“GW2’s PvE is almost as bad as the PvP.”
(edited by zencow.3651)
When my first guild first ventured into arah. We ranged lupi. Only difficult phase we found was phase 2 because we were bad at avoiding the aoe. Phase 3 was pretty faceroll because whoever had aggro was able to kite him pretty much indefinately without him getting in range to dome or barrage. If people got caught 4 of us were able to res and kite lupi away. Ranging was definately easier but it was more of an endurance fight because of how long it took.
5 minute was considered fast lupi kill and typical pug was 10-20 minute. People cried about Lupi being hard. Everyone were pretty much Pvt/Cleric believers until they were shown the way by the zerker pioneers.
1 year ago quotes:
I don’t get why people keep bashing glass cannon when in reality it’s a pretty good trade-off: you basically do double damage but twice as fast ONLY IF YOU GET HIT. Your dodge bar doesn’t get any bigger with more survivability stats. Your defensive cooldowns like Endure Pain and Shield Stance don’t either. Toughness negates negilible damage while vitality just lets you survive an extra 1-2 hits. You have to realise with increased vitality, your heal doesn’t heal you back to full so overall you can survive kittens as glass cannon compared to 7-8 with soldier’s. PvE mobs are predictable and don’t really attack that often, that’s why confusion spec mesmers are so trash in PvE; it’s no where near as chaotic as sPvP or WvW where everyone and their pet charr spams damage all over the place.
Tbh, Plenty of people have dungeon masters running glass cannon without dying even half as much as the survivability preachers AND with faster clear times.
It’s fun to see big green numbers but the thing with support is, you shouldn’t really ‘spec’ for it. Healing power to heal ratios on things are pretty terrible and the lost damage compared to the healing gained is just absurd. Your support from non-healing skills/boons that mitigate damage far outweighs the healing ones too.
This is worsened in dungeons where the trash mob HP are high and doing 50% less damage replacing a damage attribute for healing power just draws out the misery of taking longer to do things and risks your party from wiping even more once their defensive cooldowns/dodges are exhausted and your healing power can’t compensate.
There is a breakpoint though where enough healing power in the group would let you sustain yourselves infinite but again, you’re gonna do bad at DPS checks if everyone does little damage.
tl;dr Support is fine skillwise and traitwise. But don’t waste gold speccing for Healing Power through suit/jewels since Healing Power is weak, you’re better off with just the base healing from skills/traits.
(edited by zencow.3651)
Signet of stamina is 33% atm, its provides extra dodge every 30sec.
Vigorous focus last 6sec olny and works olny when stance is used..
Nope. Signet of stamina is 50% endurance gain in every tooltip and physically ingame. One dodge bar without it takes 10 seconds to regenerate, with Signet of Stamina it takes 7.5 seconds.
(edited by zencow.3651)
At the simplest measure, for each profession, give a 1 to 10 rating to these two:
- Potential Effectiveness
- Easiness to play
And add them up. And there you go. Higher score = more players play it.
1. !!!Vigor!!!
2. Evasive Arcana !!!Heal & Cleanse, Blind, Cripple & Finisher, Burn for Fire Grab!!!
3. Attunement CD: !!!Spamming Healing Ripple!!!
4. Elemental Attunement and Boon Duration !!!Protection!!!
If you’re going to do these:
Elementalist:
Arcane V – Elemental Attunement. Moved to Master tier.
Arcane VI – Renewing Stamina. Moved to Master tier.
Thief:
Acrobatics III – Vigorous Recovery. Reduced Vigor duration to 4s from 8s.
Trickery VII – Bountiful Theft. Reduced vigor duration to from 15s to 8s.
Ranger:
Wilderness 5 Natural Vigor. Reduced the increased endurance regeneration from 50% to 25%.
You should also do these to level the survivability playing field:
Warrior:
Signet of Stamina – Reduced the increased endurance regeneration from 50% to 25%.
Vigorous Focus – Moved to Master tier.
Sweet Revenge – Moved to Adept tier.
Engineers:
Alchemy I – Invigorating Speed. Moved to Master tier
Alchemy VI – Protection Injection. Moved to Master tier
Alchemy VII – Deadly Mixture. Moved to Adept tier
Alchemy VIII – Potent Elixirs. Moved to Adept tier
Guardian:
Honor VIII – Empowering Might. Moved to Honor 5.
Honor 5 – Vigorous Precision. Now replaces Honor VIII.
Mesmer:
Dueling VIII – Blurred Inscriptions. Moved to Adept tier as Dueling II.
Dueling II – Phantasmal Fury. Moved to Dueling 5.
Dueling 5 – Critical Infusion. Moved to Master tier as Dueling VIII.
I knew it wasn’t gonna happen even as I posted that a year ago.
I would prefer a total Shiro 2.0 in a fractal or something though.
whole party will be forced to solo lupicus on their own .
Pretty sure you would be able to just LoS the lupi by going outside and around the door, then you could cleave down all 5 lupi !
I raised the issues of stacking being overpowered (projectile reflection too) way back last september and fondly called it the ‘bot formation’. But the pvt supporters were like no it’s weak bosses would just kill you blah blah.
But yeah, I did suggest they make AoE might and support ranges further but noooo.
Some of the ideas in the OP aren’t bad. It might be cool if other types of skills were rewarded in the fight with GL. It would also be cool if he were a little more intelligent to boot and used his melee attacks more frequently if you’re in melee range and only used his projectile attacks on those players at range. I also think the #1 thing that could be done to cheaply buff him would be to make his projectiles unblockable (though this would require ANet fix the red circle bug that plagues his p2 AOE projectile launch).
The ideas in my necro’ed thread were pretty much designed and poke fun of the ‘lupicus is too hard’ people at the time and I wanted more reasons to melee lupi since at that time people just snorefest ranged him.
It wasn’t until around december that people meleed lupi and Weth soloed lupi that I learnt that grubs could be dodged etc.
It’s an o.k. trait, if a little boring. It has some nice synergy with renewing stamina and energy sigils. Taking this minor allows you take energy sigils over blood-lust sigils as a viable way to improve both defense and offense.
Also I think they wanted it to be synergistic between Earth’s signet traits and Arcane Energy.
No thank you, I like my free 10% damage for staff in PvE and have taken effort to learn to rely solely on burning retreat.
In terms of damage traits stacking, 25 earth is very trait point efficient through Stone Splinters, Serrated Stones and this.
Also, Enduring Damage makes more sense in that you’re supposedly tanking hits.
Takes me 3 mins a solo run with warrior to skip there and kill the mobs. It drops 10 heavy moldy bags quite reliably. In total it’s somewhere between 30s-50s per run.
It would be the best casual farm if it weren’t for champ lootz (and would’ve been the best farm for magic find users back then if anyone actually found out about it.)
Just have the whole group turn into baby Quaggans. It’s his one weakness – he can’t resist the cuddly Quaggans. Does 10 million DPS
I wish the 4 mesmers would have used quggan tonics before using descent into madness pre-bug fix.
Pretty sure tonics void trait effects
4 guards would be a bad idea aswell. Warrior is one of the few classes that can get away with being stacked.
If you have each guardian open with 1 or 2 mighty blows each in a purging flames/hallowed before switching to sword it can’t be thaaaat bad.
Just tried it now, they took me between 3-4 minutes to kill solo, dropped 10 heavy bags and ~10 silver worth of other loot.
I’d say it’s pretty worth compared to the rest of the path given a group does it in one or one and a half minute with good pulling.
Oh yeah, I was at 121% mf.
Hmm so it would take 2 minutes per run in p1 if you wanted to farm them? Heavy moldy bags on average has 20% change to drop fine t6 mats.
/why trash mobs can’t drop good stuff
I have a very solid group I run dungeons with frequently and the 30 0 10 0 30 feels a lot more effective to me.
EDIT: Gear is all zerk with scholar runes. Ascended zerk backpack/amulet/accessories/rings.
With a solid group you shouldn’t need boon duration, blasts can come easily from banners at start of fight to get 25 straight off. The extra +20% damage or more from damage multiplication is much much better.
(edited by zencow.3651)
Or it could’ve had Dusk in it. The only one you would’ve gotten in your life.
Those at the camp drop lower tier bags and obviously would take a lot longer oh dear this beyond the point anyway.
Point was that most people try to run dungeons in cost efficient-way and this might be one of those ways but is being neglected due to old customs.
oooo I thought those ones by the detonator were same as those at the camp. Idk Have never killed them.
I was bored and wanted to something different on my way to attempt solo AC P3 Burrows (which failed again). My personal best spider queen solo so far at 3 minutes!
P.S: Ranging Spider Queen is so much more of an exploit than stacking on it.
Or you could just farm the mobs that spawn endlessly at the camp?
Might even be able to setup bearbows and alt-tab to check for loot every 5 mins?
The heal is so low for too long a recharge compared to consume conditions.
Might just be worth using on ele though since our heals are pretty much that weak anyhow. But engineers are the ones who get the best deal.
(edited by zencow.3651)
I think 30/30/0/10/0 or 30/30/0/0/10?
I do not like the hidden slavery message in the elemental mechanic. Direct control of the elemental would make that message stronger. You have bid a life form to accept your mastery, bonding it to you for a time. I would be happier if the elemental was manifested, but acted with self-interest. It should be a free agent that attacks only what attacks it. I would go so far as to say that it has no allegiance once spawned. If it is supposed to act as an ally, then there should be a pact mechanic. In that case, the elemental certainly would not be controlled by the caster. In fact, if every Elementalist had a pact with all the elements, then no elemental would attack an Elementalist, regardless of the fight going on. Both Elementalist would be allies of the element. Along with that, why would elementals of the same element attach each other? The current game allows it because it is based upon enslavement lore, which should not be promoted in this era.
Ummm yeah…
Lore-wise, Elementals of Tyria aren’t like Elementals in the D&D universe who are demonic-like that lives on another plane of reality that needs to be pacted. They are a purely a manifestation of magic.
If anything, necro minions and ranger spirits are the ones who need to be more wanton like their predecessors.
So make it work like the trigger for Flesh Golem? I could see that working. Link it to the main effect the elemental has.
Yep, I don’t see why not. Guardian Spirit Weaps are like that too but I forgot to mention them since they have been meh even when they were impervious to damage.
(edited by zencow.3651)
Fractal in any sort of orderly manner you need someone with a brain controlling the projectile reflection/absorption.
Lol I made a mistake of switching to warrior once after joining a group of 3 guardians. Then I had to switch back…
(edited by zencow.3651)
I know what barbarian amulet is and I know that it is an horrible choice.
Bersker Amulet: 1,905 Power/3,016 Attack Power
47% Crit Chance/ 50% Critical Damage
21,662 HPBarbarian Amulet: 16,76 Power/2,787 Attack Power
47% Crit Chacne/35% Critical Damage
26,802 HPI lose out on 229 Attack Power and 15% Critical Damage but gain 5,140 HP. Why is that such a horrible thing?
As those two said:
You know that it is hard that someone will take your videos seriously until you learn the basics of the combat in this game, right?
Maths is apparently too hard.
Warrior has counters, D/D did not.
D/D eles were countered by trap rangers. In a bunker vs bunker situation the engi would also win the cap point by having much more CC.
Elementals have some very powerful skills, especially the Elite Ice Elemental potentially being able to AoE Heal for 6570 up to 3 times within it’s life time with it’s Pseudo-Cleansing Wave.
However, it all comes to naught when you have no control over the elemental’s better skills and thus most of the time the Air Elemental’s stun is just completely random and can’t be taken advantage of for neither defense nor offense. Or when you’re hugging the Ice Elemental for the first heal and only when you finally give up and have to kite away does it cast the heal.
By giving Elementalists more control over the Elemental’s strongest skill by replacing the recharge-on-hold-until-it-dies with commands – like Necro minions and Ranger spirits – it would make Elementals alot more interesting, instead of a complete RNG pet.
(edited by zencow.3651)
They should swap the world priests with the Arah p4 priests.
Torture them zergs with trees, lyssa’s 25 confusion stacks, grenth, and simins!
i only get speed buff from my storm spirit proc. you all know how slow a ranger moves without a signet.
Wow spirit ranger finding it hard to stick on an ele? Sword auto. Learn to spam it more.
Also, about-face keybind, 2, camera angle turn, 2.
(edited by zencow.3651)
The TA story mode boss that turns you into a kitten?
make staff fire 1 a blast finisher. that fireball is huge.
.(kidding obviously)
It’s not even a Fireball, it’s more like Flare. Definitely needs renaming.
Should’ve happened when they hypocritically nerfed EA’s blast finishers saying it was unintended, yet before that they had made massive many ele nerfs to compensate for that EA having so many blast finishers. But maybe it’s not too late?
Staff needs to be abit more self sufficient, I think this should be enough to bring it back:
Flame Burst: Burning duration doubled to 10 seconds, Recharge doubled to 20 seconds. Now also counts as a Blast Finisher. (EA version can remain blast-less)
Dagger main-hand lacks any so it should get some love:
Frozen Burst: Now also counts as a Blast Finisher.
(edited by zencow.3651)
Again, there’s a difference between viable and optimal. The build you’ve posted is certainly viable…
Yeah it’s totally viable if you lack ANY game sense. Build was viable before when ele had survivability up the butt and yet it was still dying from the necro and ranger. Now since then, ele has been nerfed all the way to hell and everything else has been buffed, and all ele’s received are slightly better fire skills, larger geyser and water blast and unsteady ground, definitely viable.
It only took me a whole thirty seconds to kill one of these bunker staff ele today with an unconventional zero spirit BM ranger build. Then I realised it only took so long ‘cause I forgot to swap out Shaman’s Amulet and Condi duration on instead of Clerics when using LB+Sword Horn. Basically he just died to the pet.
That’s tragic.
People like Byron’s associated the RNG barrier as hardness though, especially since he Pugged his skin collection thus it took way more time than needed and thus created a massive sentiment.
Much like how PuGs who got carried to DM cry about Arah p4 path sellers since they genuinely feel their efforts went to nothing.
Bad for the player, good for the game.
But really, Fractals Skin looks hideous, if it loses it’s RNG prestigeness everyone would just stop using them.
Yah I have done something similar but with 10 in earth for 10% more in melee than water at 10% above health (which is what im guessing why you put those 10 in water) given how we are going kamikaze. Fun the first few times I got them low, then they kinda learned from it and started ranging me, basically the tactic only worked on those who dont know what AoE is.
20% dmg vs vulnerable targets while in water is much more potent than Vital Striking. Thus one of the key pillars to kamikaze ele is being in Water when you get downed.
The best kamizake ele you can get is 10/15/25/10/20. With the combined traits you do double damage while downed.
zencow.3651,
… and anyone not rebelling against conformity will go 30 Arcana.
In PvE I often advise only 10 Arcana of any. 20 points going into damage traits can give you 25-30% more damage vs the versatility of Evasive Arcana since PvE predictable and easy to avoid.
Is there any?
I heard that the only ele in the last vVv tournament ran a staff build, does anyone know which build was that?
Found it now: http://www.youtube.com/watch?v=tArqWQXjaCU
http://www.gw2build.com/builds/simulator.php#1.1.7.0.0.0.0.0.0.0.2.9.11.21.24.1.1.8.0.0.0.0.0.0.33.0.0.50.55.56.65.68.71.0.0.10.30.30
Again just a usual bunker staff ele.
Viability is up to you to judge, but I vote ‘No’.
Put yourself on the other side of the fence, would you be willing to carry such an ele if it was someone else on the team?
Edit: Oh wait that’s way out dated, I read the year wrong. RIP blast finishers on every EA.
(edited by zencow.3651)
0/15/10/15/30 D/D Zerker can do pretty well against bads too!
I’m guessing there’s only 2 options in your view right? Either instakill burster or undefeatable bunker?
That sums up quite well why many think the elementalist is broken in PvP. You just have to cut the “instakill” and the “undefeatable”.
The broken thing is other classes can ‘instakill’ without sending their survivability into the abyss.
There is no middle ground in tPvP. PVT or Valkyrie’s amulets are the balanced options but both are very lack-luster and the later is worse than Zerker’s Amulet against Condi.
So where does a party support role come in?
Engineer’s Healing Turret/Ranger Healing Spring+ spirits/Guardian/Necro weakness spam+fears/Warrior stuns as an aside to their bunkeri-ness/easily melting other people with no risk to survivability-ness.
There’s just no need for a bad-at-everything puppet.
I’m guessing there’s only 2 options in your view right? Either instakill burster or undefeatable bunker?
There is no middle ground in tPvP. PVT or Valkyrie’s amulets are the balanced options but both are very lack-luster and the later is worse than Zerker’s Amulet against Condi.
a’ight sir, I may have to ask for your forum posting card, since you have absolutely no idea of what you are talking.
First of all, the only way you can achieve 19k is by having 30 in water, and runes that have vitality on them, and even then the highest you can get is 18k, so you sir, are a blatant lier, and a really bad at it. Also, please “enlight” us on how a 30 water/30 arcane hits like “truck” when he has no power, no damage trait, no power runes, no critical chance, no critical damage, even if you dont take 30 arcane that ele will be dead long before the first rotation is over since each element has 16 sec CD.
Allow me to self-quote my guess:
19K and hit like a truck? please link this build i need it badly !
( for reality checking though we have only 70 trait points and we are not talking about wvw )Something gimmicky like this maybe? Far from viable but hey people like QQing about S/D spikes.
http://gw2skills.net/editor/?fEAQJArIhImIblx5IAiMOQgRhOEPswBJqCA-ToAA2CnI4SxljLDXSuscNsYWA
Unless the person who made the claim can fess up this is the best approximation I have.
The question was, as I understood it, more along the lines of “how can I make do while I get back to my team”, not “how can I solo everything with staff”.
Staff can be viable in the sense that you can put up a fight with it, but it’s far from optimal in 1v1 fights. I’m not disagreeing there. There’s a difference between viable and optimal after all.
The OP is an sPvP player so no.
2v1s are a common occuring in tPvP and if you can’t handle that as a bunker then I’d say that bunker isn’t viable if it couldn’t handle even one person.
There is no viable staff build in pvp. You will get destroyed in every 1on1.
What he means to say is that he doesn’t believe it’s possible. I believe it is, however it’s got less to do with builds and more with (relatively) huge amounts of practice and skill. But unlike other, more popular 1v1 builds, there’s no pre-paved path to glory yet, no premade builds that anyone can play regardless of skill level. And it is true that while staff can be played up to viable in 1v1, it’s at a disadvantage given the way the skills function. It’s much more potent in group fights.
The reality is though in sPvP staff kills too slowly for roaming.
Damage you do is only significant in a team fight if you’re full zerker and in tpvp people WILL go for you if that’s the case, unlike hotjoin where they’d happily ignore you and eat 4k meteors.
Bunker ele on the other hand struggles to survive against necro/thief/spirit ranger for even 30 seconds let alone against 2 people whereas an engineer can easily bunker for 1 min 30 against 2 of anything.
With ele in PvP, it eventually becomes the opponent outplaying your attunement swaps/cooldowns rather than ele being able to outplay the opponent with attunes. The 20 skill versatility is a lie when half the skills are useless and you can only access what you need so often unlike warrior’s 5 second weapon swap between 10 good skills.
(edited by zencow.3651)
Pindown says hai.
All conjures cause triggers block where they are cast even those which do not have an effect: Frost Bow, Lightning Hammer and Earth Shield and thus removes aegis etc.
Blind untested but might have a similar result.
However, the tool tip info on conjure fire axe is still incorrect. Conjure fire-axe does not cause burning of any kind on activation.
That’s interesting, it might be related to the bug that’s causing Soothing Wave to not give regen.
why are they even ground targeted? nothing happens where you target exept for the summoned weapon apears there.
Actually, they do pop Aegis where they’re summoned, not just LA that causes burning but also FB, LH and ES.
I’ll go report that as a minor bug.
I can’t really tell since I never played into Fire.
You can easily test it out by sitting in Fire Attune for a long time, switching out and then getting hit. But it doesn’t really matter if it works with fire or not since Flame Barrier is worthless anyway. Essentially Lingering Elements is pretty much a vestigial skill that you pick up on your way down the trait line like Fire 5 and Air 5 that Anet is also somewhat reluctant to fix since it would make 30 Arcana even stronger.
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.