The main problem with have ZERO utility skills that can proc this, (and no please dont say earth shield lol), we need to change signet of water to have an interrupt instead of a terrible chill and give us some more ways to proc it. If they wanted more defence for ele’s though why not bring tempest defense down to a master level and nerf the % damage increase vs stunned opponents. I personally would love a trait that could counter hammer warriors.
I just watched the video about elementalists and engineers and im very excited for the changes. Some of the things I expect them to change:
-Earth dagger auto attack big power increase
-Something for glyphs, especially renewal, maybe lower cooldown.
-Fire 4 focus, flame wall to do damage every tick.
-One with air Adapt air trait, change it to another conditional 10% increase in damage?
Stuff im hoping for that probably won’t happen:
People always complain about fire traitline being terrible so maybe that will get some traits in there a buff. Something like burning precision increase to 2s base burn.
I’m hoping that change a utility to give ele’s an interrupt on a utility, and I’m hoping this comes from signet of water which needs a buff.
Scepter earth three dust devil, this skill needs some love to be more useful, as of now its really not great considering it takes a little time to cast and with the average cast times being just above the cast time of itself I feel like you might as well be blinding yourself XD.
Signet of air active cooldown reduced to 20 seconds.
Signet mastery on necros gives 3 stacks of might, signet eles should have this too.
I’m sure there’s a lot im missing that I can’t think now but im hoping for a similar amount of changes to ele as there were in ranger/engi.
Fine, post a video. Duel 1v1 with 2 equally good players 1 condi specd necro and a elementalist with diamond skin and see how much hp the elementalist will have at the end. Good luck finding a necro that wins.
And no, i don’t think there should be a trait that makes it impossible for a full condition spect necro to have chance of winning a fight.
And a immunity at 10-20% those make sense, then it will come to skill. At the time before the elementalist drops below the set % the necro needs to apply alot of conditions to kill his opponent and the ele needs to time his condition removals (skills).
I’m not saying that a condition spec shall have the upper hand against a condition removal spec, i’m just saying they shall have a chance.
Warriors for example with full condition removal specs has the upper hand on condition builds (and they should with a counter build). But they actually need to time there removals (Berserker Stance etc) to win, that takes it down to skills.
“It only takes a couple of attacks to get below 90%” whit a eleis water fields and heals it don’t, not whit a condition build if u dont play extremely bad.
twitch.tv/gw2ascii, this guy runs a terrormancer condi build and overcomes diamond skin ele’s just fine, in fact I bet he could kill 2-3 at a time XD. as I posted above he uses carrion armor and a beserker staff just to counter condi immunity phases of opponents. this is the kind of well rounded build that does well vs the entire field.
Pretty interesting video. You do a lot of ranger stomping lawl, death to rangers!!! I’m always sceptical of not running ether renewal but it seems like you have a decent amount of condi removal, basically 2 traits and 1 utility with magnetic wave also.
One of the draw backs I see if you don’t have 100% uptime on swiftness or a passive 25% speed boost, which will make it annoying to get around by yourself.
Another is your dedicating a trait to reduce 1 utility skill from 75 seconds to 60 seconds and thats all it does. To me 75s and 60s is a once a fight kinda ordeal anyways probably not worth it, i’d probably rethink this. I understand your needa get to EA ofc but def seems like its missing some trait synergy.
I also personally tested burning fire in wvw a bit and decided I didn’t like it. It is condi removal you don’t have control over and that’s the worst kind of condi removal, it does on the other hand work alright to overcome the 1st steal from a condi thief with the 5s confusion gm trait, and its also not really a reliable source of burn either considering its pbaoe and a lot of condi classes are ranged.
These are minor critiques, I really like how you built in 100% condi duration into the build and got some fury + burning precision to get full 2s burns on, that is the kinda synergy I like seeing. Overall fun build to see.
Another idea I had was adding a daze, anet already showed they have dazes in water attunement with comet, and having an interrupt active on a mesmer signet. Ele’s also have ZERO interrupt utilities and with the added GM trait in air making interrupts even more important, why not add one and remove an active that everyone hates anyways?
I was wondering why the other day glyph of renewal was so bad. It was then I realized at one point it was originally planned so you could revive allies that were fully dead. Then they changed it to just allies in the down state, while leaving the cooldown the same as the original. Yeah……
This signet’s active is quite under powered. It is only a single condition, and one of the worst conditions in the game at that fact. Single condition attacks can get cleared absurdly fast and even if it was like a free 4th utility I don’t think i’d hardly ever use it just because the effect isn’t worth the 1s cast time. This essentially doesn’t justify even having a cooldown let alone a 30s one where literally any other skill you can cast would be better just makes this signet’s active pretty terrible.
I’d suggest making it an insta-cast break stun that clears 3 conditions and then maybe it could have some uses.
Maybe you should try carrion armor instead of full dire or full rabid or a mix of those two, then maybe your build will be more well rounded. Anyways diamond skin as a trait is fine.
Doubtful, would be pretty hard to test, one way that might work testing is having two people set up. One person standing still using magnetic aura, and another person running like 900 range away in a parallel line shooting projectiles, so that some miss and some hit, and test whether more hit when the persons using magnetic aura or not. The way magnetic wave works though is there is no fancy big bubble image and it works the same way as reflecting for eles so I think the big bubble is just this added effect.
Made this for another thread, but posting here too, <3
1h Javelin (Main Hand) 0-900 range
The idea is a heavy hitting, slow, midrange defensive style weapon that has access to some power and condition attacks. The weapon will have access to some blocks which will be a fun thing to have on an ele, and some defensive channels. One thing I tried to do was make the auto-attacks fun and not boring. Let me know what you think
Fire
1.a.- Warming Up- Throw a fiery javelin, 90 radius, 900 range, .75 seconds, 300 damage
b.- Boiling Point – Throw two javelins at a time, 900 range, .75 seconds, 325 damage
c. On Fire – Spin and throw three javelins at a time, emitting fire, .75 seconds 350 damage, create an ember where you spin.
Ember – Ember acts similarly to an engi landmine, does 300 damage if stepped on.
2. Self Eruption – Extend arms up and glow yellow. Go into a channeling state for 3 seconds where damage is reduced by 50%, gain retaliation for 3s each time struck (max once per second)
3. Fire Trail- 5s, for the next 5s you leave a trail of fire behind you that burns for 2s every 1s. (instant cast not a channel)
Water
1. Distant Spring- 900 range 1.25, Throw your javelin causing vulnerability 300 damage.
b. Oasis – Throw your javelin at your feet healing yourself and nearby allies for 300.
2. Quick Jug- Remove up to 3 conditions, skill 6 heal has its cooldown reduced by 1s for each condition removed this way. Your next skill 6 heal drops a 360 wide water field that grants 5 seconds of regeneration to allies inside.
3. Reservoir- Cast floating water to your sides that lasts for 30 seconds, is consumed when hp reaches 50%, heals for 2500. Gain Regeneration for 5s when consumed.
Air
1. Lightning Bolt – 900 range, 400 damage, 1.25 seconds.
b. Shocking Throw – 900 range, 400 damage 1.25 seconds 100% critical hit.
2. Bottled Lightning – Block the next attack, once blocked a secondary ability becomes available.
2a. Lightning Release- Slam lightning on the ground (360 radius) stunning for 2 seconds and blinding for 5 seconds. Blast finisher.
3. Static Interference- Daze target for .25 seconds, target is weakened for 5 seconds. Instant cast.
Earth
1. a. Light Lug – 900 range, .75s, 175 damage, 1 stacks of bleeding
b. Medium Lug – .75s, 175 damage, 2 stacks of bleeding
c. Heavy Lug – Spin around while throwing, .75s 175 damage 4 stacks of bleeding to target and anyone within 180 radius.
2. Avalanche- Leap at your foe (600 range) crippling for 5 seconds. If hitting a target able to trigger rockslide.
b. Rockslide- The cone in front is hit for heavy damage and 4 stacks of bleeding.
3. Spiked Wall – Raise your javelin to your front and two floating additional floating rock javelins appear by your sides. Block the next attack, gain 5s of protection and give 2 stacks of bleed to the area around you 240 radius.
Missing some values, might tweak it later XD. I know conditions in this game better than I know power so power numbers might need changing for balance. Thanks for reading it
I use a 100% in earth condition build. That’s about as much earth as you can possibly be ^^.
1h Javalin (Main Hand) 0-900 range
The idea is a heavy hitting, slow, midrange defensive style weapon that has access to some power and condition attacks. The weapon will have access to some blocks which will be a fun thing to have on an ele, and some defensive channels. One thing I tried to do was make the auto-attacks fun and not boring. Let me know what you think
Fire
1.a.- Warming Up- Throw a fiery javelin, 90 radius, 900 range, .75 seconds, 300 damage
b.- Boiling Point – Throw two javelins at a time, 900 range, .75 seconds, 325 damage
c. On Fire – Spin and throw three javelins at a time, emitting fire, .75 seconds 350 damage, create an ember where you spin.
Ember – Ember acts similarly to an engi landmine, does 300 damage if stepped on.
2. Self Eruption – Extend arms up and glow yellow. Go into a channeling state for 3 seconds where damage is reduced by 50%, gain retaliation for 3s each time struck (max once per second)
3. Fire Trail- 5s, for the next 5s you leave a trail of fire behind you that burns for 2s every 1s. (instant cast not a channel)
Water
1. Distant Spring- 900 range 1.25, Throw your javelin causing vulnerability 300 damage.
b. Oasis – Throw your javelin at your feet healing yourself and nearby allies for 300.
2. Quick Jug- Remove up to 3 conditions, skill 6 heal has its cooldown reduced by 1s for each condition removed this way. Your next skill 6 heal drops a 360 wide water field that grants 5 seconds of regeneration to allies inside.
3. Reservoir- Cast floating water to your sides that lasts for 30 seconds, is consumed when hp reaches 50%, heals for 2500. Gain Regeneration for 5s when consumed.
Air
1. Lightning Bolt – 900 range, 400 damage, 1.25 seconds.
b. Shocking Throw – 900 range, 400 damage 1.25 seconds 100% critical hit.
2. Bottled Lightning – Block the next attack, once blocked a secondary ability becomes available.
2a. Lightning Release- Slam lightning on the ground (360 radius) stunning for 2 seconds and blinding for 5 seconds. Blast finisher.
3. Static Interference- Daze target for .25 seconds, target is weakened for 5 seconds. Instant cast.
Earth
1. a. Light Lug – 900 range, .75s, 175 damage, 1 stacks of bleeding
b. Medium Lug – .75s, 175 damage, 2 stacks of bleeding
c. Heavy Lug – Spin around while throwing, .75s 175 damage 4 stacks of bleeding to target and anyone within 180 radius.
2. Avalanche- Leap at your foe (600 range) crippling for 5 seconds. If hitting a target able to trigger rockslide.
b. Rockslide- The cone in front is hit for heavy damage and 4 stacks of bleeding.
3. Spiked Wall – Raise your javelin to your front and two floating additional floating rock javelins appear by your sides. Block the next attack, gain 5s of protection and give 2 stacks of bleed to the area around you 240 radius.
Missing some values, might tweak it later XD. I know conditions in this game better than I know power so power numbers might need changing for balance. Thanks for reading it
I’d love an elite that did conditions on crit, really any signet/arcane or new glyph, as long as it isn’t a summon plzzz no more summons.
I know people point out a lot of negative stuff about wvw on these forums but last week there was an insanely close tier 2 match between mag, sos, and fa. Everyone had the lead a couple times and the overall match came down to like a thousand points.
Very fun and competition matches in T2 are happening and im looking forward to more mag, sos, and fa T2 matches.
The ruins are roaming content, it forces a group to split up into at least 2-3 parts, zergs following one guy can’t do that easily or simply could be doing something better than taking the ruins. This isn’t solo roaming content since you need at least two people to take it though. If you are solo roaming you better be able to run fast, have a stong and tanky 1v1 build.
As far as im concerned the extra chests in eotm when you cap stuff is the best change, wvw is so unrewarding that its easily able to lose money playing it if you run the best food.
PRAE is recently on a roll expanding to bring more organized small man havoc to SoS server. We just got three new players yesterday and have a pretty fun pick/lockdown team rolling. We help with builds if your newer, but we have a ton of incredibly knowledgeable players to run with in small groups if your looking for people to run with in a strong team.
So what does the focus have? Two interrupt attacks on it, there go make a perplexity build, gogogo! :P
Fire shield is a condition aura, as it deals condition damage in the terms of 1s burn. If you think its bad its because your probably running it not to the fullest in a power or hybrid build. Yeah the might isn’t very relevant but there are sick synergies being an aura in the first place.
Yeah I have to say I find the focus abilities in fire/water/air to be pretty bad, earth 4 is solid and earth 5 is ofc as well.
There is a nice synergy between active auras and being able to get zephyr’s boon and elemental shielding; however, some of the traits you pointed out are pretty bad still, even with 4 signets, signet mastery is very unimpressive, and the best thing about written in stone is you can spam heal active on cooldown which still takes a while and makes it so you can’t use ether renewal which is a much better heal to cure condis. 20 seconds to 16 seconds on your fire signet active isn’t saving the day.
Oh wow, awesome, thanks for the info!
Does anyone know if the condition duration cap of 100% still applies if you have over 100% and your opponent runs -condition duration stats.
So does having 140% condition duration hit someone with -40% condition duration for 100% or 60% duration basically?
Thanks!!!
great fights lately, this week will be extra awesome!
I joined PRAE after being in a zerg guild and I must say im having more fun in the game than ever. Its a great group of players, everyone’s very skilled and very nice! Running in groups of five is really fun and the thieves/mesmers are great at using shadow refuge and mass invis to harass zergs. Tired of being picked off from your zerg if you fall behind even slightly? Join the side thats having a blast picking people off :P
I LOVE YOU TIMEBOMB <3
um, what weapons are your using lol? since yeah you have no condi removal besides the signet of water which is pretty unreliable with the 10 second periods
Im running 70% condition duration increase, with the 25% bonus burn duration from fire trait. The +45% burn duration would be sweet, id like to see the burn from my fire shields last a lot longer, however im not sure about the caps. I know the auto attack length is already capped out so im worried I couldn’t take advantage of another 45%.
Yeah that makes more sense, its kinda lame its not condition damage. Great point.
“I actually don’t like the Earth 25 trait. It doesn’t fit the Trait line nor the attunement seeing as its more about defense and conditions than it is about Direct damage. Now if that was a 10% increase to condition damage when at full endurance, then we would have something decent.”
wait FGS is being nerfed?
I added the link to the build at the top of my original post
Looking at your build now, drake’s breath seems to be hitting pretty hard XD, still you gotta get up and close with 15k hp and only 2700 armor, also it doesn’t seem like you have any good auto attacks the stack conditions wells like scepter has in earth. But yeah you still have decent power on d/d attacks and way better healing. Are you thinking about trying to use stone heart at all with d/d condi?
I just did a bunch of 1v1s just now with my build still missing the traits in obsidian sceptum and won a couple vs mesmers, won another vs a staff ele, and lost vs eviscerate warrior. These new traits will do wonders vs these crit warriors and crit thieves, can’t wait XD.
Overall I think your build is pretty neat and would like to test it out myself maybe too, but I don’t think its fully able to take advantage of stone heart. Also earth 25 punishes you for dodging slightly too, so you have some dis-synergies with evasive arcana.
Anyway, its cool to see condi builds, im sure we’ll see more after the patch ^^
I think you guys are right about glyph being a good choice here, ill have to test it out. As for the earth GM that deals with sigil passives, it is a little odd since sigil of fire I really don’t care about my precision, earth only gives 5% toughness, and if were using the heal sigil which I don’t think would be ideal would give us basically another 3000 heal every 20 seconds for free. Stone heart will still be good. I think water 10 is good just as ens was saying it adds another condition to screw with cleansing, also for a bunker build its 100 points in vitality as well. I’ll play around with it more today.
Question though, why would we need any precision in a build like this? Seems like one of the best things about condition damage is to have high dps it only takes up 1/3 slots in gear you need.
Also thanks for responding ^^
The way I am looking at stone heart is, it adds a lot of defence especially vs glass cannons but it adds a lot of defense vs any class using power really. I think this trait is pretty powerful and making a class that simply doesn’t die or would be very hard to kill is appealing, especially after struggling in wvw on d/d ele so much and dying so often. I just know with d/d you don’t stay in earth that much so you wouldn’t be getting the full potential of the trait, in the sense of total damage blocked. I see the ferocity change as a nerf to all power classes, which just makes condi builds more appealing. I think there is a master level spell in fire that removes 3 conditions as well, cleansing fire I think its called. That might be an option if the meta switched super heavily to conditions.
When I was playing around with my d/d ele and put on condi gear my churning earth did 14,000 damage in bleeds alone lol. Also signet of fire can do 17,000+ full condi spec.
Yeah, the lack of aoe is a big tradeoff, again its a bunker build so you might just have to accept that fact you’ll be doing less damage, but still I found the single target dps to be solid. In wvw I usually try to attack the backline anyways so now I just focused specific backliners. Earth 4 removes 3 conditions pretty easily and isn’t the longest cooldown, and I was debating which heal to use, but it seems like we have the best heal in Aether Renewal to deal with conditions as well so if other condi builds become a problem I can just go to that instead of the signet.
Can you explain the glyph proc burn? One of the reasons why I think burn isn’t a huge deal and why switching to fire attunement doesn’t make much sense is that burn doesn’t stack intensity and we can get tons of burn just in earth already, theres really no need to switch out of earth to go to fire.
If I was a primary dagger ele stoneheart is bad because your earth auto attack is really really bad, scepter auto attack on a condi build can do 4000+ in bleeds alone tho. Sitting in earth when your auto attack hits hard might not be too bad. Same way sitting in air and lightning whipping a lot isn’t that bad as d/d.
I played d/d ele and followed some twitch streamers builds, mainly bitcloud’s d/d ele build and play wvw only. So the best new trait people are talking about the most is Stone Heart, which makes it so you can’t be crit while in earth. A lot of people are complaining that they are never in earth so this GM trait is terrible, and yeah the primary dagger auto attack is terrible so you’ll probably not want to use it. This got me thinking more about scepter right away where earth actually has a good auto attack, but its only good for a condi build so I started thinking of that.
To use stone heart to the fullest you have to make a build that lets you stay in earth more or less 90%+ and thats why I went with a condition build that im testing still. By going full condi/vit/toughness gear your basic auto attack hits with 4000 damage of bleeds which is pretty powerful. You also have 20,000 health and can get 3300 defense with earth 2 is up which it should always be up.
By going full condi, there are several interesting things I noticed, the signet of fire dealt 17,000 damage in burning. I didn’t think that was possible lol its so much damage for a signet, and its at 1200 range, seems op in a condi build. I started looking at the other signets more carefully then and tested them all out. Signet of fire is op just for the burn, you can have it burn over 16s+ and its on a 16s cooldown when traited so if they don’t remove it, you can have it always up just with that. I also used the signet for 25% movement and aoe blinds, signet of air, and signet of earth. You need the 25% speed for wvw mobility. Signet of earth seemed fairly strong too with like a 5% toughness increase and a 5 second root, a full 5 seconds is pretty op as well, very good against thieves and other people trying to rush in and back out to kill you with their glasscannon builds.
As for traits I am thinking 30/0/30/10/0. The thing about sitting in earth is you don’t really need arcana since your not switching, like ever, most fights I stayed 100% in earth. Burning increased duration by 25% is great since that will be our main form of damage besides bleed stacking. The fire shield whenever you activate a signet is totally awesome and punishes melee that get up and smack you. You can get this fire shield up which lasts 3 seconds up close to the majority of the fight. And binding ashes will be the GM trait. We get absurd burning abilities while staying in earth 100% of the time, the fire signet alone might proc 3-4 blinds just from base burning which seems crazy.
In earth we will reduce our signet times by 20% with this build and we will basically be using them whenever they are free in a fight which makes the fullest use of the trait. We can increase our condition damage more in the master line, and grand master will be Stone Heart which will significantly reduce the damage we take while in earth, which is basically 100% of the time. Water gives our signets even more power by inflicting 3 stacks of vuln as well.
With this build there is no reason to use any other attunements besides maybe water for a quick heal and daze, but its not great since you have to wait to get back into earth so long so its almost better to just stay in earth. Healing isn’t that big a problem since its a full bunker build basically, and stone heart is gonna make it absurdly hard to kill. Earth 5 on the focus has the power level of all three cantrips most d/d ele’s run anyways and im enjoying it in wvw a ton where I can pop that and fgs and get out of any fight it seems.
All I know is I was running this build with the two slots missing in wvw today and it was going pretty well, was solo’ing thieves and guardians and other ele’s and it didn’t feel like the huge struggle d/d has become, and I was doing this missing two powerful GM traits that are soon to make this build even stronger. Let me know what you think or if you have any suggestions, or if you are brainstorming new builds yet using these GM traits!
(edited by Rocketmist.5436)