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50 Runes and 50 Sigils! What does an Elementalist choose?

elementalist sigil rune

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#1 PracticalShutIn

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Posted 13 September 2012 - 04:23 AM

I'm turning 50 and getting a bunch of good equip that I'll stay with until 65.  So I want to get a set of runes or two on it, and some sigils for my staff, scepter, dagger and focus.

But I have no clue what to choose.  There are so freaking many of them.

I know, you'll all say "depends on your build".
Well I'm not paying much attention to condition damage.  I have been getting power, toughness and a bit of Vitality and crit.

I don't know if I should go for a bunch of Critical Damage +% or a bunch of Power, or a bunch of Toughness, or spread it all around.  Or do something kooky with increasing burning as much as possible.

I don't love to be fire-attuned but I feel like I have to to speed things along.  Lightning feels like my "home" attunement, but There are no sigils or runes that say "better lightning damage" unforch.

Any help?

#2 Shadowrose

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Posted 13 September 2012 - 04:53 AM

Is this for PvE?

Critical chance is good for lightning, that would be your "better lightning damage" choice. Talking about the stat though, don't get crit chance on sigils lol.

Elementalists don't really need vitality or toughness. Maybe in a condition build but that would be it. For PvE focus on just getting power and precision imo.

Do you use a weapon set more over others? because it's hard to recommend you anything with so little information. S/D is best for me PvE, staff being a close second for when they are dynamic events and large amounts of AoE are needed.

Anyway, back on topic, you can't go wrong with a major sigil of bloodlust. Stacks up to 175 power per monster killed, but you lose it all on downed status.

Most of the cool sigils are effects granted on critical hits, so my overall advice would be to boost crit to at least 40% chance so your choices are more varied.

#3 PracticalShutIn

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Posted 13 September 2012 - 05:09 AM

I will probably use scepter/dagger in PvE and save the staff for WvW (uncommon) or for large mobs.

I have some vitality and toughness on my armor.  I could either go full vitality/toughness to make me really hard to kill, just with pitiful damage, or aim for lots of damage, but I'm leaning toward the latter.

Power & Precision sounds good.  But is precision better than +critical Damage?  Sigil of Accuracy has +critical chance btw.

Edited by PracticalShutIn, 13 September 2012 - 05:11 AM.


#4 Verificus

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Posted 13 September 2012 - 06:26 AM

View PostPracticalShutIn, on 13 September 2012 - 05:09 AM, said:

I will probably use scepter/dagger in PvE and save the staff for WvW (uncommon) or for large mobs.

I have some vitality and toughness on my armor.  I could either go full vitality/toughness to make me really hard to kill, just with pitiful damage, or aim for lots of damage, but I'm leaning toward the latter.

Power & Precision sounds good.  But is precision better than +critical Damage?  Sigil of Accuracy has +critical chance btw.

That Sigil is currenlty bugged I think. At least, it doesn't add any crit % in the hero screen. Not sure if it still increases your crit without being able to view it. Theoretically one could get 6% crit from dual wielding as those type of sigils are meant to be stacked. However, until they fix it, stay away from it.

#5 Shadowrose

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Posted 13 September 2012 - 01:09 PM

Yeah, I noticed that you don't get any stats from those.

And critical chance > critical damage. Crit damage only increases the damage of a critical hit, and if you have a low critical chance it won't make any sense to just stack crit damage (even when using arcane power utility skill).

sooo just get the berserker / strong kind of armors.

Edited by Shadowrose, 13 September 2012 - 01:09 PM.


#6 Fatalis

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Posted 13 September 2012 - 01:11 PM

Really, I would just say use whatever comes your way, don't bother with how your geared until you hit level 80, as everything is going to be replaced.

#7 PracticalShutIn

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Posted 13 September 2012 - 10:00 PM

I tried removing a decent precision amulet of +20 and it reduced critical chance by 1%.  It seems to me that critical dmg 2% is better than critical chance 2%.

I have no idea what the default chance is.. but let's say in 1000 hits, 10 are criticals.  Regular damage is 50.

2 more critical hit chance %:
10 x 1.02 = 10.2 criticals in 1000
Regular attacks = 989.8 x 50 =  49490
Critical attacks = 10.2 x 75 = 765
Total damage with this method over 1000 hits = 50255

2 more critical hit dmg %:
152% x 50dmg normal attack = 76
Regular attacks = 990 x 50 = 49500
Critical attacks = 10 x 76 = 760
Total damage with this method over 1000 hits = 50260

Not a big difference, but to me, why go for bursts unless making them as bursty as possible?  Unless you take "might on critical" sigils, in which case more frequent criticals are better.

I'm going to go with bloodlust on my staff and scepter (it'll always be on), and try Sigil of Restoration on my focus (for heal on kill, i feel more defensive with a focus anyway), and a sigil that gives might on weapon swap/attunement on the dagger.

Haven't fully decided on runes yet, but will probably do power/crit damage x4, and another set x2 trying something different.

Edited by PracticalShutIn, 14 September 2012 - 12:00 AM.


#8 Shadowrose

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Posted 14 September 2012 - 12:13 AM

View PostPracticalShutIn, on 13 September 2012 - 10:00 PM, said:

I'm going to go with bloodlust on my staff and scepter (it'll always be on), and try Sigil of Restoration on my focus (for heal on kill, i feel more defensive with a focus anyway), and a sigil that gives might on weapon swap/attunement on the dagger.

Haven't fully decided on runes yet, but will probably do power/crit damage x4, and another set x2 trying something different.
I'm not sure it'll stack twice...

Heal on kill is bad. I'd rather choose something that would help me killing said monster, instead of getting a heal in the end.

Elementalists can't weapon swap

and

critical chance is obviously better than crit damage. what's the point of having 100% extra critical damage if your critical chance is 5%?

#9 PracticalShutIn

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Posted 14 September 2012 - 02:14 AM

The same point of having 100% extra critical chance if the damage is 5%

I'm actually going to go with 3 Rune of Mesmer and 3 Rune of Fire now.  It gets the most Power, adds precision and lets me play with might.

I read that Weapon Swap Sigils work for elementalist attunement swaps, that's the only reason I took that.

I don't plan on using focus much, but it's my defensive choice and might as well give the kill on heal a try there.

The Bloodlust on Staff & Scepter is on purpose, since they both can't be equipped together.  No matter what combo I use, I will always have 1 Bloodlust equipped.

#10 chanw4

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Posted 14 September 2012 - 03:42 AM

for pve, 5 pirate + 1 traveler runes + 2 luck sigil^^ j/k

#11 Shadowrose

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Posted 14 September 2012 - 05:13 AM

View PostPracticalShutIn, on 14 September 2012 - 02:14 AM, said:

The same point of having 100% extra critical chance if the damage is 5%

I'm actually going to go with 3 Rune of Mesmer and 3 Rune of Fire now.  It gets the most Power, adds precision and lets me play with might.

I read that Weapon Swap Sigils work for elementalist attunement swaps, that's the only reason I took that.

I don't plan on using focus much, but it's my defensive choice and might as well give the kill on heal a try there.

The Bloodlust on Staff & Scepter is on purpose, since they both can't be equipped together.  No matter what combo I use, I will always have 1 Bloodlust equipped.
http://wiki.guildwar...m/wiki/Critical

A critical hit deals 150% more damage than a normal autoattack. The damage is good on it's own, critical damage is just an extra that is better used when your crit chance is already high. It's common sense.

Bloodlust stacks aren't lost when you switch out your weapons AFAIK. so getting two of those is a waste because I seriously doubt that they will stack. You can try getting a precision one instead (twice as annoying if you get downed though). One thing to note is that if you relog, you lose your stacks even if you did not die. They are also worthless on dungeons.

It seems you are unwilling to listen to advice and want to just experiment on your own -_-  you don't need to make a thread for that.

#12 PracticalShutIn

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Posted 14 September 2012 - 06:36 AM

Not the nicest attitude.  Just because I don't agree that critical % is better than critical damage, it doesn't mean I'm unwilling to listen or deserve unfriendly digs.  I did take your advice on the Bloodlust sigil.

I won't be swapping weapons in combat, just attunements.  I'm not planning on the Bloodlust to stack.

#13 hotdogify

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Posted 16 September 2012 - 12:41 PM

Does anyone know which "on weapon swap" sigils work for eles when they switch attune?
Most of the ones I tested didn't work.

#14 Kallelinski

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Posted 17 September 2012 - 12:11 AM

View Posthotdogify, on 16 September 2012 - 12:41 PM, said:

Does anyone know which "on weapon swap" sigils work for eles when they switch attune?
Most of the ones I tested didn't work.

http://www.guildwars...ch-are-working/

#15 TheZec

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Posted 18 September 2012 - 07:15 AM

View PostPracticalShutIn, on 13 September 2012 - 10:00 PM, said:

I tried removing a decent precision amulet of +20 and it reduced critical chance by 1%.  It seems to me that critical dmg 2% is better than critical chance 2%.

I have no idea what the default chance is.. but let's say in 1000 hits, 10 are criticals.  Regular damage is 50.

2 more critical hit chance %:
10 x 1.02 = 10.2 criticals in 1000
Regular attacks = 989.8 x 50 =  49490
Critical attacks = 10.2 x 75 = 765
Total damage with this method over 1000 hits = 50255

2 more critical hit dmg %:
152% x 50dmg normal attack = 76
Regular attacks = 990 x 50 = 49500
Critical attacks = 10 x 76 = 760
Total damage with this method over 1000 hits = 50260

Not a big difference, but to me, why go for bursts unless making them as bursty as possible?  Unless you take "might on critical" sigils, in which case more frequent criticals are better.

I'm going to go with bloodlust on my staff and scepter (it'll always be on), and try Sigil of Restoration on my focus (for heal on kill, i feel more defensive with a focus anyway), and a sigil that gives might on weapon swap/attunement on the dagger.

Haven't fully decided on runes yet, but will probably do power/crit damage x4, and another set x2 trying something different.

there is some wrong math in there :)

critical chance works on the amount of hits, non the critical hits. As in your example, 10 crits on 1000 hits would mean 1% critical chance (wich btw is impossible, since the minimum critical chance is 4% - 40 crits each 1000 hits). Thus, a 2% increase would mean 20 crits more - 30 hits.

let's see it this way - critical damage is useless if you don't bust your critical chance. On the other side, having an high critical chance could be useful even without boosting your critical damage by choosing traits/sigils that causes conditions on crits.

#16 PracticalShutIn

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Posted 18 September 2012 - 07:45 AM

View PostTheZec, on 18 September 2012 - 07:15 AM, said:

there is some wrong math in there :)

critical chance works on the amount of hits, non the critical hits. As in your example, 10 crits on 1000 hits would mean 1% critical chance (wich btw is impossible, since the minimum critical chance is 4% - 40 crits each 1000 hits). Thus, a 2% increase would mean 20 crits more - 30 hits.

let's see it this way - critical damage is useless if you don't bust your critical chance. On the other side, having an high critical chance could be useful even without boosting your critical damage by choosing traits/sigils that causes conditions on crits.
Thanks for correcting my math.  I see I thought crit chance was multiplied by the current chance, not added.
Let's try this again...
Default crit is 4% = 40 of 1000 hits are critical

2% more critical chance over default:
Increasing precision by 20 = raising crit chance to 6% = 60 of 1000 hits are critical
940 x 50 = 47000
60 x 75 = 4500
Total damage over 1000 hits = 51500

2% more critical damage on default:
Increase crit damage of 150% to 152%
50dmg x 1.52 = 76
960 x 50 = 48000
40 x 76 = 3040
Total damage over 1000 hits = 51040

So given my guess that 10 precision = 1% critical chance, it does do more damage than higher crit damage.  About 1% more overall.

I can live with that!





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