[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
Aurasharing with protection on auras is rather beneficial for your melee train, and if you can spare 10 in air you´ll get swiftness and fury too.
So what role does d/d fill in a guild group? None of them and all of them.
-Aoe protection with really high uptime for melee blob, about as good as guardian can buff.
-Respectable burst damage with certain combos, not as good output as warriors can do, but near enough.
-Aoe cleansing, not as good as warrior/guardian can bring, but still pretty darn good.
-Aoe cc, not as good as staff ele, or some other professions, but good amount none the less
-Aoe healing, not as good as others can achieve, but still a respectable amounts without needing to sacrifice anything.
-Might, regeneration and other buffs, not as good as other professions can do, but you´ll still be giving away them a lot.
-Aoe swifntess and fury with really high uptime, about as mcuh as other professions can offer.
So basicly they are bit of an all around melee support.
Personaly i run 0/10/10/30/20 with cavaliers, knights, soldiers mix d/d whenever i feel we already have enough staff eles (3-4).
Anyone saying eles in general don´t belong to organised teams is delusional, staff ele is one of the strongest team players in game.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
I stand by my words, healing power is really sucky stat for staff ele.
With full healing power gear, you will get less than 4k extra to amount of burst heal you can do, and less than 290 hps from passive healing. And this requires you to be in the melee blob, puts 2 of your attunements on cd denying access to water, makes you spend both your dodges, requires an utility slot, forces your target to stay still to get all of the healing, has compromised your defensive stats and destroyed your damage output.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
Once you’ve accepted you’re going to gear for Support damage becomes basically pointless.
What do you do after you´ve used all your support skills? Stay in earth spam 2?
If you don´t dish out damage while your support skills are on cd, you´re just a waste of space. You say support doesn´t deal any damage? Certainly won´t if you waste 1,1k attributes to give yourself 270 healing per second (if you keep water attunement and healing skills on cd, maintain perma regen and soothing mist and land all of the skills for their full durations), every second you´re not using healing makes that number smaller, and your huge investment in healing power even more of a waste.
Spend that amount of points on offense( 1,1k points gives you a lot of offense), you will have dished out respectable damage, you won´t have had to keep your water constantly on cd and are free to give waterfields whenever needed instead of whenever you happen to have them. You will still have huge healing potential, even with only the 300 healing power from water tree, but most importantly you haven´t kitten your other stats.
If you specced for both healing and condition damage, most of your already non-existant damage will have been cleansed.
You’re really vastly overstating the "amount of Blast Finishers there actually are in game that actually get used
Hammer guardians, stable of melee trains, mighty blow on 5s cd. Warriors with warhorn, call to arms on 20s cd, also stable of the melee trains. Thieves, cluster bomb on 0s cd, commonly seen in wvw, even more so in gvg. D/D eles like said above.
That would make 8-12 blasts for averagely sized melee train, with blasts from thieves/eles adding to that.
This is why most high end PvP groups actually drop the water fields back so after engaging if you need a heal you back out of the murder ball where the Support Eles are keeping the Water fields to Blast heals (or Tornado to do Healing Bolts).
They don´t keep waterfields anywhere, waters are called for when disengaging, and blasted as you regroup for another push, a process which shouldn´t take more than few seconds. In the current meta guilds have started to even do waters inside the enemy and if they´re good they do get water blasts there too. Video you linked is from old meta where nobody tried to interfere with this process, and as RG is rather good guild they do it fast(well, fast for when that video was shot) which makes it seem like there´s plenty of time, when nowadays you´ll have static field around you with meteors raining down within 5 seconds. In most cases casters (well, good ones anyway) aren´t even that near to the melee group (0 benefit from attune swap/dodge healing) and usualy don´t even need the healing from the fields if they know what they´re doing.
Oh, and having fought both of the guild in the mentioned video, i can assure you none of their eles run condition damage or think they´re healers.
Ayou will heal 4000-6000 HP quicker than the enemy.
If 2-3 persons of your group deal non-existant damage your enemy doesn´t even have any need to heal, and if they do they will certainly have retained far more than 4-6k more health due to lack of damage from your group
I won’t argue against the value of Toughness, and it’s why my build I prop up definitely supports a decent amount of it, however it’s a combination of the two.
Like i said, AFTER you can survive the initial burst, you´re better going for toughness, as it gives better results in prolonged fights.
This all comes down to again what he wants to do and accomplish. He already stated he doesn’t want to do Berserkers.
People brought up berserker, i will give my 2 cents on it.
As for the damage vs survivability debate.
Start tanky and begin dropping defensive stats for offense untill you can still reliably survive.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
http://gw2buildcraft.com/calculator/
Effective power stat is pretty precise measurement for your offensive power.
My guess would be you´re better off with stones.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
I sense distinct lack of qq, trolling and offtopic in this thread, i´m not amused. Stop having such a good time when i´m not there!
On that topic, let´s continue with bbq theme. I wonder if you can grill a big piece of feta cheese without it completely melting. Also i need to find an excuse to buy a coal grill.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
How hard would it be to implement a secondary target and make it a blue reticule? And how much harder to do 3rd one, green maybe?
While we´re here, how about commander icon visible to guild only, or if we start being needy, one you could configure yourself to show whatever group of people you want. Would it even be possible to give commander squad wide targetting system?
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
Support =/ healing and only healing
Staff ele supports best by controlling enemy, which in best case scenario negates 100% of damage, or when used offensively increases the damage 0% to 100% because the enemy couldn´t get away from your allies damage. Cleansing conditions is insanely powerful, one cleansed immobilize and somebody will have wasted lots of damage on spot your ally used to be in. One waterfield and your whole team is potentialy up to full health, no matter your own healing power.
Condition damage
This is just crappy in above 10v10 situations. Stacks are capped at 25, which fills up really really fast, when every other skill applies a condition. Damage is almost always completely negated with the amount of condition cleansing any decent guild runs. Damage can be ignored as it doesn´t kill you fast enough, so there´s lot´s of time to set up burst heal or cleansing to counter it.
Healing power
This requires huge investment, gives very little return and any return it give is dwarfed by simple act of your melee blasting in a waterfield. Let´s say within a 10 second period after two guildgroups have collided, your regeneration has had time to heal 1090 more hp, your soothing mist 410 more hp, healing ripple you maybe landed has healed 817 more hp, geyser somebody maybe stayed in full duration has healed 613 more hp and maybe you blasted it for 163 more hp, in total you have done 3093 more healing for the sacrifice of over 1,1k attributes. Meanwhile your friends who contributed actual damage, cc etc. to the fight, set up a watefield and blasted their health bars to full, without any attributes wasted to healing power.
Reason healing power is viable in small scale (spvp) is that there it negates far larger percentage of damage dealt. When there´s more people, the amount damage increases a lot faster than the amount of healing, which leads to above scenario where big investement in healing power negated a drop in a bucket.
Vitality and toughness
In my opinion you only need enough vitality to survive untill your team has time to heal up. In a prolonged fight you will be healing constantly, and therefore take more and more damage in total as the fight continues. More toughness means more damage negated and as the amount of damage you have taken increases, the amount of it negated will soon be far larger than any amount of vitality you could possibly get.
Short version, toughness is king, and vitality is only needed untill the point where you can survive the enemy burst.
Berserkers
It´s a viable choice, if you are a good player and your playstyle fits the gear.
When running glassy gear biggest contribution to your survival comes from positioning yourself properly, and being good at making people forget about your existence. Few of my guildies run nearly full berserkers time to time, and have no survivabilty issues, well apart from ranger pets since you can´t lose aggro from ai with kiting and positioning. If you´re here asking advice for gear i´d say go tankier though, nothing rallies enemies quite as fast as your averagely skilled berseker ele.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
http://www.texasbbqforum.com/ Go there plz.
But i´m not from texas….
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
coal or gas for your bbq?
Who in their right mind would use gas if there´s coal available?
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
…
NOOOoooooo…don´t steal my delicious forums! ….bbq does sound delicious too though…
and yeah we on DL also run around in zergs, so what.
Nothing wrong about those, we just hope they wouldn´t disappear as fast as they do.
so more of them please, make yourself a reputation, TUP-guys.
We would like to, but you´re not fighting us.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
Alright I’ve decided to stick to 1000 healing power and a Staff
-Regeneration and Geyser’s healing is doubled
-EA, heal-on-attune are about 175% of the normal heal
-Using a staff because Static Field and Unsteady Ground bypass the AoE capI know it’s not the most effective, but don’t care (it’s a game right?). Hopefully Anet will decide to fix the actual balance issues instead of randomly nerfing things and seeing what works.
Regeneration gets´96% improvements, geyser 31%, ea and on attune 77%…just to be precise.
And yes, it indeed is a game, which is the reason why i have a clerics set myself.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
Healing power gives very low returns.
Only heals that actualy scale well are water trident and cleansing wave. and even then you need over 1,4k investment in healing power to just double the effectiveness of those, a lot more if you want to even double the overall healing you put out. Rest of the healing skills scale very bad.
So basicly in order to boost your 2-4 skills (depending on wether you have ea+water 15 trait, scepter and dagger) you´ll have to sacrficie most of your equipment to do that, and you´ll get little return. Your damage will be very low, your vitality non-existant and toughness only mediocre. On top of that effectively using your heals that actualy scale well requires you to be right in the melee range, spend dodges and have really bad survivability stats in the first place….not a good place to be in. If you aren´t there though, your main attribute you sacrificed A LOT for is doing basicly nothing.
If you were to spend that on offensive stats, almost every one of your skills will get significant improvement, and most are on lower cd than your heals which gives even more improvement compared to boost you get in healing. If you use that on survivability stats, they will eventualy outperform any extra healing you might put out.
So personaly i think healing power in wvw is waste of stats, you sacrifice too much for very little. Also there´s the fact that allies blasting in your field will outperform any healing you could personaly put out.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
i cant see anything wrong in it, killing at first the bp which attack our keep?
and why are you hiding there when you are more intersted in killing enemies instead of guarding bp?
sure because u couldnt find us in open field u thought u would get your fight at the blueprints!!!
Indeed that´s often the only action we can get out of you, as unlike you so loudly proclaimed you really don´t fight open field that often.
There wouldn´t be anyhting wrong with killing siege, but when you with your larger force come and suicide rush our siege and go back to your tower right after, it just leaves us amused and wondering if we even play the same game as you.
But anyway, it seems like we indeed play different games so i´ll leave you alone now, have fun sitting on your ac, because your enemies certainly won´t.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
I think we all know Staff Ele is the worst build in the game. Expect to die a lot and stay behind the heavies
It’s unfortunate because it’s the play style and RP I like.
I´ll have to disagree. Any wvw guild knows how powerful staff eles can be. It´s just that they are really bad at fighting solo and somewhy most people see that as a deal breaker.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
dropping the 10 earth points leaves me with no reduced cds, and putting it in attunement encourages leaving earth as soon as i get in, which removes the 25% reduction in enemy damage advantage of earth. The cantrip may provide burst survivability, but at the sacrifice of long term group wide survivability?
using grove and earth gives me toughness and increases the duration on my only boon, protection.
This is sacrificing group ability for solo ability, and weakening the core of my build.
while I am thankful of the feedback, i dont think this is really fitting for my buildI am considering replacing soldiers trinkets, rings, amulets with condition damage ones though, as earth 2 is a great source of bleeds.
In my opinion, supports in this game are there only to create more room for error.
Every player should be avoiding all the damage they can while dishing out as much damage as they can and in most cases the best scenario is to avoid it all. That´s not feasible to achieve everytime, and that´s when damage reduction and healing come into play.
Your build seems to focus solely on reducing damage, an event which all players should be avoiding as best as they can. So in essence you are only useful a small amount of time when people do take damage.
However, if you grab that elemental attunement and scrap the idea that you´re just going to stick to earth and spam 1, you´ll be buffing your allies with a lot more than protection, healing them, preventing damage by throwing cc around, and most improtantly dealing some actual damage. With that you can still maintain 100% protection uptime even without the cd reduction on signets and you´ll do a lot more for the group. If you don´t like cantrips, another good candidate would be glyph of storms, that pusling blind will prevent more damage than all the damage reduction you could ever muster from a signet. Swap it around for conjures in specific encounters, or arcane blast for extra combo.
Ofcourse it´s all up to you, so just use both and compare the results.
Also, the rune of grove has healing for stats, and you´d be losing only 15 toughness from major earth rune.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
(edited by Strang.8170)
try to take hills on your bl
Here´s a little breakdown of attempts at a tier 3 tower in hopes to get you out of your keep to fight us.
-Run north to a supply camp, fight pve.
-Go to a tower, throw down rams.
-There´s a spotter in the tower, and soon a steady stream of lemmings charge the portal in hopes of getting through. If it happens to be good day for them it´s a big pack of lemmings, none the less they charge through the portal. Once enough lemmings happen to get past you: Suddenly 5 superior arrowcarts to the face and the rams die
-Go back to a camp and fight pve
-Go to the tower again, set up catas nearby
-One of two will happen, defensive treb to the face or lemmings get enraged and charge the catapults. They don´t really care about the players using the catas, or ones killing them, as long as the catas die. Once they´re down lemmings retreat back to their hive.
-Go back to a camp and fight pve
-set up trebs, lemmings get enraged and swarm them, retreating immediately afterwards.
-Go back to a camp and fight pve
Do you notice how this far during the 30-60 minutes we´ve run between camp/tower, spammed 1 while using siege, fought pve and players who are more interested in fighting our blueprints than us?
You say we´re scared to die when attacking your hills. To that i can say YES, yes we are. We are terrified to die of boredom while doing it.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
(edited by Strang.8170)
Why does this thing even exist?
None of the major traits that require you to be in certain attunement work with it, nor does extra toughness from earth 5 point minor.
What does work is the fire 5 point one (yay, extra chances to sligthly burn enemies when they pummel you to death) and water 5 point trait (extra 6 seconds of soothing mist if the refreshes happen to go perfect, more likely 3 seconds extra).
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
Drop 10 points from earth and put it into arcane for elemental attunement, 9 seconds of protection on about 13 seconds cd + other buffs when swapping and extra 10% boon duration.
With elemental attunement you can drop one of your signets for cantrip so you can keep yourself alive a lot better.
Also monk/water runes give 15% boon duration, so maybe consider swapping your 15% prot duration runes for those.
Spamming earth 1 won´t be feasible, as even a support needs to do damage to be viable.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
Also, healing power is worthless stat, healing from the actual staff skills is borderline non-existant, blasts are what bring out the healing, and more often than not its not you who´s blasting the field.
completely disagree..
healing power it’s useful in 2 kind of situations:
when u switch to water, and when u dodge roll in water, every 9 – 10 sec you can do 2 aoe heal for 2.5 k heal each one..than if u drop water3, which heal 1k per tick + blast finisher into hit, (blast your or not your) you can heal in 4 seconds 10 k..i usually if me or my team mate are in a mess i come closer to him, switch to water, dodge roll in water, put gayser or healing rain, switch to heart, dodge roll in hearth + arcane blast..13-15 k heal in almost 5 seconds..for you and for any other ppl near to you..
1560 healing power would be maximum amount of healing power achievable with 30 in water and full clerics (everything possible ascended) and healing power runes.
With that your cleansing wave does 2862 healing, geyser does 3×1198 and blasts do 1632. For full combo you described that would be 12 582 healing. Looks potent right?
Without any healing power apart from 300 from 30 in water that combo heals for 8613.
So basicly all that investment in healing power that makes your damage very low, toughness mediocre and vitality non-existant, has netted you 3969 more healing when you use all healing available, spend both your dodges, situate yourself near enemy and have put 2 of your attunements on cd.
No doubt it does work in small scale skirmishes, but even then its far from optimal.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
Churning earth only need to start in fire field to get the combo, and since arcane wave can be cast during channel, you should move it there.
Without evasive arcana i usualy do f4-e4-e3-e5-arcane blast if i have it.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
Personaly i run cavaliers trinkets, knights(head, chest pants)/berserkers(0-3 pieces)/soldiers(0-3 pieces + weapon). Another good choice is what my guildie runs, celestial trinkets with knights/berserkers armor)
Good rule of thumb is to go as glass as you can while still being able to survive, and as surviving depends on enemy too, you should carry multiple sets of gear.
Also, healing power is worthless stat, healing from the actual staff skills is borderline non-existant, blasts are what bring out the healing, and more often than not its not you who´s blasting the field.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
You are making an assumption that the ele is running a particular build. What if an ele took 30 into earth for written in stone and used signet of earth. Thats enough to have about 2500 armor base (melandru 165+ 300 from traits + 180 from signet) which allows you to gear full zerker considering you are immune to snares and have good healing potential. There is alot of theorycrafting that can be done around this that other classes don’t have an option for.
2500 armor is very mediocre.
Also, either healing or damage would be subpar, since there´s just not enough points to get both damage based traits and healing. Written in stone would mean that either ele would sacrifice even more stunbreaks to use more signet or his gm trait would effectively be only there for one skill.
It´s good and pwerful option for protection against conditions, but not much else. It´s a selfish build that doesn´t offer that much edge over anything that doesn´t solely rely on conditions.
Water based builds have comparable enough condition cleansing potential, it affects your team and also provides protection from power builds.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
theres 2 difkittends of mobility……in battle and out of battle. in battle thieves are first and eles at a close 2nd perhaps. out of battle….warriors own everyone then id say thief/ranger. eles have good in battle mobility.
In combat eles have at most 3 mobility skills(600 range 15cd, 900 range 45cd, 1200 range 40cd) and swiftness.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
It´s been talked about since beta and back then the asnwer was they want to implement full template system rather than just a weapon swap….Nowadays the asnwer has been looooong silence.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
…with the mobility tied with thieves.
Oh the good ol´days. Not anymore son…not anymore.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
Warriors can do the same with their new trait.
Also not many eles will sacrifice, their runes, food and 20 points into earth for that alone. Most builds already have suberb condition removal thanks to points in water, so extra protection from conditions is bit of an overkill, especialy when the cost is as much as it is.
But yea, i´ts powerful alright, it´s just that 30 in water is even more powerful, and team friendly on top of that.
Oh, and incase that does get popular at some point, there´s easy access to +condition duration via food/traits.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
Sooo…about those ectos that they mentioned before…
But yea, agues that 1 guaranteed rare/2-4 hours vs the ~20 ish rares you can currently get in the same amount of time in southsun, or 6-18 rares/per day you get from events would be madness.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
Glyph of storms, earth attunement. Just sayin….
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
So your class is no longer worth playing because they can’t buzz across the map quite as fast even though they are still one of the top classes for mobility? Forgive me if I laugh.
Except that its the least mobile of the mobile classes…
In pure speed:
Rangers, faster.
Warriors, faster.
Mesmers, as fast if not faster.
Thieves, the fastest class in game.
Only necros, engis and guardians are slower than ele.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
I´ll have to disagree, it´s either that they at the very least use autohotkey script, or are just bored out of their minds…i don´t see any other reason to be trebbing your own towers.
you really do not know why??
here is a clue:
if you want to find out weather or not a certain spot is useful as treb position, you try it while the tower/garrison/bay or else is yours. That way someone can stand inside and give you exact data where you hit etc.
Found tons of new and very creative spots that way
Yes, i´m sure it requires rigorous testing of dozens of shots without anyone being near to tower to see them, shooter not knowing if they even hit because there´s no numbers or any practical way to tell if the splash damage hits.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
@Bots i don’t think riverside is using bots they just very dedicated player that don’t get bored gratz to them.
I´ll have to disagree, it´s either that they at the very least use autohotkey script, or are just bored out of their minds…i don´t see any other reason to be trebbing your own towers.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
But I have question to you. Why you always do the same mistake. It’s the 5th you tried to capture a tower like this and we wiped you there like we did it before . But thanks to the bufffood you left there, very gentle of you.
Well we did have the wall down afterall, and just porting away to roll over the am zerg at bay would´ve been a lot more boring eh? IF you´ve gone through all that work to get you to fight, might as well have some fun(short lived fun, but you never know).
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
Do your talking on the battlefield son. No one here apart from your fellow countrymens server gives a toot about “hey guys i got a bigger score than you”.
Wheres your guild tag in sig anyways Viking. I can’t say I can remember a single Tag from AM – like a bag of assorted chocolates never know what you’ll find in the next blob.
Well and we don’t give a toot about blobbing less or more. We just play.
Oh and it’s okay that you don’t remember the tags. You fight the Server not the guilds alone. You guys drop some nice stuff too btw.
I´ve noticed we certainly play against server, more precisely one big amorphous blob per zone. You definately don´t care about blobbing less, that along with your siege obsession and tendency to hide in keeps is why you are boring as kitten to fight against.
We do drop nice stuff, you´re welcome Luckily we can afford it when even wipes give us more bags than we drop.
Nobody likes skilllag but most of the time there is no skilllag so it’s a nuisance but not something that happens always.
Doesn´t happen always but without blobs wouldn´t happen ever…well unless there´s crazy threeways in the keeps anyhow
It’s not like we’re the only one who place siege in open field. Your zergs like to place ACs in 30vs30 too:D
Please do keep placing siege in combat, gives even the blindest person on raid (me) a nice big target to nuke at and mysticaly binds people near it so everything connects too. It´s like christmas came early.
Also, dear viking
Full zone blobs, hide in keeps and pvd like no tomorrow, complain about matchup being boring….?
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
I cant belive Im alone doing this combo ?!?
It’s not the combo. It’s the numbers. Either you are fighting pure zerker glass canons with 0 additional vitality/thoughness or scaled players.
Glass cannons actually goes down before the lava dissapears.
Im amused how players reject the build before even tried it. And if you tried it, you did it wrong.
It´s not a matter of trying it, your numbers are just wrong(and for the record i have used the combo myself too, personaly i used to stack eruption+ice spike prior to using it though and even that doesn´t kill nothing but the glassiest players).
You stated around 1k fireballs.
Lava font does slighlty less per tick with the amount of power clerics gives.
Flame burst without condition damage does 2150 dmg with the +duration from traits.
Combo starts with immoblize (3.9s with your traits)
Casting flame burst and lava font takes .75s and fireballs have a fire rate of 1 per 1,4s. This means you will get off 3 fireballs during the immobilize, let´s assume all hit despite last one being dodgeable.
I´d assume you have longer fire fields trait due to 30 in fire line, so lavafont will effectively have duration of 5 ticks, which in this case let´s assume all hit despite last tick being dodgeable.
That gives us 8×1k damage which is 8k damage and 2k burning which adds up to 10k dmg. 10k being the lowest base hp possible for thief, ele and guardian, next lowest is 15k for engineer, mesmer and ranger, with 18k being lowest possible hp for warriors and necromancers.
But let´s be generous and say each fire ball and lavafont tick do 1,5k dmg. Now we´re upto 12k + 2k dmg, certainly enough to kill lowest hp pool classes with 0 vitality, but nothing else.
All above ofcourse assumes that the combo is executed with machine like precision and that the target does nothing and none of the other enemies does nothing for the target (doesn´t heal, remove conditions, apply boons, dodge any fireballs or the last tick from lavafont, ) for the full duration of 6,5 seconds it takes the damage to be dealt.
So yea, that combo alone doesn´t kill anything but afk, 0 vitality characters from lowest health pool classes.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
(edited by Strang.8170)
I run knights, i´m looking to have few parts of berserker now and then, and cavaliers trinkets.
Guildies swears by knights gear and celestial trinkets.
More bunkery approach would be somtehing like full soldiers gear.
Clerics has some arguments for it, though personaly i think it loses to other sets.
Never be afraid of tinkering with individual parts, just try throwing in few parts of something different now and then and see how it affects your gameplay.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
in case of CH its clear why its intended…..
the fact they messed with rtl doesn t mean they should give us a free abusable crippling spell.CH is fine as it is.
They should just get rid of the cripple component alltogether, i don´think it has helped anyone ever to land that kitten.
Go away…
PvE is RIDICULOUSLY unbalanced due to PvP eghoism….
So no TY i ll keep my cripple and wait anet to give back RTL alongside MANY needed PvE buffs.
Or just i ll wait for the game to die when even the last 30% of PvE players will be forced into rolling WAR/GUARDIAN.
Well that escalated quickly.
For all the pve i´ve done i´ve almost never even noticed the cripple part.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
Simply put, Magnetic Aura gained via Runes of Earth can not be shared to allies? Is it supposed a bug or working as intended?
I doubt they´ll fix it even if it was a bug.
Same applies to combo field auras too, they´re technicly not cast by you (just like the aura from the runes), and therefore won´t get shared.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
in case of CH its clear why its intended…..
the fact they messed with rtl doesn t mean they should give us a free abusable crippling spell.CH is fine as it is.
They should just get rid of the cripple component alltogether, i don´think it has helped anyone ever to land that kitten.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
Not everyone can or wants to play that organised or has the time for it.
Leading such a guild might be time consuming and requires huge effort, but playing as a part of one requires no more time than any other way of playing.
Nobody and nothing forces anyone to blob, it´s always a choice. But hey, to each his own aguess. If people want to easymode in a full zone blobs, so be it (doesn´t mean i won´t be kittening about it though).
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
From betas up till few months ago forums were full of crying and gnashing of teeth about how underpowered and useless eles are.
Then they fixed some targetting issues and bugs, nerfed eles a bit and suddenly it was OP as kitten, and forums filled with threads how op eles are.
Now it´s filled again with threads how bad things are after nerfs and how worthless eles are again.
Soon they tinker around with balance some more and we can start crying OP again, propably about focus bukers or some kitten.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
Ah well times change a lot of stuff. Playing in smaller groups was okay till we encountered big groups and/or very organised guilds. Only solution was blobbing up. This is the evolution of WvW as a whole.Though i agree with you that /laugh-spam is poor.
You know how those guilds got organised? They started organising theirselves, and they got better at it.
Blobbing up is not the only solution, it is the laziest one tough.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
THIS^ ppl QQing about not having an impossible to counter full HP/cleanse anymore.
Wrong! http://wiki.guildwars2.com/wiki/Obsidian_Flesh
People are qqing about the fact that the nerfs hurt non bunker eles more than bunker eles, who can still bunker quite well. Of course idk why I’m explaining this considering your post history in the ele forums clearly shows your think otherwise.^this. True bunkers are the real winner after the nerf apocalypse who hurt WWW roamers/skirmishers the most.
So RTL Cd increase and range decrease, no heal in mistform and the internal Cd on condition remove makes bunkers to “real winners”? Did i miss some buff or are we “true winners” now because the nerf dindt just hurt us as much as zerker eles?
If you take 100 dollars away from poor man, is it the same as taking 100 dollars away from the richest man on planet?
Bunkers had and still have plenty of ways to survive. Glassier builds lost most of their survivability, and have to move towards more bunkery build or be kitten awesome players.
No but if you take a rich and poor man 100 Dollars away it doesnt make the poor man to a winner.he still looses something and dont get anything. the rich man is only less affected then the poor man. you would have to take every other man (nerf every other class more then the ele) away 101 Dollars to make the poor man to a winner.
We can argue semantics all we want, fact remains that bunkers can live with this change rather comfortably while glasscannons can´t. Call it being a winner, less of a loser or whaever you want.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
THIS^ ppl QQing about not having an impossible to counter full HP/cleanse anymore.
Wrong! http://wiki.guildwars2.com/wiki/Obsidian_Flesh
People are qqing about the fact that the nerfs hurt non bunker eles more than bunker eles, who can still bunker quite well. Of course idk why I’m explaining this considering your post history in the ele forums clearly shows your think otherwise.^this. True bunkers are the real winner after the nerf apocalypse who hurt WWW roamers/skirmishers the most.
So RTL Cd increase and range decrease, no heal in mistform and the internal Cd on condition remove makes bunkers to “real winners”? Did i miss some buff or are we “true winners” now because the nerf dindt just hurt us as much as zerker eles?
If you take 100 dollars away from poor man, is it the same as taking 100 dollars away from the richest man on planet?
Bunkers had and still have plenty of ways to survive. Glassier builds lost most of their survivability, and have to move towards more bunkery build or be kitten awesome players.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
The one solution for anything pve related, glyph of storms (earth). Glass cannon ele with blue/green sub lvl 80 gear can facetank up to 6 mobs in cursed shores with that.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
38:10
It´s going to get nerfed.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
Ring of fire has 5 man cap on the initial damage on cast, burning inflicted when passing through the ring has no cap(or doesn´t seem to have, hard to test when the area is so small).
Unsteady ground works like a pulsing field, so each pulse has 5 man cap as far as i know.
Static field has no cap.
Buring retreat/speed and fiery rush from gs create multiple small pulsing fields, so i´d assume each has 5 man cap, but it´s extremely unlikely there will ever be 5 people in such a small area though.
Swirling winds affects all the projectiles, no matter the source.
I´m reasonably sure auras have no cap.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
In wvw, stay as far away from glyph as humanly possible, enemies can rally by killing it (as far as i know it hasn´t been fixed yet).
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
Well the staff guardian build up aoe buff seems not under the 5people limit.
Propably just the same as with other pulsing things, they can have 5 new targets for each pulse, partialy effecting more than 5.
Most wall and ring type skills seem to have no limits, in other words spells that need person to walk through to have effect.
Oh, and for meteor shower each individual meteor is an aoe.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
Destructible walls eat siege.
You´ll need to place it on bits that can´t be destroyed.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]