The attunement ICD is not 1 second, but the same as the global CD – 4 seconds.
Also, One With Air doesn’t stack in intensity. Yes you can get 3 seconds of superspeed each time you attune to air, but even with instantly double attuning to air you’ll never reach above the 3 seconds.
Twist of Fate is a 1.5s on demand super speed but in terms of maintaining the buff it can only do 3.75% by itself. We can reuse the skill every 5 seconds if we have a charge like you said, but a charge takes 40 seconds to recharge. The strength of it is stunbreak, removal of 3 conditions with Unravel Hexes and on demand escapes – not as a maintained source of superspeed.
Same goes with Unravel Hexes. Incredibly interesting trait for condition removal, but as a super speed source it’ll be unreliable (triggers when you get cripple/chill/immobilise) with a cooldown of 15s.In short, you can’t maintain super speed unless you; always crit, can hit things consistently, have alacrity/weave self to lower attunement recharge and fresh air. Any other scenario than that we won’t have permanent super speed – albeit still a pretty high one (attuning air – X element back and forth would give ~50% upkeep)
I don’t think I ever said superspeed stacks in intensity, but thanks for your input. I guess good context for why I said perma superspeed is the fact that I, and many others that frequent the forums usually stay in servers for either dueling or hotjoining or they go to wvw to roam, I’m a duelist so for me the superspeed in terms of kiting is 100%, because whenever I’m moving I will have superspeed. You also brought in valuable information about traits and skills I didn’t quite understand and thank you for that. I guess I was wrong about the attunement ICD aspect of weaver.
(All skills and traits discussed here can be found explained in detail on reddit)
According to my build craft, if you use my fresh air build with weaver
Air: One with Air, Aeromancer’s Training/Tempest Defense, Fresh Air
Water: Soothing Ice, Aquamancer’s Training, Cleansing Water
Waver: Elemental Pursuit, Swift Revenge, Unravel Hexes/Elements of Rage
Scepter/Focus
Signet of Restoration, Twist of Fate, Primordial Stance/Arcane shield, and Lightning Flash
Elite: Weave Self
With this build, you not only have your main source of superspeed (One with Air), you have two more with Elemental Pursuit and Unravel Hexes. You have a 4 second cooldown on swapping to different attunements without crits, meaning that you can efficiently swap from air to fire, for example, while maintaining your air auto attack like we do now, then swap to water and do the same. Then swap to earth, then immediately swap to fire. With no time wasting/cooldown waiting because the icd on all attunements is only 1 second. This means that every second you gain 3 seconds of superspeed.
Your second strongest source of superspeed is from Twist of Fate. This is a skill that is a Stunbreak, superspeed, and a 1s evade. This has a 5 second cooldown, and while we do not yet fully understand this skill, it looks as though every 5 seconds we get an extra dodge + superspeed for an unspecified amount of time. Though all of this is nice, you lose your 100% swiftness uptime from using arcane and constantly swapping to air. This is easily supplemented by the 100% superspeed uptime.
Along with the 100% superspeed uptime comes perks like Unravel Hexes: Lose movement-impeding conditions rapidly while you have superspeed. Gain superspeed when you get soft-CC’d (15s ICD) and Swift Revenge: Gain swiftness when using a Dual Attack. +7% dmg while you have swiftness or superspeed. The very best part about this build is the fact that not only is our elite FINALLY useful, it is incredibly strong.
“Weave Self: Grants a 20s “Weave Self” buff which reduces the recharge time of attunements to 2s. When you swap attunements with this buff active, gain a buff depending on what you just attuned to. Fire: +20% condi dmg, Water: +20% boon duration & +20% outgoing heal effectiveness, Air: +50% movement speed, Earth: +320 toughness. If you cycles through all 4 elements while under the effects, gain all of these buffs at once for 10s. While you have the Weave Self buff, your elite slot changes to “Tailored Victory”. It ends the stance and inflicts an unblockable 2.5s float to nearby enemies (think grav well). (Cast Time: 0.75s, CD: 90s)"
There’s just… so much good about this elite. Firstly, we get our second unblockable cc making it our third (at least) cc in the build. Seeing that we’re fresh air, moving through all attunements is not only something that is guaranteed to happen, it’s something that’s necessary and WILL happen very quickly. There is no ICD that I’ve seen for the buff that gives you all buffs for 10 seconds. We can proc it every 3 seconds if there is no ICD. Also, our superspeed will go off. Of. The. Charts.
I CAN’T WAIT UNTIL SEPTEMBER 22ND!
Necro is absolutely fine in 1v1, there are probably 3 classes it can’t beat, but that goes with every class
So I got my Rev to 80 and unlocked Invocation however my Mistward Leggings achievement is still locked how am i suppose to open it?
try unlocking all of herald
That is a technique used on many mobile channeling skills most notably mesmer shield 4 to bait premature dodge roll and almost all high level pvp players know about this. Jumping can also be used to interrupt parts of an ability like thief sword 2 and allow you to teleport without returning to your original spot. The devs probably knew about this for a long time but I imagine the inner workings of the game engine for animations limits them.
You don’t know what you’re talking about, you’re hilariously wrong… about everything you said.
@OP change your “Mace skill 2 isn’t 1 block” title to a more coherent one.
Its mace 3 and its called protector strike.
ive been noticing the same. if i have to jump while mace PS is in effect will not get triggered most of time, with ranger nor melee combat, nor will aply the boons.
You don’t know what you’re talking about, this isn’t on the guardian forums, this is a war skill.
So while testing some war mechanics with a friend of mine, we found out that if you jump while casting mace skill 2, you will not counterblow and you can and will block all incoming damage to you for the duration of the skill regardless of melee or ranged. I don’t know if this is already well known, but it’s something cool that I would like to share.
Dude 20% win rate is inexcusable. It’s completely your fault.
Many MANY players have complained (in the past month) about the insane ping spikes, from <100 to >2000 randomly at any given second. Multiple DC’s, mispositioning when fighting so players 2000 range away are still able to hit you, enemies blinking about the battleground, and outright infuriating skill delay.
There has also been a glitch that the community has been very quiet about for no reason. For the past few months (at least 4 for me) players have been experiencing a glitch where players who have just recently come out of stealth are invisible and the only thing that can be seen is an unclickable name tag in the center of your screen. The duration of this glitch varies from computer to computer (my computer isn’t a gaming computer, so my duration is about 7 seconds on average.)
I say all of these things are clientside because despite the player and the computer, these glitches are prevalent. Players with actual gaming computers who last year would stagnate around 120 fps with 30 ping are now complaining about the lag spikes and the stealth glitch.
Please arena net, PLEASE fix this. (especially the stealth glitch)
Aside from the up and down stairs bug where the vault travels about 25% of the maximum distance, vault has another bug where it now costs 6 initiative, but only rewards 5 lead attacks stacks (unlike pistol 5 which costs 6 ini and gives 6 lead attacks stacks)
You’re wrong… in every way.
For those who are concerned about condi builds, you seem to only be looking at it with tunnel vision. Let’s look at some facts here. The condi builds that are currently meta (war, mes, rev) are focused on condi spam, meaning that they do the most damage on targets who are stunned or immobilized (something not necessarily true for damage builds). This means that to maximize damage and to overcome your target’s cleanses, you have to stall them long enough to land your conditions. You have to not only hit them, you have to count their cleanses aswell. With rev and war, this is especially hard because you have to catch up with your opponent which is considerably hard seeing as the mallyx/glint build and the war build has no blinks and few (if none at all) movement skills (i.e. dash or whirlwind attack). When looking at mes, you realize that the meta condi build requires more skill than mes has ever had. All because it is a condition build, that doesn’t mean it’s easier to be successful with.
Can anyone explain to me why Endure Pain has 2 s duration now with 60 s cd, meanwhile Signet of Stone has 6 s duration with 80 s cd (+ the passive ofc)? Something isnt right there..
Endure pain’s duration is 2 seconds and the cooldown is 30 seconds. Defy pain is 2 seconds with a cooldown of 60 seconds. Signet of stone is 6 seconds with an 80 second cooldown, there is no passive. Also, Endure pain is a stun break and offers many passives that comes along with its use, Signet of stone is not the same case. You’re overall wrong here.
It is clear that anet is realizing that passive play is cancerous and proc damage is too random to promote actual skillful play. The fact that a lot of pulsing stab has been removed and the fact that adrenal health AND endure pain were nerfed SHOWS that anet wants this game to go on for a long time. The sigils in this patch are so creatively designed that you have to cleverly choose which sigils to use based on your build AND your playstyle, instead of going double doom/geomancy and double air/fire or air/blood, you have to now know what you’ll most likely be doing and choose the sigil based on that. As an ele, you can’t hug another player indefinitely and heal through everything. Anet is promoting actually PLAYING the game now.
No, sustain WAS the problem. I’m completely fine with warrior doing insane amounts of damage, just don’t tank everything I have while you’re doing it. Thank god war has to actually play the game now instead of rely on passives.
Competitive to what? The line is already competitive.
This is mainly for PvP, the Fire line is pretty terrible in that mode.
Then put a [PvP] tag in the title. Because the line is pretty great in PvE.
Didn’t the word “competitive” tip you off on that? PvE as a whole is not competitive in any way.
I was gonna make a thread about fire spec as well but as you got here before me, that would be a bit redundant so I’ll just give this my 2 cents.
Burning Precision: cooldown reduced to 4. (this will add synergy because most skills while tuned to fire when using Pyromancer’s Training is a multiple of 4).
Conjurer: Removed and replaced with the signet trait that gave fire aura.
Sunspot: Applies burn
One with fire: Increases the duration of might by 20%
Blinding Ashes: Cooldown reduced to 6 secondsI don’t think these changes hit your goal. My suggestions:
1. Burning Precision: Internal Cooldown reduced to 2 seconds. ICD is now per unique target.
2. Sunspot: No longer deals damage. The fire aura is now shared with nearby allies, range increased to 240. Has beautiful synergy with Tempest.
-This makes changes to One With Fire by synergy, as it now has the potential to give you 10 Might at a time when attuning to fire. You could even double that up with “Feel the Burn!”. (in fact, you can do that with the shout even now)
3. Blinding Ashes: Duration and ICD are reduced by 2 seconds, now 2 and 6 seconds respectively. ICD is now per unique target.Changing the Conjurer trait into another spec will just screw over that spec, so I don’t think swapping its place will do anything other than move the problem elsewhere. So it has to be somewhere, why not in Fire? Moving it is simply not constructive or useful.
And honestly, I think people overestimate Fire’s Embrace. It doesn’t really strike me as something I would want in my build. Fire Aura on signets would be nice but honestly most signets aren’t very useful in the first place.
The only signet that is mostly useless is Signet of Water. All other 4 are strong if used correctly. SoR being the strongest, Air being second and the other two being interchangeable in their usefulness. Adding Fire’s Embrace will simply cover the weakspots that signets have over cantrips, the lack of cleanses.
All this talk about the reddit thread, no link to the thread…
Instead of balancing for a 5v5 gamemode, they’d also have to balance for a 1v1 gamemode and a 2v2 gamemode (the 2v2 part is literally impossible). If you don’t want to complain about the balance more than you already might, don’t ask for this.
Though I cannot speak from a pve perspective because I have VERY limited experience with it, I will say from a wvw/pvp perspective that what killed pvp and what killed the fun in wvw is that the elite specializations from heart of thorns were too… specialized. This brought spam into the game like never seen before. The builds in the HoT meta were the most cancerous of any meta I’ve seen… EVER. For example, vanilla power mesmer had tons of interrupts, dazes/stuns, and were traited to enhance those. Chronomancer took all of those, and turned it up to 11. Now instead of just the interrupts/dazes mesmers had before, a chronomancer would now have shield 5 (2 stuns), and gravity well. Roaming in wvw and coming past power chronomancers was a hell when I spend the entire encounter unable to even use 1 skill because I got stun bursted 3 times and gravity welled twice. Elementalists (my main) were a very sustainy class and celestial elementalists still reign supreme in wvw, as they did when celestial gear came out. HoT bumped this sustain aspect up to 11, and now elementalists are sustainy boring classes that are essentially immortal. Please, for the love of god, don’t do this again with the release of the new expac. I’m tired of the spam.
Shatterstone is not almost impossible to land, you must simply aim it to where the target is going, not where the target is. It’s also amazing when LoSing seeing as it’s a cheap AoE.
Arcane Fury: Traits that proc on swapping to the attunement of the spec they’re in is amplified. Healing Ripple: Healing is changed from 1302 to 2100, radius is increased to 360. Electric Discharge: Damage increased from 249 (without power) to 426. Sunspot: Damage increased from 178 to 426, applies 1 burn for 2 seconds (without expertise), and radius is increased to 360. Earthern Blast: Damage increased from 80 to 426, cripple increased to 5 seconds, applies 2 bleed for 5 seconds.
Arcane Precision: change the burn from 1 to 2 seconds, and make the chance on critical hit 50%
Elemental Contengency: Increase the retaliation to 5 seconds, increase the vigor to 5 seconds, increase the protection to 4 seconds, reduce the cooldown to 7 seconds.
Elemental Enchantment: Increase the duration added to boons to 20%.
Final Shielding: Arcane Shield’s cooldown decreased to 60, to match the utility skill.
Evasive arcana: Flame Burst’s damage is increased from 27 to 210. Cleansing Wave’s condition cleanse is increased to 2 to match the skill in dagger offhand. Shock wave’s damage is increased to 256, the cripple is increased to 5 seconds. The radius of all of these is increased to 360.
Elemental surge: Whole under the effects of Arcane Lightning, you ignore weakness.
Also, making FA viable is mostly dependent on just improving damage values on weapon skills. Air is great, earth is bad, fire is great except you can barely land any hits, water is mediocre (but if Shatterstone were more useful maybe that would be different).
False. All of what you just said was false. Fresh air’s burst is completely fine, the problem is the DPS. That’s what these buffs are for. Also, Air is great, Earth is #1, Water is amazing and earth is fine. (Earth = invuln, 3 condi cleanse/cripple/blast finisher/high damage hit. Water = Cleanse/regen/chill/daze. Fire = Condi cleanse/burst/burn/might, Air= High damage, blind, good dps, projectile block, unblockable knockdown)
I didn’t mean the non-Air elements were bad in general, but bad from a DPS standpoint. They are great from a utility standpoint. Though the need to use lightning flash in order to land a phoenix burst kind of makes lightning strike both mandatory and useless as a utility, since ultimately it’s used for damage, not utility.
You do not need lightning flash to land a phoenix, just don’t use phoenix from range or without using gale first.
You’re wrong. Shatterstone is fine. 2.2k is a lot of damage and it can’t get reflected like water auto, it applies vuln unlike water auto, and it’s a good aoe unlike water auto.
Blinding ashe icd needs to be per person not per activation that alone would fix a lot about fire.
The cooldown needs to be removed completely. Why is it that necro’s deathly chill, which is infinitely more powerful than blinding ashes, has zero cooldown but this does? Especially considering that necro farts out chill with every step they take and ele’s burn access is nothing compared to necro’s chill access, i don’t see why we should have a cd on our gm trait when they don’t have a cd on theirs. Considering how powerful both are, they should be the ones with the 8 sec cooldown and we should have none. And even then, we still wouldn’t have as much access to blind as thief does. Given the current state of ele as far as offensive builds go, this wouldn’t be the least bit overpowered. It would just put us on par with other dps builds.
Well, the reason why we should absolutely keep our icd on blinding ashes is because of traits like burning precision and skills like glyph of elemental power, flame wall, flame strike (an auto attack) would absolutely make elementalist OVER POWERED. It’s a false equivalency, in all honest.
Arcane Fury: Traits that proc on swapping to the attunement of the spec they’re in is amplified. Healing Ripple: Healing is changed from 1302 to 2100, radius is increased to 360. Electric Discharge: Damage increased from 249 (without power) to 426. Sunspot: Damage increased from 178 to 426, applies 1 burn for 2 seconds (without expertise), and radius is increased to 360. Earthern Blast: Damage increased from 80 to 426, cripple increased to 5 seconds, applies 2 bleed for 5 seconds.
Arcane Precision: change the burn from 1 to 2 seconds, and make the chance on critical hit 50%
Elemental Contengency: Increase the retaliation to 5 seconds, increase the vigor to 5 seconds, increase the protection to 4 seconds, reduce the cooldown to 7 seconds.
Elemental Enchantment: Increase the duration added to boons to 20%.
Final Shielding: Arcane Shield’s cooldown decreased to 60, to match the utility skill.
Evasive arcana: Flame Burst’s damage is increased from 27 to 210. Cleansing Wave’s condition cleanse is increased to 2 to match the skill in dagger offhand. Shock wave’s damage is increased to 256, the cripple is increased to 5 seconds. The radius of all of these is increased to 360.
Elemental surge: Whole under the effects of Arcane Lightning, you ignore weakness.
Are you proposing all of these? Might be a bit excessive, including Electric Discharge buff.
None of it is excessive, also, the electric discharge buff I proposed would make it the same damage as lightning strike (the skill)… That’s where the number came from.
Arcane Fury: Traits that proc on swapping to the attunement of the spec they’re in is amplified. Healing Ripple: Healing is changed from 1302 to 2100, radius is increased to 360. Electric Discharge: Damage increased from 249 (without power) to 426. Sunspot: Damage increased from 178 to 426, applies 1 burn for 2 seconds (without expertise), and radius is increased to 360. Earthern Blast: Damage increased from 80 to 426, cripple increased to 5 seconds, applies 2 bleed for 5 seconds.
Arcane Precision: change the burn from 1 to 2 seconds, and make the chance on critical hit 50%
Elemental Contengency: Increase the retaliation to 5 seconds, increase the vigor to 5 seconds, increase the protection to 4 seconds, reduce the cooldown to 7 seconds.
Elemental Enchantment: Increase the duration added to boons to 20%.
Final Shielding: Arcane Shield’s cooldown decreased to 60, to match the utility skill.
Evasive arcana: Flame Burst’s damage is increased from 27 to 210. Cleansing Wave’s condition cleanse is increased to 2 to match the skill in dagger offhand. Shock wave’s damage is increased to 256, the cripple is increased to 5 seconds. The radius of all of these is increased to 360.
Elemental surge: Whole under the effects of Arcane Lightning, you ignore weakness.
Also, making FA viable is mostly dependent on just improving damage values on weapon skills. Air is great, earth is bad, fire is great except you can barely land any hits, water is mediocre (but if Shatterstone were more useful maybe that would be different).
False. All of what you just said was false. Fresh air’s burst is completely fine, the problem is the DPS. That’s what these buffs are for. Also, Air is great, Earth is #1, Water is amazing and earth is fine. (Earth = invuln, 3 condi cleanse/cripple/blast finisher/high damage hit. Water = Cleanse/regen/chill/daze. Fire = Condi cleanse/burst/burn/might, Air= High damage, blind, good dps, projectile block, unblockable knockdown)
Burning Precision: cooldown reduced to 4. (this will add synergy because most skills while tuned to fire when using Pyromancer’s Training is a multiple of 4).
Conjurer: Removed and replaced with the signet trait that gave fire aura.
Sunspot: Applies burn
One with fire: Increases the duration of might by 20%
Blinding Ashes: Cooldown reduced to 6 seconds
Arcane Fury: Traits that proc on swapping to the attunement of the spec they’re in is amplified. Healing Ripple: Healing is changed from 1302 to 2100, radius is increased to 360. Electric Discharge: Damage increased from 249 (without power) to 426. Sunspot: Damage increased from 178 to 426, applies 1 burn for 2 seconds (without expertise), and radius is increased to 360. Earthern Blast: Damage increased from 80 to 426, cripple increased to 5 seconds, applies 2 bleed for 5 seconds.
Arcane Precision: change the burn from 1 to 2 seconds, and make the chance on critical hit 50%
Elemental Contengency: Increase the retaliation to 5 seconds, increase the vigor to 5 seconds, increase the protection to 4 seconds, reduce the cooldown to 7 seconds.
Elemental Enchantment: Increase the duration added to boons to 20%.
Final Shielding: Arcane Shield’s cooldown decreased to 60, to match the utility skill.
Evasive arcana: Flame Burst’s damage is increased from 27 to 210. Cleansing Wave’s condition cleanse is increased to 2 to match the skill in dagger offhand. Shock wave’s damage is increased to 256, the cripple is increased to 5 seconds. The radius of all of these is increased to 360.
Elemental surge: Whole under the effects of Arcane Lightning, you ignore weakness.
Honestly, all of the “when attuning to X”-traits are really weak. There should be a trait in Arcane to make to all of these more powerful, or they should just be buffed up.
Yeah, I’d really REALLY love that
Marauder and Demolisher are not interchangeable when it comes to build making/tweaking. The main reason for this is the fact that toughness doesn’t scale burst damage evenly with health decrease. On elementalist, for example, with Demolisher amulet, you have 11645 health (67.52% of Marauder) and with Marauder, you have 17245 health. That means with Demolisher, you have 32.48% less health than you would with Marauder, but the damage you take is not at least 32.48% less. I tested the damage a ranger’s fully buffed maul does on me and with Marauder it was consistently about 16k damage, but with Demolisher it was consistently about 13.5k. That means with Demolisher the damage you receive is about 84.38% of the burst damage you take from Marauder. Meaning with Demolisher, you take more damage than you would with Marauder when looking at both condi AND burst damage, but your heals would heal you more on Demolisher (% wise) than they would with Marauder. If there is a build that relies on few, inconsistent heals but is a damage build, you should go Marauder to tank through the enemy’s damage. If your build has consistent heal and damage and a good way to evade damage, go Demolisher. (This is why the Warrior meta is Demolisher, but the Necromancer meta is Marauder (for the most part, the more shroud the better))
Tempest tanky, lol… Overload Air is the biggest damage contributor in any Fresh Air build, by a fair margin. Even after the 7% damage nerf.
You’re probably Faenor de Caledor on youtube, so I’m just going to assume you are based on what you’ve said so far. Your videos have always made me cringe because you use tempest with fresh air. You clearly do not know how fresh air is supposed to be played if you are going to use tempest with it. When you add tempest to fresh air, you lower both the skill floor and the skill ceiling, becoming more obsolete in the process. Overload Air is the most unreliable skill in the player vs. player aspects in the game. Boon corrupt, boon steal, double interrupts, blinks, superspeed, dash on thief, simply WALKING OUT of the aoe… all of these are clear counters to s/f tempest and these are the reason why s/f tempest will never be a thing.
Instead of keep buffing its negligible damage or non existant utility, I wish they’d make it more fun to use.
Like maybe instead of exploding after a second, it summons an ice ‘mine’ that detonates when enemies touch it and freezes them for 1.5 seconds. Would happily trade the tiny damage for some utility that can be used both offensively and defensively.
You want a 1.5 sec stun on skill with a 3 sec cooldown and 1/2 sec cast time?
As things stand scpter should be the burst ranged dmg staff should be the aoe siege wepon dagger in the melee aoe wepon for main hand. Off hand foce is the def wepon dagger is the melee dmg and WH is the support wepon. These are the rolls the weapons play and if they do not fill that roll then something should be fixed.
I think scpter needs a bit more burst and staff needs more aoe. Wh has good support but its lacking a powerful boon or a means or enabling a powerful boon.
“If something doesn’t fit precisely into my view of what it should be, it’s bork.”
For those who think Shatterstone is weak and it is weaker than the auto attack on water, have you considered the vulnerability? It’s 15 seconds. You can hit someone with Shatterstone while LoS’d unlike auto attack in water, and you can hit more consistently with Shatterstone because it isn’t a projectile with a projectile hate meta (War, Druid, Necro, Thief, Ele, Scrapper, and Guard all have projectile blocks in their meta). Shatterstone can also hit while facing away from your opponent AND it can hit 5 opponents at the same time. If used more than once, you have a 10% damage buff immediately that lasts for ~10 seconds. Also, not EVERY skill has to be amazingly good like Magnetic Wave and Comet.
Would rather Anet just remove passive proc traits completely. Two condis cleared from Evasive Arcana might be too power, especially to me, who wants to see condition spam reduced.
Otherwise, yes, there’s no reason why passive proc trait CDs shouldn’t match the skill the trait is based off.
Two clears on dodge isn’t over powered. The meta today and the meta tomorrow will have forgotten arcane exists and will continue disregarding it after the change if it ever happens.
You all entirely miss the point of this thread. This thread is supposed to change the traits in the game to match the recent changes to the cooldowns to utility skills. This is not just a post about ele needing a buff, this is what seems appropriate.
Riiiight, because D/W is too complex and we need more autos.
no one plays d/wh…
1. Change the cleanses on Cleansing Wave to two when activating it via Evasive Arcana, so it more accurately matches the change made to dagger offhand.
2. Reduce the cooldown on Earth’s Embrace so it now accurately matches the new cooldown to Armor of Earth, making the cooldown of earth’s embrace 50 seconds. (So it will be the same cooldown as the actual skill, as Defy Pain is with Endure Pain, and Enlargement with Signet of the Wild, )
3. Reduce the cooldown of Final Shielding to 40 seconds for the same reason I suggested Earth’s Embrace should see a cooldown reduction.
If there are any reasons that these changes haven’t already been made, what are those reasons?
So while dueling my ping says ~150 during the entire duration of a duel and drops to ~50 outside of a duel. But while dueling, my attunement swap as well as many of my other skills (longbow 3 on DH, shield of courage on DH, staff 3, 5, block, and steal on thief) have 2 second delays half of the time, I immediately check my ping and it’s 150… Why does my ping say 150 but my skill delays scream 2000?
I still retain the notion that S/F ele requires the most skill out of any build in the entire game. It has the highest skill floor and it is entirely unforgiving. That’s what I love about it. In truth, Shatterstone is fine. What S/F ele doesn’t need is another skill that can do a 5k crit with little tell and a low cooldown. What would be nice for Shatterstone is more outplay. What I propose doing to Shatterstone is keeping its damage exactly as it is, but add a blind to it, maybe 3 seconds in duration. It would also be viable to make it give chill (because the animation of it makes it look like it should). The best thing to do for DT is promote “fire and forget”. Make the cast time for DT 1/2 seconds and make it so the cast time is the actual cast time and you can’t interrupt your own cast accidentally.
It’s a great sigil, keep it.
this is the build I use. The sPvP variant is with demo ammy (against power classes) and marauder (against condi or hybrid, but marauder works best overall). The rune is pack, eagle, or scholar. Sigils are air/blood. This is the build that I use to farm warriors, dragonhunters, revenants, thieves, necros, other and other eles.
I think people that want defence trait line to be nerfed forget how war was in bad spot after HoT came and in season 1 and 2. Not until Anet buffed war survivability and nerfed damage of quite a lot classes it was possible for warriors to be viable again.
In ques I play mostly druid, sometimes ele and I don’t see nothing too op in war. Druid’s job is to kill gs war (it’s well established counter) or avoid (macebow is bad news for most druids builds). Do I cry that macebow is countering me? Nope, I have my rotations to do. I go hunt some chrono/dh.
People tend to ask for balance classes around 1v1 forgetting that counters exists. That build x will kill you easily – it was made to do that. And that you will kill build x easy You don’t need win every 1v1 on map, go be usefully by killing something that you counter and win.
“war gets to be incredibly overtuned because it has a counter and it was bad before”
War damage is too high. The defense is fine.
Uh no. You got it backwards. War damage is fine, defense is too high. It’s too carried by passives.
The trade off to queuing from anywhere in the world was that you could only queue as long as you stay in the same instance….
Just deal with it…
+1
Before I am written off as complaining about war, let’s take a deeper look at it. Players who are not as experienced as myself and who still have problems with war absolutely DREAD fighting them. The second a war goes into berserk mode the general consensus is to try to wait it out because it is a direct level up to the normal form of a warrior. In every way you can think of, it’s better. My proposition is to make it so while in burst form, all adrenaline based traits work as if it were only 1 bar of adrenaline. Let’s examine this.
1. It takes only 10 adrenaline (1 bar) to activate your bursts which procs traits as if it was 3 bars of adrnealine, AND the primal burst skills are legitimately better than the normal ones. Arcing slice has a larger radius, lower tell, gives fury, is higher damage, and procs traits as if it were 3 bars of adrnealine.
2. Berserk form already has so many passive defenses and the recharge on primal bursts is significantly lower than they are as regular bursts. There is a feeling of futility when fighting a war (from the PoV of an s/f ele) when he has pulsing stability, reset on death with a 30 sec icd, increased damage (always angry) and a few seconds of fury quickness and swiftness AND he hits me with a skull grinder so now he heals 4% health per second. It would be nice if we kept all of that, but made it so he can’t also heal 4% per second, but only 2% or 3%.
3. It will make the pvp scene more friendly. Newer players who can’t always reset in fights or kite their berserk form, or were out of cooldowns so they ate 2 skull grinders + back up damage will at least have a fighting chance against the power houses. It lowers the fun of playing in conquest and it is uninviting to new players.
4. A new level of depth will be added to warrior. Instead of the primary goal of warrior play is so get into berserk form and play god, the war will have to decide whether they should play it more defensively (staying in normal form and proccing 3 stacks of adrenal health) or be more offensive, or you could even say, berserk (by going into berserk form, sacrificing old bursts for new ones but being more tanky instead of sustainy and cleansy and more offensive with the stronger burst skills and the increased damage). This would higher the skill floor tremendously and make less people get angry about war stacking, or it could even stop war stacking as a whole.
If you want to be a potent damage ele in sPvP, S/F fresh air is your best bet. It can 1v1 6/9 classes (war, DH, rev, ele, necro, and thief) it is countered by only two, (mesmer and druid) and it stalemates engineer. After playing scepter/focus extensively recently, I have determined that it is exactly where it needs to be, it needs no nerfs, and it needs no damage buffs. Fighting an S/F fresh air ele is worse than fighting a war or dh. With war and Dh, you can at least outkite them, los them, SOMETHING, but S/F ele is so skill cap oriented that none of that works against a good one. The only buffs it needs is some QoL changes (like adding blind or something to shatterstone and making dragon’s tooth more usable as a whole). All the defense you need is from your kiting from your fresh air procs. If you need any help with learning how to beat other classes, send me a mail. I’m happy to help my fellow eles.
Hello Poelala, I was that charr warr you dueled a few days ago. You are beast with arcane sf ele!
Just want to make a few points as I was a guard exclusive player up to HoT.
The effectiveness of guardian in Spvp depends on the matchup imo. What made them redundant for a long period of time was celestial elementalist and bunker engies highly countered their cookie cutter burst playstyle. Too much projectile hate and far too much aoe sustain meant useless guard in fights, especially once the virtues and utilities have been exhausted.
I believe guard is “bad” upper tier due to the presence of good bunker/mender ele and scrapper. Two of them in a team make the matchup especially hard for guards to play against. The nightmare combination is really Ele, Scrap and necro with a +1 thief or druid in play, classes which will be played to their limit the higher up the tier.
As a guard in lower tiers, I could simply laugh my way through 1v1 v2s against people who walk in and out of tof by themselves but the difficulty gets noticeable upon hitting Diamond or I presume something like Gold 3 plat 1 scale where there is noticeable co-ordination between players. The most noticeable is how poorly a guard fairs against unblockable focus, power spikes from skills like Call of wild/ barrage, necromancer corrupt and marks, warrior signet of might force you to pop renewed focus and dodge spam or die.
I personally don’t think guard is ‘bad class’ by any means, meta team comps and excess of unblockables simply work against them.
Thank you for the compliments but I was referring to mainly how mechanically simple DH is and how that will eventually lead to its downfall because players will inevitably get better. I was not referring to its place currently because it’s in a good, yet unstable spot.