Title is not an opinion, it’s a fact.
Take a look at this:
http://wiki.guildwars2.com/wiki/World_vs_World_%28achievements%29Kill one million dolyak caravans to get the Ultimate Interceptor title. If you play this game for – let’s be generous here – 10 years and each year is 365.24 days, then you’re playing the game for 3,652 days. During those days you have to kill 1,000,000 / 3,652 = 274 caravans on average every day. Can anyone say this is not unreasonable?
Perhaps even more daunting is the 500,000 caravan escorts achievement. Escort 137 per day, killing the guy of last paragraph who’s coming with his razor-edge perfect caravan-killing build. Only get credit if the caravan actually reaches destination. This might take a couple of minutes for each caravan.
Dear Arenanet, could you please take a couple of zeroes out of these? It would still be quite a feat to accomplish.
This made me lol, just considering the dolyak killing guy.
Dolyak escort guy is trying to get a dolyak to the tower. Enter dolyak killing guy. Dolyak killing guy really wants that achievement, he’s far along too. He has killed over 820,000 dolyaks and has it down to a science. He’s spent years perfecting the absolute perfect dolyak killing character, no one can stop him.
He peeks out from behind a bush, runs around the corner, then dolyak escort guy just hears a gasp to his right. He looks to his right and all that’s left is 1/4 of a dolyak saddle.
Escort Guy: “kitten it!”
This ability was cool when you could aim it up and port to above water.
Of course that needed to be nerfed because it was fun.
That needed to be nerfed because it could bypass walls and get you otherwise unreachable places in wvw/spvp.
If it was impossible to get anywhere you couldn’t get to normally with it, it still would have been nerfed.
The mobility you get from using both greatsword and sword/x on ranger is hilarious.
Using swoop and hornet sting/monarch leap with the about face tricks…I haven’t actually tried it side by side with a thief, but I think just going in a straight line you could beat a thief in a race.
This ability was cool when you could aim it up and port to above water.
Of course that needed to be nerfed because it was fun.
I absolutely love Ride the Lightning but why on earth does everybody keep screaming they will quit guildwars because of this nerf?.. I was kitten of just like the rest of you but I adopted in a day. Its really not that bad..
It’s not a matter of the profession being unplayable. It’s a matter of me signing on to play a profession and the playstyle dramatically changing under me after I put in the effort getting legendaries, ascended, etc etc.
It doesn’t play the way I want my character to play anymore. Not even close.
If they had messed with healing output or something instead, could have lived with that.
Problem was people freaking out over RTL’s bugged range, making it that much harder to catch eles after using it.
So…they fix the range, reducing it from 1550 to 1200. Should solve the problem right?
….but then they tack on the stupid cooldown thing besides for god knows what reason
What I’m wondering is why so many people hate it? :S
Because a) You can only have it on one character on your entire account, and
b) The only people allowed to get it are the dungeon-runners, since there isn’t any alternative way to get (or at least get credit for) the cutscenes that complete the achievement track.I haven’t seen much complaint about the gloves otherwise. Kind of a shame really—if they looked horrible, I wouldn’t mind so much being locked out of getting them and having totally wasted my effort and participation for the last couple of months.
Why not do the dungeon?
Nothing about sentinel gear says “high damage”. PVT gear isn’t high damage and it has more damage than sentinel, heh.
But if you want to be super bunktastic, Sentinel/Cleric will do that better than PVT…as far as just being hard to kill anyway.
Probably best use of it is that you can wear an item or two less of sentinel vs the old PVT gear, to get your desired vit…and then get cleric gear in an extra slot or two more than before. Only if you care nothing about doing damage at all, of course.
Not as fun. When I selected the profession I took it because I wanted to play something that could get around quickly. They’ve been taking that away.
next expantion of GW2, new classes:
ghostbuster
Nerf Slimer, he eats hotdogs way faster than anyone can keep up
I hate traits that apply effects to utility skills in a set, such that you’re encouraged to just use that kind of utility.
There’s always air sig for 25% speed increase, if you’re willing to use a utility slot for that.
But my point is that we have to use our valuable traits JUST to keep up with others while they have one or more abilities that they can use without sing their valuable traits for it
Well, elemental attunement is something you’ll want anyway. Not just for swiftness, but for regen and protection as well. In fact it’s our most useful trait.
Zephyr’s boon helps you maintain not just swiftness, but fury as well.
People don’t run boon duration to just maintain swiftness. Helps with prot, helps with regen, helps with fury, helps with vigor, helps with keeping multiple might stacks up. We use a lot of boons.
I get what you’re saying, we’re not using offhand warhorn to apply swiftness or something, but it ends up not really mattering.
(edited by Minion of Vey.4398)
You got me… 4k…
I’m a tank now
Downplay it all you want, having 4200 less hps matters.
Summon 2 ghostly convicts that wreak havoc at target location with blowout and electric damage.
When this skill is used your character other people in the area will shout, “Oh my God! The Scoleri Brothers!”
/smerk
I’m down with this because it might mean people would say it’s OP. I want to see people post “Nerf the Scoleri brothers!”
As far as at least keeping swiftness up in D/D, that shouldn’t be a big deal.
With 10 in elemental attunement in arcane, you get some swiftness every time you switch to air, so switch to it and out so you can switch back asap to get more swiftness.
10 points in air gets you zephyr’s boon, which applies fury and swiftness upon aura use. So use your auras while traveling.
It’s common for eles to run boon duration runes, which lengthens the swiftness (along with the other boons of course) as well.
While just roaming around, using the glyph heal in air attunement applies swiftness as well.
I don’t get why this needed a nerf anyway. It’s a friggin 30 point trait, shouldda replaced the regen on cantrip cast with a different boon/effect instead.
Not like I play an ele, but for everyone with half a brain who read the ele trait lines and skills once, it’s fairly obvious, this change goes in a completely wrong direction.it’s still a potential cleanse every 5 seconds.. although I’d agree that allowing cantrips to interfere with an aoe cleanse does raise the skill cap for team utility.
Anything that raises the skill cap on cantrip eles is good news to me.
Problem is switching to water gives regen too, something eles need to go in and out of extremely often for healing ripple. If you don’t, you don’t outlast and you die. The ICD on the trait now is active almost half the time just because of that. If you do happen to use a cantrip later in the cycle, where it’s come off ICD from you switching to water…well it’s gonna be on ICD when you switch back to water again almost for sure, so you miss that cleanse.
Certainly not just a matter of spacing out cantrips, which wouldn’t have been a big deal at all standalone.
Might we get a 3 second immobilize on one of our scepter skills? That’d be great.
Also, please make Phoenix travel waaaaaaaaaaaaaay faster.
Would you mind making Shatterstone less useless while you’re at it?
Oh, we could really use some decent non-condition based damage in the earth attunement, as well.
An overall buff to the direct damage of the autoattacks would be awesome, too.
Regarding immobilize, there’d be an easy place to put it too.
Scepter air has #2 and #3 as two instant attacks, one damages and one blinds. Should be combined into 1 to make room for a new skill.
I think I remember reading somewhere that this trait only applies to direct damage skills. If that was wrong please let me know! Because yes, this would be much better if it applied to burning/bleeding/etc. That and it would be nice to see how that stacks up with the 9 stacks of vulnerability you can apply from using 3 signets on a target (and how that’s calculated, cumulative or concurrent?).
However from the tests I’ve conducted, this is not the case. And since my build doesn’t really stack much power or precision, you’re better off with extending or reapplying burning repeatedly to counter cleansing attempts. You have enough power (and precision in pve) to do decent damage to an enemy in water and lightning, not to mention that gets boosted by vuln and burning. The idea here is to stack a bunch of bleeds/burning/etc and then swap between attunements and blow cooldowns while they tick. If your target is not dead by the end of that, switch back to earth/fire and repeat. Mind you, with the pvp version of this build, each attunement swap will give you a 5 second poison on your first attack and you still have access to burning through SoF.
As an interesting side note, I noticed that the synergy in the traits here was already discovered and was called Auramancer (sorry I don’t copy/paste builds from sites or share my builds often so I was unaware until someone mentioned it). So I feel kinda silly for not realizing this was probably already discovered by someone else and shared. However, it seems not many people give eles the credit they deserve for their conditions. I can’t tell you how many times I’ve been in WvW or PvP and someone drops all their CDs on me expecting me to be GC and crumple, only to find out that i still have 50%+ of my hp left and they are getting condition stacked. Usually they try to run/heal/cleanse and die in the process because by then it’s too late.
Yeah the 20/10/30/x/x auramancer’s been around a while, but of course getting more attention now with recent nerfs + signet passive buff.
As for the true strength of such builds, I’m on the fence still. It’s a shame that fire aura trait is at 20 in fire. If it could be picked up at 10 in fire there’d be no discussion, it’d be a great build. You’d be able to pick up both ele attunement and renewing stamina….or reach far enough into water for healing ripple.
As it stands atm, I think the 0/10/30/0/30, which lacks the aura in auramancer. It’s just a mancer I guess. Nonetheless I think it is a better build for now.
(edited by Minion of Vey.4398)
Tier S:
Ranger
Tier A
Mesmer +
Guardian
Engineer
Tier B
Ele+
Necro+
Thief+
Tier C
Ranger Pet
Tier Warrior
Warrior
I put Tier Warrior in mine too, but after rethinking it I think Warriors should actually be bumped a step down in that one. Or at least given the minus in it.
just one wish:
reduce the CD of RTL back to 15sec.
Hell I’d take a 900 range RTL with 15s cooldown vs the nonsense going on now.
Since the profession doesn’t have innate evasion skills, I’d like to see the base hps and toughness increased. Healing reduced accordingly.
It’d still be ok to be a bunker but people could get out of it if they wanted and maybe be viable.
As far as outright getting hit harder, I don’t think anything’s changed.
Slot Lightning Flash. Trait Cantrip Mastery. Trait One with Air.
Your roaming is fine, just don’t get to roam for free any longer.
One with air? haha.
Is necro a good roaming profession when it slots signet of the locust?
Or are you suggesting that the 900 range lightning flash on a 36s cooldown is what sets it over the top? 36s traited at that, 45s base.
Funny stuff.
Wow you people are spoiled… I roam with my Mesmer with 32 seconds CD traited Blink which also ports 900 range, Mass Invisibility and around 40% Swiftness uptime and I am a happy kitten with that.
And here comes some Ele and says that it is horrible… lol… Just shows how good they had it before…
Get down to earth people!
As another mesmer who tries to keep up with eles, necros with signets, rangers, and thieves, I agree. ;-) I still roam, I still attack camps, and I’m still effective.
I would kill for a 25% passive speed boost, but that’s just not good enough, it seems. You need to have 100% swiftness AND a get out of jail free card on a 20 second cooldown or else you’re COMPLETELY USELESS OMG THE MOST GARBAGEBAG PROFESSION ANET HATES US.
Mesmer has easy access to stealth and blinks. That is a pretty big “get out of jail free” card. They’re also on low cooldowns (~30s w/ just the minor trait). This compensates for the mesmer being slightly slower, although you can still maintain 100% uptime on mesmer so you don’t need a 25% ms signet.
Sure we have IF we bring no utilities to WvW and run with Focus.
But the point I’m trying to get across is very simple – a lot of professions and specs (like my case) roam just fine and do that with not that much escape tools or mobility.
I roam – I have 1 32 sec cd Blink, 1 90 seconds cd 5 seconds duration invisibility and 6 seconds of swiftness on 15 seconds cd (heal).
And I’m fine! Can I run away from one guy? Probably yeah, I can drag this long enough to get to the keep. Can I catch a guy? Probably yeah, but not sure if he won’t drag this on long enough to get to his keep.
Can I run away from a couple of guys? Not really, unless I juke real good and they don’t pay attention.
Do I wear heavy armor and have warrior’s healh? Nope, light armor and about 2-3k more HP than Ele. Do I have invulnerabilities? Yeah, but one roots me and another needs illusions up to function and then is 3 seconds tops for me on 60 sec cd.
I think I do fine roaming and I have less mobility than Eles.
====
You tell me – “you can gear, trait and equip certain utilities to get more escape options!” I agree… But then I ponder, if you, Elementalist, want more escape options, then is it unfair to ask YOU to gear/trait/equip for that?
That’s why we have hard time relating to your “plight”, you are basically telling us to spec and gear for escape options, while you are somehow entitled to get that for free because you are Eles?
You lost me there, can’t sympathize with you, guys.
2-3k more hps than eles, heh.
I’m so sick of people misquoting hps and not understanding what each class has, so I’ll just put this out here for everyone to actually see in black and white:
You can easily go test this yourself, but it’s in the wiki and I can tell you it’s quite true.
These are the professions base hps at level 80.
Guardians, thieves, ele: 10,805
Mesmer, Ranger, Engy: 15,082
Warrior, Necro: 18,372
I think that RTL needed a slight nerf, but 40 seconds does seem a bit excessive. 25 seconds for 1200 range or even 900 range, I think, would be fine, but this is just… Ew. No.
20 seconds for 1200 range would have been fine.
You get the “win” just by volunteering to be autobalanced.
I always volunteer when it comes up. Not only do you “win”, but since the other team probably is taking more nodes its easier to find something to capture heh.
It really detracts from me wanting to take alts seriously, I’m not going through the legendary business on many characters.
You already have the code in play on the karka accessories. Please apply it to legendary weapons.
They’ve been extremely strong for quite a while, have always wondered why people talked about them so little.
Yeah didn’t think so.
You know there is something wrong with the game when ppl are seriously defending warriors in “Ranger’s pet vs Warrior” debate.
4500 word post
“This proves that Warriors are at least 9% better than ranger pets!”
Tier S: Ranger (just barely)
Tier A:
+Guardian
Mesmer
-Engineer
-Elementalist
Tier B:
+Necromancer
Thief
Tier Warrior:
Warrior
I’m an ele, and I’m pretty sure this was just a tooltip fix.
One always showed twice the damage of the other for no real reason. That wasn’t the way it played in practice. They seemed pretty similar to me if not the same.
Thank you very much for your advices. I play the ele since release and have some tricks in my bags. Yes we are spoiled and that s why we were in the top three roamers. You can get away even as a guardian if the enemy doesn t persist to chase you, but if he persists you wont get away, that s why you see 0.2% of the solo roaming population beeing necros and guards. This is what saddens me, we have had a whole aspect of the game removed and the left over roaming classes will be the ones with access to stealth. Closest tower would have been spawntower and i chose the water route in hope they would give up, and actualy got quite some distance between me and my attackers. exept well, the bloody bear… but honestly running always to the nearest tower is not what i understand under a roaming class.
If you hit a rabbit when you use RTL you do not have to wait 40 seconds…
yay! However that will probably get nerfed in the next patch, it’s too overpowered.
“When an elementalist kills a rabbit, a champion risen is summoned that agros and has a 2500 range immobilize with 5s duration. 2s cooldown”
I solo roam with my necromancer.
Like Gaidax said, you guys were spoiled. You can still escape pretty easily most fight.
And I’m still dying behind with my necromancer.
Profession with 8k less base hps than necro gets around faster, news at 11.
…but still gets around slower than warriors, heh.
Slot Lightning Flash. Trait Cantrip Mastery. Trait One with Air.
Your roaming is fine, just don’t get to roam for free any longer.
One with air? haha.
Is necro a good roaming profession when it slots signet of the locust?
Or are you suggesting that the 900 range lightning flash on a 36s cooldown is what sets it over the top? 36s traited at that, 45s base.
Funny stuff.
(edited by Minion of Vey.4398)
I wonder if some of you even realize that D/D is considered nonviable by many top level players. S/D is the preferred weapon set, with it’s higher healing, blinds to secure stomps (saves mist form), free armor, longer range, spamable low cooldown abilities for signet heal, zoning ability, burst, etc.
Crying about D/D is kind of a sign that you don’t actually understand the problem and shouldn’t be taken seriously in balance discussions.
This is something I’ve always thought too.
It’s funny when you hear people say “scepter is basically unusable”. I’m like whaaaa
My time spent playing with the TP has increased from 90% to 99%
Actually if you read this you’ll see the original quote(I included it anyway but the link is for the source):
https://www.guildwars2.com/en/news/linsey-murdock-unveils-new-high-end-ascended-gear/
it says there will be ascended weapons, eventually.
“You’ll also see more Legendary items in the future and an update to our existing Legendary weapons. Legendary items were always intended to be on par with other “best-in-slot” items. So fear not, all existing Legendary weapons, which are currently on par with Exotics, will be upgraded to be on par with Ascended weapons at the same time that we add Ascended weapons to the game. Thus Legendaries will remain “best-in-slot” items. All Legendary items going forward will be of Ascended power. We also have plans to add more fun ways to acquire Legendary precursor items with a more “scavenger hunt” feel than they are acquired currently. "
That’s the one.
In fact, they even goofed up soon after that and upgraded legendary weapons to ascended stats for about a day or so….obviously before adding ascended weapons (It was months ago, and we don’t even have them now). You could see that the weapons had a few more stats and an extra 40 damage or whatever it was, what you’d expect an ascended weapon stats to be.
They reverted it after they noticed they goofed and gave legendary weapons ascended stats too early, but it did confirm the intention.
If all you do with characters is max them out and gear them in exotics, the game is very alt friendly and you’ll have fun with it.
When you start getting into ascended gear, legendaries, all the misc vanities like spvp profession titles, soulbound fancy stuff like the cash shop mining pick, additional inventory slots, exploration star and all that…it becomes much less so.
They’ve said legendaries will always be equal to “best in slot” if/when higher tiers of weapons are added. So they will upgrade their stats accordingly to always be worth using.
Unless they’ve backed off on it, it’s basically certain that we’ll get ascended weapons at some point. When those are added, legendaries will have their stats raised to be the same as ascended weapons.
And if there’s some level cap increase/expansion/new tier of gear or whatever and there’s ever better weapons than that that come out, legendaries will be raised to be equal to those too.
It was quite a while ago so I don’t have anything to link you verifying all this, but they did say this all very clearly.
They’ll never be BETTER than what else is available, but whatever is best at the time, they’ll be equal to that.
hope that clears things up.
(edited by Minion of Vey.4398)
I don’t understand the complaint re RTL in Pve. If we hit something the cooldown is reduced by 1/2 to 20 seconds. I don’t see why I can’t live with that. I use that skill to close to the target, not run…
Re AOE. Ours is ranged, has a significant radius, offers combo fields, and with crits does some good damage. Sure, I would like more damage, who wouldn’t. But it is apples and oranges to compare our aoe to a warror.
There’s a whole thread going on mist form and I don’t use it so…..
Glyphs got some nice buffs. Once again talks about ele nerfs were not realized.
Why should we need to “live with that”? Other movement abilities on other professions don’t.
When rangers use their 1100 range swoop with 12s cooldown (Superior to pre nerf RTL for getting around in PVE, 20s cooldown 1550 range), they don’t need to.
Seriously? The loss of a, once every 20 seconds, sprint on a Pve map is important to our class? Where are we going in such a hurry that this alters our game play experience? In SPvp, sure, there is someplace to be in a hurry, but in Pve, where are we going in such a hurry that this is nothing more than a minor inconvenience?
Because it’s a quality of life nerf just for the sake of nerfing.
We could say what you said for anything involving movement. Tomorrow the game could be patched where all players and mobs now move 50% slower. Since we’re not in a hurry, it’s just a minor inconvenience so it should be no problem.
When I picked up ele, I was coming from necro. I was bored with necro and wanted to get around quicker. I see that ele has lots of attunement abilities, swiftness, and gets around quickly with RTL. “Looks like fun, I will play that”, so I did. I also had fun as intended. I surely wasn’t selecting it because of some sort of pvp advantage. I had barely even done any pvp other than a couple hours of roaming around in a zerg in WvW.
Then, after maxxing the character, getting legendaries, getting ascended, getting the champ magus title, exploration star, all that stuff that takes a long time to get when you add it all up….THEN the devs tell me “No, you thought you picked the right profession for you but you were wrong, you were right for 6 months but you should have picked something else….because you’re now wrong because we said so”.
F that.
(edited by Minion of Vey.4398)
When you’re downed and use vapor form, when it wears off it “reapplies” whatever health you were missing while downed.
So if you’re a tick away from dying or something and mist, then it wears off, you’ll see it “hit” you for big damage in the log. It’s just putting you back at the hps you were before you misted though.
Healing rain applies regen and cleanses a condition every tick with the ability itself. In addition the water trait is supposed to cleanse a condition each time regen is applied. I am guessing the first tick will do its normal cleanse and then the water trait cleanse, but the second tick will only do the ability cleanse and not the trait cleanse?
So it does interfere with water 5 of the staff, sort of. Well assuming I am reading this right and it works like this in reality.
What you said should be correct.
If you’re talking about PvE, try out the new Glyph of Storms and Signet of Earth. Storms is pretty much the definition of AoE and is now essentially fire staff 5 slotted to a utility skill. If you find yourself in want of toughness, Sigil of Earth gives something like 200 tougjness, which is a pretty respectable amount. It’s not like you need to slot all cantrips to survive normal PvE – try something new!
Yeah I can see a lot of people slotting the new signet of earth now for PVE. Even non signet builds. I would slap it on in fractals or something at least.
What do u guys think about this?
….
30 Point trait that removes a condi upon gaining regen will have a 5 second CD (Trait is dead).Anyone who thinks Cleansing Water is dead because of a small 5s internal cd is someone whose opinion I simply can’t take seriously.
That is what I think. Cleansing Wave has an 11.375s minimum cd and that doesn’t stop anyone from taking that trait.
Cleansing water removes a condition anytime you apply regen. When you switch to water it also applies regen due to elemental attunement trait, setting the ICD. This no longer synergizes with cantrips providing regen (which thus removes a condition, which is what made eles good at removing conditions). It’s not like you can just “space out cantrips and everything will be okay”. It’s going to be extremely common to have used a cantrip within 5s of switching to water recently.
The water switch is where most of the ele healing come from. Eles will commonly switch to it (and maybe roll in evasive arcana) then leave asap so they can switch back to water again that much sooner. Honestly, almost half the time, cantrips won’t be removing a condition because of this change because of how often eles will be in the ICD from switching to water. That’s BEFORE getting into situations where you used a cantrip…then used another cantrip.
Whether it’s useless or not, is outside the scope of this post. To say it’s a “small 5s cooldown” as though it’s not meaningful though, is outright wrong.
I don’t understand the complaint re RTL in Pve. If we hit something the cooldown is reduced by 1/2 to 20 seconds. I don’t see why I can’t live with that. I use that skill to close to the target, not run…
Re AOE. Ours is ranged, has a significant radius, offers combo fields, and with crits does some good damage. Sure, I would like more damage, who wouldn’t. But it is apples and oranges to compare our aoe to a warror.
There’s a whole thread going on mist form and I don’t use it so…..
Glyphs got some nice buffs. Once again talks about ele nerfs were not realized.
Why should we need to “live with that”? Other movement abilities on other professions don’t.
When rangers use their 1100 range swoop with 12s cooldown (Superior to pre nerf RTL for getting around in PVE, 20s cooldown 1550 range), they don’t need to.
I can agree with reducing the mist form cd in the new state.
Not something crazy, but down to 60s untraited would be sufficient.
The range wasn’t a nerf but a bug fix.
And I can understand the frustration from some people with mistform, makes me happy that I did NEVER use it. Goodluck with working things out!
Be a strong ele
It doesn’t matter whether it was a nerf or a bugfix.
It went 1550 and people were having problems with it going 1550 range. That was solved when it was fixed to 1200. That was sufficient.
Should have been left alone to see how it played out.
Remember when heartseeker was nerfed from doing bonus damage at 66% and 33% to 50% and 25%? It would be like implementing that change, then also adding in “And heartseeker costs 2 more initiative too!”. Just pointless overkill that takes something from really good to crap, instead of really good to just “good”…which should be the aim of anything.
(edited by Minion of Vey.4398)
I believe they can’t split skills and they can only split traits. Or they do not want to split skills because it would confuse players when they go in different game modes.
@Sakagami:
The nerf didn’t change the fact that Eles can still escape whenever they wanted to. 20s, 40s, 60s, 180s it doesn’t really matter because if you save RTL only for escape then when you really need to run away from a fight you can just pop it. RTL had its counter the only thing RTL had that made it strong is that it isn’t affected by chill or cripple unlike say like Warrior Rush (GS 5). Even then blink abilities like teleport or shadowstep are much much stronger than RTL due to the fact that you can’t really counter it. I can move further away under imobilize. The RTL nerf mostly affected out of combat mobility and the ways that Eles use RTL to close gaps without hitting the target directly or start a combo/fight
The RTL nerf affected any situation where you’d use RTL, since the range was reduced from 1550 to 1200 as well as the cooldown increase.
I could see the endurance on sigil of energy being toned down a little.
Sigil of battle, I don’t see being so good it needs to be nerfed honestly. If it is, there’s other stuff we can use and it won’t be a big deal.
I’ve definitely been taking a close look at signet builds.
20/10/30/x/x is the full signet auramancer experience, but I call into question the 20/10/30/x/x variants where the last 10 goes into water instead of picking up renewing stamina. I know the build is crying out for condition removal hence the want for 10 in water, but I think renewing stamina (and it’s rare that 10 in arcana picks this up and not elemental attunement) is so important it needs to be taken anyway. And taking the absolutely horrible 15 second attunement time down to an at least somewhat more manageable 13)
In PVE, definitely 10 in arcane. You can flip your 10 arcane over to elemental attunement here if you want.
PVP, 20/10/30/0/10 can run with a focus offhand (magnetic wave condition clear) and a signet of water (PVE too, if you want) for some condition removal. Scepter/focus even, where phoenix has a condition clear component as well.
Melandru runes, geomancer’s freedom, and lemongrass poultry soup food are definitely a consideration as an alternative, or in addition to weapon condition clears.
If you can keep the conditions under control, it’s a lot of additional toughness. Toughness just from being 30 in earth, even more toughness since you’re running signet of earth, and then even more so with scepter rock barrier. Combined with the tons of protection boons from signet use because of fire 20 creating auras, and the earth trait giving auras protection, and being able to use the signet of restoration active while still maintaining the passive…it should be quite beefy. Focus has a lot of defensive tools too, not just the condition clear.
Not to mention additional “tankiness” from relatively short cooldown immobilizes (against melee anyway) and chills (just being hit less by stuff in general) from signet of earth and air.
No burning speed or RTL in scepter/focus of course, but perma swiftness will certainly be available at least. With procing auras which proc both protection and zephyr’s boon every time you pop a signet along with the aura on focus (too bad scepter doesn’t have an aura, probably won’t matter here) combined with the 5 arcane trait giving fury on attune swap…you’ll be loaded with swiftness/fury/protection. Hopefully vigor too.
(edited by Minion of Vey.4398)