Absolute Zero: grand master trait (water)
>Ice Cleric
Huehue
Damage dealt x 70 sounds a bit OP, or am I just being plebian?
Bad@Thief: Kiera Gordon
Sea of Sorrows, a server never before so appropriately named.
When you said Absolute zero i saw this image
I think the x70 implies 70x the stack number so I full stack of 20 would only produce 1400 damage.
churning earth is 1800 dmg for comparison you would prob be able to hit 6-7k max because you have to have some healing power
Can you guys stop trying to implement complex and “unique” mechanics that have absolutely no possibility of making it to the live game?
A single trait adding a counter minigame to your buff bar. Something that enemies must keep track of with no chance of counterplay. In some other thread a guy wanted a single GM arcana trait to give you access to a new set of 20 abilities (5 per attunement).
I mean, get real people.
Ele & thief main (full ascended)
Down with the braindead faceroll classes.
dodge invuln. get good. teleports chill cripples. its an aoe only hitting a few targs. easy to dodge.
While it would be nice to have more useful GM traits, I don’t think this works.
I’d much prefer to see Powerful Aura working with all auras (combos/runes in particular) so we can mess around with being decent Auramancers again.
I thought all auras did work? I dont think they last long enough for auramancers. I loved auras but i tought the duration was lacking
I thought all auras did work? I dont think they last long enough for auramancers. I loved auras but i tought the duration was lacking
The auras from your weapon skills or traits are shared, as well as those from traited effects (fire shield on signet use, or shocking aura when disabled), but those gained from leaping through fire or ice fields, or from rune sets (currently either a fire shield at 80% health or a magnetic aura at 20%, from runes of the fire and earth).
Combo and rune auras *do* trigger the adept auramancy traits in air and earth, just not Powerful Aura; with regards to the sharing trait:
- runes are probably an oversight (runes of dwayna don’t trigger Cleansing Water, for another example of failed interaction with traits)
- for auras it might be a duct-tape solution, to stop people from double-stacking frost auras on their allies by blasting ice fields, iunno. We have a few different leap finishers that we currently can’t share auras from, anyway.
EDIT: right now I actually think staff users are in the best place for group auramancy... and this is without running Powerful Aura. The fury, swiftness and protection from blasting an ice field multiple times can be helpful, but it comes at the expense of might-stacking if you use up all your finishers.
One possible option would be to bring a second player for an ice field - maybe a frost trap ranger... or an S/D Ele as the auramancer to blast in the staff’s fields? Either one requires deliberate group synergy, and iunno if it’d be at all worth the investment.
At any rate, in PvE the main boon wanted will be Fury, and this is currently most reliably provided by Persistent Flames - and comes with all the might stacking anyway. Auramancy is only likely to be useful if a build can’t afford to go 30 deep into fire magic, but is already taking 10 points in air and earth - maybe something fresh-airy, iunno. I ran 0/10/30/0/30 for Diamond Skin, the boons were pretty nice.
(edited by cheese.4739)
I think Auramancer would be better if Arcane shield was turned into Arcane Aura:
Arcane Aura:
Grant yourself an Aura based on your attunement.
Fire: Fire Shield – 5 second duration
Water: Frost Aura – 5 second duration
Air: Shocking Aura – 5 second duration
Earth: Magnetic Aura – 5 second duration
45second cool down
I think Auras from weapon skills need to be longer in duration as well, conisdering they have the insane ICD
I think Auramancer would be better if Arcane shield was turned into Arcane Aura:
Arcane Aura:
Grant yourself an Aura based on your attunement.
Fire: Fire Shield – 5 second duration
Water: Frost Aura – 5 second duration
Air: Shocking Aura – 5 second duration
Earth: Magnetic Aura – 5 second duration
45second cool downI think Auras from weapon skills need to be longer in duration as well, conisdering they have the insane ICD
Take arcane shield away from me and I will cut you.
Arcane shield is pretty nice as is, especially after all the changes to Mist Form.
Bad@Thief: Kiera Gordon
Sea of Sorrows, a server never before so appropriately named.
Arcane Shield is pathetic as it is, block three attacks on HOW long a cool down? Look at what other classes get with damage immunities, PROPER blocks, invul, stealth and what do we get an insane cool down skill that is simply average at best.
They cut it down to 30seconds and then i will consider it useful, the only reason i use it is because we have nothing else. The best of a bad bunch.
The best of a bad bunch.
Yea so it’s pretty nice by ele standards.
Bad@Thief: Kiera Gordon
Sea of Sorrows, a server never before so appropriately named.
Argh, stupid forum bug, logged me out again. Here’s the gist of what I’d typed:
1) Arcane Shield: don’t even think about it. It’s a great utility, bringing stunbreak, blocks, and not interrupting your channel.
2) I’ve seen the auras-on-stunbreak suggested before, however, and in a way that fits with the chosen skill type: Glyph of Elemental Power.
Since it was never designed as a stunbreak, the Glyph is... pretty weird. You’re expected to pop it before entering combat, to proc the condition effects, but then you can’t use it when it’s needed. Combine this with the ICD and low proc chance /for/ the conditions, and it becomes an incredibly underwhelming skill.
Since Glyphs behave as different skills depending on your attunement, they’re the ideal candidates for the elemental auras, which are also primarily defensive so go with a stunbreak nicely.
It’d be a nice improvement to Glyphs, and they definitely need a bunch of nice improvements to be useful.
The best of a bad bunch.
Yea so it’s pretty nice by ele standards.
But that doesn’t mean it is a good skill that could be replaced by something MUCH better. Just think having access to all the Auras no matter your weapon set. No more getting Range spammed when using D/D just go into Earth pop the Arcane Aura and boom – you have Magnetic Aura and projectile reflection. I think this is what the skill should have been in the first place.
It would also then still be affected by the Arcane traits
Argh, stupid forum bug, logged me out again. Here’s the gist of what I’d typed:
1) Arcane Shield: don’t even think about it. It’s a great utility, bringing stunbreak, blocks, and not interrupting your channel.
So you would rather have 3 attacks blocked every 75 seconds over having access to fire Shield, Shocking Aura, Frost Aura and Magnetic Aura on a 45second cool down?
Add into that the traits for Arcane, like Lower cool down, Vul applications and such and it would be a GREAT skill that EVERY ele can use to gain access to the aura(s) they are missing out on.
Helpful in many ways as well, protects against melee (Shocking Aura) as well as range (Magnetic Aura) plus would account for Aura sharing trait as well.
In my opinion this would be a MUCH better skill than what Arcane Shield is. We have several other ways to gain Stun Break anyway, so the stun break part shouldn’t really count, hell what if the stun break was added to the Arcane Aura? I men it would make sense seeing that you use it as a defense and would make more sense than Elemental Power being a stun break thats for sure.
Ash why don’t you even read the kitten post?
It fits better as a Glyph, there are fewer arguments to be made *for* the GoEP (srsly, people like shield, it’s actually useful, and taking away those blocks would really bloody hurt), and the mechanics of Glyphs fit with attunement-based effects (whereas Arcanes are very definitely standalone spells that *don’t* depend on your attunement).
Argh, stupid forum bug, logged me out again. Here’s the gist of what I’d typed:
1) Arcane Shield: don’t even think about it. It’s a great utility, bringing stunbreak, blocks, and not interrupting your channel.
So you would rather have 3 attacks blocked every 75 seconds over having access to fire Shield, Shocking Aura, Frost Aura and Magnetic Aura on a 45second cool down?
Add into that the traits for Arcane, like Lower cool down, Vul applications and such and it would be a GREAT skill that EVERY ele can use to gain access to the aura(s) they are missing out on.
Helpful in many ways as well, protects against melee (Shocking Aura) as well as range (Magnetic Aura) plus would account for Aura sharing trait as well.
In my opinion this would be a MUCH better skill than what Arcane Shield is. We have several other ways to gain Stun Break anyway, so the stun break part shouldn’t really count, hell what if the stun break was added to the Arcane Aura? I men it would make sense seeing that you use it as a defense and would make more sense than Elemental Power being a stun break thats for sure.
The blocks are really nice for pinch “oh kitten I’m about to die” situations.
Before making all kinds of wacky aura changes to it we’d be better off doing something about the cooldown.
Bad@Thief: Kiera Gordon
Sea of Sorrows, a server never before so appropriately named.
Ash why don’t you even read the kitten post?
It fits better as a Glyph, there are fewer arguments to be made for the GoEP (srsly, people like shield, it’s actually useful, and taking away those blocks would really bloody hurt), and the mechanics of Glyphs fit with attunement-based effects (whereas Arcanes are very definitely standalone spells that don’t depend on your attunement).
Elemental Power is good, sure the stun break is beyond pointless and the proc chance is rather low it is still a decent skill. They should remove the Stun Break, increase the Proc chance to 50% with a 1 second ICD and boom. Sorted.
I don’t know about making it a Glyph, to many of the Glyph traits are unattainable for most builds.
Inscription – Master Air trait
Zephyrs Boon – Air Minor
Quick Glyphs – Air Minor
Elemental Shielding – Earth Minor
Most people are 0/0/20/20/30 not many, if any can afford to drop points to go into Air Maybe if they make it with a 45 second cool down it would still be worth taking without any added traits.
Maybe they could combine both my idea and Elemental Power into one skill. Something like:
Elemental Aura:
Grant yourself an Aura based on your attunement. While this Aura is active skills you use have a 100% chance of inflicting a condition Fire – Burning(3 seconds), Water – Chill (2 seconds), Air – Weakness( 6 Seconds), Earth – Cripple (6 seconds)
Fire: Fire Shield – 5 second duration
Water: Frost Aura – 5 second duration
Air: Shocking Aura – 5 second duration
Earth: Magnetic Aura – 5 second duration
45second cool down
Something like that, made it a 100% chance due to the 5 second duration, compared to the 30 second duration of the previous version.
The blocks are really nice for pinch “oh kitten I’m about to die” situations.
Before making all kinds of wacky aura changes to it we’d be better off doing something about the cooldown.
How about my above idea? It would mean Arcane Shield would be left alone. Though i do agree with you the cool down even as it is needs to be reduced to like 45-60second region.
Elemental Power is good
[…]
too many of the Glyph traits are unattainable for most builds.
So what, you don’t want to change a Glyph, then you say that Glyphs are untraitable? Find me a build that someone is currently using GoEP in, traited or not, then get back to me with more nonsense reasons to change a working skill (Arcane Shield – srsly people are using it and like its functionality we keep telling you) when there are more suitable and currently less useful skills we could change instead.
Glyphs lack decent traits, and are generally underwhelming, yes – but saying “oh no I don’t use these trait lines so we shouldn’t make that skill type useful” won’t solve that problem in any way.
And again: Glyphs are the skill type that change their effects based on your attunement. Arcanes don’t, Conjures don’t, Cantrips don’t. Such an effect belongs on a Glyph and definitely doesn’t belong on an Arcane.
The meta’s shifted away from “you have to be x/x/x/20/30”, by the way. It’s been that way for a while – and insisting we fit all suggested changes to fit into your nice little world of just-one-build is a terrible plan for build diversity.
glyph TRAITS. I picked Arcane as the 20% reduction at the very least is easily obtained for pretty much everyone goes at least 10 into Arcane. Over going into Air. Arcane Shield isn’t good, its just the best we have. Which means nothing.
Take a look at all the stuff other classes with more health, armor and everything else gets and look what we get terrible skills (when compared to them) with insane cool downs.
Also, you ignoring the Arcane trait that AFFECTS what attunement you are in when you use them? Sure, not the best of traits but still it affects Arcane skills and what happens is determined by your attunement when used.
I have barely seen anyone that isnt at least 10 into both Water and Arcane, most are 20 into Water and 30 into Arcane.
Hello, we are Ele. We have the WORST build diversity of ALL the classes. So we couldn’t make that any worse as its already the worst it can be.
Though i see nothing wrong with changing an average skill with an insane cool down into something that could be used by EVERYONE and be useful in pretty much any situation. Arcane Shield for example is WASTED on Thief who are in stealth because blocks don’t remove them from stealth – Shocking Aura on the other hand is VERY useful. want to Block 3 attacks from that ranger? why block 3 attacks when you can reflect his attacks back at him for 5 seconds with Magnetic Aura….
Hello, we are Ele. We have the WORST build diversity of ALL the classes. So we couldn’t make that any worse as its already the worst it can be.
Persisting Flames
Fresh Air
Two build-defining traits, regularly taken, that require 30 points investment into their trait line. There are multiple ways to use them (right now I’m 30/20/0/0/20 for zerker Staff). Boom! Build diversity. The attunement cooldowns change and general improvements to fire/air lines have aided diversity significantly.
Note that these builds are so much more successful than what you’re sure you need, because:
1) Ele is not a good bunker, as we’re inherently squishy. We make up for this with utility and damage potential – if you really want to bunker down, roll a Guard (or maybe a Warrior or Engi if you want to switch things up a bit).
2) They actually deal any damage – if you spend all your time going “ooh I want to be survivablez” you’re never going to kill anything, and you’ll lose most attrition fights.
Arcane Shield for example is WASTED on Thief who are in stealth because blocks don’t remove them from stealth
So mitigating that Backstab, and letting you know you just got attacked, is a waste? Do you actually pay no attention whatsoever? And if you’re in the habit of popping your stunbreak/active defence while not actually in combat, maybe this is why the cooldowns feel so long…
Shocking Aura on the other hand is VERY useful.
Yes, yes it is – and it’s already accessible on a weapon… and would become more accessible if GoEP gained auras.
want to Block 3 attacks from that ranger? why block 3 attacks when you can reflect his attacks back at him for 5 seconds with Magnetic Aura….
Again: one of our weaponsets can do this already, and if GoEP were changed to auras and on your bar, you could do it from other weaponsets anyway.
What happens if you come up against a Hammer Warrior with stability? Suddenly your Shocking Aura is utterly useless… but a block will save your hide. Want to res an ally against someone with CC? Blocks > auras against most CC skills. What about that AoE on the ground? Can’t aura your way out of that. What if your Ranger friend knows how to weapon swap and starts hitting you with their Greatsword? Magnetic Aura only works if they stick to projectile attacks, which they shouldn’t be doing.
The auras are great utility, but they are not worth ruining Arcane Shield for. If any buff were to be made to the skill, I’d like it to be the addition of a blast finisher when the shield was broken, adding a small reason for foes to leave the shield to expire naturally. Its cooldown is long, but if you don’t waste it, you can (as mentioned by people above) then finish that important channel or survive your opponent’s burst when you ordinarily would not have done.
I’m still waiting for you to outline a build that effectively uses GoEP as it is, by the way.
I’m pretty certain that there isn’t one – I know I tried to get it to work for long enough.
Who would waste such a high cool down skill against a Hammer warrior? In pretty much EVERY situation other skills would be much better. You block a few attacks and then boom CC til you are dead. Yeah using Arcane Shield is a GREAT idea against a weapon with SO much access to CC, it is nothing but delaying what you know will happen.
With that situation, you would be better off using other skills (Armor of Earth for example) or even using weapon mobility skills and getting out of range for a bit.
I would take fighting Melee Vs Melee every day of the week, i would happily use Magnetic Aura to force them into changing weapons. That is what i need, fighting Melee Vs Range is just not something that any Melee wants and to force them either into stop attacking so i can get close or swapping to melee weapons and going Melee Vs Melee would be perfect. Does that mean i would win? of course not, but it gives a much better chance than trying to fight knockbacks, stealth and kiting.
Rather than a pointless Blast finisher, like we dont have enough already. I would rather it block attacks for the whole duration, considering its insane cool down the least it should do is block them for its duration.
Block 3 attacks Vs Melee stun, Range Reflection, damage reduction or Burning and Might…I know what one i would pick. The one that is more versatile.
I actually use Elemental Power on my Condition Build, Sure its not the best skill and could do with a rework (like the example i gave combining it with my idea) but its still decent.
Who would waste such a high cool down skill against a Hammer warrior? In pretty much EVERY situation other skills would be much better. You block a few attacks and then boom CC til you are dead. Yeah using Arcane Shield is a GREAT idea against a weapon with SO much access to CC, it is nothing but delaying what you know will happen.
The point is to block the CC, don’cha’know. Hit them with your own damage, or run away, rather than get stunned in place.
Other skills, such as Armour of Earth, may also be useful in such a situation… but some people prefer the roles that blocks fulfil (completely mitigating damaging hits) to those that protection/stability do (damage reduction, immunity to all CC).
People play with different skills – you can’t use Arcane Shield, apparently, but other players can and do.
I would take fighting Melee Vs Melee every day of the week, i would happily use Magnetic Aura to force them into changing weapons. That is what i need, fighting Melee Vs Range is just not something that any Melee wants and to force them either into stop attacking so i can get close or swapping to melee weapons and going Melee Vs Melee would be perfect. Does that mean i would win? of course not, but it gives a much better chance than trying to fight knockbacks, stealth and kiting.
However, as has come up many times before: in sPvP, everything is melee vs melee, when it comes to 1v1 play, since it’s necessary to contest capture points. Ranger shortbow is just their most effective weapon, with strong condition application and regular hits to proc their spirits’ effects.