Oh yes. Please remove one of my last few remaining options as a support ele. I’m sorry that I’m inconveniencing you with my couple extra seconds of delayed death.
Ancestral Grace is also an evade, something RtL should have been but isn’t.
Amulets are much more than just stat combos. Well, stats are more than just stats, really. Different stats through amulets offer different playstyles and therefore different team roles.
No matter what class you’re on if you use celestial amulet you’re gonna be a hybrid, a bruiser/bunkerish playstyle.
You have it backwards. You’re saying that amulets determine build playstyle. Which is wrong. Build playstyle determines what amulet it used. Amulets don’t determine anything, they just augment the build.
You’re complaining that eles only have one playstyle, but that isn’t because of cele.
It kind of is and isn’t. Ele’s need both Vitality and Toughness since they have the lowest of both. If you go Cleric, you’ll have low health and as soon as you take ~1k damage, diamond skin pops and you get melted by conditions or any sort of crowd control.
If you take a +vitality , direct damage will eat you alive, even with protection bonuses.
There are a lot of broken things now, not just skills but core mechanics need fixing. But hey, why make a 20,000 word forum post on how to improve combat that no ArenaNet dev would read?
So here are my thoughts on hotfixing the meta.Elementalist:
Elemental Bastion – Auras you apply heal allies. Apply a frost aura to yourself and nearby allies when struck while below the health threshold.
Healing: 778 -> 389 (50% reduction)
Scaling with Healing Power: 0.5 -> 1 (50% increase)Invigorating Torrents – Auras you apply also grant regeneration and vigor. (5 seconds each)
Removed: Regeneration and Vigor.
Changed to: Auras you apply also grant 1 second of quickness.Reasoning: Elemental Bastion will be slightly weaker on the Celestial Amulet (about 10% weaker) but also will stronger on other amulets, just aiming to be a slight nerf to the healing overall. Invigorating Torrents allowed elementalists and their teammates an infinite supply of regeneration and vigor. This gave Tempests significantly more defense outside of healing with each aura, instead of adding an internal cooldown to the infinite supply, it would be better to give the Tempest an alternative offensive tool. Overall Elementalists takes a decent dent into their sustain.
Why are you gutting Tempest? What does it offer besides sustain?
They specifically removed that interaction and the doubled up boons from powerful auras & shouts. Why? I dunno.
I have created one on Ferguson’s Crossing but I though this would be a cool thing that people could do if you’re into the Roleplaying jazz.
Basically since you can join a bunch of guilds why not have one of them be [OpRP] so there can be a universal call to the local RPers to come and roleplay with you or just start up a roleplay conversation/prompt while you’re running around the world.
There would be nothing more to it than that and I think that would be a lot of fun and give people a way to look at who they’re interacting with.
Now this isn’t meant as a recruitment thingy since I am basically encouraging this on every single server, but if you do happen to be on Ferguson’s Crossing you can get that info below!
Thanks for hearing me out and take care.
Just a thought. Recruitment info for Ferguson’s Crossing: https://www.reddit.com/r/guildrecruitment/comments/3v9lbm/rpgw2fergusons_crossing_open_roleplaying_guild/
Tarnished Coast is the un-offical RP server and there’s already many rp dedicated guilds on it.
Gust should Launch instead of Knockback. Staff Water 2 should lose it’s vulnerability, double the CD, and become a blast finisher. Earth 2 should be able to be pressed twice to instant explosion but reduced damage / bleed stacks. Windborne Speed should remove Slow. FIREBALL SHOULDN’T LOOK LIKE A TENNIS BALL
And if you look to the left, you can see the new Elementalist Fireball
What if Lucid Singularity applied Alacrity? It’s something that would greatly benefit the entire class of Ele.
(edited by Ryld.1340)
Pulses for a total of 9 times (overload + dust cyclone)
Storm Duration: 4s
Guess I’m blind.
Earth? Do you mean Fire’s Tornado?
I mean the Earth dust storm at the end. It’s also a tornado, no?
No? There’s no Tornado.
Earth? Do you mean Fire’s Tornado?
Evasive arcana will always proc even if at full health and no conditions. Stop dodge and roll will remove burning and chill at the start of your roll unlike ea.
To answer your question if you have both traits, burning, and roll you will remove the condi at the start of your roll then at the end you will remove another and heal.
They’re not read together. Each percentage next to the individual conditions is the total number effecting it.
There’s is no 5k burn. those numbers are artificial. Turn on simple condition floater, that is the real condition damage ticking.
So it’s B
Combat Log says it’s A
A.
It’s why I don’t take the auto-Arcane Shield as Elementalist. Maybe times I just die before hitting the 20% part since I only have a max of ~12k health.
That would make sense but resistance doesn’t work the same way. Arcane Shield doesn’t negate the damage from happening, so if you get hit by a 12k gun flame, you are not going to block 2k of the 10k damage and live.
The thing is resistance rules is unclear, does it function like Arcane Shield and triggers AFTER or is it INSTANT negation?
If you get resistance in the middle of a fear, it’s instantly negated, what does that mean for damage ticks?
It triggers when you hit the Threshold. When you take the 5k burning tick it isn’t doing a whole bunch of 1+1+1+1 five thousand times over or anything. You just take 5k damage, putting you really low, then triggering resistance. This is how all “when you reach X% health” traits happen.
A.
It’s why I don’t take the auto-Arcane Shield as Elementalist. Maybe times I just die before hitting the 20% part since I only have a max of ~12k health.
Because we literally have 1-2 aura traits in every single skill tree.
Air: Zephyr’s Boon, Tempest Defense
Arcane: Arcane Resurrection
Earth: Elemental Shielding
Fire: Sunspot, Conjurer
Tempest: Unstable Conduit, Invigorating Torrents, Elemental Bastion, Imbued Melodies
Water: Soothing Ice, Powerful Auras
Seriously, this is just silly trying to make an Auramancer build where you can only access a few traits at once.
I just wanted to mention that with the Clerics Amulet in SPvP, this rune heals for 2336 with no ICD. It is not mentioned in the log though for some reason.
Running it in combination with Signet of Air, Tempest Overloads, and Cleric’s Amulet is producing very surprisingly good results!
(edited by Ryld.1340)
What builds run condi that aren’t able to dish out 1.7k damage? (10% of spvp ele health with cele and no vit on runes i believe).
Been asking around on fights i’ve been in where they constantly complain about it. And they said they aren’t running dire, so what is it? Only condi build i played is trapper ranger and that never had any problem getting 10% off an ele.
Hm, I wonder if it has anything to do with the ele having 40% (33% at worst) dmg reduction 100% uptime.
Screw this then, lets remove all earth line.
The 7% increase is Tempest, not Earth.
This is by far the most skilless kittened trait in the game right now. It counters EVERY SINGLE condition build by simply being afk.
How much of an exaggeration can you make?
Did you know that Healing Signet counters EVERY build by simply being afk?
Healing signet does not render you immune to physical damage.
And being afk will not make you immune to condition damage.
yes it does, if you have diamond skin
No, you will take autoattack damage down to below 90% health and then die to conditions. I’m just making fun of the original person who I quoted who took it to the extreme saying that “Diamond Skin makes you immune to conditions while the Ele does nothing.”
I just love how this exact trait was deemed overpowered in engineers and they had theirs removed while theirs only activated while they had 25% hp or under and did not removed currently applied conditions
Important Differences:
25% vs 10%
Medium Health Pool vs Low Health Pool
Medium Armor vs Light Armor
I’m not saying it was OP or anything, but those are some MAJOR factors involved there.
Imagine trying to play Tempest like this with Overloads.
Harmonious Conduit grants stability while charging an overload. But 1 stack doesn’t mean kitten anymore, making it a lack luster trait.
Reduce the amount of CC ArenaNet!
It also competes with the Regen/Vigor trait.
This is by far the most skilless kittened trait in the game right now. It counters EVERY SINGLE condition build by simply being afk.
How much of an exaggeration can you make?
Did you know that Healing Signet counters EVERY build by simply being afk?
Healing signet does not render you immune to physical damage.
And being afk will not make you immune to condition damage.
Imagine trying to play Tempest like this with Overloads.
This is by far the most skilless kittened trait in the game right now. It counters EVERY SINGLE condition build by simply being afk.
How much of an exaggeration can you make?
Did you know that Healing Signet counters EVERY build by simply being afk?
Should instead just be a Protection version of Cleansing Waters
Each class seems to have much more survivability without requiring must have traits.
Hello. Elementalist here. Would you like to revise that statement?
Runes of Radiance are more tempest related than Tempest Runes
At best, I would want it to be 4 seconds just to remove the awkward pauses and the general roughness of the specialization. I think, in most cases, calculating the total cast times of the weapon abilities, 4 seconds would lead to smoother transition into overloading.
The idea was for the on demand overload effects when you needed them, not some arbitrary number afterwards. If you need the Water Overload heal, you need to be able to swap to water and use it right away, not wait till the called for situation is already over.
Except you can now to another attunment and go straight into another channel, at the end of which you reduce all other attunement cds by 5 secs. This trait is OP as kitten.
I can understand the concern for this, but all you’d be doing is the same four overloads in the same order constantly, completely predictable. What if instead of reducing cooldowns, it granted Alacrity?
And that’s not even talking about how moving stability to a minor makes it so that you no longer have to choose between a safer overload vs better auras.
There is absolutely no reason that you should have to trait to get some usability out of Overloads in PvP. As of now, they’re currently just interrupt bait. They also suffer from the same drawback that ER has, where if you get interrupted right as you press the key, it goes on full cooldown with no effect, not a reduced one. You now choose between a PvP Bunker/Bruiser trait vs a PvE damage one.
…That trait completely counters the risks of overloading.
Finishing an overload still puts it on a 20s cooldown
Remove Harmonious Conduit.
Add to Hardy Conduit: Gain 1 stack of Stability for 5 seconds, when beginning an overload. (Note: The damage increase from Harmonious Conduit is removed.)
New Trait:
Elemental Harmony
Reduce Overload charge speed by 5 seconds.
Completing an Overload reduces all other current Attunement cooldowns by 5 seconds
Going into mistform will “revive” you temporarily. To cancel the revive, they cause mistform to do your health in damage, causing Mist Form to show as the thing that killed you. It won’t show how you were downed previously because that was a different down. If you want to see what killed you, don’t mist form.
And yeah, it’s annoying. It’s been like that since before the game was released.
Lately ArenaNet has wielded the term “fixed a bug” in order to nerf things. “Bugs” which were always intended behavior. Look at Rune of the Trapper. 3 second stealth was always in the description. “Fixed a bug in which….” Hahaha I see what you did there!
Not even “lately”.
Fixed a bug with “unintended” blast finishers was the EA nerf that had been like that and changed a few times since beta, always keeping the blasts.
So, I’m confused on what to do as a staff ele support now without Minstrel’s.
Do I run around with sub-12k health with Cleric amulet? I was having a lot of fun :[
How to beat it? I just can’t seem to get even close.
I feel as if the amount of CC in the game has gotten more and more out of control which is just driving me towards frustration. Too often I’ll be knocked down, immobil spammed, then chilled or feared and there’s just nothing I can do. Watching my health tick away from multiple poison and burning is just annoying when I’m already used a large amount of condi cleanse just to try and combat it.
Still experimenting with the Soldier’s Runes. I find Diamond Skin to be too much of an “all or nothing” trait. Stone Heart works well with Rock Solid + Ether Renewal for healing.
This build would probably work better with soldier runes and cleansing water for the ally cleanse. Powerful auras really needs to be merged with elemental bastion, the synergies are all stepping over eachother so that support guard will still be much better support.
I use Radiance for the extra light aura and aura duration increase.
Let me explain my reasoning. You play this build because of the extra cool effects you can apply utilizing auras through trait synergies, not because the auras in themselves are all that great (except for shocking aura), making the increased duration not as useful as you’d think.
Magnetic Aura and Shocking Aura are by themselves fantastic. The extra Chill from an AoE frost aura is definitely noticeable. The only one that feels meh would be Fire Aura. I can see the merit of Soldier’s for the cleansing and I’ll try it out.
Also, I’m having more success I think running Earth instead of Arcane for the Protection on Auras, Rock Solid, and Stone Heart.
This build would probably work better with soldier runes and cleansing water for the ally cleanse. Powerful auras really needs to be merged with elemental bastion, the synergies are all stepping over eachother so that support guard will still be much better support.
I use Radiance for the extra light aura and aura duration increase.
Seriously, this is just so silly, it’s great.
SPvP:
Ether Renewal (for condition cleansing, debating WtPA)
Feel the Burn, Aftershock, Flash Freeze, Rebound
Staff
Sigil of Energy and Renewal
Runes of Radiance
Minister’s Amulet
Arcane (debating Earth or Fire): Renewing Stamina, Contingency, EA
Water: Soothing Ice, Cleansing Wave, Powerful Aura
Tempest: Unstable Conduit, Invigorating Torrents, Elemental Bastion
All I do is just cycle between my utilities and heal when they’re up. Focus on using Rebound while in Air and using Air Overload. Heal Allies!
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
Nomads
infinite conditions wayyaaa
- is balanced
NOoooooOOoope
See how easy that was?
Rifle for Ele. Or Greatsword.
For Bunker Staff Ele I still find Earth/Water/Arcana to be better than any combination plus Tempest.
The icons for a Fine, Masterwork, Rare, and Exotic Soft Wood Bow are all exactly the same. They also look the same too.
As long as you only nerf D/D and not my Cleric Staff Bunker, I’m fine with this.
I feel as if you’re late to the party and that your popcorn is already stale.
The radius is the same, it’s just a visual glitch. In this screenshot, I’m being healed by the Geyser (I don’t know why the radius isn’t showing up, nor the numbers.)