(edited by soistheman.7208)
Conjurer
- Stats: Cleric x 6
- Runes: Grenth x 2 + Svanir x 2 + The Ice x 2 (+60% chill duration)
- Dye: Autumn / Celestial / Silver / Ancient Silver
Use to be the armor for healer build, but retired and for fun I put max chill duration bonus. Turned out to be this is not too bad so I applied this idea into my condition base DPS armor. I don’t like face or shoulder piece so they are hidden.
(edited by soistheman.7208)
Named Exotic Armor
- Stats: Rampager x 6
- Runes: Grenth x 2 + Lyssa x 2 + Mad King x 2 (+20% condition duration, +20% chill duration)
- Dye: Autumn / Abyss / Celestial
My condtion base damage armor. This is not just DPS but also useful when using a weapon with sigil of Hydromancy, I can chill mobs near permanently.
(edited by soistheman.7208)
I got Lenovo Y580. I don’t remember exact spec for this laptop, but it has Core i7 (quad core), 8 GB ram, and GTX660M. It’s not as fast as my desktop (i7 2600K @ 4.4 GHz, Radeon 7770), but more than enough to play WvW. It get as low as around 16 FPS in big fights in WvW which isn’t great but still playable.
I have both full exotic condition base and power base gear and I don’t found much difference in terms of damage, however I prefer power because condition doesn’t work on structures and condition can be removed.
while you are leveling you are not necessary using the best gear at your level, so maybe spend few silvers to buy the best gears from TP or craft one yourself? i often did forget to upgrade my gear lol.
I don’t like speed run and that really kills the fun out of dungeons for me. Speed run is only good for people doing farming money or tokens, but the problem is that it seems pretty much every party nowadays doing speed runs. We need something like you suggested for casual players who simply enjoy playing dungeons.
I feel more depressed when I kill these harmless animals wandering around by accidents.
At higher level even at 30, it became too difficult to find people. I waited 90 min to have lvl31 party other day and after that I gave up trying to progress farther since then.
So here is my suggestion. Progression should be point oriented rather than the current method. So what does it mean? So let say in order to move 1 level up, you need 16 points (or whatever make sense).
- Upon completion of your current level you get 16 pt, so you can move up.
- Completing 1 level lower = 8 pt
- Completing 2 level lower = 4 pt
- Completing 3 level lower = 2 pt
- Completing 4 level lower = 1 pt
- Completing 5 or lower level lower = 0 pt
Example, Let say I am at 30 and trying to move up 31. With this point system, I can move up to 31 by doing:
- lvl30 once (16 × 1 = 16)
- lvl29 twice (8 × 2 = 16)
- lvl29 once and lvl28 twice (8 + 4×2 = 16)
- or lvl26 sixteen times (1×16 = 16)
At least this way people with 5 levels can play together.
Does Arcane Resurrection revive speed stack with Rune of Mercy? So with both will it be 20% faster?
I use staff. For healing skills:
- W1 and W3 are perfect for tankers. Be sure to use them before tankers heath get too low because then they will move around and these skills won’t work well with moving targets.
- W5 is little too slow when you need quick healing. So have to use them when way before somebody get in trouble. However since the duration is long, you can combo to make multiple area healing such as E2, W5, Arcane Wave. If you have Evasive Arcana, maybe you can add 1 more area heal but I don’t have Evasive Arcana so I am not sure.
- Healing Ripple. At water 20 it does 2.7k instant heal
Healing skills are not strong enough to keep your party alive, so you need to help them by doing other thing beside healing. Here are some examples:
- crowed controls (W4, A5, E4, E5, Glyph of Storms in Water)
- blinding (Glyph of Storms in Earth)
- condition removal (W5, Cleansing Wave, A4 for stun break)
- boons (Elemental Attunement in water or earth, you can increase duration of boons by having more arcana and monk, water runies)
- permanent chill (you can get 40% or even 60% chill duration from runes and sigil of hydromancy mixed with W4 —> E5)
(edited by soistheman.7208)
I think it’s little sad that all the time and effort that developers have spent creating these maps, once players are done with the maps, they don’t have much reasons to go back. So I think it would be nice to have different maps promoted weekly to encourage players to go back. Some of the ideas for this would be:
- special dynamic events (like small version of lost shores evnets)
- higher drop rate
- big chest boss likely drop exotic item
- jumping puzzle chest likely drop rare or exotic items
- special karma vendors or discount
- more rich nodes for material gathering
- more karma/exp/coins for dynamic event completion
Yup, I want this too
After the boss at poison gas room with the fan, instead of doing the second jumping section with annoying harpies, you can go out from the other exit and stuck up in front of the block shown in the attachment. I don’t know about engineer skills but I guess one of the turret can be exploded? and that will make party members push forward through the block to the last boss.
I often encounter this problem while in dungeon that I didn’t notice my member(s) was dead. Sometimes it was just my lack of attention but sometimes especially with characters with gray color schema, often it’s very hard to see if they are dead or alive. I found this is becoming little problematic while in FotM.
So I think it helps to have visual effect which stands out more for down/dead state members. Maybe their icons will be highlighted or something like that.
I tested with Healing/Pw/Tough armor vs Healing/Prc/Vit armor a while ago. Everything was the same (trait, rune, weapons, accessories) except the armor, I found toughness reduced around 9% damage while vit increased 16% of my character’s health. So for that I would say if you have to choose between toughness and vitality I would prefer vitality, but that doesn’t mean toughness is useless though.
Either way CC mods is better than vit or tough
When you did this comparison, did you also test whether it was easier to bring your health back up using healing/regeneration during combat for both toughness and vitality builds?
Theoretically, with higher toughness healing would be easier (because your damage received is lower), while higher vitality would make healing you up to full health harder (because the difference between current health – maximum health is larger).
Is this a very tangible difference?
Here is my original thread link.
https://forum-en.gw2archive.eu/forum/professions/elementalist/Vital-vs-Toughess-for-healing-gear/first#post825016
Yes I thought about it too. It is easier to heal with toughness, but I couldn’t come up with a good method to test but I did a lot of calculation. Taking numbers from my original tread, I got following.
HP: 13,500 / 15,600 (Tough / Vit)
Glyph of Elemental Harmony heals 6,200 HP (both tough and vit)
Let’s say you get hit 1000 dmg for 7 times for one cool down for Glyph of Elemental Harmony to recharge. After dmg + 1 healing, HP becomes following.
Tough: 13500 – 1000 × 7 × 0.91 + 6200 = 13330 (nearly full)
Vit: 15600 – 1000 × 7 +6200 = 14800
Likewise after 22 attacks both are dead.
Tough: 13500 – 1000 × 22 × 0.91 + 6200 = -320
Vit: 15600 – 1000 × 22 +6200 = -200
So from this calculation I guess it doesn’t make much difference however since toughness does not protect from condition, the calculation above does not show the while story. Thus I still prefer vit since vit helps against condition while there is not much difference against normal attacks.
(edited by soistheman.7208)
I tested with Healing/Pw/Tough armor vs Healing/Prc/Vit armor a while ago. Everything was the same (trait, rune, weapons, accessories) except the armor, I found toughness reduced around 9% damage while vit increased 16% of my character’s health. So for that I would say if you have to choose between toughness and vitality I would prefer vitality, but that doesn’t mean toughness is useless though.
Either way CC mods is better than vit or tough
(edited by soistheman.7208)
I might have the answer you seek because I also had the same question.
https://forum-en.gw2archive.eu/forum/professions/elementalist/Vital-vs-Toughess-for-healing-gear/first#post825016
Since this is support role, I prefer vital version and I don’t really care about dps from this gear.
(edited by soistheman.7208)
Maybe there should be more items you can exchange for tokens. Such as cores and lodestones.
Or maybe have a special token vendor (or mystic forge) who sales special items for specific tokens and the item will change periodically so that dev can adjust fairness of rewards from each dungeon can be easily adjusted. So for now, with AC and CoF token you can get some uninteresting items while with CoE or Arah tokens you can get more valuable items.
(edited by soistheman.7208)
With my 10/10/10/20/20 staff ele
Berserker base gear: 2150 / 41% / 66 (power/precision/crit. dmg)
Rampager base gear: 1700 / 55% / 850 (power/precision/cond. dmg)
For staff, these are self-combos that I use often. Basically Eruption (Earth 2) or arcane wave are most useful skills for combos.
- E2 —> W2 = area heal (you can add arcane wave for 1 more area heal)
- W2 —> arcane wave = area heal
- E2 —> W5 or W5 --> E2 = area heal (you can add arcane wave for 1 more area heal)
- W5 —> arcane wave = area heal
- E2 —> F2 = 3 mights (you can add arcane wave for 3 more mights)
- E2 —> W4 = frost armor (you can add arcane wave for more duration)
- W4 —> E5 = chill
- W4 —> arcane wave = chill
I believe ele can get more benefit from sigils which activate by weapon swap than other professions since attunement is considered as weapon swap. Sigile of battle or energy is really nice to have.
(edited by soistheman.7208)
I haven’t experienced any performance issue. I’m not a support guy, but maybe you can check following:
- Have you installed any application lately which may taking up causing taking up your PC’s resource such as CPU or memory? Check task manager —> Processes tab to see if any of application is taking too much resource.
- Maybe some application is scheduled to run at certain time such as anti-virus software. Check task scheduler to see what is and when they are scheduled to run.
- Maybe you got virus or some sort. Try to run full scan of your PC. These sometimes chock PC’s performance.
- I don’t know how you checked your internet speed, but depending on which tool you used to check internet connection, it maybe have not showed true connectivity. If you use tool like window’s Resource Monitor it shows connection with a graph, so that you can be certain you are getting connection constantly.
- How about other games? Just to make sure it’s not your video card going bad.
(edited by soistheman.7208)
I am not sure this was intended or not, but I cannot report bugs by /bug command. The bug report window still pops up but even after filling all information, the submit button wouldn’t be enabled.
I like the bug reporting tool since I can attach screenshot at the same time.
Armor clipping bug:
Race: Human, Gender: Female, Profesion: All Scholars
Human female’s Feathered armor and Conjurer’s armor have new bug (after lost shores update).
Now these armors make the player’s waist cut.
(just like the Winged armor before fixed)I have tried hard to find my favorite set and transmuted them.
Now they are all broken.I tried hard to avoid Winged Armor because of this glitch and finally found my combination.
Ironically, Winged is FIXED but Feathered armor and Conjurer’s armor now have the glitch.
I found the same. After lost shores update conjurer armor now have the issue with clipping but feathered armor are fixed. My char is human female.
For PvE power or condition both works fine I think. I have both full berserker and rampager gear and don’t really find difference. Either way I found sigil of battle is really good one for elementalist for dps build.
You should switch attunements constantly and for that elemental attunement trait and sigil of battle is perfect match! And this leads to having might duration bonus helps to keep more mights. I use 3 fire runes and 3 hoelbrak to get 40%. I can keep 9 to 13 all the time without caring. If I do make sure I get most might from combos it can get me up to 16 or more for little while.
As for support role, I posted some stats I figure out.
https://forum-en.gw2archive.eu/forum/professions/elementalist/Vital-vs-Toughess-for-healing-gear/first#post825016
For runes, I use 2 major water, 2 sup water and 2 monks to get 40% boon duration and this works pretty good with again elemental attunement trait. 40% duration do affect your parties as well.
I use 10/10/10/20/20 and I found it pretty good for playing any role. Normally I just change my gear to be dps or support.
(edited by soistheman.7208)
I posted the same thing before when it was beta, but now that I have seen exactly what I said before in FotM dungeon, I decided to post again.
I think having weather effect to affect visibility would be another cool feature of WvW. One of the map of FotM, the snow map has exactly that. The heavy snow storm and dark forest.
It would be so cool!
UPDATE!
I now have both cleric and temple/dungeon healing gear. By comparing both armor (everything else is the same, weapon, sigil, runes, trait, accessories) , cleric armor give about 9% damage reduction but temple/dungeon armor gives 16% more health.
So in terms of survivability temple/dungeon armor set is better as I guessed from the original post. In terms of damage output I don’t know. Cleric has power bonus while temple/dungeon has precision.
You can get exotic version of pw/vit/tough from dungeon armors such as AC or HotW, I think there is one more dungeon set with this stats. This way you only waste time if it doesn’t work out for you and yet it’s exotic not rare.
Now that I have even seen gw2lfg.com for helping people to find members, I am convinced it is not only me who want party finder function in the game.
- I want a tool which you can post comments so that you can let others know exactly what you are looking for (very similar to GW1’s tool)
- Has to be cross-server
- Someone else has such a good idea (https://forum-en.gw2archive.eu/forum/game/dungeons/What-about-a-Group-Making-system)
If you agree please post “Yes”, if no then post “No”.
I am hoping to get so many "Yes"s that ANet will change their mind about importance of implementing this tool.
(edited by soistheman.7208)
I think I could have got combat healer title from the last event alone!
And no one knows why (there was only one Mr. Krabby left). So is this the great entertainment that you did promised us?
Everybody did die around 25 times because of the lag and we not even get a finished event. Please tell me that everybody that did take part in a successful event did get something great.
I didn’t see any naked people running around hehehe, and if this was true, it would have made this event success for me!
one time event should stop for two reasons. one is too much lag that servers cannot handle the event and playing the game with such heavy lag is simply not fun. what about people cannot join the event?
What is the special effect of glyph of storm in air? I still cannot figure it out. Fire does more damage, water freezes mobs, earth blinds mobs, and air…?
I think conjures should be switchable weapon like other professions can switch weapons. While using conjurers you only get 5 skills but you can swap to original weapon such as staff then you get 20 skills. And as you need you can swap to conjures as long as conjures is not expired.
Your play style sounds very close to mine! I set my trails 10/10/10/20/20. Maybe you want to try rampager armor with runes which give cond dmg and/or duration. I believe if you want burning, you should get cond dmg, if you want bleeding, then get cond duration bonus. This is because bring is short, in order to get and extra dmg from burning, it has to get 1 sec more, but since it so short, you can’t (or very hard to) get 1 sec more from increasing burning duration. As for sigil, I think you should try sigil of battle. As often as we switch attuments, this sigil is super awesome. Even with staff, with help of trait and combo, I can sustain 13 to 19 might + if someone else is giving you might it can go all the way to 25!. (for this you might want to get runes with might duration). Maybe 3 rune of fire and 3 rune of krait?
You can do self-combo to be efficient. Below can give you 2 x area healing + healing from skill itself. Combination with healing ripple you can heal yourself around 8-9k (not sure exactly how much but I healed from 1k to over 9k with this combo)
- Eruption → Geyser → Arcane Wave
- Healing Rain→ Eruption → Arcane Wave
As for targeted heals you can do Healing Ripple (traits). At lvl 80 this does over 2700. I set 10/10/10/20/20 but if you allow 30 for water and arcana I am pretty sure you can do even more with grandmaster traits.
That said like everyone is saying, you can’t be a true healer in this game, so you have to make up the lacking of healing ability by preventing damage for your party. I list what I do for this below.
- Elemental Attunement (water/air/earth all are good for support. More point you have on arcana and bonus from runes you can increase duration. I have 20% from traits and 40% from runes which make it 60% increase for my cleric gear.)
- Elemental Surge
- Evasive Arcana
- Cleansing Wave
- Cleansing Water
- Staff has a lot of control skills such as Frozen Ground, Shockwave, etc. All these help your party
- Glyph of Storms (Earth or water. Earth is my favorite and I don’t think not many people realize while sandstorm is on foes are blinded entire time. This is super useful skill for support role)
I was wondering vital vs toughness for healing gear so I studied little bit and thought to share. Since I don’t have vital gear, I compared rampager (pre/pwr/cond dmg) vs cleric (heal/pwr/tough) exotic gear including accessories. My trait was 10/10/10/20/20
- Health = 13,500
- Armor = 2065 / 2600 (Rampager / Cleric)
- Damage reduction = about 25%
Now since I don’t have vital version of healing gear, I used my soldier gear (pwr/vit/tough) to get an idea. So wearing soldier armor set with cleric accessories,
I got 16,900 health which is pretty much 25% increase in health from cleric gear. This tells me mathematically vitality gear gets 25% more health + whatever bonus toughness from accessories over cleric gear, so it is better.
I will post additional stats if you are interested from my experiments. Again this is rampager vs cleric gear
- Healing = 200 / 1220 (Rampager / Cleric)
- Healing from Water Blast = 25% (417 / 525)
- Healing from Healing Ripple = 25% (1650 / 2700)
- Healing from Glyph of Elemental Harmony = 15% (5400 / 6200)
- Healing from Prayer to Dwayna (human skill)= 13% (7100 / 8000)
(edited by Moderator)
I had 4 eles and 1 thief for CoE and did a lot better than many parties which make me think it not the professions make difference, it the players make difference. I am starting to believe 80% skill, 20% profession.
That said, I feel my staff ele do way better when there is a tank in party who can aggro and tank mobs. So yes I love greatsword guardian who use pull all the time.
It would be nice if we could use tokens to repair armor
I personally don’t like the designs of staff in general. I only found 3 staffs that I like and the rest are not really my taste including Bifrost, while I think there are so many swords which are good looking. It’s really disappointing as I am staff ele.
My ele is all-round, so I speak out of that not as a healing specialist, but when I decided to play healer role, I wear full cleric gear (this includes weapon).
For this role, I think it is important to have:
- Water = 15 (at least to get Healing Ripple for instant heal. I have 20 and with full cleric gear I often see 2 – 2.5k heal which is pretty big). Increasing points for water doesn’t really increase the healing ability so it’s really for traits wise.
- Arcana = 20 at least for Blasting Staff and Elemental Attunement
However I don’t think healing alone cannot be as much useful role as one can be, so I also put 2 x major rune of water, 2 x sup. rune of water, and 2 x sup. rune of monk to get 40% increase on boon duration. This works well with Elemental Attunement.
Also concentrate using control skills before dmg skills at the beginning of each fight. I think a lot of people don’t realize the power of Sandstorm from Glyph of Storms. This skill can blind mobs pretty much enter time when the storm is active.
(edited by soistheman.7208)
Key bindings? & a question about power vs. condition damage.
in Elementalist
Posted by: soistheman.7208
I use Razer Naga 12 buttons. I love it and cannot imagine playing MMOs without it.
As for power vs condition I posted the same question a while ago.
https://forum-en.gw2archive.eu/forum/professions/elementalist/Berserker-vs-Rampager-for-stuff-ele/first#post396374
I still don’t know which is better. I buffed up cond. dmg and bleeding duration for my rambager gear, and I found with normal mobs, I don’t get full advantage because these mobs die too quickly before bleeding expires, so it’s only get full benefit on dungeon mobs and bosses. Sometimes especially with dungeon bosses, they keep moving and fire AoE skills are not as affective, bleeding is very nice way (I use staff).
dungeon armor such as AC has one too. As for accessories if you want rare or better then you need to get them from WvW. Rare can be bought with karma and exotic needs badges.
When you equip main/off hand weapons with sigil upgrades, not all but many sigils work together, on the other hand 2-handed weapon only has 1 upgrade slot. Is there any features for 2-handed weapons to overcome this disadvantage?
I got the armor set (exotic) from AC and I bought accessories from WvW karma vendor (rare)
I don’t understand how many people make this argument over and over. Why don’t they just go to the highest lvl zone they can go and test by doing just fire vs bleeding (earth) then fire and see which kills mobs faster. Switching is better and this is only 1 aspect which is dps. Staying fire lacks of other benefits such as crowd control, boons, etc. I stay fire only when fight becomes raid style on dynamic events.
The point I was making was how people play dungeons which is skipping contents, actually not about should or shouldn’t have rewards just to clarify my point. Sorry how I wrote it is little misleading.
All mobs should have a chance to drop tokens, watch dungeons get completely cleared this way. When you make your dungeon drop tokens only at the end, you’ll have people that will try to speed run them because the reward are the sets, not killing mobs for hours for no good drops.
Like the idea!
(edited by soistheman.7208)
It would be nice to have a special armor repair station popups after beating dungeon for free repair as a part of reward.
Majority of players are doing dungeons for tokens and because they require many runs to get enough tokens to get whatever they want, they are simply rushing, often skipping everything they can to reduce the time to beat dungeons. I feel no one is actually playing dungeons as they are meant to be which is simply just to have fun playing. I feel dungeons are better off without tokens or that matter without rewards, so that people who join dungeon party are looking for playing game contents. (Like the way FoW or UW were in GW1 or how it was during beta weekends)
(edited by soistheman.7208)