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Preparing/practising for Weaver

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Mejiora.9584

You didn’t account for auras through traits, weapon skills and combos. That’s easily another 6-8 auras/min. It’s hard to compare barrier to healing, especially since weaver and tempest achieve different goals, but the fact that the healing of tempest also affects allies makes the barrier amount look even less impressive. You don’t get much value out of an aura-build with no healing power though, which is why the scaling is interesting.

Preparing/practising for Weaver

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Mejiora.9584

Yea so far I noticed that at least one dual skill on every weapon has a daze/stun. So you can use that to do some burst combos in pvp. Still curious if dual skills get the bonus of 2 trait lines (air/fire/earth/water training). It going to be very interesting seeing the various builds people can come up with. The amount of barriers you can get from build for it is comparable to the about of healing you get from auras as tempest. Weaver have an aggressive defense, 2 leaps and 2 dodges from sword. Still keeping up barriers in pvp will be tricky with 2sec to recast another barrier.

Neither sword nor scepter has a daze or a stun on their dual attacks. Sword has a floating dual attack, though. And then we still need to see the air/earth dual attack on scepter, which thematically could fit a daze/stun.

And you really can’t say anything about the amount of barrier we get until we know how well it scales off of healing power. The current amount of barrier (without any healing power) doesn’t seem to match the amount of healing a tempest can potentially do through auras (especially not without the dodge grandmaster), but some of the core traitlines (at least earth) should be getting barrier in today’s balance patch, so a lot is still up in the air!

Weaver nerf before launch and after launch

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Mejiora.9584

Sadly 2 condi cleanse on hyper speed looks like a target

Granted, that trait looks incredible strong for pvp, but mostly due to the amount of superspeed that the weaver can get outside of the trait, not least through one with air and fresh air in tandem (hopefully these traits won’t be gutted in the balance patch later today). I wouldn’t be surprised if (sword-)weaver needs these kinds of perks to stay viable though, as mobility looks limited without superspeed and the ability to get around inhibiting conditions. Scepter fresh air doesn’t struggle that much with conditions in the first place, and will likely still struggle against pressure from good power thieves and revenants.

So on a positive note, the only case where Unravel Hexes looks overtuned is for Weavers who take the air traitline, which isn’t inherently defensive nor meta at moment. Hopefully, this can help push an offensive elementalist build towards meta, which I’m guessing is what a lot of us want.

Preparing/practising for Weaver

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Mejiora.9584

You swap to Air twice because you can (doubling the FA procs) and this enables your other attunements to get off of cd.

The global attunement cooldown will unfortunately be retriggered when you swap into air for the second time. It’s true that, depending on casttimes and value of the dual attacks, it may be beneficial to stay in an attunement that is not air for 4 seconds, then swap for another attunement that is also not air and use that new dual attack, then swap right back to air after you get a FA proc. It’s all very hard to tell until we have the actual balancing of the skills though.

Weaver nerf before launch and after launch

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Mejiora.9584

those numbers on abilities and Traits are just broken….

the new spec needs a nerf all around almost everywhere lol

What numbers? The only trait that seems a tad overtuned to me is Weaver’s Prowess. The two barrier traits are a little hard to gauge since we don’t know how well they scale with healing power yet, but they don’t look particularly strong without any healing power.

Will sword feel different enough from dagger?

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Absolutely. Sword 2 is a leap, water 2 is an evade, air 2 is a shadowstep and earth 2 is an evade. It seems like its a get in and get out concept.

This. Looking only at #2 skills gets me so excited, they’re far from a real #2. Fire 2 is a leap and a fire field, so you can use it defensively, to simply run away. Or even use air 2 in said fire field to get fire aura, proccing aura traits (Protection/fury/might swiftness depending on traits) and dazing the opponent. Earth 2 in fire field also works well, as it gives you an evade, might, cripple and bleed. And those are just a couple tiny combos off of one skill. Same goes for water, though it combos even better. And that’s only a couple skills!! Really feels like they put a lot more thought into this spec than past ele stuff

Fire #2 is only 450 range with no evade frames. Not what I’d consider useful for “running away”. You’ll probably go farther by just running with swiftness or superspeed XD.

[Weaver] High Risk, High Reward

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The tempo and attunement-swapping probably won’t be as fast-paced as core ele with arcane, outside of weave-self (which has a pretty decent uptime though). However, weaver looks to involve a LOT more decision-making since there are so many options with consequences available at any point in time. I hope this will make for some engaging gameplay that at least makes you think fast. Also, there really isn’t THAT much defensive utility to find among the dual attacks. All attacks obviously give a small amount of barrier. Scepter gets an evading attack (which is nice) as do dagger. Most weapons get at least one attack that chills, and then dagger gets a blinding attack and a heal cooked into the evade, together with an aoe daze attack. Sword gets additional barrier on Lava Skin and an attack that causes float (looks promising). I’m unsure if staff gets anything of defensive value, as pile driver daze and pressure blast heal both have significant cast-times. It doesn’t look like you can outrun monsoon, which makes the healing numbers seem very low, but that has yet to be tested in practice. Lastly you get an aoe cripple which doesn’t seem half-bad. Scepter, dagger and staff all have one dual skill yet to be revealed, so there’s that.

Weaver discussion

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Mejiora.9584

I am looking forward to d/d weever roaming and kill shot staff weever with or with out super speed FA truth be told.

Kill Shot Staff would be awesome. Unfortunately Pile Driver doesn’t even do as much dmg as a lvl 1 Killshot. Obviously numbers can be tweaked and it’s hard to compare damage across classes, but don’t expect to one-shot anyone with it :P. The 2s daze that it provides along with the pierce is nice though (especially with potential LR procs!)

EDIT: typo

(edited by Mejiora.9584)

Weaver discussion

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Mejiora.9584

With the vitality Weaver trait we can finally use different amulets that don’t rely on it. Viper, Berserker and all the others won’t be out of the question and this might be the first time we’ll have actual build diversity (amulet-wise) in a very long time.

Weaver still seems like it’ll be heavily reliant on Water traits though.

Yeah, the trait gives you 120 vitality if you wield a sword, and 5% of your power and condition dmg as vitality regardless of your weapon. AFAIR This amounts to around 1200 + 1500 ~ 2700 HP with the new griefing stats in PvP, so you’d end up just shy of 15k HP with no toughness. This is probably worth it for sword builds, but remember you’re giving up a trait slot for it

It’ll be good for those with condition damage and power stats but I really like the dual skills inflict weakness trait too. Weakness is just so good for defence against power and burst builds, very good for preventing dodge regent which if paired with decent chills can really make a huge difference in a protracted fight. As far as I can tell it has no ICD and when dual skills have about a 15-20s CD I can see high weakness uptime.

The trait is called Superior Elements and is definitely also worth exploring. Weakness is such a potent condition. It does have a 10s ICD though, so the very max you can achieve is 4s of weakness every 10s.

Weaver fresh air is permanent superspeed

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Well I’ve been playing a lot of fresh air, so I’ve “timed” it on core fresh air, yeah. Fresh air works fine even if you roll through attunements, and it’s pretty much the best way to deal sustained dmg with the spec. Obviously you need to be mindful of what attunements you roll through and when, but with high superspeed uptime and blinds on demand you’re more often than not able to kite out people before you need the attunement you just swapped out of.

Weaver discussion

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Mejiora.9584

With the vitality Weaver trait we can finally use different amulets that don’t rely on it. Viper, Berserker and all the others won’t be out of the question and this might be the first time we’ll have actual build diversity (amulet-wise) in a very long time.

Weaver still seems like it’ll be heavily reliant on Water traits though.

Yeah, the trait gives you 120 vitality if you wield a sword, and 5% of your power and condition dmg as vitality regardless of your weapon. AFAIR This amounts to around 1200 + 1500 ~ 2700 HP with the new griefing stats in PvP, so you’d end up just shy of 15k HP with no toughness. This is probably worth it for sword builds, but remember you’re giving up a trait slot for it

EDIT: Why would you think Weaver relies on water traits though? With high superspeed uptime, conditions may not be that much of a problem! It’s true that Healing Ripple looks really strong for Weaver as it is right now, but I’d be very surprised to see it not get an ICD in the upcoming balance patch.

(edited by Mejiora.9584)

Weaver discussion

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Mejiora.9584

@blackbead
FA is going to be a problme more so then 1v1 with thf. Its perma super speed as things stand. You may be close to perma super speed even with out FA but for a class like ele having super speed makes you unbelievable hard to pin down for all of its weapons i like to see how they make it work out. But who knows having super speed may let ele go true mages dmg glass and less of a bruser build making it where thf must be there to kill them in one burst.

Core fresh air ele already has next to permanent superspeed upkeep assuming that you are free to keep attacking (and critting) a target. Weaver won’t change that (outside of the elite where you get to keep perma superspeed should you want to). So you can already go see how it works out :o).

Well the thing is with core and tempest ele’s your still eating though your other atuments and you need them to swap to get get out of air. Weever will always have another atument to swap to that and air atument can be doubled swapped. I think making one with air have a longer duration but have an icd would go a long way to making sure its not making freash air to able to be both the best def effect and offensive effect for ele.

It’s true that the wait-time to get back into the same attunement that you just swapped out of is more than double the duration for core fresh air ele compared to weaver, but core ele with arcana will still be able to roll through a lot more attunement swaps than weaver (outside of Weave Self) simply because swapping attunement doesn’t put all your other attunements on a 4s cd. Now, with double-dipping into air with fresh air it’s not easy to tell who can actually swap more in and out of air, but remember when you fully attune to air you still trigger a new 4s cd on all other attunements. Anyways, it’s a valid point that you trade attunement cooldowns for air procs and superspeed on core ele, but remember that Weaver has drawbacks too when doing the fresh air dance, as each time you attune to air you will be locked out of other attunements for 4s, whereas with core ele you can always change to available attunements within the 1.5s global attunement cd. However, dual attacks and being able to weave in 4/5-skills of other attunement into air attunement (at least before double-dipping) should alleviate this problem to some extent.

Weaver discussion

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Mejiora.9584

About the “thief problem”

First, FA ele isn’t all that bad against thief in 1v1 situations NOW, you have enough burst to finish them, and if you don’t make many mistakes can win the fight. The only reason you lose that fight is because they can disengage and bleed you of CD’s. Weaver gives you both hard mitigation (barrier, evades in twist of fate), more soft mitigation (more prot, more weakness if traited), and more frequent, high damage pressure.

One of the major downsides of weaver from a counter-burst perspective is that it will be VERY hard to quick fire-swap + phoenix someone to 1-shot an overzealous thief. It might be able to be played around, smart rotating of your on-demand defenses and having access to burst.

I think FA ele will be stronger relative to thief than it is now, but it still most likely won’t have a place.

MORE LIKELY, however, if we look at history, is that ele competes for a damage-oriented bruiser-type role, which is less reliant on instant-access to specific CD’s like obsidian flesh but instead has a long rotation of defenses. I can see two great trait combos here:
- Air, arcana, weaver with either d/x or sw/x
- Water, arcana, weaver with sw/x

Thanks to some synergies in air and weaver, this is actually both offensively and defensively a great combo (counter condis with tons of superspeed stripping condis every 1/2s, great for kiting when needed, great pressure from all those air lighting strikes). Arcana gives you protection, and all the other things it always has, plus allows you to swap more often. With D/X, you now have a water field from the fire/water dual skill (also an evade), and a blast in either air/water or water/water.

More likely, sword/x is going to be the combo to use, as new-weapon skills are basically always more powerful than base-game weapons, and most viable pvp specs use their new weapon. Sword has a long (4s) water combo field on water 2, that you can blast with basically any element, and multi-blast if you attunement dance properly. The dual skills have a lot of ways to get barrier and other mitigation, as well as good ways to heal. If you have the water/arcana combo then you always have great options to cleanse, and weaver gives some really good bruiser-type traits. This trait combo will most likely feel like the old d/d ele on steroids with souped-up dodge rolls carrying you to victory behind cleanses, blasts, and barrier.

It’s true that FA isn’t all that bad in a 1v1 vs a thief, but neither specs should spend much time 1v1’ing in conquest anyway. Where FA struggles is against good thieves and revenants that more often than not are capable of shutting you down in teamfights. Still, I’m very intrigued to see what FA weaver brings to the table, as the additional dual attacks and barrier may cater to a more sustained-dmg playstyle. However, we don’t know yet if Weavers will have more protection uptime, as there’s a good chance Elemental Attunement (and Healing Ripple for that matter) will see some kind of ICD in the upcoming balance patch (I’d be very surprised if that is not the case), but hopefully a fair one just to make sure that you can’t abuse it (like getting 2 years of protection uptime for everyone around you by continuously attuning to earth while Weaving Self). The rest of your post I agree with, although there is obviously still a ton of testing and theorycrafting to be done.

EDIT: Half of the current meta-builds don’t use their respective new weapons, so it’s probably a little early to call sword/x the go-to weapon set.

(edited by Mejiora.9584)

Weaver discussion

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@blackbead
FA is going to be a problme more so then 1v1 with thf. Its perma super speed as things stand. You may be close to perma super speed even with out FA but for a class like ele having super speed makes you unbelievable hard to pin down for all of its weapons i like to see how they make it work out. But who knows having super speed may let ele go true mages dmg glass and less of a bruser build making it where thf must be there to kill them in one burst.

Core fresh air ele already has next to permanent superspeed upkeep assuming that you are free to keep attacking (and critting) a target. Weaver won’t change that (outside of the elite where you get to keep perma superspeed should you want to). So you can already go see how it works out :o).

Weaver discussion

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Mejiora.9584

What has me a little bit excited is the change to attunement cooldowns.

Your current attunement doesn’t go on CD when you change attunement. Instead all attunements go on a 3 second CD when you change.

Elementalist was always my favourite profession thematically but I find weapon / attunement CD annoying. I love how engineers can either have no swapping or swap freely with kits, but much less into them thematically.

So this has me seriously considering returning.

I don’t know why you would think that your current attunement does not go on CD when changing attunement – it does based on the info we currently have. And all attunements go on a 4s cd, not 3.

Weaver fresh air is permanent superspeed

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Maybe add in an icd to one with air but may it stronger? Say a 5 sec duration with a 5-10 sec icd. So strong enofe on its own that core ele and tempest gets a lot of use out of it out side of the FA build and weever dose not brake it with no atument cd. Adding in an icd to FA will only harm core ele and tempest for the sake of weever something they should not do (all though it felt like they did that with tempest and messed up core ele alot).

What do you mean about Weaver breaking fresh air? Weaver does have an attunement CD, and it’s 4 seconds. Fresh air will only bypass that for air attunement, and even if you fully attune to air via fresh air proc in air, you will trigger the 4s attunement CD thus having to wait 4s in air. Core ele fresh air can already maintain close to permanent superspeed under ideal circumstances, and Weaver won’t do that better (outside of Weave Self).

You can double air attune. I think that where the problem may end up being. Any way its a good time to make one with air stronger for builds outside of fresh air only.

How will double attuning to air help you? Superspeed doesn’t stack. Double attuning will retrigger the 4s attunement CD as I said. The only thing you get from it is renewed superspeed, a lightning strike and access to air 3 blind, and you’ll be stuck in air for 4s. Core fresh air can keep swapping between attunements to refresh one with air and get lightning strikes without having to wait 4s in air. With arcane as core fresh air you barely have to wait at all and can keep swapping between air and another attunement. Besides, one with air will be great for all Weaver specs, fresh air or not. There’s absolutely no need to change it.

Weaver fresh air is permanent superspeed

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Maybe add in an icd to one with air but may it stronger? Say a 5 sec duration with a 5-10 sec icd. So strong enofe on its own that core ele and tempest gets a lot of use out of it out side of the FA build and weever dose not brake it with no atument cd. Adding in an icd to FA will only harm core ele and tempest for the sake of weever something they should not do (all though it felt like they did that with tempest and messed up core ele alot).

What do you mean about Weaver breaking fresh air? Weaver does have an attunement CD, and it’s 4 seconds. Fresh air will only bypass that for air attunement, and even if you fully attune to air via fresh air proc in air, you will trigger the 4s attunement CD thus having to wait 4s in air. Core ele fresh air can already maintain close to permanent superspeed under ideal circumstances, and Weaver won’t do that better (outside of Weave Self).

Weaver discussion

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Mejiora.9584

I really hope there’s a way to quickly and easily access skills 1-2 and 4-5 of any attunement while being attuned to another one. For example, I want to be able to get earth 4-5 with water 1-2 and then, let’s say, reverse that with ease and of course with a CD. I don’t want to have to cycle through my attunements in a specific way to achieve this result. That would add too much restriction to the spec’s playstyle.

You just press earth and it will flip them.

So you were in earth and went to water giving you 1+2 in water and 4+5 in earth, pressing earth will flip it making 1+2 earth and putting water onto 4+5. If you want to flip it again go to water and it will return you to water 1+2 and earth 4+5.

Also from what I saw the elite reduces the recharge on attunement swap while giving you huge bonuses in them. Wiki (yes it’s updated with what little we know) says it makes the attunement recharge 2s, that’s very short.

That’s true! And the skill even starts cooling down the moment you enter the stance. I’m pretty sure it’ll be good idea to stay in the stance for as long as possible (i.e. not getting a perfect weave until the very end of the 20s duration), just to retain the 2s attunement cd between three attunements. This should also let you keep three of the four buffs for almost 20s, and then the perfect weave after I assume will give you almost 10second of all four buffs (you’ll then need to press Tailored Victory for the float attack just before the effect expires). If this is how it actually works, you’ll be buffed up very good for almost 30s, and only one minute later you can start to Weave Self again.

Weaver discussion

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From a PvP PoV, I wonder if Fresh Air Weaver will actually be viable. The reason FA is not PvP-viable now is because FA Ele is Thief food. Even Tempest was pigeonholed into a healbot role because Thieves simply shut out Eles from playing DPS builds. From what little I’ve seen so far, Weaver doesn’t do much to change that…unless Barrier is a significant buff to sustain, especially since you’ll be in true melee range now. Guess we’ll have to wait and see.

Yeah, I agree, although Unravel Hexes looks incredibly promising, fresh air (especially arcane/water/air), never really struggled with conditions, and is only really hardcountered by a good thief or revenant, who will have an incredibly easy time shutting you down. It’s still very early to tell, though.

Weaver discussion

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Absolutely, but if you’re willing to give up a utility slot, I think “Unravel” will be quite an interesting skill to play around with. With two charges and a 25s count recharge, it should cover enough of your important reactive 4/5-skills that you need to swap attunement for. However, it doesn’t help you through the 4 second lockout if you just changed attunement and need to react with a spell from a different attunement (this lockout is only 1s for base ele and tempest). Fresh air is another way to get quick access to 4/5-skills of another attunement, but hardly swiftly enough to be deemed “reactive” (and also does not help against the global 4s lockout if you just changed attunement).

Fresh Air does help, as the global “lockout” is still a normal cooldown. However, it only lets you enter Air fast, the rest of the attunements will still be slower.

Yeah, that’s what I said. It helps you get quick access to 4/5-skills of a different attunement than the one you are currently in, but if you e.g. just swapped to fire and need to use focus 4/5 skills in earth, you’ll be out of luck for at least four seconds, after which you’ll have to swap to earth, then crit, then back to air. This adds up to around 6 seconds from you swap attunement until you can react with 4/5-skills of another attunement (other than air). Of course, if you haven’t swapped an attunement for the last four seconds you can get access to any other attunements 4/5 skills within a second or two with fresh air, and instantly with Unravel. I doubt that will happen often though, seeing as weaver-gameplay looks to involve a lot of attunement-dancing.

Weaver discussion

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On another note, as an avid fresh air player, I must admit it kind of annoyed me a little how WP proclaimed fresh air to be super OP in the expansion because of it “bypassing the ICD” and giving tons of lightning strikes. Since every time you swap attunement as a weaver, even if you swap to air, it will incur a 4s cooldown on all attunements. So what could have been a “bonus” of double-auttuning into air for 2x lightning strikes actually realistically adds around a second of additional time spent in air attunement before you can attune to other elements (but obviously also gives access to air 3 blind). Looking at the footage I’m pretty certain that core fresh air ele produces just as many (if not more) lightning strikes than what was deemed “OP” in the footage. Now, I’m not saying I know if weaver fresh air will turn out to be strong or not, but it certainly won’t be OP due to it bypassing any ICDs or producing a lot of lightning strikes. Unravel Hexes sound super great for fresh air though, and the new dual attacks alone are going to shake up a lot of things, not to mention stances! So much theorycrafting to be done in the coming months

Weaver discussion

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Absolutely, but if you’re willing to give up a utility slot, I think “Unravel” will be quite an interesting skill to play around with. With two charges and a 25s count recharge, it should cover enough of your important reactive 4/5-skills that you need to swap attunement for. However, it doesn’t help you through the 4 second lockout if you just changed attunement and need to react with a spell from a different attunement (this lockout is only 1s for base ele and tempest). Fresh air is another way to get quick access to 4/5-skills of another attunement, but hardly swiftly enough to be deemed “reactive” (and also does not help against the global 4s lockout if you just changed attunement).

Weaver discussion

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A lot of people seem to think that the global attunement recharge is 3s (and understandably so, since WP says it is 3s), but if you look at the actual gameplay, it looks to be 4s. The footage from Bogotter even states that it is a 4s recharge (in the traitline tooltip).

[Ele] Official Ele Forum Guild

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Mejiora.9584

Mejiora/Mejiora.9584
Teacher (PvP)
All
Far Shiverpeaks

I have been playing since launch. I love to experiment with builds, especially in SPvP where I have more than 2500 games played on my elementalist.

PvP Staff Elementalist Build

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Rune of Dwayna does not work with Cleansing Water (and never has).

Invigorating Torrents and Water

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Tempest can absolutely be played as a very viable offensive support. In my build I use invigorating torrents without running water, and the regen on aura is absolutely essential to the build, so I’m not very fond of OPs idea. I do however think that it is problematic that cleansing water outperforms powerful aura so heavily even for an auramancer build.

EDIT: typo

Overload recharge bug

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Mejiora.9584

I can confirm this bug.

Celestial Staff PvP Build

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Cleansing water does unfortunately not work with either of the regen procs from rune of dwayna.

Fiery Rush leap bugged?

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Yeah, Fiery Rush is indeed bugged / only got a tooltip update in regards to the single target damage buff. The ability does less than half the damage it displays on the tooltip. I was actually looking forward to trying out the new leap. Hopefully they will fix it very soon, because I am extremely disappointed in the elemental elite activation skill and actually think FGS might be viable for more than mobility if they manage to get this fix in.

Elementalist Ready Up recap

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I can spot two buffs to signets in the video that Karl didn’t mention.

1) The cast-time of the signets with cast-time (fire, earth and water) has had their cast time reduced from 3/4 second to 1/2 second.
2) Signet of Earth also had it’s cooldown reduced to 25 seconds (like air and water)

I must say Signet of Earth is looking REALLY promising. It will be easier to hit with the 0.25 sec reduce in cast time, while the bleed stacks are good for masking the root debuff and will probably do significant damage for celestial / condition elementalists.

Elementalist upcoming balance

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Mejiora.9584

It does work with cantrip regen

Doesn’t work with Mist Form though.

Uncontested Temple of Balthazar

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Any EU server uncontested atm?