Showing Posts For Darksun.1054:
How bout 16k in wvw or spvp?
or 39k vs. no armor player in WvW
All screens taken after June 22, 2014.
Thank you for the tears, good day to you
Hopefully the Dev’s can get this fixed soon. Thanks for answering my question
I never noticed it until this past weekend but the bonus reward chests, for winning a TPvP match, do not count toward the X amount of rank needed to earn the rank’s title (avenger, ransacker, etc..). Is this a bug or has this always been the case?
SB > Venom Share, plus I get better a utility selection.
Sorry I meant CnD with x/D weapon selection. Use Cloak and Dagger right as the stealth effect wears off to go back into stealth and not get revealed de-buff.
Thieves are a free rally for the opposing zerg, it’s a sad thing to note when my first (and only) fully ascended toon is my thief. However I have been practicing a new tactic encouraged by my guild, which is to infiltrate the enemy blob and stealth stomp anyone who goes down.
This is achieved by utilizing D/D and using Cloak in Shadows right as the stealth wears off to achieve semi-perma stealth. Mingle with the enemy and just as someone goes down stealth stomp.
You can get very creative with this type of play style. Drop caltrops, traps, smoke screen, etc, while in stealth to create advantages for your group.
Wish I’d like to know your advice on Scholar runes using a 0/30/30/10/0 build vs a 10/30/30/0/0 build and using Traveler runes. You lose 165 power and 10% extra damage from your opening strike.. for that extra 25% movement speed. Am I missing something?
The benefits of using Travelers is that it frees up a extra slot if using SoS. With a free utility, you can add in an Assassin’s Signet (180 power +10% dmg of first 5 attacks) if you want to make up the loss damage of scholar. Or you can go pick up another stun breaker which is never a bad thing, especially when fighting 2 people (as one stun, knockdown, fear can quickly kill you, and almost certainly when a zerg rolls on top of you ). Or select whatever else you like or something your your group needs =]
Thanks Wish. This makes so much sense, I feel kittened.
Holy kitten! I never realized that. Thanks Wish!
How does this look now (mix ascended/exotic):
Also why did you use oil over stone for buffs? And do you have any experience with a 0/20/30/20/0 build?
Hey all, I’m stuck in between 2 different builds for D/P & Sb build.
Advantages: great int recovery, more built in defense/more dodges, utilize Shadowstep (best stun break we have)
Disadvantages: utilize all zerker gear to make up for loss of 10 points in CS
Advantages: hidden killer, utilize blinding powder (great for a quick BS), higher burst potential on avg
Disadvantages: replace some zerker gear with soldiers to make up some lost defense, less dodges, less int recovery
Both builds have almost exactly the same attack power, HP, Crit chance and crit damage.
Looking for any advice or critiques on either of these builds, thanks
As cute as it is to imagine, let’s immediately be realistic and say it’s never going to happen
Haha, I agree
I agree with Delvoire, it is odd that they are keeping the MF infusions but I can’t complain as both my 80’s have that infusion in their neck slot.
I like the idea Evans, guess we’ll wait to find out..
Thanks! I wonder what functionality they are planning..
Anet stated that the next patch would remove all MF from armors, weps, and trinkets but the MF from food and utility infusions will stay.
My question is: What will happen to runes of the traveler and other similar runes with MF?
Thanks in advance, to anyone that could shed some light on this.
I have few ideas for a new DoT
1. A medium strength dot (similar to poison damage) that not only affects the player but affects those around the player – tie it to Epidemic (the one who gets it casted on)
2. A low strength dot (similar to bleed damage) that removes boons from enemy players – DS#5 idea
3. A dot that ramps up damage over time. It starts out weak but if not removed will continue to increase in damage with every tic – DS#5 idea
(edited by Darksun.1054)
I would just like to join a sPvP game with a group of friends and have us always put on the same team game after game after game
I think it’s a nice touch. Honestly, has no one ever played Call of Duty?
But I agree that it needs some tweaks, mainly reducing the amount of HP you have in downed state. In CoD you get downed but after a couple shots to you your dead. Can happen in a second after downed.
If your downed state HP was reduced, it would allow players to continue attacking rather than stomp. Also it would make reviving a greater challenge and it would require some decent level of teamwork to pull off. The only stomps that you would see would be the safe ones (ie Ele Mist form stomp) because it would be faster to dps the player dead than to stomp.
Tested it out. Seems the combo #1 + combo #2 chains are def over a second long combined and the third part of the chain is slightly less (not by much) than 1.5 seconds. So it seems that there is no dps loss in doing the entire chain. But I did notice that after the 3rd strike in the 3rd part of the chain there is a slight gap before it goes back to the 1st part of the chain. This is a great time to use your other axe attacks (ie 2, 4 and evisc) but doesn’t cause you to lose enough dps to declare it wasteful if you just cycle the chain over again.
I tested out many builds the past few days with axe/axe and the damage was always significantly stronger the deeper in the chain. I’ll have to look into it more if the dps is truely lower due to longer casting.
This is with 60 crit damage increase: the 1st attack critted for around 1500, the second 2x were around 1600-1700 each, the third part 3x was around 1900-2000 each. And from testing it for several hours I would say that chain #1 + chain #2 attacks are around 1 sec or maybe just a little under/over.
If thats the case then yes chain #3 is less powerful then #1 + #2 attacks, unless the tooltip is wrong and the casting for #3 is actually shorter than 1.5 sec
Something for me to look into later when I have time. Thanks for the notice and I’ll post my findings later
“My necro has more burst than my mesmer”
@Fabsm
Dang, thats kitten nice. But I don’t know what to give up to use it. The writ of exal and merc go hand and hand. And I use 2x 2h =/
Also thinking about getting a stun break in there. Is stand your ground a good replace for wall of reflect? Or have any suggestings?
(edited by Darksun.1054)
@Brutal
I just purchased a new character slot and have decided to roll a guardian, so I’m fairly new to the style of gameplay. First thing I did was go to the mists and mess around with weapons and builds. Tried everything and really liked the hammer and developed a unique build for consecrations and symbols.
http://gw2skills.net/editor/?fUEQJAWSlYg6CXGSPEmIFRWBRaVggYP04Hz4lCHSRA;TsAg0CnoixEjIGbMuYkxs+Y8xECA
The idea revolves around reviving teammates. Lots of protection to help get them up safely and prevent stomps. Then just the great synergy with sanctuary, ring of warding, and line of warding used before tome of courage helps me get out those max heals. Also, decent crit/crit dmg so I can still dish out decent damage for being heavy support.
I have noticed that toughness > vit but I can’t get enough toughness without sacrificing prec. And I really, really like air runes. 2-3k proc dmg every 10 sec helps out loads in 1v1 and 1v2.
Anyone have any suggestions or tips to help me out? =]
Going heavy in the explosives will buff your nades and heavy in inventions will buff your turrets. Word of wisdom, turrets do not survive well and they do not benefit from your stats. But if you want to use them positioning is the golden key to their success.
@Bond
I had an advantage from the start. I played s/tPvP exclusively for the first 3-4 weeks of buying the game. So when I started to PvE it was cakewalk =]
@Bond
As I leveled I would try to get in the middle and a few groups and pull the lot of em together (as long as they aren’t range, if there is one just pull your mob to it while blinding the range/ dodging).
With farming it heavily depends on what I want to get =] but I will always avoid underwater farming (unless its a mine)
When a tPvP needs a elementalist or is actively seeking one I’ll be convinced they are good.
I play tPvP on my ele and my team hates it that I don’t play much on the weekend. The problem is the limited number of ele’s that have become skilled. Most QQ and reroll and 100b spam war or whatever floats their boat.
I don’t think eles will be sought after unless the team knows exactly what the PLAYER is capable of
With the right build/skill level S/F can be a hell of a tough bunker to kill. If I was to rate the best bunker classes it would be #1 ENG, #2 ELE, #3 Guard . ENG and ELE take a lot of skill to pull off but they outperform Guardians hands down
In pve I play with a staff or s/d. When I’m farming mobs I’ll pull about 7-10 and get them into a tight group. Drop a frozen ground, aoe in a tight circle, after 5 sec drop a sandstorm, aoe in tight circle, all dead. In an s/d I’ll pull 3-4 at a time and burst them down in 5 sec. Staff has more control so I can pull more mobs.
Never played d/d. Never had a desire to. But I know some real good d/d players in pve and they always surprise me with their capabilities
Never have any problems in s/tPvP vs a ranger or any class for that matter, in all specs (minus guardians =/). Tho I play heavy in water so I can cleanse all my conditions on the regular. In wvwvw I play mainly with a staff in a more glass cannon build. I’ve seen many rangers kill themselves when I pop magnetic aura =]
The large access we have of combo fields and blast finishers. Want AoE heals? might? stealth? give enemy AoE weakness? In a coordinated tPvP I give my team chaos armor on the regular. Tons of support and damage.
ENG is tied with my ELE for the #1 spot. I play a 4 kit style on my ENG so I’m constantly switching my kits for what I want when I need it (very similar play style to ELE). Heavy support, good damage, decent burst, great survivability. What more can you ask for?
That’s fine. Now you can join a GOOD guild =]
I see mesmer, I put a target on mesmer, mesmer dies
or
I see mesmer, I put a target on mesmer, mesmer stealths (removes target icon), I see mesmer unstealth (black smoke is dead giveaway), re-target mesmer, mesmer dies
easy tips vs. mesmers: if it glows its a phantom, it it doesnt have an off hand or has full hp (after your have damaged mesmer) its a clone. if it dodge rolls its the player. not hard to always pick out the real one and then put a hard target over them for everyone.
@ OP
Shot answer: yes, ele is fine
Long answer: yes, ele is super-fine
High skill curve, high reward
how does the Thief 2 Hit KO with backstab + stealth + steal?
in Elementalist
Posted by: Darksun.1054
I wish all thiefs played this style, its so easy to counter!! Hmm.. I see a thief comming.. hmm.. I see him putting on poisons…
From this point on you can:
A. LoS
B. Dodge Roll/Move around
C. Burn a defensive cd
Once thief unstealths/wastes combo: auto win every time
I think ele is fine minus some bugs. If you know your skills well and jump between attunements you can drop 10+ mobs in 5 sec. In PvP I play a roamer/support and yes I don’t pull backstab crits or 100 blade damage but I can buff my team to 7 stacks of might, stop enemy stomps on my team and revive them easily, and in all 1v1 situations I win more than 4/5 times (cept guardians =/).
I have played thief, memser, eng, war, and necro in PvP and I always have the most fun on my ele and my 4 kit eng (very similar playstyles).
The ONLY thing ele need an overhaul on is our underwater damage/attacks. I strictly try to avoid all underwater combat.
edit: one more thing is they need a to replace their #2 downed attack with a knockdown/knockback
(edited by Darksun.1054)