Showing Posts For hakurface.2619:
The P/D bunker/condition build works just fine and holds its own against D/D Backstab crit builds. Holds well against 100 blades as well. Nothing like having a Warrior rage quit because he dropped bulls charge and 100 blades on you only to drop you to near half health and you wittle him down at range and end up winning the engagement.
Think you could post a better quality? 720p seems a little a grainy.
Great video none the less. I’m loving the build. Even more when you owned that thief trying to hide in that skill and you flipped around him and downed him. Trying to get a better feel for the other classes. I see how you use your skills and I must say, “golf clap”. Big question is, what server do you play on?
Yea, I was just about to make a forum post about this.
I absolutely love RR. DoTA/LoL style and it’s friggin fun. I love dropping an aimed shot on a group or someone trying to heal. Sniped someone stealth’d in the bushes trying to revive his buddy I just killed. Was pure awesomeness.
KEEP THIS.
I’m leveling my newbie lvl 16 warrior at the moment, and I would have to say that I miss the survivability of my level 80 d/d elementalist. Its just not fun when I can no longer solo 10+ enemy mobs at the same time, champion mobs solo, and all the mass AoE burst I get from D/D. I do however like my single targeting DPS much more, b/c an elementalists does have some rather poor single DPS bursting.
1)I have no idea where are you going to find 10 mob cubing together (not those lesser one that die in 2 hit) to solo. Even when I solo a event, the number of mob scale with number of players there so the maximum I get like is 4 .
2)No one can solo a champion with huge range dmg but EVERYONE can solo a champion that don’t have high range dmg. See the different? Given that rifle warrior has higher single target dmg, they have a much easier time solo a champ than elementalist.
3) While DD elementalist has good AOE dmg, it is nowhere comparable to hundred-blade.
4) the 2things elementalist has over warrior are group defensive buff (that why everyone spec into arcane) and escape tools(good for wvw).
That bold part makes you sound like a Warrior fanboy or you don’t understand an Ele. Hundred Blades has piss poor range and spotty hit angles. Specially from the side. Sure it hits hard. But we have MUCH better burst AoE. Burning Speed > Drakes Breath (1.6k Damage 5.6k Burning) > Fire Grab > RoF > Arcane Wave > Earthquake (8 stacks of bleed around 5.3k) > CE > Cone of Cold.
In the meantime, just use it smartly. Most good players know that RTL is our main gap closer so don’t use it on someone who you’ve already faced and has proven to be a decent player. You’re only going to end up stunning yourself because the majority of decent players know how to bait RTL. Not to mention they can click on you to see what attunement you’re in while you’re charging in.
If you see someone strafing side to side or front to back, don’t use it. It’s gonna break the path and leave you stuck. Right now, it’s point blank, someone standing still, or chasing someone from behind. I land at least 95% of my RTL’s from the side or behind. IF you’re going to use it charging in on someone, at least try to get it from right at the 1200 range so you spend less time bugged out.
Kind of expect it to be fixed next big class update seeing as right now it predicts the path to travel based on the current direction the target is traveling in. Any break in that movement causes RTL to bug out and stay still. Seems like it’s a tracking issue they have with it. Didn’t play BWE’s or Beta so I can’t tell you how it worked before hand.
Fire Grab has plenty of range. And with the most recent update, has had it’s angle adjusted.
Fire Grab: This skill has had its attack angle increased.
If you’re having an issue landing it, use right click to adjust your angle accordingly. I find that when kiting in a circle, I generally have to lead Fire Grab ahead of the target to land it correctly. Same for Drakes and Cone of Cold.
There’s a couple of make shift combo’s that help to land FG easier if you’re having trouble as well. A well placed Burning Speed to Fire Grab works. You shouldn’t be having any problem landing FG in PvE. Practicing with Drakes Breath while kiting will help you to remember the correct camera angle to land FG while on the run. Practice makes perfect. I rarely miss FG unless I misjudge the range.
You should have a cast bar for the following skills while in Staff. Healing Rain, Meteor Shower and Eruption. Breaking the channel/cast bar on Eruption will cause it not to Erupt at the end of it’s animation dealing no damage, applying no stacks and procing no fields. Disrupting Meteor Shower during the cast/channel bar causes the amount of Meteors that rain down to vary depending on when you break it. Healing Rain will not cast if the cast/channel bar is broken before it finishes.
You must complete CE in order to receive the Might Stacks. It’s been tested time and time again.
Intended. You must complete the bast bar. If you’re running Staff, ALWAYS complete your cast bars if you’re able to.
@Diogo
No it’s not good just to drop Earthquake or Updrate just because it is available. Updraft is unique in it’s own way as it is a blowback KD. It’s extremely effective at splitting up groups and setting up combos. It’s also better used as an opener and then being saved for after the fight if backup arrives to help the character you just downed in case Mist form is on CD.
I save Earthquake as a general KD to be used when a player is attempting to heal or if there is a mass group and Updraft is on KD. Like I said, bad Ele’s will blow these skills for no reason.
As far as Auto attacks go, I’ve downed plenty of people with Lightning Whip / Dragons Claw because they were so low, that I don’t have to swap Attunments. There’s nothing wrong either with spamming a few auto’s before switching to another Attunment. This helps to keep the flow and CD’s a little more balanced. If I’m in the middle of a fight and just landed a point blank RTL, which is currently one of the safest ways to use it, I’m gonna follow up with around 2 LW’s and a SA if the situation calls for it. I’m then going to switch to Earth and start CE. If I happen to be running Lightning Flash it’s gonna be a good day. I’m then gonna follow up with 2 and a few auto’s to apply a few more quick stacks of bleed.
Vapor Blade is an awesome skill and should be used 3 times as 6 stacks is around the most you can get with it.
So again, it’s not about blowing your CD’s and then immediately Attune swap. It’s about knowing what to use and when to use it as the situation calls for it.
Honestly, I don’t have a single issue with Burning Speed. I’ve been playing with Melee Assist off since forever and been playing with auto target off for about a month now and everything just works better.
All you have to know in order to land burning speed is 2 things. It always goes in the direction your character is facing and it’s range. Remember, the way your character is facing, not looking. Using Right Click to adjust your camera angle so your character faces accordingly always helps. The blast radius of burning speeds end is around 200-240 yards if that helps you any. It’s around the same radius of windborne speed.
Updraft will put you right in range for Burning Speed. You can Updraft > Fire > Run forward for a split second > Burning Speed > Fire Grab.
All just comes down to knowing the range of Burning Speed and the ending blast radius. Don’t forget, you have practice Golems and NPC’s.
@gkirt
“Its a fact, Elementalists just play off cooldowns due to how many skills there are at our disposal. Elementalists mentality — Blow all your skills as often as you can”
Bad Elementalists blow everything before moving on from a certain attune. There’s no reason to drop an Updraft/Earthquake, SA, Cone of Cold or Cleansing Wave if the situation does not call for it.
We have Attunement Rotation. Anyone can mindlessly swap attunements and blow cooldowns. It is in the order of what we swap to and when we swap to it that gives us our strength.
Start in Earth. Eruption > Air > Static Field on Eruption > Arcane Wave in Static Field > Windborne Speed > Equip off hand Dagger > Updraft. More than enough swiftness to get you where you’re going.
We’re a fight ending class, not a fight starting class.
One Major trait does not make us an end fighting class. In fact, the majority of our skills and traits all point to initiators. If you played the beta, you would know that Ele’s used to faceroll and that is no longer the case. With our current viable build, our damage actually comes from drawing the battle out because our survivability is much higher.
We do have one of the best stomps in the game though. +1 Mistform.
So I read your post. Very good questions.
Are we on par with other classes?
This is actually a very broad and good question. In terms of DPS, no (sounds like you’re talking from a PvP stand point). Many things come into play when playing our class. We have our burst.
We cannot “out burst” a Warrior, but we have the ability to avoid or mitigate the damage they put out and end up “out DPS them”. After bulls charge, they have nothing. We have Mist Form, Cleansing Flame and Shocking Aura and Flash.
For right now, our strength comes from drawing the battle out where we have more survivability and eventually “out damaging” a class. We also have the ability to break up team fights as we see fit.
Now, are Warriors OP’d? That all depends on how you see them. We can pretty much mitigate or stop all their damage. Yes, even with your weapon swap, we can still avoid / mitigate it. It depends on what you run, which you haven’t stated.
Anyone can make a class and take it to sPvP and say it sucks because they don’t know how to play it. You never said you did but it seems like you just took an Ele to sPvP and didn’t like it.
Don’t forget about daphoenixs’.
https://forum-en.gw2archive.eu/forum/professions/elementalist/Tanky-DPS-Elementalist-Videos-included
Figured we get something going here besides complaining about Ele’s.
Just got around to running CoF Story and the Helm looked awesome. Went for the Assassin’s Creed look. Wish the boots had more options for coloring.
If anyone knows of some better looking daggers let me know. Tired of these AC ones.
They actually have to pass through the outer ring. Just like Ring of Fire.
Champions/Bosses have a passive that stacks to a certain point where CC effects have a reduced/no effect. When it’s reached, Stuns/KD’s have no effect, while Vulnerability suffers a 25% reduced duration and Cripple suffers a 50% reduced duration. Could be wrong on those numbers, correct me if I am.
If you want the best out of Static Field, Static Field > Gust to push them through. Not sure if Gust will work on downed opponents as I don’t play Staff in PvP. Static Field also works as a Defensive technique as well for saving downed allies. Throw a Static Field around your downed ally and start reviving. I’ve seen it done several times in tPvP videos.
@ Ansemaru
A 5 button mouse is good enough. Logitech MX518 is the one I use. For my 4 Attunes it’s Mouse 3,4,z,r. But for the most part, playing as a Human as Ele, I found it also extremely slow leveling in their starting area. But as pretty much what everyone else said, pick a set and stick with it until you know it hands down. I chose Staff and D/D.
Mainly our profession uses Scepter/Dagger, Dagger/Dagger and Staff as our choices. I can tell you first hand as a D/D Ele, that it’s a bit harder than Staff or S/D in terms of leveling because pre 80, you’re pretty much lacking the key traits and stats to really have that survivability. I pretty much hit AC up until around 65-70 before I started venturing out to other dungeons.
Lastly, learn you combo’s and your Attunement swapping rotations (yes, rotations, plural). It’s absolutely key that you learn those 2 things as it is pretty much required to play the class to it’s fullest.
Stick with it, it gets easier down the line and is very rewarding when you pull off fantastic strings.
Power: 1606
Precision: 984
Toughness: 1660
Vitality: 1502
Attack: 2587
Condition Damage: 382
Armor: 2580
Defense: 920
Health: 17,665
Healing Power: 687
Still missing 3 pieces to be fully decked out in Exotics and my Armor Runes. Toughness will be well above 1700 by then.
On Staff, it’s more or less Offensive Defensive skills for Earth. It also mainly depends on how you rotate Attunements. When I used to run staff, I would start off in Earth, mainly to start off with Eruption>Fire>LF. Quick and easy combo, sets up Area Might, stacks bleed a quick DoT. Or if you were trying to CC or help an ally out, Gust>Earth>Shockwave>Unsteady Ground right on target. Unsteady Ground really requires it to be on a target for the duration for it to be effective.
Don’t forget, Shockwave can pass through multiple targets and adds a stack of bleed. The only really good Defensive skill in Staff Earth is Shockwave. The rest can be used in cojuction with other spells.
Just like you should only be in Staff Water for Healing+Condition Removal/Vul/CC, you should only be in Earth to CC/Bleed/Combo Finisher. For me, it would usually be 2 eruptions>shockwave>unsteady ground>eruption>fire>LF and DPS in Fire.
It’s a little different when using Earth playing Staff but it’s utility is still there. Just requires you to adjust your play style.
As he’s said before, the build is just a general guide for you. You don’t have to follow it exactly. I’ve changed it to 0/0/25/25/20 and replaced traits that work better for my gameplay. CoF Path 1 is quite possibly one of the easiest paths I’ve ran. And that’s sticking with D/D the whole time. Even running with the AC Set Power/Vit/Tough and the Monk Runes, I still do extremely well.
@Wintersun
What your issue with burning speed? Other than the fact that sometimes it’s finisher sometimes procs at the start it works completely fine.
As Boozer has pointed out, and it’s been said plenty of times before, swapping Attunements counts as a weapon swap. The only thing we’re asking for is an out of combat weapon swap.
sPvP is a different beast in itself. No matter how good your Ele build/gameplay is, against a coordinated team, you’re gonna get steam rolled. You can only engage one for so long before the rest of the team comes in as back up and then you’re forced to run. Or Vice Versa. tPvP is really where it’s at.
As far as Wv3 goes, yea. If you say we suck, you’re obviously having some type of issue with your build or gameplay. I constantly switch from Staff to D/D depending on how the battle is. I’ve assaulted gates as a D/D and have actually dropped a few people behind them. I’ve only hit up Wv3 3 times with around 6 hours total. Once in my 30’s and twice after I hit 80 and grabbed my Exotic set. Racked up 88 kills.
For most of us, the class is fine and we all know where the big issues are. Terrible or absolutely worthless traits, mainly minors, numerous skill bugs and RTL. Once RTL get’s a tracking fix or the ability to end the skill prematurely (probably the latter as we all saw how Lightning Whip was fixed) we’ll receive a huge boost. Even better if RTL actually tracked to the target correctly.
If you can’t adjust your gameplay to accommodate these current issues, stick to PvE or roll another class. I for one, am currently satisfied with my Elementalist even with the current problems.
Edit: @Wintersun not Boozer. Mistype
(edited by hakurface.2619)
Anyone can look good when you’ve got 3 orbs and a highly populated server vs a lower pop’d one. Don’t even think those guys were geared. Show me a s/tPvP where the challenge is. Nothing special here.
Again, here’s the thing, even if you were to boost the base damage of Elements, WHY would you want to stay in a single element. The class itself is designed around rotating Attunements. Our combos,burst and utility come from stringing multiple skills from multiple Attunements.
Quote isn’t working right now.
“But if we take away the ability to swap between 4 elements in 4 seconds, then the individual damage of an element could go up.”
No. It’s now 4 elements in 6 seconds. There’s no need to boost the damage because all you would be doing is spamming autos once you burn your skills. So you’re asking to be buffed for basic damage after you burn your skills when you have 15 others. Working like weapon swaps is a good idea and could offer more build diversity but wouldn’t matter. We still need to be in bunker to be viable. Instead of 20 points in Arcane it would be 10, leaving the other points to be put in Water/Earth.
Really? You have 20 skills bud. It’s been said plenty of times before, an out of combat weapon swap would be better. If you want weapon swap, play another class that has one. We don’t need it.
You’re talking about fundamentally changing the basis of our class. If you were to change attunements to a global cooldown of 10 seconds when you swap, you severely limit the amount of damage we can dish out as is.
Even if you were to boost the base damage as you wished, what good would it do? You would just rotate your bursts to the end of the CD which leaves you spamming auto’s for 6 seconds or until you feel safe and other classes wouldn’t even fear you because they know you can’t burst when you swap attunements.
The reason why we can currently “burst”, is because we have the ability to swap attunes without a global CD, pop our skills and switch to the next attunement while other skills are on CD.
Sorry, hackks was pretty much right. Bad idea is bad.
bumped folks take a look atit
https://forum-en.gw2archive.eu/forum/game/crafting/Potionmaking-How-to-level-Artificer-1-400
Went from 76 to 80 and only hit around 250 in Artifice. It’s fairly cheap as well. Crafting still offers great experience.
@creslin
what weapon do you have slotted and how do you heal up while getting chased or beat on. I’m a staff wielder myself so woud like to learn. in PVE, with a staff healing is too slow and I am looking to try other weaps. thanks
D/D bunker builds can compete with Warrior’s no problem. In Wv3 I usually run a Power/Condition build and in PvP it’s D/D Bunker. 10 points in Arcane grants you elemental attunement (gain a boon depending on which element you switch to). Switching to water grants Regen.
In your bunker build, you’re only going to have around 9-10 seconds on Attunement CD’s. Switching to water not only grants Regen but also condition removal. Cone of Cold does a good amount of damage and heals you. Cleansing wave drops a nice heal as well as removing a condition. GoEH while cast in water grants another regen which helps to mitigate damage while you dish yours out/run away. If you’re being chased, pop Frost Aura and start putting distance. RTL/Burning Speed will help to put some distance as well. Mist Form + Cleansing Fire + will pretty much handle any situation. 100 blades is a joke. I’ve only got caught by all the hits once and that’s because everything was on CD and I got CC’d by a 2nd helper. Not much you can do in that situation. I held out in a 1v2 vs a Guardian and Warrior at Quarry long enough to down the Warrior and hold out against the Guardian long enough for a roamer to finally come around and help out.
The point is, we’re an ok class. Just takes a lot more effort. If you want to do more with less effort, roll another class. I personally love my Ele.
You do realize this is a Minor trait? It’s basically not needed and should be replaced with a more useful one. Bottom line.
You should never want to sacrifice a trait. Traits are the core of any build. If a boost to speed can be done by our weapons alone and be kept up as long as it’s needed, why waste a Minor Trait like that? Just looked it up and the cap for MS is 33% as you stated. Perma swiftness fulfills the need. No reason to have a minor trait for 10% MS. When you can have 33% whenever you need it. But like I said, I don’t think they foresaw the perma swiftness but it’s here.
Why waste a Trait when it can be done by weapon skills alone? If you read his post, his views are from a PvE standpoint. The movement speed is basically there for traveling. Zephyr’s speed should be removed and replaced with a minor trait that is actually useful for both PvE and PvP. As of right now, passive movement speed buffs do not stack. The highest passive is used. Now if you decide to use an air build and you use One With Air, Zephyr’s is now useless. If windborne dagger worked, you would have the same issue. I’m pretty sure the reason why they don’t stack is because it starts to get ridiculous how much ground an Ele would be ale to cover. 50% movement speed from traits. Throw in Burning Speed, RTL and swiftness and it’s ridiculous. I think the best option is to replace Zephyr’s Speed entirely.
You can use Burning Retreat offensively, don’t expect it to do a good amount of damage because again, it wasn’t designed for it. Whenever I do AC sometimes I’ll drop a BR on a burrow for the damage but it has much better utility in being used as an emergency dodge.
I believe S/D Might combo goes RoF>Dragon’s Tooth>Phoenix>Arcane Wave>Earthquake. That’s 12 stacks right ther. Comet is a blast finisher as well so maybe you can work it in there. At lower levels, D/D is a bit rough due to lack of traits and skill points. Stick with Power/Vit/Toughness stats while leveling and max Fire traits when you can. Start’s getting easier around 25.
Also will target non aggressive monsters in PvE if they are withing range and Players pets in sPvP.
Just wanted to throw out that you can avoid this by turning Auto Targeting off in the options.
Doesn’t makes sense. Why can I have auto target on in PvP and deselect my target to RTL away and it not target a player but will target a pet if it’s within range? I like having auto target on for Drakes Breath and Cone of Cold.
Cone of cold: increase base healing by 20%
Healing is fine and synergizes well with D/D Bunker builds. Grab some Monk runes or +Healing. It serves it’s purposes as a general heal and decent damage.
Zephyrs Speed: make this stack with other speed boosts. (hard cap of 33%)
No point in buffing it, we have “infinite” swiftness. Eruption>Static Field>Arcane Blast>Windborne>Updraft
Fire has plenty of AoE. Hell, every Staff skill on Fire has an AoE effect. The description of Lightning is correct. If you run S/D that is.
New Trait: 5% of power is converted into vitality.
Really? No point, bunker builds have plenty of survivability and if you’re running a GC build, it’s not really gonna matter that you have more life since you won’t have damage mitigation.
Glyph of storms fire: add 1sec burn with each pulse
Air: add 5sec vulnerability with each hit
Eh, no matter what they do with this skill, it basically has no utility outside of dungeons. I throw it on to use with MS for the extra DPS or Earth for perma blind for the duration of it.
Frost aura: decrease chill duration to 1sec. Chills foes within 120 radius (remove requirement of being hit)
If you remove the requirement of being hit you severely take away the utility of the skill in s/tPvP. It offers great escapability as you activate and as players attack you, they become slowed, offering you the chance to escape. The more they attack, the more distance is put between. Great against ranged.
Phoenix: decrease recharge to 15s or apply 1s burn
Is fine as it is. S/D stacks might like a boss. Add the fact that it grants fire, has initial damage+aoe and grants vigor and it’s clearly fine.
RTL’s pathing/tracking is absolutely horrid atm. Saying it’s fine is anything but the truth. MG falls into the same category. It’s clunky and unreliable atm and basically acts like a 3 second self stun when it doesn’t work.
Mist form: cure and grants immunity to immobilized and crippled for the duration
Can’t have it all bud. Depending on traits, it can grant regen+vigor or damage and chill enemies. Mist Form+Cleansing Flame will suffice for almost every situation. Even if you’re Immobilized, a well timed Mist Form will get you through most PvE situations. PvP is slightly different but works on the same premise.
Arcane fury: increase fury duration to 5 sec
3 seconds is good enough.
Geyser: increase duration to 3s, or increase healing to 1000
Still serves it’s purpose. Decent heal with a great field. Personally I use it on downed allies if I happen to be in Water to help with the pick up.
Burning retreat: increase the damage for going through it to equal flame wall
Again, it’s a dodge utility skill. You can’t expect it to dish out damage as it’s not meant to. It’s meant as a dodge and should be used appropriately so. Hell, Updraft has the same effect and it has a KD and grants Swiftness.
Everything else has more or less been stated already. General consensus is that Dragon’s Tooth speed needs to be increased. Everyone agrees that Eruption needs a buff to cast time. With cast time and activation, I believe it’s around 4s before the skill actually casts.
(edited by hakurface.2619)
Fireball is fine. Does not need it’s radius change.
Burning Retreat is a utility skill. It’s a free dodge that doesn’t use endurance and should be used appropriately so.
Geyser is fine. If you want a bigger radius, throw 20 points into arcane for large AoE’s
Burning speed is fine as it is going through opponents. It’s a great skill in sPvP as getting behind players offers time to do damage. Learn the distance and use accordingly if you want it to “hit” on contact.
RTL is fine? I lol’d at that.
I’m not going to go on and on and explain everything wrong with what you posted. It this case, it is a matter of L2P. There are plenty of threads throughout the Ele forum and plenty of posts that will help you understand how to play the class.
RTL has terrible pathing in the way that it currently predicts the path the player is moving in and assumes the player will continue moving in said direction. RTL picks a spot accordingly on that path and sends you on your way. All the character/mob has to do is change direction and RTL is kittened thus leaving you immobilized for the remaining duration of RTL. Also will target non aggressive monsters in PvE if they are withing range and Players pets in sPvP.
Because all the traits help only 1 attunement. So it’s worthless to switch to another attunement since you’ll get more damage staying in one.
Better just stay in fire if you have 30 points in fire since you get +20% damage from 10% trait and 2x 5% on burning. No real reason to go to earth since you will just reduce your damage by doing so.
Ironic that the class that is supposed to be all about swapping attunement is… all about not swapping.
Water without water traits doesn’t help your team. It slows the fight as you will be dealing no damage. The heal without +healing is barely noticeable.
Water still has it’s many uses. Water 3 can be used to saved a downed ally or help with the pick up. 5 offers your regen and even with 10 points spec’d in water, it’s a decent regen. 4 offers a great CC and Field which you can either proc with eruption or arcane blast for area frost armor. I’m a 77 D/D and run a Bunker build in PvE and Dungeons and offer plenty of CC with Water 3 and 4 and Air. Why does everyone think it’s about DPS as an Ele? The amount of utility you bring to the party is your strength. Not dishing out damage. I was running AC earlier with my D/D doing damage and switching back to water and just stacking vulnerability with 1 and let the rest of the team dish out damage.
No reason to go to earth? Please. If you’re running a Staff, Eruption is our only blast finisher which can be used in conjunction with LF/Healing Rain/Frozen Ground. Yes you’re going to spend more time in Fire but swapping attunements to CC mobs/bosses is absolutely needed and should be done. If you don’t, you’re a detriment to the party. Go roll a D/D Thief and spam 2 if you’re gonna think like that. We don’t need terribad ele’s who don’t attune swap.
Stone Flesh, why only in Earth? Because it’s your condition toughness Element. You’re either gonna switch to earth to lay down CC from afar or you’re gonna switch to earth to lay down CC trying to escape. Either way, the trait serves it’s purpose for the extra toughness.
Earthen Blast
Damage foes and cripple them for 3 seconds when attuning to earth
Applies to situation 2 above.
Bountiful Power
Deal 2% more damage for each boon on you.
How often do you have 5 boons on you? 4? 3?
Many times, as stated by Wildclaw, perma Might and Swiftness are completely viable. Vigor and Regen can easily be obtained and don’t forget other boons that part members can throw on.
Soothing Mist
Regenerate health while attuned to water.
Why only in Water?
Because water is our healing Element. It serves it’s purpose. Haven’t verified the Regen Rate on it but I will later. Either way, for the amount of time you spend in water, which is a few seconds on Staff, it’s fine.
Enduring Damage
Deal 10% more damage when your endurance is full.
This servers it’s purpose when engaging first. As as a Staff Ele, your Endurance is gonna be at max for longer times than any other Ele. For D/D, it works as intended. For bonus damage when initiating a fight.
Lingering Elements
Attunement bonuses linger for 5 seconds
Mainly meant for D/D S/D.
Weak Spot I care noting for. I don’t run any type of crit build on my Ele since most of our damage is condition based.
Arcane Fury, eh. Has some synergy with weak spot if you were gonna run a crit build but mainly serves it’s purpose for D/D S/D. Only 2 skills work for Staff where you would be able to get off which is LF and a Fireball.
Burning Rage + Embers Might gives you your 10%.
Flame Barrier sucks and Sunspot damage is minor compared to what you can dish out in fire anyway.
I think they’re decent with a few exceptions.
D/D in PvE. Staff in Wv3 and Dungeons. Nuff said.
Yes, as far as Staff goes, anything with a cast bar needs to run it’s course. Casting Eruption and breaking the cast bar before it’s done causes the skill to do no damage and apply no stacks of bleed. It also does not proc any fields as a blast finisher since the skill was not completed.
@ Eddard – Almost all skills can be cast on the move except 2. Healing Rain and Meteor Shower. These two require you to be completely still while casting. Any type of movement during those 2 skills during cast will cause the cast break and initiate the secondary cooldown. E.G. hitting w/s/a/d or rolling will break the cast bar. In Meteor Showers case, if the cast bar is broken before Meteors start being summoned, it will trigger the secondary CD. If you break the bar after the Meteors start being summoned, the full CD will trigger. It seems that for this skill, depending on when you break the cast bar affects the amount of Meteors dropped. If you’re running a Staff, you should ALWAYS let cast bars finish before casting another skill.
If you break the cast bar on Meteor Shower during the cast, the amount of Meteors that drop are significantly less and drop a extreme slow rate over the duration. I think on Eruption, the damage is significantly less and does not apply all 5 stacks of bleed. Not quite sure on that one, gonna have to test it. The secondary cooldown for breaking some skills before the cast time is there so if you break it before cast, you’re not penalized with the full CD of the skill but in stead a secondary cooldown before you can activate the spell again.
@daphoenix
Using your build between my Fire/Earth Power Condition build. I like both. Have been watching your videos. I’ve been adapting my play style, taking what I like and what I don’t but there’s one thing I can’t grasp. Your boons. You seem to have a lot more than I do.
I understand the build works off constant attune swap, which is awesome and works right into my gameplay. But I never seem to have the amount of boons you do. I’ve watched the W3 and the PvP vids. I can kite a team of 5 and completely stall them. It’s absolutely awesome. But in your Vid’s, you seem to stack a lot of boons. Around 3 or 4 more than I can. It all works out in the end in PvP ( Wv3 I’m only 64) but I’m a tad bit interested how you get those boons to stack.
I was playing sPvP earlier and took down a sub par Warrior trying to spam his 1k or w/e with his Guardian. They couldn’t take me down due to constant attune swap and Water wrecking them when they lined up. I ignored the Warrior somewhat while focusing the Guardian.
Anyways, I was able to down one and force the revive. By then I could cycle KD’s and keep them from reviving until back up arrived which was awesome.
Don’t get me wrong, the build works extremely well for my play style. So does my Fire/Earth Condition build. I just can’t stack those boons.
Sometimes on a good rotation I can stack most of them, but it’s just crazy man. That 1v2 on the Guard & War I had was insane. Fantastic build.
There is a lot of room to work with this class.
(edited by hakurface.2619)
AC Path 1 & 2 usually take around 40 mins in a normal pug. If you get a group that knows what they’re actually doing, you can do path 2 in around 25 mins. Gonna have to check out TA
So was running with a group doing a Normal Path 2 run. As usual we get to the part where Detha has repair the Mortars, nothing out of the Ordinary. So she finishes #2 and we still have 3/4 mobs up. Everything’snormal, no problem, we begin to focus marked targets and Detha is fightning as well, we take 1 down and somehow wiped (pug). Probably a bad focus. No biggie. Run back up and normally the mobs should reset to their spawn locations. Nope, they now all flock to mortar 3 and swarm it (I’ve seen this since previous patch, not the most recent. Well, someone revives her in the midst of battle, that’s fine, she always fights until the room is clear anyway. She begins to and for some reason she dumps the mobs she’s fighting and runs to Mortar 3 to start the repair and triggers the OTHER group. So now we’re at 8/9 mobs. Here’s the SS. Wish I had taken the one where there’s 9 standing over the mortar site but this one works as well.