How to make Arcane competitive
I would love to see arcane skills them self become unblockable.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
I would love to see arcane skills them self become unblockable.
I prefer a skill or trait that makes all of our other skills unblockable, for a period of time of course But if they make arcane power like: for the next 5 seconds your attacks will do critical damage and are unblockable OH by the six gods I’d be pretty happy already.
Arcane Fury: Traits that proc on swapping to the attunement of the spec they’re in is amplified. Healing Ripple: Healing is changed from 1302 to 2100, radius is increased to 360. Electric Discharge: Damage increased from 249 (without power) to 426. Sunspot: Damage increased from 178 to 426, applies 1 burn for 2 seconds (without expertise), and radius is increased to 360. Earthern Blast: Damage increased from 80 to 426, cripple increased to 5 seconds, applies 2 bleed for 5 seconds.
Arcane Precision: change the burn from 1 to 2 seconds, and make the chance on critical hit 50%
Elemental Contengency: Increase the retaliation to 5 seconds, increase the vigor to 5 seconds, increase the protection to 4 seconds, reduce the cooldown to 7 seconds.
Elemental Enchantment: Increase the duration added to boons to 20%.
Final Shielding: Arcane Shield’s cooldown decreased to 60, to match the utility skill.
Evasive arcana: Flame Burst’s damage is increased from 27 to 210. Cleansing Wave’s condition cleanse is increased to 2 to match the skill in dagger offhand. Shock wave’s damage is increased to 256, the cripple is increased to 5 seconds. The radius of all of these is increased to 360.
Elemental surge: Whole under the effects of Arcane Lightning, you ignore weakness.
Are you proposing all of these? Might be a bit excessive, including Electric Discharge buff.
Arcane Fury: Traits that proc on swapping to the attunement of the spec they’re in is amplified. Healing Ripple: Healing is changed from 1302 to 2100, radius is increased to 360. Electric Discharge: Damage increased from 249 (without power) to 426. Sunspot: Damage increased from 178 to 426, applies 1 burn for 2 seconds (without expertise), and radius is increased to 360. Earthern Blast: Damage increased from 80 to 426, cripple increased to 5 seconds, applies 2 bleed for 5 seconds.
Arcane Precision: change the burn from 1 to 2 seconds, and make the chance on critical hit 50%
Elemental Contengency: Increase the retaliation to 5 seconds, increase the vigor to 5 seconds, increase the protection to 4 seconds, reduce the cooldown to 7 seconds.
Elemental Enchantment: Increase the duration added to boons to 20%.
Final Shielding: Arcane Shield’s cooldown decreased to 60, to match the utility skill.
Evasive arcana: Flame Burst’s damage is increased from 27 to 210. Cleansing Wave’s condition cleanse is increased to 2 to match the skill in dagger offhand. Shock wave’s damage is increased to 256, the cripple is increased to 5 seconds. The radius of all of these is increased to 360.
Elemental surge: Whole under the effects of Arcane Lightning, you ignore weakness.
Also, making FA viable is mostly dependent on just improving damage values on weapon skills. Air is great, earth is bad, fire is great except you can barely land any hits, water is mediocre (but if Shatterstone were more useful maybe that would be different).
Arcane Fury: Traits that proc on swapping to the attunement of the spec they’re in is amplified. Healing Ripple: Healing is changed from 1302 to 2100, radius is increased to 360. Electric Discharge: Damage increased from 249 (without power) to 426. Sunspot: Damage increased from 178 to 426, applies 1 burn for 2 seconds (without expertise), and radius is increased to 360. Earthern Blast: Damage increased from 80 to 426, cripple increased to 5 seconds, applies 2 bleed for 5 seconds.
Arcane Precision: change the burn from 1 to 2 seconds, and make the chance on critical hit 50%
Elemental Contengency: Increase the retaliation to 5 seconds, increase the vigor to 5 seconds, increase the protection to 4 seconds, reduce the cooldown to 7 seconds.
Elemental Enchantment: Increase the duration added to boons to 20%.
Final Shielding: Arcane Shield’s cooldown decreased to 60, to match the utility skill.
Evasive arcana: Flame Burst’s damage is increased from 27 to 210. Cleansing Wave’s condition cleanse is increased to 2 to match the skill in dagger offhand. Shock wave’s damage is increased to 256, the cripple is increased to 5 seconds. The radius of all of these is increased to 360.
Elemental surge: Whole under the effects of Arcane Lightning, you ignore weakness.
Also, making FA viable is mostly dependent on just improving damage values on weapon skills. Air is great, earth is bad, fire is great except you can barely land any hits, water is mediocre (but if Shatterstone were more useful maybe that would be different).
False. All of what you just said was false. Fresh air’s burst is completely fine, the problem is the DPS. That’s what these buffs are for. Also, Air is great, Earth is #1, Water is amazing and earth is fine. (Earth = invuln, 3 condi cleanse/cripple/blast finisher/high damage hit. Water = Cleanse/regen/chill/daze. Fire = Condi cleanse/burst/burn/might, Air= High damage, blind, good dps, projectile block, unblockable knockdown)
Arcane Fury: Traits that proc on swapping to the attunement of the spec they’re in is amplified. Healing Ripple: Healing is changed from 1302 to 2100, radius is increased to 360. Electric Discharge: Damage increased from 249 (without power) to 426. Sunspot: Damage increased from 178 to 426, applies 1 burn for 2 seconds (without expertise), and radius is increased to 360. Earthern Blast: Damage increased from 80 to 426, cripple increased to 5 seconds, applies 2 bleed for 5 seconds.
Arcane Precision: change the burn from 1 to 2 seconds, and make the chance on critical hit 50%
Elemental Contengency: Increase the retaliation to 5 seconds, increase the vigor to 5 seconds, increase the protection to 4 seconds, reduce the cooldown to 7 seconds.
Elemental Enchantment: Increase the duration added to boons to 20%.
Final Shielding: Arcane Shield’s cooldown decreased to 60, to match the utility skill.
Evasive arcana: Flame Burst’s damage is increased from 27 to 210. Cleansing Wave’s condition cleanse is increased to 2 to match the skill in dagger offhand. Shock wave’s damage is increased to 256, the cripple is increased to 5 seconds. The radius of all of these is increased to 360.
Elemental surge: Whole under the effects of Arcane Lightning, you ignore weakness.
Are you proposing all of these? Might be a bit excessive, including Electric Discharge buff.
None of it is excessive, also, the electric discharge buff I proposed would make it the same damage as lightning strike (the skill)… That’s where the number came from.
Arcane Fury: Traits that proc on swapping to the attunement of the spec they’re in is amplified. Healing Ripple: Healing is changed from 1302 to 2100, radius is increased to 360. Electric Discharge: Damage increased from 249 (without power) to 426. Sunspot: Damage increased from 178 to 426, applies 1 burn for 2 seconds (without expertise), and radius is increased to 360. Earthern Blast: Damage increased from 80 to 426, cripple increased to 5 seconds, applies 2 bleed for 5 seconds.
Arcane Precision: change the burn from 1 to 2 seconds, and make the chance on critical hit 50%
Elemental Contengency: Increase the retaliation to 5 seconds, increase the vigor to 5 seconds, increase the protection to 4 seconds, reduce the cooldown to 7 seconds.
Elemental Enchantment: Increase the duration added to boons to 20%.
Final Shielding: Arcane Shield’s cooldown decreased to 60, to match the utility skill.
Evasive arcana: Flame Burst’s damage is increased from 27 to 210. Cleansing Wave’s condition cleanse is increased to 2 to match the skill in dagger offhand. Shock wave’s damage is increased to 256, the cripple is increased to 5 seconds. The radius of all of these is increased to 360.
Elemental surge: Whole under the effects of Arcane Lightning, you ignore weakness.
Also, making FA viable is mostly dependent on just improving damage values on weapon skills. Air is great, earth is bad, fire is great except you can barely land any hits, water is mediocre (but if Shatterstone were more useful maybe that would be different).
False. All of what you just said was false. Fresh air’s burst is completely fine, the problem is the DPS. That’s what these buffs are for. Also, Air is great, Earth is #1, Water is amazing and earth is fine. (Earth = invuln, 3 condi cleanse/cripple/blast finisher/high damage hit. Water = Cleanse/regen/chill/daze. Fire = Condi cleanse/burst/burn/might, Air= High damage, blind, good dps, projectile block, unblockable knockdown)
I didn’t mean the non-Air elements were bad in general, but bad from a DPS standpoint. They are great from a utility standpoint. Though the need to use lightning flash in order to land a phoenix burst kind of makes lightning strike both mandatory and useless as a utility, since ultimately it’s used for damage, not utility.
I would love to see arcane skills them self become unblockable.
I prefer a skill or trait that makes all of our other skills unblockable, for a period of time of course But if they make arcane power like: for the next 5 seconds your attacks will do critical damage and are unblockable OH by the six gods I’d be pretty happy already.
Arcain power would do that. I like to lose the 100% crits and make it a duration. Ele has good raw dmg but that all it is raw dmg there no counter to dmg mitigation. You would think magic should be strong vs high armor but there not brake in magic and physical dmg in this game so class like wars have better counter armor tools then a mages class like ele.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
Arcane Fury: Traits that proc on swapping to the attunement of the spec they’re in is amplified. Healing Ripple: Healing is changed from 1302 to 2100, radius is increased to 360. Electric Discharge: Damage increased from 249 (without power) to 426. Sunspot: Damage increased from 178 to 426, applies 1 burn for 2 seconds (without expertise), and radius is increased to 360. Earthern Blast: Damage increased from 80 to 426, cripple increased to 5 seconds, applies 2 bleed for 5 seconds.
Arcane Precision: change the burn from 1 to 2 seconds, and make the chance on critical hit 50%
Elemental Contengency: Increase the retaliation to 5 seconds, increase the vigor to 5 seconds, increase the protection to 4 seconds, reduce the cooldown to 7 seconds.
Elemental Enchantment: Increase the duration added to boons to 20%.
Final Shielding: Arcane Shield’s cooldown decreased to 60, to match the utility skill.
Evasive arcana: Flame Burst’s damage is increased from 27 to 210. Cleansing Wave’s condition cleanse is increased to 2 to match the skill in dagger offhand. Shock wave’s damage is increased to 256, the cripple is increased to 5 seconds. The radius of all of these is increased to 360.
Elemental surge: Whole under the effects of Arcane Lightning, you ignore weakness.
Also, making FA viable is mostly dependent on just improving damage values on weapon skills. Air is great, earth is bad, fire is great except you can barely land any hits, water is mediocre (but if Shatterstone were more useful maybe that would be different).
False. All of what you just said was false. Fresh air’s burst is completely fine, the problem is the DPS. That’s what these buffs are for. Also, Air is great, Earth is #1, Water is amazing and earth is fine. (Earth = invuln, 3 condi cleanse/cripple/blast finisher/high damage hit. Water = Cleanse/regen/chill/daze. Fire = Condi cleanse/burst/burn/might, Air= High damage, blind, good dps, projectile block, unblockable knockdown)
I didn’t mean the non-Air elements were bad in general, but bad from a DPS standpoint. They are great from a utility standpoint. Though the need to use lightning flash in order to land a phoenix burst kind of makes lightning strike both mandatory and useless as a utility, since ultimately it’s used for damage, not utility.
You do not need lightning flash to land a phoenix, just don’t use phoenix from range or without using gale first.
Arcane Fury: Traits that proc on swapping to the attunement of the spec they’re in is amplified. Healing Ripple: Healing is changed from 1302 to 2100, radius is increased to 360. Electric Discharge: Damage increased from 249 (without power) to 426. Sunspot: Damage increased from 178 to 426, applies 1 burn for 2 seconds (without expertise), and radius is increased to 360. Earthern Blast: Damage increased from 80 to 426, cripple increased to 5 seconds, applies 2 bleed for 5 seconds.
Arcane Precision: change the burn from 1 to 2 seconds, and make the chance on critical hit 50%
Elemental Contengency: Increase the retaliation to 5 seconds, increase the vigor to 5 seconds, increase the protection to 4 seconds, reduce the cooldown to 7 seconds.
Elemental Enchantment: Increase the duration added to boons to 20%.
Final Shielding: Arcane Shield’s cooldown decreased to 60, to match the utility skill.
Evasive arcana: Flame Burst’s damage is increased from 27 to 210. Cleansing Wave’s condition cleanse is increased to 2 to match the skill in dagger offhand. Shock wave’s damage is increased to 256, the cripple is increased to 5 seconds. The radius of all of these is increased to 360.
Elemental surge: Whole under the effects of Arcane Lightning, you ignore weakness.
Also, making FA viable is mostly dependent on just improving damage values on weapon skills. Air is great, earth is bad, fire is great except you can barely land any hits, water is mediocre (but if Shatterstone were more useful maybe that would be different).
False. All of what you just said was false. Fresh air’s burst is completely fine, the problem is the DPS. That’s what these buffs are for. Also, Air is great, Earth is #1, Water is amazing and earth is fine. (Earth = invuln, 3 condi cleanse/cripple/blast finisher/high damage hit. Water = Cleanse/regen/chill/daze. Fire = Condi cleanse/burst/burn/might, Air= High damage, blind, good dps, projectile block, unblockable knockdown)
I didn’t mean the non-Air elements were bad in general, but bad from a DPS standpoint. They are great from a utility standpoint. Though the need to use lightning flash in order to land a phoenix burst kind of makes lightning strike both mandatory and useless as a utility, since ultimately it’s used for damage, not utility.
You do not need lightning flash to land a phoenix, just don’t use phoenix from range or without using gale first.
If you can’t use gale (stability or cooldowns) then I wouldn’t recommend using phoenix just yet, it’s too risky.
Arcane Fury: Traits that proc on swapping to the attunement of the spec they’re in is amplified. Healing Ripple: Healing is changed from 1302 to 2100, radius is increased to 360. Electric Discharge: Damage increased from 249 (without power) to 426. Sunspot: Damage increased from 178 to 426, applies 1 burn for 2 seconds (without expertise), and radius is increased to 360. Earthern Blast: Damage increased from 80 to 426, cripple increased to 5 seconds, applies 2 bleed for 5 seconds.
Arcane Precision: change the burn from 1 to 2 seconds, and make the chance on critical hit 50%
Elemental Contengency: Increase the retaliation to 5 seconds, increase the vigor to 5 seconds, increase the protection to 4 seconds, reduce the cooldown to 7 seconds.
Elemental Enchantment: Increase the duration added to boons to 20%.
Final Shielding: Arcane Shield’s cooldown decreased to 60, to match the utility skill.
Evasive arcana: Flame Burst’s damage is increased from 27 to 210. Cleansing Wave’s condition cleanse is increased to 2 to match the skill in dagger offhand. Shock wave’s damage is increased to 256, the cripple is increased to 5 seconds. The radius of all of these is increased to 360.
Elemental surge: Whole under the effects of Arcane Lightning, you ignore weakness.
I wouldn’t mind these changes. Some of them were along the lines of what I was thinking to improve the Arcane line anyway. I would also like to see the ICD of Evasive Arcana reduced to 8 seconds to fit with the atunement swap reduction that already occurs automatically with the Arcane line.
In addition as this would be a change for the Arcane line this would be more of a buff for core elementalist. The majority of Tempest builds that I know of don’t use the Arcane line.
Arcane Fury: Traits that proc on swapping to the attunement of the spec they’re in is amplified. Healing Ripple: Healing is changed from 1302 to 2100, radius is increased to 360. Electric Discharge: Damage increased from 249 (without power) to 426. Sunspot: Damage increased from 178 to 426, applies 1 burn for 2 seconds (without expertise), and radius is increased to 360. Earthern Blast: Damage increased from 80 to 426, cripple increased to 5 seconds, applies 2 bleed for 5 seconds.
Elemental Enchantment: Increase the duration added to boons to 20%.
Final Shielding: Arcane Shield’s cooldown decreased to 60, to match the utility skill.
Evasive arcana: Flame Burst’s damage is increased from 27 to 210. Cleansing Wave’s condition cleanse is increased to 2 to match the skill in dagger offhand. Shock wave’s damage is increased to 256, the cripple is increased to 5 seconds. The radius of all of these is increased to 360.
Arcane Fury: Numbers are always easy to adjust but I think something more interesting might be warranted. How about:
-When you proc a traited attunement swap effect, you proc all traited attunement swap effects simultaneously. Example: You have Arcane, Fire and Water specs.
You swap to Fire to proc Sunspot, but you also proc Healing Riple and Cleansing Wave from Water at the same time. Then you swap to Water to use Healing Riple/Cleansing Wave but you also proc Sunspot.
Elemental Enchantment: I think this trait is fine, and shouldn’t be touched.
Final Shielding: The cooldown is alrdy 60 seconds. You probably meant dropping it down to 40s like the skill is currently.
Evasive Arcana: This one is a bit tricky. Buffing its individual components will inevitably powercreep those weapon skills as well. So essentially it’s a double buff each time you change something. So how I would change it:
-Have it trigger a lesser version of Arcane Wave with a 240 radius and only 50% damage. This instead of any of the element spells.
In addition as this would be a change for the Arcane line this would be more of a buff for core elementalist. The majority of Tempest builds that I know of don’t use the Arcane line.
Well, Arcane encourages changing attunements as much as possible where Tempest rewards staying in 1 attunement for longer.
Sonya for females. (necro,rev,ranger,mes,engi)
All classes lvl 80.