Showing Posts For Phantaram.4816:

Video, build, gameplay - lightning rod weaver

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Posted by: Phantaram.4816

Phantaram.4816

How viable would this build be in wvw pick? It seems like a good class to jump on scurgs do a lot of dmg cc them and get out for effectively free due to all the evasion invaibtly and leaps you can run.

I think the cantrip heal would some what fix your condi problem for wvw setting dealing with a burst condi your just going to have to evide all the others you do get a lot of evides with your build. I would run arcain power over arcain wave in a wvw setting. Nothing like putting out roots / crit for your pick and for your team at the same time. Even pre-eliet weaver for the hard cc would be effective giving you a lot of buffs and a very strong added cc that i guess effects your lighting rod.

Its not a bad build and though some refinement i think it may be viable in the barror support meta coming up in wvw.

Its a question of how glassly should you build.

Unfortunately scourge has 4 steals on their bar (aka 4 instant cast abilities) that will all
kill you within a couple seconds if you get within melee range. The cantrip heal may help you survive one dive in but then you are dead after that. In my experience in spvp scourge was only something I could jump on if I also had another teammate on them so we kill him quickly or without me having to stay in unless they were cc’d.

But, let’s be real, the scourge was vastly over tuned we can expect it to be nerfed at PoF release I’m pretty sure.

But yes I’m very excited to play this build in wvw.

Video, build, gameplay - lightning rod weaver

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Posted by: Phantaram.4816

Phantaram.4816

How do you feel about the disadvantage of locking yourself out of earth #4 and #5 with this squishy build?

Let’s see what phantaram feels but my feeling is that it is not a big issue, because when you attune to earth you already should have something to defend yourself, if you managed your cooldowns right: you can use earth 2 (evade), a dodge, maybe a charge of Twist of Fate; also if you are coming from air and there is projectiles you can cast Swirling Winds. After these 3.4 seconds you have a choice: water or fire. Both options will give you not only Obsidian Flesh but also another evade (water 2 + earth 4 blast for heal) or barrier (fire/earth dual)… And so on.

In the end, I think a skilled player can achieve a better defence out of this mechanic thanks to sword skills and smart use of defensive utilities (Twist of Fate first) and dodges.

Add some condition cleansing to it and you have the dream.

This is a great analysis and answer thank you! Sword has so much extra defense on it compared to any other ele weapon that you can delay till you can unlock the earth off-hand. With that said it’s just a feature of weaver we are gonna have to deal with.

Now we just need that condition cleansing…

Phantaram's Power Weaver is pretty good

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Posted by: Phantaram.4816

Phantaram.4816

I must add that Tempest Defense does not increase damage dealt against CCed target. The damage modifier only applies to Stun, Knockdown, and Daze (not specified in the tooltip).

Additionnally, Lightning Rod + Tempest Defense synergy had been fixed a while ago. But, it used not to deal the extra damage because the Rod procced before the crowd control. Now, the issue is generally fixed, with the exception of the daze caused by leap attacks on lightning fields. The daze will proc lightning rod, but will not increase its damage.

A warm welcome to Phantaram to the Lightning Rod club. xD

P.S. The conjured weapon overhaul is actually a nerf to Conjure Earth Shield.

Edit: The Weaver multiswap synergy with the air strike on swap seems pretty good.

Weaver also synergizes really well with One with Air. Basically anything that was good with Fresh air is also good with weaver in the air trait line and it really makes Fresh Air seem like it hardly even helps. Other air traits are just strait up better, maybe even with scepter. I’m quite tempted to try basically this exact build but with scepter. I just feel like while I’m in anything but air with scepter I’m gonna be itching to get back in air so bad especially with how atrocious earth and water auto attacks are.

So I guess the only time my tempest defense damage modifier will help is against someone I have hit with Gale? Cause even the new Gale Strike is a Float so I guess I don’t get that damage modifier either. Taking Aeromancer’s training may be better. Reducing the CD on #2 air would be very helpful as well as Gale of course.

It will increase the damage when the target is stunned, so the shock aura will work. The Tempest Defense was mostly laughable when considering the high-damage warhorn CC skills that never could be increased because pulls, launch. To be honest, I don’t think the devs are aware that the synergy is not working.

But for a Lightning Rod, the shocking aura portion of Tempest Defense is very effective against thieves for instance.

Edit: I’ve read above, and it’s possible that most of your CCs come from Stun, Daze and Knockdown, making Tempest Defense a no-brainer. For staff, it is full of those CC that will not apply (Earth 4, Air 3. so 2 out of the 3 CC don’t apply). For Warhorn, none apply. Earth shield, the pull does not apply. Focus all apply. I haven’t checked for the sword.

Interesting, yeah still sounds like it needs to be fixed but it seems to be working for everything on sword.

(edited by Phantaram.4816)

Phantaram's Power Weaver is pretty good

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Posted by: Phantaram.4816

Phantaram.4816

I think they should flip Unravel Hexes:

  • Currently: remove non-damaging conditions
  • Should be: remove damaging conditions

I don’t even want to ask for a big buff to remove all conditions. I just want it to remove the damaging conditions.

With that change, this build will lose about 20% damage (losing a lot ferocity and raw damage buff since we will switch grandmaster trait), but then we gain a way to deal with conditions somewhat. That’s a fair trade off.

Completely agree. I’d rather give it a 1s interval for all conditions instead of 1/2s interval as to not make bunker weaver too strong. Either way like you said you actually sacrifice a lot of damage to take that condi removal so it’s a large trade off.

I think Arenanets main fear, and this should be anyones fear when making this change to unravel hexes, is that it would make a bunker build too strong. I’d argue the only situation it would be better than Invigorating strikes would be when you are 1v1ing a necro which sounds like it would almost never happen. But that’s just my thoughts. There is always the chance that bunker weaver could become too strong with the unravel hexes change but I think it’s a risk worth taking to help the ele expand it’s build choices. Then from there maybe nerf the bunker weaver in some other way.

Phantaram's Power Weaver is pretty good

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Posted by: Phantaram.4816

Phantaram.4816

Some quick testing on golems in the mist have revealed to me that the 20% damage on Tempest defense almost definitely applies to every single Lightning Rod.

I’m just on my typical FA build I just swapped fresh air to lightning rod and swapped between Aeromancer’s and Tempest Defense only using comet on a light golem.

Aeromancer’s: Non crits hit for around 1250 and Crits for around 2500

Tempest Defense: Non crits around 1500 Crits around 3000

I probably only threw about 10 comets per trait but the chances that the variance of the ablities somehow came out this way seem extremely slim so I’m gonna go with Tempest Defense is working for lightning rod hits which makes it a no brainer trait over aeromancer’s with a Lightning Rod build.

Phantaram's Power Weaver is pretty good

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Posted by: Phantaram.4816

Phantaram.4816

I must add that Tempest Defense does not increase damage dealt against CCed target. The damage modifier only applies to Stun, Knockdown, and Daze (not specified in the tooltip).

Additionnally, Lightning Rod + Tempest Defense synergy had been fixed a while ago. But, it used not to deal the extra damage because the Rod procced before the crowd control. Now, the issue is generally fixed, with the exception of the daze caused by leap attacks on lightning fields. The daze will proc lightning rod, but will not increase its damage.

A warm welcome to Phantaram to the Lightning Rod club. xD

P.S. The conjured weapon overhaul is actually a nerf to Conjure Earth Shield.

Edit: The Weaver multiswap synergy with the air strike on swap seems pretty good.

Weaver also synergizes really well with One with Air. Basically anything that was good with Fresh air is also good with weaver in the air trait line and it really makes Fresh Air seem like it hardly even helps. Other air traits are just strait up better, maybe even with scepter. I’m quite tempted to try basically this exact build but with scepter. I just feel like while I’m in anything but air with scepter I’m gonna be itching to get back in air so bad especially with how atrocious earth and water auto attacks are.

So I guess the only time my tempest defense damage modifier will help is against someone I have hit with Gale? Cause even the new Gale Strike is a Float so I guess I don’t get that damage modifier either. Taking Aeromancer’s training may be better. Reducing the CD on #2 air would be very helpful as well as Gale of course.

(edited by Phantaram.4816)

Phantaram's Power Weaver is pretty good

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Posted by: Phantaram.4816

Phantaram.4816

The sword itself is really not that great damage wise. Combined with the ridiculous amount of damage modifiers I take in this build and with the lightning rod synergy with the amount of CC sword/focus has it works out though.

Thanks for the shoutout

Video, build, gameplay - lightning rod weaver

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Posted by: Phantaram.4816

Phantaram.4816

Hey everyone how’s it going. I got another video with a weaver build up and this one isn’t as strong as the others but boy is it fun! I cannot wait to play this build again at PoF release because I had an absolute blast.

The builds only condi clear is earth 4 on focus which I’m hoping is solved at PoF release when maybe Unravel Hexes can be our other option for condi clear. I tried water instead of arcane and it just didn’t feel right. I really do feel like the best way to play this build is arcane/air/weaver. Until then we just take all the damage modifiers and basically play it like a suicide build!

If you have any questions let me know in the comments! Enjoy and I hope you look forward to play this build as much as I do.

I followed some of your stream and also tried it in WvW solo. Really fun and high risk-high reward style. Too bad it’s not really viable lacking the condition cleansing. I really hope Anet fixes this issue, because it’s the key to open up more possibilities for damage builds.

Couldn’t agree more! I hope it happens. Condi clear outside of water trait line has been a need for a long time.

Video, build, gameplay - lightning rod weaver

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Posted by: Phantaram.4816

Phantaram.4816

Hey everyone how’s it going. I got another video with a weaver build up and this one isn’t as strong as the others but boy is it fun! I cannot wait to play this build again at PoF release because I had an absolute blast.

The builds only condi clear is earth 4 on focus which I’m hoping is solved at PoF release when maybe Unravel Hexes can be our other option for condi clear. I tried water instead of arcane and it just didn’t feel right. I really do feel like the best way to play this build is arcane/air/weaver. Until then we just take all the damage modifiers and basically play it like a suicide build!

If you have any questions let me know in the comments! Enjoy and I hope you look forward to play this build as much as I do.

Video - two day 1 weaver pvp builds

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Phantaram.4816

Played similar build. Biggest thing is lack of mobility. I found people could just run from me if needed.

I tried to do a air>>fire>>earth>>water rotation, but I found that if I broke the rotation I’d be struggling to figure out how to get back into rotation. The 4s between each attunement punishes you if you make the wrong decision.

The sages build you made is definitely the best build out there atm. You are almost better off going vipers at this point IMO.

Yep if people want to run from you often they simply can. Luckily for us in this game mode if they choose to run off node that means you win. That makes the sages build most effective at side node fighting such as 1v1s, 2v2s, and skirmishes of the like.

Can’t tell you how much I’d love a power damage based weaver with a ton of super speed. I have a build for it and it’s not that great but boy is it fun. I’ll release that one soon if I feel its good enough.

Video - two day 1 weaver pvp builds

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Phantaram.4816

@cursE We have enough condition removal and healing to tank every other condition spec in the game. Scourge is just clearly over tuned atm. I’m pretty sure the bunker build could still tank them despite that.

Well ok I’m talking about the second build. Not playing elementalist to be a bunker. If that’s our destiny for the next two years I might not even buy Path Of Fire.

When getting condi bombed you need to cleanse at least four conditions instantly or you’re dead. And I mean on demand, active condition cleanse. Where is that happening in the build? Passive condition cleanse happens all the time during the rotation which means about half of it will be on cooldown when the situation arises where you need it.

This will only happen with scourge and even then you are over exaggerating. And like I said the possibility that scourge gets nerfed is surely 99.99%. It’s that ridiculous. I beat 99% of scourge in 1v1s and often melt them in team fights before they can transfer my large stacks of bleeds and burns. It really is at that point for weaver at the moment. Skill > build/class

Video - two day 1 weaver pvp builds

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Phantaram.4816

something i noticed and asked you about but didn’t get an answer was why you never use single attunements (eg. water/water). do you feel like it isn’t worth it? because water/water 3 has a nice heal and earth/earth good bleeding application. fire/fire and air/air kinda suck tho.

i tried to push my build a bit more into might stacking, dropping water for fire with hoelbrak and battle or courage runes but it just doesn’t work. survivability is low and stacking might is not worth it because of a) removal and b) low direct damage values on weaver skills.

sword/focus was also the only combination that felt viable, maybe dagger but i’m not too sure. marauder builds were a disaster and fresh air feels weird and clunky.

i’m not a fan of the global attunement cooldown and i hope they’ll buff the direct damage values a bit. gotta be glad that at least 1-2 builds are playable.
there is still a lot of potential for weaver if arenanet tweaks everything properly.

i felt that out of all the new elite specs weaver is somewhere in the middle. holo spellbreaker and scourge? on the stronger side.

1. Yes it is definitely not worth it to double attune. They made certain things like the heal on attune to water trait not work the second time and it’s just not worth using 1 #3 ability to be stuck in the attunement for another 3.4 seconds. And then beyond that when you swap again after that it won’t shift into new off-hand abilities. It’s important to always have fresh abilities. I think maybe they could reduce the time between attunement swaps for double attuning specifically to make it worth it because currently I never use sword #3 outside of the most niche possible situations which is usually cleaving downed bodies with earth 3 and fire 3 while primordial stance is up.

2. I agree sword is the only weapon that allows ele to survive at all. Everything else dies to easily. I’m gonna try some staff today probably but my hopes are not high. I think making the sword autos much faster will help power builds feel more viable. Basically the sword needs more damage but also feels slightly clunky with autos so just making it smoother and do more damage at once will feel great. Possibly nerf the survivability slightly to compensate if they choose to buff the damage a good bit.

3. I think you got that about right. Holo scourge and spellbreaker are crazy good and weaver is somewhere below them.

@cursE We have enough condition removal and healing to tank every other condition spec in the game. Scourge is just clearly over tuned atm. I’m pretty sure the bunker build could still tank them despite that.

(edited by Phantaram.4816)

Video - two day 1 weaver pvp builds

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Phantaram.4816

What’s up elementalist forums. I played about 10-11 hours of weaver yesterday and I wanted to make a video about the two builds I, with the help of many others and twitch chat, have come up with that I believe to be the strongest pvp builds currently for weaver.

Weaver felt so weak for the first few hours I played on it and getting the right build was night and day in how effective I felt. I hope these builds can help other weavers realize our potential in pvp. I have limited experience on the bunker/support build but I’ve played the sages amulet version for at least 7 hours.

If you have any questions feel free I’m more than willing to give my opinion or answer.

Feedback thread for Weaver!

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Phantaram.4816

Very short and concise post here. Coming from an spvp perspective!

The sword has great survivability but very low damage. Currently the only way to do decent damage is with a sages amulet to take advantage of the extra condi damage the sword provides. Even then it feels decently negligible… until you equip primordial stance.

With primordial stance the damage becomes extremely immense. I would prefer it if the weapon itself had good damage on it and we didn’t rely on a utility to do damage. Decreasing cast times on the sword will help with this immensely and also perhaps an increase to the range of the leaps from 450 to 600 for fire and air leaps.

Double attuning to the same attunement never feels worth it. Perhaps double attuning should not incur the regular 4s (or 3.4s with arcane trait line) cooldown but instead a 2 or regular elementalist cooldown. Attuning to the same attunement twice is normaly only for the #3 ability which doesn’t feel worth locking yourself in that same attunement for another 4 to 3.4 seconds.

How many of you would get this item for pvp?

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Posted by: Phantaram.4816

Phantaram.4816

An item that takes pvp boxes and churns them into gold.

Black crosshairs--take target

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Phantaram.4816

Maybe it’s hard to see against dark background but the fact that it contrasts the enemy nameplates/names better actually helps.

Helseth on upcoming Mesmer nerfs

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Phantaram.4816

So how is shatter mesmer currently balanced? By being weak outside of those things. Too weak to be used at the moment. The truth is it was too weak before the expansion too but not weak enough that you couldn’t take it and reap the benefits of moa and portal. If the enemy team had anything that could take advantage of the fragility of the mesmer (burn guard, thief, etc) and do it well then the mesmer would get shut down and the 2 powerful utilities it brought wouldn’t even be used.

It’s a tough thing to say but it would probably be healthier for the game if Portal and Moa were removed. If this happened there’d be no problems in bringing the mesmer back up to par with everyone cause it doesn’t have these 2 extremely powerful abilities.

Funny – portal and moa being powerful but number of times considered taking mesmer over other class in tournament ….. lacking.

This.

Especially coming from a player that mains a Ele that dominated meta for a long time, he sure has some delusion that those 2 elites really made a difference on the competitive level, before the bunker meta is a thing.

Helseth: “These 2 abilities are so strong that the mesmer itself has to be weak to make up for it”

Me: “I agree maybe they could be removed so the mesmer itself could then be buff and thrive as a class like others”

You and some others: “Phantaram is delusional and has it out for mesmers how dare you insult our class!”

Yeah okay.

All paraphrased ofc.

Helseth on upcoming Mesmer nerfs

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Phantaram.4816

Yo Phantaram, are you gonna do a post/video on your thoughts on the ele /celestial changes? I’d be really interested what one of the best ele players thinks about that.

Commented about it on my stream a lot today. I think ele is most likely a dead class for now also. It’ll be interesting to see how Anet attempts to make ele viable without celestial.

Helseth on upcoming Mesmer nerfs

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Phantaram.4816

“Shatter was already not viable and inferior to thief/dh/rev before the patch. So if the bunker archetype is dead and shatter is unviable mesmer will have no spot whatsoever, which I feel might be intended by the devs because they simple have no idea how to balance it. Frankly, I don’t either. Portal is completely broken and so is moa and the effect of continum split along with those effects so it’s really hard to be viable without being mandatory.
Still sad that the class I’ve mained for so long is likely completely dead for half a year.”

This is exactly right and I’m glad Helseth said this. There are aspects of mesmer that are just completely broken and he named them. Portal is the strongest utility in the game and always has been. The elites can be game deciders or a way to safely finish anyone off with a moa stealth opener and then snowball the map.

So how is shatter mesmer currently balanced? By being weak outside of those things. Too weak to be used at the moment. The truth is it was too weak before the expansion too but not weak enough that you couldn’t take it and reap the benefits of moa and portal. If the enemy team had anything that could take advantage of the fragility of the mesmer (burn guard, thief, etc) and do it well then the mesmer would get shut down and the 2 powerful utilities it brought wouldn’t even be used.

It’s a tough thing to say but it would probably be healthier for the game if Portal and Moa were removed. If this happened there’d be no problems in bringing the mesmer back up to par with everyone cause it doesn’t have these 2 extremely powerful abilities.

(edited by Phantaram.4816)

Is it possible to get past ruby in soloq?

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Phantaram.4816

Definitely possible. I solo queued 8 pips into ruby all the way to diamond and only lost 2 pips the whole way their in one single loss. The other losses I had either I didn’t lose a pip or I even gained a pip.

Staff #2 and #4

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Posted by: Phantaram.4816

Phantaram.4816

Staff #2 is an ability you simply cannot use on all the mobile and dodgy classes.

The absolute perfect class to utilize staff #2 against is necromancer. Nearly every time I’m on a necromancer staff #2 is my go to if I’m not in sword. So with necromancers in mind as the best class to use it against (no dodges tanks all your damage kinda thing) you can begin to realize which other classes it can be used against more often. Engineers and druids don’t dodge a whole lot. Thieves and mesmers will never let you hit them for more than a second so hoping to hit them with a 3/4s cast time staff #2 and the follow up is hopeful thinking.

My biggest gripe with this ability is the 15 energy cost on the second portion. It feels just a tad high.

Staff #4 just needs bug fixed and it’ll be quite nice.

Day 1 Dragonhunter pvp match!

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Phantaram.4816

Sorry for getting back to you guys so late! I can guarantee you will be seeing dragonhunters in top pvp.

Day 1 Dragonhunter pvp match!

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Phantaram.4816

Thats how I feel about dragonhunter too phanta, and ironically the power build I ended up with after hours of testing was very similar to yours. I took the same traits, and the same utilities except for the elite trap instead of renewed focus (risky I know). I did have a hard time deciding which weapon to use as an offset to longbow, since hammer, GS, and sw/f all offer nice and useful things and damage, so I was wondering why you picked sword/focus, when its damage is strictly lower than the other two melee weapon choices that are associated with DPS guardian, did you feel like the mobility/survivability woould be more useful since you had longbow and test of faith to make up for the loss in cleave damage?

And yeah, test of faith got made into the perfect trap for a burst build since it was changed to be instant. Its so much fun pulling people into it with F1!

You are exactly right I like the sword focus for mobility/kiting/utility etc all that jazz. I use the longbow like 80% of the time in combat likely. If I knew for some reason both teams would be dedicated to team fighting I likely would not take sword focus and instead take hammer, greatsword, or even mace/focus perhaps. However in the meta nowadays, and almost always in solo queue, having that map utility really helps.

Day 1 Dragonhunter pvp match!

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Phantaram.4816

I played a ton of Revenant over my first day of playing HoT but Dragonhunter took the cake as the class I had the most fun on after only about 3 games.

Hope you enjoy it!

Z-axis Access

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Posted by: Phantaram.4816

Phantaram.4816

It was made with this in mind. I remember seeing videos months before the first beta weekend (the ones before gw2 release) when I think izzy was using necro Deathshroud #2, back then a teleport ability, to teleport all around clocktower.

Changes I would make to scepter.

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Phantaram.4816

Added suggestion: Increase the radius of shatterstone.

Changes I would make to scepter.

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Phantaram.4816

First off I’d like to state I think it’d be cool if scepter was a full power damage weapon.

Here’s changes I’d make to the current scepter.

Fire:

  1. - 3/4s cast time down from 1 and 1/4s, 2s burn down from 3s burn
  2. - 1/2s cast time down from 1s
  3. - no changes

Water:

  1. - Make this hit targets easier, atm it’s kinda like a melee ability cause it’s so hard to hit moving targets far away
  2. - More damage, this thing has been changed/buffed maybe 6 times through out gw2 history. I’d have preferred a big change to put it into usefulness a long time ago but at this point just add like 35% more damage, not 10% more damage.
  3. - no changes

Air:

  1. - I would make this ability not ramp so heavily and do a bit more damage overall
    Example: Right now it goes – 1x damage, 2x damage, 4x damage, it should do 1x damage, 1.5x damage, 2x damage. This punishes someone less for not channeling the full cast, which is very long.
  2. - no changes
  3. - no changes

Earth:

  1. - 1s cast time down from 1 and 1/2s
  2. - Remove the after cast. This ability is a 1s cast time but in reality about 1 and 3/4 or something cause of the aftercast. For a bit more damage than a lightning strike 1 and 3/4s cast time is a bit much.
  3. - pretty mediocre ability, add 3 bleeds to it or more power damage

These are my suggestions. Thanks for your time and post opinions and your own suggestions below!

BWE2 shiro/glint marauder spvp revenant video

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Posted by: Phantaram.4816

Phantaram.4816

Thanks for all the comments everyone! Keep in mind this was the beginning of the second day of playing Revenant. By the end of the weekend I was playing much more efficiently than this.

Tweak the build to your liking, I know I was tweaking it all weekend long and expect to more during BWE3.

BWE2 shiro/glint marauder spvp revenant video

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Phantaram.4816

Ever since BWE2 I have been fiending to play Revenant again. I decided to go highlight a game and upload it to youtube. I hope this can help hold back your cravings too mates. https://www.youtube.com/watch?v=xPRKaMTJDSA

Build used is in the videos description but I will also link it here: http://en.gw2skills.net/editor/?vlAQNAsemnvN2gS6JvQRVlbosryPUYW5IKYs8ElFNFSdG74HtBYBRwegL8hA-TpBFABPcIAEvMABnAga2fYhjAAAPAAA

BWE 3 Tempest Specialization Changes

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Phantaram.4816

I’m loving it Karl! Tempest is beginning to look very fun.

BWE 3 Tempest Specialization Changes

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Phantaram.4816

I’d just like to pop in and say I like the changes. I have a build planned for BWE3 that I am excited to try out. I will say that it does not involve warhorn.

Only thing I’m super afraid of is necros. They are going to corrupt my overload stability with signets all day

90% it’s D/D. :P

It’s Dagger/Focus.

What's the state of Scepter/X?

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Phantaram.4816

As many people have mentioned you can use scepter in a dagger fire/water/arcane build and it’s pretty strong. The thing is it’s pointless because you can just put a dagger in it’s place and it’s better.

So you gotta find a build that scepter excels in. That has been fresh air for a long long while now but fresh air hasn’t been strong but I’ve found something I really like.

http://intothemists.com/calc/?build=-o3d;2B2-Y0-5gMkY0;9;413G;0057147146;4Iw0;3IBl3IBl3a0W

Fresh Airs weakness has always been survivability, or in some cases damage if you go for too much survivability.

This build more than solves the survivability problem. Reduced cooldowns in earth when you have a focus is a really insane increase to survivability. Written in stone allows you to use your signet heal which is also a huge increase to survivability. Earth gives way more survivability than water ever could in a build like this.

Use vampirism/air if you are against something like mesmer/thief and use strength sigil/strength rune if you feel you don’t need the vamp proc. Strength/Strength is the highest damage combo I’ve found for 1 rune 1 sigil combination since I believe Energy sigil is essential for ele these days.

BWE 3 Tempest Specialization Changes

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Phantaram.4816

I’d just like to pop in and say I like the changes. I have a build planned for BWE3 that I am excited to try out. I will say that it does not involve warhorn.

Only thing I’m super afraid of is necros. They are going to corrupt my overload stability with signets all day

[Suggestions] Gemstore Items

in Guild Wars 2 Discussion

Posted by: Phantaram.4816

Phantaram.4816

I support this. Both items I would get in an instant.

LF fiery greatsword pvp ele

in Elementalist

Posted by: Phantaram.4816

Phantaram.4816

You are in luck! Every single pvp builds best elite is the fiery great sword.

blinding ashes nerf <3

in Elementalist

Posted by: Phantaram.4816

Phantaram.4816

As someone who started using a blinding ashes build in spvp about a month ago before the patch I will say that it is good that it isn’t a 3s icd just for the sake of balance.

Fire builds are plenty strong.

Well, Elemental Attunement is back...

in Elementalist

Posted by: Phantaram.4816

Phantaram.4816

Phew, was afraid I wouldn’t get to play with my lovely Evasive Arcana. Really good change.

Mesmer is quickly becoming the most OP class

in PvP

Posted by: Phantaram.4816

Phantaram.4816

Here is my 2 cents on Mesmers.

Currently on a personal power level Mesmers are a quite bit weaker than the rest of the meta. What mesmers bring to the table though is portal which is extremely strong.

If the personal power level of mesmer is to rise, which it seems to be judging by the trait changes, then Mesmer will become mandatory because portal is just that strong.

Solution? Well there is 2 options as I see it.

1. Balance Mesmers personal power level around the current cooldown of portal to a place where taking Mesmer is plenty viable. IMO this would mean the personal power level of Mesmer just ever so slightly rises in the current state of the game.

2. Increase the cooldown of portal and significantly increase the personal power level of mesmer to that of other strong classes/builds.

How to kill shoutbow as d/d ele on point?

in PvP

Posted by: Phantaram.4816

Phantaram.4816

I typically start out doing the optimal might stacking rotation (fire earth water) and then once my health starts to drop (you’ll be at/near full health for maybe 2 whole rotations because of cooldowns) and I need a bit more healing I switch to prioritizing water attunement. So during the next rotation you’ll likely go fire water earth and then start fully prioritizing water. Honestly past this point it’s more like freestyling your rotation.

Starting out dealing a lot of pressure to the shoutbow is actually very important. If you do not they can use every single cooldown for offensive purposes and it’ll be too much pressure for you to deal with.

What prioritizing water looks like after doing the might stacking rotation:

1. Fire water earth

2. Air water fire

3. earth water air

4. repeat

(edited by Phantaram.4816)

Is Polymorph balanced?

in PvP

Posted by: Phantaram.4816

Phantaram.4816

I’ve personally never liked what Moa brings to the game. With it being able to be reset with chronomancer it could get really frustrating to play against and far too powerful.

metabattle destroys a part of the game

in PvP

Posted by: Phantaram.4816

Phantaram.4816

so now everyone visits metabattle and get ready op builds , people ended up playing exactly the same traits and skills , for example 95% of guardians are medi guards.
is arenanet thinking of countering this issue in any way so we could have more build diversity?
i really hope new expansion fixes a part of this

you hope the new expansion fixes humankind’s ability to spread information between each other? in this case, builds?

am I the only one thinking the OP’s post is completely insane?

It’s cray.

d/d ele counter?

in PvP

Posted by: Phantaram.4816

Phantaram.4816

Elementalist, as well as a lot of things in this game, don’t have a “Counter”.

You just play the game and press buttons against them like anything else.

Blind picking/Draft mode?

in PvP

Posted by: Phantaram.4816

Phantaram.4816

As the competitive scenes develops more and more teams are creating multiple comps/classes they can work with. Needless to say some things work better against certain other things and teams will want to change things up.

Without blind picking/drafting or something of the sort teams can get into a never ending class swap situation. It’s occurred a few times but it’s only going to get more and more prevalent.

Team 1 on team composition A
Team 2 on team composition B

Match one ends:

Team 1 switches to composition X
Team 2 sees this and switches to composition Y
Team 1 sees the change and changes back to composition A
… and the never ending swap situation begins

Mostly just wanted to bring this up so the community can start a conversation on the topic.

can you be more specific? are you referring to team play? tournaments? general PvP game play?

because honestly when I Solo Q I wish there was more players swapping character to strengthen the comp.

in team play I think it’s totally appropriate that teams can swap classes at the start of the match to better match up personnel. That happens in virtually every competitive sport with the winners typically being the ones who learn to adapt their play style to cover the supposed weakness the other team is trying to exploit. I think it’s just another tactical wrinkle in need of ironing out by the player base rather than the devs.

Was “Competitive Scene” and “Teams” not specific enough? This is about tournaments.

You say the better team learns to adapt… the issue I bring up is when both teams are “adapting” at a never ending rate before the game even starts. Sorry if you misunderstood the original post for whatever reason.

Blind picking/Draft mode?

in PvP

Posted by: Phantaram.4816

Phantaram.4816

As the competitive scenes develops more and more teams are creating multiple comps/classes they can work with. Needless to say some things work better against certain other things and teams will want to change things up.

Without blind picking/drafting or something of the sort teams can get into a never ending class swap situation. It’s occurred a few times but it’s only going to get more and more prevalent.

Team 1 on team composition A
Team 2 on team composition B

Match one ends:

Team 1 switches to composition X
Team 2 sees this and switches to composition Y
Team 1 sees the change and changes back to composition A
… and the never ending swap situation begins

Mostly just wanted to bring this up so the community can start a conversation on the topic.

I have no incentive for skill.

in PvP

Posted by: Phantaram.4816

Phantaram.4816

I’m really hoping this issue gets addressed in the expansion. At the moment my streaming content involves me just doing the same unranked queue day in and day out. It would be really awesome if I had something to work towards.

Few small changes you would make to the meta

in PvP

Posted by: Phantaram.4816

Phantaram.4816

Quite a few people have suggested nerfing “Renewing Stamina” on elementalists to 10 seconds.

The problem here is you are targeting dd eles and nerfing every other ele build in the process and none of those elementalist builds have been at the top of the food chain in ages. If this change is to go through ele will need compensated in some other way. And this other way will also likely affect all elementalist builds. So in the end we are just changing one thing in favor of another and perhaps arriving at the same end result.

See the problem we arrive at? At this point it might just be best to work around ele being the one class that can actually achieve permanent vigor. Maybe light armor with the lowest health pool warrants that?

Few small changes you would make to the meta

in PvP

Posted by: Phantaram.4816

Phantaram.4816

Hey. Just thought I’d throw some nerfs/changes/ideas and stuff out there. Make your own short list!

Thief:
Serpent’s Touch – Reduce poison duration to 6 seconds base
Reason: This wouldn’t effect much other than the fact that mesmers get rekt by the current long duration it has.

Warrior:
Call to Arms – Vigor Duration reduced to 6 seconds base
Charge – Cooldown increased to 20 seconds base
Reason: This ability currently cures cripple, immobilize, chill + converts 1 more condition to a boon and removes 1 more condition on a 12s cooldown in a 1200 aoe, just absolutely crazy powerful.

Guardian:
Ring of Warding – 50 second cooldown
Reason: at 40 seconds the cooldown too conveniently aligns with judges intervention. Not to mention it’s just an extremely powerful ability.

Elementalist:
None: increase the power of some of the weaker classes/specs and dd ele is fine at a competitive level. Certainly still a very strong spec for solo queues and such.

I dunno what changes I’d make to cele engi if any. If vamp runes get changed to where you can’t use tool belt abilities they kinda go back to just dying really easy to the current meta. (still kind of do)

(edited by Phantaram.4816)

Do Something About Turret Engis.

in PvP

Posted by: Phantaram.4816

Phantaram.4816

Here is my take on the matter.

The build is powerful enough and easy enough that probably around 90% of the population could reroll into turret engi and perform better in pvp queues than they do on whatever their main currently is.

Professional players could even play turret engi over slight non-meta builds and perform better. Turret engi is just far too powerful in any situation in pvp that isn’t a very high level team match.

A pvp player centered reward track.

in PvP

Posted by: Phantaram.4816

Phantaram.4816

Me and lots of pvp players I know really are only ever in the heart of the mists. In every single reward track there are multiple materials we get that we can’t just deposit and we have to go into the pve world, of which we are entirely unfamiliar with, to convert these materials into some kind of currency we understand. I personally just destroy them all.

It’d be great to get some kind of reward track that contains none of these materials.

Short list of materials I understand what to do with and mean something:
1. Crafting materials – deposit all – sell on BLTC to turn into gold
2. Gold – I use this to buy skins cause skins are everything in spvp
3. ? – Some other material I can turn into gold.

I dunno, anet could even get creative. I wouldn’t have a clue where to start but I’m sure most pvp players would be okay with a reward track that contained only materials that we could easily convert to gold.

Atm I have characters full of chests and it’s a nightmare, which is sort of a seperate topic, but a reward track with chests I understand would make me more inclined to open these suckers.

Nerf class

in PvP

Posted by: Phantaram.4816

Phantaram.4816

Improvisation should be changed heavily. It is RNG to the max. Getting the refresh on deception = multiple shadow refuges/shadow steps a fight which is just game changing RNG.