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Member Since 04 Aug 2012
Offline Last Active Apr 08 2013 04:10 PM

Posts I've Made

In Topic: Steelseries GW2 Gaming Mouse

02 March 2013 - 04:25 PM

You might want to take a look at this link, they cover Anet's stance on macros in the second part.


In Topic: Why So Scepter Ele?

16 December 2012 - 03:28 PM

View Postjthamind, on 16 December 2012 - 03:19 PM, said:

scepter/dagger is better than the staff for condition damage (miles better), single target damage, and pure dps. it also has better survivability options with Earthquake, Ride the Lightning, Rock Barrier, and Updraft. you can still get into the thick of things without feeling out of place.

staff is better for healing, support, and combo fields.

for the record, i use a staff too (for healing and support), but there are different builds where s/d shines more.

S/d actually has pretty horrible single target dps, unless you spam earth 1 with tons of condition damage. And it still isn't very good.  S/d shines in stacking might due to the two blast finishers scepter has in fire, and of course the sheer awesomeness of the dagger offhand.

I find staff and d/d better for pretty much every situation, but I can see the might stacking being useful if you have a group that will make the most of it.

In Topic: Farming Gold - what am I doing wrong?

28 October 2012 - 10:27 AM

It sounds to me like you're doing everything correctly. What do you do with the drops you get? You should vendor everything blue and green, salvage salvage items, either salvage or vendor whites (depending on their value and the value of the items they salvage into), and sell rares on the tp. Of course, as prices continue to plummet on the tp, so will your income. It's not as fast as it used to be, but it still works. I'm guessing the normal rate is around 2g/hour, but that's just a hunch.

edit: Also, never salvage leather/medium armor.

In Topic: Best Builds for Farming Orr Mobs

25 October 2012 - 07:55 PM

I don't think staff or scepter can even come close to d/d in tagging ability. For utis I run arcane wave (a must) with the -20% cd trait, glyph of storms for setting up at spawn points, and lightning flash for fast moving in between spawns.

Fire 3, 2, 4 all work wonders. Even fire 5 is good when all your faster skills are on cd. When everything in fire and arcane wave are on cd, use water 2. If mobs happen to spawn reaally fast and you have even water on cd, use earth 4 and 2 until fire is back up. But really, the cone aoes are crazy good for tagging.

The main rotation for pack spawns is F3->F4->AW or F2, and just F2 for runners/trains/pretty much everything. Get the -20% fire skill cd trait and this should be enough for most situations.

In Topic: True Grit: D/D Builds Discussion

11 September 2012 - 07:09 PM

Here's what I've been using: http://gw2skills.net...EUQACjHgICJiCPA

Pretty basic signet/aura based d/d. I must say, it's worked wonderfully both in solo and dungeon pve. Tons of both direct and condition damage and fantastic survivability from high toughness and armor of earth + arcane shield. For dungeons, I usually switch up the major traits a little to rely less on signets. I mainly gear for rampager stats (pow/prec/cond dmg) without forgetting about vitality and toughness. I have a few berserker items, but most of the my +crit dmg comes from runes of divinity.

I find written in stone a must for d/d builds, because I rely so much on signet of restoration. You attack so fast it actually allows you to quite simply tank while soloing (provided you aren't too glassy, but with this build you won't be). Versus a single non-veteran mob -- if you're feeling lazy -- you can just rtl to them, hit signet of fire followed by shocking aura (can be cast during other animations) and auto attack away in air. Don't underestimate air, the number 1 does ridiculous damage, especially with the fury from zephyr's boon. So when fire and earth skills are on cooldown, you're better off autoattacking in air than in fire, even with the +10% fire dmg trait.

This spec also has no trouble going up against 5 non-veteran Orrian mobs: switch to earth -> earthquake -> churning earth + arcane shield (because there's lots of mobs with interrupts in Orr) does ridiculous damage. After that you can just kite away or burn cooldowns in fire and they'll be dead before you know it.

I'm loving it :]

edit: Forgot to mention! This build also provides something I simply cannot live without -- permanent swiftness 8] plus rtl is just awesome for travelling.