(edited by Nabuko Darayon.9645)
Increased Water/Ice field duration trait?
Do you have any idea how powerful an ice field is for eles? With just 2 traits, you can make every blast finisher give fury, swiftness and protection (not to mention the aura itself). Making them readily available like that would result in some major balance headaches.
Also, you have 2 ice elemental summons that can generate extra ice fields for you.
Ice Ele isn’t reliable… you can’t control when they’re going to use ice field. Ele is weak now, adding more Ice Field to me is “reasonable”. The whole water/ice field/spells on ELE need major improvement seriously.
Shatterstone is dead since day one and anet never fix it. (weird…) I do like the idea of Shatterstone leave ice field, or maybe have shatterstone dealing chill condition is good alternative.
Water Trident, instead of water field… maybe add back knock back like they promised in GW2 preview movie 2 yrs ago.
Ice Ele isn’t reliable… you can’t control when they’re going to use ice field.
No, but you can see it coming with the huge move they’re making. That’s enough time to prepare and fire off a blast finisher.
Ele is weak now, adding more Ice Field to me is “reasonable”. The whole water/ice field/spells on ELE need major improvement seriously.
They may need improvements, but you gotta remember that ice fields are inherently very strong. Most skills that cause chill only cause 2 or 3 seconds of chill to begin with. Each projectile finisher going through an ice field will cause 1 second of chill. A blast finisher will create an AoE armor of frost that will make any ally that gets hit cause 1 second too. And then there’s the chill from the field itself too. So making a skill an ice field has the potential to make a skill cause at least 5 seconds of chill or more. So that’s not something that should be added lightly.
As for the water fields, those are actually ok. They’re not meant as monk-style main heals for the group, but they can be blasted to heal for quite a bit. Water fields are very much used in WvW for exactly that reason.
Water Trident, instead of water field… maybe add back knock back like they promised in GW2 preview movie 2 yrs ago.
It may be a case of 1 skill doing too much, and there’s always the risk that combined with offhand dagger, you get too many easy knockdows on a single set. But it is an interesting idea, and probably easier to balance than adding combo fields to everything.
Ice Ele isn’t reliable… you can’t control when they’re going to use ice field.
No, but you can see it coming with the huge move they’re making. That’s enough time to prepare and fire off a blast finisher.
Ele is weak now, adding more Ice Field to me is “reasonable”. The whole water/ice field/spells on ELE need major improvement seriously.
They may need improvements, but you gotta remember that ice fields are inherently very strong. Most skills that cause chill only cause 2 or 3 seconds of chill to begin with. Each projectile finisher going through an ice field will cause 1 second of chill. A blast finisher will create an AoE armor of frost that will make any ally that gets hit cause 1 second too. And then there’s the chill from the field itself too. So making a skill an ice field has the potential to make a skill cause at least 5 seconds of chill or more. So that’s not something that should be added lightly.
As for the water fields, those are actually ok. They’re not meant as monk-style main heals for the group, but they can be blasted to heal for quite a bit. Water fields are very much used in WvW for exactly that reason.
Water Trident, instead of water field… maybe add back knock back like they promised in GW2 preview movie 2 yrs ago.
It may be a case of 1 skill doing too much, and there’s always the risk that combined with offhand dagger, you get too many easy knockdows on a single set. But it is an interesting idea, and probably easier to balance than adding combo fields to everything.
I’d be actually quite happy if we had more options for Water Fields but an “Ice” spell can’t leave a water field.
As for 5 seconds of chill, I don’t see a difference with the current (enter number) duration on stacking Immobilize, they only imbalance I can see is in the Aura implementation.