Henett: Elementalist of Fort Aspenwood
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Henett: Elementalist of Fort Aspenwood
I think there’s a few more than that, anything that brings up the progress bar while casting I want to say is channeling. Right?
Henett: Elementalist of Fort Aspenwood
I guess that would explain it, I don’t play spvp so I don’t really run into many organized players
Henett: Elementalist of Fort Aspenwood
Have you tried it or something similar? If not give it a shot and see how it plays. I typically finish top 2 in the pugs, and I only have a couple dozen games PvP experience.
Henett: Elementalist of Fort Aspenwood
Take a look and see what you think.
Replace 1 doylak rune with 1 earth rune.
It has a little bit of everything (and I’m a bit of a noob when it comes to game mechanics, so if I’m wrong on anything please correct me)
First is Survivability, using the Doylak set + 1 Earth rune maximizes vit and toughness on armor, allowing me to take a good bit of damage. Everything else is geared towards dealing direct and condition damage.
Bleeding duration is increased by (it stacks right?) 40% due to traits + weapon runes on the sceptor/off-dagger, giving a big boost to bleed damage from the #2 sceptor and #5 dagger skill, I always try to open a fight with those, as they add good damage to go with my burst damage.
I see a lot of complaints about mainhand dagger… I personally love it. Using berserkers you put out a good amount of damage from it, and you need to utilize your utility and other means of damage properly.
I have 6 pets, plus the trait that improves trait damage. Each pet has his own effect, you have a knock down, a blind, and a immobilize, plus 2 explodes. So there are 3 ways to keep an enemy either CC’ed or from hurting you. They all combined do a pretty decent chunk of damage within themselves.
Add together the damage you get from 6 pets, 2 bleeds with 40% duration increase, and a moderate power/precision stat increase with dagger #1 which offers some solid quick damage. Use the pet skills, plus warhorn#5 and Dagger#3 to keep enemies in range, if you have someone trying to go toe to toe with you on damage, use warhorn #4 to daze them, dagger #2 for regen of some health.
Situationally it works great in a lot of area’s, 1v1 or 1v2, group battles the aoe bleeds work great, then single out squishy targets to attack with dagger #1.
I’m far from the greatest player thus far, as I have only been PvE’ing until recently, and the skill curve for PvP is still getting me, but when I get on a role, I wreck things using this build.
Can anyone make any suggestions in terms of traits that would better compliment this, or any minor improvements I could make, keeping the same weapons, and the same theme of stacked bleed damage + minion damage + direct damage from dagger 1.
If anyone has a video of a good player using this, or hasn’t run it exactly this way before, and would like to try it out and make a youtube video, I would love to see what this spec could look like in the hands of a more capable player than myself. Thanks!
Henett: Elementalist of Fort Aspenwood
I just started messing around with dagger/focus for close range and sceptor/dagger for long range. Put 10 points in spite for the additional sceptor range.
Dagger/focus gets you a freeze and immobilize to keep an enemy in range for dagger #1, and a vulnerability to increase dps on our best direct dps skill, then siphon which os decent damage and regen.
Sceptor/Dagger gets you 2 good ranged aoe skills, 1 cripples which is nice, then you get a multi target blind, and a lifeforce generator.
The 2 weapon combos seem to work well together, in pve I’m able to take on 4 monsters 3-4 levels above me including a veteran, I use this build in conjunction with all pet slots.
Henett: Elementalist of Fort Aspenwood
Maybe, but those classes also have numerous other advantages over us that makes up for that. But if we had some good closing/escape abilities it would lessen the need for more/stronger ranged abilities.
Henett: Elementalist of Fort Aspenwood
Yeah I think dagger auto attack damage is fine, although keeping someone in range can be rather hard if they really want to get out of range, and getting someone into range initially is rather tough (gap closer would be great)
The staff auto attack skill is extremely easy to move out of the way of, I was fighting a necro just last night that used staff, and I was easily able to strafe all his attacks. Mark’s doing 1-2k damage isn’t going to do much, as players have minimum 20k hp, so having them as a whole increased in damage by 25% or more would be great, or having the #2 mark doing significantly more damage… although honestly I think scepter having an increased range to 1200 would be better, and it’s direct damage improved a bit as well.
I’ve always been a necromancer fan, and have never liked doing conditions, I typically enjoy pets, and any form of direct damage I can find… I wouldn’t expect direct damage to be better than an ele (which they arent great right now either) but it should still be pretty solid.
Henett: Elementalist of Fort Aspenwood
I play this game for WvW mostly, the PvE is really fun and I enjoy it, and I really havent done any PvP at all although I may play around with it some, but here are some basic problems I see with the class playing in WvW, and these problems/solutions can carry over into PvE and PvP too.
1) Pets: They are fairly useless in anything outside of a small skirmish. They get aoe’d down extremely fast, especially during any kind of keep siege. Also, with no control over the pets they just kind of spread around to attack whoever, which doesn’t really do much… being able to tell them to attack a specific target, attack your target, or just auto attack would be great… also all the bugs that exist with them make it even worse.
Resolution: Increase overall pet health (or have their health/armor scale with ours), improve their AI to notice, and move out of incoming aoe attacks. Give them AI to dodge on their own. Add in commands to make pets attack selected enemies, the enemy your attacking, play defensive and only attack who attacks you, auto attack (they attack as they do now) and stand down (they will not attack period). Also, they need to regenerate life outside of battle.
2) Conditions: This has been called out many times, but I will again, with a cap on things like bleed, and playing in a larger battle with a lot of different players, can really hurt a condition built necro greatly, as every other person stacking a bleed is directly taking away from the damage you can do. Also, since it’s easy to remove conditions, if you completely spec for it, you can have all of your damage negated by any decent player.
Resolution: Allow stacks of conditions to go beyond 25, but start adding diminishing returns at that point. If people want to stack that much bleed, they should be able to do so (no different than bursting damage and that isn’t capped) and if the person taking it in doesn’t remove it, then thats his fault. Also, I would cap how many stacks of bleed condition removal / transfer can actually remove… could be 15, 25, or a percentage of existing stacks… I don’t know the answer, but, some sort of cap on atleast bleeding would be a great idea.
3)Gap Closing: One thing I find extremely annoying in comparison to playing my elementalist, is it’s very hard to catch someone as a necro. Specifically I play mostly in D/D, and swap into S/F when the situation warrants. With ranges on most spells being so short, it can be really hard to deal damage vs good players. We have only a couple of CC related abilities, that are short duration, and short range. So, first I have to close the gap, then I have to use my ability, then they shed the condition, then I have no way of catching them again.
Resolution: Dagger line needs a gap closer of some sort (not cc related, maybe more like a charging or teleporting attack) scepter, or focus needs something that increases movement speed by 15%+
4)Ranged damage: Outside of doing bleed damage, there doesn’t seem to be a good way to do decent ranged damage, be it single target, or aoe, outside of 900 units away. Most if not all other classes have a way to do some decent form of direct damage in a weapon line atleast at 1200 range, if not 1500. In any decent sized WvW fight, that means you have to get within range of the entire other side to be able to do any damage… so I typically end up trying to fight around the edges and hope I don’t get singled out, or just sitting back and watching
Resolution: Either increase the damage in the staff line, or increase the range to 1200 for scepter skills and/or warhorn/focus skills (dagger and axe should be short range, so they are fine)
Henett: Elementalist of Fort Aspenwood
Let me also add. With doing a d/d build on both classes for close range combat. My necro I have geared 100% power and precision, my ele is geared almost all vit and toughness. My ele drops health so quick compared to my necro, despite how I build the stats up, and my necro does much more damage.
So the problem isn’t just what’s harder to play. The ele is infinitely squishier, and at the same time does less damage despite attunement swapping and combos.
Henett: Elementalist of Fort Aspenwood
I think staff vs staff yes… necro staff IMO is horrible, but any other weapon / skill combination vs elementalist is far superior. I play both classes, and my necro eats anything my ele has trouble with for lunch with little problems what so ever.
Henett: Elementalist of Fort Aspenwood
I really so far (and i’m only level 30) am enjoying playing a MM. Carrying traits 6-10 with pets, and going with a Dagger/Dagger and Sceptor/Focus build is really working, speccing in Death and Blood so far, and gearing 100% with precision and power.
I find that speccing death and blood give a solid boost to HP and armor, leaving plenty of room to go equipment all power and precision. The pets are good damage mitigation, and do decent damage as well. I have little problem fighting and killing relatively quickly 4+ monsters up to 3-4 levels higher than me, and had fought the veteran oak for the skill point challenge, with his little buddy, and he managed to aggro another veteran oak, all 2 levels above me, and although it was a tough fight, I beat the 3 of them alone.
I’ve noticed you need to use your #1 skill as your main form of damage, use the other damage skills to help you burst damage, and use the life leaching, and utlity skills when you really need them. When the pets die in battle, raise them back up, and use their skills as well. Switch weapons often to utilize all spells in both lines, to be more effecient.
I do think the class has a bunch of bugs, mostly the pets need to act a lot smarter, and there are some things that need to be improved, such as life stealing being more effective, and CC effects having a longer effect… but overall I am very happy with my necro so far.
As a side note, I also took him out in WvW, and he can take a pretty big beating, I can go toe to toe with numerous foe’s when flanking a standoff for probably around 20 seconds before I have to bail… the amount of health a necro has, the life regeneration abilities, and DS all together add for great survivability, and if you stat your gear for damage, you can do some pretty solid damage to other players.
Henett: Elementalist of Fort Aspenwood
You mean a wet pool noodle
Henett: Elementalist of Fort Aspenwood
I dont want anyone to think this is an Elementalists suck, so I switched to a mesmer or theif thread… I happen to enjoy 2 classes, the Elementalist, and the Necromancer.
After playing my elementalist through level 40, monsters started getting harder, I could kill a veteran around my level, I could kill 3-4 monsters around my level, with a lot of dodging, and a ton of skill swapping. I played with D/D mostly.
Now, on my Necromancer, and I’m playing a full minion spec, with power/precision, and d/d and scep/focus, which is not the most popular spec, on a class that is not considered overpowered by any means.
Let me say the difference is night and day, I think playing the ele really got my skill level up. My Necromancer can fight 4-5 monsters as high as 3-4 levels above me, and I just did a skill challenge where I had to fight a veteran mob 2 levels above me, and somehow a 2nd veteran got aggro’d in, I killed both of them, with a bit of effort, but didn’t really come too close to dying.
The main thing I noticed, and maybe all classes arent meant to be this way, but for the necro, for either dagger or scept main hand, it does a good amount of damage for the #1 main attack, and the other skills help support that attack, whether it be to stack damage, place negative conditions, crowd control, etc… and well, the elementalist just doesn’t have that synergy within 1 attunement line, or between them. Also add in that I have ranged and close combat skills mixed in together, and with ele it seems like for the most part you just get 1 or the other (unless you mix a off/main dagger in with another weapon) where as, atleast with the necro, you get a mix of the 2 in pretty much any weapon line (minus staff) plus switching weapons is SO nice to be able to do.
I really would like to see a decent rework on the ele, because I love the class, and conceptually it’s amazing, and i’m fine with putting in more APM than other classes, but none of the skill’s really mesh together in a defined beneficial way, and it just makes playing seem a bit unrewarding.
my 2cent
Henett: Elementalist of Fort Aspenwood
PvE and WvW skirmishes (I stay away from most zerg fests)
I was thinking d/d would do great for smaller skirmishes, single target damage seems great, and there are 2 immobilizes and 2 blinds when you use the pets special attacks, then DS as a way to bridge the cooldown gap for heals and when pets die in battle.
Henett: Elementalist of Fort Aspenwood
Just curious if anyone is combining these 2 together, for traits going 30 blood, 20 death, 20 soul reaping. Then with equipment going heavy on power and precision.
I have been playing D/D up through level 26 now (yeah im not high yet) but so far with all slots filled with pets, have no problem fighting 4-6 enemies that are a level or 2 higher than me (when im not downgraded in level for the area)
D/D #1 skill seems to offer great damage, 2 offers a decent heal, 3/4 are good utility, and 5 seems to do decent damage too. I use staff as 2nd weapon currently, to have some decent ranged damage, or to lure someone into me and have them fight me in or around the pools on the ground at close range
Was thinking 20 in soul reaping to make DS a little more powerful, since it could be most useful fighting at close range all the time.
Henett: Elementalist of Fort Aspenwood
I am playing a Necro now from originally playing a Elementalist…
Let me say, Necro downed state is OP in comparison, with the ele, at this point I just sit there and let whatever it is attacking me kill me, with my necro, I atleast have a chance of fighting back as I lay there.
Henett: Elementalist of Fort Aspenwood
I would think, and this is some theorycraft here, that if you have the max amount of minions (I think thats 6) out, it gives an opposing players options to either ignore them to fight you (in which case you can focus on surviving while they try to kill you) or they try to control/kill the pets (in which case you focus on DPS)
Also, don’t forget some of the skills the pets have, like immobilize and blind, those can come in handy.
Henett: Elementalist of Fort Aspenwood
Come on OP, it didn’t happen in the first GW, so it isnt gonna happen here.
On another note, the class is broken as you should be able to raise an infinite amount of pets that totally demolish everything in sight… this needs to be fixed asap
I like how logic can work both ways
Henett: Elementalist of Fort Aspenwood
anyone else got some good ones? Loving these comments so far!
Henett: Elementalist of Fort Aspenwood
Yeah. Follow this guide very closely
Henett: Elementalist of Fort Aspenwood
I’ve used the fire axe, it does better single target damage then any of our spells when you take attack speed into account.
Question is, is that worth giving up all the utility we can have from out base skills and attunenent swapping, the answer is no.
What it should be, in my opinion, is a conjured weapon that stays with the enemy and auto attacks them.
Henett: Elementalist of Fort Aspenwood
I play as D/D
Air
4 – close the gap, do some damage
5 – knock both of us back, knockdown on enemy
3 – shield for incoming damage
Fire
3 – close the gap created by the #5 air skill, lines up perfectly to explode on enemy
4 – additional damage, combo setup
Earth
4 – combo to #4 fire
5 – #4 knocks enemy down, best chance of landing this skill
Water
4 – Freeze enemy if he decided to hit me then run away or tries to kite
3 – Keep enemy from getting away
2 – Heal + damage
5 – Heal
Then if enemy is trying to get away Lightning – 4 to close gap, and 3 for shield
Fire – 3 →4→5→2 loaded damage
from there it’s situational… I stack pretty heavy on vit and toughness, I’d rather survive longer and stack my damage correctly than load a bunch of damage, get out-healed, and die quick.
Also, my skill slots are…
6: Signet of Restoration – The passive heals per spell cast are great for DD cause it’s such a fast paced build, you cast alot of spells in a short period
7, 8, and 9 are Arcane Shield, Mist Form, and Armor of Earth – I cycle through these to mitigate damage at different times furing the fight, sometimes I will use Armor of Earth when I go from air to fire after charging in, to negate any CC effects and reduce damage while I am in the best part of my opening combo, then I will use arcane shield and mist form as necissary to buy myself time to heal up or for my cooldowns to go down.
Elite skill’s are worthless so I wont even go there.
Henett: Elementalist of Fort Aspenwood
Air and water aren’t meant to br dps, so in a short fight vs s regular mob there is little need to use either, water and air are for support either via positive team effects, of negative monster effects.
That being said, even vs normal monsters, I ride the lightning in, then blow us both back, then fire I hit 3 then 4, then I earth combo 4 then 5, which usually the monster is dead before I need 5. In any event, that chain of attacks kills anything faster than just using fire, can I kill the monster with just fire?? Sure, but its slower and not as fun
So, in summary, different attunements are for different purposes. It would be like asking for a heal in the fire spell line.
Henett: Elementalist of Fort Aspenwood
That was way too much to attempt to read…
As a beginner it is a lot easier to just stay in fire because it is the main source of damage, and just using it alone is enough.
As you get to be a little higher in level and the monsters get harder, I started to notice I was lacking something, now I switch between all 4 attunements in battle often, it makes multiple monster fights easier, gives a higher curling in terms of how many you can take on, and makes fighting veteran monsters with a couple adds possible.
That being said, their should be more synergy between the attunements to reward playing the class correctly, I think more combos could be a possible answer.
Henett: Elementalist of Fort Aspenwood
Very nice video, +1 to you sir. Hope I can play d/d like that one day
Henett: Elementalist of Fort Aspenwood
A game maker didn’t decide in wasd actually, it was gamers. Games used to use the arrow keys, but those of us that used to play first person shooters back in the quake 1 and earlier days decided to use wasd because it was by the number keys to change weapons.
Henett: Elementalist of Fort Aspenwood
I thought it would be weird at first too, but you only need to press it for a split second to change, not like you are holding it the whole time… just flowed good for me I guess
Henett: Elementalist of Fort Aspenwood
It’s like I’m playing a new class roflmao.
Now with D/D I can easily lightning charge in, air burst back out, fire charge in, ring of fire, go to earth and hit 4 to dmg and knockdown and 5 to churn, both combo with fire ring, then go to water, ice cone, drop a heal for myself if I need it, then rinse and repeat
Henett: Elementalist of Fort Aspenwood
I’m probably one of the few people that didn’t know this, but I didn’t know you could shift + click bind buttons (havent played an mmo in a while)
And well, shift + click 1-4 for attunements has really made me go from struggling to switch attunements, to being able to fly through them and to the skills I want with ease.
Thought I would share for those as uninformed as I was.
Henett: Elementalist of Fort Aspenwood
I think one of the biggest thing is just how the skill’s in a weapon tree play to what they are meant for.
An example, the popular D/D build. Made for up close confrontation of either damage or support. Problem is, to support that, their needs to be something in that skill line to make you survive better during this. Most of the shielding spells, while I think they are all fairly useless anyways, all lie in other weapon skill tree’s.
Look at staff, obviously a ranged support/damage line of skills. Problem is, at the risk of being squishy, it doesnt offer enough damage or ways to mitigate or outright prevent damage, and in a lot of cases, actually makes you more vilnerable (with channeling spells you cannot move during casting) and some spells outright useless in WvW or PvP (spells like lava font, meteor shower, which are the biggest damage spells, are extremely easy to dodge and render useless)
Then you have scepter / focus, which has spells like dragon tooth, and other delayed damage dealing spells, which are extremely easy for any player that is just paying attention to completely dodge.
I’m not as familiar with other classes abilities as I only have enough time to focus on my own class at the moment, but from what I have seen, they have very little, if any, of these issues with their skills being able to be negated so easily.
Also I believe our damage spells should have more effects, and some of our effect spells should deal more damage. Example: Unsteady ground should cause knockdown instead of cripple, making it a way to separate ourselves from a closing enemy. They can either wait for the spell to end, go around the spell, or try and go through it, get knocked down for 2 seconds, then pass through.
Henett: Elementalist of Fort Aspenwood
(edited by Prowl.5097)
Thought it would be good to get 1 thread with a collection of ideas from the elementalist community to make it easy for arenanet to see what we have in mind. I will start it off.
1) Skill changes to staff.
a) Fire
Lava Font – faster cast and a 2s snare effect. Currently with its small radius and distinct graphic, its easy to notice and avoid.
Meteor Shower – Allows movement while casting. Hold down button to channel spell, which will have the area follow your mouse so you can keep it on enemies at the risk of not being able to move
2) We need better synergy between attunements, they should interact more either like combo’s, or by some new and unique means.
3) All shielding spells need a duration increase, some level of damage mitigation, then an effect that goes with that attunement. Make melee ranged spec viable through properly using shielding spells.
That’s all for now, may have more to add later.
Henett: Elementalist of Fort Aspenwood
Synergy could be a great solution. Fire and air, water and electricity, earth and air, whatever other combo’s should kind of feed off each other in a sense. If I use a water spell then use electricity, it should cause additional damage in some sense you would think.
I would just love to see a response from a net saying they are aware there are concerns and they are monitoring the class atleast. Luckily for me I casual player, so by the time I reach 80 there are bound to be changes in place, but I’d still rather see then sooner ratherthan later
Henett: Elementalist of Fort Aspenwood
I can see the fine line with eleven being overpowered and underpowered. If you take eachset of 5 skills and tune them to make them competitive with other classes, then you probably make the combination of those skills overpowered.
Would you trade the above scenario, a buff to make all skills more comparable, in exchange for an increased cooldown time when switching attunements? If so, how much more time.
Henett: Elementalist of Fort Aspenwood
Nope has to be a toaster… did you even pay attention to the video?
Henett: Elementalist of Fort Aspenwood
Question is, how effective is the survivability in WvW or PvP, and can you still stack enough DPS to do decent damage
Henett: Elementalist of Fort Aspenwood
Rofl that’s really funny
+10
Henett: Elementalist of Fort Aspenwood
I think one of the answers is that we need to have an easier time surviving. The different shields available I think should all have some damage absorbant ability, on top of an effect. The times be made longer on them (like 10+ seconds) at the cost of the effect being lessened. Shield for 2-3 seconds just either make the enemy not want to hit you for a few then front load a bunch of damage on you, or the effect doesn’t matter to them and they keep attacking.
Henett: Elementalist of Fort Aspenwood
Thanks for the advice so far. How would I fare building my stats around toughness/vit to make myself less squishy while fighting up close, I’ve always hated the idea of playing for all damage and no survivability, and would rather gonna damage spec with tanky stats… just my style of play.
Also, excuse me for sounding like a noob, but how can I easily find out what combos withwhat and what the resulting effect is and what it does for me? Like I hear people talk about stacks of might but I don’t know how to get them or what they do. I work 50 hours a week and have a 10 month old, and a pregnant with that works full time too, so although I’m very competitive, I don’t have the time to research all of this, that’s what helpful people like you all on the forums are for
Henett: Elementalist of Fort Aspenwood
I personally think we have plenty to swap between already
Henett: Elementalist of Fort Aspenwood
Bump for some help
Henett: Elementalist of Fort Aspenwood
I’m really trying to grasp how to play ele better, but its hard to get into a rythym with my scarce paying time and only being level 30. I have no problem wiping the floor in PVE killing 4 or 5 enemies a level higher than me, but I want to create good habits now for when I play WvW.
So, to get used to attunenent swapping, which I find it hard to actively use 25 skills (5×4 attunements +5 skill slots) so I want to get a sequence going…
Excuse me as I’m going by memory and currently on my cell phone, but ill piece it together as best I can.
Open skill that gives you 5 crits in a row, then in fire do 3->4->2->5. Then water 5->4->3 (5 at end of cycle if my health is looking OK) then earth 3->4->5->2 then air 4->3->2->5. The knockback from 5 will lead me back into fire and the gap closer.
Now ill only use the gap closers if there is a gap to close. Which heal should I use? Also for skills I was thinking fire signet for the critical chance and burning damage incase i gotta chase someone down, the 5 critical skill to use before my fire combo. What other skills should I take, how should I spend trait points and what traits should I bring in as I level.
Is this a solid sequence to use while I learn to situationally attune switch?
Henett: Elementalist of Fort Aspenwood
I really think we only lack a few things that can be fixed pretty easily…
1) Ranged single target DPS that is effective
a) Dragons tooth would be a good skill for this except that its gotta be one of the easiest skills to evade in the game. Make it follow the target, or make it appear and drop immediatly
b)Same goes for Shatter Stone and Ice Spike
2)Ranged Multi-Target DPS that is instant damage
a)Make eruption hit instantly
b)Increase the damage of our utility spells, they don’t need to do primary nuke damage, but they should do more than they currently do
3)Shields need to be more useful
a)Change Frost Aura in the dagger line to freeze enemy causing them to be stunned for 1 second. Slowing them does nothing when you play Double Daggers as you are playing to fight in close combat
b)Fire Shield should deflect a small amount of damage for those 3 seconds, maybe around 20%
c)Ring of Fire and Flame wall should also cripple enemies
Really just needs to be very minor stuff across the board in my opinion. Those are examples of changes… but it doesn’t have to be that. Essentially we need our spells a little harder to just get out of the way of, we need a little better single target DPS, and we need a little better way to either keep enemies away from us, or deflect incoming damage. If minor changes are made across those, then it will improve us a lot I think.
Henett: Elementalist of Fort Aspenwood
I was saying more in terms of what a necromancer is in theory, not what GW 2 made it
Conditions is part of the lore of a necromancer, and support can be lumped into any of those 3, moving conditions from friends to foe’s, leaching health through your dot’s for you and your party, and minions offer a form of CC which is support related.
Henett: Elementalist of Fort Aspenwood
There are 3 defining things that a necromancer should represent in this or any game.
1) Negative conditions (hex’s/curses) on enemies
2)Poisons / Bleeding (DOT)
3)Pets
If you agree with these 3, rate how you think they have done with executing these, why you think that, and what you would change.
I am still forming my opinions from my own gameplay as my necro is not a high level yet, but I would like to see others opinions.
I will say that arena nets goal of givng any class the capability of being a tank, damage dealer, and healer all in one, and being able to choose how much you want to be able to get into any of those 3 is great, and in theory for me atleast they have done a good job, just the execution of it could be a little better.
Henett: Elementalist of Fort Aspenwood
I agree, they should be terrifying.
Also, I would love to see distinct control over them. Like a passive/defensive/aggressive, as well as maybe a way to tell them minimum to all attack the sane target, if not a way to send them to attack individual targets
Henett: Elementalist of Fort Aspenwood
Thanks that answers a lot. Being still fairly new at this onething I’m not familiar with is conditions, and the importance they play in wvw. Is there a good thread anywhere, or somewhere in the wiki, that gives good info on the different conditions, their effects, and skills that swap conditions and such.
Henett: Elementalist of Fort Aspenwood
Bump for some help
Henett: Elementalist of Fort Aspenwood
In just messing around some, I’m finding I like Staff with Dagger/Focus combo. Staff has 1 life steal, Dagger has 1, focus has 1. I’ve been opening with staff and dropping my marks on the enemy, then weapon swap, hit all the close range damage spells, switch to Death Shroud, stay in that form till ive used all my life force, then rinse and repeat. So far I’m able to fight numerous monsters equal level to me that way.
Also, it seems like going 30/30 death and blood is the way to go… maximize health regain, wells, and possibly make pets better (saw one that gave them 50% more health)
Henett: Elementalist of Fort Aspenwood
(edited by Prowl.5097)
Just got a few questions as I am thinking of stopping my elementalist to pick up on my necrosis, which conceptionally is my favorite class.
1) I know pets are far from ideal currently, but just curious if their health and armor scale with the necros stats.
2) what would be the best weapon combo to maximize life leeching and damage to keep the health bar as long as possible, using shroud to get that “2nd life” and coming out of shroud with cooldowns ready to refill the life bar.
3) what traits and trainable skills would Support that the best
4)what equipment stats would be most important to Support that build, I would think maybe more toughness than bit so your heals do more
This is more for WvW group/guild play. I want to try and draw more of the attacks onto myself freeing my guildies up to focus on killing.
Henett: Elementalist of Fort Aspenwood