Showing Posts For Vinteros Asteano.1209:
I feel like the only one who finds D/D play boring and extremely easy.
i wonder if karl was already in charge of the ele’s developpement at the start of the game… cause the ele was amazing that time
PS : it’s a serious question (not a troll)
Karl not only worked on ele, but he set the standard of play for many eles.
There’s a video on youtube of him wrecking in a clocktower dev match, around the second/third beta (2012).
To be honest, I think invigorating torrents was just a way to throw a bone. I think that trait combination is too strong.
If the protection lasts the duration of the overload, that means someone who has traited for protection on aura can get extra protection coverage. Combine that with earth overload giving protection on its channel and the storm afterwards, you hit long durations of protection.
There is minute particle effects for the skin. There’s a light blue swirl of wind coming out of it. It should be more visible, imo.
Yea, that trait is a little wonky; however, the most broken application of it is very selfish.
I actually disliked playing Revenant a lot…xD
Why do people keep saying that Tempest is about camping attunements?
I’m pretty sure they mentioned that we aren’t supposed to be spamming overloads.
" Overloads are intended as potent tools which are not always available"
You have to camp an attunement for 5s to get access to them, making it a necessary pre-meditated choice to overload. They aren’t something you use when necessary, b/c they would never be available (as you would have already swapped).
If overloads are a “potent tool to be used at the right moment,” then they need to be available for use at that moment. If that is the true intention, then the penalty of “sitting in an attunement for 5s before accessing” needs to go, while the longer recharge works.
If overloads are meant to be something strong that you are willing to hold off for in an attunement, they can keep their pre-charge. However, if this is the case, the whole “locked out for 20s” aspect needs to go. This seems to be more what they are going for with skills that have a 4s channel during which it is EASY for an enemy to just wail on you.
As it is, they end up as skills that don’t really fulfill either goal and have such high costs that their effects would need to be massively OP to ever see use.
Sitting in fire, water or air for 5 seconds isn’t difficult at all. In fact, I’m willing to say that being in an attunement for 5 seconds isn’t camping it. If you want to overload, you simply don’t switch attunements while using your abilities, overload, and leave your attunement (from a D/W perspective).
I play league and one of the skills you learn in league is to predict what your opponent can do in a given moment. So if you know your opponent is going to have X skillshot in 5 seconds and your flash will be up in 3, you can safely assume that you will be able to flash the skillshot that is coming at you in that moment. I feel overloads are supposed to work in a similar context.
Why do people keep saying that Tempest is about camping attunements?
I’m pretty sure they mentioned that we aren’t supposed to be spamming overloads.
" Overloads are intended as potent tools which are not always available"
What if we had a regen on aura trait for tempest…
No one mentioned the warhorn sound changes?
They’re pretty neat.
If you look at the other class forums at least for Necro and Mesmer, you can clearly see that changes were made as a direct result of player feedback.
Tempest changes, on the other hand, show a lack of understanding (or denial) of why the Tempest was so lackluster, with few edits that actually address what players were complaining about.
Greetings Tyrians,
Thanks for all the feedback on the Tempest from this last Beta Event! After poring over your posts and doing some of our own testing we’ve made some changes to address issues with Warhorn skills and Elemental Overloads.
We gathered from you that, on the whole, Warhorn skills felt decent even if a few felt undertuned. We’ve made the following adjustments to bring them more in line with other profession skills.
The concepts behind overloading an element were pretty well received, however you called out that the time cost of overloading compared to the final rewards were too unbalanced. Overloads are intended as potent tools which are not always available – to push this feeling each of them has been given a stronger effect to bring some more parity to the risk vs. reward of using them.
We’ll continue hearing your feedback and reading over your excellent discussions from the Beta Weekend.
They made changes, to a lot of things that were brought up from the beta feedback, and said they will continue to listen and read feedback. All of the edits made to Tempest were some of the complains. Warhorn skills feeling a little lackluster, but overall decent. Overloads didn’t feel worth stopping your rotation to use.
Ohoni’s entire point is that these are not the only changes. Raise your feedback, but don’t act like the expansion is next week. It’s an iterative process.
EDIT: formatting
Actions speak louder than words. What we saw was a total lack of consideration of our feedback. Had they posted that response originally along with the changes, there probably wouldn’t be as much of an uproar, but since they waited, it just seems like an attempt to calm the storm.
If they didn’t want Overloads to encourage attunement camping, they wouldn’t have requirements to stay in the same attunement for 8-10s(Charge-up and the cast time), when they should know full well that it goes against several traits and our method of survival.
I don’t think the wait was on purpose. We were told we would have to wait fairly early in the thread (within the first 10 posts). It wasn’t a, complete silence with no response for several days (and consider two of those days were Sat/Sun).
In the post, Irenio made a statement of the purpose of overloads.
*Overloads are intended as potent tools which are not always available *
Which does not seem to be, attunement camping.
I was running around WvW and ran into this group with several tempest eles. They shared 6 min of every boon with me. Definitely interesting.
Which means it’s abusable and should be nerfed.
Yea, I’m on the fence about that one. I saw them all flash and expected them to disappear fairly soon. Hover over and see 6m 30s of everything (including 25 might stacks).
We gathered from you that, on the whole, Warhorn skills felt decent even if a few felt undertuned.
The concepts behind overloading an element were pretty well received, however you called out that the time cost of overloading compared to the final rewards were too unbalanced. Overloads are intended as potent tools which are not always available
We’ll continue hearing your feedback and reading over your excellent discussions from the Beta Weekend.
I don’t think we’re being as ignored as much as some posters make it out to be, and I don’t think they wanted overloads to be an attunement camping thing.
Also, boon sharing and making them last longer isn’t something new. It’s simply another way of giving THE SAME OLD BOONS to people. There is absolutely no functional difference between simply giving boons to allies, or stacking them on yourself and sharing them.
I was running around WvW and ran into this group with several tempest eles. They shared 6 min of every boon with me. Definitely interesting.
How are people cringing at this post and are not cringing at the posts in the BWE 2 changes post? Someone even mentioned that devs should “just work overtime to get the job done” with no idea about the time frame we are working with.
Let’s take a moment and look at the release order of the specialization: Mesmer, Guardian, Necromancer, Elementalist, Revenant, Warrior.
Chronomancer was shown to us April 30, nearly four months ago. Keep in mind that we are shown the reveals as Anet deems them “ready”. So nearly 4 months between a “ready chronomancer” to now is a lot of time to do work and come up with changes.
Furthermore, keep in mind it’s not just one group working on nine professions together. There are different teams of developers working on different professions. Group A working on Mesmer/Necromancer/etc probably has a lot less on their plate, considering the time frame they finished, compared to Group B on Guardian/Elementalist.
Moreover, I had a stint in painting while studying 3D animation and I learned about effective critique. Someone shows their piece and you could say, “It sucks”. Okay, so we know it sucks, does that help them?
How about something like, “It’s not good because your proportions are wrong on the face area. The mouth needs to be this much down from the nose.” I changed the wording, but you could say “it sucks” instead of “it’s not good” and it would still be fairly productive critique.
Now this person knows that they need to work on the mouth, how useful is it to have a class of 30 people plus the professor tell this person, “It sucks because the mouth is in the wrong place.” At what point does it stop being helpful? “You should just not sleep or do work for your other courses and fix that mouth cause it’s bad.” “That’s all you did, that’s terrible”.
People have to understand that another person, isn’t you. Developers are people too, people with feelings, dreams, and who are probably just as passionate as you are about the game. You’re not paid much in game development (think the salary of a high school teacher). A lot of people do this job because they love games and unfortunately, the turnaround rate in games is extremely high. People burn out from working themselves to hard and leave to do other stuff.
Finally, thinking of the Tempest stream, I’m pretty sure Karl mentioned that damage on overloads could be increased and the radius of air overload could be increased. It seems these changes are the ones he had in mind back when tempest was streamed. The streamed also mentioned working on unique sounds for warhorn abilities and earth overload’s animation, iirc. Things are being worked on. Offer your feedback, but have a little respect.
Before anyone accuses me of being a Tempest-lover or whatnot, I’m not satisfied with the current state of Tempest. I am extremely dissatisfied with some of the conduct I saw over the weekend though.
Please, leave your feelings at the door. It’s a job. I’ve worked jobs where I’m gone half the year. Military personnel leave for much longer periods working their jobs. So, please, leave your strong feelings at the door. The Devs, who have a very safe job and who go home every night to their families, can put in a some extra hours to get the job done THAT THEY ARE PAID TO DO… And it’s not like they won’t be compensated for those extra hours.
You haven’t worked in the industry or near it apparently. Some reading:
http://www.gamasutra.com/blogs/KatherineRogers/20140403/214684/Working_in_the_Games_Industry_a_job_to_die_for.php
http://trenchescomic.com/tales/post/my-life-in-hell-1-6...-and-hell-1-2-6...-and-hell-1-6-2...-hell-1-2-3-6
A reddit post, take it as you will: https://www.reddit.com/r/truegaming/comments/1wvs6z/what_is_it_really_like_to_work_in_the_gaming/
People in the gaming industry are not paid well at all, and work really bad hours already. Add on the fact that you’ll lose your job because someone overseas can do it for cheaper and email the files. It’s not an “easy, cozy job” where you go home to your family. More like “long, difficult job where you go home to your dog in your 1 bedroom apartment”. Caveats exist of course, as in everything.
You accuse Jski of being overly emotional and not logical, but then you bring up “military personnel leaving for long periods of time”. Which can be viewed as trying to appeal to one’s emotion or their patriotism…which is a logical fallacy. Granted, the military isn’t all that great either (but that drifts far off topic).
Back on topic now
What were the exact channel times of overloads again? People are saying 5, but the wikipedia states:
Fire – 4 1/2
Water – 2 3/4
Air – 4 3/4
Earth – 5
(They did feel really long in the beta weekend test though)
Continuing on, I feel like we’re being balanced against our trait options. At first, I felt overloads were weak, but after thinking it over for a moment, some could be really strong with trait options.
Earth overload ticks cripple and immobilzes at the end of the channel. Earth traitline grants you base toughness, protection on aura or armor of earth at 50%, geomancer’s defense, and then stone heart or diamond skin to top it off (with a break bar). There is a lot of moving parts there, and I feel that is the hardest part of balancing elementalist.
Even though the build might likely be W/Ar/T, what if someone ran F/Ar/T? or F/W/T? E/W/T? Someone mentioned that they enjoyed fire overload in PvE, I assume they had the Fire trait line equipped (please correct me if I’m wrong).
This reminds me of when people complained about Elemental Attunement being moved to Grandmaster and riots started in the forum. It was reverted and well…D/D cele ele is still incredibly annoying.
In my opinion there seems to be something lost between the concept arts for the tempest and the end result, which doesn’t have much range and lack the epicness of large storms. With a name like Tempest almost everyone expected the largest AoE skills in the game.
I agree whole heartily with this. The name doesn’t fit with the skills at all.
We literally only have a few breeze like animations (Air 4 and Earth 5) and one actual storm (Air overload) that is very weak in the “Tempest” feel both mechanically and animation wise.
Tempest is a terrible name for the specialization if these are supposed to be the skills we will get.
Now back to the mechanics discussion, I certainly hope they address this complete overlap of role between Tempest and D/D cele ele. We want, desperately, to play a new role with our elementalists and not just have a weaker or stronger version of the role we play today.
If elementalist will really only get an OH weapon, then it needs to be paired with the Scepter and not with the Dagger. This way, they could do a specialization that was focused on mid range damage and crowd control skills (interrupts, immobilize, knockdowns, etc.)
Then we would have the options of:
Long range nuke / group support: Staff
Mid range damage / control: Scepter / Warhorn
Close range brawler / group support: Dagger / Dagger
Close range brawler / tank: Dagger / Focus
Burst: Scepter / Focus
Fire overload is a tornado.
I like the idea of overloads, but the execution is not there. Even if these abilities did 100k damage at the end of their channel, getting the channel off will be nearly impossible unless one is playing against blind opponents. I have two ideas to change overloads.
My first idea is to keep the system the same, but give a trait that gives you stability over a few seconds. You can even balance it out against the break bar in earth by giving different stacks for each attunement. This would probably work best as a minor trait (maybe replace the swiftness trait or merge with the protection trait).
My second idea involves a bit of rework, which would require time of course. Remove the channel of overloads. Make them abilities that you click and they are activated on your person and give you their current effects; however, have overloading put every other attunement on it’s cooldown for how many ever seconds.
With this in place, you can manipulate numbers and effects to achieve balance.
————
Overload your fire abilities, placing your other attunements on cooldown for A seconds, to unleash a vortex for (A-B) seconds around you that deals C damage, D burning stacks and E might stacks to allies. After (A-B) seconds, leave the vortex at your area for F seconds. While the vortex persists, fire attacks deal additional burning damage.
Overload your air abilities, placing your other attunements on cooldown for A seconds, to summon a storm for (A-B) seconds around you that deals C damage and D vulnerability stacks. After (A-B) seconds, leave the storm at your location for E seconds. When you hit a target that has been recently struck by the storm, gain super speed for F second(s).
Overload your water abilities, placing your other attunements on cooldown for A seconds, to heal and cleanse allies every B second(s) for (A-C) seconds. After (A-C) seconds, heal allies for D. While the effect persists, water abilities heal allies with regen on them for E.
Overload your earth abilities, placing your other attunements on cooldowns for A seconds, to damage nearby enemies for B and applying cripple for C and protection to allies for D for (A-E) seconds. After (A-E) seconds, immobilize all nearby enemies. Damaging crippled targets while overloaded applies F bleed stacks for G seconds.
Of course this is all rough, but my initial thoughts of overloads went along this line. Regardless of what Anet chooses to do, they really do need to look into the trait lines. The trait that gives vigor on switching to water attunement feels out of place.
Based on experience we won’t even get an F5 or any new mechanic at all. Getting 8 new weapon skills will be our “mechanic”.
Where is this experience coming from? The previous specialization we received?
You do know that if you change into water attunement after casting say, Meteor Shower, you can get the piercing shard buff.
If our damage mods weren’t gated by attunement, they would be broken
(think back to the builds during meteornado).
EDIT: A lot of the traits you’re complaining about are perfectly fine. Overall, I’m happy about the changes and I look forward to hearing more about tempest.
If you would have listened to the stream, Karl (who does elementalist along with thief) was not in to talk about the changes. The person talking about the Ele work was not one of the ones working on it (but he did work on engi).
People have always said that ascended armor wasn’t worth it, but I noticed a significant damage increase when I equipped my ascended armor set.
1900 range pewpew that does 18k damage rolling your face on the keyboard, like the ranger.
That’s nonsense. I’ve never hit for more than 13k + AirFire procc with Rapid Fire in PvP
I don’t think I’ve ever hit 13k in pvp…I might have a 5 digit flame grab screenshot somewhere though (it’s on a troll 6/6/0/0/2 D/D build).
iirc, they also increased the amount of time boons last to counter this change.
So, I’ve been maining my mesmer for a while now. I love the class, but wanted to play something with more combos, more power, and less survivability. I’ve had a lvl 80 ele chilling for a while now. I had him in soldiers gear and he hit like a wet noodle while still getting squished. I passed my Zojja’s armor on to him and just crafted my Zojja’s Staff. He’s a blast to play now and I have learned some cool combos and how to survive a bit better. I’m running Superior Runes of the Scholor on my armor and will be upgrading my Versatile Simple infusions to Precise Infusions slowly(freaking expensive!!!)
Anyways, I was wondering:
1) What kind of sigils should I throw on my staff?
Most of what I see says to use Force and Night/Slaying and I have no intention of carrying around that many Staves. I was thinking Force and Accuracy, but I saw that they are super cheap, is it no good? +7% Crit Chance sounds good to me.
2) What other weapon sets should I carry with me? Or, is this even necessary with this class considering the plethora of skills offered by just the staff.
3) Swiftness, Might, and AoE heals are awesome. Are there any other cool combos that I haven’t discovered yet?
For what game mode? I mainly play WvW, so I use Might/Strength in my staff (I also take them into dungeons and no one seems to notice).
If anything, we should be looking at the water line. The water line has more issues than arcana when it comes to diversity.
Each of the 3 (PVP/WVW mandatory) lines have issues:
- earth: 20% dmg reduction up to 600 range, anti-crit
- water: heal on attune, condi removal
- arcane: elemental attunement
seriously, who’s playing PVP/WVW and not going to spec these 3 lines?
I meant along the lines of, majority of ele builds in pvp/wvw run water…and the same 5 or so traits.
Even if they kept E. Att Master tier, I feel as if eles would still run those three traitlines.
I’ve always looked at them as perks, and not as something necessary. My guild requires them for GvG, but outside of that, I like other things.
If anything, we should be looking at the water line. The water line has more issues than arcana when it comes to diversity.
Sometimes, I feel like the only Ele who doesn’t use Evasive Arcana and Elemental Attunement (for WvW and PvP).
I’ve mentioned this somewhere else, but Karl did mention that they are looking at Furious Winds and changing it from Healing power to Precision.
I don’t want to be that person, but here we go.
I’ve been playing since beta and I’m not a huge fan of evasive arcana and elemental attunement.
I run these things in my guild due to WvW req. etc, but my preferred builds rarely ever go into arcana past blasting staff (even for PvP reasons).
I don’t think evasive arcana/elemental attunement are necessary for survival outside of a few situations.
As far as the changes go, I see several people making comments that have already been mentioned in the Ready Up discussion. i.e. Karl already mentioned that ferocious winds is being looked at to being changed to precision > ferocity conversion. I suggest that people go and watch the ready up discussion in order to get a better feel for the changes (one only needs to see the ele changes).
EDIT: Clown brings up a good point. Lightning rod crits DESTROY teams (but this pertains to WvW staff ele). For a much more healthy discussion, it may be useful to preface one’s words with which aspect of the game you’re talking about.
(edited by Vinteros Asteano.1209)
I’ve done a bit of research
Looking back through past builds and the way of the old gw1 ele and the formation and dancing of the gw2 ele
For the potential expansion; if arcane was the dedicated ‘dancing tree’ – how would you feel about dedicated elements – take for example the ele build in gw1 which was purely in water and cc (if memory serves)
The minor traits would need a work round – but again; the coming expansion would allow for some flexibility
This isn’t a point of stroking the fire of people of whom are dedicated to dancing or the few that love sticking to an element
The aim is for potential
What would you think the potential could be if we were able to keep to a element and master it to the point of it being an elemental extension of the body then a basic mastery
Thank you,
-Phyrak
We already have infrastructure in place to allow for this specialization. The XIII traits for the elements reward you for selecting them, by adding or increasing functionality to the previous minor traits and some major trait selections.
This has brought an increase selection of options when traiting an elementalist, which probably has the most versatile trait selection in the game.
I run a stone heart build with valk/cav mix. It allows for an interesting play style.
I feel like d/d eles are the only power build that is actually doing better after the patch
Staff Ele here,
Had a great WvW run last night.
Stone Heart is soooo goood!
My damage in WvW is lower, but the numbers I was putting out pre-patch was ridiculous. I can still put out 10k-12k meteors without zerker gear. I’m pretty happy overall.
The damage nerfs are a lot, but stacking might is now easier. I’m working with a setup that stacks a lot of might during combat situations.
1. Ranger
2. Elementalist
3. Whatever
No, Dragon’s Tooth needs to be ground-targetable. That’s the only change I can agree with.
Besides that, the whole Ele class needs to be seriously looked at.
It used to be ground targetted in beta but it was changed after the first weekend IIRC.
No, it wasn’t ground targetted in beta.
Yes, in BW1 it was ground targetted.
No, Dragon’s Tooth needs to be ground-targetable. That’s the only change I can agree with.
Besides that, the whole Ele class needs to be seriously looked at.
It used to be ground targetted in beta but it was changed after the first weekend IIRC.
I never use any auto attacks on staff unless I’m waiting for attunement cooldowns. Ironically, my two favorite attunements are Air and Earth. Air 2 does a ridiculous amount of damage (I’ve hit some targets for 6.9k-8k with it). Earth 2 does a ton of damage too + bleed.
I don’t really get why people say this – it’s not like using the autoattack prevents you from doing anything else, ever.
My point is that Fire’s auto-attack combined with the damage from its 2-5 skills makes it viable, if not optimal, to stay in for extended periods of time. No other attunement is. I find that annoying, because it means Fire always has the ‘fallback’ role.
I understand that Attunement dancing is intended, and don’t have a problem with doing it when I need to be highly versatile or effective, but I shouldn’t be forced to do it just to kill a regular mob or two within a reasonable period of time. Air, Water, and Earth all three need damage buffs to at least their autoattacks IMO.
I guess people say it because it’s their experience. Even fire’s auto attack I couldn’t sit there and spam 1 in between fire cooldowns because I knew I could be doing other things (one of the reasons I have a lot of trouble running pyromance puissance and fresh air builds). TBH, as a WvW ele, I don’t feel like fire attunement is my major go to attunement. Only using 2,3, and 5 on a consistent basis and 1 and 4 being situational.
Actually this all kind of begs the question. Should Elemental recharges be reduced if we feel the need to add reduced recharge traits like fresh air or fresh water?
Probably not, we could get some other mechanic like aura duration!!!! (/sarcasm)
Joke aside, we probably wouldn’t need attunement cd reduction in arcana but I have no idea what would be our profession specific trait benefit.
(edited by Vinteros Asteano.1209)
stamp of approval
However, water tree would become a requirement again because who doesn’t want to pop water 15 a million times.
I never use any auto attacks on staff unless I’m waiting for attunement cooldowns. Ironically, my two favorite attunements are Air and Earth. Air 2 does a ridiculous amount of damage (I’ve hit some targets for 6.9k-8k with it). Earth 2 does a ton of damage too + bleed.
Just few things I’ve noticed:
- Using Frost Bow 4 instead of Meteor Shower? a waste of a utility space imo.
- You lose a lot of DPS potential by using Tornado after using Meteor Shower, Fire 1/2/3, water2, earth2. Surviving as a staff Ele is more about positioning rather than using utilities/elite.
- Bind your 7-0 skills to your keyboard, it will make things smoother for you.Good guild group and nice healings.
frost bow op.
I run it all the time in WvW for the extra aoe.
wouldn’t the constant immobilize be more useful?
Instead of raw number buffing, I wouldn’t mind buffing combos between attunements and skills. The firey blast idea sounds great as does the chill one. Going into things like Thermal Shock or something like Air skills do more damage to immobilized targets would be neat.
not s ure if gasmic even looked at your build.
condition builds WILL give you hell with that build. I’d suggest either putting in at least 20 into water or drop the fresh air altogether if you want a good fight against condition heavy builds.
Not sure if Jae knows Elementalist at all:
Ether Renewal = -8 Conditions on 12 second timer
Cleansing Fire = – 3 Conditions on a 40 second timer < Waste
Cleansing Wave = -1 Condition on a 40 second timer
Water Attunement Evasive Arcana = – 1 Condition on a 10 second timer
Phoenix = – 1 Condition on a 20 second timerYou DO NOT need to spec into water for Condition Removal; there are MUCH better ways to access it than to waste points into the Water tree.
There is lots of Condition removal in this build especially in Ether Renewal. I use Ether Renewal even when I’m close to full health to keep myself free of conditions because I know it’ll be up again next time I need it. It also keeps me at full health which keeps my Scholar runes proccing.
i like how you list some skills out as if you can’t get them without going your build (i.e. phoenix and ether renewal)
but nice try.
btw cleansing wave trait has 0 sec cd so it actually procs every time u go into water, without the 40sec cd
it’s just sad that you even have to pick up ether renewal just for the sake of surviving against condition builds lol.
These classes give me trouble in 1v1 as s/d ele
I run 0/30/0/10/30 and ether renewal/cleansing fire/mist form/lf/fgs
Not sure if you know how to read…
But all of the skills/utilities that I mentioned are already included within his build.Cleansing Water has a 5 second internal cooldown in PvP and is not worth going 30 into water for condi removal when such strong condition removal is already present.
Cleansing WAVE is the #5 Water Skill for Dagger which removes a condition.
As he stated earlier Ether Renewal is a skill he’s already taken.
Phoenix is the #3 Fire skill for Scepter.You should play Elementalist some more before you start giving out some bad advice.
There’s actually a trait called Cleansing Wave as well, which is most likely what he is referring to: http://wiki.guildwars2.com/wiki/Cleansing_Wave_
Will stay out of the way of the rest of the argument, just trying to fix the communication problem here.
Definitely true, but when someone mentions Cleansing Wave with a 40 s cd….
not s ure if gasmic even looked at your build.
condition builds WILL give you hell with that build. I’d suggest either putting in at least 20 into water or drop the fresh air altogether if you want a good fight against condition heavy builds.
Not sure if Jae knows Elementalist at all:
Ether Renewal = -8 Conditions on 12 second timer
Cleansing Fire = – 3 Conditions on a 40 second timer < Waste
Cleansing Wave = -1 Condition on a 40 second timer
Water Attunement Evasive Arcana = – 1 Condition on a 10 second timer
Phoenix = – 1 Condition on a 20 second timerYou DO NOT need to spec into water for Condition Removal; there are MUCH better ways to access it than to waste points into the Water tree.
There is lots of Condition removal in this build especially in Ether Renewal. I use Ether Renewal even when I’m close to full health to keep myself free of conditions because I know it’ll be up again next time I need it. It also keeps me at full health which keeps my Scholar runes proccing.
i like how you list some skills out as if you can’t get them without going your build (i.e. phoenix and ether renewal)
but nice try.
btw cleansing wave trait has 0 sec cd so it actually procs every time u go into water, without the 40sec cd
it’s just sad that you even have to pick up ether renewal just for the sake of surviving against condition builds lol.
No, you’re sad.
This video has helped me out a ton. I understand a little more why things I do succeed and why sometimes I can have a massive lose streak. I’ve been playing staff mostly intuitively, and I realized my greatest moments is when I’m focused. Thanks for the video, learned a ton!