Showing Posts For GoatCheese.2704:
I’ll admit I may have come off as a bit aggressive, but you there is a very fine line that eles walk when it comes to game balance.
Enabling staff burst and scepter DPS would be AMAZING, I agree. However, if you give a jack-of-all-trades class even MORE tools to work with, and make those tools better, there will be serious balance issues.
Food for thought.
For all scepter auto attacks: Scepter has MASSIVE burst. Probably the highest in the game with no set up. Giving scepter powerful auto attacks would make them overpowered. This was a thing in the past. It was nerfed.
Phoenix: Needs to stay the way it is right now. If landed properly, this skill will destroy the enemy it hits. However to do this, it requires the ele to set up properly for it or to use a Lightning Flash and combo it properly. If you wanted to remove the LF interaction though, you’d need to remove mesmer GS 2 with blink as an interaction as well, as they do fundamentally the same thing (although the ele’s does do more damage.)
Lightning Strike: This along with Electric Discharge (Air magic 3 point minor) is how a scepter ele does the damage they would normally get from auto attacks. The only difference is that it comes in bursts and requires attunement dancing.
Shatterstone: It’s bad. Reworks would be good for it.
Water Trident: I feel like this would be a large change to a skill that doesn’t need to be changed.
Hurl: Hurl is instant cast. Each shot comes out with a delay though. The damage is very high over time. Making it all hit at once would probably be too much.
Dust Devil: This would give scepter eles 2 blinds with a 10 second cooldown.
Flamewall: I’d say if any skill needed a full rework, it would be this.
Fire Shield: 20 seconds may be a bit too strong. This reduces incoming condi duration by 20%, grants you might when struck, and applies burning to enemies. Synergies from traits are also very potent. Fury and swiftness, protection, blind enemies on burn. I’d say 25 seconds at lowest, maybe 30 seconds.
All the other focus skill changes would be nice.
Drake’s Breath: Is fine as it is. It has a 2 1/4s cast time for a very powerful effect.
Fire Grab: This is the hardest single hit an ele can do bar Churning Earth. It really does not need a damage buff.
Lightning Touch: Applies a long lasting weakness. Adding a Daze would make it too strong.
RTL: Nice change, but removes enemy counterplay. Could be abused by targeting an enemy at a long distance then using the skill, getting the half cooldown even without it feasibly hitting anyone.
Vapor Blade: Doubling the damage would make it do more damage than Lightning Whip. 25% more damage would be more realistic. This can be used at range and applies a cover condi. It’s stronger than you think.
Cone of Cold: Nice buff to ally support, but you already heal allies from attuning to water, giving regen for going into water, giving soothing mist for going into water, dodge rolling while in water from Evasive Arcana, clear conditions on allies for giving them regen and/or attuning to water, can can heal allies with Cleansing Wave from Dagger 5.
Frost Aura: Frost Aura is ridiculously powerful. It lasts for 7 seconds, reduces damage by 10% (this stacks with protection,) and chills anyone that hits you. Chill reduces movespeed and skill recharge. Making it a 25s cooldown would mean 20s when traited. If I used runes of Radiance (which some people may be trying come specializations) this would be 9 1/4s seconds of frost aura every 20 seconds. That would be beyond broken.
Earth changes all seem fine.
Just my thoughts an the changes you suggest. Some are nice, but a majority of them would throw elementalists out of whack. As of right now, balancing elementalists is extremely difficult. Indirect buffs can seriously throw them over the top, just the same as indirect nerfs can bury them. Giving a huge direct buff to so many skills would be too much and many heavy handed nerfs would follow very soon afterward.
It seems like you want to try and buff up weapon sets in the areas they currently lack. This is fine, but would upset the current balance of eles pretty significantly.
Let’s start with staff. You want to make this weapon into a more aggressive, burst weapon. Staff’s current strong points include large AoE damage, support, control, and zoning. Zoning is probably the most potent of all of these because even if your attacks don’t land, it creates areas where your opponents don’t want to be. This in itself is a form of control without needing to land control skills.
Going down your list:
Fireball: And increase to the projectile speed would be nice, however it’s not very necessary. It’a s long range auto which has AoE to it. The only time it misses is if someone is at max range and uses a mobility skill, or if someone dodges it.
Lava Font: You would give up one of the ele’s strongest area denial skills (and PvE forms of damage) for instant cast. Not a needed change imo. Let it hit like a truck but be avoidable.
Flame Burst: Current flame burst is fine as it is. The effect comes out very fast and applies a hefty chunk of burning.
Chain Lightning: This change would be alright, but as of now the auto already does track quite well, it’s just slow. If you try to hit someone running they can just keep moving away and avoid it.
Lightning Surge: Shorter cast time? Yes. Instant cast? HELL NO. This thing hits like a truck. It needs to be telegraphed. Instant cast blind is meant for scepter, not staff. Also, this attack hits up to 5 enemies. An instant cast AoE blind nuke would be too strong.
Gust: Use it in melee range and it’s fine. This is a GETAWAY FROM ME skill. Not a long range knockback.
Windborne Speed: Fine as it currently is. You seem to be forgetting the part where this skill removes all movement impairing conditions. This is extremely powerful. The swiftness is nice, but this skill should be saved for a condi cleanse.
Static Field: Is amazing as it is. It has no limit to the amount of enemies it can hit. You either do unblockable damage to a large group of enemies and/or strip a stack of stab or stun them. The synergy with Lightning Rod is also very strong. The daze while inside isn’t needed to make this skill strong. The lower cast time would be nice but the idea is this skill needs to be placed with thought, not thrown willy nilly.
Ice Spike: Stop it with these instant cast skills. Do you realize that “instant cast” means you can cast it while under the effect of control abilities? Ice Spike is also the highest single hitting move a staff ele has. It hits harder than a meteor or an eruption, plus it applies a lot of vuln. With how you’re changing things, I can cast a signet of earth or shockwave, attune to water to start the ice spike, attune to fire to apply burning and cover the immob/bleeds with another condi, then attune to air and burst them using Lightning Surge. This is all within 2 seconds. Staff is an AoE control weapon, not a single target burst weapon.
Geyser: Is fine as it is. It comes out fast and heals a lot at base, with a poor scaling, just like you suggested. The full heal from all 3 ticks results in a total heal of 2,424 with a 0.75 healing power scaling. Healing Ripple (Water magic 3 point minor) heals for 1,302 with a 1.0 scaling. You don’t have to stand in one spot for 2 seconds to get this heal and it comes out every 10 seconds rather than 20. If you want to nerf healing from bunker eles, look to nerf Healing Ripple and Evasive Arcana. Doing so would nerf every ele though.
Frozen Ground: Neat interaction.
Eruption: Another powerful zoning tool and hits like a truck while also applying heavy condi pressure. They’ve already buffed this skill quite a bit from its original and it’s fine how it is.
Magnetic Aura: Adding this would be cancer. You have Gust for a melee range knockback. This is to stop long ranged pressure. A reasonable buff would be for it to prevent damage from ranged non-projectile abilities. (Mesmer GS auto attack)
Shockwave: Neat interaction. Projectile speed increase would be nice but may be too strong. Having a single target lockdown ability on a ranged AoE support weapon is very strong. This is why a lot of eles take Signet of Earth right now.
(cont.)
I agree, down with passive regen. Let’s nerf warrior heal signet and guardian virtue of resolve. Elementalists, on the other hand, only have active regen.
Uninfused Celestial rings (Lunaria and Solaria) give 46 to each stat, however infused versions of the same ring only give 44 to each stat.
WvW:
Shout heal warriors may use clerics gear.
Support guardians sometimes use cleric gear for sustain and support.
I’ve seen mantra heal mesmers use cleric gear.
Tanky eles use cleric gear for stupidly strong sustain.
I run practically the same gear as you. I just have a little more armor but 5% less crit damage.
Some tips that may help:
Don’t stick to a set rotation if you can help it. Instead think about what you need to do and use it when you need it.
Some ways to burst people effectively though. Use Burning Speed through someone, so that the explosion is just behind them. Immediately turn around and try to land Fire Grab. If both hits land and crit, that’s easily 10k damage on a medium armored target. Ring of Fire afterward will punish them for trying to get away (5s of burn) and you can grab them with Magnetic Grasp followed by Earthquake and Ring of Earth.
Churning Earth shouldn’t be used all that much unless you plan to do it at range before using LF to jump onto a group.
I’ve found myself using LF into Updraft as my standard initiation combo. An instant blink into a blowout catches a LOT of people offguard.
For thieves, make them blow cooldowns as they try to kill you. Attune to earth to reduce their burst then start healing up. When they chase you and burn utilities, turn on them with Burning Speed, Earthquake, Ring of Earth, then Frozen Burst. Result is either a dead thief, or one who is burning, crippled, chilled, and bleeding. Also if they stealth up, wait a few seconds then pop Shocking Aura. Counters backstab thieves very well.
Unfortunately, this would be a massive nerf to overall Elementalist gameplay for anyone that invested into Arcana.
The reason why Evasive Arcana is so good is the versatility it gives. By only allowing one of your Meditations to be active at a time, you get rid of the versatility of the different dodge roll effects.
Let’s say I took the water meditation. Every 10s I get a heal and a leap finisher. That’s good and all. But compare it to EA. If you need a heal, drop a water field, dodge into it while in earth to heal you and all allies, then dodge in water to heal you and allies and cleanse a condition. Or say I want to stack might, I’d take the fire Meditation. But I can already do that with any weapon combination as long as I drop a fire field and EA Earth dodge.
Most of the things you want these Meditations to do are just chunks of what EA can do.
The only way to “fix” the dependency on EA and 30 in Arcana would be to reduce the cooldown on attunement swapping and to make the dodge roll effects a class mechanic, something which I doubt will happen anytime soon.
Gaurdian → Elementalist → Mesmer → Thief → Ranger → Warrior → Necro
Signet of Restoration still works, it’s just not nearly as good as Ether Renewal.
Full cleric gear is terrible.
Water 5 is about a 2.7k heal if you have 1k healing power.
Dunno who auto attacked you. Sounds like a zerker warrior. Slap them back and watch their hp drop.
Attunement swap and dodge rolling is around a 4k heal every 10 seconds with a little bit of healing power. That’s kind of a big deal seeing as how you don’t use your heal skill to get it.
You have to be in combat for dodgeroll effects to work.
(PS: You’re doin it wrong)
No, Ether Renewal is terrible. It is four seconds long which also can be interupted so you don’t get any healing at all. And the four seconds you use to heal up you lose valuable time which you could have used for keeping up the pressure on your opponent instead. You are right about cleric gear thoug.
The point of Ether Renewal isn’t just for the heal. It’s also a massive condi clear every 15 seconds.
If you wait for a condi-necro to use their deathshroud fear and swap out of staff, then they have no other way to stop your MASSIVE heal and MASSIVE condition removal. Condition thieves can’t stop it either.
I mostly rely on the natural heals I get from water attuning, dodge rolling, dagger 5 and 2, regen, soothing mist. Ether Renewal is to help top it off.
Plus, the heal is much nicer than a 5k heal every 25 seconds or the signet.
In terms of keeping up the pressure; when I need to heal, I NEED TO HEAL. Even if I used a different heal that’s still some time wasted when I could otherwise be “keeping up the pressure.”
I say just revert it back to 20s. Honestly, it’s not an OP maneuverability skill. Rangers have an 1100 range (double) leap every 10s. Warriors with GS and Sword/Warhorn can outrun entire zergs, ignoring immobilizes in the process.
Regarding landing RTL: Use it as a short range gap closer or a quick burst. Or even use it AFTER updraft.
Oh and glass cannon S/D still sawks.
(Not really.)
We agree that something should be done though. Whether you say 20s and I say 25s with a cripple. Bringing it down to 20s would be too big a buff.. Nevermind, too big a nerf didnt stop anet from putting it up to 40s. Nonetheless…
If they increased the cooldown (when used effectively) to 25s, it better have a better benefit than just 3s of cripple. As nice as cripple is, first of all it doesn’t fit Air attunement, second of all a blind or a 1s daze would be better.
I say just revert it back to 20s. Honestly, it’s not an OP maneuverability skill. Rangers have an 1100 range (double) leap every 10s. Warriors with GS and Sword/Warhorn can outrun entire zergs, ignoring immobilizes in the process.
Regarding landing RTL: Use it as a short range gap closer or a quick burst. Or even use it AFTER updraft.
Oh and glass cannon S/D still sawks.
(Not really.)
Except that would be a nerf for people who use RTL efectively in combat.
The highest instance of movespeed increase is applied, it doesn’t stack.
So if you have Swiftness (33% MS bonus) and Signet of Air (25% MS bonus) then your character will be moving 33% faster because of Swiftness while Signet of Air will have no effect on you (until the Swiftness runs out.)
If you like small scale fighting and roaming, look up Daphoenix’s guide to the D/D ele.
I personally run 0/15/10/15/30 using knight armor, with ascended ceslestial trinkets. Runes are 45% boon duration runes and I have 1 zerker and 1 valkyrie dagger with sigils of battle and force.
Good survivability, good damage, fun to play.
Just remember, the gear you choose should be based on the traits you choose, as traits give a fair amount of stats that you then need to build around.
This is my build:
http://intothemists.com/calc/?build=-k;4BJ-V0A57NkY0;9;5E9ET;10;05;04;045A5o0;3UydbT9fg20FSV6;4VAVFWKXP2V3a43uVIF310;9;9;9;9;9;9-V6-6o
PS. The 2 Runes of Traveler actually give +10 to all stats with 2% crit damage and 15% boon duration. The website hasn’t updated that yet.
I run 0/15/10/15/30 with D/D. The 15 in air is fairly noticeable in 1v1s, both for the precision and crit damage and for the on swap effect. The Earth 6 major trait is great. 10% extra damage and more toughness for investing into it is amazing. I only run 15 in water for the heal on swap, and Evasive Arcana is a must for me.
Elementalists need all the elements to function properly. Each single attunement is lacking in something else, and no two attunements will make a fully viable weapon set up. You need all 4 to be effective.
(Not counting Lightning Hammer builds, which still do use most of the attunements for might stacking)
Signet of Restoration still works, it’s just not nearly as good as Ether Renewal.
Full cleric gear is terrible.
Water 5 is about a 2.7k heal if you have 1k healing power.
Dunno who auto attacked you. Sounds like a zerker warrior. Slap them back and watch their hp drop.
Attunement swap and dodge rolling is around a 4k heal every 10 seconds with a little bit of healing power. That’s kind of a big deal seeing as how you don’t use your heal skill to get it.
You have to be in combat for dodgeroll effects to work.
(PS: You’re doin it wrong)
You can make builds with possibly MORE damage output, and might/fury sharing.
However you’ll be really squishy.
Do ANY of these 5%/10% more damage traits work on Condition Damage?
No, only direct damage.
Wow, that was an awesome fight scene.
And I hate Polymorph Moa with a passion.
After the first RTL nerf hit, you swapped to air attunement to see RTL on exactly a five second cd while in combat.
Swap to fire attunement after misjudging the cd of burning speed, then stood around like an idiot for a second or two.
Tried to cast FGS to run, only to be killed while casting.
During a fight you forget you have a heal skill.
Giggling every time a thief Backstabs you when you have Shocking Aura up.
You shouldn’t be auto attacking very much with staff. You should be constantly swapping attunements and using the various skills when they come off cooldown.
Yes it would and no it wouldn’t.
Yes, because it would allow the class to be effective without investing in Arcana, and would open up new build paths and options for eles as a whole.
And also no, because Evasive Arcana gives elementalists such a HUGE amount of survivability through water dodges and utility through earth dodges that it’s kind of hard to not invest in to.
Just keep trying I guess. I did it on my first try with D/D and only Armor of Earth for stability.
In terms of healing, Guardian isn’t better. They can blast water fields using Hammer, sure, and heal others with staff 4, yeah. But what else? The dodge roll heal is miniscule and is still low when specced into healing power.
Elementalists Staff 3 is around a 2-3k heal for 5 people. Attuning to water is at least a 1.5k heal every 10s to 5 people around you. Dodge rolls in water are 1.5k heals when attuned to water, and cleanse a condition. Staff water 5 for elementalists is the largest water field in the game. Elementalists can also blast their own fields with earth dodge rolles, staff earth 2, and Arcane Wave.
Boon wise, guardians are better if they run shouts. However, an aura sharing ele would outclass guardians in that they can give allies permanent Fury, Swiftness, and PROTECTION. Unless I’m mistaken no other class can keep a 100% uptime on protection, and definitely not SHARED protection.
Now even with those up there, you could argue that a guardian can give more heals, and boons, and still provide CC. For example a shout hammer guardian.
However what an elementalist on a staff can do in a WvW fight is:
1. Provide support for their group while in combat (fire for might stacking, water for heals)
2. Provide support while out of combat to keep a whole zerg moving together (Static Field. Nobody else has this)
3. Provide crowd control through use of Unsteady Ground, Showckwave, Static Field, Frozen Ground, Gust.
4. Dish out massive AoE damage through the use of Meteor Shower, Lava Font, Eruption, Ice Spike, Showckwave, etc.
And they can do all of this from the backline, or even the front line. I personally run head first into enemys to lay down cc everywhere.
While a guardian is an excellent diver and CCer, they cannot compare to staff elementalists in terms of huge cc, support, and aoe damage. And no, I’m not saying guardians are useless, I’m saying that both classes are extremely useful, but the guardian can by no means replace an elementalist’s role.
Note: All of this is from a WvW perspective.
Buffing fire traits won’t do anything. Arcane and water are too essential to give up, so even if the fire trait line were really good, it would just compete with air/earth for points. Fire would have to be severely overpowered for anyone to take it over water/arc.
Biggest problem with traits isn’t actually the traits themselves, it’s the general weakness of the class that forces elementalists into arc/water to make up for it. And sure 30/30 isn’t necessary at all, but not taking at least a decent amount of both is just suicide for pvp.
If they buff the traits without fixing the core problem, it’s just going to make the situation worse.
Arcana is specced into for utility, not for defense, though one could argue Evasive Arcana is for defense. As for water, go look up threads for known ele players. Many if not all will say that speccing 30 into water is a waste now unless you’re going for aura sharing especially since Bountiful Power and Cleansing Water were nerfed. At max they say to spec 20 in. I personally spec 15 into water for the heal on attunement swap, but many Fresh Air builds run 10, or even 0 in water.
I will agree that the long delay on attunement swapping is a problem. The way things are right now I can’t play ele effectively unless I have 20 in arcana at the very least.
@Navzar Maybe if they replaced Soothing Winds so that it gave vitality rather than healing power? Though there are too many good traits in Air for me to even think of grabbing that. Adding some of those % conversion traits into fire as a minor or major would probably help a bit.
(edited by GoatCheese.2704)
I can see your point for wanting the KILL IT WITH FIRE.
In terms of 5 point minors, the way I see it is it should be useful, but not TOO useful. If it’s one of those things where it’s so good that everyone should grab those 5 points to get it, then ANet will nerf it. It happened to Rangers, it happened to Mesmers, it would happen to eles.
I do like the idea of the stacking speed boost, though I’d suggest that it wouldn’t allow it to go past the effectiveness of swiftness. For example, those 5 points and Signet of Air give a 30% movespeed boost, and swiftnees would only bring it up to 33%, not 38%. Otherwise it would make Runes of Swiftness completely useless (even though they kinda are.)
Agreed some of the nerfs were unneeded. RTL for example. Keeping the CD at 20s would have been fine imo.
However, despite having a low health pool, we are very SUSTAINABLE, which isn’t something every class can do.
If you think I’m crazy, look at the healing values of Evasive Arcana when you attune to water and Healing Ripple. 1302 healing with a 1.0 scaling on healing power. That means every 10 seconds you get a 2.6k heal, which scales 2.0 on healing power. WITHOUT USING A HEAL SKILL.
Yes, our autoattack damage is terrible, but we have 16 other skills to use. If you run scepter, you can blast a target with a bunch of skills all at the same time. And scepter is meant to be comboed as its burst potential is INSANE. If every Phoenix or Dragon’s Tooth landed, scepter would be overpowered.
@Navzar Yeah, changing Air 5 into something more useful would be nice, but the air traitline is far from weak at the moment. I would probably steer away from bonus stats though because it would probably work similarly to earth 5 point minor (80 toughness at level 80 while attuned to earth).
Flame Barrier wouldn’t be amazingly good if they changed it, but it would be another small thing. Eles are powerful because of all the small things that add up. Soothing Mist, plus all the heals and regen allow us to stay alive. Granting yourself or your allies as well the possibility to burn an enemy when they hit you can be pretty powerful. Also you have to consider this is a 5 point trait, so it can’t be TOO powerful.
@ARM The class isn’t broken, far from it. It’s got a lot of potential. I’ve been using D/D ele as my main since around December. At one point they were “too strong” and now they’ve been toned back. Maybe a bit too much to some people, but it’s clear ANet has been working on the class as a whole.
For example, staff got buffed so that all the skills flowed better and had short aftercasts. Focus was buffed (though fire and water skills need looking at). And the addition of Fresh Air gave eles a lot of burst potential.
There’s no problem with the class, it’s just certain parts that need working.
(edited by GoatCheese.2704)
The problem with your suggestion is that the weapon sets have synergy with themselves, and not so much with each other.
I did it using S/D running a Fresh Air build. Do a full combo on it, and it will probably not kill the other blobs, then keep bursting Subject 7 with Fresh Air and Air 2.
So as many elementalist players agree, the fire trait line is pretty bad, along with some other traits in other trait lines. As it stands, almost no builds run any points in fire except for either aura builds or might/fury stacking builds.
Reasons are that most of the traits are horribly underwhelming, so what could be some good changes? This is meant to be a discussion of ideas and suggestions.
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Fire 5 point minor: Flame Barrier – You have a 20% chance to cause burning whenever a foe attacks you in melee. Only triggers when attuned to fire.
The problem – No elementalist worth their salt would sit in one attunement for very long. The apparent trend for the fire trait line is for people who want to sit in fire attunement and not swap at all, which defeats the purpose of having 4 attunements. Not to mention, this is only a 1 second burn.
The solution – Make Flame Barrier work the same way Soothing Mist (the 5 point water minor trait) does, except without sharing with the group. It would last for 9s and refresh every 3s while in fire. Hell, maybe even have it share with the nearest 5 people, it still wouldn’t be game changing, but it would be somewhat useful.
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Fire 10 point major: Burning Precision – 30% chance to cause burning on a critical hit.
The problem – 1s burn with low chance to activate.
The solution – Make it burn for an extra second or 2 and with a higher chance to proc on crit. Maybe have it work similarly to the Engineer trait Incendiary Powder
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Fire 15 point minor: Sunspot – Inflict damage at your location when you attune to fire.
The problem – All it does is damage. And not very much.
The solution – Have it inflict burn for 2s.
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Fire 20 point major: One with Fire – Flame Barrier’s chance to burn foes goes up the longer you are attuned to fire.
The problem – Flame Barrier is terrible and this trait only promotes the “sit in fire and AA” mentality that NO ONE should follow.
The solution – Change the trait completely or make it so Flame Barrier is shared with allies, and works similarly to Soothing Mist.
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Fire 25 point minor: Burning Rage – Deal 5% more damage to burning foes.
The problem – There is a 10 point major in fire which does the exact same thing.
The solution – Make it 10% more damage, change the 10 point major, or put something completely new here.
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Fire 30 point major: Pyromancer’s Puissance – Each fire spell you cast adds might for 10 seconds.
The problem – Once again, this promotes the “sit in fire and AA” mentality.
The solution – ANet decided to buff this, since it used to give might for 5s. I personally think this should be replaced completely.
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Suggestion: Fire 30 point major – Conjurer – Conjured weapons recharge 50% faster, deal 10% more damage, and are instant cast. Does not affect the cooldown of Fiery Greatsword.
What it would replace – Pyromancer’s Puissance and Conjurer.
Reasoning – Conjured weapons are pretty bad right now. Lightning Hammer sees some play in PvE for massive DPS and in very niche areas in PvP for point control. Most other conjured weapons are completely useless. Fiery Greatsword is very good though, which is why the cooldown of it isn’t affected. However, it will still get the damage boost and will still be instant cast. And I’m sure a lot of you ele players roaming in WvW know what it’s like trying to run from a huge zerg and have to stop to cast FGS, only to have them catch up and kill you during the 1s cast time.
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These are just some suggestions, I may not have the best idea of balance and how this would effect eles in the long run or when combined with other traits.
If you have any thoughts about this post, whether it’s something that could be changed or something new, feel free to respond. I’d like to get some healthy discussion going.
I hope they change it to 10%. Right now I’m stuck between 0/10/0/30/30 or 0/10/10/20/30. I’m leaning more towards the latter, but if it was actually a 10% boost, I’d pick it for sure.
So the 6th trait in Earth, Stone Splinters, is supposed to give a 10% damage boost while within a range of 600 to enemies, but it seems to only give about a 5% boost.
I used a steady staff on golems in PvP with only the 10 points in earth to test.
Using the fire attunement #1 attack, and no other armor/amulets/traits/sigils/anything, the damage dealt was:
Heavy>600 = 80
Heavy<600 = 84
Medium>600 = 90
Medium<600 = 95
Light>600 = 96
Light<600 = 101
This shows a 5% damage boost, not a 10% boost. Not sure if this is an oversight due to the old version supposedly giving a 5% damage boost or if it’s intended to be 5% with a mistake of listing 10%.
Just thought I should let everyone know.
Please tell me I’m not the only one who brofisted the air.
Last time I checked he used 2x Runes of the Water, 2x Runes of the Monk, and 2x Runes of Divinity.
Ascended Celestial trinkets of all types got a bonus to +4 in every stat (And I think +1% Crit damage, not sure.)
So now the amulet gives 54 to every stat and 7% crit damage. Rings give 43 to every stat and 6% crit damage. The new earrings give 38 to every stat and 5% crit damage.
In light of this, would you say the best choice for ascended gear would be to get celestial stats on all the trinkets you can? (Not including back piece of course.) Or would you still suggest some Cavalier rings/earrings?
EDIT: I double-checked. They did indeed receive an extra 1% crit damage.
(edited by GoatCheese.2704)
So I’m new to posting on these forums so forgive me if this is the wrong section.
I’ve been playing GW2 for over a month now and have 2 level 80 toons, but I need advice on what would be fun to play for a third.
I currently have a Guardian, (who I don’t use much anymore) and an ele.
I enjoy high mobility characters who can take a hit and dish out a fair amount of damage, which is why my ele is a D/D Tanky DPS.
Does anyone have any suggestions for another class that could fit a similar role? I’ve been looking at warriors but I’m not sure how mobile they are, and I’ve been toying with the idea of trying to make a tanky Mesmer. I enjoy flashy things so I thought Mesmers would be right up my alley.
Any suggestions would be helpful, thanks.