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  1. #11
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    Earth Magic focused point allocations


    The Grandmaster of Earth

    A grandmaster Elementalists of Earth has put a minimum of 25 trait points (30 to gain the third Major Trait slot) into this trait line. Therefore he has access to all the minor traits: Stone Flesh, Earthen Blast and Enduring Damage. He also has a high bonus to his armour rating compared to others (especially other light armour professions), as his ratings in Toughness have raised the attribute by 250 (300) points. The damage done by inflicted conditions is also much higher than without a specialization due to the points in Malice. From the list of Major Traits, he can select two Tier 2 traits fitting his play style or even one Tier 3 trait. Getting the traits Rock's Fortitude and Written in Stone requires the Elementalist to max out Earth Magic with 30 points.

    Why put so many points in Earth Magic?
    The benefit to other elemental lines is the increased chance to withstand continuous small packages of damage due to the increased rating in armour, which makes the Elementalist very sturdy. This can be amplified even more by taking and using skills that give an armour bonus. The stronger DPS for inflicting conditions will allow a Grandmaster of Earth to keep up pressure on foes that can not remove conditions fast enough, wearing them out over a short period of time. Written in Stone is also a very popular trait, which before it was a Tier 3 trait at BWE2, was picked by many players as their first Major Trait.

    The Master of Earth

    A master Elementalists of Earth has put a minimum of 15 trait points (20 to gain the Major Trait slot) into this trait line. Therefore he has access to two minor traits: Stone Flesh and Earthen Blast. He still has a decent bonus to his armour rating compared to others (especially other light armour professions), as his ratings in Toughness have raised the attribute by 150 (200) points. The damage done by inflicted conditions is also slightly higher than without a specialization due to the points in Malice. Form the list of Major traits, he can select one (two) trait(s) fitting his play style, even one Tier 2 trait, if you invest 20 points.

    Why put that amount of points in Earth Magic?
    The benefit to other elemental lines is the increased chance to withstand small packages of damage due to the slightly increased rating in armour, which makes the Elementalist a little less squishy. Survivability can be amplified by taking and using skills that give an armour bonus. The bonus to DPS for inflicting conditions will allow a Master of Earth to keep up pressure on foes that can not remove conditions fast enough, wearing them out if the pressure can be kept up. Players choosing this path will very likely swap attunements regularly and should chose their trait(s) to augment their personal play style and skill bar specialities, like multiple Signets.

    The Adept of Earth

    An adept Elementalists of Earth has put either 5 trait or 10 trait points into this line (10 to gain one Tier 1 Major Trait slot). Therefore he has access to just one minor trait: Stone Flesh.

    Why put so few points in Earth Magic?

    If you chose to keep your Elementalist on an adept level, you will hardly notice anything special, both from the impact on the attribute and on the trait benefit side. Players allocating points to gain two Grandmaster levels can put points in very few other lines, so they will not exceed the Adept level in those. As the minor trait offers a small increase in armour, putting leftover points into Earth to become an Adept is small counterweight to the poor base amour class of scholars. A player going the "Arcane Swapper" way, relying heavily on multiple swaps & boons, will stay on an Adept level within most/all his Magic lines.
    Last edited by Gorani; 05-12-2012 at 21:00.
    Gorani's Guild Wars legacy & the Kurzick Poet NPC in GW1
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  2. #12
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    Arcane Power focused point allocations


    The Grandmaster of Arcana

    A grandmaster Elementalists of Arcane Power has put a minimum of 25 trait points (30 to gain the Major Trait slot) into this trait line. Therefore he has access to all the minor traits: Lingering Elements, Arcane Fury and Arcane Precision. The boons he is creating last for an increased period of time, 25% (30%) longer than without adding points in Concentration. The reduced recharge timer when swapping attunements is also much better than without a specialization due to the points in Intelligence. From the list of Major Traits, he can select two Tier 2 traits fitting his play style or even one Tier 3 trait. Getting access to the traits Evasive Arcana and Elemental Surge requires the Elementalist to max out Arcana with 30 points.

    The benefit of this trait line is its connection to amplify aspects not covered by an elemental line (e.g. a certain weapon) and its focus on swapping your attunements fast and often. The longer lasting boons will only be of interest to Elementalists that swap a lot, as skills of the profession hardly create any boons on their own.

    The Master of Arcana

    A master Elementalists of Arcane has put a minimum of 15 trait points (20 to gain the Major Trait slot) into this trait line. Therefore he has access to two minor traits: Lingering Elements and Arcane Fury. The boons he is creating last slightly longer, 15% (20%) than without adding points in Concentration The reduced recharge timer when swapping attunements is also slightly better than without putting points in Intelligence. Form the list of Major traits, he can select one (two) traits fitting his play style, even one Tier 2 trait, if you invest 20 points.

    The benefit of this trait line is its connection to amplify aspects not covered by an elemental line (e.g. a certain weapon) and its focus on swapping your attunements fast and often. The longer lasting boons will only be of interest to Elementalists that swap a lot, as skills of the profession hardly create any boons on their own.

    The Adept of Arcana

    An adept Elementalists of Water has put either 5 trait or 10 trait points into this line (10 to gain one Tier 1 Major Trait slot). Therefore he has access to just one minor trait: Lingering Elements.
    If you chose to keep your Elementalist on an adept level, you will hardly notice anything special, both from the impact on the attribute and on the trait benefit side. With the low number of boons the Elementalist can create, the impact of not putting a lot of points here is lower than alloctating very few points into the elemental lines of Fire, Air, Water & Earth. Players who will create builds that stick to one or two elemental lines will gain no big benefits from fast swapping. This allows them to neglect this trait line, too.
    Last edited by Gorani; 05-12-2012 at 21:00.
    Gorani's Guild Wars legacy & the Kurzick Poet NPC in GW1
    * Member of [GWO] & The Zoo Crew * Everything about the Elementalist on the forums *
    Gaile Gray: "See Gorani's post, I note several ideas that might be doable and that seem very logical."


  3. #13
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    How to divide trait points?

    What does it mean to the player, if he gets certain combinations of traits? I will try to make a three groups, knowing that of course the possibilities are much bigger and diverse and those listed might not be the most efficient. The categories are there to illustrate extreme paths that can be taken.
    Keep in mind that the trait point allocation is made for a level 80 character (e.g. in PvP) and PvE characters only gain one trait point for every level beyond Lvl 10. Their path to many traits and a high number of allocated trait points is long and slow.

    1. The grandmaster of two elements - 30/30/5/5/0

    This is the most extreme form of specialization you can create, as you hardly care for fast swapping by not putting any points into the Arcana line. Two Elements will be completely maxed out (all three Minor and three Major Traits available, even from Tier 3 traits). Elementalists lose most of the benefits of swapping attunements due to the longer recharge and few boon benefits. They have a defined role, which the do very well. Possible variants are:

    Fire + Air => This combo will deal the most damage due to its high base damage + critical damage spikes. It will be the most vulnerable to counter attacks, lacking extra defensive skills from the Earth & Water line and a smaller pool of health points and armour.
    Fire + Earth => This combo will create a combination of high base damage and pressure damage due to long lasting and strong conditions. The ability to spike with criticals will be limited.
    Earth + Water => This combo might be the most defensive one, offering high armour, healing and battlefield control. An Elementalist with this setup will be hard to kill as he can withstand damage & keep his allies alive. Without a baseline punch, he might have difficulties of taking out foes quickly, before reinforcements arrive.

    2. Grandmaster of one, master of many elements - 30/10/10/10/10

    This was the most successful trait set-up during the first BWE event, with the focus on maxing out one trait line, but still getting a trait of choice from each other line. After the second BWE, this diversity was limited to access to only Tier 1 traits, which locks out favourites like: Written in Stone, Stop Dodge & Roll and Evasive Arcana.

    2. The master of many elements - 20/15/15/10/10 (three different trait levels)

    This is is the "Jack of all Traits" and will be a very diverse character to play. It will be hard to describe what the Elementalist can do or can't do without looking at the Major Traits he can chose. Since he will have a lot of Minor Traits (my example has 8, compared to 5 Major Traits), he will have a lot of general abilities that span all magic lines, so swapping attunements will be beneficial to his game play.

    3. The arcane master of swapping - 10/10/10/10/30

    This option might be the other end of specialization. Keeping a close eye on beta players, especially in PvP is needed to find all the benefits and weak spots of this set up. This type of player will swap as much as possible, creating multiple boons and charging up himself and his allies that way. His utility bar will be filled with skills from the Arcane section as they are candidates for buffs from Major Traits of the Arcane Power line. In his elemental magic lines, he is limited to Tier 1 traits, so that adds some additional boundaries.
    Last edited by Gorani; 14-06-2012 at 18:52.
    Gorani's Guild Wars legacy & the Kurzick Poet NPC in GW1
    * Member of [GWO] & The Zoo Crew * Everything about the Elementalist on the forums *
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  4. #14
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    The traits thread is now updated with everything about trait tiers. I have also added an overview table at the end of the individual trait tables with all trait lines.
    Gorani's Guild Wars legacy & the Kurzick Poet NPC in GW1
    * Member of [GWO] & The Zoo Crew * Everything about the Elementalist on the forums *
    Gaile Gray: "See Gorani's post, I note several ideas that might be doable and that seem very logical."


  5. #15
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    I've decided to raise this thread into the spotlight again, now that we had about seven weeks of intense GW2 gameplay, so you might be able to talk about traits here.
    Currently, I don't want to create a separate "Traits of Interest" thread series, so put all discussion about traits in this thread.

    Gorani
    Gorani's Guild Wars legacy & the Kurzick Poet NPC in GW1
    * Member of [GWO] & The Zoo Crew * Everything about the Elementalist on the forums *
    Gaile Gray: "See Gorani's post, I note several ideas that might be doable and that seem very logical."


  6. #16
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    Changes to the traits that came wit the Wintersday 2012 update (14th of December) have been incorporated within the thread.

    Gorani
    Gorani's Guild Wars legacy & the Kurzick Poet NPC in GW1
    * Member of [GWO] & The Zoo Crew * Everything about the Elementalist on the forums *
    Gaile Gray: "See Gorani's post, I note several ideas that might be doable and that seem very logical."


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