Showing Posts For Alekt.5803:

Phantaram's Power Weaver is pretty good

in Elementalist

Posted by: Alekt.5803

Alekt.5803

I must add that Tempest Defense does not increase damage dealt against CCed target. The damage modifier only applies to Stun, Knockdown, and Daze (not specified in the tooltip).

Additionnally, Lightning Rod + Tempest Defense synergy had been fixed a while ago. But, it used not to deal the extra damage because the Rod procced before the crowd control. Now, the issue is generally fixed, with the exception of the daze caused by leap attacks on lightning fields. The daze will proc lightning rod, but will not increase its damage.

A warm welcome to Phantaram to the Lightning Rod club. xD

P.S. The conjured weapon overhaul is actually a nerf to Conjure Earth Shield.

Edit: The Weaver multiswap synergy with the air strike on swap seems pretty good.

Weaver also synergizes really well with One with Air. Basically anything that was good with Fresh air is also good with weaver in the air trait line and it really makes Fresh Air seem like it hardly even helps. Other air traits are just strait up better, maybe even with scepter. I’m quite tempted to try basically this exact build but with scepter. I just feel like while I’m in anything but air with scepter I’m gonna be itching to get back in air so bad especially with how atrocious earth and water auto attacks are.

So I guess the only time my tempest defense damage modifier will help is against someone I have hit with Gale? Cause even the new Gale Strike is a Float so I guess I don’t get that damage modifier either. Taking Aeromancer’s training may be better. Reducing the CD on #2 air would be very helpful as well as Gale of course.

It will increase the damage when the target is stunned, so the shock aura will work. The Tempest Defense was mostly laughable when considering the high-damage warhorn CC skills that never could be increased because pulls, launch. To be honest, I don’t think the devs are aware that the synergy is not working.

But for a Lightning Rod, the shocking aura portion of Tempest Defense is very effective against thieves for instance.

Edit: I’ve read above, and it’s possible that most of your CCs come from Stun, Daze and Knockdown, making Tempest Defense a no-brainer. For staff, it is full of those CC that will not apply (Earth 4, Air 3. so 2 out of the 3 CC don’t apply). For Warhorn, none apply. Earth shield, the pull does not apply. Focus all apply. I haven’t checked for the sword.

Alerie Despins

(edited by Alekt.5803)

Phantaram's Power Weaver is pretty good

in Elementalist

Posted by: Alekt.5803

Alekt.5803

I must add that Tempest Defense does not increase damage dealt against CCed target. The damage modifier only applies to Stun, Knockdown, and Daze (not specified in the tooltip).

Additionnally, Lightning Rod + Tempest Defense synergy had been fixed a while ago. But, it used not to deal the extra damage because the Rod procced before the crowd control. Now, the issue is generally fixed, with the exception of the daze caused by leap attacks on lightning fields. The daze will proc lightning rod, but will not increase its damage.

A warm welcome to Phantaram to the Lightning Rod club. xD

P.S. The conjured weapon overhaul is actually a nerf to Conjure Earth Shield.

Edit: The Weaver multiswap synergy with the air strike on swap seems pretty good.

Alerie Despins

(edited by Alekt.5803)

Wow that conjure change...

in Elementalist

Posted by: Alekt.5803

Alekt.5803

The 30 seconds cooldown is very welcome. Overall, those conjure buff are excellent.

I just wonder about why Earth Shield was ignored.

Shield number 4 pulled target could have been raised to 5.
Shield number 2 could have given retaliation. Damage raised too.
Earth Shield Vitality should have been changed since vitality is an hindrance. https://www.reddit.com/r/Guildwars2/comments/46bh4s/conjure_earth_shields_180_vitality_is_not_helping/
Conjures with 3/4 second cast could have been improved to 1/2 cast time.
Greatsword cooldown could have been looked into or have been untied to the 30 second changes.

EDIT: Nevermind. The cooldown remained 60 seconds and the duration of the one on the ground is 30 seconds. It’s an atrocious change.

Alerie Despins

(edited by Alekt.5803)

Some revenant duels

in Elementalist

Posted by: Alekt.5803

Alekt.5803

I’d go Earth Shield instead of Vapor form for that staff build. : D

But, Staff Elementalist probably have some nice tools against the nerfed version of Revenant. But, in season 2 or 1. They only needed to go in Assassin Stance, haste, and drop you with auto attacks. Nothing fancy was actually needed.

Or then, they’d go with the Dwarf + Stability on roll traits, and entirely counter my Lightning Rod build. But hey, I am not even playing this game. Just roaming the forum in rare occasions.

Alerie Despins

Daze grants 20% tempest defense modifier

in Elementalist

Posted by: Alekt.5803

Alekt.5803

Yes. Only Knockdown, Stun and Daze will apply the 20% damage bonus modifier.

I’ve pointed out this fact repetitively quite a few times in a long, long past. A fix to Lightning Rod back during the patch that gave Ferocity to Fresh Air had brought the Lightning Rod strike after the disabling effect to have synergy with this 20% mod.

Little did I expect to notice only about 40-50% of the elementalist disables work with that damage modifier. I am pretty sure even the devs aren’t aware of this.

Currently, those nice damage ratios on Warhorn crowd controls (big damage CC) are completely incompatible with Tempest Defense due to being other stuff than Daze, Knockdown or Stun.

Alerie Despins

Classic D/D Build[PvP]

in Elementalist

Posted by: Alekt.5803

Alekt.5803

Yes for me leaving out magnetic wave is a big drawback. Its the main skill to either save from a condi bomb or to suddenly reflect a rapid shot or other important bow shot.
And the unblckable knockdown in air is a guardian breaker … I even somtimes miss the interrupt from comet …. I learnd to like it as a backup if i see a rezz attempt.
And obsidian flesh is such a good savestomper or focus emergency ….

I’ve always told that Focus is the reason why Elementalist can’t get nice things. It’s always too good and made Elementalist “viable” for too long. Hell, it even nerfed all other builds to the ground.

Alerie Despins

[Guide] Staff Elementalist sPvP Guide

in Elementalist

Posted by: Alekt.5803

Alekt.5803

Hey. I see you’ve been using Conjure Earth Shield. Good. I don’t agree with Lightning Hammer being any good, though.

But, you talk about Flame Axe’s Ring of Fire. Has this one been fixed to be the current version of RoF of the dagger? Or is it still the old 1 burn version?

One big issue with Guild Wars 2 and the “community” is the massive disparity in gameplay. I’ve been looking at some of the video and I must say this. Your opponents are not impressive. It seems to me that you are in a completely different universe where it is okay to use bad utilities like Arcane Brillance (when the buffed Glyph of Elemental Harmony should be used, or Wash the Pain Away). And most over, how a berserker amulet is used with so little consequences.

I might log on and see the recent buffes to the class in action.

One question. I don’t see you using Tempest in your videos. Why? It seems to be like it would completely complement your liking of Earth Shield? Earth Shield 3 (Lightning Rod) → Earth Overload → Swap to Air (Lightning bolt). Or simply Earth Shield 4 back into the AoEs?

Alerie Despins

[BUG]Tempest Defense/Gale song malfunction

in Elementalist

Posted by: Alekt.5803

Alekt.5803

Working as intended. As far as I know, and I’ve reported many bugs.

Alerie Despins

Conditions PVP burns ele.

in Elementalist

Posted by: Alekt.5803

Alekt.5803

First, I am guessing that this is a sPvP build?

Good step in that condition build is the Glyph of Elemental Power. But, it’s the choice of GM and heal that worries me. I would go for Evasive Arcana and Glyph of Elemental Harmony instead. I’d consider Elemental Contingency + Renewing Stamina + Latent Stamina combo too for active damage mitigation.

But, that’s only my way of doing things since I value Air (L-Rod) above Fire for a condition build.

Alerie Despins

Elementalist needs a dedicated developer

in Elementalist

Posted by: Alekt.5803

Alekt.5803

Some of the changes they did were in the right direction. Some changes are nearly undocumented too. The issue were that they gave very strong nerfs, and half-measure compensation buffs.

Glyph of Elemental Harmony has been buffed. A very good buff. But, half-measure incoming… They nerfed Inscription! The Regeneration it gave is no longer a double proc, it’s a single, combined regeneration of 20 seconds instead of 2x 10 seconds. So, the very, very old trick of applying 2 regen with the skill for 2 condition clear with Cleansing Water is gone.

Another example of bad compensation buff. With Elemental Bastion butchered for non healing power elementalist (read Non-Meta Elementalists). Imbued Melody comes has a possible replacement. That’s why the active portion works with other weapons. But, not the 20% boon duration that could give a reasonable protection uptime for a non-meta elementalist.

To say the truth, I think the Devs or whoever was in charge of the balance were worried that with a real compensation buff, some of us could squeeze a build that could be viable. Let’s be real; when Elemental Bastion base heal is nerfed, it’s a whole and complete blanket nerf for the class, and I am ready to say that it was actually the Non-Meta DPS Tempest that got the largest hit this patch.

Alerie Despins

[NA] - 1v1 Non-Hot Tournament

in PvP

Posted by: Alekt.5803

Alekt.5803

Is Earth Shield banned on Elementalist?

“As the tourney go on if the moderators perceive some thing as AIDS it will be ban on the spot.”

I am worried, I had this uber secret Ebolamentalist build ready. Kappa

Alerie Despins

How to Make Ele Viable in PvP Again

in Elementalist

Posted by: Alekt.5803

Alekt.5803

A lot of your changes are pure power contribution increases, or faster cast time.

You should consider an increased velocity on auto-attacks of staff for instance.

Your Healing Rain and Frozen ground changes are on point, though.

Lightning Surge cast time is good, I’d love to see a cooldown reduction on the skill to fit for a Fresh Air Staff build.

Gust needs a width and velocity increase, which you stated.

Windborne Speed is a good ability already. Would the super speed remove the movement condition clear on it? Because I would like to see it remove slow as an additionnal functionality.

Shockwave: Shockwave is probably my favorite ability. Though, it needs a velocity increase, and could have a more generous power ratio and base. Like you stated on most of the other skills, a pure 50% power increase would actually be welcome on this case, along with a large cooldown reduction.

For the Conjure Earth Shield
You are being too generous with the power ratios. Magnetic Surge could get more power, indeed. But I’d prefer to see the Vitality removed on the Weapon and changed for Concentration instead.

If you have Concentration instead of Vitality, you will avoid the healing reduction effect. Concentration will then be good for the Pull mechanic of the skill that gives protection. Then, for the Fortify, you make it Convert the Condition instead of removing it. Additionnally, you add a Retaliation Boon to Stone Sheath upon activation (Retaliation will damage upon the block).

About the Earth Shield, some want it to be instant cast with a breakstun. (They also want conjure to be a 30 seconds cooldown).

Alerie Despins

Ele DPS trait: Unknown, Outdated. Why bother?

in Elementalist

Posted by: Alekt.5803

Alekt.5803

I’ve given up on anet tbh. All the suggestions I make on the forums to improve certain traitlines/utilities and all they listen to is reducing the cd of arcane shield (not even the trait either). Scepter dps builds are so close if they would just stop trying to play it safe and go the extra mile for once.

Tempest defense does look more appealing after the cd nerfs though.

Not reducing the Arcane Shield on the trait is another example of half-measure compensation buffs. Just look at Imbued Melody’s active component working on other weapons, but not the 20% boon duration.

Alerie Despins

Ele DPS trait: Unknown, Outdated. Why bother?

in Elementalist

Posted by: Alekt.5803

Alekt.5803

If they want a point to start to help out the “more damage oriented” elementalist. An idea to start with.

Did you know that Tempest Defense grants a 20% damage increased on Stunned and Knockdowned and Dazed foes? The only issue is that those does not include Knockback, Launch, Pull, Float, Taunt, Fear, Sink.

I believe it’s a big issue and giving that damage increase would truly benefit the class. Knockdown, Stuns and Daze do not represent the large variety of crowd-control the class has.

Lets see the sort of CC per weapons.

Warhorn
Tidal Surge: A high damaging Knockback. It will not benefit from Tempest Defense damage increase, nor will do for Lightning Rod following.

Cyclone: A high damaging Pull. It will not benefit from Tempest Defense damage increase, nor will do for Lightning Rod following.

Staff
Gust: A knockback. It will not benefit from Tempest Defense damage increase, nor will do for Lightning Rod following.

Unsteady Ground: A knockback. It will not benefit from Tempest Defense damage increase, nor will do for Lightning Rod following.

Static Field: A stun. Tempest Defense works.

Scepter
No Crowd Control.

Focus
Comet: A Daze. Tempest Defense works.

Gale: A Knockdown. Tempest Defense works.

Dagger
Shocking Aura: A stun. Tempest Defense works.

Updraft: A lauch. It will not benefit from Tempest Defense damage increase, nor will do for Lightning Rod following.

Earthquake: A Knockdown. Tempest Defense works.

Conjured Weapons

Magnetic Surge: A Daze. Tempest Defense works.

Magnetic Shield: A Pull. It will not benefit from Tempest Defense damage increase, nor will do for Lightning Rod following.

Deep Freeze: Counts as a Stun. Tempest Defense works.

Wind Blast: A launch. It will not benefit from Tempest Defense damage increase, nor will do for Lightning Rod following.

Static Field: A Stun. Tempest Defense works.

Results

Out of 15 Crowd Controlling abilities, only 8 out of them will work with Tempest Defense. Warhorn and Staff get the shortest part of the stick. 33% of the staff skills work with Tempest Defense. As for warhorn, 0% of the skills work with Tempest Defense, and those skill deal the most damage. It is as if the Devs expected Tempest Defense to increase those high damage without noticing that Tempest Defense does not benefit them.

Alerie Despins

Now would be a good time

in Elementalist

Posted by: Alekt.5803

Alekt.5803

CONJURE WEAPONS: Now replace the respective Attunement for their duration; charges are eliminated. When activated, the Conjure utility skill becomes a “drop Conjure weapon” skill that restores the respective Attunement; when dropped, the Conjure goes on a 30-second recharge. Conjure weapons that are created for allies function as they currently do, but charges are eliminated.


Hell no. I accuse anyone wishing to cause Conjures to replace respective attunement of having not played with a Conjured Weapon on their build before. Conjures are currently best to fill up the delay of an Overload. For instance, preparing a water overload preemtively before a condition bomb. When the conjured weapon fits better your rotation than a water attunement or earth attunement…

Current conjures as they are have more depths.

Fair enough. Outside of trying to play Lightning Rod builds with Earth Shield and Frost Bow skill 5, I haven’t really messed around with Conjures much because I find them too clunky. But my suggestion wouldn’t really play much differently than how Conjures currently work, since I also suggest adding a drop Conjure button that the utility skill becomes (which would restore the corresponding Attunement, much like an Engineer kit restores the weapon skills.) This just gives flexibility to those who wish to maintain their Conjure weapons as well as their other Attunements.

I’m also not suggesting replacing the Overloads, just the corresponding Attunement’s weapon skills—which Conjures do right now anyway, but to all Attunement weapon skills.

Unless I’m misunderstanding you.

A bit of misunderstanding. I get that overloads would still work. But, with your suggestion, you cannot wield a Earth Shield while attuned to water. That’s how conjure tempest builds work. They wait out the next stun or predict the next move by readying an overload.

Example of combos.

-Magnetic Shield (Pulls 3 targets) -> Overload Fire

-Earth Shield standard fighting -> Overload Water to clear conditions. And cover that healing with 180 extra toughness (Though the vitality will reduce the total healing by 10%)

-Safer Overloads or Stronger Overloads by wielding a Power or Toughness Conjured Weapon.

-Air Overload -> Earth Shield daze for Tempest Defense’s 20% damage increase.

-Any damaging overload -> Magnetic Shield Pull to pull back in enemies into overload without having to do the Earth Shield Cast. (But do not expect Tempest Defense 20% damage increase. It does not work on Knockbacks, Pulls, Sink, Floats, Fears, launch, taunt.)

Alerie Despins

GZ on buffing Dragon Hunters

in PvP

Posted by: Alekt.5803

Alekt.5803

People claiming DH are only about defeating low to average MMR player. We’ll see.

My money is that those guys are wrong.

Alerie Despins

Help explaining the Nerfs

in Elementalist

Posted by: Alekt.5803

Alekt.5803

Ele needs two things in PvP, and increased damage on spells is not one of them. The most important change that ele needs is the addition of a huge amount of active mitigation. Ele also needs smaller delay on their skills on scepter and staff, so they can land once in a while.

Hence the immediate first tick on Lava Font.

Alerie Despins

Conjures idea

in Elementalist

Posted by: Alekt.5803

Alekt.5803

No thank you. Not fun and OP.

Alerie Despins

Now would be a good time

in Elementalist

Posted by: Alekt.5803

Alekt.5803

CONJURE WEAPONS: Now replace the respective Attunement for their duration; charges are eliminated. When activated, the Conjure utility skill becomes a “drop Conjure weapon” skill that restores the respective Attunement; when dropped, the Conjure goes on a 30-second recharge. Conjure weapons that are created for allies function as they currently do, but charges are eliminated.


Hell no. I accuse anyone wishing to cause Conjures to replace respective attunement of having not played with a Conjured Weapon on their build before. Conjures are currently best to fill up the delay of an Overload. For instance, preparing a water overload preemtively before a condition bomb. When the conjured weapon fits better your rotation than a water attunement or earth attunement…

Current conjures as they are have more depths.

Alerie Despins

Now would be a good time

in Elementalist

Posted by: Alekt.5803

Alekt.5803

Earth and Air signet are good.

Restoration Signet needs a condition clear on the active.

Fire Aura on the signet of fire is a suggestion that had been brought up in the past. Fire aura if the active portion of the skill hits.

For Water, the suggestion is to make the passive also clean chilled every 10 seconds along with the random condition clear. Additionnally, you give the personnal frost aura in the activation if it hits.

Alerie Despins

[PVP] Tempest initial design is outdated

in PvP

Posted by: Alekt.5803

Alekt.5803

Tempest honestly can’t be salvaged for pvp, just wait until next XPac and see if ANet can come up with an original idea for the class rather than just giving “more of the same…but now with auras!!”

The very underlying concept of tempest requires it to be a brawler or bunker. Sitting in an attunement for 5s to charge an overload requires sustain while you whack away with some of the worst auto-attacks in the game. Surviving kitten channel where you can’t dodge or you lose all benefits of having sat in your attunement for 5s doing not much requires (and get ADDED punishments of longer CD’s) requires sustain. Sticking in melee range as dagger is the only way to deal sustained damage (esp. compared to scepter and staff) requires lots of sustain. Since they were too lazy to design a proper mainhand that meshed with the overload mechanic…the pigeon-holed the class even more into playing the healing/cleanse role that they already had since forever that d/d ele was viable.

And yea, don’t even get started on warhorn. It is a garbage weapon that only sees use in PvE because it can do slightly more damage on a lower CD than OH dagger against stupid AI. The skills aren’t good or interesting…they are clunky and about as good as ele warhorn skills sound.

They tried to bandaid it by making the damage pretty decent on overloads and jacking the healing way up so that tempest is arcana 2.0, but that causes problems in PvE where the risks are way lower and the enemies much dumber/more predictable. This is especially true b/c, for PvE, tempest ADDS overloads but takes nothing truly away. Adding damage to the top dps spec, even if just a little, just makes PvE even harder to balance.

In the end, the problem comes down to the fact that tempest just isn’t new. Its just “more of that stuff eles already did, just slightly better.” Now that they nerfed it down finally and removed amulets, its just “more of that stuff eles already did, just differently!”

I don’t agree. Tempest is perfectly workable. Only issue is the lack of Grandmasters (2 missing). And some traits that should be combined, and from the ones combined, add some.

As for “sitting” in an attunement, it’s known that using a conjured weapon is a good way to make it feel like less of a “sitting”.

Alerie Despins

[PVP] Tempest initial design is outdated

in PvP

Posted by: Alekt.5803

Alekt.5803

I agree that the idea of Tempest being a support class (weighted toward bunkering because Invigorating Torrents and Elemental Bastion are pretty much the best options to take) runs counter to the devs’ goal of speeding up the game/reducing TTK.

I wish they would buff the offensive capabilities of the spec then, to incentivize using the offensive Overloads more. Undo the 10% Overload Air nerf (at least in PvP), and:

—Increase Overload Fire’s radius a bit.

—SPEED UP WARHORN SKILLS! Particularly Wildfire, Tidal Surge, Cyclone and Dust Storm. This promotes synergy with Lightning Rod and Tempestuous Aria: damage and team support through CC and Weakness.

—Make Harmonious Conduit give 2 stacks of Stability instead of 1 stack. CC spam is crazy currently, making it downright impossible to Overload safely at times.

—Add the following functionality to Lucid Singularity: Gain 10% damage for a short time after you break a stun (has an internal cool down.) OR Add the following functionality to Lucid Singularity: Reduces Overload recharge time by 5 seconds. This synergizes with Overloads.

—Normalize Hardy Conduit’s Protection to 4 seconds, which is how long each Overload takes to cast.

Thoughts?

I like the damage increase after breaking from a stun.

I’d like the 15 seconds recharge on overload baseline.

Poor Warhorn; I had totally forgotten about it.

About fire overload, I had a suggestion about having the radius increased to 300 upon completion. It also gave a 100 power/ 100 condition damage buff for the party. What did you think about it?

Alerie Despins

Removing Amulets will NOT Solve the Problem [Merged]

in PvP

Posted by: Alekt.5803

Alekt.5803

Do not add Cleric back to the game.

From an elementalist main.

Alerie Despins

GZ on buffing Dragon Hunters

in PvP

Posted by: Alekt.5803

Alekt.5803

Am I seeing the same thing as everyone? Every game I go are filled of guardians and the most guardians in a team, the more chance of winning they have.

Alerie Despins

Arcane Tempest Build & Guide PvP/WvW

in Elementalist

Posted by: Alekt.5803

Alekt.5803

Ele=High burst, Insane AOE, very squishy, Good utilities/Weapons to stay alive

Good ultilities and Weapons skill?

You have been playing Focus for too long. Magnetic Wave, the most loaded skill in the game, or it used to be. Do that same build on staff; you’ll notice how Ele is not this High burst class with Weapons to stay alive. Casting 45 seconds cooldown Healing Rain for 1.5 seconds is painful.

Every class in this game has strong weapon sets and weak weapon sets…Ele staff is not super strong but at the same time it is one of the weapons in the game that supports the team very well…45sec cooldown in my opinion isnt that bad of a cool-down considering it covers double the size of most AOE effects of any class and supports many allies.

Also why would you use this same build with Staff?….Staff is more gameplay/zerg….This game isnt all about PvP…It is also about PvE/WvW and staff is VERY useful in those scenarios…

Your build is not functional because it sports no condition clear. If by any chances you succeed with the build, it’s because you wield a focus with that scepter. It’s the constant same issue that is put at light here. A focus build can band-aid the class issues due to Magnetic Wave (Our best condition clear) and Obsidian Flesh. The “success” of this build does not mean elementalist are going to shine anywhere this season. The fact is that Tempest support style or offensive style have been nerfed at every angles.

You can’t dodge everything; you can’t blind everything; you can’t outpressure everything. Even a Staff Conjure Tempest build shows more promise, and this non-meta build has been nerfed to the ground.

Alerie Despins

Arcane Tempest Build & Guide PvP/WvW

in Elementalist

Posted by: Alekt.5803

Alekt.5803

Ele=High burst, Insane AOE, very squishy, Good utilities/Weapons to stay alive

Good ultilities and Weapons skill?

You have been playing Focus for too long. Magnetic Wave, the most loaded skill in the game, or it used to be. Do that same build on staff; you’ll notice how Ele is not this High burst class with Weapons to stay alive. Casting 45 seconds cooldown Healing Rain for 1.5 seconds is painful.

Alerie Despins

Arcane Tempest Build & Guide PvP/WvW

in Elementalist

Posted by: Alekt.5803

Alekt.5803

I listened to what you have to say in your video. But it’s an overstatement to say that the dramatic nerfs were build openers for elementalist. Any attempts at a balanced build for the Tempest has been nerfed, and a lot of the DPS builds that were hoping to justify their place through base healing on Wash The Pain Away or Elemental Bastion.

All I see is dps pressure to guarantee a win in 1v1. But you do not have condition clear. That’s the sort of build any common and old fashioned teamwork beats.

Bik, you come here dusting off your elementalist for PvP and think you have done the discovery of the century. You think you have solved all our issues. You have no condition clear. Embrace reality; Arcane Brillance is garbage, and get Glyph of Elemental Harmony instead.

Alerie Despins

(edited by Alekt.5803)

[PVP] Tempest initial design is outdated

in PvP

Posted by: Alekt.5803

Alekt.5803

I think for the GMs for every line they must give an option like Fresh Air, if you take that trait, it will reset the CD of the Overload for that line, this way Tempest might have attunement dancing of Ele instead being locked out of that attunement for 20s. Earth resets lets if you get a hit more then %50 HP lets say, Fire if you can stack more 15 stack of might, Water If you used you healing skill in the last 3s and lost %50 your HP again (I am open for better ideas for this one…..)

This is the reason currently I only Overload out of Air only to stun break, against competent people you have 0 chance to complete an Overload anyway.

I don’t know. You’d combine Fresh Air with some Fire “Fresh Air” to constantly reset the attunements, for a nearly infinite damage. Would we really want that? Electric Discharge → Sunspot Crit) → Electric Discharge Crit → Sunspot…

Fresh Air is a play style not everyone wishes to play.

Alerie Despins

Magnet pull doesn't work

in PvP

Posted by: Alekt.5803

Alekt.5803

Damage: 133 (0.5)?
Combo Finisher: Physical Projectile
Range: 1,200
Int: 3 Activation: ½ Recharge:20

——————————————————————————————————————————————————-

Damage: 220 (0.6)?
Justice (6s): Periodically applies burning as long as you are within range of the caster.
Burning (passive effect) (2s): 262 Damage
(active effect) (2s): 262 Damage
Crippled (1½s): -50% Movement Speed
Numbers of Attack to Trigger: 5 (auto trigger @ 5)
Interval: 1s
Pierces
Unblockable
1,200
Activation: ¼ Recharge: 20

——————————————————————————————————————————————————-

Range: 1,200
Unblockable
Activation:1¼ Recharge: 25

——————————————————————————————————————————————————-

two used apull for four year’s, the other since Hot released. Can you line up who is who?

Damage: 142 (0.4)?
Protection (2s): -33% Incoming Damage
Pull: 400
Number of Targets: 3
Radius: 600
Unblockable

Adding one to the list!

Alerie Despins

Looking to watch some PvP videos?

in Looking for...

Posted by: Alekt.5803

Alekt.5803

Lol Kratos

Watch an autististic Tempest build! Winning a against a thief while at 1k hp!!!

https://www.twitch.tv/aleriedespins/v/37680678

Alerie Despins

Give us kick option.. and some more balance

in PvP

Posted by: Alekt.5803

Alekt.5803

Would people kick others for not playing a meta build/class?

Alerie Despins

[PVP] Tempest initial design is outdated

in PvP

Posted by: Alekt.5803

Alekt.5803

Regarding the Tempest is PvP, the orientation for a DPS Tempest.

Hardy Conduit: Protection duration gained when Overloading is increased to 4, up from 3.

Tempestuous Aria: Old trait is now combined with Gale Song. Tempestuous Aria increases Weakness duration by 25%. Striking a foe affected by Weakness grants 1 stack of might for 10 seconds, 1 second internal cooldown. When above 10 stacks of might, gain 3 seconds of quickness on critical hit, 30 seconds ICD.

Grand Master

Imbued Melodies: The boon duration now applies to other weapons too.

Lucid Singularity: In addition to the current effect, Lucid Singularity charges you with an Echo after completing an overload, you are charged with an Echo dependant on the overload completed. The echo detonates three seconds after completing the overload.

Earth: Blast the ground around you with sharp splinters applying two stacks of Torment, Cripple and dealing 202 (0.5) damage. This is a blast finisher.

Water: A current of water forms at your feet. After a short delay, it explodes in a wave that knocks down foes in a small radius and applies vigor to allies struck in the wave. Allies struck are also healed for a small amount.

Air: You are charged with current and the closest three target are struck with thunder bolt within a 600 radius applying Blindness, Weakness and dealing 266 (0.66) damage. Gain Fury for each enemy struck.

Fire: You are engulfed with a cleansing fire. For the next three seconds, you clear 1 damaging condition every seconds. If no condition is cleared that way, you apply two seconds of buring around you in a 240 radius.

Overload

Overload: Reduce Overload Recharge time to 15 seconds, down from 20.

Overload Fire: Upon completion radius becomes 300 and energize allies in the area with fiery power, granting a buff improving their power and condition damage by 100 for 10 seconds. This buff is pulsing every seconds upon completion.

Alerie Despins

Changes to help DPS builds in PvP

in Elementalist

Posted by: Alekt.5803

Alekt.5803

Too much unblockable. Unblockable is not healthy.

As for Staff…

-Increase velocity of Fireball, Stoning, Water bolt, Chain Lighting

-Chaing Lightning: Third hit applies the regular damage instead of a 12% reduced damage

-First tick of Lava Font Instant.

-Reduce cooldown of Lightning Surge to 5 seconds, down from 10. Reduce cast time to 1 seconds or raise damage by 10%-20%.

-Reduce cooldown of shockwave to 20 seconds, down from 30 seconds. Increase the damage by 100%. To 408 (1.0) from 204 (0.5).

-Reduce cooldown of Healing Rain to 30 seconds from 45, reduce cast time to 3/4 seconds from 1 1/2 seconds. Add a 4th pulse.

-Increase base healing of Geyser by 20%.

Traits

Electric Discharge: Improve the range to 1200. The lighning now bounce to one additional target.

Lightning Rod: Now also improve the Electric Discharge trait. The Lightning Bolt when attuning to air is now a Lightning Rod. It also bounce to one additional target.

Tempest

Overload: Reduce Overload Recharge time to 15 seconds, down from 20.

Hardy Conduit: Protection duration gained when Overloading is increased to 4, up from 3.

Imbued Melodies: The boon duration now applies to other weapons too.

Tempestuous Aria: Old trait is now combined with Gale Song. Tempestuous Aria increases Weakness duration by 25%. Striking a foe affected by Weakness grants 1 stack of might for 10, 1 second internal cooldown. When above 10 stacks of might, gain 3 seconds of quickness on critical hit, 30 seconds ICD.

Lucid Singularity: In addition to the current effect, Lucid Singularity charges you with an Echo after completing an overload, you are charged with an Echo dependant on the overload completed. The echo detonates three seconds after completing the overload.

Earth: Blast the ground around you with sharp splinters applying 2 stacks of torment and dealing 202 (0.5) damage. This is a blast finisher.

Water: A current of water forms at your feet. After a short delay, it explodes in a wave that knocks down foes in a small radius and applies vigor to allies struck in the wave. Allies struck are also healed for a small amount.

Air: You are charged with current and the closest three target are struck with thunder bolt within a 600 radius applying Blindness, Weakness and dealing 266 (0.66) damage. Gain Fury for each enemy struck.

Fire: You are engulfed with a cleansing fire. For the next three seconds, you clear 1 damaging condition every seconds. If no condition is cleared that way, you apply two seconds of buring around you in a 240 radius.

Overload

Overload Fire: Upon completion radius becomes 300 and energize allies in the area with fiery power, granting a buff improving their power and condition damage by 100 for 10 seconds. This buff is pulsing every seconds upon completion.

Alerie Despins

(edited by Alekt.5803)

Looking to watch some PvP videos?

in Looking for...

Posted by: Alekt.5803

Alekt.5803

Depending on what you are hoping for with that PvP team, that clicking we see on the first video is worrying. Even more so, to hear that the footage and the point of view we see is from a lady. If it’s casual, it’s fine. But competitively, you need to see the players for what they bring gameplay wise. I have a strong feeling that you guys are going to be tolerant to a clicker in your team because she is a girl. I may be wrong.

This is interesting that your initial thought was that because she was a girl but we will be doing the ag on the tenth of August so I guess we both will see how we do as a team of you decide to watch us.

My initial thought is that you need to consider players for their abilities, and consider letting go of the bad elements of a team. You said we could do some criticism; take it or leave it. Because from what I am seeing, you will have difficulty to accumulate 150 score in a game of AG (unless the quality of players dropped since the last time I checked those).

Alerie Despins

[PVP] Tempest initial design is outdated

in PvP

Posted by: Alekt.5803

Alekt.5803

• Outrageous Cooldowns – The active defenses of Tempests have very huge cool downs. Cantrips, Conjures (Earth Shield), and Arcane Shield […]…

Props to you for including the Earth Shield as a natural utility for Tempest. The amount of comboes Earth Shield bring with Tempest is way too good to be ignored! The cooldown on that tool is outrageous indeed.

Alerie Despins

Looking to watch some PvP videos?

in Looking for...

Posted by: Alekt.5803

Alekt.5803

Depending on what you are hoping for with that PvP team, that clicking we see on the first video is worrying. Even more so, to hear that the footage and the point of view we see is from a lady. If it’s casual, it’s fine. But competitively, you need to see the players for what they bring gameplay wise. I have a strong feeling that you guys are going to be tolerant to a clicker in your team because she is a girl. I may be wrong.

Alerie Despins

[PVP] Tempest initial design is outdated

in PvP

Posted by: Alekt.5803

Alekt.5803

Tempest needs to support another style than auras._

Auras never made sense on the lowest hp armor class it’s just another bad class design mechanic from the get go.

It’s not the aura per se. Tempest gets a lot of benefits from receiving any aura. That’s what I mean about “supporting the aura style”. Getting an aura on Tempest usually mean the core of what you do (Heal, Vigor, Regen —> Condition clear, Protection —> Hardy Conduit). Tempest does not support any other trait synergies with the current Grand Master traits.

Trait wise, Latent Stamina or Unstable Conduit (Adept) naturally guides toward Invigorating Torrents (Master), and all of them back to Elemental Bastion (Grandmaster).

Gale Song (Adept) seems to guide to Tempestuous Aria (Master), but really seems to be two traits that should be combined as one. And then, those two does not synergize with any Grandmaster trait properly.

Then there is Harmonious Conduit that is seen as a good trait. Problem will be the condition clear, and the lack of vigor that will surely follow. Technically, it does not synergize with either of the three Adept Tier. (Not a Vigor applyer; Not a Shout Synergy; Not adding an extra effect to auras). Elemental Bastion is usually picked with that one due to the lack of reasonable options.

So, what I am seeing about Tempest? Someone indeed needs to get back into the design table. Too many traits need the player to use shouts in their utility bar. This is even more of an issue now since those utilities were massively nerfed because the auramancer used them too well; Wash the Pain Away is not to be used by the DPS Tempest due to the 33% nerf on the base value. Moreover, shouts seemed to be the direction guided for such a DPS Tempest. And finally, there is no proper grandmaster for a DPS Tempest trying to find survivability without auras.

Alerie Despins

[PVP] Tempest initial design is outdated

in PvP

Posted by: Alekt.5803

Alekt.5803

-Hardy Conduit. Raise the protection uptime to 4 (or 5) seconds, up from 3. (To match the actual overload duration)

-Reduce the recharge rate of overload to 15 seconds, down from 20.

-Imbued Melodies. Allows the boon duration to apply even without warhorn.

-Remove the magnetic aura portion of Shock and Aftershock. Make it grant 1 seconds of protection per enemy struck (skill has two potential hits) with up to 6 total seconds. Projectiles are destroyed during the skill animation. Tempest needs to support another style than auras.

Alerie Despins

New Ele builds to try in PvP

in Elementalist

Posted by: Alekt.5803

Alekt.5803

Marauder Staff (Or Paladin Scholar) is better on Tempest anyway. What do you even gain from going Fire?

Alerie Despins

Elemental Bastion Not healing Allies?

in Elementalist

Posted by: Alekt.5803

Alekt.5803

Should take a look at Glyph of Elemental Power. It seems to be usable individually on each attunement. Using it on Earth will apply the 45 cooldown to the earth version but not the Fire, Air and Water portion of the Glyph. And so on.

Also, the recharge time (cooldown) of the Earth version of Glyph of Elemental Power is not reduced by the inscription trait when it’s reduced for the other elements.

Alerie Despins

Undocumented new functionality or bug?

in Elementalist

Posted by: Alekt.5803

Alekt.5803

I tested and… The earth portion of the spell is not affected by the Inscription in any ways. Earth Cooldown stays at 45 sec (Instead of 36) and does not apply protection.

Alerie Despins

Undocumented new functionality or bug?

in Elementalist

Posted by: Alekt.5803

Alekt.5803

It’s an amazing bug. : P

Alerie Despins

staff thief invincible w/ nightmare rune nerf

in PvP

Posted by: Alekt.5803

Alekt.5803

Good riddance, need to get rid of all passives.

Cough, cough Dragonhunters… cough

Alerie Despins

Arcane Shield CD Reduction not on trait

in Elementalist

Posted by: Alekt.5803

Alekt.5803

It was surely overperforming. I also like how it was overperforming to grant 20% boon duration to other weapons than warhorn on Imbued Melodies.

/sarcasm off

Alerie Despins

Returning Player: Love Staff Tempest

in Elementalist

Posted by: Alekt.5803

Alekt.5803

And…. Rest in pieces. Your build you had could be irrelevant with the patch.

Alerie Despins

More ele nerfs( glad I quitted this class)

in Elementalist

Posted by: Alekt.5803

Alekt.5803

Tornado (with lightning rod) and Glyph of Elemental Harmony is the only things we got now.

With their changes, they managed to butchet all the Damage Tempest builds, along with the Cleric builds.

No Fresh Air Tempest (Geomancer’s training and Air Overload nerf)

No more Air Water Tempest damage/support through Wash the Pain Away base heal nerfs, Elemental Bastion base nerfs, Aquamancer cooldown nerfs (rest in pieces healing rain).

Only thing left is a former shell of a dps tempest build -without- party support through Bastion and Wash the Pain Away. (Replaced with Glyph of Elemental Harmony)

Air Overload nerfs without Earth or Fire Overload compensations in damage. That’s a call for me to not come back to the game.

Alerie Despins

How do you feel about damage/sustain of ele?

in Elementalist

Posted by: Alekt.5803

Alekt.5803

Take it as a challenge, next time you can say to your opponent – Geez you lost to an ele! Git Good!

I’m always saving that one when the 1v1 is won. L2P

Alerie Despins

How do you feel about damage/sustain of ele?

in Elementalist

Posted by: Alekt.5803

Alekt.5803

Whoever says they deal more damage… I didn’t see any damage increases in the patch.

Alerie Despins

greatest wvw condi ele build in the world

in Elementalist

Posted by: Alekt.5803

Alekt.5803

No earth shield for a PvP condition elementalist? Get out!

this isnt a pvp forum were talking about wvw roaming 1v1s, also i get 7.5 secs of protection from just switching to earth trait with my boon duration when sigil of concentration procs so running earth just for the protection wouldnt be as beneficial as water trait with clearing condis with regen.

and to Kyon.9735 water trait line does not increase vit i dont know where you got that from if im wrong please let me know.

Conjure Earth Shield, not Earth Trait. /facepalm

Alerie Despins

Elementalist PvP Build

in Elementalist

Posted by: Alekt.5803

Alekt.5803

Staff Conjure Tempest is for you.

https://www.twitch.tv/aleriedespins/v/37680678

Alerie Despins