(edited by VendettaDFA.9368)
Elementalist - Water attunement + staff issue
You’re level 10. You need certain trait points for other attunements to be effective. I use 30 traits in water, and the healing I do is more than fine. It’s godlike. I can max heal an entire team easily every 10-20 seconds. Wait until you get more trait points and then come back to this post.
@ Charming Rogue.8071 Regardless of trait point the ratios are screwed period. Kindly don’t patronize me. I have played since headstart and dabbled in all professions. This is the only issue i posted on concerning a skill on a weapon. I have a warrior and all skills regardless of level work just fine w/o trait enhancements. This is a bug report not your opportunity to make a know-it-all comment. Plus you completely missed the point … the DAMAGE is too low and the heal is higher than skill 3 …let that sink in first. I could care less about the heal part.
(edited by VendettaDFA.9368)
Lower damage on water is not a bug, particularly before trait spending. Even the tooltips in game for each attunement says that fire and air are damage attunements, water is a support and healing attunement, and earth is a DoT and defensive attunement. Fire and air are by design supposed to do more damage before trait spending. Honest, mouse over them in game and read the tooltips.
I understand that which is why even the damage I did request is the lowest of the 4 attunements, BUT the heal on the auto-attack should NOT be greater than the heal on the geyser which is heal only …no damage. 20 dmg plus 45 heal vs 53 heal is better…. 24 dmg plus 20 heal vs 53 heal is better 24 dmg and no heal vs 53 heal for geyser is proper but 16 dmg plus 55 heal in auto-attack vs 53 for 2 secs then a cooldown = stupidity if anyone expects me to use a staff on my elementalist. Guess what …. the scepter isn’t that screwed and neither is dagger. Its a pure miscalculation … a BUG.
I just hit 11 and I am not going to waste the trait book I bought. Until this issue is fixed and the staff becomes as viable and logical as the other weapon sets, this character is deleted. This is now the ONLY profession I consider unplayable due to design and not to my lack of ability. I have a mesmer, engineer,necromancer,ranger and my lvl 62 warrior where every weapon in the skillset works just fine, at any level. I wont play a broken profession.
The benefit of healing geyser is using a blast combo finisher on it. That’s something you can’t accomplish with water 1.
Geyser has been practically worthless since beta. It’s so short that by the time other players notice that it’s there and start moving towards it (or stop moving, if you tried to cast it directly under them), it’s gone. The heal is also very poor.
Like Sojou said, it’s only (vaguely) useful if you manage to cast a blast finisher on it, which is just too much work (and too narrow a timing / spatial window) for too little reward.
It should either last longer, have better healing, or have some other useful effect (ex., knock back enemies radially, which would make water attunement feel a bit more dynamic).
Geyser has been practically worthless since beta. It’s so short that by the time other players notice that it’s there and start moving towards it (or stop moving, if you tried to cast it directly under them), it’s gone. The heal is also very poor.
Like Sojou said, it’s only (vaguely) useful if you manage to cast a blast finisher on it, which is just too much work (and too narrow a timing / spatial window) for too little reward.
It should either last longer, have better healing, or have some other useful effect (ex., knock back enemies radially, which would make water attunement feel a bit more dynamic).
With zero healing it (blast comboing) can fill over 50% of most player’s hit points, and it’s insanely easy for an ele to blast finish it himself. Drop eruption, swap to water and drop geyser – when eruption pops, you have combo’d.