Showing Highly Rated Posts By Zelyhn.8069:

Lingering Elements trait bug since release

in Bugs: Game, Forum, Website

Posted by: Zelyhn.8069

Zelyhn.8069

I completely agree.

I have suggested many many times that lingering elements should work for all attunement bonuses and be made natural to the class (no trait required) for a shorter duration (2-3 seconds). The Arcana minor master trait (15 points) could then simply extend this duration by 3-4 seconds.

This would bring synergy and fun.
This would be in line with the theme of the elementalist.
This would increase the skill ceiling and increase build diversity.
This would be awesome.

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

Analyzing inherent elementalist issues

in Elementalist

Posted by: Zelyhn.8069

Zelyhn.8069

Lingering elements? never heard of that.

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

Zelyhn's Advanced D/F [PvE Guide]

in Elementalist

Posted by: Zelyhn.8069

Zelyhn.8069

  • 4. Basis of the builds

The common ground between the builds I will talk about is my will to manage my resources as efficiently as possible. The elementalists can do many things, he is the jack of all trades, but if you try to do them all at the same time you will certainly fail to be efficient. It is hard to manage having so many possibilities.

You want to have as much synergy as possible between your traits, and you want to avoid wasting resources you invested in. So here is my problematic:
How can I deal strong constant damage, while retaining access to my bursting abilities, to my control skills, to my support output and while maximising the effects of my traits?

The answer is fresh air.
This trait allows us to spend most of our time in the air attunement and to swap out to other attunements on demand. Basically, without this trait you would have to spend 13 seconds waiting for air to be off cooldown after swapping to earth to cleanse you conditions with magnetic wave for example. This would result in a big drop in your damage, because our strongest attack without cooldown is in the air attunement (lightning whip). People are often tempted to invest heavily in arcana in order to solve this problem. The issue is that arcana gives you only boon duration while air gives you precision and critical damage. If you can achieve 19 stacks of might on average then the 30% boon duration from arcana will raise it to 25, this is a boost of about 200 power. For the same amount of points air gives you 300 precision and 30 critical damage which are worth much more. In addition, the master and grand-master minor traits of the arcana trait line are very weak in comparison to that of the air trait line. The 30 points in air are well invested.

Having such an easy access to the air attunement is beneficial not only for its optimal auto-attack, but also to maximize the advantages provided by attunement specific damage boosts (air training). For example you can start a drake’s breath and swap to air as soon as you start casting in order for your spell to benefit from air bonuses.

This synergy is also increased by procs on attunement swaps. When you swap to air you will deal additional single-target damage due to electric discharge . Furthermore, you can take 5 points in arcana in order to achieve arcane fury on attunement swap. Fresh air has a cooldown of 5 seconds, so you will do 2 attunement swaps in 5 seconds, so you will generate more than 4 seconds of fury every 5 seconds for yourself. This is very strong.

The next obvious move is to invest 5 more points in arcana to get access to the adept major trait. This enables you to have vigor on crit. This is a necessary choice for survivability.

The base for our builds is therefore x/30/x/x/10. These 40 points are efficient and they solve our problematic. We will see how we can construct ends builds with our 30 remaining points in the following chapters.

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

(edited by Zelyhn.8069)

What makes a "scumbag elitist"?

in Fractals, Dungeons & Raids

Posted by: Zelyhn.8069

Zelyhn.8069

Harrahou, who is banned for having yelled at atse a bit too much, tells me to tell you that being an elitist is yelling at atse.

Also he said that France is a great country and that all citizens of the world should look up to it.

His words, yes yes.

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

Standardize Attacks and Effects?

in Elementalist

Posted by: Zelyhn.8069

Zelyhn.8069

Well, for diversity

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

I am bored.

in Guild Wars 2 Discussion

Posted by: Zelyhn.8069

Zelyhn.8069

This is not an I quit thread.

I am bored like I have never been before!

This is not because of the content, nonono, I am even actually starting to enjoy the content.

I am bored because of the players! If you run dungeon with low-skilled players I can get mad at their averageism, but that’s understandable.
If I run with highly skilled players, I get bored because all they do is find the most efficient way to run through the dungeon, to finish it as fast as possible but not in the way the developers intended it.
In some cases it makes sense, if you want to go for a speedkill (DS guild downed Lupi in 26s), but in most other cases it is just killing the fun!
For example I get bored when:
-meleeing subject alpha against a wall so that he does not touch you
-LoS-ing & out-ranging mobs and bosses
-staying on a safe spot, nullifying the pressure from the encounter’s mechanic
You get the idea, I hope.
There are very little rewards in this game, so why play the easy way that brings nothing at the end and nothing on the way?
What is the point of this? It makes the game less fun!
What I find most rewarding in this game is being able to master the encounters the way they are meant to be played.
It’s great to be efficient and optimized, but it should not mean avoiding all the difficulty.
Is there really no one looking for a challenge?

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

Changing Elemental Swap Cooldown

in Elementalist

Posted by: Zelyhn.8069

Zelyhn.8069

I think you are almost exactly right BlackBeard.
In my opinion the problem is more that we have very very weak attunement specific traits compared to the other classes (and also lingering elements is bugged). This is crucial.
With the way our attunements are designed it is ok to have 15s cooldowns and some ways to reduce it. But many traits are designed to work only in a specific attunement, which is ridiculous.

A solution that comes to my mind: lingering elements should be debugged to work with everything, and made natural to the class, for a shorter duration. So elements would linger for maybe 2-3 seconds as a class mechanic. The arcane 15 could then buff this duration.
Alacrity traits should work with lingering elements (“when this attunement is active your skills cooldowns are reduced by 20%”)

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

Ele Staff

in Elementalist

Posted by: Zelyhn.8069

Zelyhn.8069

I agree with MaXi: staff’s air attacks are very weak.
This means that fresh air is not a good option for staff.
This, in turn, implies that staff is bad for PvE.

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

Guide To Dedicated Healing

in Elementalist

Posted by: Zelyhn.8069

Zelyhn.8069

As a general rule, if you are a dedicated anything you are doing a bad job.

Zelyhn.8069 [rT]
Retired elementalist theorycrafter