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[GUIDE] Strongest Burst In Game

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Posted by: Reveaux.5720

Reveaux.5720

WHEN DO I FULL COMBO BURST A TARGET : Here are some tips of when to burst and when not to burst your target.
Burst your target when…

1) Enemy does not have protection
2) Enemy does not have stability
3) Enemy is not in Death Shroud
4) Enemy is out of position (easier escapes)
5) Enemy is known to be squishy
6) Enemy does not have traits that grant auto sun break or stability when knocked down
7) Enemy isn’t standing in wells
8) Enemy doesn’t have Aegis
9) Enemy isn’t surrounded by his team
10) Enemy is trying to stomp or gank your teammate
11) You do not have weakness on you

The more you play this build the more you will get a feel for who and when you can burst in a fight. This build CANNOT BE USED PROPERLY by those who click their skills or who use the standard keyboard layout of skills with a regular mouse. If the burst is not INSTANT the target will your knockdown and you will be crushed. I recommend using a mouse with buttons located next to the thumb and assigning your utilities to the thumb buttons, making it so you can do the burst combo with both hands, rather than trying to pressing 5 to 6 buttons at once with one hand. Remember, although this combo can be macro’d, if caught you risk the chance of having your account banned, so I advise against it.

BUILD ALTERNATIVES :

1) Outside of arcane blast, the last two utilites are useable at your discretion. I would advise 1 stun break though considering the rise of warriors.
2) Using a staff instead of scepter/dagger can do massive amounts of aoe damage (just don’t do it in a tourney….)
3) Using Fresh Air instead of Tempest Defense in your AIR MAGIC may reduce the damage of your ultimate burst combo, but it provides unmatched sustain damage and burst that is still very high. Plus you don’t have to enter melee range of combat! This works out excellent with a focus offhand weapon.
4) Frost Bow 4 hits VERY FREAKING HARD with this build when it hits.
5) If you feel you cannot avoid taking damage in a match, you can change your runes from Scholar to Divinity.
6) You can do a slightly different burst combo by starting it with Churning Earth instead of Earth Quake. This is more aoe damage oriented, and can do MAAAAAASSIVE aoe damage if used correctly when you lightning flash on a target and change to air attunement mid cast.

ENJOY THE TROLLING!!!!!!

-Pintresting (ps…keep this build alive! bump!)

(edited by Reveaux.5720)

[GUIDE] Strongest Burst In Game

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Posted by: Reveaux.5720

Reveaux.5720

PLAYSTYLE :

HOW TO OPEN ON TARGETS : This build is not meant for 1v1’s!!! If you fail your burst in a 1v1 you are a target until your burst comes off cool down. This build must be utilized at a RANGE with your team until the burst combo is ready to be used. This is to ensure you stay above 90% HP and at 100% endurance for the extra damage. When you roam, wander around in your earth attunement keeping your rock barrier up just in case of possible ganks. When you enter a team fight you have two options.

1) Watch for an opening to use your full burst combo against the target.
2) Do enter target melee range if you cannot escape alive, instead, just attack using your air attunement auto attack, arcane blast, and lightning blast until a target drops. It still does A LOT of damage until you can make an opening.

AFTER YOU FULL BURST COMBO A TARGET : After you insta burst a target, any smart team will immediately focus you. If you have saved ride the lightning you can use this to exit combat quickly back towards your team so they can peel for you. Remember, you can switch to water attunement and use frost aura for 10% less damage and the ability to chill targets attacking you. If that still isn’t enough, you will gain Earth Shield at 50% HP giving you protection and stability. This is the perfect time to use ether renewal while you run back to your team, healing and removing conditions and the chance you will be immobilized. If you still have arcane shield you may also use this to peel for yourself. After you are back with your team, if the situation allows you may exit combat to get back to full hp. If your team still needs additional damage, stay in the fight and use ether renewal until you are back to full hp and continue to dps targets.

HOW TO STOMP A TARGET : When a target drops to downed state, you want to let your bunker go for the stomp considering you are very squishy. After you down the target, switch to fire attunement (if possible) and drop a dragons tooth and throw a phoenix on him for insane aoe damage on the downed target and his team. If you HAVE to stomp the target, pop your arcane shield or blind him with your air attunement 3 when you stomp. Remember, when a target drops there is an instant where the enemy team forgets about you to focus on how they will revive their teammate, be sure to punish them as such.

[GUIDE] Strongest Burst In Game

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Posted by: Reveaux.5720

Reveaux.5720

After viewing the trait allocation, many people will ask, “how could this be the greatest burst build in the game when you have 0 in fire and 25 in earth!?!?!?!?!?!?!” Simple. This allocation uses damage modifiers in the talent tree to its fullest. For example….

Full HP : = 20% Damage
Air attunement = +10% Damage
Full Stamina = +10% Damage
Within 600 Meters of Target = +10% Damage
Target Knocked Down or Stunned = +20% Damage
Target Below 33% HP = +20% Damage
(optional) Sigil of Superior Force = +5% Damage

If each of these conditions are met (which is rare) the elementalist will gain a whopping 95% DAMAGE INCREASE against the target!!!! That’s almost double damage! However, most of these conditions are very demanding to meet, and require a very specific type of playstyle. For example, Scepter is chosen because it has the highest burst of all elementalist weapons and is useable at a range of up to 900 meters. Dagger is chosen because it combos best with scepter for maximum burst.

THE BURST COMBO : This combo brings out the maximum burst potential for this build and as such is the STRONGEST BURST COMBO IN THE GAME. If used against the right targets, you can insta kill it in under a second.

Rock Barrier (optional) (Earth 2) → Earthquake (Earth 4)→ Lightning Flash (utility) → F3 (Air Attunement → Lightning Strike (Air 2) → Arcane Blast (utility) → (optional) Ride the Lightning (Air 4)

To do this correctly you press Earthquake and lightning flash onto your target while you are in midair. As soon as your target is knocked down, you press Air attunement then arcane blast and lightning bolt at the same time. Your sigil of Superior Air should also proc during this combo if it is off internal cooldown. You may also throw your rock barrier before you open with your burst for extra damage. If your target is almost dead you may also use your ride the lightning to finish off your opponent, as this skill does a decent amount of damage in itself. If done correctly, you will have executed up to 8 DIFFERENT ATTACKS on the target in under a second, making most targets dead at this point; However, if your target survives you may updraft the target and go into your fire attunement and throw a dragons tooth and a phoenix at your target to finish him off. Remember, when you get in melee range, knock down your target, and switch to air attunement you get an extra 40% damage. You also receive 30% more damage from being full hp and endurance, which is why it’s important to not try and 1v1 or take damage in a team fight.

[GUIDE] Strongest Burst In Game

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Posted by: Reveaux.5720

Reveaux.5720

THE SUPER SAIYAN BUILD. THE STRONGEST BURST BUILD IN THE GAME.

The Build:
http://gw2skills.net/editor/?fEAQJArYhEmIbzxzgjEAkCoMZESHiHW4gEVBA-TsAg0CnI4SxljLDXSuscNo4QxsAA

Video: GW2 – How to Destroy a Heavy Golum in 1 Second
(for idiots who think this is anything but a glass cannon troll build)

Hello, my name is Pintresting and im going to finally share my Super Saiyan burst ele build publicly on the forums. Normally most people assume that the 30/30/0/10/0 ele build is the strongest ele build damage-wise in the game. The truth is…this is wrong. There is another build capable of A LOT more damage. So much so that this build has the highest burst of any profession/build in the game.

I have been running (trolling) with this build for months in hopes that A-net would buff this build accidentally and make it overpowered. Seeing as ele will probably not be buffed for a few more months, im basically saying “screw it” and posting it for other people to enjoy.

That being said, the meta(what is considered to be the best) is so jacked up and so crazy that ele really hasn’t been usable in top tier pvp play for quite some time. I am not advertising this build to be some secret meta build because it is not with the current state of PvP. However, this build is fun to play and can be the ULTIMATE DAMAGE TROLL BUILD when used correctly. It is also probably the only build that if combo’ed correctly can destroy the new large golem in the HOTM in under a second. Enjoy!

THE BUILD:
0/30/25/10/5
AIR MAGIC: Bolt to the Heart (XI) / Air Training (X) / Tempest Defense (XI)
EARTH MAGIC: Earth’s Embrace (III) / Stone Splinters (VI)
WATER MAGIC: Vital Striking (VI)
Weapons : Scepter/Dagger
Amulet : PVP Berserker’s Amulet/Berserker’s Jewel
Runes : PVP Superior Rune of the Scholar (x6)
Sigil : Sigil of Superior Air (x1) / Sigil of Superior Accuracy (x1) OR Sigil of Superior Force (x1)
Utilities : Ether Renewal / Arcane Blast / Lightning Flash / Arcane Shield
Elite Utility : (Anything but fiery greatsword……)

(edited by Reveaux.5720)

Countless Thought's On Pax Tourne

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Posted by: Reveaux.5720

Reveaux.5720

WOW SOMEONE GETS IT! The Q and A was a complete joke in reguards to sPVP. A-net discusses talking about not adding new game types for PVP because they dont wanna take away from the game. But heres the thing…… THAT MEANS YOU ONLY HAVE ONE SPVP GAMETYPE SO YOU SHOULD BE ABLE TO PUT TIME INTO IT TO ACTUALLY MAKE IT GOOD! Instead, SPVP is COMPLETELY forgotten about, making new gametypes completely out of the question because we cant even get the only one we have BALANCED AND FUN!

-Pintresting

A tPvP Necro's Thoughts on Death Shroud 5

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Posted by: Reveaux.5720

Reveaux.5720

I would quit all my classes and play necro. I would also create a new meta of 5 necros who spam death shroud 5 to summon 5 theives. Ultimately this will create a 10v5 with an army of necros and theives!!!

Ele, mes, thief .. OP in tPvP.. Here's why

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Posted by: Reveaux.5720

Reveaux.5720

The funny thing is, I know who your talking about LOL

Rank 1 Player is inactive.

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Posted by: Reveaux.5720

Reveaux.5720

NEW META – Get to top 50 on the leaderboards, afk for a month and BOOM!!!! Your now rank 1!!! GG!

Top pvp server NA

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Posted by: Reveaux.5720

Reveaux.5720

Anvil rock for structured ATM, player base for structured is relatively small ATM though so I wouldn’t be surprised if it changes as a result of more people playing structured and after free transfers end.

Countless - The Closest Game Ever Played -

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Posted by: Reveaux.5720

Reveaux.5720

I think the only reason they won is because they all used pink dye. Well played!

Help with S/D Bunkering

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Posted by: Reveaux.5720

Reveaux.5720

My advice would be go shamans amulet if you are focusing on a pure survival build. Shamans amulet will do less damage, however your survivability with it is much higher than clerics. Your jewel however you can use something different like knights jewel or valkyrie jewel.
Clerics amulet has an absurd amount of healing, and we dont really need all of the healing with a lower health pool. Clerics is better if you want to do damage as a bunker.
Utilities i recommend mist form and cleansing fire for sure. Mist is a guarenteed get out of jail free and cleansing fire is great for removing immobilized accompanied with other garbage conditions. I personally would choose blink over armor of earth if i am by myself because you can cast two blinks over 1 armor of earth. Also, blink can save you from immobilizes and mesmer/theif/warrior instagibs…..armor of earth will only delay the inevitable.

Some random tips for bunkering
1. Keeping enemy close point nuetrelized at game start is a common tactic for ele bunkers.
2. Dont forget, phoenix can remove conditions as well if your caught in a fix!
3. Signet of restoration is a MUST as a bunker. Other healing skills require you to channel which leaves a chance of interrupt or you interrupt yourself because you have to dodge.
4. Always keep Rock Barrier up.
5. Save updraft when fighting mesmers, if they immobilize you and shatter you and you can move, use updraft to evade some of the shatters. The mesmer will break the stun anyway so might as well use it to evade.
6. NEVER CHURN EARTH WHEN BEING FOCUSED! (nough said)
7. If you go against a mesmer/theif + any other damage class, you need to run off point the second you are out of cooldowns unless you KNOW the players are bad. You cannot survive against such heavy burst classes with no cd’s so just ride the lightning away. YOU WILL LOSE THE POINT IF THEY ARE SEMI-DECENT. Best to lose point and not give 5 free points.
8. Never stay in Earth or Water stance more than you have to. Switch in, blow your cool downs, and switch out. You want to be able to switch to earth as much as possible for the protection (burst theives watch for when your protection drops to backstab) and you want the water available for the two condition removals, regen, cleansing wave dodge, and small heal. The longer you stay in these attunements the more you risk them not being available when you need them
9. Runes of Forge are actually making a comeback since prot duration was nerfed on earth runes. at 50% you get 15 seconds of protection (30% boon increase and 20% prot increase) and another 10 from the earthshield trait giving you 25 seconds of protection at 50% health, thats ALOT! The goal is to try and keep as close to having protection up 100% of the time (theoretically it will only be up about 85% of the time).
10. With this build you have access to perma-vigor via your phoenix and your cantrips so remember to dodge
11. Dont be afraid to let them neutrilize the point. Feel free to LoS if there are multiple targets and run back and forth on the point keeping it neutral as much as possible especially if you are fighting multiple targets. If you lose the point however, ride the lightning away because at that point you are wasting your time.

-Pintresting <3

(edited by Reveaux.5720)

[Guide] Mastering S/D in t/sPVP (OUTDATED)

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Posted by: Reveaux.5720

Reveaux.5720

-Dear Boozer (aside from the trolling…)

FIRST
Yes, Signet of Restoration is the only good signet for PVP (NOT WVW). The passive effects of all other signets do not help your damage as much as arcane skills or your increases defenses as a cantrip would.

SECOND
CONJURE WEAPONS SUCK IN PVP OUTSIDE OF SOME RARE ICE BOW USES (like off the wall AOE builds using staff) I do not even have to go into detail about why this is true! To further prove my point, look around……NOONE USES THEM IN PVP FOR A REASON.

THIRD
The boon duration and attunement rechargement rate from the full 30 in Arcana takes precedence OVER EVERYTHING ELSE YOU CAN PICK WITH S/D OR D/D. Your goal kitten D or D/D is not to put all your damage into 1 attunement, its to have the ability to use all of your attunements cool downs back to back. Doing this also keeps your boons up on yourself and on your team. Also, if you need to get back to another attunement quickly (like to water to heal) you dont have to wait the full time because of a slow recharge rate!

FOURTH
Grounded really isnt worth it bro. You sacrifice too much survivability for too little burst. Dragons tooth CANNOT LAND and be used and benefit from this trait unless DT is cast first and then the target is knocked down, by this time the target will more than likely be out of the radius of the DT.

To put all your eggs into one big burst and leave no room to survive is WORTHLESS as an ele. Even if you kill someone, you will be so weak and squishy that you will be a target quickly. A dead elementalist does no damage!

FIFTH
Considering how un- viable the fire tree is, if you sacrifice anything to put into fire magic then you are waisting talent points (yes i said it!). Fire magic IS NOT GOOD for S/D or D/D at the moment compared to other presented builds in sPvP or tPvP (as we are not discussion WvW). This is true no matter if you are a bunker OR a sustained damage build. You are either sacrificing something KEY to survival or you are taking away damage thinking the power is going to increase your dps.

FINALLY
Yes i can understand why someone would want to increase their power and precision; however, There are two BIG reasons to consider when you take out of water and put into air.

1. To go beyond 15 in air would take away from 25 in water which grants a 2% damage increase to overall damage. This allows you to share your burst in your fire AND your air attunements! This makes a more viable choice than the full 20 in air for the 10% damage increase to JUST air attunement. With EVERY boon you have the chance to gain an additional 18% damage (9 boons)! Although realistically in a team fight you are looking between 4-6 boons at a given time.

2) YOU HAVE LOW HP! By taking 10 away from water you are taking 1000 hp away from our health pool. By not choosing an amulet with high vitality we are already drawing a target on our heads for thieves. This is all the more reason to get extra hit points to avoid going from 100% hp to 0% in under 2 seconds by a thief.

You can sacrifice the 30 in water for the extra 5% crit damage and 2% crit strike(which for the record…. 2% increases your crit chance by 1 for every 50 hits) in air by puting 15 in air and only 25 in water. This sacrifices extra boon removal (aproximately 5-6 boons a minute minimum discluding teammates coming receiving soothing mists) for an extra attack on air attunement.

I am not perfect in my reasoning, but i believe i do have a rock to stand on with many of my points. That being said…..STOP YO TROLLIN’!

-Pintresting

Any viable s/d build out there

in Elementalist

Posted by: Reveaux.5720

Reveaux.5720

Just read this and win

Engineer vs Elementalist?

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Posted by: Reveaux.5720

Reveaux.5720

I like to think of it this way.

Elementalists can choose between multiple builds which give them access to any role.
Engineers have access to multiple roles for one build.
(hope this makes sense)
Both are still versatile but in different ways.

Vapor Form and PvP Death Breakdown

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Posted by: Reveaux.5720

Reveaux.5720

Check your combat log, it will tell you who used what skills.

[Guide] Mastering S/D in t/sPVP (OUTDATED)

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Posted by: Reveaux.5720

Reveaux.5720

You say s/d can be defensive due to giving you vigor (yet you don’t take vigor on crit trait from arcana). I’m curious, how are you landing Phoenix reliably on good players for burst/survival?

You may be able to time the earth immobilize well enough for the DT to land, but Phoenix would require you to pretty much be point blank range for the slowass projectile to connect.

You can land Cone of Cold because you use Freezing Burst first and can use CoC at longer than melee range. Cone of Cold has a very tiny fraction of the cooldown trident has.

Most importantly, how do you deal with Shadow Refuge on s/d? You have no non-targeted aoe besides phoenix and arcane wave, and phoenix will even take long enough for the thief to already have stacked stealth.

I’m also surprised you don’t consider Ether Renewal Viable. If you can gain stability, it’s your shortest cd burst heal with amazing condition removal. It can be interrupted, but so can signet of removal, and at the current state of the game where people can hit you for well over 6k damage burst, I don’t see signet of restoration saving you without using the big cast heal.

All very good questions i feel i can address without a problem. First, phoenix only gives you around 7 seconds vigor every twenty seconds, not amazing but better than no vigor especially when u can get it from the weapon set. Also, and you are right about phoenix, generally it is a harder skill to land when cast at a distance. This build is useable at both a close range and long range, however, close range is your best bet because of your dagger skills! At close range as well you can throw your phoenix right at the ground in front of you ensuring the target wont dodge because he can see it or you can predict his dodge and throw it if your close enough. As for the arguement “what if he dodges it” so what? Any skill you cast can be dodged! the phoenix doesnt give you benefits other than damage and blast finisher on explosion, it gives you vigor when it returns to you. I can guarantee much more successful casts when you engage targets in their face. Also, crit vigor from the arcana trait is not viable for this build because it is not a survival build with some burst, it is the opposite, your focus is burst and sustained damage but you also have survivability!

In reguards to cone of cold, did you know that casting 2 cone of colds is still more healing than water trident? it also takes 4.5 seconds of cast time to get the .5 second healing that water trident gives! 4.5 seconds is a long time to be interupted by enemies or yourself! that’s 4.5 seconds you are channeling a skill that if you need to dodge or cast another skill you have to stop the channel.

Finally, Ether Renewal is the best heal for an ele if he didn’t have to worry about enemies. The same rules apply as cone of cold, the channel is too long and during that time you cannot dodge or cast any other skills which makes you a meat shield while you cast! Also its to easy to be uninterrupted once spotted. You can gain stability for a successful heal but that’s just not available every time your going to heal!

However, lets do the math….
In my dps spec either renewal heals for 5416 every 15 seconds. Signet of Restoration heals for 236 lets say….for every .75 seconds because that is usually our longer cast time via our auto attacks. At 18.5 seconds of healing (because at the second you cast ether renewal you have to wait 3.5 seconds before the 15 sec cd even starts) you gain 5722 healing just at a .75 second cast time average discluding our multiple instacasts (attunement swaps, air skills, arcane skills)! Thats all healing done without ever having to stop to cast a heal!

Finally, for thieves using shadow refuge run RIGHT in the middle of the shadow refuge. If possible use a ring of fire, phoenix, arcane blast, and an earthquake if you can. Odds are if he pops shadow refuge hes already hurting with low hp and a successful chain of aoe skills may finish him off so if you think you killed him stay in the area and make sure he doesnt revive from downed while invisible. You can also try to knock him out using an updraft if a handful of people were stealthed. If you feel you have not done enough damage to kill him then make sure you switch to earth attunement for the protection and refresh your rock barrier! Embrace yourself for another attack!

-Pintresting

(edited by Reveaux.5720)

Water Trident, Shatterstone need fix!

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Posted by: Reveaux.5720

Reveaux.5720

uhhh dude….water trident is probably the best heal an ele has via weapon sets.

2 cone of colds will still do less heals than water trident, and with cone of cold needing to be channeled to cast makes its very easy to interrupt not only by your enemy but by yourself if you need to dodge or cast another skill! When you channel as well you take away from your healing that you could be getting from your signet of restoration because you are channeling one long skill when you could cast water trident and about 4-5 other skills in the time it takes to cast 1 cone of cold!

Ice shards is ok, people always dis the auto attacks here and there on weapon sets but in all honesty what good ele spends his time autoattacking in one attunement and not stance dancing to others for the cooldown casts?

Shatterstone i believe is a very awful skill atm. The 2 second cast time with very low damage make it completely inviable in pvp atm; however, if something were to be done that made the stone a water or ice field upon completion of cast then i believe it would be a MUCH more viable skill to dps and bunker based builds.

-Pintresting

[Guide] Mastering S/D in t/sPVP (OUTDATED)

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Reveaux.5720

Argh I can’t decide whether D/D or S/D is the way to go. I like the bunkeriness of D/D ele, and haven’t played much S/D honestly. Is S/D truly better for bunker builds? It seems like in high level play it might be too hard to hit with fire spells. Just thinking about it, I’ve got some more comparisons to add.

D/D
-Autoattacks hit faster, procc’ing heals more if you use sigil.
-Fire auto is multihit, and out damages any other auto, far as I know
-D/D is more power, where scepter is more condition, seems to me.
-Affected more by hitboxes/can hit multiple enemies with most autos. Except earth.

S/D is your better choice for bunker atm (taking prejudice asside). Like i stated up in the guide, S/D has more defensive options than arguably any other weapon set. The extra 250 toughness, vigor, extra condition removal (phoenix), blinds, and a better heal from scepter are more defensive than the dagger skills (except shocking aura which can be countered easily by ranged attacks or stability).

Because you are not D/D you are also not gunna be aura share (of which if your not an aura share d/d someone might think your brain is broken unless you found a secret new meta) which gives you access to giving you the earth shield at 50% proc from the Earth Magic Tree (III) and the extra condi removal from the Water Magic Tree (XI). The condi removal also stacks great with your cantrips build (Water Magic III).

Another reason it is considered to be better is because the extra condi removal is very usefully against immobilize and condition based teams (although eventually with heavy immobilize teams you will need to run or die from running out of condi removing cooldowns).

Before evasive arcana blast finishers were nerfed the best bunker ele was a toss up between staff and s/d. Now with the blast finishers removed from 3/4 attunement dodges many people consider s/d to be your best choice for bunker (not saying you cant be good at staff bunkering but that is how it is generally viewed).

If you agree or disagree or have a better solution feel free to let me know below!

-Pintresting

[Guide] Mastering S/D in t/sPVP (OUTDATED)

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Posted by: Reveaux.5720

Reveaux.5720

How would you compare your builds to this? http://gw2skills.net/editor/?fEEQJArYhImOblR5gjDAEFmoiQRFOUeEzM1A;ToAA0CnoqxUjoGbXuakdNsYGB this is phantaram’s build (I don’t think he plays anymore but I used to use it about a month ago) and he used to own everything with it.

Edit: for some reason it says bad link, just copy and paste it into your URL bar to see it or here’s his twitch channel http://www.twitch.tv/phantaram and scroll down to his “Elementalist Build Scepter/Dagger Valkyries Amulet”

Well lets compare gains versus losses.
Losses from my build. (using 6 divinity runes)
- 100 vitality (-120 total)
- 75 healing (- 95 total)
- 20 all stats
- 2% dmg per boon
- 20% dmg when target under 33%
- Signet of Restoration
- Arcane Blast ( which you can cast about 4 in the time it takes to cast one arcane shield, also takes away from elemental surge)
- 10% damage when over 90% hp
- Superior Sigil of Battle
- Superior Sigil of Bloodlust
- Condi removal when granting regeneration to self or team

+ Glyph of Elemental Harmony
+ 20% Glyph Recharge
+ 15% boon duration
+ 80 precision ( slightly less than 4% crit)
+ 6% crit damage
+ Stop drop and roll (removes chill and burn on dodge)
+ lightning strike on air attunement (about 550 base with setup)
+ Arcane Shield
+ 10% damage in lightning
+ Sigil of Superior Fire
+ Sigil of Minor Accuracy

This is a tricky situation when comparing builds that are very similar in nature. Obviously he picked each individual trait and piece for his own reasons and i could completely overlook his reasoning in my analysis. Bear with me as i compare the builds.

I personally think he is trying to compensate for the low crit a little with the 20 in air over 10 and for the weapon sigils. His build also has more crit damage to go with his extra crit, however he has much less overall power compared to my build.

The heal i can understand with the lowered glyph cd. More than likely i feel he does this for the extra protection which is understandable. I feel this heal is too unreliable however because it can be interrupted, you dont benefit as much when your not casting in earth, and you need the glyph trait to make the cd viable.

I also feel the extra 15% boon duration (about extra .75 seconds per 5 seconds of buff) is not as nice as the sustained 20 to all stats and +4% crit damage. The sustained damage is viewed by many to be more viable than slightly longer boons.

He also sacrifices 2% dmg per boon,500 hp, and 50 healing for for 10% air damage, slightly over 2% crit, and 5% crit damage. I think he made this move with the intention of spending much of his time in air attunement, that is the only reason i can find this move reasonable.

The next thing is the dodge roll removing burn and chill. This can be amazing in some fights (for example fighting against other eles to counter frost aura) or a counter for frost trap hunter. I would prefer the condi removal on regen for the extra condi removal for a change to remove immobilizes which is frequently used by many of the best teams in tpvp. Neither can really be proven to be more viable because both are situation based.

The sigil of fire is great for fights where the enemies are in close quarters with each other, great for small node fights but weaker in large nodes. Sigil of Battle provides more sustained damage against enemy players.

The last big thing with this build is his choice to use arcane shield. This concerns me because i have seen a few builds emerging (particulary from EU) with eles using the arcane shield. I have not been able to understand why eles have been using this over arcane blast or another cantrip but i am interested to find out. I can see this skill being useful against theif insta-gib, helping stomps, and helping reviving. For a damage build arcane blast i felt was always a better choice because not only do you get to put out about 4 times the damage in a minute but you get 4 times the benefit from elemental surge. Arcane blast can also act as a “knockback breaker” if used properly when you are knocked into the air before you hit the ground. If someone has more knowledge on the subject of this utility i would love to know.

This is my personal opinion on the matter, i feel my build is more viable for the reasons listed. I also put the disclaimer that i did not make his build and i am only ASSUMING as to why he chose to do what he did.

It would make an kitten of me to assume i know everything about a build i never even made. I am not Phantaram nor have i watched his stream, but i would LOVE if someone could explain his logic to me. Anything new i could learn would make me a better player and hopefully anyone reading!

That being said I hope you found some of this reply to be knowledgeable, feel free to voice your opinion below!

-Pintresting

(edited by Reveaux.5720)

[Guide] Mastering S/D in t/sPVP (OUTDATED)

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CHAPTER IV – SCEPTER/DAGGER DPS BUILD
This build is an offshoot of the aurashare build for d\d (made popular by Qt Vain). It is modified for scepter/dagger and I found it works out quite fantastic!

0/10/0/30/30

AIR MAGIC: VI
WATER MAGIC: V VI XI
ARCANA: I V XII

AMULET: Valkyries Amulet/Berserker Jewel
RUNES: Runes of Divinity or Runes of Scholar
SIGILS: Sigil of Superior Battle and Sigil of Superior Bloodlust

Here you say to go with Valkyries amulet; if this were wvw focused, would you still wear that same gear?

Can you go over why you chose Valkyries set over, say, Knights?
Basically I’m looking for some insight as to why you chose those particular stats. The critical dmg stat doesn’t seem particularly useful for a build with lower precision. Would you consider taking a higher toughness rating over vitality? (again thinking speficically of knights)

Thats actually a very good question. Considering we constantly stance dance, our main cd’s will be cast within the two seconds of changing attunements giving us the benefits of the fury. This gives us 32-35% critical. The healing from the amulet is good as well, its just enough to get us back to full hp if we need it, not too much, not too little.
With knights amulet you get the power, prec, and vitality. You get more vitality than anything else compared to Valk amulet where you get power over everything else. The vitality is good but its not worth it to sacrifice the heals, extra power, and 5% crit damage. Eles are one of the few professions that benefit from the healing stat (in a way that actually makes it useful you use). Its a great thing to have when your constantly having heals out on your team.

If you feel your not doing enough crit for the crit dmg then equip a sigil of minor accuracy over your bloodlust. The toughness and healing are there so you can survive being focused for a few seconds and not get insta-killed.

Carrion vs Rabid - Condition Elementarist

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Hi everyone,

I have a question about the best equip setup for my condition elementarist that will mostly be used for dungeons/PvE solo. The build i was thinking to use is this (copy and paste if it doenst work):

http://en.gw2skills.net/editor/?fEAQJArdhMmYbvx2gjDAhHGIACjHgoBJiCPA;ToAAzCpoay0koJbTumkNNIYWB

The gameplay is:
- Stay in earth 90% of the time
- Use all signets on CD so i can proc Fire Embrace (fiery aura) and keep swift/fury 100% uptime
- Signet of Fire to deal large fire damage to a mob with almost 100% uptime (counting Burning Fire)
- Superior Rune of Undead to maximize condition damage. I prefer cond damage over duration because of the stack limit problems. More damage is better in my opinion.
- Rabid equips with Superior Sigil of Earth to proc more bleeds and burning (Burning Precision) and streangh my condition damage with the 6 undead rune bonus.

My question is:

[b]1. Is this a good setup?

2. How is a condition elementalist compared to a condition necro?[/b]

Thanks in advance!

I’m sorry but I just don’t see this working that well. Elementalists really aren’t the best at conditions. Conditions are really sort of an added bonus rather than our main source of damage. Your main problem is the bolded part above. This will severely limit you by reducing your boons, survivability, and overall damage output.

Agreed, your better off with one of the Guides here on the forums. Elementalists arent the greatest for pure condition. The conditions compliment power specs but not vice versa!

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Maybe he combined the signet with a massive amount of healing power, and maybe a dolyak signet added to that.

With the proper setup, he could basically get 4 types of ‘permanent regeneration’. They would be normal regeneration, the passive from the signet, the passive from water attunement (which can be made permanent with the arcana major trait) and the passive regeneration from the dolyak’s rune.

Combine that with toughness…

What Arcana trait makes the regen from water passive trait permanent? Im missing
something.

Lingering Elements (15 in Arcana) – Soothing mists reprocs up to 10 seconds every three seconds you are in water. With this trait it will continue to reproc to 10 seconds of healing up to 5 seconds after you leave water attunement. Usually by the time water attunement is available again soothing mists will be about to run out so you can switch back to water for 10 seconds again. Thus….perma soothing mists if you constantly switch to water when available.

Looking for Abzu

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If he is running as an ele bunker then more than likely he has a setup like or similar to that in this guide. This build gives the ele 2400 toughness and the ability to heal back from almost anything :/

Guide – Mastering the Scepter/Dagger in PVP

[Guide] Mastering S/D in t/sPVP (OUTDATED)

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Nice guide. My only question, many times you claim s/d as the “best” defense build for us. However, isn’t s/f truly the best defense combo? Anyways, keep up the good job and thanks for your hard work.

I would have to disagree that Scepter/Focus is not the best defense, it is very tricky because in earth you are given the 4 second immunity, condi removal, and projectile nulification. However, with the scepter/dagger you receive 2 knockdowns, ride the lightning ( sometimes the best defense is the ability to run from a fight), and frost aura which is probably one of the strongest defense abilities an elementalist can use.

S/F is the best defense versus a ranged opponant;however, in terms of all around defense S/D is your best bet.

(edited by Reveaux.5720)

Elementalists suck??

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Eles dont suck! try one of these two guides if you find your having problems finding something that works

Guide – Mastering the Scepter/Dagger in PVP
Guide – Mastering the D/D ele 12/20/12

SPvP Build? Been offline for a while

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Check out this link for a couple builds, and btw your link is bad
S/D Guide to PVP

[Guide] Mastering S/D in t/sPVP (OUTDATED)

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Good read.
I go 0 0 20 20 30. Bunker build. All boon dur. runes. Sigil of battle and bloodlust. All cleric armor. Reason for 20 earth is for master trait that damage and cripple combined with dodge blast from EA you can really slow someone down to let you land your slow hitting spells.

The only reason i stick with the full 30 in water is the 100 healing and vitality. I also find the condition removal to assist in your survivability much more than the three second cripple and major trait when going 20 into earth. Especially when running a cantrip build you have access to so much extra condition removal as a bunker and the 100 vitality is really needed because the build is already a low hp build.

[Guide] Mastering S/D in t/sPVP (OUTDATED)

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If u ever get caught by a group that is larger than what u can handle then do not be afraid to ride the lightning away at the start or if they jump u don’t be afraid to pop mist form and run away. Popping mist when your jumped as well also gives you a couple seconds to assess the situation to determine if u should run or if you need to go earth attunement while misted to prepare your defenses for a fight.

With experience u should be able to spot what u can and can’t handle with ur team and with experience ull be able to identify in the middle of a fight if your team is about to lose a fight and u need to leave.

You will always be able to see your enemy coming if u are observant, even thieves can be spotted if u just stop to look around, thieves aren’t always stealthed!

Being ganked by a group of people could happen to any profession or build in spvp. Your counters to this are your mist form and your amazing ability to run away with ride the lightning! Don’t feel bad to run! You do your team a favor and save the enemy five free points! If u find your mist form is mostly on cd because of stomps and you can’t use it to run, then dont stomp with your mist and let other people stomp till you can spot a dangerous situation early and u don’t need mist to run away.
I hoped this helped a little bit

[Guide] Mastering S/D in t/sPVP (OUTDATED)

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CHAPTER V – SCEPTER/DAGGER AND YOU! (MAKING YOUR OWN BUILD)

Too many bad guides have been put out misleading players about what builds they should be playing and how to play it. This guide was made as a way to introduce a new way of playing ele and explaining the ins and outs of my reasoning. Even if you have no desire to play S/D there is a lot of information In here that hopefully could make you a better ele!

There are some key things to be noted when you make a S/D ele and decide to make your own build.
1) Arcane utilities – generally help increase your overall damage/burst
2) Cantrips – generally helps defensively
3) Signets – besides restoration are currently not viable in pvp for eles.
4) Conjure Weapons – Currently not viable in pvp, however, some eles have been successful in creating builds with Earth Shield and Frost bow. I would not advise using unless you absolutely know what you are doing!
5) Not going a full 30 into Arcana not only risks survivability but damage as well! At this point in time 30 in this tree is required no matter what your build or weapon set. Fast attunement swaps is the most important thing for a versatile ele!
6) Going deep into your Water Magic tree gives not only damage but good survivability as well, 2% for each boon at 25 in the tree really goes a long way and going the full 30 gives great survivability!
7) Going into fire or all the way into air for Grounded (XII in Air Magic) is overrated. Going into fire tree or really far into air will take away from survivability and your damage. Fire is just not worth it at all at the moment and grounded is too far into the air tree to make it good to use.
8) Having troubles with dying? – Elemental Surge (Arcana XII) – Can be substituted for Evasive Arcana for increased survivability! This also works great with Sigil of Superior Energy (50% endurance restored every weapon swap, CD: 9 seconds)

These builds aren’t guaranteed to be amazing for your playstyle or for your team’s composition in tourneys, but it lays an excellent framework for the player to determine how he will play his ele or if the player finds that a S/D build is only good for sPvP. One thing I can promise is a very rewarding skill cap when you become proficient with these builds (especially the bunker build).

Hopefully this guide will evolve over time and I can fix the loose ends and even create a video to show tips and tactics for these builds. If there is any flaws in this guide feel free to let me know and I hope you all learned something!

-Pintresting

(edited by Reveaux.5720)

[Guide] Mastering S/D in t/sPVP (OUTDATED)

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Your target will not dodge every dragons tooth in a group fight when fighting on point. Sometimes dragons tooth is good to cast just to get your target to dodge and use endurance or to waist a cd for fear of annihilation if stunned. Many times though in a group fight your target won’t even see the dragons tooth unless the player is very good (of which he still has to move out of the way which works in your favor because you are making him dodge more). Most people don’t have time to watch for it or think it does so much damage that its worth using a cool down to avoid!

STACK YOUR MIGHT! You have A LOT of blast finishers so make sure you are in your fire field every time you use one, this tactic used in conjunction with the sigil of superior battle will give you a lot of might if you utilize your combos properly!
Your target can’t dodge your burst too well on point! You should do massive damage to those who are point defenders for the shear fact that they can’t always dodge or move off point!

Know when to run! You have a lot of toughness to survive a little of incoming damage and fight head on off you have to, but your best bet is to run away and heal up and come back into the fight! Ride the lightning is an amazing tool to exit a losing battle so use it! Also remember that you can pop mist if you get jumped by a thief and then ride the lightning away! Even switching to earth attunement is a cooldown in itself because it gives you over 6 seconds of protection!

Chill is probably your strongest tool! If you ever come across a class who just constantly seems to tear you apart try to chill them! Chill makes the strongest of players look like kittens! Don’t be afraid to cast that Frost Aura or use your arcane skills while in Water Attunement.

Updraft works well with arcane blast! If you use updraft followed by arcane draft there is a chance your arcane blast can hit your target twice! This means twice the damage and twice the condition duration! Seeing as it is useless to immobilize your target while he’s knocked down or double blind him your best bet is switching immediately to fire or water attunement after updraft and casting arcane blast for double chill or burn.

OPENING ROTATION: You will start in air attunement and open with updraft if possible, more than likely your target will freak out after seeing a dragons tooth heading his way and pop a cd. This is your chance to lay on some burst using your phoenix and fire field, remember your combos! If you fail to land the updraft at the start it would be wise to go to earth attunement instead of fire and give yourself rock barrier and prepare for a fight. Also remember to change attunements frequently and make use of your chills and immobilizes!

(edited by Reveaux.5720)

[Guide] Mastering S/D in t/sPVP (OUTDATED)

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CHAPTER IV – SCEPTER/DAGGER DPS BUILD
This build is an offshoot of the aurashare build for d\d (made popular by Qt Vain). It is modified for scepter/dagger and I found it works out quite fantastic!

0/10/0/30/30

AIR MAGIC: VI
WATER MAGIC: V VI XI
ARCANA: I V XII

AMULET: Valkyries Amulet/Berserker Jewel
RUNES: Runes of Divinity or Runes of Scholar
SIGILS: Sigil of Superior Battle and Sigil of Superior Bloodlust
UTILITIES: Signet of Restoration, Arcane Blast, Arcane Wave, Mist Form
ELITE UTILITY: Glyph of Elementals

CHAPTER V – SCEPTER/DAGGER DPS BUILD…METHOD TO THE MADNESS

AIR MAGIC: Gives the increased precision and critical damage from putting 10 points into the tree as well as 20% increased damage to the targets with less that 33% hp!

WATER MAGIC: This setup is similar to the bunker setup for the survivability. The increased damage above 90% comes in handy because many players don’t realize that you have extra damage when you are at 90% or higher and wont attack you unless you are the focused target. The condition removal comes in handy against stacking condition builds to give you a little more diversity and able to handle many situations. If preferred, XI can be swapped for XII for the sharing frost aura with your team. Even without giving your team the buffs from aurashare or the ability to share Shocking Aura, using XII can still be viable because frost aura is so powerful when shared among your team because it affects attacking enemies no matter what the range (compared to close range shocking aura)! The 2% additional damage for each buff is also a plus and works fantastic with the V from Arcana tree!

ARCANA: The reduced cool down on your arcana skills is invaluable when running two arcane abilities. The V (Elemental Attunement) is a must no matter what build you run because it is foolish to give up free buffs. Finally XII (Elemental Surge) turned out to be a real diamond in the rough for me. You can give even more chill on your targets ultimately helping you and your team’s survivability. You can also choose to use them to apply burns to targets who insist on playing in stealth. The blind is use full to assist in stomping to ensure you don’t get interrupted. The immobilize works FANTASTIC in coordination with your team or ensuring a proper landing of Dragons Tooth!

AMULET: This amulet is the perfect hybrid giving you enough healing and toughness to keep you alive but giving you the power and critical damage to make you deadly on the field.
RUNES: These are the two strongest power runes available
UTILTIES: The arcane skills are instant cast and have very short cooldowns. Your imagination is the limits when it comes to creating different tactics to use these with your Elemental Surge trait. Mist Form is always a necessity no matter what you play on Ele, it’s just too amazing not to use!
ELITE UTILITY: Only viable Elite

The big issue behind this build is the burst damage is sometimes hard to land, so here are some tactics to assist you in your battle to the top!

Opening with Updraft, switching to fire attunement, and casting Dragons tooth will not always guarantee a successful hit! Even though Dragons Tooth is a one second cast time it still hovers in the air long enough for someone who was just knocked down to stand back up and dodge. Normally if the target cannot dodge he will eat the dragons tooth, however, if you feel the target may dodge, quickly switch to earth attunement and cast arcane blast before he stands back up. The target will not expect the immobilize and will more than likely eat your burst damage.

DON’T PUT YOUR EGGS IN ONE BASKET. It’s normally not smart to cast both your arcane skills at the same time, if one misses then they both miss. It doesn’t hurt to wait a second to ensure the target isn’t invulnerable or dodging between casts and then cast your second one.

DON’T WAIST A BLAST FINISHER! This is the biggest issue with players playing this build, they waist their burst! You don’t have to waist a dragons tooth ever again! Your dragons tooth has a very short cd and will be available every time you switch into fire attunement. Every time you enter this attunement begin by casting this skill, follow it immediately by ring of fire and then phoenix. Even if your dragons tooth misses you get 3 stacks of might from the blast finisher three stacks from phoenix. Phoenix has a large area of impact so don’t be afraid to cast it right into the right of fire to hit your target who may be standing outside it!

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This build isn’t set up to destroy any target that comes your way, rather, it is a great distraction build to distract the other teams members and keep them from fighting your teammates! You also need to be smart about your dodges! Don’t dodge if it won’t help you! If you have Armor of Earth and Mist you have EXCELLENT stability stomping abilities, so use them well!

OPENING ROTATION: You will open in this build in air attunement. When you engage in combat or are about to engage switch to earth and cast rock barrier then begin your rotation. From there you will change attunements as necessary and dodge when necessary (which most times means whenever you can dodge)

Also don’t be afraid to run off point! You do no good as a dead bunker, a lot of the times two fantastic burst classes (thief, Mesmer, even warrior) can annihilate you even when your build like a tower. Know when you need to run and know when you can survive. IMMOBILIZE IS YOUR DOWNFALL. When running against known immobilize teams be sure to use blink and cleansing fire with your mist utility. These offer your best change against surviving an immobilize burst onslaught!

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CHAPTER III – SCEPTER/DAGGER BUNKER BUILD…..THE METHOD TO THE MADNESS
This build is the strongest bunker build available to elementalists. This build allows for incredible amounts of CC, healing, condition removal, toughness, dodging, and stun breakers.

EARTH MAGIC: The reason you pick III is for the Armor of Earth which grants the stability and protection. With the 30% boon increase from Arcana you are looking at about a 10 second protection and stability buff at 50% as well as an automatic stun break. Also, I found the other choices to be not as viable for a bunker setup

WATER MAGIC: This combined with an increase in attunement recharge makes water attunement changes very powerful to restore hp. This setup allows for a condition to be removed as well every time you switch to water (aprx 10 seconds for attunement cd with 30 Arcana). It also grants about 12 seconds of vigor and regeneration when you cast a cantrip. Finally, when you give regeneration to yourself you remove an additional condition from yourself. This means all cantrips remove a condition and you remove an additional one when you change to water attunement! This build is also a low hp build so it relies on the vitality gained from a full 30 in this skill tree.

ARCANA: A full 30 in Arcana is always strongly advised no matter what type of ele build you prefer. The attunement recharge rate is too invaluable to waist. The V is self explanatory for the buffs granted to you and your team are invaluable (especially when you get more of those buffs with a faster attunement recharge). The IV is just a final safety trigger to help save your life if your health is getting low. Three hits of protection doesn’t seem like much but it will save your life more than you know. Finally, Evasive arcana is invaluable for this build for the air and water dodge. The water dodge will grant you over 3000 hp each time you use it and the air dodge will inflict aoe blind.

AMULET: Shamans amulet gives the best toughness and great healing. Makes your primary source of damage your conditions, your strongest skill will become your flames and your earth attunement autoattack. Jewel discretion is allowed for trading a little toughness and healing for some vitality.
RUNES: These are your best bunker runes for this setup. Substituting the 6 for earth shield for another toughness rune as allowed as well because earth shield may conflict with final shielding from arcana tree.
SIGILS: Sigil of Superior Life is optional but Sup Energy is a MUST. Energy works with your attunement swaps giving you A LOT of extra endurance overtime which helps also with your evasive arcana!
UTILITIES: Signet of Restoration is the only viable heal. Each cantrip grants 12 seconds of vigor and regeneration, removes one condition, and breaks stun on use. Mist is the only necessity out of the four cantrips. Amor of earth grants fantastic protection and stability but has a rather large cd which will hurt you in a long fight. Blink is fantastic for getting back on the point or evading a strong amount of melee burst. Cleansing fire damages the enemy and removes three conditions (great for removing trash conditions preventing cleansing of deadly conditions). Finally, Mist form is a must because it grants guaranteed stomps every time (assuming the target doesn’t move or is revived).
ELITE UTILITY: Only viable Elite

General Tips for this build:
Thieves: Watch for them! They will usually short bow attack you off point. DO NOT BE AFRAID TO LEAVE POINT TO PRESSURE A THIEF!!! Especially when it is a 2v1 against your favor. Focusing the thief helps make sure you do not let your guard down and get instadead due to thief burst.
Warriors: Watch out for Hundred Blades! Keep your blink ready in case of immobilize!
Mesmers: You will probably not kill the Mesmer solo, so avoid the shatters by dodging into them. Again, have blink or cleansing fire ready to remove immobilize followed by Mesmer instaburst!
Elementalists: More than likely it’s a D/D, so cleanse conditions = win! And watch out for insta burst from arcane spells. These guys generally don’t have stun breakers (except for mist) and poor condition removal so feel free to use frost aura and stun them!
Hunters: Try not to show your back too much……LOS if possible.
Engineers: Condition build is your big problem, be on your toes for condition removal.
Necromancers: Use your Condition removal wisely; don’t pop cd’s when you only have a small amount of bleeds on.
Guardians: If it’s a bunker have a dance off till someone assists. If it’s a DPS just dodge roll and apply damage to the best of your abilities.

[Guide] Mastering S/D in t/sPVP (OUTDATED)

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CHAPTER II – SCEPTER/DAGGER BUNKER BUILD (Invincible Elementalist)
This build is commonly referred to as the Invincible Ele build because it offers superb defense against any opponent. It is the jack of all trades bunker in that it offers fantastic physical defense and unmatched condition removal and healing. It also has the ability to give great stability stomping and team support via boons, heals, and condition removal.

0/0/10/30/30

EARTH MAGIC: III
WATER MAGIC: III V XI
ARCANA: IV V XI

AMULET: Shamans Amulet/Shamans Jewel OR Shamans Amulet/Knights Jewel
RUNES: Runes of Earth or Runes of the Forge
SIGILS: Sigil of Superior Life, Sigil of Superior Energy
UTILITIES: Signet of Restoration and All cantrips!!! (Mist is a must)
ELITE UTILITY: Glyph of Elementals

(edited by Reveaux.5720)

[Guide] Mastering S/D in t/sPVP (OUTDATED)

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CHAPTER I – WHY SCEPTER/DAGGER?
Scepter/dagger is the most versatile of all the weapon sets. It has great mobility (second only to Dagger Dagger) and the potential for heaviest aoe burst damage of all weapon sets. Scepter/Dagger also has the greatest defense of all the weapon sets with its quick heals, rock barrier, and quick blinds. The main issue this build is overlooked is because of the ease that comes with being able to dodge the burst that comes primarily from the fire attunement.

SCEPTER/DAGGER IS HARD! The inability to guarantee damage makes it hard, however with the right setup the skill cap is determined by being able to land the damage! In the right hands a S/D bunker will not die and a S/D DPS will have the ability to give incredible burst damage! The issue is that because it is harder people aren’t able to see the potential as easily as D/D.

There are many reasons that people think D/D is preferred over the S/D setup.
1) Aura share is a boss
2) Too easy to dodge burst from S\D
3) QT Vain plays D/D and he’s boss!

However, there are also many reasons that S/D is a viable setup for reasons people don’t realize
1) THE MOST BLAST FINISHERS OF ANY ELEMENTALIST WEAPON SET. For those who do not understand blast finishers and combos please follow the link below and educate yourself.
Guild Wars 2 Wiki – Combos
2) ALLOWS ABILITY TO CAST SKILLS ON PLAYERS WHILE YOU ARE STOMPING, REVIVING, AND DODGING using air attunement (aside from arcane utilities)! For example, you are stomping a player and you know he is about to use a downed state skill that prevents you from stomping. While in air attunement, you can blind that player mid stomp and prevent the CC ensuring a successful stomp.
3) THE BEST DEFENSE FOR WEAPON SETS. S/D offers the best defense of all the weapon sets. This is a very close comparison between d/d and s/d but tips in s/d favor very slightly.

D/D has access to shocking aura, an extra chill, and cone of cold which ensures a heal readily available whenever you switch your attunement to water. D/D’s main attacks are usually about ½ seconds long to cast reaping the most benefit from Signet of Restoration.

S/D has access to two blinds (blinding flash and dust devil), rock barrier which grants 250 toughness (that’s a lot!), condition removal and vigor from phoenix, and water trident which heals for twice as much as cone of cold with a fraction of the cast time. Cone of cold is 2 ¼ seconds to cast once. Casting it twice takes 4 ½ seconds, has a chance to be interrupted, and does less healing than Water Trident. Based off the facts given S/D is easily more durable that D/D, however, the comparison becomes slightly closer when we consider that most of the main auto attunement attacks take at least ¾ of a second to cast giving less of a benefit from Signet of Restoration.
4) GREATEST BURST POTENTIAL. This is old news, everyone knows that the burst for the weapon set is boss but is easy to dodge. The trick is to not waist your damage, which I will explain later in the guide.

What am I sacrificing to switch from D/D to S/D?

You can’t really pull someone away from what is believed to be a meta build without supplying proper reasoning behind your beliefs that what you have could be just as good.
1. You no longer are considered Aurashare!
This is the main and most important thing you end up sacrificing to switch to a S/D build. Aurashare focuses on two main principles, give auras and buffs to your team. Shocking aura would be what you lose which would be most devastating to Aura lovers. As Aurashare becomes more popular it is easier to spot this aura and easiest to counter. All your enemy has to do is stand at a distance and attack! Even if the enemy attacking is stupid and attacks you at most he will only be disrupted for 2 noncontiguous seconds (usually).
The biggest loss would be the ability to share your frost aura. Frost aura is a wonderful aura when shared with your team. Giving mass chill to the enemy always turns out to be a nightmare without condition removal; however, teams that know to watch for it will usually have some form of condition removal on standby for massive stacks of chill on their allies.
Of course, you lose the ability to give your team lots of fury and swiftness.
2. You lose a two second immobilize
Let’s face it, immobilize is the most devastating condition applied in the game when used properly (followed shortly by chill)….
3. Great sustained melee damage
This being said I would still encourage people to try some of the builds I have created below to show to themselves that there is something more to scepter dagger!

That being said, the following are two builds created for use with S/D. The first is a bunker build and the second is a burst build. To avoid confusion please take the time to study my reasoning behind each piece of the builds.

(edited by Reveaux.5720)

[Guide] Mastering S/D in t/sPVP (OUTDATED)

in Elementalist

Posted by: Reveaux.5720

Reveaux.5720

UPDATED – JANUARY 3,2013 5:00pm EAST

Hello, my name is Reveaux. I am currently rank 40+ and have my home in Anvil Rock. Many of you, however, know me by the name of Pintresting!

Before i enter the nitty gritty of the guide, feel free to post suggestions below on what you would do differently for other players who are reading. I am not the best player out there, however, i created this guide in order to share my knowledge in order to make other players better. I hope you guys post some helpful knowledge!

Another reason I am creating this guide is to try and introduce other players to a different kind of gameplay other than a d\d aurashare build. Many of the topics floating around concerning this build has left many players feeling bored thinking that there is only one viable way to play elementalist. Hopefully I can introduce to new and current players a different approach on elementalists that they may find not only entertaining but viable as well.

In advance, I would like to apologize for any bias based opinions that may appear in my post. My intention is not to advertise one play style over another, but rather to inform the players on different ways to approach their elementalists. I will also be slightly piggybacking off of some of the collective ideas from the forums themselves concerning elementalists and I will do my best to give credit to their source as best as possible.

Ele – “We see the elementalist as the king of versatility. The skill ceiling for the Ele is exceptional, as the ability to leverage all four attunements at the right time is crucial for understanding the elementalist. The Ele boasts some of the best team support and control abilities in the game, as well as some great area of effect damage.” (A- net developers)

Video Guides:
Pintresting’s GW2 Scepter/Dagger Elementalist PvP Burst Build Part I
Pintresting’s GW2 Scepter/Dagger Elementalist PvP Burst Build Part II

Chapter I – Why Scepter/Dagger?
Chapter II – Scepter/Dagger Bunker Build (Invincible Elementalist)
Chapter III – Scepter/Dagger Bunker Build….The Method to the Madness
Chapter IV – Scepter/Dagger DPS Build
Chapter V – Scepter/Dagger and You! (Making Your Own Build)

(edited by Reveaux.5720)

would you play paids more if. (please reply)

in PvP

Posted by: Reveaux.5720

Reveaux.5720

This idea sounds great with an ACTUAL structured ranking system. glares at anet

<3 Pintresting

(edited by Reveaux.5720)

Elementalists either rock or suck.

in Elementalist

Posted by: Reveaux.5720

Reveaux.5720

Well most times in order to be profiteable as ele you need to have a smaller cooldown on your attunements and stancedance through your cd’s. It’d be nicer to find more viable options to play the class other than stancedancing (granted it is fun).

Staff needs better single target dmg options

in Elementalist

Posted by: Reveaux.5720

Reveaux.5720

Um if you want single target attacks why not change weapons maybe?
And maybe…..run a few tourneys? Just so you know how great a staff can be assaulting or defending a point?

Casting lag/Skill delay in PvP since last update

in Bugs: Game, Forum, Website

Posted by: Reveaux.5720

Reveaux.5720

Why then would it happen recently and not when i first started playing GW? i just am baffled lol. I wish i could check server latency though to see whos end it is on.

Engineer bugs compilation

in Engineer

Posted by: Reveaux.5720

Reveaux.5720

couple more i dont think i saw

1) Explosion effects do not work at ClockTower location in PvP (grenades, mines) they land on control point and do not detonate

2) Mines can be placed and then a different skill can be selected in its place while the mines remain on the ground

3) Mines often remain on the map after detonation