December 10th Elementalist changes

December 10th Elementalist changes

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Posted by: oZii.2864

oZii.2864

Nothing against my S/D elementalist users but do any of you think that D/D should get something similar to rock barrier?

When you use magnetic leap you get rock barrier. People don’t like to use magnetic leap often cause you take damage after its awkward ending animation. The cooldowns are close at 12 and 15 secs maybe just remove the option to hurl?

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

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Posted by: Xillllix.3485

Xillllix.3485

you guys should totally change ride the lightning to a 20 second cooldown! none of that 40 seconds if you miss nonsense

How about 16 seconds, like it was in the good old days? This would make people a lot more happy than moving traits around the tree for the sake of “build variety”.

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Posted by: zitounae.4803

zitounae.4803

Vigor on crit trait is used by 3 professions. Elems, obviously; guardians and mesmers. Elem is the weakest of the 3 in terms on health and defense.
Guards got better boons.
Mesmers got clones and stealth.

Elems got to use major trait to get vig on crit and is well known as a “have to” trait since we rely a lot on it to survive, guards and mesmsers got it on minor.

My point is stop beggin anet, at the end they dont give a kitten about our class, reroll or change game.

I ran into a VERY strong staff Elem earlier on live and was excited to see it -time4nerf-

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Posted by: Ulion.5476

Ulion.5476

Fire III – Ember’s Might. The effect of this trait has been changed to Burns you apply last longer. 25%.

This may seem like a buff but, if you are using a burn build it is easy enough to perm burn someone with the current traits. I would prefer if Ember might would increase burn damage by 25% instead of increase its duration. When I spec for burns in spvp signet of fire has a 15s burn. Knowing spvper at most it takes at most 10s to remove a painful condition. That is 5s of wasted condition damage, so why add 1-2 more secs?

Ele – Tarnished Coast
“Quoth the raven nevermore”
Platinum Scout: 300% MF

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Posted by: DiogoSilva.7089

DiogoSilva.7089

If anything, I think there should exist less long-term burning effects without the aid of traits. I wouldn’t mind if signet of fire got its burning duration decreased in favor of something more interesting.

And for the contrary too, I would like to see most 1s burning ticks to be rebalanced to last for 2 seconds at the very minimum.

Currently, fire aura, flamewall, burning precision and fire minor #5th are unaffected by condition duration unless that goes up to 100%. With a 2 seconds base, you would only need 50% duration to up that amount to 3 seconds. Something that is acchievable with 25+ fire and ember’s might (or 10 fire and +15% burning duration runes). That change would probably lead to an interesting (even if a bit passive) burning build prototype.

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Posted by: Rudy.6184

Rudy.6184

Arcane V – Elemental Attunement. Moved to Master tier.
Arcane VI – Renewing Stamina. Moved to Master tier.

Eeeh, with this my boon duration d/d build is compleatly ruined. I know, that perma vigor is quite powerful, but as an ele it is essentional defense – dodge along with protection from elemental attunement (which is nice and I understand why it is in master, but renewing stamina?). I can see same traits like 5 on guardian or mesmer which is MINOR and grants you perma vigor (not to say those classes either have alot of defense or clones/invisibility and gain alot from dodges – clones or heal). If you want to nerf vigor, nerf it properly in all classes, or let it be in adept tier. I hope someone will read this and take it into cosideration.

(edited by Rudy.6184)

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Posted by: DiogoSilva.7089

DiogoSilva.7089

^Renewing Stamina will remain at adept tier. Anet has changed their opinion, and will keep the trait there for this patch. Check the updated preview notes here: https://forum-en.gw2archive.eu/forum/game/gw2/Dec-10th-Balance-Preview-Updated-Nov-6th/first

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Posted by: Mbelch.9028

Mbelch.9028

funny how this thread is still going, developers stopped reading it 3 weeks ago
anyway, i hope elem gets buffed through the roof.. i used to wish for a game that works.. but with ArenaNet’s irresponsibility and lack of any notion of balance whatsoever, i hope it gets overhauled.. even if it needs to be reverted later, the last few months have been a phenomenal waste

I’m so sick of seeing it. I read everything on the ele forum, and this is the one thread that nobody is actually keeping track of, the train of thought is derailed and there’s so many replies that nobody would be able to follow along.

-Nex, [FEAR] Elementalist
https://www.youtube.com/user/GW2FearGaming

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Posted by: Fishbones.6914

Fishbones.6914

ride the lightning!!!!

FC [yarr] ele-Vitamin Deeez

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Posted by: STRanger.5120

STRanger.5120

you guys should totally change ride the lightning to a 20 second cooldown! none of that 40 seconds if you miss nonsense

How about 16 seconds, like it was in the good old days? This would make people a lot more happy than moving traits around the tree for the sake of “build variety”.

It was 15 secs during the old days….
16 secs is the nerfed 20 secs CD with the trait to reduce it. (20% from 20s is 4s = 16s CD)

#ELEtism 4ever

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Posted by: Adastra.9821

Adastra.9821

you guys should totally change ride the lightning to a 20 second cooldown! none of that 40 seconds if you miss nonsense

How about 16 seconds, like it was in the good old days? This would make people a lot more happy than moving traits around the tree for the sake of “build variety”.

It was 15 secs during the old days….
16 secs is the nerfed 20 secs CD with the trait to reduce it. (20% from 20s is 4s = 16s CD)

Don’t forget to revert the change that let you glide with it.

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Posted by: FLiP.7680

FLiP.7680

As a Staff Ele, what should i use in Water Adept now?

I can’t apply vulnerability on all enemies in WvW to make Piercing Shards useful. And even if there is engies, fire/earth are better in zerg fights.

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Posted by: DiogoSilva.7089

DiogoSilva.7089

As a Staff Ele, what should i use in Water Adept now?

I can’t apply vulnerability on all enemies in WvW to make Piercing Shards useful. And even if there is engies, fire/earth are better in zerg fights.

+10% damage if hp is above 90% when in safety. New soothing wave otherwise.

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Posted by: Xillllix.3485

Xillllix.3485

So after reading the notes again I came to the conclusion that after the next patch a lv80 staff ele will still be able to win against a lv20 warrior in 1vs1.

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Posted by: raubvogel.5071

raubvogel.5071

Why is lava font having a 120 circle? I thought everything was updated to 180 and traited 240? Like the guardians symbol of wrath…

http://wiki.guildwars2.com/wiki/Symbol_of_Wrath
http://wiki.guildwars2.com/wiki/Lava_Font

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Posted by: kimeekat.2548

kimeekat.2548

I’m sorry if this has been answered, but on the main skill balance thread in the gw2 discussion forum, I see JonPeters say “Arcane VI – Arcane Resurrection. Moved to Master tier.” … except Arcane VI is Renewing Stamina? I know RS was originally to be moved to Master tier along with Elemental Attunement (cries) and due to everyone being like “wtf, I thought you said I’d feel less pressured to put points into Arcana?” they decided to only move Ele Attune (cries again). Is that a correct summary? If so, does this mean that the quote from JonPeters on the Balance Preview is just a typo, and it should actually say “Arcane II”?

Again, sorry if that’s been answered, but I’m combing through the update to head off the anxiety that’s about to set in over just how radically this will force me to change my build, heh. Thanks for your help.

PS: I just demonstrated the other day to my boyfriend how unenthused I am for decreased recharge times. Sure I can swap back and forth faster (with less effect, since the attunement traits I use are being moved up to master), but most of my weapon skills are still recharging, so what’s the advantage, exactly? Anyone have a more positive perspective they can link me to? :) ty and good luck to everyone’s new builds.

Clove Zolan – Bringers of Aggro [Oops] – Blackgate

(edited by kimeekat.2548)

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Posted by: GankSinatra.2653

GankSinatra.2653

Well this patch certainly isnt going to buff us to top levels or nerf the top guys down to ours. So then we’re talking a month or two for the next patch which is obviously not going to single handedly fix us either, so add a couple more months on that and you have a very optimistic estimate of when Ele will no longer be the Jokes of all Trades.

Just play something else.

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Posted by: Elestian.6134

Elestian.6134

The real question on my mind: will Lingering Elements actually be fixed on the 10th, or will it be “fixed” like last time?

Assuming it functions properly, eles that invest a mere 5 points in Earth/Water and make good use of attunement swapping could potentially maintain more than 50% uptime on those bonuses. We may now be required to put 20 into Water to gain Cleansing Wave, but LE could be a welcome buff. I’m excited to see.

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Posted by: STRanger.5120

STRanger.5120

The real question on my mind: will Lingering Elements actually be fixed on the 10th, or will it be “fixed” like last time?

Assuming it functions properly, eles that invest a mere 5 points in Earth/Water and make good use of attunement swapping could potentially maintain more than 50% uptime on those bonuses. We may now be required to put 20 into Water to gain Cleansing Wave, but LE could be a welcome buff. I’m excited to see.

Don’t be so optimistic, we probably will be screwed again, like always History repeat itself, you know?

#ELEtism 4ever

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Posted by: Xillllix.3485

Xillllix.3485

Well this patch certainly isnt going to buff us to top levels or nerf the top guys down to ours. So then we’re talking a month or two for the next patch which is obviously not going to single handedly fix us either, so add a couple more months on that and you have a very optimistic estimate of when Ele will no longer be the Jokes of all Trades.

Just play something else.

The staff ele isn’t a joke in large fights. However it has the same chance of winning a 1 vs 1 as you have getting a precursor drop. Somehow Anet think that is proper balance and that it’s no big deal if a class cannot win a 1 vs 1 even if it is full equipped with ascended gear and the player plays like a god.

“Soothing Disruption move to master tier.”
Nooooooooooooooo!!!! This is an horrible, horrible, mistake and breaks my build.

(edited by Xillllix.3485)

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Posted by: WvA.8624

WvA.8624

Does anyone know if the trait Diamond Skin is going to be 90% or 85%? They said they considered changing it.

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Does anyone know if the trait Diamond Skin is going to be 90% or 85%? They said they considered changing it.

They said they had some doubts at putting it on 85%, and they didn’t include that value on the updated preview notes, so my guess is that they’ll probably go with 90% and see what happens. It’s a very risky and unpredictable trait, so Anet will probably play safe.

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Posted by: DanteZero.9736

DanteZero.9736

I was just rereading some of the patch notes when I decided to do some calculating for my build. I hope I’m wrong, but I think my individual attunement cooldowns will be slower:

Pre-update: 20 Arcana * 2% recharge rate = 40% recharge rate, 16 seconds * 40% = 9.6 seconds.

Post update: 20 Arcana * 1% recharge rate = 20% recharge rate, 13 seconds * 20% = 10.4 seconds.

So basically, my recharge rate will be slower by .8 seconds post update. Is this correct?

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Posted by: Xillllix.3485

Xillllix.3485

I was just rereading some of the patch notes when I decided to do some calculating for my build. I hope I’m wrong, but I think my individual attunement cooldowns will be slower:

Pre-update: 20 Arcana * 2% recharge rate = 40% recharge rate, 16 seconds * 40% = 9.6 seconds.

Post update: 20 Arcana * 1% recharge rate = 20% recharge rate, 13 seconds * 20% = 10.4 seconds.

So basically, my recharge rate will be slower by .8 seconds post update. Is this correct?

Seems that once again Anet is accomplishing the opposite of what they tried to accomplish, as it was the case when they nerfed our healing to stop bunker builds. We will have to put more points into Arcana (or as much) and my Adept water trait is moving to Master, so I’ll have to spend more points in water as well.

Nothing we can do really, they don’t want an ele to have a chance against a warrior. As they suggested in the last patch, playing an ele is all about “support” for party or group.

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Posted by: DrTenma.7249

DrTenma.7249

You calculate the effect by 16/1.4 and 13/1.2 .

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Posted by: elprimo.4398

elprimo.4398

I was just rereading some of the patch notes when I decided to do some calculating for my build. I hope I’m wrong, but I think my individual attunement cooldowns will be slower:

Pre-update: 20 Arcana * 2% recharge rate = 40% recharge rate, 16 seconds * 40% = 9.6 seconds.

Post update: 20 Arcana * 1% recharge rate = 20% recharge rate, 13 seconds * 20% = 10.4 seconds.

So basically, my recharge rate will be slower by .8 seconds post update. Is this correct?

Seems that once again Anet is accomplishing the opposite of what they tried to accomplish, as it was the case when they nerfed our healing to stop bunker builds. We will have to put more points into Arcana (or as much) and my Adept water trait is moving to Master, so I’ll have to spend more points in water as well.

Nothing we can do really, they don’t want an ele to have a chance against a warrior. As they suggested in the last patch, playing an ele is all about “support” for party or group.

That’s contradictory with moving elemental attunement up a tier and leaving RS where it is.

We will see what will happen. I’m trying to get used to no elemental attunement but haven’t been successful yet. Maybe they could make those buffs core to the attument change.

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Posted by: Terra Dactyl.2047

Terra Dactyl.2047

I was just rereading some of the patch notes when I decided to do some calculating for my build. I hope I’m wrong, but I think my individual attunement cooldowns will be slower:

Pre-update: 20 Arcana * 2% recharge rate = 40% recharge rate, 16 seconds * 40% = 9.6 seconds.

Post update: 20 Arcana * 1% recharge rate = 20% recharge rate, 13 seconds * 20% = 10.4 seconds.

So basically, my recharge rate will be slower by .8 seconds post update. Is this correct?

You calculate the effect by 16/1.4 and 13/1.2 .

^This. With the way Dante did the math you’d have ended up with 6.4s attunement cds with 30 points in arcana pre-patch. As much as I would like 6.4s attunement cds, that’s not reality.

Pre-update: 20 Arcana * 2% recharge rate = 40% recharge rate, 16 seconds/1.4 = 11.43 (rounded) seconds.

Post update: 20 Arcana * 1% recharge rate = 20% recharge rate, 13 seconds /1.2 = 10.83 (rounded) seconds.

So you’ll have a 0.6s SHORTER attunement cd. Accidentally doing the opposite of what they intended with large skill/trait changes? Sure. Accidentally doing the opposite of what they intended because they did the math wrong? Very unlikely.

(edited by Terra Dactyl.2047)

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Posted by: DanteZero.9736

DanteZero.9736

I was just rereading some of the patch notes when I decided to do some calculating for my build. I hope I’m wrong, but I think my individual attunement cooldowns will be slower:

Pre-update: 20 Arcana * 2% recharge rate = 40% recharge rate, 16 seconds * 40% = 9.6 seconds.

Post update: 20 Arcana * 1% recharge rate = 20% recharge rate, 13 seconds * 20% = 10.4 seconds.

So basically, my recharge rate will be slower by .8 seconds post update. Is this correct?

You calculate the effect by 16/1.4 and 13/1.2 .

^This. With the way Dante did the math you’d have ended up with 6.4s attunement cds with 30 points in arcana pre-patch. As much as I would like 6.4s attunement cds, that’s not reality.

Pre-update: 20 Arcana * 2% recharge rate = 40% recharge rate, 16 seconds/1.4 = 11.43 (rounded) seconds.

Post update: 20 Arcana * 1% recharge rate = 20% recharge rate, 13 seconds /1.2 = 10.83 (rounded) seconds.

So you’ll now have a 0.6s SHORTER attunement cd. They accomplished exactly what they were aiming for with that change at least.

My mistake, thanks guys!

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Posted by: Danicco.3568

Danicco.3568

Not sure if this will be read but posting here instead of opening a new suggestion thread.

With Arcana being less “mandatory”, and Elemental Attunement moved to Master, how about improving the Air 5 Minor Trait to 25% movement speed?

One of the main reasons I went to Arcana was Elemental Attunement and the ability to keep permanent Swiftness 100% of the time, but thinking now, it’s kinda of a hassle to keep changing attunements and cooldowns (even Glyph of Elemental Harmony) just to run around.
This change shouldn’t change combat much, since Elementalists don’t like to stick in a single attunement for too long, but it’d be a great improvement for those who just want to run around (so they just stick with Air and get at least a 25% increase).

Also, in line of this, the Fire 5 Minor Trait could also use some help.
Earth’s Minor Adept is being buffed and that’s a welcome change, and I think these minors are also part of why one should start spending points in that line.

Water has the awesome over time healing, Arcana has the Fury for burst potential, Earth has defense (improved), Air has speed (which I’d like to see improved as well) and Fire… is something that no one really cares about.
Some passive effect on hit, with cooldown if needed, would be a much more attractive option.
Like “gain Might for 5/10/15 seconds when you deal a critical strike, 5/10/15 second cooldown”

I’m looking forward to the patch!

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Posted by: raubvogel.5071

raubvogel.5071

Feedback on the elementalist:

Trident. I don’t like underwater combat as an elementalist. Here are the reasons.
Fire #1 Does not explode fast enough
Fire #2 Damage is to low
Fire #5 Recast to high

Water #1 Add bounce between 3 targets

Lightning #1 Increase damage

Earth #1 Increase damage

Heal skills:
Glyph of elemental harmony: increase recast. Trade-off: gain all 4 boons
Ether renewal: get stability for 3,5s increase the heal per pulse
signet of restoration: increase the amount per cast

Other skills:
conjure fiery greatsword: why is it castable underwater?
glyp of elementals: recast maybe 90s w/o trait

Radius on skills:
Standardize it: make the radius on all skills the same 180 untraited 240 traited

pve perspective

(edited by raubvogel.5071)

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Posted by: Sir Morgan Malory.2069

Sir Morgan Malory.2069

I would like to see some buffs to the -20% recharge (Alacrity) traits for elements for the 4 elements.

The -20% recharge are always among the most powerful triat for all the classes. Other classes significantly benefit more from these traits. Not only because they only need to grab one trait because they spend 90% of the time auto-attacking with one weapon. But because those -20% recharge additionally get powerful bonuses. Often bonuses are more value than -20% portion of trait (ie) Warden’s Feedback, Forceful Greatsword, Quick Breathing, Sharpened Axes.

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Posted by: kythor.7650

kythor.7650

I will be missing Evasive Arcana now that I gotta remove 10 points from Arcane and put them in Water for the extra 10 needed for Cleansing Wave now

Don’t see how this is a buff to my game-play at all.

Kyriel Hadraniel [GWAM]
Fort Aspenwood

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Posted by: Imagi.4561

Imagi.4561

Trident. I don’t like underwater combat as an elementalist.

I think underwater combat as an Ele is horrendous. It feels unnecessarily clunky and slow, and I feel like half of my skills are useless, or so situational I never find the occasion to employ them.

I wish we at least had 2 choices for underwater weapons. First of all, only having one underwater weapons comes across as lazy development, regardless or whether or not it is. And even if the alternative weapon were worse than the trident, I’d have some sort of choice.

#ELEtism
By Ogden’s hammer, what savings!

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Posted by: Vissarion.6509

Vissarion.6509

you guys should totally change ride the lightning to a 20 second cooldown! none of that 40 seconds if you miss nonsense

How about 16 seconds, like it was in the good old days? This would make people a lot more happy than moving traits around the tree for the sake of “build variety”.

It was 15 secs during the old days….
16 secs is the nerfed 20 secs CD with the trait to reduce it. (20% from 20s is 4s = 16s CD)

I remember RTL being a 12sec CD skill at first.

They called us TEMPESTs, but we can use our elite to cheat death instead

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Posted by: STRanger.5120

STRanger.5120

you guys should totally change ride the lightning to a 20 second cooldown! none of that 40 seconds if you miss nonsense

How about 16 seconds, like it was in the good old days? This would make people a lot more happy than moving traits around the tree for the sake of “build variety”.

It was 15 secs during the old days….
16 secs is the nerfed 20 secs CD with the trait to reduce it. (20% from 20s is 4s = 16s CD)

I remember RTL being a 12sec CD skill at first.

Really? Well, I guess my memory needs improvement then I’ve been playing since beta, but it’s possible that I just don’t remember the CD from early phase of it. However 12secs would be definitely overpowered, I think we all agree on that

#ELEtism 4ever

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Posted by: Alex.5349

Alex.5349

you guys should totally change ride the lightning to a 20 second cooldown! none of that 40 seconds if you miss nonsense

How about 16 seconds, like it was in the good old days? This would make people a lot more happy than moving traits around the tree for the sake of “build variety”.

It was 15 secs during the old days….
16 secs is the nerfed 20 secs CD with the trait to reduce it. (20% from 20s is 4s = 16s CD)

I remember RTL being a 12sec CD skill at first.

15 seconds RTL, 20% cd reduction in Air, that would be 12 seconds

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Posted by: Alex.5349

Alex.5349

Trident. I don’t like underwater combat as an elementalist.

I think underwater combat as an Ele is horrendous. It feels unnecessarily clunky and slow, and I feel like half of my skills are useless, or so situational I never find the occasion to employ them.

I wish we at least had 2 choices for underwater weapons. First of all, only having one underwater weapons comes across as lazy development, regardless or whether or not it is. And even if the alternative weapon were worse than the trident, I’d have some sort of choice.

The alternative weapon.. wórse than the trident?.. Wew, ArenaNet must be getting Achievements for these things :P

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Posted by: Chaotic Storm.2815

Chaotic Storm.2815

This patch’s goal for the elementalist was to increase the power of the Earth, Air and Fire lines, while taking away some of the need to go into the Arcane line.

This line has always bothered me, with the expection of Fire. How is pushing traits around really gonna improve the power of Earth and Air.? Least with fire we’re seeing increases in %‘s and change arounds but I’m not really seeing anything in air or earth that’s jumping out as me and saying “I’m more powerful now!”

Is it just my imagination wanting to find Anet’s ever popular fail buffs?
If they really had wanted to increase the 3 why not just add an extra 5-10% damage increase to the weapon skills as well?

#ELEtism

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Posted by: Chasind.3128

Chasind.3128

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?

+1

I don’t think anyone in Anet plays an elementalist. They all play mesmers, guardians, necromancers & warriors & like to guess at what they think might help which most of the time hinders.

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Posted by: Nori.8136

Nori.8136

This is pathetic!

- nori

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Posted by: Edifer.6073

Edifer.6073

SPvP side (my prev build was s/d 0 20 0 20 30).
Cleansing wave + drop and roll was a pretty good bunch of traits.
Now i must choose the only one of them.
RStamina, EArcana, Lingering Elements are to powerfull to ignore them, so im still at 30.
Condition ele is almost not viable in comparison to necro or other condi-classes. We havent good spells to fast stacking of bleeds.
So, ive got the same build ive got before.

Useless patch, i suppose.

(edited by Edifer.6073)

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Posted by: Xillllix.3485

Xillllix.3485

It’s a disappointment…. 2 months of work for this over a thousand comments, same bunker build will still be used by 90% of the people because nothing else compares and my more offensive build was nerfed so it no longer work.

I’ll have to go more bunker now.

Anet, you can’t just nerf water and say : “Go with more offensive builds”, we are getting destroyed by every classes in WvW.

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Posted by: Gorni.1764

Gorni.1764

I thought there would be stuff additional to the temporary patchnotes? Only thing I see is FGS fix. This one is not bad though.

Rachat – Elementalist (Abbadon’s Mouth)

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Posted by: RoyalCrumpet.5389

RoyalCrumpet.5389

Congratulations ArenaNet in once again nerfing Elementalist.

- The new heal for elementalists sucks and is once again completely outclassed by all other professionals, especially as you would expect the "Warrior (most OP class on game… and getting even stronger).

- Changing the trait lines for elementalists was a big “no no” in my book, because although some of the traits needed to be changed I agree, the vast majority have been nerfed by how many trait points you now need to get to them in that trait line. I appreciate that some have been made more potent, but I don’t want to spend an extra 10 points in the water trait line, just for Water V – Cleansing Wave, because it completely ruins my build. (Just an example)

- Arcane Wave… My god, what an absolute disaster that skill now is. What was once a great skill, keeping elementalist’s safe at close range, by blasting nearby foes quickly, or chaining combo fields together with this to gain perks, can no longer be done, purely because this skill now requires ground targeting. Please change it back, and perhaps just make it so Arcane Blast has an AoE when it lands of like 240 Radius, so that people ACTUALLY have a reason to use that waste of 6 skill-points. Also Arcane Wave cannot even be used underwater anymore due to the ground targeting. Please remove it, or at least make it a toggle-able option for that skill only.

- Staff using elementalists need a serious power buff. Elementalists are easily the weakest class all around, largely outclasses by most of the other classes, probably bar Engineer. I feel staff users especially are not powerful enough to defend themselves, and elementalists as a whole are not tanky enough to defend themselves, while hurling weak fireballs at their foes. I propose not making elementalists tankier, by any stretch; meerly just giving us a bit of a power boost for the staff users. Dagger + Dagger is powerful enough. (THIS DOESN’T MEAN YOU CAN NERF IT TO MAKE ELEMENTALISTS EVEN WEAKER THAN EVERYONE ELSE)

Now that I just spent 10 minutes writing that up for it to be completely ignored by ArenaNet, I will say this. Listen to what your PLAYERS and FANS say and take our ideas into consideration. Also please stop reviewing the Warrior… It’s too bloody strong as it is.

(edited by RoyalCrumpet.5389)

December 10th Elementalist changes

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Posted by: Eternal.9148

Eternal.9148

glass cannon + zerg = faceroll.

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December 10th Elementalist changes

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Posted by: insomniaproject.1348

insomniaproject.1348

First of all it was nice that they did reset all the Points with the patch so you could freely rebuild.

Unfortunatly doesnt my old build work anymore QQ but I test a new one hopefull it will be as much fun as my old.

only Thing i really dont like is that Arcane wave is not a ground target with range it is like a sneaky chast time -.- and i dont like that on arcane skills i like to have them press and it is done, not oh no where i have to put

December 10th Elementalist changes

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Posted by: STRanger.5120

STRanger.5120

glass cannon + zerg = faceroll.

You got hit by Ice Spike? Well, a nice joke attempt m8

#ELEtism 4ever

December 10th Elementalist changes

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Posted by: Ashamir.9574

Ashamir.9574

So now I need 20 points in water to get condition remove but 20 points in arcana as well to still have my Elemental Attunement. That means I can no longer play my build, because after the change I’d need 80 points to get the same build I had for 70 points yesterday + I’m not even talking about the botched Arcane wave…
Anet said something about buffing the ele, but all I see is that my s/d was nerfed and that my build is no longer playable. Thanks for nothing I guess.

December 10th Elementalist changes

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Posted by: lemone.5867

lemone.5867

My thought about Dec 10th patch.

First of all even if arcane wave targeting is buff honest i liked old version more.

Anet say they will buff ele and help with build diversity problem . Imo patch havnt change anything.

  • Things that hurt so much changes in water… Why would andet change condition remove trait to 20 points when they know we got one of the lowest AP plus right now conditions are strong as they were never before (times not 10th patch).
    Now only good Adept trait is Cantrip recharge…
  • Arcane Elemental Attument- it was one of the best adept traits i would like to hear reason why it was moved to 20 points trait.
  • Diamond skin -yep its nice trait but still community wanted less passive traits why wouldnt devs hear it? + diamond skin i tpvp isnt useful in a moment it doesnt work and is useless.
  • Arcane Brilliance-New healing skill is nice but still not much dmg ,long cast animation ,almost you alltime need to use it in group( yep i know it should be that way) + high cd if not traited (for burst spec its almost all time dead)

Ether Renewal is still better option even for burst ele beacouse of condi removal.

  • Attument Cd- still imo it havent change ele taht much 10s-13s is huge difference that why its still better give 30 to arcane then other traits ( arcane traits are one of the best )

Thing that should be changed (in my opinion):

  • We got based almost lowest stats (buff AP)
  • Attument changes
  • Change Attument cd to 10s
  • Change Atumment cd by trait points (example 30 earth 30%-? cooldown reduce on earth attument)
    *I beg u Anet. Stop buffing brainless/OP builds (passives, ai) like PU/Phantasm mesmer
    *Lower condition dmg still its too high for our AP.

Ideas about skills:

  • What would you think about giving Burning Speed, RoL ability to stop animation something like Orb of Light. D/D moves wouldnt be so easy to read.

(edited by lemone.5867)

December 10th Elementalist changes

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Posted by: Xillllix.3485

Xillllix.3485

So now I need 20 points in water to get condition remove but 20 points in arcana as well to still have my Elemental Attunement. That means I can no longer play my build, because after the change I’d need 80 points to get the same build I had for 70 points yesterday + I’m not even talking about the botched Arcane wave…
Anet said something about buffing the ele, but all I see is that my s/d was nerfed and that my build is no longer playable. Thanks for nothing I guess.

Same here: This was my build before the patch (staff):

10/15/0/15/30
Fire: Might on cantrip
Air: Bolt on attn + 20% damage increase to foes under 20% hp
Water: Regen on cantrips
Arcana: Evasive Arcana and the usuals.

With the new patch I couldn’t get my healing on cantrip anymore because Soothing Disruption was nerfed (moved to Master).

With a cantrip build I now had to invest 20 in water instead of 15. I had to lose my Lightning bolt on air attunement (nerf) or Might on cantrips (nerf) or Evasive arcana (nerf), just to keep my healing on cantrips (necessary because eles die all the time).

Granted I would get a new adept water skill, but I just didn’t want to invest in water and now I am forced too. This is the exact opposite of what Anet supposedly wanted to do. In my book that’s a failure.

I tried all night to find a build as good, finally I settled with a fresh air build, similar to the one I had before bu with points in water instead of arcana:
0/30/0/30/10
I lost my blast finisher on elemental attunement… I guess it’s because of that nerf that they gave us a blast finisher on healing. They new somehow that with the nerf in water adept we would have to take points out of arcana if we wanted to be offensive and thus lose our only blast with staff.

With my new build I think I’m playing the game like they tested it, and it somehow works ok. It’s just less fun than my 10/15/0/15/30 build, because their new healing skill is not good enough for me thus I have lost my ability to blast fields and stack might.