Dagger/Dagger Insane Crowd Control (Daze, Stun, Immo's, Chills etc.) Builds?
in Elementalist
Posted by: Navzar.2938
in Elementalist
Posted by: Navzar.2938
What I find funny is how he comes here and posts this because he lost a single battle. He even said he usually wins the others eles using this sort of thing. I agree that you were probably just hitting the shocking aura from the trait and dagger skill. If you win most of them, then you probably know what you’re doing and just ran into a good player/got unlucky.
The best rune for direct damage is definitely divinity. Why? It gives 10% crit damage bonus, which is equal to crit damage runes. On top of that is also gives 60 power, prec and condition damage. (compare that to a normal rune set,which only gives +50 in one secondary stat).
If you want to see the actual % difference, you’ll have to crunch numbers. When I did a long time ago,I found it slightly more direct damage than a power/prec rune set. Plus divinity gives nice bonuses everywhere else too
Downside? 24g
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He’s definitely not hitting 15k backstabs with that tank build, but yeah I get your point. Anyway, I think the easiest solution would be to have revealed apply every time stealth ends instead of only when you attack.
in Elementalist
Posted by: Navzar.2938
Too bad you can’t dodge steal. L2P isn’t gonna help you too much there… except for mist form anyway, then they’re pretty glassy if you react fast enough.
Put down a snare and nuke em. The fast ones dies really quickly, the slower/normal speed ones shouldn’t be a problem, just kite normally.
Evasive arcana: The fact that it can activate in every attunement is what makes evasive aracana good. It probably wouldn’t be worth taking if the 10sec cool down applied to all attunements, Finishers is its most important purpose on a staff, since you don’t want to be rolling into your enemy. Besides, you have to remember that its a grandmaster trait and doing that much dodging also sacrifices all of your stamina. All that being said, a 5 sec cooldown wouldn’t be too unreasonable if the burst heal is that much of a problem.
I also think 4x damage on flamewall would be OP, 2sec burning would be and/or a smaller damage boost is ok.
I’d rather give ice spikes a damage boost or utility than a heal
Unsteady ground needs a cripple buff rather than damage
Fractional healing for things water strike travels through is an awesome idea
Definitely agree with flame aura buff. Something like apply 1sec burn to foes within 120-180 radius each sec would by nice.
I agree on a small radius for freezing gust (120ish), since its only 3sec
in Elementalist
Posted by: Navzar.2938
It might not be very powerful on only one or two opponents, but on a group that much rupting can be very powerful (and devastate some larger pve enemies, but most of them have stability or something anyway)
edit: tested it, averaged around 3 hits each on a target group over about 10 uses.
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in Elementalist
Posted by: Navzar.2938
I think daze would definitely be overpowered, but vulnerability could work depending on the stacks and duration.
in Elementalist
Posted by: Navzar.2938
Rhyse, you mean the air glyph right? Fire is just a standard dot aoe.
As far as this skill goes, I think fire could be fixed with a 1s burn on each hit, idk about air though.
I’d love to have more options for stat combinations. Power/vit/prec would be a great one for my ele. Actually, I just can’t seem to find anything with both prec and vit on the same gear.
Hakurface, thank you for the detailed response. I chose 5% power to vitality because I felt it wouldn’t help bunkers while still allowing well rounded builds to profit from it.
I went a too far with mist form. Added note on arcane fury.
Any suggestions on how to improve Zephyr’s speed? It’s useless atm tbh. I mostly just want a compiled thread of suggestions
P.S. GoEP-Although air was bad, an aoe recurring burn is fairly powerful.
P.P.S. RTL I assumed it getting stuck is a glitch. Which is why I said its in desperate need of glitch fix.
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Fireball is fine. Does not need it’s radius change.
Burning Retreat is a utility skill. It’s a free dodge that doesn’t use endurance and should be used appropriately so.
Geyser is fine. If you want a bigger radius, throw 20 points into arcane for large AoE’s
Burning speed is fine as it is going through opponents. It’s a great skill in sPvP as getting behind players offers time to do damage. Learn the distance and use accordingly if you want it to “hit” on contact.
RTL is fine? I lol’d at that.
I’m not going to go on and on and explain everything wrong with what you posted. It this case, it is a matter of L2P. There are plenty of threads throughout the Ele forum and plenty of posts that will help you understand how to play the class.
I wanted the radius on fireball changed because the game site says fire is meant to be aoe damage while lightning is single target, and 120 isn’t going to hit another enemy unless they’re standing right next to each other. I wanted geyser buffed because it feels like its only good for combo fields atm, the skill itself can’t do much (even with the staff trait). You made a good point about burning speed in pvp, so I’ll strike that.
I don’t see what’s wrong with ride the lightning outside of the bugs though, can you explain that?
As far as l2p goes, I feel like I play the class fairly well. I’m lvl 80 and can do most dungeons without too much difficult, so I can play the class just fine. I posted this because I sincerely think that we’re outshined when compared to other classes in pve.
Should I add a little reason under each suggestion?
edit: as for renewal, its cast time is about the time as a revive atm, so I felt like it needed a big buff, but yeah, I did go to far.
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Please make suggestions on skill buffs/reworks to fix our class Try to keep things on topic (skills and traits). Keep your ideas specific, don’t give a vague suggestion (ex. buff stoning) Instead say how it should be buffed (ex. Increase stoning damage by 35%)
Disclaimer: A lot of these buffs are from a pve standpoint and thus OP in pvp. Ideally skills should be split for pve and pvp. I could be going too far on a lot of these skills or maybe I’m not using them right. So feel free to call OP, but please give a reason.
Fireball: increase explosion radius to 240 (slightly reduced damage to compensate?) let blasting staff affect it.
Burning retreat: increase the damage for going through it to equal flame wall
Water blast: increase damage by 100% or let it target allies for healing
Geyser: increase duration to 3s or increase base healing to 1000
Chain lightning- Frankly, I think this should be replaced. Increase damage to equal fireball, no extra effects. Keep activation time. (effectively 33% stronger than current fireball, but single target)
Lightning surge: decrease cast time to 1sec
Gust: double projectile speed
Stoning: increase damage to ~250 (35% buff). List the real weakness duration (3sec)
Eruption: lower cast time to 1s or decrease bomb timer by 1s
Unsteady ground: Increase cripple time to 5s
Flamestrike: Increase damage to 150 and decrease cast time to 1s
Dragon’s tooth: this one is hard to mess with. I need some ideas on this one. Current idea: decrease direct damage by 25% and decrease hit delay by 33% slightly increase recharge time to offset buff.
Phoenix: decrease recharge to 15s or apply 1s burn
Ice Shards: Increase damage by 50%
Shatterstone: increase damage by 20% or decrease damage delay by 20%.
Arc lightning: remove stages, keep stage 2 damage. Make it each hit apply 1 stack of vulnerability for 2sec.
Rockbarrier--> Hurl- This is really weak, although I’ve read that might just be a bug. Assuming it isn’t: add 1 stack of bleed for 5s per hit
Burning speed: make it explode on impact like ride the lightning
Fire grab: reduce recharge to 40s, decrease cast time to 1/2sec
Cone of cold: increase base healing by 20%
Frost aura: decrease chill duration to 1sec. Chills foes within 120 radius (remove requirement of being hit)
Ride the lightning: this skill’s intended effect is actually ok, but it’s still in desperate need of glitch and pathing fixes
Magnetic grasp: same as above
Fire shield: See frost aura. Burns instead.
Gale: reduce recharge to 40sec
Glyph of elemental harmony: increase protection duration to 5sec. Applies 3 stacks of might instead of 1 (reduce might duration by 5~10 sec)
Mist form: cure and grants immunity to immobilized and crippled
Glyph of renewal (and other res signets): reduce cast time to 1sec 2-3sec
Glyph of storms fire: add 1sec burn with each pulse
Air: add 5sec vulnerability with each hit
Tornado: draw foes IN, not out, similar to whirlpool.
Grasping Earth (downed skill): Replace with a 2 sec knockdown. Applies 3 sec bleed and does 195 damage (equal to down skill 1)
Traits:
One with fire: increase flame barrier’s chance to burn to 50%. (set amount, not with time in fire attunement)
Zephyrs Speed: make this stack with other speed boosts. (add a hard cap of 33%) needs rework since we have perma swiftness anyway.
Arcane lightning: buff to 5% more critical damage
Inscription: increase protection duration to 5sec. applies 3 stacks of might instead of one. (reduce might duration by 5~10sec)
Arcane fury: increase fury duration to 3-4 sec
Arcane precision: make this % chance on each skill (instead of critical hits). Conditions should also depend on attunement, rather than skill. That way linger elements will give a chance for multiple conditions. (ex. I switch from fire to earth and use a skill before my 5sec of fire attunement expires, that skill rolls for burning, then rolls for bleeding)
New Trait: 5% of power is converted into vitality. I chose power because bunkers wouldn’t really be able to profit from it.
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IMO, they should have just put a target limit on it for pvp… but they’re not doing splits for some reason =/
Just because people are complaining doesn’t mean they aren’t swapping.
Most of the complainers know about and do swap. Its not a matter of whether or not we can do things in pve, but how well we can do it compared to other classes. Yes, we can take on large mobs by ourselves, but other classes *coughs*warrior*coughs* can do the same faster and with more ease. And yes they can do it all at the same time, nearly every profession can.
edit: ex. shout war:has higher dps, is much sturdier, aoe, heals and has some cc.
And on a less important note, auto attack has its place in the cycle too, its not completely worthess expect some staff ones perhaps.
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@Zenyatoo Domain of Anguish is easily PuGable, heck you could do it with heroes… Anyway, the torches aren’t too bad, just leave 1 enemy alive so the groups don’t respawn. Then just use chat to coordinate.
My PuG failed at repelling the 5 waves of flame legions, because they aparantly reset if they recapture the hall -.- Didn’t help that the guardian turned out to be a noob who was using blue gear…
You have to remember to take your arcana line into consideration as well. At 30 arcana thats +30% boon duration, so you can keep up roughly 9 stacks of might from sigil of battle (after 20 seconds of fighting of course). So that’s 315 power and condition damage. Basically, the longer your fight, the better sigil of battle will be. I’d personally stick with sigil of battle for a fight longer than 10 seconds because of the condition damage.
That being said, you can just use both. Get kills for blood lust stacks from a different weapon and just equip the weapon with sigil of battle once you have 25 stacks. The stacks remain even after you unequip you bloodlust weapon.
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If you swap every time, you can still keep a nice 9 stacks up with it, so that’s almost a full set with the above combo
This isn’t a bug.. There is a 5% listing fee as well as a 10% selling free (which they don’t tell you about).
Lightning flash isn’t breaking immobilization, it warps you but you still have the remaining condition duration.
It’s not just you. I only use the earth or water ele once in a while, but I usually just stick to the hounds. Kind of sad when a racial elite is the best option.
I think the BWE2 was good except for the high burst damage on the fire scepter. They should have speed up drag tooth animation in exchange for the damage nerf imo.
Vitality, as explained by my post here.
https://forum-en.gw2archive.eu/forum/professions/elementalist/survival-toughness-or-vitality/first#post161528
If it doesn’t work well, don’t use it.
That’s the way we did things in GW1.
The GW wiki even had a little icon for skills that are bads. lol
We had far more lite choices in GW1. In GW2, we have 3.
Nope. The 42k armors only have good looks, not good stat allocations.
I’ll try not to give you the generic both answer, so here’s how it works. 100 Toughness prevents about 34 damage per 1000hp you lose (saw the calculations on reddit, may want to double check). With an ele’s 10k base hp, that would mean 100 toughness is about equal to 340hp, or 34vitality. Of course, if you heal a lot, that would mean toughness comes into play again, but that would require a lot of healing. Assuming you heal once each battle for 5k hp, that would make 100 toughness worth 51 vitality. That means for your average ele, vitality is worth more than toughness. The worth of toughness will increase as your vitality and healing increase (because these things allow you to take more damage). When the damage you take each battle is around 30k, then they are equal. When it is more than 30k damage, toughness is more valuable. But again, for general pve, battles and mobs, vitality is better.
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I agree that armor shouldn’t break in WvW. It’s a war people can’t just “not die” unless they’re running away really quickly (which means they’re not helping). If not removing armor breakage, then at least slow the rate it breaks in WvW, but not the actual repair cost (or people will just hop to wvw for their fixes).
I think unlocking weapon skills is easy (and I’m an ele, so I have twice the amount to do). If you’re a low level, just join a large event. It’s easy to get lots of kills and get all the skills. If you’re a higher level (10~20), then its much easier because the % you get for each skill goes up with level. At around lvl 30, you can get the 5th skill with one kill.
No. I’m strongly against reducing points like this. A group of guilds could easily organize a cap during off time (which would fill the population ), why should they be penalized for strategy? A victory during off time should be the same as one during prime time. Besides, they could just cap everything and then log off to avoid penalty. If its really a problem, it’d be easier to just have out-manned give a statistical advantage. Frankly the ladder will eventually put you up against a world of similar level anyway, so it won’t be much of a problem down that line.
It’s funny how Kaineng ended up last in the server rankings XD
I had this result as well just now. Tested it twice with breath of kralkatorrik.
3~5 seconds is definitely enough time to get away from a battle when the enemy doesn’t know where you’re going. Just use condition removal and the aoe snare isn’t a problem either. It’s not too short considering it can be spammed to an extent.
The arcana line doesn’t reduce the attunement recharge time by the right amount. Instead of reducing by 6 seconds instead of 60% at 30. It’s the same at other amounts too, reducing by 4seconds instead of 40% at 20 arcana, etc.
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