Showing Posts For Vukovic.9320:
Lower the CD of Fire5, Air5 and Earth5 by 10sec.
Boon removal on flame wall for enemies, 3 might stacks for allies, longer duration burning dmg (2-3sec) (great idea, OP).
Improve Fire Aura to reflect melee damage the same way Earth Aura reflects ranged damage. This makes focus great, it also makes 20 points in fire for aura-signet builds great and saves an endangered traitline from extinction (though the trait likely would need an ICD added).
Replace both water skills with Ice Storm and Deep Freeze from the Conjured Frost Bow.
I love all your/OP’s suggestions.
Though I think comet could stay just make it deep freeze if the target is suffering from chill?
Omg you could do an AOE ice field maybe with freezing gust and then hit them with a comet and freeze 2 or 3 people!?
If we can freeze people we can land Dragons Tooth?!
I love the new GoeP, with the Glyph recharge trait, it’s almost up indefinitely.
Using it in Air = Weakness on all of your spells almost all the time.
Once the cool down after the initial use is done, you can time it as a stun break if you really want to, most people will be stunning you around that time anyways.
After this latest patch I started thinking about where Anet wanted our weapon combinations to be offensively/defensively. (Staff excluded in the following post)
When I look at our combinations it seems obvious that offensively it was meant to be:
D/D > S/D > D/F > , S/F
and Defensively:
S/F > D/F> , S/D > D/D
Obviously Focus is defensive, Dagger OH is offensive.
However there is a little bit of disparity when it comes to Scepter/Dagger for MH.
They are too close and need to be split a little to make one seem more offensive than the other and vice verse, as well as allowing Dragon’s tooth to stay how it is.
When looking at the attunment specific abilities:
Offense:
- Fire: Burning Speed + Fire Breath > Phoenix , unless a player is there to help DT land
- Water: Cone of Cold = a lot more damage than Water Trident
- Earth: Impale + Ring of earth seem more offensive than Scepters skills
- Air: Lightning Arc + Lightning Strike seem more offensive than Lightning Whip
This means Dagger wins 3/4 offensive attunements (Scepter taking Air)
Defense:
- Fire: Phoenix gives Vigor + Cond remove and can blast finish in water
- Water: Water Trident does almost no damage and is mainly healing
- Earth: Rock Barrier + Dust Devil = Defensive spells Dagger has pretty much none
- Air: Air #2 Weakness + Shocking Aura > Blind?
This would mean that Scepter wins 3/4 defensive attunements ( Dagger taking Air)
IMO the above is how it should be, however this needs to be defined more and tweaked.
If you test it yourself you’ll find a few things.
1. Lightning Whip DPS > Lightning Arc + Lightning Strike
2. Earth #1 in Scepter can stack bleed as fast as Impale + Ring of earth and brings their DPS basically equal.
3. Cone of cold does almost as much healing as Water Trident and way more damage.
4. Shatter stone in Scepter water is 100% useless in PVP
I propose the following:
1. Increase Lightning Arc again and allow the combination of Lightning Arc and Strike to be greater than Lightning Whip Spam.
2. Buff Ring of earth slightly in Dagger, in turn buff Dust Devil/ Rock Barrier to make them better defensively as Rock Barrier isn’t too good as active D.
3. Either Increase Water Tridents healing/Add Regen/ Add Con Remove to make it more defensive than Cone of Cold.
4. Fix Shatter stone so it can actually land in PVP…seriously do something with it.
By doing this you allow a few things:
- Fire Dagger > Fire Scepter Offensively (unless Dragon’s tooth lands)
- Fire Scepter > Fire Dagger Defensively
- Water Dagger to remain better offensively, while making Water Scepter better defensively
- Earth Dagger to be better offensively, while Earth Scepter adds proper defense.
- Air Scepter to be better at continual offense, while allowing Dagger to have a defensive attunement with Weakness + Shocking Aura.
The above will return choice and definition to an Elementalist’s weapon sets. So we can have a proper scale to choose from, whether we want the most defensive weapons or the most offensive or something in between.
“B-B-But what will Scepter do for damage?”
Simple Scepter will use Phoenix + Lightning Arc + Lightning Strike for it’s damage, unless you can land Dragon’s tooth with; a party member, Gale, Signet of Earth (which will bring your damage on par with MH Dagger in fire, but not overall as Dagger Earth and Water add more damage overall)
Scepter can have better defense than dagger but still do well offensively, while dagger can be better offensively while still having defense in Air.
You can then choose to couple either with Dagger OH for more damage or with a focus for more defense.
Do you guys think would this fix main hand weapons and allow them to focus on other issues?
I’ve always wanted a Necro since before release.
Before the patch I was mucking around with builds in the mists, but what is everyone so excited about?
What were the best things the patch did for you guys?
Obviously the changes to Phoenix and Tempest defense are great.
So they want us to take GoEP….but not use it until CCed???? I thought it was a buff you wanted up all the time?!
Why no boost to Dragon’s tooth speed or Glyph of Storms?
I can’t help but thinking they’re waiting to see how WvW and sPVP handle these changes before adding extras, I doubt they’re done with ele’s just yet.
Trying to make us swap Lightning Flash for anything else…..it’s turned LF into an offensive skill for D/D but destroyed Staff/Scepter/Focus’ ability to get away from melee burst?…
With Fresh Air, what do you guys use it for?
Who actually needs to get back into lightning any quicker? I know if I use focus going back to lightning won’t make Gale come back any quicker.
We have 3 traits that beg to be used with a Scepter MH:
Zephyr’s Focus – 100% Endurance regen when channeling
Vigorous Scepter – Increased Endurance regen when using scepter
Renewing Stamina – Vigor granted on Crits
Why is it that we have 3 traits that would go great together only for the fact that……..Endurance regen is capped at 100%?
My questions are; what would happen if Endurance regen were to have no cap?
What could they patch to make these 3 traits work well, for a scepter/dodge roll build?
Would it be pointless to have so much Endurance Regeneration?
I’m pretty sure you can still cast blind + lightning strike while dodge rolling, since they’re instant cast while channeling aswell.
Maybe if they made Arc lightning not break when dodge rolling, as well as increase the Endurance regen cap to 200% maybe people would be running around with Scepter/Focus doing a heap of dodge rolls and channels?
Just a playful thought.
It’s good that the population isn’t massive atm.
IMO let the fanatics and kids stick to World of Warcraft.
Once all the gear has been grinded in the MOP expansion, hopefully mature people and guilds will come back to the game they’ve already paid for and enjoy the new content/continuous content that has been polished.
This break that WOW’s given GW2 allows Anet to polish the game.
Fixing bugs and adding in new PVE content.
Balance the game from dedicated player feedback rather than mindless kids whining.
Polish the sPVP system (that is started to be promoted through community tourneys), which will be appealing after a few seasons of WOW’s favourite of the month arena crap.
Not to mention when guilds start coming back to GW2, WvW will get interesting again.
Culling has been a major issue they’ve been fixing as well as server hopping.
All of this while some of us are here enjoying the game as is, it all points to better things to come.
People quit games that are broken, unsupported WOW clones that don’t listen to their community.
It was said about Warhammer, Star Wars, Aion, Rift and many others.
That cannot be said about GW2. (Besides the odd nit pick)
I agree with all the updates you’ve made now.
Fixing Dragon’s tooth is a must.
Giving Dust Devil something useful like a knock back is great too.
Also I agree that water needs some love.
10/10
First, don’t listen to people who tell you not to use scepter or focus. Most who say that haven’t legitimately tried them. This is especially true for focus. I really really like it because it has counters for almost every class. Range: swirling winds and magnetic wave destroy them. Melee: most are pretty kite-able using freezing gust to create distance after they burn their gap closers. Stealth: two words “obsidian flesh.” Anyone who doubts focus simply needs to equip one and use this skill as frequently as possible; they will surely be convinced otherwise.
Second, I’ll tell you my experience with DT. Most of the time in 1v1, it simply isn’t worth casting. When I find it worth casting (1v1): 1) you’re locked in fire attunement (fire aa is bad) or 2) you’ve casted it under scenario 1) and you know your opponent doesn’t dodge/stunbreak out of it. It is, like other people said, pretty good for area denial and in team fights.
Third, how I burst using S/F (requires at least 15 in lightning). Start in water or earth; I like earth so I can get my rock barrier up before the fight. Open with an autoattack just to put yourself in combat. Swap to lightning for the electric discharge and immediately cast lightning strike, then gale, then arc lightning. Switch to fire and land a phoenix (not DT); you have to be pretty close to the enemy because the phoenix is slow. At this point, I usually switch to water so I can interrupt their heal with ice comet, heal myself with water trident, and/or use ice shards until lightning opens back up so I can finish them off. Other than this rotation, don’t rely on rotations! Due to the defensive/counter nature of the focus, swap attunements based on the class/build you’re facing to abuse your defensive skills and burst when the time is right.
Apologies for the long post. I hope I helped a little. Have fun with my favorite weapon set on the ele!
Cheers for that.
I’ve played exclusively with Staff or Dagger/Focus and I love the focus too.
I will definitely try your strategy in 1v1.
Do you find yourself trying to stack #2 water at all for vulnerability?
Only ways to properly set up Dragon’s Tooth are to use Signet of Earth’s 3 second immobilize or for the enemy to run out of endurance (weakness from the Glyph of Elemental Power might help), and then for you to CC them, .
I really advise against taking those Signets, and instead suggest going for Cantrips and/or Arcane utilities (and/or GoEP, SoE). Also, you won’t have much luck against mesmers with that build because you lack AoE damage, your damage is fairly slow, and it’s pretty poor outside of the fire and air attunements, which is a major problem with only 10 points in Arcana.
I Know what you mean about those signets now.
What do you think of: (For Utilities)
1. Lightning Flash (45 sec CD also grants me regen and vigor) as opposed to Earth Armor.
2. Arcane Shield (3 blocks and more aoe damage than Arcane wave almost as much damage as phantasm HP)
3. Glyph of storms – Using either Ice Storm for Chill so I can kite or Sand Storm for the constant blind effect if I get stuck in a melee.
My rotation atm is; build up vulnerability in Water, Daze, Ice Storm.
Swap to fire for a Flame Wall/ Fire Aura/ Phoenix and maybe Dragon Tooth to force a roll.
Then swap to either Air for constant critical channelling and Lightning Strike/blind.
Or if defence is needed go Earth for protection, Blind, Armor.
I was thinking of saving Gale/Obisidian Flesh, Arcane Shield and Lightning flash to counter their burst and to set up my second burst?
Ello ello ello,
was wondering …….how the hell do you get DT to hit in a duel/1v1 situation?
I’ve tried slowing + Gale and they still dodge just out of range.
Also any tips against Mesmers as a Scepter/Focus build?
Currently I’m running Scepter/Focus, Stats towards Vitality, Precision and Critical % dmg.
My build: http://www.gw2builds.org/create/bwe_1/elementalist#2.1-2.20.9.17.3-0.30.0.30.10-2.4.5.4.9.12.6
I’m having a blast I just came back to the game and have spent all my gold continuously re-specing, re-gearing, re-sigiling, re-weaponning.
There’s so many options!
Atm I’m going for a single target, CC build . Stacking; Vitality, Precission, Crit % dmg and being really decent at party support in WvW.
What I love about this game ( and the Ele) is that you don’t have to troll the forums with cookie cutter copy paste builds, you can experiment to your hearts content and choose alot of different playstyles.
I went from WoW to this and trust me when I say there’s nothing better than an mmo where you aren’t forced into 1 spec, 1 set of gear and 5 buttons you have no choice in, because its the “optimum” build.
Well if you’ve put that much time into and it’s losing interest. Nothing anyone can say it’s all up to you champ.
@ Hmmpvp
The differences are subtle in builds, the way you build your gear stats are subtle.
Your traits can be different and your weapon sets can be different and your utilities can be different.
Are you saying you can only be viable with 1 set of stats, utilities & traits for each weapon set? Viable for what? 1v1 every class? 1v1 certain classes? synergizing with a team?
You seem to have given up on theorycrafting…
PS I didn’t call you kitten that word was substituted for kitten in that sentence xD filters
WvW has issues.
But kitten if they haven’t been getting the basics right.
You guys know that in WvW you can run millions of different builds and play styles right?
You don’t HAVE to be forced into something like wow…having to have 1 specific weapon , 1 specific group of abilities, with 1 spec with 1 combination of stats.
GW offers customization and individuality.
WvW offers roles without the use of Tank/Dps/heals.
You can be a defender, a dolyak runner, a siege guy, an attacker.
Don’t stop there, your character can be glass cannon, tanky, high on crit or high on condition, they can have power and health, have lots of CC or support, any combination of: weapons, utilities, talents and stats.
If you have full exotics your on a sort of level playing field that they can balance.
The game has a skill based combat system that isn’t about stats, its about your class and how you play it.
From there you do realise they can add content, add new pve areas and dungeons, balance wvw, fix problems.
It isn’t a fail right out the gate like Warhammer or Star Wars or the many other mmos
and I’m sure you’ve gotten your $60 worth? How many toons have you levelled, how many dungeons? How many sPVP tourneys? How much WvW , how many jumping puzzles or map completions.
ALL WITHOUT A FEE!
Chillax guys ….chillax
(edited by Vukovic.9320)
How are you guys checking your latency?!
If you are in Australia, or any country where your latency is alot more then US/EU.
You may have gotten to the top of the clock tower JP ……jumped into the glass only to fall and fail.
Turns out it could be lag, I’ve uploaded a video if anyone hasn’t figured it out yet on how laggy people can get into the clock tower!
If this has helped you please don’t forget to like the video!
(edited by Vukovic.9320)
SoR has been holding their keep for ages!
Our SoS commanders seem to be getting quite frustrated xD
Bloody good show chaps! Bloody good show!
Taoism is brand spanking new oceanic guild on the Sea of Sorrows server.
Our goals are to:
* Help people with map completion
* Gear up for stats and looks through Dungeons/Karma Farming etc
* Create sPVP teams to going into tourneys
* Create WvW 5/10 and eventually raid size teams for various strategies
* Synergise with other Sea of Sorrows guilds for WvW
* Learn the ins and outs of Guild Wars 2
We don’t have many members, we’ve gotten some upgrades. (Emblem, Bank, WvW upgrades)
We are looking for people who don’t mind building up a close Oceanic Guild (any region is welcome but events will be done GMT +10), theory crafting and sharing knowledge, and leading [TAO] to be a known force in WvW.
If you’re interested send me a message, or a whisper/mail in game to vukovic.9320
Cheers
My build is all about situational attunement.
http://www.guildhead.com/skill-calc#mcszM9molvMMolvMM0pVxaoaVcsV
With the focus its all about rotating defensive CDs with the usual dagger MH offensives.
I start in Air, either use 4 to mitigate ranged burst/Thief Elite or I open with a 5 CC and go do lightning whip and add weekness.
From there is the opponent about to burst me? Ok go Earth and pop 4/5
Are they chasing my ally? Earth + 3 to catch them
Do I need defence? Earth
Do I need to heal or Slow the enemy? Water for ranged chill/Daze/Heal/Cond Remove
Do I need to go straight into fire to damage and grant allies fury? Nps
Is the guy almost dead but too far away and I’m out of CC? Fire Wall + Arcane Proj
Then throughout the fight you might need to rotate through water to get rid of a condition or earth for extra projectile reflect or Air for another round of Knockdown.
So you must just be talking about cookie cutter builds?
I only spec 10 points arcane >.>
http://www.guildhead.com/skill-calc#mcazM9molvMMolvMM0pVxaoaVcsVReally bad spec.
- The points in air are wasted on inferior traits.
- You split points between two bad minor traits instead of going for a good major trait
- Wasting the 30 point water trait on cantrip mastery is a sin, especially considering cantrip mastery doesn’t even work with mist form.
It does work for mist form 75-60s cooldown
The reason for the air is because it gets me to 40% crit chance while my gear stacks vit, power and some toughness.
I didn’t go 30 in air because 5 in earth gives 130 toughness instead of 50 any other stat and the 10 in arcane give a really useful team/rotation trait.
My build is all about rotating defensive CD’s to mitigate burst while going through standard dagger offensives/elemental/ Firewall+ Arcane Proj
Not to mention I start in air, from there I either mitigate ranged/thief elite with 4. Open with a 5 CC which is where LW and Lightning Touch come in.
Also lightning whip has longer reach then the fire spammer?
After that is when I decide whether to go Fire for damage, Earth to survive an opponents burst or Water for Chilld/Daze/Heal/Cond remove.
(edited by Vukovic.9320)
I only spec 10 points arcane >.>
http://www.guildhead.com/skill-calc#mcazM9molvMMolvMM0pVxaoaVcsV
Just wanting some input into my Dagger/Focus build and also a comparison if you guys can against the other builds. (D/D, Staff, S/D etc)
Here is my build:
http://www.guildhead.com/skill-calc#mcqzM9molvMMolvMM0pVxaoaVcsV
I’ve been stacking Vitality while trying to keep an imaginary soft cap for Toughness. (Is there even a soft cap for Toughness for us?)
My stats ingame with gear:
Health: 20 536
Armour: 2120
Crit Chance: 41%
Attack: 2683
Power: 1751
Precision: 1687
Toughness: 1200
Vitality: 1737
My build tries to focus around rotating basic dagger moves with Fire wall + arcane Proj. While rotating defensive cooldowns and CC until I wittle the other guy down.\
I usually pop Air Elemental for some random damage and CC in 1v1.
I’ve got Lightning flash over armour of earth specifically for movement in WvW and sPVP.
I’m able to run into an attacking zerg do my damage then bug out with defensives. Then come straight back in and bug out with cantrips.
I’ve so far been able to solo backstab thieves with either CC opening or defensives for them to waste their opening backstab.
The only class I have trouble with is mesmers atm.
Lastly I feel I can help a team greatly with projectile defense CDs, Arcane spec buffs, little bit of condition removal/healing and my own CC to compliment their attacks/kiting. (especially the chill and dazes in water with D/F)
What do you guys think?
Cheers
