2/26 Elementalist Changes: discussion
I can deal as long as all the other classes can shut up with the “OP FOTM” when i kick their kittens.
but you are a FOTM
Mr Guardian
The changes to the focus are nice, but not good enough.
The scepter is still terribly awkward due to its heavy reliance on direct damage AND condition damage, and its poorly designed skills such as Dragon’s Tooth and Phoenix.
The staff still makes you a free kill if you aren’t built as a bunker.
So elementalists are still quite lacking in ranged PvP options.
I am happy with the changes.
The fact that the Evasive Arcana in Water change was targeted at PvP is appropiate. With that skill, an expert player was able to affect the outcome of a tourney match in PvP.
Same goes for RTL. Primarily affects PvP expert players in tourney play and balance in those matches.
The Wvw and Pve worlds will continue to turn and nothing we have lost or gained has nerfed the class to extinction or turned us into OP jugernauts.
The changes to the focus are nice, but not good enough.
The scepter is still terribly awkward due to its heavy reliance on direct damage AND condition damage, and its poorly designed skills such as Dragon’s Tooth and Phoenix.
The staff still makes you a free kill if you aren’t built as a bunker.
So elementalists are still quite lacking in ranged PvP options.
Still want to see scepter air 2 and 3 combined. One does damage, one blinds, both are instant. Why not just have scepter air 2 do some damage and blind, then give us a scepter 3 which does…something.
I would say scepter should have an aura and it could go there, but scepter earth 2 (rock barrier) should just be made an aura.
•Renewing Stamina: This trait now has a 5-second cooldown between activations and has a 100% chance to activate, increased from 33%
This is a happy surprise to me since I run a high crit % build specifcally to proc this trait. I have always enjoyed dodges as a way to mitagate damage and run very little Toughness. This increases the flexabilty of possible builds immensly since I dont need Toughness on gear or traits and can put that into other stats.
I’ve never seen it happen. I’ve hit them with knockback during it, does nothing. Hit them with immobilize, does nothing. Tried to slow them down with chill and cripple, does nothing. If it’s supposed to stop them in their tracks, I’m not seeing it.
immobilised RTL is like being stunned
… except you look like an angry ball of electricity instead of a drunk
80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]
Anyone know if the damage reduction of Frost Aura also stacks with protection boons??
Anyone know if the damage reduction of Frost Aura also stacks with protection boons??
theoretically it should as they are 2 different buffs (2 different icons).
I am happy with the changes.
The fact that the Evasive Arcana in Water change was targeted at PvP is appropiate. With that skill, an expert player was able to affect the outcome of a tourney match in PvP.
Same goes for RTL. Primarily affects PvP expert players in tourney play and balance in those matches.
The Wvw and Pve worlds will continue to turn and nothing we have lost or gained has nerfed the class to extinction or turned us into OP jugernauts.
so you are hoping that they continue to punish expertise? great…
I am happy with the changes.
The fact that the Evasive Arcana in Water change was targeted at PvP is appropiate. With that skill, an expert player was able to affect the outcome of a tourney match in PvP.
Same goes for RTL. Primarily affects PvP expert players in tourney play and balance in those matches.
The Wvw and Pve worlds will continue to turn and nothing we have lost or gained has nerfed the class to extinction or turned us into OP jugernauts.
so you are hoping that they continue to punish expertise? great…
When a player’s expertise in the elementalist profession preordains the ending of a match in the controled environment of PvP, yes. Somebody tell me if I am off base, but 3 or more elementalists on a team equals success is what I have heard more than once before.
I don’t think the above average player is good enough with hot keys and recognition of and reaction to opponents actions to ever acheive the level that is theoretically possible with this profession. Without a god mode to view matches I am sure I have rarely seen it, but I have no doubt it existed. Hopefully a 1/2 a heal less in Evasive Arcana and a few second longer cooldown on RLT will be enought to equalize things. These are petty changes for almost all the players of this profession.
Compared with the changes the community thought were necessary to equal things out, we dodged a bullet as one poster in this thread has already astutely pointed out.
RTL nerf was not warranted and to be honest a huge nerf. 5 seconds is a lot of time in PVP. Going to take some time getting used to RTL being on a 20 second CD. I have already lost acouple of fights I should’ve won due to this nerf. Sad to see the devs bow down to a bunch of bads crying about their encounters with good eleys. Before nerf I’ve lost 1 v 1s to every class because the person playing it was a good player. There was nothing wrong with the class to begin with nor was there any “overpowered builds” to warrant a nerf of the whole class. Anything an eley does can be countered by any class in the game l2p whiners. BIG SAD FACE
Gnomez 80 Elementalist Airabetha 80 Guardian
http://www.youtube.com/user/jkelsey83/videos
When a player’s expertise in the elementalist profession preordains the ending of a match in the controled environment of PvP, yes. Somebody tell me if I am off base, but 3 or more elementalists on a team equals success is what I have heard more than once before.
although I agree that we “dodged a bullet”, I find your argument invalid; this is mainly due to the fact you are comparing numbers toward quality distinctive elements (it would be like comparing fishes to planets and saying “look, there are many, so they are alike..”). All other classes have, since the beginning, counters to each and every of our skills and utilities: what they cannot counter -and should not- is the player’s skill itself.
No class has the ability to counter stealth, for example, yet they corrupt an already balanced class out of mere qqing.
This is not an acceptable way of facing adversities, so I still keep my no-no for the RTL nerf.
Can someone explain to me how any of the new changes made an Elementalist a more viable option in dungeons? Because I don’t see anything other than serious nerfs for the dungeon Ele… Were Eles so super great in dungeons that such a nerf was neccessary?
quite easy…
Using a bad and boring weaponset like scepter/focus
Its really cool compared to support offered by other weaponsets…
Then you start comparing to other support classes and you suddenly awake.
I’d like to have some eplanation to why they didn t limit their nerf to PvP and www only..
But i actually know the answer when i think to guardians……
Balance PvP>www> Pve
despite gamers population is
PvE>www>pvp
makes sense….
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.
(edited by LordByron.8369)
But i actually know the answer when i think to guardians……
Balance PvP>www> Pvedespite gamers population is
PvE>www>pvpmakes sense….
The thing is PVP balance doesn’t affect PVE only WvW does and it is really ridiculous that they nerf professions due to WvW. If skills are such an issue there SPLIT them. It’s impossible to have a profession balanced properly in a pure PVE settings and a PvPvE setting (WvW)
I’ve never seen it happen. I’ve hit them with knockback during it, does nothing. Hit them with immobilize, does nothing. Tried to slow them down with chill and cripple, does nothing. If it’s supposed to stop them in their tracks, I’m not seeing it.
immobilised RTL is like being stunned
… except you look like an angry ball of electricity instead of a drunk
Lol +1
Kaosberg De Lay
Deflora Pulzelle
The problem I’m having is with the RTL nerf is now most of the attacks in the Air attunement have substantial cool downs. So after one rotation of all my attacks and coming back to Air attunment, everything is still on cool down…
If they had to nerf RTL, at least lower a cool down on another Dagger/dagger ability (with proper adjustments to them).
Frost Aura: Incoming damage is reduced by 10% while under the effects of this aura. Enemies are only able to be chilled by this aura once per second. This affects all frost auras.
Flame Aura: In addition to the burning condition, this aura now grants 10 seconds of might each time the player is struck. This aura can activate only once per second. This change affects all flame auras.
Comet: This ability’s strike now occurs faster upon casting.
Evasive Arcana: The spell cast while in water attunement has been split between PvE and PvP. This spell’s effectiveness with the healing attribute has been reduced by 50% while in PvP.
Flame Shield: This skill now lasts 5 seconds instead of 3.
Flame Wall: The combat region for combo interactions has been increased.
Glyph of Elemental Harmony: This healing skill now grants three stacks of might when used in fire attunement instead of one.
Ride the Lightning: This ability’s recharge has been increased to 20 seconds.
Shocking Aura: Updated this ability to indicate its cooldown on stunning enemies.
Stoning: This ability’s projectile speed has been increased by 22%.
Static Field: This field will now properly stun enemies that cross it rather than merely dazing them.
Discuss away!
OP: can you add these to your post? They were appended to the patch notes:
- Renewing Stamina: This trait now has a 5-second cooldown between activations and has a 100% chance to activate, increased from 33%.
- Soothing Disruption: Vigor and regeneration boons granted by activating cantrips have been reduced from 10 seconds to 6 seconds.
- Zephyr’s Boon: Fixed a bug that caused Shocking Aura to apply double the boons of other auras.
Just so that people reading your post can see the comprehensive list.