Showing Posts For Ravidel.8546:
I was wondering about the increased aoe area traitable in the Arcane line. I rarely use arcane skills favoring cantrips. So, I’m on the fence on spending traits here. Does the larger aoe maintain full dmg over an increased area or does it dilute a set amt of dmg over a larger area?
IMO it dilutes. Some will say it “spreads” your dmg out and thus is better, but when we’re talking zerg v. zerg or keep defense, you want that dmg concentrated in a cluster to NUKE it down.
How does it dilute? AOE hits, at maximum, 5 people. How often, for instance, do you actually have 5 people standing inside of staff Fire2, even ikittenerg? How often do you actually get 5 people inside Earth 2?
The only time I’d say that MAYBE it dilutes damage is if everyone is concentrated on one spot, say at a gate. I really can’t think of a single other example for wvw (where the term zerg is applicable). I have no clue about sPvP.
I’m not questioning the Arcana 30 for Staff only, but as the overall choice for build.
Blasting Staff is indeed quite a loss, but I don’t take it exactly because I want my Staff skills to be incredibly strong.
Fire 20 is 200 extra Power, and even if you say that 6 stacks of Might compensate for it, what about having Fire 20 and 6 stacks of Might?I like to see crits of 4k+ with my Meteor Shower and people panicking when hit.
@Raptured
From what I’ve tested, Blasting Staff has no effect whatsoever with Meteor Shower. You can go to the mists, equip a Staff, and pick/unpick the Trait and you’ll see your skill bar changing only for the spells it affects.
Well having Fire 20 AND 6 stacks of might is obviously better than 6 stacks of might. The question is, where are you going to get them from, and how long are they going to last for? With 30 Arcana, 3 stacks of (area) might come from a dodge roll (EA) — they also last 30% longer, as do they other stacks of might you accumulate.
I’m not saying you need Arcana 30 (or any Arcana) or that your build is bad or anything, just that there’s a LOT of benefit from the Arcane trait line that some people miss at first glance. For instance, faster attunement swap means more frequent heals/regen for people around you, not to mention the more frequent might, condition removal, etc. from combo fields.
I appreciate the help Ort but I’ve already been playing D/D ele in SPvP tourneys for weeks now and I do well. It’s not really a concern.
The point is, I’m basically impatient and just trying to steamroll to 80. I know all that stuff works, but I’m looking for something quick n’ easy to get me there with minimal effort, long story short.
So I’ll probably just craft my way up.
Or do the fast-lvling meta events (can do 43-48 VERY fast, for instance, in Hirathi Hinterlands with the centaur meta event), or get your guild to powerlevel you in dungeons.
No offense, but this entire post seems to be based around the fact that you can’t kill 5-6 mobs, at once, which for some reason you assume should be easy.
Gotta hand it to the OP.. I didn’t think this troll would be successful. Shows me never to underestimate the internet.
I go 0/20/0/30/30 and use the might stacks + boon duration to make up for the low power values.
it’s better than going 30/30/x/x/x imo.
0/10/0/30/30 i hope…. ._. (otherwise they are 80 points in traits)
i use the same without crit dmg i also use power runes and i don t get past 7000 <.<P.S. in zergs any characters just implodes unless its stealthed or has Aegis.
Ele relies on healing but they don t have that insane vit/toughness so they are even more weaker to focus by players.
Well crit dmg is in large part where the high numbers come from…
Healing Power is far from a fruitless stat for elementalist.. in fairness, they’re one of the few professions that actually gets worthwhile scaling out of it. It might be fruitless in the near future (next patch?) once our healing ability gets nerfed.
daphoenix, i’m new in the game and im trying to use your build, but i didn’t realized which rune do you use in the knight’s armor… can you (or someone that know it) tell me?
thanks.
Unless he has changed his build recently, he uses 2x Superior monk runes, 2x superior water and 2x major water (or 2x major monk would also work).
The 2-set bonus for monk and water is +% boon duration. Between the 3 different 2-set bonuses, he gets +40% boon duration.
I use to think eles were weak too until a simple realization dawned on me. Eles are AoE gods! So many combo fields! So many projectiles! So many whirls! I have yet to see a target limit on many powers too! If it wasn’t for the low hp and high cast times, they could faceroll entire armies! The only weakness is that those same aoe powers aren’t so useful against single targets because the damage output is the same.
If you ever feel weak just remember that you’re not really meant to take on individuals. You’re meant to take on entire factions.
Umm.. the limit, as with all AoE in the game, is 5.
Umm.. the limit, as with all AoE in the game, is 5.
Hey Sovereign, what’s the song in your Warrior Burst PVP video? (from the first few minutes)
“For some reason, you acknowledge that a thief needs to sacrifice a hell of a lot of offensive power to be like this, but you seem unaware that elementalists do as well.”_
Elementalists sacrifice nowhere near as much offence to be utterly unkillable.
You’re comparing (I assume) a GC thief build to a condition build as the amount of trade-off a thief makes for being unkillable. So you actually don’t mean offence at all, but rather you mean BURST damage. Thieves switch to a completely different type of offence when they go for a survival build; elementalists don’t switch to another source of offense when they go for a bunker build, they completely kill their ability to crit.
You’re one of those people who has played against both bunker (PVT 0/10/0/30/30) builds AND more offensively minded d/d eles and are crying because in your biased mind they have the best of both worlds. Which just simply isn’t true. That or you’re a “wahhh I should be able to kill everything” player who is crying because there’s a class who you can’t actually finish off, even if it requires them to be built in such a way that they can never actually beat you.
“you can build a d/d bunker ele with insane defense that pretty much cannot be killed 1 v. 1”
This is an argument for a nerf by itself.
I await your post calling for Fortified Walls/Gates to be downed based on the same argument.
So, the D/D Elementalist.
They have average offence, insane defence and unparralleled mobility.…
You certainly can disrupt the spell rotation – at which point they can run off and come back for another go at leisure. No other class besides a specialised thief has this luxury, and said thief build sacrifices a hell of a lot of offensive power to do it.
A d/d ele with average offense does not have insane defense. You can build a d/d bunker ele with insane defense that pretty much cannot be killed 1 v. 1, but all they’re really going to be doing is tickling you. For some reason, you acknowledge that a thief needs to sacrifice a hell of a lot of offensive power to be like this, but you seem unaware that elementalists do as well.
The unkillable d/d ele wears PVT armor with clerics jewelry, meaning they have virtually no crit damage (or condition damage, although this is a secondary issue for eles). The unkillable d/d ele has all 3 utilities used up with cantrips, so they have relatively insignificant burst as well. Point is, they’re not hurting you very much. It’s true, all you can do is chase them off… but that’s no different from a thief that doesn’t want to die either.
Good. D/D eles are very overpowered right now. They are practically invincible. They have the best bunker and mobility in the game, makes no sense.
Do you know what else is practically invincible? A fortified wall. Your “point” makes no sense.