Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Fuzzion…. /clap. Very well done. That gets a +1 from me.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Yes the title and accompanying Jew comments were truly necessary to get youre quite excellent points across.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
I did Light up the darkness with a Staff and a 0/20/0/30/20 build. A lot of the tips in the above are very good. If you want to use staff time your Eruption with Static Field and Use Ice Spike with a frozen ground. Keep burning up on her as well and spam lava font behind you when traveling to then next safe spot.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
I personally find conditions on an elementalist lackluster and prefer the direct damage approach. I think we are limited in our applications of damaging conditions and cover them and to use the class mechanic while trying condition builds leads to slowing down the damage.
HOWEVER to say that it is impossible is wrong as we have conditions on many of our skills. Where there is a will there is a way.
Will it be as good as a condition engi/necro? Maybe not, but if YOU have fun with it and do well enough with it? Who cares.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
HGH Grenade Engi
Dual Pistols – Grenade Kit/Elixir B/Tool Kit
30/10/0/30/0
Smooth. Gave up doing on my ele after some 60 some odd tries.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Why is everyone bigging up Cobalt?
It’s just a reskinned Ebonblade, and worse looking as far as I’m concerned.
Check it out when you are wielding it. There are blue Ascalon-like flames on it when you wield it. Some very flashy and nice animation to it.
I don’t know what you’re talking about. The new champion dagger, Komalie’s Sacrificial Blade, is one of the nicest dagger skins I’ve seen in the game.
But it’s doesn’t have like flames coming out of it, or anything! How can a skin be cool without flames?
Infact we need more weapons with flashier effects. I want an explosion Michael Bay would be proud of every time I hit an enemy. The only way to go is up. Why stop there, just make the dagger skin the same as the greatsaw, imagine how cool it’d be to dual wield those?
Doesn’t have to be super flashy, but SOME form of animation so it can be paired with lets say Incinerator and not look stupid. Even if it was just a slight gold/red glow to it I would have been happy. And it would have made sense too. Dagger of Komalie would have absorbed energy from the sacrifices → ends up with a slight glow or trail to it. Not very difficult. The dagger itself looks very nice. All it needs (IMO) is a slight glow and trail affect added to it like the Fractal weapons.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
I miss JQ. It has a couple of great pvp roamers. DB and even TC have a few too but until this day I have yet to meet a single one from SOR.
I resent that! I roam all the time! And we’ve fought!
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
I have 10 points in Arcana and 2x sup runes of water/monk. I like the boon duration for the might/fury and regen. It’s a playstyle preference.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
I don’t command Raif.
I do have different gear sets depending on what I am doing though But yeah, my toughness is low. That is what I am sacrificing to hit harder because I seldom find myself in trouble.
When I am running havoc or doing GvG’s I run something different.
And yeah, I was counting guard stacks for the total health. I dont have the power stacks too at the moment unless we get get a point reset again.
Edit: Keep in mind that you can still maximize power along with toughness and vitality as the trade-off of crit/crit damage. You can come in around 65% crit damage, 50% crit with fury and still have extremely high pvt if you do something like slot beryls in the accessorys’ slots.
Personally, I would rather lose some crit damage to have several hundred more power. The difference it makes is pretty big.
Yea ive been thinking of losing some crit damage and get around 100 or maybe 95% and see how much power i can squeeze out.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Raif you are confusing power and attack power…..
With Sharpening stone, blood lust (removing food cause we use different.. mine adds 200 after first kill, yours is a static 100):
Power/Attack Power
You: 1977 / 2987
Me: 2451 / 3562This is why most ele’s say celestial gear sucks for us… because the drop off in damage from it is astronomical.
Ah my mistake, I thought you were talking attack power. Well yes, in that case yes the drop for you is large. I still see 10k DT’s and firegrabs and 5k lightning strikes with my build using scepter as the stats for the build I linked and what I use currently is just the added 20% crit damage. I’d love to find a way to squeeze in more power into my build as I know that I’d highly benefit from it but I can’t seem to find a way without sacrificing health or toughness.
My guess is to get that much crit damage and vitality and power you have pretty low armor since you’re also playing staff. How in the world do you command like that lol. Or do you switch to a different gear set when you command? I’ve yet to follow you guys in WvW, I normally just run havoc with Nyx Syke and PD (my guild on SoR).
And if were counting guard stacks then yea. I don’t have those quite yet, I’m not that high in WvW ranks to get that but I will soon.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
14k on a fireball? I want to see a picture of that. I would LOVE to see a picture of that. Hell, even a firebal of 8k on a PVE boss I want a picture of that. Ive got 112% crit damage and 3k power I don’t even see that kind of numbers. I might see a rare 11k on a meteor shower on some poor sap who was knocked down with vulnerability on but a fireball?
And Covenn, I disagree. I run around SoR with 16.5k health and survive the retal just fine. I do however agree that full zerker is foolish (at least in WvW).
As far as celestial being crap this build has everything I need in it using celestial gear:
And has 2.8k power, 107% crit damage and 1600 armor with 16.2k health. I find this perfect for me in WvW. Both when zerging and when doing my small man with my guild. My current build has less crit damage and more armor, but the rest is the same. I don’t have those celestial pieces right now, but it can be useful.
But that being said, I’d love to see a breakdown of your gear for WvW. Your build interests me. I can never catch you on the SoR TS ever as I think were in different time zones. I’ll still try though.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Well in regards to the celestial gear, I thought the same but I went and built this using some celestial gear and in comparison to what I’m running now, its slightly better. I put all my armor and weapons as celestial and kept my trinkets and backpiece as cavalier with a berserker amulet.
Here is with celestial gear – http://gw2skills.net/editor/?fEAQJArIGQIPAAAoEEPAAAgDLFmBA-jkyAo+ASQAIRgJ/ioxW1Cb1Nal3gotxUuAq4FVLDg+YA-w
And here is what I have now – http://gw2skills.net/editor/?fEAQJArIGQIPAAAoEEPAAAgDLFmBA-jkzAYLA0FIBBgEBm8ya2TQMBiU1AruRr8Gk2Aq2GT5CoiXUtQA6mAA-w
For anyone who doesn’t want to click the links here’s the difference between the two:
Celestial Vs. Non-Celestial (No might/fury/bloodlust stacks):
Attack: 2837 Vs. 2858 (Lose 21 power)
Crit Chance: 37% Vs 39% (Lose 2% crit chance)
Crit Damage: 107% Vs. 87% (gain 20% crit damage)
Armor: 2520 Vs 2640 (Lose 120 armor)
Healing Power: 590 Vs 360 (Gain 230 Healing Power)
Vitality: 16205 Vs 16065 (Gain 140 hit points)
Boon Duration: 40% Vs 40%
It’s a small tradeoff for nearly 20% more crit damage. I’m seriously considering it. This is using a 0/30/0/30/10 build that I run. I could always switch one piece of celestial gear for a knights piece, lose some crit damage but gain more toughness.
Also, if you craft the precision + agony infusions you can get that crit chance up to 38% for a 1% net loss. I just don’t have the mats to craft it right now, and I don’t want to lose my agony resistance that I have otherwise I would use it.
I don’t mind the “low” crit chance because I have 40% boon duration from the runes so I have a lot of uptime on fury, but also when I hit 25 stacks of bloodlust I switch to another scepter that has a Sigil of Accuracy for another 5% crit chance..
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
(edited by Raif.9507)
I used a S/D burst build 0/30/0/30/10 with Arcane Wave, Arcane Blast and Signet of Earth. I would use the full burst combo (Hurl + Earthquake + Arcane Wave + Arcane Blast + Air Attunement + Lightning Strike + Phoenix + Dragons Tooth) on the close spawn and immobilize and wail on the further one.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Thanks so much for the replies! I was wondering what to level next and my ele is 43 now, and I’ve always wanted a glass cannon toon (I have mostly armor heavy characters) for fun. Seeing this as one that could do that for me!!!
Thanks again.
GC elementalist is hard to play in WvW if that’s what you are after. This elementalist is lucky you didn’t sneeze on him and he caught you by surprise with you not knowing how to react to him. I would never suggest all GC in WvW unless your’e a thief or a mesmer maybe. You lack active defensive capabilites and more rely on mobility and healing(you will have one but not the other really if you go GC like that).
A main issue many elementalists have in WvW is the “requirement” of using points in Arcana and Water (to each his own this point can be argued) but some points in Water/Arcana are a must for boons and healing. Without any armor or health (as you would need to run to get that kind of numbers on an armored target) you run the risk of being completely squishy and killable VERY easily. I’m talking thieves hitting you for 10k with a backstab or more. I would highly recommend you to go for a more “balanced” approach and get some armor and health alongside the crit/crit damage/power. 90% crit damage with 40-50% crit chance with 3.2k attack and 2.4-2.5k armor with 16k HP is great. You wont hit for 12k unless the target is squishy, but you’ll be close to it.
The elementalist isn’t really about that 1 big hit. It’s about chaining together multiple attacks (like what happened to you) for a large amount of damage with a big finish at the end.
For PVE go berserker if your’e comfy with it. I know I am.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
0/30/10/20/10 is the new standard Fresh Air build for S/D using the new GM trait in Air. I use 0/30/0/30/10 instead.
Traits are arguable depending on what you are doing. Fresh Air is of course a must in the build.
That is my build with gear. The 30 trait in Air is Fresh Air, but this site doesn’t have the update to it just yet. The rest is what it should be.
My build is more group oriented than pure burst (notice the lack of Bolt to the Heart or Vital Striking or Piercing Shards) but with a flip I can go for more burst.
Edit – Woops too many stat points in the first one. BTW Wryog you could have also put the build instead of just pointing out that I had to many stat points lol. Fixed now.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
(edited by Raif.9507)
Lightning Flash, Earthquake, Frost Burst, Arcane Wave and Fire Attunement all happened instantly which he followed up with Fire Grab.
What he did was he used Earthquake which has a channel time which in the middle of the channel he used Lightning Flash which is an instant cast and while you were knocked down used Arcane Wave (instatn as well) and then swapped attunements to Fire. This elementalist has at least 15 points in the Fire traitline for the Fire attunement to deal damage to you and has a Sigil of Hydromancy on one of his weapons as he procced the Frost Burst from that sigil (which happened at the same time he swapped to Fire). He then proceeded to use Firegrab (and he had burning on you most likely from the 5 point minor in fire or the 15 point caused burning).
Most of the abilities listed here are instant casts which can be used while channeling (this goes for all classes). The only abilities that aren’t are Earthquake and Firegrab. He just used one of the simple Earthquake + Lightning Flash combo that any elementalist can do with good practice and from traits/sigil procced the Fire Attunement Damage/Frost burst (respectively) and followed with a Firegrab.
And yes, he/she is definitely squishy in order to get those kinds of numbers on Firegrab if you have the stats you mentioned. To get that kind of damage on a Firegrab on an armored target you’re definitely rocking a lot of crit chance and crit damage not to mention a lot of power.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
(edited by Raif.9507)
I wrote this in another thread so I’ll just re-post it here. The setup here wont break the bank and is easily acquired (well save the legendary, but that’s just for looks). Only 1 Superior Rune of Divinity, and you don’t have to have it.
I don’t use celestial gear but instead mix and match a bunch of stats. This is the gear breakdown I end up with:
Soldiers – Head, Chest, Pants, Dagger (Legendary, don’t have a choice)
Knights – Shoulder
Cavalier – Back, Accessories
Berserker – Amulet, Rings, Scepter, Gloves, BootsI use 2 Superior Rune of the Monk, 2 Superior Runes of Water, 1 Superior Rune of Divinity and 1 Ruby Orb. Weapons have Sigil of Battle and Sigil of Bloodlust.
I end up with the stats shown below in the picture. However, I do sometimes switch my berserker rings for Cavalier rings if I find that there is a lot of damage being thrown around, or I’m playing a little poorly that night. I also use Truffle Ravioli (100 Toughness, 70 Precision) and Maintenance Oils. With the Cavalier rings I end up with another 206 toughness bringing up the total to 2786 armor with Rock Barrier up.
Now, could I end up with more crit damage? Yes. But I would lose some crit chance and some power along the way (while gaining toughness and other stats). I find that specializing in your chosen role is a little more fulfilling than speccing for everything but celestial gear isn’t a bad choice.
Think of this as an alternative to using celestial gear.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
(edited by Raif.9507)
Now for those of us who choose to not drop our professions to power level tailoring to take advantage of this new gear, what would you recommend instead? currently im trying 3 cavalier and 3 zerker, with celestial off pieces and zerker daggers, but just a tad bit too squishy for my liking, so will try getting my toughness above 1600 (1524 atm).
Also im running 2 Sup Water runes and 4 melandru since i refuse to dungeon run for monks.
i tried the s/d but after a few days i settled back to my dagger dagger since the play style suited me better. Im very much a front liner.
build i’m using is the 0/10/10/20/30, roaming in wvwvw with group. I play almost exclusively for wvwvw, but prefer smaller groups over a zerg.
i am open to trying different gear combos out, as with runes and tweaks to my build, but i wish to remain a dagger dagger and not have to resort to dungeon running for gear, just having trouble finding the balance between too tanky im wasting stats and too squishy. Any help is appreciated.
I don’t use celestial gear but instead mix and match a bunch of stats. This is the gear breakdown I end up with:
Soldiers – Head, Chest, Pants, Dagger (Legendary, don’t have a choice)
Knights – Shoulder
Cavalier – Back, Accessories
Berserker – Amulet, Rings, Scepter, Gloves, Boots
I use 2 Superior Rune of the Monk, 2 Superior Runes of Water, 1 Superior Rune of Divinity and 1 Ruby Orb. Weapons have Sigil of Battle and Sigil of Bloodlust.
I end up with the stats shown below in the picture. However, I do sometimes switch my berserker rings for Cavalier rings if I find that there is a lot of damage being thrown around, or I’m playing a little poorly that night. I also use Truffle Ravioli (100 Toughness, 70 Precision) and Maintenance Oils. With the Cavalier rings I end up with another 206 toughness bringing up the total to 2786 armor with Rock Barrier up.
Now, could I end up with more crit damage? Yes. But I would lose some crit chance and some power along the way (while gaining toughness and other stats). I find that specializing in your chosen role is a little more fulfilling than speccing for everything but celestial gear isn’t a bad choice.
Think of this as an alternative to using celestial gear.
Edit – I just noticed you wanted this for a D/D build, so I went in game and re-specced with my balanced D/D build that I run with. Second picture is the set with D/D.
Gear:
Soldiers – Head, Chest, Pants, Dagger(Legendary, don’t have a choice)
Knights – Shoulder, Dagger, Boots, Gloves
Cavalier – Back, Accessories, Rings
Berserker – Amulet
Sometimes I switch the Knights dagger for a Berserker dagger for a little more crit damage. On this gear set I use 2 Superior Rune of the Monk, 2 Superior Runes of Water, 2 Superior Rune of Divinity. Weapons have Sigil of Battle and Sigil of Bloodlust.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
(edited by Raif.9507)
Mine isn’t too far off from yours. A little less power and crit damage, but I have my 40% boon duration. I have to use a PVT weapon cause of the Incinerator (too scared to transmute it) but with a P/P/CD weapon I have 92% crit damage.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Solod with an ele using a s/d burst build, arcane wave, arcane blast and signet of earth.
Spec was 0/30/0/30/10 using a mix of zerker, soldiers and cavaliers.
Did it on my first try too. Was cake. Startes to bring some guildies in for the achievement too.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
(edited by Raif.9507)
Haha, I was wrong last week…
Not one new guild, they were courting 14 bahahaha.
“We often turn away guilds for sake of balance” ahahaha my sides.
You can’t be serious that you actually bought that… right? Please? I need SOME faith in people. Tell me you’re actually trolling, because cuddles just keeps talking the world of you and I’d like to believe her (since shes cuddles and all).
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Legendary dyes would be awesome if they had some awesome special effects to it. Though I would like it more if you could craft it.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Theres only 2 15 minute clips of the episode up seems like that starts in the middle.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
As an ordained Minister & Marriage Counselor in the Holy Church of Jedsus Chris of Saturday Feints,
You are not funny
I highly disagree. I think he is hilarious and should not stop posting. You on the other hand, need some work on your sarcasm.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Hence I said, the average player doesn’t run with the proper counters. But why should that be punished. If a player doesn’t want to run with the proper skills or know how to use them to immobilize someone, that isn’t my problem.
They don’t need to spec just to fight elementalists, but an immobilize is great to fight ANY mobile class. People need to learn that you can’t just slot for more damage in PvP. It doesn’t work that way. People need to step up their game and learn how to counter things. This is the reason that people complain about thieves, or mesmers because they do not have the proper skills to counter them and then cry about it.
And most builds DO have it. Most builds that are popular for sPvP and WvW have some form of CC/stability in them as well as gap closers. They HAVE the ability to use them, but don’t.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Lets take a break from the very entertaining but hypocritical qq about SOR’s EU coverage and lets get serious for a moment. I just read a qq thread in the wvw forum about why the State of the Game podcasts where spvp representatives directly ask the devs questions doesn’t include any wvw questions. Ignoring the facepalming idiocy of why spvp players don’t bring up wvw issues, why don’t we have wvw representatives on the show?
http://www.guildwars2guru.com/news/1072-simply-creating-the-next-sotg-for-wvw-not-so-simple/
Apparently back in March GW2 Guru put out a call for wvw hosts to be out a call for wvw hosts but it doesn’t look like anyone responded. I know there are a ton of very passionate and knowledgeable wvw commanders and players on the T1 servers. Any of you guys and gals want to stop trolling for a few hours and step up? For many GW2 players wvw is the end game but it seems like we are the most neglected.
Actually I did reply to them, but they want someone with “experience” in streaming. Otherwise I would have already done it.
I certainly don’t mind learning, and I’ve streamed before, but not a show. Just gameplay.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
(edited by Raif.9507)
So, RTL can’t be how it was because lets face it, guaranteed 1200 distance opener/closer (immune to CCs and all that jazz) was really strong, but 40s CD is ridiculous (i’ve never said it wasn’t). So how about instead of if we miss we get hit with a 40s CD instead if we miss we get hit with a reduced distance? Maybe it only goes 600 units instead of 1200?
Then we could still use it to escape (kinda) or engage, but just not as well. What do you think?
You are not immune to CC. You are not immune to immobilize. It is a teleport that acts as a teleport (gasp). It only ignores cripple and chilled. You can be knocked, bulled, blown, frozen and any other type of CC that I might have missed if your opponent is on his game.
Your fix is worse than how it is now. 600 range on RTL? You crazy?
I always played a ranger or an ele (staff or s/f were my main weapons) so i didn’t really know you could be pulled and all of that, and i KNOW you can’t be chilled or crippled in it (or at least be affected by it). Btw, i was saying instead of a 40s CD WHEN YOU MISS it becomes a 600 range skill, IE if you hit someone it’s still 1200.
As for Aether, i didn’t realize the distance -was- that far, i think 1200 would probably be fine if it was actually bugged and sending them extremely far away. I know the main issue was the skill was a total disengage, you can’t do anything to stop me (almost anything) sort of thing.
Theres plenty you can do to stop it, but it requires intelligent play. Something Anet doesn’t seem to expect from it’s player base. It’s very simple. See the ele at low health and swapped to air? Immobilize, because there is a 90% chance he will RTL. Bam 2 seconds to kill the ele and there is nothing he can do.
You can set up a pull with the mesmer too, that just takes a lot of planning though, and the warrior can use his f1 hammer skill while you are in the transform to stun him. Thief can use basilisk venom and hit us for a stun, but it all takes a bit of planning and very good timing.
The reduction to 1200 was good enough of a nerf. Plenty of classes have range/gap closers that can be used to be back on the elementalist if he/she managed to get off that RTL. The previous range was too much and let us get out of combat easy to heal up if we had no conditions on us, but now with the nerf being 1200 range, thieves now have a 1500 trait for steal, and rangers having enough range plus lower cooldowns on their gap closers and warriors have ALWAYS been faster than us anyway (the recent buff to sword makes it a VERY good weapon to roam with) means that it isn’t as OP as people make it out to be.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
The proc never cared about the attunement you were in. Meaning you can be in Air, switch and crit on your first hit, and then go back to air. It was an ICD for fresh air that was not related to anything else.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
So, RTL can’t be how it was because lets face it, guaranteed 1200 distance opener/closer (immune to CCs and all that jazz) was really strong, but 40s CD is ridiculous (i’ve never said it wasn’t). So how about instead of if we miss we get hit with a 40s CD instead if we miss we get hit with a reduced distance? Maybe it only goes 600 units instead of 1200?
Then we could still use it to escape (kinda) or engage, but just not as well. What do you think?
You are not immune to CC. You are not immune to immobilize. It is a teleport that acts as a teleport (gasp). It only ignores cripple and chilled. You can be knocked, bulled, blown, frozen and any other type of CC that I might have missed if your opponent is on his game.
Your fix is worse than how it is now. 600 range on RTL? You crazy?
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Count me in on that too Raif,
I’d even leave them cookies!
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Still no fix to RTL….. I’m so dissapoint… Not.
All I want for Christmas is a competent balance team. I’ll be a good boy. Just get me one.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Please read my posts correctly.
I am saying that the air rotation in scepter is weak in term of damage.
Yes the burst is nice, I completely agree.To put it with numbers:
Arc Lightning: 0.48 power/s
Lightning strike: 0.24 power/s (instant with 5s cd)
Combined they give you a 0.72 p/s, a 40% damage loss compared to lightning whip (1.22 p/s)
Fresh air affects both spells in the exact same way.
The advantages from the scepter air rotation are that it is at range and it is non-projectile. Whether this is worth a 40% damage loss is up to your judgement!
How did you calculate that? I’m just curious.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Just for information, spamming the scepter’s arc lightning and lightning strike on cooldown deals about half the damage of the dagger’s lightning whip. So you do not apply more pressure with scepter and fresh air, it’s just that the cooldowns somewhat match so it looks nice, but it is still bad, very bad.
Hmm, I’ll have to test that, but My lightning strike hits for 4-5k by itself. I would have to look at it. And the pressure comes from the combination of both the Lightning Strike and the Electric Discharge.
It isn’t overrated. It’s a viable new playstyle for a ranged DPS burst. There are multiple combos that are available to the S/D burst that altogether out do the D/D burster.
The whole combo of Hurl + Electric Discharge + lightning Flash + Phoenix + Lightning flash in front of the target HURTS.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
(edited by Raif.9507)
Less on bragging, more on laughing hilariously how BG “superior” Oceanic coverage disappeared in such a short period of time.
No guys, he’s right… SoR is just an all around 24/7 stacked server and no one else can compete.
Playing the underdog is really tough but I’m sure one day BG and JQ will get the coverage they need to beat SoR; just as long as SoR doesn’t keep recruiting more huge guilds in a timezone where they are already clearly winning in like they did with EU.
So odd how the tables have turned. I remember the days where SoR was the “underdog” and people wanted us to get coverage….. You know, where JQ roflstomped everyone…
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Hi all,
I tried Daphoenix’s new build the other day with S/D and granted it is very effective (air grandmaster trait is lovely) however I’m not a huge fan of the scepter. What are the main reasons why this build wouldn’t work for D/D?? ( I’m guessing its to do with the miniscule 300 range on lighting skills……. which frequently miss -_- )
It does work with D/D, but it works “better” with S/D due to the cooldown on Fresh Air being the same as the cooldown on Lightning Strike. This allows Electric Discharge and Lightning Strike to go off at the same time giving huge pressure on your target. Also the low cooldown on Earth 2 for hurl allows you to constantly set up Hurl + Electric Discharge + Lightning Strike for serious pressure on people.
Another reason is that for D/D you need a little more survivability than S/D and speccing into this leaves you without the 30 in water which leaves you without 3k health and a lot of cleanses. You would need to put more Soldiers/Knights gear to survive.
I prefer a 0/30/0/30/10 build which leaves the cleanses, but you lose the dodges and EA.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
I am not trying to make an elementalist that can kill opponents.
Which is a problem in my mind. Everything in this game is expected to have some killing potential and to be able to contribute to damage dealt to enemies (apart from spvp, but that´s a point capturing game, not fighting game). Even the most supportiest builds will want to squeeze every ounce of deeps they can, and imho clerics is a bad trade off, too much stuff lost for very small amount of healing.
And speaking of healing, people should really check the wiki for healing coefficients.
Blasts scale terribly (1500 healing power gives 300 more healing on blast) and anyone thinking of wearing clerics solely for blasts should feel bad.
Base healing of cleansing wave (attuning to water, water dodge with ea, dagger 5) is 1302 and coefficient is 1, so your full healing power is added to that number.
Blast in waterfield has base heal of 1320, but coefficient of 0.2 whichmeans that only 20% of your healing power is added to healing.
Water trident has base heal of 1448, and it coefficient of 1, so it´s flat out best burst healing skill ele has.
Healing geyser has 808×3 base heal, but it´s coefficient is only 0.25, which is really bad and to get full heal targets need to stay still, which is worse.
Numbers. How they prove things.
In sPvP there is a reason the bunkers go S/D or S/F. The scepter Trident is the top heal the elementalist has. It’s AOE ground targeted and has a higher base heal than Cleansing Wave and still has a 1-1 healing power ratio.
In the mists with full clerics on and the standard 0/10/0/30/30 you can heal:
Water Trident – 2731
Cleansing Wave (Dagger 5) – 2585
Cleansing Wave (Evasive Arcana) – 1292
Healing Ripple – 2585
Altogether thats – 9193 healing every 40 seconds for that full rotation.
However, the dodge roll and the cooldown on Trident means that every 20 seconds you would heal 6608.
In WvW/PvE you would be healing more due to Cleansing Wave being nerfed in the mists.
The staff gives you something the S/D doesn’t however and thats CC and area denial. While S/D has updraft and Earthquake, the CC on the staff for large (keyword large) engagements is normally better. In small mans though S/D would be better as the knockdowns and blowout are a bit more valuable.
I always am a proponent of a balanced build. Dish out damage, heal a bit, and be tough to take down. In my opinion this game isn’t very conducive to going the whole healing route for the elementalist as the damage you do in comparison to lets say the guardian is much less.
In PvE there isn’t even much of a need for healing/toughness if you are good enough because you can mitigate 100% of the damage with a good dodge roll/blind. Hence the popularity of the Lightning Hammer DPS builds.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Whoa whoa whoa! And why are bunkers not allowed to have RTL that works? And since when is there such a thing as a bunker anymore? No healing during mist form means NO elementalist is a bunker anymore.
This was already kind of beat to death in the thread “Conundrum”, about the exact same topic, still on the front page (cough OP cough).
Elementalists were being used as healing roamers. Essentially, they would RTL into a fight, healing ripple, dodge, trident, cleansing wave, and RTL back out. RTL is not effected by movement impairing effects, so there was no stopping it. In particular, this made 5 ele teams brokenly OP. It also effected WvW, because ele’s were “zerg breakers”, charging into a zerg, causing chaos, and RTL’ing back out.
Classes with similar or better mobility to the ele cannot heal group mates the way that ele can, and classes with similar or better mobility cannot “zerg break” because their escapes are effected by movement impairment (or in the thief’s case, they lack the fortitude).
Anet decided DPS roamers were okay but healing roamers were game breaking, so they reduced an ele’s ability to do it. It’s still very possible to do though.
It used to be that you would be on point A, RTL+run ~10 seconds to point B, heal, RTL out immediatly. With the nerf, you cant do that because of the 40sec CD. Even if you use it as an attack entry you are stuck there for 20 seconds instead of being able to bail.
I’m not saying I agree with Anets change (I think it was too harsh), but if you want it “reverted” you are going to have to keep the reasons why it was nerfed in the first place in mind when recommending changes. Anet isn’t going to lower the cooldown if they think healy-type ele’s will take it.
Eles were not the only zerg breakers. Never were. A team of guardians better at it than any other class and the don’t even NEED RTL because they can just walk out of the kitten zerg. Then there is the hammer warrior who is specced for bunkering who can also do it and has better CC’s and lower cooldowns for it and with Sword/Warhorn in their offhand can escape too.
And kitten , you can stop RTL. Immobilize, ANY knockdown or knockback or pull. I’ve been guardian pulled, hammer f1 cc’d, mesmer pulled, thief scorpion wired out of RTL. Does it require timing? Yes. Is it possible? Yes. Watch the elementalists bar. He goes into air? immobilize. Bam. Ele is in RTL for 2 seconds and can’t do kitten. Or, Chill right before he does it.
I only think the cooldown needs to be changed, not the range. Range should be 1200, not be reverted to the original 1500.
And what made 5 team ele’s so op wasn’t RTL. It was that they would all go some form of the 0/10/0/30/30 and have MASSIVE aoe heals and cleanses almost rendering necros and engis useless and making damage stay on a good team very hard to do because they would just rotate in and out of water. They would just outlast everything due to the HEALING, not RTL. RTL just allowed those eles to go to points they needed be at. When they got there quickly and started to AOE heal the problem begins anew.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
(edited by Raif.9507)
No talk of them ever nerfing thief stealth though unfortunately. Remember when reveal was at 4 seconds and they actually said that was too “extreme” of a change and crippled the class? 1 fracking extra second on a broken mechanic that NEEDS nerfing was crippling? Yet ride the lightning, which was a death sentence if you immobilized us when we did it, is fine at 40 seconds? It’s obvious most of the devs are clueless noobs who main thief. It’s their pet class and if they have to change any of their damage or stealth abilities on their utility bar to deal with anything, because god forbid they think to bring an immobilize skill with them, you’d best believe they’re going to nerf anyone that they can’t insta-kill.
You have literally never played a thief have you? You really should try playing arena nets “pet class” some time and actual learn about it. It’s obvious from your post you know nothing about thieves or balancing in general. As far as I know, none of the devs main a thief. I’ve never seen a video or picture of one on a thief and we don’t ever have then comment in our sub forum. The devs are balancing the classes in an objective way and it’s very very clear from your post you’re just looking to benefit yourself with the balancing and don’t care about other classes.
Ps try taking a look at the thief class’ change log sometime. It’s gotten more nerfs than ele’s, but I’m not complaining
Well to be fair, if we’re talking all around nerfs, the elementalists since BW1 have been nerfed way more than any other class having their original damage output nerfed almost 60% on pretty much all their skills. Some skills even more.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Maybe your overclock isn’t as stable as you think. Just because it’s only GW2 doesn’t mean anything.
Sorry, I have no other suggestions that could help. Good luck.
No that’s quite alright, thanks for trying though I do appreciate it. I know it’s pretty stable as I ran LinX and Prime95 recently and both passed without a problem. I test the OC every so often to make sure that I don’t have any degradation in the chip and if I need to lower the OC.
Ill try running it in Win XP compatability mode. Might help lol.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Exactly. I don’t think that an RTL revert would harm in WvW. One with air sucks balls even MORE than Aeromancers alacrity. Why in the world would that help mobility?
The whole issue of running is that after using teh RTL + LF you are stuck depending on swiftness and burning speed to get you out of trouble while classes like ranger/warrior/thief have gap closers on short cooldowns that WILL help them catch you while you have 40 seconds to go on your RTL.
And I already said, LOWER the scaling of healing power on the heal skills and up the base heal. That will make the bunker get a tradeoff. He gets the mobility that the class needs as a base, and lose healing. The reason for the increase in base heal is to help the DPS builds again. This is what they should have done in the first place. The issue of a mobile bunker was only a problem in sPvP where that bunker could reset the fight and CONSTANTLY keep the back point in contest. The other issue was that stacking Eles has a huge payback due to the AOE high heals and cleanses. So lowering the scale for the heals would target the AOE healing while giving the bunker mobility. I do believe that for sPvP that cooldown split should exist though. In that kind of game mode it’s needed. for WvW and PvE it isn’t.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
I’ve never said the class is broken. The class is still fun, still enjoyable and in the hands of a capable player, can still wreak havoc. However, that same player could/would accomplish more on a different class for those specific tasks that they might do.
I do believe that RTL revert would make the class MUCH better as due to the low health/heals the DPS builds have. I speak ONLY for the DPS builds and how much this would help it. The bunker builds would benefit from this too, hence I said lower the scaling of HP and up the base heals. To help condi/burst elementalists. The one thing that is seriously lacking for the S/D burst builds is a competent, reliable disengage. Yes, I do like having to think about the abilities I use, but a 40 second punishment when NO class has something comparable is unfair.
IMO the revert on this would help those squishy eles survive more and have some form of damage mitigation (a gap increaser) comparable to steath, or clones.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
I noticed that right after I posted this. If you use healing rain then immediately use eruption it will still have time to work
Yea they changed the cast time of Eruption to 1.2 seconds in the last patch. It would be close but there should be enough of an overlay between the 2. Safer to do eruption first then the water field though.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
To use Eruption as a blast finisher you first put it down on the ground then immediately put down either Healing Rain or Geyser right on top of it. But it has to be immediately otherwise you will miss it. The blast finisher is on the end of the animation of Eruption.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
Hint: Fluffy little ambient creatures are placed all throughout the map… Planning RtL around them can seriously increase your mobility by halving the cd. If you really really want the old cd, spec Aeromancer’s Alacrity. The capacity of most non-sPVP elementalists to complain without ever playing with non-standard builds astounds me.
And your condescending attitude towards some people might not be warranted thanks. I do sPvP quite often. I’ve participated in all of the previous SOAC profession tournaments too. So does Stealth. Get off your kitten high horse of a sPvP elitist attitude. You are not a god among men. Just because you sPvP doesn’t make you magically better than people who WvW.
And just because I never mentioned Aeromancers alacrity doesn’t mean I just blindly take whatever build someone posts on the forums (It’s still not a worthwhile trait to take). I theory craft all my own builds on how they work in WvW for my groups composition. No matter what class I play. It’s how you learn to play the class and learn to counter any other class.
Those little fluffy ambient creatures more often than not are not where you need them to be. And due to lag from being far away from the server, lag because zergs are colliding or the little creature decided to move 3 inches to the left due to its pathing program means you just got smacked in the face with a 40 second cooldown. Does it help when they are around? Yes. Should I have to depend on it to play the way the class should? Hell no.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
I’m waiting for all the bunker ele, OP class only players to switch to troll thieves and get those nerfed. That’ll be at least a couple months yet, but man will it be sweet.
The only people that complained about bunker eles were bad players. Sure they were nasty 1v1, but even at their height of ability were still not even close to where guardians are now in overall effectiveness.
This. A hundred times this. Whenever we have problems with other (seriously OP) classes we get told to “L2P” and that the other player was just better than us. Yet when it was us that was close to OP the other ones weren’t bad players and we weren’t really better than them, no it was simply our class that was OP and needed swift and severe nerfs.
I frakking hate double standards with a vengeance.
I don’t like agreeing with Aether, but he is right. I love the elementalist as a class, it’s the most fun I’ve had in a game in SUCH a long time. There seems to be some double standard when it comes to the class because it has so many options built into its weaponset and the devs are being to careful.
Revert RTL and the class will be fine save for the bugs. Lower the scaling of the heals with healing power, up the base heals. make a person who wants to be tanky SPEC and GEAR for it. Make a person who wants to be a damage dealer be one. The elementalist needs the mobility for it to be able to deal damage.
People who complained “the ele tanked 10 of us and we couldn’t kill him” more often than not have no idea how to PvP. If 10 people can’t kill 1 player, the problem isn’t that player, it’s the group. It just boggles my mind when I see the videos of people taking 10 players and how they just don’t seem to work together to pin/chain CC and just pound the crap out of them. They also don’t realize that the elementalist did exactly what thieves do right now. Distract 10 people so they don’t kill a yak or flip a keep or whatnot. Seriously, blind, chill cripple the kitten ele and they are done for.
Guardians are still tankier and will always be tankier than us.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
I agree with you completely for us who live far away. I would also second it due to the fact that it only really fits for sPvP and not for WvW or PvE where it just makes life unnecessarily harder.
Oh it fits for WvW too, people just don’t want to admit that WvW has its own PvP balance.
Remember all those posts like: “This isn’t sPvP, Anet doesn’t balance for WvW.”
Well, they do. Sorry guys, its a strong aspect of their game which also requires balance to be fun.
However for sPvP I do agree with it to an extent. I would lower it to 15/30 maybe, but the maps are so small there that a highly mobile tank breaks the game.
A highly mobile bunker breaks the game period. You’ve missed the point of the nerf entirely. Bunkers should not be able to give chase, its part of their balance. They win, they don’t chase.
As far as the OP is concerned, I can empathize. I used to play games with a 300+ ping all the time because that’s all that was available to me. However, I don’t think breaking game balance for high-pingers is the answer. You’re at a disadvantage because of your latency, not because of a specific class balance issue.
And you seem to misunderstand that the RTL nerf hurts not only the bunker but the rest of the class. If you want to hurt the bunker, you nerf the heals, not the mobility. The DPS version of the class NEEDS the mobility not to chase, but to disengage and NOT rely on a 3 minute cooldown on an elite to be able to get away.
And you didn’t do anything to prove my point for WvW wrong. There is no PvP balance for WvW that centers around 1v1. It’s centered around the game of capturing camps, keeps, scouts, dolyaks and the rest. In WvW you don’t roam as a a bunker because you won’t accomplish anything. You would go try to clear a camp and do so little damage that you wouldn’t clear it until there was a response or try to kill a dolyak and unless they left the yak alone, you wouldn’t kill it. You running away from killing they yak makes NO difference because the opponent got what it wanted. The yak into the tower.
Even in WvW you have roaming Warriors who have more health and more toughness and out damage you and are MUCH more mobile than you even with the RTL back as it used to be. You have thieves who are, well thieves. No explanation needed there. Tanky Mesmers who are a kitten to kill and can do enough damage to get what needs to be done and GTFO due to stealth and clones.
Your problem is thinking WvW centers around the 1v1 or 1vX. No one in WvW should care about that because that ISN’T what that game mode is about.
In WvW there is no problem with a roaming bunker because a zerg WILL steamroll you no matter what you are. You cannot flip a keep by yourself, you can try to take a camp alone and have it take a long time. You can try to kill a yak, and again unless its alone you will have an issue killing it because those on the yak will do as much as they can to run you off. You will succeed a lot true, but so do a lot of other roaming classes.
And no, I don’t believe they balanced for WvW when tehy did the RTL nerf. They balance it for sPvP where a mobile bunker WAS an issue. In WvW a 40 second cooldown on an escape mechanism is death. Any class that is built for roaming WILL catch up to you even if you have perma swiftness on after you blow that Lightning Flash and RTL as their gap closers are on a lower cooldown and are in some cases the same distance as RTL itself.
In WvW you are either:
1. With a zerg, where it doesn’t really matter how mobile you are so long as you can keep up with the commander.
2. Solo roaming where you spec more DPS and gear for it so that when you try to hit a camp you can do it fast and get out so that you aren’t caught in the response and there should be NO reason such a spec to not have mobility.
3. Small man havoc groups where you should be moving as a squad, almost the same as the zerg, but in combat mobility is still important to disengage when you need to.
At this moment the 40 sec cooldown is too harsh in WvW for any but the tankiest elementalist if you are running from a good player who knows what they are doing.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
I find celestial to be highly ineffective. You try to be everything yet suck at everything. What do you want to do with your character? If you want damage/survivability? mix soldier/berserker/cavalier. You want tank? Mix Soldier/Clerics.
Celestial IMO doesn’t help you do anything save get all stats which isn’t always entirely useful. You would end up with a rather low healthpool (somewhere round the 14-15k it seems) and rather low toughness which for a melee class in WvW is a no no.
Specialize in what you want to do.
Edit – After entering the stats in this is what you would end up with:
Power 1655
Precision 1441
Toughness 1640
Vitality 1289
Critical Damage + 57%
Condition Damage + 373
Healing Power 373
Boon Duration 30%
Critical Chance 29%
Armor 2560
Health 14535
Average health and average toughness. If I were playing a melee class in WvW, I wouldn’t run with this little health/toughness. Not with the buffs that necros got and certainly not with engineers running around who will eat your health alive with condis. You don’t have enough health to survive the conditions, and don’t have enough toughness to mitigate a big burst from a thief either and with a low healthpool you would be in danger of HS spam.
Your crit damage/crit chance is good, but the power is very low to the point that you don’t really have that oomph to back up that crit.
You also chose things that are bad as far as gear optimization. The head/chest/leggings are NOT good for berserker stats. Soldier or knights would be best as far as stat tradeoffs. Trinkets are the best source for crit damage, so you would be better off switching those to cavalier or berserker and swapping your main gear to knights/soldiers.
This is what I would do in your place with that build:
http://gw2buildcraft.com/calculator/elementalist/?1.0|8.1c.0.8.1c.0|0.0.0.0.0.0|1g.7r.1g.7r.1c.71g.1g.71g.1c.71h.1g.71h|2s.0.2s.0.3s.0.2v.0.3v.0.2v.0|0.0.k00.k00.u000|3t.7|0.0.0.0.0|e
There is also food buffs there.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
(edited by Raif.9507)
Me and a lot of PD run in 2-5 man groups a lot. The max we ever run in is 10-13 people, but most of the time we have a lot of small man groups running around and we find a lot of fights. Yes we tend to run into a lot of zergs and need to be careful and run off or retreat but we find some great small man action here and there.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
I agree with you completely for us who live far away. I would also second it due to the fact that it only really fits for sPvP and not for WvW or PvE where it just makes life unnecessarily harder.
However for sPvP I do agree with it to an extent. I would lower it to 15/30 maybe, but the maps are so small there that a highly mobile tank breaks the game. Where in PvE no one cares who gets to the orichalcum node first, and in WvW it makes little to no tactical difference in which server or group wins. In WvW if I run away to reset the fight again and leave the camp or dolyak alone and I miss the point tick, I wouldn’t bother going back for it AND it leaves time for a bigger group of people to swoop in and kick your butt.
For anyone pointing fingers at people like Dapheonix who were able to kite 10+ people, those people were bad and should feel bad. He killed no one almost and just kited. The people who he was facing were terrible in trying to kill him. No one immobilized him or chilled him or chain CC’d him. He was an exceptionally skilled player who used the incompetence and inexperience of the players who he was facing to his advantage to kite, not kill. And eventually they did kill him. Just like tons of thieves (who even a dev once mentioned “Just leave them alone”) or mesmers. He did what he was supposed to do, pull a group of people off an objective and got them to chase him instead of doing something useful like take a tower or flip a camp.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net