(edited by Zenith.7301)
These projectiles, and to a lesser extent Vapor Blade, seem to have similar trouble in hitting mobile targets. Same for Stoning and Water Bolt (staff 1).
Water attunement as a whole needs re-examining of damage numbers for abilities that do not heal. The autoattacks and even the abilities that heal heal for negligible amounts to justify 1/6 or even less of the damage fire abilities are doing. I basically switch to water attunement, use the heals, and want to be quickly out of it as time spent on it is a huge hit to pressure output while the abilities without long cooldowns are purely damage based or provide negligible benefit (vulnerability for 6 seconds doesn’t make Vapor Blade that great when it hits for half the damage of its fire counterpart and even less than Lightning Whip).
Please look at water underwater as a model for water attunement on land where numbers are concerned. When water damage is so negligible and its “supportive” abilities are on such high cooldowns, traits intended for offense like 20% extra damage on vulnerable targets while on water attunement is not good at all, and the stacks provided by the Water trait for using arcane skills are too low (10 stacks should be more like it, like the Ranger’s Hunter Shot).
All the other attunements feel much better, even if scepter needs some attention to Arc Lightning and the delays for detonation on Dragon Tooth and Shatter Stone (which, like all water skills, needs numbers tuning).
The focus needs a lot of help on the Fire attunement (particularly Flame Wall) and water attunement’s chill ability on the focus could stand to be AoE or a root.
(edited by Zenith.7301)
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.