Got a ring. Letters………. .ssssss…..
Why not go 6 fire, ditching 2 earth and gain 10% bonus damage to burning foes and blinds?
I can’t speak for the OP but I think it is because the the burning damage is not the primary method of dealing damage. Glyph of elemental power only has a 25% chance to proc every 5 seconds so building around it is pointless. most of the dps on this build is from using stacking might via fire shield, cantrips and sigil of battle and not sticking to only one attunement.
I know it’s not a primary method of dealing damage (it plays a big part though), but if you have access to that many sources of burning and aim to apply it constantly for pressure, might as well reap the benefits of 10% bonus damage and blindness every five seconds. Even the notorious Flamewall becomes usable, as it lasts for eight seconds, which means you can dance around it and blind opponents who cross it while having fun with other attunements, if not having the GoEP off CD.
GoEP procs easily if with dagger or scepter mainhand, due to fast attacks.
What are you talking about, silvermember? Why would anyone stay in one attunement? GoEP triggers in all attunements, as long as you activate it in fire. Might stacking will not suddenly be impossible, because a 60 sec CD skill that ONLY triggers when below 50% hp is out of the equation. It’s not a great loss in the might stacking department.
Kungkittenand GW2 sounds like a bad mix. Why not add jedi to the roster..
Why not go 6 fire, ditching 2 earth and gain 10% bonus damage to burning foes and blinds?
But seriously.. yeah. YEAH!
Does a staff member have any insight on this problem, whether it’s on a to-do list, or what?
I wrote that you can be flexible with weapons and changed it to X/D in the main post a while ago to better reflect that the build isn’t nailed to a certain weapon set, although dagger offhand will be the best choice if you aim for damage. You might have missed that part.
3400+ in celestial is possible with 25 stacks might stacks.
I was referring to S/D Fresh Air build, yes. Didn’t know that you thought of D/D.
Edit: .. and now edited the main post to X/X to avoid confusion.
(edited by Malcastus.6240)
Pretty certain the guy writing the complaints is high, drunk or worse.. >_>
It’s trolling.
Biggest troll thread ever. Let me join in before it’s closed.
NERF THIEVES!
THEIR MOBILITY – Cuz it imba.
THEIR DPS – They should not be able to kill fast. They should hide!
THEIR STEALTH – Ya know, hiding is for kitten.
Ahh.
When someone can’t explain why things should be nerfed, they are probably fine. And who whines over Written in Stone.. pfft.
Rather biased from a “I want it as easy as possible” thief.
Lets all ignore this thread now, eh?
Some people just have a fixed idea of how others should play, and in SoloQ expects them to, even though not convening this information to anyone. Others might have a bad day, be the type to not see things through and give up prematurely, or could be morons that just want everything, but doesn’t know how to get it and get angry in a child-like manner, ruining it for others, instead of trying to mend things with diplomacy.
As others have said, you can ignore them, block them, or tell them “do you want some cheese with all your whine?”. If they refuse to coorperate with you by communicating properly and coherently, there is little hope they will change and work towards a common goal, sadly. Many people will complain about losing, it’s something that won’t change I’m afraid.
Comparing him to Darwin (as someone did recently) made me chuckle.
Children of da Phoenix. His return has not been prophesized, so thou art on thy own in this time of change.
Yeah, I’ll get used to it. Just struck me as odd it was left out, but makes sense in the end.
As the title states. We can see end results of our combined gear with health and toughness, but not when it comes to attack. Why do we have power and not the attack stat? It feels very uneven.
If there isn’t room in the UI for the stat, give us attack instead. When you highlight it, it can show the power stat seperately.
Am I the only one who’s surprised by this change?
Could be strength runes + battle and strength sigils adding the extra damage.
In my opinion your build for pvp has a common problem. If you take 20 points in arcana and 20/30 in water you have a real low damage …
So a 0/6/0/2/6 or 0/6/0/4/4 fresh air burst build isn’t dealing out much damage? I beg to differ. That build was used to one shot people not long ago, and probably still is here and there. I’m watching Phantaram using it in TPvP, as I can’t get into the game currently. It does a lot of damage.
However, this build isn’t supposed to be a bunker. If so, a bunker with over 3400 attack and 1400 condition damage. While it’s easy for people to stack might now with strength runes, I dare say this should provide you with high damage output from all sources. Add a doom sigil for more condition pressure and debillitating effects, or add a lightning, accuracy or intelligence sigil for better burst, leeching for health or whatever you may need. S/D would be working very well with the above build, due to two extra condi cures, one from Phoenix and the other from Water Trident, benefitting your team as well. It has synergy with all skills.
If might stacking is easy enough without Spell Slinger, you can swap it out for added 10% damage, giving you over 30% bonus damage when launching Phoenix, Firegrab or Burning Speed + Lightning Flash in fire attunement.
While it doesn’t possess Fresh Air berserker burst, it has all the tools needed to inflcit massive damage, staying afloat, while providing your group with support.
(edited by Malcastus.6240)
The new maps are for custom arenas only, so we’ll not be seeing much of them sadly. They have several maps lying around, as you can see in older videos. At least add some of the maps you have made, like Keep or Encampment, if you’re not ready to apply a new game mode.
I am hoping for capture the flag: pull. Point capture is pretty dull by now.
Yeah, Skyhammer is bad for soloQ. The portal to the gun is bugged too. So annoying.
X/X – 2/0/2/6/4 celestial
The changes to runes of strength and the celestial amulet is not too shabby. The build is envisioned for SPvP, but will likely be strong in WvW as well.
I have my hopes up for this build, as it appeals to elementalist diversity and will be able to keep your attack and condition damage high, over 3k attack and 1k condition damage, while you’ll easily maintain over 20% damage bonus at all times (10% from Stone Splinters, 7% from strength runes and several % from Bountiful Power), perma vigor and solid healing, with more than fair condition removal.
On top of that will you enjoy over 18k health, a good amount of toughness (over 2500 with Stone Flesh active) and still retain decent mobility that dagger offhand offers you. The build is heavy on boons to boost Bountiful Power and survival, but also to cover your might stacks, making them harder to convert/steal.
You can be flexible with your choice of weapon and adjust a sigil to your liking.
Give it a try.
http://gw2skills.net/editor/?fFAQJArYhcM6cW4wxBfEBKAC5k7KGKwoTF/OF-T5gIwAAeAAX2fQYZAA
You’re welcome to share your thoughts on the build of course, perhaps add your own ideas, preferrably keeping it civil.
(edited by Malcastus.6240)
I know, I tested it in WvW and PvE where there isn’t an ICD on Cleansing Water.
OP is using the same argument on x-mas.
- 1st bug: The elite skill Glyph of Elementals doesn’t cure a condition in combination with Inscription and Cleansing Water, which it should.
- 2nd bug: A bug that hinders you to cure two conditions when using Glyph of Elemental Harmony in water, getting regeneration from the glyph and Inscription.
The skill says it grants a boon, not increases the duration of existing boons, so it must be 2x regeneration that is being applied, which should cure two conditions.
These are apparently very old bugs. Could they be fixed, please?
- 1st bug: The elite skill Glyph of Elementals doesn’t cure a condition in combination with Inscription and Cleansing Water, which it should.
- 2nd bug: A bug that hinders you to cure two conditions when using Glyph of Elemental Harmony in water, getting regeneration from the glyph and Inscription.
The skill says it grants a boon, not increases the duration of existing boons, so it must be 2x regeneration that is being applied, which should cure two conditions.
These are apparently very old bugs. Could they be fixed, please?
It does work alright in PvE with conjures. You could make a build that revolves around being in water for constant healing, +20% damage to vulnerable foes (25 air), Renewing Stamina for high vigor uptime etc. or try building around the new earth GM trait, so you’ll never be crit and also gain a boost to toughness. While I wouldn’t advise solely being in one attunement, you can stick to one or two most of the time and try working on providing yourself with means of survivability via traits and utility skills.
Having at least one conjured weapon is important, so you won’t be stuck with five high CD weapon skills.
Edit: Apparently others answered his question.
There should be a -1 button for posts like these..
I’d love an option to discard my pets, but gaining access to two bars (one for each pet) of three skills each, replacing the commands we now have.
http://imgur.com/MwA1GfA
You’d get to pick two bars from three possible ones. Offense, defense and support. You’d be able to toggle between the two bars like you’d toggle your pets, granting you skills to compensate for the lack of pet damage and utility it might provide.
This could help the ranger out with roles it might not normally fullfil and give the profession new appeal in PvE, WvW and SPvP.
The Problem: I could imagine Empathy in Beastmastery being a slight problem, as you wouldn’t get anything there. A different approach would be one bar, replacing two pets and Empathy grants your skills a slight boost.
I’d love an option to discard my pets, but gaining access to two bars (one for each pet) of three skills each, replacing the commands we now have.
http://imgur.com/MwA1GfA
You’d get to pick two bars from four possible ones. Single-target attacks, AoE attacks, defense and support. You’d be able to toggle between the two bars like you’d toggle your pets, granting you skills to compensate for the lack of pet damage and utility it might provide.
This could help the ranger out with roles it might not normally fullfil and give the profession new appeal in PvE, WvW and SPvP.
The Problem: I could imagine Empathy in Beastmastery being a slight problem, as you wouldn’t get anything there. A different approach would be one bar, replacing two pets and Empathy grants your skills a slight percentage boost, or potentially some of your stats.
Just an idea.
Alright folks, thanks.
Noone knows? A staff member perhaps?
I’ll take the bait. Don’t mind buffing their AoE, but their single target dps must be nerfed to balance things out. That would be delightful.
Currently I keep several identical weapon skins for times I wish to use two matching ones. Will the wardrobe only need one of each skin and can I salvage the extra skins I have now, before the update?
30 water will be the thing with condition cleanses and 30 arcane will likely still be the thing in TPvP. So 0/0/10/30/30 staff bunker ele will be good. That or 0/0/20/30/20 with stability to be able to stay on point. 2x Armor of Earth with lowered CD.
I personally don’t like those stat combination, it’s benefits more one class or build than others. Now these differences will become larger (
One of things that attracted me to this game was freedom to build my character as i want. Now the game will walk to one simplicity that one day may be infant.
This.
My main profession is an elementalist and I see the small tweaks to the almost all-in-one amulets gone with the upcoming patch. The limitations of the existing amulets is a hindrance to begin with, as they are extreme in numbers (high numbers on few stats) and will become more extreme. Some amulets have stats that “belong” to certain professions it would seem. An example would be necromancer and Rabids Amulet. High condition damage, high toughness and precision, well suited with 30/20/0/0/20, on-critical bleeds and a high base health. It also works great for engis I hear.
The changes to celestial will be interesting, but certain professions would benefit from four-stat combination amulets, like Rampager’s.
The necromancer is an easy transition. But then again so are several other classes. You should pick a class that sounds cool, rather than what is easy.
Nick crow-man, sir!
You can play hide & seek in HotM. Several good places to hide. Otherwise you can explore.
I challenge you to find this place (and getting there)!
http://imgur.com/gIVZdemEasy peezy lemon squeezey. :P I would if I could, but can’t unfortunately. If some people don’t know where or how to get to that spot, then they haven’t spent enough time in Hotm lol. All u do is go to the catapult firing range, jump up on the rock ledge and go to the back of it and climb up, leap forward across that little gap and you’re up there pretty much.
I challenge you both to get to this place : http://imgur.com/JxoImuL
Tip : you need a very bad internet connection.
Is this real? If so, I envy you!
You can play hide & seek in HotM. Several good places to hide. Otherwise you can explore.
I challenge you to find this place (and getting there)!
http://imgur.com/gIVZdem
Cavalier’s for instance will work alright if you toss 20-30 points in water and perhaps with vitality runes. Otherwise you’ll be in a bad spot when facing condition builds. The Cleansing Water revert will likely draw many people to 30 water to deal with such though.
I sincerely hope that Valkyrie’s will become vitality based, instead of toughness, as having two nearly identical amulets would be silly. Besides, elementalist need quite a few points in water, if they use amulets without vitality to compensate.
Magi’s will leave you with immensely low damage output, rendering you unable to kill opponents. Cleric’s will be the better option I would imagine.
I am excited to see how well the new celestial will work. It will likely see much more use, as you’ll be a decent healer, condi cleanser and also able to put pressure on opponents.
Are there amulets you think doesn’t work for the elementalist at all, or very poorly, and are there ones that suit it perfectly.
What is your stance on the new amulets, removal of jewels and how that affects the profession in SPvP?
Losing the ability to gain add 125 healing, 6% crit etc. is not a small matter. Can only say that it still baffles me and they’re reducing build diversity they strived for.
Players will still be imtimidated by PvP, beacause of the playerbase reactions, not the tiny jewel with its seperate stats. If you’ve played PvE/WvW, you’ll likely be disappointed at how few options there are and how simple it’s made to be.
How much easier will it be to balance, really? If you were to seperate SPvP and the rest of the game, you wouldn’t have to make impulsive changes that reduce options and thereby game value as you’re about to do now.
(edited by Malcastus.6240)
About time the insane runeset got nerfed. It’s still very strong, you know. Hambow counters shouldn’t come froma runeset that caters to a few professions like thief and warrior. Instead the hambow build/warrior needs to be looked at.
Since Cavalier’s is being added to the selection, will Valkyrie’s amulet change from toughness to vitality? Professions with low vitality would benefit from such a change, as there isn’t much to choose from.
Tried it out a bit in SPvP hotjoin. Was quite fun. Hard to discard the thought of EA. :P
A slightly different setup, but worked alright.
http://gw2skills.net/editor/?vEAQJAoYhMM6cW4wkBdEBC9gLMe0BjQHKPYBlC5AA-ToAg0CnIqRVjrGTNyas1M+YSA
You could say that simplifying SPvP and removing build options hinder the game, as it will look less and less like the most popular PvE/WvW format.
We need more options, not less. Shoehorning people into builds isn’t the way to go.
A few questions.
- Can you use PvP skins for PvE? I hope so.
- Do you have to buy basic weapons/armor everytime you change your look in PvP?
- Can you only change your appearance when you have (expensive gem bought) transmutation stones?
A lot is getting shaved off to attract new players. Why does SPvP have to be dumbed down in this way while PvE/WvW doesn’t? SPvP isn’t exactly rocket science.
I was just thinking that, rewatching the Ready Up. But only adding cavaliers and magi amulet to PvP isn’t going to do it.
Question is, will they make the valkyries amulet vitality based, like it should’ve been, now that cavaliers will be added?
This is very disappointing. It’s usefulness goes down the drain when fighting more than one person (even people with a frigging rock dog) and how often does that happen? Pretty much all the time.
At least we can grind the new GM skills slowly, as you’ll be at a disadvantage using them.
If they think new players are slow of mind and can’t fathom the way things work in PvP, how do they think it’s in WvW and PvE, where things are much more complicated.
No more putting on an amulet with no precision and hoping to gain that little extra from the jewel that you desperately needed to make it work. The reason people used jewels that are different from the amulet, is because it DOES matter, even how tiny the difference might be. Take that away and you’re alienating existing players and not making a visible difference for new players.
I smell elitism in here. There must be arrogant and close minded people nearby.. better hide or you might catch their lameness.
So much for asking them to have the amulet represent 50% and the jewel 50% instead of the current odd mix.
So they want to hinder build diversity in favor of new players? I think it’s safe to assume that they aren’t going to optimize pvp and are expecting older players to abandon ship in favor of new players.. who will eventually abandon ship once they realize that build diversity isn’t encouraged in GW2.
I don’t get their thought process.
The variation was too limited before, as some amulets cater to specific classes with specific builds. If the jewel doesn’t have any significant affect (according to Jon), why remove it and ruin build potential? This is amazingly counter-productive.