Elementalist
#Ele
13:31 – use FGS, skill #3 and #4 have mobility, looking into for balance, “get out of jail” skills
14:05 – burning retreat for escape
14:21 – “a lot of your defence comes from your mobility on your staff”
Question: balance changes to mobility – “we don’t want the like to be the best mobile character in the game”, ele can change roles during combat so mobility is a trade-off
Doesn’t this contradict it self?
This is what i’m running my utilities are signet of air (for passive + 30s stunbreaker), LF and MF. I’ve only tried it in WvW but i’ve been having good results.
It has great small team support but it is actually a little less dps then i was suspecting. This is because my adept trait in earth. The trait I am referring to is Stone Splitters which is stated to give a 10% damage increase when it only gives a 5% damage increase.
Where will the podcast be held? Like at which link?
The main problem is buffing the staff for competitve 1v1 will break it for large scale pvp. Making the ele get more survivability or putting knockbacks/stuns on more skills will allow this weapon to decimate groups in WvW. Balancing a weapon made for 5v5 to 20v20+ fights for 1v1 is definitely a hard task in itself
I would have to agree with demon. Even though for what you want staff to do in a 1v1 is survive. Which it can but you just have to survive by running away. Dropping your skills like air#5(pop air#4 for speed boost), earth#3, water#4, turn around quick and fire#4. Those are great escaping skills in any combination. Or can be used offensively to create distance in a fight so you can use your range to an advantage.
It is in combat movement speed only
An elementalist who stops moving dies. 4 things helped an elementalist keep moving; Ride The Lightning (NERFED), Mist form (NERFED), Lightning Flash(NERFED), and
Cleansing Fire(NERFED).So don’t give me this one nerf nonsense. Read the patch notes, play the class… actually don’t play the class. Your hero the OP just wants to stream himself hitting a mob for 4k twice in a row and then nerf us some more.
Are we talking this patch or every pacth that has ever happened? Both Cleansing Fire and Lighting Flash got buffed. Reduced CD and still able to use with stunned might have lost stun breaker, but since you can still use them while stunned I do not see how it becomes a nerf. I am not going to argue with you on the RTL nerf because I will agree there. I personally think Mist-Form needed that nerf but if you actually played that class you would realize you can still heal in Mist-Form just not use your 6 utility.
So yes there was only one nerf this patch. With more than I can count nerfs since meta came out.
Nerf doesn’t necessarily mean a direct change to a class. It could also mean what was given to other classes. For example look at torment which causes damage upon movement….. mobility is one of the main defenses of an elementalist yet these skills have been given to the two classes who cause the most trouble for them.
Wouldn’t you call that a nerf?
No i would not call that a nerf but Elementalist also have one of the most ways to cleanse conditions.
Do i agree that torment should have been given to mesmers or thieves?
No i do not, personally i think guardians should have recieved it.
Healing, Cleansing, and Mobility are our biggest defenses.
(edited by Ancient Ranger.3276)
I don’t understand why everyone keeps saying they nerfed elementalist. This dev is here to help us and you laughing in his face. Then you wonder why they never write on our fourms or answer our questions.
This patch got 1 nerf and the rest were all buffs.
-1 nerf Bountiful Power
@LiveSpartan:
Thank you
-“Salt Stone: This trait has been merged with Stone Splinters.
Stone Splinters: This trait has been moved to the Adept tier. It now deals 5% bonus damage to bleeding opponents and increases outgoing bleeding duration by 20%”
-Quote from patch notes.
-It says Salt Stone was merged into Stone Splitters, and Stone Splitters was moved to adept.
-In trait Stone Splitters Tool tip says “Deal 10% more damage when you are within 600 range of your target.” and Serrated Stone says “Bleeds you apply last 20% longer and deal 5% more damage to bleeding foes.”
-My question is did you get these two trait mixed up?
-I also Tested the 10% damage in Stone Splitters
-What I found was I hit 243-257 with a single dagger base stats(no amulet no traits no runes) in sPvP on a Heavy Golem and then added 10 points in earth for Stone Splitters, and I hit 255-270 which is only a 5% increase.
-So another question I have is:
-Is the tool tip wrong? Or is the game mechanics not increasing to what it is suppose to be?
-One more would be the Arcane Minor 25th trait. Is it that powerful enough to be that high in the trait line? A small chance to cause some condition in an attunement that your class already does. I personally think it should be replaced with Bountiful Power since Arcane has to do with boon duration, so it would only make sense to have a boon minor trait. After moving Bountiful Power out of water I know you need something to replace it with. I was thinking maybe a Regeneration at a certain health percentage. Or move the 25th minor trait in air to water since water is our main source of vulnerability. Then add a 25th minor trait to are like “30% chance on critical to apply weakness while in air attunment.” This last one was just food for thought really but it would make Arcane 25th more desirable and it would make sense to have a damage increase in a damage tree.
-Edit: Where will this stream be?
-2nd Edit:Signet of Air now being a stun breaker can not be used while knocked back. I was fighting an elementalist today in WvWvW as fight night while running Signet of Air and when he Updrafted me i was not able to cast Signet of Air as it went on CD like all my other skills. Was this done on purpose? O does it need to be fixed?
(edited by Ancient Ranger.3276)
I know it says 10% and its only 5%. I am sad and will continue to be sad if it stays at 5% but I will not be mad over it because the skill did get a buff. Before it used to be a 5% buff when within 50 range of your target and now it is within a 600 range so i am still glad at that.
+1 to Aleesthes’s question.
I also have another one though.
“Salt Stone: This trait has been merged with Stone Splinters.
Stone Splinters: This trait has been moved to the Adept tier. It now deals 5% bonus damage to bleeding opponents and increases outgoing bleeding duration by 20%”
Quote from patch notes.
It says Salt Stone was merged into Stone Splitters, and Stone Splitters was moved to adept.
In trait Stone Splitters Tool tip says “Deal 10% more damage when you are within 600 range of your target.” and Serrated Stone says “Bleeds you apply last 20% longer and deal 5% more damage to bleeding foes.”
My question is did you get these two trait mixed up? and if not then back to Alethes’s question
I see. I do a lot of solo PvE and by this time I really can’t stand running around at unbuffed speed anymore… It just seems unbearably slow!
I don’t do much PvE at all unless its a dungeon and speed doesn’t affect me too much there I am mostly WvWvW
The 0/0/20/20/30 build might not be that viable because the Stone Splitters trait which I was using to overcome the Bountiful Power nerf is not actually 10% as stated in the trait. After some testing I found out it is only a 5% increase. With Bountiful Power at 1% per boon and the are 9 boons (7 the elementalist has access to) is still better. Which does not mean we have to drop the trait completely. I am now thinking about running 0/0/10/30/30 So i have access to bountiful Power and Stone Splitters for a max of +12% increase in damage.
I am with you on this. I am in your very same situation: D/D ele who doesn’t want to drop the ball and is very willing to experiment new solutions.
This suggestion seems fine, even though I hope we’ll get an official answer on Stone Splitters quite soon. I wonder if it could be a good option anyway, if the trait gets fixed to 10%. I mean, +17% increase in damage with a very defensive trait setup would be interesting. Only things which needs to be compensated at that point is the speed buff from Zephir’s Boon, probably doable with Signet of Air, which adds a stun breaker in the process too.
Yes hopefully we get an answer soon. For me and my purpose of Zephyr’s Boon I am not woried about the swiftness simply because I don’t solo roam much and my group can normally apply a good deal of swiftness.
Yes the patch note does say 5% and 20% increase to bleed duration but that is not under Stone Splitters as patch notes say. That is under Serrated Stones. So now my question is:
Did they mix up the “Stone Splitters” and “Serrated Stones” traits? Or is it just Stone Splitters should be a +5% increase damage within 600 range of your target?
The 0/0/20/20/30 build might not be that viable because the Stone Splitters trait which I was using to overcome the Bountiful Power nerf is not actually 10% as stated in the trait. After some testing I found out it is only a 5% increase. With Bountiful Power at 1% per boon and the are 9 boons (7 the elementalist has access to) is still better. Which does not mean we have to drop the trait completely. I am now thinking about running 0/0/10/30/30 So i have access to bountiful Power and Stone Splitters for a max of +12% increase in damage.
Sooo I just tested in the mist with steady weapons using the stone splinters trait. Competely naked base stats.
Lightning whip should hit for 68+10%= 74.8
Instead I get 71 damage which is +5% damage
So as of right now it is still +5% damage
Sadly you’re are correct.
I was hoping you were wrong so I did some testing of my own. What I found was I hit 243-257 with a single dagger base stats(no amulet no traits no runes) in sPvP on a Heavy Golem and then added 10 points in earth for Stone Splitters, and I hit 255-270 which is only a 5% increase.
I was thinking a 0/0/20/20/30 build it will give me a little more armor with not that much dps loss and stability from the rock solid trait now thakittens been moved down to master.
I would also like to see what new builds if any people have come up with for D/D after patch. I’ve been running D/D for a couple of months now with the cookie-cutter build. I would like to see some things change. I know this patch I’ve changed my build just a little bit to see what else can be done.
Edit:
I am looking for WvWvW builds specifically.
@ Ancient Ranger.3276
Then that’s another thing I missed. Arcane shield should do the job too. I m not taking back what I said though. I do consider the suggested build a valid option, until and if tests prove otherwise and there is a perk to it. Even with the increase on cd it’s more than twice as available than the Shield, so it breaks down to what you need in these terms.
Is it better to go with a 3-hits immunity and big cd on stun breaking, or is it better to have constant extra speed (since we know this build to have a difficulty in upkeeping Speed) and the stun breaker on low cd?! That’s more like it, for you, pvp-ers to find out. I ve been using the shield for months now, and I can do without stun breaking in pretty much any pve situation.
A low cd stun break might be better, but personally i see the Arcane Shield as an overall better skill than Signet of Air.
But like you said before potentially(personally) to actually is the major difference.
Any thoughts to including Windborne Dagger since the patch?
Useless as it’s in combat movement speed only which seems to be the only mobility Anet wants to give us.
@Mpiftekis:
-I am actually running the 0/0/20/20/30 build
-In earth I am running Stone Spliters for the 10% dmg and Rock Solid for AoE stability(works very nicely in small group roaming)
-In water I am running Cleansing Wave and Vital Striking (10% dmg above 90% health), I am thinking here to switch Vital Striking for Arcane Abatement.
-In arcane I am running Element Attunement, Renewing Stamina, and Evasive Arcane.
-As for utility’s I am running Lighting Flash, Mist-Form, and Arcane Shield (now a stun breaker)
-Weapons are 2 Zerker daggers
-Armor is mix between Zerker and Knights 3/3
-Jewelry is all Celestial with a Caviler’s back piece
-Leaves me with a 33% crit chance
And FYI they increased the Signet of Air recharge to 30 seconds.
So do you think D/D isn’t viable anymore? Or are you just having a better or more fun time playing S/D and Staff?
Ok we all agree they fixed it. End of discussion.
@Kostbais:
The aura and protection stack for a 43% dmg reduction. With GoEP its 50% of the oppentents dmg is glances.
So in reality you only have 43% dmg reduction added on top of a 50% chance that dmg is reduced by 50%
Edit:
Which over all becomes a 68% dmg reduction.
10% aura
33% protection
50%*50%=25% weakness
(edited by Ancient Ranger.3276)
Another thing to note if you want to switch to bunker mode (why I love ele change 1 or 2 things and your something else)
GoEP in air for weakness and it will proc on multiple people 10 in earth for protection on aura = them -83% damage
Wouldn’t it be 93%?
10% from aura
33% from protection
50% from weakness
93% total
@Avatar:
I went with Stone Spliters simply because of the passive +10% dmg when within 600 range. Our max D/D spell is 600 range. With the nerf to bountiful power which now yeilds a total of +9% with full boons is a much better dmg increase.
Edit:
Not to mention if solo roaming you only have access to 7 out of the 9 boons as ele’s don’t have access to agies or retaliation unless they have the runes for them
(edited by Ancient Ranger.3276)
@Avatar:
Sounds Like a fun time with the FGS.
As a D/D ele personally I think you have to much crit chance. I think this becauseI know you can have perma fury and anything over 30% crit chance naturally is a waste. For your build I would change the zerker dagger for another PVT Dagger to keep the high power. I would also Change you Knight accessory to a Caviler one to keep the toughness but at Crit dmg, which is very important in a D/D build. Also changing your top and bottom from knight’s to PVT in your armor will add more power while keeping the defense. After the the changes you go down to a 33% crit chance which by it self without perma fury (which D/D Ele’s have) is good enough in it self.
But for your starting build it is overall very nice if it fits your play style.
@Noyz:
Then with the update they messed it up as it wasn’t suppose to be a blast finisher ever. So the hot fix was an actually “FIX” and not a “NERF”
Arcane Blast has always been a projectile Finisher. Despite the name. I know its a little confusing. Should have probably been called Arcane bolt in stead of Arcane Blast.
@ Avatar:
I am using Arcane Shield. I would have pick Signet of Air if i was running in a zerg. But my play style in WvWvW is small roaming groups so with the other 4 people in my party we already have perma swiftness. Armor of Earth i am not choosing since of its cooldown and i think Arcane Shield does a better job and still deals dmg to targets in range which is always a bonus.
As for “Excala build” pre-patch I altered it with my own traits in Water and Earth for my dps.
Edit: My elite is tornado for my teams purpose. But FGS is great mobility especially combined with LF i can see that being a great gap closer or for getting away better than RTL was pre-nerf
Yes D/D ele is still playable just the cookie-cuter 0/10/0/30/30 isn’t very viable
@ avatar:
I post-patch run a 0/0/20/20/30 build not completely bunker but i say the dmg is better than the 0/10/0/30/30 build pre-patch with a lot more utility but less swiftness and fury up time, since you loss zephyr’s boon. It is also very similar armor to the cookie-cutter build 0/10/0/30/30. As for utility skills i keep Lighting Flash as now for offensive and some defensive, Arcane Shield as it is now a stun breaker, and finally Mist-Form.
Guardian tank is much better just a fyi. Even though mesmer tank is a little pointless simply because you can run full zerker and hide with in all of your clones. Ele tank isnt bad but with the new patch coming quickly it might be more vauble to wait until it come out so see which class to roll
Also with signet of air it doesn’t stack so the signet is better
What i really want would be able to upgrade my ascended amulets and earrings. But to answer your survey i would prefer ascended weapons over armor i think they would fit in better with the current ascended upgrades and stats than armor.
Someone needs to convince this Ferg Crossing RISE guild Warrior to teach me to fly also, it looks like fun. Sadly by the time xsplit managed to start he was gone and I couldnt get video of him flying and teleporting around.
Hey that guy was glitching for idk how long. He kept trying to revive his dead friend and we(the [DK] guild) just kept sitting over his friend until they decided to waypoint to spawn and we couldn’t keep him in combat. We would hit him once and he would fly away.
If this is the update all it is is a little nerf to the 0/10/0/30/30 build because of bountiful power decrease and instead of running lighting flash cleansing flame and mist form for cantrips its going to be lighting flash mistform and armor of earth. They pretty much combined two useless traits to make one big useless trait(for both air and earth traits) and maybe made a viable cond build but we will see how well that works out
Right now i am running the build 0/0/10/30/30 with full knights armor, weapons and amulet. Also with cavilers rings, earrings, and backpeice. I have 3k armor and 13805 health. My question is it a waste to have over 2500 armor? From what I’ve done in WvWvW and dungeons the 3k armor doesn’t seem to help at all I still seem to get hit for a lot, and that is with protection up almost 100% of the time. Should I get rid of some of my toughness and put it in vitality or some other stat?
Here is my build: http://gw2skills.net/editor/?fEAQJAoYhMmmbyR4QlDAkHnYCLjChUeMTO2A-jkCBYMBkwAgEBMBqIasltRt6KZlXBUbDTDDQFbR1yAUsFA-w
This is including food ^
(edited by Ancient Ranger.3276)
Ancient Ranger.3276
I opt for neither, since critical damage is Best in Slot on accessory items, hence why I use +all stat items.
Seeing how you suggest Crit Dmg I altered the build a little bit. I personally don’t like to spread out my +stats to everything i rather keep them in fewer things i find it works much better for me. Would you kindly suggest an elite for me i have not found one i like yet. For the build do you think the Crit Dmg i have now is sufficient or do i need more?
Thanks in advance Ancient Rager.3276
Edit: for got to add the link to the build. So here it is:
http://gw2skills.net/editor/?fEQQJAoIhEmmbxR4GAIPOxEWGFCp8YmcsB-jkCBYMBkwAgEBMBqIasltBt6KhlXRTbDTDDQFbR1A-w
Hey Dapheonix
I am playing a D/D Ele in a small roaming guild with a maximum of 5-7 people.
I was wondering which of these two build would be better almost everyone in the group is tanky execpt for 1 Beserker mesmer.
The items i changed on the builds is the amulet and the 2 rings.
I was wondering if you could help me out
In advance thanks
Need a NA server open please pm me
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.