Showing Posts For Triflux.8027:
The funny thing is, even with the burst combo, its been ages since I one shot anyone from 100 – 0, except for zerker thieves.
And most decent players can tell your burst coming from miles away, and will just dodge away. Which lead me to include Mantra of Distraction.
Which means, I have zero conditions cleanse aside from Sigil of Generosity.
So burn guards and D/D kill me all the time.. I don’t think that makes us OP when we have a hard counter.
Thanks for the non-specific advice! What about air opening D/D?
When he cast Updraft and it hits, he’s most likely going to swap to fire and cast fire 3. That hurts a lot.
When they are in fire attunement, prepare to dodge the incoming fire 3 and fire 4. Keep moving around and they won’t be able to land fire 5. Their main source of burst is basically fire 3 and fire 4, followed by fire 5.
If a ele blinks in with fire 4, chances are he’s gonna pop earth 4 to get might from blast finisher.
When he goes into water attunement, he’s gonna dodge roll and cast water 5, followed by water 2 most probably. He’s healing then ends there, from that point on start to burst him down if you haven’t use your burst.
Signet necro counters D/D too. Turn their boons into conditions.
If you are a Mesmer, moa them and win.
What people fail to realize is that the other 2 light armored classes, cele signet necro and shatter Mesmer, beat dd eles.
Cele nec is a 50/50 matchup for DD, and even then the nec can only kill the ele if the ele wants to die – he can just disengage anytime and the nec can’t chase him down, then give the ele a couple of seconds, he’ll reset and come back, after a while the ele shall outsustain the nec.
And there is a solid 1 out of 10 chance that a shatter mes can beat an equally skilled DD ele – and then, again, the ele can just run away with RTL/FGS/LF, reset, and will lose to this tactic faster than a nec.
See, I totally predicted it! Even after Ele sustain gets nerfed, you will switch to complain about Ele mobility! You just can’t stop QQing.
You talked about the Ele runs away from a Mesmer, like a Mesmer lack stealth/blink to disengage. Between Ele and Mesmer, Mesmer has a lot more tools to disengage with lower cooldown than that 40s RTL. Very cute lol.
Your typical PU Mesmer would win a 1v1, if its on a large open flat plane like WvW. Holding on to a point though, the Mesmer would die too easily. They typically don’t have many considered cleanse and the ele would burn them to death.
But yeah, the Mesmer has the better escape mechanism. Even with the nerf to PU, MI is still good.
Or the Mesmer can just moa the ele and burst him down.
I play D/D, and I die to signet necros most of the time.
You can’t do insane amount of burn with RoF anymore, but its still possible to stack up to 1k of burning with RoF and cleansing fire.
Fire line still does a lot of raw damage though, because of empowering flames and pyromancer training.
The amount of sustain we have, is good enough for a 1v1, assuming the guy isn’t going to burst me in 3 seconds. It’s only good for long fights, and its still tricky to hold a point towards two people who are speced to hit hard.
Too many times I have ran into situations whereby I’m holding a point against one guy, ran out of dodges and a power ranger pews pews me to death.
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I assume you are running S/F Fresh Air?
That’s usually played as a burst build, judging by the build at metabattle, you are supposed to immoblize target with Signet of Earth, drop your dragon tooth, swap to air attunement and cast Air #2.
Everyone is QQing about D/D ele, but if this build gets nerfed to oblivion again, ele would literally be dead.
No other ele build comes close to D/D, in fact, there isn’t any viable build besides cele D/D at this point.
After trying out some burn builds.. D/D burn, S/F .. I found out that it’s simply not viable at all. You become too kitten due to having no healing power.
I tried making a build based on scepter #1 and signet of fire, and the most burn I could do was 2k ticks.
Has anyone made a viable build?
Scepter lacks any sustainability in damage. Playing fresh air is like playing a kitten down version of PU Mesmer.. You don’t have stealth for defence, you have no access to a good instant cast heal ( which I think should be fixed with wash the pain away ), and your auto attack just sucks.
I agree with fire tornado destroying projectile.
We don’t have a projectile reflect/destroy mechanic other than focus right now, and since we always camp staff it would be beneficial to give us projectile destruction. That is one thing we cannot do at the moment.
The great thing about Overload Fire is also the ability to stack might in the middle of the fight, useful if we don’t have a PS warrior.
Also, if we are gonna be auramancer, I wish they would give us some trait that improves on the efficiency of auras. Right now they just feel weak, especially fire auras and frost aura.
And overloads should give their aura at the start of the channel.
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In teamfights you just Overload Air and hope for the best.
I wonder if you can mistform and cast Overloads at the same time..
No you can’t.
You can’t even swap attunement while casting
It would be great if you can swap attunement, but unfortunately that would make Fresh Air very very op.
Tempest gives us decent amount of AoE damage.. so.. Damage support?
In teamfights you just Overload Air and hope for the best.
I wonder if you can mistform and cast Overloads at the same time..
Dragon Tooth is good area denial. Good when you have a stealthed theif waiting to backstab you, or just holding a point.
The main problem with scepter is the kitten autoattack. I mean, look at Air 1.. You expect me to channel a few seconds for a mere 1k+ damage?
Alright so .. What PvP builds are chronomancers supposed to run with?
I tried the PU playstyle, replacing torch and shield though and realised I was sacrificing a lot of stealth, and in return gained a lot of evades and block uptime. Only problem was, I wasn’t doing a lot of damage..
But one thing that still stands firm is that gravity well, if land on an enemy with no stunbreak, you can easily kill them in mere seconds.
Maybe I might continue PU, but swap MI for gravity well instead..
Yeah it works now, in fact I’m running cele DD build, replaced fire with Lightning and arcane with tempest.
Air Overload hits pretty hard.. IF you managed to cast the 4 seconds, and the enemy stays in the Lightning strike radius.
Works well against melees and good for holding points k guess.
The entire Air Overload should do about 8k damage or more, and you can even do your usual rotation after the first 4 seconds. So it does do lots of damage..
Gravity Well is INCREDIBLY strong. If you managed to land it on someone, you can pretty much kill them with your usual greatsword shatter combo. And the enemy won’t be able to do anything, except float in the sky.
The only downside I can think about is, it’s 1 sec cast makes it pretty hard to land on if the enemy knows the animation, or they can just CC you in time.
Okay..
I tried running Tempest with cele D/D, taking out arcane field and fire field, replacing fire with lightning. Basically, Fresh Air D/D, if that even makes sense.
Overload Air seems to be pretty powerful on Fresh Air build. Just overload it, swap to fire and begin your usual chain, then swap back to Air again to overload it. Deals a ton of damage.
Overload Fire is pretty stupid for it’s damage, but I find it’s useful for pre-stacking might, you should be able to get 16 stacks of might with it after the overload is finished, and you swap to earth and cast #4 and #5.
Rebound is.. pretty lackluster. The heal doesn’t do much and the next attack would probably kill you. It might be useful if a thief decides to heartseeker you but, for other classes it doesn’t really help much.
You could probably buff the healing amount, perhaps the lethal strike would heal you instead for 200% of the amount? There would be a hard limit on how much heal you can receive though.
And swapping attunements while overloading might be potentially OP.. I could Overload Air, swap another attunement and proc Fresh Air, then swap back to air, wait for 5 sec and overload again.. Perma overload?
5 secs to wait to use overload is fine, but the longer recharge is honestly really locking you out. I wouldn’t mind if the overloads are shorter, and the effects more prominent.
Oh and warhorn.. Never really tried it but it seems to be lackluster..
S/D is as just about as good (maybe better, can’t tell yet) brawler as d/d ele. It has a lot of benefits, mostly centered on very high might stacking, as well as sharing lots of fury. Dragon’s tooth change helps, and the buff to sigil of air makes it worth considering over sigil of battle (you sometimes hit 25 might without battle, but it helps when under heavy pressure so you don’t need to prioritize blasting firefields as much).
It plays a little different to d/d, but the burst is enjoyable. The survivability is just about as good as d/d ele (a little better in 1v1’s due to blinds, a little worse in teamfights due to no shocking aura), and you have a little more group support via more healing (water trident heals + an extra cleanse) and might stacking/fury sharing.
I tried the new scepter yesterday, and I think the new dragon tooth makes us more viable against melee targets, it makes them want to dodge out of the AoE ring lest it hits them.
Healing seems to be better though, water #3 heals decently. And Signet of Restoration procs more because you tend to really spam skills on scepter, especially Air 1,2 and 3.
Autoattack is pathetic though..
I don’t know how you manage to maintain 25 stack of might though. Maybe with the pre post cleansing fire, but I don’t know how to do it now.
With dragon tooth being point cast, its easier to cast it in your point and prevent people from coming in. Add on to that shatterstone buff (lol), do you think it might be a viable semi bunker build?
Permanent slow sounds good though, doesn’t that indirectly halves your target’s DPS by half?
It’s been modified for BWE3 with essentially a .25s ICD on gaining stacks, specifically to break the interaction with Spatial Surge.
Even without that, it wasn’t a noticeable factor in BWE1 or BWE2. In theory, permaslow is super powerful, but in practice it doesn’t matter that much compared to the more direct forms of lockdown we have access to, nor is it as much of a game changer as Chronophantasma.
Speaking of which, can dazed phantasms still Shatter?
I don’t mind having 1200 range, and it dealing no damage.
Mesmer’s blink is so much better than ours. Breaks stun, 1200 range, shorter CD
Easiest combo that does decent damage in less than 2s would be, stand point blank to the enemy, mirror blade and let it bounce back to you and onto the enemy again, then mind wrack followed by a GS3.
Should do at least 8k damage easily. Can instant gib a thief if you managed to stun him, or he’s too unaware to dodge.
From the skill description, for every 5 critical hits you do, the next hit applies 2s of slow to the target.
Isn’t this a bit OP? Considering how easy is would be to get 5 critical HITS with spartial surge alone. We would be applying permanent slowness. Couple that with Danger Time, now we even get permanent +30% crit chance
Perhaps there’s a CD for this trait that we haven’t seen yet?
I agree with dragon tooth, lower the after cast but increase the CD duration.
Phoenix is fine though, in fact it does MASSIVE damage. If you can aim your phoenix at your enemy slightly behind him, then Lightning flash in front of him, your phoenix should be able to hit 3 times.
Really though, they need to buff scepter auto attack. It’s just too kitten to do any sustainable damage.
The one thing I notice, is that some players in unranked arenas that I played aren’t really interested in the objective, they just wanna kill people and score the highest points possible.
It’s evident when you have 3 people securing home at the start of the match.
Sounds tricky to use…
How does this compare to S/F fresh air?
Not sure about wvw, but in pvp it does just about as much burst damage as an S/F Fresh Air Ele with Marauders (esp. after you stack your might), while surviving as well as or better than d/d cele ele. You would be surprised how many people you catch with phoenix + FireGrab and go down from nearly 70% health.
However, this is absolutely a brawler spec, but it offers more options and depth of play than d/d ele (which is very straight forward/has a low skill floor) due to your increased healing capability (which you should try to share), ability to dps from range (so you don’t have to YOLO into the middle of a teamfight to do damage), and more varied defenses (be smart with your blinds and kiting). Many times, you find yourself fighting basically in melee range, but because you aren’t locked there to do anything, you have many more options for intelligent play.
I enjoyed S/F ele prior to the specialization patch, but nowadays its just SO BAD. It was previously a little bit worse than shatter mesmer, but now it is so much worse in all situations that you can’t even justify it. Between loss of dps for s/f ele, gain in dps of shatter mes, and massive increase in condi and burst defense from shatter mes, it is just hard to compete as an s/f ele.
I must be doing something wrong then. I found myself at 25 stack of might, yet the auto attacks are still pretty kitten. Compared to D/D, where Lightning whip can hit for 1k each whip.
Dragon tooth is hard to get right as well, unless you stay in melee range.
I’m sick of D/D though, gonna try this build again later.
How do you deal with the low auto attack damage of scepter? I tried running this build and I found that I was constantly awkwardly trying to figure out ways to actually damage someone..
1. Stack might. You should be at or near 25 might most of the fight. Between might from cantrips and all your blast finishers, you should be stacking up to TONS of might. Even scepter’s crappy auto-attacks HURT when you have 20+ might.
2. Get damage from other sources. Be smart about saving your rock barrier for the next rotation, so that you can Dragon’s tooth—> ring of fire (before DT lands)—> phoenix—>Earth dodge+Fire off rock barrier. By doing this, each rock goes through your fire field to stack burns (extra damage). Wait for them to dodge before using your instant air skills. You aren’t in a super-rush to get out of air, so missing an instant source of damage is completely your fault.
3. Land you phoenix properly once you have your might (and get both blast + 3-5x phoenix proc if possible). If you didn’t know, you should get at least 3 procs (phoenix passing through, the blast, and coming back). Use Lightning flash if they are at ~50% health when you swap to fire to land it (or no need if they are in melee).
4. You have GREAT burst while still being sustainable. After stacking might, gradually pressuring with burns, etc. MANY will die from phoenix + firegrab (cleansing fire can be used offensively here to both pressure with burning and increase fire-grab damage). Going to air for scepter proc + RtL or earth for earthquake will finish them.
5. Fire autos when you have lots of might do a LOT of damage.
Sounds tricky to use…
How does this compare to S/F fresh air?
How do you deal with the low auto attack damage of scepter? I tried running this build and I found that I was constantly awkwardly trying to figure out ways to actually damage someone..
Before we need DD to the ground, please buff the other options for ele PvP . The last thing I want is ele in the early days of gw2.. With everyone complaining in this forum.
I tried running zerk staff once. Problem is, survivability becomes a joke. With no healing power, water line barely heals for anything. And Fire #1 is actually too slow to do anything. It’s even worst than S/F.
There was a condition S/F build that involved using signets, but apparently they needed that too with the new specialisation patch.
Hear that anet? Perhaps before you decide to nerf cele DD to the ground, think about making other options worth using.
So we don’t have much other options besides cele D/D dowe? So people are complaining that we are OP in PvP, when we don’t really have any other options to play at this class and not suck?
Staff is good for support, but it feels clunky and slow
Bursting with S/F is kinda bad ATM, I feel like playing that is like trying to play a kitten burst thief or mesmers. Not to mention its weak auto attack..
I’m talking about PvP BTW.
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Just came after almost last year, back then I was running some build that stacked fury from auras..
So what’s the meta now? I heard something about lightning hammer
So on that mission, you are supposed to read Almorra’s letter to start the quest..
The problem is, I don’t have the letter in my mailbox!! I must have accidently deleted it or something, because last thing I know I was forced out of the server during the last mission, and the game still marked the mission as finished.
But I don’t have the letter!!
Anyone know how to fix this?
Now the question is :
Is it a bug ? Will it be fix ?
I hope it’s not a bug :/
This will make us really effective, we get a free stun shield and knockback.
Try it. Switch to lightning from a different attunement, and ride the lightning. And watch as your CD resets..