Showing Posts For Taku.9351:
I am able to get one of those sets…. but I can not decide.
What would you choose?
+1 for TheQuke
NORN
T3 Norn Cultural Light Armor, PANTS (Lupine Leggings)
PISTOL becomes hidden by the pants in combat, making me very sad when I can’t show off my awesome pistol.
(Yes, I am holding pistol there)
P.S. the pointy thing on my chest kind of looks like.. yanno. I wish someone can remove it
—T3 norn chest
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I was part of a 10-man guild, everyone an IRL friend.
After this content came, we had to make a decision to join a new, much bigger guild (as we were afraid of not unlocking everything fast enough/not being able to complete missions)
We are okay with being in the guild, however — we would much prefer being in old guild due mostly to guild chat and fooling around/having able to see everyone without scrolling down the guild window/etc.
Content itself is excellent. However, I just wish that there were ways for smaller guilds like us to experience it as well.
All armors that are soulbound can be transmuted to make it an account bound item. I assumed this is the case with the Quaggan Backpack, especially since it is a gem shop item.
I dislike how it looks on the character I opened it with, and now it has become a permanently soulbound item. No amount of transmuting can get it out of soulbound status — presumably because it is a back item?
I suggest that back items can become account bound as well, especially with a gem shop item — I don’t care about the stats on it at all, and just want to transfer the skin. (Unless you really want us to use more gems)
Greetings,
I have been traversing in the world of Tyria, listening to the whispers of so-called ‘legendary’ items. I am now inching ever-so-closer into obtaining THE QUIP, but now a sudden fear has struck me.
A mesmer never shoots his/her pistol. There is one move on a long cooldown that shoot one bullet. Here, I would like to ask if the mesmer’s clones would shoot the colorful and lovely bullets that THE QUIP makes. Otherwise, I would be devastated to see that my QUIP does quite a bit of nothing.
Please enlighten me.
Love,
Your fellow mesmer
P.S. If it does not, I would like to start a petition for the clones to shoot them.
Prince, don’t worry.
I talked to Jon, he finished fixing the RTL/magnetic grasp issue. RTL will home-in to targets once the fix hits the patch (probably the big one coming up). Pressing 4, 5 and watching it both miss and unable to do anything has been painful.
Once the fix hits…. thieves with no skill will see no light.
Strombluff Isle. All 3 maps stuck
Here’s a quote from the math guy
“Per 100 toughness will block about 34 damage for every 1,000 applied and only if it isn’t from conditions.
Per 100 Vitality will absorb 1,000 damage. Straight up. conditions/damage Vitality don’t care.”
Basically, if you have 15000 health
100 toughness will absorb around 500 physical damage while 100 vit absorbs 1000 all damage.
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For me this build too much HP and not enough toughness.
The sigil you have is ok for PvE, Blood Lust that is – Battle is far superior in s/tPvP. Also wht the purity sigil? Seems a tad useless considering there already a ton of condi removal, either couple Battle and Blood or Battle and Energy. I would also change the 20 points of fire and put them into either earth or arcana.Also wouldn’t Spell Slinger be a much viable option considering you’re running 3 cantrips? Sorry didn’t read the whole thread, so if someone has said this sorry for repeating.
Superior battle has a pretty long cooldown between the switches. I’ve already explained about spell slinger earlier. For hp/toughness, read above.
Here’s a link that explains how might/vul/toughness generally isn’t so good for pvp.
http://teamlegacy.net/topic/7265-math-might-vulnerability-and-toughness-isnt-good-in-spvp/
Anyway, try this build in spvp. You’ll see how good it is.
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no offense but I would roll you so fast it would make your head spin. Base tougness? I have fought 40-50 eles in PvP and about that many in WvW and I have lost twice only. I remember that it was only twice because when I see an ele I know its insta win because seeminly people don’t understand synergy, math, game design and weaknesses/strenghts of a profession.
I am a champion magus using only d/d, fought paradigm, a-crew, etc. The only things I have problem killing are bunkers (obviously) and shatter mesmers. If you’d like to 1v1 me, you could add my name.
Total armor should be around 1/10 of the total HP to be most effective. Toughness really isn’t that needed.
Since I can’t quote right now.. wertyuio
You are not really taking in the account of perma-fury (from lightning 10), which is 20% increase in crit chance, (and also the 22% bonus crit damage)
bountiful power which has 2% more damage for every single boon I have,
and the added fire trait damages that comes from VI and VII runes. (Which I believe gives 20-30% added damage)
These all do not show up in numbers, but will help in fight.
(Btw, you can take water V by just going to 10)
I usually have protection up as well during fights due to earth’s attunment bonus as well as earth armor cantrip.
I also believe that cleansing conditions > arcane armor. It only blocks 3 hits.. Which I don’t think is a lot. I’ve tried taking arcane armor/earth armor/etc to see what works, and the water 30 is the best for me since it’s basically a perma-regen and we’ll be having about 8-10 condition removals per fight.
The cripple/burn/bleed/freeze/etc not only deals damage, but slows us which hurts us greatly. As a D/D, I believe that mobility is quite a factor in fighting any kind of an opponent, and removing these conditions is a must — if we don’t remove them, we will never be able to land combos/get close to them.
I would swap cleansing fire for lightning flash. It makes earth’s 5 awesome.
Also, think about taking sigil of superior fire.
That is up to preference, lightning flash can be substituted for any 3 cantrips. But I prefer earth shield.
I prefer it because in tournies good players dodge roll anyway and stay in range.
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superior sigil of bloodlust? Good luck.
Best damage boost, even in tpvp.
Similar to a D/D build I’ve played around with. However, why not put 10 in Earth for Elemental Shielding (taken from Water) and switch out Pyromancer’s Alacrity for Spell Slinger? Bit more synergy that way especially since you’ve gone all cantrips. Also fun with +boon duration runes.
10 in earth taken from water = probably 20-30% less survivability, even with earth shield. The mass condition removal (works on all regen including the slot heal) is extremely strong. Coupled with vitality which > toughness by heaps, it is a better choice.
Also, every cantrip breaks stun, no need for another.
Spell slinger = 3% extra bonus whenever you use cantrips that does not recharge too fast, and goes out fast. The recharge actually is a great boost to overall damage since 50-60% of d/d direct damage comes from fire.
The strength of this build utilizes fury and big crits while having great survivability at the same time. +crit damage is superior to having +boon duration.
Make sure to use auras when you are charging up earth 5, always keep auras up for fury.
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to win
change the rune to divinity.. couldn’t find it
Amulet can be switched to berserker’s if living is not an issue for you
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Thief
Pistol Whip: Reduced damage by 15%.
some other classes got much nerfs too
Every single class seems to have a way to remove the most important condition for a Necro – bleeds.
This is extra apparent on Engineers who are practically immune to conditions.
What gives?
Wise man speaking.
Put 30 in water with condition removals and use escaping catrips. That’ll change a lot
Fire Grab — the offhand dagger 5 skill
I’m not sure if the cone is extremely small, but it does not like to hit when you are turning to face the opponent moving around you. It also does not hit if the opponent is too close to you (ie. almost colliding with you).
Good point.
Compare with D/D thieves that has ranged weapon on the weapon switch.
Do they need to switch the weapons to be viable? No. All they need is the D/D, sneak nearby and unleash the deadly instadeath combos.
Is it helpful to utilize some abilities from the bow? Of course, but it’s not necessary to faceroll people in low-tier spvp.
As an elementalist, can i faceroll people with just fire? just lightning? no way.
sPVP D/D
F3
4 5
F1
3 4 2 5
F4
3 4 2
F2
3 2 4 5
F3
3 2
F1
4 2
etc
IMO staffs are the best and d/d the second best in dungeons.
staffs are usually safe, has great sustained damage/heal/utilities.
d/d has high aoe, massive knockdowns/conditions
if you’re a staff user, just go power/prec/cond, d/d should add in vitality to the mix.
(i really dislike s/d)
Here’s a few things I noticed that could improve your play:
1. After you knock somebody down with air 4 5 combo and switch to fire, you should be using 3 4 right away. If you aim it right you’ll hit both while they’re still down. This utilizes the knockdown of air 5 and the mobility of fire 3 much better than using fire 2 right away when switching to fire.
Honestly, I wouldn’t even use fire 2 when first rotating to fire. Its dps isn’t that great, the hit box is extremely clunky when you and your opponent are moving (notice how few ticks you get off on opponents?), and you can’t dodge without cancelling it. The only time I’d use it would be if the opponent is slowed (so rotating to fire right after water) or immobilized (earth 3) to ensure I get every dps tick off. And that’s when fire 3 and 4 are off cd, so not often. Instead, I’d switch to earth faster to chain knockdowns together and get the bleed going.
2. And now that I’ve mentioned dodging, you need to dodge more, as well as dodge more intelligently. If you’re going against a sustained dps/low burst build like the ranger you faced, you should still be dodging to cover ground faster. Also, if you can get right next to their face it’s nice for the next point.
3. You under utilize auto attacks. D/D ele is bursty/less sustained damage than scepter/D, so you’re naturally going to run out of hard hitting spells by your third rotation.
Both fire and air auto attacks can do a decent amount of damage. Usually, if it’s a ranged enemy, air auto attack and 2 is decent enough to space out spells. Fire auto attack is harder to aim effectively (hit more than 1 line) when your enemy is running from you. In contrast, if a melee enemy, fire 1 has enough range to continue kiting. If you space it right, you’ll hit more than just 1 of the 3 lines as they ran at you (easier to predict where they’ll go since they want to give you a hug), and therefore do decent dps.
At the end of a couple of fights you’re just in earth attune spamming the auto attack to take the remaining health. Try avoiding that by managing spell rotations/auto attacks/dodging more efficiently.
4. Cleansing fire. Why do you have it? You don’t use it often and it’s taking a valuable utility slot. Arcane blast or wave are two great options, and you can choose one of them depending on personal preference. Air 4 5 fire 3 4 arcane spell is great combo.
You said you were 30 water/30 earth/10 arcane, but I’m not sure which traits you’re using. For the 30 grandmaster trait in water you can spec into ‘cure condition on regen.’ This should solve most condition problems you have since swapping to water will automatically cure 2 conditions (assuming you have cleansing wave as well, which most do), and another 2 from water 5.
It’s overall a great video. Keep up the good work
Actually i was reading it over again.
Point 1: I should start doing fire 3-4 after lightning 5. mmhm. However, the fire 2 is very useful for its burning effect. Even one tick of it produces 2k+ damage in burning.
Point 2: Yup
Point 3: I feel that auto-attacks are just close to garbage. Entire Fire 1 needs to hit to have decent damage, Lightning 1 just love to miss even at point blank range, Water 2 does nothing and Earth 1 never misses and add bleed so I felt it was better than the other.
Point 4: I had cleansing flame for more condition removal since ranger/thieves love to stack bleed throughout the fight, in which case the water attunement isn’t enough. Arcane could work so I’ll try and see.
Point 5: I’ll try the water slot
The rest, meh. You just gang up on people or run away, it’s pretty hard to judge what you’re doing wrong/right when you simply use superior numbers to win the rare fights you engage in.
I took this part to heart and i’ve been trying to work on not running away, but if i dont spec for full Tough\Vit i just get destoryed by anyone except full tank Guardians. So i guess thats kinda how D/D was ment to be played…..Evading.
I can run away like its nobodys buisness tho, lol
mm…. yup, i tried to go full toughness/vit with undead set to make up for condition damage..
trying out few new builds now to see if they could work
i have to agree with the rest, it is rather mediocre…i have had a good relationship with d/d for a long time and u havent done it justice
this was an example of ele all recorded within 1 tourney. if you’d like i’ll hand pick fights where i faceroll opponents/had perfect roations.
Here’s a few things I noticed that could improve your play:
1. After you knock somebody down with air 4 5 combo and switch to fire, you should be using 3 4 right away. If you aim it right you’ll hit both while they’re still down. This utilizes the knockdown of air 5 and the mobility of fire 3 much better than using fire 2 right away when switching to fire.
Honestly, I wouldn’t even use fire 2 when first rotating to fire. Its dps isn’t that great, the hit box is extremely clunky when you and your opponent are moving (notice how few ticks you get off on opponents?), and you can’t dodge without cancelling it. The only time I’d use it would be if the opponent is slowed (so rotating to fire right after water) or immobilized (earth 3) to ensure I get every dps tick off. And that’s when fire 3 and 4 are off cd, so not often. Instead, I’d switch to earth faster to chain knockdowns together and get the bleed going.
2. And now that I’ve mentioned dodging, you need to dodge more, as well as dodge more intelligently. If you’re going against a sustained dps/low burst build like the ranger you faced, you should still be dodging to cover ground faster. Also, if you can get right next to their face it’s nice for the next point.
3. You under utilize auto attacks. D/D ele is bursty/less sustained damage than scepter/D, so you’re naturally going to run out of hard hitting spells by your third rotation.
Both fire and air auto attacks can do a decent amount of damage. Usually, if it’s a ranged enemy, air auto attack and 2 is decent enough to space out spells. Fire auto attack is harder to aim effectively (hit more than 1 line) when your enemy is running from you. In contrast, if a melee enemy, fire 1 has enough range to continue kiting. If you space it right, you’ll hit more than just 1 of the 3 lines as they ran at you (easier to predict where they’ll go since they want to give you a hug), and therefore do decent dps.
At the end of a couple of fights you’re just in earth attune spamming the auto attack to take the remaining health. Try avoiding that by managing spell rotations/auto attacks/dodging more efficiently.
4. Cleansing fire. Why do you have it? You don’t use it often and it’s taking a valuable utility slot. Arcane blast or wave are two great options, and you can choose one of them depending on personal preference. Air 4 5 fire 3 4 arcane spell is great combo.
You said you were 30 water/30 earth/10 arcane, but I’m not sure which traits you’re using. For the 30 grandmaster trait in water you can spec into ‘cure condition on regen.’ This should solve most condition problems you have since swapping to water will automatically cure 2 conditions (assuming you have cleansing wave as well, which most do), and another 2 from water 5.
It’s overall a great video. Keep up the good work
thanks.
I watched your video and it looked like you went up against really poor pvpers. The only decent player I saw was the ranger you fought and he would have won had your ally not come in and finished his downed state. The rest just kinda stood there and paniced while you ran circles around them. I’m not saying you’re bad, I’m saying the people you went up against were bad.
Possibly what you saw was them getting stunned repeatedly due to lightning shield (which seem to stun ranged too if they have specific weapons?)
I’m maxed earth/water and 10 in arcane. I do feel forced into earth/water due to the fact that.. We die so fast if we don’t (and we don’t really do that much extra damage if we spec into fire/lightning).
1560 power 1469 condition damage. It’s more of a hybrid damage build — if you look at burn/bleed damage it may do you well
Burn and bleed is meh, conditions can be removed and the damage healed. Dot in spvp is junk. Burn and bleed doesnt do enough damage fast enough to win against smart players. Burst dps is better. I run a 51/52 crit build with 20k hp and can dominate most classes. Nice video but nothing really exciting. But it does show the power of d/d if played to it’s potential.
I’ll try going power and see how it goes.. the strength of this build is the stability/undeath factor (since i wanted toughenss, I put rune of the undead to add the condition damage)
I’ll reupload the video since youtube added some nice unshakyness to the original
Excellent gameplay video! I only wish the camera wouldn’t jerk around so much so I could see which skills you were hitting.
oh gosh.. it’s the youtube stabilize thing.. let me see if i can turn it off
do you really use the F1-F4 buttons to swap elements or do you use one of those gaming mouses ? I had my keys all weird keybound and watching your video made me want to try to go back to the default. But then I thought maybe your not really using the keys it shows in your screen haha.
i use F1-F4 keys… mm
1560 power 1469 condition damage. It’s more of a hybrid damage build — if you look at burn/bleed damage it may do you well
OMG we got banned.
i really hope not
my friends can log in fine.. did we get banned?
Personally.. I believe scepter/focus should be a point holder with more in earth/water. It has massive ranged damage denials/invul, but it lacks in mobility compared to daggers.
You can’t compare a support build with a 1on1 Build on the base of how good the support build does in a duel. Same goes for other builds. And when comparing 1on1 Builds… the Mesmer always wins^^
my ele’ll beat any mesmer any day
-_-
player in video is always in 2v1 or in a team fight at a place where he doesn’t take direct hits.
when this is done, any class will have success.
the only notable thing is the amount of knockdowns in order to revive a teammate.
.. example of my key usage for d/d ele-
F3
4
3
x (for earth armor)
2
5
F4
3
4
2
F1
2
4
3
5
F2
3
2
4
5
for one set of 4 elements opening. (all done within 3 seconds or so). Even then, using two buttons as warrior deals same if not more damage. Kind of sad :/
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yup, and tornado — you become a slow-moving, huge thing that can be mowed down safely from a distance.
yup, our underwater capabilities are equal to that of an ant trying to fight an orangutan.