Showing Posts For Velth.3780:
Weave self elite
currently elite gives us up to 20 seconds with half of cd between attunements + bonuses from already used attunements, but if we are swapping between all of them, we are ending it within 4-10 seconds depending on how many skills we are using, and entering ‘perfect weave’ witch no longer grant attunement gcd-reduction (and ends earlier if we use tailored victory) – so it’s kind of punishes us for completing requirement to become this so called ‘ultimate being’ which is actually worse than base effect of elite (no gcd reduction)
currently to get most of this elite we should stick to changing between 3 attunements for 19 sec and than at the end swap to the last one.
I’d like to see it changed to increase it’s base duration to 25 seconds and remove that whole ‘perfect weave’ stadium.
Leave ‘woven element’ bonuses as they are and, if all of them are activated, allow us to end elite earlier with tailored victory
In wvw I had some fun messing with weaver trying to recreate old d/d ele-bunker feeling
so far the most reasonable setup I menaged to create was:
weaver
x/3/3
arcane
2/2/1
water
1/2/1
sigil of energy, i’d like to try it with concentration, but i don’t have it on beta
food for lifesteal on crit
rune of durability
for skills aquatic stance or ether renewal (signet isn’t good because you would have enough passive healing) / lighting flash / twist of fate / armor of earth / weave self
main rotation would be starting with air/air, using a4 or Lighting flash/a2/a3 ->fire/air -> 3,2, 5 -> earth/fire -> 2,3, 4, (dodge for blast), 5 -> air/earth -> 4, 3 (imho one of the best dual skills out there if you manage to stick close to enemy, also great for proccing from heal skill) -> rest depending on situation
duals from fire/water and water/earth also allowing for more gap closing, but i found kd from mud slide hard to execute
also, fire/air and air/water 3 are also blast finishers, if you change rotation in midway
(edited by Velth.3780)
imho if you are used to playing elementalist you can easly distinguish in which attunements you are by loooking at the background color of 1 and 5 weapon skill
also, instead of looking at attunements icons, above weapon skills there is line – left side (above skills 1-3) is colored based on MH attunements, while right side (above skills 3-5) has color based on OH attunements. When attuning to the new element the MH will move to OH
Also, currently doublehanding any attunement except air is waste of cd, due to it not activating most of the traits proccing on attunment switch
(edited by Velth.3780)
Some traits don’t procs when attuning for the 2nd time in the same attunement on weaver
Elemental Attunement (arcane 2nd minor)
- offhand fire doesn’t apply might
- offhand earth doesn’t apply protection
- offhand water and air are applying boons correctly
Healing Ripple (water 2nd minor) doesn’t heal on 2nd attunement (2nd minor in other attunements are working correctly)
Evasive arcane – dodge only trigger effect from MH, not both
(edited by Velth.3780)
So I encountered few bugs with weaver and how traits are working:
- while off hand attuning costs us full time with cd, some traits dont procs from it, like healing ripple (no heal), evasive arcane (only uses main hand attunement for dodge, instead of both effects)
electric discharge, earthen blast and sunspot works fine
I miss the times when zerg had to chain skills like Swirling Winds to avoid fire from catapult/treb instead of relying on siege abilities
to be honest, only fights with even numbers i encountered during this matchup, were when i was running alone to take some camps…
if u say so then enjoy your badges, i’m enyoing mine too :P
seeing how many ppl u can mobilise i really considered that group attacking garri as roamers :P
Wow the Guild [WvW] from Ruins have a own blobb.
You do not dare get out from under 40 people or?And the rest of you is not on the picture because they die and run new
hmm, looks like we accidently attacked small roaming squad, don’t we?
http://postimg.org/image/oniz5db0h/
http://postimg.org/image/7rll9mjvj/
i’d take ether renewal over signet – u have enough sustained heal from water attunment + dodge, and brust heal from ether renewal will help u more often (and is also life saver against condition heavy builds which are popular for 1v1 nowadays)
when u use ring of fire, u can start blasting with e4 and then immediatly lightning flash to the enemy, so u not only recive might from blasting but also kd enemy
thanks to one [SHN] necro, who were roaming on RoS borderland this evening; actually u are second person with which, during that week, I had entertaining duel.
It’s 1:1 now, i kittened 2nd fight seeing ur hp falling and trying to finish you fast xD
they recently officialy announced that they know that lingering elements is bugged since few days release, so maybe in next few months there will be fix
- trait applies only 5 point minor traits from water and fire – don’t work with 5pts minors from earth and air.
- when u switch from earth to something other while having trait granting u more dmg in earth, that bonus is instantly lost (it’s just example, but it’s the same with all other traits)
so in general this trait just keeps icon from previous attunement for 5 sec – its sooo OP xD
u can also try 0/0/20/20/30 with 2x runes of melandru, 2x water, 2x traveler, -cond food and earth9 trait (being almost immune to movement impaling helps dd survivie a lot imho)
for armor i use as a base knight, usually trying to have 2,8k armor (if u are commanding even more), with some berserkers and celestial trinkets
Imho it’s one of the best match-ups we had recently. Hope it will be like that all week
You had to fight against thief without off-hand weapon becouse he popped out of stealth while u were swapping weapons to stack swiftness
You forget the reason to use your elite skill in combat
(edited by Velth.3780)
easy way to solve zerg fights would be as someone mentioned splitting wxp for taking objectives
imho good idea would be also adding debuff witch increases cast time by xx% depending on amount of nearby ppl (u need to concentrate so that this nasty meteor shower wont hit ur allies, take care of that to dont smash ally with hammer etc)
So finally after siege lasting at least 4h or so, we captured FoW garri; u are great in defending. It was great fight when we were forced to push each other between garri and tower to stop u from destroying our trebs (and u still menaged to destroy them once or twice).
Also encountered some nice skirmishes during dolyak hunt and camp capping to cut off ur supplies.
Really hope that there will be more actions like this during this week
solved (had to delete in-game mails to see mails from BLTC)
hah, need to learn to read all stuff, skipped ‘explain’ part
i’m running similar build post-patch – but 94% cripple reduction is a bit of overkill imho, and i find 2x monk, water and melandru (~80% reduction and 60% boon duration) more optimal.
Also consider earth trait V (protection on auras) instead VI, that could allow u pick some more dmg oriented gear instead of that much vitality
so, maybe alongside with upcoming various skill nerfing for an ele, there is a chance we recive some buff to our elite skills?
it don’t need to be anything major, just something like letting us pick one additional utility skill in that place…
3 conditions + break stun – it totally deserves that cd