December 10th Elementalist changes
I am afraid this is not going to be possible.
I have no footage from my previous runs, and I doubt my team is going to want to do high level fotm runs now that we know our personal reward levels will be reset to 30 and hard capped at 50 next week.
Retired elementalist theorycrafter
The three big issues with an elementalist, in my opinion, are:
1. Base attunement cooldowns;
2. Base survival;
3. Auto-attacks;
Other problems, like the lack of condition builds, are minor in comparison to the big 3.
About auto-attacks, I’d say that Fireball is a bad example for showing how bad our AAs are. Fireball can be stacked with Lava Font and #3 for high sustained damage, and you can build around it for PvE. It’s actually one of our best auto-attacks, alongside Lightning Whip and Arc Lightning (pvp).
Bellow I’ll post my suggestions to improve our AAs. I won’t suggest anything drastic, just slight buffs or modifications to already existing functionality. The only exception for that is Chain Lightning (staff’s air AA), which I think it should be the #2 skill, similar to what mesmers get for their greatsword #2, and be made more devastating.
Scepter
- Flamestrike – Transform this into a channeling skill like Arc Lightning. Make it tick for its current direct damage three times, coupled with 1 second of burning the first two times, and 2 seconds at the last tick.
- (Alternative) Flamestrike – Improve the direct damage and make the cast time slightly shorter (it’s currently longer than what the cast bar seems to imply).
- Ice Shards – Have it apply 3 stacks of Torment for a few seconds.
- (Alternative) Ice Shards – Just buff the damage.
I personally feel that most of the scepter’s auto-attack are very inconsistent with the weapon itself, and should get revamped. Stone Shards is strong, it’s just in the wrong weapon. Ice Shards makes no sense for being a water skill. Flamestrike is completely out of place in a burst weapon that revolves around direct damage.
Dagger
- Dragon’s Claw – When all three hits connect, it should deal more damage than Lightning Whip.
- Vapor Blade – Fix the walls bug, and have vulnerability last 2 seconds longer. If that’s not enough, slightly increase its damage as well.
- Impale – Increase the range to 450, because at 300, it just feels unnatural. Have it create several stone shards along the way between you and your opponent. If an opponent is moving towards you, they should get hit more than once this way. Which is fine.
The weird thing about dagger, is that Lightning Whip feels like a fire skill, and dragon’s Claw feels like an air skill. I wouldn’t mind a revamp to Burning Whip and Lightning Claw. But the claw skill should definitely have stronger single target damage than the whip. Perhaps, I would even go as far as suggest as to make the whip slightly weaker than what it is now, but only if the claw can rival its current damage when used at maximum potential.
Staff
- Water Blast – Have it always heal the elementalist, for the sake of more survival.
- Chain Lightning – Make it the #2 skill. Make it bounce 5 times for the fun of it, but the first hit should hit considerably harder than the others, or maybe it should blind. Cooldown between 6 and 12.
- (Alternative) Chain Lightning – Just make the first hit deal more damage, at the cost of the others.
- Lightning Surge (if moved to #1) – Just reduce the casting time and damage, take away the blind. Let us “spam” our sniping shots.
- Stoning – Increase the duration of weakness by 1 second. An elementalist must dedicate their entire time auto-attacking to maintain weakness with this. They won’t kill anything and just delay their death. With higher duration, they can switch to other attunements and still have enough time to take advantage of the sustained weakness to survive. That, or just give stronger effects to projectile finishers.
Can u post your build and explaine how can u manage all dmg and conditions? Dont tell me just dodge cause u have 2 and condition dont go away, and mobs doesent disappear in the mid time… i’d like to know for example at high lvl with shaman how can u manage with 10k hp no thoughnes no water/arcana cleasing wave evasive arcana… u will take alot od direct dmg alot of immobilize… i d like to see some videos but some explanation will be fine too, ty
Consider my build for one second and see why the patch doesn’t promote diversity at all…
My 10/15/0/15/30 build will give you an instant 315 power/condi boost (9 might stacks) and 4500 regen when using your 3 cantrips (fire-water 10).
Immediately attune to fire with Sigil of battle 140 more power/condi, blast fire field with evasive arcana (105 more power/condi).
With some training you can get all those might stacks while using your cantrips in the proper situation within 4-5 sec. You end up with 16 stacks of might by yourself and 19 when you blast a second field (after about 10 sec in battle). That’s 665 extra raw power and condition damage, almost the equivalent of 3 sigil of bloodlust (2,66).
On top of that you have that nice lightning bolt on air attunement that crit for 2k dmg.
Now because it is so easy to get a quick extra 600 cnd dmg with might stacks, all your gear points into condition damage can be exchanged for vitality or toughness. The build also greatly compensate for the decrease in power caused by celestial gear.
This is an amazing build nobody uses which will sadly be BROKEN after the next patch: For the sake of “diversity” I will be losing my regen on cantrips which is moving to the master tier. I would need 5 more points for it which implies I would have to lose my lightning bolt (air 15). How is that not a nerf disguised as a buff?
(edited by Xillllix.3485)
PART 1
I play fotm 70+ with an offensive build (30/30/0/0/10 zerker scholar D/F) and I am doing fine
But in fact I agree: Anierna’s “meta” builds are only good for specific speedruns, definitely not for PvE as a whole.I played till 80, and your build is garbage. LH is viable everywhere.
If you’re using dagger as a mainweapon the group is justified in kicking yyou for a guardian or warrior. Even a guardian does more damage than a dagger ele.
While I would never say it as bluntly as Zenith did, seeing as Zelyhn has done a lot of work in researching and documenting aspects of the class, I’ve been thinking along similar lines for a few weeks now. I’ll give a little of my own history w/ GW2 so you can see where I’m coming from.
I played DCUO for a year and got very, very good at it (I focused mainly on PvE, but I got to the highest tier of PvP too. We’ve got REAL league vs. league over there (the equivalent of the much-sought-after guild vs. guild, which doesn’t exist officially in GW2 yet, and is only simulated somewhat successfully in WvW). I was playing all 4 classes, min/maxing everything, doing speed runs, etc. I published meta-builds and made vids of damage-maximizing gameplay. The issue with DCUO was the grinding; when tier 5 gear came out, I just couldn’t stomach re-grinding everything for 7 sets of gear, so I left in favor of GW2. I was kind of intrigued by the idea of an elementalist-wizard-mage-thingy. This was sometime over the spring-summer of 2013 (May, maybe?)
First thing I did was read Daphoenix’s guide. I played that aura-mancer build with Knights for a few weeks, then realized that the only things groups wanted were wars and mes’, so I put my ele in storage and farmed CoF as war and mes. At come point during the CoF-era, I switched to a d/d Fresh Air + Arcana build. That was lots of fun, and by then I knew everything well enough to go full Zerk. But things weren’t still dying fast enough for my taste (I’d been spoiled by 6-7 min CoF runs), so I asked in LA /map chat for a higher-damaging spec. In came the LH spec! It was a god-send; I could finally main my ele. Since then, I’ve been S/D + LH, although in the last month I’ve gone S/F + LH.
At some point, I also read Zelyhn’s and Neko’s guides. But they weren’t very helpful. I’ll post some excerpts from each so you can see why:
The main-hand dagger is our weapon of choice. Its attacks deal high damage at point blank, and due to their above-average melee range it is easy to land hits. You can deal very good and constant damage with this weapon. It is fast paced, it is dynamic and it is fun to play
The obvious off-hand choice is the focus. This weapon gives you incredible utility and support, which is much more valuable than the occasional burst an off-hand dagger can provide. This is a team-play weapon. I can not imagine playing PvE without a focus.
Therefore we are going to be mainly in a Dagger/Focus set up. I will not expand further on how to use each weapon. I advise you to learn by yourself and to read Neko’s guide for further help.
The issue I have with Zelyhn’s guide is that there is no disclaimer in “LARGE FONT” that says something like “This build does less damage than a S/x LH build, and it stacks less might as well.” That is REALLY important information, and something that he ought to have put up-front so readers won’t miss it. Kudos to Neko for bringing up this exact issue in one of the first comments following Zelyhn’s guide.
The other thing I don’t get is: Why ISN’T Zelyhn using LH? He sticks with focus for “utility,” rather than just using it for might-stacking then going LH, but that utility isn’t even needed; in all the speed-runs I’ve done, there is either a mes or a guard, so using Swirling Winds (which eliminates projectiles rather than reflecting them back at enemies) is actually detrimental to DPS. He sticks with dagger main-hand, but he could achieve the same personal damage and superior might-stacking for the group if he used scepter, then swapped to LH.
PART 2
Neko’s guide was a lot better with the 30/20/0/20/0 s/x + LH spec he gave, but it’s still not optimal damage using LH. Maybe he just hasn’t updated it recently.
Then there were things like double-bloodlust stacking, aiming Dragon’s Tooth, and banner stomping in fire fields for might that are INCREDIBLY important in the dungeon tours that top-quality guilds do every day, but which aren’t included in any guide published on this forum that I could find. That’s why I wrote my own guide, here: https://forum-en.gw2archive.eu/forum/professions/elementalist/The-Ele-Meta-Dungeon-Speed-Runs/first#post3112677
After the Dec 10th update, I plan to update the guide to include the s/f + LH build I’m currently using, which I described here: https://forum-en.gw2archive.eu/forum/professions/elementalist/staff-and-s-d-ele/first#post3245035
I view the changes I made to my ele during my time in GW2 as an inevitable evolution towards a meta-build, steadily trading in defense for offense as my skill increased. It’s taken me six months of gameplay to reach this point, but I only started playing the game 8 months after it was released. Most of the ele’s in this forum (I’m just guessing, but I’d say that includes Zelyhn, Neko, DEKeyz, etc) have been with this game since launch, or maybe 1 or 2 months after it. I know that DEKeyz was already playing a meta-spec before I even bought this game; what I’m wondering is, why hasn’t Zelyhn? Why is he still stuck in a sub-optimal spec, rather than evolving away from survivability and towards damage? I know he’s not kittened, so is he just stubborn, or what?
This is the stupidest piece of kitten I’ve ever seen in my life: Having to choose between Elemental attunement and Renewing stamina.
Thank you arena net for killing my class again.
Ele & thief main (full ascended)
Down with the braindead faceroll classes.
Can u post your build and explaine how can u manage all dmg and conditions? Dont tell me just dodge cause u have 2 and condition dont go away, and mobs doesent disappear in the mid time… i’d like to know for example at high lvl with shaman how can u manage with 10k hp no thoughnes no water/arcana cleasing wave evasive arcana… u will take alot od direct dmg alot of immobilize… i d like to see some videos but some explanation will be fine too, ty
He could ether renewal to remove conditions.
He could use obsidian flesh,mist form,magnetic wave and swirling winds whenever he does not have a dodge available.
On the off chance that he gets downed by adds he could get a rally by having his team focus one down.
It’s more about using cool downs and dodge properly than it is about using defensive traits/gear to stay alive.If you’re party kills everything quickly you won’t end up in a situation where you run out of cool downs and die.
ether renewal is orrible u cant cast anything and if someone interrupt u you dont get healing, in heavy content u are death before healing is finish to cast
with lh he cant use the focus skill so he have only utility if he use mist form he lose his hammer so it is sensless..
btw, someone have wrote 1st goal is do dungeon faster as possibile, my first goal is have a fun, i have to be fast as possible with my job…
btw, i also have a full zerk war, i have same dps as full dps lh ele, and much more survivability.. i hope anet do something nerfing some kind of ele build and improve other build, but we wrote alot about this… lets see what they will do.. i hope they reading us
This is the stupidest piece of kitten I’ve ever seen in my life: Having to choose between Elemental attunement and Renewing stamina.
Thank you arena net for killing my class again.
Renewing stamina is staying adept and elemental attunement is going to master you won’t have to chose they aren’t making that change.
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
@ Anierna and Zenith
You seem to have built up quite some anger!
If you would like to discuss the efficiency of the builds I advocate I kindly invite you to do this in my thread since it would be really off-topic here
Retired elementalist theorycrafter
@ zelyhn: you’re right about the local of the discussion. I’ll copy the posts I made here into your guide’s thread. I’m not angry exactly; just confused. why would a smart guy like you use such a bad build? it just doesnt make sense. but we’ll talk about that in you4 thread
ether renewal is orrible u cant cast anything and if someone interrupt u you dont get healing, in heavy content u are death before healing is finish to cast
with lh he cant use the focus skill so he have only utility if he use mist form he lose his hammer so it is sensless..
If he would die before he got 2-3 ticks of ether renewal he was going to die no matter what traits or heal he has equipped.
So what if he has to drop his hammer could still use dps with his weapons,pick up another hammer or might stack the group.The point of having the focus equipped is so you can fall back on those skills to stay alive if things go badly.
Dagger main hand damage is not that far behind lighting hammer dps so you can deal with using it for a few seconds.If you have a scepter equipped you can still do somewhat decent dps for 5-10 seconds.He would still be doing more damage than an ele with tons of points in defensive traits or stacking defensive stats on gear
Take into consideration for example the last buff that was made for the ele class “conjured weapons”. Has it made any difference to promote build diversity? Not a kitten difference at all! Everyone just ignores them and runs the same builds as before.
Fire axe still does extremely low damage and people that tried using it to stack might all gave up.
Frost bow has only 1 good aoe skill, the other do not heal enough, do not have enough range and are too slow.
Lightning hammer requires that you change your entire build to a complete squishy to work.
Magnetic shield even if better is still useless and bares little consequence on a battle.
I think that we can all agree that when it’s been the time to buff some ele skill Anet has underdone it.
When we think about nerfs however, we all have the memory of the dramatic 60% increased RTL recharge (AND range reduction) and removal of utility skills during Mist-form (while conditions keep destroying us).
So here Anet proposes some buff for “build diversity” (TY for the good intention!). Sounded too good to be true actually. We had reasons to be skeptical but we believed, specially that diamond skin idea… But we look deeper into it (me and some guild friends) and wow, many good builds have been nerfed.
For the sake of what I ask? Because I don’t need diamond skin, in a WvW context your rarely at full health, and my healing cures conditions.
Take into consideration for example the last buff that was made for the ele class “conjured weapons”. Has it made any difference to promote build diversity? Not a kitten difference at all! Everyone just ignores them and runs the same builds as before.
Fire axe still does extremely low damage and people that tried using it to stack might all gave up.
Frost bow has only 1 good aoe skill, the other do not heal enough, do not have enough range and are too slow.
Lightning hammer requires that you change your entire build to a complete squishy to work.
Magnetic shield even if better is still useless and bares little consequence on a battle.I think that we can all agree that when it’s been the time to buff some ele skill Anet has underdone it.
When we think about nerfs however, we all have the memory of the dramatic 60% increased RTL recharge (AND range reduction) and removal of utility skills during Mist-form (while conditions keep destroying us).
So here Anet proposes some buff for “build diversity” (TY for the good intention!). Sounded too good to be true actually. We had reasons to be skeptical but we believed, specially that diamond skin idea… But we look deeper into it (me and some guild friends) and wow, many good builds have been nerfed.
For the sake of what I ask? Because I don’t need diamond skin, in a WvW context your rarely at full health, and my healing cures conditions.
Specifically what build has been nerfed please?
https://www.youtube.com/user/GW2FearGaming
Take into consideration for example the last buff that was made for the ele class “conjured weapons”. Has it made any difference to promote build diversity? Not a kitten difference at all! Everyone just ignores them and runs the same builds as before.
Fire axe still does extremely low damage and people that tried using it to stack might all gave up.
Frost bow has only 1 good aoe skill, the other do not heal enough, do not have enough range and are too slow.
Lightning hammer requires that you change your entire build to a complete squishy to work.
Magnetic shield even if better is still useless and bares little consequence on a battle.I think that we can all agree that when it’s been the time to buff some ele skill Anet has underdone it.
When we think about nerfs however, we all have the memory of the dramatic 60% increased RTL recharge (AND range reduction) and removal of utility skills during Mist-form (while conditions keep destroying us).
So here Anet proposes some buff for “build diversity” (TY for the good intention!). Sounded too good to be true actually. We had reasons to be skeptical but we believed, specially that diamond skin idea… But we look deeper into it (me and some guild friends) and wow, many good builds have been nerfed.
For the sake of what I ask? Because I don’t need diamond skin, in a WvW context your rarely at full health, and my healing cures conditions.
Specifically what build has been nerfed please?
The one I posted in my previous post for example, as other builds posted here by other users.
So, again, since my last post was deleted: has there been any conversations about the viability of a mild HP buff to the class, something around ~2500 HP?
After reading the proposed changes for Dec 10th, I still think the root issue is not going to be addressed.
If the base design for the elementalist is to be a glass cannon, and we sure are glassy, then where is the cannon part? Is it really supposed to be through gimmicks like fiery rush+lighting flash or the “pve boss conjure” lighting hammer.
If you (devs) envision a more broader design balance for the elementalist than glass cannon… cool! But please, ease up the glass part.
IMHO the reliance in water and arcana traits comes from: “if you can’t outburst, then at least try to outlive through attrition”.
Just my two cents.
1. U should just delete Blasting Staff trait and let the staff AOE Circle have Max Fixed size.
2. Conjure is fun and all the problem is the duration… we got a 25 charges with trait. but not all the skill in conjure weapon are useful… i don;t think ele will spam 1 with conjure weapon other than using LH or Flame Axe… the 25 charges traits are kinda useless… u should add lower cd on conjured weapon skill. (adding a 1200 ranged conjured weapon will be nice)
3. Lower Armor of Earth cd already… ele only got 2 stability skill Tornado and armor of earth….. 90 sec cd on a 6 sec stability is a bit much… or u should just delete all stability skill from the game…. i hate it. Stability’s a buff which i think broken for pvp/wvw. It’s true some jobs can remove it like mesmer/ necro but the boon removal is using pulse
Staff ele protection skills are 3 utility skills and :
Burning Retreat (1 Sec Evade)
Frozen Ground (2 Sec Chill)
Static Field (2 Sec Stun) Useless for enemy with stab
Unsteady Ground (3 Sec Warding) Useless for enemy with stab
Gust (400 Knockback) Useless for enemy with stab
Shockwave (immobile 2 sec) for wr it;s usually only 1 sec
It seemed a lot i know. the problem is. with a single stability skill and 1 dodge roll for the chill from Frozen Ground or a WR with 1200 ranged RUSH skill while using stability will reach a staff ele in a sec….
The dev should play ele roaming a bit in WVW try to run from other job. Ele got FGS which can be used for running away… the prob we have to stand still while casting it… and throwing out 1 util slot for a 900 ranged blink… which often stand still after blinking (not working while using R, i’m not really sure sometimes it works sometimes it won’t)…
Im fine with staff ele not being able to solo other jobs due to ele support ability and cc. but job balance should be reworked a lot….. the dev should search info about each job from players to do a proper class balancing.
Ah i’ve been whining a lot. ty for reading…. lol
3. Lower Armor of Earth cd already… ele only got 2 stability skill Tornado and armor of earth….. 90 sec cd on a 6 sec stability is a bit much… or u *should just delete all stability skill from the game…. i hate it.
I read and agree with pretty much everything your saying beside the stability issue. I like stability and the ele need more of it and more stun breakers (cd for Armor of Earth is ridiculously high).
My main problem is with the stacking immobilize. I have no clue what is Anet definition of “fun” but not being able to move for 20 seconds as a squishy ele when 2 warrior hits you with hundread blades is lame. It makes the class (and game) very frustrating to play.
ether renewal is orrible u cant cast anything and if someone interrupt u you dont get healing, in heavy content u are death before healing is finish to cast
with lh he cant use the focus skill so he have only utility if he use mist form he lose his hammer so it is sensless..If he would die before he got 2-3 ticks of ether renewal he was going to die no matter what traits or heal he has equipped.
So what if he has to drop his hammer could still use dps with his weapons,pick up another hammer or might stack the group.The point of having the focus equipped is so you can fall back on those skills to stay alive if things go badly.
Dagger main hand damage is not that far behind lighting hammer dps so you can deal with using it for a few seconds.If you have a scepter equipped you can still do somewhat decent dps for 5-10 seconds.He would still be doing more damage than an ele with tons of points in defensive traits or stacking defensive stats on gear
with ethear renewal u cant cast anything for 3 second, its an eternity in this game, worst healing of the entire game imo
in high content u are underpressure 90%of time so you need focus anytime u can just give 2-3 hit with lh before need something else, conditions is the king of the game, and in fotm you also have a big damage…
this is why i asked a video, cause in this forum, everyone is “pro”, maybe they really are, and so its a chance for learn something, but in my experience, when i have played with other elementalist, i see no burst one, stay alive enough, i’ve played with alot of ele, at any fotm lvl, and when i saw a burst one, usually i spent 50% of time ressing him… there is no glory to deal a big dmg if you are downed
another fact is about other classes, i have also a full zerk war, i have really less problem on this heavy content, i do alot of dmg and have more survivability, i dont need to switch and cast fast as hell like ele.. my dmg is like full dps lh ele, and my survivability its a bit less then full bunker ele…
we need a different balance imo
1) because of the last things i wrote
2) because i chose ele cause of attunement if i have to use lh for deal high dmg i have less option than anyone in this game
3)other classes, like mesmer and war (maybe also other classes) do more or same dps with better survivability
ele is my main i love to play it, but if i was an harcore player i dont whould like ele, i can have better dps/survivability with other classes
Are we gonna have a decent elite sometime?
Are we gonna have a decent elite sometime?
Super glyph of storms or unstable nova is what i’m hoping for. Imagine unstable nova as an elite. A zerg starts chasing you, fire one off the side of a cliff, suck them all to oblivion just like in aspect arena when fighting morons who don’t know not to stand near the edge.
I don’t know why we don’t have an elite version of glyph of storms anyway when we have an elite version of the summon. Fire would inflict burn and torment, water would inflict chill and heal us, earth would do blind and bleed, air would cause stun and vulnerability.
Or just let us put an utility skill on the elite slot.
ether renewal is orrible u cant cast anything and if someone interrupt u you dont get healing, in heavy content u are death before healing is finish to cast
with lh he cant use the focus skill so he have only utility if he use mist form he lose his hammer so it is sensless..If he would die before he got 2-3 ticks of ether renewal he was going to die no matter what traits or heal he has equipped.
So what if he has to drop his hammer could still use dps with his weapons,pick up another hammer or might stack the group.The point of having the focus equipped is so you can fall back on those skills to stay alive if things go badly.
Dagger main hand damage is not that far behind lighting hammer dps so you can deal with using it for a few seconds.If you have a scepter equipped you can still do somewhat decent dps for 5-10 seconds.He would still be doing more damage than an ele with tons of points in defensive traits or stacking defensive stats on gear
with ethear renewal u cant cast anything for 3 second, its an eternity in this game, worst healing of the entire game imo
in high content u are underpressure 90%of time so you need focus anytime u can just give 2-3 hit with lh before need something else, conditions is the king of the game, and in fotm you also have a big damage…
this is why i asked a video, cause in this forum, everyone is “pro”, maybe they really are, and so its a chance for learn something, but in my experience, when i have played with other elementalist, i see no burst one, stay alive enough, i’ve played with alot of ele, at any fotm lvl, and when i saw a burst one, usually i spent 50% of time ressing him… there is no glory to deal a big dmg if you are downedanother fact is about other classes, i have also a full zerk war, i have really less problem on this heavy content, i do alot of dmg and have more survivability, i dont need to switch and cast fast as hell like ele.. my dmg is like full dps lh ele, and my survivability its a bit less then full bunker ele…
we need a different balance imo
1) because of the last things i wrote
2) because i chose ele cause of attunement if i have to use lh for deal high dmg i have less option than anyone in this game
3)other classes, like mesmer and war (maybe also other classes) do more or same dps with better survivabilityele is my main i love to play it, but if i was an harcore player i dont whould like ele, i can have better dps/survivability with other classes
Everyone has been complaining about elementalist health since the game was released.It makes zero sense why warriors get twice the effective health as an elementalist when both classes are required to melee in pve to be effective. There is nothing we can do about our baseline health but deal with it.The devs obviously don’t care and feel like health pools are balanced for reasons beyond me.
Ether renewal is just a solution to a question you asked.You wanted to know what glass cannon elementalist could do vs bosses/mobs that apply a lot of conditions.I’d rather channel ether renewal 3-4 times a fight instead of investing points into arcana and water for condition removal.If you have a problem with ether renewal just take cleansing fire/signet of water and hope it’ll be enough.If not play another class that can deal with conditions as their glass cannon spec.
In dungeons mobs don’t put out much pressure you just get 1-2 shot if you get hit.Which goes back to my previous statement about learning how to avoid all the damage or die.Unfortunately you have to deal with the danger of being one shot to play elementalist effectively.If you end up in a situation were you can’t stay alive on your ele just play your warrior.
The class won’t fall apart if you have to dps with dagger/focus if you end up dropping your hammer.You can still might stack the group and dagger main hand does a fair bit of damage.
I’m derailing the thread so this is my last post about these issues if you wanna discuss it further start another thread.
@ zelyhn: you’re right about the local of the discussion. I’ll copy the posts I made here into your guide’s thread. I’m not angry exactly; just confused. why would a smart guy like you use such a bad build? it just doesnt make sense. but we’ll talk about that in you4 thread
I think the main issue is that you focus primarily on your own dps, whereas Zelyhn looks beyond that and also values both offensive and defensive group support. Also, judging from his posts, he’s spent quite a bit of time researching and trying things that others don’t. You on the other hand, seem to narrowly focus on builds given to you by someone else and only look at raw damage output from your own character in optimal target dummy situations.
After reading the proposed changes for Dec 10th, I still think the root issue is not going to be addressed.
If the base design for the elementalist is to be a glass cannon, and we sure are glassy, then where is the cannon part? Is it really supposed to be through gimmicks like fiery rush+lighting flash or the “pve boss conjure” lighting hammer.
If you (devs) envision a more broader design balance for the elementalist than glass cannon… cool! But please, ease up the glass part.
IMHO the reliance in water and arcana traits comes from: “if you can’t outburst, then at least try to outlive through attrition”.
Just my two cents.
The developers were looking for a cheap easy fix to a problem that is exist at the core of the class.
They wanted to create diversity without puttin in the work and so they are punishing the ele instead of fixing it. A lot of the traits for the elementalist are horrible or are so needless but will the put in the effort? NOPE.
Sad thing is thse are the last changes we will get for at least 2 months, because they don’t want to shake the meta and if you are an elementalist chances are you are still not part of the meta.
This is an mmo forum, if someone isn’t whining chances are the game is dead.
These changes won’t help at all. You still wont see any eles in any tournaments because warriors and necros will still be dominating. the nerfs they’re all complaining about will barely affect the classes at all unlike with ele where every patch is a devastating blow to our class making it less and less effective. We’ll still be useless in wvw except as buffbots or backline nukers, which I find an incredibly boring playstyle. We’ll be useless in PvE except for the gimmicky conjure builds which I also find a boring way to play ele. Warriors will still be the class of choice for dungeons and just about everything else in game unless the change all the thigns about ele that I mentioned before to actually put us on par with other classes.
This patch may force me to change my build to an alternate one.
Former ‘critswitch’:
F 0
A 10 VI
E 15 VI
W 15 V
A 30 V VI XI
Weapon set: Scepter/Focus
Utilities: Ether Renewal, Arcane Wave, Arcane Shield, Lightning Hammer, Glyph of Elementals.
Strengths: Permanent 25x might stack to party, semi-perm prot, swiftness, regen.
Weaknesses: Immob/CC/instantkill skills used more than 4 times within 10 seconds. Super high skill floor.
A similar build after nerf will be:
F 0
A 10 VI
E 10 VI
W 20 V VI
A 30 V VII XI
Nerfs:
1. Permavigor (+100% endurance) nerfed to +50% endurance, as V must be kept – +90% buff duration on those makes Regen, Swift, Prot and Might basically permanently active on the party. Losing V would make the boonstacking ability of the build be limited to only Might, which is a severe nerf and destroys the point of the build entirely. Survivability reduced, heals from water dodges reduced, damage from flame dodges reduced, chances to use earth dodge’s blast finisher reduced.
2. Lose the ability to use Earth attunement: Earthen blast, reduction in attunement AoE dmg and cripple capabilities.
Benefits:
1. +10% dmg if hp above 90%. How I can keep my HP above 90%, I have no idea. Probably need to use more invuln skills than I really should.
It’s annoying how the arcane change is a hard nerf to something that throws 30 in Arcane. If the attunement speed was to be reduced even 1 second to 9 seconds minimum, I wouldn’t complain about it being so bad as it currently is.
Auramentalist Build:
F 20 VI IX
A 10 I
E 30 II V XII
W 10 II
A 0
Weapon set: Scepter/Focus
Utilities: Signet of Restoration, Signet of Earth, Signet of Air, Signet of Water, Glyph of Elementals.
Strengths: Permanent ~15-20x might to self, ~10x might to others; permfury, permprot, permswift in combat, 50% uptime on fire aura, lower skill floor.
Weaknesses: Large stacks of condition damage due to unpredictability of condi removal.
Changes: VI is nerfed. The fire aura build kind of does extra damage by keeping enemies in a permanent burn. Adding duration does nuts. The entire build is buffed by global reduction in attunement cooldown.
With this set of changes, my Elementalist will retire from WvWvW permanently and be reserved for PvE (Fractals, dungeons) use only. I’ll move agony stats off my mesmer and use that for WvWvW now. It used to be very hard to be viable in WvWvW given the class’s characteristics even using the stronger build. Now, it’s no longer viable.
[Shinigami, NEC, WvW Condinuke] [Rekka, ELE, Fracs] [Tora, PS WAR] [Kageoni, THI] [Hayako, ENG]
(edited by Hayashi.3416)
Complaints and plans aside, what ANet COULD do to not wreck the whole building is:
Realise that without usage of a Aura Protection trait chain, the only ways for an elementalist to survive are to either A: Outheal damage, B: Dodge and C: Elemental Attunement-Protect from Earth. Movement of survivability-critical heal traits in both water AND arcane is basically asking for elementalists to go and die, by raising the trait cost of option A, and forcing elementalists to choose between B and C.
Elemental Attunement and Renewing Stamina cannot BOTH be moved to Master tier.
Since Renewing Stamina is less critical to the Arcane type of specialisation, it should remain at Adept. Elemental Attunement, benefiting more from Arcane’s lower attunement switch, can go to Master. If you really must move an Arcane trait to Master, move either Arcane Mastery or Final Shielding; though Final Shielding itself needs a change from 25% to 50% because of how little of both Health and Toughness Elementalists have as the lowest HP light armor class in existence.
Also, reduction of elementalist attunement bonuses to 1% from 2% and keeping the lowest attunement time as 10 seconds only is unacceptable; if you want to decrease the ‘reliance’ on Arcane you shouldn’t simultaneously make Arcane nearly pointless to spec in. If attunement is something you must really change, then raise boon duration % from 1% per point to 2% per point so builds that swap often with Elemental Attunement can actually get better use out of it. That would be a ‘balance’ change, rather than a nerf – because nerfing an already possibly underpowered class is anything but balanced.
===
All we need:
1. Higher base hp. As squishy as we are, we will NEVER get out of water with such low hp because we need the vitality. Swap Mesmer and Ele base hp, problem solved.2. Better mobility. Other classes have so many mobility skills on such low cooldowns its ridiculous. Revert ride the lightning to its original state. We also need mobility options on focus but i’ll get to that soon.
3. our extreme dependence on arcane for reduction in attunement swap. This is remedied easily by removing attunement recharge as something that is boosted by arcane and making our base attunement swap 9 seconds.
Theres only 1 problem after that. What do you replace the attunement reduction with? Aura duration. This is the first step in a series of changes they have to make that will give us endless build possibility finally moving us away from arcane. If you want an aura build you can still spec into it, but its no longer necessary. Remove all auras from all weapons and replace them with mobility skills. This also solves the problem of our kitten poor mobility. Make elemental attunement trait inherent to the class. I don’t know why it was never like this to begin with. It needs to be done, it shouldn’t be a trait. Replace elemental attunement with a trait that acts sort of like it, except with auras. “Gain an aura based on your attunement on attunement swap.” All weapons now have access to auras, and you can extend the duration if you feel like speccing into arcane.
Some people will still spec into arcane just for the water dodge for healing and condition cure. You can fix this easily by combining the cleansing wave with stop, drop and roll. Which is a totally lackluster trait that no one ever uses. Change it to “when you dodge remove 3 conditions and heal for a small amount” It would have the same healing as cleansing wave and remove 3 conditions. Perfect for a master trait in water.
There are plenty of other things that need to be changed, but I don’t feel like getting into it now as thinking about everything that’s wrong with this class gives me a headache. And other people have stated it already anyway, so there’s no need for me to repeat.
Alternatively, this idea is good in general – much better than the proposed ones. Start the basic aura at 3 seconds, then add 0.1 seconds of aura per point in Arcane… such that at 30, the auras last for 6 seconds. Remove all aura skills from weapon skills, replace them with mobility skills. For instance, Fire’s Focus 5 can be a trait that teleports the user to a target within 900 units and inflicts AoE burn with a 300 unit radius for 5 seconds, cooldown 20 seconds.
Lastly, add an ‘Arcane Aura’ utility skill that will activate an aura based on our current attunement for 5 seconds base (which will be boosted up to 8 seconds by Arcane traiting), which has a cooldown of 20 seconds.
And add Launch to Arcane Blast, because it just sucks right now. If it could be a Control skill we might see Arcane Mastery with Blast/Aura/Shield starting to appear.
[Shinigami, NEC, WvW Condinuke] [Rekka, ELE, Fracs] [Tora, PS WAR] [Kageoni, THI] [Hayako, ENG]
(edited by Hayashi.3416)
You’ve got to be kittening kidding me! Now I have to choose between renewing stamina and elemental atunement? Elemental atunement is the basis of arcana, it deserves to be where it is. Oh well I guess it’s time to move to another class. I can’t believe changes are still being made to classes more than a year after it has been released.
D/D will not be playable anymore without those 2 traits. Do you guys even put any thought into trait changes and how it will affect pvp?
New bunker meta sux
Arcane V – Elemental Attunement. Moved to Master tier.
Arcane VI – Renewing Stamina. Moved to Master tier.
This was one of the few nice things to have on an almost broken class and now you even take this away from us. It’s like you want everyone thats left to stop playing ele.
I run the S/D might stacker build (the guys from anet probably dont even know what this means) and now I have to use Arcane VII to compensate for this. The other changes are useless for me except the 5% increase in Damage to burning foes. So in the end, this is just another NERF for the ele by reducing his already laughable defense via -50% endurance regeneration.
(edited by cursE.1794)
You’ve got to be kittening kidding me! Now I have to choose between renewing stamina and elemental atunement? Elemental atunement is the basis of arcana, it deserves to be where it is. Oh well I guess it’s time to move to another class. I can’t believe changes are still being made to classes more than a year after it has been released.
D/D will not be playable anymore without those 2 traits. Do you guys even put any thought into trait changes and how it will affect pvp?
It is not moving. Renewing stamina is staying Adept and elemental is moving to master. They aren’t going to make that change anymore.
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
“Water V – Cleansing Wave. Moved to Master tier.”
Moving is a sure way to make sure I drop 20 points into water instead of 10. As every build needs condition removal and elems don’t have any other decent conditional removals without wasting 30 points in water instead of 10, or wasting a slot skill on cleansing fire (too long of a cooldown).
__________________________________________________________________
“Fire II – Burning Fire – This trait has a new effect. Use Cleansing Fire automatically when you have a number of conditions on you. 3 conditions. 40 second cooldown. Moved to Master tier.1”
It nice to see other trait lines branching into condition removal so we don’t have to trait water. But this skill is garbage. All condition removal traits that you don’t activate when you want too, aren’t useable.
“Persisting Flame” could also be used too remove conditions from self (in addition might and fury) then I could drop the water trait line altogether.
_________________________________________________________________
Arcane VII – Vigorous Scepter. Moved to Adept tier.
This its half as powerful as “Renewing Stamina”. Why would anyone ever trait this?
It’s weak compare its counterparts to “Windborne Dagger” & “Blasting Staff” as well.
I would love it PvE functionality change to be more like “Blasting Staff” but instead adjusted the attunements auto attacks.
Giving Fire 1 a 120-240 range and ability, and hit up to 3 foes.
Air an increased channeled width to hit enemies.
Water + Earth the ability to shatter then pierce through enemy and behave like Ranger’s axe’s “Spiltblade” for 600 range behind original target.
The suggestions above are seem over-powered but for PvE they aren’t because specter auto-attack are weak and for every auto-attack used I will use 2-3 regular skills. Water and earth don’t get used at all. Air only gets used while waiting on Fire / Air attunements to recharge. Fire gets when waiting on CD of 2,4,3 skills. If your auto-attacking with specter your terrible are this game, unless your running ‘Fresh Air’ spam build.
________________________________________________________________
Switching attunements and skills is what makes an elementalists so much fun.
Attuning to Fire vs other Elements – Please fix (Far too weak)
Elemental Attunement: gives 1 might vs Protection, Regeneration and swiftness, 1 might isn’t marginally significant. Protection is golden, swiftness would be great if everyone didn’t already have better method for speed buff and regeneration great as well.
Attuning to Fire should give 1.5 seconds of Quickness (to fast cast Dragon Tooth, Meter Shower, or burning speed too move twice as fast). For PvE anyways is would be a lot of fun, especially burning speed.
“Arcane V – Elemental Attunement. Moved to Master tier.”
Elemental Attunement is a must have not because its over-powered, but because its so much fun. This move grarantees I drop 20 points into Arcane. I would be more upset if you didn’t need to go 15 points for “Lingering Elements” anyways in order to make it viable.
“Sunspot” – A little of direct AoE damage is weak.
“Electric Discharge” – is amazing when traited with “Fresh Air”, but poor otherwise.
“Earthen Blast” – Has great defensive utility. Too bad its 15 points into Earth trait line.
“Healing Ripple” – No one is ever going to complain about of extra healing
Fix Sunspot by having it drop a 3-4 sec low damage Ring of Fire field to blast in. It would stregthen “Persisting Flame”, which is a lot of fun but only viable in PvE with S/D. _________________________________________________________________
A 900 range off-hand with a good fire field and balanced for higher single target condition damge would be much appreciated. The focus has great defensive utility, for D/F with your dagger doing all the damage its fine. With S/F is unplayable except for a few situations use in fractals/dungeons. With S/D is the daggers which do the majority of the damage, but you need to be in closer range so the 900 range of the specter is always wasted. In GW2 this is a problem because you pay a huge cost in terms of damage output on weapons for that extra range. (IE) Melee weapons do 50-100% more damage than ranged weapons and any your not getting any bonus for using a 900 range specter at 450 range because you need to be using your dagger skills too.
lol…didn’t realize how lon post was. There a wasted night.
This is post is a 2 part series, because I feel so passionately about my beloved ele, and I have a lot to say. After reading the Anet Post itself and scrolling through responses, I see very few talk about PVP scenario builds. When I say PVP I don’t just mean Hotm(tpvp/spvp), I also mean roaming WvW/dueling in WvW.
My post is simply to go over the new buffs(from a pvp standpoint, rather than a pve perspective) what the buffs might promote for the ele, what an ele might think or do because of the buffs and nerfs, and lastly how ele will fit into the upcoming meta overall.
From the looks of the fire buffs and earth buffs, I can only assume your(Anet) looking to buff DD/ and or promote DF. Being so, this may promote builds like [20-10-30-0-10,] [20-20-30-0-0],[or even 30-10-30-0-0] Which for you Anet may seem exciting.. But elemental attunement is a huge trait that almost defines eles. Those four boons are strong and keep an Ele fluid. You say this patch is designed to get eles away from arcana, in doing so you reduced the cdr on the attunements. But by moving this trait to master tier, you greatly slow down the new found potential for DD and or DF eles. Simply because it puts eles now in a position to where do I(eles) want those boons for my weapon swaps (weapon swaps is the attunements themselves), or go raw. If eles choose togo raw they can very well gain other powerful traits from other trait lines. But if they do decide to go that route they hinder a great deal of survivability. Which I will discuss later in this post, and leads me to my next point.
the earth buffs will allow eles to be able to point blank jump an enemy head on without fear of condis, which seems nice, but eles are being ( for the lack of a better word) jipped, in the long run. Berserker, explains its self. Berserk someone down, through well practiced combos and or very well played game play. Berserker is extremely fast paced, compared to say a condi meta. being so an ele is going to have to realize without those four boons on weapon swaps, your really going to have make the best of your boon less build. Which can be hard for say a casual joe ele who is traveling alone in wvw wanting to run to south camp to grab supply and change the local sentry back to his server color, but oh noes, he was ganked by 2 warriors. Is the new ele build say, 20-10-30-10-0 going to keep that ele alive? now lets say that ele is a rank 40+ champion magus with that exact same build, through well time updrafts, earthquakes and kiting it could quite possibly work to escape, not necessarily come up on top. But the most important part is not having those 4 glorious boons, ele will be punished severely for leaving an attunement, simply because they have this huge cd to get back to those attunements that matter most when being pressured in a solo fight, group fight etc. So then the next idea comes forth, does the ele build atleast 20 in arcana to get decent cdr and those 4 boons, but at the price of hindering your build which potentionally could deal a lot of dmg. It now puts eles in this middle to where they must ask themselves, do I want to be able to survive, or do I want to yolo it and go all in. From my own personal experience with being an ele ( I’ve always played berserker SD, but none the less I am still an ele being so I’ve played and am capable of playing all the weapon sets, which isn’t my point, my point is most eles choose survivability over say an all In approach(which by the way an all in approach can be very disappointing if you fail, but can be very rewarding if you succeed), eles from the dawning of the game have looked toward water and arcana to keep themselves alive. Whether it may be berserker or something else. Boons is protection,
Apex Prime [ApeX] , BlackGate
eles would be wise togo berserker and go 30 in earth, carrion or (in my opinion the best amulet for eles) Celestial. With the buffs to earth( it gives earth eles whole lot more survivability against condi specs), but then that just promotes a tanky berserker. Which is basically the same thing as it was a year ago when people were 30 in water and obtaining a huge amount of sustain and healing, while getting stronger as the fight progresses. via a duel or roaming. I don’t believe the buffs and nerfs will bring a roaming/dueling DD/DF ele to the scene. For those old school cantrip dd eles, they know how fun it was to roam eb, or any bl. Now a year later coming into a berserker meta, is the new builds going to make ele fun again? through being a destruction storm with little room for error. That’s a lot to put on an eles shoulders, whether it is for casual player sally, or hardcore pvper bob.
I know so many eles, including myself who want DD/DF ele to make a comeback, and feel strong while still having fun a the same time.
At the end of the day its going to leave many eles confused at what todo for atleast a month after patch til some ele decides that are going balls to wall and going no arcana, balls deep all in approach, make it work and make it look good. A Patch for any particular class shouldn’t leave their players at this cross road. Players should be able to modify and pick right up. But this is going to force eles to change the way they see ele itself and how to play ele. This may leaves many eles frustrated, or liberated.
All I know is, I am SD full berserker magus, 0-30-0-10-30 running lightening flash arcane blast and air signet, who absolutely loves arcana and air and wont ever leave it. My build is extremely glass, and leaves no room for error. Roaming is extremely difficult on this build but I do it anyways. Being so glass I have to constantly worry about being ganked by hungry thieves and ever aware of the omnipresent zerg, SD doesn’t have much escapes compared to say a DD ele and every second in battle counts, but alas I am ranged and an arcane ele. my survivability is greatly increased being so, I can only hope and wish the best for DD eles that journey into the abyss boonless and without arcana.
Thank you Anet for forcing eles hand. again
Apex Prime [ApeX] , BlackGate
eles would be wise togo berserker and go 30 in earth, carrion or (in my opinion the best amulet for eles) Celestial. With the buffs to earth( it gives earth eles whole lot more survivability against condi specs), but then that just promotes a tanky berserker. Which is basically the same thing as it was a year ago when people were 30 in water and obtaining a huge amount of sustain and healing, while getting stronger as the fight progresses. via a duel or roaming. I don’t believe the buffs and nerfs will bring a roaming/dueling DD/DF ele to the scene. For those old school cantrip dd eles, they know how fun it was to roam eb, or any bl. Now a year later coming into a berserker meta, is the new builds going to make ele fun again? through being a destruction storm with little room for error. That’s a lot to put on an eles shoulders, whether it is for casual player sally, or hardcore pvper bob.
I know so many eles, including myself who want DD/DF ele to make a comeback, and feel strong while still having fun a the same time.
At the end of the day its going to leave many eles confused at what todo for atleast a month after patch til some ele decides that are going balls to wall and going no arcana, balls deep all in approach, make it work and make it look good. A Patch for any particular class shouldn’t leave their players at this cross road. Players should be able to modify and pick right up. But this is going to force eles to change the way they see ele itself and how to play ele. This may leaves many eles frustrated, or liberated.All I know is, I am SD full berserker magus, 0-30-0-10-30 running lightening flash arcane blast and air signet, who absolutely loves arcana and air and wont ever leave it. My build is extremely glass, and leaves no room for error. Roaming is extremely difficult on this build but I do it anyways. Being so glass I have to constantly worry about being ganked by hungry thieves and ever aware of the omnipresent zerg, SD doesn’t have much escapes compared to say a DD ele and every second in battle counts, but alas I am ranged and an arcane ele. my survivability is greatly increased being so, I can only hope and wish the best for DD eles that journey into the abyss boonless and without arcana.
Thank you Anet for forcing eles hand. again
I need a good pic for a meme.
-Anet wants us to spend less in arcana to be viable
-Anet moves elemental attunement up to master tier
I am finding it a little funny that people were taking Elemental Attunement over Renewing Stamina. Stamina is the easy choice between the two, just as EA is the easy choice is you go up to 20 points. This patch shouldn’t change a single thing about the value of Arcana. Hell, even if they got rid of Attunement Recharge Rate completely the Arcana traits are still way better than the alternatives. Fire remains a joke, and Earth remains very underwhelming.
Elemental Attunement provides regen and protection. Renewing stamina only increases dodge frequency – and if you dodge only the attacks that matter, that increase doesn’t matter as much as it seems relative to protection and regen. In addition, EA benefits other players, and synergises with boon duration buffs. RS synergises with attack on dodge traits in the Grandmaster tier.
Of course if one dodges everything, RS would be more important, but that isn’t exactly the best use of the dodge mechanic. Thereafter which is more important depends on what forms of synergy the build contains.
If you’re serious about wanting to promote build diversity the move Evasive Arcana to a master tier trait and there you go. At the moment you’d be a fool not have it so instead of destroying arcana, move that trait.
Unlucky since launch, RNG isn’t random
PugLife SoloQ
For everyone that’s late to the party: Renewing Stamina isn’t moving anymore, devs changed their mind on it. You’ll still be able to have both that and Elemental Attunement in one build.
For everyone that’s late to the party: Renewing Stamina isn’t moving anymore, devs changed their mind on it. You’ll still be able to have both that and Elemental Attunement in one build.
Yeah, but that still doesn’t promote build diversity, although at least won’t harm us.
If Elemental Attunement was made inherent (for the ele only) and can be traited to be AOE and Evasive Arcana was moved to master tier, that would promote build diversity a bit. Evasive Arcana as a master tier trait should be better and definitely not have -50% heal in PvP (that’s really a bad for a master tier trait, don’t you think?)
If you’re serious about wanting to promote build diversity the move Evasive Arcana to a master tier trait and there you go. At the moment you’d be a fool not have it so instead of destroying arcana, move that trait.
I think Anet is stuck between a rock and a hard place. They want to improve the ele but do not intend to improve it in a way that it will make any difference. In one hand they give us some unnoticeable buffs, like the conjured weapons, and in the other they nerf RTL and Mistform to the point where they are no longer fun to use.
I would like to believe but the truth is I have no more faith in their ability to balance the ele class with the other classes. Last 2 times I played GW2 I raged-quit because of some perma-immobilize warrior I cannot even bring to 75% health with my 1000 hours-in staff ele all ascended and legendary with a build I totally master.
Unless they come out with some amazing content (GvG, new PvE areas) I’m on the verge of just moving on, that is unless I see a real effort to fix the overpowered classes.
all changes in fire looks great, ill just prefer to keep fire II in adept tier more than VII
air V i really dont find useful having a healing spec in general, but if i had to make one i will not use any stats combitation whit crit chance, is like a joke so idc abot that change, air XI looks great
earth V its a nice buff, VII kinda going to miss that 10% more damage whit 5 dagger skill, XI looks interesting have to check how it works
Water I moved to master tier just like other elemental attunements not big deal for me cause not a healer; V going to miss this for condition removal specially for moving arcane V to master tier; water VIII dont care really, and X moved to adept seems to be a better option than III
arcane III always sound to me like a waste for dps, specially if u are trying to get hit to gain the buff; IV seems a nice cd reduction just if u can rise up the hp limit like 33%; arcane V same like water V going to miss this for condition removal combitating this 2 whit water XI; Arcane VI dont sound really useful for me so idc, i would prefer to have arcane X or air II; Arcane VII, VIII and IX looks a great idea moving it to adept tier
finally, the attunement cd reduction looks great
Well I hope they took what everyone had to say into consideration before they put the next patch out.
Well I hope they took what everyone had to say into consideration before they put the next patch out.
Doubt it the elementalist atm is a broken class. Your better off re-rolling to another class which is flavour of the month or quitting the game. The changes they have advised are only a small start to actually fixing the class. We still need a hell of a lot of love.
Elementalists are not used in high end spvp and why anet are balancing classes based on spvp is beyond me. The majority of the players play PvE or WvW, I would actually like to know the percentage of the player base that actually plays Spvp. I have nothing against spvp it is not my chosen play style.
I personally have given up trying to ask for changes to the elementalist if they are going to bring up the idea of making both renewing stamina and elemental attunement Master tier (i know they changed their minds after everyone on here told them it was a big mistake) but to actually state that change is the plan is the first place, clueless. As others have stated renewing stamina is given to other classes as a 5 point minor, yet we now have to spend at least 10 points in arcane. 20 points if we want elemental attunement (something that should be a base skill.) Have fun hoping they will make decent changes and I hope you aren’t disapointed but guess you will be.
Aurora Glade
Mors Certa, Hora Incerta
you guys should totally change ride the lightning to a 20 second cooldown! none of that 40 seconds if you miss nonsense