Showing Posts For Gokil.2543:

General WvW help

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Posted by: Gokil.2543

Gokil.2543

If you’re struggling to keep up (shouldn’t be that much of an issue I think), you can always swap in gs instead of hammer. Merciful intervention is also an incredibly potent utility in smaller scale, though it can be tricky to make room for on your bar.

Those stats sound good to me. I’d strongly advise double energy sigil on guard. Goes a looong way in keeping you alive. The quickness shout might also be worth swappi g for renewed focus. It’s very nice for ele burst, but kinda wasted in a 2 man party. Moar virtues meanwhile is always nice, and double energy shelter rf guard won’t die.

I have no doubts you can be a killer combo Just remember the cc-burst rhythm.

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General WvW help

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Posted by: Gokil.2543

Gokil.2543

You can use the long cast time of meteor shower to start buffering any overload you want to cast. Air and earth overload will be the ones you use most commonly. Being locked out of fire and water can be a little more dangerous, so be careful with that.

Earth overload is amazing for the respectable damage, but mostly the absurdly high protection stacking, stability and very long aoe immobilize. Air overload melts face like mad.

You can add zerk/knights/soldiers (maybe clerics) at your own discretion to replace cele. Be wary of overstacking defensive stats. Staff has a lot of built-in defense and utility, but you’ll be easy to ignore if you’re not careful to bring enough damage. Especially if you as the guardian intend on going heavy on the support route. Don’t go over the defensive stats I linked I’d say. As for the guardian’ s build, make sure you can hold your own and make stuff happen. As strong as staff is, it’s hard to rely on it to be downing people consistently, so you’ll have to pull your own weight.

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(edited by Gokil.2543)

General WvW help

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Posted by: Gokil.2543

Gokil.2543

Heyo,

This is the build I’ve been looking forward to trying myself: http://gw2skills.net/editor/?vFAQFAWn0XCNYiVOAeOAcYiFCAzt0+artEZhrQUIoAEAGAA-TFyHABKfBAmTJYiq/Epygv1BskSPV2fAgHAApA8aLA-w

Staff seems like the most promising tempest spec there is. It’ll take a little experimenting to find the optimal setup, but the allrounder approach seems like the logical choice. You’ll be filling the same role staff always has. Carrying large groups in 4 distinct ways, healing, buffing, cc and nuking. With tempest however, your burst healing capabilities, as well as your threat level in smaller scales, skyrockets.

Dragonhunter is a potent roaming partner. Try to alternate cc-burst between the two of you, and you’ll be unstoppable. Be wary of frontlining in larger fights on a dragonhunter, best to let the staff ele do the work from a safe range, while you focus on keeping her safe.

Alternating cc-burst, means you try to capitalise as much as possible on her cc (mainly aftershock and earth 5), while she brings the pain when you lockdown with traited wings of resolve and optionally ring of warding. Longbow/hammer seems like the optimal choice, but staff and greatsword are certainly worth considering.

There’s an enormous amount of variation in the setup. In zerg fights you’d be looking at scholar/monk for runes on the ele, in duo to 5 man pack and durability are your friends. Sigils could also be fire/leeching/bloodlust/battle/… You can lean the build towards more damage or more support by swapping some gear, and changing the amount of shouts on the bar. Making 2 man or even 5 man teams is endless fun, but out of the scope of a forum post

To my knowledge there’s not a single video of staff tempest on youtube though :/ I’m itching to make one, but times are busy, so it’ll probably be a long while before I get to…

Ask away, this happens to be what I’m most interested in atm, so I’d gladly think out loud with you!

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PvE dps tempest

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Posted by: Gokil.2543

Gokil.2543

Lightning whip is 1.26/s, lightning hammer auto is 3.5/2.85s.

That’s coefficient/s. Which makes lightning whip better dps than lightning hammer.

Difference is about 3%. That’s not counting dps gain from burning speed, or dps loss from casting lightning hammer, added dps/utility from having an extra free utility skill slot. Besides, lightning whip has a much larger range. In the end you’ll end up behind d/x in pretty much every way.

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(edited by Gokil.2543)

D/D tempest roaming #7

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Posted by: Gokil.2543

Gokil.2543

Thanks.

The biggest problem with lightning rod nowadays is the amount of stability in the game. I think it’s safe to say it has quadrupled since pre-HoT.

I’m still 100% in the testing phase though. Not entirely satisfied with the current build, since arcane+tempest is bugged. I might very well end up running lightning rod anyway, since I absolutely love the air trait line.

The most promising atm is the earth line though. Since we recently found out damage reduction stacks up to 100%, a build with protection(40%), geomancer’s defense(10%), frost aura(10%) and plate of mussels gnashblade (10%) would boast 70% direct damage reduction. Add diamond skin to that and you’re nigh untouchable.

On the topic of focus, so long as I don’t need it to win 1v1s, I’ll probably stay away from focus, since dagger is a bit more valuable in group and outnumbered. But if scrappers/reapers/revenants start destroying me I’ll probably swap.

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D/D tempest roaming #7

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Posted by: Gokil.2543

Gokil.2543

I’d gladly help you out, but I’m never quite sure what level to give advice on. So if I’m completely missing the mark, be sure to let me know.

Lightning whip (air 1) is actually an incredibly strong autoattack. At the most basic level, all you try to do is get from air attunement to air attunement using only the best skills from the other 3, so you can spam air 1 some more until you can rotate again.

Here’s a little ranking of skills in order of priority, that you want to use while you rotate through.

- Fire 3
- Fire 4
- Earth 2
- Water 3 (inside firefield)
- Earth 3
- Earth 4 (long cd, take your time to land it)
- Fire 5 (long cd, make sure target is burning)

All other skills tend to fill gaps or have only situational use. Mainly fire and water 2 will fill the longer gaps.

Larger fights are a lot more about ‘feeling’ where things are going. There’s thousands of hours of experience in getting a proper idea for when you can and when you can’t engage certain groups of professions, that’s pretty hard to explain in text. If you’re looking for easier to watch videos, I think mainly #5 fits that description.

If this stuff was too basic, let me know!

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Arcane-tempest interaction bugged

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Posted by: Gokil.2543

Gokil.2543

There seems to be a pretty significant bug in the way the tempest and arcane specialization interact.

When overloading, the cooldown of the attunement is correctly reduced to 17.5s or so, but when swapping out of that attunement after finishing the overload, the cooldown is bumped up by 2.5s, cancelling out the arcane reduction.

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D/D tempest roaming #7

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Posted by: Gokil.2543

Gokil.2543

This is what i like so much. Going out with a friend romaing and those small group fights.
And the D/D eles are so anoying ….. engage/disengage …

But: Ewwww… You did not use FSG 2? Is it a pure power build? To do 3/4/2 on FSG is so nice. I whirle though them, they have to turn around and i am already leaping back on them and follow with 2. But 1s cast when focused might be a problem, was that the reason?

Yeah it’s a pure power build, so #2 wouldn’t do much. #5 is amazing though

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Tempest-Arcane interaction bugged.

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Posted by: Gokil.2543

Gokil.2543

There seems to be a pretty significant bug in the way the tempest and arcane specialization interact.

When overloading, the cooldown of the attunement is correctly reduced to 17.5s or so, but when swapping out of that attunement after finishing the overload, the cooldown is bumped up by 2.5s, cancelling out the arcane reduction.

You can observe it in the roaming video I posted earlier, every time I overload.

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D/D tempest roaming #7

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Posted by: Gokil.2543

Gokil.2543

Cheers!

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D/D tempest roaming #7

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Posted by: Gokil.2543

Gokil.2543

It’s been a while! Shamelessly plugging myself once more, since there’s so few ele videos out there

Feedback welcome, music is kinda all over the place for example. If I could change anything at this point I’d try getting a few more solo clips too.

Enjoy!

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WvW "optimal" gear for roam/zerg

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Posted by: Gokil.2543

Gokil.2543

/salute :-)

IMO your gear is a bit too heavy on toughness compared to vit, and arguably a little light on healing power.

Can’t help you with new builds because I haven’t been able to play yet since HoT… Best of luck!

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Help vs Engineer

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Posted by: Gokil.2543

Gokil.2543

You’ve gotten some decent advice, but I’d just like to add that engineer matchups are very strict on how much damage you put out. Historically I’ve always had more success with more offensive setups. Your dwayna rune and full cele setup raises question marks.

Basically if you can’t manage to pretty much wrap the fight up in one good armor of earth, you’ll just lose the sustained fight. Even though you have more heal per second strictly speaking, you stand 0 chance between cantrips. You’ll get overcharged nonstop which will kill you sooner rather than later.

So get more damage, space out cantrips and get used to using lightning flash as a makeshift stunbreak rather than an offensive tool.

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D/D pvp and WvW Tips

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Posted by: Gokil.2543

Gokil.2543

Signet of restoration, armor of earth, cleansing fire, lightning flash, conjure fiery greatsword.

For WvW swap cleansing fire for mist form

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D/D pvp and WvW Tips

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Posted by: Gokil.2543

Gokil.2543

PvP:

- Celestial amulet, energy+leeching sigil, rune of hoelbrak.
- Fire+water+arcane specialization (new trait lines). Fire bottom-top-bottom traits from left to right, water top-top-top, arcane mid-mid-top

WvW:

- Pretty much the same as last year honestly. Specializations either air/water/arcane or fire/water/arcane. Air using top-mid-bot, fire same as pvp.

Aim for 2600 armor, 35-40 crit chance, 17k hp, 350 ish healing power.

I have a wvw build video on the channel in my flair in case you need more clarity.

Edit: as for the hero points, these are only relevant when leveling up. You have enough to unlock every skill.

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(edited by Gokil.2543)

Staffing about in WvW

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Posted by: Gokil.2543

Gokil.2543

God kitten it why can’t I write short comments

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Staffing about in WvW

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Posted by: Gokil.2543

Gokil.2543

Very nice punch-ups indeed! I would like to see your builds though, especially the gear set ups.

I’m still not 100% set on the builds.
These are what I was running, plus some comments on what I would change or am contemplating changing.

- Balanced build, mainly made for 2-4 man groups, but not bad solo either: http://gw2skills.net/editor/?vFAQFAWnMICFOgVOAeOA8RgBCAhyeNaUIwgad6yA-TVCEABOpEKKlBYq+TXKBZSpTb6AA4BA8wFAIm9HIDwyWA-w
I’d change hoelbrak to pack preferably, and get a little better at using air 4 to cleanse instead of just for some swiftness. Would also allow me to take another gm. I’m contemplating using an offensive food (dmg while moving or +40% condidur) but can’t seem to make it work. Heal swaps to signet when solo.

- Hybrid with condi focus: http://gw2skills.net/editor/?vFAQFAWhcMoxh9NwzB8RMQAYUW4KEFiCQAIIWrh0QZA-TFSHAB8qErOlgLq+zH7P0kyD40BAwDAQgLAApAWUaE-w
Tried earth line, but it totally lacks synergy in master and adept tier, so I went fire. Since fire has obscene damage modifiers I went hybrid. Massive advantage to stop resses or dent condi resilient classes, and to follow up on cheesy immob durations with lava font. Lack of swiftness is absolutely brutal though. Very strong solo. Seriously, even as a dd ele i was impressed. Would make a dream team with a rev for the boons it lacks. (Can’t think of a single build that would make better use of might)

- Glass build: http://gw2skills.net/editor/?vFAQFAWhMMolhVOwzB8RM8AYUNIIsDkAwBoFWVhpwTA-TVCEAB+qExJlCJq+zWKBZa/RZhWKhaTHAAXAgHeAAkCgvtAA-w
Pretty straightforward. I run air fire when feeling godly or fighting larger numbers. Static, flash-gust-water swap-arcane, knock through static is oneshot rotation. Fun build, but dying is frustrating and fresh air is better and usually more fun.

Basically the main dilemma’s im still facing after all this time, is what to take for fire GM and heal. Also the stat spread shifts all the time. I’m still searching for that sweet spot between being obnoxiously hard to kill and abusing staff built-in sustain, and doing as much damage as possible.

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Staffing about in WvW

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Posted by: Gokil.2543

Gokil.2543

Liked the Gust into the Meteor Shower Part. Didnt knew it works like Rapidfire and some other skills with Aiming while standing still for a Second to shoot in the correct Direction.

Now its getting easier to do some Combos with Gust:).

Gust is weird in so many ways.. It doesn’t lead targets (as far as I know, only this skill and revenant hammer 2 work this way), and you can cast it behind you.

I personally find flash+gust one of the most useful things you can do on staff in smaller groups. Since pulls are the most dangerous ccs, flash gust is like our mini-pull, kinda like flash updraft.

If you’ve played any LoL, always reminds me off the ‘insec kick’ on lee sin.

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Staffing about in WvW

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Posted by: Gokil.2543

Gokil.2543

copyright inf. better use this safefromnet link:

www.ssyoutube.com/watch?v=8UKfgTcrTac

i liked the staff fights and music choices o/

Cheers. Fun fact, I first heard mos def in your video So thanks for that too!

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Staffing about in WvW

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Posted by: Gokil.2543

Gokil.2543

Since you don’t seem to hate me yet, I’ll just keep posting these here \o/

Seriously though if you think I should stop self-promoting, let me know.

Staff is a really really interesting weapon. I had hoped to showcase three solid builds that I personally found very interesting, but I unfortunately lost all that footage. This video features a compromise between solo power, while still being the large scale powerhouse staff is meant to be.

Enjoy, and let me know what you think as always! (Also to my german friends, can you call Merkel and tell her to chill the kitten out with all this music blocking!)

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Suggestion: RtL vs Ancestral Grace

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Posted by: Gokil.2543

Gokil.2543

Would be nice if Warhorn had a RTL equivalent on air skill 4, like if you teleported into the cyclone.

THe ball from the ball lightning (warhorn air 5) should chain into a skill that lets you teleport to it. It does pitiful damage anyway might as well give it some mobility.

This is a super cool idea!

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WvW Food buffs - which ones?

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Posted by: Gokil.2543

Gokil.2543

I may not know how to warrior but this I can help with.

As Rob said, power is better by quite a margin. 10% crit damage, considering you’re already at 215%, will increase the damage on crit by roughly 4,5? (10/215). Seeing how you crit 80% of the time, that means a ~3,5% total damage increase.

Meanwhile, adding 250 power, or 10% extra, will give you 10% extra damage straight out.

To be fair, you’re comparing 150 ferocity to 250 power, which isn’t really logical, but even in equal amounts, power is a lot better (almost always).

I’d recommend gw2power.com
Excellent tool.

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Suggestion: RtL vs Ancestral Grace

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Posted by: Gokil.2543

Gokil.2543

Thing is, we are making a mostly fair comparison between two very similar skills. Granted I don’t want everything on there, blast finisher is something I don’t need and I think would not fit the skill. I’d rather churning earth be made like dragon tooth instead of something you will never want to press. Having a useless skill is never a good thing, churning earth should be a cast then delayed explosion similar to dragon tooth.

I do think that ground target would be great and would be more of a quality of life change. The evade is a straight up buff but certainly not one that is without reason considering if reach your destination there goes your evade. And if you were using it to get away you were making use of the skill’s dual purpose.

If they fixed blocking/evading = half cooldown that would be great but somewhat normalizing rtl to 30 sec cooldown with 15 if you hit/stopped at an evade/block would be totally fair with the power creep being clearly seen in HoT.

Generally. 1) Make churning earth like dragon tooth. 2) RtL needs to be ground targeted. 3) RtL should probably have an evade like this very very similar skill

Optional imo: 30 sec cooldown with 15 sec if you hit with it or the opponent evaded/blocked it. This is to give the skill some downside when used to get away but a definite incentive to use it as a gap closer.

It seems I’m not getting my point across.

A mostly fair comparison you say:
-Ele has twice as many weapon skills.
-Druid is a healer/support spec, so having your mobility target an enemy makes no sense. On top of that, staff is a ranged weapon, so gap closing makes little sense.
-Ele’s defensive mechanics are boons, auras anx healing. —-Ranger’s defensive mechanic is mostly weapon skill evasion, along with powerful but optional defensive traits
-Staff on druid lacked some proper defense. D/D ele does not.

To me this comparison is no less absurd than comparing bladetrail o’ warrior gs to meteor shower.

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Suggestion: RtL vs Ancestral Grace

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Posted by: Gokil.2543

Gokil.2543

Bit strong handed Gokil.

Whilst you have a point that you cannot straight up compare a skill of one class to another arbitrarily out of context and come to a meaningful conclusion, this should by no means preclude future discussion about the evolution of the elementalist class skills as the game moves forward – and using other classes for inspiration, well, that’s hardly a crime.

As mentioned above, I liked some of the suggestions that came from the comparison.

It’s because I’ve seen too much of this stuff.

In essence this always boils down to the kindergarten argument of ‘x has nice things, why can’t i have nice things, I want nice things!

You’re not using other classes for inspiration. Let me quote the original post: “My question is. Why is Ride the Lightning not ground targeted and an evade?”

Like seriously? I was considering listing 10 reasons why, but that felt so stupid that I expressed the feeling of wanting to not have this idiocy in my life.

As for the thread, the RtL thing has been beaten to death, revived, cloned, beaten to death twice over again, warbannered, slapped to death, rallied, slowly boiled to death, and then stomped. It’s not going to happen. That’s fine. RtL is fine. I’m fine and you’re fine. I’m not going to get into a discussion about if it’s right or not, the way it is now.

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Suggestion: RtL vs Ancestral Grace

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Posted by: Gokil.2543

Gokil.2543

If I was a mod I’d delete threads like these straight out…

For the thousandth time, it makes absolutely ZERO sense to compare skills across professions. Especially to ele.

None.

At all.

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Staff Roaming and Duels [Video]

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Posted by: Gokil.2543

Gokil.2543

Cool

As I said, they’re kinda minor things:

Try to avoid using lightning flash so lightly. Keep it for when you’re getting pressured hard or to use it for two specific high-impact combos. Either flash-gust or flash-shockwave. Both of these combos are really strong in smaller scale, because they’re potentially lethal on runners. You can also flash gust people into meteor showers/wells/static/…

Finish channeling meteor shower. You cancel almost all your channels early. Really not worth it imo, since meteor shower does insane damage.

Last one kind of depends on your group comp, but in the few videos I watched, you’re a bit too tanky imo. Staff ele is already easy to ignore and very hard to catch in open field. If you’re as tanky as you are now, but are still always last to die and have no trouble with focus, why not go more damage? Either that or play a lot more aggressive/closer up so you can actually heal allies nearby and take a bit of attention off them.

But as I said, they’re certainly not bad videos. Just some bad habits here and there

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Staff Roaming and Duels [Video]

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Posted by: Gokil.2543

Gokil.2543

Heyo,

Enjoyed the video. Do you mind if I give you some tips or are you not really looking for any (understandable)?

It’s just that you have a few bad habits I could help point out that kinda hurt your usefulness in a group.

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why isnt d/d with fresh air played more

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Posted by: Gokil.2543

Gokil.2543

Both D/F and S/F struggle with consistent damage output. In the case of S/F, fresh air synergizes really nicely with lightning strike, the #2 skill on scepter air. Combined with electric discharge it gives S/F some much needed pressure. D/F uses fresh air more to get access to lightning whip at all times, to make up for the loss of damage from dagger offhand. Superspeed also helps to alleviate the weakness to kiting D/F innately has.

So mainly because of electric discharge, and because these weapons don’t ‘flow’ very well without fresh air.

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Fresh air vs thieves/mesmers

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Posted by: Gokil.2543

Gokil.2543

Two main advices would be to

1 – Teach yourself how to best use the time your opponent is in stealth. This can include things like getting on unpathable terrain so they can’t blink/steal open on you, stacking might+deterring melee with dragon’s tooth, healing up, getting protection and rock barrier up, spamming signet of restoration procs for heal/s,….

You’ll still get screwed by stealth spam, but try to minimize it as best you can.

2 – Burst hard. Zerk vs zerk is burst wars. You have oneshot potential on both in WvW, and can chunk hard in PvP.

Video reference cause

Now beware of those “pro” players who will come here telling stories about their unmatched killing spree on fresh air, they never show a single video…just fantastic stories

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Arcane variant? Scepter fresh air

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Posted by: Gokil.2543

Gokil.2543

Arcane variants implies using 1 or 2 arcane skills instead of cantrips.

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Earth Shield

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Posted by: Gokil.2543

Gokil.2543

The only time I’ve actually somewhat got it to work, was on a zerk SF lightning rod build. It has a decent autoattack, two low cooldown ccs and an invuln. All 3 are incredibly useful on zerk sf. The only thing that held it back considerably is how much the invuln forces you out of position. You might well be invulnerable during the channel, but that doesn’t stop the enemy team from walking up to you and preparing for when you get out.

Thing with using it on bunkers is that the fifth skill loses capture contribution and is thus pretty useless, and the rest of the weapon really isn’t any tankier than your actual weapon. Plus bunker builds are often on a set rotation.

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Basi stun still 1.5s

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Posted by: Gokil.2543

Gokil.2543

thanks for letting us know, didn’t even realize!

love your vids btw, really good elementalist right there!

Thanks man! I feel famous now..

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Basi stun still 1.5s

in Thief

Posted by: Gokil.2543

Gokil.2543

Thought you guys might want to know. I reported it in the bugs section already, but since they possibly (probably) won’t fix it for quite a while, I figure we’d roll with it.

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Thief Bugs

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Posted by: Gokil.2543

Gokil.2543

As title says. It’s still 1.5s per stun, intended change to 1s never happened.

I’d really appreciate a simple ‘I hear you’, since it feels like I waste a lot of my time reporting bugs that are never even heard.

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Lightning rod D/D roaming build

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Posted by: Gokil.2543

Gokil.2543

I am wondering why you chose LR over other air gms (not cos of bugs, just in terms of d/d cc’s).

I can’t get to a computer for a while so I can’t copy+paste my reply. It’s in the comments of the 4th vid in the series, and another one on the metabattle discussion page, if you’re curious enough to look that far

The long and short of it is: Why not? What’s not to love about lightning rod? Fresh air is nice but with the new 8.5s attunement recharge there’s honestly no need. Bolt to the heart doesn’t really come close if you do some maths, even if you miss a couple ccs with lightning rod. I’d advise reading the comment though.

As for the lightning rod bugs, I’m aware, and not all too bothered. There’s a new issue that’s been popping up where my lightning rod doesn’t proc at all sometimes though. Haven’t found what’s causing it, but removing and selecting the trait again fixes it.

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Lightning rod D/D roaming build

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Posted by: Gokil.2543

Gokil.2543

thanks for these. have been having a blast with your build as a new ele (engi main) in wvw.

any chance you could do a voice-over roaming guide ala yishis? your outnumbered is just sick and hearing what you’re thinking/doing would be super helpful.

Thanks man, glad to hear it!

I’ll give commentary a shot for sure.

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Blinding ashes duration scales with stacks

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Posted by: Gokil.2543

Gokil.2543

Pretty simple bug. The duration of the blind is twice as long when applied by a 2-stack burn, 3 times as long when applied by a 3-stack burn.

12s blinds on ring/cleansing fire.

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Lightning rod D/D roaming build

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Posted by: Gokil.2543

Gokil.2543

New video of the build in action. I’ll pull this thread back up instead of making a new one, since there have been so many questions about D/D builds recently.

Feedback much appreciated as always.

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Annotated roaming fights (Ele perspective)

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Posted by: Gokil.2543

Gokil.2543

Hey all,

I usually post these on the ele forums, but since this one is more about group fighting or more widely applicable principles when roaming, I figured I’d try here instead for once.

I often get comments along the lines of ‘I can’t see what’s going on but it looks cool’. It took me a while to remember how incredibly long it took myself to actually learn what’s going on in this game, especially when watching. So I decided to try and help people along a bit.

Nothing too major, but there is some guiding text-based commentary in the description for newer players (or rather, not super die-hard players), to get a bit of a better feel for what’s going on.

Hope you enjoy (if not the gameplay, at least the music)

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What Makes Celestial Fit D/D So Well?

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Posted by: Gokil.2543

Gokil.2543

D/D makes excellent use of literally every stat on cele amulet. On top of that it makes up for the lack of power and condi damage cele traditionally suffers from.

Power: Obvious
Precision: With mightstacking, is put to excellent use
Ferocity: Same
Vitality: Ele needs a couple thousand to be out of oneshot range. This is what bunker staff always suffered form
Toughness: Combined with protection and frost aura, is put to very good use since you tank and resustain so much damage
Healing power: This is where ele is the biggest outlier compared to for example engi. We have excellent healing power scalings. Both on healing ripple, water dodge, regen+soothing mist and even signet of resto
Condi damage: ring of fire+ the occasional cleansing fire/dodge burst.

[Walk] Elemelentalist
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Ele does damage

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Posted by: Gokil.2543

Gokil.2543

I would recommend One With Air instead of Zephyr’s Boon.

Yeah I’ve been considering that. With a pack rune setup perhaps. Might be better in hindsight.

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Ele does damage

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Posted by: Gokil.2543

Gokil.2543

Hey all,

I have returned with yet another instalment of ‘at least his music is good’. Turns out it’s pretty tough to make a video out of pvp highlights, so I kept it short. Also, these intros are getting out of hand…

Feedback more than welcome!

[Walk] Elemelentalist
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Staff Elementalist WvW! Need help

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Posted by: Gokil.2543

Gokil.2543

Running heavy celestial on staff is really outdated. Nowadays the motto is, go as much damage as you can and as much defense as you need.

I didn’t read it all, but I agree condition damage is a wasted stat, and healing power, while it isn’t bad, it’s generally not quite good enough.

I disagree on vitality vs armor though. Running minimum hp pool in a gvg setting is suicidal. You’ll literally die to a single life blast + procs. You need a couple thousand hp in my opinion.

[Walk] Elemelentalist
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S/F fresh air roaming action

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Posted by: Gokil.2543

Gokil.2543

Thanks guys!

I’ve pretty much dropped the icebow now. Used to use it a lot, specifically in pvp, but the new superspeed makes arcane blast worth taking imo.

@Avead You can still kinda play fresh air. The problem is, after a couple of games people know you and will hunt you across the map :/ not so fun

[Walk] Elemelentalist
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S/F fresh air roaming action

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Posted by: Gokil.2543

Gokil.2543

Hey all,

Even I get bored of D/D (and people hating on D/D) sometimes. That’s when I need some fresh air (HAHA SO FUNNY)

Trying with no chat cover and some slightly riskier music, let me know what you think!

Enjoy.

[Walk] Elemelentalist
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Lightning rod D/D roaming build

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Posted by: Gokil.2543

Gokil.2543

Hey all,

There aren’t really any up-to-date build guides, and I get this question an awful lot, so I made one.

It’s a fairly short video and nothing revolutionary build-wise, but I figured it could help some people.

Keep on keeping on!

[Walk] Elemelentalist
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Asura And FGS

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Posted by: Gokil.2543

Gokil.2543

Turn on auto-attack. I don’t know why it works but it does. Same thing with using air abilities during lightning whip animation. Only works with auto-attack on.

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Nerfing DD ele intelligently

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Posted by: Gokil.2543

Gokil.2543

Alright, it seems I wasn’t very clear. I didn’t mean for all these changes to be pushed to live, was just throwing ideas out there.

That said, looks like the consensus is to nerf burning and cantrip might.

I don’t particularly dislike these ideas, and I do agree that fire as a single line investment gives a LOT of damage. Between two 10% modifiers, 150 power and might stacking, it pushes ele damage really high.

On the topic of nerfing burn as a whole though, I feel like ring of fire and purging flames are in a huge way responsible for how burning as a whole seems to come off overpowered. Most times, if not every time someone gets vocal about burning (along the lines of ‘wtf that’s broken’) it’s connected to ring/purging putting at least 6 burns on them, while they feel they’re doing fairly okay avoiding most recognizable sources of burning (torch throw, drake’s breath,…).

What I’m trying to say is, I believe these two skills and their quirky mechanics are in a large way responsible for how ridiculous burn comes across sometimes, and so nerfing them is way more important to me than nerfing every other skill that inflicts burning, but is more interesting in its functionality. It’s got to a point where competent necros intentionally stack burns on themselves to transfer them back for ridiculous burst.

(fwiw, I’ve managed to stack upwards of 60 burns on myself with a single ring. Ofcourse that’s extreme, but still.)

I agree taking a stack off cleansing fire wouldn’t hurt, although I kind of like the depth that using this skill for damage vs saving it for when you need it brings.

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Nerfing DD ele intelligently

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Posted by: Gokil.2543

Gokil.2543

Please do not discuss if you think this is justified or not

So why open a thread in the first place?

To discuss how they should be nerfed, not whether they should be. Feel free to open another thread on that subject.

[Walk] Elemelentalist
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Nerfing DD ele intelligently

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Posted by: Gokil.2543

Gokil.2543

I am only against Nr.1, what you describe is l2p issue.

If you want to be good player, you have to learn what other class does. You can not expect to run around get over every AOE and rofl stomp things.

If there is a bad kitten fire ring on the ground don’t cross it.

For the auto cleansing fire it should only cleans one condition like Guardian Smite on heal and it should not give 3 stacks of might on cantrip use. Every DD Ele with fire line is running with 25 stacks of might without even thinking about it.

Like I said, there’s 10 different aoe effects on the ground on mid for example, wells, meteor showers, symbols, mortar field,… Don’t you agree it doesn’t make much sense for the ring of puny flames to be the most dangerous of them all. I mean of course you shouldn’t cross it, but getting oneshot by this skill is unnecessary and out of line.

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