falling trait should be in the arcane line???
Did you ever entered WvW in your life?
Did you ever used another class other than Elementalist?
So, what would you like to take away from Arcana to put this trait? Since Icy Mist was useless.
Ever tried following a WvWvW zerg? A fall damage trait is amazingly useful, as it lets me do just that without dying every time the zerg decides to make a jump that I can’t survive due to lack of fall damage reduction.
That new falling trait should be in the arcane line???
it’s not relevant to the water line at all….
anyway, when that fall gonna happen in combat?
You must not WvW….
Have you ever seen a group of warriors jump down from a tower into a zerg, followed by a portal bomb………its sickening……..
sorry. I am not writing it clear that I mean in normal PVE situation.
I know that what happens in WvW.
So it useless in normal PVE, eh?
Again, no. Still lot’s of high places in regular PvE just waiting to kill you for a wrong dodge or something like that. If it is usefull in a combat situation, that’s a hole another story, but I could see someone trying something crazy with that fall area field….
Ah, pve. Alright, I’ll correct myself then.
Have you ever been exploring and fallen off a cliff, only to see some warrior or rogue make the SAME JUMP and survive? I have. And it’s humiliating being the only class that can’t survive that jump. And it saves travel time besides, making world completion that much quicker and easier.
Useless? No. There are certain jumping puzzles where the 50% falling damage reduction makes the difference between downed and dead (thats a difference between selfrezzing 5 seconds or spending a minute to wayport and run back)
Would it fit better in the Arcane tree? Yes, but I’m glad that 2 underpowered/niche traits in water line have been merged and that free trait is used for a fall damage reduction trait.
Until that, I’ll play GW2.
In sPvP it’s great for the Temple of Storms map ^^, ‘position yourself on top of the door near the temple cap point – wait for zerg to come – attune to earth – jump and use earthquake after falling…double earthquake=immense pain’
no way; there are no arcane traits I can spare. They’re all too good
I would of course rather have it be a 10 point earth/fire/air trait since those lines are lacking in good traits, but I’ll take what I can get
It should be an air trait , actually…
and it can be earth trait, too
it should be built into a signet. (for all professions)
fall damage modifiers just seem like a giant “yawn” to me.
I don’t know who else feels this way but elementalist traits can’t make their mind. Most people get the feeling arcane trait line is all about attunement switching and getting a different spell out of a skill depending on the attunement we are on, while the other trait lines are about specializing in a specific element, making you being the most effective the longer you stay on it.
As it works now though, we have glyphs (which are our goto attunement based spell) not event touched by the arcana trait line (and now this falling damage one) or we have the master minor traits the reward us for switching INTO the attunement we specialize, but then it forces me to leave it so i can actually benefit from it. I’m constantly getting confusing signals from traits that want me to stay in one attunement but then they don’t.
I feel all this traits are too spread out, there’s no consistency. It would be better if they make all the first 10 point element specific minor and adept traits attunement dancing friendly, then make the 20 minor and master traits more inline with their over all theme (but still attunement dancing friendly) and finally the 30 traits should reward you handsomely for staying in one element. To be honest even then i wouldn’t take the 30 point traits but arcana because with 15 sec attunement swap and elementalist clearly being balanced around swapping it would still be mediocre.
I don’t know who else feels this way but elementalist traits can’t make their mind. Most people get the feeling arcane trait line is all about attunement switching and getting a different spell out of a skill depending on the attunement we are on, while the other trait lines are about specializing in a specific element, making you being the most effective the longer you stay on it.
As it works now though, we have glyphs (which are our goto attunement based spell) not event touched by the arcana trait line (and now this falling damage one) or we have the master minor traits the reward us for switching INTO the attunement we specialize, but then it forces me to leave it so i can actually benefit from it. I’m constantly getting confusing signals from traits that want me to stay in one attunement but then they don’t.
I feel all this traits are too spread out, there’s no consistency. It would be better if they make all the first 10 point element specific minor and adept traits attunement dancing friendly, then make the 20 minor and master traits more inline with their over all theme (but still attunement dancing friendly) and finally the 30 traits should reward you handsomely for staying in one element. To be honest even then i wouldn’t take the 30 point traits but arcana because with 15 sec attunement swap and elementalist clearly being balanced around swapping it would still be mediocre.
Not to be rude, but if you’re not swapping attunements regularly, you’re hobbling yourself. There isn’t (and shouldn’t be) a build you could make where you would be “most effective” by never swapping attunements. The autoattack skills are almost always worse than some other attunement’s 2-5 skills at doing whatever you’re trying to do, so when that’s the only thing not on cooldown, it’s time to swap attunements.
Not swapping attunements on a regular basis is along the same lines as a warrior not using their adrenaline skill or a necromancer not using death shroud. It’s there, it makes you more effective, use it. Please.
Every time an elementalist sits in one attunement through an entire dungeon/night of WvW/sPvP match, Rytlock Brimstone kills a quaggan. Think of the quaggans!
I don’t know who else feels this way but elementalist traits can’t make their mind. Most people get the feeling arcane trait line is all about attunement switching and getting a different spell out of a skill depending on the attunement we are on, while the other trait lines are about specializing in a specific element, making you being the most effective the longer you stay on it.
As it works now though, we have glyphs (which are our goto attunement based spell) not event touched by the arcana trait line (and now this falling damage one) or we have the master minor traits the reward us for switching INTO the attunement we specialize, but then it forces me to leave it so i can actually benefit from it. I’m constantly getting confusing signals from traits that want me to stay in one attunement but then they don’t.
I feel all this traits are too spread out, there’s no consistency. It would be better if they make all the first 10 point element specific minor and adept traits attunement dancing friendly, then make the 20 minor and master traits more inline with their over all theme (but still attunement dancing friendly) and finally the 30 traits should reward you handsomely for staying in one element. To be honest even then i wouldn’t take the 30 point traits but arcana because with 15 sec attunement swap and elementalist clearly being balanced around swapping it would still be mediocre.
Not to be rude, but if you’re not swapping attunements regularly, you’re hobbling yourself. There isn’t (and shouldn’t be) a build you could make where you would be “most effective” by never swapping attunements. The autoattack skills are almost always worse than some other attunement’s 2-5 skills at doing whatever you’re trying to do, so when that’s the only thing not on cooldown, it’s time to swap attunements.
Not swapping attunements on a regular basis is along the same lines as a warrior not using their adrenaline skill or a necromancer not using death shroud. It’s there, it makes you more effective, use it. Please.
Every time an elementalist sits in one attunement through an entire dungeon/night of WvW/sPvP match, Rytlock Brimstone kills a quaggan. Think of the quaggans!
I’m switching attunement constantly, it would be silly not to. My problem is the lack of definition with trait lines in general. Traits that only work while attuned to a specific element send the wrong signal.
TL;DR: If we’re supposed to switch attunements constantly, then reduce attunement cooldowns and remove traits that only work in a specific element. The whole trait system sends mixed signals.
I agree there’s a mixed signal there. I’ve avoided taking “in element x” traits precisely because I don’t want something that’s only effective 1/4 of the time. Mind you, it could still be great; I just haven’t tried it out.
But from a thematic perspective, I’d really like to see “single element” builds. Not because I don’t like attunement swapping (I love it), but from a purely thematic perspective. I love the maelstrom of elemental chaos theme. But there exist single-element themes in various fictions, and it would be nifty to be able to explore such themes here.
EDIT: Oh yeah, there was a topic. Put me among those for whom falling damage reduction feels most right for the air line… though I can see how any of the elements could accomplish that.
Air: Use air currents to slow fall.
Earth: Give the earth some “give” at the last second; earth “pillow”.
Water: Not sure. Perhaps the body itself could be made amorphous/fluid?
Fire: No idea. Heat based updraft?
(edited by Tarvok.4206)