Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
Try this as an ele, more then likely you`ll just get 1-2 stuns & die
That & the speed/gap he creates is waaaay more then RTL/Staff 4 gives you…http://www.youtube.com/watch?feature=player_detailpage&v=anDVv6CvFTY#t=663s
Have any of you ever played a warrior?
Everything thing he did there could have been done since launch he doesn’t have any of the new traits that warriors have except the 25% movement speed with melee weapons. Which isn’t even needed since he has +35% boon duration with a Warhorn and signet of Rage. He has perma swiftness anyway so the melee weapon speed is kind of wasted unless he is worried about his swiftness being stolen.
Elementalist heals > mesmer heals all day! Mirror is a fast short cd heal that heals for about as much as signet of restorations active. I play mesmer also and I never liked mirror I will use mantra before mirror (because is scales awesome and has high base heal) Mantra is more comparable to ether renewal than Mirror is.
I dont know about LF I think 1200 range is fair with the loss of stun breaker. It does do damage (I can crit for 1.5k-2k) so I know that the damage is factored into the balance of the ability. I can’t say I try to hit with it though I do use it more offensively than I do defensively. I just use it to setup some skills like updraft, burning speed, churning earth, etc…
With the higher CD at 40 I do feel like 1200 range would be fair. I have been recently running cantrip mastery, soothing disruption and cleansing water. I so I lose 1 extra condition removal when attuning to water to have my cantrips up faster since I run 3 of them it seems to work out.
It seem counter intuitive but basically blow the area up with your AOE’s. Thats for thieves though mesmers are a different animal if you aren’t quick to identify them or where they are going then you are kind of toast. If its phantasm spec lightning whip can be your friend kill the phantasms(they spawn near the mesmer) as you make your way toward the real mesmer. Mesmer fights would take alot more explaining it is in their favor tbh but it is winnable if you can spot them fast enough. Mesmers hate to be pressured thats why thieves can cause them trouble so you have to stay on top of them.
A few other points for mesmer – If its a Greatsword mesmer I pop my armor of earth as soon as I get to about 600 range they will try to illusionary wave you back to hit you with more burst.
If its pistol armor of earth at the opener is good to ignore magic bullet stun. 9/10 almost every mesmer will dodge roll backwards after they channel blurred frenzy or pop decoy with a dodge roll away.
The mesmer is usually try to stay away from you not be next to you unless they have blurred frenzy up. Shocking aura will now hit mesmers using blurred frenzy as of this patch before that wasnt the case. If its sword/sword or off hand sword mesmer watch out for the block because it can crit for like 4k pretty easily.
Thieves just blow the area up. They are there most thieves are greedy and won disengage until after they have used up Hide in Shadows heal + Shadow Refuge + Shadow Step or they mess up and get revealed then they attempt to reset thats how it is with the majority of thieves.
Remember if you get basilisk and don’t have a stun breaker up you can switch to earth for protection -33% damage and you can pop your auras while stunned also. If you see thieves guild come up pop armor of earth asap to reduce damage and ignore the scorpion wire pull. Most thieves pop thieves guild will come go all out on you while its up just keep focusing the thieve your aoe will kill the thieves guild elite.
Remember we are talking about a elementalist here asking these questions.
I have a elementalist also I have no problem with any kind of thief tbh I run D/D the standard setup. I have a thief also and was on these forums alot as I was learning him which was before my ele got to level 80.
Every single one of your attacks is 300 range + you dont have to stand in the black powder burn the crap out of it with drakes breath, burning speed and ring of fire it, fire grab it.
I am not saying blow all of these but stagger your CC’s. Ring of earth near the blackpowder dont stand in it. If you happen to get blind dodge roll every dodge roll will remove the blind if you have evasive arcana.
Save your Aura’s incase he opens up on you from stealth. Always give yourself about 1-2 seconds then start flailing lightning whip. If you have your cantrips up your good to go. If not then your auras can be activated while stunned same as swithing attunements.
Frost aura will chill him hurting his mobility and you get -10% damage taken. Lightning aura will shock him so you can updraft right after and do the optimal combo minus RTL. Also earth 3 magnetic grasp is 900 range if you happen to see him pop out throw it even if he goes in stealth before you see it hit unless he dodged he probably got hit and is still there since it is kind of like a channel.
This is all 1v1 situations. If you have other people around there isn’t much you can do to help them as they will be standing around eating everything etc so I don’t know how you can help other people. If you are with people that know how thieves work they will blow that thief up if he gets careless/to aggressive.
If you don’t have a thief or don’t want to make one find some people you see in WvW that are thieves and roam with them ask them questions how stuff works and the typical setups they do etc when they run d/p. As a ele you can roam with thieves you can’t troll like a thief can but you can roam with them provided they help out when you draw focus fire.
When in a group of people and there is one lone thief running around trying to pick people off usually D/D eles are usually not the first target to go after since it assumed its a hard target.
This is by no means 100% accurate but just for me. The targets usually go
1) Uplevel -causes panic in the group when they see someone blown up
2) Another thief – because they can usually take the thief down just as quickly
3) Ranger – because they are annoying and the worst thing is to get entangled when your trying to pick people off and the pets can be annoying. You can also focus on rangers because you can CnD the pets if you are in a jam.
4) Warrior – Scary damage but can be avoided usually or mitigated by blinds. If its killshot warrior, then he ties with thief for priorty.
5) Mesmers – same as above and I usually assume they are squishy and by at the least making them produce clones I have CnD. If there is a pistol mesmer then its abort mission.
5) Engi/Necro/Ele depends they have good amounts of CC and Good AOE so they are usually one of the last classes I go after.
6) Guardian – Assumed to be tanky
(edited by oZii.2864)
Im using this in WvW you can still apply this to s/tPvP but you will fall short on duration for torment I think you can only achieve +50% duratin
Kain has some new thieves I see rofl. Somebody find this thief and explain to it how you can have 4 thieves out with ambush and thieves guild rofl.
Probably one of those balance whiners that doesn’t test anything EVAR!! lmao.
I couldn’t stop laughing rofl.
spatial surge (assuming target is at 1200 range) – 348 (2 additional targets in beam)
long ranged shot (assuming target is at 1200 range) – 317 (projectile combo 20%)
fireball – 314
hip shot (with rifled barrels for 1200 range) – 251 (pierces targets, projectile combo 20%)
necrotic grasp – 246 (piercing , projectile combo 20%)
orb of wrath – 224
dual shot (with stronger bowstrings for 1200 range) – 212 (projectile combo 100%)
chain lightning – 203 (3 bounce)
stoning – 185 (weakness, projectile combo 100%)
bleeding shot – 155 (255 bleed, projectile combo 20%)
tranquilliser dart (with rifled barrels for 1200 range) – 130 (170 bleed, weakness, projectile combo 20%)
winds of chaos – 111 (chance of 298 bleed / 328 burn / vuln, 1 bounce, chance of might / fury to ally)
water blast – 111 (370 healing)Spatial surge hits 3 times with 1,5 second cast time 348 dmg:
(348/1,5)x3=696 dps
Long Ranged Shot (1500 range when traited) 3/4th second cast time.
317/0,75= 423 dps
fireball (Attack speed is 1 attack per 1.4 seconds.)
314/1,4= 224 dps
hip shot 3/4th second cast time:
251/0,75= 335 dps
necrotic grasp 3/4th second cast time:
246/0,75= 328 dps
orb of wrath Actual attack speed is once every .8 seconds.
224/0,8=280 dps
dual shot 2x 212 at approximately 1.19 seconds per attack.
414/1.19=348 dps
Chain Lightning 3/4th cast time:
203/0,75=271 dps (more than fireball even if there’s only one target)
stoning Attack speed is 1 attack per 1.35 seconds.
185/1,35= 137 dps
bleeding shot – Attack speed is approximately 0.96 seconds per attack damage is 155+255=410
410/0,96=427 dps
tranquilizer dart 300 damage every 3/4th second:
300/0,75= 400 dps
winds of chaos ( a bit trickier to calculate) 0,75 casting time:
111+((1/3×298)(1/3×328)(vulnerability,might,fury))/0,75=427 dps +boons and vulnerability.
water blast Attack speed is 1 attack per 1.35 seconds.
111/1,35=82 dps….. there’s a heal though….So now in order:
Spatial surge (696 dps) mesmer
Winds of Chaos (427 dps+perks) mesmer
Bleeding Shot (427 dps) warrior
Long ranged shot (423 dps) ranger
Tranquilizer dart (400dps) engineer
Dual shot (348 dps) warrior
Hip shot (335 dps) engineer
Necrotic grasp (328 dps) necromancer
Orb of Wrath (280 dps) GuardianChain lightning (271 dps) elementalist
Fireball (224 dps) elementalist
Stoning (137 dps) elementalist
Water blast (82 dps) elementalist.Now you know how they compare.
We have the lowest ranged damage, lowest healthpool, lowest base armor no access to fear, aegis, retaliation, torment, any survivability mechanic, bunker spec and mobility nerfed to bits I thought it was just some whining but seeing these numbers I can’t help but just be very very very very very sad.*
May I also note that this is after the staff got buffed!
Thanks for taking the time to put that together will look at it more when I get the chance.
is this 0 in trickery? srry to ask but hate when people put 4/5 traitlines for a build. hard to read when quicklyu skimming. just a thought.
need more stealth option and stunbreak. no need for venoms as they suck here unless u r dueling then you want poison venom.
Yea its 0 in trickery. The stunbreak can be placed in the other util slot or you can also go with 1 venom like skale. I like devourer and skale because when you see someone immobilized for 12 seconds and how it causes them to panic and blow important skills its hard to give up. You also have basilisk for 2 strikes which causes them to blow skills also.
I always felt like for condition thieves you need more than just bleed basically condition overload with all the passives people run. Skale venom is a really good dps boost to condi damage thieves.
Doesn’t need a big write up or anything don’t do the whole awesome name thing. The concept is still the same as before.
The build 30/0/30/10 http://gw2buildcraft.com/calculator/thief/?7.0|8.1m.h1j.a.1m.h5|8.1h.h1j.a.1h.h9|1f.7i.1f.7i.1f.7i.1f.7i.1f.7i.1f.7i|1h.62.1h.62.1h.62.1h.62.1h.62.1h.62|u000.0.u45b.a3.0|30.d|0.0.0.0.0|e
Traits-
Deadly Arts (IV,VIII,XII) Venomous Strength, Quick Venoms, Residual Venoms
Shadow Arts (IV,V,XI) Shadows Embrace, Infusion of Shadow, Shadows Rejuvination
Acrobatics III (Vigorous Recovery)
Gear –
Weapons – Giver Pistol, Giver Dagger off set is D/P condition sigil of corruption, sigil of energy (make up for not having 15 points in acro)
Armor Carrion
Runes – Lyssa (Nightmare would be optimal if you want the extra condition damage)
Trinkets- Carrion
Food – +40% condition duration, Apprentice tuning crystals
Utilities-Skale venom, Devourer venom, whatever else you like. Elite for roaming I use basilisk venom. Thieves guild in groups or duels.
Hard Facts
Torment goes to 10 seconds
8 second bleeds
20 secs of poison on steal
10 secs of weakness on steal
7 second poison from lotus strike
12 second immobilize <—- this is the killer if you stagger the devourer venom you can get 12 secs of immob. If you burst it all out then it looks to be about 8 secs you have to pay attention to the immobilization icon and apply when its about to run out to get 12 secs not really difficult to do.
Idea behind going 30 DA for P/D
Most condition builds for thief are 20/0/30/20/0 or 0/0/30/20/20 with focus on bleed duration.
I have a mesmer and wanted to test out torment to see how it works. The block on scepter can pump out 5 stacks of torment for 8 secs.
So I tried it on my thief was not impressed with it at all. 3 attacks duration is 5 secs meh. I was like poison is still the best condition.
Then I tried this out going all out on venom traits. The shadow rejuvenation can be swapped out to venomous aura in a 1v1 with venomous aura and thieves guild it is pretty much instagib throw on ambush o.O. Auto win in a duel. The condition pressure is just to much I almost feel like a necro people die so fast.
Torment is a straight DPS condition
I usually open with normal setup devourer venom which makes people panic when you can’t move for 12 seconds. Move behind them apply bleeds ensure I get a cloak and dagger before the venom wears off. Then apply torment once they are free because after you have someone immobilized for 8+ seconds they are going to want to move so the torment can do its work. Torment is also great when they try to flee and is usually up again by that time and you always have basilisk.
Anyway I have enjoyed this setup so far the best part is the 12 second immobilize though. With the 100% condition duration on everything the engineer gunk becomes pretty powerful also.
My base bleed is about 93 but it quickly gets to 100+ when might stacks start coming into play. Energy sigils help make up not having 15 points in acrobatics.
Pre patch the 2 classes I had trouble killing as a P/D condi build where bunker guardians and elementalist. With this setup they have definitely become killable.
(edited by oZii.2864)
People still think that the elementalist was nerfed last patch? If you consider that a nerf, then nothing is ever going to make you happy.
Bountiful power and Lightning flash both took big hits. Considering that the majority of eles used those skills, yes eles got nerfed. A mediocre trait 30 points up a terrible tree isn’t going to make me invest in fire. So far I’m not impressed with fresh air. The 10% damage I got from vital striking gave me a comparable damage increase and I still had healing ripple. I won 10/10 duels using 0 20 0 20 30 valk against a friend runing 0 30 0 10 30 zerker. We’re about even when both using the same build. He didn’t have the burst to kill me quickly and couldn’t keep up in a sustain fight.
Ele is weaker now than it was a week ago.
Ele vs Ele duels are not a good way to gauge the effectiveness of a class. Duels aren’t really a good place to start anyway tbh. 15 air 25 water will get you more damage than going 20 air 20 water % damage traits are always better unless you take something like air training which is more conditional than bountiful power.
I’m sorry, but you are wrong. Staff 1 Fire has among the lowest damage numbers, normalized to Damage Per Second, of any #1 skill in the game. Water, Air and Earth are pretty much the only ones that are worse. I also disagree that our other skills do a lot of damage. We have probably the lowest DPS across skills 1-5, in damage per second, vs. any other profession/weapon set in the game.
Also, yes, my Healway Guardian does more damage. The build seems to kill slow vs. other Guardian Builds, but I still kill things quicker with my Healway Guardian than I do with my 0-20-0-30-20 Staff Ele with balanced gear. The guardian also has at least as much mobility, similar utility and much, much greater survivability.
Are you comparing fire ball to every 1 skill in the game? If so then that would be the wrong way to go about it. For staff you would have to compare it every 1200+ Range weapon in the game.
The problem with ele Dps isn’t the damage it’s the speed but that doesn’t mean there is a problem.
Mesmers auto attack with GS. Staff, sword, scepters auto attacks do terrible Dps and mesmers don’t really auto attack often as there is no need most damage comes from spells if define Mesmer as a caster like ele.
A ele doesn’t have to rely on auto attack because you have enough spells doing damage. Staff fire 1 hits for a lot it’s just slow but it also has a long range. For d/d the damage auto is lightning whip which is just under the damage of thief dagger auto attack (not counting wild and lotus strike). The thing with d/d is that it isn’t really melee in the sense that a warrior is melee or thief. Lightning whips 300 range even though it doesn’t look like it.
What the ele is capable of doing is adjusting on the fly adaptation to any situation. By having access to all the tools you are prepared.
Just from WvW perspective if your guardian goes down and you have any other profession left to provide group support/heals the ele will do that better than the other classes. Having the ele there means that if the main X that does this the best goes down it doesn’t fall apart because the ele can fill that role.
Someone mentioned headway guardian I don’t know much about guards but I know that build is popular. The reason the build can kill anything is retaliation+healing. The damage isn’t all that great and most healway builds I looked at have 1k healing power. Even in the original healway thread I saw people saying that they have trouble killing anything. They can 1vX all day long but so can a cleric/pvt d/d bunker and a regen ranger. You win by attrition healway guardian is essentially a full cleric d/d ele with retal.
A thief will likely stealth and remove those conditions.
Forced to blow a stealth because of 1 condition is pretty strong imo. I was fighting a few P/D thieves and its pretty hilarious.
They range for the condi you block it putting 5 stacks on them they panic and you know whats next? Cloak and dagger you prestige or dodge it. You know what comes after that? Either blinding powder, shadow refuge, or HIS.
This is just against P/D thieves also had pretty good success running high condition build against necros of all people. Most are spamming wells and are glass. Block torment applied decoy or prestige and they either have to transfer the condition to a clone if there are any out, blow a cleanse, or use the condi removal heal.
You can stall out long enough to reapply that or confusion etc tick them down with staff etc. 1 thing I did change with these new necro’s running around was glamour skill recharge faster for null field its been a life saver so far.
VS glass thieves running lyssa or condi removal in stealth it can be a bit harder. Its better to save the block after the fight has started so they they have used up some initiative and important skills then surprise them with it.
Against P/D condi thieves its the lulz though since they are always trying to strafe and constantly moving.
Also against the glass engineers rofl. Block they eat the stack usually wipe go back in again you put confusion on them or whatever other condis you have. Block again then they go hit the panic button going baby mode all the while they are invulnerable they are running away killing themselves rofl.
I find the addition of torment on scepter to be really good. You cant build around everything there are no torment runes, torment food.
I’m sure many mesmers have rabid gear.
I usually build around duration with condition but I get 11 secs of torment just with food doing 6k masked behind confusion burnsetc from staff.
Mesmers torment >thief torment.
You have to give up a utitilty slot for it and spider venom is still the king venom imo if you have to take one.
I’m running 25 chaos 20 insp 25 illusions so far it’s pretty good. 1.9k condi damage with no stacks.
Is this correct tooltip says 10% damage but I am getting +5% which was the old value pre patch.
Sooo I just tested in the mist with steady weapons using the stone splinters trait. Competely naked base stats.
Lightning whip should hit for 68+10%= 74.8
Instead I get 71 damage which is +5% damage
So as of right now it is still +5% damage
Sooo I just tested in the mist with steady weapons using the stone splinters trait. Competely naked base stats.
Lightning whip should hit for 68+10%= 74.8
Instead I get 71 damage which is +5% damage
So as of right now it is still +5% damage
It looks like it isnt activating on EA does work on attunement swaps like normal I think activates on healing ripple also.
Another thing to note if you want to switch to bunker mode (why I love ele change 1 or 2 things and your something else)
GoEP in air for weakness and it will proc on multiple people 10 in earth for protection on aura = them -83% damage
Well we got a lot of warriors who refuse to to use this, but complain about no sustain.
Thats because you can’t get to 500+ per tick in full zerkers gear and ruby orbs
nice, now, lest talk about sPvP and tPvP, ill wait for you while you take your time searching for stats on armors and ruby orbs.
leaving the so much apreciated Irony that ppl tend to show off so easy, here is no much room to stat diversity in sPvP and tPvP, as its all condensed on Amulet+Jewel, just 2 stats mix, and not the whole 6 armor pieces + 6 trinquets + 1 or 2 weapons (if dual welding) mix, so the way to fix the weakenss gaps of the dclases in PvP is not that easy talk kitten get of the 100b+zerker+ruby orb horse
Well they could split it and make it scale better in sPvP. There we go talked about sPvP.
that are only PvE nerfs and shatter build was untouched….
That means they only removed diversity leaving the untouched some builds and deleting completely Others just putting phantasm traits in a shatter traitline…
I agree but it is still a net nerf and far more harsh than what Elementalist received. Thats basically nerfing in a sense attunement recharge rate if you wanted to make any kind of comparison.
The HP change to phantasm was buffed in PvE
Prior to the patch
Normal phantasm base hp: 2080
With trait + SoIll: 6656
Defender base hp: 5400
With trait + SoIll: 17280
Changes in PvE (assuming increasing by 270% equates to a modifier of x3.7)
Base hp: 7696
With trait + SoIll: 13083
Defender base: 19980
With trait +SoIll: 33900
Changes in PvP and WvW (assuming increasing by 55% equates to a modifier of 1.55)
Base hp: 3224
With trait + SoIll: 5480
Defender base: 8370
With trait + SoIll: 14229
That 5 point trait was taken in almost every build and if you didn’t take it you kitten yourself. Now it requires a 25 point investment. True it doesn’t affect shatter mesmers though. Since they go for illusionary persona anyway.
(edited by oZii.2864)
If you go by buildcraft as a gauge you still come out with more damage taking 25 in water and 15 in air if you assume 5 boons for +5% damage than taking 20 points in air and 20 water. % damage traits are always the best. If you take the new stone splinters trait with 10 in earth you get more damage than 20 in air unless you take something conditional like 10% damage while attuned to air.
I am running now 0/10/10/20/30 which gives me more toughness than I had before but I loss hp and healing power. So I drop to 481 healing power and 16.1 hp but I can get the hp back with Mushroom loaf which is 100 vitality and 70 power. Right now though I am playing with the less HP and taking herbed chicken for 100 toughness and 70 power.
Imo if you want damage but to still be tanky take the buffed Stone Splinters trait for +10% damage when your with in 600 range of your foe. Thats every d/d ele attack except for Earth 3. So your looking at a consistent 10% damage at all times and it has no ramp up time its already there. You don’t need to say swap from earth etc to get your boons going to get the damage you received as you did with bountiful power. Also your damage can’t be stripped like it could with bountiful power.
The hit is of course healing so you can slot a sigil of life 10 stacks will get you the same healing power back or a clerics dagger which would bring you 10 short of what you had before by going 30 water. I run mostly knights with life sigil now. I do enough damage to kill people already. Once I have my stacks I swap to a sigil of force dagger for +15% damage total at all time.
Water I switched to aquamancers alacrity and cleansing wave. I dont’ think soothing disruption is needed if you don’t have cleansing water trait but Ill play with it more.
Stun breaks I dropped mist form currently for Arcane shield as that is now a stun breaker. Since d/d is pretty much in range when it bursts it will hit up to 5 people the burst is arcane wave. Looking at my combat log since it will always crit because its arcane I have had it bust for as high as 4k. So you can use it offensively or defensively. I still run armor of earth and lightning flash you can still use lightning flash to avoid damage when your stunned. If you are knocked down you teleport away and are knocked down. Its a nerf yes but I feel like its minor.
TL&DR
-10 points in earth for Stone Splinters is +10% damage to foes with in 600 range. That is all d/d ele attacks except magnetic grasp.
-10 points in earth will net you more damage than going 20 air unless you take a conditional trait like 10% damage while attuned to air which only applies to 1 attunement so why would you take that?
-The difference between a nerfed bountiful power with 30 in water and 20 points in air is small. The question is cleansing water better than the master traits of air is what you should ask yourself.
-10 in earth all the way! If you want to make up the damage you lost from bountiful power and its more consitent and can’t be stripped and doesn’t need you to build your boons up its already there when the fight starts.
I know building boons isnt difficult but you still had to initiate the fight and start swapping to get to +10% damage 10 in earth gives you that upfront.
(edited by oZii.2864)
Are you people replying even playing WvW as D/D? Because none of those things matter anymore.
The buffs that the other classes received over-ride the lack of buffs that D/D got. Staff is moderately better when played, and amazingly better on paper. Condition builds are still horrible.
Active defense for ele is burst healing, the aura’s, endurance regen traits, cone of cold (hey dude Im attacking you and healing at the same time). Hey dude I just techinically swapped weapons to water I haz regen 2 types if I traited.
Oh your hitting me let me pop armor of earth or arcane shield.
What other defense do you want? The buffs to thieves is that better than what d/d eles got? I don’t now about that S/D can no longer use infiltrators strike as a stun break they can’t even shadow return when stunned but my ele can still lightning flash away while stunned. The daze from sword got nerfed and larcenous strike costs more ini. Death blossom with its built in evade costs 4 ini now. A burst thief running skale venom for its new torment is gimping himself when he could use signets of power since that got buffed. You know every thief has to run shadow refuge and shadow step.
Don’t know much about rangers but everyone said they got nerfed more than buffed.
Dont know much about necro’s
Mesmers nerfed phantasm starting hp, hp with signet of illusions and with trait, illusionist celerity which was the #1 trait that every mesmer build had is now 25 point in illusions meaning if they want illusions doing +30% more damage and illusion summoning skills recharge 20% faster like they could have pre path they have to commit 60 trait points to do so now. Pre patch they only needed to commit 40 skill points. Blurred frenzy is now evade instead of invuln and now is a 12 sec recharge.
Also the move of illusionist celerity to grandmaster minor directly affects 15 skills for mesmers.
Warriors are better imo now than before but they needed the buffs but 2 very very popular adept traits got moved to grandmaster. So they got buffed to deal with conditions but lost damage.
(edited by oZii.2864)
Well we got a lot of warriors who refuse to to use this, but complain about no sustain.
Thats because you can’t get to 500+ per tick in full zerkers gear and ruby orbs
You warriors are aware you only get substain when you actually gear for it right?
My guardian does not need to gear +heal and has insane sustain, so does my rogue
Next.
A thief doesn’t have good sustain o.O it has regen in stealth if you deny stealth then the thief is done. Not saying thats easy for a warrior but when you dodge cloak and daggers interrupt them when they are running d/p then they get none of that regen.
Ele has sustain but it also has low HP. I don’t run anything less than 17k hp on my ele but I lose dps. Also if you put a ele build in buildcraft tyical d/d you will be hard pressed to get to 5k effective power and not die in 1 shot with like 12k hp. When I looked at the healway build for guardians I had less effective power than I do on my ele.
I don’t know alot about guardian’s but from what I have faced/read on the healway build which is popular for solo roam etc has close to 1k healing power decked out in alot of clerics and has about 17k power. Warriors would not be happy with 17k power no matter how you slice it as they already don’t like the berserkers power and HF moved to GM traits. I run no less than 2k power on my warrior and that feels low.
Glass guardians are terrible I like roaming solo etc and the healway build would be the only reason I would level my guardian up to 80. When I looked at that build I was surprised that it only had around 17k power and stacked alot of healing. It kills you because of burns, blinds, retaliation with retal being the biggest thing that kills you.
Anyway if you are asking for sustain and you get it prepare to lose more damage. More ways came to deal with conditions at the cost of berserkers power and heightened focus. Asking for protection etc if it comes will come at the cost of even more damage. The theme for the people that post on the warrior forums the most is always they don’t like giving up their damage for anything.
Next stop is the mobilie 100 blades you guys asked for while the damage is reduced (like you guys asked for)
(edited by oZii.2864)
Anet broke the class completly today. There is no way you survive a stun warrior + some condition build anymore. I’m away here. Cya in the mesmer forums.
Enjoy the class that probably got the biggest nerfs next to rangers cya later!!
Ele went from 4 stun breakers to 5 I dont see how they killed the class. Im running arcane shield now instead of mist form and I love it
Its probably intended they just didn’t put it in the notes.
Warrior warhorn cd was reduced by 5 secs in the last big balance patch it was never listed in the notes but it stayed.
People will complain because they don’t want to adapt.
Pre June 25 patch we had 4 stun breakers Post Patch with have 5 with Arcane Shiled now a stun breaker.
Fresh air does feel good if you dont go 30 arcana it procs pretty often if you have good crit chance.
Also Stone splinter trait is +10% damage to foes within 600 range. The leak notes had it kitten.
If you are a D/D ele and want to get damage I can’t see not taking this trait its every d/d attack except for earth 3. 10% was about the average damage increase a d/d ele was getting from bountiful power anyway. Now this is +10% damage that can’t be stripped. If you really want to be nasty you take 10 in earth and go 30 water 20 arcana if you can live with that.
I thought about 10 earth post patch but now that I see its +10% damage that trait is to good to pass and it gives me extra toughness.
Looking at the page again GW2 hub added that they got this information from the press release so directly from Anet.
@Nikkinella yes you will start to see alot of montages pop up with S/D bursts instagibing thieves and glass builds.
The Videos will consist of ele blowing everything for huge numbers then swap to another clip, then it will be a clip or 2 in there with them 1v2 maybe 1v3 some bad players blowing them up when they try to rez someone downed. Meanwhile as we watch the clip for entertainment those that understand ele’s know that for all those clips there are many more with the elementalist dying.
Then people will ask for a nerf and whine and cry etc.
Best reliable damage build I can see assuming the notes we’ve seen stick
30 air 20 earth 10 water 10 arcana – 10% damage while attuned to air, 5% to bleeding foes, 5% to foes within 600 range, sigil of force = +25% damage the only hard part is the bleeding which is easy with earth 1 on scepter.
Can be +35% if you take vital striking and open can reach + 45% damage if you run scholar runes.
This is trait preview only this not covers skills just traits. As in lightning flash is not covered by this article since its not a trait.
Its just the trait preview GW2hub has always had early access to content just as Dulfy has. They play the content early before it goes live so they can do their article then they release it when the embargo is up. I am pretty inclined to believe they got the trait changes from Anet themselves. If you look at specifically the mesmer change of Illusionist celerity moved to Grandmaster minor then you can see that they didn’t just copy and paste from the pastebin.
Pastebin leak doesn’t have that change to illusionist celerity as an example.
I don’t think that trait is meant for a condition build tbh. If they increased the duration then it could be used in one if someone used all rabid gear.
30% chance for it to trigger is the same as sigil of fire and sigil of lightning and those are extremely popular sigils there are tons of sigils set at that rate that people use.
10 points in air can help with not having a very high crit chance fury on attunement swap and 10 points in air you might as well assume you always have +20% though you need those traits to go with burning precision
source: http://www.guildwars2hub.com/features/editorials/sky-pirates-tyria-traits-preview-part-two
Fire Magic
“Lava Tomb” Adept Trait now grants: Create a lava font when downed (10-second cooldown). Deal 33% more damage while downed.
Grandmaster Trait “Pesisting Flames” now reads as: Blast finishers you execute on fire fiels give fury for 10 seconds. Fire Fields last 30% longer.
Air Magic
Master Trait “Arcane Lightning” has been changed to: Gain 10% more critical hit damage for 15 seconds when you use an arcane skill. Does not stack.
Grandmaster Trait “Tempest Defense” reads as: Surround yourself with a Shocking Aura when disabled (fear, stun, daze, knockback, knockdown, launch, float, or sink). This effect can only trigger once every 60 seconds. Deal 20% more damage to stunned or knocked-down foes.
The Grandmaster Trait “Grounded” has been replaced with a new Trait “Fresh Air” which does: Recharge Air attunement on a critical hit (5-second cooldown).
Earth Magic
Master Trait “Serrated Stones” has been moved down to Adept Trait with the changes of: Bleeds you apply last 20% longer and deal 5% more damage to bleeding foes.
Adept Trait “Stone Splinters” has had it’s ranged changed to 600.
Grandmaster Trait “Rock Solid” has been moved down to Master Trait.
New Grandmaster Trait “Diamond Skin”: 10% of your toughness is converted to condition damage.
Water Magic
Minor Grandmaster Trait has been changed to deal 1% more damage for each boon on you.
Arcana
Master Trait “Windborne Dagger” has been changed to: Move 15% faster while wielding a main-hand dagger. Move 10% faster while wielding an off-hand dagger.
TLDR
Pretty much what the leak has with a few changes I didnt see in the leak at least for other classes.
Stone splinters just has its fact changed to 600 range (which it always was)
THIS IS JUST TRAITS NOT ACTUAL SKILL LIKE CANTRIPS
(edited by oZii.2864)
Why would I feel stupid?
Look at your suggestions then ask yourself those questions because they cover both of them lol.
250 healing power for 10 secs when you use a cantrip that made me laugh.
(edited by oZii.2864)
Well burning is strong I have no problem with the 30% chance on crit what would you want it be thats not OP?
I barely have any condition damage around 260ish and my burns are usually around 400+ per tick after a few might stacks. I think burning precisions goal is to complement +5% damage to burning foes.
I think they should leave the trait alone make it 2 secs to be a bit more attractive at least then someone could extend the duration if they wanted to.
Also there is rabid gear why would a condi build only have 20% chance to crit? I just looked in build craft and I got to almost 40% chance and didnt really tweak just threw it together. You take a hp loss but your almost a 600 per tick burn and I didnt even put points in earth. Once you apply burning you can pretty much keep it on with that trait.
I was actually messing with this today if you just use condi duration at around 55% on burns just from dagger skills you can pretty have perma burn.
I really like the potential of burning precision trait I feel 1 sec is to low and 2 secs would make me want to take it.
(edited by oZii.2864)
See what you guys don’t get is the tale of poor Razor who’s been upset ever since they started nerfing RTL. See Razor used to run a D/D Zerker build and when he got into trouble he’d just RTL out of danger. But then they nerfed it and ever since he hasn’t been able to pull it off and everything has been doom and gloom.
Poor, poor Razor
So after reading this I took a look. His suggestions where to pretty much nerf every single thing that has to do with 0/10/0/30/30 build. Zephyr’s boon moved to a master trait, cantrips give 250 healing power for 10 secs o.O rofl, earth’s embrace moved to a master trait heh? water trait line changed all around, base healing for all water skills reduced by 300, trident increased recharge to 25 heh.
This dude knows nothing about balance his motto seems to be [This build is op I don’t run it I don’t care so lets nerf every single aspect that has to do with that one build.]
Then I saw another post from him where he says plese Anet don’t nerf RTL we need to make gradual steps in balance rofl.
Gotta love the forum prophets that are smarter than everyone else.
Good Eles run full zerker in PVE.
Worse Eles add some PVT or Knights for survivability
Terrible Eles stack healing power or go full PVT/Knights.
I will not be replying to people who go BUT ELE HAS GREAT HEALING SCALING because it doesn’t change anything. PVE is about damage.
So I’m tweeking…I currently run a build with PVT armour, scholar Runes and a mixture of zerk / Cleric trinkets, mainly for PvE / Fractals but I’m branching out with a new computer coming to WvW.
Hmm this looks like advice for WvW
Also looking at his first sentence it seems he is a bit more Dps focus for PvE? Sooooo you felt like ranting kthxbye rofl.
A PvE thread is —-—> that way.
@Ultima
Do you think 0/30/0/10/30 will have more survival than 0/30/0/20/20 and gonna be picked up more ?
Minor trait in water heals as much as the dodgeroll if i remember and you can get to pick another cond cleanse trait like stop drop and roll which makes sure you remove burning.
I just really dont know if 1.1 sec more cd for the 3 attunements and loss of evasive arcana outweights the lose healing ripple and another water trait plus 1000hp/100 heal.Personally, assuming that these notes are totally true (which are probably not, even if they’re legit they’re 2 weeks old at least), I will be runing 30 air 20 water 20 arcana
Healing ripple is much better than evasive arcana for one simple reason: if you’re immobilized, you can’t dodge, so you can’t heal with EA in a clutch (IE: mesmer’s immobilize), but you can still heal with ripple…
oh, and running with 12.2k hps with few condition cleansing is kinda suicidal XD20 earth 20 water 30 arcana with 2.6s of AoE stability every 9.6s would be borderline broken, lol XD
Thats the first thing I plan to try out is 20 in earth probably with signet of air to help with mobility.
Yea churning is not impossibe to land unless your noobing it up. If you count dodges and are familiar with the class you are fighting then you have a good idea of how many stun breaks or invulns it has.
Even if they do dodge it thats a blown dodge either way everyone is scared of churning earth.
Mmm well attack is kind of a crap stat really but it does relate to elementalist a bit more than most classes. Attack is you power and condition damage but in order to really gauge it you have to be applying conditions and direct dmg pretty consistently.
Anyways Power is the best offensive stat.
1% crit dmg really isnt worth much tbh.
I run boon duration runes, all stat trinkets 3 pieces of PVT and 3 Pieces of knights gear.
I don’t know what weapon you run but I guess I’ll assume D/D. You can run a hybrid style build which is kind of what it seems your running now.
For power you have to think about the fact that you can stack might pretty easily. You will also have perma fury so you dont have to go deep for precision.
My best advice is to take your fractal build go into wvw with it then tweak from there before taking the plunge on divinity.
My friend runs them and I asked him yesterday if I should drop my boon duration for divinity he said the difference is extremely small. I have 1838 power with food on my ele I have no problem killing anything outside of a super bunker guardian running with something else healing it.
Only three staff skills have no limit
-Meteor Shower (technically has a limit, but I’m not going to be pedantic)
-Static Field
-Unsteady GroundThe reason why stun breakers getting moved around will affect D/D Ele the most is because they need the survivability. Being locked into melee range is obviously more dangerous than wielding a staff and staying far from the action, so a reduction to survivability will affect them most.
Since you obviously play a Thief (and I do too) look at this: would a nerf to Assassin’s Signet affect a burst build more, or a condition build? Keep in mind both can use the same signet. The answer should be pretty obvious.
In any case I doubt the patch notes are real. GoEP a stun breaker? Does that even make sense at all? And my D/P Thief got no nerfs. I’m calling fake on this one.
Assassin Signet and Cantrips are different beasts you can compare Signet = Signet but cantrips would be more like comparing to = deception skill like shadow step.
It would be like a nerf to Shadow refuge no matter the build you are affected by it.
Overreaction? Many Staff skills don’t have a limit its not like you lay down a field on the ground and if 5 people run over it then it becomes useless. If people keep streaming over your fields they get hit by it. Meteor shower each meteor can hit 5 people and the radius is about to get buffed for each meteor.
How are cantrips getting stun breakers moved to other utilities directly pointed at D/D ele? Last I checked a staff, s/d, s/f, d/f no weapon equipped ele can take cantrips.
The way I see it, this brought the earth line up to a formidable place along side water (which is now more equal since it’s a bit worse) and aracana. Air got a nice bump as well, but I don’t know if it’s up to par; I’ll have to wait and see. Fire still feels like a no touch trait line though, but oh well.
Agree completely Earth is now a very good trait line.
Air is almost there maybe 1 or 2 more changes to traits to make it a hard choice.
Fire is on its own it need some changes to the adept and master traits to make them sexy choices.
When all the trait lines are so good that it becomes a hard choice picking then the goal is reached.
Anet can’t win. If you do searching on the forums when the abilities where introduced many people asked for abilities that mattered (as in not related to siege etc) maybe they put AF in as a test ability so if people think its OP then they can change it back.
Point is when the abilities where announced people asked for abilities similar to AF. Forum balance team doesn’t know what it wants.
If d/d is looking for extra damage as a alternative to bountiful power
Put 10 points in Earth for the new Stone splinters trait. Then you can either take a sigil of geomancy (which is basically ring of earth on weapon swap) which would give you a 8 sec bleed + 5% damage or you can go sigil of earth for a 6 sec bleed on crit(with trait) and + 5% damage.
If you want a more consistent 10% damage drop sigil of battle (10% damage > 3 stacks of might) and run sigil of earth + sigil of force with Stone splinters trait. Sigil of earth has a 2 sec icd but it should proc pretty often with the trait extending the bleed by 1 sec.
The trait should give you the +5% damage upfront like many similar traits do. Ring of earth will basically always be +10% damage if you run it with sigil of force same for churning earth. Any attack that procs the sigil of earth gets the +5% damage applied when the game says the sigil will proc and then any attack after will be +10% aslong as they are still bleeding.
Just a possibility.
You are kidding me right? Did you read the leaked notes or just overreact?
The classes that have torment that we assume right now are.
Mesmer – its on the scepter BLOCK
Necro – Its on Death Shroud
Thief – Its on Skale Venom
The Mesmer Block can be dodge after you attack them. They would have to go heavy condi anyway to get some mileage out of it. It also has a obvious animation you know the Mesmer holds his scepter up in the air.
Necro is on death shroud nuff said
Thief its on Skale venom which is 3 attacks. Most likely the thieves that will use this are P/D thieves o.O I don’t know I don’t have a problem with P/D thieves.
Its not like torment will be running Rampant around the game if we go by the leaked notes 3 classes are getting and its not going on a auto attack.
(edited by oZii.2864)
@AndrewSX the OP was just being a doomsayer. You know one of those people that like to tell people he has it all figured out and people should listen to him cause he is always right. So far the forums seem the opposite of what he predicted go figure…
0/30/0/20/20 will become popular for burst S/D builds or a variation with 30 points in earth.
0/0/20/30/30 will be the new full bunker for d/d. I don’t know about condition builds with the new 30 point trait in earth 10% conversion to condition damage is also good for condi builds.
Staff is getting buffs with after cast’s reduced allowing you to put more skills down faster.
D/D standard 0/10/0/30/30 will still be viable it took a slight damage hit with the nerf to bountiful power but it will still be good. I don’t see much changing as far as d/d is concerned. It is a nerf to damage but 5% total down from 10% doesn’t break the build if we assume 5 boons usually.
15 in water/30 arcane doesn’t make you a bunker
no, it doesnt. but it does eat 45 trait points preventing you from reaching any GM trait in any dps line. likewise, the concept behind those 45 points is to achieve healing (read: survivability) through perma-vigor+EA(water)+healing-ripple; which is going to lend even further towards gearing for healing/toughness.
30 arcane isn’t necessary. You can run 20 arcane 20 water 30 air many burst builds run 20 arcane especially with s/d.
I’m sorry but no…simple no
This will be the greatest change ever for non-bunker build:1) Phoenix= double speed O_o (FTW)
2)GM Air Trait= refresh all air attunement on crit…every kittening 5s..(Collapse laughing hysterically on the floor)
3) New earth traits = Immortal Arch mage build
4) New persisting flame Ultimate nuker build
You forgot Phoenix will be unblockable also
Fresh air is awesome.
It would be awesome if it recharged the weapon skills in air, but it doesnt say or imply that. i mean, THAT would increase our mobility and survivability in a dps spec, which we could really use.
but what you are really getting is a faster swap back to see that, yes, Air3,4,5 are all still on cooldown. and its going to cost you big: either Evasive arcana, perma vigor and 1 second of swap speed, or heal-on-water-attune, bountiful power and your choice of awesome water traits.
huh? Are bunkers running 30 points in air now? Bunkers are running scepter now?
I am not sure how you arrived at this conclusion. the point of the post was that most ele’s run at least 15 water/30 arcane, leaving near zero build diversity. dps specs are basically non-viable because we have to compensate for the lowest base surviability in the game, which comes at cost to dps traits/gear. the fix for this, naturally, would to be either make the damage from going dps worthwhile, or to add some survivability to dps trait lines. neither of those things appears (leaked notes disclaimer) to be happening.
15 in water/30 arcane doesn’t make you a bunker
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.