Showing Posts For ShadowOfGlass.4178:
The trait is supposed to increase the chance to get the spirits benefit to 70% Spirit of Water is displaying the updated percentage but sun spirit and stone spirit still say 35% Hopefully this is just an instance of the tool tip no being correct and not the skill actually malfunctioning. Wasn’t sure which it was but thought it should be brought to someones attention.
Had to change my build up a bit but its all good now. Still disappointed but whatever.
The minimal positive feed back is appreciated ^ ^
The negative/snarky feed back is not and is being dealt with with this passive aggressive sentence.
Quick Summary:
With the new update, all of my traits were refunded and I redistributed them as they were. But, I’m having so issues concerning the change to Soothing Wave. I don’t think I’m going to be able to have the build I had before the update, so I was wondering if I could get some feedback or ideas on how to tweak my current build.
My Build:
My trait distribution is 30 in Earth, 30 in Water, and 10 in Arcana. Originally, I had Written in Stone (maintain the passive effects of signets when you activate them), Aquamancer’s Alacrity (20% cool down on water skills), Soothing Wave (originally got 6 seconds of regen when I used Signet of Water and Frost Bow currently gain 3 seconds of regen when I take a critical hit), Cleansing Water (removes a condition when granting regen to myself or an ally), and Elemental Attunement (when attuning to an element you and nearby allies gain a boon).
The problem:
I was okay with loosing Elemental Attunement, because I got Blasting Staff in return. However, the change to Soothing Wave is a major blow to how my character worked. With old Soothing Wave, I was able to have a good amount of condition removal, and the 12 to 18 seconds of regen were nice but, it was nice due to I got the regen/condition removal when I wanted and needed it. With New Soothing Wave, I get only half the regen only when I take a critical hit. But, from all my time playing I’ve noticed (especially as someone who is typically not in the fray), I don’t take a lot of critical hits.
My question:
Is it even worth it to keep the new Soothing Wave? Do monsters crit more than I remember or is this trait’s functionality in my build just as awful as I’m perceiving it to be. I’m open to suggestions and ideas on how to rectify this issue.
Just wanne share this tutorial
Thank for the video, Being able to see it in action is much easier than just reading words. And It had completely slipped my mind that some of the other utilities involved combo’s as well.
Enduring Support/Combat Healer
All Cleric armor each with a Superior Rune of Dwayna
All Saphire Jewelry
Cleric Staff with Superior Sigil of Water
Point is to not die… Heal yourself, heal others, heal often and support the team as much as possible.
Very easy to solo PvE. I don’t PvP or WvW enough to give an extensive information on either.
Enduring Support/Combat Healer
All Cleric armor each with a Superior Rune of Dwayna
All Saphire Jewelry
Cleric Staff with Superior Sigil of Water
Point is to not die… Heal yourself, heal others, heal often and support the team as much as possible.
Very easy to solo PvE. I don’t PvP or WvW enough to give an extensive information on either.
As I’m sure most of you are aware, staff Ele is very good at setting up combo fields. For the longest time I thought you needed another person to pull off a combo attack. But one day while I was blasting things away with my staff all alone, I noticed that area might kept showing up. So I did a little research. You can in fact combo with yourself, giving yourself a metaphorical high five.
I bring this up: one to educate those who are unaware of said fact, two give advice on self comboing, and three to hear about other peoples experiences with self comboing.
I play a sturdy support Ele (whom obviously uses a staff). With a staff you can set up 1 fire field (lava font), 1 lightning field (static field), 1 ice field (frozen ground), and 2 water fields (geyser, & healing rain); While also giving me 2 different combo finishers (2 projectiles (stoning & shockwave), 1 blast (eruption)). The combo finishers are all in earth attunement, so to pull off a self-combo one needs to switch in or out of earth. Switching into earth will let you pull of projectile finishers, and switching out (with a little finagling) gets you blast finishers.
Projectile Finishers:
These are the easier of the two to perform. Simply set up one that aforementioned fields from earlier then switch into earth attunement immediately and use stoning or shockwave; thus expanding your abilities to inflict status conditions on foes thus inflicting: burning from fire, chilled from ice, and vulnerability from lightning. Finishing through water will grant yourself 2 seconds of regeneration. Stoning is preferred as it is quicker to cast and as your auto attack it recharges instantly.
Blast Finishers:
Slightly more difficult to pull off than projectile but definitely worth it. To pull off a blast finisher you must use eruption. First begin casting eruption, then about half way through casting change you attunement (this won’t interrupt your casting). Immediately after eruption is done casting set down one of your other combo fields directly on top of it. If done correctly (fast enough) Eruption will blast through your combo field offering: Area might (x3 for 20 seconds) with fire, area frost armor with ice, area swiftness with lightning, and area healing with water.
Personally I’m a fan of the fire and water projectile finishing because the extra burning is nice, and my build is semi centered around health regenerations. Ice projectile finisher is nice against fast bosses to help stack on some extra chill duration. Lighting’s vulnerability doesn’t last too long so I don’t often go for that one, it’s really more useful only in a group. And for blast finishers again water and fire take the cake. Area haling is great and 3 stacks of might before/during the fight, I’m not complaining. I typically use lightning blast finisher to get extra swiftness while running somewhere. Ice is ok,whne alone frost armor isn’t a huge advantage.
I know you can also self-combo with the summoned weapons as well, but have only tired it with frost bow. If anyone else has experience self comboing with Ele summoned weapons I’d love to hear about it.
(edited by ShadowOfGlass.4178)
Was playing around with it
Cleansing water isn’t working with Runes of Dwayna, regens i get from frost bow, health regens I give other people
guess I should file a bug report
Perhaps I am simply not up on common knowledge but their has been something that has been bother me for a while now.
Do runes work together with traits?
More specifically, Do the health regenerations given by Superior Rune of Dwayna work with the Elementalist trait Cleansing Water (Water XI)?
Cleansing Water – Concise Description:
“Remove a condition when granting regeneration to yourself or an ally.”
Superior Rune of Dwayna – Concise Description:
" (1): +25 Healing Healing
(2): +20% Regeneration Duration
(3): +50 Healing Healing
(4): 5% chance to gain regeneration for 10 seconds when hit. (Cooldown: 30s)
(5): +90 Healing Healing
(6): When you use a healing skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10s) "
Are gaining and granting two completely different things and I’m just being silly?