Stone Splinter: fixed
Unless it has been patched since the 25th of June, this trait does not do what the tooltip says (too good to be true).
The increase in damage has been tested to be 5%.
Retired elementalist theorycrafter
tested…like what, did you just test it a few mins ago? My post was from today’s patch…
Sorry didn’t see the 9th of July patch notes!
Retired elementalist theorycrafter
C’mon Zelyhn, this is the second time you’ve opened your mouth before doing some research! Not a nice way to prove your overzealous knowledge and experience with the Elementalist! :P
Agree this does make 10 points in earth very very attractive, the extra toughness that comes with it definitely doesn’t hurt. I don’t know cleansing water ooooor +10% damage while being a bit tankier to boot.
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
Untill the patchnote is out it’s not actual so I stick to what I have tested
And even after the patch … sometimes they lie.
Edit: And I said " unless it was patched" !
Retired elementalist theorycrafter
or you could take out Evasive Arcana hehehe.
@Zelyhn yes I absolutely agree.
Woo!
I was cowering a little as i was scrolling down the patch notes tbh. I’ll happily take this, cheers!
Btw, how could you introduce the bug to begin with anyway? I’m thinking it was actually a test to see if 10% was actually warranted.
Woo!
I was cowering a little as i was scrolling down the patch notes tbh. I’ll happily take this, cheers!
Btw, how could you introduce the bug to begin with anyway? I’m thinking it was actually a test to see if 10% was actually warranted.
They merged the 2 traits if I remember correctly both gave conditional 5% damage based on distance and 1 based on bleeding target. When they combined the 2 they just kept the 5% damage of 1 of the traits even though the tooltip read 10%.
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
Woo!
I was cowering a little as i was scrolling down the patch notes tbh. I’ll happily take this, cheers!
Btw, how could you introduce the bug to begin with anyway? I’m thinking it was actually a test to see if 10% was actually warranted.
They merged the 2 traits if I remember correctly both gave conditional 5% damage based on distance and 1 based on bleeding target. When they combined the 2 they just kept the 5% damage of 1 of the traits even though the tooltip read 10%.
Thanks for dispelling my ignorance
Now that earth has a proper damage boost d/d users could go more offencive in gear pieces and go 20 in earth for that and rock solid.The stability would help you with those fears,cc let you cast churning earth and ether renewal and of course rezz /stomp.Plus the 10 crit chance you lose from air isnt that much of a deal and with boon duration runes you already can achieve pretty high amount of fury,swiftness
Well lack of swiftness in wvw might be a pain in the kitten but there are ways around it
Now that earth has a proper damage boost d/d users could go more offencive in gear pieces and go 20 in earth for that and rock solid.The stability would help you with those fears,cc let you cast churning earth and ether renewal and of course rezz /stomp.Plus the 10 crit chance you lose from air isnt that much of a deal and with boon duration runes you already can achieve pretty high amount of fury,swiftness
Well lack of swiftness in wvw might be a pain in the kitten but there are ways around it
The problem with any non-fresh-air-burst build right now is that you’ll get chewed up by Necros (who are everywhere right now) and their condition burst spam if you don’t go 30 into water and use 3 cantrips.
^Hopefully, Rock Solid + Ether Renewal should be good enough to counter that.
If going with Tempest Defense, we could get something like 30 air, 20 earth and 20 arcana. Elemental Attunement, Renewing Stamina, Zephyr’s Boon, Bolt to the Heart. No healing, though, so outside of dodges, you would have to rely on killing a squickly as possible on a stunned/ KDed foe, and then cast your arcanes/ lightning flash.
The problem I’ve found with Rock Solid + Ether Renewal is that
a) Either through lag or global cooldown I’m never able to start ER at the same time as I’m switching to earth, meaning either the start or end of ER lacks stability.
b) As D/D you need earth as a huge source of damage, crowd control and gap closing, so it’s almost never up at the exact moment you’ll need the stability.
Woo!
I was cowering a little as i was scrolling down the patch notes tbh. I’ll happily take this, cheers!
Btw, how could you introduce the bug to begin with anyway? I’m thinking it was actually a test to see if 10% was actually warranted.
They merged the 2 traits if I remember correctly both gave conditional 5% damage based on distance and 1 based on bleeding target. When they combined the 2 they just kept the 5% damage of 1 of the traits even though the tooltip read 10%.
Thanks for dispelling my ignorance
Actually the 5% damage vs bleeding foes was merged with the +20% bleed duration trait. So that doesn’t explain the half effectiveness.
Woo!
I was cowering a little as i was scrolling down the patch notes tbh. I’ll happily take this, cheers!
Btw, how could you introduce the bug to begin with anyway? I’m thinking it was actually a test to see if 10% was actually warranted.
They merged the 2 traits if I remember correctly both gave conditional 5% damage based on distance and 1 based on bleeding target. When they combined the 2 they just kept the 5% damage of 1 of the traits even though the tooltip read 10%.
Thanks for dispelling my ignorance
Actually the 5% damage vs bleeding foes was merged with the +20% bleed duration trait. So that doesn’t explain the half effectiveness.
He is correct. Before the patch the trait used to be deal +5% dmg to foes within 50 range of you. They bumped it up to +10% within 600 range. Which means when they changed it they only changed the tooltip and the distance not the actual dmg.
Elementalist
#Ele
Actually the 5% damage vs bleeding foes was merged with the +20% bleed duration trait. So that doesn’t explain the half effectiveness.
Being able to use it at any range (staff mostly, scepter users might want to use stone splinters anyway) explains the difference in damage between the 2 traits (also, more bleed duration means more damage)
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