(edited by Nikkle.4013)
Suggestion to Balance Ele for Spvp
Justification Notes:
The nerf’s are aimed at the two spec’s that seem to be causing a lot of pain for players. The nerf to duration of boons from SD and ZB will prevent ele’s from maintaining (near-)permanent boons if they are running +boon duration. The nerf to bountiful power will widen the gap in damage between offensive trait lines (fire & air) and the water trait line. Shocking Aura cd reduction will prevent multiple aura share ele’s from maintaining high uptime while allowing it to still be used to prevent spike. The reduction on the scaling and increasing the base level of water trident and cleansing wave will effect those with healing amulets (Cleric’s & Valkyrie’s) while having little effect on those who use other amulets. Evasive Arcana(Water) casts a cleansing wave and will be effected by the changes.
The buffs are aimed at making trait lines other then water and arcane viable. Arcane is required to make the class fluid and not be stuck auto attacking in an attunement. A general cd reduction for attunements is needed to make viable builds that have 0 points in arcane. Of course a 7.5s cd on attunements would not help the situation as arcane would just be stronger then it is now. So reducing the attunement recharge rate increase from arcane should be reduced from 2% per trait point to 1%. As ele’s are a boon heavy class the arcane line will still appeal to ele’s but would no longer be mandatory. Changing Arcane Precision to no longer favours crit builds and instead be on successful hit, reduced proc chance due to the increased frequency of chances.
Buffs to the grandmaster traits in Air,Earth and Fire are needed to make the tradeoff between the trait lines worth it for certain roles/weapons/builds.
Air: Grounded (afaik) is not effected by blowout, meaning updraft does not gain from this trait. Considering many ele’s use updraft to initiate their burst, this trait is often left out.
Earth: 2s of stability is short, 3s would allow +boon duration to increase this is a point where aoe stability has 40% uptime due to one ele. Double ele’s in team comps for aoe stability with 80% uptime (if trying too) is obviously too strong. 2.5 to allow easier timing of granting stability to stompers, rezers or what ever but does not scale as strongly with +boon duration.
Fire: Ele’s often rely on chaining combo’s across multiple attunement often staying in an attunement for no more then 4 or 5 seconds casting a few spells before change out again. The current PP relies on spamming auto attacks in fire to gain might before using your hard hitting skills. Changes to the trait will allow it to be useful by players that change attunements often.
‘x’ Alacrity: These were changed to reflect the cd reduction seen in warrior traits. Conditional damage increases + cd reduction.
Focus: The focus offers some great utility but suffers from weak fire skills and no mobility. With improvements to OwtA and WD S/F and D/F might have viable options for mobility. As well, changes to Fire Shield may help make Zephyr’s Boon useful for */F.
Your thoughts?
(edited by Nikkle.4013)
Only if Zephyr’s Boon is a grandmaster instead of an adept trait, the build 0/10/0/30/30 would never happen
Yup, relocating a few traits would do wonders. I hope they switch things around (and alter some traits), opening up new options for more diverse builds.
Bunkers sacrifice 75-80% of their damage for their survivability. People see a soldier geared ele hit fire grabs for 3k damage and don’t realize a glass ele could have hit for 12k on the same target.
Ele attunement cooldowns are 16 seconds base and recharge at 6.25% per second. 30 Arcana gives +60% recharge rate or 10% per second, lowering the attunement cooldown to 10 seconds.
Ele is not massively OP. We get a little too much, a little too easily and it starts adding up over a drawn out fight. There’s no need for big changes to bring things in line. A small nerf to some boon durations, or possibly adding an internal cooldown on how often certain boon granting traits proc would do a lot. Diminishing returns on toughness and healing (for all classes) is badly needed.
One thing I would do is swap air 3 on dagger and scepter. It would give each weapon set access to two auras.
D/D would have frost and fire
S/D would have shocking and frost
S/F would have shocking and fire
Staff would have frost and magnetic
we may consider whether or not there is an incarnation of [ele] that would be viable
but balanced. For now, we do not expect it to see serious use.” – ANet
Diminishing returns on the arcane traitline would be welcome. A value of +10% boon duration at adept, +15% at master and +20% at grandmaster. Or +5% at adept, +10% at master and +15% at grandmaster.
Then alter the WvW/PvE monk/water runes to bestow +10% boon duration, instead of +15%. I don’t think you can make them change value from PvE to WvW without having seperate runes, hence the suggestion for it to be +10%.
I take it that the everlasting boons are mostly present/problematic in WvW, but also to some degree in S/TPvP. All these proposed changes could shave off 20-25% boon duration for WvW eles who enjoy their everlasting life, and 10-15% for those in S/TPvP.
@Caffynated: Two auras for all weapon sets would be interesting. However if you remove shocking aura from dagger, you end up with frost only. Fire is on the focus (and a terrible aura to begin with. Hope they change it along with Flamewall to something with more bite and use).
(edited by Malcastus.6240)
Rofl, so you want to nerf EVERYTHING while buffing the worthless traits? Don’t quit your day job.
Ele & thief main (full ascended)
Down with the braindead faceroll classes.
Why? Elementalists is one or may be the weakest profession if you are skilled at playing Gw2 you need to be double skilled to play an elementalist successfully! Its hard enough already and you want them to nerf it? this is just ridiculous.
Rofl, so you want to nerf EVERYTHING while buffing the worthless traits? Don’t quit your day job.
Everything? Do you want to approach this in a mature way? Buffing the worthless traits? Yes, I don’t want them to be worthless, hence asking for buffs…..
During the nerf’s to guardian’s and ele’s heals the first round (Nov. 15) they stated that healing ripple had "scaling that’s normally reserved for main healing skills "(ie. 1.0). They reduced it to 0.5. Apply this philosophy to the rest of the heals makes sense. People want to know why ele’s can heal to full in a few seconds without casting an actual heal, its because of the 1.0 coefficients.
The fact that someone thinks that this is EVERYTHING only illustrates the lack of variety in builds available to ele. Anet, lets fix this at the same time you fix the sustain of valk and cleric amulet ele’s.
Why? Elementalists is one or may be the weakest profession if you are skilled at playing Gw2 you need to be double skilled to play an elementalist successfully! Its hard enough already and you want them to nerf it? this is just ridiculous.
Do people really not know? Ele’s are not one of the weakest professions in gw2. There actually one of the strongest. Im talking spvp here. D/D is not hard to play imo. Im not amazing, but I find it very effective. The sustain of the 0/10/0/30/30 with valks or cleric’s amu is off the wall. Anyone who plays ele should know this. Most people who play tournaments know this as well.
(edited by Nikkle.4013)
this is fine aslong as this nerfs stay in Spvp ONLY if this stuff gets to PvE or WvWvW then that’s horrible -.-
this is fine aslong as this nerfs stay in Spvp ONLY if this stuff gets to PvE or WvWvW then that’s horrible -.-
You probably don’t need to worry about nerfs to pve. The changes to healing ripple was only implemented in spvp. Anet has shown no interest in balancing WvW. Even then, I have 12k kills in wvw on my ele, mostly D/D except when a staff or scepter/focus was needed, I didn’t stack boon duration or healing and had little trouble in 1v2’s, small group fighting or zerg on zerg fights. You don’t need to abuse healing to be effective. But if you don’t stack healing the suggested changes to cleansing wave and water trident will actually increase your healing ability!
Math:
With 0 Healing old Cleansing Wave = 1302. New Cleansing wave 1432
With 300 healing old Cleansing Wave = 1302 + 300 =1602. New Cleansing wave 1432 + 150 = 1582
With 1000 healing old Cleansing Wave = 1302 +1000 =2302. New Cleansing wave 1432 + 500 = 1932
As for the changes to Zephyr’s Boon. Considering how every other aura grants only 5 seconds of fury and swiftness it has been assumed this is a bug. Shocking seems to double proc ZB. This will hurt D/D damage significantly which is why I suggested buffing other trait lines grandmaster while reducing base attunement cooldown so ele’s are not forced to put traits into arcane. Maybe the cd on shocking aura doesn’t need to be increased, my argument that it does is due to the changes to arcane. If a aura share build doesn’t have to run 30 arcane they can pick up aeromancer’s alacrity and reduce the cd of SA to 20s.
Yes, let’s break the entire build because you want your thief to be immortal.
How about simply removing regen from soothing disruption (water major trait III):
this accomplishes the following:
1 – 3 condition removals gone
2 – regen is now applied only when in water
3 – The build’s trait synergy, feel, and group utility are NOT gutted, unlike your ludicrous post Original Poster
Responses to “justification notes”
he nerf’s are aimed at the two spec’s that seem to be causing a lot of pain for players. The nerf to duration of boons from SD and ZB will prevent ele’s from maintaining (near-)permanent boons if they are running +boon duration.
Ele, like guardian, has horribly low HP and base defense because it’s balanced around a permanent stack of boons when traited. Remove those and you have a worthless smear on the ground.
Please, go back to your thief.
(edited by plasmacutter.2709)
Yes, let’s break the entire build because you want your thief to be immortal.
Yup I’m a thief. I know how you like to think you’re pro and that’s why you can kill people but it’s your build. Soothing Disruptions no longer apply regen? Really? Do you realize this will break a bunkers condi removal? You accuse me off breaking builds but you do it on a order of magnitude greater.
Yes, let’s break the entire build because you want your thief to be immortal.
Yup I’m a thief. I know how you like to think you’re pro and that’s why you can kill people but it’s your build. Soothing Disruptions no longer apply regen? Really? Do you realize this will break a bunkers condi removal? You accuse me off breaking builds but you do it on a order of magnitude greater.
Yes, it prevents BUNKERING through excessive condie removal and excessive healing. It tones down bunkering “just enough” to remove immortality.
As opposed to you, who want to gut the ele of its very identity by removing the boon and aura support the entire profession was built upon (cutting boon duration in half, are you NUTS?).
What next, making sports cars safer by limiting engine displacement to 1.3 liters?
(edited by plasmacutter.2709)
Yes, let’s break the entire build because you want your thief to be immortal.
Yup I’m a thief. I know how you like to think you’re pro and that’s why you can kill people but it’s your build. Soothing Disruptions no longer apply regen? Really? Do you realize this will break a bunkers condi removal? You accuse me off breaking builds but you do it on a order of magnitude greater.
Yes, it prevents BUNKERING through excessive condie removal and excessive healing. It tones down bunkering “just enough” to remove immortality.
As opposed to you, who want to gut the ele of its very identity by removing the boon and aura support the entire profession was built upon (cutting boon duration in half, are you NUTS?).
What next, making sports cars safer by limiting engine displacement to 1.3 liters?
Except, aura share is still there, elemental attunement is still there spamming boons on everyone. As I noted above, aeromancer’s alacrity with aura share will provide 24s cd on shocking under the changes. Does no one else think many more build will be viable if we can have our attunement cd decreased?
Do you honestly think it’s the regen of SD that makes a bunker build really strong?
“We see the elementalist as the king of versatility. The skill ceiling for the Ele is exceptional, as the ability to leverage all four attunements at the right time is crucial for understanding the elemetnalist. The Ele boasts some of the best team support and control abilities in the game, as well as some great area of effect damage.”
That’s what Anet see the ele as. I don’t think my changes go against that. In fact I think it makes it closer to reality. Im surprise there are not more ele’s that actually want to have different builds being viable. Apparently people enjoy 10 minute fights.
“Except, aura share is still there, elemental attunement is still there spamming boons on everyone”
The boons everyone else receives from us are perfectly balanced, but you want to cut their durations in half.
Yes, let’s cut ele group healing from regen in half.
let’s make it so people cant benefit from fury and might because they last a brief enough time to never benefit their heavy-hitting attacks.
let’s make swiftness’s duration more useless than mesmer focus.
again: please go back to your thief
I don’t want my profession’s main purpose (group support), and the boons it was balanced around with low HP and defense gutted.
regen removed from water 3 accomplishes the survival balances WITHOUT doing this.
(edited by plasmacutter.2709)
“Except, aura share is still there, elemental attunement is still there spamming boons on everyone”
The boons everyone else receives from us are perfectly balanced, but you want to cut their durations in half.
Yes, let’s cut ele group healing from regen in half.
What? Where did I say this? The only boon duration adjustments are ZB and SD. ZB clearly looks like a bug to me. The regen from SD isn’t the op part, its the vigor + Evasive Arcana. Aoe regen has never been mentioned.
Edit: Don’t know why I care but I play ele. I just started doing tournies with friends after WvW got boring. Here’s me playing with a 0/15/0/25/30 build with soldiers amu.
http://www.youtube.com/watch?feature=player_detailpage&v=FrtbVXpqdzo#t=132s
(edited by Nikkle.4013)
“Except, aura share is still there, elemental attunement is still there spamming boons on everyone”
The boons everyone else receives from us are perfectly balanced, but you want to cut their durations in half.
Yes, let’s cut ele group healing from regen in half.
What? Where did I say this? The only boon duration adjustments are ZB and SD. ZB clearly looks like a bug to me. The regen from SD isn’t the op part, its the vigor + Evasive Arcana. Aoe regen has never been mentioned.
Edit: Don’t know why I care but I play ele. I just started doing tournies with friends after WvW got boring. Here’s me playing with a 0/15/0/25/30 build with soldiers amu.
http://www.youtube.com/watch?feature=player_detailpage&v=FrtbVXpqdzo#t=132s
Zephyr’s boon applies to everyone in the group. The fury and swiftness ARE a part of our group support, along with the aura share.
The mobility provided to the elementalist counter-balances 10k base HP, zero evasive maneuvers, and the lowest access to aegis in the game. It is counter-balanced by boon strips and by ranged abilities.
If you are playing tournaments and can’t identify soothing disruption as the crucial tipping point in survival overpower for ele, you are a lost soul.
(edited by plasmacutter.2709)
If you are playing tournaments and can’t identify soothing disruption as the crucial tipping point in survival overpower for ele, you are a lost soul.
:( You had such a respectable post until you edited that line in. Um, I included it in the nerf section, so obviously I know its a problem.
The sharing of the aura’s is the point of the trait. 10 seconds of fury of a adept trait is strong and you know it. Maybe fixing ZB will do enough and shocking cd doesn’t need to be touched, even with aeromancer’s + aura share.
If you are playing tournaments and can’t identify soothing disruption as the crucial tipping point in survival overpower for ele, you are a lost soul.
:( You had such a respectable post until you edited that line in. Um, I included it in the nerf section, so obviously I know its a problem.
The sharing of the aura’s is the point of the trait. 10 seconds of fury of a adept trait is strong and you know it. Maybe fixing ZB will do enough and shocking cd doesn’t need to be touched, even with aeromancer’s + aura share.
I’m sorry but I don’t see the justification for calling that trait overpowered. Aura access is limited. Let’s compare this to the two 10 point traits that make mind wrack get perma-might-stacks and perma-fury on mesmer. It’s just not overpowered, what it does do is give us a very engaging playstyle and some gear flexibility which is sorely needed due to the fact that berserker gear is declared by the devs themselves to be completely unviable.
The “fix” to ZB is far worse than the shocking aura cd. Neither of these is overpowered.
our HEALING is what is overpowered, and it’s hurting US as well as the game balance.
Nerfing the air line when the issue is an overpowered water line is going 10 miles in the wrong direction, and nerfing our source of group boons is absolutely, mind-bogglingly bad. It would make ele into mesmer – now without the clones.
There needs to be a cooldown on the ability to apply regeneration, and our ability to survive “setup bursts” from other professions, which require skill on their part, needs to be reduced.
Again, this is best done by removing regen from water III (soothing disruption). cantrips already serve as a stun break and provide things like protection, stability, instant movement, or invulnerability. Getting regeneration for the duration of these escapes immediately after nullifying an opponent’s setup burst is absolutely over the top.
Add to that the effects of the grand master trait removing conditions and it becomes absurd.
This is the trait to target.
After that, ele will be in a good place, rather than fundamentally destroyed.
Once this brings water into line, we can start doing things like adding a few passive-evasion traits and extra damage to the fire and air lines to make them “not suck”
(edited by plasmacutter.2709)
Once this brings water into line, we can start doing things like adding a few passive-evasion traits and extra damage to the fire and air lines to make them “not suck”
Sorry for interrupting your conversation but I’d rather see buffs before nerfs, not the other way around. Before nerfing the only viable build for a profession they should first give more options, then nerf it all they want.
Once this brings water into line, we can start doing things like adding a few passive-evasion traits and extra damage to the fire and air lines to make them “not suck”
Sorry for interrupting your conversation but I’d rather see buffs before nerfs, not the other way around. Before nerfing the only viable build for a profession they should first give more options, then nerf it all they want.
If they only remove regen from soothing disruption, the 0/10/0/30/30 build will still be quite viable, just not immortal.
It will now be vulnerable to properly timed bursts and boon removals by skilled players.
This is much better than nikkle’s suggestion, which would pidgeon-hole eles into builds that survive less, do less damage than a single stack of bleeding, and provide almost no group support.
(edited by plasmacutter.2709)
If they only remove regen from soothing disruption, the 0/10/0/30/30 build will still be quite viable, just not immortal.
It will now be vulnerable to properly timed bursts and boon removals by skilled players.
This is much better than nikkle’s suggestion, which would pidgeon-hole eles into builds that survive less, do less damage than a single stack of bleeding, and provide almost no group support.
Except, SD is really only used on full bunker spec’s and really isn’t the root of the problem.
The casted heals need adjustment because it allows a dodge+water#5 to heal for 5k on top of SoR added 700 plus the ticking of soothing mists and regen from water attunement. If anyone looks at the math I posted above and says bunkers won’t be viable I don’t think I’ll ever persuade you. Still no one has mentioned the attunement changes. I was honestly expecting people to say that was too much of a buff.
Can you stop with the over exaggeration? Buffing out dps tree’s while freeing up trait points = more damage. I looked over that video I posted. I would hardly say my damage was just above a single stack of bleeds. I’m currently playing around with S/D, which probably explains why i’m not attached to ZB.
If they only remove regen from soothing disruption, the 0/10/0/30/30 build will still be quite viable, just not immortal.
It will now be vulnerable to properly timed bursts and boon removals by skilled players.
This is much better than nikkle’s suggestion, which would pidgeon-hole eles into builds that survive less, do less damage than a single stack of bleeding, and provide almost no group support.
Except, SD is really only used on full bunker spec’s and really isn’t the root of the problem.
The casted heals need adjustment because it allows a dodge+water#5 to heal for 5k on top of SoR added 700 plus the ticking of soothing mists and regen from water attunement. If anyone looks at the math I posted above and says bunkers won’t be viable I don’t think I’ll ever persuade you. Still no one has mentioned the attunement changes. I was honestly expecting people to say that was too much of a buff.Can you stop with the over exaggeration? Buffing out dps tree’s while freeing up trait points = more damage. I looked over that video I posted. I would hardly say my damage was just above a single stack of bleeds. I’m currently playing around with S/D, which probably explains why i’m not attached to ZB.
I’m just curious as to how your getting 5K out of a dodge + water#5.
With just 30 in water its only 3.2K…. You only add another 180 points of healing if you use a clerics amulet (90 per heal) bringing that heal to 3380. Anymore clerics gear and you hit for a wet noodle.
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net
I’m just curious as to how your getting 5K out of a dodge + water#5.
With just 30 in water its only 3.2K…. You only add another 180 points of healing if you use a clerics amulet (90 per heal) bringing that heal to 3380. Anymore clerics gear and you hit for a wet noodle.
1200 healing + base = 2502 * 2 = 5k. Right? Been a while since I played the bunker spec but im pretty sure the Evasive Arcana is a normal cleansing wave.
Rofl, so you want to nerf EVERYTHING while buffing the worthless traits? Don’t quit your day job.
Everything? Do you want to approach this in a mature way? Buffing the worthless traits? Yes, I don’t want them to be worthless, hence asking for buffs…..
During the nerf’s to guardian’s and ele’s heals the first round (Nov. 15) they stated that healing ripple had "scaling that’s normally reserved for main healing skills "(ie. 1.0). They reduced it to 0.5. Apply this philosophy to the rest of the heals makes sense. People want to know why ele’s can heal to full in a few seconds without casting an actual heal, its because of the 1.0 coefficients.
The fact that someone thinks that this is EVERYTHING only illustrates the lack of variety in builds available to ele. Anet, lets fix this at the same time you fix the sustain of valk and cleric amulet ele’s.
Why? Elementalists is one or may be the weakest profession if you are skilled at playing Gw2 you need to be double skilled to play an elementalist successfully! Its hard enough already and you want them to nerf it? this is just ridiculous.
Do people really not know? Ele’s are not one of the weakest professions in gw2. There actually one of the strongest. Im talking spvp here. D/D is not hard to play imo. Im not amazing, but I find it very effective. The sustain of the 0/10/0/30/30 with valks or cleric’s amu is off the wall. Anyone who plays ele should know this. Most people who play tournaments know this as well.
Then try to go 30/20/0/0/20 with zerker amulet and let’s see how long you last with your “OP” heals and let’s see how effective you are when you can’t rely on passive healing to offset your natural squishiness
snip
Did you read the post? Its about buffing specs like 30/20/0/0/20 while they nerf the 0/10/0/30/30. In the first paragraph I say im afraid they will just nerf while doing nothing about our weak trait lines. The fire grandmaster sucks currently. non 30 in arcane sucks due to long attunement cd’s. Base healing needs a bit of a buff while scaling needs a nerf. Am I not comming across clearly?
No nerfs. Buff direct damage for certain Staff and Scepter skills.
(edited by Voxel.6473)
No need to nerf (the suggestion at hand is absurd).
Just give Elementalists more builds to play around with, end of all bunkers.
After all, Arenanet (again) destroyed most of our builds FORCING people to bunker by nerfing 1/2 if not all our current builds, forcing the meta into play..
As i said alot of the time i do not enjoy Spvp because it is boring, and when you kill someone all they do is QQ and submit fake reports.
Needing, is NOT the answer to this, giving more choices of builds is the answer.
Again, stop destroying classes blindly and start giving more choices = VARIETY.
(Note…i know this will never happen, all i need to do is look at gw1…)
RoostaGW2
(edited by roostapro.9827)
As i said alot of the time i do not enjoy Spvp because it is boring, and when you kill someone all they do is QQ and submit fake reports.
Not trying to be rude but if you don’t spvp then why are you commenting on a thread about spvp balance. This isnt about hotjoins. This is about the strength of a sustain ele in tournament play.
As i said alot of the time i do not enjoy Spvp because it is boring, and when you kill someone all they do is QQ and submit fake reports.
Not trying to be rude but if you don’t spvp then why are you commenting on a thread about spvp balance. This isnt about hotjoins. This is about the strength of a sustain ele in tournament play.
<3 that elitist attitude.
Riddle me this, how do you know i do hot joins or not?
I have as much of a say than you do, I have 750 hours account time, 709hours on my ele, so yes i know it inside out.
I also said i didn’t enjoy spvp, but i didn’t say hj or tourn did i?
But obviously, and i hope you aren’t, a thief BS build glass cannon.
Not everyone needs to go GC.
There is a counters to things, use them.
Also, Needing is not the answer…of course people want everything easy, so nerf away -.- I’m done
Edit….i hate smart phones, if they are so smart why do they act stupid >.<
RoostaGW2
snip
Did you read the post? Its about buffing specs like 30/20/0/0/20 while they nerf the 0/10/0/30/30. In the first paragraph I say im afraid they will just nerf while doing nothing about our weak trait lines. The fire grandmaster sucks currently. non 30 in arcane sucks due to long attunement cd’s. Base healing needs a bit of a buff while scaling needs a nerf. Am I not comming across clearly?
Ha my deepest apologies, should have read your first post better.
I do agree with all the changes by you proposed except the change to gale, the CD should be 35s, reason is because it’s the only hard CC on the focus and can be treated as burst combo starter on s/f eles, furthermore its radius should be increased.
Finally I’d reduce the boons duration buff from 10% to 5%, of course all this must be accompanied by substantial buff in the fire/air line
<3 that elitist attitude.
Riddle me this, how do you know i do hot joins or not?I have as much of a say than you do, I have 750 hours account time, 709hours on my ele, so yes i know it inside out.
I also said i didn’t enjoy spvp, but i didn’t say hj or tourn did i?
But obviously, and i hope you aren’t, a thief BS build glass cannon.
Not everyone needs to go GC.
There is a could.terms to things, use them.
Also, Needing is not the answer…of course people want everything easy, so nerf away -.- I’m done
Sorry for misinterpreting. You said you didn’t like spvp so I assumed you didnt do spvp. No im not a thief, I have already gone over this. I have 800+ hours on my ele. I don’t play glass cannon either, read my post about me playing a soldiers amu ele in tournaments. Why do I bother with these forums.
edit:
Ha my deepest apologies, should have read your first post better.
I do agree with all the changes by you proposed except the change to gale, the CD should be 35s, reason is because it’s the only hard CC on the focus and can be treated as burst combo starter on s/f eles, furthermore its radius should be increased.Finally I’d reduce the boons duration buff from 10% to 5%, of course all this must be accompanied by substantial buff in the fire/air line
I like the idea of a larger radius on gale.
(edited by Nikkle.4013)
If they only remove regen from soothing disruption, the 0/10/0/30/30 build will still be quite viable, just not immortal.
It will now be vulnerable to properly timed bursts and boon removals by skilled players.
This is much better than nikkle’s suggestion, which would pidgeon-hole eles into builds that survive less, do less damage than a single stack of bleeding, and provide almost no group support.
Except, SD is really only used on full bunker spec’s and really isn’t the root of the problem.
The casted heals need adjustment because it allows a dodge+water#5 to heal for 5k on top of SoR added 700 plus the ticking of soothing mists and regen from water attunement. If anyone looks at the math I posted above and says bunkers won’t be viable I don’t think I’ll ever persuade you. Still no one has mentioned the attunement changes. I was honestly expecting people to say that was too much of a buff.Can you stop with the over exaggeration? Buffing out dps tree’s while freeing up trait points = more damage. I looked over that video I posted. I would hardly say my damage was just above a single stack of bleeds. I’m currently playing around with S/D, which probably explains why i’m not attached to ZB.
I’m not overexaggerating.
I care about group support, and ditched my mesmer because mesmer didn’t offer group support, despite supposed “OP MESMER BURST” (my mesmer could easily drop 18k into a target in a couple seconds, but wtf how useless I was for group).
What you are suggesting would Utterly – Gut – Ele – Group – Support
If they only remove regen from soothing disruption, the 0/10/0/30/30 build will still be quite viable, just not immortal.
It will now be vulnerable to properly timed bursts and boon removals by skilled players.
This is much better than nikkle’s suggestion, which would pidgeon-hole eles into builds that survive less, do less damage than a single stack of bleeding, and provide almost no group support.
Except, SD is really only used on full bunker spec’s and really isn’t the root of the problem.
Actually, it is the root of the problem.
Nobody is complaining about glass cannon eles (they’re permanent floor stains), or eles with balanced builds (they’re inferior to pretty much everyone), they’re complaining about the unkillable eles that outlast absolutely everything else on the field through insane healing.
If you think any other build besides full bunker is overpowered, you’re playing against scrubs.
I repeat, Zephyr’s boon and Aura Sharing are NOT what make these builds overpowered, and gutting them will gut elementalists, period! – If ANet implements anything close to this, I will put in a refund ticket and have them destroy my account
(edited by plasmacutter.2709)