Help, how to play Ele after this patch ?
#1
Posted 16 November 2012 - 01:59 AM
#2
Posted 16 November 2012 - 02:03 AM
stach71, on 16 November 2012 - 01:59 AM, said:
I'm with you, I made a D/D build based around aura's and mightstacking, now the stealthnerf to leap finishing in fire fields not granting fire aura to trigger the traits and evasive arcana's nerf. Next to that a whole cleric set with staff on a 0/10/0/30/30 healing support build for dungeons, based ofc, around evasive arcana's blast finishers to give might to the group and heal them nicely. Now both builds are broken and I have no idea what to spec her, got to do 2 dungeons since I hit 80 and now my whole healing set is.... sigh
The only way I can think of speccing my D/D spec now is forcing aura's through signets with written in stone, but that still won't help me with my cleric set. Would like some imput from others as well, thoroughly disheartened by this patch, was having loads of fun on my ele and just spend a load of gold on her to get her 2 full exotic sets >.<
#3
Posted 16 November 2012 - 06:38 AM
Also, even though they did nerf our healing via blast finishers, the staff healing support build is still very useful. Blast finishers were simply iceing on the cake. They healed for about 60% of switching to water or dodging in water and they required you to dodge into a water field. While I was pretty good at this, I will not deny that needing to dodge into that field takes more concentration than not needing to. After this patch I no longer need to worry about that, and can focus more on dodging towards people who really need it, rather being forced to dodge into my water fields which may or may not be near the people who need it.
TL;DR I don't agree with the EA nerf, and it certainly doesn't help us, but the staff support build is still useful.
#4
Posted 16 November 2012 - 06:59 PM
traits 30/20/5/15/0
90% berserkerset with runes of the scholar, the other parts of equip are with +vit (1 ring :3=)
healing is not my strengh for sure, but im pumping shitloads of dmg, had a 16k hit on a arah boss today, ~4-6k autoatk crit average
i always played with this, so im quite familiar with it^^
i dont like dd/sd so much with this spec, since the range is necessary, but i like it^^ and i dont die much, im one of the last persons standing everytime.
BUT i dont pvp with my ele, i take war guard thief or others, but ele sucks in contrast to them
#5
Posted 16 November 2012 - 07:16 PM
bassanguy, on 16 November 2012 - 06:59 PM, said:
traits 30/20/5/15/0
90% berserkerset with runes of the scholar, the other parts of equip are with +vit (1 ring :3=)
healing is not my strengh for sure, but im pumping shitloads of dmg, had a 16k hit on a arah boss today, ~4-6k autoatk crit average
i always played with this, so im quite familiar with it^^
i dont like dd/sd so much with this spec, since the range is necessary, but i like it^^ and i dont die much, im one of the last persons standing everytime.
BUT i dont pvp with my ele, i take war guard thief or others, but ele sucks in contrast to them
I'm at 60% crit chance and 75% crit dmg and never ever have I saw 10k crit on my ele let alone 16k
#6
Posted 16 November 2012 - 07:40 PM
In fact I don't see how the changes affected pve that much... the biggest fixes were to mass healing in Wvw and with Evasive for Pvp.
If anything we Eles should've learned to adapt, in game and now with changes.
Eles ain't getting any love till Spring/Summer.
#7
Posted 16 November 2012 - 07:56 PM
For damage, staff can go fire/air berserker and stay in fire to do optimal damage. If you've spent 30 points in fire and your secondary is in air, it's a damage loss whenever you leave the fire attunement. If you've taken might on fire spell then you can take the sigil of force or accuracy amongst other things instead of sigil of battle.
If you're going fire/earth/condition damage, you can justify going into earth for when ALL of 2,3,4,5 are off CD. It's still a damage loss since you'd be locked out of fire for quite a while, but at least you'd be getting projectile reflect/stun/cripple off for survival and crowd control, and earth 2 + 5 is the closest to "worth while damage" outside of fire when you've invested into condition damage. For that matter, throw down as much combo field as you can within those 15 second, you'd be doing minimal damage in the other attunements anyways, might as well cycle through them all and use up all the none-damage spells before going back to fire.
It's pretty standard, cast lava font off CD, cast meteor shower if there is aoe potential, cast flame burst on CD, use retreat for either an extra fire field or, well, retreat. And auto with fireball. You may want arcane wave/arcane blast/glyph of storm/glyph of lesser elemental in your utility slots for 1. higher damage and 2. something to cast that doesn't waste all your offensive stats and damage uptime when you are locked out of fire.
Edited by CepaCepa, 16 November 2012 - 08:57 PM.
#8
Posted 16 November 2012 - 08:25 PM
During combat:
Find a warrior and stand 1200 feet/yards/(whatever the stupid scale is) behind it. Don't get any closer because you're a glass cannon without the cannon and weaker than a toddler's turd. Fire off auto attack and either press two buttons whenever they are off CD or alt+tab and find something fun to do on the desktop until the mob with unreasonably high hp decides to die, since you have NO REASON to not be at max range anymore besides rezzing and therefore have no reason to pay attention to most of what is going on. Put down lava font somewhere near the big monster, you can't really tell what's going on because you're so flipping far away and have no reason to get closer, but hopefully the good classes will finish your fields for you and get lots of cool effects like aoe might stacks and aoe swiftness (you know, fun stuff!).
And don't forget to throw out your ELITE Elemental so it can walk 1200 meters or w/e to get one-shot then recharge for 3 minutes.
Super pro.
Edited by Nonlinear, 16 November 2012 - 08:27 PM.
#9
Posted 18 November 2012 - 05:42 AM
Right now, I'm basically doing what CepaCepa mentioned. Taking that power/precision/crit damage to staff and just staying at range. Though I do take the summon weapons. Frostbow and Greatsword. The greatsword's damage has seen a slight jump. It's nice to see at least 3-4k crits again... though I used to be able to do much higher with might stacks...
Edited by Murmer, 18 November 2012 - 05:45 AM.
#10
Posted 20 November 2012 - 12:19 AM
#11
Posted 20 November 2012 - 01:40 AM
#13
Posted 20 November 2012 - 11:47 AM
They destroyed the one decent trait that elementalist had, so I guess there is no more reason to get it. Wow, a 1k heal is so OP!
#14
Posted 20 November 2012 - 11:52 AM
I'll try to come with some ideas... (while rerolling LOL)
#15
Posted 20 November 2012 - 04:44 PM
I stand in the back at max range with my staff. It's kind of boring but it works. Honestly I'm finding that traits don't matter as much as swapping out skills before the encounter.
http://en.gw2codex.c...eon-staff-build
#16
Posted 20 November 2012 - 07:01 PM
#17
Posted 20 November 2012 - 07:09 PM
So no worries, bro. Just stand in the back with my staff. No communication necessary.
Edited by Nonlinear, 20 November 2012 - 07:10 PM.
#18
Posted 20 November 2012 - 07:16 PM
Now, I don't want to play my ele until they "fix" this. I hope they reverse some of the changes, especially EA. If they don't, I think i'll move on to different class/game unless I find another build, not one that's ONLY viable, but enjoyable.
#19
Posted 20 November 2012 - 08:14 PM
Razk, on 20 November 2012 - 01:40 AM, said:
A lot of things deserve nerfs. Engineer grenades deserves a nerf. Mesmer iWarlock in dungeons deserves a nerf. Anything that is powerful when used right deserves a nerf. And knowing what these skills can do, I definitely agree --- If they're not powerful, we wouldn't be so dependent on them, and hence no complaints. For example, who cares if they nerf fire 5 point minor into oblivion. If I'm going into fire, that 5 point minor is the last thing on my mind, I'd be going down that trait line for other things or the stats alone.
The problem is the degree of the nerf and how sudden it came without prior warning. EA is not an "all or nothing" kind of trait, they should at least give us some buffer time to switch our gears/spec if they want to get rid of a build in their game.
Isms, on 20 November 2012 - 07:01 PM, said:
Our thief could do blast finishing in my water field. But that requires him moving away from the boss and waste his initiatives on none-buffed heals (2-3K aoe healing with all his initiatives) and sacrifice 20K+ damage. We've done the math, we've done the practice runs, in the end they'd rather have me switch completely to dps with either scepter/focus or dagger/dagger (both of which at least still can provide some might stacks to the melee). Things die faster that way, and we've found other ways to deal with the lack of healing: Geyser is WAY too short and way too small for "team coordination". Healing Rain is on a long CD, and the duration is shorter than ranger spring. The best water field for your group members to blast finish in is now the ranger healing spring, the fact that any ranger regardless of weapon/spec has access to it makes it much more "reliable" than bringing in a support elementalist who needs to constantly switch between weapon set to stay optimal.
From first glance, it seems like they're promoting team play and that it's going in that direction. However, I may argue that I'd remain sceptical of how this nerf on EA alone would contribute to that goal. With pugs, letting them do their own blast finishers may in fact WEAKEN the team play atmosphere, where they'd feel that they have to do everything themselves, and others can't help them much beyond an occasional rez and/or provide a combo field that he may or may not be able/choose to combo with. If I see a regen field and I am not at 100% health, I'll go in. It doesn't even matter whether if the person putting down the field is an npc, a player, or a mob. It feels completely different from when an elementalist rushes towards me to heal me up when I'm running for my life at 10% health, or when a guardian leaps from far away over to my position and immediately cast off shield #5 to save me from a quick zerg death.
#20
Posted 23 November 2012 - 06:19 PM
Not having blast finishers on a dodge roll doesn't make the class unplayable.
#22
Posted 23 November 2012 - 10:18 PM
#23
Posted 04 December 2012 - 03:38 PM
Shadowrose, on 23 November 2012 - 08:08 PM, said:
wanna hear more if it actually was so cool?
i got even more now, since i got 3 ascended items, and if u cant read it +250(bloodlust)+100 food+150 might....
second screenshot ~12k with 3 might, no bloodlust stack and only 8 vulnab ....
Attached Files
Edited by bassanguy, 04 December 2012 - 04:09 PM.
#24
Posted 13 December 2012 - 12:21 AM
Murmer, on 18 November 2012 - 05:42 AM, said:
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