Guardian-Blueprinted, Warrior- Grizzilli
[JCM] Guild: Ehmry Bay WvW
Does anyone else feel like the cool down on this ability is a little long? 50 seconds for a condition removal and a little bit of burning?
Not really to be honest. On its own, it may be fairly weak but in a cantrip build, it can remove 4 conditions and its recharge is reduced. That’s fairly powerful for a condition removal skill.
3 conditions + break stun – it totally deserves that cd
It can be traited to 40 second cooldown with the IX trait in water.
As above posters pointed out, it can remove 4 conditions AND apply a fairly powerful DoT on target as well. Its one of our most powerful cantrips.
Eles already have a lot of condition removal without it, and few run condition sets. It’s good skill in and of itself but it faces competition from Armor of Earth, Lightning Flash and Mist Form, all of which complement any Ele build. I think it needs a bit of a tweak to make it mesh better with the other skills. A cooldown reduction isn’t the way to go, however. Maybe if it removed 1-2 boons per use instead of cleansing conditions, it’d fill a big gap in the Ele’s arsenal.
Would be interesting…
Remove a condition and burn a foe, removing 2 boons
Burn, 4 s
Breaks Stun
Numbers can be changed obv.
I think stun break+3 condition removal is fine at its cd. D/D eles only have a lot of condition removal if they trait for it, so it really helps out on an aura sharing build where you won’t be able to take the cleansing water trait.
CD on it is fine. This is a powerfull cantrip and should not be used too often, otherwise, IT WILL imbalance the gameplay – especially in PvP/WvW
Cleansing Flame cooldown seems fine. Its not THAT high, and as mentioned with traits its actually very good. Its not all that impressive without traits, but… making it better untraited would make it too good with the proper traits, so the lesser of two evils is to have it a bit underpowered untraited.
Now Armor of Earth, that I think could use a signifigant cooldown reduction. Even traited I don’t feel its good enough to warrant the cooldown it has right now.
It’s pretty decent.
Contrarily, I felt that Armor of Earth is a tad bit too high
warriors have a shout removing 1 condition from themselves and allies as well as breaking stun and with traits can remove an additional condition and heal. all for 25 sec cd (can be traited for less)
that’s twice as often, with a cumulative higher effect.. it’s also insta-cast, doesn’t interrupt and works from knocked-down state..
I really like having a quick condi removal and always take shake it off with my warrior, but with my ele it seems a waste of a skill slot (in comparison with more useful skills)… just my opinion, but cleansing flame should be a bit less powerful (i.e. no damage/burning) but on a 30 sec cooldown (traitable to.. ~24 or so)..
edit: though I have to admit, my warrior often removes half a second of bleed left on myself instead of the 10+ seconds of poisoning.. priorization is completely senseless – as it is with combofields (who’d want an area retaliation over an area heal? yet that’s what I always get when I play together with a guardian after I carefully set up my eruption/aoe heal/arcane wave..)
(edited by Oranisagu.3706)
For Warriors that’s pretty much the only way to remove conditions except for war horn
For Warriors that’s pretty much the only way to remove conditions except for war horn
and every other shout (fgj ftw! =) ) when using the trait ;-)
So how many warrior shouts can remove 4 conditions at once?
So how many warrior shouts can remove 4 conditions at once?
if priorization work in your favour, does it even matter? I actually rather remove 2 conditions (plus stun) every 25 seconds than 4 every 50. but yes, thats pretty much personal opinion.
yes, sometimes it’s nice to cure a load of conditions at once, but usually I rather remove the nastier ones as soon as they pop up, than wait another 25 seconds for them to kill me (with ele I usually just switch to water as I don’t carry the cleansing flame that often except in wvw – switching to water also helps my mates and can be done every 9 seconds)
also, don’t underestimate the aoe effect of the shout. cleansing flame does nothing for your group.
prime example: cliffside fractal top room. after banging the hammer everybody gets stunned for a few seconds. the shout cures everybody nearby as far as I could tell (it seems the stunbreaker is also aoe, at least it looked that way when 3 people were mobile again after I used it while the fourth was further away and still stunned)
again, it’s probably a matter of opinion, I just prefer little useful stuff I can also use to help myself or my teammates (or ideally all at once) instead of powerful situational skills which I always feel hesitant to use due to long cd’s.
I’d say it’s already perfect at its current CD. When traited, 4 conditions removed + stun break is nothing to sneeze at. I don’t even run cantrip mastery and it’s still up almost every time I need it. Plus that is not counting all the condi removal we have in water. If the Cd were lower I have a feeling it would make it almost impossible to lock down and kill a good ele with conditions.
Cleansing Flame is good enough to carry a cantrip build that doesn’t go 30 into water. It’s really that good if you save it for when you most need it. Burning huge stacks of bleed, poison and immobilize at the same time is so satisfying.
if priorization work in your favour, does it even matter?
If prioritization works in your favor, then no, I suppose it doesn’t matter. To be honest, I didn’t know the game prioritized conditions.
But let me put it in another way. Remember Guild Wars 1? It used to have ‘spike’ skills: skills that delivered a huge amount of damage. To avoid giving that person als a good dps, they had higher cooldowns than skills that did less damage. Often even relatively more, say 10 damage with 1 second recharge or 100 damage with 15 seconds recharge. To me, it feels the same with this skill: it’s much narrower in focus, and much stronger, and as such, it’s got a higher recharge too. It’s ‘removal per second’ may be less, but it’s ‘spike removal’ is much higher and hence it’s balanced.
Dunno if that makes sense, but that’s how I view the skill. Lower recharge may be nice, sure, but it’s not that bad as it is now. Niche maybe, but good for its niche.
The C/D is perfectly fine, although I find no use for it, I have enough condi removal between regeneration and Ether Renewal but as TwoBit stated it could do with a bit of a change.
with cantrip specialisation :
+ or – 10 secondes vigor ( III water )
+ or – 10 secondes regeneration (III water )
+ or – 10 secondes 3 stack of might ( III Fire ) ( 105 power and 105 conditions )
breakstun
remove 3 condition
remove + 1 condition because regeneration ( XI water )
cooldown – 10 secondes = 40 seconde ( IX water )
and thats burn aoe opponents 3 secondes …
and this skill is as all can trip ==> instant cast
isn’ t enought ?
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.