Build submission
Another Child
Quote:
Originally Posted by LightningHell
If a Mesmer that can count casts a Diversion on you, you're basically losing your spike for the 6 seconds additional, or you're going to lose your spike for the next minute. A Ranger could interrupt that with one hand down his pants, especially with such a long chain.
While blind needs to be maintained, hexes don't need to be maintained as much but still do?
And if you don't understand that a Warrior is a much more flexible threat than any caster will be, you apparently need to learn more, since that is one of the basics of GW PvP strategy/tactics - one might even classify it as basic game mechanics.
Har har. Very funny.
I'm sorry, but we opt for effectiveness. If it's not fully effective, we will point it out. You haven't even tried to. Half of you started out assuming it was a spike, despite the word 'pressure' in the name. Then you started telling me warriors do more damage. They don't. Then you started telling me warrior damage is better because it can be countered more easily, and that takes effort, I don't know where you were going with that.
As for diversion, what, pray tell, makes warriors immune? There's no one skill here that shuts me out. There's 1 skill that means another one won't do as much damage, and there's 2 skills that make it harder for me to manage my energy for a while if I lose them. If a warrior gets rush diverted that's a much bigger hit, and rush is just as predictable, you can actually force it.
While blind needs to be maintained, hexes don't need to be maintained as much but still do?
And if you don't understand that a Warrior is a much more flexible threat than any caster will be, you apparently need to learn more, since that is one of the basics of GW PvP strategy/tactics - one might even classify it as basic game mechanics.
Har har. Very funny.
I'm sorry, but we opt for effectiveness. If it's not fully effective, we will point it out. You haven't even tried to. Half of you started out assuming it was a spike, despite the word 'pressure' in the name. Then you started telling me warriors do more damage. They don't. Then you started telling me warrior damage is better because it can be countered more easily, and that takes effort, I don't know where you were going with that.
As for diversion, what, pray tell, makes warriors immune? There's no one skill here that shuts me out. There's 1 skill that means another one won't do as much damage, and there's 2 skills that make it harder for me to manage my energy for a while if I lose them. If a warrior gets rush diverted that's a much bigger hit, and rush is just as predictable, you can actually force it.
Avarre
The inherent problem with your build is you are trying to deal DPS with a class line that is not noted for DPS abilities. It is like worst song, played on ugliest guitar.
While it may work, that's not necessarily a sign of effectiveness. Another skillbar with the same purpose but utilizing a skill line that allows them to DPS better will be superior for two reasons. Firstly, the ability to produce more DPS, and secondly, they will not require as many skills to do so, allowing them to bring far more utility than your build. For example, Mind Blast eles that can carry run buffs and blinding flash.
Water is typically a utility/support attribute with minor spike power.
While it may work, that's not necessarily a sign of effectiveness. Another skillbar with the same purpose but utilizing a skill line that allows them to DPS better will be superior for two reasons. Firstly, the ability to produce more DPS, and secondly, they will not require as many skills to do so, allowing them to bring far more utility than your build. For example, Mind Blast eles that can carry run buffs and blinding flash.
Water is typically a utility/support attribute with minor spike power.
Another Child
Quote:
Originally Posted by Avarre
The inherent problem with your build is you are trying to deal DPS with a class line that is not noted for DPS abilities. It is like worst song, played on ugliest guitar.
While it may work, that's not necessarily a sign of effectiveness. Another skillbar with the same purpose but utilizing a skill line that allows them to DPS better will be superior for two reasons. Firstly, the ability to produce more DPS, and secondly, they will not require as many skills to do so, allowing them to bring far more utility than your build.
Water is typically a utility/support attribute with minor spike power. The game changes. Water eles may not have dealt sustained damage before, this build does, and more than most, including many that are used for just that purpose in pvp.
While it may work, that's not necessarily a sign of effectiveness. Another skillbar with the same purpose but utilizing a skill line that allows them to DPS better will be superior for two reasons. Firstly, the ability to produce more DPS, and secondly, they will not require as many skills to do so, allowing them to bring far more utility than your build.
Water is typically a utility/support attribute with minor spike power. The game changes. Water eles may not have dealt sustained damage before, this build does, and more than most, including many that are used for just that purpose in pvp.
moko
why do you have to ruin threads with bullshit?
Stormlord Alex
Quote:
Originally Posted by Mokone
why do you have to ruin threads with bullshit?
... Is it caturday yet?
Another Child
To be honest at this point I'm just glad at least one person looked at it. If a few people had skipped the 'god of guild wars' rubbish and assessed the build for what it is or could be, I'd have a lot more respect for this community. As it is, all I get is 'no you're wrong, this is how it's always been, I don't need to think'.
Lhim
I like the build. Something else for a change. A lot of people don't get it when it's a bit different from standard, so don't bother with them.
LightningHell
Quote:
Originally Posted by Another Child
Secondly, appreciate that Warriors deal 5 DPS less when they don't use any attack skills, and a Warrior without obstruction is going to charge his spike in 5 seconds or so, however unlikely that is.
Then appreciate that Warriors are a much larger threat when attack skills are factored in play, as it has slightly lower DPS when not using skills, and when using skills it can spike really hard. It also requires sustained hate for it to be reduced to a level where the effective damage is insignificant.
Now let's talk about the hate. Your build is easily hated out by template mesmers and/or rangers. A Warrior is also easily hated out by a template melee hate character, but take in mind that the melee hate character is dependant on other characters to do stuff - it does nothing but shut down melee. Melee can also be nullified somewhat by cripple - however, that requires quite a large investment.
Quote:
As for diversion, what, pray tell, makes warriors immune? There's no one skill here that shuts me out. There's 1 skill that means another one won't do as much damage, and there's 2 skills that make it harder for me to manage my energy for a while if I lose them. If a warrior gets rush diverted that's a much bigger hit, and rush is just as predictable, you can actually force it.
And no, Diversion does not affect Warriors as much. You can't Divert a normal attack. Even if you divert Rush, he'll still be hitting your face, and you'll still be kiting. He just doesn't have the tools to chase you anymore. Besides, a Warrior getting diverted...? A minor point to consider that all your skills are armor dependant, while a Warrior's spike is not as much. If a single one of your skills is diverted, then you lose quite a bit of your damage. Not so for a Warrior. And you still haven't responded to your damage being vastly more inflexible. Quote:
This is the main problem with your whole thread. "I made this build, I ran it, I won a game. It must be good, since I ran it and won a game." You are also unable to accept that when this build is weakened by one or two skills, your damage output is simply ignorable. Also, many of your points are not unlike this (note, this is actually quoted from what you said):
Quote: |
Besides, how is this build not a spike? You have not provided any reason other than "It's not a spike".
Quote: I'd like you to keep in mind that we are comparing a two different styles of pressure here however. One is a midline character. Of course. Hence why we're saying all this; midline pressure tends to be not as much of a threat as melee pressure.
Quote: It spikes harder than a warrior, and it deals more consistent damage, being that it is able to do so against targets that are blocking, kiting, etc. Yes, your elementalist can do damage. Not unlike a necromancer that uses blood magic.
It is not of consequence, since your damage is easily predicted, as well as alleviated.
Remember that when a Warrior doesn't kill in a spike, there's an immediate threat present - he's going to kill the target in less than a second if one doesn't respond. There is no such threat with your elementalist.
Quote: He has to be dealt with, because just like a warrior, if left alone he will really put some hurt on anyone he catches out. He is quite difficult to deal with because the more effective ways to do so require midline characters to extend further than they would have to if they were trying to deal with the melee. Also keep in mind that a threat can be dealt with by sticking a threat on the threatening character. It is easier to stick a threat on a character when said character doesn't have Warrior armor as well as innate survival skills.
Quote: I know it would be a bad runner even with armor of mist and mending touch or something, because rangers would still rape you. I know it can't stand in the front line, even with 102 armor from armor of mist it simply doesn't have the survivability of a warrior. Besides, even with an enchanting mod, armor of mist has 5 seconds downtime in every 30, and pausing to reapply alleviates pressure on the enemy. Actually, if you modify it to be more water-oriented it'd be a pretty good flagger. But as it is, it simply doesn't do anything worthwhile.
Quote: If you are anywhere near it, you are just as vulnerable as though you were standing right next to a warrior. That's not going to force people to kite though, since they can't really.
It spikes harder than a warrior, and it deals more consistent damage, being that it is able to do so against targets that are blocking, kiting, etc. ...I have to go.
Quote: Originally Posted by Ensign If you take the good parts of the original build:
Shatterstone
Steam
Glowing Ice
Glyph of Immolation
Water Attunement
and replace the crap with the standard goodies, Blurred Vision and Freezing Gust, mix in Armor of Mist for Alliance Battles, and play like a real Water Ele, I think the archtype has enough going for it that you can't dismiss it entirely. I second this. Just go play a Water ele.
Quote: Originally Posted by Another Child
And power block has a recharge. All I hear from you is power block this, powerblock that.
A template PBlock mesmer has Diversion, Shatter Enchantment, and other stuff on his bar too.
Quote:
Originally Posted by Ensign
In fairness steady caster DPS is useful in situations where there are not defensive characters to deal with the damage, namely Random Arena and oftentimes in Alliance Battles. There characters like this, or the Toxic Chill Necros, or any of a variety of DPS casters can actually kill things since the only thing stopping them tends to be self heals. However they tend to have so little situational utility that I couldn't imagine recommending them to anyone with a decent amount of skill.
I think the damage might be harder to deal with than you think. I'm still not seeing how it is drastically different from a warriors level/rate of damage, and teams are expected to bring a multitude of skills to ensure he can do just that. The key difference seems to be the 1s faster spike vs the blind to shut out the enemy spike, and the different ways in which they are predictable. Quote:
It takes over half a minute of power leaks to slow me down for a maximum of 20 seconds. That's the reason I posted the energy in a vacuum. It takes 1 shadow of fear to slow a warrior to the same level I am at after those power leaks. While the shadow of fear can be dealt with, there's a long list of other things that can, will, and do, put him right back in the hole.
I could take a ranger with incendiary arrows and your warrior would never deal a point of damage, great! Would I? No, that's retarded.
Yes, that's retarded, mainly because a cripshot would do that much and more. Quote:
Because it fulfills a different role to the traditional water ele, and just outperforms the mind blaster for pressure.
Quote: You compare a Warrior spike to this pathetic joke of a spike (I mean, 3+ seconds wtf?), then say Warriors don't deal enough damage because apparently their autoattacks heal the enemy, right?
A warrior spike involves a deep wound, but conditions are instantly removed according to you. It also involves standing next to an unprotected target, while either being protted yourself or in no danger of being counterspiked.
Also if said DPS Ele does become a problem, he's likely to be fed a steady diet of Power Leaks until he stops being a problem, and perhaps a Warrior will beat his face in for good measure. When a Warrior gets in an Ele's face, the Ele runs away. But the other asymmetry is a bigger issue: the Warrior is disrupted, but goes nuts in the openings when he is not. The Ele does decent DPS when unmolested, but is shut down long and hard when he does garner attention.
BTW, if you want to spike in a hurry, you don't rely on shatterstones detonation. You shatterstone-steam. You're correct though, warriors spike faster. So? This spikes harder. Each has it's advantages. However I think you might be getting a bit histrionic when you claim I say warrior autoattacks do nothing. I know they do something. It's just less. Quote:
As said, there's room here to throw your spells at any time, in any order, if given an opening, due to 1 glyph applying to your next 4 spells, and there only being 4 spells in the build as it stands, along with the energy supply, and the fact that all of them are on similar recharges. I've already suggested steam into shatterstone, shatterstone into steam, and shatterstone-glowing ice-steam-glowing gaze for different situations, all of which are landing chunks of 100+ damage at different stages of time. Either 100+0+100, 100+100, or 100+50+200+50.
There's minor scope here for surprises, although I agree with you that it is harder to track a warrior, it's still a level of damage that needs to be reactively dealt with, by monks. The guy you hurt can't hide in the back or run to wards to alleviate that energy pressure on the monks, so they are going to find themselves in a situation where they can't react to a warrior on your team in time that much faster. When a warrior would be making his way to a new target, this guy is already in range, often still in range of the target he has put into a situation where they want to take cover. Yes I understand that he can be proactively dealt with too, as can anyone. Still, you are right, if the warrior gets cleaned up, he is again the same level of threat. It's harder to clean up a huge energy hole or 3 spells being shut out for 10+ seconds. If I find myself in deep energy trouble I tend to switch in high set for glyph gaze every 8s recharge, then hide behind the regular set again. This lowers my pressure to negligible for anywhere up to 20 seconds, but of course just having the high set available means I'm still ready for spikes when necessary, and it takes longer than 20 seconds to put me under that kind of energy pressure. Quote: |
Quote:
This is predictable because the largest portions of damage come over 3 seconds, while the warriors largest portions of damage take only 2, giving more time to deal with this. The warrior is predictable because his target is often very obvious.
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To reiterate - it is a DPS caster. It is a character that is dealt with adequately with Reversal of Fortune, Protective Spirit / Spirit Bond, and heals; when it would be more of a problem, a Warrior in the face, a Ranger looking at you, or a steady diet of Power Leaks make the character downright awful. DPS casters are patently bad when they have to stop casting for stretches of time.
ROF is effective against anyone except pure degen. The damage comes in the form of 3 large chunks, 100+ points of degen, and 2 small chunks. Protective spirit or spirit bond on my target cut my damage by about 1/3. Well, closer to 1/4 actually. Guardian on a warriors target cuts his damage by over half. I already addressed power leaks, but I'll talk about a warrior in the face now.
I can stand toe to toe with a warrior and deal more damage to his team than he is dealing to me. That's because while he is now in range of a low armor target, by necessity, I also am. If I am not, I'm going to unload in his face and his monks will wonder where he went while he yells on vent about blind. Alternatively I can just unload in his face anyway, shutting out his frenzy, which reduces his dps to about 60% of what I am capable of, while his armor reduces mine to 67-75% of what I am capable of. Plus every tenth of a second that blind sticks is another 1% reduction to him. If it sticks for a whole second, as it often will when it arrives at the same time as 209(pre armor) damage, that's another 10% off him.
If I choose to kite, it's because my team is under the sort of pressure that requires it, I want to deny him adrenaline while we regain energy, or other similar reasons, not because I cannot simply stand there and unload. This character and enemy warrior standing next to each other, the warriors monks will be pushing harder to keep the team safe. If I am running armor of mist, it's even more lopsided.
A ranger camping me is not greatly different to a necro camping a warrior, and while one will inevitably be true, the other is not always the best option.
I can stand toe to toe with a warrior and deal more damage to his team than he is dealing to me. That's because while he is now in range of a low armor target, by necessity, I also am. If I am not, I'm going to unload in his face and his monks will wonder where he went while he yells on vent about blind. Alternatively I can just unload in his face anyway, shutting out his frenzy, which reduces his dps to about 60% of what I am capable of, while his armor reduces mine to 67-75% of what I am capable of. Plus every tenth of a second that blind sticks is another 1% reduction to him. If it sticks for a whole second, as it often will when it arrives at the same time as 209(pre armor) damage, that's another 10% off him.
If I choose to kite, it's because my team is under the sort of pressure that requires it, I want to deny him adrenaline while we regain energy, or other similar reasons, not because I cannot simply stand there and unload. This character and enemy warrior standing next to each other, the warriors monks will be pushing harder to keep the team safe. If I am running armor of mist, it's even more lopsided.
A ranger camping me is not greatly different to a necro camping a warrior, and while one will inevitably be true, the other is not always the best option.
Quote:
Originally Posted by Ensign
The Shatterstone guy, described the way you describe him, deals 541 damage (411 damage, 130 burning degen) on a 11 second cycle for 49.18- DPS. A generic Mind Blast guy will cycle Rodgort's Invocation / Mind Blast / Immolate / Mind Blast indefinitely for 400 damage (316 damage, 84 burning degen) on an 8 second cycle for an even 50 DPS.
Sorry, thanks for the correction, same pressure. Quote:
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