So many people trying to jautify overloading mechanics here LOL. Do you even play ele? Overloading mechanics are horrible atm. High cd is one thing, but the 5s cd when attuning to an element before you can overload is ridiculous. It makes tempest not worthwhile.
When the first number on the cooldown is 5.9, it means that it’s a 6 seconds cooldown. It takes 6 seconds in the same attunement to be able to overload it.
The swiftness trait makes absolutely no sense. I have no idea why you would want this. The stability on overload needs to replace that one.
Well, you can’t do it without swiftness.
I call it Ironic Bow these days…
7x chill on Frost fan; limit of 5 stacks of chill at the same time.
If only the stats on the amulets were actually the stats I wanted in the first place…
It dose have minor traits but you can only play tempest at level 80 so they are more of an hold over from the base system when you leveled up and you would only get to minor traits when not at level 80.
Of course there is some minor traits. It would be very stupid for me to say it literally. Only they are so weak and only serve on the functionability of the Tempest. Minor traits which are not necessary on the other elite specialization I must add.
Like some put it, it’s very similar to a 1. You have reaper shroud (adept) 2. You can gain life force (master) 3. You can spend life force (grandmaster).
Still is bugged.
A friendly reminder that the bug or annoyance is still there.
What I said in the other thread on this very same topic:
“Speedy Conduits should give superspeed instead of swiftness for 4 seconds, like it was originally supposed to in the TTH.com interview that unveiled the spec.
The stack of stability on overload should be merged into hardy conduits while harmonious conduits keeps its 10% damage modifier and regains the overload cooldown function it originally had.
These changes would make overloads feel more complete in themselves, where we woulnd’t have to allocate our major trait options just to complete the mechanic"
I feel as though thats the most obvious change to improve the minor traits, but it still feels lacking even then, it just runs into the fundamental problem that we honestly need stability on a minor trait for the sake of tempest build diversity, while everything else takes a back seat that.
What if Speedy Conduits made overloads grant superspeed to allies (3 seconds) upon finishing an overload too? What if hardy conduits applied a stack of stability to allies upon completion of the overload too? However these ending ally effects would only effect the allies, not you. Then the minor traits would basically fit the theme of, “tools to help you channel the overload, finishing the overload helps allies”.
If I was to give super speed, I would give 1,5 seconds when casting the overload and another 1,5 seconds when completing it along with the swiftness. The other one could probably give the 1 stack of stability.
But the point with the non-existant minor still persists. Still, it may be an interesting design to forgo the minor traits on 1 of the elite specialization to emphasize on the new mechanic it adds when I think about it.
The scrapper actually have a minor adept unlike every other classes. They have the rez and stomp bot.
My suggestions that I’ve thought out:
Speedy Conduits should give superspeed instead of swiftness for 4 seconds, like it was originally supposed to in the TTH.com interview that unveiled the spec.
The stack of stability on overload should be merged into hardy conduits while harmonious conduits keeps its 10% damage modifier and regains the overload cooldown function it originally had.
These changes would make overloads feel more complete in themselves, where we woulnd’t have to allocate our major trait options just to complete the mechanic.
You are missing my point. Those minor traits are only there to complement with the overloading. There is no other elite specialization where the minors are about “helping” the new mechanic to function. None. Look at all the elite specializations.
Let me re-explain. Swiftness and Protection when overloading do not serve as some extra utilities; they are requirement for overloads to feel alright. Without them, there would be no overloads.
Karl…
Please let us switch attunements mid overload. Being able to take advantage of damage modifiers cross attunements is something the elementalist is dependant on. It would also allow for more skillful play as it would be a bit harder for enemies to read what will happen instead of just standing there looking at the spelleffects like they do now.
Please Karl
Dropping a conjured weapon when casting an overload will cancel the cast.
When you pick Tempest, you cannot enjoy the luxury of having minor traits.
Zephyr’s Speed.
Move 25% faster while attuned to air.
Versus.
Time Marches On
You move 25% faster. The duration of incoming movement-impairing conditions is reduced by 25%.
I don’t know what to say. I know we can’t compare oranges with apples, but aren’t they still traits? The power creep seems alarming.
The greatest flaw about Tempest is its lack of minor traits.
Every minor traits are about making the overload mechanic functional; technically, Tempest do not have minor traits. The protection lasts for the 3/4 of the overload and swiftness lasts 1 extra seconds. When we look at the minor traits from the other profession, we see some stuff that are useful outside of the new mechanic:
-Chronomancer: You move 25% faster. The duration of incoming movement-impairing conditions is reduced by 25%.
-Reaper: Whenever you inflict fear, you also chill.
Chill lasts longer, and chilled foes deal less damage to you.
And all other specializations except Tempest.
Tempest needs some minor traits, please.
Most traits in the Tempest line are either about picking up the less-worst option or about making the vverloading functional.
For instance, every minor traits are about making the overload mechanic functional; technically, Tempest do not have minor traits. The protection lasts for the 3/4 of the overload and swiftness lasts 1 extra seconds. When we look at the minor traits from the other profession, we see some stuff that are useful outside of the new mechanic:
-Chronomancer: You move 25% faster. The duration of incoming movement-impairing conditions is reduced by 25%.
-Reaper: Whenever you inflict fear, you also chill.
Chill lasts longer, and chilled foes deal less damage to you.
And all other specializations except Tempest.
About major traits, I can safely say that only one of the trait is good: Elemental Bastion. For the rest, it’s about picking the less-worst.
To conclude, minor traits are non-existant and need to exist.
It would be more interesting to see an extra variation on stats than the specializations overall.
As someone has previously said somewhere in these forums and potentially in this thread as well (I didn’t read all the comments); Reaper is the opposite of a Necromancer. Necromancer cannot take being focus fired because they do not have scaling defenses like immunity, invulnerability, blocks, etc. A Reaper however has very good scaling defenses because the more people attack it/get close to it the stronger it gets. People are just angry they can’t insta-gib Necro’s anymore because with Reaper LOL TRYNA GANK ME?! NOPE!
Don’t dogpile them and they’re much easier to kill. It’s similar to zerging a Warrior who has an active Defiant Stance. The more you attack said Warrior the more health you give them.
tldr; stop zerging the Reaper and they’ll stop loling when you fail.
But if you leave a necromancer alone, isn’t what they want in the first place? Isn’t why we focus the necros first? So that they don’t wreck you?
Well, no actually, the reason Necros of all types get focused isn’t because of their dps or anything. They have moderately high damage at best. The main reason they get focused is because they are the easiest to CC and have a very slim chance to escape. Why that is important is, that means they are less likely to sustain and come back with full health. They are good sponges, but that isn’t the same thing as sustain in team fights. So that’s why they tend to get focused, even if they have more HP and can soak, they will go down fairly easily.
Well, I do remember of a time where power necros needed to be focused down. I fail to see why it is not the same for Reaper, and even worst, I think it’s even more important now. But it seems like Reapers thrive when you do exactly what is needed to shut them down, because you need to shut them down.
So, Reaper alive = you lose.
Reaper focused = you lose?
As someone has previously said somewhere in these forums and potentially in this thread as well (I didn’t read all the comments); Reaper is the opposite of a Necromancer. Necromancer cannot take being focus fired because they do not have scaling defenses like immunity, invulnerability, blocks, etc. A Reaper however has very good scaling defenses because the more people attack it/get close to it the stronger it gets. People are just angry they can’t insta-gib Necro’s anymore because with Reaper LOL TRYNA GANK ME?! NOPE!
Don’t dogpile them and they’re much easier to kill. It’s similar to zerging a Warrior who has an active Defiant Stance. The more you attack said Warrior the more health you give them.
tldr; stop zerging the Reaper and they’ll stop loling when you fail.
But if you leave a necromancer alone, isn’t what they want in the first place? Isn’t why we focus the necros first? So that they don’t wreck you?
Seems to me that we had “Ignore it” for the turret engineers, and now, “Don’t gank it” for the reaper. Perhaps there is an issue there. Just perhaps.
(edited by Alekt.5803)
I’ve been noticing lately that many classes are gaining a form of passive stability. By that, I mean that there is always a chance that said opponent will gain a stability out of nowhere, without a clear cooldown that can be accessed without a clear cost.
I am looking at;
Revenant’s dodge
Scrapper’s dodge
Bountiful Disillusionment
Reaper’s shroud
And many more.Can we have a discussion on that? Personnally, I do not like the direction where stability is given like a handful of candies, especially the pulsing ones. I am tempted to dislike the reaper’s stability even more, but they are all equally painful.
Did you know that Bountiful Disillusionment requires that you shatter?
Did you know that actively using skills is not passive?
I am aware. It is 5 second duration stability. It’s just an example; stability is quite unique on mesmer.
Reaper stability isn’t random. It’s Reaper Shroud skill #3. Also the trait Foot in the Grave.
I had to check it, so I did. Well, it’s pretty spammy with its 20 seconds cooldown, pulsing stability(3 sec duration) every seconds for 8 seconds.
From a technical point, it is vastly longer (8 sec vs 6) than Armor of Earth, can’t really be stripped either since it pulses stability and the cooldown is 3 to 4 times shorter.
I believe that I have a point about this stability.
I’ve been noticing lately that many classes are gaining a form of passive stability. By that, I mean that there is always a chance that said opponent will gain a stability out of nowhere, without a clear cooldown that can be accessed without a clear cost.
I am looking at;
Revenant’s dodge
Scrapper’s dodge
Bountiful Disillusionment
Reaper’s shroud
And many more.
Can we have a discussion on that? Personnally, I do not like the direction where stability is given like a handful of candies, especially the pulsing ones. I am tempted to dislike the reaper’s stability even more, but they are all equally painful.
I am surprised you found this, a strange interaction bug between two of the most unusable aspects of elemenatlist. Why bother to fix conjures…they have already been thrown on the garbage bin of “dead skills.” Overloads were born in that pile and never left.
You’ve not been trying enough with conjures. And Tempest + Conjure is actually pretty instinctive, at least for me. But I am also a master of discovering weird elementalist bugs.
Well, there is still the settler condition staff.
Diamond Skin / Conjure Earth Shield
What if the water overload could also heal toward downstate allies (for an increased value)?
As explained by the title, getting rid of an equiped conjured weapon while overloading cancels the overload even though you did not change attunement.
Could you guy not use abbreviations? It’s barely understandable.
Please define “attunement overwriting” because I clearly do not understand it.
Sorry, by the time I got back to the forums this thread was long off the front page, never even thought anyone responded.
I mean that when you cast a conjured weapon utility, its will replace the attunement you are currently in for the conjure’s duration.
Example, you are a scepter/focus fresh air elementalist. You decide you have no need for earth attunement, so you slot Lightning hammer on your utility bar, attune to earth, and cast lightning hammer. You now have lightning hammer as a second air attunement in earth attunements place.
Additionally, while in ‘lightning hammer attunement’ you will get all the passive bonuses that come with being in air, and get the on attunement bonuses from attuning to lightning hammer that you will also get from air. Any spells you cast while attuned to lightning hammer will be considered air spells for the purposes of procs and effects, such as with glpyhs.
It would basically be as if you have no earth attunement for the duration of lightning hammer, but have a second air attunement instead.
So if I use Earth Shield, I am stuck in Earth Attunement? No swapping while in earth shield to get air super speed?
What’s good about conjured weapon is exactly because you can use it to reshuffle your attunements and work with an unpredictable pattern. Your suggestion does not consider that strenght within conjured weapon.
Builds using a conjured weapon in a serious way can put aside the attunement dependancies and rotations. Moreover, they can simply use the attunement swap bonuses to complement the conjured weapon. For instance, attuning to air for super speed while using the earth shield, followed by a fire dodge roll. You can also use Pyromancer’s puissance while holding the Earth Shield and benefit from the highest cast speed possible for the elementalist.
Tempest will also have a good synergy with conjured weapon, but for that, I wish not to share too much.
To conclude, your suggestion breaks what I like the most about conjured weapon.
If I can add my opinion on Conjurer Trait. I would also like to add that the current Conjurer trait is not very good, and such trait directed at conjured weapon must not make or break the conjured weapons. I don’t want to be forced into X line because I want to add a conjured weapon in my utility bar. The reason is simple, there is no way to give a clear and direct direction to follow for such builds. ::: I use Earth Shield offensively; not defensively as most people think it is “designed” to do.
No, 1 stack of Might on a 20s Cooldown(at best) is pretty good….
It’s not like the Air line barely synergizes with Glyphs anyway; don’t be silly.Glyphs are fiiiiiiine.
#Glyphsarefine
Make this popular enough and we might get 2 stacks with a 30s ICD.
Glyph of Elemental Harmony give 3 stack of might. It seems only fair to have the trait give the same. Even if casting the Glyph heal grants 6 might, who will it truly bother? (It already gives 4 anyway)
I like conjure very much the way they are right now, I mean, mechanically speaking. I just wish the picking up was not so slow and clunky.
As for the conjures themselves, they need help in a certain way in their abilities or cast time.
The problem with the current design is that it is never good to take a conjure unless it has a completely overpowered skill. And then you just use that skill and drop the conjure. Even if they did somehow get decently balanced, you would still just blow all the conjure skill cooldowns and drop it, because it’s terrible to stay there and just auto-attack when you have so many weapon skills to choose from.
Also, picking them up will always be clunky. That’s just how bundles work in this game. The existence of a cast time is also pretty bizzare as well and contributes to the undesirability of conjures.
I am known to use Earth Shield all the time. It works pretty well for me. I also still use Icebow in PvP despite the nerf. Using both at the same time.
No, 1 stack of Might on a 20s Cooldown(at best) is pretty good….
It’s not like the Air line barely synergizes with Glyphs anyway; don’t be silly.Glyphs are fiiiiiiine.
#Glyphsarefine
Are the devs working on Elementalist aware that Inscription only gives one stack of might when casted on fire attunement? Seems very mediocre.
I’m okay with auras getting nerfed if that means people stop asking Karl to make Auramancer Tempest into a viable build. Auras are not good, stop fetishizing them, forum Eles.
That’s the most stupid thing you could say. Scepter sucks and is not competitive with Dagger. Lets just nerf to the ground, right? (sarcasm)
My argument is “stupid,” you say? Well, we can’t have much of a debate if that’s your counter.
My point is that people need to stop asking for Tempest Auramancer, because if Karl listens to you and changes traits to suit that role, we’ll be left with another useless spec, because auras are bad. The worse auras are, the less likely people will keep begging for an Auramancer role. Auras, as they are currently designed, cannot be appropriately balanced (see my post above).
Short of a complete redesign of the aura mechanism, which will not happen in 2015, people need to stop asking for an Auramancer Ele, because you are going to seriously damage the potential of the class by focusing on a bad mechanic.
He or she is right. Stop the aura fetish. Only good thing that is truly valuable on auras is the healing portion of Elemental Bastion. Auras are very average at best. Static Aura is unfun for both opponent and you, Fire Aura does so little, Magnetic Aura is just a reflect and can’t be handed over like candies, Frost Aura is the only interesting one, but does not fit all build.
Do you guys actually know what happens when someone cleaves into 5 people with Fire Aura on? Answer: enemy receives 1 stack of burn; not even from the one with the highest condition damage, it is random. All get the 1 might though.
I like conjure very much the way they are right now, I mean, mechanically speaking. I just wish the picking up was not so slow and clunky.
As for the conjures themselves, they need help in a certain way in their abilities or cast time.
-Eliminate charges, keep cool down (weapon disappears after 1 minute; needs to be cast again.)
-Weapons stay where they are when dropped instead of disappearing.
-Earth Shield is instant cast, and breaks stun when summoned.
-All other Conjures have a cast time of 1/4 seconds.
-Conjurer trait:
Reduces all Conjure summon and weapon skill cool downs by 20%. Each Conjure creates an AoE effect where it is summoned:
Lava Axe: Flame Blast (like Staff Fire skill 3, but no damage)
Frost Bow: Cleansing Wave (like Evasive Arcana Water, but half the healing)
Lightning Hammer: AoE Knockback (like Updraft)
Earth Shield: AoE Magnetic Aura
Fiery Greatsword: AoE Might and Fury, in addition to its current damage and burningIDK, just spitballing
I always use Earth Shield. Instant cast is way too broken I feel like. But maybe I am too harsh on myself.
Well, the reason I suggested that is because I think every Utility should have a stun break, and Earth Shield just seems to be thematically most fitting. Although I could see why it could be powerful with a Lightning Rod/Tempest Defense build.
I use it on a Settler Lighting Rod build. And don’t dream about Tempest Defense’s damage increase on Lightning Rod; do you really think elementalist deserve something functionnal? Try with and without Tempest Defense; the damage of Lightning Rod does not increase.
Oh wow…I did not know this. Ugh.
Eh eh. Were you shopping for a new Line? Oh, don’t try combining Rune of Nightmare with Lightning Rod. The fear will cause your lightning rod to be permanently disabled until you re-spec.
I am pretty sure that you can explain us why Icebow 4 was nerfed (by more than 50% after testing) in sPvP.
Still very relevant to our elementalist friends trying to find a new line to replace Fire.
-Eliminate charges, keep cool down (weapon disappears after 1 minute; needs to be cast again.)
-Weapons stay where they are when dropped instead of disappearing.
-Earth Shield is instant cast, and breaks stun when summoned.
-All other Conjures have a cast time of 1/4 seconds.
-Conjurer trait:
Reduces all Conjure summon and weapon skill cool downs by 20%. Each Conjure creates an AoE effect where it is summoned:
Lava Axe: Flame Blast (like Staff Fire skill 3, but no damage)
Frost Bow: Cleansing Wave (like Evasive Arcana Water, but half the healing)
Lightning Hammer: AoE Knockback (like Updraft)
Earth Shield: AoE Magnetic Aura
Fiery Greatsword: AoE Might and Fury, in addition to its current damage and burningIDK, just spitballing
I always use Earth Shield. Instant cast is way too broken I feel like. But maybe I am too harsh on myself.
Well, the reason I suggested that is because I think every Utility should have a stun break, and Earth Shield just seems to be thematically most fitting. Although I could see why it could be powerful with a Lightning Rod/Tempest Defense build.
I use it on a Settler Lighting Rod build. And don’t dream about Tempest Defense’s damage increase on Lightning Rod; do you really think elementalist deserve something functionnal? Try with and without Tempest Defense; the damage of Lightning Rod does not increase.
Still bugged after 29th september patch
-Eliminate charges, keep cool down (weapon disappears after 1 minute; needs to be cast again.)
-Weapons stay where they are when dropped instead of disappearing.
-Earth Shield is instant cast, and breaks stun when summoned.
-All other Conjures have a cast time of 1/4 seconds.
-Conjurer trait:
Reduces all Conjure summon and weapon skill cool downs by 20%. Each Conjure creates an AoE effect where it is summoned:
Lava Axe: Flame Blast (like Staff Fire skill 3, but no damage)
Frost Bow: Cleansing Wave (like Evasive Arcana Water, but half the healing)
Lightning Hammer: AoE Knockback (like Updraft)
Earth Shield: AoE Magnetic Aura
Fiery Greatsword: AoE Might and Fury, in addition to its current damage and burningIDK, just spitballing
I always use Earth Shield. Instant cast is way too broken I feel like. But maybe I am too harsh on myself.
I do 178 damage on Icebow 4.
If you REALLY want to make auramancy a thing, you really need to do a little bit of consolidation so that you don’t have to say “well I need tempest to get access to more than 2 auras, then earth b/c without protection I just die, and then water because I need cleanse.” The stance with auras just doesn’t seem focused – they are too spread out to make a coherent build, and base ele doesn’t have enough access to really warrant them all over the place. As such, I would:
- Move elemental shielding to tempest. This would be huge for auramancy
- Replace elemental shielding in earth with something that actually gives access to bleeds outside earth. Better yet, make serrated stones not completely useless and instead add something that blocks projectiles on attuning to earth or something.
- Merge powerful aura functionality into elemental bastion. It isn’t GM worthy, doesn’t make sense in water, and won’t be taken over cleansing water anyway. In its place, put a trait that makes chill do condi damage, or increase the duration of conditions, or something else along those lines.Finally, if you want tempest to have ANY chance, you will merge some of the minor traits into the baseline tempest (esp. prot and swiftness on overloading). Instead, put traits that increase your ability to stay within one attunement, such as “Auto-attack damage increases by 5% in any attunement for each skill on-CD” or “After 3s in an attunement, gain a buff that makes auto-attacks do more damage/skills recharge faster/etc.”
For your missing earth trait in question…
Applying cripple applies bleeding for 3 seconds; applying bleeding applies 1 second of cripple (2 second ICD per target). Bleeding and cripple last 20% longer.
They should have buffed condition damage on staff, lava font could give 2 stacks of burning per pulses at the very least since it doesn’t hit the moment you place it down.
Burning retreat was nerfed just a few hours after June 23 patch.
Serrated Stones in the earth line or even Strenght of Stone could get some help.
Maybe Serrated Stones could get some polishing and some character. I was thinking about:
Applying Cripple also applies Bleeding for 3 seconds; applying Bleeding also applies Cripple for 1 second (2 seconds ICD per target). Increase Cripple and Bleeding duration by 20%.
How about executing a blast finisher when attuning to earth for Earthen Proxy in addition to the protection enhance? Seems team oriented in a way.
Karl spoke about adding something to Earthen Proxy, the Tempest trait that improves protection.
How about executing a blast finisher when attuning to earth in addition to the protection buff? Seems to me like it would help.
Also, I’d love for a Conjure rework to make Lava Axe more of a might stacking/burning-focused weapon and improve Earth Shield’s defensive/bleed-focused role.
I’d like to see what you think about my Conjure rework suggestion
I basically make the Lava Axe very similar to what you describe, but with the added benefit of switching both your, and any ally who picks it up, stats to Sinister while wielding it. Burn durations are low but application is easy and plentiful, making it a constant low stack maintaining Burn weapon rather than a weapon that stacks huge burns that instantly kill people.
Similarly, Earth Shield changed a bit to be able to keep up a constant stream of modest bleeding while having improved personal survivability, aoe cc options, and some self condition removal.
Swift, I am sorry, but your suggestion is not too great.
As for the thread, Earthen Blast (Earth master minor) had been left untouched when the trait overhaul landed when Earthen Blast was the least useful along with Sunspot. Earthen Blast could benefit from a stack of bleed similar to Sigil of Geomancy along with the cripple.
(edited by Alekt.5803)
Why ask for buffs on one of the best utility in the game? It used to be 1200 range, stun break and more than 1 target if I remember well and it was nerfed for a good reason. Save your breath.
Nah, just forget about the Ice Bow, so we can freely say that all the conjured weapons are crap, instead of having to type 3 more words “except the icebow”
It’s shorter and better for the keyboard too!
Except the Earth Shield. Four words. #checkmate