Showing Posts For Shifts.8940:
Went to play a Keg Brawl match today and found out some of the skills have been changed. Somewhat dissapointed now and would like them back to how they originally were. Does anyone else agree on this?
Yes, I foolishly deleted my aquatic headgear very early on in the game. I am now at 100% completion with my character and would like to start doing spvp again without the disadvantage of a missing item + gem.
So my question is, are there any plans to add Aquatic Headgear items to the mists lobby merchants?
I personaly think that you should be able to heal when using Tornado. Immune to damage would be a little too OP but healing wouldn’t.
Few reasons,
- Large Radius
- Great Damage
- Aoe Bleed Condition
- Cripple
- Cause enemys to run away (out of base capture)
- Kills Illusions and pets
Great for using if you are not directly being attacked by a group of players.
Yeah, I meant 5, 15, and 25. Thanks for catching that I will see if I can change it.
Reserved for future posts!
Reserved for future posts!
Attribute talk
When you play an Elementalists you will usually have lower health than your enemies which is why it is important to have a good amount of vitality and toughness. One of the best ways to get that amount is through amulet choice. As an Elementalist I personaly have given up trying to use any amulet without 569 vitality simply because I will not have enough HP. The amulet of choice for my build is the “Soldier’s Amulet”. It offers nearly everything you need in terms of toughness and vitality.
How much Toughness and Vitality is enough?
I personaly feel that at least 1500 Toughness and 17k HP is a good area to be in.
You can also use Runes to add to your Attributes, I like to use “Rune of Divinity” because it improves every Attribute and gives you more points overall.
Weapon Setup:
- Sceptor/Dagger
My weapon set of choice, It offers great damage, support healing, and defensive spells. Fire attunement will be your highest damage output followed by air. Water attunement offers great support healing and the defensive spell “Frost Armor”. Earth attunement provides defensive spells like “Rock Armor”, “Dust Devil” and an aoe stun (“Earthquake”). Trapping your oppenents for the Aoe fire spells is important here, I would suggest using utility spell “Signet of Earth” in cojunction to the air attunement spell “Updraft”.
- Dagger/Dagger
Requiring you to be up close to your enemy which could mean potential damage input. Damage output is high with skill 1 attacks and “Fire Grab”, potential for condition damage as well. Like with Sceptor/Dagger, air and fire attunement spells work well together. I will post more information on this in the future.
- Dagger/Focus
I will provide more information on this in the future.
- Sceptor/Focus
I will provide more information on this in the future.
- Staff
Long range distance is always nice. Staff offers great control spells such as “Shockwave”, “Unsteady Ground”, “Frozen Ground”, “Static Field” and “Gust”. “Magnetic Aura” reflects projectiles and can really hurt if timed right. Damage output can be high with Skill 1 and “Lava Font”. There are some great aoe spells and with 10 points in Arcana you can increase the aoe ring size. Theres a lot of possibilities with staff, high power, crit/crit damage, condition build all work well. Healing support is good if a bit slower than sceptor/dagger. Some suggestions I have with a staff build is to use utility spells “Arcane Wave” for the “blast finisher” which can provide aoe healing, aoe swiftness, aoe might in correlation with staff spells. “Signet of Earth” is another good one to keep enemies in “Fire Font”.
Traits:
Depending on the type of build your going for; crit/crit dmg, power, condition, ect, traits are going to make or break your build.
Something important with traits is to not just look at the 10 slot traits but make sure you choose important 5/15/25 slots as well. Some of the best Elementalist traits are in those slots. Such as “Healing Ripple” which heals not only nearby allies but also yourself when attuning to water. “Arcane Fury” and “Lingering Elements” are also great if you use a balanced power and crit build like myself. “Earthen Blast” “Eletrical Discharge” and “Sunspot” all provide additional damage when changing attunment.
Traits are broken down into Magics and Arcana and provide the following benefits,
- Fire Magic: Power, Condition Duration
- Air Magic: Critical Chance, Critical Damage
- Earth Magic: Toughness, Condition Damage
- Water Magic: Vitality, Healing Power
- Arcana: Boon Duration, Attunement Recharge Rate
when selecting your traits its important to know which attributes you are taking to ensure it fits with your build. Try to avoid putting all your points into Fire and Air Magic, instead branch out and try putting points in Water Magic, Arcana, or Earth Magic as well. Learn the 10 slot traits so you can think of effective builds. Try not to get frustrated when a build doesn’t work out the way you planned, and instead think of different ways to improve it. It will take awhile to get a playstyle that suits you and a build that you can settle on but just keep practicing and learning.
(edited by Shifts.8940)
The goal of this thread is to serve as a guide to help Elementalists with structured pvp by giving general information about the profession and how they can be setup. I will be offering my own views in this thread so please be kind. I do not claim to be the best Elementalist in the world but I do feel I am adequate with the profession. I ask that you read the entire thread before posting, I know its long but you can do it.
I have played an Elementalist since BWE1 and have loved every bit of it. The playstyle fits me, I love that I can quickly change attunements for different spells under different circumstances. I know Elementalists may not be perfect, as there are still many bugs that need fixed and I have often seen complaints about low survivability. But with the right setup Elementalists can be extremely powerful, and survive well. After finding a good balance of offense and defense an Elementalists true potential can be shown.
General information about the profession,
Elementalists have potential for great damage output, but at the cost of survivability. An Elementalist who uses a pure damage build is generally doing it wrong. Because Elementalists have low base health, survivabilty should be of great priority. Finding a balance between offense and defense is key.
Now getting into stats,
An Elementalist with no gear, traits reset, and no passive signet utilities has the following stats:
Attributes
Power: 916
Precision: 916
Toughness: 916
Vitality: 916
Attack: 916
Critical Chance: 4%
Armor: 916
Health: 10,805
Compared to a Necromancer with no gear, traits reset, and no passive utilities
Attributes
Power: 916
Precision: 916
Toughness: 916
Vitality: 916
Attack: 916
Critical Chance: 4%
Armor: 916
Health: 18,372
Compared to a Mesmer with no gear, traits reset, and no passive utilities.
Attributes
Power: 916
Precision: 916
Toughness: 916
Vitality: 916
Attack: 916
Critical Chance: 4%
Armor: 916
Health: 15,082
After comparing all of the light armor classes you can see the health disadvantage that Elementalists have. They will be subpar 5k or more health compared to the other light armor classes.
(edited by Shifts.8940)
I would make a new character if mine was not lvl 64 already lol
I still have not found a solution for this
For all conjured weapon spells the auto-attack is disabled by default and reverts back to disabled the next time you use the spell if you turn it on.
With any of the Elementalist utility spells “Conjure Frost Bow”, “Conjure Lightning Hammer”, “Conjure Flame Axe”, and “Conjure Earth Shield” the auto-attack feature is by default disabled. If you enable the auto-attack the next time you use a “conjure” spell the weapon’s auto-attack feature will be disabled again. There is no way to permanently keep auto-attack on with these spells.
What I would like to see happen with these spells:
The auto-attack should be enabled upon use of a “conjure” spell or once switched over to auto-attack it should remain on for when the spell is used again.
(edited by Shifts.8940)
I recorded all 3 Beta Weekend Finale Events during the beta. I play an Elementalist and will be featuring more videos later on if you want to check them out click here!.
Is there any way to get pvp aquatic headgear back in game if it was accidently deleted? if not can I please get a GM to send me a new one?
(edited by Shifts.8940)