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Apologies if this is somewhere on the site already. I looked around briefly, but didn't find anything (though I missed a lot that I catch later, like moving pages instead of copy+paste. Derp). How do we rate a build? I remember one criticism was that people in general didn't vote very often on the builds posted to this site, but there doesn't seem to be an easy-to-access button or something near the rating at the top of pages to vote.

You can't vote for builds under the Draft phase. I'd like to keep only 2 builds in Test at a time, that's when votes are submitted. There you simply click the star you want to give (1 to 5). I'd also like to delay builds getting into testing before the new voting system is ready because currently emotion based voting is too common. --Necromancer Icon Color.pngHanz(talk) 15:25, 13 March 2015 (UTC)
I didn't mention it, but I actually meant to ask this in the context of the already accepted builds. Can we no longer vote on those after they've been given a rating? CGSN (talk) 15:34, 13 March 2015 (UTC)
You can't. If a balance patch affects the build a lot or the content changes, a rating reset can be requested and then we can put them back to Testing. With an open voting even after leaving Testing, builds on the edge (3.8, 4.6 etc) could keep changing rating day by day which is just confusing and very demanding to maintain. --Necromancer Icon Color.pngHanz(talk) 15:43, 13 March 2015 (UTC)

Settler Signet D/F[edit]

I think you should definitely try that build, it's superior to the cele version in almost every way and it's fun to play. --Necromancer Icon Color.pngHanz(talk) 07:59, 21 March 2015 (UTC)

I have-- I played that exact setup for a few dozen games. Before anything else, yes, the Settler Signet is also fun to play and carries some key strengths. It plays significantly differently because the damage output is tons lower than the celestial 6/X/6/X/0 setup. The Settler 00446 is very much an attrition build like the D/D elementalist and plays fairly similarly, though the addition of Signet of Earth is nice to have (I'm really fond of the active ability of Signet of Earth). I strongly disagree that it's superior in almost every way. I found it weaker in almost every way with the exception of the healing and burst condition clear (overall condition clear is close between the two).
I started writing out a huge text wall comparing the numbers between the two, but I know you don't like those much. As a tl;dr: the 00446 Settler build takes a lot longer to win fights, so that's why it has all the extra healing. The 6X6X0 closes out fights much faster while making minimal sacrifices for the condition clear/healing. The condition clear and healing of the two builds are very similar in the opening half minute of a fight. The Settler build pulls away in condition clear and healing after that, but the 6X6X0 build should never take that long to win. In other words, even though they run the same weapons, the Settler build plays very similar to the classic DD cantrip archtype because of the trait setup whereas the 6X6X0 Celestial plays like Meditation Guardians.
In the end though, I have played a lot of both of the builds and heavily prefer the version I'm playing now, which is why I decided to share it. I ask you the same now-- give the Ember build a try. Particularly with the massive buff this Monday to short term condition duration on short conditions and the fix to Runes of Scavenging so that the 6-piece bonus works, I recommend the 60620 Scavenging Rune variant, though for a big change of flavor, the Berserker Amulet/Fire Legion Rune 62600 is also very good as the 6 points in Earth/stacking Sigil of Earth/permanent protection address the low armor problem of most Berserker builds while being distinctly different from other Elementalist builds currently in play. The Ember build was already strong before and was indirectly buffed heavily by the changes this Monday. CGSN (talk) 17:51, 21 March 2015 (UTC)
I did give it a try, I personally found it disappointing but that's just an opinion. Condition cleansing is nowhere near, even with the signet of earth bug Settler has higher toughness, so it's better against both condi and power damg. Also, most people say the condi dmg change was a nerf, not a buff. But I'll try it again then. :) --Necromancer Icon Color.pngHanz(talk) 18:04, 21 March 2015 (UTC)
Yeah, a lot of it is subjective and based on playstyle preferences, but the numbers are important as well. So to separate into two sections--
Fact: The condition change was 100% a buff in every single way, there is 0 way it can be read as a nerf. People were complaining because they didn't understand what happened initially and saw that their burns were occasionally doing much less than a full burn tick. That's because it now applies partial damage, where before, that partial damage tick wouldn't even have happened in the first place! It's just like how people were complaining about Shadow Steps/Teleports being nerfed on Monday when in fact, they were also 100% buffed with the mechanic change. Quick quote on how it works now-- "If you haven't been following the patch notes, condition damage now applies partial damage if you don't end on a whole number. For example, before, if I had 70% condition duration and applied a 1.7 second burn, for the first second, I would get 1 tick of burn damage and then the remaining 0.7 seconds of burning do 0 damage because it didn't reach the next tick of damage. Now, with yesterday's patch, if I apply 1.7 seconds of burning, I get the 1 tick of burn damage for the first second and then the remaining 0.7 seconds of burning do 70% of a full burn tick's damage on the second tick." It's the same for every other condition now. Minor buff to most condition builds, but massive to this one and Terrormancer as both have 1-second conditions that do a portion of their damage.
Opinion: The toughness difference comes out to ~8-10% difference in direct damage received without protection, but the 6X6X0 variant has higher protection uptime, both on paper and in practice. There was no difference in direct damage received that I can notice. The condition cleansing is higher on Settler, but again, in practice, that's only after the first 30 seconds of a fight when the initial burst condition cleanses and defensive utilities of the build have been exhausted. The 6X6X0 build should 100% be finishing fights before then though. To throw a card game analogy in, that's like saying "Yeah, the aggro deck doesn't have a way to survive past turn 10" when it aims to win by turn 6. This is probably the biggest playstyle thing though that'll swing whether or not the build clicks with someone (ironically enough since I'm advocating for the aggressive playstyle in GW2, I suck dick at playing aggro decks and usually prefer heavy control). There's a ~1000 power difference between the two that makes the difference between Settler's air attunement being all defensive and Celestial's being a great direct damage to sit in (up to 3k damage per autoattack with the 9X might stacks). Again also, because of the condition buff and fix to Scavenger runes, that's an additional 2k/25 heal added to the kit of Celestial this Monday. Adds a lot to survivability with the same damage advantage it had before with Balthazar runes. CGSN (talk) 18:20, 21 March 2015 (UTC)


Is the auramancer dream back? :P --Necromancer Icon Color.pngHanz(talk) 18:24, 28 September 2015 (UTC)

It's hard to say. It'll definitely be very different from the original builds we had posted that were signet/condition-centric-- they'll definitely be very celestial or power focused. After tomorrow's nerf to the fire/arcanes line and the reshifting of all overloads to a 4-second channel time that we can test this weekend, we'll see. To run an aura-centric build, you'd ideally want to spec into Water (mandatory) and Earth (not mandatory, but Arcane is getting nerfed again tomorrow) for the loads of protection. This'll give you protection on overload, protection when overload is complete (because of Aura), and 2 free sources of Frost Aura from water/tempest traits (also protection). During BWE2, I really enjoyed the damage the overloads could put out on point. I know they've been received poorly, but I think Tempest is really good. Fire and Air overloads are no joke damage-wise and that addressed one of the major weaknesses of Cele Ele-- the lackluster damage output. They're getting a massive buff again in that they get stability on overload now as well for the upcoming BWE3. I think a build using Dagger/Focus or Dagger/Warhorn with Tempest/Water/Earth could be pretty effective. You'd spec to be completely defensive and rely on the massive damage of the overloads and Drake's Breath to win fights. CGSN (talk) 18:39, 28 September 2015 (UTC)


Earth is getting popular it seems :P But instead of Water not Arcana. --Necromancer Icon Color.pngHanz(talk) 15:27, 12 October 2015 (UTC)

Yeah. I like that Signet of Earth with S/F is catching on. It's a really powerful tool for the build and why I tried the Air/Earth/Water variant in the first place. The -33% CD on Earth 4/5 is also incredibly strong for a glass build. After 3 years, the double toughness stacking was fixed last patch though, so no more +360 toughness from Signet of Earth.
I think the reason Water swap instead of Arcana is done is partially a tournament call. In all these weekly tournaments, pretty much all builds are now power-based (especially with the nerf of Burning from D/D elementalists), so the 3 clears every 16 seconds from magnetic earth and the tons of reflect/invul uptime is enough to deal with the conditions coming in (along with having a bunker guardian). I'm still a little wary about having so few condition clears for solo-queue though, where you aren't guaranteed to have a shout guardian/warrior on your team to help you deal with conditions. I can definitely see the advantage of having both Final Shielding and Earth's Embrace in the same build though. I'll definitely give it another try (haven't played any since the last patch), since Fresh Air is one of my favorite builds to play in the game.CGSN (talk) 17:36, 12 October 2015 (UTC)
Nobody plays SF at tournaments so I don't think it's a tournament call. Btw as a condi nec I love this new change, fewer cleanses to deal with and more conditions to be sent back. :D --Necromancer Icon Color.pngHanz(talk) 09:13, 14 October 2015 (UTC)


Feel free to add me on skype over the week "Chaseroux" and hopefully we can work something out on the weekend. Most likely I'll ask you to share your desktop so I can "see" what's happening as well as ask you to open the developer tools, so for privacy, you could log out of chrome / hide other personal info beforehand to save us some time. « Chase ♥ ♥ ♥ » 15:48, 5 November 2015 (UTC)

Burn Guard[edit]

Hi, Guardian - Burst Burning is now back for a new round of testing, all the outdated votes were removed. Feel free to rate it again in light of the current balance. --Revenant tango icon 200px.pngHanz (talk) 09:44, 30 January 2016 (UTC)

Alright. I've been busy for quite a while so I've missed out on all the neat features being rolled out on MetaBattle. Has the Disqus comment system replaced the Discussion pages for build discussion? CGSN (talk) 22:14, 12 February 2016 (UTC)
Yep :P Use disqus. We also have a discord server: - easier to reach people and discuss all kinds of changes there. --Revenant tango icon 200px.pngHanz (talk) 08:33, 13 February 2016 (UTC)