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[Guide] DPS Elementalist for PvE

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Thanks Lindbur for your excellent explanation!

Regarding Arcane Brilliance not healing a lot, I would expect downscaling to be the culprit. When scaled from 80 down to 10-ish, some weird things happen with some skills. I recommend the Risen at the start of Arah Explorable for weak mobs in a setting where you’re level 80.

[Guide] DPS Elementalist for PvE

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Using the variation:

http://gw2skills.net/editor/?vEAQJAodnMISLDWABmNAfEGQCPEAGoAGF6AxDLwB4QA-zACBYfChkfAkIIUBg5pFRjt4qIas6aYKXER1CCYUA-e

Initial testing seems VERY Squishy when playing solo. What am I missing?

Oh and how do you exactly use the Flame Wall, Bursting Speed combo? I am a little confused about its synergy

Finally Arcane Brilliance doe not see to be healing me very well.

The build by itself only adds 100 toughness and 0 vitality, so yes, it is a squishy build that relies on the player and his or her skills to survive. Once you’re used to it, you can survive all sorts of content short of unavoidable big damage with it or its 30/30/0/0/10 variant – and even then, Obsidian Flesh, Mist Form, and Arcane Shield can get you pretty far.

If you’re still uncomfortable with some PvE content, use some Knight’s armor instead of the recommended Assasin’s or Berserker’s. This will keep your crit chance up to benefit from your crit damage accessories but give you a bit more toughness. If you feel uncomfortable with such a low HP, use Soldier’s instead of Knights, but be warned that your DPS is going to drop quite a bit more. Once you are comfortable, I recommend trying to slowly transition to DPS gear, as this build really shines when paired with high offensive stats so that you can just mow down most mobs.

I’m not sure if I completely understand your question about the rotation. I perform the rotations on PvP golems in my video guides if you’d like to see my placement, which is basically to make a + sign with your enemy at the center. I use both of those fire fields because Flamewall is a very long lasting fire field, which makes might stacking very easy even when I might be dodging frequently, and Burning Speed is a shorter fire field but its burst has a very high coefficient, so it’s a DPS increase over not using it.

Arcane Brilliance has a base heal of about 3.5k at level 80, so yes, when it doesn’t hit anything, it doesn’t heal for a lot. If it hits one or two enemies, then it heals for closer to 5k, which is about the same as Glyph of Elemental Harmony and Ether Renewal. Its main draw is that it provides yet another blast finisher with which you can stack more might. If you are the type that wants to run away and heal, though, take Glyph or Ether Renewal until you are more comfortable with the build and its rotations.

Strategy against dungeon and fractal bosses

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For Mai Trin

  • Go D/F because focus is amazing and dagger provides more utility than scepter for this fight. I like having a sigil of energy on one of my weapons.
  • For my guild groups my slot skills are Glyph of Elemental Harmony, Mist Form, Arcane Wave, Glyph of Elemental Power, FGS. For less organized situations, I’d recommend either Glyph of Elemental Harmony or Ether Renewal, Mist Form, Arcane Wave or Signet of Earth or Cleansing Fire, Arcane Shield, and Glyph of Elementals.
  • Heal: Glyph of Elemental Harmony provides swiftness when cast in air attunement, so casting it in air at the start of a barrage phase can make your life a lot easier as you can just walk away from AoEs instead of needed to dodge. Ether Renewal is not a bad choice for when Mai Trin is active because of its low CD and condi removal, but it takes forever to channel.
  • Elite notes: FGS can be some good damage at 600 range out, which means you probably aren’t the furthest away from Mai (so no shadowstep shot) but you won’t be hit by her melee cleave either. Glyph of Elementals can be useful to tank if you have lots of people down, but even the DPS elementals can mess up aggro if everyone is zerk/assassin and make it difficult to kite Mai into the AoEs.

Mai Trin’s Attacks

  • Her shadowshot almost always goes after the person farthest away from her, so just hover outside of melee range. It is blocked by Swirling Winds, Arcane Shield, Obsidian Flesh, and Mist Form, and you will be teleported to her if you use Magnetic Wave or Magnetic Aura.
  • Her melee auto has about a 250 range and 300+ degree cleave, so stay behind her and attack in air
  • Her lightning spin will send out a bolt directed at 5 of your allies near her and will continue until it hits something – which means if you are clumped near a couple party members and they dodge away but you don’t, you’ll eat their bolts and get downed. Dodge when you see her do the Alphard bomb pull stance.
  • Horrik’s attack pattern is usually 2 reds, then 1 blue. Do not stand in the circle for the red AoE and do not stand in the line between Horrik and the AoE circle. The projectile that produces the red AoE can hit you and really hurts. The blue circle still kind of hurts but pulls stacks off Mai, so stand in it for a second or two if it will help pull off stacks.

General jist of the fight:

  • We have one person such as a mesmer, a warr with mace/sword + LB, or a thief stand on one side of the arena outside of Horrik’s aggro range to bait the shadowshots. Losing a warrior or thief in melee is a theoretical DPS loss but since you aren’t chasing her all over and the guard and mes don’t have to bring reflects I think it kind of works out. I’ll have a commentated video of such warrior’s perspective up within a week or so.
  • Everyone else loosely clumps up near Mai Trin to bait Horrik’s AoE. She usually likes to start with a lightning spin at this distance, so be ready to dodge.
  • When Horrik puts down a blue AoE, pop Obsidian Flesh and stand in it if Mai is possibly on you. Facetank everything for 5 seconds, swapping to air or fire for damage, then get out.
  • Use Swirling Winds to block shadowstep shots if you don’t have someone baiting them. Swirling Winds will block that projectile but won’t block the lightning projectiles.
  • When Mai is at 7 – 10 stacks, condi’s won’t stick to her and you do next to no damage. Just kite around using sidesteps and forward running – backpedaling, even with swiftness, is not enough to outdistance her.
  • At 6 stacks condi’s will stick to her. This is when I use Glyph of Elemental Power (Earth) to apply cripple to make melee kiting easier, and when Horrik places down a blue AoE use Magnetic Grasp or Signet of Earth to immobilize her in the field (or facetank with Obsidian Flesh and DPS).
  • At 0-2 stacks we just DPS her down. Swap to fire, lay down a fire field, blast it, and get ready to condi cleanse and heal once she teleports.
  • At the barrage phase we spread out so that one person is in each corner and one person is in the center. My general behavior in this phase is to first heal in air (for swiftness), then run out of nicely spaced AoEs, dodge out of somewhat heavy AoEs, and use Obsidian Flesh or Mist Form in nasty AoEs. If I dodge, I swap to earth attunement. If I’m grazed by an AoE, I’ll either swap to water and spam Water 2 or wait for my heal to be back up to cast in Air again.
  • If someone is defeated during a barrage phase or near the start or middle of a phase, have one person kite while the others rez. If rezzing, put up a swirling winds, then start rezzing, then swap to earth. Use Obsidian Flesh the first time Mai shadowshots in your direction, Mist Form the second, then Magnetic Wave the third so that you don’t bring Mai to the defeated player.
  • If someone is defeated near the end of a Mai phase, partially rez before the barrage and then finish after the barrage is over.

[Guide] DPS Elementalist for PvE

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Nah, it’s fine to ask questions!
i) For PvE – and especially in situations when you’ll have a series of quick encounters separated by 20 sec or more of running, Arcane Mastery is mostly a DPS loss. Traiting 10 into Arcana instead of putting 10 more into another trait line for another damage modifier is an EP loss to being with, so that’s why I don’t include Blasting Staff in all the staff builds. I don’t think the DPS increase from being able to cast Arcane Wave and Arcane Blast more frequently would make up for the corresponding DPS loss from lower EP. An Ele can maintain 100% Arcane Lightning uptime with just smartly using Arcane Brilliance and Arcane Wave, so taking Arcane Mastery doesn’t improve that buff uptime. In general I don’t recommend cooldown reduction for PvE unless it has a significant impact on a rotation (such as Fire CD for faster fire fields on D/F).

ii). Hide behind your allies outside of cleave range, and make sure you have the right target selected. Also, stack might every 25ish seconds as Ice Wall and Arcane Brilliance come off CD.

iii). I have some actual numbers from fights, but I haven’t calculated theoretical DPS. Calculating solo DPS is a little difficult because might varies more and ele’s are pretty bad at stacking vuln (even if traited). It would be in the same ballpark, though lower than, my “average conditions” DPS estimates.

Actual numbers:
Vet Giant Solos: http://youtu.be/-rLK9kFofBQ (also have ones with warrior buffs)
Giganticus Lupicus: http://youtu.be/E8ehnCh3kOY

[Guide] DPS Elementalist for PvE

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Updated. Finished the S/D and S/F revisions, added in more Fractal stuff and videos. Next up, tweaks for open world and new ele’s, and some time in the future an update when the ferocity update actually hits!

Also, I’ve had to get a little creative to fit in all the stuff I want in a post and still beat the 5001 character limit. Please leave a comment if my excessive acronyms start impacting your ability to understand what I’m saying.

(edited by DEKeyzToChaos.7381)

Strategy for Fire Shaman boss in Fractals?

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Haviz, yeah, I know, it’s more of a note about the last thing to do before swapping to air attunement to burst down the bubble and adds while hiding under reflects.

Iris was asking about strategy when there are partymates who are somewhat organized and provide reflects but may not possibly have the comfort level with the game to DPS as hard as some others may, and thus I consider those factors when making suggestions. Without reflects, yes, I would make different suggestions.

(edited by DEKeyzToChaos.7381)

Strategy for Fire Shaman boss in Fractals?

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Most recently I’ve been running Ether Renewal or Arcane Brilliance (tag lots of lava eles, get fullish heal), Glyph of Storms, Arcane Wave (I’m an addict), Frost Bow, and Glyph of Elementals for this boss. After finishing my fractal videos I’m taking a break from ele in fractals, but I’m wondering if swapping GoS out for LH might be useful.

What I would recommend you try at phase change would be around the lines of:

  • Use Magnetic Grasp or Frozen Burst + Freezing Gust to stack some immobilize or chill on it before it transitions.
  • Shaman puts up its shield
  • Mesmer uses Feedback on Shaman, Guard puts up Shield of the Avenger so that it’s hopefully active when Feedback runs out as everyone (or in your case you and guard) runs toward shaman. I recommend SotA instead of wall here because it will stay with the guard somewhat and provides a longer lasting coverage – and because once the boss is out of its bubble it will drop a firestorm that has a pretty good chance of wrecking SotA anyway.
  • If there is a group of lava eles near the shaman, Conjure FB – FB 4, 3 – drop FB, if not, just use lightning whip on the shield.
  • When the shaman’s shield is broken, leave/dodge in the same direction as your guardian towards his or her Wall of Reflection and stand in one end of it (not the center). If you make it and haven’t used FB, use FB; if you end up separated, Swirling Winds, take a few steps toward an edge of the Winds, and use FB.
  • Then if you’re using GoS, swap to earth and cast GoS on a remaining clump of lava eles.
  • When your winds/other reflects are done, kite remaining lava eles around. This is when LH may be useful – you could cast Obsidian Flesh, LH 5, have partymates run through the static field to stun any lava eles on them, then use LH 4 for some AoE damage on them. If there’s still some spread out eles I wouldn’t recommend holding onto LH because you’ll be vulnerable to their attacks while you’re meleeing whatever clumped up nicely in your Static Field – but if their placement is nice then maybe whack them with LH a bit to keep up those blinds. There’s also the entirely likely chance that while the lava eles are disabled for a few seconds they aren’t clumped up very well so LH won’t cleave them, making LH a not so great idea. Of course, I haven’t tested this idea at all.

Since my ele is a sylvari I can’t comment on the efficacy of the elite you’re using, but if it works for you, go for it! I usually just use an earth elemental to pull some aggro off my party. My party gets jumpy when I use FGS’s firestorm for some odd reason, so I don’t bother with it.

The priority here is not dying – killing the lava eles quickly is not your main objective (though with zerkers, yeah, you do want to kill them somewhat fast before you run out of stuff to throw at them). Even at frac 70+ we’d just fight until we were out of reflects, then run around in a slightly dispersed group (because firestorms hurt and we don’t want to have too many people hit by one) and put down AoEs to kite lava eles through for some damage while our reflects were on cooldown.

In a higher DPS group I’d probably FB 4, 3 -> LH auto while reflects are up, then use LH 5, 4 as the reflects are about to run out so that we can have a cleaner getaway. But I’m not sure if that would be better than just my current GoS use.

Strategy for Fire Shaman boss in Fractals?

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Have you tried using Glyph of Storms for some blinds on those lava eles? Or possibly an LH for a quick 5 – kite into static field – 4 – drop LH?

[Guide] DPS Elementalist for PvE

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Sorry Emperor, I don’t really do much PvP or WvW – but there are plenty of eles who do and post videos of them in action (which can somewhat be dissected for their builds) and are happy to offer their feedback on builds you put together yourself. At most I grab my staff and frostbow and just burst stuff down from safe spots in WvW and PvP I mess around on whatever class/build I feel like playing much to the frustration of my guildmates.

Ryn, Iris’s suggestions are great for zerging LA right now or doing world boss events. If you’re finishing up open world exploration, D/F or D/D with 30/30/10/0/0 or 0/30/10/20/10 are decent options because you’ll be able to burst stuff down quickly and have a bit of sustain with your chosen weapon set. Start working on getting zerk ascended trinkets as it’s highly unlikely they’ll ever go out of style in PvE. S/D + LH can also work in open world but I find that I want to move too fast for my hammer to be off cooldown, and staff is just annoying because you’ll have to somewhat facetank mobs to get them to stay in your lava fonts.

For dungeons, scepter+hammer is probably the easiest to get into if you’re not scared of melee. D/F’s rotations take some learning and can get you killed if you try to use Burning Speed at the wrong time. Staff is also decent, but doesn’t bring as much offensive support and there’s always the temptation to stand away from your fields so that you don’t benefit from your blasts.

Edit: Actually I just had some ideas for staff but it will take me some time to finish up other projects and then test those ideas.

(edited by DEKeyzToChaos.7381)

The Ele Meta (Dungeon Speed Clears)

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It really depends on what you mean by “viable” and “superior.”

D/F allows much more open access to survivability skills such as Swirling Winds, Magnetic Wave, and Obsidian Flesh, so one could argue that it’s more viable than Scepter/Hammer in more situations. It has pretty much one build, 30/30/10/0/0 that does it all – stack fury, stack vuln, and hit a few damage modifiers, and it’s easy to pick back up if your rotation is interrupted by dodges or downs.

S/F + Hammer pretty much locks you into a full offensive rotation with only small periods of time in which you can use your support skills – and even then you’re wasting fire field time to cast those skills. But instead of maintaining around 6-8 stacks of might, you maintain more like 15. Depending on how you trait, you can provide fury at the expense of effective power and DPS – even making it lower DPS than D/F if all other conditions were the same and other party members were able to take care of might and fury.

Scepter/Dagger + Hammer can give some monstrous DPS if you don’t have to trait for party support, but as soon as you reach for PF you lose a lot of its potential power and it becomes worse than S/F + Ham in multi-target situations if you’re using a standard water-camping build. It’s slightly better than D/F at stacking might but worse than S/F + Ham.

Trait Thoughts?

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For staff, the two highest DPS builds are 30 (VI – VII – XI) / 20 (VI – VII) / 10 (VI) / 10 (VI) / 0 for single, small, stationary targets and 30 (VI – VII – XI) / 10 (VI) / 10 (VI) / 10 (VI) / 10 (V) for groups and large targets, like the scenarios that Iris listed. 30/30/10/0/0 is a few % less EP and DPS, though it works alright and opens up at least D/F as an alternate weapon set.

For FGS, all you want to do is maximize the number of damage modifiers you have active. So 30/30/10/0/0 is pretty weak with FGS compared to a number of the LH builds that grab a bunch of modifiers such as by going 25 into earth or water. You’ll still do a lot of damage, though, so don’t worry about it too much for casual dungeons.

Edit: For sigils for now, go Night or Force. After the patch, I expect Night+Force to be good for night dungeons and either Force + Accuracy, Force + Strength, or Force + Fire for day dungeons if you’re doing a pure fire staff DPS rotation. Battle will be inferior to Strength since you’re not attunement swapping often.

(edited by DEKeyzToChaos.7381)

How do you stay alive in PvE?

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I think Deadeyes are more like a channel, but I guess it might be worth a shot if I’m out of dodges.

The vast majority of ranged attacks in AC Story are homing, though It would be much easier to deal with some of the enemies if I could strafe-avoid their attacks.

FULL Glass Cannon Staff Elementalist ?

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For PvE:

  • Build: 30 (VI-VII-XI)/10 (VI)/10 (VI)/10 (VI)/10 (V) is higher Effective Power (EP) than 30/30/0/0/10. In situations where you won’t be fighting groups or large enemies, 30/20 (VI – VII)/10/10/0 is even higher EP. Just remember that these builds are dependent upon you keeping your HP above 90% and staying within 600 range of your enemies. You should stay nearish your enemies anyway so that you can benefit from using Arcane Wave in your own fire field. If you are intent on using that particular build, take Air XI for when you’re in staff for a tiny tiny EP increase – you won’t use Air XII anyway.
  • Utilities: FGS is a better elite for single targets up against a wall. Know when to swap Tornado for it. Arcane Brilliance is fine for a heal. You will want Arcane Wave to keep the bonus from Arcane Lightning (trait Air VII) up all the time, and Signet of Fire for a higher Crit Chance. Last skill is up to you, but Glyph of Storms or Frost Bow are good DPS options – as is Lightning Flash if you’re using FGS not against a wall. If you need more help surviving, take Arcane Shield as your third skill, then Mist Form instead of Signet of Fire.
  • Armor/Gear: Theoretically adding in a few Assassin’s armor pieces will raise your EP, but it’s likely that Zerk will be better after the balance patch so just stick with Zerk.
  • Sigil: Use a Sigil of the Night in nighttime dungeons, and Sigil of Force or appropriate Slaying sigil in daytime dungeons. Sigil of Force is fine for open world.
  • Runes: Scholar’s runes are good
  • Food/Potion: Use slaying potions for dungeons. For food, just use a cheaper alternative when you’re doing normal stuff, save the good stuff for extra special occasions. And if you aren’t building perception stacks, precision food is probably better.
    A very good DPS rotation is in my guide. In my tests, untraited Meteor Shower would hit a stationary small hitbox 4ish times on average and traited Meteor Shower 6ish times, so it is a DPS increase over 1, especially when traited. Fire 3 is a DPS increase only if the target doesn’t have perma-burning, and Fire 4 is a DPS increase when used into a wall like Fiery Rush. Don’t use both Fire 3 and Fire 4 between two Lava Fonts as it will leave you with about 1/2 a second between Lava Fonts, which isn’t enough time to cast a Fireball. Maintaining Fire 2 should be your highest priority, but don’t cast it as soon as it’s off CD as you’ll likely interrupt your auto attack (and thus decrease DPS).

[Guide] DPS Elementalist for PvE

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30/30/0/10/0 (water camp) is easier to play and works out to be slightly higher EP, but 30/30/10/0/0 (jump in and out of air while hammering) is much better single target DPS when you get a good rhythm for attunement swapping while hammering – plus those extra lightning strikes have a chance at stacking more vuln.

Any good trait setups to clear the Orr zones?

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Zerk staff is fine if you’re zerging but leads to some painful fights if you’re solo exploring.

S/D doesn’t really have the cleave to deal with more than one mob or the sustain to push through long battles, so I’d recommend supplementing it with LH so that you can stack might in S/D and then hammer away. You could also try 30/30/10/0/0 or 30/30/0/0/10 D/F supplemented with Glyph of Storms (earth) to blind groups of enemies if you pull too many mobs.

How do you stay alive in PvE?

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I’d like to add that slotting Arcane Shield can really help with your survivability in parties.

For solo open world exploration, using Piercing Shards in a 30/10/10/20/0 build doesn’t make much sense. You don’t stack vulnerability to activate that bonus during your normal rotation! You can swap it out for water X (or whatever numeral it is) for some condi removal at the loss of DPS, or you could try a more self-sufficient build like 30/30/10/0/0, 30/30/0/10/0, or 30/25/0/15/0. You can also try using Glyph of Storms (Earth) to blind enemies if you’re without LH.

Highest possible hit in one go?

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On Arah’s Magecrusher, an essentially light armor boss:

http://youtu.be/rYmHaj9ONZg

It includes a 49k firegrab. A Risen Zerker would be a better target except it actually fights back >.>

(PVE/Dungeons/Fractals) Ele Aggro

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A lot of mobs have different aggro mechanics. For example:

Mossman: Will aggro on whoever first enters the room and hits him, then will change to whoever is doing more damage with a keen interest in those who do big numbers. LH eles and backstab thieves are his favorites.

Archdiviner: Aggros on whoever has the highest toughness, though if that target goes out of ~300 range then he may switch.

COE Golem: Aggros on those who do ranged attacks, or if no party member is using ranged attacks, the party member who attacked first. Let Spire or your air elemental get aggro to take some heat off you, and do not attack first. In the likely case that you get aggro when you do a scepter-based might stacking combo mid-fight, stand inside its hitbox. This will protect you from its death laser. If your party has reflects up, this will prevent the flamewall from spawning at your feet, otherwise you’ll have to dance around. If it’s going to spin, move out of its hitbox to stand behind it at max melee range, then head back in once it’s done.

Lupi: Aggros on whoever he sees first in P1. Will aggro on highest toughness in P2 and will swap from his P2 target to low base HP and medium armor classes in P3, though it may take him a bit of time to swap. He also is very unpredictable, though. He also doesn’t like getting hit with big numbers, so thieves and LH eles can easily pull aggro.

Ginva: Will stick to someone if they have significantly higher armor, but if not he will swap targets. Might be related to who’s doing more damage to him as well as proximity.

I know one rule of thumb I heard a while back is that simple aggro is based on a character’s HP: Armor ratio. This is why guards are known to be good at drawing aggro in some circumstances. But we all know that this aggro mechanic doesn’t hold in a lot of circumstances.

(edited by DEKeyzToChaos.7381)

PvE Elementalist(Dungeons/Fractals/Solo)

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Hello everyone, I just made an Elementalist yesterday and it’s already level 80 with full zerker gear and trinkets. I have no clue how to play ele as far as what builds to run for what dungeons or traits. I really like staff but I am not opposed to using other weapon sets. Can anyone give me a link or a guide to what to use for each dungeon,etc.

Staff probably isn’t great for solo play, but when fully buffed it can be very powerful in organized dungeon groups. Personally I don’t find it to have the the same harmonious balance of DPS, support, and defense as D/F or the offensive support of scepter+hammer. Staff DPS in fire is great, but as soon as you swap out to heal in water or control in air or earth the DPS is awful. I think someone has already linked my guide, which has a rundown of the builds for each weapon set and some basic rotations for each.

Or what weapon set is considered the best atm? Like I don’t want to get kicked from a team if they see me using “x weapon”

If you’re looking for “zerker only” groups on LFG, they’ll probably expect you to run Scepter/Dagger + Lightning Hammer or Scepter/Focus + Lightning Hammer. If there’s another ele already running scepter+hammer, then you can go full fire staff DPS. Dagger/Focus isn’t necessarily low DPS, but it doesn’t buff groups quite as well as scepter+hammer – not a problem in groups where everyone knows how to prestack might and help keep up might on their own, but possibly problematic when you really are responsible for keeping up half (or more) the might and possibly all the fury for your group. Of course, if your group is wiping every 30 seconds, D/F gives you better access to skills that help you keep alive while keeping damage up (and is what I use for soloing).

… or not blasting “x field” at “x time.” If anyone understands what I’m asking for , please feel free to reply or message me in game. BTW I’m coming from Engineer.

For eles, you put down your fire field and blast it, then continue DPS. If you’re staff, you just stay in fire and spam 1, 2, 5, and possibly 4 if you can use it into a wall and use arcane skills to blast your field. If you’re scepter+hammer, you conjure your hammer and then dps with that. If you’re dagger/focus, you swap to air for a few, swap out for another blast, and then back in – kinda like as if you were swapping in and out of kits on an engi.

Both ele’s and engi’s require very active play (except for DPS staff) in order to maximize their efficacy, so I think you’ll pick up the idea of attunement (and conjure) dancing pretty easily.

[Guide] DPS Elementalist for PvE

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Yeah, I have the same traits for both sections right now. Working on better clarifications for the next iteration of the guide!

need some advice / help

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For PvE, get Berserker’s gear. Technically you’d want to balance Assassin’s and Berserker’s gear depending on your build, but zerk will likely pull ahead in the next balance patch. If you have problems surviving, mix in some exotic Knight’s armor until you’re more familiar with what to dodge.

I’m not very familiar with WvW builds, but I know there are plenty of people who frequent this forum that can help you there.

LH traits

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I see. Thank you guys.

Oh, one more question. I tried fire-camping staff build and some LH builds on the indestructible golem on the mist. I am a little surprised as I need a lot of time in order to “kill” it.
Do eles need to be buffed by other classes in order to shine dps wise?

No and yes. LH eles are pretty good at self-buffing because they can put down a fire field, quickly blast it a few (3-6) times, then blast it once or twice more with their LH auto chain. So they can give themselves enough of a buff to shine on their own. Staff eles, on the other hand, get at most 3 blasts in their fire field, so they need a party to top off their might and fury in order to do comparable DPS to that LH ele that gave himself or herself 18+ stacks of might and a minute of fury.

One thing to keep in mind when testing x/0-20/x/x/0 builds on your own is that eles don’t have any way to keep up vuln on a target short of using a sigil (and possibly skale venom, too), so more self-sufficient builds along the lines of x/25/x/x/0 may appear significantly better in solo play when they may actually be worse in group play.

[Guide] DPS Elementalist for PvE

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DEKeyzToChaos.7381

Updated the guide to revise the D/F and Conjure and Elite sections. Started a Fractals section (though it’s still under construction), and split the Scepter section into S/D and S/F in preparation of the next revision.

Zelyhn's Advanced D/F [PvE Guide]

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Nike did tests a while back to confirm 822, and I did some more tests a couple of days ago that also confirms 822.

Also, as a followup to a discussion we had a little while back, if you’re checking rotations in the mists, go with a Rampager’s Amulet, precision main runes that don’t have nonlinear damage modifiers, a Sigil of Accuracy, and Signet of Fire to ensure that FA procs as needed. Just remember to reset your PvP stuff before heading into a game!

Also, I noticed something a little weird with on-attunement-swap trait procs while wielding LH. I think if my hunch is correct then we’ll be able to figure out the true weapon strength of LH and other conjures. If it’s not correct but I wasn’t hallucinating, then maybe we need to do more research into those traits. If I was hallucinating, well, I guess that wouldn’t surprise me as I was mid-dungeon and was more focused on other stuff.

Follow-up edit: I wasn’t hallucinating, but my hunch wasn’t correct. Conjured weapon base damage is still an unknown

(edited by DEKeyzToChaos.7381)

Zelyhn's Advanced D/F [PvE Guide]

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I see. I wonder what method someone used to test that so exactly.

In the case of no infusions and under those assumptions, yes, assassin’s is better. On the other hand, using precise infusions and a mix of gear might still allow for a slightly higher EP. Of course, this is all pre-ferocity update and likely to change (though guaranteeing FA procs is very nice).

On the other hand, I feel like most players would realize more of a DPS gain if they were to work on their rotations instead of wringing hands over a percent of crit chance.

(edited by DEKeyzToChaos.7381)

Need help with Elementalist Builds (PvE)

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I solo with 30/30/0/0/10 D/F, and yes, Glyph of Elementals (Earth) is amazing at pulling aggro, while Glyph of Storms (Earth) will keep things blinded while you burst it down. The weapon set is only mid-range, but it has a good amount of survivability with its defensive skills in air and earth attunements as well as interrupts in water and air attunements, and you can always toss on a staff if you need a pure ranged setup for something.

Zelyhn's Advanced D/F [PvE Guide]

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What runes did you use? Any infusions? At 30/30/x/0/x I’m getting that a mix is better and that full assassin’s armor is 5 precision short of 100% crit chance under those conditions.

(edited by DEKeyzToChaos.7381)

Need Advice: Ele for Dungeons/Fractals

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Learning what to dodge is the most important thing in fractals. 30/30/0/0/10 with Dagger/Focus is great for that, between perma vigor and the defensive capabilities of focus. If you need more defense, make up for it in gear (swapping a bit of knights for zerk) and in utilities (take arcane shield or mist form over signet of fire, take a real heal instead of arcane brilliance). If that isn’t enough, maybe something like 0/30/10/20/10 or 10/30/10/10/10 would work, but at that point you’re locking yourself out of decent staff DPS. And don’t forget about lifesteal food and skale venom for your consumables.

I would recommend D/F over scepter-based builds (especially while pugging) because pugs steal conjures and pugs will sometimes do silly things that will get you killed, hence stripping you of your conjure. So while LH is a useful tool in fractals, it may not be something you want to trait around.

Part of an ele’s survivability really comes from wise utility selection, too. Lots of trash can be locked down with blinds from Glyph of Storms (Earth) or Lightning Hammer. Glyph of Elementals (Earth) is very good at drawing aggro while you need to rez, and Glyph of Elemental Power (Air) can help maintain weakness on enemies, while GoEP (Earth) can maintain cripple so those bosses aren’t chasing you down so fast.

[Guide] DPS Elementalist for PvE

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Hey, I started using your D/F build.
Previously I was using D/D with a bit of survivability (Knight/Berserker gear and 30 points in Water) and I’m having trouble with the transition to full glasscannon.
I die really often in dungeons now, since most champions can now one-shot me. Do you have any tips to help me with that, besides learning to dodge better? (I’m working on that)

As you’ve seen in Iris’ and Anierna’s responses, a large part of the reason why people would take Eles for speedy dungeon runs is FGS – FGS 3 is an evade just like a warrior’s GS3, so you can use it between rushes if stacked against a wall, or after a rush if using Lightning Flash.

Specifically for D/F, make sure to use Obsidian Flesh when it’s available and don’t use dodges when it’s active. I’ll also swap to earth for it while conjuring FGS to ensure that I won’t interrupt the channel. While soloing I’ll even jump straight from fire→ earth for the defense if I think I can burst down a mob in 5-10 seconds, or I’ll use air 5 and water 5 for the CC (though these solutions are DPS losses compared to a good rotation). Iris also makes a good point about using blinds on trash through Glyph of Storms (earth) or Lightning Hammer.

Also, if you have that knight’s gear, still use a couple of pieces for now. While some classes can jump to full glass builds and still be easy to play (most notably warrior), the difference in survivability is especially noticeable on Ele and I recommend taking small steps to transition from defensive gear to offensive.

Just Returning

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The easiest ways are to champ train in Frostgorge and chase open world events. Guest to a popularish server (but try your own first) and look for a commander tag in Frostgorge to pick up with the train. For open world events, I use gw2stuff.com to look at what events are coming up on my server and my friends’ servers. It takes a little bit of getting used to in order to determine which ones are going on now and which ones are still on pre-events, but you’ll get at least 1 rare, some dragonite (ascended crafting material), and some money. Also, always do your dailies (and work on monthlies) to get a bit of gold and start stocking up on Laurels, which are used to purchase some best-in-slot trinkets.

Karma gain also has been heavily nerfed (at least for me), so don’t convert it to gold!

Once you’re transitioning to a more DPS-oriented build you can try doing some of the easier dungeons like AC, SE 1/3, CoF 1, and HotW 1.

Just Returning

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DEKeyzToChaos.7381

Welcome back to GW2, Ayame!

For solo PvE open world play you could use a DPS build like those mentioned in the guides linked above, though if you miss a dodge you’ll be punished. A D/F 0/30(VI*/X/XII) /10 (VI)/20 (VI/X*)/10(II*) build, where any numeral with a * next to it can be changed to better fit your preferences and situation, might be something to try. If you prefer Scepter + Lightning Hammer, maybe try 30 (II/V*/XI)/0/20(VI/IV*)/20(VI/X*)/0. Both of these builds are meant to be paired with direct damage armor such as zerkers, but mixing in knights while you’re still getting back into the game is just fine.

I guess the most important things you’ve missed are a bunch of trait changes and the fact that our base attunement recharge time has been reduced to 13 seconds.

When you’re more comfortable with PvE, you can move up to something more DPS oriented such as the builds in the PvE guides linked above. I have no idea what’s popular in WvW or PvP right now.

Inconsistent information...

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The coefficients listed in the wiki for air and earth attunement swap attacks were consistent with what I saw. Got distracted and didn’t double check fire.

[Guide] DPS Elementalist for PvE

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Strength runes look like a strong contender, especially since producing might is trivial for ele’s. Fury runes might be another set to consider depending on what changes are made, and I hope one or two more sets are brought up to be more attractive to direct DPS builds.

Lupi all Elementalist 17s kill

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Yawn Commander Tags in PVE

Dangit, I should have had my commander tag on.

Inconsistent information...

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I thought the coefficients on the attunement swap trait attacks were pretty close, but I can check later to confirm.

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Thanks for the sticky!

You can get around the 15 character limit by padding with spaces – or at least you used to be able to.

The news about the upcoming balance patch certainly makes gear selection harder. It is likely that berserker will not be hit as hard by the crit damage nerf as assassin, so if you’re wondering what set you should make and don’t want to wait another month or two, work on zerk pieces. As soon as we know what the ferocity:crit damage ratio will be, redoing EP calculations to find good gear mixes will be easy.

Inconsistent information...

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Zel, originally I just compared the damage to that done by a fireball, but I think I’m going to go back and just assume 1000 weapon strength for those attacks to make it in line with scepter and dagger attack coefficients. It’ll make it easier to judge a rotation based on its coefficient, and arcane wave and arcane blast nicely work out to a coefficient of 1.

I re-checked coefficients with this new method and got
Firestorm – .385 per hit
Lighting storm – .375 per hit
Ice storm – .37 per hit
Sandstorm – .395 per hit
Lightning Flash – 1.14

Another interesting factoid is that the on-attunement-swap damage dealt by traits is dependent upon your weapon strength. If you don’t have any weapon equipped then I think you get a default weapon strength of around 900-1000 at level 80 for that attack, as well.

(edited by DEKeyzToChaos.7381)

Inconsistent information...

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From my testing…
Each hit of each storm (regardless of attunement) has a coefficient of approximately 1.15.

Firestorm – 11 hits over 10 seconds, each hit strikes 5 targets within aoe circle.
Ice storm – 18 ice meteors in aoe circle, each meteor strikes 5 targets and chills.
Lightning storm – 36 lightning bolts in aoe circle, each bolt strikes 5 targets.
Sandstorm – 11 hits over 10 seconds, each hit strikes 5 targets within aoe circle and some hits bleed/blind.

I think my largest problem with the tooltips, though, is that they only list the cast+channel time of skills rounded to the nearest 1/4 second, while some of the skills have monstrous aftercasts.

New Elementalist, need Pve Build

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Check out Neko’s guide for some options (stickied at the top of the ele forum), or mine as well (link in sig). Scepter-based builds don’t have the DPS to be dangerous in PvE by themselves, so it’s wise to pair them with a lightning hammer so you can keep up your damage between bursts. My favorite build for scepter-hammer is 30(II-V-XI)/10(VI)/10(VI)/20(IV-VI)/0 with direct DPS gear, but it’s meant for groups when someone else will be providing vuln.

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Zel, it’s looking really good for D/F eles when those changes hit. One more blast finisher every 25 seconds (assuming the rotation doesn’t change) makes it even stronger all around. But the game will be around whenever you’re ready to come back.

Star, I would first try Dagger/Focus or Scepter/Dagger + Hammer for open world. If you’re still learning game mechanics you may need to tweak your build or gear to have more condition removal or survivability. A popular tanky Dagger/Focus build is 0/30/10/20/10, which, while it has no place in dungeon speedruns because it has low EP, hits hard enough against open world mobs and vets to get the job done and lets you take Cleansing Wave in condition-heavy situations. Same goes for 30/10/10/20/0 for a scepter-hammer, instead of taking Piercing Shards (since you won’t provide vuln), take Cleansing Wave when you need it. Instead of Signet of Fire, go with Signet of Air if you’re just running around or a defensive utility if you need it.

For those hard-to-get skill points, get a few Ash Legion Spy Kits to channel in dangerous places. Run in, killing what you can, Swirling Winds, Obsidian Flesh, wait for things to hit you so you don’t flinch and interrupt your skill point channel, use a spy kit, and then channel.

Thanks Abraxax. I’ll have to do some experimentation with Flame Axe, as the organized groups that I tend to run with have enough blasts to pre-stack to 25 might without really trying. I also still need to double check the coefficients on it.

(edited by DEKeyzToChaos.7381)

Staying alive in dungeon speed-clears

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The key to keeping up and staying up through a run is not getting into combat and most importantly not eating back aggro. Swap to Ether Renewal, Mist Form, Lightning Flash, and if you need stability, Armor of Earth. Arcane Shield can be nice to block one hit, but if it takes too many it will put you in combat. Make sure to stack up some swiftness before the run, and stay out of water attunement until you need more condition removal using Healing Rain. In Earth you can use 4 to stall enemies for a few seconds (if you’re about to eat back aggro) or 3 to reflect a projectile (though it will put you in combat).

While learning boss mechanics I would often use Arcane Shield and, if not using a conjure), Mist Form to supplement my dodges. You could also use dodge food (yeah, cheating a bit) or grab Air II or Arcane II to give you more dodges. Don’t use all three, though, as the highest bonus only applies.

Hope this helps!

Elementalist Skill Data

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It’s definitely not useless, but it’s inferior to the earth elemental in its ability to hold aggro in PvE and survive the punches that it will take. And an ice field would get in the way of fire/water fields.

Being able to use a particular elemental skill on command (with a CD) like ranger spirits or pets would be pretty awesome. Heals, stuns, and cripples on demand? Yes please!

Elementalist Skill Data

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Not that I know of. The wiki has some information, and my general rule of thumb is:

Fire ele: Best DPS on groups of mobs
Water ele: Oops, didn’t mean to cast that
Air ele: Best DPS for bosses
Earth ele: Best at drawing aggro from the rest of the party/facetanking

(edited by DEKeyzToChaos.7381)

[Guide] DPS Elementalist for PvE

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The dungeons that are considered night are :
AC, TA, SE, CoF, and CoE

The fractals that are considered night are:
Swampland, Snowblind, Underground Facility (Dredge), Volcanic (Grawl), and Solid Ocean (Jade Maw)

The dungeons that are considered day are:
CM, HotW, and Arah

The fractals that are considered day are:
Aquatic Ruins (Krait), Cliffside, Urban Battleground (Ascalon), Thaumanova Reactor, Molten Furnace, Aetherblade, Molten Duo, and Mai Trin.

If you do a lot of fractals and don’t want an energy sigil or stacking sigil on one of your weapons, it may be worth it to keep a weapon with an accuracy sigil on it so you can run force/accuracy for those daytime instances.

EDIT: Also, updated the staff section of this guide with more detailed build analysis and more instructions on rotations.

(edited by DEKeyzToChaos.7381)

[Guide] DPS Elementalist for PvE

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The build I’m most interested in is the s/f LH build for might and fury. Checked yours and Anierna’s guide on it. Armor-wise there’s a difference, Anierna says go assassins and here it says go zerk (talking full exotic here).

So I guess the basic question is, which is it?

Notice also that DEKeyz says go for perception stacking, and Anierna for bloodlust. The difference in the armor sets, after full stacking, is going to be basically marginal. Berserker is way easier to get, so I personally just went with that.

I could certainly give more specific armor recommendations for each build. Note that I even make a comment about particular armor sets being slightly better for some particular builds even in my guide. However, as someone who loves the versatility of the elementalist in different situations, I felt it was more appropriate to just recommend a single armor set and stack and eat food accordingly.

Very few dungeons put you in situations where it is difficult to build stacks in the first minute or two of the dungeon. The challenge is then learning to play at a level such that you keep your stacks. Here’s what we have:

  • AC: Spiders that trigger the Spider Queen
  • TA: Nightmare vines and spiders or archers in the old paths, spiders and other mobs in the first room of the new path
  • SE P1: Inquest along the way to Nokk
  • SE P3: Dredge along the way to and following Volkov
  • CoF: Path 1 doesn’t have much stacking material. Path 2 has devourers and Path 3 has the trash around the torches and first boss.
  • CoE: Icebrood up to and including the first champ plus the 4 golems
  • HotW P1: First room of enemies or enemies preceeding Aldus
  • Arah: Infinitely spawning Risen plus spiders.
  • Fractals: Of the starting fractals, only in Swampland is it inconvenient to build stacks.

The other factor that I weight in my recommendations is the EP when wielding an FGS. In many dungeons, the FGS is an important source of DPS for an ele. Using Assassin’s armor and stacking bloodlust may be more optimal for LH use, but is less optimal for FGS and your equipped weapon.

Take, for example, the 30/10/10/20/0 build. I tend to run this one in casual dungeon runs because of its provision of fury – really helpful when the party consists of something like ele/guard/mes/ranger or thief/warr. Our rangers don’t typically use moas for fury, so without PF, our party would not have 100% fury uptime. Such a build would be unnecessary in a party composition of something like ele/guard/war/war/(mes or ranger or war) where there are plenty of other sources of fury. Under the standard assumptions of my spreadsheet (25 might and vuln, permafury, banners of discipline and strength, signet of fire, 100% health for whole battle) here are the effective powers that I get:

  • For exotic berserker armor, using Sweet and Spicy Butternut soup with 25 Perception stacks grants an EP of 26356 for my base weapon, 28258 with a LH, and 28258 with FGS.
  • For exotic assassin’s armor, using Curry Butternut soup with 25 Bloodlust stacks grants an EP of 26264 (99.65%) with the base weapon, 28361 (100.36%) with LH, and 28131 (99.55%) with FGS.

Thus while assassin’s with bloodlust and precision food is slightly more optimal for LH, it is slightly less optimal for base weapons and FGS. Additionally, if you were going for a speedkill for a boss (implying FGS), the highest EP available using either exotic armor set is 28425 using Berserker’s armor with precision food and stacks.

Overall, for most builds, there is a bloodlust stack and a perception stack option (with different corresponding armors). One option favors LH, the other favors FGS, and in most cases those options will allow you to use the unfavored weapon for less than a 1% loss in EP. Such differences in EP will be hard to see in game with the RNG in the combat system.

(edited by DEKeyzToChaos.7381)

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DEKeyzToChaos.7381

Since I have compared builds that use BttH to those that do not, I just use a 5% modifier to represent it. It’s conservative enough to account for variances in DPS given that partymates burst at the beginning and end of the battle and that other partymates may have other target health-based modifiers.

If DPS were linear for the battle and each party member contributed exactly 1/5 of the DPS to the target, then the actual modifier would be something like .2*.33*(.67+.33(1-.2*.2)) = .065, but even then I feel like my arithmetic may still be generating too generous of a multiplier.

Regarding the S/F rotation, the order of MW-AB doesn’t really matter. I tend to roll my fingers for key combos and my heal is bound to Q, so a 3-F4-4-Q combo is easier for me than 3-F4-Q-4. What’s key is having minimal downtime between Phoenix, Arcane Brilliance, and Comet, and attuning to water before the damage from Arcane Brilliance connects.

At best, 10/25/10/25/0 and 25/25/10/10/0 are equivalent. Sure, 10/25 has about a 1.5% higher EP if one can maintain 100% uptime on the scholar’s buff and VS, but the superior vuln stacking of 25/25 makes up for that small difference. And honestly, I wouldn’t run x/25/x/x/x unless there really is a vuln deficiency in the party because LH eles really don’t contribute much.

Assumptions:

  • Banner of Disc, Signet of Fire, and 100% Fury uptime
  • Using S/F for superior vuln stacking to S/D and all hits of rotation connect
  • No interruptions in the rotation
  • Using ascended zerk weapons, trinkets, and shoulders/gloves/leggings so that crit chance is 91% without LH and 99% with LH. Also assuming that crit chance truncated to 2 digits is actual crit chance for a conservative estimate, though the game often truncates/rounds in visuals when it uses actual amounts for calculations.
  • While I round to 4 digits for stepwise calculations shown here, I actually reevaluated all operations at each step to reduce roundoff errors.

A rotation using 10/25/10/25/0 would hit 41 times during its 29.4 seconds. 12 hits have a 91% crit chance, 17 have a 99% crit chance, and 2 (arcane skills) have a 100% crit chance. Due to traits, a stack of vuln lasts 5.5 seconds on a normal mob and 2.75 seconds on a mob with Unshakeable.

  • ((12*.91) + (27*.99) + 2))*.6 = 23.79 strikes that cause vuln per rotation
  • 29.4/23.79 = 1.236 seconds on average between strikes that apply vuln
  • 2.75/1.236 = 2.225 average stacks of vuln on a mob with Unshakeable.

A rotation using 25/25/10/10/0 would hit 42 times during its 29.4 seconds. 12 hits have a 91% crit chance, 18 have a 99% crit chance, and 2 (arcane skills) have a 100% crit chance. Due to traits, a stack of vuln lasts 6.25 seconds on a normal mob and 3.125 seconds on a mob with Unshakeable.

  • ((12*.91) + (28*.99) + 2))*.6 = 24.38 strikes that cause vuln per rotation
  • 29.4/24.38 = 1.206 seconds on average between strikes that apply vuln
  • 3.125/1.206 = 2.592 average stacks of vuln on a mob with Unshakeable.

So that small loss in personal DPS is compensated for by the slightly higher vuln stacking capability plus a small increase in damage coefficient per rotation from Sunspot. Additionally, if your group happens to burst to 25 vuln, your awfully short stacks of vuln will be slightly less awful.

tl;dr: In my opinion, 25/25/10/10/0 is sufficiently better at vuln stacking to make it worth recommending over 10/25/10/25/0. But I’m pretty sure there are other classes (warrior) – and even other ele builds (D/F) – that are much better at providing sustained vuln than an LH ele.

(edited by DEKeyzToChaos.7381)

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DEKeyzToChaos.7381

I think part of the problem is the difference in the intent of each calculator. Anierna presents his results from his calculator, I present just the calculator with an example build so that others can download it and plug in their own build.

1) Aggregate of gear, rather than breakdown by individual armor piece. The Gear 1 column assumes all Zerk, the Gear 2 column assumes all Assassins.

Yes, and the user can change the gear by looking up the armor attributes, doing a bit of napkin/calculator math, and plug in their own stats so that “Gear 1” and “Gear 2” are whichever mix of stats they would like.

2) Under cell C7 (intersection of Power and Base), the value is =916+300. This assumes 30 in Fire. Under cell C8 (intersection of Precision and Base), the value is =916+300. This assumes 30 in Air as well. NONE of the 3 scepter LH builds DEKeyz gives in this guide have 30 in both Fire and Air. Therefore, the spreadsheet DEKeyz linked tells you nothing about the EP’s of her scepter LH builds.

These values are also ones that I recommend that the user change to reflect his or her build.

3) The Dmg Modifiers given in the spreadsheet are unclear, and some of them are incorrect.
- The final Dmg Modifier number under Weapon is composed of multiplying the following 3 Dmg Modifier cells together (this cell’s fine):
- The Dmg Modifier under Gear is: 1.1 (obviously Scholar Runes, this one’s OK)
- The Dmg Modifiers under Base are: 1.05, 1.05, 1.05, 1.1, 1.1
- The Dmg Modifiers under Buffs are: 1.1, 1.1, 1.25

Yes, those values should be moved around so that Force and Night modifiers are over with the gear. When I was playing around with Nike’s original spreadsheet, I started separating everything out just for my own convenience, though someone could just as easily set most values to 0 and plug in the values straight from their Hero Panel to get an estimate of EP. The spreadsheet was last published in mid-November before the change to fire traits, so that is where two of the 5% modifiers come from. I also notice in your calculator that you don’t factor in the effect of Bolt to the Heart to your calculations. Why is that?

Concerning vuln, yes, xx stacks is counted as a 1.xx modifier, not a 1.01^xx modifier, confirmed by in-game testing on HotM golems.

[Guide] DPS Elementalist for PvE

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DEKeyzToChaos.7381

Fiery Greatsword: …If you press 1 to attack, the skill cannot be interrupted by other weapon skills…

Tip:
Pressing ESC interrupts that attack, but you lose charge and sometimes that menu window might pop up.

Thanks for the tip!

Tested it last night while waiting for some world boss to spawn, and I had a pretty low occurrence of the game menu popping up.

(edited by DEKeyzToChaos.7381)

[Guide] DPS Elementalist for PvE

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DEKeyzToChaos.7381

@Anierna: Thanks for your thorough feedback and typo catching. I know a lot of people’s eyes glaze over when they start to see treatises on number crunching and handwringing over half a percent of theoretical effective power that will be lost to combat RNG, so I didn’t bother with including a lot of my research. If there is sufficient interest, I can add it as an addendum.

@ Bumbler: 30/25/0/15/0 does indeed give you a greater health buffer, and 30/30/0/10/0 while camping in water is slightly lower effective power than 30/30/10/0/0 while camping air, but it if helps you keep your scholar’s buff up then it may be worth it.

@max: D/F is much more survivable than LH while providing similar DPS to a LH build when other party members can also provide buffs. I know many people prefer it when PUGging because it can help carry a weaker group while providing a moderate level of might, permanent fury, and a high amount of vulnerability. In LH rotations, your use of utility skills from an offhand focus such as swirling winds or obsidian flesh is constrained to the 5 or so seconds that you don’t have a lightning hammer. Dagger/Focus enables much easier access to those skills at the expense of missing maybe one blast finisher.

In easier situations such as most dungeons when done with a somewhat optimal group, a lightning hammer build will bring much more to the table because of how much more might it can provide. While it sustains less vuln than a dagger/focus build because of the slower auto attacks, it usually provides the additional party utility through soothing mist.

So basically, would I take a D/F build to a normal guild dungeon tour where we have at least one guard (if not also a mes) to provide reflects and other defensive utility? No, I would go scepter-hammer. Would I go scepter-hammer when the other members of the party are 4 warriors and we’re doing a fractal at scale 49? I wouldn’t trait for it, but I would remember the utility of the hammer for trash clearing.

I think I could think of a list or a graphic of some sort that would help with these distinctions.

[Guide] DPS Elementalist for PvE

in Elementalist

Posted by: DEKeyzToChaos.7381

DEKeyzToChaos.7381

References and Useful Links
Special thanks to Kitsune, Neko, Guanglai, and Zelyhn for formulating much of the Elementalist theory that I use, as well as many other elementalist theorycrafters who have asked me great questions.

Assumptions for Effective Power (EP) and Damage per Second (DPS) Calculations
Effective Power is a score that is based on attributes and damage multipliers granted from traits, gear, food, buffs, and boons. It can be used to compare builds that use the same weapon. It does not use any information about a build’s rotation or rotations, so two different rotations for the same weapon would have the same EP even though they could have drastically different DPS. Since I don’t use rotation information, I use the attunement with the highest total damage modifier – so as a result ranking builds by EP gives a different result than ranking by DPS.

Damage per Second estimates can help compare builds that use different weapons or builds that use the same weapon and different rotations. It involves calculating the damage each skill would do to a single target under the assumptions of a particular build over a (often) repeatable rotation and then averages that over the duration of the rotation. Under both perfect and average conditions, I assume optimal rotations for DPS and vulnerability.

For perfect conditions, I assume:

  • Sigil of Night or Air, Slaying Potion or BiS other consumable, Discipline and Strength Banners, Signet of Fire
  • Sigil of Force
  • Ascended weapons and armor with appropriate food and stacks
  • 2600 armor target
  • 25 Might and Vuln
  • 100% uptime on Fury
  • 100% uptime on self above 90% HP
  • 100% uptime on enemy Burning and Bleeding
  • 100% uptime on self full endurance
  • 100% uptime on 5 boons on self
  • 100% uptime on within 600 range of the enemy
  • 3.33% uptime on enemy being CC’ed
  • 9% effective modifier for Bolt to the Heart

For average conditions, I assume:

  • Sigil of Night, Slaying Potion, Discipline and Strength Banners, Signet of Fire
  • Sigil of Force for non-staff builds
  • Ascended weapons and armor with appropriate food and stacks
  • 2600 armor target
  • 15 Might and Vuln
  • 100% uptime on Fury
  • 75% uptime on self above 90% HP
  • 75% uptime on enemy Burning and Bleeding
  • 50% uptime on self full endurance
  • 100% uptime on 3 boons on self
  • 100% uptime on within 600 range of the enemy
  • 1.67% uptime on enemy being CC’ed
  • 9% effective modifier for Bolt to the Heart

(edited by DEKeyzToChaos.7381)