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Fresh air ele viable in tpvp?

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Posted by: Gokil.2543

Gokil.2543

http://gw2skills.net/editor/?fFAQJArdhcMqe2zwzBf0ACAW4AQCoIKeFkBqhleDA-TJBFwAMOBA12foaZAAPAAA

Three thing worth commenting on:
Ice bow is mainly there for downed cleave, which you severely lack as fresh air otherwise, especially if you already used fire to kill the target. Ice storm is insane damage. If your target has no invuln stunbreaks or ground targeted blinks, it can be worth gambling a deep freeze lightning flash as well. If you have a thief on your team, the icebow can become much more dangerous with stab rip freeze from stealth and whatnot.

Sigil of hydromancy is there for a number of reasons. The main one being a form of inexpensive kiting. Fresh air really struggles when having to kite a melee opponent without using major cooldowns for it. On top of that it’s a really nice sigil to have to compliment major burst combos/clear blinds/proc fresh air.

One with air over bolt to the heart is again there for inexpensive kiting potential. A hydro proc + superspeed can create a pretty nice distance between you and whatever’s wailing away at you. Excellent vs medi guard too. Don’t forget to use superspeed just as you use FGS 3. The distance travelled is often enough to straight up drop combat.

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Fresh air ele viable in tpvp?

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Posted by: Gokil.2543

Gokil.2543

- 66002 is highly effective in 1v1. If you learn to not double up on blinds you’ll find yourself winning a fair few matchups

- The 2 main combos you need to master are the phoenix flash, and gale-dragon’s tooth. The second is not mechanically difficult at all, but you have to be able to count stunbreaks, and know when to go for it.

Gale-dragon’s tooth is far more important in actual matches. Especially engis and shoutbow warriors are very vulnerable to it.

P.S.: If you run with icebow, gale-deep freeze-ice storm is a pretty much guaranteed oneshot on anything that’s out of stunbreaks.

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[BNF] D/D Ele by Jathres

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Gokil.2543

Cool video!

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Dagger/dagger elementalist roaming #3

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Posted by: Gokil.2543

Gokil.2543

https://wiki.guildwars2.com/wiki/Endurance

Relevant part: Endurance regenerates over time, at a base rate of 5% per second and a max rate of 10% per second – effects which grant additional endurance regeneration do not stack beyond double the normal rate – for instance, any additional endurance regeneration while under effects of boon vigor (which already grants maximum increase in regeneration rate) has no effect.

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Dagger/dagger elementalist roaming #3

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Posted by: Gokil.2543

Gokil.2543

Rip. I mistook u for gnomez. must of been the g in the name. he runs a diamond skin zerk build.
As far as the might stacking goes, i rarely see you above 6 stacks of might. You can easily get 9 stacks if u just dodge rolled into the fire field in earth, used earth 4 and then used water 3. Leaping into a fire field doesnt take very long either.

at 2:14 and 3:24 it looks like u just did burning speed cuz it was off cooldown

http://gw2skills.net/editor/?fFAQJAoYhcMKcW5wzBf0AdAB5xpoRBlzbnB-TVCEABJcCA4SJImq/wkyFpUSlz+DtpDAgHAgbaBIDQ1WA-w

i run similar to this. notice the food I use.

The food is one stack for 5 seconds per dodge. Given perma vigor and 30 percent boon duration that’s 1.3 stacks of might uptime. One of the worst foods out there if you already have capped endurance regen (vigor).

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Dagger/dagger elementalist roaming #3

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Posted by: Gokil.2543

Gokil.2543

My old diamond skin? I’ve never run diamond skin in my life.

I appreciate the feedback, and I do realise the quality is pretty much unacceptably low. Trying all kinds of stuff to work something out.

On might stacking: in outnumbered situations, might stacking is often a luxury you can’t afford. Either because you will take too much damage for sticking around in your ring of fire, or because the target you’re training down will be able to create too much distance.

On top of that, might got nerfed and I’m not running a might rune nor a battle sigil. Being at 2.4k power without might I don’t need the stacks as much to deal respectable damage either.

Not saying I’m perfect but I got this comment quite a few times now and I feel it’s a bit misplaced.

Thanks for the other comment though. Build is in the description btw.

P.S.: Could you give a few examples of these bad burning speeds?

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Dagger/dagger elementalist roaming #3

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Posted by: Gokil.2543

Gokil.2543

Hey all,

Third instalment already! Added some concise notes on every fight, and a little bit of editing to make it more fluid.

Hope you enjoy!

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Ele PVE / WvW builds

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Gokil.2543

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ele seems to suck kitten in stronghold

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Gokil.2543

DD ele isn’t great I’d agree, but fresh air and staff are awesome. Abuse that icebow, pve for victory.

Too bad it’s not a fun gamemode in the slightest (to me).

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Beating Fresh Air kittenter Mesmer?

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Posted by: Gokil.2543

Gokil.2543

Outranging with gs can often take half the hp before the fight properly starts.

Shatter skills recharge at low hp is game changing for double distortion.

Distort early and aggressively, save a cooldown so you can properly wait out obsidian flesh. You should be winning this matchup most of the time, though torch obviously plays quite a big role in that.

Leaving clones up can be a good way to bait dodges or cooldowns, since fresh air has a very hard time clearing them.

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Pack Runes on Elementalists - WvW

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Posted by: Gokil.2543

Gokil.2543

When roaming in WvW (solo or small group play), permanent swiftness is an absolute necessity. That means going 02066 and spamming auras on cd or going 00266 and using pack runes. The advantage of the latter is that you get substantially stronger traits, however you lose out on the might duration (and possibly -condi) of the traditional hoelbrak/strength.

The getting hit thingy isn’t that big of a deal. The internal cooldown is 20 seconds. On D/D at least it will be proccing quite reliably.

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Aura ele in roaming squad?

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Posted by: Gokil.2543

Gokil.2543

Something like this maybe?

http://gw2skills.net/editor/?fFAQJAoYhcMqcW4wzBf0ANAC5hziJuQgFlyC-T1BEABtpHIn9HcS5HAPAAuUC+wJAIR1fIFg5atA-w

Since you’re low on sustain, vitality is quite an effective stat. Especially if you’re gonna play a bursty game. I went for full power primary to maximize the excellent precision and crit damage from air magic.

If any choices seem odd to you, just ask.

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Aura ele in roaming squad?

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Gokil.2543

This happens to be something I’ve put a lot of thought into. I’ll try to be concise:

- The gear is all wrong. I read that’s not the focus of your inquiry, but it’s still worth mentioning. A DD ele specced like yours doesn’t use the full spread of celestial very well at all. You’d want a very heavy focus on power primary since 6 in air support that very well. You also have very limited might stacking to compensate, which makes it even more important

- You seem to understand that this support shines most when supporting zerker heavy ‘gank-style’ parties such as focus parties in the GvG scene, but then you go on to mention thieves probably won’t benefit much. I wholeheartedly disagree. Thief is one of the scariest combos with an aurashare ele, since it will allow them to dive far longer and harder to score a down, and the ele’s offense won’t be wasted by having to peel back to the ranged dps to support them. Also, the tempest defense modifier can make for godly spikes if communicated with a thief’s basi.

- Having no energy sigil nor a reliable source of vigor is a no-go.

- This one is a bit tricky for me to word. Basically, such an ele will feel and play like a zerker. You can’t base a balanced party comp around this ele supporting. He’ll have far too little frontline presence to make anything happen. I’d advise ditching the frontline guard/war altogether and committing to a stealthy gank squad playstyle. Either that or ditch one of the zerkers for a cleave/control heavy spec such as engi.

Reading this back, I notice I come across quite arrogantly. Didn’t mean to. I applaud the idea, just giving my insight after having played/theorycrafted such a build before.

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Ele PVE / WvW builds

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Gokil.2543

Get a room already.

Seriously though continue this in PMs.

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WvW D/D runes: Hoelbrak instead of Strength?

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Posted by: Gokil.2543

Gokil.2543

In my opinion strength went from better than hoelbrak (when it had 7% modifier) to equally good (5% modifier) to worse (battle sigil/might nerf).

The one thing I feel people don’t appreciate enough about lemongrass/hoelbrak synergy (judging from this thread), isn’kittens ability to “counter condition users”, but rather to get rid of what I call trash condis. In my opinion hoelbrak is a little overrated as an ‘anti-condi’ rune on its own.

A condi player generally plays with 60-70 percent condi duration (some go up to 100). Say such a player uses a 10s base duration condition. His spec will boost that up to 16-17, your lemongrass+hoelbrak brings that back down to 10-11. Overall that means you only reduced the duration of his 16 second condition by 37.5%.

A non condi player will often have 0 condi duration. Meaning a 10 second condi applied by them will get reduced by the full 60 percent. Nearly every power spec in the game does however rely on some extent on conditions to get the upper hand. Being so resistant to these conditions is what can allow a dd ele to go wherever he pleases.

Couple (dramatic) examples of how much this freedom of movement can change matchups.

- You meet a power ranger. He entangles you. Entangle is a 1.5s immob every 1 second. With -60 percent condition duration that’s 0.6s per 1 second. You dodge out of his entangle after the first pulse. (Even a 30 percent condi duration read the wind power ranger)

- You meet a good thief. Over the years of fighting eles he’s learned to spike you with the chill after you leave water. You die a slow and painful death being chilled for 10 seconds as the seconds until your water attunement tick by agonizingly slow. Except you don’t cause it’s just a 4 second chill now.

- Mesmer sword immobs you. 3 clones come running at you. Nope 2s immob→.8s immob

- You walked through an ele ring of fire 3 times in the heat of a battle. 15s burn → 6s burn

Basically all this stuff that every power spec relies on to get its combos going or to keep you at a distance just falls off you, allowing you to save your cleanses so much more efficiently for the actual condition users. Even blinds will often be expiring before you clear them with a miss.

TL;DR: Hoelbrak is great, but not so much for countering full condi specs.

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Engineer magnet sound is (still) gone

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Posted by: Gokil.2543

Gokil.2543

For such an important skill, the loss of an audible tell is game-breaking (in my humble opinion). Should be an easy fix.

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Dagger/dagger elementalist roaming #2

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Gokil.2543

The larger scale fights had some pretty awful players in them, but the smaller scale wasn’t too bad imo.

Should see my other video for some really ridiculous players These weeks haven’t been as bad.

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Dagger/dagger elementalist roaming #2

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Posted by: Gokil.2543

Gokil.2543

It’s only 2 conditions every 10 seconds. And people who actually run condition builds will have a lot of + condition duration so even with -36% duration they will hurt you a long time. I often experienced being stuck with a lot of conditions AND those nasty 5 stacks confusion which completely take you out of the fight if you can’t remove them.

But maybe it’s just personal preference since I like to use water attument as a fearbreaker which means you must not be loaded with other conditions (I might be mistaken here).

Evasive arcana, elemental attunement and soothing wave is 3 per 10s

I’d love to get very in-depth about all the condi based matchups, but maybe now is not the time. I’ll probably do a duelling feature video soon with more information than anyone is gonna care about.

EDIT: I accidentally had powerful aura selected in the linked build. My mistake!

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(edited by Gokil.2543)

Dagger/dagger elementalist roaming #2

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Posted by: Gokil.2543

Gokil.2543

3 per 10s + 1 on 40s cd seems to be enough for me. That and -condi food ofcourse.

I cannot overstate how incredible – condi food is. I can usually tell within 1 minute of fighting when it dropped due to the sheer difference in my ability to move freely. It also allows you to save cleanse for when it matters.

Also kinda feel like soothing wave is underrated. Especially in wvw where you really want to save your water attunes sometimes, it helps to keep you going to down that one important foe.

As for group-oriented, I tend to swap to a cleansing wave/aurashare. This is actually what I find most effective solo

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Dagger/dagger elementalist roaming #2

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Gokil.2543

Hey all,

Second attempt at a video. Quality should be a bit better and the awful watermark is gone. Criticism still very welcome. I’ll answer any questions here or on youtube.

Hope you enjoy.

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6/6/2/0/0 Survival

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Posted by: Gokil.2543

Gokil.2543

I dunno why people never mention this, but running lava tomb is seriously legit. Going down is literally part of your dps rotation, since the double lava font + crazy downstate modifier are mad dps. Vs trash it will pretty much ensure a rally, whereas vs bosses it turns going down into not so bad a predicament as it would otherwise be.

Everything everyone else said is probably true, but on glass staff it’s not necessarily a bad idea to stick with the most dps attainable but just adding lava tomb for when you (arguably inevitably) go down.

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Staff Ele 1v1's in spvp

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Gokil.2543

Winning a 1v1 on a staff ele usually means full capping the point you’re fighting over, not killing the opponent. You should have enough aoe pressure to win most 1v1s that way. Don’t fight in between points.

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Dagger/dagger elementalist roaming funsies

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Posted by: Gokil.2543

Gokil.2543

What’d you prefer to see more content of? Outnumbered or duels? Informative or entertaining. DD or SF? I’d love to show some of the better duels loaded with matchup-specific tips, but I doubt there’s much interest.

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Dagger/dagger elementalist roaming funsies

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Gokil.2543

Thanks Diva!

The magnetic leap animation is far too long to be worth it in most situations imo. I tend to use it vs mesmers since their clones can stack crazy might on me, or in situations where I don’t feel threatened by what I’m facing. Mostly being locked in that animation costs me a ton of hp/cooldowns/ a one way trip to the waypoint.

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Dagger/dagger elementalist roaming funsies

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Posted by: Gokil.2543

Gokil.2543

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Dagger/dagger elementalist roaming funsies

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Gokil.2543

Hey all,

Since there’s been a lack of ele content creators on youtube as of late (come back to us intibro), I figured I’d try to chip in. Apologies for the quality issues and overall amateurish look, I’m new at this so be gentle.

Any questions/suggestions are welcome! Enjoy.

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Sigil Fire / Staff Abilities

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Posted by: Gokil.2543

Gokil.2543

It’s not just sigil of fire. There’s a vast array of things like lightning rod, static discharge, sigils of fire/air, … That seem to have different damage ranges when procced by different sources. I’ve posted it in the bugs section but I’m pretty sure noone monitors that forum.

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[Suggestion] Conjure Earth Shield Skill 5

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Posted by: Gokil.2543

Gokil.2543

Hi,
conjure earth shield skill 5 is fority 3s time duration 30s recharge, you become invulnerable, prevents capture points, you stay 3s being safe and can’t do anything

You can in fact use everything that’s instant,switching attunements,using instant utility skills without breakin the channel. The Conjure Earth Shield is very useful at least in an offensive build.

Shield #2: Block that lasts for 2 1/4 seconds. Blocks every ranged attack during that channel but only blocks 1 melee attack or w/e else. Also,if you succesfully block an attack(s) the recharge is halved to 4 seconds.

Shield #3: This is a 2 second AOE daze with a 600 range on a 12 second cooldown. This is invaluable in an 1v1 situation. If not for a daze/gap closer use it to get some distance from that pesky melee dude.

Shield #4: Unblockable AOE pull with a pull range of 400 and a range of 600. Pulls 3 foes and you get 2 second protection for each foe pulled. That’s 33% less dmg from 2-6 seconds.

Shield #5: 3 second invulnerability. And with the added effect that everything that’s inside that shield with you also becomes invulnerable.

Did a fun build with another ele a while back. We both used Ice Bow and Earth Shield. He used IB #4 and I combined that with ES #5 to secure the channel and then we switched and did it again lol.

But nevertheless imo this is a good choice (if not better) than any other utility skill we have atm for an offensive use. Especially if combined with focus. 7 sec invulnerability in a purely balls to the walls build? Yes please. Any day.

Sorry for bumping but people need to get their eyes up for this wonderful conjure.

I dunno why I even bothered testing this, but turns out it’s untrue. Obviously. #5 that is. I assume 2 is false as well.

Earth #2: My bad,it does only block one attack,but still.
Earth #5: Earth#5 is what I said it is. I just used it in a match. You can switch attunements and use instant skills like arcane ones or cantrips without breaking the channel.

It doesn’t make everything inside the dome invulnerable. It just doesn’t.

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[Suggestion] Conjure Earth Shield Skill 5

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Posted by: Gokil.2543

Gokil.2543

Hi,
conjure earth shield skill 5 is fority 3s time duration 30s recharge, you become invulnerable, prevents capture points, you stay 3s being safe and can’t do anything

You can in fact use everything that’s instant,switching attunements,using instant utility skills without breakin the channel. The Conjure Earth Shield is very useful at least in an offensive build.

Shield #2: Block that lasts for 2 1/4 seconds. Blocks every ranged attack during that channel but only blocks 1 melee attack or w/e else. Also,if you succesfully block an attack(s) the recharge is halved to 4 seconds.

Shield #3: This is a 2 second AOE daze with a 600 range on a 12 second cooldown. This is invaluable in an 1v1 situation. If not for a daze/gap closer use it to get some distance from that pesky melee dude.

Shield #4: Unblockable AOE pull with a pull range of 400 and a range of 600. Pulls 3 foes and you get 2 second protection for each foe pulled. That’s 33% less dmg from 2-6 seconds.

Shield #5: 3 second invulnerability. And with the added effect that everything that’s inside that shield with you also becomes invulnerable.

Did a fun build with another ele a while back. We both used Ice Bow and Earth Shield. He used IB #4 and I combined that with ES #5 to secure the channel and then we switched and did it again lol.

But nevertheless imo this is a good choice (if not better) than any other utility skill we have atm for an offensive use. Especially if combined with focus. 7 sec invulnerability in a purely balls to the walls build? Yes please. Any day.

Sorry for bumping but people need to get their eyes up for this wonderful conjure.

I dunno why I even bothered testing this, but turns out it’s untrue. Obviously. #5 that is. I assume 2 is false as well.

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FGS 4 Missing Buff

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Posted by: Gokil.2543

Gokil.2543

If you’re not planning on buffing it after all, at least let us know.

I think most of us however think you’re just not aware (still).

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S/F PVP

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Posted by: Gokil.2543

Gokil.2543

Heya,

Standard 66002 is V, VIII, XIII in the fire line, though lava tomb can compete with burning precision. Other traits are correct. Utilities are pretty much always arcane shield and lightning flash and a third that varies. Most popular options for this slot are arcane blast, mist form, ice bow, signet of earth, arcane wave. Each has their own merit.

Signet vs ether is debatable, but I vastly prefer signet on 66002. You’re so glass that ether is not worth channeling most of the time.

Not sure what you need elaboration on? I’ll answer any questions

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Did you know? Elementalist (2)

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Posted by: Gokil.2543

Gokil.2543

You flatter me Zelyhn

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Did you know? Elementalist (2)

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Gokil.2543

Figured this is quite a relevant place to post this.

http://www.reddit.com/r/Guildwars2/comments/2vdc7z/did_you_know_elementalist_2/

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(Bug) Inconsistent damage

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Posted by: Gokil.2543

Gokil.2543

Many if not all ‘proc’ damage sources that come from traits or sigils seem to be wildly inconsistent. Basically any form of damage that does not come directly from your skill bar (fire/air, static discharge, lightning rod,….) seems to have two set damage ranges that it switches between randomly, the lower one being around 40 percent lower than the higher one. I have tried to find some consistency, but to this day struggle to do so.

There have been some reports of this bug scattered around the forum, but it’s quite a sneaky one so it hasn’t gotten much attention yet. It is however a very very impactful bug.

A very basic example of the bug in action (do note that sigil of air is not the only thing this bug affects, not by a long shot):

Channeling arc lightning vs the indestructible golem, sigil of air procs for:

1163
1063
1053
1069
1123

Spamming hurl on the exact same build, sigil of air procced for:

700
659
649
598
670

TL;DR: There is a weird bug that causes all non-skill damage to fluctuate between two vastly different damage levels.

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Elementalists and gw1 throwback

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Gokil.2543

I love the idea, and think that this would be a great direction to push in if we ever got a new weapon. Something that can cater to mono-attunement playstyles.

For example freezing the cooldowns of attunement spells you’re not in. Or drastically slowing them.

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Possible to run combo Shatter/Phantasm Build?

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Posted by: Gokil.2543

Gokil.2543

1. I post some numbers from the wiki.

Ok, this is good so far.

2. You tell me that the information is very old.

Also good.

3. I say well that’s too bad.

Ah, this is where you went wrong. You didn’t say ’that’s too bad’, you decided to decry the failing state of the game based on an out of date table from the wiki.

4. You then tell me that you’re responsible for the numbers and how dare I criticize the numbers.

Not quite. I then tell you that I’m responsible for the numbers, and if having incorrect numbers offends you so much, I’ll happily spend another 3 hours updating them I get paid for it.

WOW, my mind is blown.

I feel bad for you.

You should listen to your doctor.

I generally do.

Jesus Christ you sound so sad and lonely. There’s nothing more to say.

Anyways I was never even addressing you.

Have a good day. Try to get outside and get a walk in.

You’re on the fast lane for a ban friend. Keep up the attitude.

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Best Dueling Spec?

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Posted by: Gokil.2543

Gokil.2543

Two allround effective dueling specs are the meta dd ele, and a 66002 S/F ele.

Besides those 2, there is a lot of potential for ‘build wars’, mostly springing from the earth magic trait line.

You can build near-immunity to direct damage with an apothecary signet condi ele, sitting at absurd amounts of armor (3.5k+ if I’m not mistaken). This spec easily destroys heavily power-based matchups.

Diamond skin on the other hand hard-counters a lot of the condi specs running around.

Both the counter builds suffer in general versatility though. Also, while there are certain specs that can be very troublesome for S/F glass, D/D has no such thing. Only very few matchups are not in your favor, and those that are are not impossible.

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S/D Thief in WvWvW

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Gokil.2543

I wish there was a way for us to keep condition management and get to the ‘Rock Solid’ then this matchups would be so much easier but giving up the GM traits from Water and Arcana hurts so much.

I’m unsure of why you would think ‘Rock Solid’ would help you in this matchup. My best guess is that you’re running ether renewal, which would be a terrible idea. I could go on for a whole page about ether vs signet, but take it from me that ether is vastly inferior vs a power thief. If he’s at all capable he’ll just jump on you while you’re channeling it and completely negate the healing you do by the 3s of free cast you give him. Not to mention he could just interrupt it with steal.

By the way, on almost every S/D build, steal will rip stability and then daze, meaning not even stability will ensure your ether goes off unhindered.

0xx66 is all the cleanse you’ll need. Either soothing wave or soothing disruption will compliment the burst cleanse from water attunement nicely.

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S/D Thief in WvWvW

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Posted by: Gokil.2543

Gokil.2543

Most of it just comes from experience, but here are a few tips.

- Tapping left and right while he’s in shortbow will cause his autoattacks to miss
- The only moments you can reliably hit an S/D thief is during the last half of the SB 3 and sword 3 animation.
- Try to stay on top of your condition management. Both chill and poison are very dangerous for an ele. Handling them well will make sure you keep the upper hand.
- Don’t waste your shocking aura. This is the best way to deal with constant shortbow resets. Shocking aura has a relatively short cooldown, and if you manage to sync it up with his steal, you’ll stop his assault dead in its tracks.

As you said, it may be wise to not chase him too hard when he’s in shortbow. Use the time you’re given to stack some might. Maybe try a churning even.

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oh wait... this video though

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Posted by: Gokil.2543

Gokil.2543

Sometimes you forget what the class used to be before all the nerfs…
kitten we used to do like twice more damage.

Only on crits though. Meta D/D used to run about 5-10 percent less crit chance than it does now, but with a whopping 50 or more extra crit damage. The shift in damageover time is not that crazy, but the big crits were sure as hell a LOT more entertaining to play. 5 digit churns/fire grabs man. So good.

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S/F burst roaming in WvW

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Posted by: Gokil.2543

Gokil.2543

You’re welcome, and I totally agree S/F is the superior setup. As long as you have fgs slotted and have good awareness, you can make do without RtL mobility.

I personally run 66002, and find that the increased damage and blindspam are more effective at keeping me alive than a little healing which doesn’t help much on a 2k armor build. Might wanna give it a shot. The burst cleanse from burning fire gives you the upper hand in almost every duel.

One last thing, I noticed you used maintenance oil in your reddit post, I’d strongly advise changing that to sharpening stone, since the overall damage is much better.

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S/F burst roaming in WvW

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Posted by: Gokil.2543

Gokil.2543

Some feedback:

You’re really quite slow with your combos. There were countless points in the video where your opponent was within oneshot range from an airburst, a flash airburst or an arcane airburst. For some reason you seemed to wait very long until swapping to air for a burst. At first I thought it was to ensure the bursts landed, but after a while it became obvious it wasn’t.

If you rewatch the video, pay attention to what you do when you get initiated upon from stealth. More often than not, it’s double dodging, acquiring target, then counterbursting after a couple seconds. Learn to tab target and counterburst within your first dodge. That plus learning to use way more air bursts overall (abuse that fresh air), and you’ll find yourself winning this matchup consistently. A simple magnetic wave+air swap will hit the thief harder than he will hit you. Throw in arcane and flash and he might be dead if he’s not careful. If you have the time, learning the phoenix flash combo is definitely worthwhile.

Liked the music though.

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oh wait... this video though

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Posted by: Gokil.2543

Gokil.2543

I miss those pre april 15 crits… :-(

+1

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Arcane Echo

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Posted by: Gokil.2543

Gokil.2543

I’ve thought about it too.

Arcane echo would allow you to recast the last ARCANE skill you cast, putting it on double the cooldown of the skill you echo’d. This would be far easier to balance, and adds some interesting mechanics. Do I go for the arcane shield echo and take the huge cooldown for what it is, or do i double spike with arcane blast and make excellent use of on-elite procs such as lyssa.

Could add some bonus effects on the echo’d arcane, such as double blast on wave, cleanse on shield, respectable damage on brilliance, unblockable on blast and +2 charges on power.

Edit: Very similar to leblanc’s mimic from League of Legends in other words.

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Roaming in WvW as a D/D celestial ele...

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Posted by: Gokil.2543

Gokil.2543

Try something like this:

http://gw2skills.net/editor/?fFAQJAoYhcM6cW5wwBf0APAC5hv2JKQ5qJfC-TlSDABss/QUKhoS5zmq/UxJAAOdAAYCSBlgS8AAiTLgAgWA-w

It doesn’t really matter where you put your celestial, but try to stay between 100-200 points of allstat. More than that and your damage will likely suffer. A good power rune is kind of mandatory to get your damage up to acceptable levels. Also, sharpening stones make a huge difference for a relatively cheap cost.

-Signet is more offensive than ether, and will allow you to keep up the pressure much more effectively. Especially great if combo’d with – condi duration food

- Perma swiftness is kind of a must so I moved 2 from earth to air, freeing up a utility in the process.

- Battle sigil is by far the best sigil for D/D. I replaced doom since it kind of falls off when fighting multiple opponents, but you can replace energy as well. If you stack it easily, bloodlust is also excellent.

- Cantrip mastery>cleansing wave imo.

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sigil halp

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Posted by: Gokil.2543

Gokil.2543

I’ve been dabbling into staff as well lately, and my build is remarkably similar to yours. I assume you want to take this build into WvW.

This is what I run:
http://gw2skills.net/editor/?fFAQFAWhMMqc25wwBf0AWAGxSQIQcAoA8BLuE2BA-T1BEABMt/oMQR1faSpnf6AAUJIAPAgHuAAkBYZLA-w

Bloodlust/battle/energy are the big 3 sigils for WvW staffing imo. Neither force nor accuracy come close in the damage they can provide. If you have warriors to provide you with vigor and/or have some decent vigor uptime from soothing disruption, go battle over energy.

Also:
- Blasting staff is indispensable. Final shielding is pretty bad overall tbh. Very unreliable.
- Air training doesn’t do much since your damage will likely not be concentrated in the air attunement. I’ve found soothing winds to work rather well (who would have thought)
- I don’t get the signet of air. Sure it’s a short cd stunbreak but staff is not continuously in the fray, so doesn’t benefit from its short cd whatsoever. Having that 6 seconds of powerplay when you do get focused from armor of earth is far better imo. A single stunbreak can’t save you from being focused the way armor can (think hammertrain).
- My build uses double >90 percent modifier to abuse the time we get to free cast. This is mainly because I run with some shout warriors to keep me topped off when hitting retal. It’s preference however and pack runes are by no means bad.

i dont zerg. 90% hp mods are a waste when roaming with staff. esp when thieves will jump you from 1500 +range. most of my damage actually does come from air esp when chaining lightning rod. i use sig for blind more then the breaker for backstabs and evis and other heavy hitting attacks. im not looking for build advice just sigil. my build is how i like it and it works for me. also final shielding saves me alot esp when i use arcane shield instead of LF i get to block 6 attacks and if they are melee they will be hit with damage when it breaks. it surprises many people because not that many people use it and blocking 3 attacks from thief/ mesmer/ ele can be game changing

Solo roaming staff is terrible, but good luck. Small scale staff is still not great, but what I said does apply to it.

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sigil halp

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Posted by: Gokil.2543

Gokil.2543

Bloodlust vs force depends on how often you die and your total power. Takes 5 kills to get full bloodlust. A lvl 80 weapon ~1000 attack plus 2000 power ~ 3000 attack, so 5% damage ~ 150 power. Bloodlust is equal to force after you kill 3 people.

Attack is an irrelevant stat. Hence it got removed from the equipment tab.

10% more power means 10% more damage. You’d need 5000 power for force to be better than a stacked bloodlust sigil.

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sigil halp

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Posted by: Gokil.2543

Gokil.2543

I’ve been dabbling into staff as well lately, and my build is remarkably similar to yours. I assume you want to take this build into WvW.

This is what I run:
http://gw2skills.net/editor/?fFAQFAWhMMqc25wwBf0AWAGxSQIQcAoA8BLuE2BA-T1BEABMt/oMQR1faSpnf6AAUJIAPAgHuAAkBYZLA-w

Bloodlust/battle/energy are the big 3 sigils for WvW staffing imo. Neither force nor accuracy come close in the damage they can provide. If you have warriors to provide you with vigor and/or have some decent vigor uptime from soothing disruption, go battle over energy.

Also:
- Blasting staff is indispensable. Final shielding is pretty bad overall tbh. Very unreliable.
- Air training doesn’t do much since your damage will likely not be concentrated in the air attunement. I’ve found soothing winds to work rather well (who would have thought)
- I don’t get the signet of air. Sure it’s a short cd stunbreak but staff is not continuously in the fray, so doesn’t benefit from its short cd whatsoever. Having that 6 seconds of powerplay when you do get focused from armor of earth is far better imo. A single stunbreak can’t save you from being focused the way armor can (think hammertrain).
- My build uses double >90 percent modifier to abuse the time we get to free cast. This is mainly because I run with some shout warriors to keep me topped off when hitting retal. It’s preference however and pack runes are by no means bad.

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37K firegrab in pvp

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Posted by: Gokil.2543

Gokil.2543

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Any Blinding Ashes build?

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Posted by: Gokil.2543

Gokil.2543

66002 S/f is an absolutely top tier 1v1 build. Does a metric ton of damage and is near untouchable through the defensive cooldowns and the blindspam.

Gear is full zerk or very close to it. Rune is preference, but scholar is nice.

It is good in a pvp setting. Not so much in wvw id say.

Agreed. Though that can be said about anything that’s not xxx46 DD ele (and staff for zerging). I run blinding ashes scepter somewhat often and it’s good fun.

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