Showing Posts For Muppet.6485:

Havoc Roaming , help on builds?

in Elementalist

Posted by: Muppet.6485

Muppet.6485

Some agree/disagreement with above person

Strength is THE d/d ele rune currently. Running anything else is because you can’t afford a 6/6 set, and whatever you’re running until then (ogre, maybe the new pirate fi you like the bird) should be replaced when you can.

Trait wise use the first one – havoc means you’re running ~5, so the only things you’ll be actually fighting if you find them are roamers, solos, other havocs, or very small guild groups (arguably just a larger havoc). Besides the last thing on that list, you should be able to beat any of the others handily so you shouldn’t need the prot – the fury and swift will benefit you more, as will the free stats from 10 in air

Sigils should be battle and something (energy, force, accuracy, doom) depending

Gear wise: crit damage isn’t nearly as worth it as it previously was, and celestial isn’t nearly as good as it was before ferocity was introduced. Keep power and precision high, you don’t need as much precision since you’ll have great fury uptime but having between 50-60% crit chance after fury should be your ballpark
Not going to theorycraft a perfect stat distribution, but from the above I’d definitely drop the celestial and play around with it.

Food will probably be power stones and whatever

Strength runes allow you to snowball so fast it’s borderline silly, so you can afford to build slightly tankier and let them carry your damage

Muppet~
[Ark]

Prioritize Conditions

in PvP

Posted by: Muppet.6485

Muppet.6485

This reason this doesn’t exist is because it allows people to cover their important conditions to keep them up on whatever they’re killing

Covering condi’s gives you an advantage if you do it properly so not having any sort of prioritized removal rewards that

Muppet~
[Ark]

[PvX] Concerning Eles and Sigils

in Profession Balance

Posted by: Muppet.6485

Muppet.6485

Before I get into the topic, yes I’m aware this will also be a parallel issue with Engi’s, but since I’ve mained an Ele in all aspects of the game since beta, I’m writing this thread from their standpoint.

Once the new Sigil changes come out, the majority of classes will have access to 4 unique sigils across their two weaponsets.

I’m concerned about how this change will be balanced regarding Elementalists, who as it stands are only able to use one weapon set. Will we only be able to use 2 sigils as we do currently, or has this been taken into account, and will we have access to 4 unique sigils as other classes will.

On Swap Triggers combined with an Eles four Attunements will not have to be further balanced around due to internal cooldowns. Cycling through multiple attunements rapidly won’t benefit Eles by producing multiple procs.

Following this thought is how Eles will be given 4 Sigil slots on Staff, and 2 each on Dagger, Scepter and Focus.

An initial thought for a solution I had is to introduce an NPC in major cities that, upon interaction by an Ele, will add the appropriate number of extra sigils slots to weapons of the above types soulbound to the interacting character.

I’m of the standpoint that Ele’s must be given access to four unique sigils.

Thoughts and Discuss

Muppet~
[Ark]

Master of Magic Elite Please

in Elementalist

Posted by: Muppet.6485

Muppet.6485

I really don’t see how this could actually help at all to be honest, on switch signets will still have individual internal cd

/e this would also make Elemental Attunement far too strong, and probably gamebreaking

I’d rather see it give us halved attunement recharge and a 30-50% alacrity across all attunements

Muppet~
[Ark]

(edited by Muppet.6485)

Burst Build for PvP

in Elementalist

Posted by: Muppet.6485

Muppet.6485

To the person above:

scepter is considered burst because it unloads large amount of damage in a very condensed period of time

also, you should consider using arcane wave right after lavafont to gain might for later skills, and save arcane blast for afterwards to get the added power

double also: burning retreat + light flash combo onto immobed enemy, then you can arcane wave that spot for might, as the now stacked tail of fire4 acts as a field

just optimizations

Muppet~
[Ark]

Elementalist meta at the moment?

in PvP

Posted by: Muppet.6485

Muppet.6485

So I main ele in soloq, usually ~top 30 barring decay if I can’t play for a couple days, and from my experience Fresh Air s/d is the only way to go

You’re just as glassy as a zerker staff ele, but have a substantially higher amount of burst and two on demand blinds, plus the earth 2 to bump your toughness slightly as well as help with burst/proc FA.

Sure a full zerk staff ele can pop things if they get a bunch of lava fonts and a meteor channel off on a point – but s/d unloads burst instantly if your fingers are fast enough and can instadrop a zerker staff, especially if you watch their prot and get them at the start of a channel which is essentially a pseudo-immob

If you play just be aware you’ll still fall over pretty quick if you aren’t good at disengaging after unloading

Muppet~
[Ark]

feared with stability up

in PvP

Posted by: Muppet.6485

Muppet.6485

Stability is first on the list always to be removed by any boon removal skill – highest priority – at least it is in wvw, so I’d assume the same in spvp

And then Stability converts to Fear when Corrupted – can check the wiki article on Corrupt Boon to see all the Boon>>>Condi conversions

Muppet~
[Ark]

lf [wvw] d/d frontline build

in Elementalist

Posted by: Muppet.6485

Muppet.6485

the toughness/vit on that is actually much too low for serious frontlining :\

that’s not bad for a gvg build since you’ll be sniping backline not running with the heavy train, but still a little squish for zerg/organized raid work

Muppet~
[Ark]

How about you just give us a weapon swap.

in Elementalist

Posted by: Muppet.6485

Muppet.6485

I’d rather see out of combat weapon swap and letting conjures be treated like engi kits.

BOOM viable.

Muppet~
[Ark]

Why do I keep getting eles in my team?????

in PvP

Posted by: Muppet.6485

Muppet.6485

definitely might be highly ranked soloq, albeit not with an overly huge amount of games, on solely ele

Muppet~
[Ark]

A good D/D ele build for SPVP

in Elementalist

Posted by: Muppet.6485

Muppet.6485

There’s a stickied thread in the spvp subforum which might help you

Muppet~
[Ark]

is ele on par with other classes?

in Elementalist

Posted by: Muppet.6485

Muppet.6485

Of course ele is on par

That’s why absolutely no eles were used by any teams in the last major Tournament which I can’t remember the name of.

Because we’re so

On par..

And can accomplish one aspect of combat better than any other classes..

Dying..

Muppet~
[Ark]

9/27/13 Maguuma/Ehmry Bay/Dragonbrand

in Match-ups

Posted by: Muppet.6485

Muppet.6485

325/285/85 MAG/DB/EB

we need to ppt harder though, we dropped a bit rating wise over night :\

Muppet~
[Ark]

9/27/13 Maguuma/Ehmry Bay/Dragonbrand

in Match-ups

Posted by: Muppet.6485

Muppet.6485

I will admit Razgerb’s persistence in going for a camp is admirable. Is it really worth wiping 20 times over though?

Totally, it’s not like Zerguuma outnumbered us everytime we did.
No armor repairs anyways.

We had 4 guys at our camp, 4 in my party total. You came and fought us with at least 6 each time. Also you weren’t outmanned so gg

Count better next time, I also forgot to include that you had skilled players.

LOL are you saying that your followers are unskilled? Sick burn.

Pretty sure he’s even implying that about more than just his followers

Muppet~
[Ark]

9/20 Maguuma vs Ehmry vs Kaineng

in Match-ups

Posted by: Muppet.6485

Muppet.6485

tgif

/15charsornot

Muppet~
[Ark]

Pickup Completionist

in Bazaar of the Four Winds

Posted by: Muppet.6485

Muppet.6485

Yes I’m pretty sure hitting with the offensive abilities is a req for the title

Muppet~
[Ark]

Fire Minor Trait change to grant Smoke Fields

in Elementalist

Posted by: Muppet.6485

Muppet.6485

Idea that I had after browsing this thread:

https://forum-en.gw2archive.eu/forum/professions/elementalist/PvP-3-things-to-make-GC-viable

Combine the Adept and Master minor traits, or add Sunspot (the Master one) into the Arcana V Major trait – Elemental Attunement.

Change one of the above minor traits to cause Fire Fields to become Smoke Fields for 2s (as an example) after the initial Fire Field duration has finished.

As mentioned in the above other thread we do have access to Smoke Fields underwater and I think it’d be great to have that utility on land as well.

Kinda fits with Fire since they kinda smoke after you put one out.

Promotes awareness and communication in organized PvP.

Discuss?

Muppet~
[Ark]

Inappropriate Behavior and Leeching

in PvP

Posted by: Muppet.6485

Muppet.6485

I’d edit this quick and take out the names, Dev’s don’t like people being singled out on the forums. You can always submit a report in game and refer them to this, or an uploaded version of the picture without blackouts.

This is an issue, but presenting it in this way could have you both win 3day timeouts.
Just trying to save you some pain

Muppet~
[Ark]

Ele changes and the meta

in PvP

Posted by: Muppet.6485

Muppet.6485

Ah, now that you’ve explained that you meant while in the actual RtL animation I can agree with you. I’ve always wondered why they don’t simply let soft cc affect it. Would honestly fix all overmobility issues. By not reactively I found you were implying not a twich reaction when they swapped or gave the other cues. But yeah, I’m all for getting imob’d if the other team can twitch that fast seeing as RtL has quick move speed – if you miss your immob you miss it and that’s on you. Ahhhh balance.

Muppet~
[Ark]

Ele changes and the meta

in PvP

Posted by: Muppet.6485

Muppet.6485

Someone stuns me, I reactively hit a stun breaker.

An ele is almost dead and is starting to face off point and switches into air, or even is already in air but then starts to run off point I ‘reactively’ immob him.

Nope, pretty sure I got it down. Thanks though, I really appreciate you double checking for me.

Muppet~
[Ark]

Ele changes and the meta

in PvP

Posted by: Muppet.6485

Muppet.6485

It seems everybody is overexaggerating a tad now.

Look at some obvious facts:

  • Ride the Lightning transports you 1200 units and it is not a utility skill.
  • The Elementalist can both engage and disengage from a fight with RtL because of its short cooldown.
  • Immobilize cannot be used reactively to deny RtL only predictively, which does not promote good play.
  • RtL is not affected by cripple and chill.
  • You don’t need to spec into anything for RtL, this means a bunker can use it as easily as a roamer.

This skill is too strong to have without any sacrifice. You can use it on any spec you want and you’ll still recieve all of its possible advantages.
The change Arenanet is proposing is actual very good and I full support it. It has to be nerfed in some way.
Only other ways I can think of are:

  • It’s fully affected by chill/cripple/fear with 5-10s extra recharge

OR

  • You’re only able to use RtL with an enemy targeted

Personally I feel the 40s recharge if no enemy targetted seems the best way to go.

How does that NOT promote good play? Also how is it NOT reactive? Is the ele almost dead? Is it running in a direction towards the middle (from sides) or sides (from mid)? Did it just switch into air attunement? Then it’s about to RtL. You boggle my mind. You realize that our current attunement shows up in our buff bar right? That you can see that? That’s why good shatter mesmers spike with Leap after we swap into water – to force cantrip use or the ele eats the spike. So you’re saying that a good player actually having to pay attention to the class mechanics of the person their fighting, and using a TELEGRAPHED air attunement (literally, you can literally see it with your own eyes) action to their advantage (ie. killing the ele by preventing mobility) is promoting bad play? You’re ridiculous. That’s like saying targeting the real mesmer so you can focus dps on them instead of their clones, rather than just dealing with them by aoe, is bad play.

Also, it’s cd is currently on par with other leap type skills of the same range, if not longer. Is making it susceptible to soft cc, like rush, a good idea? Yes. Doubling the cooldown is ridiculous.

Muppet~
[Ark]

Fix Ride the Lightning next patch

in PvP

Posted by: Muppet.6485

Muppet.6485

RTL’s nerf was a fair and balanced change. You can’t have everything and have it at the same opportunity cost as everyone else.

http://en.wikipedia.org/wiki/Opportunity_cost

Ele’s are just going to have to learn to play in a game that’s actually balanced fairly, and not in their favor.

You’re actually hilarious. You talk about opportunity cost but obviously have no idea about balance since you claim opportunity cost should differ between two skills that are exactly the same, and that that means balance is fair.

Rush. War GS 5. 1200 range, movement can be broken at any point. 20s cd. Affected by soft cc.

Great, so, make chill and cripple affect RtL. Fix the range bug. 20s cd all around. Fixed.

This cripples every build. Not just this bunker they’ve been trying to fix for the past couple months. Now the glassy builds have suddenly lost all their mobility.

Adorable, here I thought elementalists had two times the abilities to pull from, thus increasing the opportunity cost of each to balance them equally. Silly me, I must be playing a different game than you where warriors carry 4 weapon sets.

So you think it’s justified to completely take away every spec of a S/D ele’s mobility from their primary weapon skills simply because we have some more auto attacks or a blind here or there? Really? This is balance to you? You honestly can 100% say that this is a good idea?

/edit

You as an ele also have 20 skills to our ten. It takes 10% of our total skill slots to have that mobility. You only have to give up 5%. It should be less effective then rush, not the other way around like it has been for months.

20 skills, but in some sets, only one or two mobility skills. Let’s argue D/D. We have Burning Speed and RtL. War GS has WA and Rush. WA and BS have roughly the same effect (longer range/longer cd vs shorter range/shorter cd). Now we get to Rush and RtL. Bring RtL down to 1200 as it should be, make it be affected by soft cc – the two are now at the same cd, the same range and rush has the bonus of more damage and allowing the player to interrupt it whenever they want throughout the cast. RtL once cast, if the ele is immob’d (which good players DO pull off) is the same as being stunned for 2s. I’m fine with that.

Your argument of 10% vs 5% doesn’t fit here because it’s an issue of mobility skills alone, not the other filler. You have Rush. I have RtL. With the above changes RtL is brought into balance, and Rush still has advantages. Does your argument still not seem biased to you?

Muppet~
[Ark]

(edited by Muppet.6485)

Fix Ride the Lightning next patch

in PvP

Posted by: Muppet.6485

Muppet.6485

RTL’s nerf was a fair and balanced change. You can’t have everything and have it at the same opportunity cost as everyone else.

http://en.wikipedia.org/wiki/Opportunity_cost

Ele’s are just going to have to learn to play in a game that’s actually balanced fairly, and not in their favor.

You’re actually hilarious. You talk about opportunity cost but obviously have no idea about balance since you claim opportunity cost should differ between two skills that are exactly the same, and that that means balance is fair.

Rush. War GS 5. 1200 range, movement can be broken at any point. 20s cd. Affected by soft cc.

Great, so, make chill and cripple affect RtL. Fix the range bug. 20s cd all around. Fixed.

This cripples every build. Not just this bunker they’ve been trying to fix for the past couple months. Now the glassy builds have suddenly lost all their mobility.

Muppet~
[Ark]

Warrior vs Elementalist: Mobility Race

in PvP

Posted by: Muppet.6485

Muppet.6485

Ya guys this guys obviously a pro. We clearly need to nerf warriors.

=)

He’s not saying nerf warriors, he’s saying that the sudden nerf-into-the-ground of eles mobility from RtL was a little heavy handed. Fix the range issue? Sounds good, you’ve already brought the cd up from 15 to 20, so maybe just the range change will even things out and will really give the skill balance. But suddenly slapping on a huge cd if used for mobility? What would people say if the other classes skills that are also used for target-less mobility suddenly came at a massive opportunity cost?

What if a Thiefs Inf. Arrow took more initiative if nothing was blinded? Or if they put it on a cd.
Thief HS. 450 range, can be chained.
Ranger leap skills? Dirt cheap cds.
Rush? 20s cd, also 1200 range.

The range nerf was a bug that needed to be fix. The cooldown is overkill.

Muppet~
[Ark]

Excala D/D elementalist [videos]

in WvW

Posted by: Muppet.6485

Muppet.6485

2 each of Superior Water and Monk
and then you can either go 2 Major Water (or other Major runes with boon duration), but my personal preference is 2x Hoelbrak (because cheap) for 20% Might Duration since you can stack it like it’s hot (aha fire attunement joke) from combos and Sigil of Battle.

Also, after looking back up you should have sigils in your weapons, not orbs.
I suggest Battle since it will give you stacks of might when you swap attunements and is just way too strong to not have as an ele.
Second I’d go Bloodlust for power stacks because it’s reasonably easy to keep stacks as an ele and I like hitting like a truck. Option to go for precision stacks here too, but we have great fury uptime so imo not needed.
If you want to go the extra mile, have a 3rd dagger with Sigil of Force or Accuracy (toss up, same as above, but I’d still go Force due to same Fury reasoning) to switch with your Stack Sigil dagger after getting 25 stacks, since then it’s just a wasted space.

Be aware that if you do use Accuracy the 5% will NOT be added to the amount shown in your character screen but it IS working properly. So if you normally have 40%, and then equip it and it’ll say 40% still, but it’s actually 45%.

Muppet~
[Ark]

Excala D/D elementalist [videos]

in WvW

Posted by: Muppet.6485

Muppet.6485

Holy back from the grave Batman.

I’d change runes for the Boon Duration ones, mostly because Divinity are the ‘I can’t make up my mind’ runes and IMO there should never be more than 2 used at any time.

Rest looks fine, though I’d probably go Armor of Earth instead of Cleansing Fire since you’re already running the condi clearing insanity that is Ether Renewal (since I assume you’re not an E/Me unless you’ve somehow discovered a MF recipe or some mechanic that lets you equip a secondary profession and use the heal you mentioned).

Muppet~
[Ark]

Giant Slayer Title Progression

in Suggestions

Posted by: Muppet.6485

Muppet.6485

As it stands there, Giant-type mobs are few and far between and killing 1000 seems pretty daunting.

My suggestion is to make the Jade Maw Tentacles a Giant-type mob (I mean, they’re pretty big right?) so that players will see slightly faster progression of this title track.

Thanks

Muppet~
[Ark]

So, uh, glass cannon.

in Elementalist

Posted by: Muppet.6485

Muppet.6485

In duels as a glass cannon ele build you HAVE to land your burst/opener/put up big numbers fast. If you don’t immediately put the other player on their back foot then you’re in for a bad time. You want them to be so busy wondering how to manage all your damage that they have no time to play too offensively. Even as glass, running a signet heal gives us a decent amount of maintain, enough that when coupled with water attunement we can pull through the dps they put up, if they’re on the back foot.

If you’re at perfect range for a burning speed initiate, but then waste it into a well timed immob, you’re done. You lost an initiating skill, and now if you switch attunements for another gap closer your fire attunement is on cd.

Stronger players will be better at fending off your burst, and that’s what’ll decide the fight.

Bunker rangers are just a sore point.

Muppet~
[Ark]

Standard cantrip bunker ele build.

in Elementalist

Posted by: Muppet.6485

Muppet.6485

usually, its a 0/0/10/30/30
clerics ammy, can play with jewel
energy and life sigils (the heal stacks one)
runes are boon duration x2 sets and then prot duration, or regen, whatever you prefer
or something more straight defensive like the mist form one, can never remember the name
for heal i wouldn’t use glyph
signet or ether renewal, and prolly signet at that since you’ll have a ton of healing from elsewhere and you’ll be rupted really easily if you’re focused while using ER
i almost might use cleansing flame over lightning flash just to gain a bit more condi removal, also since you’re going to be sitting on a point anyways, why have a blink

Muppet~
[Ark]

Soldier's Armour

in Elementalist

Posted by: Muppet.6485

Muppet.6485

Muppet~
[Ark]

Scepter/Dagger Zerker DPS PVE Build [videos]

in Elementalist

Posted by: Muppet.6485

Muppet.6485

If you want to squeeze a bit more crit damage out of your set up you can socket those two soldiers accessories with beryl or ruby orbs, one of the cheapest stat trade-offs

Muppet~
[Ark]

How can we defeat a SB/GS Ranger?

in Elementalist

Posted by: Muppet.6485

Muppet.6485

I think the build my buddy runs is even more frustrating. Its a Sb/ sword torch build. Its based off a Wvw build made to 1 v many. Trust me it works for good players. Very frustrating to fight as a dd ele bunker. He had lots of heals and a couple bursts. Im sure its a L2p on my part but its a tough build to fight. Lots of cc which sucks for dd ele.

What i found out with my thief tho is its susceptible to burst. I won 2/3 with thief. I am much bstter with ele than thief so its puzzling me.

Dont feel bad if u run into a tough matchup. Usually theres a counter. Also you have to be open to changing your play or habits. In the end it makes u better.

Is this just the tPvP derived trap build? Or did they switch utilities?

Muppet~
[Ark]

How can we defeat a SB/GS Ranger?

in Elementalist

Posted by: Muppet.6485

Muppet.6485

As people have been saying above, this is one of those unforgiving fights where the outcome depends on the skills of the players. If the ranger is a better player, the fight swings heavily into their favor. Same for the ele, since both builds and classes are really great, but a slight skill gap will show by a mile and any mistakes will really hurt you.

The way to beat this is REALLY careful space management. First off, go into your options screen and turn off the Melee Target Assist option, it’s one of the checkmarks. This will let you run through your targets and break LOS and their attacks. This should always be off when playing ele. Something else to note is that unless you have a gap making skill fast (so lightning flash/rtl or burning speed after some soft cc) you shouldn’t be running from the ranger when he has his SB out. Gives them free damage from bleeds, and if they’re decent they’ll pop quickness and really punish you.

So. When he has his GS out you need to kite him and keep him in medium range. This is honestly the most awkward part of a lot fights vs. melee classes because its so hard to judge, since you really want to be JUST past their max auto range. With practice this becomes much easier though, and is also gravy against warriors and dps spec guardians. So the goal here is to keep him crippled, chilled, immob’d, kd’d, stunned and to keep laying into him with your pbaoe’s and autos to burn him down. Try to save kd’s for when he’s using his heal, for this this you just have to know the animation and be ready for it. Most will use either Healing Spring or Troll Unguent, at least in my experience. Troll is a straight Heal over Time, and so might be used earlier than you’d expect a heal to go off, simply to take advantage of having it’s full effect and letting the cd run down to use again later in the fight. Healing Spring is a burst heal to start, and then a field that applies regen. This will be used later than Troll’s since you don’t want to waste the burst, plus the regen picks you up fast. Bottom line is you have to interrupt these as often as possible.

When he’s in shortbow you abuse running through his model, and blow him up. Strafe in and out of him, wait to go through again until he starts turning to face you otherwise you’ll just end up back in front of him and give him free hits, you want your character model to be half inside him, half outside his back. Again takes practice, but you’ll know when you get it, and incoming dps will drop. If your burning speed is up you can let him gain a bit of distance to get the full effect of the skill, they also might relax a little because they think you’re slipping, which is good for you, take every opportunity for easy dps.

All in all tough fight, if not the hardest.

Muppet~
[Ark]

Auramancer: some minmaxing questions

in Elementalist

Posted by: Muppet.6485

Muppet.6485

To clear up the combo aura and sharing issue..

All auras gained in any manner will trigger Zephyr’s Boon on yourself, even those from combos. Ex. Magnetic Grasp leap through RoF.

Powerful Aura will share all straight aura skills, and any signet proc’d auras.

No combo auras, like the above Fire one, will be shared on allies through PA. The pseudo-exception to this is Frost Aura from an ice field and a blast finisher, but this is deceptive because it doesn’t trigger Powerful Aura. It shares through the nature of a Blast Finisher, and will effect allies within the radius of the blast finisher only, and will also proc the Zephyr’s Boon buffs on them. I’m not sure of the range of Powerful Aura’s effects, but just for clarity’s sake, let’s say PA and the blast finisher have a range of 600 and 400 respectively. Anyone between 400-600 range (or anywhere outside 400, but this is more for clearing up the non-PA shared issue) will NOT receive the Frost Aura. Keep in mind only blasts from eles traited for ZB will cause buffs to proc, but finishers from other classes will proc the aura on allies.

Muppet~
[Ark]

Does anyone know how to deselect target ?

in Elementalist

Posted by: Muppet.6485

Muppet.6485

Easiest way is to just double click any empty part of your screen. As long as you don’t click on something else you can target, you’ll drop your current one.

Muppet~
[Ark]

Another Cry For Elementalist Love

in Elementalist

Posted by: Muppet.6485

Muppet.6485

Our support is different to other classes support.

Muppet you can already do this :p Just click faster. And yes it’s awesome. Though using both the aura and invuln will put fire on cooldown and put you in earth or vice versa, it’s very situational :p

I’m well aware you can in PvE and WvW, and both I click plenty fast enough and abuse weapon swapping for all the buffs it gives me. I’m talking about tPvP where your weapons are locked and being able to buff like that would instantly wreck class balancing.

Muppet~
[Ark]

Another Cry For Elementalist Love

in Elementalist

Posted by: Muppet.6485

Muppet.6485

yes but first, let us and engineers be able to switch weapons OOC instead having to keep opening up our bags and rummaging through them switching from staff to dual weapons.

As I’ve said in other threads, no matter how much I’d like to see this, it’ll never happen because offhand focus on switch instantly becomes the most OP pre-buff option. 4 secs of invul and an aura? Please and thank you. Maybe just for a day it’d be fun

Muppet~
[Ark]

Elementalist Montage 1

in Elementalist

Posted by: Muppet.6485

Muppet.6485

About the 5th clip, its best to use either Fire or Water ele. Earth and Air just aren’t nearly as good. And Earth is probably the worst. Fire does good damage, and Water will toss you some heals. You should just be conscious about only using your Elite in those two superior (for this skill) attunements.

About the 4th, I was more concerned with the fact that you were rotating your camera before gaining distance. Your health was really low and that gave them a couple extra hits, and possible a chance to close distance and down you. I wasn’t saying not to run, I would have been beating it across the map in that situation. I’m saying it would have been more beneficial to Left-Click camera pan once your RTL was going off, instead of checking before giving yourself room to react to what he might have up his sleeve.

6th. My argument was more that you had full life, both your CC’s up and none of them were running stability, also your two stronger cantrips were both up. You can both stomp and res while in mist form, so that was also an option. Armor of Earth also would have let you stomp that ranger, the stability will block any sort of Stun CC from downstate. The ranger also really wasn’t doing any damage at all when you intially hit their group, so I think you meant the condi necro. If anything you could have started ressing to force wells from the nec, and he probably would have obliged you.

My reaction in that instance would have been to start res’ing, when they get close pop a cc, keep resing, chain my second cc, and then hopefully have the other guy up, especially if he’s also using his heal and you don’t let them get a hit in. Had the necro dropped wells either try to stick in there through them if he’s almost up, or if the pressure was too much at least you forced the wells and can then back out and that necro would be pretty insignificant in the following teamfight. Last ditch effort would have been a mistform res attempt, but it’s better to burn your weapon skills then that particular utility.

Using CE after EQ isnt terrible, you were stacking might in that case too, I just like either having my team there to CC or to have Light flash up for positioning

As for runes, if you want try running boon duration duo’s, 2x monk and water, and then 2 of your choice. I like running 2x of either fire/strength for might duration, with the two sets above.

Muppet~
[Ark]

Elementalist Montage 1

in Elementalist

Posted by: Muppet.6485

Muppet.6485

Couple things I noticed

First clip vs. Ele, you had a great kb into the wall, but then used burning speed from the max distance. Whenever something is pinned like that it’s better to use BS directly into the wall from no range to get the most damage out of it. You lost considerable damage potential. Lightning Flash also helps immensely in positioning for this, and also does a bit of damage.
Also, later in this fight you burnt updraft on him, when he was downed.

Second clip. Just from the buff bar you should have been able to tell that your target was a clone. Or it should have at least tipped you off to wait. Also, that tunnel is another great spot for the BS tactic mentioned above, just do it into the side, and you would have gotten insane damage there. Even using it on the outside edge will still connect with things inside. If you argue that your RTL was for positioning for Churning I’ll give it to you, but you should also have started your cast more in the corner, would have better hidden your animation, and it still would have connected.
Now you started fighting the Ranger. First off, head into options and make sure you’ve turned off Melee Attack Assist (?) pretty sure that’s what it’s called. This will allow you to strafe back and forth through your targets, when it’s on it makes targets pseudo-solid, as in the game keeps you from moving through them if you’re attacking. Just strafing through a Ranger’s model will really through them off, especially if they’re running SB/LB as weapons. Some will even freak out and try to gain distance giving you free hits. I’m specifying ranger here since that’s what you’re fighting, but this is a useful skill against many classes. Circle strafing while casting cone of cold was just giving him free dps that you could have negated.

Third clip. Good use of BS while immobilized, same effect as casting into a wall. If you did it on purpose good, if by accident, be aware of it and do it more.

Fourth clip. Running, no real comment except to hug that house on your right to LOS the arrows, and to waste time looking back, could have done that in RTL and turned around if you really wanted to after gaining some distance, giving you sufficient time to heal.

Fifth clip. Earth ele. All I’m going to say. I lied. Ogre runes? Mkay, but there are better options out there for Ele’s imo. It also took me until here to notice that you’re not using Sigil of Battle, which makes me sad. If you are correct me, but I was watching your Might stacks and it didn’t look that way.

Sixth clip (SW in case I miscounted). You EASILY could have res’d your teammate, and from the looks of that fight the 2 of you would have won pretty simply. Really though, you had both your CC’s up and chose to leave him on the ground. Even after seeing them all go down after Earthquake, and you went into Churning. At least you were stacking Might I suppose. I wouldn’t leave your camera stuck in the tree like that either, no vision is bad. Wouldn’t have mentioned it had you tried to move it a bit, but you just let it sit there for 2 seconds until their CC ran out. I also would have considered burning one of your cantrips to get the Stomp on the downed ranger. Neither of the other two were attempting a rez initially and the necro wasn’t using the sig. They let you take the upper hand, but then you gave it back to them and thankfully your team showed up. I also wouldn’t have Mist’ed to the back of the point to recover, that other rock right next to you was much closer, big enough to LOS with, and gives you more options for getting away had your buds not been there to peel dps.

All in all decent, and I’m glad you had Lightning Flash instead of Cleansing Fire at the end. Provides a ton of mobility on maps, as well as giving you positioning while casting skills.

Muppet~
[Ark]

ZXCV for attunements what for utilities?

in Elementalist

Posted by: Muppet.6485

Muppet.6485

Change strafe to A and D, use your mouse for turning.
Then bind utilities to Q E and R, to auto run just hold both mouse buttons or rebind somewhere else

I’d also suggest using Control and 1-4 for attunements. Better control than having to go below your movement keys. Faster reactions. Better rotations. Better play.

Muppet~
[Ark]

Arcana bug

in Elementalist

Posted by: Muppet.6485

Muppet.6485

Though a 6s cd on attunements would be hilarious and I would die to play like that even for a couple of hours in any sort of pvp, it would be completely out of balance.

Any standard boon duration setup would be instantly given permanent protection simply by switching into earth whenever available. I’m not even going to talk about the other boon on attune bonuses because the perma prot would be the biggest issue.

We already have almost, if not actual, perma swift, vigor and fury, swift at least was balanced with the change of zephyr’s speed+shocking aura, vigor too but can still stack it decently fight, but won’t have the ridiculous 45s still ticking after combat. Regen is up pretty often too, and would be perma after this change

Having lower attune cds would just make us akin to imbagons (gw1, should check it out) just outright stupid good, would instantly ruin all their previous attempts to bring us more in line with other classes while still letting us keep up all the things that make the build work. It would send everyone in the community on an ele ogre hunt and though we have layers, i’d rather not see any more peeled away

Muppet~
[Ark]

Minor in Enhancement

in Super Adventure Box

Posted by: Muppet.6485

Muppet.6485

purse upgrade, motos breath

both are in 1-3

purse upgrade can be bought in some shops starting after the 2nd checkpoint, including the one immediately after that checkpoint in the waterfall

Motos Breath is in the area after the last checkpoint (not counting boss checkpoint) it’s through a door resting on top of a mushroom up a wall

Muppet~
[Ark]

Bauble Trouble World 1 Zone 3

in Super Adventure Box

Posted by: Muppet.6485

Muppet.6485

I can confirm, I’ve finished all achievements in SAB

Muppet~
[Ark]

Bugged Scholar Achievement

in Super Adventure Box

Posted by: Muppet.6485

Muppet.6485

did you let the timer warp you to the cart minigame or did you leave beforehand? that might be your problem

Muppet~
[Ark]

Minor of Elusion - First Checkpoint

in Super Adventure Box

Posted by: Muppet.6485

Muppet.6485

use your torch when you’re standing on the ground below them and then jump, you’ll burn them

though sacrificing someone is fun too

Muppet~
[Ark]

Bauble Trouble World 1 Zone 3

in Super Adventure Box

Posted by: Muppet.6485

Muppet.6485

The proper ways to make the jump are either to dodge jump it, or to jump towards the lowest part of the log, and you’ll hit it

Muppet~
[Ark]

World 1, Zone 3 Hidden Rooms

in Super Adventure Box

Posted by: Muppet.6485

Muppet.6485

yes, i just ran back, its after the second one. The good news is that puts you at 5/6 rooms, and if you the 6th room, wherever it is, has no baubles that count towards the bauble achievement

Just killed the king again, and finished World 1 Baubles

Muppet~
[Ark]

World 1, Zone 3 Hidden Rooms

in Super Adventure Box

Posted by: Muppet.6485

Muppet.6485

Theres one you missed, right after i think the 1st checkpoint

If you look right down theres a small waterfall with a lilypad right infront, jump through the waterfall into a shop, will show a screenshot later

Attachments:

Muppet~
[Ark]

(edited by Muppet.6485)

Guidance For A New Ele

in Elementalist

Posted by: Muppet.6485

Muppet.6485

There’s already some great advice in this thread, but I’m going to throw some more at you.

I found that starting out it was easiest to play with S/D. I changed to staff at later levels, but if I was too do it again I would have gone D/D instead.

S/D has a 2 blinds to keep you alive and you’ll learn when the best time to use them is, as well as having some decent burst which is far easier to land in PvE as you can drop a dragon tooth and know it’ll hit even if your target isn’t immobilized. Also has mobility and good healing.

Just know that this class isn’t like any of the others in the game, the closest being engineer with its kits, and it will take some getting used to, but the rewards of everyone calling you OP is very worth it.

Personally I play a hybrid (tankier) d/d which is fantastic since I don’t die to a stiff breeze and still hit like a truck due to ridiculous might and fury uptime and stacking.

Stat wise you definitely want some Vit because our base health is the lowest along with guardians and thieves. I’m assuming you’re going to have 30 in Water eventually so that’ll take you a long way, see how you like it, if you want a bit more, there’s no wearing some PVT (soldiers) armor as those stats are all great for an ele. We have really good fury uptime so we don’t need to focus a bunch on precision, but having enough to give 30% before the extra 20% from fury should be a baseline to aim for. Another great stat distribution for us is Knights which gives precision power and toughness. We have really good healing, so toughness will take you much farther than Vit will EHP wise, and then the Prec and Power will keep your damage high.

I personally run PVT armor and weapons with Knights (emerald) accessories. Keeps me happy.

Muppet~
[Ark]

What are your keybindings?

in Elementalist

Posted by: Muppet.6485

Muppet.6485

If you need to move your hands to hit all your skills then you’re limiting yourself, especially as an ele where control is key. Your keyboard hand should never leave the vicinity of your movement keys, and your mouse hand should never come off either.
I’m not sure how many buttons your mouse has, but you might want to invest in one that has 2-3 extra buttons, really makes your life easier.

I’d change your Attunements to Control + 1-4
Very easy to get used to, and you’re hitting all your weapon skills through 1-5 so its not a stretch. This also allows for very easy and clean skill rotations, instead of having to drop down to keys below your movement binds and then having to bring your fingers back up again to cast that CC you really need to stop a heal, to quickly spike something down, etc.

Get rid of your auto-run keybind, R is a fantastic button for something better – an active skill. It’s in much too good of a position on your keyboard to be used for autorun. Also you can auto-run by holding down both mouse buttons at once, or by hitting num lock. Or bind it to X or C, something close in reach, but not one of the easiest buttons to hit while using WASD movement.

If you haven’t already, change your strafe to A and D, to free up Q and E for the same reasons as those above for R. You can use your mouse to turn the camera, so those commands don’t deserve such nice keyboard placement.

Personally; I use all of whats above and then Q, E and R for my utilities, and then I use the 3 buttons on my mouse for Healing, VOIP push to talk, and my Elite.

I never have to move my hands, everything is perfectly within reach. I guess I could hit 6 reliably enough to use it for a skill, but I’d rather have an easier bind, and anything past that is a stretch and just works against you in the long run. If you have to glance down at your keyboard to make sure you’re popping mist form instead of summoning a fiery greatsword you’re not watching the screen and whats developing and instead of dodging an attack and then mist forming away you’re on the ground.

Try moving everything to within reach of your hands without any stretching, and your reactions and play will improve.

Muppet~
[Ark]

(edited by Muppet.6485)