fire shield is hilariously underwhelming
as is flamewallliterally the only thing good about fire shield is that it has no cast time. its effects are meager at best. increase the burn duration to 1.5 and the shield duration to 10 seconds, and then you have an actual skill.
freezing gust is also awful. a whole 3 seconds of single target chill. and no other effects, including damage (more or less), on a lengthy cooldown. wow.
Fire shield is good in semi-large pve mobs. u get tons of might stacks real fast, though the burning damage may not be as much, but the might is nice.
Ele’s can have 6 fire shield activations if you really want to (though i seriously doubt any1 will ever spend the traits for that) But, you have fire shield from focus(5sec) gain a 3sec fire shield from activating a signet(4 signets + signet mastery) and superior rune of the fire (5sec fire shield@80%hp) you could almost have a perma fire shield up.
Though I understand what you’re saying about fire shield. It should deal more damage and last a bit longer, but if fireshield did last for 10 seconds, you’d see ele’s running around with 25might 24/7
looks like she’s beginning the cast of the new Tsunami spell
if you wanna use tornado, use it in a lightning field, ether field, or light field. and also, if u can, use meteor shower+glyph of storms(firestorm) then tornado the area
bah, thats nonsense but don’t you think just a few of those traits should more than likely be combined?
Warrior is pretty ridiculous atm in wvwvw/pve, mainly for melandru runes+dogged march+Lemongrass Poultry Soup = 98% reduced slowing condition effects…
How bout for pvp, mobile strikes not only breaks immobilize, but removes cripple and chill, rather than worrying about condi’s even with berserker stance and having to use mending +restorative strength… is that too much?
What would happen if Guardian traits were combined?
Shattered Aegis+Wrathful Spirit+Pure of Heart+Searing Flames(when aegis is removed, it burns nearby foes and removes 1 boon, grants retaliation, and heals)
combine meditations – Monk’s focus+focused mind+meditation mastery ( instant, heals you, recharge20%faster)
Combine Symbols – Writ of Exaltation+Writ of the Merciful+Writ of Persistence+Symbolic Power (larger symbols, heals allies, last longer, deal more damage)
Consecrations – Master of Consecrations+Consecrated Ground(ground targeting, last longer and recharge 20%faster)
Virtue of Courage – Indomitable courage+shielded mind (grant stability for 3 secs/passive recharge 30secs and breaks stuns for nearby allies)
Spirit Weapons – Improved Spirit Weapon duration+Wrathful SPirits+Eternal Spirits+Spirit WEapon Mastery+A fire Inside (longer spirits, more damage, not destroyed on command, recharge 20%faster, spirit weapons burn foes)
Downed – Strength of the Fallen+Revenge of the Fallen (lose health 33%slower when downed and do 50%more damage when downed)
Virtue of Justice – Permeating Wrath+Supreme Justice+Renewed Justice+Inspiried Virtue+Justice is BLind+Blind Exposure (burns area around you on every 4th attack and increases burn duration, renewed when you kill a foe, gain might on activation, Activating V.o.J blinds nearby foes, applying blind applies stax of vulnerability for 10secs)
(applies to all virtue major and minor traits…)
Retaliation – Vengeful+Retaliatory Subconscious (25%longer retaliation and you gain 3 secs of retaliation every time you are affected by a CC attack every 30 secs)
Signets – Perfect Inscriptions+Signet Mastery (passive effect is improved, signets recharge 20% faster)
Scepter/Range attacks – Unscathed Contender+Scepter Power (deal 20% more damage if sustaining aegis and 10% if wielding a scepter or staff)
Burning – Fiery Wrath+Radiant Fire+Radiant Power (+10%more damage to burning foes, burning duration increased by 20% and torch skills recharge 20%faster, Deal +10% more damage to foes with conditions)
blocking – Might of the protector+defender’s flame (gain might and burn nearby foes everytime you block)
What would happen if ele had some traits combined?
-combine cantrips (recharge20%faster AND grant regen/vigor)
-combine arcane(recharge 20%faster and inflict vuln)
-combine some fire traits (burning rage/ember’s might together to deal +10%dmg vs foes on fire)
-Combine signets (recharge 20%faster, inflict vulnerability, gain fire shield for 3 secs)
-Combine Elemental Surge and Arcane Precision (apply another condition when you hit with critical attacks AND whenever you use an arcane skill. it wouldn’t be the same condition applied by the arcane ability and the crit of course.)
-Combine Arcane Resurrection+Zephyrs Boon+Glyph of Renewal(rez10%faster and you and ally gain aura based on attunement+fury and swiftness/glyph of renewal effects…)
-Elemental Shielding+Powerful Aura (auras are applied to all nearby allies and you and the ally gain 3 seconds of protection)
-Quick Glyphs+Inscription+elemental attunement (recharge20%faster/gain a boon depending on current attunement/you and all allies gain a boon when you attune to a new element.)
Zephyr’s Focus + Vigorous Scepter (100%faster endurance regen while channeling skills and using a scepter)
Arcane Energy + Renewing Stamina +Fresh Air (arcane and signet skills restore 25%endurance and critical hits give you 5 sec of vigor (5sec cd) and recharge air attunement on critical hit)
Lava Font +lava tomb (create a lava font when you’re down and lava font deals 33%more damage when you’re under 50% health)
Actually…combine arcane precision, elemental surge and glyph of elemental power…
sounds a little OP doesn’kitten
(edited by CMstorm.8679)
my charr names:
Korjyak Blaizekin – warrior
Amrahn Firehide – Elementalist
Kharmax – Necro
Gohrzoth – Ranger
then i made another charr necro goin for deathshroud build, but I couldn’t actually think of a charr name for him, so I named him Shadow Assailant. but then I deleted him cuz i didn’t actually want another necro and spend the time to level. :P
if im correct on the lore of the crystal desert, Zhaitan, Kralkatorrik and Palawa Joko are dukin’ it out there 24/7 XD so i don’t think I wanna walk in on that…
However, it’d be sweet to check out woodland cascades and isles of janthir. (surprisingly, there really isn’t a whole lot of lore on some of those places. Hardly more than 2 sentences…meh)
http://gw2skills.net/editor/?fEAQFAWhImYbzxygjEAEFtkSkxBCMK0R9QMA-jwxAYfAiCQ6rIasl1ioxqrxUxER127ioVLFQELjA-e 25/0/10/20/15 with valkyrie armor and full ascended cavalier accessories except for backpiece(zerkers) and ascended zerker staff
k, I put this together cuz staff DOES do the most damage over dagger,scepter,focus.. (though the dps on it hardly comes close to what any other burst spec with ele puts out with) either for when open world dueling comes out, or wvw roaming…
BUT, this does do insane damage if you look over the runes, traits, skills and setup.
(im not sure if rune of the thief 6th bonus is better, or having +12% more crit damage from Divinity runes or any +2% crit dmg gemstone/crest is better…)
So far, this is what i got for the setup to burst:
1. start in earth attunement(using staff of course )
2. use shockwave then signet of fire right after it (signet of fire will inflict vulnerability, which is crucial for burst in a few secs)
3. by the time you lay down signet of fire, the immob from shockwave will just about be halfway done (assuming it hits.) Quickly lay down Eruption behind your target (not too far) and immediately go into air and use Gust right away to push your enemy within the radius of Eruption before it goes off! (if you can)
4. Have Lightning Flash ready once you’re in air, then hop into water attunement, teleport @ target and lay down Arcane Wave (if you land a successful hit)
If you don’t want to read by all that again, here’s what you should do:
Earth attune: Use Shockwave, Signet of Fire, and Eruption behind target (do not delay between casts)
Air: Gust immediately following eruption
Water: Teleport to foe and use Arcane Wave right after Gust.
Let me explain why i’m using these traits and specifically Signet of Fire.
By using S.o.F, the target not only is burning for 11secs, but also will have 3stax of vulnerability on them for 6 seconds (which is plenty of time to get the burst off).
Burning Rage+embers might is very nice (10%dmg to burning foes)
Stone Splinters is another great damage boost, along with Piercing Shards.
Both of those traits, while in water attunement, along with Burning RageEmber’s Might gives you +43% more damage if you’re within 600units of your target.
Why signet of fire?
I use signet of fire for the decently long burning duration, though I could swap it out for Signet of Earth instead and start out in fire attunement using Flame Burst and go to earth attunement, use Signet of earth, lay eruption on target right there and forget about air then go from earth to water for burst…(though I prefer air for the knockback, that’s kinda nice) and Spell Slinger adds up well + vulnerability. Any might and vulnerability situation gives you a good amount of damage.
Comments? Other ideas/suggestions to it?
definitely. Crystal Desert would be some awesomeness, though it is one of the other much larger territories and who knows how much time it’d take to develop zones for it n everything else. it’s huge!
There’s a lot of people who love doing pilgrimages, and it’d be amazing (if charr) if they started from Blood legion homelands, and traveled all the way to and through the fire islands.
I know some threads have said a while ago that there might not be a gw2 expansion anytime soon, but maybe there’s a possibility for a christmas expansion? It’d be nice to be able to get out into some new zones, though the map right now is still pretty huge, it seems really small suddenly cuz lots of people are jumping from zone to zone pretty much just for world-bosses now, and it seems to get redundant.
I realize that anet has spiced up the Teq fight and I think that’s awesome, adding more teamwork and different mechanics that makes the fight a lot more interesting and challenging… and also i heard that anet said they were probably going to fix/change/add some things with all the dragon bosses at some point that would make the fights a little more diverse than just everyone gathering in one spot, buff, spam and kill.
If a new area or zone were to be introduced sometime soon-ish, what area would you like to see open? Ring of FIre, Woodland Cascades, Far Shiverpeaks, Maguuma Wastes, BLazeridge Mts, Blood Legion Homelands, Crystal Desert/ Scavengers Causeway, Isles of Janthir, Tarnished Coast/ Strait of Malchor, the other half of Orr, Deldrimor Front, Dominion of Winds?
It’d have to tie into the story wouldn’kitten Maybe the living story could have something to do with a new zone… idk
Just some thoughts here :/
if running aura build, then u gotta have at least 1 more aura ele in the group to help sustain boons and aura rotations. arcane resurrection is pretty nifty with this
http://en.gw2skills.net/editor/?fEAQJAodhEmibuR2gjDAkHvcSJBFKgwQBIiA-ToAg2CvI2RtjbHzOyds7M+YyA this is my first aura-support builds, but turns out that Fire’s embrace doesn’t really help the build, besides might stacking …
with s/d u can go vigorous scepter and zephyrs focus for arc lightning and regaining endurance and keeping up dodges. also works good as dps. I cant remember what exactly I used, but i know i used shaman amulet/jewel and some kind of 0/0/30/20/20
i had really low health, but basically whenever i popped into water, i was back at full hp. It was hard to time rotations right, but when I got it down, it was pretty solid. I relied on FGS for desperate dps, because I had lots and lots of nasty condi dmg and duration.
conjured weapons are getting a buff. fire axe is getting a blast finisher im pretty sure, and also i think the Burning Fire trait will then affect the attack skills on fire axe and fiery gs.
Frost Bow is getting a healing buff and a little dmg buff.
If Lightning hammer were to be buffed/changed, then the chain attack would have to be considered 1 use, because that hammer depletes charges rather quickly.
Not just the traits pertaining to Spirit Weapons, but would they get the damage bonus from Radiant Power, Fiery Wrath if traited with A Fire Inside? (including improved spirit wep dmg) If that were true, then spirit weapons would deal 70% more damage…
Not just the traits pertaining to Spirit Weapons, but would they get the damage bonus from Radiant Power, Fiery Wrath if traited with A Fire Inside? (including improved spirit wep dmg) If that were true, then spirit weapons would deal 70% more damage…
staff has pretty good support, and also it can dish out some good dps with the right rotations. But mainly, go d/f for dmg. If you want, you can get either get 2-3 or 5man ele team rollin auramancer builds and run perma auras all day. for now, stick with d/f or s/f
I had some fun with mace/sword and sword/shield with missile deflection XD but that only lasted so long :/ lol
Why do you want a stability shout when warriors already have essentially a total of 45 seconds of stability? (balanced stance x2, dolyak sig, rampage, stomp stability 1 sec) I doubt warrior’s will get more stability. I’m pretty sure vigorous shouts is getting a healing buff. Plus, warriors do have perma vigor access, though im not entirely sure it’s worth it. I only see vigor working with a boon-build+empowered… so theres that. Warrior’s don’t really have need for protection because they already have such a high health pool and really high defense/stability, etc. Seriously, roll guardian if you want good protection…but If warrior, i doubt you’d want to run Forge Runes just for 10sec protection on 60sec cd
Because the rampage transform is bad and that elite has both a higher cooldown and weaker boons than rampage as one?
Sure rampage might be bad cuz of a really high cd, but it has some crazy aoe and cc, not to mention that the vulnerability and daze in the chain attack is awesome. most warriors would most likely run signet of rage or battle standard. So would I at some points. But, Rampage is a pretty good cc elite overall.
it’s as if it’s a static auto-attack skill. Sword has had some good improvements dont get me wrong, but all this time, why hasn’t it got a damage increase on the chain? warriors sword to me seems mainly like a condition spam, even though it does apply monstrous bleeds at times, but the overall dps isn’t so good…
Can you imagine if they changed Desperate Power into 20% dmg vs targets with less than 50% health?
Wooooo
that vid was ridiculous…like dat damage…DAT CRIT!!!!
Why do you want a stability shout when warriors already have essentially a total of 45 seconds of stability? (balanced stance x2, dolyak sig, rampage, stomp stability 1 sec) I doubt warrior’s will get more stability. I’m pretty sure vigorous shouts is getting a healing buff. Plus, warriors do have perma vigor access, though im not entirely sure it’s worth it. I only see vigor working with a boon-build+empowered… so theres that. Warrior’s don’t really have need for protection because they already have such a high health pool and really high defense/stability, etc. Seriously, roll guardian if you want good protection…but If warrior, i doubt you’d want to run Forge Runes just for 10sec protection on 60sec cd
not used to recording muh gamez
or pvp, took me awhile to find the bear.. and i only have a staff so..
possibly have other weapons in my pvp locker, anywaysomething like this?
That’s a pretty good staff rotation dude. Nice work
but with scepter, u can go s/d with signet of rest. and i think u know where im goin with this 1.
its kinda funny, like some ppl don’t know that auras even exist, or they see it as “oh, people don’t use auras, they must be bad…better keep running d/d and hope for the best” :P I’m entirely obsessed with auras right now. You know that old WoW video where that guy is all like, “You want some healing? oh ill lay down healing totem then ill cast FROST SHOCK!! why dont I self rez, then BAM FROST SHAWCK!!!!” XD
http://www.youtube.com/watch?v=q5mD1n4v2JA
That’s what I’m like now with auras and ele haha
auras, auras, auras. d/f + powerful aura. lovely haha im posting this just about every ele thread cuz just a few days ago, i got super psyched when I came up with a 25sec aura build, but i realized 20 points in fire for Fire’s embrace – though that’s pretty sweet with might upkeep + powerful aura – wasn’t entirely necessary, I could trait a few more points into earth that would buff aura builds better try it out!
try out staff with powerful aura build or d/f group-support auramancer and STACK DEM AURAS!!!
auramancer group + powerful aura is ridiculous… people need to start using auras a lot more often and aura stack. cmon
So I was kittening around in hot-join with some friends with this build, abusing Arcane Resurrection’s lack of internal cool-down with Rune of Mercy to maintain a high upkeep with Shocking Aura to win zerg v zerg.
http://gw2skills.net/editor/?fEAQJAoYhEmmbyxzgjDAkHnYSJiHPMhElCyA-ToAgzCtIOSdk7IzRyjsHN+YiAThen I realise it could be really strong in WvW.
In the simplest case, shocking aura + auramancer with in a mix of 4 or 5 D/D and D/F eles can up keep shocking aura permanently and be very devastating especially with abusing sigil of paralyzation. However, simply stacking 5 eles with the same build might be strong, but won’t be very efficient, e.g.
http://gw2skills.net/editor/?fEAQJAoYhEmmbyx4gjDAkHm4SJiHPYhElC5A-jkCBofBkWGgQAM9RZNLSQssuIasqaRWXDT7KpaYAA-wMy proposed setup:
Two D/F Eles: http://gw2skills.net/editor/?fEAQJAodhEmgbyx3gjDAkHnYSJCFP0QRhMzA-jkCBYgBk+AgQAM7RQM9RZtOqIas6aYaXJVDDQFLyA-w
Traited efficiently for lower CD on swirling winds and shock aura. Obby Flesh allows them to be most suited for reviving. Magnetic Wave replaces need for Cleansing Fire, Lightning Flash not needed since they don’t have to CE so they are better given Sig of Earth to catch fleeing targets. Not as much heal power pumped since lack of healing wave and evasive arcana.Two D/D Eles:
http://gw2skills.net/editor/?fEAQJAoYhEmibyx5gjDAkHnYSJjCiUeMTO2A-j0CB4hBkWGgQAM5RZNLSQsMMIVXht8KaqaLqWXDTDDAA-w
Built for high endurance and party protection through auras + boon duration and evasive arcana.S/D Fresh Air Ele:
http://gw2skills.net/editor/?fEAQJArYhEmIblxzgjFIkCoQowBMK0BiHWgDwhlCxAA-jECB0ygkFAJPKrZPCiFXFRjVXDT7aR1aYAA-w
Traited with steroids to finish off targets before they can flee since eles can’t chase nobody.If you had 5 eles at your disposal, how would you build them?
Dude, I’m starting to love auras now. you could go 3 d/f ele and 2 staff eles or 2 d/d. at least I never saw an actual auramancer ele build, but with fire’s embrace + powerful aura, arcane resurrection, shock aura, fire shield/flame aura, frost aura, magnetic aura all at your disposal and zephyrs boon/elemental shielding and rock solid, you really could do perma aura…though you’d have to slightly adjust so every1 can be able to support and survive. I wonder if you can have 2 auras up at the same time…i dont think u can, can u? that’d be OP cuz ur attackers would get stunned, burned, chilled, reflected projectile while you gain might, swiftness, fury, protection for each aura. :P obviously auras aren’t boons so they cant be removed. That’s a pretty big + to me. If manage to upkeep shock aura and frost aura, that’s pretty much a perma non-boon stability and a slightly moderate protection buff lulz imagine u were roaming in wvw and u saw a massive zerg, like any other zerg u see. But suddenly you notice everyone there now has a fire shield! It then looks like a giant orange fiery blob of zerg madness XD you see a constant rotation between zerging fire shield and magnetic aura ftw.
here is what I see the problem is with ele. a typical player hops onto d/d and attempts burst. they lands a few skills, and is low on health at this point. they then pointlessly spams all other cd’s in hopes of healing or getting away, but ends up like a chicken running around with its head cut off til they finally get killed.
Some of the skill involves the build/gear in itself, but mainly it all comes down to the player and how well they are able to play out a build compared to everyone else running that build and all builds alike. lets say 2 zerker warriors with the same gear/traits/skills duel. War1 uses their stun/burst right away and takes the other guy’s health down to 50%. Then war2 shrugs it off (not the trait or shout) and keeps fighting. War2 will wait for war1 to be on cd so he can strike. in doing so, he’ll keep pressure on war1 without wasting too much of his own cd’s, even after chasing war1 who’s trying to avoid with gs… then after war1 wastes his shield stance and cancels halfway thru then tries to heal up, war2 will stun/burst war1, interrupting the heal and after burst war2 will heal up, and keep dps on war1, and interrupt his heals so war2 can finish him off.
That probably wasn’t the best example because theres so many different builds and variations that you aren’t going to fight the same build more than likely. Like i said before, there are some builds that have better support style/survivability and some that love to lay juicy condis all over your face, hybrids, tanks, zerkers, easy mode/pugs etc XD you get the point there. All the classes and builds are better at certain things than others and have their pro’s and con’s. you can’t really compare how one build isn’t like that ranger’s crazy spirit build… player skill is the key, as well as team coordination and effectiveness… :P
haha, i loved those 2 videos XD that was hilarious! “we’ll just click all of these active virtues, gotta go invulnerable, then click the virtues again and anything else not on a cooldown” lulz dat was great. you rock
I love the warhorn #4 ability, and if there were to be an elite shout like it, the effect should remove cripple/chill/immob from yourself and allies, as well as make slowing effects 75% less resistant on allies only, breaks stun. Too op?
id like to see spear/lance on warrior, maybe not greataxe cuz that just sounds straightup overkill XD
Depends on what you using the build for.
pvp…
I’m sorry, but no, renewal is not the best rez. In fact, its literally the worst with such as insane cd. It doesn’t res half the time, you can’t reliably target it, and it has a longer cast time then it takes to stomp someone. It doesn’t even have a passive like necro does.
Also, for earth shield to be viable, it needs to be instant, have a shorter cd, and be a stun break. Then I would use it.
i’ve always rezzed ppl with it and had no problems. It’s better than the necro res if traited with arcane resurrection. Yeah the cd is crazy, but if running powerful aura, g.o.r +arcane resurrection, it’s good. But i see what you’re sayin.
Fortify does need to have a slightly shorter CD and make magnetic surge be a stunbreaker. You’re right that no one will ever use earth shield for the full 60 secs, usually its like 30 sec tops rarely. lowering the cd to 45 would be pretty nice. And just to top it off, earth shield should have more internal charges, not just from the conjurer trait…
good god, focus is amazing on ele with an aura build and d/f wep set. Sure the mobility isn’t spectacular, but it has incredible condi remove and defense…an aura build is awesome, but you have to know how to use it.
eles are fine, though it wouldn’t hurt if some changes were made to a few traits, as well as conjured weapons. Ive seen a few ppl use earth shield for fortify and it’s done them well. If frost bow were to be buffed, then I say the water arrow (#1) gets a moderate healing buff at least and increase the velocity of it.
Fiery greatsword is fine where it’s at (with exception of the cd), considering not a whole lot of ele’s use it, but it is quite effective. The auto attack of it should have a small explosion and ignite enemies within a 180 radius…because fire axe auto does more damage and staff fireball does even more than that :P
Now, Glyph of Renewal has got to be the best rez skill in the game, though warrior’s Battle Standard revives up to 5 allies, G.o.R has a faster cooldown and the range is crazy awesome, with some pretty amazing buffs from Arcane Resurrection. Say 1 of your teammates got downed and is about to get stomped, you can either pop into water for full hp rez and both of you get frost aura for 5 secs, OR you pop into air and cast G.o.R so you teleport that ally to you from a 1200 range, giving you both shock aura ftw.
The armor of earth cantrip has to be on a lower cd, say 60 secs or 75 at least. Same with arcane shield. It’s a good skill on a long cd. Either leave it where it’s at and just increase # of attacks it takes/duration, or lower the cd to 60 secs.
moving on to churning earth…
it does massive damage, but is the easiest to predict next to warrior earthshaker.
Idk if it’d be OP to add 4 stacks of Torment to churning earth if 3-4 stacks of bleeding were removed from it to balance out…haha
Earthquake does not deal “massive damage.” hell, even ring of earth and ring of fire both do more damage…so yeah…how bout a little dmg boost on dat?
I think Geomancer’s Freedom trait would make earth attunement more useful/defensive if cripple/chill/immob wore off 50% faster… op?
Rock Barrier needs to have an armor increase fact…
That’s about all I got for ele…besides upcoming staff buff every1’s been going on about.
D/F is a good defensive-support build to go with ele, besides staff which is nice too. However, something along the lines of 0/10/20/30/10 is pretty good if you just work with it and get used to rotations and stuff. (I in air, v in earth (the other trait is up to you), iii, v, xii in water, and ii in arcane) My utilities I used are cleansing flame, glyph of renewal, arcane shield, glyph of elementals. (healing utl is up to you, so is rune selection and amulet/jewel/sigil)
http://gw2skills.net/editor/?fEAQJAodhEmibrxzgjEAkHnYSJDFi4howDlCyA-TgAA1CtIkRJjTGjMSZsyA
sorry i rambled on and on about this, but I’m just throwin my perspective out there…
http://gw2skills.net/editor/?fEAQJAodhEmibuR2gjDAkHvcSJBFKgwQBIiA-ToAg2CvI2RtjbHzOyds7M+YyA
(tpvp maybe)
I just put this build together because it has about 25 seconds of team-aura sharing and it has good condi cleanse and defense with d/f. I was deciding between s/d, but mainhand dagger offers some okay mobility, but mainly defensive capabilities for this build.
Traits were a bit iffy for me, cuz I wanted to put Zephyrs Boon in there, but Fire’s Embrace seemed more situational to me plus I don’t really want to give up Powerful Aura, especially on this build…
Now, the runes imo should be Earth, or Fire. I thought fire would be nice cuz it procs sooner, however a 5 sec magnetic aura can be quite nice, though it procs when im under 20%hp.
So there’s pros and cons to this build, but I like it cuz when you get stuck in a condish-a-thon and it looks like you’re about to die, pop into earth 4, cleansing fire, pop obsidian flesh then ether renewal. (you’ll have to play this build out carefully. you can’t just go running around and be all like “durr hurr look at me i gotz me 15 second fireshield up-time XD”
Like?Hate?Interesting? comments?
The advantage of Zealous Blade is in an AE situation for burst healing.
99% sure there is a 5 target maximum on whirling wrath, with 7 blade hits and 7 projectile hits. Each hit healing for 25 health.
7 blade hits * 5 targets = 35
35 + 7 projectile hits = 4242 hits * 25 healing each = 1050 healing every 10 to 8 seconds.
Here is the inherent problem with it (besides the low base healing and no healing power coefficient)…the healing gets worse as you kill your targets…
After that the auto attack/leap and symbol all hit too slow to do any significant healing to note. Although you can layer whirling wrath and symbol of wrath together to get an extra kittens on the 5 targets increasing the total hits by 25 making it hit 67 times and heal for 1675 total every time you combine WW with Symbol.
Also, if you are surrounded by 5+ targets, they are probably hitting you faster/harder than you can manage with just 1050 healing every 10 to 8 seconds can manage.
Now stacking Writ of the Merciful with Zealous blade, you can pretty much skip the zealous blade and just run writ of the merciful to get the same effect, but the symbol on greatsword has too long of a cooldown to make it very effective with that trait anyway, and you are better off with hammer or mace. As you pointed out in your OP.
Writ of the Merciful is kind of interesting with 5 points in Zeal for Zealot’s Speed, which puts down a symbol at 25% life. It works like an emergency heal. Combined with using mace or hammer, you now have 2 symbols healing you instead of just 1. Gives us a sort of layered healing effect when low on life. I am 99% sure that both tick, but someone could verify that one if they need.
Using Zealous Blade to augment Monk’s Focus heals is “ok” but again, the healing is so small it is nominal at best.
Zealous Blade is good for short fights of AE situations and that is it. Longer the fight and the less mobs, the worse it is to rely on.
Aight, thanks for the input. I was sure it’s not even worth it. the “greatsword attacks heal you” part looked interesting at first :P
Has/will the healing from Zealous Blade get a buff? cuz I don’t see how gaining 25hp from gs attacks is even worth it. BUT, some meditations do work with zealous blade, same with other symbols/dot weapon skills. Say you were running Mace of Justice, Zealous Blade, Writ of Persistence and Writ of the merciful.
You find yourself running low on health and you’ve already used your healing utl. So you lay down gs#4 and use Smite Condition while you’re spinning with gs#2, assuming you hit some people… then switch to mace for your Symbol of Faith. Would that healing even be worth it from zealous blade? or would it just be better to go some bunker with monk’s focus…?
If you just happen to pvp a lot and you have an insane amount of glory saved up (like 200k+) save those arcane materials, because they are useful besides crafting the cool looking gear past rank 30. And also, if you’re low on gold in pve, go buy some(a lot of) consumable tokens and make dye in the pvp forge (1 consumable token, 1 arcane orb, 10 arcane powders and 1 arcane sliver.) just spam forge dye until you wear yourself out :P Then identify all the dye and combine 4 of the same tier/quality AND size of dye into the forge. (you must make sure the dyes you combine are all the same shape, because if you combine 2 of the square-shaped fine dyes and 2 of the more round-shaped fine dyes, you’ll get another fine tier dye. You don’t want that)
I did this with about 150k glory and got myself about 50g worth of dyes at least and you can just join glory/rank farming servers and make sure you have a Glory Booster on you.
That’s what you can do with your pvp glory…
http://gw2skills.net/editor/?fEAQJArYhMmYbox4gjEIkCnwoQHIeMBNAHWUkD6AA-jACBIgBkIIg5PFRjtKSIqsSjVXDTBjIq20rIa1SBUlwI-e
(just threw this together for whatever)
so uh…this build has 100% crit chance, 35%critdmg, and LOTS of endurance regen from vigor, crits, food, and traits. (food is the most important)
I was kinda keepin this build for when dueling comes out, but the downside to this is it lacks a little defense, healing, and health…but with good kiting distance, maybe you can win…
Thoughts?
How about upping the basic health? 10.5k is pathetic considering the damage we do and our armor is in need of a touch up. Conjures WONT fix thats wrong with the class.
I agree with u there, but guardians and thieves also have a base of 10.8k hp. Though guardians can bunk like hell and thieves are just…thieves. :P But you shouldn’t have to worry so much about having a high health pool if you roll ele because of skills/utilities and knowing your attunement rotations. You can get away with like 10-12k hp in pvp but ya gotta be a boss
How much does the trait increase the chance to burn when you’re in fire attunement? :P I couldn’t find it anywhere. Any1 know?
And also, should the Burning Fire trait apply to fire axe/fiery greatsword attack skills? itd make conjured weapons more usable like that…
As everyone who has played charr knows that just about every helm doesn’t even look good on charr, except for some cultural helms/dungeon helms and VERY few crafted helms. And Id like to point out the radiant helm for charr first because it completely covers up the horns and hair on my charr at least. then you’ll see some other helms that are kinda “bleh” in my opinion.
I was in Sorrows Embrace earlier today fighting the asuran champion dude when I got bugged into a weird, but awesome pose
After looking over the burst skills, I’ve thought about how some classes can at least counter an attack since they don’t have a full block skill.
Lets say a warrior comes down with Earthshaker vs a gs ranger who’s using counterattack.
I don’t see how the ranger is able to counter a ground-targeted aoe attack. Same goes for any counter attack ability vs any ground-targeting attack.
Blocking/countering a skill like Combustive Shot is absurd imo. :P Combustive shot should be made unblockable, because a lot of classes now have skills/utilities that are unblockable, like necro wells, ranger traps, thief traps, some engi abilities. Why not make burst abilities unable to be countered? I’ve hardly seen any1 use signet of might with bursts though…