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Best possible exotic gear you can get

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Posted by: Muppet.6485

Muppet.6485

Best would be a mix of Zerker and Knights gear for stat optimization: sacrificing the least amount of stats for crit damage.

D/D – 0/10/0/30/30

Zerker pieces: Weapons, Shoulders, Gloves, Boots, Amulet, Earrings, Backpack (Fractals)

Knights pieces: Helm, Chest, Legs, Rings

Sigils: Superior Bloodlust and Superior Battle

Sockets:
Embellished Ruby Orbs in the Knights Rings

Runes:
2x Superior Hoelbrak – cheap, 25% Might Duration, insane synergy with Sigil of Battle
2x Superior Water – boon duration, more fury, swift, might, vigor = happy ele
2x Superior Monk – same as above

OR

Ruby Orbs in armor for more cheap Crit Damage instead of one of the boon duration sets.
But IMO the might duration and at least one boon duration boost are too good to pass up.

Yes there’s a bit of toughness in there, but it’s really just a spattering, and if your life is 0 so is your damage output.

Muppet~
[Ark]

Trying to improve (looking for advice)

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Posted by: Muppet.6485

Muppet.6485

Though I personally don’t like condition builds on eles, I’m not going to make your eyes bleed trying to convince you to play something else, so here’s where I think you should change some things up.

Bosses generally like things with more toughness, but they always have random aggro phases

You have toughness everywhere because of the crests and 30 in earth, but no vitality unless there’s some in your runes, and base life just won’t cut it, especially if you’re missing dodges. I’d honestly change some of your gear to distributions like:

Carrion: Cond Dmg/Power/Vit
Valkyrie: Power/Vit/Crit Dmg

I’ll also note that you have precision on EVERY piece of armor/jewelry/socket, but no crit damage. All those stats points put towards upping your crit chance, but you’re focusing on condition damage, and you have next to no crit chance. So i’d either drop some of that precision and go with some carrion pieces, or just toss beryl orbs around to make the precision more worth it. Even swapping in some Carrion/Beryl jewelry might be nice. Be sure to look up stat tradeoffs for taking crit damage though, so you get the most out of your gear.

I’d probably start by changing my accessories to Carrion, the sockets in them to Beryl, and seeing where that gets you.

Muppet~
[Ark]

Boon Hate. Thoughts.

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Posted by: Muppet.6485

Muppet.6485

Hate it vs us because ele’s have to rely so hard on boons, no matter how glassy you are

But it’s a step the devs need to start taking to start penalizing bunkers.

I’d probably be okay with it as long as it didn’t take stacks into consideration, so that 20 stacks of might only counted as one boon

Muppet~
[Ark]

I can't decide on what runes I want

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Posted by: Muppet.6485

Muppet.6485

Where do you get Embellished orbs? I can’t find anything in the Wiki about them.

So i forgot when I originally responded but you cannot socket embellished orbs into armor, they’re used solely for jewelcrafting, so ignore that part, but orbs are still one of the cheapest stat-wise ways to get crit dmg

Muppet~
[Ark]

I can't decide on what runes I want

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Posted by: Muppet.6485

Muppet.6485

Yeah divinity really aren’t worth it. Definitely not the whole set; I could see using 2 along with Superior Monk and Water for some crit damage after boon duration, but i would never use more than that. Ruby orbs are great, especially the embellished ones if you feel like spending a couple ecto: they have one of the cheapest trade-offs of stats for crit damage. If you’d rather go with runes, than Eagle and Scholar are good offensively oriented choices

Muppet~
[Ark]

Buying Guild Influence with Glory

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Posted by: Muppet.6485

Muppet.6485

This would be nice.

We need tons of Influence to access the new Guild Missions.

We get tons of Glory with not that much to spend it on.

This would allow for smaller guilds that don’t want to have to recruit a bunch of people to farm influence to have an easier way of accumulating it, as they might have some sPvPers. They would also not be forced to join up and rep a larger guild just to acquire commendations.

This would also be an incentive for more PvE oriented players to try sPvP, and would also encourage those players that put it on the back burner once they hit r13 or so to come back in.

My two cents, discuss.

Muppet~
[Ark]

Superior Rune of Divinity - Suitable armor?

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Posted by: Muppet.6485

Muppet.6485

If you want full glass you’d be better off with Eagle or Scholar than Divinity.
And honestly I still think Boon Duration far outweighs any amount of Crit Damage on any ele build, especially with how easily we accumulate Might. You can get enough CD from gear, jewelery and food that losing it in runes won’t weigh you down at all.

Muppet~
[Ark]

Keyboard Setup

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Posted by: Muppet.6485

Muppet.6485

Bottom line is use what’s comfortable for you, but you should be able to hit all your skills with the extra buttons on your mouse if you have any, and without moving your other hand. Nothing should be out of reach.

I use Ctrl 1-4 for attunements, as the F1-4 keys were just a little bit of a stretch.
1-5 skills
Q, E and R are my utilities.
Heal and Elite are on my two mouse buttons.
Caps lock is push to talk.
Everything else is default

Muppet~
[Ark]

What size bags do glory vendors offer

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Posted by: Muppet.6485

Muppet.6485

Bags have been purchasable with glory since release.

r30 has 15 slots

So I would assume r40 – 18 slot, and r50 – 20 slot.
And then I’d assume it’ll stop there until the increase the maximum size of bag overall, since 20 is the largest size you can craft – but getting larger bags due to putting that much effort into pvping, because you’d be r60 at that point, would be a really nice incentive. We’ll see what happens.

Muppet~
[Ark]

Elementalists vs [Profession] (PvP Tips)

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Posted by: Muppet.6485

Muppet.6485

That’s an attrition thief and you’ll be hard pressed to kill a good one. Best chance is to not blow your stun cooldowns until you know they’ll connect and then land your entire chain. Definitely a hard fight against a skilled player. Best option is to call for backup, just has to be one person though.

For Mesmers you should always put a target on the real one – easy ways to pick it out are; that it will be dodging, watching obvious skill casts, and you can also tell from its Buff Bar. It will drop target by going invis or blinking, but they don’t have too many of those. It will stay through dodges though, and I feel that might be where you’re getting caught – more so than burning their utilities on stealths. If you happen to lose them, just back out, get some range on them, pick out the real one and re-engage. Standing in the midst of all their clones and panning trying to figure out where they’ve run off too is just asking to be spiked.

I also wouldn’t focus so much on destroying the illusions, unless it’s a duelist. The others will drop to our AoE and won’t be much of an issue, especially since clones do next to know damage.

And dodging into the clones when they run towards you is a given to avoid shatters.
Also watch for their Illusionary Leap – the sword 3 that shoots a clone right next to you. Dodge instantly at that and they’ll burn a lot of their damage.

Don’t waste your burst/cc’s into their Blur/Distortion – the swirly purple buff they get from one of their shatters and their Sword 2 skill, it’s an invul.

Muppet~
[Ark]

Tornado should be similar> Dagger Storm.

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Posted by: Muppet.6485

Muppet.6485

IMO just give us another active skill while in Tornado
Tornado’s pull things in right?
So let us do that – call it Vortex or something. All enemies within a certain range without stability are pulled to the Tornado’s (our) location. This would actually encourage use of this elite as teams could coordinate spikes off of it. Make it usable only once per Elite usage. Let there be a trait to give it slightly farther range. Even if other Tornado stats/actives have to be toned down to bring it more in line after this addition, it would add to our teamfight potential. This could also be used to bait Group and Individual Stabilities. Yes I know we already have a ton of this with standard weapons, but while in Tornado, we can’t use any of those sweet, sweet AoEs or CCs.

Would make this Elite much more viable in high level play.

Muppet~
[Ark]

(edited by Muppet.6485)

Perm swiftness question?

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Posted by: Muppet.6485

Muppet.6485

- i also went and checked lightning aura swiftness duration shortly after posting; my speculation was incorrect… seems like an anomaly/bug though

Seems sensible to me. The one that’s in air (the swiftness and crit kitten that it is) gives more swiftness and fury than any other aura.

This is correct. It gives double the duration. This is due to it being the Air aura and the trait being in the Air line. At least this is the reason that’s been given.

Muppet~
[Ark]

New map question- is orb a bundle or a buff?

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Posted by: Muppet.6485

Muppet.6485

Will Minor and Major traits such as Ele’s Zephyr’s Speed and One with Air respectively, and those from other professions, still take effect? Or will they be nullified upon picking up the Orb? Thanks.

Muppet~
[Ark]

Perm swiftness question?

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Posted by: Muppet.6485

Muppet.6485

no it didnt; ice field+blast finisher = aoe frost armour … im surprised at the amount of people who dont seem to notice the aoe…

Eh, my bad. It was late at night and I was in the middle of studying for a midterm, so I wasn’t really functioning properly.

I thought I was far enough away from the other Player to have him outside of Blast Finisher range, but I suppose I was mistaken. The combo did however trigger Zephyr’s Boon as he gained Fury/Swift in the amounts that my stats would provide.

Muppet~
[Ark]

Perm swiftness question?

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Posted by: Muppet.6485

Muppet.6485

You’re assumption is correct.

Perma swiftness is most easily achieved on a D/D Ele traited for Zephyr’s Boon and by using your Frost Aura and Shocking Aura whenever possible (and please strategically in Spvp). As well as the swiftness gained from attuning to Air and from using Updraft. In combination with high +% Boon Duration, it is possible to keep it up permanently, as well as having permanent Fury while in combat.

Just did some other testing on auras, and yes I was in combat and near another player.

Fire Aura gained by the combination of Dagger Fire4 and Earth3 Leap Finisher while in combat did trigger Zephyr’s Boon but did not trigger Powerful Aura (so neither Boons or Aura was shared).

Frost Aura gained from the combination of Staff Water4 and a Blast Finisher triggered both Zephyr’s Boon and Powerful Aura.

Boon Duration:
In sPVP: Currently hardcapped (as in can’t go past this value) at 50% for all boons. Achieve this with 30 points in Arcana for 30% and then 2x each Superior Runes of Water and Monk for another 10% for each pair, giving us the other 20%. Major runes do not exist in spvp so we cannot use those to gain extra +% All Boon Duration.
You can have a single boon get up to 70% however, by having the above combination, and then adding a pair of runes that add 20% to a singular Boon, ie. Might or Swiftness.

In PvE/WvW: 30% from Arcana. 40% From Runes as mentioned above by TGSlasher. An additional option for 10% Major runes are Sanctuary Runes, acquired using HotM dungeon tokens, 30 each, 60 for both, which is just one completed Explorable Path. 20% from food: Chocolate Omnomberry Cream (this is a lv80 food, other options are available for lower levels but with less effect).

This gives us a total of +90% to All Boon Durations in PvE/WvW if Spec’d for it.

Muppet~
[Ark]

Elmentalists not able to swap weapons ?

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Posted by: Muppet.6485

Muppet.6485

How do you get to 80% boon duration, most I can get is 60% from 30 Arcana, and 15% each from runes of water and monk. I can see 80% for a specific boon (I have 80% for protection from arcana, 2x rune of water, 2x rune of the monk and 2x rune of earth), but not overall, am I missing something?

And blocking a treb shot does not put you in combat, if it does, it is for such a short period that I have never noticed it.[/quote]

Yeah sorry about that, my brain is kinda all over due to my midterms for the next week and a half so I mixed up my Bonus to Attunement Recharge with my Boon Duration – though it is possible to reach those numbers and higher – as Blix so graciously pointed out to save my kitten from a thread of math checks.

In tPvP I currently have 60% overall in the way that you’ve mentioned and then 80% for Might as it synergizes beautifully with Sigil of Battle plus team combos. In PvE/wuvwuv I run with 2 Major Sanctuary, but I’ll probably switch those over to Fire/Strength/Hoelbrak for the above reason, and because I can’t really justify 10% overall when I keep Fury/Swift/Vigor up permanently (all when in combat, first 2 while out) without it – so I’ll take even longer Might for better damage potential.

@All: Thanks for confirming the lack of entering Combat on successful Treb block.

@Tuluum: Yes easy fixes would be to make blocking the shot throw you into the combat state, or by adding a CD for out of combat switching. The second I find much more unlikely as they’d probably have to blanket that across all Classes and then we’d have an uproar, and even if they did change this solely for Ele’s, than people would just resort to Inventory switching again to circumvent it. And yup, fast fingers allow for pre-buffing, just be careful not to get stuck with just the focus (switching from staff eg.) because 8 skills really kittens you.

Muppet~
[Ark]

Elmentalists not able to swap weapons ?

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Posted by: Muppet.6485

Muppet.6485

On the topic of out of combat weapon switches; I really like the idea, because it would still lock us into one set of weapon skills, and I hope they implement it in PvE, but I don’t think it will ever reach S(/t)PvP or WvW.

In tPvP they lock your weapons for a reason; otherwise everyone would have buffing weapons on ready in their bags for whenever you’re out of combat and between points, ex. of a staff switch on a d/d ele for the earth aura and blast finisher followed by the air field and swiftness. Though you could argue this would add an extra element to the game, it would most likely just end in a new role of ‘Sniper’ performed by high mobility/stealth classes whose job it would be to catch members of the opposing team in their buff set to give them an immediate disadvantage until they manage to drop combat or respawn. Ultimately this leads them to be of no use to their team in whatever role they were designated. Even though I do think the Ele class needs to be slightly tweaked to bring it to a more even level with the other classes, the thought of heading onto a point after prebuffing with both Fire Shield and Obsidian Flesh (which doesn’t stop outgoing attacks or have any negative effects as it did in GW1) from the focus both terrifies and excites me. All that switching can be accomplished in very little time and would truly end in us being deemed OP, and for a very credible reason (instead of the current inability of understanding that immobilize and cover conditions will kill any ele fast), and I think anyone can agree that hitting a point with 4 seconds of invulnerability, while still being able to actively attack, plus fury and swiftness (increased by whatever your +% boon duration is at, mine is currently at 80% so 9 seconds of each from Zephyr’s Boon), plus then having all your D/D auras ready to go is horrendously out of balance.

In WvW I see issues with blocking treb shots via the focus air skill. I haven’t spent too much time in WvW so I can’t say for certain, so correct me if I’m wrong, but I’m pretty sure that if you successfully block the projectile you aren’t actually put into Combat mode. Again, I’m not 100% sure of this. If this is the case, if the enemy teams portal bombs you, rushes your siege, whatever, you can easily switch to your preferred PvP weapon set with no penalty as long as you’re quick about it, and again with the possibility of prebuffing before they hit you.

So long story short: Great idea, especially because I want the extra 2 inventory slots. Possibly will be seen for PvE, but I expect highly unlikely in any form of competitive PvP.

Muppet~
[Ark]

[Team Roles]everything you want to know

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Posted by: Muppet.6485

Muppet.6485

define meta please, the word used in this context really bothers me

it makes me think of bro science, i’m not sure why

I find the best way to put it is this:

Meta: A specific team build or composition (and there are sometimes a few of these and variations on them) that will have success against the large majority of other compositions when played with equal skill levels.

There is always a counter to a Meta, but often the first thought of builds to do this will only be able to counter a team that holds strict to that Meta and will lose to teams running anything that you’re not strictly prepared for.

Eventually someone figures out how to incorporate that countering aspect into a build that can also deal with those other versions and the Meta will change.

So you can loosely define it (and I’m not saying these are the actual Meta’s at the time, these are just purely for example) by stating roles.

Something like: one bunker, one side(off)bunker, 3 dps classes

Or you can give a stronger/specific example like: Bunker Guardian, Offbunk Trap Ranger, Condi Hybrid Nec, D/D Ele Roamer, BS Thief

This is how I think of it, feel free to correct/add

Muppet~
[Ark]

[Team Roles]everything you want to know

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Posted by: Muppet.6485

Muppet.6485

Best Comp at the moment is more eles the better! Even best teams have problems against pugs running 2-3 eles. I even met 4 eles 1 guardain team. Good thing 3 of the eles sucked and blew up.

The nerf on bunker eles cannot come fast enough. They are too tanky that can avoid everything. At least conditions/boon removal could counter guardains, but eles are immune to conditions or physical damage.

I’m going to quote lowell

“anyone who runs dual ele or more should kitten I better stop at that”

Actually immobilizing works rather well, oh, and covering it with other conditions, so they can’t just cleanse it fast. Sure we have Mist Form and depending on the other utilities sometimes one other really clean ‘Get out of jail free card’ but every class spec’d as bunker has those. I can’t say I’ve never seen an organized spike against a bunker Ele fail after you burn through their cooldowns. Which is what you do with every bunker. Burn CDs. Kill. I’m so tired about all this crying about Eles. Teams who have trouble with them just play forum warriors. Why don’t you try the comp if it’s so OP. Pretty sure that’s the definition of Meta. A build that works well against a large variety of other builds being run at that time. And adapting to the Meta is crucial in any PvP setting. So if insist you’re being griefed by these dual Ele comps, why don’t you just learn to run one yourselves. I’m not at all trying to imply you’re unskilled or that you lack experience. I just don’t see why teams who find this strategy hard to deal with don’t try playing it themselves. Find the weaknesses, and then either keep the comp or exploit it on their old one. In my opinion if running 2 Eles can frustrate teams to this extent, then obviously there’s something right about it.

tldr; If you can’t beat them, join them.

Muppet~
[Ark]

Elementalist Base HP

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Posted by: Muppet.6485

Muppet.6485

Well, most people use Arcana trait VI

I suggest learning the class before posting in their forum. Thanks.

most people feel forced to use it because perma vigor (if can land enough crits that is) is one of the few reliable ways left for eles to improve their defense and compensate their innate squishyness.

No, most people use it because it’s one of the best Arcana traits we have and it synergizes beautifully with EA. Anyone running Arcane skills will be glass – because they’ll be expected to be able to put out a certain amount of daamge – anyways or have enough defense elsewhere to compensate so they can trait into the Arcane skill oriented choices. Plus with the amount of Fury uptime we have, it’s next to impossible to lose Vigor from your buff bar unless you’re out of combat, have had it ripped, or just straight aren’t hitting anything. In response to the squishy-ness, yes, Eles have low base stats. However, were they any higher, we’d be straight OP with the amount of survivability we gain later (and some already argue what we’re given is too much). Even without the Vigor trait.

Muppet~
[Ark]

Elementalist Base HP

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Posted by: Muppet.6485

Muppet.6485

Only 2 cantrips can be used for escaping, and it’s not practical to do so.

Perma vigor? what do you spam all your cantrips at once?

Nobody uses Protetive Shield anymore.

Final Shielding is bugged and pops half the time, if you get bursted too quickly it most likely won’t work (and i’m not talking about getting 2 shot here).

You don’t get enough trait points to get the luxury of having an extra shocking aura.

Hehe, Water Elemental is fun to use while holding points, that is if his heal doesn’t get canceled by the cc galore flying around. Most of the time I’d rather use Fire Ele to make up for the dps I lack.

Bottom line, my only complaint is the Final Shielding bug.

Well, most people use Arcana trait VI

I suggest learning the class before posting in their forum. Thanks.

Muppet~
[Ark]

Best Ring/Amulet/Accessory/Back PvE & WvW?

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Posted by: Muppet.6485

Muppet.6485

I like to run Emerald Jewelry with my PVT, and though the main stat changes for the Item itself and the Gem that comes inserted in it, I find this works in our favor anyways.

Item has main Toughness with Power/Prec minors
Gem has Prec main with Power/Tough minors

You lose the extra crit damage from berzerkers, but you keep most of the Power and Precision. Then the Toughness furthers your EHP a great deal, resulting in a really well balanced offensive build with more than respectable damage potential while still being able to take hits

Muppet~
[Ark]

Need some Ele Guidance

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Posted by: Muppet.6485

Muppet.6485

Personally I think you’d be better off running PVT armor with Emerald Jewelry. We just don’t stack conditions well enough to justify stating for condition damage on gear, leave that for the necro and bleed thieves that do it better.

Stacking raw Power, Toughness to increase EHP and some Precision to give you a decent crit chance which will be taken farther with Fury – which is easily kept up at all times in combat – is in most situations a better decision.

Eles also have a really easy time accumulating stacks of Might, which boost both your Power and Condition damage, and gives you respectable numbers on your burns and bleeds for having not spec’d into it at all. So you’ll be close to where you were, but with better EHP.

As always though, play how you like too, this is just my opinion

Muppet~
[Ark]

Patch note. Vapor Form and Death State

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Posted by: Muppet.6485

Muppet.6485

No, you used to return to original downed state starting life after it ended, it now puts you back at what your life was pre vapor form

Muppet~
[Ark]

Not another 30 water D/D

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Posted by: Muppet.6485

Muppet.6485

Though I like the idea of straying from 30 water, I feel it just cripples us too much. Losing damage from boons and the flexibility of an extra condition removal or aurashare is just too much.

A minor suggestion I’d make would be to run a celestial jewel instead of your soldiers, and then switch out your two runes of divinity for Superior Water – but then again, the 25 Water minor trait is what really benefits from boon duration. So if you’re looking for more damage maybe Fire or Strength would be better to benefit from more Might duration, plus would synergize with your Battle Sigil

Muppet~
[Ark]

A newbie's thread about the Elementalist

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Muppet.6485

1. The closest you’ll get to cookie cutter is the d/d 0/10/0/30/30 – great for pve and pvp

2. Staff eles have tons of skills that put down combo fields. To learn about these I STRONGLY suggest looking up the wiki article on Combos. In a group setting, where other members will have tons of finishers, this can be quite potent, spreading boons everywhere.

Sharing Auras comes from Powerful Auras – one of the last traits in water. More on this later. Essentially shares any Aura you gain on yourself to nearby group members.

3. No, I played with only 20 arcana for a long time and didn’t really have any issues with rotations. Comes down to personal preference

4. Not sure if I have a good way to straight up describe them, they’re like a Stance that have beneficial effects, but are not boons. They’re scattered across the different weapon sets that eles have and can also be gained through combos and traits. Ones I know best for d/d are Shocking Aura (air3) and Frost Aura (w4). Staff gives you Magnetic Aura (e3).

Auras that you gain can then be shared to your party through Powerful Aura (400 range – wiki).

The above mentioned auras and the fire one i didn’t mention WILL be shared. Auras gained through traits WILL be shared. Auras gained through combos will NOT be shared.

5. If you want to play Aurashare, yes, necessary. Otherwise no, but this would give you better healing, and everyone likes healing. Depends on personal preference and what your group expects/needs out of you.

6. IF your group wants to abuse your combo fields only and each individual member has enough heals, no. You can spec for more damage.

IF your group needs you for heals, you should be all over that Cleric’s gear.

7. Depends on playstyle and build. I made a post in this thread (3rd post) about what I use and why so I won’t repeat it all here.

https://forum-en.gw2archive.eu/forum/professions/elementalist/Some-gear-questions-about-the-elementalist/first#post1306814

8. People have crunched the numbers, I can’t refer you to those threads or people, so you’ll just have to trust me on this one, but the end was result was that we can’t do it as efficiently and so get what Condition damage you can through might stacks and your bleeds and burns will be nice extra damage, but forget about straight builds for it.

9. In PvE I’ve never had trouble playing with any weapon sets, though I did stay away from Focus. Once you find a build you like or find your niche in your dungeon group you’ll start favouring one or the other. But by all means, try them all and see what you like

10. Yes they are viable as long as you dodge what you need to. I run PVT in dungeons and pvp. Earth isn’t a necessity, since being in that close with the other melee, aurashare might benefit you more. Again, depends on your group composition, but definitely viable.

Muppet~
[Ark]

To all the haters

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Posted by: Muppet.6485

Muppet.6485

How do I get “amazing healing” on my ele? Mine has 450 healing power.

This will come primarily from low health pool eles, with high toughness and healing power and knowing the animations that signal big ticket skills to dodge, so that they refresh their life pool incredibly quickly, while seeming not to take tons of damage.

Muppet~
[Ark]

Some gear questions about the elementalist

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Posted by: Muppet.6485

Muppet.6485

I currently run either a 0/20/0/30/20 or the usual 0/10/0/30/30. I recently changed to 30 Arcana to spec into EA. I’ve only been playing like this for a week or so, so I’m still unsure as to if I prefer it, but I’m almost probably not using it at full efficiency.
I would also strongly recommend not building for glass cannon, yes you deal big numbers, but you receive them as well and being on the floor isn’t fun.

My gear setup is as follows:

Armor and Weapons – PVT (Soldiers)
Jewels – Emerald
Sigils – Battle
Bloodlust
Runes – 2x Sup. Monk
2x Sup. Water
2x Maj. Sanctuary/ Sup Strength or Fire —-— PvE-WvW/sPvP
(If using Sanctuary they MUST be Major, Superior runes do NOT have the boon bonus)

/edit
For slot skills I run Ether Renewal (get SAFE when you’re using this..), triple cantrip (Mist Form, Light Flash, Armor of Earth) because I find the extra survivability is more suited to me than running some arcane, but thats just me, I might change. Elite is ele glyph.

Reasoning:

Armor & Weapons
PVT gear is great, though not as damaged oriented as other gear sets, this is what I find the ele needs. Power to bring up the raw damage, Vitality to increase the base health pool, and toughness brings up the EHP, making that Vit go farther.

Jewelry
Main stat Toughness and then Power, Prec on the actual item, and the socket will be Main stat Prec with Power and Tough minor. I like these because it gives the build more raw damage, more armor – increasing EHP and giving you a much better boost to survivability then stacking more life. The precision here really makes up for the lack of it elsewhere, especially in the armor stats. This should land you around 30% or so, I don’t really remember, but that’s fine because fury will kick that up to 50% and just over which is more than respectable in my opinion. Your Fury uptime will be near constant due to Increased boon duration from Traits and Runes, and the Boon itself is generated through your two auras and changing attunements.

Sigils
Battle – I find this Sigil much to powerful to be ignored on any build. 3 Stacks of might on every attunement switch? Those build up fast and stick around for a LONG time with all the extra boon duration. This more than makes up for your more defensively stat oriented armor. In my opinion this should be mandatory.

Bloodlust – this is where there is room for a little change up. I like Power stacks. You might like Precision stacks or effects on crit. Up to you. I run stacks because they’re a constant bonus and I don’t find myself being downed too often. I also like Power (if you hadn’t noticed) for reasons already stated.

Runes
Water and Monk together net you 30% boon duration. This really increases damage potential and mobility through Might, Fury and Swiftness. The 1st tier of both give you Healing Power. Great! We don’t have any of that, we have more than enough Toughness, and it’s far better than Vit at this point.

3rd Rune Selection changes a bit for me

In SPvP I use runes that give me 20% increased might duration since I don’t have access to Minor Sanctuary for overall boon duration and I have Might coming out of my ears from Sigils.

Currently in wvw I use the minor sanctuary, but will probably change to my spvp setup. I have plenty of uptime on fury and swiftness as it is, I think I can take the hit of 10% to all boons and gain an extra 10 on might.

How to Get It

-Armor&Weapons – AC runs, and the armor comes with monk runes, great! The skin is horrid though, reskin or risk hearing about it constantly from all your guildies.
-Jewelry – Craft or buy it.
-Sigils – Find and salvage, or buy. Majors are fine placeholders until you can afford superiors or happen to come by some.
-Runes – Monks are taken care of in armor, Water can be crafted with a 400 tailor or bought and if i remember right are pretty cheap. Sanctuary are bought from the HotW dungeon token merchant.

This is what works for me, and I feel like it’s a decent starting position, but your build is yours, play how you like it.

Muppet~
[Ark]

(edited by Muppet.6485)

To all the haters

in Elementalist

Posted by: Muppet.6485

Muppet.6485

An Elementalist, in the hand of a SKILLED PLAYER, Is WAY too overpowered, we all see Videos all around the web of people keeping up fights while being undernumbered, and winning without even facing too many problems.

Attunements cooldown are too short, Keep in mind they are 4.

In my humble opinion, that cooldown should be really extended.

It’s ok for a light armor to do a good DPS, but not to resist (And win) a fight against, say, 2 warrior and a guardian. It is just wrong if the opponent uses its class in an optimal way too.

This is going to sound like an l2p reply, but I don’t want it to and that’s not my intention
I just feel that people still don’t know how to counter eles, and that leads to all the complaints of the class being OP now that the core of players that has stuck with it since the beginning have finally found a working, strong build and have gotten close to the peak of the high learning curve that this class was intended to have. There’s a reason that you either stomp or get stomped by an elementalist. They either know what they’re doing or they don’t. Most of what’s left is those that do.

Biggest counter to eles is immobilize. Hit us with that and we’re not going anywhere. RTL becomes useless.

Argument: Well you can just cleanse that.
Counter: Then cover it with other conditions.
Argument: Well then you can use Ether Renewal and pulse off 7.
Counter: Then interrupt us. It’s not rocket science, it’s basic game mechanics. Interrupt the channeling heals. It’s a 3.5second channel (so yes it will probably get the first 2 pulses off before you can react) and has one of the MOST OBVIOUS animations in the game. If you’re watching for it and in range you should NOT let it get past that first second of cast.

Muppet~
[Ark]

hey, new guy here

in Elementalist

Posted by: Muppet.6485

Muppet.6485

I would really suggest starting with D/D in pvp.
It will take some time to get used to not blowing all your cooldowns until you need them and switching attunements but that comes with the territory of playing a class with a (if not the) high(est) learning curve

Starting out I’d suggest playing the standard 0/10/0/30/30 and then changing traits or moving 10 points around depending on your play style.

As to the leveling, if you solely want to spvp on your ele, then yes, there is no point to play pve content besides becoming accustomed to weapon sets in a non-competitive environment

If you’re talking wvw, then there is a point. If you enter at 80 all your stats will be scaled up, but they might not fit your play style, or mirror the stats you would be more comfortable with on your gear as an 80 coming in.

Also, you wouldn’t have access to your 3 utility skill slots, or your elite slot. You would also have no traits, giving yourself quite the disadvantage when playing a level 80 toon from another world.

Muppet~
[Ark]

To all the haters

in Elementalist

Posted by: Muppet.6485

Muppet.6485

and a staff Ele is a free kill…

…..rofl, never played against a good staff ele have you?

No, no I haven’t
And I’m aware that this is pointed at that troll up there, but that doesn’t change it.
I’ve never run across a staff ele in a 1v1 situaton that can have even half a hope of killing me as a D/D
And yes if you want to prove me wrong let me know, I’d even welcome the loss, because that would mean there is something I’ve missed about that weapon set
I truly hope there are some out there that have found a way to make staff work in 1v1s

As it stands right now, once you close the initial gap and cleans the immobilizes the fight is over.

Muppet~
[Ark]

Glory Boosters

in PvP

Posted by: Muppet.6485

Muppet.6485

At the end of an sPvP match you get rank points and glory, boosters only effect the glory part

Muppet~
[Ark]

Burning speed not deploying properly?

in Elementalist

Posted by: Muppet.6485

Muppet.6485

If you were chilled or crippled before you used burning speed it would shorten the trail, most likely what happened

Muppet~
[Ark]