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Elementalist leveling ~ NEED HALP PLZ ~

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Posted by: Strang.8170

Strang.8170

The ultimate utility skill for any levelling needs, glyph of storms in earth attunement.

Just try it….oh, and stay away from the dredge, those blind kittens ruin everyhting.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Do Eles Fit the Mold?

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Posted by: Strang.8170

Strang.8170

Just drop the ranks, they mean absolutely nothing. Best way to get ranks is shameless karmatraining in the biggest zerg person can find, where nothing but number 1 works.

As for eles in wvw dealing damage….well they can, in which case i´d like to introduce them to our sideliners, they´ll make a rallybot out of any wannabe nuker.

For damage i find that necros are more reliable, naturaly tankier, and faster in dealing the said damage… superior class for organised nukes in other words. Ele nukes shine in really really really big groups, where there´s too much targets to effectively single out and destroy squishies aka. enough people to hide behind/people that ress said eles from dead.

In my personal opinion staff eles are best at being cc machines and waterboys.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

How ele is meant to be played

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Posted by: Strang.8170

Strang.8170

In wvw, staff = water bot/cc machine with bit of damage.
In wvw, d/d = Ganker/Boon bot with bit of burst.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

10 Dec patch notes

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Posted by: Strang.8170

Strang.8170

Water cooldown reduction to master along with cleansing wave sad panda

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

New Healing Skills

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Posted by: Strang.8170

Strang.8170

Well…it sounded nice untill th real facts came in. Pbaoe, low damage, mediocre heal, cast time…it seemed good but now is just…meh

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

New Healing Skills

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Posted by: Strang.8170

Strang.8170

Well, i´m pretty sure coordinated groups can find a use for blast, damage, and heal with 1200 range and instant cast.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Lingering elements

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Posted by: Strang.8170

Strang.8170

Yeah, it’s not working.

I thought that the bonuses should linger are the Fire (20% chance to burn melee foes), Air (10% MS), Earth (80 Armor), Water (Soothing Mist), but only the Water one refresh after you leave that attunement.

Fire i couldn’t test, and Air i didn’t notice any difference. Earth adds 80 armor when attuned, but you lose this after switch attunement.

You could probably test fire in pvp with a friend. Just have him use a steady weapon and no offensive stats along with rapid attacks.

Fire has been tested and it works….even during just testing it against mobs the hardest part was actualy make it go off without dying.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

D/D Build without Attunement Swaping

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Posted by: Strang.8170

Strang.8170

Grab a conjure lightning hammer and you´re good to go…well unless you want to pvp or do anything little bit more challenging…then you´re screwed.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Thrillers Sound/Golems Hold/Apollo Glade

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Posted by: Strang.8170

Strang.8170

…they wait each time until the smaller raids get wiped by and thereby reduce the numbers of the enemy, before entering the fray….

Not much choice we have though, either we hold back and get vaguely good fight, or we don´t hold back and get nothing

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

water field for d/d eles

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Posted by: Strang.8170

Strang.8170

Because you have no control over when the skill comes, where it lands, and if the thing even stays alive. Unreliable in short.

True, but if the field pops up you might as well use it.

Yea… given that you haven´t already used your blasts on fields you know will be there when needed, the fight is at a point where you are even able to, the field lands close enough and that there´s a chance you´ll even benefit from the short aura.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

water field for d/d eles

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Posted by: Strang.8170

Strang.8170

An ice field, though? That I could get behind. A little extra damage mitigation through Frost Aura’s would be welcome.

Why not make use of your ice elemental’s combo fields then?

Because you have no control over when the skill comes, where it lands, and if the thing even stays alive. Unreliable in short.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

water field for d/d eles

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Posted by: Strang.8170

Strang.8170

How about waterfield on the frostbow cast?

You never know, people might actualy start using that outside gimmicky situations.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Does Ele always feel so "spammy"?

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Posted by: Strang.8170

Strang.8170

Imho eles feel spammy because you´ll need to leverage every skill with vaguely right effect to properly do anything.

Damage rotations always include less damaging skills that would usualy be worth using for their secondary effects, but ele needs to use for simple damage to even match any other classes damage burst.
Healing isn´t simple use of heal skill, even less so with signet, and thus you need to keep including water swaps and skills into everything.
To keep decent armor up you need to keep getting protection from earth/utilities, which again requires more buttons to press, and less desireable skills used just to keep damage up.
To setup any combos you´ll need to use certain skills or utilities etc.

So basicly you´ll need to use everything all the time, can´t just save attunements for certain situations.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Classic D/D Bloodlust vs Perception

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Posted by: Strang.8170

Strang.8170

Op has the specifics figured out, and only thing being compared is the type of stacks. Buildcraft really is the answer here.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Diamond Skin vs Retallation

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Posted by: Strang.8170

Strang.8170

at least we can’t not be chased down anymore in wvw when roaming, of course when we are at peak health. Unless somehow they can land some hits on us, we are pretty much free of chill, cripples, immobilize.

Warriors, thieves, engis and rangers are still faster than us, and all of em have hard cc unaffected by the trait.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

is a full soldiers gear build good for WvW

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Posted by: Strang.8170

Strang.8170

The usefulness of ‘relative’ is to show how things function. In the example of critical damage, it shows that the more you get, the less useful it becomes. This will be true for any situation, wheter it’s low power/precision or high power/precision.

The more you get anything the less useful it becomes compared to earlier points (% vise anyhow), that alone tells you nothing of the effectiveness of anything (though indeed it is true no matter what the other values in damage equation are).
Only thing that matters is it´s usefulness compared to other options, and that always depends on the other stats.

Assuming you care about optimizing, if you go for a full zerker set, the last thing you will upgrade is your weapon(s). If you know that that last bit of extra critical damage will only add a fraction of the additional damage, you can more accurately decide wheter that extra critical damage is worth it. Combined with the poor stat scaling on weapons, you could argue that the extra survivability from a soldiers weapon will be more useful than the last bit of critical damage. Wheter you pick that is ultimately up to you, but if there’s anywhere to pick up a bit more defense, it’ll be there.

It´s bit misleading to say it adds fraction of the damage. It adds the same amount of damage in points, but smaller percentage of already existing damage.
But indeed one can argue survivability is better, but that´s not universaly true, so there´s a reason to take zerker weapon in some cases.

The other situation where this can be applied…

The fact that more investment means less increase in % doesn´t again alone mean anything, you need to compare the end results of both options to know which is better, and that requires you to account for other variables.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

is a full soldiers gear build good for WvW

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Posted by: Strang.8170

Strang.8170

PVT (or soldiers) is a good starting point.
From there you drop defense to a point where you can still comfortably survive.

Optimizing damage output once you know how much you points you can spend on damage is optimization problem with 3 variables, crit chance, crit damage and power, all with separate cost and effect. Easiest way to do it is just to run some builds through a build calculator that outputs the potential damage as a one number, effective power for example ( http://gw2buildcraft.com/calculator/ )

As for why to take zerker staff over soldier, staff…well that´s comparing apples and oranges. If one doesn´t need vitality and toughness, zerker is strictly better(same power, but has +10 crit damage and precision, both of which increase damage). If one doesn´t need more damage, soldiers is strictly better (damage doesn´t matter, so vitality and toughness are better than nothing). It all depends on what player wants/needs.
One could try to create a formula which compares defense and offense, but due to myriad of situation player can be in gw2, it´s propably near to impossible to account for it all, best anyone could do is to create formula for a specific situation.

Speaking of “relative power of crit damage”, wouldn´t you agree that only thing that actualy matters is it´s effect on actual damage output?
Therefore might power and fury all affect the usefulness of crit damage. The end result is damage, power affects one part of the equation, crit damage another. The only difference that matters is their effect on the value of whole equation.

The math section above shows what effect arbitrary increase of 10% of crit damage has on resulting damage in a very specific scenario. Alone that info is worth nothing.
The question is, what options there is, and what are the effects of those options on the damage compared to crit damage option.

For example one piece of equipment gives +10% crit damage, while other gives +100 power. The better option is the thing that increases the damage output more. But if one has already large amounts of power, that +100 may increase the end damage far less than +10 crit damage. Where as if player has very little power, extra power may increase end damage for more than +10 crit damage.

One can say that +10% crit damage is at most 3% increase in actual damage, that might be true, but alone it´s not useful information. One needs to know what other things he could have instead of that crit damage, and what´s their effect on actual damage. And that effect depends on existing values of power, crit chance and crit damage and it also depends on what´s the conversion rate between the other options and cirt damage.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Diamond Skin vs Retallation

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Posted by: Strang.8170

Strang.8170

Idk how it is on other tiers but on tier 1 zerg vs zerg still deals small dmg because everyone is mostly built into bunker spec where most of the dmg comes from conditions. The only scenario this trait won’t be proven useful is if you are at the front line ALL the time. Combined with ether renewal this trait will be very powerful in the hands of good players until it gets nerfed.

We have these nice things called skills 2 through 5, which we can use on the lower tiers. Conditions aren´t a problem for organised group if they can use their skills.

Snarky comments aside, when fighting guild vs zerg battles, you are in the frontline all the time, there´s always damage dealt even to ranged players, making it very hard to keep that immunity up ( well unless ofcourse you have a zerg of your own to hide behind, but then it hardly matters what you bring anyway).

Oh, and i´ll have to disagree with you there on conditions. They might bring down zergs, but any organised group worth anything can get rid of conditions with ease without them dealing any serious damage, personaly i don´t even notice em too often, unless they´re something actualy dangerous, like chill or immobilize (those mean you can´t avoid the 10, skill 1 spamming guardians on your kitten

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Diamond Skin vs Retallation

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Posted by: Strang.8170

Strang.8170

Meh, too much collateral damage going on in wvw for it to be worth it anywhere else but solo roaming.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Week 3 Underworld / Desolation / Aurora Glade

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Posted by: Strang.8170

Strang.8170

Zerg vs 4 guilds sounds fun

Sounds like it would be one of those fights where i can use 1 skill per figth…skill lag, ugh…

VII was raiding thursday wasn it?
Tup usualy doesn´t so don´t hold your breaths, not sure about the rest.

However we do raid tonight.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Week 3 Underworld / Desolation / Aurora Glade

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Posted by: Strang.8170

Strang.8170

I guess then you will have the chance to show your worth in round #4 and #5. Else, this is just trolling.

Show our worth to whom? Panel of judges gathered by the unwavering authority of da intarwebs?
Nah, we just hope there´s plenty of action in the next rounds during our chosen playtime time, that´s all we want.

If you read the thread you will know why, and wvw is a 24 hour battleground if you can’t fight at all times maybe you guys should think about going bronze since other silver league servers can provide same numbers as us during those times and it’s pretty ignorant that some of the people from your server think they are better because they dominate at the times you guys can get in organized guilds while we can’t.

I don´t particulary care wether we can fight ppt wise or not, my comment was to explain why some of us would want deso to be in gold.
As for what league we should be in…well, rest of the the silverleague has demonstrated in the past that they can offer us good fights during prime, so i´m gonna say this is exactly where we want to be (Majority of wvw guilds being in silver is also a factor which tells us we want to be here).

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Week 3 Underworld / Desolation / Aurora Glade

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Posted by: Strang.8170

Strang.8170

So, a silver league server wipes us during prime time and brags about it, while at the same time arguing we should be in gold, even though we are clearly weaker than them. That pesky logic, how does it work?

you are clearly weaker at prime time only and some parts of the day; during the night and the morning, you zerg us into oblivion, that’s why you should be in gold league.

So that you could have a shot at 3rd place?
Sorry, couldn’t resist.

Mostly so that we could have server who provides entertainment (read fights), when we´re playing and not at 6am.

Apart from reset i´ve been on 2 raids this week, both started really really slow, untill late at night ( well late from my perspective, towards the end of usual eu primetime anyhow) when deso blob comes out and starts to offer some action.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

December 10th Elementalist changes

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Posted by: Strang.8170

Strang.8170

Ahem….

Tha maximum extra damage you can get out if lingering attunements were to affect all the +% damage traits would be 20%.

Strength of stone you are reworking.
Piercing shards is already being taken advantage of, by switching to water while the animation of desired skill is still playing (also 10 trait points)

Now you´d then need to
-spend 20 points in air, forgo traits like bolt to heart, or arcane lightning.
-spend 10 point in fire
-You´d have to rotate trough 3 attunements to achieve the damage, casting basicly nothing (auras maybe, or some low cast time skills)
-you´d take atleast 2.5 seconds to set up the skill + cast time of the given skill you wanted to buff, leaving you window of at most 2 seconds to utilize the combo. in other words you´ll get off 1 skill with this OP damage.

Shame that the big ele skills don´t have huge tells and/or require other types of setups that don´t allow to spend 3 attunements just for gaining damage….oh wait.

Let´s recap.
-40 trait points spent, 3 major traits.
-13-15 out of 20 skills wasted, leaving you rather out of options
-gain +20% damage compared to what you can get now, for 2 seconds.

If anyone still thinks this is far too OP for an ele to have…
“Lingering attunements: your attunement bonuses linger for 3 or 4 seconds.”
There, with 3 it´s impossible to stack more than 2 attunements, with 4 you can get off 1 skill with the imba +20%.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

(edited by Strang.8170)

Elementalist elite abilities

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Posted by: Strang.8170

Strang.8170

Do you know what would feel truly elite skill?

4th utility slot.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Anet's rationale behind Ele's changes

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Posted by: Strang.8170

Strang.8170

Net loss for ele, nerfs incoming.
Unless new earth GM can be made work in which case 1 new op build that propably gets nerfed to the ground in near future.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

We trait 30 Arcana because?

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Posted by: Strang.8170

Strang.8170

- Elemental attunement
- arcane fury
- renewing stamina/blasting staff
- evasive arcana
-+30% boon duration
-reduced attunement cd

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Powerful Aura- Not worthy of grandmaster

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Posted by: Strang.8170

Strang.8170

Auras from combo fields don´t get spread, nor do auras from runes etc.

Blast finisher on ice field is aoe, so it does grant 5 auras, and those auras benefit from boons on auras traits. However this can be done without aurashare so it aurashare doesn´t give anyhting extra to this.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Dec. 10th Balance Preview - Updated Nov 6th.

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Posted by: Strang.8170

Strang.8170

Arcana III
Cooldown reduction, good. Move to master tier…nobody will use this over elemental attunement. Elemental attunement gives 2-3 stacks of might constantly up, this trait gives you period of crits, where you may or may not have skills up to use it, may or may not be even able to use any skills and may or may not be about to be bursted down and thus need to focus on defense. Even for just offense elemental atutnement is almost always better, never to mention the defensive power elemental attunement has.

Arcana IV
Slighlty better trait with, lower cd, but the hp treshold needs to be bit higher, since witht he amount of busrt there is in this game it often just doesn´t procc at all.

Arcana V
This truly is a powerful trait, and propably deserves to be a master trait.
But the goal apparently was to make people less reliant on arcana, well this pretty much makes people to still go atleast 20 into arcana. I see nothing in the other trait lines that would mandate this to avoid powercreep either…just no reason to move it now all of a sudden.

Arcana VI
…This truly and utterly baffles me. Is this somehow meant to re-nerf the already extinct bunker eles? Reduce the allready abysmal defense of burst eles? Other vigor traits (well apart from soothing disruption which will now see even more use i think) weren´t used because they are bad, not because this was op. Also, even if elemental attunement wasn´t enough to force people to put 20 into arcana, this for sure will be.

Arcana weapon traits
Dagger trait is useless, and will always be as long as it doesn´t stack with other speed buffs.
Scepter trait is just bad, and i doubt it will replace renewing stamina either, people will propably start using final shielding or such for their scpeter builds.
Staff is mostly unaffected, they were propably going to go 20 into arcana anyway, and they will still do that, so only thing changes is the order which the traits dispaly for them.

Attunement cd rework
Atleast there´s freedom not to have to specc into arcana for cd…well there kinda still is, 13 is quite a lot, and atleast 10 in arcana is needed to get the previous effect of 20 arcana which is when rotations start to be fluid enough. Important traits moved to master tier means that 20 in arcana despite not being necessary for cooldowns alone, is still pretty much a must, and 30 has really potent trait to justify it over almost any other 10 point investment.
So in the end despite this rework, mandatory points in arcana are still there, even more so than before some might argue.

I can see what you´re going for, but i´m afraid you´re doing too radical things to offset the slightly increased power in fire/earth trees.
Bit more utility and damage in fire/earth will make people consider using them…and then you make changes that force people to trait heavily into water/arcana to get the crucial traits from there, which again make people actualy not trait into fire/earth.

Also, many of the changes seem to be based on purely, “people use these, we´ll move them to same tier so they´ll have to choose either or” which in the end leads to people having to specc even further into those trees, but still have less power than previosuly.

Final words
I´m afraid this patch won´t change the fact that water and arcana are a must have for ele, people will have to specc even further into these just to get the important traits, and apart from the new earth GM i see no incentive not to specc just like before.
There will simply be too many reasons to go atleast 20 into both water and arcana (if all the new master traits go through).
There needs to be good options for adept traits in those trees to make people not specc heavily into them (for example: arcana V and VI can not both be master traits, there needs to be a reason to stay at 10), while simultaneously providing good alternatives in other trees.
You will have to figure out what people need from water and arcana (oh, wait, we´ve known this since launch, it´s healing, condi cleanse, boons and utility), you´ll need to add limited forms of those into unused tress, in such a way that they don´t compete for the main reason you´d want to go into that tree (damage traits in fire can´t compete with survivability traits, otherwise it would be better to get survivbility in it´s better form from elsewhere)

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Strang.8170

Strang.8170

Elementalist.

Fire III
It´s a good move to put some condi cleanse etc. into the traits, that´s absolutely needed for anyone to put points into this tree. However 3 every 40 seconds without you being able to affect when it pops….just not enough i´m afraid.

Fire VII
Conjures will still be just a gimmick even if you took charges away alltoghether. This won´t make anyone invest into fire outside gimmicky pve situations, nor does this make conjures any more valid option for pvp/wvw.

Rest
Small boosts to dps from fire line, kinda nice but it´s not what´s holding people from putting points into fire. Lack of survivability and utility are what´s holding people from investing into fire.

Air V
It´s not the amount you gain that´s a problem with this trait, it´s that it´s completely counterproductive to go into air for support traits. Nothing else in this tree lends itself to support purposes, and the trait has to compete with really powerful offensive traits.

Air XI
Maybe this is now competition to fresh air, i seriously doubt it, but might be it´s somewhat more useful.

Earth 5
The whole trait is borderline non-existant because of the simple fact that lingering elements does not work. Any buffs to this are pointless untill that´s fixed.

Earth VII
Kinda nice change to support condi builds. But then again, the real problem with condi ele is that the ele skill set just doesn´t make for a great condi builds. In order to gain different conditions to get damage and cover your important condis you need to swap, and to keep stacking those condis at acceptable rate you need to stay in one attunement.
The fact that this is a master trait also means that it´s borderline useless to hybrids, who need to spend traits to get power traits (air and/or fire trees master traits), condi traits (earth master, grandmaster traits), survivability traits water and arcana master and grandmaster) because they´re ele, so to make it work you´d need 120 points pretty much.
Imho this need to be adept trait to get people to use it.

Earth XI
Now this is a GM trait that has potential to be seriously overpowered. However i also foresee this could be really really buggy. How does the effect occur? Is it just -100% condi duration, circumventable by +condiduration etc?

Water I
Wait wut? Why is this being moved to master tier? I just can´t figure out a reason to move this. It impoves 1/4 of our skill set, barely improves utility of any solo build and has to compete against really powerful traits even in adept tier, i can almost certainly say that nobody will ever pick this over other master traits. Not only that, but this will severly nerf all support builds, as condi cleanse and less cd on support skills can´t be achieved anymore.

Water V
This is powerful trait true, i can see some justifications to move it there.
However, if the goal is to make people not have to invest into water and arcane, this will accomplish the compelte opposite. In order to have any survivability ele that´s not a complete burst build, needs to invest to either water15+cleansing wave, or EA. Glassier balanced builds, might get away with just the cleansing wave, which still would require 20 in water now, so in essence you made it mandatory 20 in water rather than mandatory 10 in water.
Also, the little extra condi cleanse in fire line hardly requires any compensation, let alone such a major nerf as this. I can see poentail problems with new earth GM trait, but then again, is it really worth it to introduce a new trait, and gut all other builds to keep it in check….

Water VIII
This was never a choice for combat build, it still isn´t. This only padds the changelog.

Water X
This is just a bad trait, defensive part of it is really bad compared to soothing disruption, and offensive part just isn´t enough compensation. Longer chill duration and/or more stacks of vulnerability is what´s needed to make this viable. Drop to adpet tier atleast makes it “only” compete against likes of vital striking, piercing shards and soothing disruption…

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

A spreadsheet (xcel) view of traits

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Posted by: Strang.8170

Strang.8170

Indeed the nubmers are bit off, jsut threw them on top of my head, appologises, but the difference is so clear i didn´t feel teh need for precision.

I´m not sure what you mean about traits, so let me just clarfiy what i mean.

I´m claiming that 20 in earth with any trait choice for 20point major, is better than 10 points in earth with earths embrace for survivability.

To prove this, i´ll compare the healing you´d get vs damage you´d reduce. The difference is that with healing you first lose health, but gain portion of it back where as with DR you take less damage in first place. If the amount of damage reduced is equal to health gained, you will end up with same amount of hp left.

From that follows that to get the same effect ouf of damage reduction as you´de get from healing, the amount of damage reduced needs to be the same as healing gained during a certain amount of time.

Every 90s you will have 6s of 33% increase in DR, so 33% of incoming damage needs to match the healing you could get during that 90s periods in order for them to be equaly effective.

Incoming damage is x, you will reduce 0.33x, 0.77x is the damage you will take.

For DR to be as effective as healing, 0.33x needs to be the amount of healing you could get during 90s. Total cd on water attunement is 11.25s with 30 in arcana, 90s/11.25s=8 so 8 times is maximum number of times you can swap to water. In order to not require keeping water attunement on cd we will estimate you can attune to water atleast 5 times with any kind of rotation. Cleansing wave heals for 1302+healing power(at the very least 200 with 20 in water), 5 procs of cleansing wave means 5 times healing from one cast, in total 5 times 1502 = 7510 health. So 0.33x=7510, x=22 758 (as you can see i forgot to continue from here last time)
0.77x is the damage you take with protection, which is 17 523.

That tells us we would need to take 17 523 during that 6s of protection, when we were already below 50% hp to procc the trait. If we assume we had that fairly common 16k health, and we can use heal skill, water dodge, and water 5 skill on dagger (if you use focus the situation becomes even worse as you´re blocked out of this skill) we can with 100 healing power (from 100 in water) heal for 5120 + 1402 + 1402 = 7924
so we are at 16 000 divided by 2 health to procc the trait, that is 8000hp, we can heal 7924, so we have effectively 15924 HP, and we need to take 17 523 damage to be as effective as the other choice. That´s 1599 damage we need to somehow negate.

Well let´s say we come out with 1 health, that means water 20 choice has done 1600 points of health better. But the earth choice did have one other thing going for it, the 100 toughness you get from it. That 100 toughness provides extra 5.17% DR if you have not other source of toughness so in order for that amount of DR to be as effective as extra healing you would´ve gained from water 20 compared to earths embrace, that 0.0517x needs to be 1600 health, x=30 948, and again damage really taken is 0.9483x=29 347, so during the 90 second period you will have to take 29 347 damage for DR to be as effective as the healing on top of the damage you need to take during the 6s period after the erath embrace procc. So you start from 1hp, all heals on cd, and have to soak over 29k damage during the next 83s. not to mention that you´d have to regain atleast 8k hp to survive the next procc of earths embrace.

So in an ideal situation where you keep surviving with a sliver of health, and the earths embrace activates every 90s, you barely get the same amout of survivability as you´d get from 20 in water and casualy doing skill rotations.
Now keep in mind
-Every second that earth embrace isn´t active or on cd, it´s doing absolutely nothing and falls further behind in terms of survivability offered.
-Any additional toughness decreses the % of DR you gain from the extra 100 from earth, further reducing the survivability you get out of it.
-Any damage you don´t take during the combat lessens the amount of damage reduced by 10 in earth, and thus decreases it´s effect compared to healing gained from 20 in water.

Someone may notice that there´s still mistakes in my numbers, but i just can´t be kitten d to do this again, this works as an estimate well enough anyway.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

FSP vs Gandalf Schwarzenegger vs Apollo Glade

in Match-ups

Posted by: Strang.8170

Strang.8170

Ah i see, you meant to other fights, ofcourse i should´ve read your mind and known exactly which one you meant, was this maybe the fights where we were 14 or the one where we were closer to 18? Oh but ofcourse none of those fights never happened because we always run when outnumbered, like you as such a keen observer pointed out. And if such things happened we must´ve atleast had more numbers than what we claim (revealing guild roster isn´t enogh to make sure, i agree) And also because there´s no posts of us accusing you of blobbing us prior to your provocation, it must mean we didn´t fight you at all, because surely we would´ve cried and cried how we were unfairly killed.
We also feel the need to make snarky comments about fair numbers when we outnumber and kill you.

…oh wait.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

(edited by Strang.8170)

FSP vs Gandalf Schwarzenegger vs Apollo Glade

in Match-ups

Posted by: Strang.8170

Strang.8170

It truly feels like home now, with all the complaints about numbers, accusations of teaming up and stuff Brings me back to times where we mercilesly hunted guilds with our 40+ who all had people hiding in their backpacks, so more like 60+, and then the pugs too so atleast 90+, because we wanted to only get that guild of 6 players (2 were half afk so more like 4 actualy) and ignored every other fight, ran all around the map just to find em.

Aguess we should feel kinda honored that 13 of us vs xxx is fair numbers for them instead of equal sizes being the fair match.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

A spreadsheet (xcel) view of traits

in Elementalist

Posted by: Strang.8170

Strang.8170

Earths embrace has it´s own icd of 90s.

To get the same amount of damage reduced from earths embrace, as you´d get from heals if you took water 15, you´d need to take that 23k damage during it´s 6s duration everytime it activates and this is assuming it´s active every 90s (if not it falls even further behind) That means that if you have somewhat standard 16k health, you need to take 23k damage when you´re at 8k hp. during that 6 seconds you can scrounge up heal skill, water dodge and water 5 skill, amounting to about 8k hp, so you still need to get 7k healing from other sources during that 6 seconds to get same amount of defense out of it while coming out with a sliver of health left after having blown all the healing available to you.
If you want to claim that extra 100 toughness makes up for that during the downtime, you get 5% dr increase from that if you have abosulutely no other sources of toughness. So to make up for that you need to take 140 000 damage during the next 83 seconds. about 1,7k damage a second for 83 seconds if you will, when you´re at brink of death already.

So, as you can see there´s no feasible situation where 10 in earth will provide more defense than 20 in water. Not only that but 10 in earth is really far behind water 20, so in essence, you will lower your defense a LOT, to get 6s of uncontrollable stability, where as you could be getting a kitten ton more defense, and another major trait slot.

This is a situation where, if it wasn´t for that stability, water 20 would be strictly better. As it´s now, one could argue that 6s of stability you have no control over is a non-factor, although not technicaly true, that´s how it prettymuch is.

Feel free to point out a situation where 10 in earth does bring more defense incase i´m wrong, you can include any of the cantrip traits if you want too.

<edit> And on the time on target > attuning to water argument…water attunement should be part of your rotation anyway (for cooldown reasons, utility and damage from skills, etc), so it´s not like you do anything outside normal even with 20 in water, the attuning 5 times during 90 seconds does not require you to keep water attunment on cd, if you did that you could attune to water 8 times every 90s.
Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

(edited by Strang.8170)

A spreadsheet (xcel) view of traits

in Elementalist

Posted by: Strang.8170

Strang.8170

10 earth vs 20 water
passive damage reduction from 100 toughness nets you some amoutn of DR, i really doubt it goes above 10% in which case to get same amount of effective hp out of it as you´d get from extra 100 vitality from water you´d need to take 10 000 damage, if it´s 5% you´ll need to take 20 000 to get the same out of it.

Earths embrace vs water 15 pointer.
Earths embrace has 90s cd, during which you could get propably about 5 water swaps. 1,5k hp each. To get the same effective hp out of it you´d have to take 23k damage during the next 6 seconds of it´s activation to get same amount of effective hp out of the trait.

Basicly it´s whole lot more effective hp and free major trait vs 6s stability that activates at random time in combat with 90s cd and small amount of condition damage

Final shielding vs elemental attunement.
Final shielding will block 3 hits at random point in combat with 90s cd. Elemental attunement gives you about 30-50% uptime protection for whole engagment. I dare say elemental attunement will give more effective hp than final shielding. On top of that it gives you regen, might and swiftness freeing you not to have to take the 25% dagger speed boost. That way you can trait vigor on crits (easily near perma uptime with just the fury from attunements, and therefore strictly better than endurance regen while channeling) Freeing the air trait to take either damage traits or zephyrs boon for added swiftness and fury.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Vidéo - Kitting RP elementalist

in Elementalist

Posted by: Strang.8170

Strang.8170

Meh…low level champion and no other mobs around isn´t that impressive just shows the guy is competent player.
Just type elementalist solo into youtube search and you´ll find much more impressive things. Then type elementalist pvp and you´ll get even more cool stuff.

Also rather pointless to differentiate between getting hit and not getting hit (unless it´s instakill situation), hp is part of the combat and it´s there to be used.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Remember to submit your bugs

in Elementalist

Posted by: Strang.8170

Strang.8170

Are you aware of the bugs submitted in the bugs/glitches thread that used to be stickied? Or do we need to do those again.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Incoming Pugfest

in WvW

Posted by: Strang.8170

Strang.8170

I find the whole zerker build insults to be really funny. While I appreciate the value of a defensive build in an environment where your skills are lagged and thus unreliable, outside of that situation they are nothing but a crutch for people incapable of proper positioning, incapable of creating an appropriate build, and entirely incapable of group synergy.

Use the gear that best fits your role in a group to maximize your effectiveness while making sure you can live through a fight. That might be PVT, it might be zerker, it might be something in between or entirely different. Do not listen to the sheep.

Thing is that very rarely is there a situation where a good opponent doesn´t punish you going too squishy.

Welcome to crutchville.

Whatever suits you aguess.
Positioning can get you only to a point, and when opponents are good and they see you´re squishy, they will push you beyond that point.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

New Borderland Map coming

in WvW

Posted by: Strang.8170

Strang.8170

It´s good, really good, like really really good that somethign like this happens, it should cheer up even the cynics amongst us if you can pull this off properly.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Incoming Pugfest

in WvW

Posted by: Strang.8170

Strang.8170

I find the whole zerker build insults to be really funny. While I appreciate the value of a defensive build in an environment where your skills are lagged and thus unreliable, outside of that situation they are nothing but a crutch for people incapable of proper positioning, incapable of creating an appropriate build, and entirely incapable of group synergy.

Use the gear that best fits your role in a group to maximize your effectiveness while making sure you can live through a fight. That might be PVT, it might be zerker, it might be something in between or entirely different. Do not listen to the sheep.

Thing is that very rarely is there a situation where a good opponent doesn´t punish you going too squishy.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Ele buffs helped non-eles more

in Elementalist

Posted by: Strang.8170

Strang.8170

Expect for at least GW1 were Eles dealt horrible damage; you know, the predecessor of GW2.

At the beginning they were the best class for nuking (this was before hardmodes/encounters with ridiculous elemental resists). Then they started to get nerfed or other classes started to shine about when balance disorder from factions was somewhat restored, all the way until eles got buffed quite recently (some time before gw2 launch).

Hey, i can see a pattern there, start good, get nerfed to the ground over a period, years later get good again..now we only need to wait those few years.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Edge of the Mists FAQ

in WvW

Posted by: Strang.8170

Strang.8170

How quickly do you think you´ll be able to iterate changes on this new type of map?
How large portion of players will you even give access to this at the start?
Can you update this beta map during wvw seasons?

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Incoming Pugfest

in WvW

Posted by: Strang.8170

Strang.8170

Well, poor guys who only take their first steps into wvw will have rather harsh welcome if any of the dedicated wvw crowd gets through the ques

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Collaborative Development- Request for Topics

in CDI

Posted by: Strang.8170

Strang.8170

1)Supporting organised play (buffs prioritizing party was a great step, but there´s a lot more to do)
2)Leading tools (not just commanders, but all levels of play, from 2 guys to 100 guys)
3)Separating pve and wvw (mainly about skill balance etc.)

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Lingering elements

in Elementalist

Posted by: Strang.8170

Strang.8170

I don´t really get this.

It´s very clearly bug/wrong description.
That has been there from day 1.
That has had multiple threads about it, including the stickied bug threads atleast in 2 of it´s incarnations.

So if arenanet really does read the forums, they will for sure have seen it, but have decided for over a year now not to take any action.
Or arenanet blatantly lies everytime they claim to pay attention to forums.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Lingering Elements trait bug since release

in Bugs: Game, Forum, Website

Posted by: Strang.8170

Strang.8170

How long since release…actualy might´ve been even in betas…anyway, that long days waiting for response of any kind.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

European Guilds Movements

in WvW

Posted by: Strang.8170

Strang.8170

From the sounds of it the silver league is going to be where the real fun is at. Aaaaaaawesooooooooooome!

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Ele good for roaming in wvw?

in Elementalist

Posted by: Strang.8170

Strang.8170

1vx roaming in wvw with mobility is rather well defined.
Ele isn´t perfect candidate for that job atm, used to be but not anymore.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Ele good for roaming in wvw?

in Elementalist

Posted by: Strang.8170

Strang.8170

Ele isn´t all that strong atm, doable, but not strong. Ranger is strong.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

PvE Build

in Elementalist

Posted by: Strang.8170

Strang.8170

Drop some berserker, add some valkyries/cavaliers, compensate the lost precision with food/sigil.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Moving from staff to D/D

in Elementalist

Posted by: Strang.8170

Strang.8170

I´d say it´s not the keybinds that make you stand still, those seem reasonable if you´re used to them. Ofcourse you can finetune your setup if you think some things are hard to reach. Personaly i like to use mouse buttons a lot (2xside and middle), and use ctrl as a modifier key to get another 3 buttons for my mouse.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]