Arcane Briliance: Potential Wasted?
From my impressions, the blast finisher is good enough to justify using it with staff’ water fields or for pve’s min-max dps builds, but the bonus healing is not good enough to justify it for melee builds. Mostly because you want to use the heal while kiting, and usually hit no one while doing so.
As my Ele is strictly PvE, It’s a fantastic heal as I get 1-shot/2-shot anyway, with no heal giving me an extra hit, so I may aswell use my heal to get 3 more Might stacks.
But I guess this thread isn’t about PvE, as it’s no revelation that it’s good for that content.
“Dear ANet, nerf Paper, Scissors is fine. Sincerely, Rock”
Elysaurus | Warrior | [LOL] | League of the Legendary | Gandara (EU)
I use it, but I still take evasive arcana because surge just sucks horribly. My build sort of focuses around blast finishers, because I have like a billion, so that in and of itself makes it the best option for me.
Use it in your combo fields and it’s epic. Staff Water 3 + AB can equal a full heal.
provide a service that I’m willing to purchase.” – Fortuna.7259
Yeah, it’s amazing.
“Oh noes, I’m down to 25% health!”
Water Attunement -> Geyser -> Arcane Brilliance.
“Ahh, back to full health again.”
Resume killing.
Yeah, it’s amazing.
“Oh noes, I’m down to 25% health!”
Water Attunement -> Geyser -> Arcane Brilliance.
“Ahh, back to full health again.”
Resume killing.
for me is most like
“Oh noes, I’m down to 25% health!”
“Oh noes,i’m already in water and Arcane Brilliance already in cd because i used it for might stack”
“KILL HIM FASTTTTT”
YamataNoOrochi(Warrior)Ziggy Th White Duke(Mesmer)Aleandro De La Vega(Ranger)
Yeah, it’s amazing.
“Oh noes, I’m down to 25% health!”
Water Attunement -> Geyser -> Arcane Brilliance.
“Ahh, back to full health again.”
Resume killing.
for me is most like
“Oh noes, I’m down to 25% health!”
“Oh noes,i’m already in water and Arcane Brilliance already in cd because i used it for might stack”
“KILL HIM FASTTTTT”
I solve that by going kamikaze and running into the middle of the fight. I use it to essentially give me a free blast on my lava font early on (because it heals off all my initial damage in melee range if I need about five seconds to start up my DPS), along with arcane wave. By the time I actually need it, both skills are off cooldown, and I still have my two earth blasts anyway if I’m really in trouble.
Anything that would cause me to die by using it early on would kill me anyway, so I figure I might as well.
That is all well and good for Staff. What about D/D?
We have no water fields. Personally i think that Cleansing Water should be a Water Field myself. It has the potential to be a great heal but for more of a Melee based heal it is rather stupid that it works better on a ranged weapon…
Not every skill is epic for every build.
I have it perma-slotted for WvW on my staff ele for two (probably obvious) reasons:
1. Blast finisher
2. Heal goes way up in intensity if you’re surrounded by foes
Item #2 works even better if your a D/D ele — more so than a staff ele. I get benefit because I’m rolling with the melee team on my staff ele.
That is all well and good for Staff. What about D/D?
We have no water fields. Personally i think that Cleansing Water should be a Water Field myself. It has the potential to be a great heal but for more of a Melee based heal it is rather stupid that it works better on a ranged weapon…
Engineers have http://wiki.guildwars2.com/wiki/Regenerating_Mist which grants a 1 second water field and is on a much shorter cooldown than cleansing wave, so there is somewhat of a precedent.
I don’t really like arcane brilliance TBH, but I ocassionally begrudgingly use it when I want more blasts. If it cleansed 1-3 conditions I could justify it but as it is I can only see it as an arcane wave with an animation that could get me killed. Actually if they removed the scaling heal per hit mechanic and just made it a blast with low heal numbers and a small cleanse i’d still prefer it over what it is now.
yeah, for a 40 second cool down skill i think a 3-4second water field would be fine, have it proc 1 second of regen every second and it would be quite balanced. It would give D/D a bigger reason to use it.
If Elemental Surge got the Inscription addon so that not only does it proc those conditions but it also procs the same Boons as Inscription does for Glyphs then Elemental Surge combined with Arcane Brilliance could become a GREAT heal.
yeah, for a 40 second cool down skill i think a 3-4second water field would be fine, have it proc 1 second of regen every second and it would be quite balanced. It would give D/D a bigger reason to use it.
If Elemental Surge got the Inscription addon so that not only does it proc those conditions but it also procs the same Boons as Inscription does for Glyphs then Elemental Surge combined with Arcane Brilliance could become a GREAT heal.
The problem is that same skill is also used on Evasive Arcana. With that trait and your proposal you’d get a water field every 10 seconds on dodge in Water, along with the regular water field from dagger 5.
If you want water fields, run Staff — that’s the short of it.
You started talking about Arcane Brilliance and then wandered off into how you need more water fields.
Arcane Brilliance provides a blast — independent of weapon. If you can’t find a way to use that with D/D, it’s not the fault of Arcane Brilliance.
Lastly you get bonus healing for nearby foes which is an advantage when using D/D.
yeah, for a 40 second cool down skill i think a 3-4second water field would be fine, have it proc 1 second of regen every second and it would be quite balanced. It would give D/D a bigger reason to use it.
If Elemental Surge got the Inscription addon so that not only does it proc those conditions but it also procs the same Boons as Inscription does for Glyphs then Elemental Surge combined with Arcane Brilliance could become a GREAT heal.
The problem is that same skill is also used on Evasive Arcana. With that trait and your proposal you’d get a water field every 10 seconds on dodge in Water, along with the regular water field from dagger 5.
If you want water fields, run Staff — that’s the short of it.
You started talking about Arcane Brilliance and then wandered off into how you need more water fields.
Arcane Brilliance provides a blast — independent of weapon. If you can’t find a way to use that with D/D, it’s not the fault of Arcane Brilliance.
Lastly you get bonus healing for nearby foes which is an advantage when using D/D.
Well the answer to that is a simple no. All of the dodges used to create blasts and that was removed so i am pretty sure that the 2 skills arent directly related to mean that the Dagger skill getting Water Field wouldn’t mean the dodge one would. Seeing as the Dagger never was a blast but the dodge one created one. So it would ONLY be on the weapon skill version.
I am talking specifically about Arcane Briliance, what is the point of a “Melee” heal if the Blast on it is useless on Dagger/Dagger builds, we can EASILY build plenty of Might as it is, all this does is add more.
THAT is why i am saying Water 5 should be a Water Field, so this MELEE heal can actually be effectively used by MELEE weaponsets.
Yeah D/D can do blasts,…Fire blasts and thats all. We have 2 in Earth that are pretty much wasted due to the classes and the weapon sets lack of fields.
A limit of 5 people, Weaker the lower the number of people you are fighting. 494 Healing Power and i get an additional 741 healing per a added target. and as i was saying, if we had more fields in D/D this MELEE based heal could be put to better use.
Frozen burst is getting a blast finisher in the next update, I highly doubt any sane dev team would follow that up with a water field on dagger offhand as it would be blatantly OP. If anything you can lobby for water trident getting a short water field instead of the proposed short duration regen boon added but I doubt you care about any weapon set except d/d going by your posts here.
Frozen burst is getting a blast finisher in the next update, I highly doubt any sane dev team would follow that up with a water field on dagger offhand as it would be blatantly OP. If anything you can lobby for water trident getting a short water field instead of the proposed short duration regen boon added but I doubt you care about any weapon set except d/d going by your posts here.
why would it? the skill has a 40 second cool down. I mean come on, look at how many Water Fields Engineer can make and blast.
Water combat means nothing to me. I stay as far away from water as i can, the combat is a total mess and is just as unbalanced if not worse than land combat.
I am still curious, rather than just stating that it would be “OP” – WHY would it? considering the cool down the skill has already…
Frozen burst is getting a blast finisher in the next update, I highly doubt any sane dev team would follow that up with a water field on dagger offhand as it would be blatantly OP. If anything you can lobby for water trident getting a short water field instead of the proposed short duration regen boon added but I doubt you care about any weapon set except d/d going by your posts here.
why would it? the skill has a 40 second cool down. I mean come on, look at how many Water Fields Engineer can make and blast.
Water combat means nothing to me. I stay as far away from water as i can, the combat is a total mess and is just as unbalanced if not worse than land combat.
I am still curious, rather than just stating that it would be “OP” – WHY would it? considering the cool down the skill has already…
water trident is a scepter skill
Frozen burst is getting a blast finisher in the next update, I highly doubt any sane dev team would follow that up with a water field on dagger offhand as it would be blatantly OP. If anything you can lobby for water trident getting a short water field instead of the proposed short duration regen boon added but I doubt you care about any weapon set except d/d going by your posts here.
why would it? the skill has a 40 second cool down. I mean come on, look at how many Water Fields Engineer can make and blast.
Water combat means nothing to me. I stay as far away from water as i can, the combat is a total mess and is just as unbalanced if not worse than land combat.
I am still curious, rather than just stating that it would be “OP” – WHY would it? considering the cool down the skill has already…
water trident is a scepter skill
That doesnt answer my question – why would Cleansing Water – the Dagger skill NOT the dodge with EA be over powered if it was a Water field attached?
Apologies if this requires new thread, but I want to ask: Do people want instacast on this skill, seeing as other Arcane skills are instant.
I probably shouldn’t say this, but Guardian players wanting Litany of Wrath being instant made me curious, so I want to know what you think.
I personally agree with Devs’ in that no Heals should ever be instant, but on the other hand, if I’m not mistaken, its cast time will be reduced to .75s in the upcoming patch, yes?
Frozen burst is getting a blast finisher in the next update, I highly doubt any sane dev team would follow that up with a water field on dagger offhand as it would be blatantly OP. If anything you can lobby for water trident getting a short water field instead of the proposed short duration regen boon added but I doubt you care about any weapon set except d/d going by your posts here.
why would it? the skill has a 40 second cool down. I mean come on, look at how many Water Fields Engineer can make and blast.
Water combat means nothing to me. I stay as far away from water as i can, the combat is a total mess and is just as unbalanced if not worse than land combat.
I am still curious, rather than just stating that it would be “OP” – WHY would it? considering the cool down the skill has already…
water trident is a scepter skill
That doesnt answer my question – why would Cleansing Water – the Dagger skill NOT the dodge with EA be over powered if it was a Water field attached?
First of all, I already posted that it would be no worse than an already existing engi skill all by itself but thats a dumb way to balance classes. That doesn’t mean it wouldn’t be overpowering considering how many more finishers ele have in their meta builds and that the devs have already consented to adding even more in the next patch. I only responded about water trident because its clear that you only play d/d and don’t know or care about the class outside of one specific purpose and its clouding your judgement of what is balanced.
Frozen burst is getting a blast finisher in the next update, I highly doubt any sane dev team would follow that up with a water field on dagger offhand as it would be blatantly OP. If anything you can lobby for water trident getting a short water field instead of the proposed short duration regen boon added but I doubt you care about any weapon set except d/d going by your posts here.
why would it? the skill has a 40 second cool down. I mean come on, look at how many Water Fields Engineer can make and blast.
Water combat means nothing to me. I stay as far away from water as i can, the combat is a total mess and is just as unbalanced if not worse than land combat.
I am still curious, rather than just stating that it would be “OP” – WHY would it? considering the cool down the skill has already…
water trident is a scepter skill
That doesnt answer my question – why would Cleansing Water – the Dagger skill NOT the dodge with EA be over powered if it was a Water field attached?
First of all, I already posted that it would be no worse than an already existing engi skill all by itself but thats a dumb way to balance classes. That doesn’t mean it wouldn’t be overpowering considering how many more finishers ele have in their meta builds and that the devs have already consented to adding even more in the next patch. I only responded about water trident because its clear that you only play d/d and don’t know or care about the class outside of one specific purpose and its clouding your judgement of what is balanced.
How many blast finishers can Engineer make? Pretty sure with the rught traits it is more than D/D ele, which is what 4, 2 in earth, Arcane Heal and Arcane Wave. As i said a 3-4second Water field on a skill that has a 40second cool down would be fine. You won’t be getting many blasts off anyway and you have to consider the attunement swapping and such
Yes i play D/D. Why is it that a RANGE weapon not only gets water fields but gets TWO. D/D can be supportive as well, well could be if the devs actually cared about that sort of thing.
AoE heal on going into Water, Regen going into water, Condition removal going into water, AoE small reasonable heal and a bigger heal with a condition removal as well. That is pretty decent. Adding a Water Field to Water 5 would make the support options much better for D/D. Because it simply makes NO sense that a Heal that is about Melee damage to increase healing should actually be better for a RANGED weapon is just silly.
I play Staff as well, but only in certain situations, i find the staff rather terrible weapon for how i play rather than just standing back and dropping AoE and such i like to be in the middle of a fight. I know plenty about the staff and i find it a rather boring weapon to use. Does that mean i am wrong and Water 5 in D/D shouldn’t get water field? No of course not.
Frozen burst is getting a blast finisher in the next update, I highly doubt any sane dev team would follow that up with a water field on dagger offhand as it would be blatantly OP. If anything you can lobby for water trident getting a short water field instead of the proposed short duration regen boon added but I doubt you care about any weapon set except d/d going by your posts here.
why would it? the skill has a 40 second cool down. I mean come on, look at how many Water Fields Engineer can make and blast.
Water combat means nothing to me. I stay as far away from water as i can, the combat is a total mess and is just as unbalanced if not worse than land combat.
I am still curious, rather than just stating that it would be “OP” – WHY would it? considering the cool down the skill has already…
water trident is a scepter skill
That doesnt answer my question – why would Cleansing Water – the Dagger skill NOT the dodge with EA be over powered if it was a Water field attached?
First of all, I already posted that it would be no worse than an already existing engi skill all by itself but thats a dumb way to balance classes. That doesn’t mean it wouldn’t be overpowering considering how many more finishers ele have in their meta builds and that the devs have already consented to adding even more in the next patch. I only responded about water trident because its clear that you only play d/d and don’t know or care about the class outside of one specific purpose and its clouding your judgement of what is balanced.
How many blast finishers can Engineer make? snip
That depends. How many do you want?
- Access to Water, Fire, Smoke, Light, Frost (Elite). Unfortunately, no access to Lightning, Poison or Dark, but they aren’t worth Blasting anyway.
Blasts on: - Shield 4,4
- Healing Turret Throw+F1, then again when it is deployed (Bug with Deployable turrets lets you double Blast when thrown turrets are detonated mid air)
- Bomb Kit Big Ol’ Bomb
- Elixir Gun Acid Bomb
- Thumper Turret Throw+F4 (deployable Turrets bug exploits yay), Overcharge, then Detonate when deployed
- 25% HP resets for even more Blast finishers, because why not.
This build is pretty much 100% support. A little weak on the rezzing due to no Stability or Protection uptime, but you can Stealth res with Smoke blasts, so that should be okay. Does practically no damage, although I suppose it could make a good condi-tank with an Apothecary set. Still, it lacks Incendiary Powder that really makes an Engineer condi build tick, and condition application is…unreliable outside of Pistol. The setup also lacks the Boon Duration to really get a support build going; although 20 can be taken from Inventions and put into Alchemy for that. In that instance, Altruism Runes can be used to make up for losses in damage output, or your standard 2 Monk, 2 Water, 2 Major Water along with Battle Sigil.
In PVP, Settler’s or Clerics Amulet might work. As a Support build, 6 Water should do the trick – and Healing Turret becomes beastly good when you combine that together with the sheer number of Blast Finishers and Healing Power stacked up.
Optional utilities include swapping out Elixir Gun for another Turret for even more Blasty goodness. (Rifle Turret is best if you just want to Blast all day). Rocket Boots is good for Blasting, yet retaining the mobility Elixir Gun gives in Acid bomb. Sacrificing a Frost Field for Supply Crate gets you yet another Blast finisher with the Elite.
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend
Frozen burst is getting a blast finisher in the next update, I highly doubt any sane dev team would follow that up with a water field on dagger offhand as it would be blatantly OP. If anything you can lobby for water trident getting a short water field instead of the proposed short duration regen boon added but I doubt you care about any weapon set except d/d going by your posts here.
personally i’d rather not get the blast on frozen burst and get a water field instead on cleansing wave. One thing that melee eles are desperately missing that would help the crappy survival is a water field. we do not need more blast finishers, we have plenty already.
personally i’d rather not get the blast on frozen burst and get a water field instead on cleansing wave. One thing that melee eles are desperately missing that would help the crappy survival is a water field. we do not need more blast finishers, we have plenty already.
This. We have enough blasts as it it on D/D what we need or more fields to use them on rather than just might stacking. Given Cleansing Wave cool down, i dont see any reason why it couldn’t be a Water field.
I mean Take Geyser for example on staff i have 469Healing Power
Geyser: : 2,775 Healing, 180 Radius, 2 sec duration, Water Field – 20sec cool down
CW: 1,771 healing, 240Radius, 1 condi removed, 5targets – 40 sec cool down
Half the cool down, More healing and water field.
Why does Cleansing Wave have such a higher cool down when all it does “better” is a condition removed, surely that can’t be why the skill has an extra 20second cool down despite being a weaker heal and not having a water field…
Don’t get me started on Healing Rain, an extra 5 second cool down for water field, curing conditions every 3 seconds, even if its 1 condition every 3 seconds its still better than Cleansing Wave, has a Water field, affects more people and again is a better heal, be it regen.
Arcane Brilliance is probably the only healing skill out of all the new healing skills released that I actually like.
(well, the mesmer one sounds solid too, but I don’t really play my mesmer anymore.)
Arcane Brilliance is probably the only healing skill out of all the new healing skills released that I actually like.
(well, the mesmer one sounds solid too, but I don’t really play my mesmer anymore.)
Don’t get me wrong that its not a bad skill, it just seems rather unfair and silly that a Melee based heal is better on a ranged weapon. I think given that Staff has TWO skills that are both better than the Water Heal from Dagger/Dagger that the D/D heal should be improved, Give it a Water Field that grants 3seconds of Regen every 1 second. Would seem fair considering the heal alone is weaker and has a longer cool down than the Staff heals
Arcane Brilliance is probably the only healing skill out of all the new healing skills released that I actually like.
(well, the mesmer one sounds solid too, but I don’t really play my mesmer anymore.)
Don’t get me wrong that its not a bad skill, it just seems rather unfair and silly that a Melee based heal is better on a ranged weapon. I think given that Staff has TWO skills that are both better than the Water Heal from Dagger/Dagger that the D/D heal should be improved, Give it a Water Field that grants 3seconds of Regen every 1 second. Would seem fair considering the heal alone is weaker and has a longer cool down than the Staff heals
Everything is melee in GW2. Even when you’re using a “ranged” weapon, you should really be melee anyways since:
- Boons are shared within a 600 radius.
– Talents like Stone Splinters encourage being close.
– In sPvP, everyone clumps up anyways since the only gametype available is conquest, which evolves around standing on nodes.
This is why no one wants a ranger using a longbow in their group, lol.
personally i’d rather not get the blast on frozen burst and get a water field instead on cleansing wave. One thing that melee eles are desperately missing that would help the crappy survival is a water field. we do not need more blast finishers, we have plenty already.
This. We have enough blasts as it it on D/D what we need or more fields to use them on rather than just might stacking. Given Cleansing Wave cool down, i dont see any reason why it couldn’t be a Water field.
I mean Take Geyser for example on staff i have 469Healing Power
Geyser: : 2,775 Healing, 180 Radius, 2 sec duration, Water Field – 20sec cool down
CW: 1,771 healing, 240Radius, 1 condi removed, 5targets – 40 sec cool downHalf the cool down, More healing and water field.
Why does Cleansing Wave have such a higher cool down when all it does “better” is a condition removed, surely that can’t be why the skill has an extra 20second cool down despite being a weaker heal and not having a water field…Don’t get me started on Healing Rain, an extra 5 second cool down for water field, curing conditions every 3 seconds, even if its 1 condition every 3 seconds its still better than Cleansing Wave, has a Water field, affects more people and again is a better heal, be it regen.
With Staff being a support weapon I think it’s reasonable to expect that the healing is stronger than that of a bruiser, melee ranged setup like D/x, especially given that such builds are likely expected to have more Toughness and/or Vitality to survive close quarters.
This is not to say that I don’t agree with you; that’s just how I imagine the thought process behind the people that designed the weapon skills for Elementalist.
As for Arcane Brilliance; 25 second CD on an Arcane skill that requires Arcane Mastery to be useful is also perhaps too long and is locking Brilliance out of D/x and S/x builds.
This is also the reason why Brilliance is stronger on Staff builds, due to less requirement for Renewing Stamina, and the use of Energy Sigil to compensate.
As for adding more Combo Fields to Dagger, I’m not so sure. Dagger and /Dagger are already considered to be one of the stronger weapon sets; and in March they will be buffed even further. Remember that Elementalist sustain in D/x was never a problem until Condition removal options were removed and Cleansing Water was given an ICD. With the return of PVE values to PVP for Signet of Renewal after the debugging, HPS for D/x Elementalist will only increase; as will its potential DPS given that Frozen Burst will be a Blast Finisher. Adding say, Water Fields to /Dagger which is arguably our strongest offhand already may bring back the roaming D/D bunker.
Personally, I’d rather that Water Magic got Cleansing Wave put back into Adept and for Fire Magic to receive Condition cleansing on Blasting Fire Fields, for instance. Diamond Skin along with Signet of Renewal is making the rounds in WvW already; increasing HPS of /Dagger with Water Fields may be just what pushes it into PVP; and that way nerf territory lies.
A proper buff to Elementalist Healing would be to increase the healing of each individual pulse of Ether Renewal and to reduce the number of pulses, and for the base value of Arcane Brilliance before increases due to opponents hit is increased; with the 20% increase per opponent hit reduced to 15% or even 10%.
If Elemental Attunement were ever to be made a 5 or 15 pointer, I could see Brilliance with Arcane Training making the rounds into D/x bruiser builds; but until then, Brilliance will remain “useful, but impractical” for D/x builds.
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend
With Staff being a RANGE weapon it doesnt really need to have 2 Water fields, so i would be more than happy if one got moved to D/D the weapon set that is 100% melee. At least Staff have the choice of to fight close range or at a distance, D/D doesn’t have that choice.
Or, remove the blast finisher from Frozen Blast and put a Water Field (and buff) Cleansing Wave.
Ash, I think you should just start playing staff if you’re so desperate for water fields
Ash, I think you should just start playing staff if you’re so desperate for water fields
D/D is SO much more fun, i prefer being in the centre of the action. It won’t take long before Anet sees the error of their ways and sees that the “buffs” are are getting will have little to no impact on our sustainability. So, maybe just maybe we might actually get D/D Water fields in the future, well when Guild Wars 3 launches maybe…
Then get into the fray as a staff! You think that it’s possible to keep foes at 1200 range all the time? Due to the ’no trinity’ design of gw2, almost everyone fights at melee range the majority of the time, with long-range only really being used for snaring foes. Did you not read Dahkeus’ post above?
At any rate, it won’t be at all sensible to add a water field to daggers - as has been outlined above, it would be a pretty massive buff that would probably push them right back up to overpowered, and nobody should be campaigning to become that.
I seriously encourage you to stop thinking about how much better off you could be with a water field on your weaponset, and instead work on other ways to stay alive - learn your enemies’ tells, and know when to retreat to heal up rather than expect to get to facetank your foes without retreating.
Note: staff has water fields, but staff also has lousy single-target damage compared to other ele weapons, and a lot of ground-targeted AoE that any sensible foe will aim to avoid before it even goes off. Staff users also have to use their utilities and traits to finish combos, with only one blast and two projectile finishers on the weapon itself, meaning that if they wish to, say, blast water fields... they can’t also take the triple cantrips I hear so much about.
Each weaponset plays differently, and they ought to stay that way - chucking unique features from one onto the others will only serve to devalue them all and detract from the great variety of the profession.
As i said, D/D is WAY more fun. You should not be forced into a certain weapon set to make the most out of a heal. Even worse it is better on a RANGE weapon when it is a MELEE heal.
The problem is it would NOT be a huge buff, when you consider the fact that the skill it would be attached to has an INSANE cool down, is WEAKER than both the Staff heals – So why shouldn’t Cleansing Wave be given a Water Field?
You are not forced into a weapons set to make the most out of a heal.
Honestly Ash if ANet made all the changes you demand around D/D it would ruin the profession. I’m referring to this topic and some of your other topics (burn stacks?).
D/D has it’s strengths. If you enjoy D/D then learn to play to its strengths and stop lobbying for an amalgamation of weapons.
Demand!? i havent demanded anything.
The simple fact is, the MELEE heal is BETTER on a RANGED weapon. Does that make sense to anyone?
If it is a heal for anyone, of any weapon set to use, buff the heal and remove the healing increased part. Even then, thanks to the Blast finisher it will STILL be better on Staff.
Demand!? i havent demanded anything.
The simple fact is, the MELEE heal is BETTER on a RANGED weapon. Does that make sense to anyone?If it is a heal for anyone, of any weapon set to use, buff the heal and remove the healing increased part. Even then, thanks to the Blast finisher it will STILL be better on Staff.
The healing increase is CLEARLY an advantage for melee… you are a broken record, yet making no sense.
The blast is an advantage for fields, and staff has more field — granted. But everything else about the heal is an advantage for melee, period.
This point has been made again and again. If you refuse to accept it, fine, that’s your problem. But the skill is fine exactly the way it is. Your proposed changes make it worse for everyone not playing in “Ash” world.
I do find it funny, Adding a Water Field to a weapon, which is pretty much all i suggested – how exactly what that make ANYTHING worse? This would SURELY make it better, at least then we would have another combo option rather than the same old Might stacking, like we cant do that already…
I do find it funny, Adding a Water Field to a weapon, which is pretty much all i suggested
Wrong — Disregarding your other forum topics (which are a bit of a treat), you suggested a whole pile of stuff in this topic alone:
Personally i think Elemental Surge should be buffed to include Boons as well. the good old basic ones from Inscription so when you use one you get the same duration boon as you would from Inscription.
With Staff being a RANGE weapon it doesnt really need to have 2 Water fields, so i would be more than happy if one got moved to D/D the weapon set that is 100% melee.
…buff the heal and remove the healing increased part.
Arcane Brilliance is excellent just the way it is. Fire it off in the middle of a zerg battle in melee range and the heal is epic. On top of that cake you get a blast finisher and AoE damage as frosting. It’s borderline OP.
With Staff being a RANGE weapon it doesnt really need to have 2 Water fields, so i would be more than happy if one got moved to D/D the weapon set that is 100% melee.
The idea behind combo fields is primarily to encourage teamplay. The staff ele is supposed to place the water field for the dagger ele to use and blast.
Combos are optional and should be rewarded based on extra effort/special builds/good positioning. They shouldn’t be given as basically free on a weapon that’s designed for standalone fighting. Staff’s a group weapon and that’s why it has so many combo fields. Just like how Healing Spring and Healing Turret are also group skills. The best combo fields go to the weapons designed for group support and that’s how it should be.
The right build and D/D can be a support/small team set as well. I mean after all Anet did want us to have synergy between attunements…yet D/D has none of that, all we can do is blast fire fields and that is ALL we can do.
So i don’t see what is wrong with adding other fields to the weapon, it isn’t as if it will suddenly make every Staff ele go D/D and it won’t make us suddenly overpowered because we have a few field options as well.
Dagger/Dagger currently have 4 Blast finishers, yet only 1 field type, what is really the point in that. It isn’t as if Stacking Might is really that hard anyway.
Arcane builds still fail.
Arcane builds still fail.
I actually like Elemental Surge and Arcane Shield and Arcane Power. i some times wish that Earth was Torment or something rather than a weak 1second Immbo but the others are rather good. Air and Blinds can be great against classes like Warrior and Guardian. I currently have the trait for added Vul as well which is pretty decent.
I do think they have a bit too long a cool down though and for Grand master trait they some are a bit lacking. Think Burning and Chill could have a longer duration and i think Earth inflicting 3-4 stacks of Torment for 5seconds would be better than a 1second Immbo, which is like useless against most classes anyway.
I don’t think I’ll ever use it in WvW or PvP D/ (big maybe on staff), but it’s a brilliant heal in PvE for dagger spec.
You’ll always get off that bonus healing and then some. That it’s a blast finisher and does a touch of damage on top of that is just that much better.
AB is one of the better new healing skills. I like it.
(edited by CETheLucid.3964)
Arcane builds still fail.
I actually like Elemental Surge and Arcane Shield and Arcane Power. i some times wish that Earth was Torment or something rather than a weak 1second Immbo but the others are rather good. Air and Blinds can be great against classes like Warrior and Guardian. I currently have the trait for added Vul as well which is pretty decent.
I do think they have a bit too long a cool down though and for Grand master trait they some are a bit lacking. Think Burning and Chill could have a longer duration and i think Earth inflicting 3-4 stacks of Torment for 5seconds would be better than a 1second Immbo, which is like useless against most classes anyway.
I have tried an arcane build with elemental surge on staff and it is definitely lacking, there are much better grandmaster traits that you can get. Arcane power can be pretty good but arcane shield leaves a lot to be desired, especially when compared to a warrior’s endure pain.
Arcane wave is an awesome utility, especially for staff and arcane blast needs something else because I can’t see anybody taking it in it’s current state.
As for arcane brilliance, it’s a fine heal. Sure, it is risky for an ele to heal close to an enemy but it has it’s benefits.
The blast finisher is amazing with staff as you can use it for various functions like might stacking or area healing with water fields.
It also has a low cd that becomes even lower when specing into arcane mastery and it’s cast time is the lowest of any ele heal, it even does a little damage if an enemy is near.
Maybe the new heals were a tad bit undertuned but I think that arcane brilliance was done right, now if it gets a slight buff I definitely won’t mind.
Yeah i agree, it does seem a bit weak but not quite sure what it is. I think it would be better if the conditions were different based on the Arcane skill that is being used.
Arcane Shield:
Fire – Burning. Great i like it.
Water – Chill. Okay, could do with longer duration
Air – Blind. Great against melee
Earth – Immobilize – Rather weak. Needs longer duration
Arcane Power:
Fire – Burning. Great i like it. Great at stacking Burning
Water – Chill. Okay, could do with longer duration
Air – Blind. Great against melee
Earth – Immobilize – weak. Rather it was Torment, 3 stacks 10seconds or something
Arcane Wave
Fire – Burning. Great i like it.
Water – Chill. Okay, could do with longer duration
Air – Blind. Great against melee Zergs
Earth – Immobilize – Rather weak. Needs longer duration
Arcane Blast
Fire – Burning. Could do with longer duration as its 1 hit.
Water – Chill. Weak, needs to be 6-9seconds
Air – Blind. Weak. Rather it was 10-15second Weakness
Earth – Immobilize – Awful. Needs to be 4-5seconds or changed to something else
Arcane Brilliance
Fire – Burning. Great i like it.
Water – Chill. Okay, could do with longer duration
Air – Blind. Okay, Weakness would be better
Earth – Immobilize Rather it was Poison.
As for Arcane Briliance the heal, sure its great for weapon set that has plenty of fields – Fire, Air and Water you have great access. for Dagger/Dagger though it is just lacking it offers nothing but more Might stacking which is easily done as it is. Maybe if it did a sort Evasive Arcana sort of effect when you healed Like it gave 6stacks of Might in Fire, Swiftness or AoE Weakness in Air, added Healing in Water and a mini Churning Earth in Earth based on the attunement you are in (this would be separate to the Elemental Surge affects) though that might make people cry about it being to overpowered but then it would be more worth while, it just seems in D/D it has that little something missing.
Arcane Brilliance just requires that its heal be less predicated on other people and it would be strong. A cooldown reduction to 20 seconds from 25 would also be favourable, but the issue is the extremely low baseline and extremely high scaling – if you hit multiple people. Skills that require an outside factor to be strong are weak in and of themselves.
I would rather the baseline heal be closer to 4746 and the damage scaling per opponent struck be reduced to 10% as opposed to 20%. This keeps the maximum potential heal at 7120 assuming 5 opponents struck; however, the baseline is better by itself, and is highly competitive if used within a Water field.
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend
The point of the heal is that it’s got a slightly higher risk and a much higher reward, Malthias - if it were to become as powerful as other heals at long range, it’d need a 1.5s cast time or 30s cooldown, since it’s got that delicious blast finisher (and happens to be critical damage as an Arcane, too).
The problem is, certain weapons have no use for the blast finisher. In fact, ALL weapons bar the Staff have no use for it – why? Because they only have access to ONE field compared to Staff which has Fire, Air, Water and Ice.
Now in my opinion that is stupid, an elementalist that can use FOUR different attunements and yet only gets ONE field if they are not using the Staff!? really!?
Arcane Brilliance is the heal of choice for the PvE meta. In a situation where we los a big blob of mobs, it can heal us almost 9k AND blast whatever fields underneath. With persisting flame and fire fields, that means fury, or a grand total of 90% or more crit chance and that means damage.
- doranduck, 2016 on Lore in Raids
As i said, this for being a more melee based heal is rather pointless having a Blast finisher when the ONLY weapon that has more than 1 field is the RANGED staff. If the other weapons were actually give more choice when it came to Fields then this heal would be GREAT, as it is – its wasted potential for all weapons bar the ranged one which is silly considering its a melee heal.