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Suggestion: Remove ELE attunement recharge

in Guild Wars 2 Discussion

Posted by: sindyr.5306

sindyr.5306

Ask for flames, get flames. Bye bye.

Suggestion: Remove ELE attunement recharge

in Guild Wars 2 Discussion

Posted by: sindyr.5306

sindyr.5306

I didn’t see a suggestion forum, so I’ll leave this here.

I know this is a bold proposal, and I know that often people react blindly, negatively, and with great vigor to big proposed changes, but this I have to say:

I’ve been playing my ELE for a month now, taking my time doing Staff solo PvE going from 1 to 55 (so far). I have analyzed and I have tried out strategies in game, and I find Staff/Fire to be very useful – and it’s a good thing too, since I am very squishy. If Staff/Fire were less effective, I would simply be dying a lot more, in advance of a rage-quit. ;p

So Staff/Fire works pretty well to get me through the game. And whenever I switch away from Fire, I get locked out of it for what seems quite some time. Enough time that even though I’ve tried to move through the other elements to include them in my rotation, I finally gave up and just use Fire.

So it got me thinking, why even have ANY attunement recharge? I can understand using it in certain circumstances – overloading an attunement via Tempest, for example – I’m not suggesting that be changed. But in general use, why even have it? Would it be so game breaking if ELE’s could swap between the four attunements at will? I honestly don’t think so.

Removing attunement recharge (apart from special circumstances like Tempest) would encourage us ELEs to branch out of our preferred element. If you want to keep a minor recharge – like the length of time after swapping to a second element that you have to wait before swapping to a third(1.5 sec?) – I don’t think that would be terrible, but as an ELE, I think you would want to encourage people slipping back and forth through the elements. Right now, I stay in fire and it gets the job done – and I don’t have to worry about being locked out from access to my fave element.

Just one person’s opinion. And now, this being the internet and all, let the flaming of my proposal begin! ;p

Back with a new Q: Weapon Sigil?

in Elementalist

Posted by: sindyr.5306

sindyr.5306

Back again with my new level 20 Elementalist, and I am trying to figure out what Sigils will increase my effective DPS the most.

Currently I am finding the bloodlust sigil to be very effective. I get it stacked to 25 and I keep it there.

But what should I put in the 2nd sigil spot?

By the way, for purposes of analysis, my current stats are: 335 Power, 374 Precision which with my signet of Fire boosts my crit chance to 78.66% (And if I grab my conjured lightning hammer, that goes over 100%.) Also, my Crit Damage is 169.5%, up to 200% with my lightning hammer.

So, apart from the sigil of bloodlust, I’ve considered:

  • sigil of strength: but each stack only lasts for 5s and each hit only gives me a 20% chance to activate it – seems weak.
  • sigil of air/fire: I crit all the time, but each of these sigils have a cooldown, 9s for fire, 7s for air. With air’s shorter cooldown and slightly higher ST damage (and the fact that fire’s aoe might agro more than I want) is air superior to fire for me?
  • other sigils look pretty underwhelming too. 1% damage? ick.

So I need the community’s advice: apart from bloodlust, and given that I will be using a minor sigil due to my level, what is the best sigil to use?

Thanks.

Newbie build help, Solo PvE Elem, levelling

in Elementalist

Posted by: sindyr.5306

sindyr.5306

Wow, that’s a lot of great advice, exactly what I was looking for. If anyone else wants to chime in, please keep it coming. I will read and digest when I get some time, and ask followup questions. My two favorite things are not dying and taking down enemies fast. The challenge is to find a way to combine both. Ultimately, I would probably take not dying over quick kills, but long drawn out fights mean more damage done to me, so unless I can make sure that a long fight doesn’t = I die anyways, I would be leery of reducing damage. For example, trading away dps for 2x health but making the fight take 3x long is a bad trade. Trading for 3x health and 2x long fight would probbaly be a good one. It all depends.

Thanks!

Newbie build help, Solo PvE Elem, levelling

in Elementalist

Posted by: sindyr.5306

sindyr.5306

I am still in need of advice. Thanks.

Newbie build help, Solo PvE Elem, levelling

in Elementalist

Posted by: sindyr.5306

sindyr.5306

Hello all, I’m new to GW2, just bought a HoT Ultimate bundle and thought I would jump into the game. Playing a Human Elementalist, currently level 11. My plan is to be able to solo effectively through PvE, and to level methodically. Not looking to race to the finish, but I am looking to bring as much DPS to each fight as I can and still be VERY survivable.

I don’t mind spending on gems or gold if it makes the game more fun. I should also mention that usually in these games my fun is the journey while leveling, usually after hitting max level I retire the character and start a new and different one. So I want to have as much fun going from 1 to 80, as I don’t know whether I would continue to play on the character after.

I am confused or uncertain about several things, as to what is the most effective choice for both survivability and massive DPS:

1) Do I gear for precision or power? I purchased two completely different sets of armor levels 6/7, one Mighty/power the other Precise/precision. I then slotted in +10 power upgrades in the former and +10 precision upgrades in the latter.

I also got two staffs, one Mighty and one Precise. With all my Mighty stuff equipped I have a Power of 189, a Crit Chance of 13.4%, and a Crit Damage of 151.3%. And with all my Precise stuff equipped I have a Power of 119, a Crit Chance of 45.42%, and a Crit Damage of 151.3%

Which sets yields better numbers? I tried doing some limited testing in the world, but I wasn’t sure either set up was better than the other. Is there a test server or danger room or some way in GW2 to run effectiveness testing against dummies or something?

For best effectiveness, how do I balance gearing for Power vs Precision?

2) Weapons: Staff, Main Dagger, Sceptre, Off Dagger, Focus. Which combo of Weapons do I want to use for survivable high DPS PvE solo’ing? What element? Been using Staff/Fire mostly (don’t even have earth yet) – not sure that these skills are the fastest way to defeat baddies.

3) Training – how best to spend Hero Points. For a guy who wants to solo PvE, be very survivable but also very fast to defeat enemies, what are the first, most effective Skills and Traits to buy with Hero Points? (Of course I only have 6 Hero Points right now, but my understanding is that I get another 5 HP every two levels, so I am looking to see what I should be focused on getting in what order.)

As I understand it there is NO respec or retrain option, so this makes it all the more important to spend your early HP wisely – help?

4) How to get more Hero Points faster – do Hero Challenges found in various areas, right? Can you do the same Hero Challenge multiple times? Is it on a cool down, say 24 hours? Or can you do each one only once?

I think that may be a good start, thanks for all your advice as we roll along!