I used a build quite similar for a long time. as OP says it is a lot of fun. the usefulness is restricted to solo pve it does kill ver fast while dishing out so many blinds and block that you can avoid taking damage like a boss. also used it in spvp. worked well there too.
a lot of people do not know that binding blades scales with condi damage nearly as much as burn. I think it is a round 0.21. with sigil of geomancy and ou can stack close to 2k if you go full coni daamage…(this is not a lot) but dish out decent damage while doing it and ou are quite mobile. it can work but you needto be quite dedicated to it if the enemy brings a lot of condi removal you are screwed. if he brings conditions on his own …. you ar screwed… right now one or the other is defnitly what you are facing.
(edited by Asmodal.6489)
well because they utelize all stats better then anyone else.
The Question remains what s better 2700+ power with 50% crit damage or 1700 power with 100% crit damage assuming the crit chance stays the same
If you use celestial on a condition build with ss/lb you pretty much sacrafice condition damage (-300 to -500) for around 60% crit damage while maintaining pretty good values on all stats (like 2700 attack, 40% Crit chance, 2600 armor, 22k hp)
with a lot of room for tweaking it into the direction you like.
you bascially get a better spread between direct and over time damage.
you end up with around 400 healing power which might be considered as wasted points though.
seeing the OPs build i do not really know how you are going to kill someone with that. your power is way to low. your armor way to high. your condition damage nowhere near to apply enoguh pressure.
(edited by Asmodal.6489)
I do use 4 traveler in my WarriorCondi Build along with 2 Mad King on full celestial armor. This is only to achieve 100% Condi duration.
the 15% boon duration is just icing on the cake.
PRECURSOR!
/15character
i wouldn use them because of what yaki said.
rune of the traveler is great for mesmer who have ver limited options for swiftness.
Hi,
so in general if good looking is your primary goal you simply have to consider taht asuras are pretty small. Therfore armor and weapon might not look as impressiv as on a hugh Norn. Same goes for Chars – armor is quite diffrent on the sometimes because of their physique.
Maybe you need to make up your mind what do you want to be.
Brute or a lean but mean fighting machine. Or a noble that picked up arms to fight in the heat of the battle to contradict his former livestyle or brings some class to the front lines.
in general for warriors you do not need to base your decision on the racial skills or elites because most of the time you will run the warrior elite sigil because its that good.
Humans do have a solid elite choices.
The rest do not in my humble opinion – still they can be a lot fun like charzooka or the asura golems.
i would always go for charr because /threaten > all
This is mine for WvWvW and solo pve (6sec fear is a lot of fun):
IF you dare to play a condi warrior in pve other then solo i would suggest brace yourself – peole will not like it beause especially warrior has a suspected role to fill beeing a dps monster.
the main problem with condi warrior is that he is really good a stacking bleeds and keeping them on the target as long as he can melee – as are many other classes essentially reducing their effectivness and group effectivness overall.
as a warrior you can have easy access to
lots of bleeds
burn
torment
Confusion
just by traiting and using the right weapons add sigils and you can have poison as well.
add runes of perplexity and you can have even more confusion.
all of that with great CC abilities and lots of cover conditions.
it is a viable build
Really like to Build.
I still would go for condi duration across to board and Not only benefitting torment
I am not sure how -condi duration works but since you integrated it in your build dont you feel that +cond duration is needed?
with food and runes you can increas you bleed very easily to be 100% for bleeds and 90% for everything else for the tradeoff of beeing less resistent yourself…. BUT:
you get a super long immobilizes, long cripple and a lot more duration on cover condis.
Thats why I would suggest investing in strength to get 4 confusion stacks (16secs!) on interrupt. Might want to consider kick and on my mark to add cover durations. You can also drop deep cuts(100% duration is cap) for Rending Strikes to get another cover condition on crit. take oportunist instead for even more crits. use bolas for perma fury and a 7.45 root (and a cover condi)
I know there are a couple of downsides but i really did not change that much around so its always possible to try out.
i did get closer to your stats* although i like Chaosbrokers better. (i still would try to get the condi duration in)
i really like your build idea and didnt meann to change it around – that stuff just happens
oh yeah and sigil of geomancy is a must if you ask me… at least on sword
or sigil of doom …
*edit actually i did not :P
(edited by Asmodal.6489)
I found condition ranger to be very strong as a roamer (not to month ago but yesterday). But it really only shines 1on1 (gotta leave the bows at in the bag though) As for zerg surfing I feel a that a longbow/shout build is quite helpfull.
in siege situations you have to know your role. If your attacking you should try to give the defenders a hard time – basically providing cover for the guys at the gate.
openfield zvz is all about positioning and picking targets. either deliver the final punch on runners or adding additional fire power on engaged targets. Switiching targets and beeing on the lookout for the most vurnable target is the big adavantage for longrange combatants. Classic sniper approach.
I am sporting 100% condition duration which makes muddyterrain one sick skill. 4 secs aoe root and 4 secs cripple per pulse for 10 secs on a 20 secs cooldown if traited is something no other class can provide.
i do not feel that they are useless in wvw. and i also do not believe in rankings like “most useless class in wvwvw”. Making yourself useful is up to the individual player.
(edited by Asmodal.6489)
I mostly agree with OP
some pets are not very smart when using their abilites. On some pets the ai works fine for me – mostly on those who have defensive abilites like devourer. He knocks back or tunnels only when he gets attacked which is fine. (If I could also command the knock back it would be sweet but its fine as it is really.)
So pretty much everytime the ability is linked to a specific situation on the battlefield it works well – besides that there is definite room for improving.
I do not think that the ele comparison is helping though because attunement swap is much more trivial. Pet control needs 8 buttons at least and they are active at the same time.. Engineer kit control is a hard to master as well but more consecutive – which makes it a bit more user friendly.
i would welcome a toggle on/off option for advanced pet control for those players who wish to squeez more out of their pets.
(edited by Asmodal.6489)
Tried your build yesterday and was very happy with the surviveability and i run full carrion/rabid trinkets and i added runes of perplexity
I did adjust the build a little and took elemental surge and arcane power and shard of ice for another cover condition (discarded cleansing flames)
I just like arcane surge for the nifty little tricks you can pull off.
with LF and Chruning earth you get a 1.5 immobilize which really helps you to get it in. in fire it grants an extra 7.5 sec of burn per hit and so on…. lot of cool tricks. with soothing wave you turn into a burning, damaging, chilling, vurnablity applying, regenerating mist
however i found myself switching to scepter later.
was good stuff
(edited by Asmodal.6489)
Frowny, this is nice to see. I would have a few suggestions to try:
-Use 2x Giver’s Daggers for condi duration (+20% from daggers)
unfortunately they do not stack…
tested on my 100% duration ranger
might want to confirm it yourself …it was late
ride the lightning – judges intervention
Ride the Lightning doesn’t need a target
mist form – Renewd focus
Mist Form is a utility, a stun breaker, and has a 15 second less cooldown
lightning flash – GS leap
Lightning Flash has 300 more range and casts instantly
fire 3 – sword teleport
Burning Speed doesn’t need a target to move
air 5 – bane signet
Updraft is an AOE knockback and grants swiftness
In the context of escaping, every single one of those elementalist skills beats the guardian counterpart. So yeah, I don’t see your point.
/clap
you really showed us that the glass is indeed half empty and that you do not read full posts.
I suggest you start crying right away.
1: Greatsword
2: Evenly matched
3: Depends what you want to do each have their strengths and weaknesses
4: Hammer
5: I’ll say Hammer due to the 3rd auto attack dropping a protection symbol plus you can CC enemies
6: Greatsword
7: Both are equal however I usually go HammerI’ll give more detailed answers if you let me know the specific kind of thing you’re looking to do.
this
also I think you could argue 1%2 in favor for Hammer if traited.
you are seriously suggesting a +50% boon duration trait in the line that already gives 30% boon duration on its own?
also getting 100 burn duration is quite easy. if VoJ would be 2 secs that would make it 3 secs… with only 50% duration which is basically 10 zeal and buffood. so pretty much perma burn with any weapon which i think is besides the point of it.
dont want to bash the effort but I think your are trying to help your own build a little too much
Yes the main issue is all of our escape tools aren’t actually designed for that purpose, but instead for charging into combat and locking opponents down so that they can’t escape
cant argue with that. the tools are there but you have to decide if you use them offensively or defensively.
Hi,
i am not sure if soemthing similar has been proposed:
we all know that burning has a lacking group mechanic. In the last couple of days we had quite a few posts on the topic all around the forum and i thought of soemthing that might be worth suggesting to anet.
burn only stacks in duration and not in intensity so basically if you have one guy in the group keep up burn all the time it renders all other group abilites for that condition useless. for the sake of the arguemnt i will no go into diffretn amounts of condi damage just yet.
my idea:
Make a constant burn a desireable group effort
… just like 25 stacks of vurnability or bleed.
Just like in the real world fire should not be the same damage. There is a reason why we blow air into our grill and that should be considered for GW2 with a simple mechanic.
How do we do that?
Anet stated that the stacking mechanic has its limits for calculation reasons. so here is my proposal (just an example):
As soon as the burn duration on the target exceeds 20 seconds it gets lowered to 10 seconds but the damage per tick is increased by 100%. The icon changes and reads “Incinerated” or something (or creates a stack). It will keep that damage as long as the the condition stays on the target. if the burnduration is increased further and up to 30 secs we start over … reduction to 15 secs and an addtional 100% increase in burn damage.
this could be open end or limited to five times or whatever.
if it is open end it could be very attractive for specialized groups (one ele can rack up 30 secs of burn in 3 secs but has very little reason to do so)
Condition Damage Pool
going deep into condition damage should reward the whole group so i think there is a need to find a formular to reflect that. if you contribute to a bruning fire your condition damage should be added in the overall pool of condition damage. (limit to the 5 players with the higehst condition damage)
I have a Ele that fiercly invests in Condition damage an with 25 might stacks i can reach 2800 which I think is pretty much the highest amount achievable. Even with 5 people that adds up to 3800 damage per tick… which in dungeon situation is not game breaking at all it does get interesting however when you double it two or three times. even then we are looking at 15k or 30k dps not gamebreaking but at least noticeable imo.
so what do you think about that?
(sorry for spelling)
if you would care to compare each class one by one you will find that your statement is not true.
D/D ele vs. GS/S-F guardian escape tools:
ride the lightning – judges intervention
mist form – Renewd focus
lightning flash – GS leap
fire 3 – sword teleport
air 5 – bane signet
ele is on top because of the ability to CC a little bit better but ither then that I cant see any advantage. yes our activation is a little more “clumsy” but its there.
thiefs are generally stupid ad can therefor not be subject to comparison.
mesmer —- this class is suposed to be decieving … so they should have better options of escape, yet I cant see them being way ahead of guardians. How an engineer has better escape tools is beyond me. Ranger is actually a lot better at all of them.
escape tool on cool down is a moot argument as it applies for every other class as well imo.
guardians have lots of tools for “runners”
but in in the end this ain’t a running game…
Hi there,
first of all great work on th OP. I like that the condi guard has a voice of some sort. several discussions i had about that topic pretty much were a dead end couple of month ago.
I do want to add the permeating wrath is great but I use a build that does not rely on it which works very well imo. So: I do not think it is the core of every guardian burn build :-)
The following build was created several month ago and I also felt the need that pbaoe burning was essential for my playstyle and to increase the damage output overall.
I did not want to go that deep into virtues because i just love AH and meditations. I prefer AH so this is the build with it:
sorry tinyurl does not like me today
note: you can use other gear of course if you feel that condi damage is wasted points (i don’t)
The build utilizes with 100% burn duration:
- superior rune of balthazar (6 secs pbaoe)
- shattered aegis & burn on block (4 secs pbaoe + 2 secs for the target that removed it)
- might on block (15 secs)
- purging flame (10s secs pbaoe)
- judges intervention (6secs pbaoe)
- active VoJ (8 secs)
My thoughts:
shattered aegis:
I find this to be a very usefull. With VoC, Retreat and RF and have three flexibel short pbaoe burns and defense as well. I need this!
shelter
this is pretty much the best skill of this build. due to the runes I can fire of a 6 secs pbaoe burn, block attacks while burning them even more and get might, which also heals me to increase the damage. yes please!
weapon choice
- GS is a must because binding blades ticking damage scales with condition damage, has a leap finisher for purging flames getting flame barrier up adding burn and might and therfore heals. The symbol gives retaliation and heals, the autoattack gives might and heals … i need all that.
- Sword has a blind and some defense against ranged as well as pretty okay damage
- Focus is just the best offhand we have… WAIT a minute you might say… you got that troch trait! why not use torch?? pretyy much the reason the OP gave: its lacking and focus is so much better as it gives a blast finisher for purging flames as well. and it blocks and burns and gives might and heals… case closed
sigils
Geomancy is a must imo if you invest in Condition Damage. the dps gain is better then added might stacks or sigil of earth (if it had no ICD I would consider it). Also the damage on swap is no joke.
defense
3 active blinds (more with VoJ and RF), RF, 4x aegis, shelter, focus .. you can pretty much avoid being hit at all.
inspired virtues
I chose inspired virtues over zealous blade because i prefer the boons from my virtues which use very actively – but that is up to personal taste.
damage applifiers
so close and yet so far… give me 15 aditional points and the build would be absolutely perfect. i do not miss them though
Of all the character i have so far in guildwars 2 this build is the one with the most synergies. i just love it. It has great surviveability, the damage output in solo pve is great especially if you round up 5 targets. Excellent mobility. condi removal could be better but if i need that I just swtich to meditations and i am good to go.
if i need single target control: signet of wrath is absolutely awesome with its 5 secs root.
this builds rules in orr and defetad chomper and his buddy. In spvp some classes are just fodder. (i use signet of wrath and bane ftw) signet so i can safely say it performs well.
have fun with it. feedback would be appreciated.
(edited by Asmodal.6489)
i beat them with my condition damage guardian…
i ignored half of the meat thrown and onl picked up what was close
other then that i wacked at them at the same time as oft as possible. Chomper died first strugar was at 35%.
beeing an condi ele I would wish for confusion on lightning storm. when i keep wishing daze/stund/knockdown would be cool too (maybe i have gone too far)
either that or lightning strom has to hit far more reliable then it is now… against a single target with a “normal” hit box i have seen occasions when it did not hit at all.
elementalist is the class that can reach the higehst condition damage stats ingame, yet we suck at applying anything else then burn and bleed which makes no sense to me. we are even not top tier when it comes to applying burn which is something we should be the best at imo (and not rely on a signet or staying in fire attunement all the time)
so added condition: yes please!
also there is a better ascended trinket for your cause… which will give more vitality less precision and resultin a little more condi damage so you reach 2000+
Traits….. I don’t really know what to do with the points in fire. 30% condition duration is just too good to pass up, as that’s equivalent to more than 600 extra condition damage. But the build doesn’t really get anything out of the traits offered there.
I’d appreciate some thoughts and/or feedback.
you dont seem to be a lot aof attunement swapping in this build anyway so i suggest changing arcane V for VI. gets you some surviveability if needed or drop the 10 in arcane all together spending them in water for more hp and maybe shard of ice which will grant you or your group 11 secs of 3% increased damage which is overall probably more helpfull then having 5% only on yourself add water sigent and its a solid 6% which the rest of the group an top off. it would also give some room for adjustement twards cleansing wave.
not all really necessary because with shatterstone youd be a vurnability machine anyways.
the only benefit in air would be that you can have swiftness up all the time.
also in fire… well since you use the signet bruning precision does very little for you. it might be thebetter choice anyway for when you fight multiples and sigent is still on cooldown when the first target is dead already.
dagger offhand would be a group oriented choice because of two additional blast finisher which would work really well because you start out in fire for the field hit the 2 blast finisher and swap to earth for two more where you will stay anyways … at least for the next 20 seconds to 40 secs.
also you might consider having sigil of geomancy as a swap waepon (which you probably have anyways…) 14 secs of 3 stacks of bleed is a pretty big boost – you need a lot of condi damage to compete with thakittens actually better then sigil of corruption IF you hit them – ofc gets even better when you swap in geomenacy as soon as you have the 25 stacks.
sigil of battle is not worth it compared to geomancy in any case.
other then that i think your build reached its potential
this should really be called glyph of sandstorm … that one is extremely good
i would not use it in any other attunement
Case in point:
this is my, absolutely stupid, condition build.
http://gw2skills.net/editor/?fEAQFAWhEmSboR2gjDIjHagH0hCFVAFUUMD7AA-jgxAINAyDQOsIasVzioxqkJiqV3YSBAxaA-e
no need to bring me down… (well maybe there is since the question was for the meta game) since you seem to be the one defending out of the box builds (i stated that mine is pretty one sided and more or less just for fun)
I also use this quite often:
better base stat and it utelizes the crit chance as well as arcane surge which gives you the nifty trick of a immobilizing lavafont and can build 10 might stacks with ease. with this i had quite some lulz in wvw.
Hi,
this is my, absolutely stupid, condition build.
http://gw2skills.net/editor/?fEAQFAWhEmSboR2gjDIjHagH0hCFVAFUUMD7AA-jgxAINAyDQOsIasVzioxqkJiqV3YSBAxaA-e
(I do not have all of the ascendend items, yet)
its that stupid:
main goal: get as much rediculous amounts of condition damage as possible without relying on might stacks
- pretty squishy in terms of hp
- condi removal non existent withou ether renewal which i swap for GoER
- high toughness as a catalyst for even more condi damage
- …leads to precision which can not be utelized effeciently
gameplay: (or something similar)
hit them with earth 2, signet of fire, swap to fire to add flame burst, go to lightning to cast static field (or water for ice field) back to earth, cast gearth 2 on top of yourself + glyph of storms… by that time monsters should be on top of you. you stay in earth now to repeateldy cast earth 2 until all is dead or close to swap back to fire for renewing flame blast and getting sigil of geomancy.
result: due to GoS and some protection you pretty much facetank mobs while they die of your conditions ticking at around 3.000 damage per second on most of the 5 targets.
fun build in solo pve and it does also work in dungeon groups – but well there are a lot of better setups for this (probably everything else)
main problems:
- like all ele builds i feel pressured to go into arcane – with staff anyways
- inscription only giving one might stack in fire is subpar (should be at least 2)
- i have to sacrefice everything to get acceptable damage numbers
- no access to poison, confusion, torment (or at least not in a way worth considering)
- Diamond skin alone is like a dangleing carrot that actually does very little if you do not focus on high toughness – there are way better traits in earth. it needs some more punch.
- condi damage for fire is too low. imo if a class invests heavily in condition damage the damage should scale upwards by at least 25% (in addition to traits)
- give some real stat combination for condition builds!
- the build is super funin solo content and very strong yet in group play or pvp, wvw its a glass cannon that relies on DoT . … as I said stupid
I can solo quite champions due to the amzing cc abilities of the ele. in normal solo pve i can avoid being hit at all most of the times if i would care for.
a minor pro: since you can get all the exotic gear from karma its fairly cheap
i also got liadri to 20% with this build but since getting hit in that encouter ist not an option anyways this should be no surpise. (with this build you can charge up swiftness to an infite amount if you care for it)
(edited by Asmodal.6489)
PC Turns off playing game since Aug 6th Patch
in Account & Technical Support
Posted by: Asmodal.6489
got the same issue… cpu is not overheatin though…
signets and traps in skirmishing are the only things that i really do not understand… other then that ther is room for improvement but nothing to seriously broken. ranger is better at other things then warriors …
you can go to any class forum in everyone ypou will find a post like yours. maybe ranger is okay but warrior is broken.
They are especially a joke in dungeons, really broken. Now we have people saying that they shouldn’t be using bows if they want to play ranger. How broken is that?
Rangers regularly get kicked from parties because everyone knows how crap they are, and yet still we get people saying they are fine! Unbelievable.
if you would pay attention then there are actually a lot of people that will tell you that LB + S/W is the way to go with a 30/25/0/15/0 spec or something similar…
lets see what a ranger brings to a group with that setup…
+ 25-35% damage increase for the whole party (vulnerability stacks + frost spirit)
+ 60%+ uptime on fury (warhorn+ red moa)
+ longlasting waterfield
+ blast finisher (finally)
that alone should be enough.. on top of that we bring dps thats a lot more then decent.
the only thing unbelieveable is taht you seem to think that that is all bad in a dungeon.
way i see it sigil of force on gs will do you a lot more then sigil of fire. other then that it really is a on trick pony. (which is okay for being burst build)
i would actually try to toss in some condition damage because with all the might stacks that are sticking on you we are talking serious addition to your dps
sigil of geomancy alone will net you more damage then sigil of fire. and since warhorn actually doesnt do anything for you what you do not get from RaO(besides blast finisher) torch might be an option.
other then that … the long cooldowns on sigils are really killing this build for me
Rangers are so strong they’re the second least useful class in WvW.
Rangers are so strong they’re not welcome in PvE groups.
Rangers are so strong they’re blowing up the sPvP charts.While the Ranger may be fine for you, it’s not fine for everyone. And just because someone has a different opinion than you doesn’t magically invalidate their point.
While the Ranger may be not fine for you, it’s fine for others. And just because someone has a different opinion than you doesn’t magically invalidate their point.
maybe you just belong to the "the glass is half empty and actually if i put my personal opinion measuring stick to it its even sligtly less* group of persons who are in general more vocal about their discontent then the ones who are having actually fun playing the game.
you are trying to rep your opinion around arguments that can be cast aside just looking at the first to pages of this forum. you act like they are common knowledge which they are not or – if you ask me are nowhere near the common ingame opinion.
my subjective view:
i have never been kicked from a pve group for being a ranger
i win more then i lose in spvp, tpvp and wvwvw
whats on top of the leaderboards has a lot more to do with time spent in the game then actual skill or class ability.
i know this from plenty of others games
top pvp players will faceroll with almost any class they focus on for a longer period of time. simply because they know their enemy a lot better then other players.
i think the issue is that people dont really understand/know how aggro works in this game. as i heard high toughness and wearing a shield puts you on top of the aggro list but other then that…
stealth should never drop aggro completely… it was wrong and got fixed.
being stealthed leaves tine for oyur mates to take over aggro… but with no knowledge of how to actually and actively do thakittens kinda hard.
but thats not an issue with the stealth ability but aagro management in itself.
Yah my point is not to increase pet power. If anything I would like to see a no pet option that puts 4 weapon or class based F-Skills in its place.
This would remove the “forced” playstyle. And negate the fact that rangers are the only class that can be effectively disarmed or forced to change weapons.
you really need to switch classes…
you are not forced into a playstyle you chose that style at character creation.
its like saying i am a mesmer but the clones and illusion mechanics is holding back my personal dps…. please change it.
(edited by Asmodal.6489)
i really do not see the point in this thread either.
first of all how do you shut down our pets? if you do that you need to focus them pretty much giving you time to set up your attack. in 1on1 situations in wvwvw there is quite a build diversity for rangers to kill any opponents relying on pets or just useing then for CC.
People whining about thieves are mostly not geared or traited to counter them.
People that ask for a role in WvWvW cant except that it night have nothing to do with adding to damage.
People whine about our damage depending on pets often refuse to use them (probably despise the micro management) or learn how to use them.
its all been said and done. rangers can be bursty, sustained, tanky or supportive… pick a role for christs sake. there are all out there
this sounds very interesting.
I like LB at it is…. somehow i seem to be alone with that. maybe i do not do enough WvWvW or whatever.
I also like opening strike mechanic – maybe i am just a fool.
we can apply 20 stack of vulneranbility in an instant if time out pet right. I use longbow / sword/warhorn and sending in the birds the swap to lb for 3+2 is just great burst damage.
longbow is not an ideal 1on1 weapon, but does it have to be? … sometimes i think that is all everybody thinks about. Make every weapon viable in 1on1 situations to faceroll noobs. probably because they like the look or feel of the weapon but wish for higehr numbers or diffrente utility…
Well…this thread isn’t pointless at all.
So, how often do you rotate your tires?
I change my pets between every big fight
I’ll also votekick other rangers in teams when I see them only using Bear/Wrongbow
This doesn’t make me an elitist. The OP is right, It’s been almost a year now…. training wheels should have been off months ago…. This isn’t soccer.
you are an elitist. kicking somone from a party because you think you have the right to tell someone how to spent his free time makes you jerk as well.
and its “football” not soccer… because this sport is acutally played with a feet and balls – not hands and eggs.
other then that – bear sucks
cheers
I do not even know why this is an issue….
diffrent people diffrent styles… i did not even notice that dailies give achievement points. who cares its just a game.
the more ways to earn points the better. Simply raise the points for the long time invest achievments and you are golden. people that started the game at launch will always have more points then those who bought the game yesterday.
by the way welcome back to “kill ten rats” system…
I tried this build since I already had the equipment for it and it is a blast.
i do not run fractals but normal pve content (solo and dungeons)
However i run it with LB/Sword+warhorn – and with optional 20% CD reduction on LB
Opening with warhorn 5 and 4 switching to longbow for 3+2 I can unload massive amount of hits.
th build works so well i am actually thinking about dropping some damage for boon duration.
without warhorn 4 and with a shortbow i do not come close to your 25 might stacks – more like 15 sometimes more but then random —- so not easy. With LB no problem.
what i discovered though is that warhorn 5 and the trait that shares your boon with your pet are not working together. basically the lon duration fury gets reduced to 5 secs which ist just plain stupid. —- should be additiv.
as for utility skills i am still experimenting
which of your weapon has 2000 range?
Evasive Arcana is mandatory for running Dagger mainhand (lack of defensive traits in Fire/Air force speccing into arcane for survivability).
.
i agree with you on most parts but i do not feel that evasive arcana is needed for surviveability on mainhand dagger.
building around a 0/30/30/0/10 build with dagger and focus there is actually a lot of defensiv potential. the main thing will be that earth is the go too attunemnet for defense and condi removal and getting the most out of ether renewal.
i learned to love elemental shielding which also triggers for you on combofield auras. earth focus with 20% cd reduction is also extremely good imo.
i am testing this build right now and it is quite diffrent but also fun. if only i could use the new master trait and tempest defense at the same time…
lightning whip is the coolest thing we have and its not bad damage wise.
OT:
the new mastertrait is cool but in general i feel its only really good for scepter which is sad. I think it would be better to have a attunement reduction based on the points you spend i each attunement indivdually.
so 30 points in lightning gives 30% reduction, 20 in fire 20% and so on.
as a trade off arcana will only have boon duration as a bonus for speccing in it.
what i really like is that the laser room is actually easy with some heavy condition damage because the golems die faster. the conditions stick even if they get charged and block most attacks.
i find undwater ele pretty Good … Coming from a Guardian .. No
Surprise
I Run a condition build which performa really well due to great bleeds and a Lot of cc … I can Take quite a Lot of Champs underwater. Water 5 can be pretty funny when its actually roatating in Place. Yet positioning can be a pain.
lightning water Earth is all Good…. Fire… Hate it
I use Glyph of power in my condi Build as well as the buff on Glyph use (which should give at least two stacks of might)
I find the burning applied through the very effecient and i am not depending on crit.
Other method is to use arcane surge which applies rediculous amounts of burn with arcane power. You have to sacrafice quite a Lot but i find it very rewarding. And with Glyph ofvrenewal and Glyph of Storms you can Play extremely flexible. Switching to Earth for Protection Cast the Storm and heal Glyph and you are sporting 7+ secs of protection
I am running a semi glyph build in pvp and absolutely love it. Apart from getting cd reduction on your elemental, glyphs are completely situational just like our attunement swapping.
Maintaining massive up times of protection/swiftness/regeneration without speccing for cantrips is just awesome.
The only thing I feel bad about is the mandatory 20 in water for survivability and condition removal. 30 arcane I do not feel bad about since I need the boon duration anyway.
I do hope the patch improves glyphs a bit while toning down cantrips so people will stop blindly saying that either go 30 water and 30 arcane with cantrips or go home
at the moment i run 10/20/20/0/20 with staff in solo pve and dungeons. i really enjoy it. condi removal is down the drain and i wouldnt dare to run that spec in pvp.
i do run purging flames, signet of fire and GoS.
in the end its always the same for elementalists trying new builds. there is a lot of fun potential out there. but if you want to get serious you need the 15 or 20 in water because its just too good not to take.
if i had one more source of active condi removal on staff or utility skills i wouldnt miss water at all. they should have tackeled that in their balance/more build options patch.
taking away stunbreaker from purging flames is really stupid to me. it was a go to skill if you did not want to run 10 in water. (signet of water really sucks imo – at least make the activated effect an aoe or even better an ice field, same for SoF btw)
if you choose a glyph build you are screwed without water in pvp. so basically for a glyph build you have to spec x/20/x/20/x
a lot of spec points considering glyphs are fun but nowhere near great.
I use Glyph of power in my condi Build as well as the buff on Glyph use (which should give at least two stacks of might)
I find the burning applied through the very effecient and i am not depending on crit.
Other method is to use arcane surge which applies rediculous amounts of burn with arcane power. You have to sacrafice quite a Lot but i find it very rewarding. And with Glyph ofvrenewal and Glyph of Storms you can Play extremely flexible. Switching to Earth for Protection Cast the Storm and heal Glyph and you are sporting 7+ secs of protection
i am sure as hell not betting on motti that lame duck