Showing Posts For Quintal.6594:
I love daggers in general PvE, but I have huge issues with them in explorables.
The random aoe/off-attacks that mobs do in explorable dungeons can very easily one shot a squishey dagger elementalist.
However this seems to be a problem with pretty much any close range weapon in explorables other than for guardian/warrior. Dagger thieves and greatsword rangers have the same issue. Heck, I’m even seeing a lot of warriors go gun/bow lately.
I disagree with stopping at 15 in water. if you spend an extra 5 and get 20 you can have both cleansing wave and vital striking. Getting 10% more dps for 5 points is fairly nice.
Edit: especially in wvw where you’re often on a wall at full hp
Combo fields don’t directly improve your damage as ele for the most part (unless you try to use earth projectiles with them, which I don’t suggest).
The biggest thing is to blast finish your fire fields to stack AOE might, which indirectly does damage… and to blast finish water fields to heal your self and allies. Getting arcane wave will give you access to an easy blast finisher. The other one you have at your level is earthquake. At 60 you can get evasive arcana which lets you spam blasts.
Getting might stacks will have a very noticeable effect. In explorables I run staff and use evasive arcana to blast finish lavafont over and over. This can put 20+ might stacks on the party fairly easily. Out in the world farming I use daggers, and roll backwards after a fiery rush to blast it for might.
For water, well, you don’t die, so you notice it by that.
I don’t feel that self comboing our other fields (chill and lightning) is worth it. Other classes that spam projectiles(gun thief for example) can make great use of both of those when we provide them however
Ya know, it would be easier to just say “make it a glyph” =p
But yes, I agree.
The long lockout when you switch attunements is puzzling as a design choice
in Elementalist
Posted by: Quintal.6594
I agree with the OP. I feel crippled if I take away my 30 arcane.
I mainly use staff, and the staff skill sets just can not stand on their own (maybe fire can). They mostly seem a smattering of utilities, with fire’s autoattack being the only one that matters. So you hit the element you want a skill from, then need to get back to fire asap.
Another solution would be to just make the autoattacks on non fire staff suck less.
I got the 42k karma armor, then crafted a knights (power/pre/tough) set and transmuted onto it. Jewelry I bought berserk crafted ones.
Farming the 210k karma (didn’t buy mask, hide it anyway) made me enough money.
It’s actually toughness that’s doing it. At least if it works like GW1.
In GW1 mobs were attracted to targets with lower armor. This would line up with what you’re seeing.
Lingering elements isn’t supposed to affect arcane power. It’s for the attunement bonuses like the regen you get for 5 point water.
Sooner or later the high end mats will be just as cheap as copper is now. Mats will be harvested so much that there will be an excess and it won’t nearly be as valuable as it is now. I can remember getting 30c per copper in the first few days, now I can’t give it away. The only exception is cooking supplies as those can be consumed.
Be it Orr or and other part of the map my Thief is much happier when we have a zerg going. Shortbow almost guarantee’s me a tag on everything attacking, while most bows just tag one after the other. I’m sure I’ll keep my thief up to some Orring…
If kills didn’t have any reward there would be no point to killing anything outside an event. We would all just run past things to get to events and exploring would have no point…
I said event mobs. Only event mobs would have no loot. Normal mobs would still have the same loot as now
I think you’re right on the point that drops need to be good at 80 no mater where you go.
As it is, orr is (even crowded) the best place to farm tier 6 crafting mats. This is even more important now that it’s known we need 250 of each t6 fine mat for legendaries.
I’ve tried going to lower zones and farming and from what I can tell you get the drops for that zones level range + a chance at gear drops in your own range. However other than yellows the gear drops are just vendor trash.
Another thing of note is that lower level zones give you less karma per event. In a 15-25 zone you will get ~250 karma an event, in Cursed Shore you get ~350
I would like to see karma rewards evened out (this does matter, as legendaries require a LOT of karma) and loot rewards shifted to events.
Let me clarify that;
I propose that event mobs drop zero loot. None, zilch, nada. Then, at the end of every event have a chest (like the dragon/temples ones) but rather than normal chest loot have an assortment of crafting mats and other drops you would expect for the number of mobs killed.
This would scale based on level.
A system like this would correct the issue of mob tagging, and encourage people to go do events in lower level zones. An 80 doing an event in queensdale could find gossamer in his chest for example.
For all but arcane, yes.
For arcane.. evasive arcana = best thing ever (EVERY dodge is a blast finisher, even on cd)
7x AOE heal +regen -
Requires 15 water, 30 arcane with evasive arcana, and a sigil of energy
Cast eruption 1 dodge space away from you
Go to water -heals around you due to 15 pointer
Cast healing rain on the eruption
Dodge at the eruption while hitting arcane wave -heal from evasive and 3x blast finishers
dodge backwards to get another evasive blast finisher in the water
Swap atunements (50% dodge back)
dodge forward again for another blast
Heals around 14k with no healing power
Combo fields are great, I’m an aoe might stacker, and quite often get people to the 25 cap.
@Quintal
There is an anti farm code? How does that work?
If you get too much loot too fast (easy in Orr defend events) your drops virtually stop for an hour or so. No one but anet knows the exact numbers for it.
It’s really easy to see when you do 2-3 events and fill your bags in every one, then suddenly end up with 2 bones and a leather strap at the end of the 4th. Go pvp for an hour and woosh, back up to filling your bags every event.
kitten sword ( a Sword that can be used 1 and 2 handed. I think warriors would love it)
haha… I assume you don’t mean some sort of cat weapon, and just got hit by the profanity filter
Average of about 75 silver an hour farming Orr events I’d say. MF gear/food.
This can very greatly depending on a few factors. If it’s crowded it’s harder to tag mobs and get loot. If it’s late in the day and there was no server reset, the events are bugged and less farm.
Edit: until I hit the anti-farm code of course and all item drops stop……….
(edited by Quintal.6594)
Staff by FAR.
Staff gives you water fields that you can blast finish for a ton of health (eruption, arcane wave, evasive arcana) and the gun/bow people will be comboing for mass regen.
each unique boon
I see.. I was running a power crit build and that was working really well.. I think I might try to focus on that. I had it as high as 40% at one point with the fire signet
a good crit rate also lets you take advantage of the groovy sigils like strength (30% on crit to get 10 seconds of might)
Yeah, it just shows the total. I feel those skills are confusing. It should show the damage of each pulse, not total.
I often see this mislead people into thinking their air scepter is doing amazing damage, when it’s really not.
I like power/crit over condition. Ele conditions are a bit wonkey in that you end up with a CD if you want both burn and bleed. This makes it so your bleed stacks drop if you go to burn.
The only weapon that seems able to do more with condition than power is scepter earth. And it does do good dps if you’re alone.
Now for the big problem.
The condition cap. If you spec to make bleed on scepter good you’re gona eat a good 18-20 stacks of bleed on the mob. If any other player in your group or dynamic event has a bleed build, you only do a fraction of your damage as it caps out at 25.
Burn has the same issue, as if one person is spamming burn and has a 100% uptime on a boss, a second person burning adds ZERO DAMAGE
If you go power and precision.. you can have as many people beating on the target as you want and not lose a single point of damage.
I want Realm of Torment back.=D
Realm of Torment wouldn’t really exist anymore because it has become Kormir’s realm IIRC.
Now it’s the realm of take credit for everything I did.
Warriors are fine.
I play mesmer and only have trouble with the ones that know how to play.
And the ones that know how to play generally don’t use greatswords, which is where 99% of the complaints come from.
You seem to be referring to PvP, my issues are PvE related in how groups of warriors have been tagging and killing every mob in a pack at Orr events so fast no one using condition or ranged gets credit.
You’ll know when you hear howls of rage and anguish from the warrior forums.
Polearms could be good – halberds, naginata etc
Spears/Javelins (on land)Other than that, I wouldn’t mind seeing some existing weapons opened up to other classes, with new abilities to match. For example, I like the idea that a Warrior could pick up pretty much anything and improvise with it to inflict some damage even though it isn’t necessarily appropriate to class (using a sceptre as a club or a staff as a quarterstaff rather than a ranged weapon). Might struggle to do this for all classes, I suppose…
Basically, I want my Warrior to dual wield knives please.
Or guns for ele! Pew pew fire and ice lasers
Couple comments.
Meteor shower: Don’t cancel it like that. You get more meteors the longer you channel it. It’s also very very good against bosses with multiple attack points, as it hits more than one.
Healing rain and Geyser: these are water combo fields, blast finish for massive healing
Everything else I agree with.
Old tooltip that hasn’t been updated. At once point ele had charge based skills where you held the key to make them stronger.
Fist Wraps, for fast melee brawling
Wouldn’t the fact that it’s cultural, I.E locally produced, mean by definition it’s not exotic? =p
But yes, I do agree with you, it should have max stats for that price.
I do think the fight is bugged, but I also don’t believe he’s dead.
Falling below the clouds? show me a body!
There’s also a large chunk of Orr we can’t get to.. I’m figuring there will be a patch that adds 1-2 more Orr zones and a second fight on the ground.
I came to this conclusion because the chests in low level jumping puzzles always spit out that maps level bracket loot (for PVE). I could have all the magic find in the world but it wouldn’t get me a level 80 item out of that chest in the Norn jumping puzzle in Wayfarer Hills. Always going to be blue level 7 warhorns lolol. But in clearing random oozes I would sometimes get a level 74 blue item even though the ooze was level 20-ish. Needless to say I still had my bags filled with 20-ish loot.
While this doesn’t disprove your whole point, last night I got a level 79 yellow hammer from a chest at the end of a jumping puzzle (pirate cave in hinterlands). Gave me 3 ectos so it was a nice chest =p
The human queen has Happy Cat as a pet. Seriously, that cat wants his cheeseburger.
I’m an ele (80, doing explorables)
I’ve tried a healing power build, had it at 900some, and was not sold on it.
It does make blast finishers in water very nice (3-4k per) allowing me to full heal an area with a couple evasive arcana’s and an arcane wave..
BUT. I have found it far more effective to go arcane/fire with knights/berserkers and evasive into fire fields to keep massive might stacks up on the party and just kill things faster. Not to mention still doing good dps my self
Also of note, the actual heals from geyser and rain will never do much, their point is to make water fields to combo. I think my Geyser did something piddly like 700 and the waterblast autoattack was healing for 350-400.
I’d like something, perhaps just a master of damage like GW1. It’s currently very hard to judge a power/crit build vs a condition build with any degree of accuracy, especially with tooltips not reporting correct damage for conditions (does not account for +duration)
Switching attunements should not auto-attack the closest mob
in Elementalist
Posted by: Quintal.6594
hmm dont take the arcane trait evasive arcana, also dont take any of the traits that damage on attunement switch.
These are not solutions, these are workarounds.
This does need to be corrected. It’s especially noticeable with staff when you shoot something 50 feet away after changing attunement.
I just logged in to look at my sceptre-1-earth tooltip.
I was down-leveled to 76 because of location.
The tooltip said 2046 bleeding dmg over 7 3/4 seconds.
The pulses I am getting are about 98.
While this is not conclusive, I think this lends support to a general theory of a pulse being a damage instance set to occur 3x per second.
as always….I am frequently wrong…this is not gospel, just dirty arithmetic.
Just as an aside, the tooltips on condition damage are often incorrect, as they don’t seem to take into account anything that raises the duration of the condition.
Same needs to be done for engi kits.
Due to the profanity filter.. when I read your title I expected to see a RTL that looked like Nyan cat. I am disappointed.
Quick Glyphs Trait doesn't work with Glyph of Elementals [please fix]
in Elementalist
Posted by: Quintal.6594
To add more info, when you first cast the skill you do get the 96 second CD.. but when the elemental dies the CD gets reset, this is the part that ignores the trait and needs to be corrected.
I actually really love the focus (and do use it in pvp), but I despise scepter for pve(too bursty on one side, and crippled by condition cap on the other), and dagger MH is too dangerous in explorables.. so I never use focus as I don’t have a main hand I want.
Are you in combat? neither this nor evasive work out of combat
Dodge, kite, move, use control effects.
Stop thinking of attunements like different weapons and instead think of it just as 20 skills with cooldowns.
I mainly use staff, and find ele to be very durable. With 15 points in water and evasive arcana I can heal 5-6k every 9 seconds just by going to water and rolling once.
I often pull 3-4 mobs at once in orr and just aoe them down while dodging like a crazy person(renewing stam).
In explorables I equip a bit of toughness/vit so I can survive the “haha screw you 15k hit” attacks that fly around. but most of that can be dodged anyway.
If I find my self in trouble I pulse-blind them for 10 seconds with glyph of storms and heal (or nuke)
We have a ton of great escape utility’s, personally I like cleansing fire, but mist form and lightning flash are also life savers.
Overall I think we’re just fine on the survivability front. We have a lot of tricks
First off, use a staff.
Second, don’t limit your self to support, use control as well. Focus on keeping things away from people, stunning, blinding (GoS earth), chill, ect. Lining these up for combos is even better, like a chill field as the thief uses unload.
Use blast finishers (arcane wave, eruption, evasive arcana) on fire/water fields to buff/heal. You will heal WAY more if you do 2-3 blast finishers in a water field than the water field alone.
you can fairly easily get a total of 4 blasts in 1 healing rain by precasting eruption, arcane wave, 2 rolls with evasive arcana. That’s a good 8-9k healing without healing power.
and.. don’t stop dpsing. All of our support and control can be done while still putting out damage
If I had to describe ele underwater, it would be kind of like humping a rock until you make a hole in it
Sounds like a job for earth attunement.
Try grabbing renewing stamina from tier 2 arcane. With any sort of decent crit rate you’ll have near perma vigor, letting you dodge like crazy.
I’m using;
Staff -
30 arcane – elemental attunement, renewing stam, evasive arcane
20 water – cleansing wave, vital striking
10 air – quick glyphs
10 fire – 10% more fire damage
I’ve been going back and forth pulling the 20 water into fire for more damage, but it is a drop in survivability (dual regen + heal on water is nice)
Build is mostly about using evasive arcana to blast finisher lava font (might stacks) and water fields (heals). I can keep the melee + my self at 25 might stacks fairly easily if I use a sigil of energy (50% endurance on attunement swap)
For utility I have;
Arcane wave (more blast finishing)
Glyph of storms (earth = 10 seconds pulsing blind)
cleansing fire (mainly to save my self during knockdown)
Elite is of course the elementals, as the others all suck
This has served me well in explorables. I deal around 3-4k dps in fire, and provide a lot of support and control.