Nerfentalist of Augury Rock
Massive buffs incoming?
Nerfentalist of Augury Rock
It did say “with a focus on support builds,” not exclusively. I remain cautiously optimistic.
Nor was I claiming it was exclusive, it does however imply that the bulk of the elementalist problems will not be addressed.
You can be optimistic all you want but Arenanet tends to be very literal with stuff. And all you are doing is setting yourself up for disappointment.
This is an mmo forum, if someone isn’t whining chances are the game is dead.
It was known since one month ago that the next patch would focus on improving support builds.
It was known since one month ago that the next patch would focus on improving support builds.
I think he meant, while yes, support builds, more specifically staff and conjures providing that support.
Lave axe will be a buff for full glass.
Phaatonn, London UK
Lave axe will be a buff for full glass.
DPS is only build comrade. The Proletariat need only the most efficient of traitings!
The only heals we need is of glorious party!
Tanking is for capitalist dawgs!
Comrade Zhukov says “ZerkZerg Comrades!” and thus we follow!
Bad@Thief: Kiera Gordon
Sea of Sorrows, a server never before so appropriately named.
Can we all build a windmill, comrade?
Anet can do what they like to sPvP. But do not touch my wvw ele.
I’m personally not playing this conjure build (although I was testing it), but If you play conjure build, it’s a specialized build of course.
That was my point. I don’t agree with the ‘of course’. Why can’t you see the conjure as a ‘5 utilily skills in 1 slot’? Why must you ‘specialize’?
And to get back to the Ice Bow example, it gives the staff ele an extra nuke (skill 4) but they can also use skills 2 and 3 while they’re at it (which both reasonable damage and vulnerability and chill). They could also have taken Glyph of Storms, but with the bow, they essentially get the glyph (at 30 seconds cooldown instead of 48) and some other, potentially useful, skills.
Just drop it when you’re done and pickup the other 20 seconds later.
I’m personally not playing this conjure build (although I was testing it), but If you play conjure build, it’s a specialized build of course.
That was my point. I don’t agree with the ‘of course’. Why can’t you see the conjure as a ‘5 utilily skills in 1 slot’? Why must you ‘specialize’?
And to get back to the Ice Bow example, it gives the staff ele an extra nuke (skill 4) but they can also use skills 2 and 3 while they’re at it (which both reasonable damage and vulnerability and chill). They could also have taken Glyph of Storms, but with the bow, they essentially get the glyph (at 30 seconds cooldown instead of 48) and some other, potentially useful, skills.
Just drop it when you’re done and pickup the other 20 seconds later.
Yes, if you meant using it really as an utility skill (not as a main source of dmg), youre right
But that is not called LH build anymore.
Also, there is quite a big difference between the storms created by the glyph and the Ice bow #4 (bow skill is more like tiny meteor shower – separate projectiles, while storm is a classic ticking AOE like lava font, while in earth also providing very good AOE blind )
Yes, if you meant using it really as an utility skill (not as a main source of dmg), youre right
But that is not called LH build anymore.
Hehe, yeah, but that was my original point. I’d prefer conjures to be utility skills rather than full blown builds, and if you DO use them as a full blown build (I’m not against other people using them as such) then you shouldn’t worry about only having 5 skills because then it’s a choice.
Also, there is quite a big difference between the storms created by the glyph and the Ice bow #4 (bow skill is more like tiny meteor shower – separate projectiles, while storm is a classic ticking AOE like lava font, while in earth also providing very good AOE blind )
Agreed. It’d be silly if there were no advantage to taking the glyph of course. I mostly meant it as an example of how conjures could also be used. If you really wanted to nuke things are range, you could always take both. :-) Add a meteor shower to the mix, and a warrior as bait and you’d have mobkebab in notime.
I was one of the first (and only) people to complain about the nerfs that started 3 months ago – people didn’t believe it, but 3 months on, I was right to be worried:
Right now, it’s going to take a lot more than conjures and minor tweaks to get the elementalist back in fighting shape, especially for s/tPVP.
On the list of what is simply needed:
- Abilities usable in mistform again, cd reduction
- Stunbreak back on lightning flash
- Rework of glyphs and elementals
- Tornado made to be like necro elite with HP/toughness boost
- RTL nerf totally reverted
- ICDs on cleansing water and evasive arcana removed
- Significant buffs to staff reliability and front-loading (making lava font instant with a big first tick for example)
- Making investments in fire/earth traits to give much stronger results
- Major changes to traits in water/arcana lines to make more things baseline or at least more easily accessible
Ironically I think the only thing that doesn’t really need changes is conjures. I mean, who picked an ele to not use the attunements and abilities, and instead conjure up a weaker single-weapon warrior/ranger/whatever. Unless they make conjures more like engi kits, I don’t see the point.
(edited by xiv.7136)
….warrior as bait…
I like this idea, I really like it
/joke
About the ranged AOE nuke, it would be very nice if Ice bow and the glyph of storms have range of 1200, like the staff, for the ability to fully use the “ranged” potential.
- Rework of glyphs and elementals
I don’t understand this one. Glyphs have been a staple in my builds for months, and they’ve only been improved. They’re essentially 4 skills in 1, more if you consider all the abilities the elemental summons have. Having a chance for snares or weakness on all your skills is awesome too.
What’s wrong with glyphs?
Also, there is quite a big difference between the storms created by the glyph and the Ice bow #4 (bow skill is more like tiny meteor shower – separate projectiles, while storm is a classic ticking AOE like lava font, while in earth also providing very good AOE blind )
As far as I know, only Fire/Earth function like Lava Font. Air/Water function like Meteor Shower.
- Abilities usable in mistform again, cd reduction
- Stunbreak back on lightning flash
- RTL nerf totally reverted
- ICDs on cleansing water and evasive arcana removed
- Significant buffs to staff reliability and front-loading (making lava font instant with a big first tick for example)Ironically I think the only thing that doesn’t really need changes is conjures. I mean, who picked an ele to not use the attunements and abilities, and instead conjure up a weaker single-weapon warrior/ranger/whatever. Unless they make conjures more like engi kits, I don’t see the point.
I totally agree on these, those were the biggest hits to our class PvP ability (I remember when Lava font actually had the instant first tick like the necros abilities, that was really useful).
RTL nerf just destroyed our mobility, now maybe only mesmer is worse in this matter (but at least mesmer still have a stunbreak on his blink and even 10 secs shorter CD on that, WTF?)
Evasive arcana should have blast finisher not only on earth att, but at least in fire too, the internal CD seems wrong for me too, it should be halved at least I think.
Also, there is quite a big difference between the storms created by the glyph and the Ice bow #4 (bow skill is more like tiny meteor shower – separate projectiles, while storm is a classic ticking AOE like lava font, while in earth also providing very good AOE blind )
As far as I know, only Fire/Earth function like Lava Font. Air/Water function like Meteor Shower.
Well, when I’m thinking of this as you mentioned it, maybe you’re right, I rarely used the glyph in those attunements so I might miss that Thanks for pointing that out
I’ll test it as soon as I get home from work
About the ranged AOE nuke, it would be very nice if Ice bow and the glyph of storms have range of 1200, like the staff, for the ability to fully use the “ranged” potential.
That would be nice yes, and help D/D a bit with their range issue too.
Well, when I’m thinking of this as you mentioned it, maybe you’re right, I rarely used the glyph in those attunements so I might miss that Thanks for pointing that out
I’ll test it as soon as I get home from work
I have actually been using GoS in Water attunement more often to apply a large amount of chill on a boss target rather than the nerfed ticking blind (few bosses that come to mind are Mossman, Archivist, Ice Ele/Dredge Machine in Underground Fractal, and the Captain in Ascalonian Fractal). That plus Frozen Ground + Earth Auto can apply a lot of Chilled on bosses that are annoying when they move around fast.
I’ve been experimenting with using Air Attunement GoS on bosses like Tequatl as all 36 lightning bolts should hit him but I’m not sure if it’s really worth losing another utility slot for it since each bolt does tiny damage.
I have actually been using GoS in Water attunement more often to apply a large amount of chill on a boss target rather than the nerfed ticking blind (few bosses that come to mind are Mossman, Archivist, Ice Ele/Dredge Machine in Underground Fractal, and the Captain in Ascalonian Fractal). That plus Frozen Ground + Earth Auto can apply a lot of Chilled on bosses that are annoying when they move around fast.
Frost Bow also provides chill. ;-)
Well, when I’m thinking of this as you mentioned it, maybe you’re right, I rarely used the glyph in those attunements so I might miss that Thanks for pointing that out
I’ll test it as soon as I get home from work
I have actually been using GoS in Water attunement more often to apply a large amount of chill on a boss target rather than the nerfed ticking blind (few bosses that come to mind are Mossman, Archivist, Ice Ele/Dredge Machine in Underground Fractal, and the Captain in Ascalonian Fractal). That plus Frozen Ground + Earth Auto can apply a lot of Chilled on bosses that are annoying when they move around fast.
I’ve been experimenting with using Air Attunement GoS on bosses like Tequatl as all 36 lightning bolts should hit him but I’m not sure if it’s really worth losing another utility slot for it since each bolt does tiny damage.
Well, actually I’m not using this glyph at all lately, I returned to game about a month ago and I stopped played support staff build and went for the search of optimal build for me, due to the lot of changes during my inactivity, haven’t used this glyph since I returned, so that’s why I missed this fact
Came back this month after the while RTL nerf and am trying a FreshAir/Glyph hybrid build. It’s moderately successful, but every time I see a warrior, rogue, and ranger run away from me by doing what we used to be able to do with RTL I get too fustrated to play and log.
I would like to see:
- RTL reverted and an apology from ANet for being hypicrits.
- Scepter Fire 1, Fire 2, and Water 2 to be ~twice as fast as they are now.
- Lighting Flash’s cooldown reduced by 10 seconds to match Mesmers.
- Glyph of Storms to provide either Lighting, Ice, and Fire fields -or- the damage vastly increased.
- Glyph of Elemental Power duration increased by 10 seconds.
- Every weapon combination should provide TWO auras.
- Elementalists should be allowed to slot a secondary weapon set and be able to swap out of combat at will.
- Tornado should destroy projectiles
- Mist Form should actually do what it says and make you invulnerable to damage.
- Arcane Shield should have its cooldown reduced to by 15 seconds.
- Final Shielding should happen at 50% rather than 20% to be useful.
- Vital Striking should be above 75% rather than above 90% to be useful.
- Armor of Earth’s cooldown should be reduced by 30s to 60s.
80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.
- Every weapon combination should provide TWO auras.
Every weapon combination except Scepter mainhand already has at least 2. D/D and D/F have 2 (3 if you include the leap finisher through fire fields) and Staff has 2 (Magnetic Aura and Frost Aura through the use of combos).
Unless you meant that they shouldn’t have more than 2, in which case I apologize for misunderstanding.
- Every weapon combination should provide TWO auras.
Every weapon combination except Scepter mainhand already has at least 2. D/D and D/F have 2 (3 if you include the leap finisher through fire fields) and Staff has 2 (Magnetic Aura and Frost Aura through the use of combos).
Unless you meant that they shouldn’t have more than 2, in which case I apologize for misunderstanding.
From last I checked, combo auras do not share via Powerful Aura. If that has been since fixed then I withdraw that suggestion. Else either Powerful Aura needs to be changed or weapons need to be updated with actual direct auras so that Zephyr’s boon isn’t pigeonholed into D/D.
80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.
GoEP can hit one opponent only once every 5s. With 25% chance to trigger, that seems a bit inefficient to me.
Nerfentalist of Augury Rock
Lave axe will be a buff for full glass.
DPS is only build comrade. The Proletariat need only the most efficient of traitings!
The only heals we need is of glorious party!
Tanking is for capitalist dawgs!
Comrade Zhukov says “ZerkZerg Comrades!” and thus we follow!
Hahaha
Phaatonn, London UK
Frost Bow also provides chill. ;-)
Yes, except Frost Bow requires me to be up close and personal for the Chill to be any good. If I could really afford to be that close to apply a snare, I probably wouldn’t need the snare to begin with.
From last I checked, combo auras do not share via Powerful Aura. If that has been since fixed then I withdraw that suggestion.
In the case of blast finisher+ice field, it doesn’t matter because it’s AoE even without Powerful Aura.
GoEP can hit one opponent only once every 5s. With 25% chance to trigger, that seems a bit inefficient to me.
True, but it adds up. The cooldown is separate for each target you hit and between your auto attacks and your fields, you have quite a few chances to trigger it. When combined with the conditions from your weapons and/or those from the elemental summons, it works quite well.
- RTL reverted and an apology from ANet for being hypicrits.
Honestly, 15s was an entirely too low cd. The issue is not the lack of mobility for ele’s, it’s that other classes have too much.
- Scepter Fire 1, Fire 2, and Water 2 to be ~twice as fast as they are now.
Dragon’s tooth is ok for how hard it hits, but water 2 is next to useless.
- Lighting Flash’s cooldown reduced by 10 seconds to match Mesmers.
Annoying, yes, but mesmer’s blink can’t crit for 4k. ^.-
- Elementalists should be allowed to slot a secondary weapon set and be able to swap out of combat at will.
You mean, like opening your inventory and weapon swapping? confused
River of Tears – S/D glass ele
Solo and small group roamer
You mean, like opening your inventory and weapon swapping? confused
It’s tedious, removes virtually all your awareness of what’s going on around you because of the size of your character screen, can cause issue with unequipping and equipping when you have anything in bags, requires you to be out of combat and well removed to make any kind of switch (which in the meantime the battle situation could have changed, not that you’d know because your screen is in the way), is impossible to switch mid-battle to suite a situation, locks us into using the same rotations in an extended engagement ad nauseum because our “variety” is just having to hit more buttons to do the same thing, and creates the possibility of ending up unequipped or half equipped because you couldn’t see what was going on around you and have to be out of combat to make any changes.
Yea, it’s pretty much the same! confused
Bad@Thief: Kiera Gordon
Sea of Sorrows, a server never before so appropriately named.
Yea, having a weapon swap for out of combat situations would make everything so much better!
THEN you could use some staff skills to properly buff your party before combat or something without having to hunt for your own weapons in the inventory screen or something.
OR you could run out of combat and then swap quickly to turn the battle in your favor (like having a S/F or D/D in the swap)…. It would definitely open new game situations not explored yet. Just to not be unfair they could do it with all classes, like a “second swap set”
What I could use is some Traits/Armor setup’s!! That’s something even better! So annoying to change all your trait slots just for cooping with your team. In fact, we could use some Templates like we had in Guild Wars 1 PvP, that would be great! Just a couple of clicks and BUM! Armor, weapons and everything set, ready to go, instead of getting ready to have fun…
A buff to conjured weapons are the last elementalists need..we have 4 stances already,a fifth in form of conjured weapons will be lame and useless.
Higher hp-pool,some good elites choices,more reactive AoE damage,longer duration/bigger radius on geyser,a viable healbuild…and the class are sorted,staff-wise.
- RTL reverted and an apology from ANet for being hypicrits.
Honestly, 15s was an entirely too low cd. The issue is not the lack of mobility for ele’s, it’s that other classes have too much.
- Lighting Flash’s cooldown reduced by 10 seconds to match Mesmers.
Annoying, yes, but mesmer’s blink can’t crit for 4k. ^.-
About that RTL thing.
Read this: http://wiki.guildwars2.com/wiki/Swoop
And then think about what you wrote.
About the Lightning flash thing:
Yeah, it can crit for 4k, but Blink is still a stunbreaker, lightning flash is not anymore, I would take an ability to break stuns over 4k crit ANYTIME when it’s on this type of skill, and I’m seriously thinking that I’m not nearly the only one with the same opinion on this.
Honestly, 15s was an entirely too low cd. The issue is not the lack of mobility for ele’s, it’s that other classes have too much.
Warrior.GreatSword.WhirlwindAttack = 10
Warrior.GreatSword.Rush = 20
Warrior.Sword.SavageLeap = 8
Ranger.GreatSword.Swoop = 12
I could go on, but you should get the point by now. Eles can’t even catch a Ranger anymore … let alone a Warrior or Thief.
Dragon’s tooth is ok for how hard it hits, but water 2 is next to useless.
Hits hard compared to what? I can name at least 10 abilities that hit far harder that are cast much faster and FAR less telegraphed.
Annoying, yes, but mesmer’s blink can’t crit for 4k. ^.-
Mesmer’s blink breaks stun.
You mean, like opening your inventory and weapon swapping? confused
You have a bag full of stuff and try swapping while trying to keep up with other people and come back to me.
80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.
Seeing as no elementalists were harmed in the making of the last competitive tournament in GW2…I think devs are going to rethink the class.
This is just my opinion, but that was probably the boldest statement the class could make. Not that there was just one…there was just none.
/rhyme
Yes at 15th october conjures are getting buffed everyone will be using them
and the healing spell geyser get incr radius and we get some kind of line of warding like guardian has
i mean they fixed ele this was our problem the whole time
More radius of geyser and line of warding and conjures bom we are fixed
lol +1
Seeing as no elementalists were harmed in the making of the last competitive tournament in GW2…I think devs are going to rethink the class.
This is just my opinion, but that was probably the boldest statement the class could make. Not that there was just one…there was just none.
/rhyme
Yes at 15th october conjures are getting buffed everyone will be using them
and the healing spell geyser get incr radius and we get some kind of line of warding like guardian has
i mean they fixed ele this was our problem the whole time
More radius of geyser and line of warding and conjures bom we are fixed
lol +1
^this! xD
Anet made GW2 PvE so that support is not viable in an efficient group. Thats why i dont understand buffing support builds, even though only bads use them…
^The only way for support to work in pve is if it’s a support that increases group dps.
Prepare for disappointment, unless they add something last minute for ele’s
Shocking Aura: Added the shocking aura buff to the skill fact.
Elemental Attunement: Normalized this trait so that each boon can apply up to 5 allies within a 240 radius.
Evasive Arcana: Normalized the radius of each spell created to 180.
Persisting Flames: The duration increase for fire fields is now consistent.
Burning Fire: This trait now lists the proper skill names in its description.
Written in Stone: Fixed an issue which caused Signet of Air to lose its effect partially though the skill’s recharge.
Glyph of Storms: This skill now properly displays the duration of each spell.
Geyser: Increased the base radius to 180. Increased the radius when equipped with the blasting staff trait to 240. Fixed a bug so that the water field radius would match the increased radius with the blasting staff trait.
Water Blast: Increased the healing stat scaling from 10% to 25%. Slightly decreased base heal at low levels but it will heal for same base at level 80.
The rest is random conjure weapon changes
(edited by xiv.7136)
Prepare for disappointment, unless they add something last minute for ele’s
Shocking Aura: Added the shocking aura buff to the skill fact.
Elemental Attunement: Normalized this trait so that each boon can apply up to 5 allies within a 240 radius.
Evasive Arcana: Normalized the radius of each spell created to 180.
Persisting Flames: The duration increase for fire fields is now consistent.
Burning Fire: This trait now lists the proper skill names in its description.
Written in Stone: Fixed an issue which caused Signet of Air to lose its effect partially though the skill’s recharge.
Glyph of Storms: This skill now properly displays the duration of each spell.
Geyser: Increased the base radius to 180. Increased the radius when equipped with the blasting staff trait to 240. Fixed a bug so that the water field radius would match the increased radius with the blasting staff trait.
Water Blast: Increased the healing stat scaling from 10% to 25%. Slightly decreased base heal at low levels but it will heal for same base at level 80.The rest is random conjure weapon changes
Last minute as in a change in the last 2 months? Those notes are very, very old.
80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.
I bet you frost bow “buff” will end up being a nerf when they inevitably neglect to add more arrows/comets to the frost volley when they increase the radius. So you won’t be able to hit your target because all the arrows are too thinly spread.
They’re increasing the radius of the comets though, not the skill itself…. At least in the notes I read
As their mother, I have to grant them their wish. – Forever Fyonna
Prepare for disappointment, unless they add something last minute for ele’s
Shocking Aura: Added the shocking aura buff to the skill fact.
Elemental Attunement: Normalized this trait so that each boon can apply up to 5 allies within a 240 radius.
Evasive Arcana: Normalized the radius of each spell created to 180.
Persisting Flames: The duration increase for fire fields is now consistent.
Burning Fire: This trait now lists the proper skill names in its description.
Written in Stone: Fixed an issue which caused Signet of Air to lose its effect partially though the skill’s recharge.
Glyph of Storms: This skill now properly displays the duration of each spell.
Geyser: Increased the base radius to 180. Increased the radius when equipped with the blasting staff trait to 240. Fixed a bug so that the water field radius would match the increased radius with the blasting staff trait.
Water Blast: Increased the healing stat scaling from 10% to 25%. Slightly decreased base heal at low levels but it will heal for same base at level 80.The rest is random conjure weapon changes
The change to Churning Earth isn’t listed there, which shows that more stuff could have been added since the notes were leaked.
Anyways, staff is going to have better support, conjures are going to be stronger, warrior’s pve damage trait is going to be moved a tier up, and assassin’s s/d boon stealing is going to be toned by half. All goods news to elementalists in pve and in pvp.
Anyways, staff is going to have better support, conjures are going to be stronger, warrior’s pve damage trait is going to be moved a tier up, and assassin’s s/d boon stealing is going to be toned by half. All goods news to elementalists in pve and in pvp.
except that:
- 20+ arcane still required for the class to be tolerable
- 15+ water still required for any non-joke PVE build
- around a third of traits are total garbage
- signet build still kitten weak
- glyph build still kitten weak
- conjures still kitten clunky
- focus lol
…and that conjure buffs won’t help because…
Conjures don’t get used cause they are badly designed: they feel really clunky to activate & use, the skills are generally underwhelming, the limited charges are annoying, conjure traits are terrible, and last but not least – they consume a precious utility slot.
The whole design of conjures has no redeeming feature that make them worthwhile- why give up 20 skills to gain 5? they should replace only the skills of their respective element, so you’re free to switch elements as you please. You know, the core class-defining mechanic…
same problems as day #1 of release.
(edited by scerevisiae.1972)
Anyways, staff is going to have better support, conjures are going to be stronger, warrior’s pve damage trait is going to be moved a tier up, and assassin’s s/d boon stealing is going to be toned by half. All goods news to elementalists in pve and in pvp.
except that:
- 20+ arcane still required for the class to be tolerable
- 15+ water still required for any non-joke PVE build
- around a third of traits are total garbage
- signet build still kitten weak
- glyph build still kitten weak
- conjures still kitten clunky
- focus lol
…and that conjure buffs won’t help because…
Conjures don’t get used cause they are badly designed: they feel really clunky to activate & use, the skills are generally underwhelming, the limited charges are annoying, conjure traits are terrible, and last but not least – they consume a precious utility slot.
The whole design of conjures has no redeeming feature that make them worthwhile- why give up 20 skills to gain 5? they should replace only the skills of their respective element, so you’re free to switch elements as you please. You know, the core class-defining mechanic…
same problems as day #1 of release.
Add to that…
- AoE is still a joke in BlobWars2
- Scepter is still slow as kitten.
- Too many skills make us stand still which is kittening bogus considering our armor and hitpoints.
80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.
Prepare for disappointment, unless they add something last minute for ele’s
Shocking Aura: Added the shocking aura buff to the skill fact.
Elemental Attunement: Normalized this trait so that each boon can apply up to 5 allies within a 240 radius.
Evasive Arcana: Normalized the radius of each spell created to 180.
Persisting Flames: The duration increase for fire fields is now consistent.
Burning Fire: This trait now lists the proper skill names in its description.
Written in Stone: Fixed an issue which caused Signet of Air to lose its effect partially though the skill’s recharge.
Glyph of Storms: This skill now properly displays the duration of each spell.
Geyser: Increased the base radius to 180. Increased the radius when equipped with the blasting staff trait to 240. Fixed a bug so that the water field radius would match the increased radius with the blasting staff trait.
Water Blast: Increased the healing stat scaling from 10% to 25%. Slightly decreased base heal at low levels but it will heal for same base at level 80.The rest is random conjure weapon changes
The change to Churning Earth isn’t listed there, which shows that more stuff could have been added since the notes were leaked.
Anyways, staff is going to have better support, conjures are going to be stronger, warrior’s pve damage trait is going to be moved a tier up, and assassin’s s/d boon stealing is going to be toned by half. All goods news to elementalists in pve and in pvp.
Do you have the updated notes anywhere?
- signet build still kitten weak
- glyph build still kitten weak
Neither of those are true, but you have to actually go out and use the builds rather than theorycraft why they suck all the time.
Anyways, staff is going to have better support, conjures are going to be stronger, warrior’s pve damage trait is going to be moved a tier up, and assassin’s s/d boon stealing is going to be toned by half. All goods news to elementalists in pve and in pvp.
except that:
- 20+ arcane still required for the class to be tolerable
- 15+ water still required for any non-joke PVE build
- around a third of traits are total garbage
- signet build still kitten weak
- glyph build still kitten weak
- conjures still kitten clunky
- focus lol
…and that conjure buffs won’t help because…
Conjures don’t get used cause they are badly designed: they feel really clunky to activate & use, the skills are generally underwhelming, the limited charges are annoying, conjure traits are terrible, and last but not least – they consume a precious utility slot.
The whole design of conjures has no redeeming feature that make them worthwhile- why give up 20 skills to gain 5? they should replace only the skills of their respective element, so you’re free to switch elements as you please. You know, the core class-defining mechanic…
same problems as day #1 of release.
^This guy gets it, shame that the devs think the class is still bizarrely overpowered.
What if conjured weapons were entities that attacked on their own and followed you around a short while (but weren’t targetable/have hps/and can’t get aggro unlike normal pets/minions) while correspondingly giving you a buff of some sort. Like shield could give you vit/tough, hammer prec, etc.
In this way you wouldn’t lose your skills, and if you got into a situation that required a change in specialty, you could conjure your floating weapon and become more whatever.
The skills might even correspond to what number you push, so 1 auto attack, would also cause the conjured to auto attack. Or it could just do its own thing. I dunno. Obviously the numbers would need to be toned way down since you’d have your own skill damage on top of it. But that shouldn’t be too hard.
What do you think?
It’s best to use conjures for one or two skills and then dropped, rather than holding on to them. That way you’re just using it as a regular utility and it won’t lock out your skills.
Imo, one of the best things they could do to them is make them instant cast so you can do that to the fullest.
- signet build still kitten weak
- glyph build still kitten weak
Neither of those are true, but you have to actually go out and use the builds rather than theorycraft why they suck all the time.
I do use a signet build, and YES, it is weak. But at least it is stronger than a Glyph build…
You really need to stop your annoying one man crusade against game balance.