Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
Fire Magic II—Conjurer: Moved this trait to the Adept tier.
Fire Magic III—Ember’s Might: The effect of this trait has been changed. Burns applied now last 25% longer.
Fire Magic VIII—Burning Fire: This trait has a new effect and now automatically uses
Cleansing Fire when the elementalist has 3 conditions. There is also a 40-second cooldown. Moved to the Master tier.
Fire Magic 25—Burning Rage: Increased the damage dealt to burning foes from 5% to 10%.
Air Magic V—Soothing Winds: Increased the conversion from 5% to 7%.
Air Magic XI—Tempest Defense: Decreased the cooldown from 60 seconds to 25 seconds.
Earth Magic 5—Stone Flesh: Increased the toughness while attuned to Earth magic to 1.5 per level (120 at level 80).
Earth Magic VII—Strength of Stone: Added a 10% gain to condition damage based on toughness.
Earth Magic XI—Diamond Skin: This trait has been redesigned. Conditions now cannot be applied to players when their health is above the 90% threshold.
Water Magic I—Arcane Abatement: Moved to the Adept tier.
Water Magic III—Cantrip Mastery: Moved to the Adept tier.
Water Magic V—Soothing Wave: Moved to the Adept tier. This trait is now redesigned to gain regeneration on incoming critical hits.
Water Magic VIII—Aquamancer’s Alacrity: Moved to the Master tier.
Water Magic IX—Soothing Disruption: Moved to the Master tier.
Water Magic X—Cleansing Wave: Moved to the Master tier.
Arcana III—Final Shielding: Decreased the cooldown from 90 seconds to 75 seconds.
Arcana IV—Vigorous Scepter: Moved to the Adept tier.
Arcana V—Blasting Staff: Moved to the Adept tier.
Arcane VI—Windborne Dagger: Moved to the Adept tier. This trait now functions outside of combat.
Arcana VII—Arcane Retribution: Moved to the Master tier. Decreased the cooldown from 90 seconds to 45 seconds.
Arcana VIII—Elemental Attunement: Moved to the Master tier.
Arcana IX—Arcane Resurrection: Moved to the Master tier.
The following changes were done to reduce the burden of putting points into the
Arcana trait line:
The base cooldown of attunements has been reduced from 16 seconds to 13 seconds. The attunement cooldown rate now increases by 1% per point in Arcana, down from 2%. The end result is that attunements now go from 13 seconds to 10 seconds instead of the old range of 16 seconds to 10 seconds.
The base global attunement cooldown is now 1.625 seconds. The global attunement cooldown rate now increases by 1% per point in Arcana, down from 2%. The end result is that global attunement cooldown now goes from 1.625 seconds to 1.25 seconds instead of the previous range of 2.0 seconds to 1.25 seconds.
Bug Fixes
Cleansing Wave: Fixed a bug that caused the trait fact to display an incorrect number of targets.
Static Field: The strike from this skill will no longer be limited by range or line of sight, making it consistent with the stun portion of the skill.
Ring of Earth: Added a range indicator.
Conjure Frost Bow, Conjure Flame Axe, and Conjure Lightning Hammer: These abilities will no longer go on full cooldown when interrupted.
Signet of Restoration: Fixed an issue that caused the skill to heal for incorrect amounts when traited with Written in Stone.
Magnetic Wave: Added a range indicator. Updated the radius fact to display the proper distance.
Soothing Mist: Updated the trait fact to indicate its proper radius.
Conjure Fiery Greatsword: This skill can now be cast while moving.
Zephyr’s Speed: Fixed an issue that caused this trait to behave incorrectly with Lingering Elements.
Stone Flesh: Fixed an issue that caused this trait to behave incorrectly with Lingering Elements.
So far I have found that arcane retribution is actually working like arcane power now and lasts for the correct 30 secs instead of 5 like before.
The new burning fire trait is affected by cantrip mastery. So the icd is 32 secs haven’t field tested this but the tooltip changes to reflect it.
I’m a fan of the arcane wave change that radius is huge!!
(edited by oZii.2864)
cleansing wave now X water. well, idk what shell dps elem do. agonized in conditions?
arcane brilliance, looks very good until you don’t see other classes new heals
Water cooldown reduction to master along with cleansing wave sad panda
First looks!
Elemental Attunement is awesome but putting twenty points into Arcana isn’t appealing when it’s the only trait worth having (Blasting Staff etc are also good but I change weapons way too often to use them). Besides, attunement cooldowns just got buffed.
Nerf to Cleansing Wave is bad but with Healing Ripple still good and only five more points from Healing Ripple to the Master tier, 20 Water is probably worth it.
Conjurer’s move is fine and dandy but it’s still competing with some very strong traits out there (-20% Fire recharge, +10% Fire damage) and so I probably still won’t use it.
Conjure FGS buff is great! I remember how hairy it was when I was summoning FGS against Liadri, if only this had been changed then.
Beyond that, I think we’ll have to wait and see. I’ll probably begin with 30/10/10/20/0, and work from there.
:( they broke my build as expected. Now I have to spend more point in water or lose evasive arcana.
The new burning fire trait is affected by cantrip mastery. So the icd is 32 secs haven’t field tested this but the tooltip changes to reflect it.
Yes, this is both exciting and weird. There was already hints of this based on dev’s posts, but cantrip mastery doesn’t works on earth’s embrace yet, nor does cantrip amstery works with the arcane traits.
So is renewing stamina like II now since VI is windborne dagger?
Adept line for water sucks now it is like either go min 15/20 or it isn’t worth it except maybe like PvE
I’ve asked an anet dev (Powerr) in game about cantrip mastery + burning fire.
Apparently, it’s a bug – but only for the old traits! He wanted new content to be bug free, so cantrip mastery is already working with burning fire, and in the future, old traits should get affected by the mastery traits as well.
I like how the kittening pvp template is a 0/0/10/30/30, kittened devs.
BUT i am loving the ranged arcane wave for quick utility on points since i don’t need to sacrifice positioning to apply frost aura/etc..
I won’t touch arcane brilliance in pvp.
I have no kittening decent trait to pick at water adept, soothing wave is a joke unless you’re bunker.
(edited by DrTenma.7249)
why didn’t they just add this new “gain regen when critically hit”
to the old “cure a condition when activating water attunement”
water line .done
why didn’t they just swap “arcane retribution” with “blasting staff”
arcane .done
My current build. 20/20/30/0/0
D/D elementalist. Burning fire in Fire traitline. One with Air and 10% more damage in Air. Earth VI and IX and Diamond skin.
So I watched a guildie in duels running 0/0/30/10/30 run through a p/d thief who is pretty good, and a prismatic understanding mesmer hybrid both pretty easily. The mesmer is more direct damage than condi but uses the condi to supplement kind of like we do with fire etc.
The annoying cripple on clone death traits aren’t even affecting him. Diamond skin so far doesn’t seem that bad at all.
Planting your face on the keyboard to win won’t be as viable anymore. Conditions will now require timing to cast, just like physical damage.
Planting your face on the keyboard to win won’t be as viable anymore. Conditions will now require timing to cast, just like physical damage.
I’m getting some vids of his duels I’ll try to upload this evening
Second looks!
S/D (at least the variant I ran, with 10 Arcana) appears to have been overall nerfed by this patch. Losing Elemental Attunement and requiring 20 points into Water for Cleansing Wave isn’t good at all. The only significant upside is the lowered cooldown on the attunements, but it doesn’t compensate very well: not having instant-protection available, especially to channel Churning Earth, is not good at all. Still the lowered cooldown on attunements mean the damage skills in Fire are more often available. So far it feels like a slight nerf to me, although it may have to do with inertia over not having Elemental Attunement.
Staff appears to be the weaponset that was buffed the most by the patch, although it’s an indirect buff. Lower cooldowns means Staff can switch to the other attunements more often without giving up too much DPS. The other benefit is Arcane Brilliance being a 25s cooldown (same as Glyph of Elemental Harmony) Blast Finisher. That nicely shores up Staff’s lack of blast finishers. It also gives Staff the ability to heal a lot very quickly: switch to Water -> casts Healing Ripple -> Healing Rain and / or Geyser -> Arcane Brilliance -> Arcane Wave. Now if only Staff’s skills in the other attunements weren’t so bad …
I’ve not seriously tried D/X yet. Anyone who uses D/X a lot can comment on how it went?
(edited by Jeydra.4386)
The Arcane Wave change is neat, it can now be used without needing to be in the middle of the action, although it’s now pointless underwater. That said, Arcane Brilliance SHOULD have worked like the new Arcane Wave, because when my heal requires me to dive into a mob full of things trying to kill me for max effectiveness, it’s going to get me killed more often than not.
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