Showing Posts For Dominia.5179:
Ran into this login issue for roughly a week and tried a ton of different solutions. Eventually contacted support and they were able to solve for me so I made a video hoping to help anyone running into this issue.
TL:DR of the video
Error Code: 42:0:9001:4418
- running in admin mode (GW2 and all shortcuts)
- running in xp service pack 2 compatibility mode (GW2 and all shortcuts)
- add target= “-authsrv 64.25.38.51:6112” to a shortcut to GW2
- also try
- 64.25.38.54:6112
- 64.25.38.72:6112
- 64.25.38.171:6112
- 64.25.38.172:6112
- or check out this site for your region http://gw2status.de/
- try forcing different ports using target = “-clientport 6112”, “-clientport 80” and “-clientport 443”
- flushed your dns
- run “netsh winsock reset” and restart your computer each time you change a target value
- disable and shutdown all Nvidia background “Experience” and “Steaming” services
- contact support and run a diagnostics tool to find potential malware / packet sniffers keeping you from authenticating
Hope this helps!
(edited by Dominia.5179)
I really believe ele’s are not UP, it’s jut misunderstood. There is a lot of exciting experimentation going on out there.
Tested last night, traits definitively do not affect condition damage. As such I’ve changed around my traits and utility abilities slightly.
I’m focusing more on might stacking now (since it does affect conditions) and it seemed to work pretty well. Basically I started the fight getting my initial bleeds up (just a 3 stack for the earth IV trait to be active) then switch to fire and begin stacking might.
Once there was ~2 seconds left on my earth attunement CD I’d Ring of Fire → Arcane Wave for another quick burst of Might before switching back to earth to stack bleeds. Ideally you’ll want to do this near a teammate.
Using this method, for quite a while after switching back to earth my bleeds would tick for roughly 10% more damage before tapering off.
Check out here for quite a few good builds, both support based and d/d based.
I think I just need to find a good guild, that would probably solve most of my problems lol
Then we could strat who would bring which buffs/debuffs with no overlap.
That’d be interesting if that’s the case.
I was switching traits in and out last night trying to complete the new CoF and thought I noticed a decrease in bleed damage but I’ll test it on a test dummy for sure.
Actually you are correct that’s my mistake, power doesn’t affect conditions, just Might.
Might adds condition damage.
*0.375 * Level + 5 = Power/Condition Damage per stack
Our elites are not very strong in pvp.
They are of debatable usefulness in pve… very debatable.
And this is coming from a person who really doesn’t think ele is UP.
Not needed, swap out of combat and don’t get ambushed.
Yep that is correct, and as Yuki corrected me earlier, power might now (as of BWE3) affects condition damage.
You could say it’s pretty… nifty… XD
(I really need to get off these forums at work ><)
(edited by Dominia.5179)
I do agree with you Yuki that a field providing support staff build can be extremely effective when in a solid group. Maybe as more melee learn about combos (leaping effects vs. blast effects) and learn what good fields are vs bad fields, then I’ll probably go back to playing it.
It just seemed like with all the visual clutter in melee, the pugs in my groups constantly avoided fields instinctively or did not combo correctly when inside of them. Which just left projectile combos (players didn’t have to think about what they were doing just auto attack) which I believe are the weakest of the elemental arsenal.
As note, the range on the group aura is very short, as in you need to literally be standing in melee range for someone to benefit. This won’t happen in a group setting as most of the encounters I’ve seen encourage the group to spread out due to lots of aoe or mechanics.
I used to be a fan of heavy support staff builds but you can heal just as easily in scepter (better burst healing btw) as Iv’e pointed out in other posts, I’m just not in love with either the burning field or vunerability field.
That leaves just might stacking in melee (eruption→ lava front) but that’s only for melee.
We only supply two combo fields with staff, burning and vunerability.
Vunerability is ok but like I said above other classes stack it quicker and better than using a short duration combo field on a long CD.
Burning field has a much lower CD but it doesn’t stack intensity.
Of all the classes, we’re actually one of the best at stacking bleeds and have the most bleed related talents. Our bleeds can do nearly 35% more damage if the target is burning, 55% if under 25% hp.
Our bleed in scepter is spammable, stacks 3 at a time and like I said solo I can maintain a 15-18 stack pretty easily. It’s my belief bleed is one of the primary functions ANet intended for us to dps with, and to that end I would say the earth line is a better dps line than fire (better buffs, more synergy etc…).
It sounds like blasphemy I know but I think most are approaching Elementalist fundamentally wrong the more I play this build.
(edited by Dominia.5179)
As a note, I wouldn’t run s/d in DE’s. There should already be enough people supplying bleed debuffs so you’ll end up with bronze and silver badges (due to low contribution).
You can stick with the same build just switch to staff and aoe/nuke in fire.
Story, dungeon and solo I run a 30/10/30/0/0 build which I gave a description of here. When solo I run arcana spells and d/d though and works well enough.
In spvp I’m running a 0/0/30/30/10 build tanky bleed based build with mostly cantrips. I can hold my ground against great players, 1v1 competent players and and can 1v2 bad ones. I can also provide an immense amount of support to my team mates with this build. Not sure what else I could ask for outside of the quality of life things I mentioned earlier.
I do wish for a bursty 30/30/10/0/0 build but we can’t get everything in life lol.
Also scepter earth still does provide armor.
@ Lillian Wandom Hale.7102
That’s quite a way to arrive at that number, I’ll tip my hat to that lol.
Can We heal : Yes – and probably be the best at healing when spec’d for it.
Can we survive : Yes – when we’re spec’d for it (earth+earth armor+ s/d earth skill 2 is very tankey)
Can we DMG : Yes – through burst combos and through bleeds we can be very effective
Are we useful : Yes – playing a pure support build in pvp is very useful
Are most of our weapons useful in SPvP : Subjective – some attunements in some weapons need help (staff and scepter fire, dagger air, focus)
Do our traits have synergy : There is a lot of synergy, it’s just our two strongest trees are earth and fire and most people don’t enjoy condition based builds especially in pvp.
…
Does Elementalist have to control 30 skills + dodge during a fight : Yes but that is a defining characteristic of us, like playing zerg in sc2.
Does Elementalist require more skill and concentration : Again yes, defining characteristic.
Is Elementalist’s skill, risk and concentration rewarded : Subjective question, I feel rewarded when my team wins a match or I complete a dungeon.
Are our Dagger skills precise and hard to avoid : They can be out ranged if that’s what you mean, they don’t require wind up time though. This would be more of a problem for scepter.
Do we have a weapon based on solo nuking : We have dagger fire(1) and scepter earth (1) for nuking (burst and bleed respectively).
Does our attunement switching serve the same role as do weapon switching for other professions : It’s actually a better role, we can give a lot of awesome group buffs with power shifting. That is unique.
Are we underpowered : We were nerfed right before live which probably means we might be a little UP, but we were way OP before.
Will over 90% Elementalists friends, family and a few posters on the official forums vouch for that : Sure.
Are you boring with anwsering to every replied post : I really should be playing GW2 instead….
Will L2P Elitist say that Elementalist is balanced : I would trust their opinion over my own.
Do L2P Elitist have a life : LOL most do
IF you really want to know my issues with ele…
*dagger range is too short for almost all abilities
*more abilties should do what that element is made for, fire = burn, air = blind, water = vunarablilty, earth = bleed instead of only having a few abilities on long CDs
*our air traits are weak, not many go 10+ into with a legit pve or pvp build, no one would take it over fire
*our arcana traits don’t really are not that good and the trait bonus stat "attunement recharge rate is an unnessecary tax for a gameplay that should be encouraged and rewared
It’s my belief most people want to go 30 fire /30 air and blow someone up but the air talents just don’t allow you to do that currently.
That’s just my thoughts at least.
(edited by Dominia.5179)
I’d try Ranger if I were you, that sounds right up your ally. Staff Necro could also be what you’re looking for.
Ele is all about combos and controlling space but you’ll have to play smarter than other classes to get the same result. Not a bad thing though just be ready.
@ Sharpe.1485
What is the causal link between
people don’t play this class <====> this class in UP
Hint: there is none.
I’m not saying you’re wrong but your argument is totally off base and no action will probably be taken because of it.
Based on your argument, it just sounds like you’d enjoy other classes more than Elementalist.
@Lillian Wandom Hale.7102
Definitely can’t agree with all of your binary assertions.
Also 90%? Really, where did this number come from? Was there a survey I was left out of? Is this you counting replies in a forum where people only go to complain about how UP their class is? I can’t agree with this assertion either.
I’m not overly disagreeing with your conclusion, just with how you arrived there.
After a couple weeks of wvw and pve, it’s my belief that elementalist playstyle is just not for everyone.
An ele is not a mage or typical caster in the mmo sense. It’s predicated on taking advantage of your opponents mistakes and controlling space more so than other classes. It has good mobility, high escapability and a large toolbox to handle most, if not all situations.
But, and this is a big but, the penalty for making a mistake is massive and for most, too high. Does it impede on their enjoyment of the class? Or are they just fishing for a buff? I don’t have an answer for that but personally I don’t believe Ele’s are in that underpowered.
Personally I’d like to see more reasons to power swap, i.e. a shorter CD on swapping (maybe 25% drop or so, nothing drastic though).
@nifty
Remember this is for dungeoning with a 5man group, not for soloing. For solo I run a standard d/d build with arcane blast. I do run might stacking when solo btw.
Yes I completely forgot about that playstyle section – when I get off work I’ll add to it.
The problem I’ve found with might stacking in fire is it’s difficult to keep those stacks for too long once you start power shifting (ideally back to earth).
If you’re aoeing then by the time you do get a decent stack of might (enough to out weigh 10% extra fire damage), the mobs are already dead.
And to preform that combo specifically you’d need to be in melee range at which point a few traits would have to shift around. Swap Serrated Stones for Stone Splinters and Burning Precision for Pyromancer’s Puissance.
This might be the way we play in the future, tailoring traits even per fight. I’ll test it tonight and report back how annoying / silly the playstyle feels.
Thanks
Your right, that was changed in BWE3, it affects the final total damage of the condition – I’ll fix it.
I wouldn’t change the final trait though since I wouldn’t stay in fire long enough to build up a sizable large stack of might.
It really depends on a number of things.
Is it condition damage (vitality is better) or is it normal damage (toughness is better)?
Does your gear favor one or the other (superior rune of undead)?
Healing historically has always favored toughness (mitigation in other games) so do you have a support teammate or healing heavy build?
I could see that as a possible weakness but honestly I’ve not yet run an explore mode where a condition couldn’t be healed/mist formed through if it was critical.
I’ve also noticed a lot of Mesmers running with Null Field which could also be a solution on condition heavy fights.
I’ll take it into consideration though. Thanks.
(the link to gw2skills doesn’t seem to be working atm with GW2’s website, I’ll try and get that fixed,)
The Gearing
Condition Damage > Precision == Toughness (once you have Undead(6) > Power > Crit Damage > Vitality == Healing
The above “feels” right to me so far and honestly I have no inclination to mathematically theorycraft out if it is correct or not. Take it with a grain of salt I guess I’d say.
I went Rune of Undead for the toughness -> conditon damage conversion which is roughly at least an extra 110+ condition damage once all the buffs are taken into consideration.
Sigil of Earth and Corruption are pretty good, and I’ve gotten corruption to stack to 23ish before the end of a dungeon plenty of times. (Also note Sigil of Intelligence DOES NOT work with attunement swapping)
The Utility Slots
- (Healing)Glyph of Elemental Harmony – If you need a heal, getting a 3sec protection is wonderfully useful.
- Glyph of Storms – Running s/d one can sometimes feel as though they have too little aoe. In those times you can switch to staff or run with Glyph of Storm, I prefer the latter.
- Alternative Arcane Wave – This is mainly for might stacking, as you can use ring of fire from range then arcane wave for a quick might buff.
- Mist Form – Personally, with how much unavoidable damage that can be thrown out you sometimes, having 100% damage mitigation for 3 seconds is nothing to sneeze at. It’s a saftey blanket I know, but again running with pugs can be dangerous.
- Armor of Earth – Another safety blanket, but I use it primarily in combo ( Earthquake -> Churning Earth) to keep from getting interrupted when AoEing. You can cast it while channeling another ability (in most cases Churning Earth).
- (Elite) Glyph of Elementals – our strongest, most diverse glyph. I only use it in water or earth attunement, fire dies too quickly.
Summary
I hope this was helpful. Like I’ve said, I’ve only just started running with this build but it’s been very effective on bosses and events. The survivabiltiy is extremely high compared to what I used to run with and generally I can keep a constant 17 bleed stack on the target solo.
As always if you’re playing elementalist, don’t fall in love with an attunement for too long. Even though this is a earth heavy build, we have too much utility not to still constantly power shift, throw out heals, debuffs and blinds (we have 2 with s/d use them!).
Thanks.
D^t
(originally linked from here )
(edited by Dominia.5179)
I hit 80 a couple days ago and have been running explore mode dungeons pretty much non stop all weekend. Keep in mind that since I’m currently guildless, my experiences may differ greatly from yours as the vast majority of my runs (especially for the indeterminate future) will be with pugs.
Initially I upon hitting 80 I went a (like most I’ve seen) a crit/power heavy staff build, centered around aoe and field manipulation. I believe I was something like (30 /10 /0 /10 /20) with Blasting Staff and Elemental Attunement. Quickly I realized, especially in pugs, I was way too squeshy and, while fields were powerful group wide, with the staff all you could really start was a burning field and vulnerability field. There are two problems with this…
- Burning stacks duration, not intensity – so while the extra duration was nice the damage as I noticed the damage seemed to be based off the last person who added a stack. As you can imagine this makes the final damage ticking vary greatly.
- Most classes I ran with already stacked vulnerability – lets be honest, there are a ton of gsword warriors out there and a ton of longbow rangers.
So I set out to find/create a build less reliant on fields and group buffs and more on one of the stronger conditions in the game, bleeds.
The Build
The build centers around earth based bleed damage via Stone Shards with condition damage being buffed by Salt Stone, Serrated Stones, and Strength of Stone. The massive investment in to earth also serves two purposes – keeping you alive (which can be hard as a ele sometimes) and Superior Rune of Undead (6) which converts toughness to condition damage.
The Traits
Fire (30)
- Ember’s Might – most foes, one way or another will be burning in a 5 man dungeon.
- Burning Precision – assists in making sure ember’s might stays active as often as possible. Does work when not in fire attunement.
Internal Fire – I’ve been debating this or Pyromancer’s Puissance (stacks might) but ultimately what I figured is dmg will come from bleeds (which are not affected by might), the duration on the might buff is too short and as i’ll go over in the playstyle section, fire is meant for aoe/bursting which Internal Fire helps with more.- Pyromancer’s Puissance – Because you’ll be switching to fire quite often, stacking migh for harder hitting bleeds will be important.
Overall fire gives you 10% extra damage to burning targets and a reliable process to keep burns up (duration buffed as well).
Air (10)
- Bolt to the Heart – nothing new here, one of the best talents we have for damage.
Overall run speed (when needed) and 20% damage for crucial phases of a fight, great for 10 points.
Earth (30)
- Salt Stone – your foe will be bleeding so 5% extra damage is an obvious choice.
- Strength of Stone – 10% extra damage in an attunement you’ll spend most of your time in.
- Serrated Stones – great trait for keeping damage up while power shifting throwing out other buffs or debuffs.
Overall earth ends up being a wonderful line. Tons of extra toughness (very noticeable), and right around 25% extra damage (do to Enduring Damage) to your bleeds.
(edited by Dominia.5179)