disapointed by patch
you and I must have read different patch notes I don’t see the nerfs :o tho I agree the buff to staffs were quality of life changes still better than nothing
Staff got a buff in damage from persisting flames adding 2 seconds to lava font instead of one. Need testing to confirm though
Retired elementalist theorycrafter
Lava font does tick 6 times
Retired elementalist theorycrafter
Damage radius of the meteors in meteor shower has been increased from 90 to 120 according to the tooltip
Retired elementalist theorycrafter
I aoe a group in wvw, all i got was misses and blocks.
Wasn’t any of the pitiful buffs to staff completely undermined by the AoE nerf?
Wasn’t there a topic about massive buff?lol
This is an mmo forum, if someone isn’t whining chances are the game is dead.
Yea its pretty much more of a nerf than a buff , once again.
This is a bad time to be an elementalist for pvp and wvw players…
The AoE nerf in WvW is significant. In PvP elementalists will remain the worst profession for at least 3 more months.
The aoe nerf affects all professions, including the precious Warrior’s Hundred Blades and auto-attacks. It was a much needed change to the game as whole, which should now make it more strategical (in pvp environments, at least), and less about mindlessly spamming aoe.
If this nerfs affects staves “significantly”, then so will it affect every single other profession significantly. Also, staff was already top-tier in wvw, and Anet was worried that by buffing it to pve and spvp, they would make it OP in wvw. So this was the perfect opportunity to buff it.
Staff will now have more effective aoe healing, a new excellent skill for wvw, and overall better radius, while all aoe in the game, including staff itself, was toned down. In the end, ele staff builds were less “nerfed” than everyone else, which ultimately puts it at a better position compared to the competition than what it used to be before the patch.
If technically we can call this a nerf, it’s irrelevant, because everything else was nerfed harder. In practice, it’s a buff.
(edited by DiogoSilva.7089)
Just wanted to say i feel really let down by the patch, no great staff buffs where added, infact alot got nerfed.
Why does anet hate so much on ele? but loves warrior?
Do you call this love?
Vengeance: Players are now granted the same duration of invulnerability as rallying upon activation (1 second from 5 seconds).
Empower Allies: This trait has been moved to tier 2.
Geyser: Increased the base radius to 180. Increased the radius to 240 when traited with Blasting Staff. Fixed an issue so that the water field radius would match the increased radius with Blasting Staff.
Water Blast: Increased the healing stat scaling from 10% to 25%. Slightly decreased the base heal at low levels, but it will heal for the same base at level 80. Increased the base radius to 180. Removed the heal that occurs if the water blast strikes nothing.
Unsteady Ground: This skill no longer damages or cripples enemies. It will now prevent foes from crossing the area, knocking them back a short distance. Lasts for 3 seconds.
-Buff/Nerf depending on how you see it
Shock Wave: Increased the projectile velocity by 12.5%.
Burning Retreat: Increased the retreat distance by 200.
Fireball: Increased the base radius to 120. Increased the radius to 180 when traited with Blasting Staff.
Meteor Shower: Increased the impact radius to 180 when traited with Blasting Staff.
Glyph of Storms
Lightning Storm: Increased the impact radius from 60 to 90.
Glyph of Elementals: The Inscription trait now functions with this skill. -Very Minor Buff
Glyph of Renewal:
Healing Rain: Reduced the radius to 420 when traited with Blasting Staff. Updated the skill fact to display the actual amount of regeneration applied.
Static Field: Increased the combo ring radius to match the spell radius.Windborne Speed: Decreased the radius to 300 when traited with Blasting Staff.
Glyph of Storms:
Firestorm: Reduced the number of maximum targets per impact from 10 to 5.
Sandstorm: Reduced the number of maximum targets per pulse from 10 to 5. Added an AoE ring.
AoE spells with a maximum number of targets will now count combatants that block or evade the attack towards that maximum.
- HUGE NERF.
The Rest are just Very minor, or text/glitch fixes.
Did not include conjures as I have yet to meet an ele that likes using them.
If one where to not look at the aoe nerf the buffs wouldn’t have been bad, until you look at the buffs the other classes got ( one really should go read some of the other classes buffs, some of the them are just WOW, really?!
In the end we got some minor radius, and a very little healing increase, all shadowed by the aoe nerf, and as a staff ele most of our attacks are aoe so it was a very hard hit.
On a side note, lightning flash still only works half the time, and the cast while running on great sword (use it for escaping) we where promised still isn’t here.
I’ve read all profession’s buffs, and most of them were hardly any bigger than what ele got.
In fact, conjure’s buffs, either you like them or not, were some of the biggest buffs in the patch notes.
Lava font does tick 6 times
Holy crap it’s true. That’s like a 50% increase to lava font damage.
Yeap, we are still terrible. Ele officially shelved….HELLO WARRIOR MASTER CLASS!!
• Bomb Kit—Bomb: Increased the base radius from 120 to 180. Increased the radius to 240 when traited with Forceful Explosives.
• Bomb Kit—Fire Bomb: Increased the base radius from 120 to 180. Increased the radius to 240 when traited with Forceful Explosives.
• Self-Regulating Defenses: This trait now functions with Fast-Acting Elixirs.
• Hidden Flask: This trait now functions with Fast-Acting Elixirs.
• Autodefense Bomb Dispenser: This trait now functions with Short Fuse.
• Sharpshooter: Increased the critical chance from 30% to 33%.
• Metal Plating: Increased the damage reduction from 30% to 33%.
• Elixir C: This skill now functions with Potent Elixirs.
• Toss Elixir R: This skill now functions with Potent Elixirs.
• Toss Elixir B: This skill now grants stability to allies, in addition to a random boon. Increased the base recharge to 30 seconds.
• Mine Field: Increased the base explosion radius from 120 to 180.
• Reserve Mines: Increased the base explosion radius from 120 to 180.
• Throw Napalm: This skill now leaves a fire field behind for 3 seconds when it lands, which burns enemies for 1 second every second. Burning duration of Throw Napalm on impact reduced to 4 seconds from 5.
• Zealot’s Speed: The Symbol of Wrath created by this trait will now have a 180 base radius and 240 radius when traited with Writ of Exaltation (to be consistent with other symbols).
• Perfect Inscriptions: This trait now increases the effectiveness of the passive condition removal on Signet of Resolve.
• Healing Breeze: Doubled the base heal when healing allies. Scaling from healing power has been increased from 20% to 40% when healing allies.
• Merciful Intervention: This skill is now instant as a baseline skill.
• Smite Condition: This skill is now instant as a baseline skill.
• Focused Mind: This trait now grants fury when using a meditation.
• Purging Flames: Base functionality has been reworked. This skill now removes three conditions from allies in an area effect around the guardian while burning enemies (enemies that enter or exit the flames are still burned). This skill now reduces the condition duration for allies who remain in the consecration areas.
• Hallowed Ground: This skill now increases the boon duration for allies who remain inside the consecration areas.
And a side not a single nerf that I can see.
• Medic’s Feedback: Increased the duration of the feedback bubble created by this trait to match the actual duration of the Feedback skill.
• Power Cleanse: This skill now removes 2 conditions from up to 5 allies in a 240 radius.
• Power Break: This skill now applies stability to up to 5 allies around the player in a 240 radius.
• Illusionary Counter: Reduced the recharge from 12 seconds to 10 seconds.
• Confusing Images: Reduced the recharge from 15 seconds to 12 seconds.
One could also count the underwater cast time reductions, though they where just made to match land cast’s.
And their only nerf was Phantasmal Duelist:
continue to next had to cut because of word count.
Spectral Armor: Increased the duration from 8 seconds to 9 seconds when traited with Spectral Attunement to match the intended duration increase. Added a duration skill fact
• Mark of Revival: Increased the base radius of the Reaper’s Mark created by this trait to 180 to be consistent with other marks.
• Mark of Evasion: Increased the base radius of the Mark of Blood created by this trait to 180 to be consistent with other marks.
• Locust Swarm: Increased the base cripple duration to 2 seconds.
• Spectral Grasp: This skill now grants bonus life force when traited with Spectral Attunement.
• Banshee’s Wail: Normalized this trait to increase the effectiveness of warhorn skills by 50%.
• Vampiric Precision: The life siphon now correctly scales with the Bloodthirst trait. The damage portion of the life siphon from this trait now scales slightly based on power. The healing portion of the life siphon from this trait now scales slightly based on healing power.
• Vampiric Rituals: The damage portion of the life siphon from this trait now scales slightly based on power. The healing portion of the life siphon from this trait now scales slightly based on healing power.
• Vampiric Master: This trait will now cause minions to properly deal damage when siphoning life. The damage portion of the life siphon from this trait now scales slightly based on power.
• Vampiric, Vampiric Precision, Vampiric Rituals, and other life siphon skills: Increased the base siphoning by 20%.
• Bloodthirst: This trait now grants 20% bonus siphoning, down from 50% more effectiveness (which results in no change when combined with the change to other siphoning traits).
• Deathly Invigoration: The base heal from this trait has been increased by 100%.
• Transfusion: This trait now scales with healing power at a rate of 20%, where it didn’t previously scale.
Some of these increases are just wow.
Soften the Fall: Increased the number of maximum targets from 3 to 5.
Healing Spring: Reduced the field duration to 10 seconds. It now pulses every 2 seconds instead of 3, so it will still provide the same amount of regeneration and condition removal, just in a more condensed time frame.
Maul: Damage for this skill has been increased by 7%. Vulnerability has been increased from 3 stacks to 5 stacks, and the duration has been increased from 6 seconds to 8 seconds.
• Muddy Terrain: The maximum number of targets for this skill has been increased from 3 to 5.
• “Sic ‘Em”: This shout now applies 4 seconds of revealed on the targeted enemy. Updated the range skill fact to 2000 to match the maximum usable distance of this skill.
• Intimidation Training: This trait now has an attack that cripples enemies (600 radius), instead of directly applying cripple to enemies around the area.
• Vigorous Training: This trait now grants 5 seconds of vigor to nearby allies (600 radius) when swapping any pet type in combat.
• Shout Master: This trait now properly reduces Search and Rescue’s cooldown while in PvP
o Juvenile Jungle Stalker
? Mighty Roar: Increased the might duration from 10 seconds to 15 seconds. Reduced the recharge from 30 seconds to 25 seconds.
o Juvenile Brown Bear
? Shake It Off: This skill will now remove two conditions from nearby allies.
o Juvenile Black Bear
? Enfeebling Roar: Reduced the recharge from 45 seconds to 40 seconds.
o Juvenile Blue Moa
? Protecting Screech: Reduced the recharge from 40 seconds to 30 seconds.
o Juvenile Red Moa
? Furious Screech: Reduced the recharge from 30 seconds to 25 seconds.
o Juvenile Cave Spider
? Weakening Venom: Increased the vulnerability from 1 stack for 5 seconds to 3 stacks for 10 seconds.
o Juvenile Fern Hound
? Regenerate: This will now also heal nearby allies for 1000 base and up to 1350 when traited with Compassion Training.
Had very minor nerfs.
• Mobile Strikes: This trait now functions with the elementalist’s following skills:
Some may not count this as a buff but I do.
• Reckless Dodge: Increased the radius to 180. Increased the number of targets from 3 to 5.
• Vigorous Shouts: Increased the base healing by 25%. Increased the scaling with healing power stat from 80% to 90%.
• Staggering Blow: This skill can now be used while moving. Reduced the cast time to 0.5 seconds.
Vengeance: did get a nerf
I will everyone decide for them self who got the better buffs, but form where I sit it wasn’t ele’s. And where ele’s did get buffed other got better ones in same area, rendering ours null and void, in comparison.
I was exited, but it really let me down too. Especially the Unsteady Ground change, its practically the same as Line Of Warding except it doesn’t last as long. I was also exited about the healing change, but really it wasn’t that great.
I Zero Gaming I – [ZeGa] – DESOLATION [EU]
“Made it easier to retarget channeled skills. Now if players try to recast them on a separate target, it will cancel the current instance of the skill and start casting it again on the other target.”
Quite nice.
I’ve read all profession’s buffs, and most of them were hardly any bigger than what ele got.
In fact, conjure’s buffs, either you like them or not, were some of the biggest buffs in the patch notes.
Mesmer scepter change was the best buff in the patch notes … which is sad.
Second would be the Engi potion changes.
80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.
I honestly dont know if I feel disappointed or glad…
As a dagger build, I feel kinda let down :P
I think I’ll have to redo my whole build, maybe consider conjures, cause now they are a lot better
Wasn’t any of the pitiful buffs to staff completely undermined by the AoE nerf?
yes and when you subtract the redundant buffs to conjures (which noone but PVE players will use), there isn’t anything worth a kitten for Eles. Terrible patch. The sad thing is, there will be nothing done now for another 2 months.
I’ve read all profession’s buffs, and most of them were hardly any bigger than what ele got.
In fact, conjure’s buffs, either you like them or not, were some of the biggest buffs in the patch notes.
Mesmer scepter change was the best buff in the patch notes … which is sad.
Second would be the Engi potion changes.
As a mesmer player, the worst part of the scepter is not the recharge but the auto-attack skill #1, which is the worst #1 skill that mesmers have. Seeing as this stayed the same, I consider the comment about the mesmer buff to be a bad one. Most Mesmer’s feel the patch was quite terrible for them, and basically all of them were hit hard by the nerf to iDuelist far more than this buff. Don’t even think about the mantra’s; those were written off back when it was mentioned in the preview update weeks ago. As bad as Ele’s feel they got it, I don’t see this as such a bad patch for you, although I won’t deny: you needed more.
I was exited, but it really let me down too. Especially the Unsteady Ground change, its practically the same as Line Of Warding except it doesn’t last as long. I was also exited about the healing change, but really it wasn’t that great.
I was a little disappointed in unsteady ground compared to the line of warding clone expectation, but it’s still quite a good skill in its own right. You can drop your AoE, and then when people try to run out of it, block them with unsteady ground and they’ll be knocked back into it. It blocks tower and borderland inner keep gates completely; it’s very nice for bottle necking a zerg trying to push through there. Eles can now coordinate with guardians to create an impassable barrier for anyone without stability.
It’s an all around great change and a very strong addition to the staff ele’s toolkit.
The rest of the patch was pretty terrible though.
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
1 thing’s for sure, shout warrior didn’t need any buffs and yet they got them.
I aoe a group in wvw, all i got was misses and blocks.
Hmm, that should be hell of a quality group, all i got was a bunch of bags under my feet
Initially I was pretty let down too. Then I started understanding the changes for staff, now it’s cool.
IMHO, I think the AoE nerf is not so much a nerf, but rather an optimization to allow for servers to handle large WvW loads. This “nerf” guarantees that only 5 are definitely calculated for that AoE, rather than 5+indeterminate number due to block/evade/etc.
It has almost absolutely no effect on spvp though.
This class really is a whipping board for every other class. I took a break from ele for a few months to play my original main, a Mesmer. I figured I’d try out the new ele changes in sPvP last night..OMG…I seriously was ready to punch my monitor.
I had to pull every trick out of my a— just to not insta die..meanwhile, I wasn’t doing any damage that would put a dent in any of the regen builds that everyone is running. I might add that I was running a soldier rune in sPvP and people were still able to tear me apart. If I killed someone with staff it’s because they kitten kitten ed and marinated in the OBVIOUS pbaoe on the ground, or if I was running dagger dagger…hmm come to think of it I don’t think I killed anyone with dagger dagger.
I don’t understand why guardians, rangers, necros, engineers, mesmers, and warriors have so much survivability while still able to keep pressure on their opponents, but nope not eles…that would just be IMBALANCED!!