BURNING FIRE: A test for Anet
Maybe the leaked notes arent the full notes. I think they are aware of the useless fire traits. It should have been the first thing they changed.
Names aside, Burning Fire and Burning Precision are both useful in mono-earth condition builds, which are already getting a boost in the update. They’re far from useless when built around properly, as they can help condition builds get a decent amount of burning uptime without leaving earth attunement (leaving earth attunement can cause a large drop off in bleed stacks, essentially reducing damage output far more than gaining burning from entering fire attunement could increase it, so condition builds need to get burning while staying in earth)
Flame Barrier and One With Fire are both terrible traits right now, I’ll agree with that.
Burning Precsion gives ONE SECOND of burn, 30% of the time when you crit. A condition earth build will have 20% crit at the most. This means you will get a one second of burn every 3 out of 50 hits. Yes, that is sooo useful…
Burning Fire is adding burn to skills that ALREADY BURN.
So dingle, you are wrong.
Burning Precsion gives ONE SECOND of burn, 30% of the time when you crit. A condition earth build will have 20% crit at the most. This means you will get a one second of burn every 3 out of 50 hits. Yes, that is sooo useful…
Burning Fire is adding burn to skills that ALREADY BURN.
So dingle, you are wrong.
Ya, who wants burning to last longer in a condi build /s
Seriously though, I think merging these traits is all that needs to be done. Signet of fire now gives a good amount of crit on passive and burning fire makes its active burn last 33% longer. SoF plus the merged trait synergizes well, for both passive and active abilities.
Burning Precsion gives ONE SECOND of burn, 30% of the time when you crit. A condition earth build will have 20% crit at the most. This means you will get a one second of burn every 3 out of 50 hits. Yes, that is sooo useful…
Burning Fire is adding burn to skills that ALREADY BURN.
So dingle, you are wrong.
Ya, who wants burning to last longer in a condi build /s
Seriously though, I think merging these traits is all that needs to be done. Signet of fire now gives a good amount of crit on passive and burning fire makes its active burn last 33% longer. SoF plus the merged trait synergizes well, for both passive and active abilities.
It adds 3 seconds to 50 second cleanse, the summoning of 2 weapons, and Signet of Fire. So basically only the Signet of Fire benefits, in a 30 Earth build. Thus, it is rubbish.
Merging and buffing them sounds good.
Well burning is strong I have no problem with the 30% chance on crit what would you want it be thats not OP?
I barely have any condition damage around 260ish and my burns are usually around 400+ per tick after a few might stacks. I think burning precisions goal is to complement +5% damage to burning foes.
I think they should leave the trait alone make it 2 secs to be a bit more attractive at least then someone could extend the duration if they wanted to.
Also there is rabid gear why would a condi build only have 20% chance to crit? I just looked in build craft and I got to almost 40% chance and didnt really tweak just threw it together. You take a hp loss but your almost a 600 per tick burn and I didnt even put points in earth. Once you apply burning you can pretty much keep it on with that trait.
I was actually messing with this today if you just use condi duration at around 55% on burns just from dagger skills you can pretty have perma burn.
I really like the potential of burning precision trait I feel 1 sec is to low and 2 secs would make me want to take it.
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
(edited by oZii.2864)
Well burning is strong I have no problem with the 30% chance on crit what would you want it be thats not OP?
I barely have any condition damage around 260ish and my burns are usually around 400+ per tick after a few might stacks. I think burning precisions goal is to complement +5% damage to burning foes.
I think they should leave the trait alone make it 2 secs to be a bit more attractive at least then someone could extend the duration if they wanted to.
Also there is rabid gear why would a condi build only have 20% chance to crit? I just looked in build craft and I got to almost 40% chance and didnt really tweak just threw it together. You take a hp loss but your almost a 600 per tick burn and I didnt even put points in earth. Once you apply burning you can pretty much keep it on with that trait.
I was actually messing with this today if you just use condi duration at around 55% on burns just from dagger skills you can pretty have perma burn.
I really like the potential of burning precision trait I feel 1 sec is to low and 2 secs would make me want to take it.
Burning precision is fine if the duration is made a little longer. I get that burning is a strong condition but you have to remember this is offset by it being duration stacking and not intensity stacking like a bleed. So 2-4 sec of burning at a 30% rate honestly doesnt seem imbalanced to me.
The flame barrier trait is just horrid. The design idea is great in that it does what the 25 point fire trait does – Make fire attunement more attractive to stay in for extended periods of time.
But seriously, who thought that making a reflect condition trait for the class with lowest inherent survivability was a good idea???
Especially when the condition reflected is so pathetic. It should be a blind/weakness condition applied to attacker and it should have the increase chance trait baked into it.
Breakdown of class roles in tpvp
Suggestions for improving/fixing elementalists
(edited by Demon.5082)
Burning Precision is absolutely horrid. Anyone who can do basic maths can see that. It lasts only ONE second, and only triggers on 30% of your critical hits. So first you have to roll a crit, then you have a 30% chance of it triggering a measly 1 second burn.
A condition build with 20% crit will trigger it 3 out of every 50 attacks. That is a 6% proc rate, for a single second of burn….
I don’t think that trait is meant for a condition build tbh. If they increased the duration then it could be used in one if someone used all rabid gear.
30% chance for it to trigger is the same as sigil of fire and sigil of lightning and those are extremely popular sigils there are tons of sigils set at that rate that people use.
10 points in air can help with not having a very high crit chance fury on attunement swap and 10 points in air you might as well assume you always have +20% though you need those traits to go with burning precision
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
Burning Precision is absolutely horrid. Anyone who can do basic maths can see that. It lasts only ONE second, and only triggers on 30% of your critical hits. So first you have to roll a crit, then you have a 30% chance of it triggering a measly 1 second burn.
A condition build with 20% crit will trigger it 3 out of every 50 attacks. That is a 6% proc rate, for a single second of burn….
I’m running full rabid, 50% crit rate; that’s a 16.6% trigger rate on burning, with stone shards hitting 3 times every 2 seconds.
The extra burning is supplemental to the burning applied by the utilities affected by Burning Fire. I’m at 80% condition duration in PvE, making it add 1.8 seconds of burning to the stack each time it triggers, with signet of fire providing a large mass of uptime. Burning Precision gives me more time with the signet on passive mode before I need to fire it again.
I use Glyph of power in my condi Build as well as the buff on Glyph use (which should give at least two stacks of might)
I find the burning applied through the very effecient and i am not depending on crit.
Other method is to use arcane surge which applies rediculous amounts of burn with arcane power. You have to sacrafice quite a Lot but i find it very rewarding. And with Glyph ofvrenewal and Glyph of Storms you can Play extremely flexible. Switching to Earth for Protection Cast the Storm and heal Glyph and you are sporting 7+ secs of protection
50% crit makes 15% proc rate. And please stop pretending you drop Flame Axes and Fiery Greatswords on people for 3 seconds of burn…
The new Necromancy grandmaster trait does it the right way: 100% chance to trigger a 4 second burn on a crit, with a 10 second cooldown.
(edited by Avatara.1042)
Burning precision is a decent add to a crit scepter build imo. No cooldown timer and air autoattack hits many times in a short window, so that it is sure to proc at least once per channel (usually more).
Endless Petrification Tonic
50% crit makes 15% proc rate. And please stop pretending you drop Flame Axes and Fiery Greatswords on people for 3 seconds of burn…
The new Necromancy grandmaster trait does it the right way: 100% chance to trigger a 4 second burn on a crit, with a 10 second cooldown.
I, uh, don’t use those in a condi build. Signet of fire + burning fire + 80% condition duration = 100% burning uptime on a single target; burning precision extends the burning allowing to keep the signet up for the passive effect if the enemy survives til the cooldown finishes. Signet passive increases crit rate, helping trigger Sigil of Earth for more bleeds.
The new necromancer trait requires 150% condition/burning duration for the necro to get 100% uptime (and that assumes crits exactly when you need them). At 50% crit, attacking 15 times in 10 seconds (stone shards * 5 attacks), ele will proc around 2.5 burns from burning precision, which has no internal cooldown – but ele has burning from other sources as well. Burning Fire helps cover that purely from Signet of Fire, and helps a lot with Cleansing Fire.
Also, if the necro trait’s ICD is for the trait as a whole, it won’t help for AoE if you place a mark on 5 enemies and get a single crit, putting the trait on cooldown for 10 seconds. Dhuumfire is not enough. The same trait on engi works because they burn already.
(edited by Dingle.2743)
I use Glyph of power in my condi Build as well as the buff on Glyph use (which should give at least two stacks of might)
I find the burning applied through the very effecient and i am not depending on crit.
Other method is to use arcane surge which applies rediculous amounts of burn with arcane power. You have to sacrafice quite a Lot but i find it very rewarding. And with Glyph ofvrenewal and Glyph of Storms you can Play extremely flexible. Switching to Earth for Protection Cast the Storm and heal Glyph and you are sporting 7+ secs of protection
I am running a semi glyph build in pvp and absolutely love it. Apart from getting cd reduction on your elemental, glyphs are completely situational just like our attunement swapping.
Maintaining massive up times of protection/swiftness/regeneration without speccing for cantrips is just awesome.
The only thing I feel bad about is the mandatory 20 in water for survivability and condition removal. 30 arcane I do not feel bad about since I need the boon duration anyway.
I do hope the patch improves glyphs a bit while toning down cantrips so people will stop blindly saying that either go 30 water and 30 arcane with cantrips or go home
Breakdown of class roles in tpvp
Suggestions for improving/fixing elementalists
(edited by Demon.5082)
I use Glyph of power in my condi Build as well as the buff on Glyph use (which should give at least two stacks of might)
I find the burning applied through the very effecient and i am not depending on crit.
Other method is to use arcane surge which applies rediculous amounts of burn with arcane power. You have to sacrafice quite a Lot but i find it very rewarding. And with Glyph ofvrenewal and Glyph of Storms you can Play extremely flexible. Switching to Earth for Protection Cast the Storm and heal Glyph and you are sporting 7+ secs of protection
I am running a semi glyph build in pvp and absolutely love it. Apart from getting cd reduction on your elemental, glyphs are completely situational just like our attunement swapping.
Maintaining massive up times of protection/swiftness/regeneration without speccing for cantrips is just awesome.
The only thing I feel bad about is the mandatory 20 in water for survivability and condition removal. 30 arcane I do not feel bad about since I need the boon duration anyway.
I do hope the patch improves glyphs a bit while toning down cantrips so people will stop blindly saying that either go 30 water and 30 arcane with cantrips or go home
at the moment i run 10/20/20/0/20 with staff in solo pve and dungeons. i really enjoy it. condi removal is down the drain and i wouldnt dare to run that spec in pvp.
i do run purging flames, signet of fire and GoS.
in the end its always the same for elementalists trying new builds. there is a lot of fun potential out there. but if you want to get serious you need the 15 or 20 in water because its just too good not to take.
if i had one more source of active condi removal on staff or utility skills i wouldnt miss water at all. they should have tackeled that in their balance/more build options patch.
taking away stunbreaker from purging flames is really stupid to me. it was a go to skill if you did not want to run 10 in water. (signet of water really sucks imo – at least make the activated effect an aoe or even better an ice field, same for SoF btw)
if you choose a glyph build you are screwed without water in pvp. so basically for a glyph build you have to spec x/20/x/20/x
a lot of spec points considering glyphs are fun but nowhere near great.
I use Glyph of power in my condi Build as well as the buff on Glyph use (which should give at least two stacks of might)
I find the burning applied through the very effecient and i am not depending on crit.
Other method is to use arcane surge which applies rediculous amounts of burn with arcane power. You have to sacrafice quite a Lot but i find it very rewarding. And with Glyph ofvrenewal and Glyph of Storms you can Play extremely flexible. Switching to Earth for Protection Cast the Storm and heal Glyph and you are sporting 7+ secs of protection
I am running a semi glyph build in pvp and absolutely love it. Apart from getting cd reduction on your elemental, glyphs are completely situational just like our attunement swapping.
Maintaining massive up times of protection/swiftness/regeneration without speccing for cantrips is just awesome.
The only thing I feel bad about is the mandatory 20 in water for survivability and condition removal. 30 arcane I do not feel bad about since I need the boon duration anyway.
I do hope the patch improves glyphs a bit while toning down cantrips so people will stop blindly saying that either go 30 water and 30 arcane with cantrips or go home
at the moment i run 10/20/20/0/20 with staff in solo pve and dungeons. i really enjoy it. condi removal is down the drain and i wouldnt dare to run that spec in pvp.
i do run purging flames, signet of fire and GoS.in the end its always the same for elementalists trying new builds. there is a lot of fun potential out there. but if you want to get serious you need the 15 or 20 in water because its just too good not to take.
if i had one more source of active condi removal on staff or utility skills i wouldnt miss water at all. they should have tackeled that in their balance/more build options patch.
taking away stunbreaker from purging flames is really stupid to me. it was a go to skill if you did not want to run 10 in water. (signet of water really sucks imo – at least make the activated effect an aoe or even better an ice field, same for SoF btw)
if you choose a glyph build you are screwed without water in pvp. so basically for a glyph build you have to spec x/20/x/20/x
a lot of spec points considering glyphs are fun but nowhere near great.
It does not take a genius to figure out why cantrips are much stronger than glyphs/signets when paired together.
You get regen/vigor when traited, all of them stunbreak and they remove a condition when traited. Not to mention they are all heavily defensive.
Now glyphs give you boons when traited. None of them save for the heal is defensive and none of them stunbreak (GoEP will but that is still giving a stunbreak to an offensive preparation skill). Also none of them give condi removal.
Signets are even worse when you pair them together. I tried a signet build once and was decimated with conditions thrown on me. The active for signet of water is stupid and should be changed to an effect similar to cleansing/purging flame (not good with names). Air with the stunbreak is now semi-useful i guess. There is still the issue of lacking an active defense using signets.
If they want to promote build diversity, traits should allow all utilities to have similar power when stacked together. Then you can even mix and match and make hybrid builds.
Breakdown of class roles in tpvp
Suggestions for improving/fixing elementalists
And Anet fail the test.