(edited by Gothir.3604)
Showing Posts For Gothir.3604:
I was actually just trying to figure out the same thing. I loved my build before this patch but this patch messed everything up. I could get 100% crit chance with kill shot, piercing shots, and massive damage pre-patch with this build:
http://gw2skills.net/editor/?fIAQNBkODbkzp3N3R5hJSgYKUEHFQRAqe0G2xGmKUGA-jEyAYLBZCSkpCAJvioxWcLiGraBTVSEV7NKiWtUARMGA-w
Post patch I am trying to figure out a good build since it screwed up the traits horribly. We lost the 3% damage from the discipline line and they moved the crit and damage on adrenline traits all the way to the grandmaster slots. This is the build I am thinking about running post patch now:
http://gw2skills.net/editor/?fIAQNBkODbkzp3N3R5hJOAYe8jRFpeYHAxlKUGA-jEyAYLBZKSkpCAJvioxWcLiGraBTVSEV7NKiWtQAjGDA-w
Destruction of the empowered would be the master trait but the builder isnt updated yet.
It loses the 100% crit chance and piercing shots but the damage to a single target should be a higher. It loses 150 power when bloodlust is stacked over the prepatch build in order to raise the crit chance up to 74-82% depending if sigil is on cooldown. However, it gets an extra 13% damage over the prepatch build which will hopefully make up for the 150 missing power and give higher damage over the prepatch build.
I was thinking about running a sigil of battle on my ax offhand to stack some power to make up the power difference but I don’t really like the idea of constantly swapping the weapons just for some might.
(edited by Gothir.3604)
Do you know for sure your weakness is getting applied on everyone getting hit by the meteor shower? Lava font? etc. ? Are you sure it isnt going on its ICD the first time its applied to someone in an AE radii? What about multiple ticks of the same ability (lava, meteor?)
Yea it definitely has the chance to apply the condition to multiple enemies. I tested it on the big group of golems in the heart of the mists and the wiki also lists it as each foe.
http://wiki.guildwars2.com/wiki/Glyph_of_Elemental_Power
Even a 3s icd on goep makes it worthless outside of solo fights because you have better options to put in that slot.
Before this patch I would have agreed with you. But it is definitely worth it now that weakness is so strong and the glyph is stun breaker now. Weakness is basically a 25% damage debuff now which is huge and the glyph lets you keep it on someone permanently. That 25% damage reduction is basically the same as having 600 more toughness.
The internal cooldown is per target so each person you are hitting can get the condition applied to them. So aoes like meteor storm can apply the condition to a ton of people in WvW now.
I have a quick question about the new Fresh Air because I am at work and can’t go into the game :/. What exactly recharges when this trait procs? Do all the air skills come off cooldown?
Or does it only allow you to swap back into the air attunement while leaving the skills on cooldown?
Sword/pistol with a little initiative regen.
Black powder basically makes you immune to the guards if you group them up first.
This is the build I use to get the maximum amount of damage out of my kill shot without any setup…meaning i dont autoattack first to get a bleed. I like the suprise factor of hitting someone for 16k+ without warning.
It has a huge damage increase especially if you are above 90 health. The empowered trait is pretty nice since this build has really good uptime for might, fury, and swiftness which gives a 6% damage increase…plus it goes higher if you are getting any buffs from allies. I take the new boon hate trait in discipline too but the website hasn’t been updated with it yet…that gives at least 6% damage because just about everyone has swiftness and might on them in wvw. It is also missing 90 power from the signet change and it maintains 3-8 might stacks.
Plus the kill shot has a 96% critical chance so very rarely will you not crit.
Buffing some NPCs is not the right way to discourage zerging. There are enough NPCs in wvw as it is without adding more. They need a way to split up the huge groups by having multiple objectives that need to be held at the same time.
I think the best way to do this is to increase the amount of points the easier to take objectives are worth but have them be worth more if you hold more of them. Plus they should adds points per minute instead of every 15 minutes to encourage people to stay there and defend instead of zerging the camps within 2-3 minutes of the tick. Supply camps should be worth 5 points but each one you hold should increase the amount they are worth. So if you hold 2 camps then they would each be worth 10 PPTfor 20 PPT total instead of 10…and have it keep scaling for each additional camp held by the server. They would need to get rid of the supervisor invul buff for this to work. The sentry points could also have this same scaling but slightly smaller.
If they don’t want to use the camps this way they could just add 4-5 spots on the map that would work like the spvp nodes. And have their PPT worth scale based on how many of the points a server controls.
This would force the zerg to split up because they would have to defend multiple points at the same time since losing even 1 point would devalue the worth of all the other points. Small groups would be ideal to hold these points while the bigger zerg focuses on taking the big stuff like keeps. So people could still zerg if they want but the smaller groups would still have a meaningful contribution to the server score. Plus it would likely make the main zergs smaller which would mean less skill lag when the zergs collide.
I’m interested. You would probably get more interest if you posted this on the FA community forums though.
Just a quick question.
What is the max stealth duration that can be achieved with a group of thieves blasting a smoke field? Is there a max cap on stealth duration?
I was thinking about trying out a support build with 20/10/10/30/0 and signets for for utilities. This would throw out a lot of fire auras and swift/fury/protection/might to everyone around me too. If the fire aura burn proc would give damage credit to the elementalist then it would be a great way to tag kills while providing a lot of support.
Who gets credit for the fire aura damage when it is passed to other people using Powerful Auras and does the fire damage scale off of the elementalist’s condition damage?
Would the elementalist get credit for the burn damage to tag kills if his warrior buddy with his fire aura is getting hit?
Pulsing skills can hit 5 targets with each pulse so they can potentially hit more than 5 if people move into/out of the skill. Meteor swarm can also hit 5 targets per meteor similar to how grenades work.
Hallowed ground has an interesting mechanic if the guardian has high boon duration. Stability can only stack duration from 3 sources so if the duration from hallowed ground lasts more than the 1 sec minimum then any pulses that can no longer affect someone will pulse the boon to someone else.
I don’t know why people just assume that someone is hacking because they can’t beat them. Unless they are flying in the air or jumping all over the place at like 3 times speed then they aren’t hacking.
You just ran into an evasion ranger from the sounds of it. The greatsword autoattack has a built in evasion on the 3rd attack of the autoattack chain. He also has access to 3 other evades if he has sword/dagger as his other weapon set. And all of this isnt even counting the normal dodges he gets from endurance with probably permanent vigor too.
As for the conditions, he probably has the trait for his pet to pull 3 conditions every 10 seconds. You are also probably trying to fight him in his healing spring which cures a condition every 3 seconds while also granting regen and vigor if traited. Plus if you are fighting him there all of his leaps from weapon attacks are also healing him.
Sounds more like L2P than hacking.
I have a question about how the different lvls of runes of vampirism work together. I know you can stack things like boon duration from both major and superior versions of runes of the monk/water for example. What I am wondering is if the 2nd rune effect of the runes of vampirism have seperate cooldowns if you have 2 of the major and superior runes.
Does anyone know if these 2 different runes have seperate cooldowns? So that you can essentially get that life steal proc 2 times every 15 seconds instead of just once.
I definitely wouldn’t say the long ranged option lack damage. If you are specced glass then you should be able to 1 shot quite a few people with rifle’s kill shot plus the volley does a lot of damage as well. The main problem with the rifle is the lack of aoe damage unless you manage to line up the enemies just right. Granted hitting 5 people with 1 kill shot for 16k damage each is awesome but it very rarely happens that you get that kind of lined up shot.
Longbow is actually pretty good aoe damage. The F1 ability ticks for 1500-2000 damage plus it applies burning…it ticks 5 times over 8 seconds when used with full adrenaline. The #3 ability can hit for 7-10k damage as well. Plus you can time these 2 so they hit at almost the same time for a 10k+ aoe burst. I actually really like the longbow for WvW especially if you take the trait to increase the range to 1200.
Matchmaking is needed and the problems the top teams are having is just a pvp population problem.
What they really need to do is get rid of spvp, free tournaments, and paid tournaments. Then just make a rated and unrated system. Unrated doesn’t give any glory or anything and is just for practicing. Rated gives the rewards and needs solo queueing as well.
And get rid of the stupid tournament tickets. Whoever thought it would be a good idea to charge people to play a pvp match needs to be fired. Especially now since the best you can hope for is breaking even. You don’t need some cost mechanic to make sure the top teams don’t face the low teams….that is the job of the matchmaking system.
That’s horrible. WTH item was that?
The wiki says the tooltip in game is wrong since it doesn’t factor in weapon damage. But using the 1276 damage listed in the wiki and 1094.5 as the average rifle damage I came up with a 3.309 coefficient. I was hoping someone had actually tested it in game to make sure that coefficient is right.
Each skill has a coefficient that is used to determine the damage dealt. The damage equation out of the wiki is:
Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)
Does anyone know what the skill coefficient for Kill shot is? I am trying to figure out the exact damage forumla for it so I can get as much damage out of it as possible.
Which rune do you think I should use?
and any recommendations for weapon?
Don’t forget ruby orbs in your rune choices. If you are going for straight damage they beat everything except scholar runes when you are above 90% health. They give 120 power, 84 precision, and 12 crit damage. And 6 of them will only cost you like 50 silver.
Rifle can do some good aoe damage if you get decent at lining them up. A volley and killshot from the rifle can wipe out a lot of mobs if you position yourself correctly. With your 2 sources of filling your adrenaline you can pretty much spam your kill shot when it’s off cooldown for some really nice damage.
(edited by Gothir.3604)
That is the exact build as far as my traits but I run with different skills and ax/horn offhand. I have signet of fury, berserker’s stance, for greater justice, and healing surge on my bar giving me 3 ways to get a full charge of adrenaline, permanent fury, and 3 permanent stacks of might.
I love ax as my offhand weapon because eviscerate hits nearly as hard as kill shot. So I find that is usually enough to finish someone that gets close to me in a zerg. Plus it 1 shots those silly glass cannon thieves that pop out of stealth with dagger storm.
If you are going for damage you might as well use ruby orbs instead of those divinity runes. You get twice the power, more precision, and the same crit damage as divinity runes…but you get 6 of them for like 50 silver instead of 40gold for the runes.
Yea but the guy talks more about toughness, im more of pure damage than survivabilty i tend to run in big groups i just want to be sniping one shot kill shot like that video posted up there by predator the guy hitting 21 k
21k hits are just against undergeared or upleveled people. Against glass cannons your kill shots will usually hit in the 13-14k range unless they have vulnerbility or you have extra might stacks from your party. But that is enough to literally 1 shot thieves and elementalists that dont have a good bit of toughness/vit.
(edited by Gothir.3604)
Yea barrage hits at a rate of 2 times per second and 3 times per second while hasted. So damage from retaliation can stack up really fast.
Dodges and other evades actually stop the retaliation damage during the actual dodge. So if the damage is coming too fast you can double dodge or use other evade skills to help cut down the damage.
You get 50 crit damage normally. So if you have 100 crit damage on your hero panel then you actually do 250% damage on a critical hit.
If you are at 104 crit damage unbuffed then you probably have ruby orbs in all of your armor. You would be missing about 80 precision from not having the eagle runes like he has…which would be 4% crit chance.
In WvW spring isn’t too great in the open field since you will likely be moving around a lot. It does pretty good when you are defending a structure though when you won’t be moving around as much.
The best use for it is in spvp when you are fighting over a control point since the aoe of the spring covers most of the point. Plus you can use your leap finishers for extra healing and your teammates can use blast/leap finishers as well for even more healing
I play a glass cannon longbow user as well and it works great in WvW. Barrage is extremely potent when used properly and the 1500 range is actually one of the best survival abilities. You are out of range of just about all of the enemies when you are shooting from near your max range…so you won’t take much damage unless you get out of position. Your shots actually go much farther than the 1500 range when you are shooting down at the ground from atop a hill or wall. And with the right setup you can maintain a 90%+ crit rate.
At jwaz…You should try putting 5 points into beastmastery to get the added quickness. Ranger’s easy access to quickness makes a huge difference in the amount of damage we can put out.. Swapping your pet right before barrage or rapid fire makes all of those hits occur twice as fast to deliver a ton of damage.
If you are interested in this setup just copy and paste this link in your browser: http://gw2skills.net/editor/?fMAQNBjOD7EpiILDsQLIWLEArH7FYfdBsHHqIjfBVsyO;TsAg0CnoSykkIJbSukkJtiYYxOCA
You should change up your traits/runes a little bit if you want to get the most out of your burst combo. You are only jumping people when you are at full health in those videos so you might as well use the runes/traits to take advantage of that. Plus you never have them knocked down.
Take 10 out of air and put it in water to grab vital striking…+10% damage. Then replace the ogre runes with runes of the scholar for another 10% damage and more crit damage. That would increase your burst by +14% damage over what you have listed.
A lot of people seem to hate the longbow but I think it is a great weapon at least in WvW. The 1500 range is awesome and makes more of a difference than it would seem.
One of my favorite things to do is put a hasted Barrage on someone that was downed when people are coming to res them. I am built pure glass cannon so each hit of the barrage can do 1000-1500 damage…with 12 possible hits the damage adds up fast. Plus you can line up so your rapid fire hits multiple people with the piercing trait pretty easily when they are trying to res…plus this can happen while the barrage hits are still occuring. It is pretty common for me to down a couple other people using this method once 1 person goes down. Your pet swap is always available when barrage is off cooldown so you always have a 2 second haste available to do this trick.
The main weakness of the bow is the auto-attack doing poor damage when people are close. But none of the other skills are effected by range…so they still do their full normal damage. Rapid fire does nearly identical damage to the shortbow auto attack and more if you lead with hunter’s shot first.
The knockback is a pretty nice oh kitten button too if a thief pops out right next to you so you can create some seperation.
I think the treb is actually a fun mechanic. I love manning the treb because it can turn fights around and usually the other team will send 1 person to try and neutralize it…at least in tournaments where everyone doesn’t zerg :/. This is where I get the most 1v1s and I find that exhilarating. You can make a huge difference in the game if you can take out their treb destroyer and keep on shooting.
The Lord on the other hand just needs to go or be seriously buffed. The lord is often dead before you can even get back to the base when you start getting the “lord is under attack” message…even with a high mobility class. The lord needs to be a LOT harder to take down since he is worth so many points. A lord kill alone is worth 30% of the points you need to win the whole match and that is ridiculous considering how easy he is to kill.
Say you have a trait that gives you 5% more damage while attuned to fire: when you switch to water, you would lose that 5% damage bonus immediatly.
With lingering elements you keep the 5% damage buff from fire for 5 additional seconds after switching to another element.
The bonus damage from traits like that do not carry over with lingering elements. I tested those traits in the mists with steady weapons when I was working on a burst build. It seems like a bug given the description though.
You can’t turn it into autocast. But you can disable the ground targetting reticle and have the skill go off where your mouse cursor is whenever you hit the skill. I think the option is disable ground targetting or something like that in the options.
I definitely agree that premade groups shouldn’t be matched up against pugs. It is very rare that a random group beats a premade team. I don’t know why they didn’t use the system from GW1 where random teams played random teams until they won a certain amount of games…then they would be put in the team arena.
The way glory is acquired really needs to be changed too. Right now the most efficient method to get glory is just to run around in a zerg in 8v8 maps…doesn’t really matter if you win or lose.
There needs to be a more harsh penalty to glory gain if you don’t win the match…like if you lose you only get 50% glory or something. This would discourage the zerg fest since you won’t win games like that.
The maps also need to all be turned into 5v5 maps. 8 people on each team are just too much for these maps. The maps were balanced for tournaments of 5 player teams so they should only allow 5 player teams. If they want 8v8 then a new map needs to be made to factor in the extra people.
Our goal is not to create a gear treadmill.
thats why we decided to create a gear treadmill.
Yea I love how they say they don’t want a treadmill and in the very next sentence he says they are going to just keep adding all the other ascended items. It is pretty clear that this guy has no idea what a gear treadmill is apparently. He needs to do more research.
Putting in items with better stats and a new mechanic that is needed to complete content means that players will NEED to have this new gear. This is the exact definition of a gear treadmill.
They should just put in some armor with more particle effects or something if they wanted to put some halfway point between exotic and legendary. Legendaries are purely cosmetic upgrades right now so any tier between exotic and legendary should solely be cosmetic.
If i have 6 runes of divinnity, u think is better change for 2 superior of water and 2 monk?? this runes are expensive….
The water and monk runes are what really make this build great. The boons that you get from switching attunements are up probably 80-90% of the time just from attunement switching because of all the extra boon duration. You can keep fury and swiftness up 100% of the time…plus regen and vigor are up all the time once you use a cantrip.
Without the extra boon duration your boons won’t be up as much which hurts your defense from lack of the protection boon. Plus your offense suffers too because your might stacks drop earlier and you may not have fury up 100%…and every boon up gives you 2% bonus damage.
(edited by Gothir.3604)
Armor and Weapons:
Weapon setup:
3 Exotic Ascalonian daggers (Power, toughness, vitality) from AC dungeon
Superior sigil of battle (3 stacks of might on weapon change) – attunement swap is a weapon change
Superior sigil of corruption (10 condition damage per kill)
Superior sigil of fire (Alternative weapon set once you get 25stacks of corruption. Has 30% chance on critical to get a 5second AoE burst)
Have you tried using a superior sigil of perception instead of the corruption sigil in WvW? Without any other crit damage than the 10 from air you have 60% crit damage and full stacks of the perception sigil would give you an additional ~12% crit chance. That extra crit would be about a 7% increase in your direct damage and would make the sigil of fire more consistent as well when you swap that in.
I think you should include a section in your guide for food to use in WvW too. The food gives a ton of useful stats…either defensive or offensive depending on what you want. Plus you can stack it with maintenance oils, tuning crystals, or sharpening stones. The +40% condition duration/70 condition damage food works pretty great with d/d by really extending the time of your CC like immobilize, chill, and weaken.
Yes Bountiful Power really synergizes with all the boons you can get/maintain as an elementalist.
Each stack of might gives you 35 power and condition damage.
I have 1 question regarding the water traits .
Cleansing wave and cleasing water seems to do more or less the same no ? as they both remove condition when attuning to water ( with regen popping up when attuning to water from the elemental attunement from air )
So isent the cleansing wave a “lost point” ? or is it purely focused on group condition removeing ? Or do they stack maybe ?
Personaly i can see alot more benifit in cantrip mastery then speaking from a Spvp PoV .
Those 2 traits actually stack with each other. So when you attune to water you remove 2 conditions, heal yourself, and apply regen…all in an aoe around you. Plus it allows you to remove a condition everytime you use a cantrip since they apply regen to yourself.
After trying several runes in the mist I was really shocked on how good buff duration is. At the end of a battle with the big special NPCs I have over 10 stacks of might that still have 20 secs on them, 20 or less of Fury, 40+ secs of vigor and swiftness, 30+ secs of regeneration, and protection lasts for almost all the battle.
With the boon runes you can maintain 9-12 stacks of might just from the sigil alone. Plus you get might everytime you go into fire and you can dodge roll into your fire fields for even more might. It isn’t too hard to get 20 might stacks since each stack lasts for 30+ seconds.
I have been running exactly this build for a few weeks now. I was running the 0/10/10/20/30 build before but that was a little too defensive for me.
With all the boon duration runes you constantly have 5-6 boons up all the time so that 25 minor water trait gives a 10-12% damage buff. And the 100% fury uptime from the 10 air trait and attunement switching gives you a pretty good crit rate even when you don’t take much precision. Plus the constant swiftness makes it a lot easier to stay within range to land all those 300 range skills.
(edited by Gothir.3604)
Does anyone know what is actually affected by the trait Lingering Elements? I am trying to figure out if the +damage traits like Internal Fire would carry over to the next element. Would my water spells have the 10% damage bonus right after switching from fire for example?
I realize it probably fluctuates some but I am just looking for a rough estimate. Is it 2-3 gold worth of supplies or higher at like 5+?
I am thinking about using crafting to level a new alt character and I am curious how much gold it would take to get the various crafting skills from 1-400. Does anyone know roughly what the cost in gold would be to get any of the crafting skills up to 400 in the most efficient way possible?