(edited by Hypno.2649)
Showing Posts For Hypno.2649:
I’d merge the 15 point traits of every element into one trait in the Arcana tree (maybe the 25 point minor?) because Arcana is all about attunement switching, so why shouldn’t it grant on-switch effects?
The 15 point minors in the elemental trait lines are replaced with a trait that reduces the attunement cooldown for that element to fixed 5-7 seconds, not stacking with the attunement cooldown reduction from Arcane.
<~ Great idea! Matches what other classes get better than forcing us into Arcane for EVERY SINGLE BUILD
Air traits need to mesh better with a DPS build. (or they need to change the tooltip for Air attunement)
20 Moves as staff with ONE blast finisher, no leap, no whirlwind. I honestly think they forgot something …. and yes, a lot of people dump 30! into arcane for a Blast finisher every 10s
Might want to also look at the fact that a wolf can take half my HP with its intro move of ‘leap/bite’ while mining in Frostgorge lol …. sure I’m ~80% glass gear, but its all exotic :/
I would seriously look at coefficients and scaling for staff as well, if you don;t do anything about resilience/HP pool.
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It’s our elite skill
I hope ‘2’ is a know bug. Mist form gives you double downed penalty (which is BS in my mind anyways)
and Fire 4 …. is heal when downed, and a backflip off a cliff etc when you get back up.
At the very least, they could unhook the downed and regular bar skills (or remap them to different key sets)
Thanks! Always assumed that aura combos required leap finishers. Something to add to my play then This might allow me to move some Air points out! Not crazy about any Air GM traits. .. although I love the 91% crit damage I have now :/
The (Air 25) vulnerability on crit is ok, but very short lived … quite nice when FB/Font and Meteors crit at same time and stack up.
I know the deeper into Fire you go, the more it requires you to stay in Fire. And yes … it typically makes an elementalist feel like 1/4 of their former self. :p
There is no denying that it is the only dps attunement we have as staff, so I guess a lot of it depends on your party setup.
With a good team (and in WvW of course) the max dps build really shines, albeit it is over simplified playstyle. And always best to start out of Fire as to generate a field or 2 before you go into ‘full burn mode’ and generate your Pyro might stacks.
Oh and man does it make one elite skill SHINE! Fiery Greatsword of Doooooooom. Can have 50%+ uptime if you grab your second sword before it despawns (and no one else nabs it)
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So the ‘perma’ fury = swaps plus one E3 cast per full rotation? (or does something else proc it)
I don’t get WarAxx’s talk of proc’ing Zephyr’s Boon from an Ice Field.
Interesting about F1 & F3 gaining area from Blasting Staff. I concur F5 definitely doesn’t.
Which lead me (when making a max dps Fire build to omit it) Have to be more surgical with Font more than anything. (and I lost 2sec of might duration)
gw2skills.net/editor/?fEAQFAWhEmObyR2wjDAkCoEeQADJIe8gFSA;T8Ag0ynEOJdS9kyJqcM5IyxmjLHZOjMOQMXA
Is what I ended up with.
Pyro’s might stacks roughly = your might duration. (testing 6 might runes for 20% boon duration and 5% damage) Sitting over 4k attack and 54% crit self buffed in a fight (I swap a stacking sigil and accuracy one, can hit 59% crit maximum)
I hope Meteor is safe, it has a huge CD compared to some AoE.
Would love to see some staff coefficients increased. Need to compensate the horrendous HP pool and cloth somehow :p
(pretty sure 100 blades is on the block, so to speak)
Churning is quite good, but as others state, it does require the usage of other skills to really get it to land. The cast time imho is the balancing feature already to the skill coefficient.
It scares me very much that they would even consider “making mobs resistant to AoE”
That is pure lazy, and admits that the damage on 30% of the skills in the game have been broken since alpha….
I wonder if that would include all the ‘cleave’ moves (which staff has as a minor AE to single target skills)
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2 Builds I like to use in dungeons, both DPS. One is power/precision/crit damage and the other is condition damage.
Hang out in fire, throw fireballs and drop lava fonts, hit 3 if burning isn’t up. High AOE damage (Big crits especially with Fiery Greatsword), high endurance, low vit/toughness but dungeons are more about proper skill choice and high endurance then stacking a lot of vit/tough (at least if you are a glass cannon).
Mine is very similar to this. You can hit 3.5k+ FB crits when Bolt to the Heart is up. I use Vital Striking from Water 10 though, and completely abandoned Arcane
GS hits are insane too. Broke 10k on the last chain hit on an Ice Ellie in fractals other day. Final boss on dredge is 75k+ lol.
I went with Zepher and Tempest defense though in Air. Most of the traits as fire are very underwhelming. Arc Shield has too high a CD, maybe your crit damage trait would be better for me if I slotted a 2nd Arcane skill (notice you have lower arc CD too)
I slot utility to balance out my glass gear though … dead dps = zero dps.
Mist Form (can ether renewal while invulnerable)
Arcane Shield (blocks 3 attacks, really awesome for bosses that hit slow but VERY hard on cloth)
Signet of Air for mobility, or Elemental Storm for pretty sweet AoE blind/tick
(maybe I should have a blast finisher here though, really miss having one)
This build benefits from starting out of Fire attunement, then jumping to it once starting your dps/might stacking
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(true, never go condition with staff) unless you are building your entire dps around E2 lol.
One question: E3 has a huge CD, how can one keep any sort of permanent aura boon up? Zephyr’s also procs off Air’s Tempest Defense, which has a 90s internal CD
Few additions for you Dapheonix
E4 is also a field. Projectile / whirl finishers etc proc Condition Removal etc.
F5 projectiles all have the ‘max 5 hits’ so it truly is amazing AoE. Scales with hitbox size
Healing is meh for elementalist, and really should never be geared for or your primary role. It just sucks for heals/min compared to the incoming damage/min of the party.
(although tornado can do Healing Bolts for a very long time lol) – Ranger field is better imho
Most of your ‘utility’ will be happening when kitten hits the fan, versus ‘burn phases’
I personally think that keeping a fire field with 90% uptime and focusing on Fire tree is the way to go. The synergy in the traits is perfect, which is not true for most other lines.
Faster Cast + Pyro + Boon duration + extra damage from burning/fire attune/vital strike/bolt to heart.
One could try and be utility as staff, but the dps is subpar. The CDs with non-fire fields is horrendous, and relies on party members to actually combo them. (does help if you have a lot of ranged I guess)
I think there are far friendlier utility ele builds out there (like auramancer) Staff should be the AoE / DD king. Allows to go full glass from the 1200 range and slot utility skills for mitigation.
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it inflicts the same amount of your max hp. when the state ends you die again. if you look at the kill screen itll show it doing your max health
Ahh, so its 14k I see flash up then
Now I know why I am getting double ‘downed state’ stacking debuffs. Wonder if that is intended.
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Starting to feel like my precision is too low. Trying out a new build today for bosses. Sac’n Arc to max Air. The trade off is def in Air’s favor.
Soooo 3 months, how many skills we have fixed? :p
Any reason Mist Form (from downed state) inflicts 1400ish damage when it expires?
I rolled back without luck, even to 310.64. Wondering if it isn’t the drivers now … lol.
Last time I rolled back it was fine, but there have been game patches since. Still getting flashing / odd highlighted textures. Even some very weird footprint last night during fractals.
Glass is fine if you are really good at reacting fast and slot utility for mitigation (Arc Shield / Mist ) Last slot can either be Air/Fire rune or whatever you like. (Can swap other stuff in when fighting trash mobs)
Admittedly I started with a mix of Valk(Beryl) and Bers(Ruby) in order to refine my play.
Leveled as a D/D, and now play Staff (dungeon / fractals). Quite harder to be glass and be in melee range, than full range. D/D works, but honestly is better in world scenarios than bosses etc.
http://gw2skills.net/editor/?fEAQFAWhEmObpR3QlEAkCoEeQADJIKYRRxM7A;TsAg0CnoyxkjIHbOuck5MI4AxcBA
16s Might buff upon fire cast, 20% quicker fire spells
(with food, Str. rune set)
Maybe I used to be real awesome at somehow never getting hit by mobs lol. Conditions always trigger it, regardless of whether it is a snare or not.
Maybe I train more now, or perhaps my latency is crappier of late. Thought for sure others would notice, if something indeed happened within the client.
Did see a topic about memser and combat mode being stuck though, but not quite the same.
FYI, this build actually has a ton of damage synergy*, hence the large numbers you can get. Currently running 3 Valk 3 Bers (with Bers Staff of course) 2 Valk Earrings, Frac dps rings and Ori Ruby Amulet.
Felt I needed the extra vit for survivability, but I may go full glass gear at some point.
http://gw2skills.net/editor/?fEAQFAWhEmObuR2wjEAkCoEecABJIKYRRxM7A;TsAg0CnoqxIjQGbNuak1Mg4IycBA
+5% damage Burning (100% uptime from Fire field projectile combos from Font)
+10% damage Fire attunement (15 pt Arcane skill helps this when swapping)
+10% damage while >90% HP (range and great heal CD makes this up a lot)
+20% damage with mob <33% HP (third of most boss fights)
More with Glyphs and Food if you want as well (Force/Curry Butternut)
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Pure Fire build / attunement is only for staff. Its almost 100% direct damage (which actually scales from power and precision and crit damage%)
Leaving that attunement means losing might stacks like mad.
With boon duration+ (Omnoms and 20 into Arcane) plus might duration+ you can raise your potential max stacks (since the base is 10 sec per fire spell cast).
Sure you have stacks drop off when not in fire, but you certainly still have the utility to drop fields when kitten hits the fan. It is a pure dps build, with the option for utility.
If you play this style, there isn’t another class with your sustained AoE damage. Single target is close as well. The Lava Font ticks with Meteor and Fireball/Nova is really insane. Can keep it up on the run very easily too.
You can get 5k Meteor crits (which on large mobs tick real fast, 3k Font ticks, 3-4k FBs)
Condition build just plain suck in team play (PvE) There is no guarantee your bleed/burn is working to the effectiveness as solo play. The scaling for all +dmg% , +crit damage, power and precision is zero.
Ele’s still have the utility at hand, as well as the option to equip a utility wep set for certain fights. High DPS itself lowers incoming party damage and fight durations to a large degree. To say that ’doesn’t have a place in a party’ is well …. something I don;t agree with.
Think 310.70 is still good.
Last beta (and now it is WHQL version) = Lots of flashing textures. Bridges in fractals etc etc etc
I honestly rarely entered combat mode run-speed when getting attacked. If I was debuffed sometimes… Even dodging with mesmer trait (which send a clone out to attack) most times did not slow me.
I find it way more common with my mesmer than elementalist though. Just one more reason to shelf him, with the nerfs and bugged dueling traits.
Sheathing your weapon can help, but certainly not always retaining your stock run-speed
If this speed reduction always has been triggered upon any incoming attack, there never would be any sort of running through mobs in dungeons like Arah. As you just get shelled in the back the whole time, and never make up and distance, therefore not breaking combat and leashing them.
I hate training mobs anyways >.>
But I definitely have found a change in gameplay in this regard.
GoM has had the same bug. Happened just after Tixx patch, then they fixed it 3 days later with a mini patch.
Seems when they reverted back (removed) the Tixx content, they also removed the small patch that fixed the broken events. Our server never finishes the build of the very first ‘forward base’ in Orr. (one before spider tunnel)
Bound a key. Thanks, I’m sure that will fix my issue.
Seems a certain mechanic has changed though, as you can have an undrawn wep (from speed buffing etc) and not be at a lesser speed. Decent workaround though
[Since patch]
Seriously, has anyone else noticed that they get dropped to the 70% (or whatever it is) move speed when near, but not engaging an aggro mob.
You used to be able to run, dodge, whatever, as long as you didn’t attack it with a weapon/skill, you didn’t lose your 100% runspeed.
Its honestly making the game nearly unplayable. .. at least to me.