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Build Analysis

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Posted by: oZii.2864

oZii.2864

No, you are missing the point.

“Calculating” survivability by adding up numbers showing minor differences would only be relevant if this were a 16th century British war where everyone lined up and shot on command. The redcoats lost for a reason, and no one has gone back to that method since.

Or it could be a thread for theorycrafters that enjoy theorycrafting

You understand that it is calculations that doesn’t mean the numbers are law and will be correct in every single scenario we all know this. It’s not like this thread is some detriment to elementalist and spreading false information unless someone reading it is a person that believes everything they see on T.V. You read the thread give to the discussion or not and take away from it what you will you aren’t required to play by it nothing more nothing less.

Example Zephlynn gives an example in one build that his fury uptime is 150%(with 60% boon duration) he states that he gave a human error factor of 25%. We all know that doesn’t take into account if the guy has a keyboard with keys that get stuck, if he has 10 kids running around his house screaming at him etc. It’s an example not the law of the land.

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(edited by oZii.2864)

Change to (No) Magic Find

in Guild Wars 2 Discussion

Posted by: oZii.2864

oZii.2864

I would love it if they changed the mf stat this is on gear to boon duration could be same value 4% per piece.

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Build Analysis

in Elementalist

Posted by: oZii.2864

oZii.2864

You would certainly be better off with superior runes of strength for example.

Ahh Runes of strength how I have waited for so long for them to fix the 6 piece bonus. That rune set would be the best rune choice for a dps elementalist and becomes stronger the more might you can stack. Only set I would consider dropping my runes of divinity for.

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The -98% cond duration build seems changed

in Elementalist

Posted by: oZii.2864

oZii.2864

+Condition duration never countered the -cond build before(chill/immob/crip only). -98% cond was far superior to anyone running however much +cond they want with the way math worked in the game. At least that is how it was working, now it is just different.

Players only assumed so, but it has already been tested and proved contrary.

https://forum-en.gw2archive.eu/forum/game/gw2/Condition-duration-vs-Condition-duration/first#post2214705

https://forum-en.gw2archive.eu/forum/game/gw2/Lemongrass-The-numbers-don-t-lie/page/3#post2212705

Further proof is in the new Warrior ability, Berserker’s Stance which grants -100% condition duration. In the description of the ability it mentions that it provides immunity to unmodified conditions, granted I believe the current Berserker’s Stance is bugged.

Oh Ren’s test that was my warrior actually to help him put that together thanks for posting this didn’t know where he was posting the vid. I actually thought most people knew this information.

As that post shows though it just depends on if you get hit with a short base duration cripple to begin with.

Just a quick test shouldn’t be to hard to setup to confirm though.

If we happen to fight FA again I’d be happy to help anyone test I run melandru now on my war in that vid it was hoelbrak

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(edited by oZii.2864)

Transmuted Legendaries should be upgraded

in Guild Wars 2 Discussion

Posted by: oZii.2864

oZii.2864

Jeez just read it once then if your not sure read it again profit.

In addition, we’ll also improve the functionality of legendaries, allowing you to set their stats when out of combat to any stat combo available, so you don’t need to transmute stat changes for legendaries. Legendary gear will remain with the same tier of stats as ascended gear and will not be made more powerful than other gear, it will simply be slightly more convenient since it will no longer need transmutations to change stats.

K transmutation of legendaries is mentioned 2 times in that post. Why would they not count legendaries that are already transmutated? Why mention transmutation and legendaries in the same sentence? They are adding a feature specifically so we don’t need to keep transmutating our legendaries.

Jeez

TL&DR don’t worry

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The -98% cond duration build seems changed

in Elementalist

Posted by: oZii.2864

oZii.2864

I dont run that setup on my elementalist but I run it on my warrior I don’t notice any difference for condi damage still flash for 1/2 a sec. A guardian puts the binding chains on me doesn’t stop me from moving at all I just have chains on me. This is for my warrior though I never ran this setup on my ele.

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

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Posted by: oZii.2864

oZii.2864

Excala 16 featuring S/D play?

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I Already Transmuted My Legendary

in Guild Wars 2 Discussion

Posted by: oZii.2864

oZii.2864

Legendary gear will remain with the same tier of stats as ascended gear and will not be made more powerful than other gear, it will simply be slightly more convenient since it will no longer need transmutations to change stats.

I read this as a recognition that they know people transmutate their legendary to get the stats they want. So to make it so we don’t have to do this anymore (I transmutated both mine also) we get to chose the stats.

That’s how I read it that they recognize people are doing it so they are putting in this functionality so we don’t have to keep changing our stats all the time.

TL&DR I think if we already transmutated we should be fine otherwise why mention not having to transmutate anymore to get the stats we want.

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the most satisfying skill

in Warrior

Posted by: oZii.2864

oZii.2864

I would probably say a killshot that drops someone is still my favorite warrior skill.

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Why do people complain about eles...

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Posted by: oZii.2864

oZii.2864

i hope you are not saying that warrior lacks survivability in WWW because being one of the best classes and most popular for WWW would suggest the opposite.

So much confusion everywhere between pvp and www

I think he is referring to sustain. I can jump in on my warrior if everything is up I can stay in for a bit and get out but you kind of have to get far out as in reset your health many times. A ele doesn’t really have to break combat just create enough space to get your heals off and go right back in if your running signet of restoration then you don’t really have to break combat often ele does have the ways to replenish health that don’t rely on a 30 sec cd or 25 if you take mending. I wouldn’t say it is far in a elementalists favor though warriors can stay in pretty decent after the recent buffs.

That is exactly what I meant. It’s true that the recent buffs have helped sustainability on the warrior but it still is no where near as good as the ele. Last night we had a 3 zerg fight for SM and fought trapped on the second floor for over 10 min. An awesome battle that we eventually lost but none the less, my ele survived to the end. My warrior (not a zerk but a well balanced WvW build) would have run out of heals 8 mins ago and died (without the help from Ele and guradian heals and buffs), even with Melandru Runes and Lemongrass food + cleansing ire and dogged march.

Yep. This is exactly what I meant. Warriors are great in WvW due to their mobility and ability to reset (and high damage helps). But in spvp/tpvp you cannot reset so easily (due to smaller area and conquest gamestyle), so you are forced to fight an uphill battle (since your sustain is pathetic). An ele can sustain very well (nearly as good as engi/guard) without the use of gimmics like stealth (thief). The only problem is base hp which is why nearly every ele in spvp/tpvp takes 20+ in water.

warriors? mobility? really? You let them get away?
1. If its a tanky warrior he won’t kill you if you keep a steady stream of heals.
2. Very few warriors go ranged so once he’s running or once you’re outside of melee range he won’t do damage. You can.
3. Warriors generally lack good condition removal so chilling/cripple/immobilize+stuns and knock downs and knock backs all chained together will prevent warriors from getting away.

You must not be up on some of the new warrior builds with good condi removal 3k-3.2k armor 100+ crit damage with either melandru or hoelbrak. In wvw you throw the lemon grass on top of it and none of those conditions matter. This is probably the best warrior build atm. On my warrior I haven’t had a problem with any class except healway guardians it is pretty deadly. I don’t know if people run it in sPvP.

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Build Analysis

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Posted by: oZii.2864

oZii.2864

thanks Zelyhnn
15 char

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Build Analysis

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Posted by: oZii.2864

oZii.2864

Wow so you are saying that with more healing power, you heal for more? Great post!

You obviously don’t understand what his post said at all smh /fail attempt rofl

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Endure Pain: Good or Bad?

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Posted by: oZii.2864

oZii.2864

8s immunity to conditions vs being able to spam every condition constantly… I’ll write him off as a troll.

Endure pain is neither good or bad at the moment, used as a crutch by a lot of warriors though I think. Basically as a warrior you’re locked in to either dolyak signet or balanced stance. You probably want signet of stamina or berserker’s stance. This leaves one slot open, which can generally be filled by a CC, EP, stamina/berserker’s or another stunbreak.

Endure pain is basically a good way to beat bad players mostly, the ones too dumb to come off the offensive for 4s and kite for a bit. It can also be useful to mitigate some burst damage and as a second stunbreak. Like I said, not really good not really bad in my eyes.

Agree with this I don’t run defy pain I feel the threshold is to low for my liking. I use endure pain if you find your self in a 1v1 then it can be useful or not depending the on the class your facing. I find it more useful in situations where focus fire shifts to you and you have nothng up or offensively you want to dps down a downed player with people trying to rez.

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Best overall wvw build (IMO)

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Posted by: oZii.2864

oZii.2864

What I said was that P/D is effective if you have someone will to stick around to fight you or have tunnel vision. Using your build you are at 95% bleed duration I assume you take it for the trait the 10 points in DA because the extra 20% is wasted as you don’t get a extra bleed tick from it. So Ill guess you take the poison duration trait so you get a big whopping 3 extra secs of poison on steal. A person running melandru/food would be at -65% duration so your bleeds would get 5 secs on them. Thats what I was saying anyone running that combo can just ignore you by time you do enough damage to make them think about it they will heal by the time you do enough damage again they will either be able to cleanse or heal again. I am not saying P/D isn’t viable its just not the best overall build. It doesn’t provide enough pressure to make someone fight you of course the majority of people in WvW get tunnel vision so it works. Direct damage builds are much better at pressure and forcing people to engage. You don’t simply ignore a direct damage S/D, D/P, D/D build it isn’t really a option.

You said in your op you wanted to make a build to deal with eles and d/p thieves with condi removal in stealth trait. This build doesn’t do that because the passive of those classes is stronger than 1 condition and 1 13 sec poison on a 21 sec cd. A d/d ele thats not running a full cleric heal build(most eles dont run this if they are going bunker most of the gear is pvt) they lol at a P/D while they hit ether renewal and wipe all your damage away. A d/p just has to go in stealth and he wiped all your damage. So if your aim is to kill those builds with this you are going to have to put venoms on somewhere because you don’t have enough damage to kill them.

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WvW Phantasm Build with full Celestial

in Mesmer

Posted by: oZii.2864

oZii.2864

Didn’t know healing was so important for everyone. Healing comes as it is. What should be taken into account is the balance of the build. Sure I could grab some toughness, even like 1850 toughness, 55% crit chance, 88% crit damage, 3-3.1k attack all together but that would be a whole different setup. Take into account that this build was supposed to be based on the new armor combined with the all-around stat provider trinkets and not that alternative other ones out there that I assume we all know of already.

How on earth you feel like contributing something constructive when you say “Nuh, this stat is not enough, this gear does better so screw it” kind of stuff? I am not asking for people to make me a build here, I am asking for possible improvements that can work better in the intended direction. You can tell me to get 1 or 2 stuff out and replace it with something, or change the sigils or change the armor rune, or change traits and trait points alright, but unfortunately everyone is so narrow-mindedly thinking over the new armor’s offerings and short-comings. Tell me what makes the use of this armor BETTER in any build at all (say shatter, phantasm, condi, hybrids, etc). I was already fully aware of the fact that it distributed stats among all and this in fact reduced points in areas of focus -as said in first post- but also increased points in other areas, hence allowing for a more balanced build (so saying these things over and over again is really not useful). We get it, you hated the celestial trinkets and now you hate the armor with celestial stats because ……………… Now if you can get over it and provide some potential improvement to the build I would appreciate it.

Thats what I see people pointing out to you. The only way you can do something different is to build around the celestial armor instead of your traits and stats. I said that I felt it is viable because its WvW and run what you like. It’s not optimal at anything we know that and you know that.

The point people are trying to make without saying it’s not optimal at this or that because not all stats are weighted the same. Thats what Ryuujin is trying to point out.

The value of all the stats aren’t equal is where the problem comes in condition damage doesn’t scale as well as power, healing doesn’t scale really like any stat etc since its skill dependent and has a base heal value.

Usually when you post a build and ask for feedback the conversation usually says take trait X over trait Y. You should take critical damage here instead of here because of the ratio. In your build you have points in everything and don’t really go far in any direction which is building for the armor. Really if you are dead set on running all celestial all stat everything the only thing that is up for discussion is traits. From this post you wont swap a piece out for zerker or cleric’s because “We already know zerker is best for dps” “We already know clerics is the best for healing” so you are attempting something different and gear is not up for discussion so I am not sure what you expected in your feedback.

So we are left with trait discussion then you become what? If you put more points into illusions you become condi focused. If you put points into power then your more direct damage focused. So this is a phantasm build cool, you have proper phantasm traits. Its not like you said hey this is a phantasm build and took all the mantra traits.

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(edited by oZii.2864)

WvW Phantasm Build with full Celestial

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Posted by: oZii.2864

oZii.2864

I can only see celestial finding its place in an attempted hybrid type build like this. I’ve been spending most of my time in the ele forums lately looking at peoples thoughts on celestial stats and guardian forums(though I don’t have a guardian) It’s viable because everything is viable in WvW it isn’t optimal. For celestial to have a place optimally then people would have to do the opposite of the norm and build around the armor to get to a stat combination that isn’t possible through mixing and matching currently.

516 healing power doesn’t make decent healing thats still bad healing for pretty much any class outside of a ele since ele has some of the best scaling heals in the game. If 516 was decent healing then grabbing 300 points in your healing line and 2 clerics weapons and call it a day for all the bunker type builds out there you don’t have 15 points in inspiration so you aren’t getting a constant source of outside healing that isn’t your 6 skill. Unless you count the possible chaos armor regen procs is random. I find the trinkets to be good but the armor isn’t worth it (I only run celestial trinets on my ele). 516 isn’t decent condition damage either it goes again to what I was saying about healing. Burn scales the best bleeds scale like meh. You don’t have duration either and bleed duration > bleed damage.

That said I’m sure you can kill stuff in WvW but you aren’t really benefiting anyone with the healing including yourself so if you take all the points you have there for healing and put them somewhere else you could probably get the idea why celestial is just not to good. So its viable just because you can try anything in WvW there is no ping gear requirements to do anything there.

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(edited by oZii.2864)

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

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Posted by: oZii.2864

oZii.2864

I’ve tried Fresh Air, but my WvW matchup (BG/JQ/SoR) tends to be extremely zergy, so it’s hard to justify giving up so much sustain/support for single target burst. It sounds like it’s designed a lot more for dueling/small group engagements than zerg vs. zerg.

Still flip-flopping between 0/10/10/20/30 and 0/10/0/30/30 for my D/D build. Although Stone Splinters was bugged last time I checked and not giving +10%, so that’s a bummer.

When was last time you checked it? I know they had a patch note that they fixed the trait to give the correct value but I haven’t tested it myself since then.

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Best overall wvw build (IMO)

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Posted by: oZii.2864

oZii.2864

Sooo first the OP complains about elementalist healing then says they don’t need a nerf to healing but complains about the attunement recharge rates and that eles can spam skills all day. Rofl ok genuine class mechanic called initiative. Every class has you unique aspects that is the eles.

P/D is troll spec just as much as a full clerics ele is. Its effective if you get tunnel vision enemies or people with pride issues that hang around to fight you. You can’t put out enough condition damage to kill anyone with just bleeds and an occasional steal poison. Not anyone decent with semi ok condi removal heck anyone running melandru runes + lemongrass.

P/D can be fun but its not the best thief build overall far from it. Overall would mean everything you can do in WvW and when its time to kill a cannon I’m guessing you don’t bother pew, pewing it.

If you are referring to roaming then the goal of roaming is to ummm roam. Then it’s scenario driven because a p/d can get away just as good as a S/D can get away I mean you both run off hand dagger, both can run the same utilities so how is P/D better overall?

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(edited by oZii.2864)

Lifesteal Internal CDs

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Posted by: oZii.2864

oZii.2864

Ooo life steal per boon sounds interesting though thematically it would seem to fit necro more than warrior.

Maybe regenerate health based on how many boons then give it a value based on total boons like they do with adrenal health, beserkers power.

Ahh but where to put the trait or just add it to DoTE? This would definitely help when you come across a healway guardian and you are forced to chew on his retal.

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Stability should prevent blind

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Posted by: oZii.2864

oZii.2864

Lol I’m at work for another hour you will roam later? Oh and I tweaked my build for more crit damage but I did my gs to valks. Must correct my error gain 56 toughness for a loss of 1 crit damage. Think I was sleepy when I did that lol. But I can hit 12.7-13k pretty consistently.

Kk /thread sorry for derail

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Stability should prevent blind

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Posted by: oZii.2864

oZii.2864

Peter is a noob!

Just revert it back to how it was before tbh I don’t know why they changed it. Now there is less counter play. Before you had to think when you apply the blind (if you play other classes that apply it) now you can apply keep distance and know you avoid damage 100%. It’s tolerable but I prefer how blind worked before

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Build Analysis

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Posted by: oZii.2864

oZii.2864

Awesome stuff much appreciated.

I currently run

D/D

0/10/0/30/30

Full knights armor and weapons
Divinity runes
Trinkets ascended all stat trinkets w/ 2 healing infusions 3 power infusion
Backpiece: Ascended Cavalier
Food: superior sharpening stones and +45 to all stats and +5 crit damage

Heal Skill: Ether Renewal

Air: Zephyr boon

Water: soothing mist, cleansing wave, cleansing water

Arcana; renewing stamina, elemental attunement, evasive arcana

Also I am wondering if you happen to have it figured in terms of survivability is aquamancer’s alacrity boosts survivability enough to make it a trait worth considering.

Thanks for all your work on the elementalist

P.S. on my phone currently so pardon any errors

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(edited by oZii.2864)

Why do people complain about eles...

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Posted by: oZii.2864

oZii.2864

i hope you are not saying that warrior lacks survivability in WWW because being one of the best classes and most popular for WWW would suggest the opposite.

So much confusion everywhere between pvp and www

I think he is referring to sustain. I can jump in on my warrior if everything is up I can stay in for a bit and get out but you kind of have to get far out as in reset your health many times. A ele doesn’t really have to break combat just create enough space to get your heals off and go right back in if your running signet of restoration then you don’t really have to break combat often ele does have the ways to replenish health that don’t rely on a 30 sec cd or 25 if you take mending. I wouldn’t say it is far in a elementalists favor though warriors can stay in pretty decent after the recent buffs.

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(edited by oZii.2864)

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

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Posted by: oZii.2864

oZii.2864

The wordpress blog is a good read.

I’ve been debating if I want to drop 10 from water for 10 earth and take stone splinter instead but I decided to stay 30 water simply because for me cleansing water had more value than basically what amounts to a +5% damage increase over 25 in water since we usually have 5 boons on us at all time. It basically is upfront damage vs damage that must be built up with your actions so it comes down to personal playstyle.

I kept my runes of the monk because I don’t want to run AC again but I recently switched to full divinity runes and haven’t honestly noticed significant downtime in my boons vs 2 water 2 monk. The major hits are the longer base duration boons like stab and prot from armor of earth being the longer ones and fire swap with arcane V trait. So far though I am pretty happy with a full divinity rune setup.

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(edited by oZii.2864)

So does ANET still hate Ele's?

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Posted by: oZii.2864

oZii.2864

So sad it is because I bet you the biggest elementalist complainers will tell you they love the class like its their own child. Which is probably true that they appeal to elementalist more then any other class. They want it to be perfect in their vision of the class and they want that vision achieved yesterday. While they strive to seek justice for their beloved class they derail many threads in the process repeating the same slogan they always sing. It’s ok war has to have casualties it’s them vs the devs!! Threads are the casualties.

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Stun Breaker Suggestions

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Posted by: oZii.2864

oZii.2864

The stun breakers had to be moved and we picked up an additional stun breaker with arcane shield which was good IMO. I still see people use cleansing fire but its mostly staff Eles now. I might give it a go again actually as I want to use signet of restoration over ether but the necro is everywhere.

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Glyph of Elemental power

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Posted by: oZii.2864

oZii.2864

Currently play around with for weakness, I use it at the start of the fight though. So unless I’m up against thieves with basilisk, then it is a waisted stun break till mid to late fight.

What if it was similar to a signet (but still a glyph). Passively do those conditions (as it currently does, but different attunements would do different things). Activate it to do those conditions that the active attunement would and stunbreak.

This is good.. It stays the way it is but if you need to stun break you lose the passive.

The downside to this is of course you can pop it in water and chill someone with other attunements. I would use it if it did this some ppl do see it as a plus that you can burn people with water skills though as it works now.

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Full Celestial Stats

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Posted by: oZii.2864

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Last night using buildcraft to compare the effective power of Celestial Stats vs Knights .+ celestial trinkets came to the conclusion that I don’t think its worth it but a good MF set.

It basically comes down to what you love/like/focus on with your character. If damage is important to you then I would focus on that, healing etc.

Just something to think about if you decide to go celestial.

Comparing celestial vs specialized sets isn’t a fair comparison because thats not the purpose of celestial. The problem is that all the stats have different returns and different scaling.

This is mostly the case with defensive stats. Healing is different and all over the place depending on where the healing is coming from. Vitality scales like a boss 1 to 10, toughness scales ok till you hit a certain point around 2.7k armor and then the returns aren’t as good in damage mitigation (not terrible but not as good as the first 300 points of toughness you added)

So out of those 3 defensive stats Vitality is the one that will give you the biggest return. On the offensive side its all about Power but its low here, if you count might you can make up some of it.

I think the best way is to decide which 2-3 stats you care about the most for your character and look to see if you get enough of them and enough of the other stats to make you happy with or without celestial gear.

I will say though that celestial gear can pass knights gear in effective power but its all dependent on might stacks, 20+ might stacks so maybe there is a 30 fire build waiting to be discovered.

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7/12 CD/EB/BP

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Posted by: oZii.2864

oZii.2864

wow lol just wow, this guild will chase 1 person with like 5 people halfway across the map, if you wanna fight me just do it one on one instead of the cowards way lol, ironic for a guild name of Good Fights

2 people = 5 now o.O

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Full Celestial Stats

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Posted by: oZii.2864

oZii.2864

If you don’t care about any of the traits I guess its ok.

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Plots for optimizing your gear

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Posted by: oZii.2864

oZii.2864

Very nice work. I used to do something similar with pen and paper. (Obviously not 30k data points.)

You may have come across this in your research but here’s the only post I found around healing back when I was doing this http://www.guildwars2guru.com/topic/60838-math-damage-reduction-toughness-and-vitality/

That post is really a good read. The OP is the creator of the buildcraft.com site

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Plots for optimizing your gear

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Posted by: oZii.2864

oZii.2864

Range vs. Melee vs. Intermediate affects sustainability, which increases/decreases the effectiveness of healing/Tough/Vitality themselves on sustainability. Sustainability directly impacts ability to do damage in a fight outside of initial burst. All this without taking into consideration play ability or traits/utilities.

Minor example:

Staff + good mitigation via play will allow that player to sacrifice toughness/vitality/heal power (in regards to self only… might want it for group support) in lieu of power/precision/crit dmg.

Daggers + poor mitigation from play mean toughness/vitality/heal power must come at the sacrifice of damage. Dead people do no damage….

This is pretty much everything in a nice neat package. Spot on! Unless you want to be daggers = poor mitigation go in burst pop mist to get out if that is your role.

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Why do people complain about eles...

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Posted by: oZii.2864

oZii.2864

Brand loyality

MMO

Class fanboys vs Class fanboys why almost all threads complaining about 1 class usually have a class hero protector that jumps in to protect his “Main” that tells you to go back to x forums. The threads are hard to even get a read on because some rabid reply throws the whole thread out of wack and you can’t have a good, clean, honest discussion about most topics. Then it gets derailed if someone takes the bait and thread is dismissed as some whining thread.

Thief complains about retaliation damage since his rapid attacks from dagger can kill himself.

Guardian complains about stealth

Mesmer complains about thief cloak and dagger off clones

Ranger complains mesmer phantasms have better AI than Ranger pets.

Necro complains Minions have even worse AI.

Random player jumps in says L2P you’re overpowered (the whole class not a build which is always lol) I play a warrior you guys are all broken and need to be nerfed. Warrior doesn’t have all these get out of jail cards lulz, warrior is good ol fashioned in your face damage. Im even Phoenix rank in hotjoins on my Warrior. You all just suck.

Insert wall of text (nobody reads it)

topic derailed until someone gives up, it’s closed, or another hot topic thread pops up.

This goes on in almost all the forums.

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(edited by oZii.2864)

Plots for optimizing your gear

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Posted by: oZii.2864

oZii.2864

This is awesome work thanks. I shall enjoy watching the discussion unfold.

I agree with Zelyhn about ruby orbs. The effective power of ruby orbs is comparable to runes of strength (still bugged). If you are a thief then I would say ruby orbs over runes of strength or you are a scepter ele burst maybe. In a fight that won’t be over in 15 secs runes of strength are definitely better. Ruby orbs are good reliable Solid Safe dps.

I always speak from a 0/10/0/30/30 D/D perspective just as a note.

Healing exponentially increases the value of toughness but when it comes to vitality it is linear. Which I believe you pointed out.

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(edited by oZii.2864)

Celestial weapons+ armor tomorrow's patch

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Posted by: oZii.2864

oZii.2864

ozii, whats the All stat food mentioned in your calc?

its called Dragon’s Reverly Starcake +45 to all stats and 5 critical damage

Can you get that now that dragon fest is over?

Its on the TP it’s expensive to make. It’s cheaper to buy it put in a buy order the patience will pay off if you really want the food.

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Celestial weapons+ armor tomorrow's patch

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Posted by: oZii.2864

oZii.2864

ozii, whats the All stat food mentioned in your calc?

its called Dragon’s Reverly Starcake +45 to all stats and 5 critical damage

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Celestial weapons+ armor tomorrow's patch

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Posted by: oZii.2864

oZii.2864

Yea I agree with Sabull lower power doesn’t = lower dps if you add in precision and critical damage. If Power was the end all be all then PVT would do as much damage as berserker’s gear.

Celestial won’t beat any specialize gear at what that gear is designed to do that would defeat the purpose and make celestial BIS for everyone. I do think celestial is better than PVT from a tanking standpoint and is more damage. Pretty much every ele usually has 6 stacks of might on them at a minimum if they take arcana V and have a sigil of battle on them.

That said I will probably go shoulders, gloves, boots for celestial after crunching numbers and comparing alot of today.

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(edited by oZii.2864)

Celestial weapons+ armor tomorrow's patch

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Posted by: oZii.2864

oZii.2864

No trait points allocated – Assuming double dagger – w/All stat food bonus included. No utilitily food i.e. superior sharpening stones are included in this just all stat food.
No infusions in trinkets
No backpiece

Power 1397
Critical chance -26.9%
Critical Damage – 63%
Condition damage – 481
Armor – 2317
Healing power – 681
HP -15615

Same w/runes of divinity

Power – 1,457
Critical Chance – 29.76%
Critical damage – 75%
Condition damage – 541
Armor – 2377
Healing Power – 541
HP – 16,215

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(edited by oZii.2864)

Celestial weapons+ armor tomorrow's patch

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Posted by: oZii.2864

oZii.2864

Does it really have higher critical damage than berserker? Wow, that’s surprising. Were the stats for ascended celestial amulets also retro-actively changed after this patch?

No they are still the same

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Celestial weapons+ armor tomorrow's patch

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Posted by: oZii.2864

oZii.2864

he is correct it has more critical damage on some pieces

here is the stat combos

2h weapons = 79 all stats 10 critical damage

1h weapons = 40 all stats 5 critical damage

Gloves = +15 all stats 2 critical damage

Shoulders= +15 all stats 2 critical damage

Boots= +15 all stats 2 critical damage

Helm = +20 to all stats 3 critical damage

Coat = +45 to all stats 6 critical damage

legs = +30 to all stats 4 critical damage

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Best Traits for Fully +all stats gear?

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Posted by: oZii.2864

oZii.2864

I don’t think the gear will make new builds just existing builds different. Its all stat we don’t know what the official numbers look like though we did speculate on it yesterday.

If you base it off past patterns then the stat allocation will be 60-65% of the minor stat of specialized gear. So like +15 to all stats for gloves.

You use trait points for traits and make up stat by gear though it helps if the traits are in lines for stats you want. The gear is probably not going to make new builds because builds are about the traits more so than the gear you are wearing.

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(edited by oZii.2864)

Stone Splinter: fixed

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Posted by: oZii.2864

oZii.2864

Woo!

I was cowering a little as i was scrolling down the patch notes tbh. I’ll happily take this, cheers!

Btw, how could you introduce the bug to begin with anyway? I’m thinking it was actually a test to see if 10% was actually warranted.

They merged the 2 traits if I remember correctly both gave conditional 5% damage based on distance and 1 based on bleeding target. When they combined the 2 they just kept the 5% damage of 1 of the traits even though the tooltip read 10%.

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Stone Splinter: fixed

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Posted by: oZii.2864

oZii.2864

Agree this does make 10 points in earth very very attractive, the extra toughness that comes with it definitely doesn’t hurt. I don’t know cleansing water ooooor +10% damage while being a bit tankier to boot.

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Un nerf Elementalists!

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Posted by: oZii.2864

oZii.2864

Most thieves don’t know anything about other classes.

Go into WvW find random thief watch him pop his basilisk venom you pop your armor of earth in plain sight you know rocks floating all around you and he will still try to basilisk you rofl.

That doesn’t mean they’re balanced. A well played d/p thief is just so insanely kittening stupid that it blows my mind the devs haven’t done anything about it. They were strong but mostly handleable before, but now that anet decided blind was underpowered and needed buffs, the build is just insane, and even marginally competent players border on god mode.

? How does a person playing a thief’s knowledge of other classes = me saying they are balanced? I don’t know where that tangent came from unless you just felt the need to vent to me then I’m here for you man! Let it out.

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Celestial weapons+ armor tomorrow's patch

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Posted by: oZii.2864

oZii.2864

what I am thinking is boots, gloves, and soldiers are prime spots to put the all stat gear.

I hope you meant shoulders. That’s what I was thinking since my guess is that the +critical damage will be the same as any of the other +critical damage items while granting a nice balance of other attributes. Now whether the small amount of these attributes makes any difference is a different story.

oops yea I meant shoulders thanks for the catch

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Celestial weapons+ armor tomorrow's patch

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Posted by: oZii.2864

oZii.2864

what I am thinking is boots, gloves, and shoulders are prime spots to put the all stat gear.

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(edited by oZii.2864)

Celestial weapons+ armor tomorrow's patch

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Posted by: oZii.2864

oZii.2864

I’m probably going to stick with a mix of soldier, valk, and zerker. Using celestial gear will lower my direct damage from power. Even using celestial trinkets only would drop direct damage significantly, and at the bonus for a little healing power (which scales terribly) and condition damage, which as people mention, conditions are easily removed.

Depends on if you replace a direct soldier piece with direct celestial piece. If you are talking say a soldier coat vs a celestial coat the celestial coat (based on our assumptions) would give you more dps than the soldier because you are adding power and precision in equal amounts on top of the critical damage.

Its like knights gear dps wise is better than soldiers gear even though you lose power. Also vitality scaling at 1 point of vit = 10 hp a cut in hp is ok. For the zerker and valks then yea the dps will end up being better.

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[Video] Xun S/D WvW Roaming + discussion

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Posted by: oZii.2864

oZii.2864

Nice vid can see you put some time into the editing. subbed

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Un nerf Elementalists!

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Posted by: oZii.2864

oZii.2864

Most thieves don’t know anything about other classes.

Go into WvW find random thief watch him pop his basilisk venom you pop your armor of earth in plain sight you know rocks floating all around you and he will still try to basilisk you rofl.

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Celestial weapons+ armor tomorrow's patch

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Posted by: oZii.2864

oZii.2864

If it does hold true to current then this would make you tankier than full knights gear since you are adding equal toughness and vitality which is why soldier gear is better tank gear than knights. While having more burst damage than soldier gear and possibly knights gear depending on how much critical damage is on them. The survivability part will depend alot on where you have your points trait points at.

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