Weren’t the auto-attack chain datamined already? Words are “cut”… Seems like sword to me.
They may nerf burning, but they seriously need to buff Bleeding’s base a little bit…
If a reword is due, it needs to be an option for the No-Cantrip / No Water Elementalist builds. It must not be something that full on Condition Clear Cantrips elementalist will see that much value in. Most people’s idea on a rework of Diamond Skin will sadly put those cantrip builds even stronger.
Here is a bad example of a rework
-Diamond Skin reduces incoming condition duration by 50% above 75% threshold, gain 2 seconds of resistance when swapping to earth.
With this iteration, Diamond Skin mainly rewards builds that is already supported by a vast selection of condition clear. How will anyone be able to deal with Cantrips builds?
Here is another bad example of a rework.
-Conditions cannot be applied while attuned to Earth.
Conditions are much harder to predict than power damage bursts.
Here is an example I’ve submitted a month or two ago in a similar thread. Some claimed to like it.
-Whenever you are above 90% threshold while attuned to Earth, gain Diamond skin.
Diamond Skin reads as, “Conditions cannot be applied. This effect fades out after one second when under 90% health threshold.”
It means that the elementalist needs to be in Earth to gain Diamond Skin back. Though, I am now worried about how untouched Rock Solid + Ether Renewal would be.
Diamond skin my only assurance against condition with my current build, having only Evasive Arcana as a valid condi clear (+ Healing Rain). And in all honestly, I play Settler, and I manage to break the Diamond Skin of my opponents. The only issue is that they have a ton of condi-clear after. If playing condition, you will need Sigil of Leeching to break through, and trap the elementalist in a burst.
If adjustment are needed
-One could look at giving a small buff icon such as the one on Stone Heart to indicate it.
-People need to adjust. (Find a way to burst down the elementalist or add Sigil of Leeching.)
-Embrace of Earth should be looked at.
(edited by Alekt.5803)
Learn to counterplay Diamond Skin.
http://metabattle.com/wiki/Build:Elementalist_-_DS/CES_Condition_Staff
Read the section on Diamond Skin. All answers are there.
Please… Metabattle can’t keep even keep up with a live stream much less the Meta. They base all their builds from Tournaments. Tage’s hamguard play is proof of that fact.
Ele’s are running with D/F + Diamond Skin + Cele amulet. Yes, a few run staff bunk variants but the better Ele’s uses said build. The point is, the trait hard counters conditions. Period.
I told to read the section on Diamond Skin. I think it points out the weakness of Diamond Skin. The build itself is not important here. But since you’ve brought it up, you are ignorant if you think that this build is bad.
1050 condition damage; 1050 thoughness; 560 healing; 560 precision
In some scenario, you will see Diamond Skin used in conjunction with Condi Cleansing Cantrips. It means that you’re facing a pure bunker build.
Above, Lopez’s suggestion only buffs to the trait to obscenity when used in conjunction with a Cantrip build. Having used Diamond Skin in my build for months, it has always been my only answer as a “no-cantrip Elementalist Build” that is competitively viable. You guys should consider adding Sigil of Leeching to deal with those Diamond Skin; be warned, some DS user know exactly what to do when that happens.
Also, “Don’t get fooled! It is not because you are full health that you are necessarily immune to conditions. Most abilities apply the damage first then the condition, with the exception of abilities applying Vulnerability.”
(edited by Alekt.5803)
Learn to counterplay Diamond Skin.
http://metabattle.com/wiki/Build:Elementalist_-_DS/CES_Condition_Staff
Read the section on Diamond Skin. All answers are there.
There is an obscure build with Staff and Conjure Earth Shield that beats everything in duel.
There is the Air DS/CES Condition Staff that works in the highest MMRs of Spvp
I am killing both in a 1v2 situation.
Do you know how overpowered Air Signet would be with that?
Don’t take One with Air then. If you can’t know why it’s so crazy good, that’s your problem.
Glenstorm. You can confirm the lightning rod bugs and please add the Conjure Earth Shield ones I posted above.
Would also appreciate confirmation on bug 3 (Lightning Rod and Unsteady Ground); they seem to be working fine for me.
I can confirm that it is caused because the target initiated a Dodge Roll.
It’s like if the Lightning Rod proc was doing it before the interrupt.
It does the same with Magnetic Shield when pulling a blocking Engineer, Warrior or Sheltering Guardian. It reads “Interrupted” then Lightning Rod is “Blocked”.
(edited by Alekt.5803)
Add:
When using Conjure Earth Shield, Lightning Rods procs from disabling a foes consume up to 3 additionnal charges depending on the amount of target hit.
Add:
When using Conjure Earth Shield, Lightning Rod will be blocked if you interruption a Shield Block despite interruption the Block.
Add:
When using Conjure Earth Shield, Lightning Rods procs from disabling a foes consume up to 3 additionnal charges depending on the amount of target hit.
Add:
When using Conjure Earth Shield, Lightning Rod will be blocked if you interruption a Shield Block despite interruption the Block.
The burning seems to have calmed down anyway.
It’s possible to burst him down in 5 seconds with a Mesmer.
If the enemy dodge roll into Unsteady Ground, (Earth line 4 of Staff) Lightning Rod will proc an “evade”. It means that Lightning Rod will proc but not hit since the target seems to be still “evading”.
Second Bug with Conjure Earth Shield:
When using Conjure Earth Shield, proccing a Lightning Rod will reduce the charge of the weapon by one.
For instance, casting Magnetic Shield (The pull), hitting three target and proccing the three with Lightning Rod will result in 4 charges loss::::: 3x Lightning Rod + 1x for the weapon skill.
Another bug:
When using Conjure Earth Shield, proccing a Lightning Rod will reduce the charge of the weapon by one.
For instance, casting Magnetic Shield (The pull), hitting three target and proccing the three with Lightning Rod will result in 4 charges loss::::: 3x Lightning Rod + 1x for the weapon skill.
D/D Elementalist will surely make sure that everything is nerfed tightly and leave Staff to rot.
Again.
Hope really is low.
Same if they’re pulled with Magnetic Shield while they are blocking.
If the enemy dodge roll into Unsteady Ground, (Earth line 4 of Staff) Lightning Rod will proc an “evade”. It means that Lightning Rod will proc but not hit since the target seems to be still “evading”.
Please fix.
Thanks.
If the enemy dodge roll into Unsteady Ground, (Earth line 4 of Staff) Lightning Rod will proc an “evade”. It means that Lightning Rod will proc but not hit since the target seems to be still “evading”.
Please fix.
Thanks.
Hating on regular attacks for reasons?
More stats combination were asked since 2012. We’re in 2015. I doubt it’s going to happen.
Metabattle is not written by admins. Anyone can write down a build there.
We know already that the Sword has an Auto-attack chain.
Of course. Earthen Blast has been left aside, while every other on attunement spells have their uses. Sunspot now grants a Fire Aura. Earthen Blast? Not a single thing was added.
Again in Earth, the adepts have not been touched at all. They even planned to nerf Earth’s Embrace, but have been reverted back.
Serrated Stones – They left it despite being one of the worst trait. I am a Earth Condition Elementalist and have never seen this trait as good. It should have been combined with Strenght in Stones (10% toughness converted in bonus Condition Damage).
The only help Earth received was from the form of an actual Grandminor which seems not that strong at all. Then, Geomancer’s Training (which was combined) and Written in Stone (Signet Combo).
This certainly do not justify the shift to Earth since it was already considered the worst Trait Line.
I absolutely don’t like OP’s suggestion. OP does not realize that with that suggestion, the Conjured Weapon would be needing a nerf. OP cannot realize how strong Conjure Earth Shield would, and OP clearly did not play long enough with a Conjured Weapon.
1. Conjured Weapons in their current form allows to gain an amplified cast bar to the Elementalist. The Elementalist then gain some extra utility, or adopt a completely new style (Earth Shield and Lightning Hammer). Sometimes, it goes beyond what the Elementalist was supposed to do.
2. Conjured Weapons gives an opportunity to reset a bad Attunement Rotation. Especially for the Staff, which must act reactively to the opponent and give up the perfect rotation in exchange of that reaction. That being said, the conjured weapon can be used to wait out an important cooldown or simply refresh the badly rotated Attunements.
3. Of course, Conjured Weapon are not perfect. Their cast time can be punishing (Hammer and Shield), and so are their cooldown if you’ve lost track of where you’ve landed the second Conjured Weapon.
4. One thing to note. The Conjurer trait is an ugly design. It fails to recognize that no Elementalists should run more than one conjure in their regular utility bar. (Except for Fiery Great Sword, which has a different purpose.) They also failed to recognize that no Elementalist will keep the Conjured Weapon for 25 stacks unless it is PVE. Basically,
5. Conjurer trait means, “You gain may gain Fire Aura once every 60 seconds if someone picks up your Conjured Weapon… But you’ll probably don’t want that and prefer using that second Conjured Weapon on the floor for yourself because it fits your build better. Instead, you ought not to pick that horrible trait, and tell out loud to your teamate to -NOT PICK THE CONJURED WEAPON- before they think that you’ll be glad to have that Fire Aura.”
To each class its own damaging conditions.
-Elementalist have: Burning and Bleeding.
-Necromancer have: Bleeding, Poison, Torment. (Burning with Dhuumfire was an extra)
And now, you would want to reduce the Elementalist’s burn to match with an off-class condition from the Necromancer?
So here’s what you want: Damaging conditions:
-Elementalist : Bleeding + (Bad Burning)
-Necromancer: Bleeding + Poison + Torment + (Bad Burning)
Thanks for the post; don’t post anymore.
(edited by Alekt.5803)
Perhaps because Elementalist have more access to burning by default?
And I hope that Arcane Precision is going to be more reliable, but, I doubt that it will happen since the Devs don’t play Elementalist.
As a condition elementalist I am disappointed that recharge reduction and Strength of Stone can no longer be used at the same time:
- Geomancer’s Training: You recover 33% more quickly from chilled, cripple and immobilize. Earth abilities recharge 33% faster.
- Strength of Stone: Gain condition damage based on 10% of your toughness attribute.
Currently all of the other Training traits are geared for Power elementalists.
- Pyromancer’s Training: Deal 10% more damage while attuned to fire. Fire abilities have a 33% reduced recharge.
- Aeromancer’s Training: Gain 190 precision while attuned to air. Recharge of air weapon abilities are reduced by 33%.
- Aquamancer’s Training: Deal 10% extra damage when your health is above 90%. All water weapon skills have their recharge reduced by 33%.
I think that the Geomancy Training trait should be “Gain condition damage based on 10% of your toughness attribute. Earth abilities recharge 33% faster.” This helps out with bleed stacking especially on staff and gives condition elementalists recharge reduction trait that is useful if they want to build for damage.
I would love that reduced Earth Cooldown. Also, they forgot to give Earthen Blast an extra utility in comparison to Sunspot. Sunspot gives Fire Aura now. Earth Blast is not changed at all.
For the Elementalist.
What happened with Earthen Blast in comparison to Sunspot (Earth 3 and Fire 3 On attunement swap)?
Sunspot gained an interesting buff while it used to deal an interesting amount of damage, it now gives 3 seconds of Fire Aura.
(In calculator: 464 damage; 5 targets; 180 radius Point Blank AoE)
Meanwhile, Earthen Blast remains untouched, no nice stuff attached to it. The cripple duration is still the same.
(In calculator, and same power: 189 damage; 3 targets; 240 radius PBAoE)
Why not give something nice to Earth when attuning? Would a Blast Finisher be too much? Or, a Dagger 2 cast (Ring of Earth). After all, a Fire Aura is pretty strong, it means they gain some stack of might, on top of some extra burning damage. Moreover, Sunspot and Earthen blast were near equivalents, but now, Earthen Blast seems to just have been forgotten.
Another forgotten Trait from the Elementalist.
Inscription. We have not been informed about the boons gained from casting a Glyph. Will it finally give 3 stacks of might when used on Fire Attunement instead of 1?
Though, I fail to see why you would want to bring scepter in that build. Static Aura is so kitten good…
Same concept, but more effective than your build imo…I will miss this so much.
http://metabattle.com/wiki/Build:Elementalist_-_Ember_Hybrid_Signet_D/F
Ember Signet is going down next patch. Traded off by the awful Conjurer Trait. It means that I will have to specify every game with strangers that “they must not loot the Conjure Earth Shield”. They will do it, because they want to help, but in fact, I want to use my second Earth Shield.
Conjurer is such a thrash design, and it’s so wrong to use a conjured weapon for its full 15 charges…
People have a narrow understanding of the power of Diamond Skin. The superior condition build for elementalist. Be warned, it’s not a easy build to play.
http://metabattle.com/wiki/Build:Elementalist_-_DS/CES_Condition_Staff
Up to you to find how to make it work after June 23th patch. Be creative.
I don’t agree with that proposed change from the OP. Conjured weapons are actually pretty good.
You will need to mitigate any burst coming at you if you go to that route. Though, Soothing Mist was better when you had Lingering Atunements.
Wow. So no jewels at all? How is any DPS Elementalist outside of the cheesy s/f going to be half viable?
Why should Chilled be converted to Resistance? An application of Chill is far from being equivalent to 2 seconds of Resistance. With that change, it becomes risky to leave an ice field to the ground, which could turn into a life safer for any class that can convert boons easily.
The trade-off is wrong! The way it is put on, any Elementalist who will cast Frozen Ground will have to think it way too much before casting it: what if the cooldown on this Engineer’s Transmute pops up during that 5 second duration of the Ice Field? —-> Should I cast it, and risk giving the Engineer a life saving buff?
Chill was alright when it gave swiftness. Honestly, I would not even allow a Warrior to use Sigil of Hydromancy in my team because it has a chance to give Resistance.
Pretty much everything is wrong. How do you explain that it is okay to nerf Stoning (Earth Auto-Attack). Do you think that it is an easy auto-attack to do?
I use Conjure Earth Shield in my competitive sPvP build. Since you seem interested in a description of all weapons, I would like to contribute.
Conjure Earth shield is an interesting weapon that provides AoE CC and Disruption. It also excels in applying conditions. It is mainly known as the defensive weapon, but few understand how offensive that melee weapon actually is. The Earth Shield is also a reactive weapon; with its on-command invulnerability and Block-Counter, it becomes a formidable defensive tool when used properly. It is without a doubt the hardest conjured weapon to use.
The current known flaws :
-Long cast time for a reactive weapon.
-Lack of Finishers.
Proposed changes:
-Add a Leap Finisher to Magnetic Surge (The 600yrds charge that dazes).
-Add a Projectile Finisher (100% ) (x2) to Crippling Shield (Last attack of the auto-attack combo which throws a boomerang shield).
-Reduce Cast time to 1/2 seconds.
TymX, I can safely confirm that I have 3526 maximum armor. With Settler amulet (Toughness ; condition damage ; healing power.).
About the Earth Attunement combo. 2 —> 5 is not a combo. 5 --->2 then signet of Earth is more of start for a combo.
Earth Shield. The combo is not 3, 1, 1 ,1; It is 3, 1 ,1, 2.
Earth Shield. Instead of 3, 111 —> Signet. Try if you have time to 4, Signet of E, 1,1,1 (at the back) and 2 (or add another full 111 rotation).
Also, I understand that a video will be necessary to give an idea on how to play the build.
(edited by Alekt.5803)
I am no expert on Engineers, but it seems to me like Celestial is important to Engineers.
Power X Base damage X Multiplier / Armor X (0,6666 protection)
1540 X 680 X 2 / 3226
Hp is exactly 11905. Base armor is 3226; 3526 buff.
Without crits, and with exactly 1540 power (Cele Hoelbrak), Drake’s breath deals a total of 649,22 for the full cast. (This is without protection or the 3346 armor from Earth Minor. It does not consider the might of either parties.)
Without crits against full buffed, it deals exactly 395,99 damage for the full cast. Which is far from the 1190 damage it needs to deal.
Again, this is without considering might stacks, or my healing per seconds. Each casts grant me 277 health.
Sigil of Doom will be immediately mitigated because it will land on the first hit of the breath. It will show a “Immune”.
Even with 25 stack of might, the damage remains 614,32 (3346 armor + Protection) without crits.
(edited by Alekt.5803)