i would like that to be possible,as i enjoyed using water a lot in GW1,as well
but unfortunately,that’s not the case in this game
the only real way to pump out the most damage in water attunement,is to use a scepter and a dagger,and focus on trying to land your other attunement abilities with long-casting hard-hitting spells,such as Dragon’s Tooth,or Churning Earth,with the trait “Piercing Shards”,and some Arcane spells to give vulnerability on-cast with the other trait “Shards of Ice”,so you’re dealing 20% more damage with those spells
this is not very reliable outside of spike damage on unsuspecting targets
Staff only has Ice Spike to deal damage with in water,and it’s just not enough for any situation at all to be sticking with,and should probably only be used if you’ve already burned through every attunement to activate,say,Static Field and Magnetic Aura in a really heated moment,or if you’re hitting siege that’s just out of reach for lava font/fireball in wvwvw
you should be manipulating every attunement in most situations with a staff when the need arises,and use lava font/fireball for the most part,unless a moving target,then chain lightning
for one,this isn’t “dps”
this is just a number of final damage
“dps” would mean “damage per second”
for two,this is a bug (idk if it’s still active)
but,by constantly using a channeled ability,it keeps the number
their actual damage was probably less than 1k a tick,ticking at about a second each hit
they just sat there and had auto-attack on for this skill,causing it to show the “total” damage this person hit for the entire fight of auto-attacking
EDIT: i just logged into my elementalist,and this bug is still happening,Mesmer Greatsword skill 1 is another skill you can replicate this with,just attack the indestructible golem and go /afk
(edited by Alpha.1308)
First off,no,this isn’t a QQ thread,I couldn’t care less that I lost around 15-20 minutes doing a low level dungeon without a reward.
However,this week alone,I’ve been in 2 different dungeon groups,where there were 2 guild mates who went afk for most of the dungeon,died a lot,and sweared their heads off at other players,myself included,who tried to tell them how to avoid something,or how to do something properly,then kicked everyone out on the last boss,including new players who genuinely wanted to learn and appreciated the support that me and a few others were trying to give.
I don’t understand,why is this foul play pretty much encouraged by players,since they get absolutely no penalty for doing so?
I could see how Devs have better things to do with their time then read dozens of emails with the same content.
too bad those “better things” don’t include actually fixing the “same content” that’s being spammed about….
It’s extremely sad that we’re at the point where we’re almost asking the developers not to fix a bug because there are more important bugs that need fixing :/
^
You know,when this kind of thing actually happens to an entire class,something really needs to change in the game….
“Play how you want. Except when you want to do something above average difficulty. Then build accordingly,and make the necessary characters specifically to what you’re ‘allowed’ to use. "
(edited by Alpha.1308)
Thanks for another now pointless GM trait.
Also how can they hotfix this so quickly, yet been months with no fix for something like illusionary elasticity?
“months”
“years”
they did,actually,fix the no offhand problem,i hadn’t realized since i haven’t really touched my mesmer,thanks!
yes,downed skill 2 is clunky,alot of people are aggravated with it,but downed skills on most professions make people upset,so,ya….
still waiting on dem links to a thread were a dev has actually responded to any of these issues,though…
but i guess other professions are in the same boat with lack of communication on bug lists and what’s working as intended or not,so i guess i can’t complain
hasn’t it always been?
i’ve heard alot of people complain about clones not attacking fast enough to generate bleeding with Sharper Images as effectively as they could or to abuse the obvious,Staff clones
stealth stacking
Not sure what you’re referring to.
mass invisibility/veil/decoy/prestige do not stack with AoE stealth combo fields,leap finisher stealth combo fields,and shadow refuge/blinding powder,and do not stack with each other (ex. using Decoy after Mass Invisibility does not increase stealth duration,because Decoy gives buff “Decoy” and not “Stealth”)
swiftness stacking on focus 4
This was changed back in the betas so you couldn’t dodge back and forth over the curtain for infinite swiftness. A clunky fix, but that’s why they changed it.
i figured this
various other issues like clone offhand,downed state big HIT ME I’M HERE mark
This was obviously done by design.
wat
so,i’m still just curious about these problems
i don’t think i’ve seen a real response to them
just mainly posts flaming about them
clone attack speed
stealth stacking
swiftness stacking on focus 4
illusionary elasticity on (SOME) clones
various other issues like clone offhand,downed state big HIT ME I’M HERE mark
have any of these even been given at least a reason for being ignored?
too difficult to fix/being worked on?
working as intended?
balance issues?
if so,can anyone point me to the thread with reasons/discussions of any of these problems that actually involve some communication by a dev
It’s a simple mistake of the wrong script getting attached to the hit for this weapon. Mistakes happen, and fortunately the mistake was not a dire one. There will be a fix for that coming in soon. However, it will not sound the same as it used to. There actually have been many requests to change the way the Mesmer greatsword #1 skill sounds, and it was much more than a bit too loud (also the sound was the exact same for each and every hit with no variety—that’s not interesting).
No promises on when the fix will come in since it’s not for me to decide, but there will be a fix for it.
mistakes DO happen
and it’s perfectly fine
but at least it’s nice to know it was an accident and not something else just thrown in
i’d rather have a response of “no promises” than no communication at all,and getting confused (pun unintended on mesmer thread) on when things like this happen…
Is the lack of laser also accidental (or was that just because I was attacking a dummy in LA)? That could be pretty useful in PvP and WvW, although I will miss the visual flair.
this always happens when attacking structures,there’s no beam,it happens on alot of other skills,too
hopefully there will be a fix for this eventually aswell…
been happening since launch
i’ve never not seen a beam on a player,though,so in pvp/wvw it won’t affect much aside from attacking Siege,then stand in between a player so you hit them aswell with an invisible beam,the odds of that happening,however,are too low to rely on being deceptive with
this reminds me of when they changed necromancer staff to sound like a toilet…
they give no warning to these things,don’t mention it,and just do it without anyone actually wanting the change…
if it was really that annoying to some people to hear the sound of something that you can interrupt then just turn down that volumes’ option >,>
“You’ll see improvements to all 4 of the conjure weapons to make them stronger and better for support.”
that means 1 of the weapons still unbuffed, i hope is the shield
maybe Fiery Greatsword wasn’t counted because it’s elite?
or because it’s already used alot
also,i disagree:
the shield would actually be REALLY GOOD if Fortify would be castable while moving,it has a stun,cripple,tough/vit increase,and that invuln is like an engineers’ Tool Kit shield
Well staff got more responsive in the june patch, didn’t feel any changes today.
skill updates will be October 15th,today was the living world and a few others
most people obviously wouldn’t bother wasting their precious traits using these two traits together,especially with the added fury,protection,and swiftness traits,but giving an aura on resurrect does not give the aura to nearby allies
~oh,this is already on the wiki…whoops probably should have done my research
(edited by Alpha.1308)
it was changed due to lack of seeing your health,conditions,boons,etc
and it lacked a skill slot for 5,which was added
i personally really liked it as well,but you’ll learn this is much more efficient
no,you cannot change it back
i don’t mind chain lightning being slow, but they could increase the range and allow it to bounce more a} make sure it bounces back to initial target b} make sure it doesN’t bounce back to initial target, but increase damage on main target c} add vulnerability per hit
lightning surge should cause an aoe blast with stacked vuln
gust needs better effective area or a} just give us gale + launch b} scrap it entirely for a 360 degree launch
i know this is about air but let me just say
stoning, earth #1 is annoyingly slow.. and weak
i know it’s a projectile finisher,but honestly.. if your team isn’t a bunch of pro combo fielders.. it’s just junk
i’ve been wishing Gust was an AoE launch around yourself since i first casted it,it was in original Guild Wars,so that’s what i was expecting,not a puff of wind that can’t connect at all…
as for Stoning….no…
with all of our utility,Stoning is a really good weakness applicator,in boss fights you can maintain it,sure,you’re only hitting it for low damage,but given the fact things like bosses hit for 10k,you can soak up 5k of that damage…
if your allies have less than 10k health,you just saved them a down state and struggle getting them up
at least for when the group is struggling,this game isn’t about just damage,weakness is a HUGE control ability that is highly overlooked
especially now with it’s 50% flat across reduction,rather than only 50% of crits
projectile finisher? it’s not even 20%….unlike EVERY other skill slot 1,this allows you to apply confusions,vulnerability in your own Air 5,burning from lava font,or what i do,is,more Chill applications from Frozen Ground,50% fumble and slower movement,and,what people don’t realize,slower boss attacks
(edited by Alpha.1308)
this is a poor choice of words
“attunement swapping is a bad class mechanic”
Attunement swapping = good
Arcana reducing it = good
the problem isn’t with Arcana being so “required” for an elementalist,the problem is that the other trait lines don’t offer anything MORE reliable to make us WANT to stay in an attunement,picking traits for that attunement,making Arcana just more convenient,and desirable,while the others just look like a poor choice because of the actual “poor choices” we get for traits
a few stacks of might in fire doesn’t equal a cleanse + regen + burst heal from water under 15,and a dodge roll in water healing and cleansing AGAIN
and it DEFINITLY cannot even come CLOSE to being worth “10% toughness becomes condition damage”
so we’re forced into wanting to be able to swap quickly for the most effectiveness
attunement swapping is good,the other trait lines just need more work
but as with the 30 earth trait,it’s no surprise to me
i’ll just leave this here and let people soak this in for a bit when they think GW2 has some poor choices of skills that don’t get fixed
http://wiki.guildwars.com/wiki/Smiter%27s_Boon_
Veil used to be like Shadow Refuge early on,as seen under Veil in: https://www.guildwars2.com/en/the-game/professions/mesmer/#close
they changed it to how it is now
so,i highly doubt we’ll see it go back to how it was,there was obviously a reason,even if they don’t ever tell us why mesmer and thief can’t have this one similar skill
(edited by Alpha.1308)
The death shroud damage overflow feels like another PvP-oriented change. It is a huge nerf to necros (and necros’ skill cap) in dungeons. Without this necromancers are at an even larger disadvantage to classes with vigor or increased endurance regen.
Nerfing this reduces inter-profession diversity, lowers necromancer viability in dungeons, and reduces the skill cap of playing a PvE necromancer. I don’t think any of those three outcomes was desirable.
Fall damage already goes through a lot of other forms of damage mitigation, such as aegis. Removing the infinite fall jumping from death shroud would be fine; removing the spike damage mitigation from death shroud altogether is a drastic over-nerf in PvE.
^^^^
this
the lack of survivability (inv/vig/stealth/etc) opens PvE necromancer users to even MORE grief
considering the large amount of damage coming off of pve monsters (since we should all have CCs and disengage skills right?) ,no endurance after dodge rolling everything attacking you since you can’t stealth off?
here,now that you’re at 10% health,your entire class mechanic won’t protect you from that huge hit that you can’t dodge roll away from,or can’t break aggro away from,even more so,disengage at ALL from
it would make the now-useless Vengeful Images more appealing,at least
but probably a bad idea for other unforseen reasons,as with everything in the gaming world
Ofc they are going to overnerf it like they did with other things in this game.
THIS game?
Probably intented..Another useless trait.
Its funny when whole grandmaster traits can top 15 minor in water..Actually its sad
this
thising so harding right now i can’t even
as we all may know,one of the few shoes that cover the asura’s troll-toes are cultural light armor
the only problem is
it really doesn’t
Guild Wars 1 had horrendous clipping errors that never got touched upon,think we’ll expect to see the same thing with this game?
alot of people complain the feet are bothersome,others think they make the asura look like an asura,but that’s why we should have a choice…right?
why does our only option out of it cause them to still bug through the shoes ever-so-slightly-but-still-enough-to-be-a-nuisance
>,>
if this is a bug,the only thing being “fixed” will be Fire trap and Spike Trap triggering Retaliation,too
everything in this game that deals direct damage is a damage source,and Retaliation inflicts damage back to the source
(even environmental objects striking you,you’ll see retaliation floaters)
conditions are the only thing that ignores this “direct damage source”
(confusion,burning,bleeding,poison or terror)
spells/traps/melee hits are all treated as an “attack”
hardly anything is based on “spell”,or “melee effect” or in this case “just a trap”
meaning EVERYTHING is the same
you deal damage,you take damage with retaliation (unless it’s a condition)and why not ele with Meteor Shower?
…i don’t understand the question…?
Meteor Shower DOES trigger retaliation…
if this is a bug,the only thing being “fixed” will be Fire trap and Spike Trap triggering Retaliation,too
everything in this game that deals direct damage is a damage source,and Retaliation inflicts damage back to the source
(even environmental objects striking you,you’ll see retaliation floaters)
conditions are the only thing that ignores this “direct damage source”
(confusion,burning,bleeding,poison or terror)
spells/traps/melee hits are all treated as an “attack”
hardly anything is based on “spell”,or “melee effect” or in this case “just a trap”
meaning EVERYTHING is the same
you deal damage,you take damage with retaliation (unless it’s a condition)
(edited by Alpha.1308)
this has actually been happening
not just since last patch
i noticed it under certain circumstances occasionally,can’t remember what they were exactly,hasn’t happened in a while,but i realized what was going on
try to remember what happened on downed and attempt to avoid it in the future
best we can do until it gets fixed
kay
i do now
thanks
i just didn’t get if it ALWAYS dealt my full damage or if it was combined or lessened or wat
and everyone kept pointing out the bleed cap/overwritting previous bleeds
(edited by Alpha.1308)
well uhm……….what?
without trying to sound rude
@Rennoko,no it does not answer my question,because it definitely was not from might stacks and i would like to know where you’ve tested bleed out from epidemic getting all of your own condition damage,because after using Epidemic it shows your condition damage,but floaters do that for burning/poison/confusion aswell,it doesn’t mean that’s the damage they ACTUALLY take
@Panhauramix,you’re describing exactly what i had asked not to describe because that’s what everyone points to and it is NOT the question i’m asking
let’s put it into simple terms since clearly nobody reads the whole post before answering:
what if i apply 10 second bleed for 100 damage/s and someone applies 10 second bleed for 50 damage/s one second after my application
for 9 seconds how much damage are they taking
200/s or 100/s
(edited by Alpha.1308)
can someone clear this issue up for me please,i’ve been wanting to use my necromancer for quite sometime in Fractals and general pve/dungeons,but i ignore it because of this:
in pvp,i’ve watched as i got Epidemic cast on an ally giving me bleeds from an enemy necromancer,watching 100+s fly everywhere,then 60s…..for a while,then back up to 100+s
is this really how it works:
if i have 9 stacks of bleeding on a target each dealing 150 damage/s
and a mesmer runs in and summons a Clone that crits once applying a 7 second bleed for 70 damage/s becuase they’re in berserker gear trying to get Deceptive Evasion
does that mean they really just took 10x 70 damage a second for 5 seconds instead of my 10x 150+ damage a second?
if i keep applying a bleed,but immediately afterwards a mesmer is applying a sharper image proc,do i NEVER get my bleeds out and it just deals the mesmers’ condition damage?
i’ve been trying to find this out but every thread i see (from any searches on websites/google) has to do with either the max cap overwritting previous stacks,or that on your own applying 2 bleeds ticks twice every second or something else that’s obviously known from how bleed functions
can someone clear this up for me and tell me if i’m actually even doing as much damage as i should be?
or am i really dealing 50% less damage just because another class without condition damage has a random trait/skill/sigil that procs a very weak bleed over my primary source of damage
(edited by Alpha.1308)
I believe they do more damage, yes. It isn’t % of their damage, it is a flat value that heals you, but also does damage to the target (ignores armor as well).
Have you tested this belief? I don’t see why the damage output would increase…the skill says nothing about that…
“Life Steal” is why people believe it increases damage,because it would “steal” additional health,like,say,from the original guild wars
but no,it does not actually “steal life” it just heals the necromancer everytime an attack lands
it SHOULD deal damage,but there is no additional tick,like your own Vampiric trait,so we assume there’s not,until someone tests it out in spvp and counts how much health they lost,we can assume it doesn’t tick extra damage
(edited by Alpha.1308)
while i don’t agree with most of what the OP. is saying,i do think it’s silly that we have to rely on finding random critters to regenerate our minions
but this is an issue people have been complaining about,with absolutely no response from devs (at least to my knowledge)
but then again,that’s also among other issues with other classes
DS could possibly refill to 25% when out of combat at least ,so we at least have a skill to open with without the need to use a skill to regenerate it,or running straight up to someone’s face just to auto attack with a dagger without the protection of our class-mechanic defense,since that’s what we’re trying to obtain in the first place,or auto attacking with a staff as an opener,since staff 1 is a joke,but EVERY weapon has an ability that can be used as an opener to generate enough Life Force to activate at least 1 skill (plus Doom) so,i doubt that would ever happen
An evasive Gunslinger? I like it.
*an evasive class
every weapon set should have a movement or evasion attack
the entire class is BASED off fluid motion/evasion
(or as we were told,as someone pointed out above)
all weapon sets have at least 1 motion/evasion ability
we have:
D/D
Death Blossom
Heartseeker
D/P
Shadow Shot
S/D
Infiltrator’s Strike
Flanking Strike
S/P
Pistol Whip
SB
Infiltrator’s Arrow
let’s see….
what does pistol mainhand and dual pistols have?
…
Body Shot
(edited by Alpha.1308)
i understand that from a spvp expert player this changes seems no problem, but look at it this way, u have played spvp most likely as much as we have wvw.we know every function and build that works in wvw. a lot of classes go respec before the have 1v1 duel on wvw at the duel places. there i would swap to my spvp build, but every class has a specific wvw build because we spec into things that support large groups and face even lager groups. u can be great in spvp but getting destroyed in wvw with the same build.
I UNDERSTAND YOUR ARGUMENT COMPLETELY AND HAVE CHANGED MY VIEWS ON THE SUBJECT
let’s redirect this back to the OP’s topic nowkhtnx?
there i changed it
since clearly the OP wasn’t posting for more complaints about the confusion nerf
since obviously flammers have to rage on that one topic……
happy baby?
happy baby
What if unload didn’t have a fixed initiative cost, and instead was a channel you hold down, eating one INI every two shots and gaining damage the longer you hold it down?
i agree with this
this is a great idea
it IS called “UNLOAD”
why are we “unloading” less than half of our iniative (bullets?) with it?
that’s just “repeating shot” that’s on skill 3 with offhand-light the way it is now
plus with such a long duration as it is now it’s very susceptible to failing,given the fact we have to be on the move so much,even if we turn around,poof goes that iniative
i mean,we’re the agile class,right?
why can it be so easy to waste our entire class-mechanic resource like that when it’s used for other things such as mobility (or it SHOULD if we had something other than SB5)
having it channel and drain/s would make for so many better and more well-thought-out plays
(edited by Alpha.1308)
P/P just needs a leap finisher and Number 2 to not be useless.
No, it needs an autoattack that manages sufficient DPS so you aren’t forced into Initiative starvation desperately spamming Unload to manage mediocre damage.
Go ahead and preach this. P/P will still be a dumb as rock sitting duck set regardless.
At best you’ll push it to remain 3-1 play with occasional 4 use. Which is essentially exactly how it plays now.Experts at stealth and surprise, thieves can move through the shadows, vanish into thin air, or steal items from their opponents and use them as weapons. Thieves practice an agile, acrobatic fighting style, which can make them very hard to hit.
Thieves are the masters of mobility, stealth and high single target damage. They can be very fragile if you counter their stealth with area of effects or large stacks of conditions, but they trade this fragility in order to have some of the highest burst damage in the game. They are able to help allies through traps, venoms and the mobility to flank most encounters.
All the bolded is how they describe the thief.
All the bolded is what P/P lacks.
P/P is a thief set in name alone.
P/P will always bea joke as a result.
Drop the auto to 2k dmg a shot, hell speed it up 30% You’ll still be a sitting duck playing a bootleg Longbow Ranger with a thief.P/P has a fundamental issue in it’s very design that is contradictory to their own vision of the thief in the first place. Improving the auto will not solve this, as beneficial as that may be.
Ah whatever, what am I doing caring about a weapon set that is thief in name alone.
inb4everythingimsayingisliesandcompletelyfalse.
inb4P/Phasmobility
inb4P/Pisagile
inb4P/Ptotallyplayslikeathief
^^^^^^^^^
this
this so harding right now i can’t even
sirsguise
wai waste time writing all this out about a class just to lie about it in-game
oh…waitright……
False. The bleeds you are referring to were caused by your Sigil, NOT by your Barbed Precision. You can even see at points in the video extremely short 1 second bleeds. There is no other possible sigil/skill that would cause 1 second bleeds like that, so they came from the Trait.
It has always been a 1 second bleed. Yes, I wish they were longer, but they have ALWAYS been that way.
^^^^^^^^^^^^^
this
it’s been 1 second forever
people used to try and make it last 2 seconds for 2 ticks (300 additional damage on crit? thanks)
(edited by Alpha.1308)
^wat?
dat shadow form
yes necromancers are getting it first
as for op
yes mesmers should definitely get it,a Dark based DoT?
would be perfect,given the fact Mesmers are the only class unable to have a reliable access to condition damage
thoughts being that it should be quite easy to access as a mesmer because of the poor condition damage they have already
in pve they have very very poor and unreliable condition damage unless sitting there and auto attacking with 3 GS clones in staff and over 70% crit chance
even then it’s poor unless all GS clones are critting….
most you can do there is like 15-18 stacks of bleeding,and that’s single target (especially with GS clones not getting this new “beam” update hitting targets in between)
the only problem with having this condition being the “easily accessible” one for mesmers,is,well,let’s look at things for a second
every slot 5 skill has a very large cooldown,it may become a very powerful condition that’s very scarce,such as Fear
unless they change Life Transfer over to skill 5 and make this new one on 4
but having a rapid-fire-button-masher condition on button 5?
besides something such as Churning Earth
seems…odd
comments (more like suggestions)
is i think it should be an easily accessible condition to mesmers to up their condition pressure,rather than ALWAYS being based around Power to make phantasms do anything at all
(edited by Alpha.1308)
all i read:
Mortar to kit
plis….
plis?
having another kit would be useful for traits,also allowing us to bring a USEFUL utility instead of wasting it on throwing in a random flamethrower or grenade kit JUST so that we have SOME kind of weapon swap,aswell as giving the awful elite a way to be mobile,(and having an actually USABLE elite)
just up the cooldowns and/or rework numbers (especially Launch Elixir,good idea,ridiculous numbers for an elite [unless it was a kit with current numbers])
and make on-elite procs just do the same that it does for Flesh Golem,only work once every 30 or 60 seconds or w/e it is
just give the kit a 1 1/2 cast time to set it up or something so we don’t have an on-demand Lyssa and gg…
(edited by Alpha.1308)
they are items to show that you worked for it on that character (ignore the fact that you can work on it with alts)
like any other equipment would be if it’s expensive,it’s soulbound
it makes sense that way,because it’s that characters item…
sure it’s more difficult to get,but it makes it that more special
i don’t see why everyone’s more upset about these legendaries being soulbound than the rest of the game being such alt-hate…
i’m an altaholic myself (with 10+ characters) but the legendaries being account bound idea that everyone’s talking about seems ridiculous even to me…..
given it was like that for original guild wars,one-time purchase account outfits (but where clothing unavailable in pvp) i would say yes and no there,because of the different situations on what the outfit “does”,since in this it latches on to each individual piece,and usable in pvp areas
and the HoM already has items that are account bound/250 stacks of an item that were aquired from something completely different
but then you realize it’s already in the game and can get them more money per outfit sold
so i doubt it’ll happen
it’s just like how dyes will never be account bound,because there are dye packs that can be bought,so they make more money that way
prices to pay for a no subscription game,not too bad,but not always good either
i have to agree with the original poster on the wells issue,among others…
it feels so underwhelming as a necromancer
especially with the new flush-o-matic-flush-o-mancer toilet-like-sounds on our Staff
but that’s not even the worst of it
“Corrosive Poison Cloud”
not a poisonous cloud at all
more like puke being spun around in a salad tosser
our only “cool” looking spell is probably Epidemic because of the swirly blackness that actually LOOKS threatening
but goes away after 2 seconds
>,>
(edited by Alpha.1308)
yes,i use Phoenix at point blank too and it still happens,and Dragon’s Tooth before Ring of Fire
but even off topic
what do you mean about the targeting system?
personally i think Dragon’s Tooth couldn’t be any better
it can hit things past 900 range because of the explosion,and it’s a heavy-hitter fast-recharge that can get past Obstructions
standing with my back against a wall casting it?
i finally feel like a true mage!
it works in the Frozen fractal,aswell,on the boss when he teleports up…
hope that doesn’t get changed
Phoenix shouldn’t have been changed from it’s original intended,though…..when it traveled between players actually FOLLOWING them
right now it’s useless except,as stated,point-blank range,which is stupid for a mid-range weapon on a scholar with no base vitality OR toughness….
i love Fractals as my Scepter/Dagger,but i very quickly learned (past level 20) that Staff is going to be the best option (for me)
as with the above^ i’m not good with “suggestions” really,so this is how i play;
(i tried to use buildcraft and accidently exited out without getting code TWICE so i give up,lul)
20 fire,20 water,30 Arcana
10% while in Fire,20% faster cooldowns
20% faster cooldowns,remove condition on water attunement
elemental attunement,Renewing Stamina,Evasive Arcana
Ether Renewal is what i use above level 20,but under 20 i just go with Signet of Restoration so i can forget about it,and i use Water Attunement as my actual “main heal”
Arcane Wave (best spell EVER,heals,might,chaos armor,etc,never leave anywhere without it)
Arcane Shield
Conjure Lightning Hammer
Conjure Fiery Greatsword
i’m not sure about you,but with my Scepter/Dagger i maintain melee distance,because i abuse Ring of Fire along with Blast Finishers,in every encounter i hit 25 stacks of might and keep it above 20
i use Cleric Gear with Sigils of Water/Life and 2x runes of Strength,Fire,and Hoelbrak
(i completely forgot sigil of energy even existed,thanks to above post,because i’m definitely getting rid of Sigil of Water for it lul)
the runes allow me to keep might above 20 (often times i never leave 25 especially if there are other sources of might) giving me a very considerable amount of damage,along with burning and bleeding,and also improve Power (a big stat with this build)
the toughness keeps me in the fight since i’m in melee range personally,but even at a range it would be helpful (like when i’m using Staff)
along with the Power,giving me considerable amounts of damage,the Healing allows me to heal around 3k on Water Trident,Evasive Arcana,Healing Ripple,AND Cleansing Wave,so if i use them all at once,i can spike-heal AoE around 12k health,along with removing 2 conditions
i use this very often when i see a teammate >50% health and my combo finishers and fields are on cooldown
Combo Finishers are also VERY potent when coupled with a Ranger’s Healing Spring,or other fields (i love ethereal for Chaos Armor personally)
Scepter/Dagger has crazy amounts,especially with Arcane Wave and Evasive Arcana in Earth Attunement
and Conjure Lightning Hammer’s auto attacks 3rd chain is a blast finisher,NEVER forget that because it can get pretty intense
if there’s no one low on health,then i use a Conjure,because,well,let’s face it,scepter has awful auto-attacks that cannot be relied on even in glasscannon gear,and Conjure Lightning Hammer has ridiculous amounts of damage (i crit for 4k auto attacking,and it’s AoE and blinds,i don’t use the other skills except situationally)
and Fiery Greatsword has pretty good mid-range damage aswell
but,for a “suggestion”,even though it’s against the actual topic,i would just go with Staff,to be honest,i love my Scepter/Dagger,but it’s really not worth going mid-range fight with it,at least in my opinion,it feels weak there,and can get so much better in melee range,but you can’t really melee in higher level Fractals…SOMETIMES,if i know i can then,i’ll switch over
Fire in Staff just has much more damage than Scepter can do,and you get slightly more healing from Water Attunement,and better general utility from air and earth
only swap out of Fire with a Staff if you are trying to heal,or really need the utility,though,Scepter/Dagger definitly still has damage capabilities with these 2 attunements but not with staff
in a few groups i’ve been told i was easily the most valued player,from how many times i’ve saved an ally near death back to <90% health while their healing skill was on cooldown,(and to do this i don’t even have to sacrifice alot of dps,other than getting within range of them,which in all fractals up to level 29 i have not had any problems with)
along with being able to deal quite alot of damage myself especially from juggling 20-25 stacks of might (which is also to everyone in range of you,so you’re supporting even more from there) the survivability you get is insane,plus all the condition removal
i’d highly recommend trying this out,alot can be changed,like 20 fire,and utilities/playstyle (like being a mid-range scepter if you’re more used to that),but in general,as an Elementalist,and so easily being able to go from damage to healer,i feel having healing power/power,and 20 under Water is…very,very useful…,which is a little upsetting of course,i’d love to be able to be a destructive mage….but this definitely works for me and i feel very useful as an Elementalist with this playstyle
(i use this set up in dungeons/general pve,and it can be brought over to WvW easily)
~hope i helped,even though it wasn’t really “opinions” or “suggestions” more just,well…my personal style of play
(edited by Alpha.1308)
as the title stats,Phoenix returning to me interrupts Evasive Arcana
is this intended?
i love using Scepter/Dagger
it has ridiculous amounts of combos to get up to 25 stacks of might easy
but anytime i use Phoenix,then turn into Earth Attunement to dodge roll/Earthquake/Churning Earth,my Evasive Arcana doesn’t proc,and i often end up bugging out and Earthquake doesn’t even work sometimes
which brings me to the next issue:
anyone else notice this skill’s returning visual effect interrupting or delaying other spellcasts?
if you’re asking about how the TP works;
in the search filters,just choose armor under Category,then take level ranges between 5 for your level,(if you’re level 20 look between 15 and 20) and look for rarity~ masterwork gear,then search individually for boots,coat,gloves,etc under subcategory
Masterwork gear is cheap and will get you through the next few levels easily
if there’s nothing there go for the fine rarity instead,even more cheaper with slightly less stats
as an elementalist you’re looking for Light Armor which should be on the popup on the item
if you meant armor as in stats;
that’s more of a choice in playstyle,or just what ever is available
(edited by Alpha.1308)