Rebound is nothing more than an empty skill that is somehow okay because it is:
1. A shout and benefits from the Soldier Runes.
2. Is the only short cooldown elite and elementalist has.
That’s about it.
Diamond Skin simply needs to be an equivalent of resistance in a buff that only works while the elementalist is above the health threshold.
With that change, you will be able to use condition-specific traits since the condition is applied on the target, and Diamond Skin will not synergize well when the Elementalist also brings a ton of condi clear with DS since conditions lands before the threshold is broken. Though, it could put some certain “no condition clear DS” builds to light, but those are extremely rare anyway.
Then there is marauder earth shield staff tempest. It can go berserker against certain match-ups.
-40% damage increase on Lightning Rod? Relax. Let’s make sure that the awful bugs on that ability are fixed first. https://www.reddit.com/r/Guildwars2/comments/3x9941/lightning_rod_is_not_working_properly_video_proof/
-The vigor and regen is perfectly alright already on Invigorating Torrents. Now, if you want a condition clearing aura, you need to look toward Fire. Combine One with Fire with Conjurer as a start. Reduce Conjures cooldown to 45 seconds. Then with the new fire trait opening on master, make it so that fire auras you apply clears a damaging condition and increases damage by 5% and condition damage (not the stat) by 5% while the elementalist is affected by the aura.
And you want inscription to be Grand-Master?… That’s pretty wrong: the new worst GM trait (though, I notice your will to give an idea, and I have my own idea too on that). If you want damage increase on the master tier of air, two traits out of 3 are already working on that department.
Why would you do a weapon specific trait on a minor trait on an unspecific trait line? I am talking about your Hardy Conduit suggestion increasing scepter damage by a flat and unfair amount.
Your scepter suggestions are totally over-the-top broken.
Dragon Tooth landing as fast as Comet; you must be kidding me.
You are also seriously considering Focus buffs when it’s easily the best elementalist weapon. The unblockable Gale is pretty odd.
I try to find one change I like amongst the list…
There was none I found in the Tempest changes.
I was close from liking the torment idea on Pyro’s Puissance, but I believe a lingering fire attunement (5 seconds) would be best as an addition to the trait (lingering that affects major and minors).
I did not like any of the scepter changes. Though, the fire auto-attack one seemed sophisticated, but with the drastic reduction of the burn duration along the pushes toward a condition option for Pyro’s Puissance seemed inconsistant; therefore, I did not like it. So none of the scepter changes were decent in my opinion.
(edited by Alekt.5803)
I’ve seen some people wanting Elemental Bastion nerfed to oblivion. So I was wondering what he’d expect Tempest to do without it.
I play Marauder Tempest: there is no reason to use anything else at the moment.
Sneak Gyro is already killable
Gyro could lose a percentage of health as fuel runs low.
Gyro could lose more fuel while it moves.
When Gyro is destroyed, the people stealthed by the machine could be revealed; after all, the only reason they were invisible was the machine.
As on the title. There seems to be a lot of great traits on that line, or if not, the one used like Rite of the Great Dwarf on 40 seconds cooldown, stability on dodge roll, and the damages increases. That’s a lot.
I remember being able to use Icebow in sPvP.
FeelsBadMan
I suppose that Fresh Air staff (Fire Air Arcane) beats those dps by a large margin with perma alacrity.
But what do I know about PvE. I only do SPvP
Fresh Air is indeed quite powerful, but not with staff. It’s inevitable (and desireable even) to auto attack in Air Attunement in a fresh air build, and staff is probably the worst ele weapon for that. D/H is quite competitive with staff, especially in raids/
Why is that? You can rotate through all the number 2 without interrupting air auto-attacks. (If you swap while the projectile is travelling). With Alacrity, which I could not test, I have reasons to believe that you can get back to fire just in time for lava font to be off cooldown.
(edited by Alekt.5803)
You will die 0.5s in this build, do I see correctly, you have only 2 cleanse in this build evasive arcana and water 5?
You will experience horrible deaths with this build, like rally robot bad.
You’ll cast water 5 whenever you dodge while attuned to water for both aoe heals and cleanse
One condition clean every 10s, you will be reckted….
It’s possible to beat a condi reaper on viper tempest. It’s mentally draining, but I once had a duel against a Reaper where the only thing that hit me was his Rune of Nightmare.
I suppose that Fresh Air staff (Fire Air Arcane) beats those dps by a large margin with perma alacrity.
But what do I know about PvE. I only do SPvP
In-game duel against a condition revenant. Celestial revenant. You’ll see some ice field blasts here to cleanse conditions.
http://www.twitch.tv/aleriedespins/v/26904729
A serie of duels against a d/f tempest. Disregard the first ones; they are in viper amulet. It will be swapped to marauder at 4 min.
http://www.twitch.tv/aleriedespins/v/27425653
Replace signet of fire with Glyph of Elemental Power: No cast time, more burns (even outside fire) and is a stun breaker.
This look similar to a prototype I’ve been working on. But it was put to the side in favor of marauder tempest.
http://gw2skills.net/editor/?vFAQFAWn0XC9XiFRAGNA8RglHAzNyeZ/sCBgDQLsoKMDfCA-TJRHABeXGQo9HA4CAE8DAAA
(edited by Alekt.5803)
http://gw2skills.net/editor/?vFAQFAWn0XC9XiFRA+MA8RglHAzdyeZ/sEDhgwOQIAcAahA-TJBFABiXGggHAw97PAwFAAA
This could help if you like staff. You can also go rune of scholar or rune of surging instead of scrapper.
hohoho ^^ lol..GW2 community as its best
I leave this gem here..just for added fun
https://forum-en.gw2archive.eu/forum/professions/revenant/Is-it-impossible-to-beat-a-necro-now
Yeah, but it does not mean Mallyx Revenants need a buff. It’s the condition part of Necromancers and Reapers that need to be looked at. I am looking at the scepter that was recently buffed for instance. Scepter means conditions sent without a projectile or clear animations I must say. Not many classes can manage those conditions. And, I am all for changing Diamond Skin to something more interesting.
Even better. Have your team stack the supplies to ten. Cap mistc champion and use all the supplies with a single push
What would happen if scoring a kill would give 10 score (victory points) for the team instead of the current 5?
Each buff gives you 3 points for each kill. So both buffs you will get 6 per kill when you normally would get 1 point
?
A kill gives 5 points by default. Ferocity adds +3 to a maximum of +6. So 8 points or 11 points per kill.
If you were watching mid and you have reasons to believe that no one is going to try to decap for that duration, it’s not a bad idea.
You don’t seem to know what hotfixing is… I said nothing about buffing for good reason. The things that are too strong are more of a problem than things that are too weak. I don’t have all day of typing for it to get ignored.
Marauder Tempest is not a thing in PvP and never will be as long as overcharging takes longer than a Meteor Shower. Latent Stamina is weak, I tried it, there is no reason to ever use it. Buff it? Sure, but not as important.
Also, quickness on an elementalist is not useless, proper timing with skills can make a massive difference as all auras have 0 casting time. Oh, and it’s 1 second of quickness when you apply an aura, WHICH MEANS YOUR ALLIES ALSO GET IT.
I think that is a very, very fair trade from perma regeneration and vigor.
I don’t really care what hotfix is. Marauder Tempest is not a thing in PvP when you are talking to a marauder, staff, conjure earth shield tempest.
Though, I am curious. Granting 10 endurance to you or allies everytime you apply vigor is bad? While also granting the vigor aoe when swapping to water. Seems like pretty significant to me. If you don’t have Lightning Rod, or don’t have Aura share, it’s the trait to consider.
I heard you. You are in love with the idea to remove all sort of condition clear from Tempest apart from having shouts able to cleanse a condition if the most boring rune set is used.
(edited by Alekt.5803)
Nearlight, I think that I remember when I said to be careful not to give too much goodies to Tempest like baseline stability on overload. You told me that you did not agree about that. I am taking that your opinion changed on the subject?
Was that about stability to overload? I’m pretty sure I was always in agreement about that. I think I was mostly concerned with people asking for overall tempest buffs so much because tempest was ridiculed in the betas and then it turned out to be fairly strong in the game, so further buffing would be a little controversial outside of key QoL things. I still think that stability on overload is fine, as are warhorn buffs, but I do think certain aspects of the class, namely diamond skin and infinite protection might be worth looking into.
Okay. As for protection uptime. The protection of the Earth Overload should be the same for allies as it is for the elementalist: 1 second of protection pulse, 3 (or is it 4) seconds pulses when overload completed. This usually gives a 15 seconds of protection to the elementalist (minus Hardy conduit) compared to a 30 seconds on allies. This is where you could nerf.
To compensate, give 4 seconds of protection to Hardy Conduit up from 3.
Other than that, I don’t see how it would be okay to nerf Elemental Shielding without hitting the core spec. Reducing the protection duration just seems wrong here.
Quickness on Aura?… For Elementalist? Please go away. Do you not know how useless quickness is on elementalist? Or imbalanced weapon-wise? There is no change with quickness if you cast eruption; it is still takes the same delay to explode. And quickness on overload actually result in a damage loss (ticks are not faster).
Elemental Bastion nerf. I suppose that you are also proposing buffs to the awful other grandmaster traits on Tempest? That’s a very nice way to cut marauder tempest. All this in your quest to nerf the effect on celestial by 10%, you nerf to oblivion builds that are way more interesting.
Invigorating Torrents. Vigor and Regen removed. That’s a nice way to just cut the potential condition clear. It is also a nice way to make Latent Stamina worthless (I don’t expect you to know that the ICD is only on the swapping portion).
Absolutely pathetic changes. You butcher an extremely wide variety of builds in collateral damages, break the current most used tempest builds, and leave tempest to be a flat steaming pile of nothing.
It’s the same in either scenario. That’s pure sophistry. Either way, the chrono was obviously not under much pressure. The OP’s team got outplayed and that’s not a reason to cry for a nerf. Particularly right after a heavy nerf to the same skill.
Well to be fair, precog was nerfed in the conquest format. It was buffed everywhere else.
It was pretty obvious Anet didnt go through the mental motions to forsee the various consequences of their balancing. There were various ways to handle precog and while they took the most obvious, it was hardly the most sensible.
Oh yeah, ok, they did alter the pre/after cast, but w/e.
I must be lost. How was it buffed on other modes?
Even if the score could matter in a given game, because sometimes they do, it is for the best if you simply ignore it.
It is in your best interest not to have people dual or tri-capping a point to gain score because of an imaginary competition.
Staff is used on support Tempest more and more. Especially in the European scene. Unblockable CC are good against most of what we see in the current meta.
#MoreToysInTheBirdCage
There is a Air/Water/Tempest version of this build with marauder amulet. I would leave Rune of traveler behind as movement speed do not stack; you already have access to zephyr’s boon and zephyr’s speed which should cover the movement speed for you.
Tornado is quite the joke. If you have damage and you’re glassy, it may sound just right to have this flashy spell, but you’ll end up dying with it. Instead, it’s better to use FGS for that sort of build or Rebound if you’re not comfortable with conjured weapons yet. The point is to use the extra passive stats gained from the weapon to boost the overload (260 power/ 180 condition damage or thoughness/vitality).
Oh… But I am only sapphire! I can’t help you, sorry.
Walls are undodgeable to prevent ppl from just dodging through them in which case they would loose there purpose of “blocking the way”. But dmg should never be undodgeable. I agree that if feels kind of odd in case of Lightning Rod, but think, it is better for the game this way. Even though it won’t matter much in the current state of the game …
Even if it wasn’t bugged, the damage would still be very avoidable indeed: don’t walk through the wall. Similarly, you can avoid getting stunned by shocking aura by using stab or just not attacking. In theory, Lighting Rod is an amazing skill, and it’s absolutely not a passive proc. That’s like saying venoms are passive: they are just active on other skills.
There is nothing more counter rewarding to interrupt a Revenant’s Reposting Shadow and to only see this lightning rod being “evaded”.
I think I know what is causing this behavior but I would have to check.
I’m fairly certain it’s because Lightning Rod is triggering before the interrupting effect. Therefore when Lightning Rod activates, the target is still evading/blocking, and the target is not disabled, which means they don’t take the bonus damage from Tempest Defense.
This would also explain the “lightning rod going nuts on downed necrobot” as Lightning Rod’s proc is activated on any disable while only certain disables actually occur on downed targets.
Should be easy to check in the combat log. I’m not sure if I’ll have time soon but if someone else can have a look that’d be great.
It is indeed the case. That’s also my hypothesis.
bumping again for visibility.
Lightning Rod: “Disabling an enemy causes them to be struck by a lightning bolt.”
Tempest Defense: “Surround yourself with a Shocking Aura when disabled (stun, daze, knockback, pull, knockdown, sink, float, fear, or launch). *Deal more damage to stunned or knocked-down foes.”*
Lightning Rod procs before the disables. It causes many issues.
1. Lightning Rod is blocked or evaded even though the crowd control using to disable is unblockable or undodgeable.
http://www.twitch.tv/aleriedespins/v/30181709
In this video, we have a chronomancer using Echo of Memory. The mesmer moves toward the unblockable Static Field gets interrupted and receives the damage of Static Field. What happened with the Lightning Rod?
The Lightning Rod was blocked before the disable as shown on the combat log. Additionnally, because it was blocked, it also refreshed the mesmer skill, allowing him to use Déjà Vu.
2. Lightning Rod does not benefit from the damage increase of Tempest Defense despite requiring to disable a target for to be casted.
http://www.twitch.tv/aleriedespins/v/30182400
As seen on the video. The elementalist initially casts Gust on five golems. The damage range is 2000 to 2200 for a critical strike while using Tempest Defense. After that, the elementalist removes Tempest Defense and does the same experiment; the damage stays the same. As a result, Tempest Defense does not increase the damage of Lightning Rod. But is it because the target is not “stunned” or “knocked-down” as stated on the trait? Well, no. The elementalist used Static Field to double check and the damage on Lightning Rod remained the same. Though, the damage of the Static Field was increased, so the source of the disable gets a damage increase. Note that Tempest Defense also works on Daze, so Gust should do the same.
Ohhhhh?…. Oh????
Nearlight, I think that I remember when I said to be careful not to give too much goodies to Tempest like baseline stability on overload. You told me that you did not agree about that. I am taking that your opinion changed on the subject?
If you guys haven’t already, please submit bug reports. It sucks that two of our GM traits are bugged (Lightning Rod and Written In Stone, which does not actually allow for permanent uptime on passives for Signets with cast times.)
Reported already… Months ago. And did re-reported every patch since 8 months. I guess I could mirror that one on bug report again.
(edited by Alekt.5803)
I just tested it again with D/WH Shocking Aura will only work properly if the npc is downed and disrupts you then if they do a channel attack it will proc lighting rod…
You do know that static aura only stuns when the enemy hits you while you have the aura? I’ve been using the dagger, activated the aura and let a npc hit me. They got stunned and got the dmg of lightning rod.
More details perhaps?
Walls are undodgeable to prevent ppl from just dodging through them in which case they would loose there purpose of “blocking the way”. But dmg should never be undodgeable. I agree that if feels kind of odd in case of Lightning Rod, but think, it is better for the game this way. Even though it won’t matter much in the current state of the game …
The damage on Static Field remains. What is your point? What about the damage increase not working?
Interrupting a blocking and evading target represents about 65% of the lightning rod procs. (But those fail to work)
I concur, tested it on NPC in Heart and its not even doing anything that the description says, it will only proc when I actually use the elec aura and the npc is using a channel attack.
What is not doing it? Lightning Rod is not damaging something? If you interrupt while target is blocking or evading, it will not deal damage due to the bug.
Actually shocking Aura does not proc lighting rod, is this intended?
You’ll have to describe the situation because it is proccing for me. But if you stun then when they were dodging or blocking, it will not work for the bugs stated above.
Yea, the game still hasn’t enough unavoidable procs …
Well, the disable comes from an unblockable, undodgeable wall. The target is interrupted, so is its dodge. How come the Lightning Rod, which procs on a disable gets evaded if the target is supposed to be interrupted?
Super speed is 100% speed increase.
It means that in combat, you move as fast as you would with swiftness out of combat. It also means that chill and cripple will have a drammatically reduced effect on you for the movement during that period.
Could you give me a source for this?
Not that I do not believe you, but there are some other things I am trying to find as well.
Take my word for it. As a scientist myself, I understand your need for a source, but you’ll have to take it, or test it yourself.
Well, I actually found something.
https://wiki.guildwars2.com/wiki/Movement_speed
“Movement speed increases do not stack with each other—only the greatest value takes effect. For example, a character under the effect of Signet of Air (25%) and swiftness (33%) will only move 33% faster. Maximum movement speed is capped at 133% of base speed out of combat, but 200% of base speed in combat; this means e.g. Superspeed makes use of its full 100% increase while in combat.”
Base speed is 300, (200 in combat) swiftness = 33% bonus… So it reaches the 400 movespeed cap.
200 base speed in combat. Superspeed = 100% bonus… So it reaches 400.
Superspeed + cripple in combat = 50% bonus (300) (base speed without swiftness)
Superspeed + chill in combat = 33% bonus (Combat speed with swiftness)
Bumping for visibility.
Super speed is 100% speed increase.
It means that in combat, you move as fast as you would with swiftness out of combat. It also means that chill and cripple will have a drammatically reduced effect on you for the movement during that period.
I concur, tested it on NPC in Heart and its not even doing anything that the description says, it will only proc when I actually use the elec aura and the npc is using a channel attack.
What is not doing it? Lightning Rod is not damaging something? If you interrupt while target is blocking or evading, it will not deal damage due to the bug.
Lightning Rod: “Disabling an enemy causes them to be struck by a lightning bolt.”
Tempest Defense: “Surround yourself with a Shocking Aura when disabled (stun, daze, knockback, pull, knockdown, sink, float, fear, or launch). *Deal more damage to stunned or knocked-down foes.”*
Lightning Rod procs before the disables. It causes many issues.
1. Lightning Rod is blocked or evaded even though the crowd control using to disable is unblockable or undodgeable.
http://www.twitch.tv/aleriedespins/v/30181709
In this video, we have a chronomancer using Echo of Memory. The mesmer moves toward the unblockable Static Field gets interrupted and receives the damage of Static Field. What happened with the Lightning Rod?
The Lightning Rod was blocked before the disable as shown on the combat log. Additionnally, because it was blocked, it also refreshed the mesmer skill, allowing him to use Déjà Vu.
2. Lightning Rod does not benefit from the damage increase of Tempest Defense despite requiring to disable a target for to be casted.
http://www.twitch.tv/aleriedespins/v/30182400
As seen on the video. The elementalist initially casts Gust on five golems. The damage range is 2000 to 2200 for a critical strike while using Tempest Defense. After that, the elementalist removes Tempest Defense and does the same experiment; the damage stays the same. As a result, Tempest Defense does not increase the damage of Lightning Rod. But is it because the target is not “stunned” or “knocked-down” as stated on the trait? Well, no. The elementalist used Static Field to double check and the damage on Lightning Rod remained the same. Though, the damage of the Static Field was increased, so the source of the disable gets a damage increase. Note that Tempest Defense also works on Daze, so Gust should do the same.
The theorycraft here is of low….low… quality.
Why is Withdraw still missing the 10% base healing buff it supposedly got in the June 23rd patch?
They must have forgotten again.
One simple guide to know if a Diamond Skin change idea is good is, “With the proposed change, would you want to use the trait?”
As much as I despite Revenants, Chill seems fitting with a class evaporating in mist.
I hope I talk for the PvP community here. I was wondering about the bug fixing steps and process made by the Developpers Team. So I had a few questions.
1. Is there a better way to report bugs and what are players supposed to do when one bug is still present after numerous attempts to report it?
2. Is there a mechanism put in place to make the players aware that one bug is being worked on?
3. When a bug affect class balance and mechanism, how is it treated in the priority list?
4. Is there a reliable way to know if one bug is actually a intended feature?
5. Is the current system taking in consideration that some bugs actually hurt build diversity because they happen to be on unpopular abilities or synergies?
Those questions comes from my personnal concern, and surely some concerns a lot of fellow players share when it comes to bug reporting. It seems like a hopeless task to report a bug. It seems like some of the bug reports are not properly handled. For instance, most bug fixing actions come from people reporting said bug from an alternative ways like directly reporting to a Dev of the PvP Team.
(edited by Alekt.5803)
Most people will righteously talk about the celestial auramancer tempest (D/F or Staff). Though, there are other forms of Tempest playing marauder amulet, which is usually accompanied with Conjure Earth Shield. The marauder one has not yet been proved in tournaments.