I’ve been using P/P a fair bit lately. It’s usable—I won 10/11 hot join matches with it as my secondary weapon set today—but it’s pretty weak. Whether or not it’s “crap” depends on the threshhold for crap. I don’t think I’d call it crap, but it needs a lot of help.
That’s pretty depressing.
It should come out faster. That would help make P/P not suck
I was unable to search for back pieces 3-4 weeks ago
I was recommended thief by a buddy
I also like the thief archetype
mythical creatures, and magic in general, don’t break the law of cause and effect, just the laws of energy physics, as they apply to our world. This fantasy world could have a different set of physics laws. That’s fine
but getting stabbed in your exposed gut and yet still having your nonexistent armor dampen the blow doesn’t make any sense
No, female humanoid light armor lacks outfits I like and has way too much of the sexy and elegant look, which I hate. Give me something more… idk, sporty?
Female humanoid medium armor is pretty good though. lots of nice looking sets. though I think it could do with more of what the first post is asking for, since it doesn’t really have any
But I give a definite “no” to heavy armor that doesn’t look it could provide any protection
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isn’t it only a reduction to the slot 1 skill? if the other skills are unchanged, grenade kit damage output isn’t reduced by anywhere near 30%
who cares about underwater combo-fields/finishers? underwater combat isnt that appealing infact i think its stupid and boring compared to the things you can do on land.
lol speak for yourself, bro
Elementalist underwater combat, especially after this update, is pretty awesome
They just need to fix earth’s pull so that it’s not a self stun, and increase the projectile speed on the teleport bubble (decrease the travel time to compensate if you must. would be nice if you could also optionally not teleport, so you can juke people)
WORKING AS INTENDED
guardian can run around fast
you have a bunch of skills that grant swiftness, and then the greatsword leap covers a good bit of ground
mesmer, though, had awful out of combat mobility. I hope this change fixes the problem
no way; there are no arcane traits I can spare. They’re all too good
I would of course rather have it be a 10 point earth/fire/air trait since those lines are lacking in good traits, but I’ll take what I can get
because it’s hilariously beast strong
EARTHQUAKE on fall
or heal on fall
or whatever the other two were; probably sucked in comparison
lol.
If you thought you have perma fury before
It’s a smoke field. Smoke fields are a source of stealth (when paired with blast or leap finishers).
Anyway, the first thing I thought after finishing reading the notes:
“ELEMENTALIST CAN NOW STEALTH”
As I posted in another topic, this is the stuff I’ve been wanting to see. Thank you
This patch is MOST EXCELLENT
The two posts under the list of changes are a great step in the right direction. Do more of that from now on and I’ll be satisfied
Make ground targeted skills cast at max range in the selected direction when cast “out of range”.
Especially when the quick cast option is on.
Or just make it a whole new option.
It would really help a lot.
except signet builds already have permanent swiftness (and no movespeed buffs of any kind stack)
I think it’ll only help low level eles
yeah I’m not expecting any buffs, even though pistol is easily the worst main hand
falling damage trait
buff to signet of air
a few bug fixes
hammer
lay down a field, summon the hammer, and then either use the leap finisher immediately, or start the skill 1 chain to get the blast finisher at the end if the field lasts long enough. Or if it’s a really long duration field, you can both leap and get the blast, like that gigantic water field
Also evasive arcana (30 arcane trait) gives earth another blast finisher.
I would LOVE any weapon where the elementalist’s slot 1 attack involves using it as an actual weapon. Half the reason I even use lightning hammer is because I like watching my elementalist actually swing a weapon. And the weapon itself looks awesome.
but you do 0 damage if your attack doesn’t hit. That trait is important. no way I would ever use staff without it
additional attunement swapping and boon duration helps a bit with damage anyway
ranger has the best water field
it lasts 15 seconds and has a 30 second cooldown
play a laugh track and spam blast finishers in it
staff elementalist has two water fields. one is really small and lasts 2 sec with 20 sec cooldown, and one is huge and lasts 6 and has a 45 sec cooldown
http://wiki.guildwars2.com/wiki/Combo
page has links to lists of combo fields/finishers of each type
as for the venoms question, it’s pretty situational. but spider venom lasts for 5 hits at base, so it’s the best for healing people
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yeah I start in earth too, but that doesn’t give maximum dps
I like to eruption->lava font->flame burst for general purpose PvE. since things aren’t going to bleed for 20 seconds without dying
and I’ll usually swap to water or air 2 seconds before fire or earth cools down and use skill 2, and then swap to said fire or earth. or 3 seconds before it cools down, and cycle through both of them. if I don’t need any of the other utility the two attunements provide
thief specced for healing can heal allies about 12k (not burst heal) every 40 or so seconds
regen on stealthing people, health on venoms, health on shadow refuge
depends on what you want
lots of things work, just so long as your choices synergize
what. A staff build without blasting staff? madness.
30/20/0/0/20 all day
full berserker’s
glass it up, and never die in PvE because you’re an elementalist
I’d rather pump out 13.8k eruptions every 5 seconds
every 7* seconds if you have the earth cooldown reduction trait
8.5 if you don’t
it has a cast time too, not just a cooldown
this is why it’s better to swap attunements
for maximum condition deeps, open with fire for flame burst (may as well throw down a lava font while you’re at it. it has a super short cast) and then switch to earth for eruption. eruption again once it’s ready and swap to fire during the cast, and flame burst again (and lava font under your eruption if anyone is in range to get the might) then do other useful stuff while earth cools down. most of the time that earth is on cooldown, eruption is too. Assuming you have some points in arcana. which you should if you’re using a staff. Just make sure to swap out of earth as soon as you start casting eruption to get the cooldown ticking sooner
use X/pistol for your second weapon set. interrupt the guy trying to res, and blind them both.
precision is weak for damage unless you have crit damage to back it up (and of course tons of power)
But if you’re not going to be using any bleeding at all, burning has the weakest scaling with condition damage
THIEF best
guardian second bestThe only three classes I can ever recommend (unless they have something specific they’re looking for) are ele, thief, and guardian. in that order
Anyway thief has great mobility and surprisingly awesome versatility. You can basically do whatever you want. in any sense
Thief was on the top of my list before I realized that their only reliable AOE is Cluster Bomb. Seeing as AOE is normally necessary in PvE, I didn’t go with it. I’m probably wrong though which would be good.
Guardian I loved at one point in the game, when I first started. Then I just got bored of the ‘LOLspinandalldead’ BS. I did like using staff though, which I know wasn’t the best choice but it was enjoyable to see all those stacks of might land on everyone.
Right now I’m running on my Lvl 26 Necro but feeling a bit mehh..
Thief certainly does have AoE. Death blossom and caltrops are AoE if you want condition damage, and sword’s basic attack and pistol whip are AoE if you want direct damage. Cluster bomb is their only ranged AoE. not counting trick shot’s double bounce. I almost never used a bow on my thief and had no problems killing lots of mobs simultaneously.
THIEF best
guardian second best
The only three classes I can ever recommend (unless they have something specific they’re looking for) are ele, thief, and guardian. in that order
Anyway thief has great mobility and surprisingly awesome versatility. You can basically do whatever you want. in any sense
weapon skill unlocks bug out pretty often, yeah
One time my level 80 thief completely un-unlocked Cloak and Dagger (darkened, 0% unlocked), and I was in a fractal where killing things didn’t actually count as killing things, so I had to leave the fractal, leave lion’s arch, go to a nearby field and kill something before I could go back to lion’s arch and back to the fractal with all of my weapon skills
Water
DW1: 2 × 111 —-- TD: +/- 350 (cause of the nice 2 stacks 6sec of vulnerability), can hit more than 1 enemy and its faster
SW1: 3 × 180 —-- TD: 540 (larger range, only 1 enemy)Mostly even, i prefer dagger.
2 things
one: lol at preferring 2×111 to 3×180. You can’t justify that no matter what
but much more importantly, it isn’t 3×180. It’s just 180. The 180 is split up into 3 hits. It sucks hard.
all of the above
you can now pop Obsidian Skin and then use Churning Earth
or use pheonix dragon tooth burning speed ring of fire fire grab for hilarious burst
or etc.
just too much everything
I hope they buff it. I always get jealous watching thieves using shortbow teleport to get on a cliff ledge above them without having to run all the way around, saves a lot of time when chasing someone
WHAT
my shortbow never lets me jump ledges
mug, cloak and dagger, backstab
3 attacks. sounds good to me
lay down combo field
bust out hammer
use leap and/or blast finisher
steal is obscenely useful, yes
^link to relevant part. vid is 14 min long
condition staff elementalist?
but you only have one reliable damage condition move, and it lasts for half as long as its cooldown
k nvm, you just trollin. I’ll leave you to do your thing
your post said a lot of nothing and didn’t address my post at all
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what does it rely on, then? knockdown? those have cooldowns that are just as long as the cooldowns on stun break utilities. and since greatsword doesn’t have a knockdown on it, the warrior likely won’t get off more than one knockdown.
The auto attacks of the staff is far worse than scepter auto attacks.
what? scepter’s autoattacks are made of garbage. Except for earth, which is awesome.
ice shards is extremely weak.
arc lighting is pretty much the worst move in the game, managing to be even weaker than ice shards in every possible way.
and flame strike would be cool except for the part where burning doesn’t stack intensity, making it do next to nothing when your target is already burning.
staff’s are at least better than that.
fireball does notably better dps than ice shards/arc lightning and is also AoE.
chain lightning is pretty weak, doing about as much dps as arc lightning to a single target, but it at least has that bounce, so it can hit multiple targets that can be pretty far apart, and does actually good dps when there are exactly two targets.
water blast doesn’t really do damage (less than half as much dps as ice shards!), but the heal-ps is actually pretty good, so it can have use in some situations.
stoning’s dps is pretty terrible, but it’s a 100% projectile finisher and applies a decent duration weakness (3s).
oh and all of them have 1200 range. So yeah, better than scepter’s non-earth autos. I’d buff scepter’s first for sure.
(the thief can solo heavy golem in heart of the Mists)
what does this mean? the golems don’t fight back…
feel free to do it in PvE though
I’ve been having a blast soloing Orr and doing fractals and whatnot with my 30/20/0/0/20 full berserker’s staff ele
then don’t change but make it a point to inform your teammates what geyser looks like and have them use blast finishers inside it if they need heals.
leap finishers too
heartseeker spam inside a water field = lol