Why is ele getting nerfed so much?
Ele isn’t getting nerfed. You need to rewatch the stream.
Ele isn’t getting nerfed. You need to rewatch the stream.
No, I really don’t.
yes you do… yes you do… yes… you …do
I assume they’ll tweak the numbers, especially on bolt to the heart. Although I have a hard time seeing it compete with either fresh air or lightning rod unless both the bonus damage and trigger points are substantially improved.
Making eles choose between evasive arcana and elemental attunement does sound like a pretty big nerf. I think the motivating fear was water/earth/arcana celestial eles becoming too strong, but I think that fear is mitigated by all the damage buffs the other classes are getting (either via improved damage/condi traits, or improved CD baseline effects and traits).
Ele isn’t getting nerfed. You need to rewatch the stream.
No, I really don’t.
The only real nerf is making evasive arcane compete with elemental attunement. Other than that, it was a buff.
Also since this is a class specific QQ, shouldn’t it be in the elemental forums?
This is an mmo forum, if someone isn’t whining chances are the game is dead.
Ele isn’t getting nerfed. You need to rewatch the stream.
No, I really don’t.
Then stop complaining about getting buffed, which is what all classes got overall.
Things are changing!!! Time to panic!!!
I’ve stayed at this party entirely too long
Ele isn’t getting nerfed. You need to rewatch the stream.
No, I really don’t.
Then stop complaining about getting buffed, which is what all classes got overall.
What major buff did ele get? Something like AOE moa? Or maybe some baseline stuff? Not really. There is a difference between a minor buff and a game breaking buff.
You are confusing two different things. Another class getting a potentially broken trait doesn’t mean ele got nerfed. Seriously, come on.
I assume they’ll tweak the numbers, especially on bolt to the heart. Although I have a hard time seeing it compete with either fresh air or lightning rod unless both the bonus damage and trigger points are substantially improved.
Making eles choose between evasive arcana and elemental attunement does sound like a pretty big nerf. I think the motivating fear was water/earth/arcana celestial eles becoming too strong, but I think that fear is mitigated by all the damage buffs the other classes are getting (either via improved damage/condi traits, or improved CD baseline effects and traits).
As I said if they didn’t buff other classes so much, it would be okay. But thieves basically can keep all the stuff in Trickery AND panic strike AND critical strikes/Shadow Arts/Acrobation. This doesn’t really sound fair. Trickery line is crucial to thief, as Arcana was to eles, but only eles will have to choose. Fresh air will have run with one effective condi removal or spec into defensive trees and that will hurt the dps, especially with missing Bolt to the heart. How can they even compete with other classes?
I assume they’ll tweak the numbers, especially on bolt to the heart. Although I have a hard time seeing it compete with either fresh air or lightning rod unless both the bonus damage and trigger points are substantially improved.
Making eles choose between evasive arcana and elemental attunement does sound like a pretty big nerf. I think the motivating fear was water/earth/arcana celestial eles becoming too strong, but I think that fear is mitigated by all the damage buffs the other classes are getting (either via improved damage/condi traits, or improved CD baseline effects and traits).
It was confirmed that they will change the number of Bolt to heart, the OP is clearly overeacting
You are confusing two different things. Another class getting a potentially broken trait doesn’t mean ele got nerfed. Seriously, come on.
I’m sorry but introducing a new system when an ele has to choose between two traits that has been crucial and basically in every ele build IS a nerf.
Moving a trait from Adept to Grandmaster IS a nerf.
Making all Master traits pretty useless in a crucial tree line IS a nerf.
Is it really that hard to process that information?
Also, you might say this is not a big nerf (it is) but if you compare it to other classes’ buffs, ele definitely did not get buffed enough.
I assume they’ll tweak the numbers, especially on bolt to the heart. Although I have a hard time seeing it compete with either fresh air or lightning rod unless both the bonus damage and trigger points are substantially improved.
Making eles choose between evasive arcana and elemental attunement does sound like a pretty big nerf. I think the motivating fear was water/earth/arcana celestial eles becoming too strong, but I think that fear is mitigated by all the damage buffs the other classes are getting (either via improved damage/condi traits, or improved CD baseline effects and traits).
It was confirmed that they will change the number of Bolt to heart, the OP is clearly overeacting
Yeah, I missed that if that’s ture. Doesn’t change the fact fresh air ele cannot take the trait anymore, so it will be pretty much unused.
At the moment devs showed 4 classes!
I have already seen eles whining about them being nerfed, thieves whining about them being nerfed, still waiting for guardians and engies
but they’re a lot stronger
than they will be next year!
At the moment devs showed 4 classes!
I have already seen eles whining about them being nerfed, thieves whining about them being nerfed, still waiting for guardians and engies
They’ve showed all classes but warrior.
Thieves weren’t crying, they were pleased. At least in chat.
At the moment devs showed 4 classes!
I have already seen eles whining about them being nerfed, thieves whining about them being nerfed, still waiting for guardians and engiesThey’ve showed all classes but warrior.
Thieves weren’t crying, they were pleased. At least in chat.
Go check thieves forum!
And my point was that does’t matter how good new traits will be, my class needs love while yours is OP. Always!!
but they’re a lot stronger
than they will be next year!
I assume they’ll tweak the numbers, especially on bolt to the heart. Although I have a hard time seeing it compete with either fresh air or lightning rod unless both the bonus damage and trigger points are substantially improved.
Making eles choose between evasive arcana and elemental attunement does sound like a pretty big nerf. I think the motivating fear was water/earth/arcana celestial eles becoming too strong, but I think that fear is mitigated by all the damage buffs the other classes are getting (either via improved damage/condi traits, or improved CD baseline effects and traits).
It was confirmed that they will change the number of Bolt to heart, the OP is clearly overeacting
Yeah, I missed that if that’s ture. Doesn’t change the fact fresh air ele cannot take the trait anymore, so it will be pretty much unused.
The trait will be buffed to create a playstyle, let’s say they change the numbers to something like : “33% dmg+ at 50% HP of the enemy”, possibly you can use in combination with bountiful GM in water and pyromancer puissance.
If you want an air burst type then you have tempest+lightning rod, but I guess you don’t even realize the full implication yet and the dmg this combo will bring, think of this combo used d/f + earth line…insane
For fresh air you will have to use something else…it’s not the end of the world, they want to create build diversity, kill 3-4 builds to create 10+…a fair trade off
I assume they’ll tweak the numbers, especially on bolt to the heart. Although I have a hard time seeing it compete with either fresh air or lightning rod unless both the bonus damage and trigger points are substantially improved.
Making eles choose between evasive arcana and elemental attunement does sound like a pretty big nerf. I think the motivating fear was water/earth/arcana celestial eles becoming too strong, but I think that fear is mitigated by all the damage buffs the other classes are getting (either via improved damage/condi traits, or improved CD baseline effects and traits).
It was confirmed that they will change the number of Bolt to heart, the OP is clearly overeacting
Yeah, I missed that if that’s ture. Doesn’t change the fact fresh air ele cannot take the trait anymore, so it will be pretty much unused.
The trait will be buffed to create a playstyle, let’s say they change the numbers to something like : “33% dmg+ at 50% HP of the enemy”, possibly you can use in combination with bountiful GM in water and pyromancer puissance.
If you want an air burst type then you have tempest+lightning rod, but I guess you don’t even realize the full implication yet and the dmg this combo will bring, think of this combo used d/f + earth line…insane
For fresh air you will have to use something else…it’s not the end of the world, they want to create build diversity, kill 3-4 builds to create 10+…a fair trade off
They’re not creating 10+ more builds. I doubt that tempest + LR will be better than fresh air because of high cooldowns on cc skills. It will all depend on the number of stunbreaks a person has and pretty much all passive buffs, which should be avoided. Even if you could pull of the cc combo, what will you do to follow? Hope to hit Dragon’s tooth or your only burst skill (that is actually possible to hit more than 30%), Phoenix? Without Fresh air you’re going to be stuck AA in fire, which is pretty bad, too. Also you’re going to be missing the damage from Lightning Strike because you won’t be able to use it as often as in Fresh air + AA in air.
they also removed air training (+10% in air) and added +150 ferocity (10% crit dmg) to aeromancer training. but 100% a +10%dmg increase is better than a 100% +10%critdmg increase :/. you also won’t be taking this over tempest defense so without this and bolt to the heart the build will suffer from damage loss which the water gm won’t be able to make up for either.
they also removed air training (+10% in air) and added +150 ferocity (10% crit dmg) to aeromancer training. but 100% a +10%dmg increase is better than a 100% +10%critdmg increase :/. you also won’t be taking this over tempest defense so without this and bolt to the heart the build will suffer from damage loss which the water gm won’t be able to make up for either.
Yeah, I didn’t notice that one when watching it, but you’re right. The damage loss is pretty significant. It feels like fresh air got nerfed the most, when it needed the exact opposite. I don’t even know what went through their heads, when they thought about this.
Ele celestial brawler builds probably got a net buff due to geo defense and the frost aura on hit trait synergizing with elemental shielding, as well as burning stacking in intensity. But it’s definitely a buff that was counterbalanced by a substantial nerf from moving elemental attunement to GM. If you ignore arcana, then you give up on the permavigor, which is a huge survivability nerf.
Ele fresh air looks like it might have taken a hit in terms of DPS: nerf to air mastery dmg and can’t take bolt to the heart anymore. It will probably become more survivable due to the water+earth tree synergies, but at that point I feel like you might as well play a brawler/attrition build.
Also, if you skip arcana, you lose out on the permavigor, which is pretty huge.
You’ll also lose out on permafury. The only other way to get fury will be via Zephyr’s Boon, which you’ll want to combo with either the water adept “on crit: gain frost aura” trait, or the fire line. If you go with water, you’ll have to rely on being hit with crits to generate fury, which doesn’t synergize well with a fresh air zerker build. If you go with fire and fresh air, then you’ll only be able to get 50% fury uptime, and the fury gain won’t sync up with the double-lightning-strike. The loss of fury hurts extra hard due to Air Mastery being nerfed from +10% damage to +10% crit damage.
Other classes’ zerker builds appear to have gotten substantial buffs to offense and/or defense, without giving up much if anything:
Power ranger can now get all the longbow bonuses (+range, +velocity, +attack speed, and piercing) in addition to more damage modifiers. Decoupling traits from stats means that they can go into wilderness survival for dmg bonuses + survivability traits, rather than skirmishing.
Panic strike D/P thief gets the bonus dagger damage trait as baseline, on top of the crazy survivability from being able to max out shadow art for free (currently, they just take shadow’s embrace). This results in -50% dmg reduction in stealth, ~390hps in stealth + bonus initiative regen in stealth (shadow rejuv), steal applies aoe stealth and aoe blinds (master trait). Buff to improv = double ectoplasm, and has a chance to instantly recharge your heal skill for even more survivability. Or can take executioner as part of build now. They’ve literally given up nothing.
Both shatter and interrupt mesmers benefit from a lot of their key traits being merged and IP becoming baseline. A lot of the new mesmer traits are mechanically pretty neat, though, so no complaints here.
(edited by ResJudicator.7916)
The air line looks sweet.
I think OP isn’t looking at the true potential of possible diverse builds or something.
I agree that the net effect is pretty bad for eles.
Fresh air builds get a lot less damage capability (due to lower modifiers), and burst is all that scepter could do. The sustained damage on scepter is so bad, I think this weapon is officially dead. Perhaps dagger/focus can make a comeback with ~100% uptime on super-speed, but the burst just isn’t there. The survival mechanics also won’t be able to compete with thieves who get crazy-OP shadow-arts (with stealth essentially being an invuln).
Dagger/Dagger builds will be fine by going full-tank earth/water/arcana. Taking away some defense from arcana just pigeon-holes the class further down that path.
Staff is dead due to these changes. Ranged burst is super-high, thieves still eat non-tank staff eles, and engineers now do both fields and blasts better. I have no idea why you would handicap with a staff ele when engineers are clearly way better (every dodge roll is blast, plus tons of other blasts, plus a larger water field than Healing rain on 16s ICD to go with all those blasts, plus greater range on mortar to be able to pump out more fields, plus great close-range potential, plus no ICD’s on swapping kits). I think engineer becomes staff ele 2.0.
Are you serious? With taking 20% less damage from foes within 600 range as a minor trait in earth, you’re complaining that you can’t get elemental attunement with evasive arcana anymore? 0/0/6/6/6 would be the new D/D, and if anything it’ll be tankier than it was with elemental attunement, with a safe stomp on earth attunement, and entering earth will give you immunity to critical hits and therefore immunity to fire/air sigil procs, instead of 6s protection.
6/6/6/0/0 Will be the new fresh air, and it will be viable. You’ll have a safe stomp, condi cleanses from passive trait in fire and utilities, 20% damage reduction from foes within 600 range, which stacks with protection from external sources. Tanky like a medi guard.
And of course, let’s not forget the balance changes are in the wake of elite specializations that we have not yet seen.
Edit: Oh yeah, and because you can take elemental contingency as a master trait now, you’ll still be able to swap to earth to get protection for incoming burst. It’ll just be applied on the first hit instead of on attunement. It’ll also be able to stack with the 20% from geomancer’s defence for a total of 59.6% reduced incoming damage. Nerf and power creep indeed? Pfft!
http://www.twitch.tv/impact2780
(edited by Impact.2780)
????
Staff eles not being good?
UMMMM L Rod + Lightning proc that isnt tied to the Fresh air trait and Tempest Defense. That would even be good on a non-full #yolo build.
????
Staff eles not being good?
UMMMM L Rod + Lightning proc that isnt tied to the Fresh air trait and Tempest Defense. That would even be good on a non-full #yolo build.
Buffed thieves, rangers, and mesmers will just laugh at this. It seems like they tried to keep ele power about even while buffing everyone else WAY through the roof.
Staff is only good in large fights as a field-bot now, but engineer does it way better now with mortar kit and 500 blasts. Also, no ICD’s on swaps. Also, its able to 1v1. Also, block on a 16s CD. Also, longer range.
Elemental Attunement is only over the top because of the high protection duration on a low icd, just make the skill a base part of the class and remove the protection via attuning to earth and replace it with vigor or a lower duration of protection (3 seconds would seem like a good start for testing). And then fix the Arcana line so its still worth using, but not mandatory for a build like it is now. Problems solved. We can still get a fair amount of protection with the new aura potentials + elemental shielding + 20% dmg reduction in a close vicinity, sounds like a fair compensation by far for the loss of near perma protection.
In order for Cleansing Water to remain a good GM trait we really need to keep Elemental attunement around for the regen boon upon swapping to water. Another reason why I think Elemental attunement should just become a base part of the class.
(edited by Grimreaper.5370)
Are you serious? With taking 20% less damage from foes within 600 range as a minor trait in earth, you’re complaining that you can’t get elemental attunement with evasive arcana anymore? 0/0/6/6/6 would be the new D/D, and if anything it’ll be tankier than it was with elemental attunement, with a safe stomp on earth attunement, and entering earth will give you immunity to critical hits and therefore immunity to fire/air sigil procs, instead of 6s protection.
6/6/6/0/0 Will be the new fresh air, and it will be viable. You’ll have a safe stomp, condi cleanses from passive trait in fire and utilities, 20% damage reduction from foes within 600 range, which stacks with protection from external sources. Tanky like a medi guard.
And of course, let’s not forget the balance changes are in the wake of elite specializations that we have not yet seen.
Edit: Oh yeah, and because you can take elemental contingency as a master trait now, you’ll still be able to swap to earth to get protection for incoming burst. It’ll just be applied on the first hit instead of on attunement. It’ll also be able to stack with the 20% from geomancer’s defence for a total of 59.6% reduced incoming damage. Nerf and power creep indeed? Pfft!
You probably don’t realize how much fresh air ele loses by not going arcana at all and taking suboptimal traits in fire.
1. Condi cleanse on 10 second cooldown in water, exchanged for 40 second cooldown passive cleanse that might as well remove conditions you don’t need to be removed, promoting passive play.
2. Vigor.
3. Protection, regeneration, swiftness on attunement swap. Protection is crucial for such a squishy build. (EC is bad because you have to get hit, same as they told memsers ‘’we don’t want you to get hit to have boons procs.)’’
4. Fury > loss in dps
5. Weakness in air, which is again crucial to such a squishy build.
6. One access to blind.
7. Bolt to the heart.
8. Damage loss due to nerf to Air Training.
You gain.
1. Flame barrier (lol), Sunspot, Burning rage > no crazy buffs there
2. Burning on crit (1 sec on 2 sec cooldown)
3. Three condi cleanse on 40 sec cd.
4. Blinding ashes maybe? Not such a good trait compared to loss of everything in Arcana.
5. Superspeed (3 sec on air), which is okay but doesn’t help with sustained dps.
6. Damage loss from major traits in Air.
7. Toughness in earth, 20% dmg reduction in 600 range, which mesmers and rangers will completely ignore.
8. Armour of earth (meh), earth skills cd reduced, soft cc duration reduced.
9. I don’t know about GM traits in earth. They’re not kinda appealing, I’m not saying they’re all bad but they promote passive play again.
These things are important to fresh air, which won’t be able to compete with the new buffed versions of mesmer and thief. The DPS loss is significant and some buffs in survability won’t change that. Where is your major power creep? Oh yeah, wrong class. Scepter is a bad weapon and needed rework since day one, but they just don’t bother with ele anymore.
you will go 06660 with fresh air with maybe energy sigil instead of fire to make up for the vigour.
shielding in earth, reduced earth cooldown for 40s cd invul and the no crit trait.
the minor gm trait is a perm 20% damage reduction, with stone heart it makes up for elemental attunement pretty well.
soothing ice in water, cleansing wave and either cleansing water (scep 3 in water gives regen) or the new 2% dmg per boon trait depending on how many boons you have with this build.
one with air (is 3s now instead of 1s) which will be huge for kiting, tempest defense which is a counter burst and very good against sleight of hand steal, and fresh air ofc.
the build will lose damage, that’s for sure, but gains a lot more survivability. idk if i like it or not, will have to test.
(edited by Jekkt.6045)
you will go 06660 with fresh air with maybe energy sigil instead of fire to make up for the vigour.
shielding in earth, reduced earth cooldown for 40s cd invul and the no crit trait.
soothing ice in water, cleansing wave and either cleansing water (scep 3 in water gives regen) or the new 2% dmg per boon trait depending on how many boons you have with this build.
one with air (is 3s now instead of 1s) which will be huge for kiting, tempest defense which is a counter burst and very good against sleight of hand steal, and fresh air ofc.
the build will lose damage, that’s for sure, but gains a lot more survivability. idk if i like it or not, will have to test.
Yeah, but with that you might as well play dd. It wouldn’t be so bad if all your survability buff wasn’t mitigated by power creep of thieves and mesmers.
At least Elementalist is getting nerfed from a position of strength.
Ele puts the N in the WvW GWEN meta.
Ele is the bruiser class in PvP with both Cele D/D and Cele Staff being fantastic builds.
Ele in PvE is the class with the highest dps and just 2 Eles means your party has access to 4 Ice Bows which melts most of anything incredibly fast.
The only thing I don’t agree with is FA S/D Ele getting nerfed. Not the way it was nerfed anyway since its the very definition of High Risk – High Reward play. The burst needed more telegraphs to add counterplay, not a flat out removal.
d/d will not be nerfed, just different.
i couldn’t care less about wvw and pve tbh, stuff is very unbalanced there anyway.
but it’s the same thing with hambow, hambow gets nerfed while shoutbow is meta, fresh air (dmg) gets nerfed while d/d is meta.
do the devs even know what builds are popular?
At least you aren’t a necro… the devs wanted to delete them entirely but they weren’t allowed so they just made them completely useless instead and nerfed them when every other class is getting buffed.
yeah but the compensate you by giving you the revenant.
You probably don’t realize how much fresh air ele loses by not going arcana at all and taking suboptimal traits in fire.
1. Condi cleanse on 10 second cooldown in water, exchanged for 40 second cooldown passive cleanse that might as well remove conditions you don’t need to be removed, promoting passive play.
2. Vigor.
3. Protection, regeneration, swiftness on attunement swap. Protection is crucial for such a squishy build. (EC is bad because you have to get hit, same as they told memsers ’’we don’t want you to get hit to have boons procs.)’’
4. Fury > loss in dps
5. Weakness in air, which is again crucial to such a squishy build.
6. One access to blind.
7. Bolt to the heart.
8. Damage loss due to nerf to Air Training.You gain.
1. Flame barrier (lol), Sunspot, Burning rage > no crazy buffs there
2. Burning on crit (1 sec on 2 sec cooldown)
3. Three condi cleanse on 40 sec cd.
4. Blinding ashes maybe? Not such a good trait compared to loss of everything in Arcana.
5. Superspeed (3 sec on air), which is okay but doesn’t help with sustained dps.
6. Damage loss from major traits in Air.
7. Toughness in earth, 20% dmg reduction in 600 range, which mesmers and rangers will completely ignore.
8. Armour of earth (meh), earth skills cd reduced, soft cc duration reduced.
9. I don’t know about GM traits in earth. They’re not kinda appealing, I’m not saying they’re all bad but they promote passive play again.These things are important to fresh air, which won’t be able to compete with the new buffed versions of mesmer and thief. The DPS loss is significant and some buffs in survability won’t change that. Where is your major power creep? Oh yeah, wrong class. Scepter is a bad weapon and needed rework since day one, but they just don’t bother with ele anymore.
Fresh air atm is 0/6/0/4/4, they don’t even take evasive arcana. You completely ignored the part where I said "and utilities" for condi cleanse. You will have more power now, from the base increase and gear stats increase. You can afford to drop something cheesy like an insta-cast always-crit arcane blast, for a condi cleanse. You can even take cantrips for the might stacks from burning fire instead of ignoring that factor and calling it purely a passive trait. You also can’t have it both ways; you can’t complain that burning fire is passive and therefore bad to use, yet complain about having to get up to 600 range closer to a mesmer for geomancer’s defence to kick in. If geomancer’s defence had no range factor, it’d be purely passive and overpowered. You also ignored the point about it stacking with protection from external sources, and the fact that this is a team game after all. Listing one access to a blind as a loss, but "maybe?" next to a trait that allows you to blind every 3 seconds regardless of attunement? You do realise blind causes a miss, and a miss is essentially 100% damage mitiagation, right? Furthermore, blinding ashes won’t require you to burn a dodge to cause the blind; they will just get blinded more often, saving you dodges, which means more survival resources.
http://www.twitch.tv/impact2780
(edited by Impact.2780)
You probably don’t realize how much fresh air ele loses by not going arcana at all and taking suboptimal traits in fire.
1. Condi cleanse on 10 second cooldown in water, exchanged for 40 second cooldown passive cleanse that might as well remove conditions you don’t need to be removed, promoting passive play.
2. Vigor.
3. Protection, regeneration, swiftness on attunement swap. Protection is crucial for such a squishy build. (EC is bad because you have to get hit, same as they told memsers ‘’we don’t want you to get hit to have boons procs.)’’
4. Fury > loss in dps
5. Weakness in air, which is again crucial to such a squishy build.
6. One access to blind.
7. Bolt to the heart.
8. Damage loss due to nerf to Air Training.You gain.
1. Flame barrier (lol), Sunspot, Burning rage > no crazy buffs there
2. Burning on crit (1 sec on 2 sec cooldown)
3. Three condi cleanse on 40 sec cd.
4. Blinding ashes maybe? Not such a good trait compared to loss of everything in Arcana.
5. Superspeed (3 sec on air), which is okay but doesn’t help with sustained dps.
6. Damage loss from major traits in Air.
7. Toughness in earth, 20% dmg reduction in 600 range, which mesmers and rangers will completely ignore.
8. Armour of earth (meh), earth skills cd reduced, soft cc duration reduced.
9. I don’t know about GM traits in earth. They’re not kinda appealing, I’m not saying they’re all bad but they promote passive play again.These things are important to fresh air, which won’t be able to compete with the new buffed versions of mesmer and thief. The DPS loss is significant and some buffs in survability won’t change that. Where is your major power creep? Oh yeah, wrong class. Scepter is a bad weapon and needed rework since day one, but they just don’t bother with ele anymore.
Fresh air atm is 0/6/0/4/4, they don’t even take evasive arcana. You completely ignored the part where I said “and utilities” for condi cleanse. You will have more power now, from the base increase and gear stats increase. You can afford to drop something cheesy like an insta-cast always-crit arcane blast, for a condi cleanse. You can even take cantrips for the might stacks from burning fire instead of ignoring that factor and calling it purely a passive trait. You also can’t have it both ways; you can’t complain that burning fire is passive and therefore bad to use, yet complain about having to get up to 600 range closer to a mesmer for geomancer’s defence to kick in. If geomancer’s defence had no range factor, it’d be purely passive and overpowered. You also ignored the point about it stacking with protection from external sources, and the fact that this is a team game after all. Listing one access to a blind as a loss, but “maybe?” next to a trait that allows you to blind every 3 seconds regardless of attunement? You do realise blind causes a miss, and a miss is essentially 100% damage mitiagation, right? Furthermore, blinding ashes won’t require you to burn a dodge to cause the blind; they will just get blinded more often, saving you dodges, which means more survival resources.
No, there is a variation of a fresh air build that goes 06044, some go 6 in arcana. I personally play either 26006 or 26026. Doesn’t mean that everyone goes 06044, simple. So you’re suggesting fresh air should take cleansing fire? That sounds pretty bad. I don’t use arcane skills apart from arcane shield, then I usually run Signet of Air, because it’s great. Blind + stun break + damage on very shot cooldown. I doubt any fresh air ele will go earth, might as well go dd. It was your suggestion. I’m just stating for fresh air, it’s bad. So your suggestion would be for fresh air ele to go fire, air and earth? That would be really great.
Well.. Yes. These changes will enable full specialization of 3 trait lines. That means essentially 6/6/6 builds. 3 grandmaster traits.
http://www.twitch.tv/impact2780
(edited by Impact.2780)
Well.. Yes. These changes will enable full specialization of 3 trait lines. That means essentially 6/6/6 builds. 3 grandmaster traits.
So? That was not my question. My question was if you would pick fire, air and earth for fresh air.
(edited by Laraley.7695)
you will go 06660 with fresh air with maybe energy sigil instead of fire to make up for the vigour.
shielding in earth, reduced earth cooldown for 40s cd invul and the no crit trait.
the minor gm trait is a perm 20% damage reduction, with stone heart it makes up for elemental attunement pretty well.soothing ice in water, cleansing wave and either cleansing water (scep 3 in water gives regen) or the new 2% dmg per boon trait depending on how many boons you have with this build.
one with air (is 3s now instead of 1s) which will be huge for kiting, tempest defense which is a counter burst and very good against sleight of hand steal, and fresh air ofc.
the build will lose damage, that’s for sure, but gains a lot more survivability. idk if i like it or not, will have to test.
So you give up fury-on-attune, which is a HUGE DPS loss. Especially if you factor in the nerf to air mastery so that it’s +10% crit damage rather than +10% pure damage. No fury = fewer crits = fewer sigil procs & less dmg from air mastery.
You could still get fury with Zephyr’s Boon and facetanking hits with Soothing Ice, but that only gives you 50% fury uptime, is purely passive so you have no control over it, and it relies on you taking hits, which is completely counter to how FA works. Scepter blinds, focus reflects/blocks/obsidian are all designed to avoid taking hits.
Zephyr’s Boon also competes with One With Air, so you’d give up fury completely if you went with the temporary superspeed. S/F Fresh Air will pretty much be limited to taking out other yolo glass-cannon players. Everyone else will just have to dodge phoenix and they’ll then be able to facetank the rest of the damage.
In return for giving up all that damage, and giving up vigor, swiftness-on-attune, and protection-on-attune (~60% uptime), you can get reduced CD on earth skills and stone heart. (You also get protection when hit (Soothing Ice + Elemental Shielding) at currently a 30% uptime, but that’s worse than elemental attunement.) Stone heart doesn’t synergize well with fresh air because the idea is to pop into earth for the protection + use key skills, then immediately pop back into air. And if you want to kite via One With Air, you’d need to pop back into air anyway.
All the other classes’ zerker builds got significant increases to both damage AND survivability. For example, IP and illusionary elasticity was made baseline for mesmers, and halting strike was merged with power block. Dagger training made baseline for thieves, and the current meta panic strike build doesn’t have to give up anything, but gets free and improved SA skills for survivability. And the ranger’s read the wind trait essentially made baseline. Mesmers and power rangers had build-defining GM traits made baseline — which is actually great, but the same should have been done for fresh air ele.
Fresh Air was definitely viable, but slightly less optimal than panic strike thief or shatter mesmer. All it needed was a slight bump in disengage potential and a slight increase to the sustained pressure. Instead, it takes a huge hit to damage in return for a passive, net increase to its face-tanking potential, which means you might as well just play a bruiser.
Also, the new ele skills in general seem very passive, which is unfortunate. I think the new spec system might be a net buff to BRUISER eles (not Fresh Air, that’s for sure), but a lot of the trait synergies revolve around letting you just facetank damage more easily.
I think a lot of people originally gravitated towards ele for the more active playstyle, and a lot of that active play revolved around swapping attunements at the right times to proc fury and defensive boons and maximizing usage of evasive arcana. Those two skills also had clear drawbacks that you had to balance: you can swap to earth for the protection, but you’ll lock yourself out of your current attunement for ~9s; you can dodge roll and swap to water to heal a teammate, but you’ll burn a dodge and lock yourself out of your current attunement.
The “auramancer” direction that eles are going in just revolves around getting hit to proc various defensive effects, and reducing the amount of damage you take via Geo Defense. As a separate issue of whether or not these changes are a net buff, I think they definitely nerf some of the “fun” factor of eles for me.
I would personally appreciate it if eles also had some powerful trait effects that were tied to things like “successfully blind an attack” or “successfully evade an attack.” Also, EA should just be baseline the way Illusionary Persona was made baseline. Then nerf the protection uptime from EA.
(edited by ResJudicator.7916)