the problem i encountered if you run without dagger or focus (meaning s/d) is that you are a lot more vulnerable to projectile damage even when running celestial and you can’t reduce the pressure of a shoutbow or a condi ranger.
dagger or focus kinda got mandatory.
I don’t agree. D/d is still plenty good. I think most people have been running Earth + Water + Arcana and were doing fine. I’ve been trying Air +Water + Arcana because I just have so much fun with the air line, it could be a bit worse but you’re definitely not going to melt down to a shoutbow or a condi ranger.
i never said d/d was bad, what i say is that if you don’t run either dagger or focus the pressure of ranged projectile damage can become too much and this was something i noticed while testing celestial s/d with air arcana water. so you either need to run d/d or s/f to negate the pressure.
s/d might work for burst builds that don’t try to hold nodes.
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Or, you know, buff the HP/toughness pools. Support Guardian dies rather quick in teamfights which should not be the case.
Such a waste of nice Shouts Q_Q
some hp pools have theoretically been buffed.. but it was not enough. if we keep this up hp pools will go towards 30k which will counter condis more than direct burst. i would be happy with a better toughness scaling. a friend of mine did a test and apparently from 3000 to 4000 toughness it was only roughly a 8% damage decrease…
right now it’s protection > toughness.
the problem i encountered if you run without dagger or focus (meaning s/d) is that you are a lot more vulnerable to projectile damage even when running celestial and you can’t reduce the pressure of a shoutbow or a condi ranger.
dagger or focus kinda got mandatory.
with the yolo damage flying around atm stealth bursts are really getting out of hand. it would be healthy for the game to do something to balance this. either give stealth a more visible tell or reduce the overall damage in the game. another possiblity would be to give every class access to stealth but i don’t see that happen and it would not solve the issue at all but just increase it further.
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with all the damage flying around in pvp im running water earth arcana with stone heart and even then surviving against stealth burst can be lol..
the main damage atm comes from burning when you manage to get a 10 stack on the enemy..
the direct damage is not that great but it’s actually one of the builds that can support and still stay alive for a bit longer than other stuff.
i tried stuff like celestial s/d, s/f d/f with fresh air but it didn’t really work out well because dagger mainhand is just superior to scepter if you don’t run a full glass build and dagger with fresh air makes your rotation too long so you won’t have the stuff you need in time or it’s way harder to time your attunements and get them in at the right moment.
people in this thread make me laugh, fresh air is by far the weakest dps build right now and deals subpar damage if you don’t take the berserker amulet and run around with 11k hp.
lrn to chain your combos
oh yes, thanks for that awesome piece of advice because i definitely don’t know how to chain my combos…
and fyi, fresh air was never and will never be meta lol, even less with dagger.
people in this thread make me laugh, fresh air is by far the weakest dps build right now and deals subpar damage if you don’t take the berserker amulet and run around with 11k hp.
i think if ele gets a mainhand warhorn then it could be interesting. if it’s just a lame offhand then gtfo.
would wanted a sword for high mobility elemental dueling but well… i’ve been telling people that the datamined skills were dagger skills since they were shown on reddit but people never want to believe….
the damage is mediocre compared to other berserker builds and fresh air needs to be played at 200% because 100 won’t be enough. 1 mistake and you get oneshot by a yolo mesmer or thief or guard or whatever… you can oneshot people aswell but they either have to be extremely stupid or you have to force all their stunbreaks/invuls before and it requires you to hit a full tooth phoenix air wave flash combo.
its faster to just nuke a downed body instead of stomping it… if somebody of your team is downed don’t even try to res but just cleave the enemy down if they try to stomp… this is disgusting and if this will not be addressed it’s gonna turn into a horrible new meta…
wel…
tbh i’m not a fan of this update at all. the cancer this time is just a notch above what i can enjoy…
i tried berserk ele and successfully oneshot condi engis and stuff but i have to play like with 200% effort. the condicrap flying around is insane so i am more than happy that i run earth water air… i also trolled some condi players with wurm marauder diamondskin 19k hp fresh air, their tears were delicious. now the downside is that mesmers can shatter me for 16k and necro’s life blast hits for 5k+ lol.
Blinding Ashes: Blind foes for 4 seconds when you burn them. This effect has a 5-second internal cooldown.
hope it’s a typo
from the ready up this trait was supposed to have a 3s icd now.
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“without losing anydamage” you forget that they removed air training and bolt to the heart is a gm now, so there is a loss in damage.
funny thing with auto attacks is, i notice this everytime i fight a mesmer: i dodge the gs berserker, i dodge mirrorblade, i dodge the shatter but i’m still close to 50% hp because of the gs autos, sigil procs and crit bleeds lol.
needs to hit for 20k then on a full glass cannon. not that i’m opposed to it, would be a lot of fun^^
i would just call it unfair
the problem is that classes with a higher hp pool don’t have to care about this, they just go berserker and will deal a substantial higher amount of damage.
they should have just kept marauder as berserker and never put the new berserker in. or add jewels so that we can mix berserker with valkyre.
This really is a none-issue because very few people chooses Assassin before the patch anyway. It is basically an alternative version of Assassin. Not to mention 4 stat amulet has higher total stats.
the difference between assassin and the current berserker is that assassin is not always more dps, it depends on the class.
with the new berserker amulet it is more dps, always.
mesmer warrior and necro (maybe engi) will be able to take the berserk amulet and they will oneshot children with it.
could we maybe stop with this thread? as much as i like theories and stuff but this is going too far. we neither know what tempest will be about nor are the traits good, in fact i would never even pick tempest if those were the traits.
the problem is that classes with a higher hp pool don’t have to care about this, they just go berserker and will deal a substantial higher amount of damage.
they should have just kept marauder as berserker and never put the new berserker in. or add jewels so that we can mix berserker with valkyre.
berserk ele will run around with 11k hp, this is a bad joke and yet again this forces ele to drop damage and go for the less offensive marauder amulet just because the design fail of the low base hp… ele needs 13k base instead of the old number.
not only is this for berserk but also for cleric ele, how do you intend to survive with 11k hp now that other dps get damage buffs?
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i am planning on running berserk with wurm runes to get 13400 hp but idk if it’s just suicidal…. fresh air needs the damage..
it is a definite buff, a minor one. but if you compare it to other classes that have a higher base hp and can therefore take the berserker amulet it’s just another kick in the teeth for classes with the lowest base health.
fresh air is 06044 so you gain no health at all and you lose 200 healing power.
you lose air training and bolt to the heart, 122 ferocity while you gain the power precision and toughnes.
classes with enough base hitpoints get a bigger damage boost compared to this while ele is forced into marauder, that’s what i’m trying to say here.
the problem is it gives you less than the current berserker amulet. and while other classes with higher hp pools can go full out berserk ele is the class that gets left behind again.
from today’s preview stream, the new amulets:
the berserker amulet will no longer give you vitality
Berserker: 1200 pow, 900 pre, 900 fero
but in case they added a new amulet
Marauder: 1050 pow, 1050 pre, 560 vit, 560 fero
the problem with this is, you lose 200 ferocity from the air line because this amulet gives a mere 110 more ferocity than the current berserker. the power increase is 120.
and yet again the ele is kittened because of its low health pool, we cant take the berserk amulet because surviving with 11k hitpoints is a lame joke.
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3 hits is around 4,5k, that’s lousy for a spec that dies when you look at it.
phoenix is a very inconsistent skill… sometimes it hits 6 times, sometimes 3 times on a stationary target. getting a 6 hit phoenix on somebody who is moving is close to impossible. even under the same circumstances phoenix hits can vary and to get the most out of a phoenix some people even use lightning flash, throwing your escape away for it.
the problem with just removing trait stats and increasing amulet stats by 30% is that classes with low health get the short end of the stick again. try running a 11k cleric staff ele or even a 13k hp bunker shout guard.
then idk what this support guy was doing, maybe he played gw2 for too long the night before :P
he’s just the opposite of what people do at a bazar. u set the price too high and let it go down to what you actually want.
karl sets it so low that everybody cries of happyness when he sets it to what he actually wants.
as for robert, all the forums are full of complaints so i think he will remove the corruption category from consume conditions. with that necros have some solid buffs and very interesting things (interesting as in.. strange). if it will give them a spot in the meta is a different matter.
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i’d rather have the mesmer/necro guy tbh
i would say it’s more convenient in sustained encounters because it provides continuous reduction on a lower degree compared to stone heart that provides a big reduction when used right.
this is theoretically speaking anyway, if i feel like that the earth line is not giving me what i expect i will switch it out, be it arcana or be it fire. it’s gonna be that line that i benefit the most from.
what i expect is an advantage when facing other dps classes, it needs to be good against thieves, mesmers and medi guards. i don’t care much about what it gives me against celestials because 1v1ing them is not something i should do.
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why do you have to camp it. even in your normal rotation it will reduce the damage by a lot while you rotate through the earth skills and it can act as a failsafe, you should obviously not put your main focus on camping earth but to normally do your rotation and use it when it’s needed/availlable. stone heart is after all not the only reason why i want to take the earth line but also the 10% reduction minor and the lower cooldown on earth skills.
it’s not if you use it at the right moment, your invul won’t be up all the time. you kinda have to see it as your last resort.
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i think you won’t take plague sending for the stunbreak, might be a nice feature sometimes but you won’t or shouldn’t rely on it but just have it as an extra corrupt/might generator. same with the lesser vamp signet proc.
with “original guild wars” do you mean gw1? because afaik gw1 is not getting updates (not counting anniversary and holidays) anymore so it would kinda be hopeless to suggest anything for it.
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that’s kinda true. seems like a trade off. but then again i wouldnt chill in earth anyway, i would use obsidian flesh that is on a 40s cd with the master, switch to water to heal and use the healing signet if i need it.
there will be a lot to test on the 23rd.. not only on ele.. will definitely be busy for a while^^
Stone heart only works with tanky specs, anything with toughness above 1700 in my opinion, I tried few builds against well played thief and mesmer in a duel and ..yes, fresh air with stone heart is a waste of traits , you only avoid crit not the dmg itself that will still hit for a lot at low levels of toughness/healing
obviously you will still be eating a lot of damage, i’m not saying you should camp in earth. what i’m saying is if there’s unavoidable damage incoming, like a mighty blow by a guardian, and you have no dodges/blinds or whatever left then this is your best option. a non crit mighty blow will only hit you for around 2k instead of 4k + air sigil.
the other option to earth is fire with blinding ashes, but at this point i can’t tell whats more beneficial for a fresh air build in an actual fight, it might even depend on what you face. and what is this about, “building a tanky fresh air” it’s not like you gain that much more damage from going into arcana or going into fire.
very often in a fight against a thief at one point you will take out a big chunk of their hp and they will go into shadow ref. that’s usually the crucial moment in which you’re not able to do anything because they can sit in stealth for 15 seconds. stone heart is perfect in such a moment because their backstab will not hit you for 6k+ if you can’t dodge it and there is no time limit to stone heart like for example on arcane shield or protection.
the other problem with blinding ashes vs stone heart is, blinding ashes is, even with a 3s icd, single target and not aoe so it might be good for 1v1 but not if its 1vx when people chase you for example. now if blinding ashes was “blind foes and the area around them each time you burn them” then it would be good.
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you lose earth if you go arcana and the earth traits are just better in every way. you get stone heart + the protection from auras (that makes a bit up for elemental attunement) but the gm minor and stone heart is what makes it so powerful. while elemental attunement is good to negate bursts with earth stone heart is just on a higher level. 33% damage reduction from prot vs 50-100% crit damage that is not applied + the on crit procs.
Well, I can’t agree with it. I don’t think having to stay in earth to negate damage will work with fresh air. I’m not a fan of Stone heart because of the gameplay it brings. It could possibly work somehow for dd ele, but I don’t see the point in building a tanky fresh air spec that will be forced to camp earth when you get under pressure.
that’s basically what you should already be doing on fresh air now. when you are about to get bursted you switch into earth to negate all the damage you recieve and if you can you use obsidian flesh so you can escape and switch to other attunements without getting any further damage.
that’s how it works for every ele build that uses elemental attunement and to a lesser degree for builds that use elemental shielding with popping auras.
with what they changed they made it possible to drop arcana if you want to. it’s still good but not the only option anymore.
one big factor is (for fresh air) having an additional line. while 6 points were always used for fresh air the other ones went into water for hp and into arcana for vigour and cooldown on attunements.
with nerfing vigour and setting the base cooldown for attunements to 10s you don’t feel forced into arcana anymore, it’s still good but not the only viable line.
for d/d it’s different. if you want the additional support you need to go into arcana but you can now choose to drop earth because you get 2 more seconds of prot from contingency and shorter attunement cooldowns. so you can actually spec into fire or into air or whatever but you can even pick the full earth line now.
i’m a big fan of earth and the traits in that line are actually not a no brainer. on adept it’s embrace vs shielding, on master it’s rock solid vs geomancer and on grandmaster it’s written in stone vs stone heart (sorry but diamond skin is crap no matter how you look at it).
you lose earth if you go arcana and the earth traits are just better in every way. you get stone heart + the protection from auras (that makes a bit up for elemental attunement) but the gm minor and stone heart is what makes it so powerful. while elemental attunement is good to negate bursts with earth stone heart is just on a higher level. 33% damage reduction from prot vs 50-100% crit damage that is not applied + the on crit procs.
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every reduction in a normal fight is great and for big bursts you switch to earth to negate everything. basically the same way as you do now with attunement protection but better.
vigour is 1 dodge every 7.5s while normal regen + energy is still 2/10s so i will drop renewing stamina. contingency is meh for fresh air and evasive is not good enough to justify dropping earth or water.
water giving you the needed cleanse and heal while earth gives you prot for soothing ice, tempest defense and fire5. reduced earth skills means 20s condi cleanse and 40s invul instead of 50.
fresh air didn’t go into fire so with the 30% stat increase of amulets you get a natural +~300 power which will make up for air training.
@jski
pure burst builds are always trash because a dead dps deals no damage at all.
Ppl are saying 3 fire 3 air 3 ar for s/d or s/f for an all in burst dmg build.
congratulations, you have a build with no survivability and condi cleanse.
the fire line is lackluster and arcane not worth it anymore for the following reason: with the reduced vigour you absolutely can’t afford to waste dodges for evasive arcana.
what i will be testing is air earth water with vamp runes and air/energy sigils. water could be switched to fire for cleansing fire and blinding ashes but i am not sure of it’s worth it.
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will be as useless as it is now. it’s a babysit build that brings no viable group utility and is easily outdone by mesmer and thief.
more survivability is nice but it doesn’t change the fact that it brings no stealth, no boonrips, no moa and no portal. even if it was the best 1v1 berserker build in the game, if it doesn’t add anything for the rest of the team it’s useless.
it might be fun to play and everything but that’s all there is to it.
either your crystal ball was very cheap or it’s broken.
churning just needs either a charge channel scaling the effectiveness of it. or a 50% faster cats.
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it’s not just about the map (although it’s a bad arena map) but that it doesn’t fit in the conquest queue because many people run conquest builds (obviously).
make it happen
arena only map, not in queues. or its own queue.