Showing Posts For Wildclaw.6073:

Warrior Hammer vs. Ele Hammer

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Posted by: Wildclaw.6073

Wildclaw.6073

The OP blatantly fails to mention his nice +50% damage on knocked down targets that triggers all the time on hammer build.

The OP in addition fails to mention that he has around 1000 more base survival stats, meaning that he can put 1000 more points worth of Power/Crit Damage/Precision on his gear and still be as survivable as an elementalist.

The Op further fails to mention that his attacks adds adrenaline.

The OP last but not leastly fails to mention the four other skills on his hammer (five with adrenaline) that have far better synergy and power.

Thoughts on Ascended Gear? [Merged threads]

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Posted by: Wildclaw.6073

Wildclaw.6073

Sounds like you just weren’t among their “most dedicated” customers.

The whole reason this thread is 10000 posts long is very likely because whoever was pulling the strings didn’t care about their most dedicated customers. They thought they already had them in their pocket, so why cater to them. Better to cater to the “swing” players that weren’t decided.

Perhaps someone should have explained that that strategy only works if there only are two games to choose from, and one has to get chosen.

Thoughts on Ascended Gear? [Merged threads]

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Posted by: Wildclaw.6073

Wildclaw.6073

gear grind or not good luck finding an MMO that has one so small.

You can find them as long as you look outside of the Really Pathetic Grind sub-genre.

For example, this year we will have at least one action mmo that uses sidegrades ftw (which is really no different than collecting skills and extra weapon sets in GW1)

Edit: Edited to remove a game name because I figure it may count as advertising.

(edited by Wildclaw.6073)

So, no more blasts on evasive arcana [Merged]

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Posted by: Wildclaw.6073

Wildclaw.6073

The Evasive Arcana effects were nerfed in beta because they were seen as too powerful in combination with the blast finisher. Now they remove the blast finisher and claim that it was unintentional that it was a blast finisher.

Talk about a bullkitten lie.

From 30 Arcane to 20

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Posted by: Wildclaw.6073

Wildclaw.6073

Every Elementalist still needs 30 points in Arcana to reduce the ridiculous attunement recharge time.

D/D only needs 20 arcane to properly fit in its rotation that is hard capped at 15s due to how all its cds line up.

10 arcane is even somewhat possible, but is really a bit too tight as it simply leaves too little margin (and Renewing Stamina is simply incredible with D/D).

Anyway, to answer the OP. Earth’s Embrace is your trait of choice. Your other option for 10 points would be Spellslinger in fire (requires three cantrips).

In my opinion, you killed PvP with this patch

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Posted by: Wildclaw.6073

Wildclaw.6073

3) Bunker-Ele: First of all, I have no Idea why ppl think that the only viable option to play Ele in sPvP/tPvP is Bunker-Ele, secondly, the Staff-Ele isn’t a Bunker-Char, it’s a support Char. If u wanna Bunker with ele, go for S/D, cuz you’ll need the Extra Armor from Rock Barrier. And the true Bunker Ele got a HUGE buff: Obsidian Focus now applies to Stone Shards! This means that on the biggest Spam-ability on the Bunker-Ele, which he has in the Earth Attunement (+90 toughness), he’ll get an additional 170 armor. This is huge and IMHO, makes up for the Healing lost on soothing wave. Besides that, Ether renewal (which works with Obsidian Focus as well), has become a viable option. If a player can watch out for interrupts and time it well, the healing output and condi-remove is just insane.

The lower rank of viable elementalist major traits starts at about 225 average stat points worths. Obsidian Focus gives 170 conditional stat points. Only a total noob would even consider that trait.

So, no more blasts on evasive arcana [Merged]

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Posted by: Wildclaw.6073

Wildclaw.6073

I have to thank Anet. I had some small urges to log into GW2 despite boycotting due to the Ascended items. That urge disappeared completely by reading this. Now I’ll be able to hold out until the other large scale combat game is released next week.

D/D and Staff are both useless now, unless your idea of D/D is to equip berserker gear+Arcane utility and hope your opponent doesn’t notice you before it is too late.

Thoughts on Ascended Gear? [Merged threads]

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Posted by: Wildclaw.6073

Wildclaw.6073

I still don’t understand the “Filling the gap” statement. Firstly, there was no stat gap between exotics and legendaries.
Secondly, if it was cosmetic gear, we had the unique Mystic Forge recipes to work towards as a stop-gap, like Mjolnir.
THERE WAS NO GAP TO FILL.

It is called rewriting history. If you are going to lie, that is the best way to do it, because uninformed (politically correct term for stupid and unwilling to learn) people will concur with your rewritten history as they think it is the truth.

Did anyone else feel...bored?

in Elementalist

Posted by: Wildclaw.6073

Wildclaw.6073

Meh, aguess it´s time to move on to d/d.

Don’t The only thing that made D/D any fun to play was dodging around generating combos while in melee combat.

Thoughts on Ascended Gear? [Merged threads]

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Posted by: Wildclaw.6073

Wildclaw.6073

“adding challenging new combat mechanics to end-game content and ways to mitigate those mechanics through gear progression for high-end players”
- Linsey Murdock

Claiming that high end players need gear progression to mitigate mechanics is totally absurd. It is low-end players that want gear progression to mitigate mechanics.

Thoughts on Ascended Gear? [Merged threads]

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Posted by: Wildclaw.6073

Wildclaw.6073

Someone else affirmed what you just said, but so far nobody has provided any evidence whatsoever backing those claims.

I have seen the video but can’t see to find a working link to it. The actual quote is well spread and has been for a long time:

“Yeah, the level cap will be 80 on the initial release of the game, and we absolutely will increase it further into the game” – Colin

Thoughts on Ascended Gear? [Merged threads]

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Posted by: Wildclaw.6073

Wildclaw.6073

Anet figuratively speaking got caught by their wife while banging an 18 year old call girl on the kitchen table.

Even if it is a one time stand and Anet loves his wife, the marriage may still be over. And even if it isn’t over, it will be going through some real tough times with serious trust issues. The marriage will never go back to what it used to be.

Thoughts on Ascended Gear? [Merged threads]

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Posted by: Wildclaw.6073

Wildclaw.6073

No, not excited.

I can’t believe that Anet actually managed to sack 7 year of goodwill in one bold move. All because someone at Anet couldn’t keep their hands of a few tiny stat points.

The proper way to implement everything would of course have been to not require any new items at all, but simply add the infusion mechanic on top of existing gear. It would still be a kind of gear gate that perhaps would have cost a bit of negative goodwill, but it would be comparable to EotN reputations and there would be positive goodwill gained if the content was good.

Even adding new gear with exotic stats and infusion would have been a far smaller goodwill cost, as it could at least have been seen as an attempt to appease the dungeon crowd without affecting game wide balance. And the infusion slots could be seen as a mechanic for future dungeons.

But higher stats (however small the difference)? That is just a totally crazy decision in light of existing many year old communicated policies that has been reinforced over time. You simply don’t touch a fundamental goodwill center like that, because the risk is far greater than any reward you could gain.

Why set lowest health?

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Posted by: Wildclaw.6073

Wildclaw.6073

Let’s put it this way. My D/D elementalist has the following

Healing from switching to water attunement: +1652
8s of regen from switching to water attunement: +1392
9of soothing mist from passing through water attunement: +873

All of the above just from entering water attunement. Now, let’s dodge and press skill 5

Dodge: +1652
Skill 5: +1652

There is also water skill 2 that I can’t remember how much it heals for right now. And I can get regeneration in another way as well.

Yes, I am more vulnerable to getting one shotted by stupid thief burst builds, so I basically have to stack some defensive stats on my gear to prevent getting instant killed. But once that hurdle is cleared, my survivability is top notch as I can get all of the above (except skill 5) every 12s or so.

The only sad part is that it does limit elementalist builds fairly drastically. For an elementalist build to be taken seriously it should have at least 15 water and preferably 30 arcane (15 minimum). But really, most of that problem is because of underwhelming earth/air/fire traits. It is our water/arcane traits that are well balanced.

If anything I would like to see fire/air traits that significantly increase survivability in some way or another, so that it is possible to go down those trait lines without becoming a totally useless glass cannon.

[Guide] Mastering the D/D ele 7/15/13

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Posted by: Wildclaw.6073

Wildclaw.6073

Daphoenix, I think Powerful Aura deserves a mention. In dungeons it is basically a must have trait whenever you don’t need the condition removal.

In WvW it can be very useful in group combat as well. You sacrifice some self survivability in exchange for more swiftness/fury on your group. (not to mention that the auras themselves can be very useful. The shocking aura can stop a a burst spec in its tracks, and frost aura is incredible against both ranged and melee opponents)

Do you think the arcana evasive is really necessary though? I did some tests in which I got even more CD and it really speed up the killing, I was running 0/10/20/30/10

200 condition damage is nothing. A single dodge into a fire field with Evasive Arcana will give you 105 condition damage and 105 power for 26-34s (latter with boon duration runes). In addition to the attunement specific Evasive Arcana effect.

Opponents and color didnt change after 1 week

in WvW

Posted by: Wildclaw.6073

Wildclaw.6073

Im kinda mad about this because im on gandara server and we got jade sea(FR) and Fort Ranik (FR) and they are allying up aginst us,

If anyone is allying up, it is Fort Ranik and Gandara vs Jade Sea.

I had to leave eternal battlegrounds early this afternoon because I was so utterly disgusted with the cowardly Gandara commanders that focused solely on Jade Sea because they were afraid like little girls about getting noticed by Fort Ranik.

As a Gandara player I have to offer my condolences to Jade Sea for having been the subject of such disgustingly cowardly behavior. To those Gandara players who participated, call it strategy if you want, but even so it was behavior that shows that you don’t have any guts.

Heck, Fort Ranik was down to zero supply in the castle thanks to some caravan interference from me and one or two others, but the opportunity was completely wasted thanks to the little girlies in charge (and no offense meant to real girls that are far more brave than said Gandara people)

Edit: Looks like it perhaps is a bit better now. But the above is how it was this morning and early afternoon.

(edited by Wildclaw.6073)

WvW the way it was meant to be

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Posted by: Wildclaw.6073

Wildclaw.6073

That’s just silly. If you remove the swords the puggies will have absolutely no clue about where to go, and will all go to the commander icon. You have promoted zerging even more.

NO because if there’s no icon telling you where the action is everyone is on the same boat and need to coordinate to go and attack or defend.

Sorry, but that is just plain stupid. It is fairly obvious that you are a member of an organized guild and doesn’t have the slightest clue about how zergers act. Suggesting that zergers will coordinate is just laughable.

Spiders was completely correct in his assessment. If you reduce the number of options (remove the swords), the zergers will become even more concentrated as the only remaining option is to run towards the commander.

If you remove the commander icons as well, then you’ll start to see some communication such as this “WHERE IS THE ZERG?!?!?!?!?!??!?!?!?!?!” in the map chat, and that is it.

Zerging doesn’t happen because of information presentation. It happens because zerging is promoted in WvW gameplay. Trying to fix the wrong problem changes nothing, except that organized WvW guilds will have to use slightly more scouts. (or not really, as it is already possible to avoid triggering the crosses)

Edit: Your other suggestions are decent, although I always find it funny how people just want to remove the AoE cap on siege, and not all attacks. Isn’t that kind of a kitten measure. If AoE caps promotes zerging, why not remove all of them to really discourage it.

(edited by Wildclaw.6073)

Finishing Downed Players (Solo) :(

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Posted by: Wildclaw.6073

Wildclaw.6073

What’s the best way to do it?

Often as an Elementalist

Mist Form, Arcane Shield and Armor of Earth.

Water/Monk runes

in Elementalist

Posted by: Wildclaw.6073

Wildclaw.6073

The tooltips are confused. They count the runes on both your PvE and sPvP gear. (I am assuming you have 2xWater+2xMonk equipped on both sets)

Ele's Staff Dps > Other weapons in group PvE.

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Posted by: Wildclaw.6073

Wildclaw.6073

The staff’s auto attack is slower but it is aoe and it hits a lot harder than the auto attacks of dagger and sceptre which balances it out

Lightning Whip dps is approximately 75% higher than Fireball dps.

[Guide] Mastering the D/D ele 7/15/13

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Posted by: Wildclaw.6073

Wildclaw.6073

I think someone already calculated that 33% less damage from protection equals to 1300 toughness. Boons in this games are just too good. They equal to a big chunk of stats.

33% less damage is 50% more survivability or simply put 50% more armor. So it can be everything from 916-1500+ toughness worth.

When doing my trait comparisons, I generally use the following values

  • Protection/Vigor/Stability – 1000
  • Swiftness – 500
  • Regeneration – 400
  • Fury – 300
  • Might – 70

For some builds, some stats may be worth a bit more or less. But I think those values paint the general picture.

The Focus

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Posted by: Wildclaw.6073

Wildclaw.6073

The 20% will work for the Dragon Tooth as well, as long as your in Water Attunement before it lands.

Ah, stupid me. Does gale last long enough though? It is only a 2s duration and DT isn’t known for its fast animation time.

[Guide] Mastering the D/D ele 7/15/13

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Posted by: Wildclaw.6073

Wildclaw.6073

This is EXACTLY what I was waiting for! Thanks so much phoenix! One question for you if you have time: I am a faithful user of Ether Renewal. My build was very similar to yours in that I was 0/10/10/20/30 and I was using Obsedian Flesh especially when I was using a staff so the channelling would increase toughness while healing. I also find it to be an AMAZING condition removal. And with only 15 sec CD it seemed the most viable. So my question is why use the Glyph and not Ether Renewal?

Obsidian Focus is a horrible trait. Even if you would channel constantly, it can never reach an efficiency of more than 170 stat points (and you will not even channel half the time, so it is worth at best half that).

The lowest value any trait should give you is about 200-250 points average. (30/30 fire/air heavy artillery WvW build is basically the only exception, and it gives up a lot to make Meteor Shower into something really dangerous)

As for earth, the best trait from the first tier is Earth’s Embrace if you have the Soothing Disruption trait. And occasionally you can see people sacrificing 10 points from Water or Arcane to get it. (if you are playing Staff, then you can also choose to drop Zephyr’s Boon instead as)

But both the Water and Arcane 30 point traits are really good and works extraordinarily well in groups, while Earth’s Embrace is self only.

The Focus

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Posted by: Wildclaw.6073

Wildclaw.6073

At least it sounds good on paper.

Until you realize that the +20% to vulnerable targets trait is crap as your water spells will still do much less damage than your other attunement.

+20% to vulnerable targets is only really decent with Conjured weapons, which basically means PvE Lightning Hammer build.

The Focus

in Elementalist

Posted by: Wildclaw.6073

Wildclaw.6073

The only reason to use focus is if you need Cleansing Water and ranged protection at the same time. Otherwise just go Staff+Powerful Aura.

Tanky DPS Elementalist [Videos] 11/21/12

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Posted by: Wildclaw.6073

Wildclaw.6073

After I took a week off from spvp, I returned only to realize that although I had placed in superior runes of the dolyak as per your suggestions, I had forgotten to switch out my berserker’s amulet and jewel, thus missing out on almost all the essential toughness of this build. Doh. After swapping in the soldier’s I’m happy to report that I’m now having a much more successful go in spvp.

As D/D in sPvP always carry a couple of amulets around as it allows you to trade survivability for damage in a very fluid manner. Our traits are pretty much locked in place due to some traits being so much better than others, so we have to rely on gear to tweak our damage output.

Tanky DPS Elementalist [Videos] 11/21/12

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Posted by: Wildclaw.6073

Wildclaw.6073

@daphoenix: that’s an… interesting combo. why not get a 6 set bonus (or a 4 and 2)? is the extra boon duration really that good? ’cuz, that combo gives you an extra 45% boon duration (iirc).

It gives him 40% boon duration, which is an effective 30.8% duration boost from 30 Arcane. And yes, boons are fairly good. Just to compare with divinity runes, boon duration provides the following:

  • Boosting protection from 43 to 56% uptime which is ~130 points of toughness, or more if gearing toughness.
  • The runes directly gives 65 healing power.
  • Fury will perhaps go from 85 to 100% which would gives you another 3% crit or 63 Precision.
  • Might from 6 to 7.8 stacks will add 63 Power/Condition Damage.

That leaves extra Regen, Swiftness and Vigor vs 60 Vitality and 12% Crit Damage.

All in all we can see that boon duration runes should at least be a good option to divinity runes. Divinity Runes do have the advantage of not being backloaded. And it is possible to cap fury without boon duration runes if you use Auras on cd.

But on the other hand, I didn’t factor in the grandmaster minor water trait which is probably another 30-40 stat points, nor the occasional group splash on your buffs. You can also build more might stacks if you are good

In my opinion, boon durations comes out stronger than divinity runes unless you are receiving boon support from someone else.

Typical PvE soloing battle sequence?

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Posted by: Wildclaw.6073

Wildclaw.6073

I’m going to have to disagree with you here as well Wildclaw; he should be learning to avoid damage instead of attempting to absorb it. Water/Arcana lines have been serving me more than well enough

I suggested that he place points in Fire and Earth for Power and Condition Damage early on to absolutely maximize his damage while relying on avoidance to survive. (he also gets Toughness as a nice bonus)

You are the one recommending Water/Arcana that is pretty much only for survivability.

I’m going to disagree, 10 points in arcane is a HUGE boost for new eles, for elemntal attunements, this provides eles with consistent protection and regens through the test of their leveling experience.

Elemental Attunement is great, but it simply isn’t worth giving up Power+Condition Damage early on. The breakpoint is probably around level 35, especially if you get some rare gear at that level.

^this. Your first 10 points, for ANY elementalist, should be in arcane to get Elemental Attunement.

And by doing so you are giving up the massive damage boost that you would have gotten from going Fire. 100 points of stats is a massive boost early on.

You don’t want to waste early trait points on stuff like boon duration, attunement recharge or crit damage that doesn’t scale up in power as you go down the levels.

Arcane Wave..bugged?

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Posted by: Wildclaw.6073

Wildclaw.6073

The tooltip is correct.

The tooltip is wrong. AB and AW do approximately the same damage, but the AW tooltip value is about twice as high.

The exact way damage in calculated is not yet understood fully

What is not understood about it? The formula is quite simple. Tooltips assume a 2600 armor enemy (at level 80) and average weapon damage. Utility use a special weapon where the average damage that is in somewhere in the lower 900s. (969 is its upper boundry)

new to the game lvl 24 elementalist..how to use my skill points

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Posted by: Wildclaw.6073

Wildclaw.6073

Edit: Made a mistake in my post and used my downscaled hp. After correction, Toughness+Condition Damage definitely looks better than Vitality early on.

r, just because i love attunement swapping and the fire / earth trait lines are useless.

At lower levels, the trait lines are all about stats.

Just to take an example. Without traits, my decently geared level 27 guardian has

  • 2899 health
  • 420 armor
  • 280 power

100 Power: 36% damage
100 Toughness: 24% effective hp
100 Condition Damage: 31% bleeding, 21% burning
100 Vitality: 34% effective hp
100 Precision: 13.5% damage (assuming 10 crit damage)
10 Crit Damage: 2.3% damage (assuming 27% crit)

The elementalist benefits a bit more from Toughness, but as we can see, investing in primary traits early on is a hugely beneficial strategy.

(edited by Wildclaw.6073)

Typical PvE soloing battle sequence?

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Posted by: Wildclaw.6073

Wildclaw.6073

Ok so the question is in the title. What is your typical battle sequence? I have a lvl 15 ele and have been putting all points in arcane.

That is generally a mistake. At early levels, Power, Toughness, Vitality and Condition Damage are significantly better than any other stats. My general recommendation would be

11-20: Fire,
21-30: Earth.
31-39: Optional
40: Buy trait book which will reset your stats. Put 10 of your points into Arcane for Elemental Attunement. The remaining points are optional.

With staff, open upp with Earth and summon your lesser earth elemental if it isn’t on cd. Then go with any of the following options:

Eruption->Lava Font->Flame Burst->Arcane Wave
or
Eruption->Eruption->Lava Font->Flame Burst->Arcane Wave
or
Eruption->Meteor Shower->Flame Burst->Lava Font->Arcane Wave
or
Eruption->Frozen Ground->Lava Font->Flame Burst->Arcane Wave

Make sure you are near your Lava Font when using Arcane Wave so that you get the might stacks. Remember that Eruption doesn’t cause aggro until it deals damage. And when possible, combo Lava Font on top of Eruption for the extra might stacks.

(edited by Wildclaw.6073)

Bored using the same 5 skills over and over ...

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Posted by: Wildclaw.6073

Wildclaw.6073

Play an elementalist and you get 20.

54 skills.

20 Main weapon
20 Trident
5 Heal/Utility/Elite
5 Underwater Heal/Utility/Elite
4 Attunements

Because if the OP is counting every single utterly situational/useless/ooc ability you can put on your action bar in WoW, then I am kitten well going to count my underwater skills.

How is a level appropriate group supposed to finish AC?

in Fractals, Dungeons & Raids

Posted by: Wildclaw.6073

Wildclaw.6073

also again who at lvl40 is full gold/green?

A lot of people are running in full greens. As the trading post prices for cheap greens are near vendor prices, there is no reason not to.

The secret to the watchtower

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Posted by: Wildclaw.6073

Wildclaw.6073

GW2 Mad kings clocktower all 4 chests + hardmode path 1 run.

That was an elementalist “cheating” with traits. Joker specifically said no buffs.

Although it may be possible without cheating as well. Just need a really good start. I generally pick either chest 1 or chest 2. Doing both in the same run would be tough.

Arcane Power bug or WAI?

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Posted by: Wildclaw.6073

Wildclaw.6073

It is a bug with Arcane Power. On the positive side, if you use a single spell after casting Arcane Power, it will apply to 4 full ticks of damage (regardless of number of targets) plus a fifth tick on a single target.

Hence giving birth to the Energy Surge+AP+Glyph of Storms, 4s AoE immobilize+blind. (you need others to actually kill the targets though, as you can’t deal damage to anything without immediately invalidating AP)

Still, I would just like to see AP work for the five next hits like it used to do in BWE2.

If you can't do the clocktower...

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Wildclaw.6073

Well the fact that the hardest part is at the beginning when everyone is in a big clump seems a bit like evil design (not to mention it arbitrarily stops you to ENSURE everyone is together at the hardest part), but I dunno it SEEMS doable.

The hardest part is not at the beginning. Where I have seen decent players fail the most is at the middle to end of part 2.

The cogwheel is a common failure location for some reason. I think players who haven’t yet completed the puzzle are too stressed to realize that it is easy if you break it down into three jumps, one to get onto the cogwheel, one to make sure you are standing on top of a cog, and the third directly onto the following stairs. (it is possible to jump directly on top of a cog thereby saving one jump, but time shouldn’t be so urgent that you have to)

After the cogwheel follows a jump from one beam to another. Some people use the helping cube floating below the second beam, but it really isn’t needed and just makes the whole thing more risky. Learn to do the beam jump (a full jump at normal speed and then strict stop so you can align on the second beam)

Finally comes the little contraption that you need to get onto to reach the next stairs. A simple side step jump (which is usable in so many puzzles, including the borderlands one) to get onto the contraption does the trick. Followed by basic forward jumps, that is all that is needed.

After that you run up and jump down, can quick loot (tab F multiple times) the chest if the area is not green yet, and can start on the final part that is a fairly simple jumping puzzle where you have lots of time. (if there are more than one person left, feel free to fall behind a bit to get a clearer view. I have seen a lot of people fail in this last part because they hurried too much)

At the very end, make sure you don’t rush when getting onto the final stairs. That is another embarrassing failure location.

Clock Tower Appreciation Thread :D

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Posted by: Wildclaw.6073

Wildclaw.6073

It’s less about skill and more about luck when everybody’s thrown in together – and it becomes all but impossible to see platforms through the swarm of people trying to jump them.

I have accumulated more than a 1000 tot bags from the jumping puzzle, and there is nothing lucky about it at all. I see the same people perform well time after time.

And the swarm of people at the start has basically no impact at all on the overall situation. Once you are past the first block, the jumps in the first part have huge margins, especially if you take the outer track over the first chest (the inner track requires a bit more precision or you will have to waste an extra jump on the cogwheel)

It is only the final double jump in the first path that requires precision, and only if you wasted time early on. (looting the second chest just before that jump can especially make it close on time.

Where do I send the bill?

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Posted by: Wildclaw.6073

Wildclaw.6073

If you want some tips..

One more tip. You can control and see the approximate location of your character (for jumping) much better if you move your camera closer to birdview.

Where do I send the bill?

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Posted by: Wildclaw.6073

Wildclaw.6073

I spent 3+ hours repeatedly watching people fail at the tower puzzle. It is amazing how few people actually make it up there. And a lot of those that do are repeat customers like myself. You can basically categorize the jumpers into four categories.

1. The mediocre performers – These people never get past the first part. I am fairly sure that these people give up after 10 times or so and gets replaced by new people, because it is the only way to explain why almost always 75+% drop off before the end of part one.

2. The people who need practice – These people sometimes makes it out of part 1, but just as often they fail. When they do make it out of part 1, they generally fail somewhere in part 2. The potential is there though.

3. Those almost there – These people complete part 1 most the time. They can also generally go far in part 2, but they often fail on the way, especially when reaching the slightly trickier jumps such as the cogwheel, the jump from narrow beam to another narrow beam, or the side jump right after that. If they make it past those, they actually have a good chance of making it after jumping down to the easier part 3. Most who make it that far though mess up in part 3 by hurrying to much and missing an easy jump.

4. The repeaters – These are the guys who can do it. While they occasionally or sometimes more than occasionally fail somewhere throughout the map, these people often complete the puzzle, sometimes while looting a chest or two on the way.

In my view, Clock Tower is not fun [Merged]

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Posted by: Wildclaw.6073

Wildclaw.6073

I don’t think making things accessible to disabled players make them dull for everyone else if it’s done right

I don’t think that word means what you think it does. Disabled players can access the clock tower puzzle just fine. They may not be able to finish it, but that is a different matter.

The only bad thing about the clock tower

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Posted by: Wildclaw.6073

Wildclaw.6073

You just run around and face roll all the content,

I think per your previous post on what you consider fun, I think you meant to say “I”, not “You”.

In my view, Clock Tower is not fun [Merged]

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Posted by: Wildclaw.6073

Wildclaw.6073

Be faster? I always get in the front of the pack and once you make it through the first few jumps 70% of those fatty’s are gone.

Either that, or wait a second and run behind the back. Both versions work fine.

Quick Question about doing the Clock Tower again

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Posted by: Wildclaw.6073

Wildclaw.6073

There are two chests to the left in the first part of the puzzle. Then there is a third when you jump down, and the fourth reward chest when finishing

Can I report all Charr for griefing?

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Posted by: Wildclaw.6073

Wildclaw.6073

If you get annoyed by other players, you can easily afford to wait half a second. There is lots of margin in the jumple puzzle.

Reviewing all of the Traits: Analysis and suggested changes.

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Posted by: Wildclaw.6073

Wildclaw.6073

If a trait doesn’t give at least 250 average stat points or equivalent other stuff (include bonuses for frontloading) , then it is crap and doesn’t have a spot in any viable build.

For reference, 5% unconditional damage is 100-125 stat points.

Build Advice for WvW/PvE

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Posted by: Wildclaw.6073

Wildclaw.6073

Before someone says my build sucks or is all over the place, the thinking behind it, perhaps flawed, is a crit/condition build that takes advantage of always having decent conditions up

Yeah, I can see the purpose behind the build. Unfortunately, here is the sad truth:

10 Fire – Burning Precision

Crappy trait, but in this case your whole build is around it, so I won’t say anything bad about this one as it at least has good synergy with your stats and focus.

25 Air – One With Air

Not working, and horrible even if it was working. Why would you ever want this trait. No good elementalist stays 10 seconds in a single attunement, and that is the minimum amount of time for it to have even its most minimal effect.

(I sometimes exchange this for Bolt to the Heart),

Crappy trait that gives an average 5% damage.

Soothing Winds

Horrible trait. Even if you have 2k precision, it is still only 100 healing power. That is a pathetic amount of stats.

…………

Also, the 25 point air trait is absolutely not worth losing a major trait. Even channeling Arc Lightning with a 60% crit rate it it is only 4 vulnerability stacks which is at most 100 stat points or so. And that is the absolute best case scenario. Most of the time it is far worse.

10 Earth – Earth’s Embrace
15 Water- Cleansing Wave
10 Arcana – Elemental Attunement

Good, good and good.

So how do I recommend to fix all of this. First of all, take 5 points from air (it is only 2.3 crit chance) and move it to water. Pick up Soothing Disruption. Considering you are running 4 cantrips (including trait), that is by far the best choice.

Next, why the heck are you are you running dagger main-hand without Zephyr’s Boon. That is almost a disgrace, especially considering what your whole spec is about.

Secondly, since I guess that you want to keep 20 points in air, I guess Quick Glyphs is the best place to put those points in. Not much else decent to choose from.

An alternate scoring system. Accounting for population differences.

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Posted by: Wildclaw.6073

Wildclaw.6073

The proposed bonus point system is pretty much the same as lowering the points gained from any objective held for more than a certain amount of time.

Except that holding objectives at the end of the game is worth more and the bonus point system rewards the capturing faction, leaving the non-capturing faction further behind (thereby giving a huge advantage to the faction that comes online in the morning-early day and starts competing back against the night-capper faction).

Best weapon and build for PvE?

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Posted by: Wildclaw.6073

Wildclaw.6073

I found sceptre and dagger to be the easiest and safest way to level. Just run around with full condition and toughness gear throwing earth 1 on your target 4x then move to the next mob.

Eruption works as well, if not better. One eruption applies 72 ticks of bleeding in total, which is the same as your 4 sets of daggers, although at half the speed.

Eruption is a huge AoE however, which is a massive advantage as long as you can hit with it. And really, hitting with it shouldn’t be a problem. Not only does it have a fairly large area, but you can also

  • cast it before aggroing mobs, guaranteeing the hit.
  • use lesser earth elemental and earth elemental to hold targets in place.
  • place frozen ground to chill the targets before casting the eruption.
  • just plain kite the mobs into it.
  • just stand still and take some damage while waiting for it to detonate.

Tanky DPS Elementalist [Videos] 11/21/12

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Posted by: Wildclaw.6073

Wildclaw.6073

  • Having to carefully select groups of enemies since you can’t survive 3 on 1 for long.

D/D is really not that good spec for running solo vs multiple enemies. It is best in 1vs1 and small group battles.

1vs1 is a best case scenario where you will get maximum effectiveness from all your health regeneration (less incoming damage equals longer fight equals better value).

In small group combat is where you can really shine. The D/D elementalist has a decent amount of AoE burst+control cds that it can quickly unload early on in a battle to turn the balance. It also has the active survivability needed to be a first engager and the mobility to get both in and out. And finally, the health regeneration to recover and get back in for the second round.

If you are alone vs more than 1 enemy, it is really just best to stall/annoy them while perhaps picking of any arrogant enemy that gets too kitteny. (or is an upscaled easy target)

At least, that is my experience so far.

Struggling with the Ele? Try this...

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Posted by: Wildclaw.6073

Wildclaw.6073

Why precision? Bolt through the Heart is by one of the best skills in game.

I am assuming you mean “Bolt to the Heart”. The trait that gives a crappy average 4.35% damage in a backloaded fashion. It is definitely not one of the best traits in the game. In fact, it is down there with the worst of them.