Ah, that’s a better trait than I thought it was, then.
Still not permanent Stability, though. And to take it, the Herald has to give up the automatic Crystal Hibernation proc trait, which grants them staying power in and of itself. Durability runes will be going away next week as well, which should address some of your concerns. In the meantime, just focus on dealing damage, since if the Herald is burning their dodges to try to resist CC instead of actually dodging things, and they’re using the meta Viper amulet without the bonus Crystal Hibernation proc, you should be able to take them down with direct damage.
Elementalist Necro, and Revenant was simply an example. I do not need advices on what to do. I am simply looking at how stability is given on certain classes and how CC becomes completely inneffective against them. This hurts classes that relied on CC for their defenses.
There is also a Herald trait that causes them to gain two stacks of Stability any time they gain a stack. This does not actually lengthen the duration of any of their Stability sources, it just lets them ignore one extra CC hit within their duration.
No. It grants an extra stack lasting 5 seconds (added to Herald Minor boon trait + Durability runes; it goes to 6 seconds 3/4).
Then there’s nothing your staff Elementalist can do against someone with permanent Stability. Besides depend on the rest of your team.
Then it is rock-paper-scissors extreme counters. Something a sucessful game like League of Legends distanced itself from years ago.
Boon corrupts are random too. The only boon strip/corrupt that I’m aware of that actually prioritizes certain boons is Bountiful Theft for the Thief.
Sigil of Nullification could stand to be improved, but it’s still there as an option should you wish to give boon stripping to a class that can’t normally do so.
And between 1 removal every 10 seconds (if lucky on crits, so roughly 1 every 12 seconds with marauder) and an active multiple removal (like signet necros), both are random, but one is way more random than the other.
Nullification is an option already tested on my part, and did not prove efficient pre-HoT and it might be worst during the era of durability runes. It is something you barely notice.
(edited by Alekt.5803)
Can we expect buff on Sigil of Nullification (Boon removal sigil on crit) with a shorter ICD?
There’s a Sigil that strips boons on hit, is there not? Everyone has access to that. Maybe your Elementalist should swap his Energy sigil to that one come the balance patch.
Sigil of Nullification. 60% on crit to remove one boon (10 sec ICD). Should be 5 ICD with the rythm boons are given. And it’s also random. Pulsing boons are also extremely (did I say extremely?) popular these days. Rampage as One, Infusing Terror.
(edited by Alekt.5803)
if a single amulet remove is “destroying” your class, then you probably have to admit you were carried by that specific amulet, wich means you have been slacking during all this time not trying different and more hardcore builds, i.e ele players don’t take that high skill they are selling to us, and they have been competitive only thx to a build. If you was a really decent group of players, you will adapt and learn to play!!
Yes, I think you figured it out. Not a single ele is skilled enough to make a build without celestial amulet viable. All elementalists including all those top players should just go and learn to play clearly.
I didnt said that, i said ele are slackers cuz they have been carried by an amulet for a year+, and i dont see a single ele trying something different.
You must be trolling.
Tried without too much success. All dps traits on elementalist are awful (Do you know one grandmaster on Fire that is worthwhile, unique, or worth to build around?), or bugged to uselessness (Lighting Rod bugged for over a year). Or Tempest without offensive grandmaster traits (only one of the trait is good).
Permanent stability is a major issue, and should be treated as such. It seems that the balance team (from what seen on the preview) wishes to improve boon corruption to counteract this. But, at the same time, what do you do of a class relying on crowd control to survive against classes with permanent stability, which does not have ways to corrupt stability?
Relying on teamates could be a solution, but doesn’t that sort of mentality taking 1v1 metrics out of the way only causes more Hyper Counters Metas (Rock Paper Scissors).
For example, Condition Necros will surely be able to corrupt stability anytime against Revenant. While Revenant has a constant and disposable source of stability and negates any defensive crowd control a staff elementalist can send. And as a solution to tune down stability on Revenant, boon corruption is added, while elementalist is kept with the issue of facing permanent stability.
(Of course, one may be tempted to use R-P-S logic and think that elementalist will beat necro since necro beats revenants who beats elementalist. Necromancer will also beat elementalists hands down due to the boon corruption.)
no cele amulet and if you rip protection ele is dead.
Without Protection, I get critted by revenant sword auto (Rift Slash) for 4.5k routinely without protection up. Then, followed it, I get the explosion for 33% of that damage. This means an auto-attack hitting for a total of 6k.
So yeah… Kill first or get killed since it is impossible to stop good revenants with perma stability.
What if Sigil or Energy also granted 3 seconds of regeneration in addition to the 5 seconds of vigor? Seems to be a thematic with the “energy” thingy. And, it is also helpful to elementalists running cleansing water.
What about sigil of interrupting? Of course, it is not popular in the community due to the interrupt mesmer, but, from what I hear, Mesmer won’t have much either when balance lands and thieves are buffed.
Anyone who thinks that it’s a buff, is simply ignorant.
Educate yourselves:
https://forum-en.gw2archive.eu/forum/game/pvp/Can-someone-explain-to-me/first#post5933314I practically wrote an essay on this thing all throughout that thread, and if you actually read it all and compare the before/after DS, there’s no reason to think that the change is a buff.
It is pretty bold to call everyone that disagrees with you ignorant. I think it is debatable whether it is a buff or a nerf. So much changes with the new patch and celestial amulet is going away that you don’t really know how things are going to turn out.
Phantaram [Abjured], arguably one of the best elementalist players doesn’t think the new diamond skin is a nerf, altho he says that it kind of is a nerf and kind of isn’t. Couple of quotes from his stream: “The diamond skin is not really a nerf”, “I think the Diamond Skin change is a buff to the old one”
I give more credit to Phantaram than some random dude from the forums. You can watch the stream here: http://www.twitch.tv/phantaram/v/35802778 Mentioned part is at 2:30:25
Altho, it could be that Phantaram is an ignorant fool as well, who knows…
Phantaram does not main elementalist anymore.
New Diamond Skin will work better on a bruiser. This will open some condition builds and some bruiser-ish elementalist with Earth Traits functionning as their main condition clear source.
Diamond Skin is a trait (grandmaster) and deserves to be “of note” unlike 80% of the elementalist grandmasters.
Marauder Druids are extremely strong.
Why not adding Regeneration for 3 seconds to the Energy Sigil. Seems thematic since regeneration is also in-line with ‘energy’. Moreover, it is clear that 5 seconds of vigor is missing something.
All those fellow elementalist going into insults to another fellow elementalist who is actually playing marauder amulet.
Will you quit bragging about your marauder build…you’re so biased about it you came into this thread to bring down another fellow ele’s request for reasonable scepter buffs, and when people turn on you for being disingenuous you act the victim…
I don’t see you trying. Is it better to be over-buffed?
Auto-Attacks on every ranged weapon of the elementalists are mediocre, yet, focus is hands-down the best off-hand. There is a limit of buffs directed at scepters I can take. Phoenix is one ability I am absolutely jealous of: unblockable, clears a condi, grants vigor and can deals a massive amount of damage while also being a quick cast.
I saw some people wanting more thoughness on Earth 2 while it already grants 250. I think that guy wanted it to be 400 or something of the sort.
As for now, we all know that Paladin Amulet S/F will surely be a thing because Fresh Air will grant 50% of the ferocity gained from Marauder amulet… On top of the 560 thoughness from the amulet, you’ll be able to add 250 to it, and another 180 (with signet of earth) Hinterhalt plays S/F marauder tempest already and survives decently.
To the elementalists, I say… Take it slow; we all know what happens to overbuffed elementalists.
Other Tempests without Diamond Skin don’t see that chill application and how it is crippling.
As Tempest without Diamond Skin, it is 10 seconds of chill after every rotations; and, we all know about the effects of chill on Elementalist and it’s condition clear.
Reminder to dev that would like to make that change: Frost aura grants also -10%incoming dmg – so do not limit that part.
Not proposing to changet that part. Of course.
All those fellow elementalist going into insults to another fellow elementalist who is actually playing marauder amulet.
Sigil of Paralyzation only affects stuns; not dazes or knockdowns.
Yeah, I kind of agree. It’s really weird that it effects people at 1200 range. I think all offensive aspects of auras should be limited to 600 range (by offensive I mean effecting the person attacking you). The defensive buffs would still work at any range.
Fire aura too, even if it is very bad.
Ranged classes like engi, eles have access to superspeed whereas a class that is primarily meant to be melee has access to none lol.
warrior is just as much ranged as ele. ele’s skills are all either support, super slow and easily avoidable or super weak (staff, scepter), or close range (overloads, dagger)
Hmm staff has a range of 1200, scepter has a range of over 130 (warrior’s most melee skills range) and staff attacks aren’t weak. Staff eles, if I am not wrong, has one of the best DPS rotations ingame. Yes, they are slow and so are warrior’s 2H weapons like GS and hammer. Not sure what you’re trying to imply here i.e. if eles are just as ranged as warriors how come one has access to the said effect (superspeed) while the other is not. Besides that, eles have access to 20 weapon skills on a single weapon set (their mechanic I know) which ranges from damage to fire fields to healing to inflict conditions like blind, weakness and bleed, etc. Eles are more versatile in this case and yet they have access to something which melee class needs to close gaps and land a hit.
Dps staff elementalist is part-time ranged; part-time melee. Hitting Gust is only doable when under 100 range (misses every time against moving target), Shockwave is about the same. There was I time when I would advise fresh air staffers to go One with Air for super speed into melee to hit those spells.
As for dps rotation; there is none. Eruption will never hit alone, Ice Spike will only hit lazy opponents, or the ones chilled without dodges, lava font takes 1 second before first tick of damage happens (180 radius).
As for auto-attacks, the ratios are low.
Stoning : Damage: 202 (0.50) 1 attack per 1.35 seconds (3/4 seconds cast time on tooltip)
Water bolt: Damage: 121 (0.30) 1 attack per 1.35 seconds(3/4 seconds cast time on tooltip)
Chain Lightning: Damage: 266 (0.661) 1 attack per 1,14 seconds (3/4 cast time on tooltip) (Best auto attack for staff by far)
Fireball: Damage: 343 (0.85) 1 attack per 1.4 seconds (1 second cast time on tooltip) (only AoE auto attack on staff)
(edited by Alekt.5803)
What is your reason for making this change?
Shocking Aura has an area of effectiveness because the effect is significant. It seems thematically sound that frost aura works the same way.
“Feel the Burn” sometimes hit twice depending on the position of the enemy or the position of the elementalist (pulses of the nova may be overlapping).
“Overload Earth” The damage pulses portion of the overload follows the Tempest instead of remaining in the area upon completeting the overload. Additionnally, self-protection pulses 4 times for 4 seconds (1 second pulses), following the elementalist again. Team-wide protection stays on the overload completion AoE. (That bug is could actually be an interesting mechanic to give to Fire Overload. AoE around elementalist after overload.)
“Elemental Enchantment” The reduction of cooldown of attunement brings overload cooldown to 17.5 seconds cooldown. However, swapping out of the attunement brings that cooldown back to 20 seconds (adds the 2.5 seconds back).
on further testing, the self protection follows, but the ally protection stays
Protection does follow. It’s actually the first form of the Overload that keeps going on (it’s exactly 4 pulses; like 4 pulses of damage after overload completion). This is probably causing more protection than intended.
(1 seconds of protection pulsing every seconds)
(edited by Alekt.5803)
Remove this, we don’t want more nerfs than we already have
I am not removing bug reports because it’s the class I play.
Also, “Feel the Burn!” sometimes procs multiple times on the same target when pulses are overlapping, similar to Coalescence of Ruin (Hammer revenant).
You want ele nerfed even more?
No, it’s actually a Tempest buff. Without Diamond Skin, you notice some 10 sec chill after a meteor shower and chill every time you cast anything. And sometimes, that chill deal 600 dps (reapers)
Make Frost Aura’s chill application work only inside 600 range or even 360 of the target.
Thanks.
I am Tempest.
With the removal of bunker amulets, marauder staff cleaving on point will become much more deadly than it used to be. So, we still have this running.
Honestly that’s wishful thinking. I’ve played with you multiple games on my glass Rev, and you didn’t survive any focus fire on your marauder Ele. You got rezzed a few times from your teammates though. Like, as soon as I put a target on you, you’re into running mode and dead a few seconds later.
Now imagine a thief with 30% damage buff, and those Mesmers who couldn’t bunk anymore, go back to Glass burst Mesmers.
There is no such thing as “Glass Rev” when at 50% health, 50% of damage is mitigated for 6 seconds, perma stability and 5 dodge rolls. If you were using retribution amulet, there is nothing I can do other than relying on teamates.
Glass as in Marauder amulet. Now if you don’t think Marauder Ele can survive and dish out similar DPS as a glass Rev, then please stop posting those wishful thinking posts. It does more harm to the state of PvP than helping.
I don’t ask for a glass Ele to win a glass Rev/Scrapper/Reaper/Thief/Mesmer 1v1, but at least Ele should have a chance instead of being completely useless, instead of being a liability to the team.
I deal top damage every game (99% of the time), so I got this going. And I gain much more survivability with Scrapper runes; which I tend not to use because I tried to push out more “potential” carry potential with scholar runes.
Make all weapon conjures behave like engis kits.
You probably don’t use conjured weapons yourself.
With the removal of bunker amulets, marauder staff cleaving on point will become much more deadly than it used to be. So, we still have this running.
Honestly that’s wishful thinking. I’ve played with you multiple games on my glass Rev, and you didn’t survive any focus fire on your marauder Ele. You got rezzed a few times from your teammates though. Like, as soon as I put a target on you, you’re into running mode and dead a few seconds later.
Now imagine a thief with 30% damage buff, and those Mesmers who couldn’t bunk anymore, go back to Glass burst Mesmers.
There is no such thing as “Glass Rev” when at 50% health, 50% of damage is mitigated for 6 seconds, perma stability and 5 dodge rolls. If you were using retribution amulet, there is nothing I can do other than relying on teamates.
It’s true. With the buffs incoming to the spamwich, I am expecting to reach lejourdary x4. At least.
Reapers defending Chill… Disgusting.
Staff
Lava Font : First instance of the damage occurs immediately after the cast. (Instant First tick).
Lighning Surge : Reduce cooldown to 5 seconds from 10 to better match cooldown with Fresh Air.
Gust : Add minor damage on impact.
Magnetic Aura : Apply cripple for 5 seconds in a 300 radius around the player on cast. Reduce cooldown to 25 from 30.
Shockwave : Improve power ratio to 1.0 from 0.5. Increase bleeding stacks to 3 from 1, reduce duration to 8 from 20. Reduce cooldown to 20 from 30.
Healing Rain: Reduce cast time to 1 seconds from 1 1/2 seconds.
Traits
Inscription: Increase the might gained from casting glyphs while attuned to fire to 3 stacks from 1 stack. Additionnaly, it now reduces the cooldown of the summoned elemental special ability cooldown by 20%.
Weak Spot: Increase the Vulnerability Stacks on critical strike to 2 from 1.
Earthen Blast : Add 3 stacks of bleeding for 3 seconds in the 240 radius when swapping to Earth.
Serrated Stones: Applying Cripple also applies 5 seconds of Bleeding (3 seconds ICD); Applying Bleeding also applies 2 seconds of Cripple (10 seconds ICD). Improve damage dealt against bleeding foes by 5%; improve critical chance against Crippled foes by 5%. Increase Bleeding and Cripple duration by 20%.
Lightning Strike : Increase range to 1200 from 900.
Renewing Stamina : Reduce recharge to 4 seconds from 10. Reduce duration to 3 seconds from 5.
Elemental Attunement : Increase the radius to 360 from 240.
Conjurer : Combine One with Fire and Conjurer together as a single trait.
New trait to replace One with Fire: Element of Purification : Applying Fire Aura cleanse 1 damaging condition and increases damage dealt by condition by 5% and damage by 5 % for the duration of the Aura.
Pyromancer’s Puissance : Bonus (Minor and Major traits) from Fire Attunement now lingers for 5 seconds after swapping from Fire Attunement.
UTILITIES
Arcane Shield Reduce cooldown to 50 seconds, down from 75 seconds.
Arcane Power Reduce cooldown to 40 seconds, down from 45 seconds. Additionnally, improves Ferocity by 250 for the duration of the spell.
Arcane Blast Reduce cooldown to 15 seconds from 20 seconds. Additionnally, the spell now launches 3 projectiles in a barrage to the target with a 100% projectile finisher. Damage is improved by 10%, but splitted in 3 instances of damage.
Arcane Wave Reduce cooldown to 20 seconds from 30.
Arcane Brillance Reduce cooldown to 15, down from 25 seconds. Short cooldown healing skill.
Signet of Restoration Clears one condition when casted.
Signet of Water Now also removes chill every 10 seconds in addition to the regular condition clear. When activated, gain Frost Aura on successful hit in addition to the chill on the target.
Signet of Fire Now grants Fire Aura on successful hit in addition to the burn on the target.
Glyph of Elemental Harmony Increase healing value to 6,490 (1.0), up from 4894 (0.75).
Glyph of Elemental Power Reduce cooldown to 40 seconds, down from 45 seconds.
Eye of the Storm Now grants a static charge to allies for 10 seconds in addition to the old effect, similar to the effects upon completing air overload.
Tornado: Changed to Signet of the Wind which passively improve vitality, thoughness and healing power by 80. Tornado now applies the first instance of damage instantly after a succesful cast and the last tick applies at the very end of the transformation. Raise the pulsing stability stack to 5 up from 1 every three seconds. Additionnaly, clears 3 conditions every 3 seconds. And finally, enemy combo fields are inneffective while under Tornado (it does not affect the regular effects of the ability causing the combo field).
Conjured Weapons
-Reduce initial cooldown to 45 seconds from 60.
-Reduce Fiery Greatsword cooldown to 120 from 180 seconds.
-Improve visibility between allies’ and enemies’ conjured weapon.
-Drastically reduce the delay to pick up Conjured Weapon (or Bundles) when already on the floor.
Conjure Earth Shield
Passive stats : -Remove vitality from the passive stat gains since it is immediately lost when the Conjured Weapon is discarded.
-Add Concentration (20% boon duration) to the passive stat pool.
Stone Sheath : Increase radius to 360. Each enemy hit grants two seconds of Retaliation. Reduce cooldown to 5 seconds from 8.
Magnetic Surge : Add a Leap Finisher to the skill.
Crippling Shield : Add a Projectile Finisher to the skill.
Lightning Hammer
Static Field : Allow the wielder to move while casting. Allow to target the field in the area instead of a Point Blank Area, 600 range.
Wind Blast : Improve damage to match Guardian Hammer’s Banish.
Auto Attack : Reduce auto attack windup to match the indicated cast time.
Conjure Flame Axe
Ring of Fire : Update this Ring of Fire to match the current iteration of Ring of Fire on Dagger.
Auto-Attack : Rework the auto attack to include a chain in melee, which could include some evade frames.
Conjure Ice Bow
Auto Attack : Completely rework the auto-attack. Fire a shard of ice that shatters on impact, Bleeding and dealing extra damage to enemies behind the impact. 1 stack of bleed for 3 seconds, 320 (0,6) damage ; 2 stacks of bleeding for 5 seconds, 384 (0.72) damage to target behind. 900 range.
Frost Fan : Increase chill duration to 2 seconds from 1 seconds (to compensate the chill stack limit). Struck enemies and allies now leave a regenerative mist on impact that pulse heal every seconds for 204 (0,2) over 3 seconds.
Ice Storm : Do an evasive leap away from target area while shooting a volatile shard of ice. Detonate midair for multiple explosions of ice. Detonates into 5 shards that cripple and bleeds.
BUG FIXES
Elemental Enchantment Fix the issue causing the overload cooldown to reset back to 20 seconds when swapping out of the element causing the overload.
Written in Stones Fix the issue causing signets buff duration not matching the signet cooldown due to the aftercast. Aftercast duration now adds to the buff duration.
Tempest Defense Fix the issue that prevents Lightning Rod from receiving the damage increase portion to disabled target. (https://www.reddit.com/r/Guildwars2/comments/3x9941/lightning_rod_is_not_working_properly_video_proof/)
Lightning Rod Fix the issue that causes the lightning strike to be blocked or dodged upon sucessfully interrupting a dodging or blocking target. (https://www.reddit.com/r/Guildwars2/comments/3x9941/lightning_rod_is_not_working_properly_video_proof/)
Avectius is so spoiled to be answered. kitten .
And is ranked arena going to be disabled until season 2 begins?
I am still recording my games in hopes to see a descent play.
Ranked arena will probably be disabled for that moment, like it was after the release of Heart of Thorns.
bumping for visibility
Staff had some visual noise reductions.
Elementalist is not going to die. But it is going to have to be very careful about scepter reapers and thieves.
I, for one, will remove my scholar runes and get back scrapper runes. Tempest defense will serve against thief openings.
It is easy to avoid the F2 skill, it feels like it misses 80% of the time unless you catch the enemy off guard. But maybe that only in diamond+?
It is easy to dodge, since Bristleback is only ranged, any obstacle between you and the Bristleback will cause it to be obstructed. But why should I have to worry about he pet in the first place? Nerf it!
/sarcasm
Most of the time it happens after instant CC from glyph followed by roots to immobilize (the trait). So yeah. And when you manage to reflect the bristleback special attack, it only deals 60 to 150 damage to it.
With the removal of bunker amulets, marauder staff cleaving on point will become much more deadly than it used to be. So, we still have this running.
Don’t use action camera.
Not only Revs, Eles and Guardians too rely almost exclusively on boons as defense.
At the very least Ele has a bunch of Condi Cleanses and Guardians have some as well.
Revenant has a laughable amount of condition cleansing.Not sure which condition clear you are referring to for elementalist when Healing Rain cast time is one second and an half for a whooping 2 condition cleansed (if traited) every 3 seconds for 6 seconds, with no easily accessible condi clears other than this (unless ice field is blasted, if traited, and projectile finishers on water, if traited).
https://wiki.guildwars2.com/wiki/Cleansing_Water
https://wiki.guildwars2.com/wiki/Cleansing_Wave_
https://wiki.guildwars2.com/wiki/Invigorating_Torrents
https://wiki.guildwars2.com/wiki/Overload_Water
http://wiki.guildwars2.com/wiki/Healing_Rain
http://wiki.guildwars2.com/wiki/Cleansing_Wave
http://wiki.guildwars2.com/wiki/Magnetic_Wave
http://wiki.guildwars2.com/wiki/Soothing_Disruption
http://wiki.guildwars2.com/wiki/Cleansing_Fire
http://wiki.guildwars2.com/wiki/Ether_Renewal
http://wiki.guildwars2.com/wiki/Stop,_Drop,_and_Roll
http://wiki.guildwars2.com/wiki/Burning_FireAdd to that Diamond Skin and compare to:
http://wiki.guildwars2.com/wiki/Purifying_Essence
http://wiki.guildwars2.com/wiki/Renewing_Wave
http://wiki.guildwars2.com/wiki/Eluding_Nullification
http://wiki.guildwars2.com/wiki/Cleansing_Channel
https://wiki.guildwars2.com/wiki/Soothing_Stone (Cleanses AFTER Healing)Don’t even come here and tell me Elementalist lacks Condition clears.
Reapers are getting more condition applications by a lot. I don’t play Diamond Skin and it is extremely hard to keep the condition clear to a supportable level. Yes, you could go Arcane Water Tempest, but then, what good will you do to the team; damage will be non-existant; and lets forget about tanky elementalist without proper amulets. Elementalist is a light armored class with lowest tier of life.
Given staff, Cleansing Wave competes against Aquamancer’s training and Soothing Disruption. Aquamancer means 30 seconds cooldown instead of 45 (or 12cr/min vs 8cr/min, if traited). Overload Water needs preperation and synergizes wrongly with Cleansing Wave, increasing the cooldown of the attunement to water (also synergizes wrongly with elemental attunement)…
I don’t give a single care about the condition clear of Revenants. You know what? Have fun with the Reaper condition spam, I don’t want to spend more time on this useless subject.
actually most top players are saying Diamond Skin will actually be a buff in the Circumstances on the next Meta, it offers More to a Proffession with less sustain then the Current Elementalist does have.
Cele Amulet will defintly be a blow to the proffession though, however FUll Support with Magis or something is always a option, either way… Prolly best to wait it out, nobody really knows what will happen when the full Patch list is released.
DS is worthless now, “top players” won’t use it.
Cele loss kills off any tanky ele builds that would’ve used earth it’s game over unless you all heal or all dps.
75% threshold does open solutions for some condition builds.
Not only Revs, Eles and Guardians too rely almost exclusively on boons as defense.
At the very least Ele has a bunch of Condi Cleanses and Guardians have some as well.
Revenant has a laughable amount of condition cleansing.
Not sure which condition clear you are referring to for elementalist when Healing Rain cast time is one second and an half for a whooping 2 condition cleansed (if traited) every 3 seconds for 6 seconds, with no easily accessible condi clears other than this (unless ice field is blasted, if traited, and projectile finishers on water, if traited).
LOL Reaper is going to be so broken combined with other clases getting nerfed. Get ready for people to cry about us, and for good reason. Reaper WILL be OP as kitten. Watch
I know.
Let’s make chill less relevant to other classes because reaper has too much of it? Just hit reapers instead.
I’ve not ran diamond skin tempest this season and I know for a fact that Reapers with scepter are extremely hard to defend against. Now with a massive buff to the scepter (boon corruption) at 3rd auto is going to be awful to deal with.
Consider that boon corruption will be affected by lingering curse increasing the condition duration by 50%, along with other traits or expertise. So a chance to… Aegis= Burning (1 stack, 3 s)
Fury = Blind (5 s)
Might= Weakness (10 s)
Protection= Vulnerability (3 stacks, 10 s)
Quickness= Slow (3 s)
Regeneration=Poison (10 s)
Resistance= Chilled (3 s)
Retaliation = Confusion (3 stacks, 5 s)
Stability= Fear (1 s) (Which mean chill + 3 vuln)
Swiftness= Crippled (10 s)
Vigor= Bleeding (3 stacks, 10 s)
Then, add the condition durations. Bleeding goes up to 22 seconds I think.
For me, it’s probably the worst boons that are going to be converted. Regen and Vigor. I am expecting 20 bleed stacks.
Relax. A certain amount of those is good. Complaining about Earth’s Embrace is ridiculous for instance.