Dagger Water #2: Remove the heal. Make it heal for a % of the damage done. This will resolve a great deal of the D/D complaints people have if we actually had to hit with it to heal.
Scepter Fire #1: More upfront damage. Lower condition damage if need be.
Scepter Fire #2: Shorten the arming time so it fires off quicker
Scepter Fire #3: Make it explode and spawn where target is and steal a boon. Fly back and give us the boon(s) and vigor regen hitting all targets on the return path.
Scepter Water #1: I saw it suggested elsewhere, but have each hit provide 1 stack of vuln.
Scepter Water #2: Drastically increase damage and reduce arming time.
Scepter Lightning #1: Add a chance on crit to stun for 1 second.
Scepter Lightning #3: Merge #2 with #3 by increasing damage.
Scepter Lightning #2: PBAoE. For every target hit gain 2 seconds of quickness for a max of 10 seconds.
Scepter Earth #3: Blind and knock back.Staff projectile speed increased to match bows. All auto attacks could use a slight damage increase too since a lot of the activated abilities are strickly utility oriented. Staff really is quite boring to play.
Staff Fire #2: Initial damage when cast and not have to wait a second.
Staff Fire #3: Lower condition damage, increase condition duration, increase direct damage.
Staff Water #2: Faster activation time.
Staff Earth #2: Snare targets in AE and erupt after 2seconds.
Staff Earth #4: No longer need a snare due to #2 so introduce a sink hole ability that creates muddy ground for us to jump in or a sink hole to immobalize a group.That’s just weapon skills. Traits are a mess. Skills are a mess. Etc.
Yes to everything, other than the stun on scepter air#1.
Thanks for the feedback
I had ideas for off-hand sword too, but I wanted to test the water before I went too far into this. What are your guys’ ideas for offhand? My ideas were mainly regarding disruption. Focus is defensive/support, OH-Dagger is pretty offensive, I was imagining OH-Sword as a middle-ground focused on control.
(edited by Zaviel.1245)
As a fan of magic in most fantasy games I play I always love the “mage” play-style. After some thinking though, and frustration at the lack of weapon choices of the ele, thought of giving an ele swords. A “magic swordsman” weapon set won’t derail the class at all, and though we already have daggers they are a bit to flashy for my tastes.
The sword should be a close ranged “in your face” build, like daggers, but with far shorter, and weaker, cooldowns than the dagger. Dagger should still be the ideal weapon for stance dancing, whereas sword more supports people dedicating to a single element.
The ele is still super soft, so just like the dagger the sword should have tools to keep you, and your allies alive. Sword eles get in your face and know how to stay there, proper use of control/roots will take them out.
Mainhand: 130 range average (standard melee)
Fire:
1-Flame Lash, 1/2 cast time. Cleave attack
2-Fire Wheel, 1/4 activation time. A 360 spin attack for slight damage+burning. 4 second CD
3-Searing Strike, 1/2 cast time, small dash to target (400 range) for moderate single target damage+burn. 10 second CD.
Air:
1-Static Blade, 1/4 cast time. 3 phase combo, first two single target, third(3/4 cast time)charges your blade with electricity and cleaves, adding vulnerability onto foes.
2-Discharge, 3/4 cast time. AoE shock nova, inflicts blindness. 6 second CD
3-Charged Strike, 1 second cast, single target daze. 8 second CD
Water:
1-Frost Blade, 1/2 cast time, 3 stage cleaving combo, first two add vulnerability, last has 3/4 cast time and inflicts very brief chill.
2-Hoarfrost, 3/4 cast time. Root self in place and channel for 3 seconds, inflicting damage to enemies within 400 range, inflict 2 second of chill at the end of channel to those still within. 8 second CD
3-Cool Winds, 1/2 activation, give AoE regen(4 seconds) to allies within 400 range. 15 second CD
Earth:
1-Stone Scythe, 1 second cast, bleeding(4 seconds) hybrid-range cleaving attack, three phases. Each stage boosts range by 60. First stage attacks with sword(130 range), animation pulls rocks from around you onto blade. Second stage coats blade in rocks, increasing range(190). Third stage slams coated blade onto the ground, hiting enemies in cone(250 range) and apply cripple(1 second.)
2-Tremor, 1/4 activation mobile channeling(3 seconds) attack. Pulse the ground around you damaging, crippling(1 second), and bleeding(1 second) with each pulse. 8 second CD.
3-Magnetic Repulsion, 1/2 cast AoE knock-back. Pushes foes back within 400 range with 200 range blowout, dazing for 1 second. 15 Second CD
(edited by Zaviel.1245)
I don’t play either a Ranger or a Theif, but this seams like a pretty decent idea. Instead of a BM20 skill maybe a trap with 3 charges that reveal stealth. You lay down the traps on key points, or around yourself and cookie-cutter Thief cheapness is lessened.
They still hurt you, but you will have a chance.
I’m going to be honest and say the sacrificial scene nearly brought a manly tear to my eyes, I would have lost it if when you return to Claw Island you find your mentor (Seiran in my case) risen and a boss you must fight alone. I was imagining a cut-scene where your risen mentor appears, you tell the pact to go on, saying you must deal with this by your self.
Consortium Adviser Okk, an asura within the ruin-building is duplicated. The golem CSF-A is duplicated beside him.
Weapons wise Ive recently retried the good ol’ scepter, and my god… that weapon is so boring due to the lack of burst it literally makes you wanna cut off your man vegetables n make a pair of nice exotic earrings (again i know some of you are absolutely impossible to beat with a scepter cuz all gamez got proz).
In terms of pure burst damage, the differences between the scepter and dagger mainhand lie in fire 1,2,3. Dragon’s tooth hits harder and has a lower cooldown than burning speed. Phoenix can hit 3 times and is more bursty than drake’s breath, which relies on burn damage. You also get 2 blast finishers for might.
But you do no damage if the enemy moves.
Scepter has potential, but most of the scepter auto-attacks are saddening. Fire has a HUGE cast time, air is decent but only good for single target fights, and water tickles. Earth-condition damage is the best scepter build in my opinion, 3k tougheness and 15+ bleeds on your enemy is crazy.
Shatterstone (water#2) was buffed recently, but still is not as useful as it needs to be. I run water-dps, allowing Shatterstone to not interfere with your attacks (no dead time) would make me very happy with the game.
Well in water you just take less fall damage :p
It’s just like water evasive arcana. I guess it’s the same code.
I wasn’t talking about balance, I posted about the lack of animation for the water-atune version of AA.
I’m assuming (hoping) that there is meant to be an animation for it but it simply wasn’t ready in time. It would show when the spell triggers as well as helping immersion.
Arcane Abatement is a great new skill, almost required in WvW. I simply wonder why water-atune is the only atune without a unique animation. I am aware the spell still goes off, but I want an animation to go along with it instead of the default earthquake that you only get when the other animations are on CD. Either we need a watery version that leaves the ground wet, or an icy version with an animation like the dagger-main hand water #3.
There is far too much bickering in this post. If the OP finds staying in fire the whole time fits his style then why say more. I personally dps in water-atune 100% of the time and still out dps atune-dancers.
Just because someone doesn’t wish to atune-dance doesn’t mean that it is inferior. Staying in fire surely has its benifits, utilizing them over other atunements is his personal choice.
All gear has pros and cons, if you are interested in PVT gear it is one of the best balanced gear. You wont crit much but your white damage will be more stable. Keep in mind that even though you have tanky stats you still need to dodge roll to the best of your skill.
PM me with any questions if you are still curious.
An instant cast (but still with the delay time) with ~5-6 stacks of vulnerability would be interesting.
That is, in fact, what it was in the betas.
A drastically shorter aftercast delay (so you could at least get the terrible autoattack in once between casts), and the cooldown began the moment the spell began, not when it exploded.
It almost resembled something useful.
As it stands now, there is absolutely no reason at all to remain in Water with a Scepter once you fire off the heals because the autoattack and shatterstone are so terrible.
Not that there’s really any reason to use a Scepter at all aside from the Earth and Fire autoattacks…
I see no reason as to why the devs hit it with the bug-bat so hard………… they pick a bad ability and made it worse.
I’ll start off saying that healing power in general is over-rated, it scales badly and isn’t too useful to begin with. For damage gear you need some form of defense, glass cannon is a very bad choice.
Depending on your build I suggest Power/Prec/Tough, Power/Vital/Tough, or Power/Vital/Cond. You do less damage but you do no damage when dead, and your allies have to waste time picking you up.
If staying in fire 100% of the time fits your style then feel free. I do suggest you pick up the fire cooldown reduction though, to make up for losing the cooldowns in your other atunements.
I main as water-atune dps and i can agree 100% with the Shatterstone fix, but Water Trident is a great heal even with 0 healing power. Ice shards is ok, but there isn’t a day that goes by that I wish it did more damage/projectile finisher maybe.
Shatterstone needs to be instant, and no “dead time” after casting. In its current form Shatterstone isn’t worth casting at all, even in aoe fights.
What’s wrong with you people? It’s clearly this guy.
I think i failed my sanity check…
+1 to you
GW’2 combat is about skill, not 1-shotting things because you have endgame gear. Gear helps, but if you are an unskilled player (which I am amusing you are because you bothered to complain on the forum) then gear won’t change that.
GW2 is a breathe of fresh air to me, among my favorite games of all time.
Thieves coming out of stealth and 2 shotting you while you never see them is not skill. Sorry. Neither is a rifle warrior behind you who charges up a kill shot… and one shots you. Neither is a portal bomb or 30v1. This game takes no more skill then any other mmo. But, you keep believing that it does and that you are somehow superior…/facepalm
sigh If only we had a universal tool that allowed us to evade the giant power attacks. I main ele so I know how soft classes feel against those tactics, fortunately for me I know when and how to dodge roll. Too many people roll the moment they can instead of waiting for the proper moment.
Learn enemy animations.
GW’2 combat is about skill, not 1-shotting things because you have endgame gear. Gear helps, but if you are an unskilled player (which I am amusing you are because you bothered to complain on the forum) then gear won’t change that.
GW2 is a breathe of fresh air to me, among my favorite games of all time.
I do agree that there should be more incentive for picking an element and devoting yourself to it, and that our minor traits are laughable.
Simply ask yourself how much you hate dieing. If you say you love dieing then glass cannon is for you, if you hate dieing then all the toughness you can get is good (soldier/knight armors, carrion if you want condition damage.)
If you want to be a support then you can do exactly that fairly well. Keep in mind though that even though you are a “healer” you still need to be able to dish out damage and take punches. In GW2’s PvE everyone in the dungeon needs to be their own tank/healer, all the while dishing out moderate damage. Healing power does not scale well in my opinion.
It can work yes, but if the boss is going down too slow your party ends up taking more damage. I am FotM-31 and my guild’s dungeon master, trust me when I say you can’t go support and expect to be carried.
I suggest Conjured weapons for you. If you stay in water-atunement all the time your allies will still get the passive heal, meanwhile you could pull out your flame axe/lightning hammer for when dps is needed. When fighting structures use the ice bow#4, then drop it.
@Crunchy
I hope so. I am aware that sigils now apply to engineer kits. Also, from what I have read, stacks formed by a stacking sigil prior (e.g., bloodlust) to equipping a conjured weapon are maintained. However, I could not find a post, dev or otherwise, indicating that sigils work (or will work) while a conjured weapon is equipped. I think this, and allowing elementalists to shift back and forth between the conjured weapon and existing weapon set (e.g., staff, D/D), would go a long way to solving players’ reticence toward using conjures.
I main a conjure ele, sigils still work.
I agree with Azunai, eles are the best underwater class. In WvW I can frequently win 1v2s and 1v3 if underwater. Baiting people into the water is a tactic I use often. Many people are not good at underwater combat, I take advantage of that.
I main as a conjure Ele, and to me this post is simply offensive. You are only suggesting a flat 10% buff across the board to every conjure, that is not creative/helpful at all. Wide buffs like that only serve to change “flavor of the month.”
If I were to really want a conjured weapon grand-master trait it would be to remove the charges on the weapons, it already has a time limit. In doing so the Fire-Master trait could be changed to something more useful, such as a cooldown reduction.
Allow me to sum up the weapons for anyone who is unfamiliar.
Flame Axe: Powerful semi-long range, decent aoe.
Frost Bow: Strong burst, AMAZING for killing structures.
Lightning Hammer: Great sustain and aoe.
Earth Shield: Low damage, low control, a 600 range aoe pull. Least useful conjure except for WvW.
I would love for GW2 to be an Esport. PvP is set up to be skills based already. For me matches would be fun and exciting to watch. The pro-builds would certainly shift flavor of the month a lot but so be it.
The trinity is a failed system, I bought GW2 because it DIDN’T have the trinity. I believe anyone who wants a trinity fails to understand how GW2’s endgame works. Everyone needs to be their own “tank and healer,” all the while pumping out decent damage. Stop holding onto those feelings about going absolute max glass cannon and receiving no punishment for it.
Balance is key in GW2. If you can make glass cannon work then good for you, it takes more skill, if you can’t then you will do nothing but hinder your group as they continue to bring you up from downed. When I do dungeons I refuse to bring glass cannons because of this.
Sorry about the rant, I am simply annoyed by players who want GW2 to be “wowified” simply because they aren’t creative enough to find their ideal build. There are still roles in GW2, (damage, support, control) it is the player’s job to find the combination they feel best with.
(edited by Zaviel.1245)
Race: Krait. I love the Krait (I love aquatic races) and would very much like to play one in the future.
Class: I’d rather see more options/fixes to the current classes before new classes. An example would be giving each weapon two skill-sets to choose from. Doing so would double the skills available to every class and give us more flavor to our builds.
A D/D thief could be unique from other D/D thieves for example.
Incorrect; the best for group healing involves two Elementalists. One uses staff-water, the other uses lightning hammer. The staff elementalist could even drop down a lightning hammer for an ally so having two eles isn’t even required.
Fire’s auto attack needs more up front damage, faster cast time, and greatly reduced burn duration. Possibly a small aoe similar to the staff’s fire attack but let’s cross one bridge at a time.
Air does great damage with a scepter, currently it is far too reliant on #2 for damage though. Getting the -20% for air skills boosts your scepter air damage faaarrr too much. Air’s auto attack (other than a bug fix) needs a slight buff, and in return nerf the #2. Doing so opens more options.
Water’s auto attack is decent at best, but has nothing to follow it up. I personally try to DPS with water scepter (silly me,) but beyond conjured weapons it is difficult. Either buff water’s auto attack, FIX SHATTERSTONE, or make #3 a blast finisher (the heal.)
Earth is by far the best element if you prefer the scepter. It has great defence, great damage through bleed stacking, and great utility. Aoe blind, auto attack as a finisher, multiple armor buffs, auto attack is channeled, and both offhand choices have the best offhand abilities.
tldr: Everything but earth needs help.
I fully support fixing this, AFTER Shatterstone (scepter water #2) is fixed.
They really improve those skill’s responsivness. Also Staff earth 2
I don’t use staff much, but I would certainly see a talent in the earth tree that applies 1-2 seconds of cripple when walking over a non-detonated earth 2 as something that would work beautifully.
From there you could use the actual cripple spell (#4 i think?) to slow down enemies as intended, instead of just securing damage.
Unfortunately my build requires me to stay in water atunement as much as I can. Casting Shatterstone is not worth it, even in aoe-heavy situations.
One of the biggest mistakes people make in dungeons is believing in the “trinity” most MMOs have. GW2 has roles (damage, support, control) but to do dungeons everyone MUST be able to be their own tank and healer. Glass cannon works solo, but most upper-teir dungeoneers will refuse to bring a full glass cannon into their dungeon.
Balance is key.
The dead time after these spells is well known, any eta on their fix? After casting these spells (mainly Shatterstone) your character can still run but can preform no other actions till the spell detonates. Fixing the Shatterstone dead-time would make me infinitely happier, it has been a known bug for a long time.
It gives vitality, precision, and condition DURATION. Never have I seen recipes with duration till now.
“Shatterstone — Function bug
For around 2 seconds after casting, you can move and dodge normally (and spell goes off as usual) but can’t cast anything else during the dead period. Still lacking a cast bar after Oct. 7 update, despite remaining “hidden” cast time.”
Please fix
Wait a second….. the rabbits are “wrestling” rough enough to shatter that watermelon? Impressive.
I dps in water atunement all the time. I use Scepter/Focus with 20/30/0/20/0.
In fire I get burning on crit and damage against burning, in air i get glyph boosts. In water get Piercing Shards and Shard of Ice.
Get ful beserker gear and arcane ultilities. Enjoy.
A continuation of my previous topic here.
Weapons
Main Hand Dagger
Currently the most cost effective weapon an ele has (bugs aside,) good as is.
Offhand Dagger
*Fire: great as is, much burst.
*Air: very fun, and good as is. Ride the Lightning is very fun spell.
*Water: Needs to trade with focus, the focus spells would fit much better into the off-dagger theme. Offhand dagger is about damage, the daze and ranged chill would be great for keeping in range of running foes.
*Earth: Some of the biggest burst the ele has, good as is.
Focus
*Fire: good as is, combo fields are great.
*Air: #5’s CD is a bit high, but other than that good as is.
*Water: As I said above, would be best if traded with offdagger. The focus is more defensive. More would give the frost aura to the auramancer in addition to the others.
*Earth: 4 second godmode and a projectile reflect anyone?
Scepter: probably needs the most work.
*Fire: #1 needs a 1/3 faster cast time, reducing the burn duration caused to 1 second before condition duration boosts would be fine. #3 bird needs to learn to fly faster.
*Air: Equalize the damage on #1 at least a little, for the first 2 seconds you do 0 damage, then godly damage at the end, if you have to roll mid-cast you wasted time. Gross damage should stay the same.
*Water: #1 becomes a projectile finisher, currently it is very underwhelming. Fix the extended channeling on #2, currently it is better to not use it, even when vulnerability stacking.
*Earth: #2 cast faster, increase armor gained, and reduce duration; would become more of a shield than a ‘keep up at all times’ thing. Turn the second activation on #2 to instead hurt nearby enemies and cripple them for 2 seconds. #3 travel faster, if an enemy is charging up a nasty ability your #3 usually doesn’t get there in time for a clutch blind.
Staff
*Fire: good as is.
*Air: Increase damage on #1 but only make it bounce once. Will no longer be able to hit the same target twice but would still be more reliable in a 1-target situation if you don’t want to use fire.
*Water: All around buff for #1, larger radius, increase healing, and an increase scaling with power. The scaling wont effect healing builds, but would make staff water not totally useless when you want to stack power.
*Earth: Turn #1 into a 3-part combo. Stage one is the current form, Stage two is the same but with 20% more damage, Stage three does 10% more than stage two and inflicts 3 stacks of bleeding for 7 seconds. Each stage has a different looking rock, it is silly that no matter where you are or how many times you do it the your rock you pick up is exactly like the one before, it kills immersion.
(edited by Zaviel.1245)
The Elementalist is a great and fun class to play, we have more options mid-combat than most other classes. Elementalist was the first ever class I played and leveling was a blast. It wasn’t till I approached max level that I learned that even though we have many options, most of them are far below that of other classes.
I fully support the player’s right to play however they wish, but not many of us enjoy changing atunement to keep up. If someone wants to limit themselves to just one atunement then all the power to them, likewise if someone else likes dancing atunements then power to them too.
Perks
Fire
*Novice 5: Sunspot – moved from 15 to 5.
*Notice 10: Flame Barrier – currently is the novice 5, but I can almost guarantee that no elementalist WANTS to be hit, thus being forced to have it is a waste. Is still an option to those who do.
*Master 15: Burning Rage – currently grandmaster 25.
*Master 20: as is.
*Grandmaster 25: (new)Firepower – 5% of your power is converted to condition damage. For fire eles, especially staff, power and condition damage should feel more together. Logically does it make sense for a super strong ball of fire to “not” burn you pretty bad?
*Grandmaster 30: as is.
The fire tree is probably one of the more underwhelming trees the ele has. Most eles either never dare put more than 15 in it unless they go glass cannon, and even if they do there is simply better alternatives.
Air
*Novice 5: Zephyr’s Speed – same name, but instead of movement speed grant 10% faster endurance regen while in air atunement. Nobody needs the movement speed, getting perma-swiftness is already easy enough while in air.
*Novice 10: as is.
*Master 15: Power Charged – attacks in air atunement have a 5% chance to strike the target hit with a bolt of lightning. Would do the same amount of damage the current master 15 does.
*Master 20: Electric Discharge – current master 15, players should still be able to fight by atunement dancing if they so wish.
*Grandmaster 25: as is.
*Grandmaster 30: as is.
The air tree is fairly underwhelming until higher levels, and usually taken as an alternate tree. By changing the master 15 into an on-hit effect instead of on-atunement players wont feel like leaving air atunement should be a must. Air atunement is one of my favorite, simply because I like being a ‘lightning mage.’
Water
*Novice 5: as is.
*Novice 10: as is
*Master 15: Stop Drop and Roll – current master 20 VII, cures burning and chilled on dodge roll. Should be nerfed down into a 20 second cooldown.
*Master 20: Healing Ripple – current master 15.
*Grandmaster 25: as is.
*Grandmaster 30: (new)Hoarfrost – 30% chance on critical to inflict 2 seconds of chill, 5 second cooldown.
People primarily see water as a pure support tree, as a player who uses water offensively I disprove of that. Water has decent dps if you do it right, and great support if you go support, you should be able to choose. ‘Frost wizards’ unite!
Earth
Pretty darn good as is, one of the strongest damage builds for the tankiness you get that the ele can roll.
Arcane
Also pretty good as is. Most ele builds I see people use go at least 20 into it. My only idea is to change the atunement CDR you get per level to 1.5% per level, for 45% at 30. Would allow those atunement dancers to dance 1-2 seconds faster. Makes up for having to chose the dancing perks.
Weapon part here
(edited by Zaviel.1245)
I have no issue fighting D/D eles. I play glass cannon, but stay in water atunement the whole time. I absorb his burst and nuke him down before he thinks the fight has started. That is right, I never leave water atunement (except when traveling, but that is non-conbat.)
I call BS on that.
Tried linking my build in the talent calc but it didn’t work. I go 25 fire, 30 air, and 15 water. In fire i get burning on crit and damage against burning, in air i get glyph boosts and soothing winds. In water +20% against vulnerable foes. Scepter/focus.
Try it, that is my build. I use Berserker gear, with Ogre runes on my armor, flat damage on weapons. Glyph healing ability and elite, arcane spells for the 3 utility.
Enjoy.Yeah.
You need to show some evidence for this. On the face of it, something doesn’t add up.
Feel free to go into the mists and take all of 5 minutes to set up the build. D/D is very mobile and the chill on your focus4 stops them in their tracks, as well as delaying some of their cooldowns.
What is the question?
Think of ele as an out-fighter and warrior would be a swagger(taking your boxing analogy to the level of smb who actually knows box). Yes, out-fighters have to work more, throw in more punches while evedaing the opponent better. A swagger pretty much stands there, soaks the hits and delivers a K.O when he gets the chance. Are out-fighters UP because they have to work harder? Before you answer, Muhammad Ali is an out-fighter.
Oh talk about summing it up. This guy is good. He is right the people who say ele has to use all there stuff to compete against a class such as warrior who can just use 1 skill. Clearly warrior is an easy class. A no brainer class. A class that probably is unfair at the moment due to being so easy to survive and deal massive damage. It’s not eles that need there auto attack to be more dmg output to equal a warriors skill less ability it’s warriors who need to become more challenging to play to obtain there high damage.
Challenge is fun. Skill less and button mashing blindfolded is boring and repetitive childs play. The people who play Warriors are not to blame it’s the people who choose how warrior should work.
It’s other proffesions that need to become more challenging to play to obtain there high damage.
Challenge is fun. Skill less and button mashing blindfolded is boring and repetitive childs play. The people who play these professions are not to blame it’s the people who choose how professions should work.
Fixed.
These problems are still relevent now so… shhhhhh!!!!
I agree, a challenge is fun, but playing an elementalist isn’t the challenge, it is the chore getting in the way of the actual fight. You should be more focused on the enemy than thinking if swapping would be worth it. Challenges are fun, but fighting your ability bar is not my kind of fun.
I love my ele, simply because every fantasy game I’ve ever played I’ve been the “mage,” our class design spits on that. I still enjoy myself, but watching other classes steamroll through enemies with less effort saddens me greatly.
I’ve thought attunement swapping wa a problem for quite a while now. It feels to me like someone early on in development had a crush on attunement swapping and just refused to let it go, even as the class moved in a different direction.
To me it feels shoe-horned in and kinda gimmiky, and the class as a whole suffers as a result.
At the very least I feel like attunement swapping should be something you can choose to actively trait for if you want, and ignore altogether if like me, you’re not a fan of it. I’d like to see elementalist given incentives to trait for swapping, or indeed incentive to focus purely in one element. Choice is the name of the game here, and currently, elementalist has very little to work with.
^this
I have no issue fighting D/D eles. I play glass cannon, but stay in water atunement the whole time. I absorb his burst and nuke him down before he thinks the fight has started. That is right, I never leave water atunement (except when traveling, but that is non-conbat.)
I call BS on that.
Tried linking my build in the talent calc but it didn’t work. I go 25 fire, 30 air, and 15 water. In fire i get burning on crit and damage against burning, in air i get glyph boosts and soothing winds. In water +20% against vulnerable foes. Scepter/focus.
Try it, that is my build. I use Berserker gear, with Ogre runes on my armor, flat damage on weapons. Glyph healing ability and elite, arcane spells for the 3 utility.
Enjoy.
(edited by Zaviel.1245)
I have no issue fighting D/D eles. I play glass cannon, but stay in water atunement the whole time. I absorb his burst and nuke him down before he thinks the fight has started. That is right, I never leave water atunement (except when traveling, but that is non-conbat.)
“Anet has heard your concerns about Thief bursts and after careful consideration we have decided to nerf Elementalists so some more to address the issue.”
I would have lol’d if you weren’t probably right.
Since when is a Warrior stronger than an Elementalist, or even a top-tier profession at all? Could a warrior even kill a pre-patch bunker ele at all?
Killing a bunker-anything is near impossible alone. That is the point of those types of builds. Warriors, Guardians, and my grandmother can all bunker pretty well, making it a group effort to take them down.