imo the only nerf that should happen is to the max amount of might stacks in s/tPvP. this will not only harm eles but they will also benefit from that when other might stacking classes hit less.
i’d say remove the max stack size to 15 (or maybe 20 for a start).
Note that the Ele’s boon dependency can also be its downfall
this is right but the same applies for soldier warriors. and the reason for the ele’s sustain is might stacking.
I really don’t feel like their dps is the problem, the amount of healing with Celestial is.
imo the only nerf that should happen is to the max amount of might stacks in s/tPvP. this will not only harm eles but they will also benefit from that when other might stacking classes hit less.
i’d say remove the max stack size to 15 (or maybe 20 for a start).
Note that the Ele’s boon dependency can also be its downfall
You think Churning Earth needs a revamp? And it’s one of the only balanced skills in the game atm? Sry. But what are you smoking?
You claim to have been playing elementalist for almost 1600 hours, and still havn’t realized Churning Earth is one of the only well designed skills. In a 1v1, yes it’s hard to land, but I land it regularly in teamfights with Lightning Flash or via being stealthed.
Can people please stop posting suggestions when they have absolutely no clue how to design/balance a game.
The Churning Earth revamp is completely ridiculous, and the other suggestions won’t change anything at all. So why even bother?
Sry I’m being harsh, but I think it’s necessary. If Anet went in this direction, oh boy.I don’t think you have enough experience fighting teams that know what they’re doing if you feel like CE is completely balanced. While there are team oriented scenarios that make CE a great skill, the cons far outweigh the pros. You mention using CE + LF… this strat wont work a great majority of the time when VSing an experienced player. I also mentioned using CE in shadow refuge and how it was a great tactic, I’m left to believe that you did not take the time to fully read my post.
The problem isn’t that CE is COMPLETELY useless, the problem is that CE is rarely viable.
CE is probably the only skill where people have to think before activating it:
Do I use CE now, or will it be better for me to wait and initiate in a teamfight where I’m unexpected?
Some other skills such as Shocking Aura can have the same effect, where it can be used to chain a lot of CC or use it mainly for defensive purposes.
Furthermore, Shocking Aura and CE can actually be combined to land a rather unsuspected strike. Since most people in GW2 spam their skills, timing a shocking aura correctly will stun people the moment CE goes off.
However, thats two abilities. If Churning Earth was revamped in a way that allowed people to detonate it faster, it would probably just be used as another spammable skill to grant a few conditions. So, another incredibly boring skill with zero risk/reward factor. I’m pretty sure that is NOT what you want, you might not know it though.
Rather fix a lot of the spammable skills on other classes, and that way make the risk in CE more worth it.
Any skill with over 3/4 of a second cast time gives enough time to become fairly easy to dodge. 3 1/4 seconds is a tad too much reaction time… I understand where you’re coming from, I like tactical combat as well, but that amount of time to cast 1 skill is just too much time to allow players to react and dodge.
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@OP:
and what nerfs do you think ele needs? You can’t just talk all buffs.
A nerf to sustain if anything, I don’t know how Anet should deal with the abundant sustain Ele has. If healing is nerfed in general then stat combos which don’t need a nerf, will be nerfed, for example, zerker stats.
Celestial amulet + str runes is what brought eles from being a kitten class to slightly over the top. Perhaps one of the two needs to be toned down.
Considering the mesmer class is basically the warriors bane, I find it hard to believe the issue was the warrior being “OP”, and more so that he outplayed you.
You think Churning Earth needs a revamp? And it’s one of the only balanced skills in the game atm? Sry. But what are you smoking?
You claim to have been playing elementalist for almost 1600 hours, and still havn’t realized Churning Earth is one of the only well designed skills. In a 1v1, yes it’s hard to land, but I land it regularly in teamfights with Lightning Flash or via being stealthed.
Can people please stop posting suggestions when they have absolutely no clue how to design/balance a game.
The Churning Earth revamp is completely ridiculous, and the other suggestions won’t change anything at all. So why even bother?
Sry I’m being harsh, but I think it’s necessary. If Anet went in this direction, oh boy.
I don’t think you have enough experience fighting teams that know what they’re doing if you feel like CE is completely balanced. While there are team oriented scenarios that make CE a great skill, the cons far outweigh the pros. You mention using CE + LF… this strat wont work a great majority of the time when VSing an experienced player. I also mentioned using CE in shadow refuge and how it was a great tactic, I’m left to believe that you did not take the time to fully read my post.
The problem isn’t that CE is COMPLETELY useless, the problem is that CE is rarely viable.
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Changes that were made to ranger mauk skill, widening the hit box so its essentially a I80°/ full frontal semi circle smash , would be perfect fire lightning touch and fire grab.
As it is now its pretty finkey and you can miss even when it seems like it has landed. With a similar change, sence maul suffered from similar issues, it would become a better finisher than it is now.
I kind of like that fire grab takes a little bit of “anticipation aiming” to land, but I don’t think it would hurt to slightly improve the hitbox either, a fire grab that would hit anyone in your entire front arc is a little too much imo, lots of people would start crying in tpvp.
I feel like anet is pretty on top of their game right now with these changes, they all seem to make sense. No complaints on any changes.
What bothers me most about this nerf is that theif is the squishiest class with the worst healing and condition cleanses because they have active defense you are suppose to you use the theif toolbox as the devs like to call it to avoid getting hit in the first place.
Now they nerf this and sword without compensation i cant see how that is balanced.
ACTUALLY! When I was looking into the GW2 wiki posts on how that sword #3 is being revamped it seems like you will be able to evade much more often now, with the expense of 1 extra initiative cost. Sounds like a buff to me! It wont turn over to lancerous strike unless you hit but hey that means more evasion too!
If it was up to me I’d rather just have the duration on Black Powder lowered so thieves can’t get as much stealth out of one black powder use. Stealth in general needs to be changed. Give Thieves and Mesmers defense in other ways instead…
I’d much rather see the abundant stealth abuse on a mesmer go before thieves stealth ever gets touched.
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I can agree with pretty much all of the above, although idk if focus should really become… stronger? I feel like a teleport on top of what focus can do now might make offhand dagger a useless weapon choice. I really hope they look into those auto attacks for dagger main hand and revamp churning earth… My mind will be blown if they leave CE untouched.
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Eviscerate is the thread topic smart one, I named plenty of other skills that are comboed with it as well, yet you still act like I’m not even seeing the big picture. Take the time to read, and think. You state that you will run out of endurance just dodging Eviscerates, what kind of statement is that? That skill is available every ~8 – 10 seconds… A dodge should always be available for every eviscerate, with another dodge left over too if you didn’t already use it to prevent shield bash or pindown or w/e else the warrior may have thrown at you prior to eviscerate.
I don’t play warrior anymore, I vs them, and I don’t want to see a class that already has a disadvantage because of all their insanely highlighted telegraphs become less of a challenge.
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Coming from someone who takes duels very seriously, and loves SPvP. Warriors don’t seem very OP to fight unless they use Bolas/kick with hammer. Yeah some of their f1 skills do hit very hard, but their burst skills are also just oh so easy to dodge. Eviscerates animation is incredibly distinguishable.
“But what about the pindown, eviscerate combo? What about Shield Bash, eviscerate? What if the warrior tries to CC you first?!”
Pindown also has a fairly noticeable animation to it which makes it pretty easy to dodge, although I’ll admit it ain’t an easy skill to see when warriors go n make them selves all bright and shiny with very light white armor. Shield Bash is another skill which is very easy to dodge since there is a slight pause before the shield makes contact with you. Warriors are easy to read… Very few of them will be a challenge to an experienced player.
If you’re having major problems with eviscerate, at least in SPvP, its probably a L2P issue. But that is good yes? This means you can fix your issue and overcome it, go to a duel server and find a warrior to start practicing your dodges with.
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Axe is fine IMO, if you’re getting hit for 12k with an eviscerate well then you’re paying the price for being glass.
What DOES need some re-work though is hammer stun chains, and killshot. Have you seen multiple glass warriors using killshot together? Hory sheet that stuff is bananas
I got hit for 10k with 2900 armor. So glass equals not maxing to 3500 armor…
This sounds like a WvW problem, where all hell breaks loose and tons of broken builds for every class are available. Try playing in SPvP
Irrelevant but…
On my demi-god I just stand there with my healing sig and adren health and autoattack… If the bleeding gets overwhelming I just clear it with my warhornThere we go…
Fixed that for you.
I think the OP was asking about how the other professions that don’t have the armor, health, and damage that a Warrior has deals with said Thief. I doubt many Thieves can actually out-damage a Warrior’s heals one versus one.
Thanks.
You obviously have not participated in enough 1v1 then, the warrior class is not as invincible as you try and make it out to be… No I don’t main warrior, nor do I hardly ever play one.
As an Ele with 3.5k hours, dual Incinerators, and Meteorlogics, I think that ArenaNet need to leave D/D alone and focus on the other weapons.
D/D is already stupidly strong especially with Celestial gear/amulet. Focus skills could use a look at. As could chill affecting attunement swapping. But please for the love of god do not buff D/D specifically any more.
Thanks,
Jam
“That” Mag roamer.
I’m not sure how this thread got turned into a boasting match about pve gear, we are discussing pvp here folks >.>
All weapon sets should be looked at, for every class, its not fair to say weapon X shouldn’t get rework even though it has a completely useless skill because Y class is already very strong with that weapon. Buff every weapon set, nerf where its needed and create change, change is good.
I’m already expecting nerfs to might stacking and/or sustain for eles, which will kind of suck because then stat combos like the zerker amulet in SPvP(One of my favorites!) will probably never be seen again, at least not on d/d! Then again who knows, maybe after the new skill bar patch hits the shelves we’ll all reconsider how powerful our elementalists feel.
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Axe is fine IMO, if you’re getting hit for 12k with an eviscerate well then you’re paying the price for being glass.
What DOES need some re-work though is hammer stun chains, and killshot. Have you seen multiple glass warriors using killshot together? Hory sheet that stuff is bananas
Inb4 someone claims it’s balanced because of the “telegraphed animation.” I’m just a bad player who should’ve exploited its weakness to dodging!
When a warrior up close, the only “telegraphed animation” you’re going to see from a 12k eviscerate is your character going instantly into down state.
No, this particular event only happens if you’re bad at paying attention, lol.
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I am getting close to 1600 hours under my belt playing this class. The goal here isn’t to attempt to get Guild Wars 2 to buff the class into oblivion, my objective here is to simply give the devs some insight on a hardcore PvPers perspective of this wonderful class. Keep in mind I mainly spend most of my time in SPvP, but have also achieved rank 200+ in WvW just solo roaming while also participating in small groups.
The changes I propose will be based off my SPvP experience. Lets get started.
Lightning Touch- http://wiki.guildwars2.com/wiki/Lightning_Touch
The cast time of this skill is 3/4 a second, the overall damage is much lower than a standard auto attack in air, the only real benefit you’ll obtain out of this skill is the weakness. Therefore this skill(when used tactically) is used strictly for defensive purposes, using Lightning Touch takes away from the pressure you could put on your enemy. This skill can also be difficult to actually land due to minor latency issues vs small hitbox.
Ideas on how to revamp Lightning Touch
-lower cast time to 1/2 a second
-create a radius around the elementalist when casting the ability, similar to Frozen Burst.
-slightly increase the weakness duration.
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Vapor Blade – http://wiki.guildwars2.com/wiki/Vapor_Blade
This auto attack from the water line is extremely subpar. The blade’s travel speed is extremely slow, so slow most of the time the attack can be completely avoided. The damage is also so minor, even if you were to land this skill on your opponent, it doesn’t seem to provide the kind of benefit that would make you want to use this skill.
Ideas on how to revamp Vapor Blade
-turn the vapor blade into a homing missile
-increase the duration of the vulnerability
-increase the amount of vulnerability your opponent receives when landing this attack.
-increase the hitbox size of vapor blade
-increase travel velocity
-revamp/replace the skill
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Magnetic Grasp- http://wiki.guildwars2.com/wiki/Magnetic_Grasp
This skill on paper is great, and the skill it self IS great… when it lands. Need I say more?
Magnetic leap, the chain to Magnetic Grasp, has problems of its own as well. Like making you travel in a direction that leaves you even further away from your opponent than you were before using it!
Ideas on how to improve Magnetic Grasp
-increase the projectiles velocity
-increase range from 900 to 1200
-turn the projectile into a homing missile
-increase the travel velocity of magnetic leap.
-give magnetic leap an evasion property while being used
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Churning Earth – http://wiki.guildwars2.com/wiki/Churning_Earth
Don’t get me started on this skill, Churning Earth is the bane of every elementalist’s existence, a double edged sword if you will. I could rant for hours on how useless it is, or even complain about how broken it can be when being used inside of a shadow refuge. Lightning Flash anyone? Overall though I feel the skill needs to either be completely replaced or heavily revamped in a manner that leaves the elementalist potentially wanting to use this skill in any battle they find themselves in.
Ideas on how to improve/revamp Churning Earth
-heavily reduce the cast time (and damage accordingly)
-implement an early “detonate” option. (damage scales accordingly)
-while the skill is channeling, reflect missiles
-replace the skill entirely
-allow the elementalist to be on the run while channeling, self snare included while channeling.
-Churning Earth creates a rocky shield around the user which detonates if being struck, ends if leaving earth attunement. (Should the skill still channel? Damage revamped accordingly)
————————————————————————————————
Although there are other skills which I believe need some reworking, these are the ones at the top of my list.
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Try playing the bunker ele against LB-axe/sword warriors though, not so bunkerish anymore!
I destroy this kind of warrior with out even having to dodge most of the eviscerates, pindowns, or arcing arrows, thats pretty much the source of all their damage… Hammer/ longbow on the other hand… Its nice to at least have to utilize dodge properly and not solely rely on heals and might stacks which come easy.
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I agree with bunkers being too strong.
lol. Bunkers are not “too strong”, it’s just that our other options are extremely poor.
Just because other options may or may not be poor doesn’t mean the bunker build isn’t over the top. A GOOD bunker ele build.. at least in my opinion, is a tad too forgiving. Keep in mind all I do is ele, I’m not a hater
Dagger no. 5 in earth is a fun combo with lightning flash, you can teleport while it channels allowing you to hit almost 100% of the time.
You’re funny
I don’t mind how the diamond skin trait works but I do think there should be some kind of animation around the elementalist letting others know the trait has been selected and is active.
IDK if I’d personally consider the mesmer class to be OP, as much as I’d consider GW2’s potential abundant stealth mechanic to be so daunting.
I agree with bunkers being too strong. Would be nice if bunkers were not based on healing done and maybe instead given some short term damage mitigation skills to block bursts instead. More skillful play, less mindless healing.
Speak up Anet, I need a reason to come back to this game.
IMO if class A’s kryptonite is Class B, then class A should have a possible way of countering class B’s kryptonite.
Provide Counter play- https://www.youtube.com/watch?v=BRBcjsOt0_g
(This video explains it much better than I ever could)
Fix Leap abilities- A few skills which cause your character to leap forward don’t end up making you leap in the intended direction.
Fix pet pathing – Pretty self explanatory imo.
Revamp kitten minor traits – All minor traits should become valuable, many are lacking any good reason to choose them.
Provide trait diversity- Too many traits directly compete with each other, leaving many Adept/Master/Grandmaster traits out of the question. In my opinion this is how you can accomplish trait diversity…
When designing Adept/Master/Grandmaster traits, design only one of the following in each trait tier:
-Offensive trait(Damage)
-Defensive trait(Defense)
-Support trait(Group aid/heals)
-Utility trait(Additional effects bestowed upon current abilities)
-debuff trait(Boon removal, snares, chill, etc.)
-hybrid trait(A combination of two of the above options)
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as title wich is best tactic or combination and boss to do them ? wich weapon and set is better ?
I ran 5/0/0/3/6 with d/d +food to beat subject 7 with 3 gambits for the achievement.
Gambits: cripple, bleeding, frailty.
utility: Arcane shield, glyph storm in earth, lightning flash, elemental glyph(Fire)
you have to dodge a good majority of subject 7’s attacks if you want to win. I was running mainly celestial ascended armor + some zerk/cavalier jewelry.
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Meh, you people who oppose stacking/skipping/berserker gear typically don’t do dungeons often enough to warrant a change in your favour.
I hope these topics at least serve as a means of getting like minded players together. PM each other, form a guild or something.
Some people would prefer a challenge. Do you really prefer running the same dungeon doing the same boring thing over and over, no challenge whatsoever? Without the challenge running a monotonous dungeon becomes “work”. This is bad… Increase the difficulty and reward the player accordingly for completing a difficult task.
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How about a new line of code that says something along the lines of
<if player doesn’t move x amount of range after x time-frame, then mob starts to kite you?>
Or perhaps monsters in dungeons could get telegraphed skills which required you to either dodge, move out of the way or die
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They don’t have to share exact details, I personally don’t care how long it takes… I just want to have a rough idea on whats going on :|
I simply want to know more about what Anet is working on behind the scene, can we have more updates on whats happening internally? I’m sure most people probably don’t really care but I’m weird and do care, I want to see whats going on behind the curtain :/
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we do have tools to counter ‘range spamming’ classes.
http://wiki.guildwars2.com/wiki/Chilled
http://wiki.guildwars2.com/wiki/Crippled
with most builds in mind, its not enough to keep some classes at range with their excellent condi removal and mobility in mind, it does do the job vs most though.
I hate when ppl compare celestial to soldiers and only consider the dps potential…
If you can keep your opponent in your storm with your abundant amount of cripple from GoEP while two elementals are beating on your opponent then I could see this build working out for a duel or 1v1. I can’t see this providing amazing team play potential, but perhaps I am wrong
“Hey, who is that?”
peers into the distance
“Oh, it’s that extremely distinctive Elementalist, Attunejam!”Hello fellow Elementalists! You probably know me. I am a very well known and skilled Elementalist. If you haven’t heard of me then you most likely are very new at Elementalist and are probably really bad, anyway…
I’ve pioneered the new imba Elementalist build.
http://gw2skills.net/editor/?fFAQJAoYhUMKa20wqBd0AUACxclEOIQ5l/KC-TJxHwADOBAn3fAwDAoYZAA
This is my glyph Elementalist build. Don’t be too disheartened if it doesn’t work for you straight away! Practice makes perfect. Some of us #elitism Elementalists are better than others afterall!
I won’t mind if you remember my name and argue that I am the founder of this new OP build. Attunejam is a synonym for “Betterthan” just fyi.
Have fun with this build, everyone!
Love from your friendly, distinctive, neighbourhood Elementalist.
-Attunejam. ^^ (“THAT” Dual Incinerator Mag Roamer)
Nice arrogant introduction
Let’s try this again.
Out of combat weapon swapping. Out of combat weapon swapping.
Out of combat weapon swapping. Out of combat weapon swapping.
Out of combat weapon swapping. Out of combat weapon swapping.
Out of combat weapon swapping. Out of combat weapon swapping.
Out of combat weapon swapping. Out of combat weapon swapping.
Out of combat weapon swapping. Out of combat weapon swapping.
Out of combat weapon swapping. Out of combat weapon swapping.
Out of combat weapon swapping. Out of combat weapon swapping.
Out of combat weapon swapping. Out of combat weapon swapping.
Out of combat weapon swapping. Out of combat weapon swapping.
Out of combat weapon swapping. Out of combat weapon swapping.You guys follow?
I must find meaningless reason to argue and state that it would be OP.
Copied from the list I compiled when comparing active defence between classes. I actually missed out blinds, cc and forgot about burning speed. Ele has the most options compared to other classes which makes sense as they are also the squishiest. Obviously not all of them are good. But theres plenty of choice and Im sure you can incorporate a lot of these into your build without much sacrifice.
Ele – 4 Projectile block/reflects, 3 Blocks, 3 Invulns, 3 Evades, 6 endurance regen – 19 active defence options
Magnetic Aura
Magnetic Wave
Swirling Winds
Ring of Earth
Arcane Shield
Final Shielding
Stone Sheath
Mist Form
Obsidian Flesh
Fortify
Burning Retreat
Burning Speed
Updraft
Phoenix
Renewing Stamina
Soothing Disruption
Vigorous Scepter
Zephyrs Focus
Arcane Energy
It doesn’t really make sense to just throw all potential damage mitigation skills into one list, you can’t obtain all of these in one build, you are creating an unrealistic point of view.
I may be wrong but I believe the OP wants a play style which better offers high risk for high reward. Think Counter Strike, one man can outplay an entire team if hes good enough and its all about skill, not build. Unfortunately MMORPGS just don’t offer this level of play style, yet…
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I don’t know man. I like the idea, but Ele’s have plenty of ways to close in gaps.
Because we’re talking about Windborn Dagger, I’m going to assume we’re talking about D/D builds.
Yeah, we can close gaps Blazing Speed, which doesn’t cover much distance, or we can use RTL, which has a 40 second CD, or we can try our luck with Magnetic Leap, which rarely ever hits if there’s a small variation in elevation between you and the target.
In my opinion, our gap closers are pretty lame and take way too long to come off CD, or just don’t hit unless you’re right next to your target, and what’s the point in a gap closer when you have to use it without a gap to close?
Don’t even get me started on the gap closers of other classes. Thieves can just 22232222 at you until they’re right on top of you. Good luck shaking that off.
Personally, I really like Windborn as it is now. The perma speed is nice, but it’d be nicer if it also gave some speed while rolling as well as the perma speed. I don’t think that’s too tall of an order.
If magnetic grasp became more reliable and the follow up a tad less buggy I’d be more than satisfied, super speed while dual wielding daggers would just be icing on the cake, since it would probably mean dropping renewing stamina.
I don’t know man. I like the idea, but Ele’s have plenty of ways to close in gaps.
We do have some good gap closers on d/d Ele. Regardless of these gap closers it bugs me that a couple builds have the capability of spamming snares/immob/chills and kiting you for 50% or more of a fight. If magnetic grasp was more reliable that would be really nice. D/D is so fun to play, but also so frustrating when you fight a kiting build and have no option for ranged attacks/gap closers.
Just respond in kind. If they’re using all that you ought to use the same on them, no way that they can escape. I can charge ‘m with 12 seconds of chill, several seconds of immobilize, cripple, gap closers and CC’s all the while outputting tremendous damage. Enough damag to take down everyone who’s stupid enough to stay right next to me…. well its not like they have much of a choice.
First off I’d probably mention that you’re using a chill spamming build, which is really only viable in duels. Regardless of your chill from dagger and focus weapon and your signet of water, you’re still not going to be able to catch some of these classes kiting you.
I’ve ran my chill spamming build for a looong time now and I’ve never had a kiter survive me. Only ones that survive me are very very sturdy tanky builds or condition minion masters and the occasional pro thief.
Again, I’m going to assume you are a dueler, you are not playing the game as intended, organized groups have condition clears up the wazoo. You are also running a focus weapon, not d/d. This thread is about a trait that focuses on dual daggers.
Just curios : do Top d/d elementalists in tournaments use EA based build or they use something different ?
Denshee used 0/0/2/6/6 in the recent EU tournament. He did use EA
I shared your tutorial and build with a friend of mine who is new and obssessed with staff. He loves it!
Even if nothing big is planned for another month, it would be nice to know what they were up to.
I have not heard anything from Anet since the feature patch, which was about a month ago! Where are they?!
Resetting fights as often as you would like is when stealth becomes a pita, that goes for mesmer as well as thief. Lets not forget the CnD exploit, which makes it spammable, allowing the thief to perma stealth.
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why do elementalist have 20 weapon skills while everyone else (except engineer) have 10 weapon skills?
Necro have 15(Deathshroud). Elementalist don’t really use 3 of their auto attacks so thats 17 skills, then there are unreliable skills like shatter stone or churning earth which don’t usually land on experienced opponents who see it coming, making elementalists have around 14-16 viable skills from their weapon set. Mesmer’s have 14 different skills if you include their shatters. Guardian has 13 if you include their virtues. Engineers have a base of 14 skills if you include their tool belt, 5 additional skills if you include 1 bundle on their utility.
There is one good thing about having the same weapon set when you “weapon swap” on ele/engy though, you get weapon swap sigils to proc more often. IMO Engy and Ele should get a total of 3 sigils regardless of weapon choice.
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Celestial amulet is the best choice for a well rounded elementalist.
Hello,
I like to create builds and made this one but I lack the skill to effectively make use of it.
http://gw2skills.net/editor/?fFAQJAodhcM6Z24woBdEBBASsAzyJaV54lXD-TJhHwACeAAAOBAk2fYZZAA
So I’m looking for experienced and talented elementalists to show how to effectively use this build.Please try it first. The gameplay is basically sticking to the opponnent as long as possible using the highest number of skill possible. Made possible through permanent pbaoe chill. And I mean permanent as in they have chill on them for as long as they’re alive.
Chose arcane shield for the extra blast after it expires, chose the glyph because if you use it while in air it’ll give some very good weakness up time. I chose the cantrip obviously to clear conditions from me when earth focus 4 isn’t available.I’ve ran a chill build recently. This was my setup.
http://gw2skills.net/editor/?fFAQJAoNhcM6c24wohAFAhYychCIaR5vTzC-TJBIwAAeAACOBAZ2fgYZAA
Cantrip mastery synergizes well with spell slinger, Zypher’s boon is going to provide better returns opposed to bolt to the heart. Cleansing wave + evasive arcana = 2 condi removals every 10 seconds, which is the minimum I’d run personally. I chose hydromancy sigil because it applies damage as well as chills. Sunspot is not worth going 15 in fire, Electric discharge is much better. Not sure why you had lava tomb traited…
the lava tomb on average saves my life 2-8 times every game. It allows a zerker ele to do a ton of damage while in downed state. Plus if you wait for a couple seconds the ICD will expire and you can mistform and trigger it again.
Those are all the standard traits :pThe bolt to the heart+lava tomb combination gives 53% extra damage if you gave them enough damage while going down.
You will learn with time… Don’t pick up traits that only help while you’re downed. Why do that when you could potentially kill your opponent quicker while your alive and kicking. You still need to take out 1 point in fire and put it in air if you want a more reliable dd.
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