Showing Posts For Josh Mitchell.1596:

Making Single Attunement Builds Matter

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

Wow, first Fresh Air and now the Tempest specialization where Ele is getting an overload mechanic 2 years later. Color me surprised.

Arcane Blast, Wave; 50% DMG of Tooltip

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

Hey Hamartia! We did have an active bug report thread going regarding the Ele, but it’s in limbo since new reporting policies have been put in place.

Underwater dodge traits not proccing underwater is most definitely bugged.

Last I checked, Arcane Utilities do not benefit from weapon strength but do benefit from total stats, but the tooltip damage scales incorrectly. I think most players (even myself) didn’t bother/notice it was an issue since these damaging spells always crit and have combo finisher components.

And I agree — I would much prefer it have been named “Arcane Bolt”.

Profession bugs

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

We as a community have done a lot of work finding, collecting, and testing bugs with the class in one place. Last I checked, we are close to 95 different issues/bugs with the class.

Players do check the game bugs forum, and developers and other staff probably lurk the bugs subforum on a ratio of 10:1 to this one. The Elementalist forum does not see that type of active staff traffic right now where staff provides input or responses.

A stickied thread that mentions current bugs could possibly still be a valuable resource to new players or people new to the class.

For the moment, I am not updating our bug report thread and have requested it to be locked. I may PM Mr. Josh Davis about this idea to see what their team thinks.

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

Though I understand your frustrations and I agree that there are some bugs that have been in since launch, I would like to keep discussion in this thread about the swiftness or lack thereof of reports being resolved to a minimum.

@ Adastra: Hm. Whirlpool is the only self-transform Elite skill across all professions that does not apply stability. I will add that to the list. Thanks for the report.

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

Don’t know if this is a bug (hope it is) but i can just got feared while in mist form.

Yes it has been noted as a bug by the Devs and it is not an intended issue. I just now had a chance to update it in the main post. Thanks.

@ TGSlasher: Yeah 35 seconds of burning most likely wouldn’t last the full duration.

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

Oh! I also wanted to make a note that I am updating the delayed damage skills (Dragon’s Tooth, Ice Spike, Shatterstone, & Eruption) to include that they do not deal damage if you go into a downed state in combat after the cast bar has left the screen but before the skill finishes animating. If any of you can replicate this and let me know that you’re also experiencing this issue that would be excellent.

I also have updated the thread to include all reports up to this point and to also note that Fresh Air is still bugged in PvE and that Arcane Lightning has no associated active UI icon.

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

@ Razgriz: I noticed that Tidal wave will sometimes move toward your target if you have someone targeted or just move forward regardless of your orientation. I know burning speed has never moved toward your actual target, but thought it may be worth mentioning.

Regarding Arcane power: Perhaps they are separated into two separate spells; I may just leave this up as a tooltip issue.

The Sigil of Hydromancy is listed twice because bugs in the top post affect all professions but also affect Eles (E.g. Mesmers can have get the heal bug when healing through a blink, any class can proc sigil of hydromancy when picking up a conjured weapon, Necros also lose certain PvE disguises if transformed)

@ TGSlasher: This is why I have trust issues. j/k
I find it interesting that it procs once, probably as that is considered a single spread attack. I think the 7×5 burning is interesting, since those each count as separate attacks and don’t factor into AoE limit but are under a single umbrella attack. 7×5 burning + the condi increase from the bow would make for an interesting build to say the least, but you have to be on top of your opponent to proc 7×5. I’m not sure if that is intended, as Meteor Shower/Chain Lightning/etc. are also single skills and do not work the same way with Arcane Power/Elemental Surge, to my knowledge.

@ Zelyhn: YES! I forgot to include that when making this thread. Thanks for the report!

@ Ele of Yo: I noticed this once after the most recent patch. Glad to know other people are also experiencing it. Thanks for the report.

@ Malcastus: When specifically are you encountering auto’ing issues in Earth Attunement? When you are already in combat and switch to earth? Just entering combat? Entering combat without pressing any skills? I could not replicate this personally but if you or someone else could get back to me that would be great.

Edit: I have tested all weapon combinations in Earth attunement AND switching to Earth after starting in another attunement. I am auto-attacking as I should be when I have Earth 1 set to auto cast. (Ctrl + Mouse 2)

(edited by Josh Mitchell.1596)

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

List has been updated as of Aug 7th for August 6th patch.

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

In regards to Glyph of Elemental Power, Vapor Blade also returns the burning effect.

I am surprised how buggy this Glyph is! Thanks for the report.

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

Removing function issues that are currently in-combat only traits.

I’m not sure if these are considered targeting bugs: gap closers that do not hone in at all or consistently. (Burning Speed / Tidal Wave)

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

Oh okay. Yes, it does have trouble with Undercurrent mostly.

No problem. I’ve also noticed that Lava Axe 1 is seldom buggy with the z-axis as well.

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

@ dukevonart: I have been able to replicate the issues with both Shatterstone and Eruption. I will add both to the list.

Outside of fire grab, I did not copy over Z-axis targeting issues from the previous bug thread, but I will check them again and update as necessary.

As for Cleansing Water (Water XI), it should remove 1 condition if Elemental Attunement (Arcane V) is slotted and you swap to water. This is intended, since swapping to water while Arcane V is traited grants regeneration.

Vapor Blade and all other returning projectiles halt and do not return when they hit a wall. That is intended.

Meteor shower’s animation was updated in the previous patch, but I also have noticed that it still is not properly animating in combat.

Thanks for all the reports!

@ Malcastus: Tested this morning, I could not replicate the issue with Stone Shards and auto attacking.

@ TGSlasher: Yeah fresh air is still bugged in PvE as of this morning.

The moderator who closed the previous thread wanted this thread to be recreated and maintained in this forum, so I started it here.

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

@ XcmGT: That is a general issue with the Trait UI. It can be annoying especially in WvW when swapping traits.

@ Treborlavok: Yes, this has also been an issue on and off since launch. I will definitely add this to the list.

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

@ Batmang: Yeah that also sometimes occurs when conjures run out of time or charges while in combat. I’ve not seen it occur on returning from Mist Form, Tornado, or Whirlpool, myself. I will take a look at other swap sigils as well. Thanks for the report!

Ring of Fire Bugged?

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

It does not apply burning inside the ring. It applies burning if foes cross the ring at any point in its duration. It directly damages foes near you when you first cast it.

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

@ Strang: Endurance should be regenerating at +100%, then, which it does not. Vigorous scepter only gives +50%; they should stack to 100%.

Arcane Power is staying on the list due to issues regarding skills that inflict conditions using more than one charge.

@ TGSlasher: Is fresh air still bugged in PvP? Have not had the opportunity to test it there. It’s still bugged in PvE.

(edited by Josh Mitchell.1596)

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

Ah yes. So it does. I have noticed that water AA sometimes does not animate properly or cleanse a condition but the fall damage reduction does proc. Same with other attunements. Fall reductions procs but spell effects are on an ICD.

(edited by Josh Mitchell.1596)

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

Edit: I did want to mention that I am adding Vapor Form to the bugs list, as when you rally while in Vapor Form it has buggy effects/trait interactions.

@ ZDBioHazard: AA water cleanses a condition? I thought it was water dagger 5’s spell that was cast when hitting the ground in water attunement?

I know it does have an internal cooldown that procs and is not listed in the tooltip, but let me check it in PvE/PvP in water attunement and get back to you about it.

@ Aether McLoud: I reported this topic a week ago for sticky and am waiting for a response.

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

Lava font is supposed to receive a 30% fire field duration extension, which it does not. I am not referring to damage ticks in this instance. The duration is 4 seconds with or without the trait slotted. The DoT should stop but the fire field should remain to combo for an additional 1.2 seconds.

Works for lava font afaik. It gives 5 ticks of damage. Also with this trait, it is also possible to blast lava font by casting eruption after.

By blast, I meant to use the blast finisher from eruption (earth 2). I’m sure most staff elementalists are used to casting eruption first then lava font, but this trait along with the recent changes allow you to do it the other way around if you’re fast enough.

Ah I see now. Had a chance to test in PvP. It does receive a duration increase so you can combo eruption after, but the increase is not to 5.2 seconds and the tooltip is not updated.

Also, upon further testing, the fire combo field from Arcane Abatement does not receive a 30% duration increase. It does grant fury per the trait, however.

@ Demon: I think you mean Scepter Air 1 / Scepter Earth 1. Additionally, some channel skills cause the effect tooltip icon to pop up where others do not.

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

No worries.

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

@ Zelyhn: Lava font is supposed to receive a 30% fire field duration extension, which it does not. I am not referring to damage ticks in this instance. The duration is 4 seconds with or without the trait slotted. The DoT should stop but the fire field should remain to combo for an additional 1.2 seconds.

The same issue affects Lava Axe’s Ring of Fire; duration of the field does not increase from 6 seconds to 7.8 seconds.

Regarding channeled skills – the trait tooltip needs to be updated to indicate what skills are affected. If 1.5 second+ skills are not channels, the description needs to reflect those that are.

Regarding Arcane Power: “Your next 5 attacks do critical damage.” This was updated a few patches back, but is still buggy on number of charges consumed for DoTs. Will update to reflect that this may be a tooltip issue. (What constitutes an ‘attack’.)

And finally, I am referring to finishers cast by the Elementalist in regards to external water combo fields and regeneration the Elementalist grants.
Edit: I had edited that portion of the report to indicate that this may be intended, as the combo field is not provided by the Elementalist himself.

(edited by Josh Mitchell.1596)

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

Yes.

I’m going to check Fresh Air again now that they’ve sent another patch.

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

I should have meant giving regeneration through the combo field, my mistake. Will update that bit to clarify. Regardless, the trait tooltip needs to be updated.

I will also add Dagger Earth 3 to the list. Thank you for that.

Also, Fresh Air is still bugged, at least from what I have noticed in PvE. Will update that as well.

(edited by Josh Mitchell.1596)

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

I have updated the topic to include changes and fixes from today’s patch. If other bugs crop up, please post them here.

Edit: I requested a sticky for this topic but it may take a bit due to it being patch week.

(edited by Josh Mitchell.1596)

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

@ Razgriz: It may be that certain trait interactions cause them to bug out. I noticed they sometimes do not work when slotted into your offhand dagger/focus.

I have updated those two issues to include the effect tooltip and the infrequent lack of a lightning beam when channeling.

@ TGSlasher: There is a way to cancel cast channels: the ESC key is set to cancel skills. That is typical behavior of all channel skills. Push escape then your channel skill to start channeling on a new target.

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

@ Malcastus: I did have that issue listed as well, must’ve accidentally removed it. Thanks for the heads up.

@ pmnt: Will test in PvE and get back to you. Edit: Looks like this has been bugged for quite some time. It is still not removing a condi properly when Cleansing Water is slotted.

Thanks for the reports guys!

(edited by Josh Mitchell.1596)

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

@ Strang: Yes RTL is very buggy with larger targets and I have still noticed getting stuck in the ground infrequently.

I will have to check the GoE elite regarding rallying. I know it used to be a problem in the past but I haven’t had the opportunity to look at it.

Added Lingering Elements and Arcane Power to the list. Thanks for the reports.

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

I just checked Ice Spike, and it has the same issue as Dragon’s Tooth. Getting CC’ed (stunned/knocked down, haven’t tested knockback) before the spike drops does not deal damage. I only tested it in PvE though, so will have to check in PvP as well.

@ Shar: Edit: Tested the sigils. They are working properly.

(edited by Josh Mitchell.1596)

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

@Shar: As of testing yesterday, none of the mentioned sigils are working correctly. I implore you to test them in combat in HotM and get back to me.

Also, we are referring to being CC’ed during the time period after the cast bar has left the screen but before the tooth lands.

It totally makes sense for it to be considered interrupted during casting, but we are talking about the period in which the tooth hovers after the cast bar finishes, if you are CC’ed at that point, it is still considered an interrupt.

I have edited the bug report to reflect that it happens after the cast bar has finished.

@ CuRtoKy: I will take a look and add. Thanks for your report.

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

@Razgriz: Thank you! My apologies for not removing it in the initial post. I don’t think it’d be worth necroing that thread since it appears to be fixed now.

@ Batmang: Will test that trait in PvP and PvE and include when I finish checking it.

@ Atrophied: Added.

Thanks everyone for your reports!

(edited by Josh Mitchell.1596)

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

The mistform + EA combo works well for me. Is this a situational bug?

Regarding sigil of doom, I was under the impression that all sigils that have “next attack on weapon swap” effects do not work with the ele attunements. Since you have only posted doom, do the other sigils work? Sigil of blood etc.

Tested EA + mistform again in PvE/PvP. It is working properly when it is the only trait slotted. I will test it with other traits and see if it is still being affected.

It does not work in tornado form since tornado form is removing all attunements, so that may be intended.

Was just able to test the other ‘on next attack after swap’ sigils just now. They are also not working, but all other on swap sigils work properly with attunements.

@Aether: Added Dragon’s Tooth issue to the reports. Thank you for your report.

I checked Signet Mastery in PvP. The odd thing is the cooldown is reduced in the utility skill window when you are swapping skills out but once it hits your bar it is still a 25 second cooldown. I have edited the bug report to reflect that.

Doom, Leeching, Intelligence are not working as tested in PvP.

There was a discussion regarding skills that are interrupted and going on full cooldown. Two skills that many people thought were bugged due to being interrupted and going on full cooldown were Guardian’s Shelter and Ele’s Churning Earth.

It was concluded that skills such as Shelter and Churning Earth are most likely intended to go on full cooldown after a certain time period of being active since they have a charging period and an active effect during their cast time.

(edited by Josh Mitchell.1596)

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

The tooltip for the Arcana trait, “Final Shielding” says it should activate once you reach 25% health, but it seems to activate around 15% instead.

Is this regarding PvE/PvP? I can test it in either and get back to you.

PvP so far. Tested against training AI in Heart of the Mists as well as in tPvP.

Will add. It is not proccing correctly at 25%. Thank you for your report.

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

The tooltip for the Arcana trait, “Final Shielding” says it should activate once you reach 25% health, but it seems to activate around 15% instead.

Is this regarding PvE/PvP? I can test it in either and get back to you.

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

And one last reserve post.

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

Water Magic
Arcane AbatementFunction Issue/Tooltip Issue/Animation Issue
All-around buggy. Fall damage reduction always procs. Attunement-specific effects do not always proc or animate properly. Water attunement Cleansing Wave effect does not reliably heal or cure a condition. Internal spell effect cooldown is not mentioned in the trait tooltip.

Stop Drop and RollFunction Issue
10 second internal cooldown will proc regardless of burning or chilled being removed.

Cleansing WaterFunction Issue/Tooltip Issue

  • Does not remove a condition when slotted and Undercurrent is cast.
  • Does not remove a condition due to regeneration granted by Dwayna runes.
  • Does not remove a condition from external regeneration sources. (e.g. Ele casting a Projectile Finisher through Ranger’s Healing Spring) Intended?

Powerful AuraTooltip Issue
Does not grant auras created by combo finishers or by Arcane Ressurection Trait to other nearby allies.

Arcana
Lingering ElementsFunction Issue/Tooltip Issue
Only Flame Barrier, Zephyr’s Speed, and Soothing Mist 5 point minor traits are affected by this trait. Does not work with Stone Flesh minor trait or other traits.

Arcane RetributionTooltip Issue
Grants 3 seconds of Arcane Power on activation. Does not give 30 seconds of Arcane Power with 5 stacks like the utility skill.

Final ShieldingFunction Issue
Shield does not proc correctly when health reaches 25%. Shield procs near 15% health. Tested in both PvP/PvE.

Vigorous ScepterTooltip Issue
Effect does not stack with Zephyr’s Focus — only giving +50% endurance regeneration. Only procs in combat.

Windborne DaggerTooltip Issue
Not applying bonus movement percentages properly. Only procs in combat.

Arcane EnergyFunction Issue/Tooltip Issue
Does not grant endurance regeneration to any utility signets, Arcane Blast, or Arcane Wave out of combat OR in combat without a target. Only grants endurance regeneration to Arcane Shield, Arcane Power, and Signet of Restoration out of combat (no target required).

Evasive ArcanaFunction Issue
Does not proc underwater.

Elemental SurgeFunction Issue
Infinite condition range when used in conjunction with Arcane Wave.

BUGGED SIGILS/RUNES

Superior Rune of LyssaFunction Issue
Does not grant all boons as stated when 6/6 Lyssa runes are slotted when activating Tornado Elite.

Hydromancy SigilsFunction Anomaly
Procs when exiting Ride The Lightning.

Renewal SigilsFunction Issue
Heal does not correctly proc on attunement swap.

ATTUNEMENT SWAPPING BUGS
RevivingAnimation Issue
Swapping attunements mid-revive causes the caster to appear in an upright stance but continues to revive the selected ally.

ARMOR BUGS
Starter Eye PiecesVisual Issue
Randomly disappearing in combat and after using waypoints. Sometimes not reappearing after using the show/hide toggle.

(edited by Josh Mitchell.1596)

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

BUGGED TRAITS

Fire Magic
SunspotFunction Issue
Sometimes fails to proc on further fire attunement swaps in combat if fire is swapped to before entering combat. Tested in PvE.

Persisting FlamesFunction Issue

  • Fire field from Lava Font is increased to 5 damage ticks; not 5.2 seconds.
  • Fire field from Lava Axe — Ring of Fire does not receive a 30% combo field extension.
  • Fire field from Arcane Abatement – Fire attunement does not receive a 30% combo field extension.

Air Magic
Zephyr’s SpeedTooltip Issue
Only procs in combat.

Zephyr’s FocusTooltip Issue/Effect Tooltip Issue
Trait skillbar icon seems to only appear when channeling skills with a cast time greater than 2 seconds. Only procs for skills with a cast time at or exceeding 1.5 seconds.

InscriptionFunction Issue
Does not grant a boon when used in conjunction with Glyph of Elementals Elite.

Arcane LightningActive Effect Tooltip Issue
Associated UI icon to denote when Arcane Lightning is active does not always appear.

Fresh AirFunction Issue Still bugged as of Aug 6th in PvE.
May proc before 5 second cooldown has expired.

Earth Magic
Obsidian FocusTooltip Issue/Effect Tooltip Issue
Trait skillbar icon seems to only appear when channeling skills with a cast time greater than 2 seconds. Only procs for skills with a cast time at or exceeding 1.5 seconds.

Written In StoneFunction Issue
Bugged when taken in conjunction with Signet of Air. Signet passive effect lasts 15 seconds instead of the duration of the cooldown.

Diamond SkinFunction Issue
Does not calculate toughness benefits received by other Earth Magic traits or Signet of Earth.

(edited by Josh Mitchell.1596)

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

BUGGED UTILITY SKILLS

Glyphs
Glyph of Elemental PowerFunction Issue
When Fire Attunement effect procs, inflicts burning on the caster when:

  • Phoenix returns to the caster.
  • Heat Wave is cast.
  • Steam Vent (downed skill) is cast.
  • Vapor Blade returns to the caster.

Glyph of StormsFunction Issue
Does not behave like other Glyphs regarding attunement in which the skill finished casting. Storm is based on attunement when glyph is initially cast.

Glyph of RenewalFunction Issue/Tooltip Issue

  • Water attunement only revives allies to half-health.
  • Air attunement does not always teleport ally properly.
  • Sometimes does not revive the targeted ally at all.
  • Underwater cast time is incorrect at 3.5 seconds. Still bugged as of Aug 6th
  • Underwater cast time tooltip is incorrect in the Utility Skill Window at 2.75 seconds.

Signets
Signet of AirFunction Issue
Stunbreak may not occur if no target is selected in combat or if target is behind the caster.

Cantrips
Lightning FlashFunction Issue
When used over Risen Rotmouths, Supply Carts, or other yellow objects, may cause the player to teleport and get stuck inside the object. When used off cliffsides, may teleport the player under the map.

Mist FormFunction Issue
Can be CC’ed while Mist Form is active.

Arcane
Arcane BlastFunction Issue
Skill range is greater than 1500 units.

Arcane PowerTooltip Issue

  • Uses more than one charge for skills that inflict conditions or damage over time (Noticeable with Burning Speed and Churning Earth).
  • Uses one charge when taken in conjunction with Elemental Surge and certain skills such as Conjure Frost Bow – Frost Fan.
  • What constitutes an attack?

Conjures
All Conjure UtilitiesFunction Issue
If interrupted while casting, conjured weapons do not appear and utility goes on full 60 second cooldown.

Conjure Frost Bow — Water ArrowTooltip Issue
Tooltip incorrectly states “Healing: 15” regardless of healing power or level.

Conjure Frost Bow — Frost FanTooltip Issue

  • Not listed as a projectile finisher in the tooltip.
  • Chill applied lasts 1 second per successful hit.
  • Arrows pierce their target.

Conjure Frost Bow — Deep FreezeTooltip Issue

  • Skill applies chill effect over time.
  • Frozen effect cannot be removed by a stun break.
  • Block of ice can be destroyed, releasing its target.

Conjure Lightning HammerAnimation Issue
Hovering over or clicking on the Lightning Hammer while it is on the ground or held by a character you have selected may cause the hammer to be surrounded by a transparent white cube.

Heals
Glyph of Elemental HarmonyAnimation Issue
Casting skill underwater and surfacing before cast animation completes causes the healing animation to continue until weapons are sheathed or a skill is cast. Tested in PvE and PvP.

Elites
WhirlpoolFunction Issue/Tooltip Issue

  • Unlike all other self-transform Elites, does not grant stability.
  • Pull radius is not listed in the tooltip.
  • “Combo Finisher – Whirl” is not listed in the tooltip.
  • Counts as 3 whirl finishers per pulse. Tested with poison combo field and lightning combo field underwater in PvE.
  • Surfacing from underwater while Whirlpool is active does not place land-based Glyph of Elementals or Fiery Greatsword Elite skill on cooldown. Properly places Tornado on cooldown. Tested in PvP and PvE.

Fiery Greatsword – Fiery RushFunction Issue
Using Lightning Flash on an untargeted foe directly after using Fiery Rush toward an untargeted foe puts the entire length of the fire trail at the end of the teleport. Tested in PvE and PvP.

BUGGED DOWNED SKILLS

Vapor FormFunction Issue/Animation Issue
Rallying while vapor form is active causes the animation to cease but forces the cast time to finish, preventing weapon and utility skills from showing on the bar until after the duration has completed.

(edited by Josh Mitchell.1596)

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

BUGGED WEAPON SKILLS

Scepter
Dragon’s ToothFunction Issue
Deals no damage if player has been stunned, feared, knocked down, or downed in combat after the cast bar has left the screen but before the tooth lands.

PhoenixFunction Issue/Animation Issue/Targeting Issue/Tooltip Issue

  • When cast on an invulnerable foe or object, skill animation halts. Phoenix does not return to the caster to cleanse a condition or grant vigor.
  • Contrary to the tooltip, only one condition is removed.
  • Skill has difficulty regarding the Z-axis when attempting to hit a foe or return to the caster.

ShatterstoneFunction Issue
Deals no damage if player has been stunned, feared, knocked down, or downed in combat after the cast bar has left the screen but before the spike explodes.

Arc LightningAnimation Issue

  • Skill may continue to animate after cast time has expired, after target has exceeded maximum skill range, or after target has died.
  • Skill may fail to animate lightning beam to target when targeting environmental and other objects.

Rock BarrierActive Effect Tooltip Issue
Effect tooltip when skill is active states that nearby foes take damage and you have 5 charges. Instead, when active, this skill increases toughness and you have a single charge to activate to damage foes.

Dust DevilTooltip Issue
This skill pierces targets.

Focus
GustFunction Issue/Targeting Issue
Skill has difficulty regarding the Z-axis when attempting to hit a foe.

Magnetic WaveAnimation Issue
Reflection effect has no associated animation.

Dagger
Burning SpeedFunction Issue/Tooltip Issue

  • May prevent continued movement if actively moving forward at the end of skill activity.
  • Does not follow targeted foes.

Fire GrabFunction Issue/Targeting Issue
Skill has difficulty regarding the z-axis when attempting to hit a foe.

Lightning TouchFunction Issue/Targeting Issue
Skill has difficulty regarding the Z-axis when attempting to hit a foe.

Ride The LightningFunction Issue/Tooltip Issue/Targeting Issue/Armor Interaction Issue

  • Cooldown reduction does not proc on block or when hitting certain inanimate yellow objects or world bosses. Some world bosses cannot be hit with this skill. (e.g. Mark II Golem)
  • May prevent continued movement if actively moving forward at the end of skill activity.
  • Skill has difficulty regarding the Z-axis when attempting to hit a foe.
  • Since Aug 6th patch, may prevent back piece from reappearing when exiting Ride The Lightning.

Magnetic LeapFunction Issue/Animation Issue
May stick in animation when targeting large objects and world bosses.

Staff
FireballTargeting Issue
When selecting a new target with auto-attack enabled, may hit old target twice before switching to new target.

Meteor ShowerAnimation Issue
Still animating unnecessary meteors that deal no damage.

Ice SpikeFunction Issue
Deals no damage if player has been stunned, feared, knocked down, or downed in combat after the cast bar has left the screen but before the spike lands.

EruptionFunction Issue
Deals no damage if player has been stunned, feared, knocked down, or downed in combat after the cast bar has left the screen but before the landmass explodes.

Magnetic AuraAudial Issue
Sound is much louder than other Earth staff skills. Exacerbated when used in conjunction with Powerful Aura Trait in a close group.

ShockwaveFunction Issue/Targeting Issue
Skill has difficulty regarding the Z-axis when attempting to hit a foe.

Trident
Tidal WaveTargeting Issue
Sometimes does not propel toward targeted foe and instead moves straight forward for 1200 units.

Air Pocket – VacuumFunction Issue
May cause the player character to get stuck inside yellow inanimate objects on detonation.

(edited by Josh Mitchell.1596)

Elementalist Bugs/Glitches Thread

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

NOTICE: This thread is no longer being maintained as all relevant bug reports should be posted in the Game Bugs forum. Please direct your current issues there. Thanks!

The bugs initially listed here are issues that now affect or still affect the Elementalist since the most recent patch (Aug 6th 2013). If you encounter a bug which is not listed here, please post in this thread so we may update it. Much props to Rainshine and MajorMelchett for the previous bug report threads!

If the bug has not already been posted here or in the Game Bugs forum, please first report it in-game by hitting Escape, Support, ‘Report A Bug’, Skills & Traits and select the appropriate Sub-Area. If you have created a bug report thread, please also link it here so I am able to cross post the issue here as well.

Please post any bugs or glitches that you have encountered while playing your Elementalist. I will review each bug individually and add them to the bug list as I am able to.

Reminder: This thread is for bug reports ONLY. Please use the appropriate avenues for suggestions/discussion regarding the Elementalist.
———————————————
CURRENT NON-PROFESSION SPECIFIC ISSUES

TransformationsFunction Issue/Animation Issue

  • Skills that lock or change all or part of the skill bar, such as Mist Form, Tornado, and Whirlpool break certain PvE disguises.
  • Transform Elites such as Whirlpool do not put above-ground Elites on cooldown when surfacing and underwater Elite form is still active if the land Elite is a different skill than the underwater Elite.

Healing SkillsAnimation Issue

  • When cast underwater and surfacing before cast completion, flat healing skills such as Glyph of Elemental Harmony and Prayer To Dwayna continue animating until weapons are sheathed or the caster leaves combat.
  • Casting a teleport skill such as Lightning Flash or Blink mid-healing may cause healing animation to continue animating until weapons are sheathed or the caster leaves combat.

Sigil of HydromancyFunction Anomaly
Procs when picking up a Conjured Weapon. (Any profession)

Sigil of DoomFunction Anomaly
Procs when picking up a Conjured Weapon. (Any profession)

(edited by Josh Mitchell.1596)

Elementalist Recharges

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

From what we can deduce from Izzy’s livestream, they definitely don’t want to shoehorn the Ele into just one or two elements. They’re taking a few steps in the right direction, but many of our traits (Fire/Air) and utility skills (I’m looking at you, Glyph of Elemental Power) still only proc in certain attunements, and other classes often receive cooldown benefits AND additional enhancements in the same trait (-20% recharge & +50 power, as an example).

We are 10 months into the live game and still do not have a trait that augments focus or trident gameplay at all.

I agree that something needs to be done to address the 15 second recharge time on attunement swapping. If they don’t want Ele staying in one or two attunements, they have a lot of work to do to get it in a playable state where we are swapping rapidly based on any given situation with more traits that will support our build/playstyle regardless of attunement.

If I spec fully into the Fire trait line but I’m expected to be swapping frequently, unless I take the fire traits such as Conjurer, Spell Slinger, or Fire’s Embrace, those benefits are often only going to be active long enough for me to use 5 or 6 skills before swapping out to another element. And you would be hard-pressed to find a player that would take all three of those traits at once since they only affect a certain type of utility skill.

Level 80 D/P in WvW: Where am I going wrong?

in Thief

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

I’d suggest moving 10 points from shadow arts up to critical strikes to gain the hidden killer trait if you are planning on keeping the valk armor and beryl orbs. This will give you a nice opening strike on unsuspecting targets as well as higher crit chance as you cycle in and out of stealth.

You can, for now, also put beryl or ruby orbs on your weapons if you wish.

I also noticed your back piece has no jewel and you’re taking toughness foods. Those foods have a much higher payout for bunker condi builds than a semi-glassy thief build. I recommend Butternut Squash Soup, or the poor man’s version – Minotaur Steaks, as well as Master or Quality Maintenance Oils if you want more precision or Superior or Hardened sharpening stones for more power.

Edit:
Build: http://gw2buildcraft.com/calculator/thief/?7.1|8.1g.a7.a.1g.a7|5.1g.a7|1p.a1.1p.a1.1p.a1.1p.a1.1p.a1.1p.a1|1g.67.1g.67.1g.67.1g.67.1g.67.1g.67|0.u13c.k54.k19.0|39.7|57.5f.5h.5b.5v|e

(edited by Josh Mitchell.1596)

Leaked Notes: No improvements for non-bunkers

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

Grain of salt taken, but if this is true, these are some ugly changes and I was expecting more after months of tiny changes to core issues that still affect this profession.

Making Single Attunement Builds Matter

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

Thanks for your continued support and comments. I’ve been thinking myself – what about changing this idea into a future elite skill for the class? Of course, it would have to be fine-tuned based on other Elite skills. If it were an optional Elite choice – most likely would be one without the complications of an entire additional mechanic and simply be an “Overcharge and lock into this attunement for 20-30 seconds.” on cooldown button.

This still does not solve the problems with current build setups heavily favoring Water and Arcana trait lines, but I think it would be an interesting addition to the profession in either actual mechanic form or as an Elite.

Would those of you who had issues with the idea before still have issues with it?

Making Single Attunement Builds Matter

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

I have played the Elementalist well over 800 hours. I /love/ switching attunements and frequently stick to x/x/x/x/20+ builds.

One of the main issues that many players encounter with the Elementalist is that the class trait lines contradict each other — you’re encouraged to swap attunements if you go into arcane, but (especially) if you go into the Fire or Air trait lines, many trait options proc in those attunements only.

Earth, Water, and Arcana lines have more traits that benefit the player regardless of attunement.

Currently, there are a few opportunities to make builds that use one attunement and one attunement only (Zerker Staff Fire Attunement/Fire Traits, Lightning Hammer Water Attunement/Water Traits).

The proposed suggestion would still encourage the use of all four attunements.

However, the more that I think about the complexity of this energy system in addition to the Elementalist’s current attunements system, I believe the idea I proposed would be too complex for most players.

I do believe a simpler energy/overcharge system, if one were ever implemented, could be beneficial to the class. In the meantime, I am hoping the next balance/trait update introduces enhancements to some of the Fire and Air traits, and I appreciate everyone for leaving their thoughts and feedback.

(edited by Josh Mitchell.1596)

Making Single Attunement Builds Matter

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

(continued)
In order to keep these changes balanced:
-Energy bar depletes over time out of combat (much like adrenaline).
- Only non-auto attack skills will fill the energy bar. Each time a non-auto (weapon skills 2 through 5) is cast, the Elementalist builds up a quarter of their current level bar (6.25% of total). This would alleviate the issue of players spamming auto attacks and/or using the fastest auto-cast skills to benefit more quickly. For each second the Elementalist stays in a single attunement, the bar fills up at a rate of 8% of the total bar.
- Each time that an Elementalist swaps attunements, they lose 40% of their built up energy and cannot accrue energy for 4 seconds. Frequent swappers will have access to more skills but will be unable to maintain stat bonuses or activate overcharge as frequently.
- Attunement swapping while in overcharge places overcharge on cooldown immediately, empties the energy bar, and induces exhaustion, preventing the Elementalist from gaining residual arcane energy for 10 seconds.

For example:
> Elementalist enters combat in Water attunement.
> Elementalist casts 4 non-auto attack skills in Water attunement. The bar will be filled by 6.25% for each skill cast (total of 25%, Level 1 filled) and naturally fill to level 4 (100%) by staying in Water attunement.
> If the Elementalist stays in water attunement, their stats will be modified by their energy level (at this point being full). [+60 power, +4% critical chance, +4% critical damage, +60 healing power] The Elementalist will most likely only have access to their 1 and 2 skills on their weapon set at this time.
> The Elementalist will then most likely have the opportunity to use their auto attack or their 2nd skill, swap to another attunement, or press F2 again on their attunement bar to activate the overcharge. This will activate the overcharge effects while in water attunement as well as enable weapon swapping.
> At this time, the Elementalist can only use Water skills from two weapon sets.
> If the Elementalist stays in water attunement and activates the overcharge, the option to swap weapons is enabled (5-second cooldown) and the Elementalist will be able to freely swap between weapon sets in that attunement ONLY.
> While in overcharge, if the Elementalist swaps to another attunement, they will lose 100% of their built-up energy bar as well as the ability to go into overcharge and must rebuild that energy (Overcharge goes on a 20-second cooldown, Elementalist suffers from exhaustion and cannot gain energy for 10 seconds).
> When the energy bar is fully depleted at 20 seconds, attunements outside of the current attunement and the overcharge button are placed on a 10 second cooldown. Additionally, the Elementalist is forced back into their main weapon set. The Elementalist will suffer from exhaustion, being unable to accrue energy for 10 seconds.

Closing Remarks:
If the idea of being able to swap weapons sets for 20 seconds in a single attunement is too difficult to implement, perhaps the overcharge could simply activate the single-attunement benefits.

Or, the overcharge could instead give access to a second set of skills usable by any Elementalist regardless of weapon set that has a varied range of skills. This would be differentiated from Death Shroud in that the skills would vary by attunement.

I also thought of conjures possibly being included as the overcharge ability in this suggestion, since they give similar stat boosts and thus would open up more utility slots in the future.

I am open to thoughts, balance ideas, suggestions, and feedback. Thanks for reading.

Making Single Attunement Builds Matter

in Elementalist

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

Making Single Attunement Builds Matter: Introducing an Adrenaline/Energy/Overcharge mechanic.

In short, (TLDR) this suggestion will give the Elementalist the following:

-The option to stay in one attunement without hampering themselves as much or their teammates
-The option to play at more than one range in a fight
-The option to bring cooldown reduction in x attunement and +damage in x attunement traits and have those traits be effective for more than 5 skills
-A slight damage/healing boost as the Elementalist stays in one attunement; regular damage when swapping frequently.
-Additional spell effects that may proc when an ‘overcharge’ bar is active
-Small attachment showing new bar at the bottom of this post

Detailed description:
There are very few builds which currently utilize one attunement for more than 10 seconds at a time. I feel that this suggestion may allow more players to play the class with one, two, three, or all four attunements over a longer period of time.

I have thought and thought of ways to fix some of the lesser used weapons and also fix the issue of skill range and being able to play as a pyromancer/cryomancer/aeromancer/geomancer exclusively, or using two or three attunements and being just as effective as players who max arcana and dance through all four attunements.

The solution I came up with is Arcane Energy: a mix between the Thief’s initiative bar, Warrior’s adrenaline system, and the Necromancer’s death shroud bar. Consider it a soft-initiative/adrenaline system that builds up residual arcane energy as you deal damage and/or stay in one attunement and depletes when you swap attunements. When the Elementalist swaps attunements, this energy bar will deplete by 40% and will not accrue more residual energy for 4 seconds.

Currently, when an Elementalist swaps attunements, they do so through the F1-F4 skills. This change would allow the Elementalist to, when this energy bar is full, activate and overcharge the attunement that they are currently in (F1-F4) and have exclusivity to that attunement only for 20 seconds.

In exchange for only being able to use one attunement, the weapon swap feature will be enabled for the Elementalist at this time and ONLY during this time. If the Elementalist chooses to stay in this attunement, this energy bar will deplete by 5% per second. The Elementalist will have access to only 10 skills. Their stats will be augmented slightly and percentage chances for additional spell effects to activate will be introduced.

The Elementalist will be able to stay in this overcharge state for 20 seconds, during which the bar drains by 5% per second. When the energy bar is spent, they Elementalist loses access to their second weapon set as well as a 10-second cooldown being placed on the energy bar activation (similar to the cooldown when leaving Death Shroud) and the inability to accrue energy for 10 seconds (Exhaustion). The Elementalist may then stay in their current attunement or swap out to another attunement.

For each energy bar level that is full, the Elementalist’s stats will be modified to the following:
Empty – +0 power, +0% critical chance, +0% critical damage, +0 healing power
1 – +15 power, +1% critical chance, +1% critical damage, +15 healing power
2 – +30 power, +2% critical chance, +2% critical damage, +30 healing power
3 – +45 power, +3% critical chance, +3% critical damage, +45 healing power
Full – +60 power, +4% critical chance, +4% critical damage, +60 healing power

>>>These effects are lost when activating overcharge and are instead replaced by:<<<

Single attunement spell effects when Overcharge is active:
Fire attunement: Empowerment: +100 power and +100 condition damage.
Cauterization: 15% chance to remove a condition on weapon skill activation.
Searing Flames: 5% chance to spread burning from target foe to nearby foes on hit.

Air attunement: Turbulence: +5% critical chance and +5% critical damage.
Paralyze: Critical hits have a 15% chance to inflict a 1-second stun (10-second cooldown).
Static: 20% chance to deal damage when struck in melee. (2-second cooldown)

Earth attunement: Calcification: Elementalist and all nearby allies gain 80 toughness.
Ricochet: 20% chance to gain a magnetic aura for 5 seconds when hit by a projectile (20-second cooldown).
Consolidate: 20% chance to gain protection for 5 seconds when struck by a melee attack (20-second cooldown).

Water attunement: Convalesce: +100 healing power and +100 vitality.
Frostbite: Skills that inflict damage on vulnerable or chilled foes have a 20% chance to inflict 3 stacks of bleeding for 5 seconds (3-second cooldown).
Deluge: Non-auto water weapon skills that inflict damage have a 33% chance to activate a blast finisher.

Attachments:

Please remove/change Champion Risen Wraith

in Suggestions

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

still no word on an ETA for fixing Orr? really want to get some Obsidian Shards from the guy in Straits…I guess Ill move to gift of wood for now.

https://forum-en.gw2archive.eu/forum/game/events/hey-Devo-About-jonez/1997090

As Colin mentioned in another thread, we’re investigating a bug that’s causing scaled up creatures to deal more damage than intended. (Originally they were capped to scale for 10 players, we’ve been boosting the scale caps on some events to handle many more players, but this is boosting their damage way too much.) I don’t have an ETA for that. I’m also looking at Jonez in particular, right now he’s using default creature stats, so I’d like to make him a lot tougher. Again, I don’t have an ETA yet, sorry!

It’s unfortunate that the new scaling cap that has been implemented cannot simply be rolled back to pre patch until it works correctly at high player density.

The adds in Orr events are off the charts

in Dynamic Events

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

http://forum-en.guildwars2.com/forum/game/gw2/Please-remove-change-Champion-Risen-Wraith/first#post1991394

In the event that the other thread gets buried, I wanted to leave this here as well, as I was hit for 127,000 damage by “Explode” tonight during the altar event at Lyssa (probably a Champion or Veteran Risen Plague Carrier).

Please remove/change Champion Risen Wraith

in Suggestions

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

We looked into this specific spot and it looks like some of our bosses aren’t scaling properly. We’ve got our QA team investigating to figure out what’s going on here, it’s limited to relatively few spots.

You may want to have your QA team take a look at all the high level temple-related events while they’re investigating. Since April’s patch, mob scaling for high-level events continues to be hilariously broken.

I’m all for challenging content. When one or two champions can practically AoE one-shot multiple groups of players, something is wrong.

The Risen Priestess of Lyssa alone at the altar took a zerg of over 40 people over 25 minutes to complete. As they are now, the temple events are simply not worth the time and effort.

Some numbers from temple events tonight (first two from Melandru Pre, second two from Lyssa altar event) notice the 127,000 damage in the combat log from Explode, 3rd screencap down:

Attachments:

Ride the Lightning

in Bugs: Game, Forum, Website

Posted by: Josh Mitchell.1596

Josh Mitchell.1596

You can still obtain the 20 second cooldown by hitting ambient white creatures. I am still hitting world bosses for damage with the skill.

I’m not sure if the cooldown procs correctly on Engineer turrets, haven’t tested it yet.