Showing Posts For Maskah.1486:
Setting Unravel to an F5 skill with a 10 sec CD is not a bad idea.
It is worth mentioning that you can do good condi burst with Fire/Earth 3 > Unravel > Fire 3 > Earth 3 > Air/Earth 3, at that point you are running a disable chain.
I can tell you that Arcane, Fire and Weaver with S/D is a pretty good combo. Fire can be swapped for earth pretty easily. I suppose you can go Fire, Earth and Weaver.
(edited by Maskah.1486)
No. It’s a trade-off.
You’ll have to change your rotations to be able to play it well.
You will need to keep that defensive attunements always in your rotation to be able to use the defense quick.If you are in earth/fire and want fire/earth you just tap fire again…
^^^^This!
If this trait will stay like this it should at least include the torment also, considering it is movement based and the main damage source of scourge…
Torment has nothing to do with altering your movement like Chilled, Crippled and Immobilized. Its main purpose is damage.
I think it would work best if it worked as follows “Remove a condition that is chilled, crippled, or immobilized when granting swiftness or superspeed to yourself or an ally.” This is similar to cleansing water but there is far more access to swiftness and the condition removal is specialized, making this suggested version worth being a GM.
I did some rough testing in WvW (let some ice drakes chill me), and it appears that it does work, but that it only cleanses cripple, chill, and immobilize.
Which is: 1. Not what the trait text says it does, and 2. Really not all that great.
While it says conditions it shows the images for Chilled, Cripple and Immobilized in the tool tip. Pretty weak for a GM especially considering there are similar traits at lower tiers.
Combos with Ring of fire and earthquake really well!
Weaver Elemental Flow just takes getting used to.
Barrier does need a boost, but keep in mind they stack and reset the decay time every time they are applied.
It would work with the following:
*Hybrid elementals instead of two for Glyph of Lesser Elementals and Glyph of Elementals. Make them Permanent.
*Hybrid Storms for Glyph of Storms and drop base CD to 40 sec.
*Glyph of renewal would actually get use if it gave benefits of both elements when dual attuned.
*Glyph of elemental harmony gives new boons based on dual attunement.
*Glyph of Elemental Power have additional condition types for dual attunement.
(edited by Maskah.1486)
I noticed when using fresh air on weaver that Electric Discharge works of mainhand and offhand attunement, but things like Glyphs, Pyromancer’s Puissance and Evasive Arcana etc only work for mainhand attunements. That is a pretty huge let down and seems really out of theme for the weaver. The real selling point of this specialization is gaining multiple benefits by being attuned to multiple elements.
All the stances are great with the exception of Weave Self, that whole chain feels overly complicated and it is weird how it has a second and third skills (which completely cuts perfect weave short if you use it) you have for activate whereas the other stances do not.
*Elements of Rage trait would be better if it absorbed perfect weave with a cooldown on perfect weave and dropped Elements of Rage buff.
*Weave Self with the above mentioned changes up the charges to 2 and lower the cooldown for when all the charges are used. (Between unravel, Elemental Enchantment and weave self attunement reduction time it will make it smoother to get through attunements and really open up the elemental change playstyle.)
*Elemental Refreshment feels like it should give allies around you barrier(This would really open up sword and support).
*Barrier on elemental refreshment feels like it should be boosted.
Outside of that, everything feels fine.
I had a player disconnect today. As you guessed we got pwned and still lost pips.
Not only did it not (as promised) balance team match ups, it also makes you feel even more frustrated because you now have something to lose. What the heck happened to matching players of like skill? Most matches are complete blow outs, which is not fun and extra frustration.
How can players get better if they are not playing individuals of the same skill level? Again as promised, but not delivered. How can SPVP even grow without this?
I don’t normally post my thoughts, but SPVP is now way less fun than it used to be and this is a game, which is supposed to be fun. People seem to be raging more with the added frustration.
Don’t get me wrong I don’t mind losing if if it is a good match, however most matches are blow outs.
Nightfury is almost as time and resource intensive as getting a legendary. This same almost description has been used for getting Legendary armor when that stuff is finally released. I am seriously hoping that Nightfury gets bumped up to legendary status when legendary armor is released. This would make sense since Legendary Weapons used to be really expensive exotic weapons (status symbols) before ascended came out. Once ascended came out, legendaries were able to stat swap between ascended stats.
Seriously hope that is the case here!
I will say that the tempest feels a lot smoother this time around. The war horn skills are much improved. Lightning Orb is great for using in conjunction with fresh air and the added vulnerability make it feel more complete.
I didn’t use Heat Sync much, but I hope to god it doesn’t just boon share might, limited boon sharing might be ok. I know the concern was with perma stab, but Revenant already does that. Keep in mind corrupted boons really hurt when you have a lot of them so there is that counter play.
I don’t believe that it is intended to recharge OL if you stay in air. It is indeed working as intended.
Lingering Light procs of regn.
I am pretty much going to echo that the nerf to heat sync is silly. Other classes have the ability to share out boons, Mesmer being the shining example. If anything increasing the base CD would be the best fix. Reducing synergy is not the answer considering the lack of synergy Tempest currently has.
Harmonious Conduit should still apply a reduction in CD or the base CD should be reduced. 20 secs on an attunment CD is way too long. Stability is a step in the right direction, but will be a must have in SPVP.
I suppose Imbued Melodies it much better now. Elemental Contingency and Bountiful Power will be way more viable to run. It is also another reason to keep heat sync as is, but increase the base CD.
Shouts need an option to reduce CD and Eye of the Storm needs shocking Aura.
Lightning Orb base damage needs to be address, especially since the additional CD reduction from Imbued Melodies is gone.
Over all I think the rest of the changes are pretty good.
Back to Elemental Bastion, maybe the you get a boon based on the Aura you apply. Regeneration would be obvious for frost armor for reasons previously stated.
tempest so string!
https://www.youtube.com/watch?v=u-iJlzgbSw0
Fresh Air did not work for me after overloads, even with a high crit chance. I had a similar idea for a build. I wonder if that was a bug.
I had time to think about it and I think break bars for CC for all the overloads would work out way better than stability. There is an awful lot of CC in the game now and this would be a great way of dealing with it as an Ele since we have so few ways of preventing it. This would also allow us to better get off the overloads without having to shorten cast times.
I think this is something that should be applied to churning earth, but perhaps more along the lines of crystal hibernation where it is preventing CC and Damage with a break bar. This one skill alone has put myself and many others off from running dagger offhand. It is sad because DD would be perfect for running auras.
Elemental Bastion should grant regeneration instead of flat healing. Not only would this still provide healing, but it would also synergize with Cleansing Water and give you more choices you have to choose from. I also see this working really well in support with heat sync to share out that regeneration and having further synergy with Pyromancer’s Training to knock down you cool downs. As you can see this one change adds a lot of synergy with other trait lines.
The only thing i would need to build a good auramancer (or support) is condition removal on auras. I suggested new runes that would do a perfect job.
Superior rune of the apothecary:
1.) +25 healing power
2.) +35 condition damage
3.) +50 healing power
4.) + 65 condition damage
5.) +100 healing power
6.) Auras you apply remove a condition.Superior rune of the witch:
1.) +25 condition damage
2.) +10%condition duration
3.) +50 condition damage
4.) + 20% Aura duration
5.) +100 condition damage
6.) Auras aplied to you remove a condition.The second one is more selfish and a strong condition supporting rune. Maybe it can help to make a viable condition build. With such a rune an baseline speed i would immidiateley play tempest.
i would prefer it if the tempest traits had a grandmaster
that removed condis on aura application
New runes would be a terrible idea, especially with the ones tostadude suggested. Maybe if Elemental Bastion granted Regeneration. Not only would this still provide healing, but it would also synergize with Cleansing Water and give you more choices you have to choose from.
Woodenpotatoes pretty much sums up everything wrong with this event here:
https://youtu.be/xwiszvYyRBU?t=14m39s
It was surely wrong to charge gold on top of the ridiculously scarce blooms. I am personally turned off by the way the rewards are set up. They should have been based on how many events your map completed and that would have fixed most of your problems with the rewards.
While the events themselves are done pretty well, I was pretty turned off by how the rewards were done and found it to be way too much of a grind and that I was not accomplishing anything. I decided I would not bother as there are far more rewarding things I can do with my time in the game, despite there being rewards I really want from this event. I know a lot of people feel this way as well.
I get that things happen and don’t always work out despite all the effort the devs put into these events; which by the way is still appreciated. My suggestion to make this up to the players since you cannot change this event at this time is to maybe run it again, but with some of the changes I and woodenpotatoes have suggested, or at least put these rewards back in the game through mastery vendor access and/or future events. I would also suggest that all map events like this tier up for the map as a whole.
Hi all!
Thanks for your continued feedback on the Tempest. If possible, let’s compile all feedback into this thread.
We’re iterating in quite a few areas for this specialization, including Rebound. Here’s the description of the latest implementation we’ve been testing over the last few days:
“Shout and infuse your allies with arcane energy. Allies who would take lethal damage while this is active ignore the deathblow and are healed instead. If the effect expires naturally, grant an aura based on your current attunement.”Another small change we was due to the case that warhorn was missing an aura. As such (in our test iteration), Magnetic Aura now belongs to Sand Squall, in addition to its other properties. Looking forward to your constructive feedback from this BWE.
-Karl
This is a much better direction you are heading with Rebound. Hopefully this has no casting time to it as it sounds like it is being built for twitch play. It would offset Ele squishiness for sure. Infuse light comes to mind, so it would have to have a decent up time (5 to 8 seconds is reasonable in my mind), have a decent heal (since it only procs on death blow and hopefully retains it’s 60 second CD. The Aura on no proc is a good consolation and opens up more aura play. Something like this would be worth slotting rebound.
It is worth noting that Tempest Aria should also reduce the cooldown of shouts since Elementalist have much more reliable ways of applying weakness and getting might. As it stands it feels underwhelming compared to those methods. Eye of the Storm (needs shocking aura) and Shock and After Shock would feel more viable to run with a trait that reduces CD.
That is a pretty reasonable change to Sand Squall. Puts it on par with magnetic wave and unlike magnetic wave it will have an aura that can be shared out or additional boons can be gained from it. I see better synergy with with Heat Sync.
I just wanted to post links to my thoughts here as links since I did not see this thread. Fresh air needs to proc during an overload thread. My biggest gripe is that as it currently stands Tempest makes that trait useless and closes a lot of potential game play!
https://forum-en.gw2archive.eu/forum/game/hot/Tempest-Makes-Fresh-Air-Useless/first#post5471062
I was using rock solid to compare trait power and how tempest simply does not work with that trait or fresh air and man other traits. That is the main issue with this specialization. It simply limits what you can do with other trait lines, is not a front line specialization as it was advertised to be. Good luck having a meaningful overcharge in WvW or any decent Spvp as you are going to get interrupted like crazy.
Perhaps making the overcharging ranged would be a good solution, which was major solution with Necros This would make staff viable.
Over the specialization limits synergy far more than what it adds and many of the traits are underwhelming. They really need to look into this if they seriously want people to play Tempest.
HC = Hardy Conduit
RS = Rock Solid
Considering you can pop Auras much more often as a tempest and gain protection with Elemental Shielding (a Adept Trait). This feels weak to have a grandmaster that is doing the same, but way less often.
This would be a much better trait if it granted stability since Elementalist really lack stability and cannot attune to earth (rock solid) in the middle of and overcharge. God help you if you overcharge earth and have Rock Solid. At that point it is a choice between Rock Solid being useless or earth overload being useless.
Even if Hardy Conduit had 2 seconds of stability there would still be a window for over charge interruption and allow people attunement camp Air to play a real tempest.
I was actually looking forward to seeing how this would work with with overcharging and to my surprise it doesn’t. You are completely locked out until the over charge until it is done recycling. Tempest would have opened up some new builds with the fresh air trait, some of which would have made them viable in sustained front line and support.
The counter play would be interesting since over channels can be interrupted.
Even when fresh air procs you still have to wait for the 5 second recharge on air overload.
The support aspect would be very interesting and on par with Herald, but still have it’s own style of play.
I could go on with examples, but there are many and this one change would make tempest a lot more interesting since most people seem meh about it. Besides the very definition of tempest screams air attunement! http://dictionary.reference.com/browse/tempest
I just found out the cooldown resets after the Elemental dies. Like I said I never use it beacuse of the crappy AI. I did however mention that if they were permanent, they would have to be rebalanced.
I am also not saying Glyphs themselves are useless. Glyphs of storms is a is pretty solid and the new patch will have it working a lot better. More control over elementals on the lesser and greater glyphs is much needed because of the terrible AI they currently have.
Glyph of Renewal I have never really used, but I can see it’s potential.
Glyph of Elemental Harmony is a very solid heal skill.
Inscription if it procs on use of Elemental skills, I can see opening up a whole new way to play Ele.
Who knows the AI control might be all that we needed to fix elemental pets. It will be interesting to see. A 6k heal is useless if you are at full health and your pet is healing you due to crappy AI.
I never really used any of the Glyph of Elementals, but the recent announcement got me looking at these two skills.
Glyph of Elementals Change (Dulfy.net)
Glyph of Lesser Elementals and Glyph of Elementals now have secondary abilities you can activate. When pressed, the elementals will activate these skills on their next skill usage. This allow you to have more control when using these elementals.
As it stand Elemental pets have existing secondary skills that they use at random and just kind of run around like a spaz. I think it will be great improvement to control these secondary skills. This also got me thinking the age old question as to why Elemental pets are not permanent?
Glyphe of Lesser Elementals is a 60 second with a 45 second cooldown, 36 with Quick Glyphes. This means you can keep this pet up indefinitely (never seen one die ever), granted with the monotonous (not fun) skill activation to summon them. Why not just make both the lesser and greater a permanent summon? Granted you would have to rebalance pets, but it would be worth it.
The Inscription (master) trait can still be made to work on the primary and secondary cast, thus not losing any of it’s potential. As it stands Inscription has a very low proc rate (due to high cooldowns on glyphs) making it just as useful as Elemental contingency.
I am sure that I am not the only one who has brought this up, and have not seen any valid argument as to why this can’t be implemented.
They should just take away the CD for focus skill 5 in earth…
hmmm how about NO
you sound like a scrub mesmer or mage who just want to wear a heavy armor and saw the excuse to do it with this account wide armor change.
There is no need to make personal attacks when all I was doing was asking for opinions on armor. You don’t even know me, yet you are making false assumptions instead of contributing.
I have seen people interested in having all armor types opened up to any class, meaning all classes can wear heavy, medium and light armor. I to think this is a great idea seeing as heavy armor classes can hit every bit as hard as a light and medium armor based class and still get the same level of stats.
However the fact that heavy armor gives more armor and still has the same stats as the other two armor types would mean everyone would literally be running around in heavy armor if they were to allow all classes access to the different types. This is unless they actually put restrictions like the heavier the armor the longer your CD’s or reduced stats on heavy armor.
Though I am pretty sure they will lift class restrictions for weapons long before they do armor.
In any case what are your thoughts to make armor balanced if all three types were available to all classes?
Getting rid of conjures completely and giving Eles access to the real weapons would work way better! They can also make the current associated stats available through traits.
Wait, can you still hit people with your full strength, with broken bones and internal bleeding? I would’ve thought that such physical injuries weakened you somewhat.
It would be very situational that you are weakened. Adrenaline can make you ignore the fact that you are kittened up while nerve damage is nerve damage, your body simply isn’t going to respond properly no matter how much adrenaline you have pumping.
actually…. Stoning combined with Stone Heart will be really op, since you won’t get crit damage that mean 50% of regular attacks will be glancing you because of weakness inflicted for 3s
They changed it to 50% of all hits weather critical or not are glancing blows. However stone heart completely removes crits.
I was kind of tired when I made my original post and had time to think about it. I have since edited my original post to reflect that.
As far as getting hit with a big rock I would seriously expect broken bones and internal bleeding not so much being weekened.
Electricity however will weaken an individual as it wreaks havoc on your nervous system.
The Ice Spike suggestion is sensible enough, and I’m all for that – but I’m pretty sure that either of the other two would be far too many blasts.
In Fire Attunement especially, we’d gain a regular, heavy-hitting blast finisher in an attunement that can maintain fire fields – with Persisting Flames to keep up the font, this would make it far too easy to maintain might and fury with just weapon skills.
Particularly if this is done on allies fighting 1200 units away from you.Our Earth AA could definitely see some changes made to make it more useful, though I’m not really sure what – I don’t see a problem with a huge rock causing weakness when it hits a foe, but with the attack being as mediocre it is (especially accuracy-wise) the duration of the condition is far too short to make any meaningful difference to combat.
I would agree, but again the enemy would literally have to stand in the fire field and there is no way you are going to blast as fast as a S/D which can do 25 might in under 8 second easy.
Earth and Fire 1 follow the target and cannot be placed where you want it. Weakness makes no sense in earth.
Though as a concession, the blast chance can be reduced if there actually turns out to be a balance issue.
I just realized that Lightening Rod has no cool down. If that is so, this trait is very much worth getting considering the amount of AOE interrupts a Ele can throw around.
It would also make Tornado a more appealing skill to use.
Careful, this trait only triggers on interrupt – i.e. when someone deliberately uses a leap skill into your static field without stability. Just stunning or dazing your foe won’t trigger it. If you think its good, just check on any day when daily interrupter achievement is on. Then place your static fields and unsteady grounds and whatnot into the enemy WvW zerg and check how many not only get stunned, but actually interrupted and you will see very soon why I would never pick this trait.
If you are firing off the skills at the wrong time, sure you won’t get an interrupt. I have really good timing and will get interrupts.
I just realized that Lightening Rod has no cool down. If that is so, this trait is very much worth getting considering the amount of AOE interrupts a Ele can throw around.
It would also make Tornado a more appealing skill to use.
While they have said these are tentative they might actually change some of these traits. I feel that Blinding Ashes is a bit off the mark when you consider how many traits you have to invest to get it and compare it to other GM traits in that line. Here are my suggestions and they are not big changes, but enough to make them worth the trait points.
Blinding Ashes - As it stands this trait has very little use in big fights and is only good for 1v1 (unless a warrior is traited to ignore blinds) and somewhat in boss fights.
Suggestion 1 - Make it an AOE blind centered on the first target that triggered the blind first.
Suggestion 2 - Can only affect a target once every 5 seconds.
Personally I think suggestion 2 is the most balanced approach.
I am one for balanced game play and believe that staff needs some tweaking down to it. The below proposed changes I believe to be balanced and add more support to the staff. They also make a lot of sense considering their descriptions, similarity to other skills and even theme of the attunement.
Earth Skill 1 : It does not make sense for this skill to cause weakness when that condition is other wise exclusively and thematically associated with Air on all the other skills and traits. It would make more sense for this skill to instead explode and inflict 1 bleed in a small radius. This would make the most sense since all weapons skill 1 for Ele (except staff) cause bleed but in different variations and this would follow that trend.
Pro- Would give ele’s a better variation on doing the appropriate conditions for this attunement.
Ice Spike : This skill works identical to Dragons Tooth in that there is a delay when cast before it hit’s its target and they both inflict a comparable level of condition, however Ice Spike does not blast. This should be a blast finisher with that in mind.
Pro- This gives staff more capability to blast fields and lend more to support.
Pro- Because of it’s cast time and the time it takes to hit a targeted area (much like dragons tooth) and it’s cool down matches dragons tooth it would not be able to hit a field any more than dragons tooth cold.
Pro- More blast on staff which is lacking in it’s ability to do so.
(edited by Maskah.1486)
Condition removal much? Unlike straight up damage conditions can be outright negated.
25 might is going to make anything hit like a truck. Though boon removal can throw builds off that rely on might.
I think it is crazy that people are asking for dagger to be more of a support and utility weapon when it is clearly not.
We have magnetic Aura on focus and staff not to mention swirling winds on focus which out right blocks range for a pretty long period of time. Eles actually have one of the best defenses against range. I think only Mesmer beats them out.
This sounds more like lack of skill on your part.
Reducing Lightening flash in the current meta would be incredibly broken! I don’t think I have to mention what it can do with fire fields on top of doing high damage.
Dude, ele staff can put out ridiculous amounts of damage with lava font and you are supposed to be relatively close to the action to benefit from party boons and blast finishers.
Yea staff ele has kittened burst damage if you know what you are doing. I myself have been able to level zergs countless times with staff.
another awsome change imo would be, like someone mentioned previously, removing the heal from dagger #5, but adding a waterfield with the duration of the engis healturret overcharge.
The skill is a 40 second cool down skill….why exactly should the heal be removed? This would actually be a nerf. It should do its current thing AND have a few second (3 or 4) waterfield. Seeing as the heal has a 40 second cool down, in its current state (like most weapon, heal, utility and elite skills) the cool down simply is unjustified.
I know I would much rather be using skill 5 on staff