VII Guild
Elementalist
(edited by Melkiah.2496)
This buff wouldn’t change the balance of the elementalist as speed just makes you move faster.
Actually it also removes every movement-impairing condition (immobilize, cripple and chill)
Also, do you have an idea of how big a 750 radius aoe would be?
(edited by Melkiah.2496)
Actually it also removes every movement-impairing condition (immobilize, cripple and chill)
Also, do you have an idea of how big a 750 radius aoe would be?
It’s actually amazing how many people don’t know this.
In response to the original post I don’t think the radius needs to be bigger. In PvP it covers a base which works well enough to get rid of those nasty conditions and in PvE most people have their own condition removal skills anyway. However, just as a point; I personally I don’t find our Boon range very large and often stand in with the Melee just for boon support, windborn speed usually hits people due to this… I’d would be more worried about my boons not hitting allies if windborn speed isn’t.
If you’re simply using it for the speed boost I would suggest first casting eruption (blast finisher) in static field for AoE swiftness, then cast windborn speed. The eruption/static field combo is well known to players in PvE and PvP, so windborn speed should hit allies easily when everyone starts to gather up. Failing that a little communication can’t hurt, and failing that?… well sometimes you just can’t help people, and they’ll have to live without your swiftness. I’m mean you’re not loosing out.
As a final point: Blasting staff trait in the arcane line increases staff AoE fields, I have no idea if this applies to windborn speed as I’ve always ran with it anyway, can anyone confirm?
I think meteor storm is 360 radius? 750 would be from one side of the map to the other, pretty much… :P
This buff wouldn’t change the balance of the elementalist as speed just makes you move faster.
Actually it also removes every movement-impairing condition (immobilize, cripple and chill)
Also, do you have an idea of how big a 750 radius aoe would be?
This is why the 250 radius is fine by me. It makes using the skill to cure conditions into an actual decision rather than just something you spam because it’ll hit everyone in your group all the time.
I’m of the opinion that almost all group cures should be like this, or have other balancing hinderances like Water 5 being an immobile field with a long cast time. Big AoE cures/buffs are just something you can spam constantly and don’t have to think about where they’re actually needed (aka every Shout build + Runes of the Soldier).
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