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What is your tuffness level and why

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Posted by: oZii.2864

oZii.2864

1016 toughness / 1936 armour reporting in

This is what I like to run when I staff

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New to MMO's. Couple of basic questions.....

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Posted by: oZii.2864

oZii.2864

For reference what type of games do you usually play?

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Make toughness reduce condition damage

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Posted by: oZii.2864

oZii.2864

I don’t think many of you know what you are talking about. Vitality does not combat condition damage. It simply allows you to stay alive a bit longer. More vitality does not reduce the impact of the conditions though.

All the posts are vitality combats conditions keyword is combat.

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Ready Up discussion Ele changes

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Posted by: oZii.2864

oZii.2864

oZii was that a joke? rotfl

No it wasn’t it also wasn’t a full preview of everything coming. It is also true that staff has gotten probably the most buffs of any of our weapon sets recently.

Staff is in a good place. Of course fire is damage but so is air with a touch of CC and utility, water is heals with a touch of damage and earth is for blast finishers and cc.

I would say staff is our most complete weapon set. It isn’t designed to be a 1v1 weapon .
You mention S/D Scepter is it’s own weapon. Off hand dagger is good save for RTL and Fire grab. Scepter I never said was fine though Jeydra must think I did.

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(edited by oZii.2864)

Ready Up discussion Ele changes

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Posted by: oZii.2864

oZii.2864

and keep in mind that no kitten were givenabout SD and Staff.

I’ll keep in mind that staff has received quite alot of buffs and tweaks. S/D is getting regen on trident.

Scepter is it’s own thing along with staff. Off hand dagger is fine except for maybe fixing fire grab please. Of course RTL as a QOL.

Staff is pretty good what else needs work? Gust and Earth Auto? Those are the only ones I can think of unless someone else can think of others. It is possible to get to a point where a weapon set is pretty complete I feel like staff is about there.

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Celestial Gear, Discuss!(WvW)

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Posted by: oZii.2864

oZii.2864

I main Elementalist and I never recommend anyone to run full celestial armor and Ele’s can use all of those stats much better then a Guardian.

Care to elaborate the difference? I mean, If you are using Staff, forget the condition damage. Guardian benefits more from it then, lol. If D/D, then yeah, healing is about the same, actually even a bit stronger on guardian I think. And I don’t really get the whole idea of condition damage being horrible on guardian – Binding Blade acts as a second condition, so you essentially have 2 of them, which isn’t that horrible as people make it seem.
And so I think the difference is minimal right there and therefore you can make decent use of ALL stats on guardian, granted condition damage is somewhat lacking… But if you’re counting 5 stats out of 7 it’s already in celestial favor, so…

Healing is probably the same possibly. Elementalist have 1:1 scaling heals like a guardian. Evasive arcana, Healing Ripple, Cleansing Wave from dagger 5 and Water trident from Scepter 3 in water all scale at 1:1. With ether renewal scaling at 1.20 close to Signet of Resolves 1:25. Healing is probably very close in a party guardian is better by design the Elementalist is the second best healer in the game so we all know that.

The condition damage is no contest the Condition applying attacks are inherent on elementalists weapons so that is in the Ele’s favor and they are on very low cooldowns. This one isn’t even close guard v ele condition damage that includes staff. Every weapon combination for elementalist has access to chill, burning, and bleeds, you can throw covers of vulnerability, cripple, immobilze and weakness over them depending on weapon set and trait.

The reason I don’t recommend full celestial is for elementalist is because the condition damage is that is usually brought up as a way to “make up dps” assumes those conditions aren’t wiped. With burning access it does help because the base of burning is good but as soon as that burning is wiped the condition damage is wasted so the “make up dps” is lost.

I am not saying it is bad gear for WvW just don’t over invest. I have 2 pieces of celestial on my ele I feel 2-3 is good on guardian. The issue is DPS even on a ele that can maintain permanent fury uptime far easier then a guardian and stack might easier except for empowering might.

Power is still the best offensive stat.

I am not a fan of boon duration to also “make up” dps. Power is always good, if you are building a attrition fighter then I am on board with might stacks so you can build up your damage. The problem with relying on might stacks to make up power is that you are relying on back loaded build up damage that can also be stripped. Where as the person with higher power at the start is bring more of a threat at the start of the engagement.

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(edited by oZii.2864)

[PvX]Nerf Shadow's Rejuvenation

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Posted by: oZii.2864

oZii.2864

lol I like how the OP sells the thread as PvX you look at the trait brought up and it’s clear this isn’t PvX. This is WvW only sooo OP has a problem that he can’t kill something that is designed to be able to chose when and where to fight.

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Ready Up discussion Ele changes

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Posted by: oZii.2864

oZii.2864

The thing I wantes was a reduces cooldown on rtl….instead we get d/d buffs (wtf?) And passive signet returned to state. Overall, this patch won’t make ele viable. They need their mobility back if they are ever expected to play without water traits

RTL is not the reason they aren’t Viable in sPvP. Everything is viable in WvW so I am assuming you are talking about sPvP.

The reason ele has a hard time fitting into sPvP meta is because everybody else does it better. If you gave RTL back a thief would still be better as your nuker, warrior better as your roaming bunker.

I understand the love with RTL but I don’t see how RTL = viability. This isn’t launch anymore. Unless you mean reset fights like before every 15 seconds so you can Ether Renewal, come back in and attempt burst rotation again which would again be warrior or thief doing it better. Game has evolved classes are better and sadly warrior probably fits every role a ele could fill better outside of ranged aoe DPS.

I have a warrior also that has better mobility and I still run defense traits I still run SA on my thief. Mobility doesn’t allow me to not spec defense lines and Run all dps because I am mobile.

If you want RTL back as a QOL change sure but RTL and viable have nothing to do with each other when it comes to ele.

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(edited by oZii.2864)

What is your tuffness level and why

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Posted by: oZii.2864

oZii.2864

I don’t know my toughness level. I go by armor rating. 2.6k+ in a non boon duration setup. 2.5k if I am running my boon duration gear.

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Noob Elementalist here

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Posted by: oZii.2864

oZii.2864

I wanna try out the elementalist class and i want to know a good pve build.
My preferred weapons are dual dagger.

Thank you

inb4 Anierna

For meta PvE it is not dual daggers. For play how you want PvE with like minded people that don’t care that you aren’t running a optimal set then I would look at the stickies of zelyhn and neko up top those can give you some idea.

For meta accepted top speed clear PvE builds look at these threads:

https://forum-en.gw2archive.eu/forum/professions/elementalist/The-Ele-Meta-Dungeon-Speed-Clears

https://forum-en.gw2archive.eu/forum/professions/elementalist/Guide-DPS-Elementalist-Builds-for-PvE

These thread will do if you aren’t running with speed clearers that know what you “Should” be running.

https://forum-en.gw2archive.eu/forum/professions/elementalist/Zelyhn-s-Advanced-D-F-PvE-Guide

https://forum-en.gw2archive.eu/forum/professions/elementalist/Neko-s-Comp-Guide-to-the-Dungeon-Ele

These are not law if you really want to run D/D then by all means run D/D and though these guides don’t cover D/D they can give you a idea of trait selection and rotations.

Also you can search for Harmatia V’s guide on Reddit it is S/D. To get some ideas of offhand dagger.

Offhand dagger isn’t really a dps weapon so many PvE focused guides don’t have off hand dagger.

Remember though that just because it isn’t optimal isn’t bad. I don’t want to give that impression.

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(edited by oZii.2864)

Celestial Gear, Discuss!(WvW)

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Posted by: oZii.2864

oZii.2864

i thought someone did an indepth comparison for all-stat gear and the result was if you use more than 4 stats if i recall correctly , it is worth it?

I know what you are talking about it was from Reddit post.

http://www.reddit.com/r/Guildwars2/comments/1bxscy/celestial_gear_a_comparison

Since this is about WvW of course so disregard for PvE.

The Want comes from that point in the build process. If you want 4-5 to be the focus for your build then celestial probably helps or may be optimal depending on what you want.

If you get to a point where you feel like your healing power is adequate. You then want precision or critical damage or power then your next piece of gear should go toward that stat as a primary. You may or may not have to sacrifice anything to get that stat but whatever the stat is it is better on a specialized piece of gear.

It is all personal preference and it is all about stat spread and personal thresholds that you like for your build.

If I feel like I want more dps in my build and I feel like I am ok with losing 48 vitality and 48 toughness. I would look to replace shoulders and gloves that are PvT with zerker if I had them.

I main Elementalist and I never recommend anyone to run full celestial armor and Ele’s can use all of those stats much better then a Guardian.

If you want come celestial to help round out a few stats I recommend 2-3 armor pieces tops and its head, chest, legs for exotic and head, minor piece(shoulder, gloves, boots), then chest for ascended.

With the upcoming changes to ferocity and crit damage I would hold off on celestial unless you have crystals to blow. With ferocity coming in to dictate critical damage we need to know the value to = 1 crit damage.

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(edited by oZii.2864)

[WvW] Critical Damage NERF

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Posted by: oZii.2864

oZii.2864

My p/d thief appericates things change.

Those condi engis are taking a nerf to net turret from supply drop it is slight nerf of 1 second reduction on the immob but still a nerf along with the poison nerf they are receiving.

Have you even fought against a properly played perplexity engi? It’s all the kittening irrelevant if they can proc poison or immob at all lol.

Yes I have I didn’t say they aren’t a threat I am saying they are getting nerfed I also said slight. You make it sound like properly played perp engi is fighting dummies. Perp Engi’s are no where near as difficult to fight as a Necromancer in WvW. I actually find the fight to be pretty fun as long as I manage conditions removal and I main Elementalist. P/D perp is a much more difficult fight then a Perp Engi.

If you understand how damage works in this game. 10% dps reduction would only apply to a full zerker player fully buffed (25 stacks of might/perma fury/dps stacks) from the example given in stream. That doesn’t mean it applies to a person that happens to have 4 pieces of zerk/valk gear.

For WvW the dps decrease wouldn’t even be noticeable and for many probably would maybe be a 1-2% decrease in damage for WvW. We aren’t hitting AI in WvW we fight other players theoretical dps is very very hard to apply in a WvW setting because this isn’t WoW where we stand and hit each other. People dodge, have different armor values, different builds, etc.

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(edited by oZii.2864)

Ready Up discussion Ele changes

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Posted by: oZii.2864

oZii.2864

I feel like Battle and Hydromancy will be potent for Dagger users. If you haven’t gotten a Hydro sigil now they have gone up in price.

I think Fire/Air looks good for heavy dps users. Sigil of Renewal/Leeching for sustain.

I am pleased as I know that even with the new ferocity changes and crit damage changes along with rune and sigil restrictions being changed some new and fresh theorycrafting will begin.

Ozii if you’re right on this, I owe you a duel or two lol. I love my +45% boon duration. Everything else is superfluous.

The reason why I am hoping that they would do something like that with Rune of Water or Monk is the appeal of the primary stat.

I was talking with a guildy and he said why would they make a run that has 45% general boon duration when it competes directly with a Might duration rune. My reasoning is the primary stat. A ele in PvP or WvW wouldn’t necessarily look at healing power as a bad stat if it was on a rune. A warrior or thief on the other might not find the healing power all that useful.

This is how I am hoping Anet looks at the runes.

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(edited by oZii.2864)

[Guide] DPS Elementalist for PvE

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Posted by: oZii.2864

oZii.2864

From the twitch stream yesterday (balance preview):

- burning speed evades
- frozen burst is a blast finisher

I am trying to not get back to this game but when I see buffs like this, buffs I have asked for long time ago, I cannot help but thinking that the devs want me back

You know you want to come back Zelyhn!!

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[WvW] Critical Damage NERF

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Posted by: oZii.2864

oZii.2864

The only real scary condi build running around in WvW is Terrormancer and they are having Dhuumfire moved to life blast no more being pressured by auto attack procs of burning.

Other then that the rest of the condition roaming builds aren’t as threatening as Necro except maybe P/D perp thieves.

Even PU builds are getting a pretty big nerf with deceptive evasion changed.

Those condi engis are taking a nerf to net turret from supply drop it is slight nerf of 1 second reduction on the immob but still a nerf along with the poison nerf they are receiving.

Warrior pin down getting nerfed on cast time and will be a lot easier to see it coming with the windup added.

Condi bunkers didn’t go untouched they most certainly won’t be playing like they currently are.

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Is 10% too less?

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Posted by: oZii.2864

oZii.2864

On the one hand they say that maxing out crit damage via full Berzerker is 50% more efficient than taking other stats. Then they go ahead and reduce crit damage only by 10%.

Shouldn’t it be more in the range of 30-40% instead?

The way I understood the stream was that a Full Zerk character would see a drop in DPS by 10% if they are fully buffed, which is might stacks fury etc.

If you aren’t full zerk you aren’t taking a 10% damage reduction in dps it would be less.

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Celestial troubles

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Posted by: oZii.2864

oZii.2864

Why is it that i get more dmg when i have celestial armor and zerker trinkets vs zerker armor and celestial trinkets?

You get more critical damage on celestial armor then you get on celestial trinkets. You also get more main stat from trinkets then armor.

Main stat on a ascended ring is 103

The highest main stat you get on armor is from the coat.

So you would look at rings = 2 coats worth of stats.

You get more stats from your trinkets except for celestial.

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(edited by oZii.2864)

Ready Up discussion Ele changes

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Posted by: oZii.2864

oZii.2864

Apparently some of these balance changes are coming in next weeks patch not all though.

http://www.twitch.tv/guildwars2/b/496005243

24:25 – There will be balance pass in the next feature patch which would be the next patch.

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(edited by oZii.2864)

Ready Up discussion Ele changes

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Posted by: oZii.2864

oZii.2864

My jaw dropped. I had no idea something this big was coming. It’s a good day to be an ele once again. Prepare for the mass influx of bad eles though once we start wrecking people again :-D

Honestly though, we needed this stuff in PvP, no doubt about it, but i’m pretty sure we’re going to be OP gods in WvW with this stuff. I’m just afraid they’re going to overnerf us once we go to OP again.

Seriously, in WvW roaming this is going to be off the charts. Opinions?

Of course people will come to Ele. I don’t think it will be mass influx though.

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Ready Up discussion Ele changes

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Posted by: oZii.2864

oZii.2864

Well I think runes and boon duration will be interesting I’ll be taking a look at all the runes. I predicted that the 4 pieces bonuses would become more reliable. So that is good have to see what else comes.

Using the example from stream we would be looking at something like

Rune of Strength:
1) +25 power
2) 10% might duration
3) 50 power
4) 15% might duration and 25% might proc on hit
5) 100 power
6) 20% might duration, +5% damage under might.

So 45% duration from one set.

So we could be looking at the new go to rune for boon duration
Speculation on Rune of Water Change

Rune of Water
(1): +25 Healing Power
(2): +10% Boon Duration
(3): +50 Healing Power
(4): 15% boon duration and 25% chance to remove a condition when hit. (Cooldown: 30s)
(5): +90 Healing Power
(6): 20% boon duration and When you use a healing skill, you and your allies are healed for a small amount. (Cooldown: 10s)

I think Water and Monk will become the go to boon duration Runes if you want the +45% boon duration you have to take the full set though. This is just my own speculation.

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(edited by oZii.2864)

Ready Up discussion Ele changes

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Posted by: oZii.2864

oZii.2864

Don’t forget the cooldown reduction on Armor of Earth. It got cut to 70 seconds.

Thanks I added it

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Ready Up discussion Ele changes

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Posted by: oZii.2864

oZii.2864

http://www.twitch.tv/guildwars2

I am pleased with this so far. As a main hand dagger user evade on burning speed which I believe came from the forums Diogo I think suggested this. Frost burst blast finisher = more might. Very very nice.

Trident with regen on scepter very good and helps with condition removal for scepter users if they run 30 water.

  • Frost Burst on main hand dagger – become blast finisher
  • Trident will have regen for you and 5 allies
  • Burning Speed now has evade frames
  • Armor of Earth cooldown goes from 90s to 75s (pre-cantrip mastery)
  • Signet of Restoration will be restored to match PvE efficiency base healing per cast 202 and scaling at 10% of healing power. Currently in sPvP it is 168 per cast base healing and 8% of healing power.
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(edited by oZii.2864)

Gonna support my team

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Posted by: oZii.2864

oZii.2864

Im gonna blow kids up with burning speed and blast that with frost burst

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Celestial troubles

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Posted by: oZii.2864

oZii.2864

Ascended celestial pieces are literally +1 pt to stats except the chest which is +2 to stats (no joke). The +crit dmg is unchanged from exotic to ascended.

I would spend time selling Bolts of Damask for a few months until the hype dies down, then use your insane profits to restock your mats and make your armor set.

I made the mistake of dropping 30 laurels for the wupwup recipes only to realize the pieces are not really worth it — seriously +7 to all stats with a full ascended celestial set over a full exotic celestial set.

EDIT: You can slot an infusion so you get +30 additional stat points total (to divide among vit or toughness in units of 5).

ascended armor and weapons have never been about the specific stats it is about Defense rating and Weapon strength.

Exotic weapon strength = 952.5 average weapon strength for 2 daggers
Ascended weapon strength = 1000 average for 2 daggers.

Ascended armor = +47 Armor over Exotic for light armor(its +67 Armor for heavies over exotic)

The differences for damage reduction is more profound if you are running a low armor build then if you are running a high armor build. So the extra armor from ascended has more value if you are glassy.

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Grouch leaked something nice on twitch!

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Posted by: oZii.2864

oZii.2864

Unless focus gets a RTL we can’t say Ele is fine my friends. Not everyone uses off hand dagger we must remember. A RTL buff will greatly help off hand for sure.

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Signet of Restoration will be unnerfed in PVP

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Posted by: oZii.2864

oZii.2864

Hooray for passives!

You no attack you no heal. Passive is healing signet you equip it and regen voila.

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Inside The Fire - Elementalist sPVP movie

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Posted by: oZii.2864

oZii.2864

thanks for upload was a good watch.

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Help with elementalist build for WvW

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Posted by: oZii.2864

oZii.2864

These are pretty beefy staff suggestions. I roll staff all out 20/30/0/10/10 or 30/20/0/10/10. I guess those builds work if you are trying to provide everything though. I don’t have to change my gear much to get good damage. Thought I prefer my all cavalier armor set for glassy staff.

I just feel for group play with very little boon duration you can permanently give your group fury and 3 stacks of might with persisting flames. I would really take a look at fire magic next time you roll staff it is very very fun. It is easy to get synergy off of the 25 point trait in fire magic. Even condition management is there in fire with the new burning fire trait.

You want deeps on staff must put points in fire it’s the best attunement on staff. The auto attack is probably 1500 range (it’s definitely more than 1200) and it AOE’s 240 you can have it proc burns for synergy on burning rage.

I don’t see a reason to go deep arcana or tanky staff unless that is what you really want. With the safety of 1200 range I would put more damage on which is not full celestial but zerk/valk at least on trinkets.

I like 20/30/0/10/10 the best since you can proc air 15 often and it really helps if someone does close in on you at less then 900 range.

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(edited by oZii.2864)

You're done Obal

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Posted by: oZii.2864

oZii.2864

lol I sometimes listen to this while I read other things just for lol.

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Why does this remain ok till this day?

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Posted by: oZii.2864

oZii.2864

Oh it’s burnfall nvm not interested in this thread

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WvW guardian

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Posted by: oZii.2864

oZii.2864

Someone can correct me if I am wrong.

With still a fresh perspective on guardian. I feel like healway is good roaming but you can’t kill anyone with decent sustain. The way the game has evolved and players evolved many classes have some decent sustain even necros with 50% less decay in DS they can stay in it longer at idle. I do like healway but I run that when I don’t really expect to kill anyone that wants to leave.

For shouts I feel like 0/0/20/30/20 is solid you lose indomitable courage but get to keep AR. Gain a bit more crit damage. So far I like 0/0/20/30/20 with Hoelbrak runes. Power goes over 2k with food, toughness is good. Can run purity or strength in numbers, and retributive armor.

I still haven’t decided on a Meds or AH build for myself. I think I like 0/5/30/30/5 but prefer 0/5/30/15/20 with runes of traveler.

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(edited by oZii.2864)

how much expect to dps from Bountiful boon?

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Posted by: oZii.2864

oZii.2864

Yeah. I wish they gave back the +2%.

Yea I agree but all the other professions have 1% I would love it if they went back to 2% and moved it to 25 arcana.

Actually move it to one of the DPS lines as there’s already good incentive to invest in Water and Arcana. Many players wouldn’t like that because they get this trait for free as they already spec deep into aracana and water.

Just going off of theme it fits in the boon line like guardians same trait is 25 in virtues. Another class has this trait but I cant remember.

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how much expect to dps from Bountiful boon?

in Elementalist

Posted by: oZii.2864

oZii.2864

Yeah. I wish they gave back the +2%.

Yea I agree but all the other professions have 1% I would love it if they went back to 2% and moved it to 25 arcana.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
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Anet answers on this forum....,

in Elementalist

Posted by: oZii.2864

oZii.2864

Yesterda I was checkin anet answer in our forum. I go down from page to page and saw jus 1 answer by them. I also visit other prof forum because i play all classes except of brainless warrior. So my question is…why aren’t elementalist considered as the other classes? Are we supposed only to support in wvw zerg?

If you want answers you need the question. What would we even need a dev to say to us that many experience ele’s already know?

We could talk to them about RTL all day but there is plenty threads on that.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
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WvW guardian

in Guardian

Posted by: oZii.2864

oZii.2864

I am no guard vet I main ele and my first initial impression for guard roaming is sustain. AH is ok 1v1 but it doesn’t feel like it is enough. So far I like AR + SD and Mango pies gives good passive AH is decent heals with group not solo. Meds are better solo.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
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[PvP] Kensuda's Balance Suggestions

in Profession Balance

Posted by: oZii.2864

oZii.2864

This is something I wonder about. Is dodging really that big a issue they it needs to be toned down? Warriors aren’t perma vigor unless warhorn and necro’s can’t smell vigor.

I saw it was kind of mentioned which was initially why they wanted to move renewing stamina to master tier as part of some “vigor rework”. I don’t understand how vigor is a problem.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
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[PvP] condi engi vs condi necro 1v1 broken

in Profession Balance

Posted by: oZii.2864

oZii.2864

Any decent necro player will tell you that you should never lose to another condi class. Ask on the necro forums they will say the same thing. It has transfers no way a good necro should lose to any other condi class.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
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Tis the night before an announcement

in Elementalist

Posted by: oZii.2864

oZii.2864

Yea I should have been more clear the next balance patch which will be like march probably. The could just lower cantrip cd that doesn’t require much thinking at all,

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Godly celestial build stats (self buffs)

in Guardian

Posted by: oZii.2864

oZii.2864

Harbringer , Amins, and brutality have very good build suggestion I would give their posts a read.

Harbinger has paragon build and brutality has a sticky up top but their build are much less healing power. Which isn’t really needed with meds

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Godly celestial build stats (self buffs)

in Guardian

Posted by: oZii.2864

oZii.2864

I am no guard expert but just general stats I would pump up power drop divinity for something else. Lyssa is good on med builds or eagle to get critical chance up. I would probably go lyssa cause you can’t have enough condi removal.

I like that trait setup also. I personally only reccomend 2-3 pieces max of celestial on armor and more focused trinkets. You have to see what stat you would give up. I would try it with lyssa runes first keep the rest the same then adjust from there,

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
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Tis the night before an announcement

in Elementalist

Posted by: oZii.2864

oZii.2864

This next patch will be the reemergence patch. I feel it in my bones. I think the last patch was lets do a little now they see it wasn’t enough. I expect a change to RTL, signet of resto and cleansing water unerfed in PvP. Armor of earth finally reduced in cd.

That is all that my gut tells me.

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Godly celestial build stats (self buffs)

in Guardian

Posted by: oZii.2864

oZii.2864

I can’t see how a guard has 100% fury uptime running 3 meds. Or even almost 30 virtues 30 valor?. I like your power though but from a general across the game standpoint your crit chance is to low.

That is my issue with celestial trinkets on the ele forums which is my main we all know not to go celestial trinkets and that is def perma fury if you chose. Your always looking for that one stat.

I would look at the knight of knight precision main star trinkets. Put those in accessories. Those seem really good on guard where critical chance seems to be that difficult stat to get without being to glassy.

You really need more crit chance I would drop celestial rings for zerk valk here. I made the mistake of getting all celestial trinkets on my ele and I wish I hadn’t. Armor is fine for a few pieces don’t like trinkets at all.

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(edited by oZii.2864)

[PvP] Kensuda's Balance Suggestions

in Profession Balance

Posted by: oZii.2864

oZii.2864

Dps guard really needs something to help it stay on target a little cripple or something.

Ether renewal change looks good. It would probably end up as the go to heal.

Ele utilities need to be reduced in CD armor of earth down to 60 secs would really help. Lf is fine I think and maybe drop to 35 sec base with so 28 traited.

Tell genyen to see me irl!

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[WVW] Condition Bunkers are overpowered

in Profession Balance

Posted by: oZii.2864

oZii.2864

Condition duration is also not a stat which needs to be heavily invested in. You can get 30% from a trait line, which is an amazing gain when compared to how helpful the 300 points in stats you have for going 30 points into a trait line.

first precision is required for a dhuumfire/fear necromancer to work. Secondly if we trait for 30% condition duration we’re also stuck with 300 power which is kinda useless on top of that the traits in that line are mostly power orientated.

There is no 40% crit damage food because a critical hit already give 50% damage bonus, Also there exist -40% condition duration food.

Of course do condition aplliers outperform condition removal. Otherwise would it be like saying that high toughness should make you imune to normal damage. Fear only does damage because we trait for it on top of that fear is easily countered by either condition removal or stun breakers/stability. Confusion on the other hand can easily be countered by not attacking: it is your own choice.

If you trait for fear and burning then you will have actually no trait points left to spend. So having a large amount of healing power comes at the price of burning since you have to drop precision and having power/prec and cond damage comes at the price of any defense on top of that most condition weapons don’t scale well with power.

Don’t agree with this

You only need a crit to proc dhuumfire you don’t have to have high crit chance to proc dhuum it is guaranteed. So with fury in DS from curses Dhuum procs more then enough. You can crit every 10 seconds with just 25% crit chance. You have 20 points left over after you grab dhuumfire and terror. Your building a condition damage build anyway those aren’t wasted points.

20 can go into BM for tanky minion build extra vit, DM for staff recharge and unblockable marks along with toughness, SR for more life force, shorter dhum recharge and 100% fear duration if you run standard terrormancer,

Unless you feel 30 DM, 30 BM, and 30 SR is that important and has traits that are much better then dhuumfire it isn’t like your hurting for trait points. The only attractive 30 point trait I would take in a condi build on my necro besides dhuumfire is foot in the grave. The rest of them aren’t better then dhuumfire.

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[WVW] Condition Bunkers are overpowered

in Profession Balance

Posted by: oZii.2864

oZii.2864

To be fair I don’t feel this picture is accurate.

Almost all power builds good ones anyway skimp on power or precision because they make it up with might stacks or fury almost every power build does this. Just to keep it a honest discussion here.

Condi bunkers like Xsorus said are good in 1v1’s almost all of them can be ignored and walked away from with Necro’s probably being the the only real threat. If we are talking about apothecary a Necro can pull it off with points in BM but you can definitely walk away from a apothecary Necro.

Dire Necro’s are only really tanky if they go deep in DM I run 20 DM on my necro and it still is pretty squishy since there isn’t really much sustain to stay topped off and there are no blocks.

Well of course there is sacrifice in power based bunker builds, just like there is in Condition Based Bunker Builds.

Apothecary Gear is Healing Power Primary stat, meaning it has lower condition damage then Rabid Gear

Precision is actually used in Condition Based Builds… By going Apothecary and/or Dire, I cannot use Sigil of Earth and Sigil of Torment, These are very high damage sigils with precision. I can’t use the bleed trait in Skirmishing either because I don’t crit often.

So Bunkers do give up potential Condition Damage.

Yea I agree that precision is important to some condi based builds but not all. You can mix in some apothecary into a P/D thief build for example the only downside is lower hp then if you go dire but you can get about 17k with dire gear, giver weaps, apoth trinkets. Shadow’s rejuvenation scaling isn’t to bad.

Necros’ don’t have to have the precision since fury procs when you go into DS. I only have 20% on my necro enough for dhuumfire procs, bleed on crit isn’t a big deal since its 66% chance.

Mesmer pu condi definitely needs precision for bleed on crits.

Not familiar with warrior condi builds I don’t see a need for them to build crit since the arms tree is crit, you can extend bleed 50% with trait, you have SOR which should be enough to proc bleeds on crits.

Most condition build players overkill anyway. Stack so many conditions using up cd’s when they have enough damage loaded up to kill the person if they where patient and kept important cd’s for emergencies. It would be like me using a fire grab on a enemy with 200 hp in a 2v1 when I could save that for the other guy.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
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[WVW] Condition Bunkers are overpowered

in Profession Balance

Posted by: oZii.2864

oZii.2864

To be fair I don’t feel this picture is accurate.

Almost all power builds good ones anyway skimp on power or precision because they make it up with might stacks or fury almost every power build does this. Just to keep it a honest discussion here.

Condi bunkers like Xsorus said are good in 1v1’s almost all of them can be ignored and walked away from with Necro’s probably being the the only real threat. If we are talking about apothecary a Necro can pull it off with points in BM but you can definitely walk away from a apothecary Necro.

Dire Necro’s are only really tanky if they go deep in DM I run 20 DM on my necro and it still is pretty squishy since there isn’t really much sustain to stay topped off and there are no blocks.

Condi bunkers are annoying to fight and most of them require you to walk into marks, traps, kill clones, caltrops, standing in burning from combustive shot, basically killing yourself. The necro and maybe a P/d dire thief are the only ones really threatening if you try to ignore them. Even S/S warriors with Bow can be ignored as long as you don’t eat a pindown.

Next time you duel a condi bunker run around and see how long you can live just healing up and using cleanses.

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(edited by oZii.2864)

Godly celestial build stats (self buffs)

in Guardian

Posted by: oZii.2864

oZii.2864

Is this with stacks? Well I am sure this is with stacks this looks like I don’t know signet of mercy, bane, precision stacks so that it looks good.

Ele’s soft CC’s from chill and cripple are a pain since it is hard to stay on top of them. I main Ele new on guard and that is the first thing I noticed when I would fight Ele’s is staying on top of the. Lemon grass helps to reduce their soft cc. Necro is dps them down before they can kill you.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
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Balancing classes for conditions

in Profession Balance

Posted by: oZii.2864

oZii.2864

I don’t think conditions are to out of wack just that conditions clears etc need to be buffed a bit for all classes. Conditions exist to counter bunkers so if you make conditions to trivial in small scale then bunkers rule the day. In large scales bunkers already rule the day and conditions are nonexistent.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
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You're done Obal

in Guardian

Posted by: oZii.2864

oZii.2864

guys I’m a noob and I thought this video was legit but obviously it isn’t. Since you all seem to know so much, can someone link me to a good guardian wvw build? thanks

also, why do you say altruistic healing is bad…it seems so good?

The good information on the classes are usually here on the forums. It is hard to get a good idea if a build is good or not from just a youtube video. Here the video would get combed over and time to think about it analyze it and then critique.

I am new on Guardian but it is the samething over on the Ele forums that I frequent. The good information is on the forums usually a detailed write up of a build has videos to go with it.

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Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
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(edited by oZii.2864)

To clear the air about Berserker

in Profession Balance

Posted by: oZii.2864

oZii.2864

theres a simple way to fix it and its to kill the critical damage on gear. You kill the critical damage and phys damage build prety much becomes slightly more efficient damage wise then control and support but not enought to actualy make them the only choice. Once your best crit on HB becomes a 20k will you actualy start thinking about using condition damage or running support / control to keep the mobs inactive while people hit them or will you still be a raw damage. When the line blurrs between the effectiveness of builds and everyone start having similar damage save for a slight improvement on the dps specialist who still deal the best damage but arent that overwhelming that other spec are useless in comparison people start running defrent stuff (yes you deal better damage so what do you gain if the boss fight last 10 less second then it would have if you had actualy ran something a little less glass cannony, truth is youd have ran a control build and would have likely gone to the same result with very little change in the amount of time it would take save for the fact youd not have wiped 3 times before reaching the boss because the adds went wild and started hammering your team with damage and you couldnt prevent it).

In GW 1 pvp assasins would deal prety much the same damage as everyone else however what made it interesting was their ability for long combo at high speed involving lots of interupt knockdown and CC to keep the target in check and unable to act (eventualy resulting in the death of the target). Sure the elementalist spamming lightning spell in the corner was dealing wonderfull damage and same goes for the lightning rider but he wasnt actualy realy any better then the necromancer doting down and hexing everyone with crippling curse or the mesmer spamming domination hex, everyone was equaly dangerous and everyone was usefull.

Of course in guild wars 1 we had the monk who healed everyone like crazy but in GW2 we can heal ourselves on our own and we still can support with protection and regeneration.

Killing critical damage on gear is knee jerk and won’t fix anything. That is like saying kill power on all gear and leave only precision and critical damage.

Everyone will just stack power and precision and a power+ precision party would still kill faster than a all soldier party. Optimal dps will always be found through traits or gear removing one offensive stat won’t change optimal dps builds they just wont be as good as before but still the best for dps.

No critical damage on gear means everyone moves to rampagers. LFG all rampagers or kick. If anyone thinks this would ever really happen I would advise you to go pick up stocks of cheap rampager gear for profit. It just makes it the next best thing.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

(edited by oZii.2864)