or cripple will no longer even get applied (unless your enemy runs +condition duration).

I think strength of stone does not pull its weight because you can be quite sure that your enemies will run condition duration reduced food/runes/traits (see above) so you condition damage goes to waste. Elementalist has limited access to conditions anyway.

Another option: If you don’t want to run rock solid then you could also remove the 2 points in earth and pick cleansing water (like everyone else does).

Abaddon’s Mouth (DE)

Bifrost is on the way

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Posted by: Columbo.5924

Columbo.5924

Hello LCV,

Elementalist is a great class with lots of utility. However, if you want to run staff, you might not want to be in the frontline. Staff is designed with 1200 range in mind. That said, it is certainly not impossible. Just have a look at these:

https://forum-en.gw2archive.eu/forum/professions/elementalist/Scrap-The-Zeitgeist-Staff-PvP-Tutorial-Video
https://forum-en.gw2archive.eu/forum/professions/elementalist/Azilyi-s-Zeitgeist-Staff-Ele-Duels-Video

Some possible builds for WvW zergs:

https://forum-en.gw2archive.eu/forum/professions/elementalist/Staff-elementalist-WvW-zergbuilds

If you want very high damage, this build is probably for you:

https://forum-en.gw2archive.eu/forum/professions/elementalist/WvW-Suppressor

Abaddon’s Mouth (DE)

WvW - Frontline Elementalist

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Posted by: Columbo.5924

Columbo.5924

As rangerdeity already said, you are wasting a lot of AoE damage potential by not going for an offensive staff build.

Back to the original question. This is my recommendation for a frontline DD build:

http://gw2skills.net/editor/?fFAQJAoYhcMKcW5wxBd0AhABxtmhBFljLXB-TFyHAB2pEUIlHJq+TPKxG4BAoy+DAcCA+SPApAYSZE-w

Stability: You have 2 x stability from armor of earth (utility + earths embrace trait) and 1 x group stability from rock solid trait.

Invulnerablity: Mist form.

Teamplay: healing ripple, soothing mist, elemental attunement, rock solid, evasive arcana procs (especially water), rune of the pack procs (and others that I might have overlooked)

Food: I think there is no real alternative to lemongrass with -40% condi duration. So take it.

Sigils: I think sigil of energy is a must have. More dodging and more evasive arcana procs. Sigil of battle is very good on an ele as well.

The rune of the pack procs (together with the +30% boon duration from the arcana line and the procs from renewing stamina and elemental attunement) should guarantee perma fury and swiftness (because we do not run zephyrs boon in this build).

Variants:

- Soothing disruption can be switched with cleansing wave for on demand group condition remove

- Hoelbrak/Melandru runes if your enemies have too much condition pressure.

Abaddon’s Mouth (DE)

(edited by Columbo.5924)

Glyph of Elementals List Too Long

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Posted by: Columbo.5924

Columbo.5924

Hmmm, do you think this is confusing for new players? I definitely think this warrants some kind of nerf, what do you think?

I guess this might be the first time anyone wanted to nerf a tooltip Might be good for a few laughs in the balance forum as well.

Abaddon’s Mouth (DE)

WvW - Frontline Elementalist

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Posted by: Columbo.5924

Columbo.5924

First of all, I would REALLY recommend you to use a staff in a WvW zerg. The on-demand waterfields and the hard-CC skills are half of the reason you would want to bring an ele in the first place.

In my opinion you should really ask yourself why you want to stand in the frontline in the first place. The staff weapon skills have 1200 range – that allows for a good distance to your enemy. The heavy classes are usually much better suited for the frontline task, so I would advise against trying to do something a warrior or guardian is designed to do better.

Regarding the builds:

1. Signets are a big “no” – just “no” in a WvW zerg. They are single target and the passive stats are not that great either. Forget about fire aura and its procs. Fire aura is not really good and the procs are not really worth taking the signets and the traits required for it.

2. You do not have ANY teamplay in your build – although this is one of the biggest strengths of an ele. You do not have healing ripple, cleansing wave/water, elemental attunement, soothing mist, evasive arcana or anything like that.

3. You do not have any stability skills (at least not that I am aware of). You really want to play frontline without stability ?!? Let me put it like this: Two seconds after the fight you will be in the backline – whether you want it or not….

4. Lightning hammer is not a zerg weapon. Just use it in the zerg and you will see how rarely it connects. I tried this once and you really have to stand on your enemies feet in order for it to hit its target. There are better utilities in my opinion.

5. Camping in earth attunement will waste 80% of what an ele can do or what an ele is good at. That said, critical hits are not your major concern anyway. You will rarely see high damage criticals because most ppl run rather tanky builds and whittle down their enemies with sustained pressure rather than full berzerker damage spikes.

6. On a minor note: The procs of the Rune of radiance have rather high internal cooldowns. This is not shown in the tooltip, but the wiki lists the cooldowns correctly.

Abaddon’s Mouth (DE)

DD in WvW

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Posted by: Columbo.5924

Columbo.5924

I agree with marmatt. At least for me, evasive arcana is the most important trait of an ele. I really don’t want to miss the 1600+ heal + condi remove when dodging in water or the blast finisher in earth. In 1vs1 dodging in fire also casts a long lasting burn. If you ran a celestial build this would also tick for a considerable amount of damage.

Abaddon’s Mouth (DE)

WvW Suppressor

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Posted by: Columbo.5924

Columbo.5924

Yes, it looks like a PvE build, but that was his point I think. If I’m not mistaken you can only insert defensive (or versatile) infusions into the main infusion slot of an ascended armor – so if you want an offensive infusion you must use a versatile infusion.

Abaddon’s Mouth (DE)

Barrage & Meteor EXPLOIT

in Profession Balance

Posted by: Columbo.5924

Columbo.5924

A simple 5 second google search would have solved your “issue” !

Let me quote the wiki for you: "Movement interrupts the channeling time, resulting in fewer meteors. "

http://wiki.guildwars2.com/wiki/Meteor_Shower

Abaddon’s Mouth (DE)

Commander wvw build?!

in Elementalist

Posted by: Columbo.5924

Columbo.5924

You can bring anything to the frontline with tanky gear. Just because staff has a large range does not mean you cannot use it on the front line. In zerg fights the combo fields will be far more useful than the additional damage of D/D. You have 5 combo fields (6 if you count burning retreat), 3 mass CC skills without target limit and other group skills that are often overlooked (windborne speed for example).

However, the other weaponsets are better at might stacking. If you are a min-maxing maniac, you can switch to S/D right before the fight to stack might and cast rock barrier and then switch back to staff (this is not recommended though).

Abaddon’s Mouth (DE)

Boost magnetic leaps's damage!

in Elementalist

Posted by: Columbo.5924

Columbo.5924

The skill is a bit too random for my taste as well. Quite often it is preferable to ignore the leap after the immobilize and walk to your opponent instead, especially when you are at rather close range already. The time that it takes to regain control over your character is just too long in my opinion (but as others have stated, this is not unique to the elementalist).

Abaddon’s Mouth (DE)

Commander wvw build?!

in Elementalist

Posted by: Columbo.5924

Columbo.5924

In my opinion, as a commander you need a lot of effective HP as well as stability and stun/immobilize reduction. I would plan something like this:

http://gw2skills.net/editor/?fFAQJAoYhcMKcW5wzBf0AhABxtmhBFljLXB-T1BEwA22fwpyPAnAAuKB5rH4xDAYs6PkBgZLA-w

Rock solid + 2 x armor of earth (trait + utility) for stability.
Melandru runes + lemongrass to reduce enemy condition and stun duration.
Mist form + lightning flash when you just stood at the wrong place at the wrong time.

Sentinel/soldier gear which gives you a lot of effective HP as well as really decent raw damage.

Sigil of energy for more dodges. Sigil of bloodlust for some extra power during a fight (since last patch you only need 5 player kills for max stacks).

All other traits in the build should not need explanantion.

But if you are ele in a zerg I would recommend to go for staff (even if it doesnt look as flashy as D/D) because you can create you own waterfields / put CC where you need it / have the most important combo fields always where you need them.

Abaddon’s Mouth (DE)

conjures, different perspective

in Elementalist

Posted by: Columbo.5924

Columbo.5924

Well in PvE conjured weapons are awesome – I dont think that there are any questions about the usefulness of fiery rush or frost bow 4 or a lightning hammer auto attack chain from a PvE perspective.

However, I just dont see them being that useful in PvP situations. When I see somebody pop FGS in WvW they do it to run away in 90% of the time (me included). Frost bow 4 is pretty good against zergs but costs you one cantrip slot. (and frost bow deep freeze can be a game changer when it hits a thief on close range – but this is rare because the skill is very telegraphed).

Flame axe always seemed awkward to me. To me, a regular S/D weaponset felt more useful in almost any situation. But since you brought it up, I will give flame axe another shot, maybe I just used it wrong back then.

Abaddon’s Mouth (DE)

D/D Celestial Signet Build - looks good!

in Elementalist

Posted by: Columbo.5924

Columbo.5924

I used something like this for a very short time after the game was released (then I changed it back to something more useful)

The traits seem to synergize at first but:

1. Fire shield is rather weak. It gives you a stack of might with a rather short duration and burns your opponent for a second when you are struck. 1 second of burn really doesn’t help that much because you already have lots of burn on your fire skills and might can be stacked a lot better using other tools. (fire field combos, signet of strength & battle..)

2. It blocks your utilities. Other utilies (especially cantrips) are FAR more useful. A single churning earth that you can land right on target thanks to lightning flash will change the combat more than 5 fire shields.

3. Signets are not that good in my opinion. A single drake’s breath will do more damage than all of them combined and the passive effects dont really shine either. The only really useful thing is that you can use the active and passive of signet of restoration.

4. Although you have a good protection/fury/swiftness uptime, it is generally more advisable to go for arcana and get this via the arcane traits and the enhanced boon duration. This will also give you the very important regeneration and vigor boons.

5. You have no points in water. Although this is just personal opinion I would not want to play a build without water traits. That 1,5k heal every 10 seconds (healing ripple) + regeneration (via elemental attunement) + soothing mist + 2k heal from evasive arcana dodge is just too good to pass up. The fact that this combo uses your healing power very well is 50% of the reason to go for celestial gear in the first place (as opposed to soldiers gear for example).

6. Blinding ashes is really not the best choice. It is far too random (especially if you throw in a lot of fire shields).

7. The condition removal is really poor. As others have stated even a single signet of spite will put you in a very bad position.

Abaddon’s Mouth (DE)

(edited by Columbo.5924)

[Ele] Stone Heart trait + Lingering Elements

in Bugs: Game, Forum, Website

Posted by: Columbo.5924

Columbo.5924

Working as intended. Lingering Elements only extends the 5 point minor traits. Check the wiki: http://wiki.guildwars2.com/wiki/Lingering_Elements

Abaddon’s Mouth (DE)

(WvW)Boon duration post patch analysis

in Elementalist

Posted by: Columbo.5924

Columbo.5924

That is the A-Net way of getting players out of arcane and boon duration and into the DPS builds and runes. Now with the reduced boon duration, the boons of elemental attunement and zeyphyrs boon are strongly nerfed. So it might become better to take the DPS traits for the damage modifiers and DPS runes like the rune of strength.

A patch to reduce the DPS meta creates even more DPS meta….good job…. build variety was overrated anyway…

Abaddon’s Mouth (DE)

Boon duration builds

in Profession Balance

Posted by: Columbo.5924

Columbo.5924

And a DPS runeset. The new runes of strength match the playstyle of elementalist pretty well and they are full DPS – so its exactly what you need. Who needs build variety anyway…

Abaddon’s Mouth (DE)

Celestial Ascended

in Guild Wars 2 Discussion

Posted by: Columbo.5924

Columbo.5924

lol foofad, look closer – if this is true, the infused items have LOWER stats than the non infused versions…

I wait for a confirmation of this. If this is true then i will start a public donation fund to buy a $10 calculator and ship it to anet…

Abaddon’s Mouth (DE)

Stat Combos

in Guild Wars 2 Discussion

Posted by: Columbo.5924

Columbo.5924

I would really like to see:

Power [major], Precision [minor], Vitality [minor]

This would be an excellent option for people that want to mix-match gear on low hp classes (elementalist, guardian, thief).

Abaddon’s Mouth (DE)

How does Stone Heart actually work?

in Elementalist

Posted by: Columbo.5924

Columbo.5924

As they said in the live stream: “You cannot be critically hit while in earth attunement”. This means you will still take a normal hit.

Abaddon’s Mouth (DE)

Did they kill boon duration builds?

in Profession Balance

Posted by: Columbo.5924

Columbo.5924

I wonder if there is still a combination left that will give you 45% boon duration (that you could get beforehand with 2 traveler, 2 monk, 2 water). Even 30% seems far fetched now, because one of the sets (monk) that used to have 15% on the first two now only has 15% total.

Abaddon’s Mouth (DE)