Liked Arcane traits, until the Gauntlett

Liked Arcane traits, until the Gauntlett

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Posted by: Baladir.2736

Baladir.2736

There has to be a way to free ourselves of investing 30 in Arcane. Old topic yes, but new convert.

I used to like attunement dancing, but honestly I primarily have needed it to survive with Evasive Arcana. I also thought I was getting some decent dps by staying out of auto attack. Then came the Gauntlett. What became immeditely obvious was how inferior my dps was and how vulnerable my character was compared to other classes. The Gauntlet brought home the absolute necessity to significantly increase my dps so I could be on par with what other classes could accomplish.

What became obvious was that 1) staying out of auto attack gives us crap for damage (I could now see what other classes could do against a clock.) 2) we can’t dodge roll, heal, and stay alive against real champs today in the Gauntlet and the Clockwork champs too. 3) The whole arcane trait line is only giving us these inferior benefits at the moment. It is useless in todays content and, compared to other classes, is inferior.

I am trying out a 20-30-0-10-10 fresh air build. My dps is better. My healing is terrible as is my condition removal. I am seeing damage numbers I have never seen before which is good. I get stuck in auto attack. Lost my dodges. Lost alot. Too much. Feel like a paper tiger. Used to be made out of cardboard.

We dont have one trait line needed to stay alive, we have three, Water, Earth, and Arcane. We don’t have one or two trait lines needed to get some decent dps, we have three, Fire, Air, and Arcane. We don’t have the points to both stay alive at a basic level and do comparable dps. That just seems wrong.

Liked Arcane traits, until the Gauntlett

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Posted by: Kodiak.3281

Kodiak.3281

Kodiak X – Blackgate

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Yep the class in need of some serious love. Personally the first change should be giving each attunement a 25%-50% increase in certain stats while you are in that Attunement:

Fire: Power + (need option)
Air: Crit Damage + Precision
Water: Healing Power + Boon Duration
Earth: Toughness + Condition Damage

This would then combine with Lingering Elements and actually make it USEFUL, currently its pathetic. So when swapping attunemements you would the 5point trait bonus for 5 seconds (including Earth and Air) as well as keeping the stat increase for 5 seconds.

This alone in my opinion would go ALONG way to helping Ele, currently the attunement swapping is FORCED on us as you cant do much just staying in one attunement.

With the added stats it would improve ALL the attunements as well. Then of course you would have to fix the other traits. I would turn all the Aura’s Give X boon into one trait in Arcane that makes it so that Auras give Protection, Fury and Swiftness this would free up 2 Traits in Earth and Air for something better as well.

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Posted by: skullmount.1758

skullmount.1758

Whats the point of fresh air? all it does it resets the air attunement.

Darkhaven server
Please give us a keyring…

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Shame Dagger/Dagger is more useful. Dagger in Air is ALOT better then Scepter in Air. Some of the other skills in other Attunements are better but Air is my main source of damage for auto attacks, it hits ALOT harder then fire auto but in Scepter not only does it require a target which makes it useless against a Thief thats just gone stealth but the damage isnt even that great.

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Posted by: EchenSketch.9142

EchenSketch.9142

No, S/D utilizes the Fresh Air trait more than D/D, and has one of the highest burst combos in the game. S/D also provides more defensive skills than D/D, balancing out your glassy guild.

Falkriiii – Elementalist

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

No, S/D utilizes the Fresh Air trait more than D/D, and has one of the highest burst combos in the game. S/D also provides more defensive skills than D/D, balancing out your glassy guild.

In my opinion Dagger Air is better then Scepter Air, I would say Fire Dagger is better then Scepter Dagger as well. Earth Scepter is better thanks mostly down to the auto attack, Water Scepter is better as well mainly due to the heal.

In the time it takes Scepter Auto to Finish i can do more damage in Dagger Auto and its a AoE, small but still can be very useful. Lightening strike is okay but losing Shocking Aura hurts, giving Swiftness and Fury making me have 70%+ Crit chance even with my average gear.

Fire – Auto is meh, Dragons Tooth is very easy to dodge and not to keen on Phoenix. Dragons Claw is better Auto, Drakes Breath deals very nice burning and Burning Spped is great in offensive, defense gap making and gap closing.l

Water – Dagger Auto is better thanks to Vul, Cone of Cold hits hard and heals and Frozen Burst is pretty solid Scepter has Water Trident which is pretty solid Shatterstone is isnt to bad, again easy to dodge can be interrupted

Air – Lightening Whip is great, AoE deals very nice damage Lightening Touch is decent and Shocking Aura is GREAT. Arc Lightening does less damage, not AoE and needs target Lightening strike is quite nice Blinding Flash isnt to bad

Earth – Impale is solid, long cast time though compared to others, Ring of Earth is solid and Magnetic Grasp can be very handy. Stone Shards is better Auto i think, yeah its longer but hits 3 times, 3 bleeding and if lucky procs Vul 3 times. Rock Barrier is okay, Dust Devil has its uses

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Posted by: Jarek.2430

Jarek.2430

Liked Arcane traits, until the Gauntlett

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Posted by: rsq.3581

rsq.3581

No, S/D utilizes the Fresh Air trait more than D/D, and has one of the highest burst combos in the game. S/D also provides more defensive skills than D/D, balancing out your glassy guild.

In my opinion Dagger Air is better then Scepter Air, I would say Fire Dagger is better then Scepter Dagger as well. Earth Scepter is better thanks mostly down to the auto attack, Water Scepter is better as well mainly due to the heal.

In the time it takes Scepter Auto to Finish i can do more damage in Dagger Auto and its a AoE, small but still can be very useful. Lightening strike is okay but losing Shocking Aura hurts, giving Swiftness and Fury making me have 70%+ Crit chance even with my average gear.

Fire – Auto is meh, Dragons Tooth is very easy to dodge and not to keen on Phoenix. Dragons Claw is better Auto, Drakes Breath deals very nice burning and Burning Spped is great in offensive, defense gap making and gap closing.l

Water – Dagger Auto is better thanks to Vul, Cone of Cold hits hard and heals and Frozen Burst is pretty solid Scepter has Water Trident which is pretty solid Shatterstone is isnt to bad, again easy to dodge can be interrupted

Air – Lightening Whip is great, AoE deals very nice damage Lightening Touch is decent and Shocking Aura is GREAT. Arc Lightening does less damage, not AoE and needs target Lightening strike is quite nice Blinding Flash isnt to bad

Earth – Impale is solid, long cast time though compared to others, Ring of Earth is solid and Magnetic Grasp can be very handy. Stone Shards is better Auto i think, yeah its longer but hits 3 times, 3 bleeding and if lucky procs Vul 3 times. Rock Barrier is okay, Dust Devil has its uses

What…

Salphir | Salfir | Falana
jo0 Binder

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

No, S/D utilizes the Fresh Air trait more than D/D, and has one of the highest burst combos in the game. S/D also provides more defensive skills than D/D, balancing out your glassy guild.

In my opinion Dagger Air is better then Scepter Air, I would say Fire Dagger is better then Scepter Dagger as well. Earth Scepter is better thanks mostly down to the auto attack, Water Scepter is better as well mainly due to the heal.

In the time it takes Scepter Auto to Finish i can do more damage in Dagger Auto and its a AoE, small but still can be very useful. Lightening strike is okay but losing Shocking Aura hurts, giving Swiftness and Fury making me have 70%+ Crit chance even with my average gear.

Fire – Auto is meh, Dragons Tooth is very easy to dodge and not to keen on Phoenix. Dragons Claw is better Auto, Drakes Breath deals very nice burning and Burning Spped is great in offensive, defense gap making and gap closing.l

Water – Dagger Auto is better thanks to Vul, Cone of Cold hits hard and heals and Frozen Burst is pretty solid Scepter has Water Trident which is pretty solid Shatterstone is isnt to bad, again easy to dodge can be interrupted

Air – Lightening Whip is great, AoE deals very nice damage Lightening Touch is decent and Shocking Aura is GREAT. Arc Lightening does less damage, not AoE and needs target Lightening strike is quite nice Blinding Flash isnt to bad

Earth – Impale is solid, long cast time though compared to others, Ring of Earth is solid and Magnetic Grasp can be very handy. Stone Shards is better Auto i think, yeah its longer but hits 3 times, 3 bleeding and if lucky procs Vul 3 times. Rock Barrier is okay, Dust Devil has its uses

What…

what…

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Posted by: Baladir.2736

Baladir.2736

Liked Arcane traits, until the Gauntlett

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Posted by: Kodiak.3281

Kodiak.3281

To those who want to use D/D then use D/D. I prefer S/D because I prefer to be ranged instead of melee.

All you did was take a good build that functioned well in all aspects of the game and modify it for $up3r l33t 1v1 VVvVV do.Ols that contribute nothing to anything.

Way to go rock star.

Kodiak X – Blackgate

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Posted by: ThiBash.5634

ThiBash.5634

The Gauntlet was designed to be beatable by any profession. It was not designed to be beatable by any build. In the end, I beat it by using the passives of Signet of Air and Water so I could keep running the circle without dodges. All the while side-stepping so I could keep attacking with my auto-attack.

So there’s a place where Evasive Arcana isn’t the ultimate answer. You should be happy! No, I mean it…you should be happy.

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

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Posted by: Baladir.2736

Baladir.2736

The Gauntlet was designed to be beatable by any profession. It was not designed to be beatable by any build. In the end, I beat it by using the passives of Signet of Air and Water so I could keep running the circle without dodges. All the while side-stepping so I could keep attacking with my auto-attack.

So there’s a place where Evasive Arcana isn’t the ultimate answer. You should be happy! No, I mean it…you should be happy.

lol, I hope to be. Hopefully Evansive Arcana is something that I will not miss once I have gotton used to not using it cause I am not now.

It was not so much the difficulty of the bosses as the side by side comparison of our class verses another against the same mob under the same cirucmstances in a timed event.

I realize the Gauntlett was designed to require new builds for many of us and the use of skills that seemed more like tricks. But, also what I clearly saw was that other classes DPS was much much higher, too much. Having the ablity to see other classes’ performance in timed static events, all under the same circumstances, clearly demonstated that to me.

Other players were no doubt tweaking their builds too. And, no, I don’t expect the elementalist to have the highest single target dps. I do want to start seeing all my damage numbers in the 1000+s with an “S” on the end.

The idea that to be sturdy we have to run 20-30 in water and 30 in arcane puts a big damper on any idea to generate competitive dps. I am not getting any return from Evasive Arcana other than sturdiness which should be covered by earth and water. The heals are for me and the party is never anywhere close and they don’t need them anyway. The other stuff is marginal. The attunement cooldown keeps me out of weak autoattacks but gives me nothing but weak other attacks instead, because I have 30 trait points that are not in fire or air!

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Posted by: Kodiak.3281

Kodiak.3281

Honestly after they nerfed EA initially by removing all the blast finishers from each one I found EA mostly to be more trouble than it was worth.

We have a number of abilities like EA that are pretty difficult to micromanage due to ICDs. For example lets say you want to save your Dodge to do a Blast Finisher in Earth but while in Air you’re forced to dodge to counter a mechanic or attack in PvP which blows EA into AOE Blind (whoopity doo). You’re now forced to wait 10s before you can pull off that blast finisher from Earth now. I literally cringe when I see an AOE Fire/AOE Blind go off when I have EA slotted. The same principal applies to “Rock Solid” because now you have to save your Earth attunement to cover Ether Renewal heal which just isn’t always feasible. Can things like this be micro managed? Sure. Do I want to play on that level all the time? Hell no.

Bar none of all the issues, all the joking around and all the other parts the biggest thing that gets me down about my Ele is the sheer lack of HP. Every character is going to have to gear for Toughness but we also have to gear/spec for HP. A thief can get away with no gearing for HP because they have great mobility and escape options where ours were basically gutted. This really forces you into a build like the one I linked to get any measure of balance between Toughness, HP and enough offense to not just be another bunker spec.

Kodiak X – Blackgate

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Posted by: cheshirefox.7026

cheshirefox.7026

i usually only put 10 in arcane..
i’m water and earth heavy, did the entire gauntlet on a condition build {staff}
and switched to scepter to cut liadri down simply because it was the most efficient way {and cheapest for me} to do it.. {could have on staff, got her to about 20% one time}

to be quite honest i didn’t find the liadri encounter very difficult, not as far as skill was concerned.. it was a matter of clockwork {ironically} and you simply couldn’t use certain builds or arcane rhythm for it

if anything i’ve learned it’s that arcane traitline is simply a crutch
and our other traitlines are horribly counterintuitive
it’s not that they are underwhelming, we have our baseline stats to thank for that
i’m fairly certain they all need some rework to accomplish synergistic value toward builds that are less of a headache and Actually Fun to play

i can outswim a centaur!
when i’m done on an issue
i start talking in nerglish

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Posted by: Nikkinella.8254

Nikkinella.8254

Our traitlines need to be reworked completely. Our base attunement recharge should be at 9 seconds and arcane should give boon duration and aura duration. Auras should be our mechanic. we should gain an aura on attunement and auras should be removed from all weapons and replaced with something else. That way we always have access to all auras despite what weapons we choose to use. Offensive builds will no longer be tied to arcane traitlines anymore, and aura builds will be more useful now. A lot of people would still want to go all into arcane though because of the water dodge on evasive arcana. the rest we could live without. The dodge on water should just be removed from EA and replaced with something more offensive that’s water related. the cleansing wave dodge should be a trait all its own in the water traitline as an adept or master trait. Add it to stop, drop and roll maybe. Bountiful power should be moved to arcane and be brought up to 3% per boon (mesmers get an adept trait that gives them 3% per illusion and warriors get a similar trait that gives 3% per boon on the enemy. Why should we be stuck with a crappy 1% when our damage is already exponentially below theirs in the first place?) and something else stuck in its place in the water traitline. What exactly, i’m not sure yet.

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Posted by: ThiBash.5634

ThiBash.5634

That way we always have access to all auras despite what weapons we choose to use.

Take it you know that’s already possible? You can get Fire Aura from combo fields and runes, Frost Aura from combos, Shocking Aura from trait and Magnetic Aura from rune. ^^

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

That way we always have access to all auras despite what weapons we choose to use.

Take it you know that’s already possible? You can get Fire Aura from combo fields and runes, Frost Aura from combos, Shocking Aura from trait and Magnetic Aura from rune. ^^

At a guess i am thinking he means from ONE skill use, not having to use combo fields, traits or a rune set.

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Posted by: Ptolomy.6984

Ptolomy.6984

He means that it will be like a natural defence and that we dont have to do a lot of effort for it or pick a specific weap set. Imagine if a mesmer has to use combo fields or runes to make clones…

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Posted by: NdranC.5107

NdranC.5107

For example lets say you want to save your Dodge to do a Blast Finisher in Earth but while in Air you’re forced to dodge to counter a mechanic or attack in PvP which blows EA into AOE Blind (whoopity doo). You’re now forced to wait 10s before you can pull off that blast finisher from Earth now. I literally cringe when I see an AOE Fire/AOE Blind go off when I have EA slotted.

This is incorrect. The internal CD EA has is per attunement. I can dodge roll in air and cause AoE blind switch to earth and get a blast finisher then go into water and get the heal.