Funny Story about the nerf
I’ve been playing with MadSpin’s Nutcrackerfor a little while now, and it’s been a blast. The patch made me shuffle a cantrip around, and then back into full cycle.
At the moment, not many people in sPvP seem to know what Glyphs do, long may it last.
haha i dont even use glyphs that much. Now that you say that maybe i should look into incorporating it into my build. I tried elemental power (the one that gives you conditions to your opponent based on attunment) but I found that it didnt proc that much. What glyphs do you run?
I tried elemental power (the one that gives you conditions to your opponent based on attunment) but I found that it didnt proc that much. What glyphs do you run?
Power is a bit hit and miss, but with Quick Glyphs the cooldown is short enough that you can spam it for a bit of extra love. However, I love Storms: it gives an almost Staff-like component to your S/D Elementalist on a fairly short cooldown.
The Elite is very useful as well.
I honestly think people screaming about the nerfs are prone to hyperboles. It’s really not that critical. I’m much more annoyed by the persistent lack of buffs to areas that desperately need them, like Air Staff.
It sometimes feels like they only look at items that are potentially overpowered in competitive pvp and pay no attention to anything else.
I honestly think people screaming about the nerfs are prone to hyperboles. It’s really not that critical. I’m much more annoyed by the persistent lack of buffs to areas that desperately need them, like Air Staff.
It sometimes feels like they only look at items that are potentially overpowered in competitive pvp and pay no attention to anything else.
To me and others it is if you ever decide to use d/d or s/d in pve or WvW than you should reconsider your comment.
No disrespect to you.
Heh. My first sign on after the patch was last night and I spent the whole night doing guild missions. Of course I saw the patch download and I was real curious at the end of the night what it was because I didn’t notice any change. Granted it was 1) Pve only and 2) I don’t use Mist Form because I’ve found I don’t need it and 3) Don’t use a Cantrip build for the regen and condition removal because I don’t need that much condition removal either. So, after reading the notes I did learn why some of my RTL attacks seemed to come up short. Just about everything else in the patch was a bonus.
I do see Last Warrior Lord’s point though, but I would be curious to know a specifc situation how their play is affected.
With 30 in Arcana, I now count 7 condition removals in under 5 seconds instead of the 9 there used to be with a DD cantrip build. The 9 would only be there if all cantrips were off cooldown all at once. One of the missing two would be available at the 5 second mark. How is that a fatal nerf? My math may be off by 1 or so. I am counting 4 for cleansing fire (3 for the skill, 1 for the rengen and condition removal with the cantrip build)
Kind of the same goes for RTL. Is the argument that if we are still running after 20 seconds, we are dead now instead? Map movement? The difference in distance between running with one RTL or two at the end of 40 seconds is miniscule.
Curiously, I’ve seen few posts that illustrate a detailed picture of just what exactly the fuss is all about. What exactly are the situations you guys are getting into that this stuff is that big a deal?
I’m not sure Baladir; I think there might be two specific instances.
1. RTL previously provided a useful oh-heck button; if you got in over your head you could escape easily with it.
2. Water 30 provided unprecedented levels of condition removal and healing. Combined with Mist and healing, you could survive deep spikes and heal back to full.
My suspicion is that RTL wasn’t designed to be a speed buff or an escape card, and D/D was supposed to be a high damage high risk build (which RTL made high damage lower risk).
I’m not sure though; I can’t really say I’m amazing at playing an Elementalist, so the deeper aspects of the metagame are lost on me. I figure I’m barely at the clicking-buttons phase of combat
Eles got a buff. Clensing wave trait is now every 5 secs instead of 10. Thats like extra 1-2k heals every 10 sec plus condi remove. d/d ele is super tanky now
Eles got a buff. Clensing wave trait is now every 5 secs instead of 10. Thats like extra 1-2k heals every 10 sec plus condi remove. d/d ele is super tanky now
plus 15 to 10 secs for it to recharge when you switch attunements still don’t look like a buff to me.
FWIW, the current build I’m playing with is this one:
http://bit.ly/16vrYsc
I’m not 100% convinced that the traits in Fire are giving me the DPS edge I want. I’m going to play around with a bit more Earth today:
http://bit.ly/13QiPWU
(Ignore the armour for the moment, focus on the traits)
Eles got a buff. Clensing wave trait is now every 5 secs instead of 10. Thats like extra 1-2k heals every 10 sec plus condi remove. d/d ele is super tanky now
It was never 10 before the update, went from 0 to 5
Eles got a buff. Clensing wave trait is now every 5 secs instead of 10. Thats like extra 1-2k heals every 10 sec plus condi remove. d/d ele is super tanky now
0 —> 5, it was never 10s. You’re thinking of EA’s Cleansing wave which is on a 10s cd
<shrug>
It’s significant because it’s another in a long chain of nerfs that hurt glass. Of course if you’re 30 points in water and running all cantrips you’re not going to feel it much.
- Lost the extra blasts on evasive arcana
- Lost a decent amount of fury when they nerfed zephyrs boon (Technically fixed I suppose)
- Lost the ability to stack excess vigor with renewing arcana
- More than doubled RTL’d CD if you happen to not hit something (Less of an issue in quick engagements, but very obvious in a prolonged chase in WvW)
- Lost the ability to cover a heal with mist form
I understand the idea that D/D, and especially glass D/D, was meant to be high risk. But I was never under the impression that glass was very OP. And the continual removal of tools with no real compensation is frustrating. Especially when bunker is relatively intact.
EDIT: As a note, the signet and glyph buffs are certainly nice. And they might provide new possibilities. However, they don’t fill the holes that have been poked the class so far.
Northern Shiverpeaks ~ [dO] Drop Otter
(edited by Khalic.3561)