Bad Elementalist
Bad Elementalist
Is it possible to replace it?
Bad Elementalist
In game I saw this person named Duke On A Buffalo and I tried reporting him for being too sexy. But I couldn’t find the option. Where do I find it?
Bad Elementalist
Hi, my laptop runs the game on lowest settings at 20 FPS at best. This is my computers info
Dell System Inspiron N7110
Intel® Core™i5-2410M CPU2.30GHz
Intel® HD Graphics Family
Not sure what other info might be needed.
Someone please let me know why my computer runs so slowly for this game
Bad Elementalist
I’m not sure how difficult the coding is, but I doubt adding dueling is so difficult it would take 7 months to do.
Bad Elementalist
Yes, I want guild competition. Not enough competitive play for guilds.
Bad Elementalist
Did you take armor into account when calculating that damage?
Bad Elementalist
Its good for dragged out fights. Perfect for dapheonix playstyle
Bad Elementalist
Many ele have dropped tge major rune of water.
Bad Elementalist
Ohhh. Thank you for clearing that up
Bad Elementalist
Im debating its usefulness. Its every 20 seconds. I could probably find something more useful
Bad Elementalist
Abra kadabra. Try it now.
Bad Elementalist
Aura share is useful but I find it unreliable because of how close allies need to be vs your mobility
Bad Elementalist
30 in water and 20 in water didnt make a diifference in condition removal imo.
Bad Elementalist
I disagree. Its more than just damage output
Bad Elementalist
Where is dr suess when you need him.
Bad Elementalist
Here is successful variations of 0 10 0 30 30.
0 0 20 20 30
Good to stack toughness here. Possibly condition damage also.
0 20 0 20 30.
Reduced cooldowns in air. More dps build. I run this build. Good with 20% crit chance or more.
0 15 0 25 30
Hybrid of the one above. You get the boon dps bonus and a lightning strike
0 10 10 20 30
For those looking to be more tanky without losing thier 0 10 0 30 30 playstyle. Armor of earth at 50% hp op.
Bad Elementalist
Id put divinty instead of melandru though
Bad Elementalist
I prefer 0 20 0 20 30 for less cd and more crit
Bad Elementalist
Open world pvp you cant utilize los. I think ill start practicing with items though. Maybe hang out in the jp. Anyone running his 0 0 20 20 30 build, its nit good if you expect to get kills. Knights is your best bet to fully utilize it
Bad Elementalist
I have 56% crit damage and not enough chance. 30% crit chance is a good stopping point
Bad Elementalist
Go full knights if u want berserker. Healing power is more important. Do pvt armor and get at least 600 hp
Bad Elementalist
I just logged wvw for the first time since culling was fixed. I have to run the culling on the lowest setting and my lag is worse than pre-patch. Nit to mention lowest setting makes culling worse than before. Anyone else with lower end computers sharing my frustration?
Bad Elementalist
I tend to disagree on some ofcwhat you said. Fire does suck. But lightning would get other traits like 20% more damage on stun and knockdowns. Makss it better with less cd. Earth would need more auto attack dps I think. I can see imbalances happening but hey ele as it is now is worse off
Bad Elementalist
That could encourage different gear for more healing. Just think of all the builds and ganeplay it could open up
Bad Elementalist
I could see a problem with 30 fire 30 air berserker builds having too much heals. Testing would need to be done and ratios adjusted accordingly. Lets say the heal on critical scales with healing power by .75. 600 hp would give 400 hp every 3 seconds. And lets say for fire it is 20 heal per second for 5seconds and stacks 5 times. In 6 seconds it would be 1200. Enough for sustainibility but not a match for other heals
Bad Elementalist
This topic will layout in full detail of why the standard bunker build is so viable, solutions to encourage single-attunment gameplay and solutions to possible problems that could arise to my theory-crafting. The first thing I want to discuss is the elementalist and the art of surviving. If you look at every class, they all have a means of survivablity unique to them. For thieves its burst damage and stealth, for mesmers it is clones and confusion, guardians its massive heals and large hp pools. What the elementalist has is high mobility and burst healing. This is the problem; elementalists only have the abilty to burst heal from water attunement swap and evasive arcana. These two skills are the single largest heals that an elementalist has. Each healing for about 1.6k with only 300 healing power! So a common trend forms. People max out arcane and water to get those benefits. Now, lets look at another problem with single-attunement play. The skills are too mediocre to have such long cool-downs.. It is impossible to sustain damage in one attunement for long because most of the skills have too long of a CD. This is where I think an idea I had can come into play. Elementalists should get a skill cooldown reduction for each point invested in that traitline. 30 in lightning would mean a 30% recharge reduction. That would mean RtL would be around 14 seconds and updraft around 32 seconds. But wait a minute, couple that with 30 in arcane and you have an op ele. OH NO! Jk. All they need to do is double the recharge time on attunement swap, but double the amount of reduced time given for each point spent in arcane. If looking at the standard d/d build of 0 10 0 30 30. That would mean RtL would be 18seconds and updraft would be 40ish. Not a huge game changer However, the 30% skill cooldown reduction in water would mean a huge jump in the amount of uses for cleansing wave. All that is needed is to reduce the healing scale and/or make it only get rid of 2 conditions. We still have another problem though. How will I get the benefit of burst heal if I don’t invest in water and arcane? The problem is that no other traits are given a healing option when it is needed. Example: Add a trait into lightning that has a 100% chance to heal on critical lets say ever 3 seconds. For fire, give them a regeneration every time a burn is applied. Every skill line should have some opportunity for sustained healing and those traits should all be in the grandmaster traits to discourage massive burst healing builds. This solves 3 problems: The high CD for each skill, the forced burst healing bunker build as the only build with any way to heal and the potential for the current bunker build from benefiting substantially from the first 2 solutions.
Bad Elementalist
1% recharge rate per point in trait. 30 in fire would yield 30% faster skill recharge in fire only. Only problem I see is a low cd on cleansing wave. They should increase recharge on attunement switch to discourage attunment swapping. But increase the 2 percent per point in arcane trait line. Ppl can do more specialized play this way.
Bad Elementalist
Dapheonix. You should make guides going in depth to your playstyle. Ex when to dodge. How to burst successfully or when to avoid a fight. Id like to see what you do in massive fights or possibly figure out your roaming spots. I message you in game but yoy always busy. Much love brother
Bad Elementalist
I like how he is almost never imobalized
Bad Elementalist
Good idea though. If they actually decided to cater 100% to what players want
Bad Elementalist
Pretty sure most suggestions are ignored. Lol
Bad Elementalist
Gvg is what i expected when i got this game lol. They have a spvp team a wvw team and a living story team. The developers should try to rally a gvg team
Bad Elementalist
Mostly cuz i hate my name
Bad Elementalist
As opposed to cavelier accessories
Bad Elementalist
I run pvt armor with chest and leg as clerics. When i run 0 10 0 30 30 with celestials i get over800 healing power and almost 18k vitality. I lose out on only 50 or so toughness. Around 2500 armor. What i lose in power i get in crit chance and crit damage. Roughly 20% chance without fury and 54% damage with 2 divinity runes. When i wAnt moe dps i go 0 20 0 20 30. I gain more survivabulity with little cost to actual dps.
Bad Elementalist
All very helpful the left and right buttons I replaced with strafe and now it is so much easier just hitting targets =)
Bad Elementalist
Hey guys, so I am finding that my normal keybindings for attunement swap is getting annoying because I push 1 instead of F1 and so on. This is a thread for everyone to list their keybindings. =)
Movement: ASWD
Attunment: F1, F2, F3,F4 (RTFG alternatively)
Auto-run: R
normal skills: 1,2,3,4,5
heal: 6
other skills: 7,8,9
elite: 0
Bad Elementalist
I’ve just found that he was way less noticeable on his attunement swaps then most elementalists I have seen.
Bad Elementalist
“nice” is actually see lol
Bad Elementalist
This could be considered helpful to many, maybe not. I’ve found that my skill in pvp/wvw suffered for 2 reasons.
1. I spent too much time in the same attunement
2. My attunement swap was easily noticed
I strongly advise everyone to find Dapheonix’s youtube channel and see what he does because I got the idea for problem 2 from him.
The first problem is simple; get used to swapping attunements at least every 3-5 seconds.
the second problem is the one I really want to address though. Most elementalists are using the air then fire then earth/water rotation. Its used so much that most classes will know whats coming based on what they see you attune to. Now, if you watch some of Dapheonix’s later youtube videos watch when he switches his attunements. He does it on primarily 2 occasions. Either in the middle of a dodge, or right after some type of pbAoE. The dodge makes attuning a bit more unpredictable and its harder to nice because of the movement. I’ve also found attunement swap is harder to notice on pbAoE because it serves as somewhat of a distraction. Couple these two with constant movement and suddenly you have unpredictability in how predictable you are. Try it and see.
Feel free to comment and say how lame of a tip this is. =P
Bad Elementalist
I kind of agree that it is tough to go into a massive group alone and come out alive, yet if you look at videos, take Dapheonix for example, they can handle many people and almost never are perma-immobalized.
Bad Elementalist
Hey guys, I am doing the typical d/d build and I would like how to best utilize it in WvW. I’ve noticed in large zergs that people will spam immobilize me and I die quickly (especially hundred blade move). Should I avoid entering the fray if there are many enemies at once?
I’ve been looking at videos at I never see elementalists getting immobilized or ranged hard. What should I do in those situations? I attune to water but it doesn’t remove the immobalization.
Bad Elementalist