Showing Posts For CallousEye.5018:

Improving the Elementalist Scepter main-hand

in Elementalist

Posted by: CallousEye.5018

CallousEye.5018

I want reliable ranged damage, not the near-melee combat that the scepter currently promotes.

There isn’t a single ability in the Scepter toolset that promotes any type of melee-play.

If you want to land your dragon’s tooth and phoenix for might stacks you need to be in melee range.


Having been playing with the scepter for a week or two, i have to say there are two abilities that stand out as just plain bad.

1. Fire 1 – extremely long cast time for pitiful direct damage and 1 second of burning?

Why not a flame thrower attack instead? That would be awesome.

2. Water 2 – the cast and animation on this are too long and the damage is pitiful.

Scepter could really use some snaring ability and this ability is really strikingly missing something.

My suggestion, Ice Mine you place a ward on the ground that when triggered does AoE chill and vulnerability.

There are other issues:

The auto attacks are too slow aside from Air 1 which is relatively low damage, I mean a pet crit me for 2600 today…

Earth 2 is a pain to activate, seems like you should automatically build up the rock charges somehow and then fire them off when you’re ready. Then it could be a decision, do I want to lose my toughness bonus? Do I want to fire off this ability without 5 rocks?

Earth 3 and Air 3 could probably use some love.

Greatsword please!!

in Elementalist

Posted by: CallousEye.5018

CallousEye.5018

Please, give us greatsword, a long-range(1200-1500) , low control but strong single target CC, high single target with small collateral AoE damage!

I don’t this is the correct design for a weapon, remember our weapons should be fundamentally different in each attunement, which is something we don’t have.

One of the problems with staff is that all of the auto attacks and spells are intended for 1200 range and it has a weak link in close quarters.

Scepter does high damage.

I think this is right if you focus on condition damage and sit in earth mostly, but if you’re thinking of that scepter burst damage video you may be missing much of what goes into making that damage happen.

Explain staff dps gain in atune jumping.

in Elementalist

Posted by: CallousEye.5018

CallousEye.5018

You can’t look at Ele skills in the vacuum of pure DPS. ESPECIALLY with Staff.

Why? Because from the outset, the Staff is built as a support weapon.

You can do a similar amount of support with d/d and that weapon is considerably more effect for doing damage.

Improving the Elementalist Scepter main-hand

in Elementalist

Posted by: CallousEye.5018

CallousEye.5018

After some use of the weapon and looking up the skills on the wiki it apparently has a dreadfully poor power coefficient on the auto attack skills.

Fire Elementalist only ?

in Elementalist

Posted by: CallousEye.5018

CallousEye.5018

yes. iam also using fire mostly. (i like fire).
But iam here and there, rarely tho. using another element.

I can throw a healing rain when i do wvw over a group. trying to be nice.
or i can sometimes use the air nr5 stun circle..
Oh.. i have used water AoE slowing 1 – 2 times also. also just out of boredome.

but iam using dmg oriented geared. so my healing rain and stuff are kinda crap anyways.

using autoattack. lavafont and nr3 fire blast. thats about it.
nr4 when i see ppl coming. speed back abit and run like hell.
nr5 when we attack a keep. or guard it.

abit boring. but its the only way to keep some dmg up.

I think this whole post just explained why you hate the staff so much.
You just really don’t know how to play it. Proved it in your post.

It sounded about right, how about you prove him wrong by detailing the “correct way.”

Stacking might outside of melee?

in Elementalist

Posted by: CallousEye.5018

CallousEye.5018

focus in off-hand and use fiery aura or get the traits that give you fiery aura when you use a signet… and then there is the fire combo fields.

Fire Shields? These require you to get hit in some form to gain might. Ideally we wouldn’t be getting hit. Unless there is some other way?

Yes you can do it. Posters in the forums have talked of stacking might before a sPvp match starts. Other than that kind of thing, stacking might for might’s stake when you could instead be directly attacking the other character or mob will, imo, cost you dps.

I probably wasn’t clear enough. I meant while fighting and not doing silly things like combo fields right next to you while your target is at range.

In other words, imagine you’re fighting a boss and your goal is to stay out of melee range, how can you get might stacks?

Superior Sigil of Battle would help. 3 stacks of Might on weapon swap. Attunement swap counts as a weapon swap.

This could work, however I am mostly considering staff at the moment. The problem then becomes that this would replace Sigil of Force.

Stacking might outside of melee?

in Elementalist

Posted by: CallousEye.5018

CallousEye.5018

Is pyromancer’s pussiance the only way? It seems like scepter wouldn’t work well with that trait.

High DMG and Survival Ele S/D Build

in Elementalist

Posted by: CallousEye.5018

CallousEye.5018

I’ve been thinking of a similar build, but you’re expecting to stack might in melee range from the description.

If you’re going to be in melee range, why not use dagger/dagger?

STAFF. and how do you play it ???

in Elementalist

Posted by: CallousEye.5018

CallousEye.5018

One issue I haven’t resolved is how to get might stacks outside of melee range?

If that’s where you’re going to stand, then why not be d/d?

Improving the Elementalist Scepter main-hand

in Elementalist

Posted by: CallousEye.5018

CallousEye.5018

I think you nerfed water 1 too much considering it’s already 3/4.

One thing that would be nice, would be to make one attunement 1200 range, I would nominate water since it already has low damage.

(edited by CallousEye.5018)

staff fixes/improvements

in Elementalist

Posted by: CallousEye.5018

CallousEye.5018

In my opinion, the fact that staff has only one sigil is a major problem compare to two sigils on other weapons.

Lightning Hammer

in Elementalist

Posted by: CallousEye.5018

CallousEye.5018

He said damage over 3 seconds, but the hammer’s tool tip says each attack is .5 seconds, is the tool tip wrong? It doesn’t feel wrong.

Well-rounded Staff Build/Gear

in Elementalist

Posted by: CallousEye.5018

CallousEye.5018

Arcane precision isn’t that good, source: http://wiki.guildwars2.com/wiki/Arcane_Precision

So unless that additional 5 points is for the boon duration or attunement swap, I think that you could take 5 points out of arcane.

Elementalist Scepter/Dagger WvW 1 [Vid]4/7/13

in Elementalist

Posted by: CallousEye.5018

CallousEye.5018

Very nice video.

I noticed you never pop your elemental in the vid, perhaps some fiery greatsword action would be good?

How much damage does the Sigil of Fire do?

Elementalist Switching Weapons

in Elementalist

Posted by: CallousEye.5018

CallousEye.5018

Staff makes me feel sigil poor and damage poor.

Dagger feels range poor.

Scepter feels attack speed poor, control poor, and sometimes range poor.

DD vs Staff damage...Why is that?

in Elementalist

Posted by: CallousEye.5018

CallousEye.5018

Another problem with staff is the range puts you too far out to receive might stacks. So you might as well get into melee range to do might stacks, and as such you might as well go daggers.

Conj weap, why can't they be like eng kits?

in Elementalist

Posted by: CallousEye.5018

CallousEye.5018

I’ve been trying to use lightning hammer in my build. It’s ok, but sometimes it doesn’t feel very useful.

It’s a pain to activate because it has a ground targeting reticle and it has a cast time.

It seems like it could use something, perhaps they should scrap the concept of dropping them for other and increase the charges and remove the cast time.