Elementalist
#Ele
I love how we are suppose to be the “jack of all trades” in a game where the trinity doesn’t exist making every class technically the jack of all trades since every class has to do everything because of the lack a trinity but yet we have to be sub par at being the jack of all trades. Has anybody else thought of this?
I think the idea was supposed to be that eles would rotate through the different roles with their attunements. Indeed, 30 arcana and/or 20 water works a lot like this—you get a burst of healing when you go water and a burst of aoe in fire, and a burst of single target in air (and ?? from earth). The problem is it is completely unsustainable and cannot out DPS a healing signet on its own.
From earth is suppose to be the condition burst. Really only air on scepter is single target burst(not sure about focus). If you are talking about the minor master traits(the 15 point traits) To get the full rotation you need to waste 60 out of the 70 trait points and due to last patch elemental atunement and cleansing wave is now out of reach.
Edit: maybe not cleansing wave because you still have the 10 extra points but i was thinking about a (15/15/15/15/10) build
I love how we are suppose to be the “jack of all trades” in a game where the trinity doesn’t exist making every class technically the jack of all trades since every class has to do everything because of the lack a trinity but yet we have to be sub par at being the jack of all trades. Has anybody else thought of this?
Edit: Shouldn’t we be the best at being the jack of all trades due to being lowest health/armor in the game?
(edited by Ancient Ranger.3276)
I am not sure if any 1 noticed it but this the Earth Armor that is triggered from “Earth Embrace” has a Cooldown of 90 secs still when i have “Cantrip mastery”.
where as “Burning Fire” has its Cooldown reduced.
any1 know the reason why?
I believe at some point, traits that mimicked utilities were not affected by traits that affected utilities until recently, but they have started to change this in favor of allowing traits to affect utility effects as well.
I think I read that somewhere anyway.so in short its kinda a bug that will be fixed.
Short answer: no
Long answer: The trait “cantrip mastery” reduces the recharge of your cantrip utilities and not of your traits, even if they are closely related to a cantrip. This means you can equip a cantrip on your utility skill bar (skill 7, 8, 9) and their recharge is properly reduced. It would be breaking the rule if cantrip mastery would reduce the cooldown of the “earths embrace” trait because that would be something no other profession gets. For example: On a warrior the trait “lung capacity” reduces the cooldown of shouts by 20% and the trait “Shrug it off” automatically casts the shout “shake it off” when there is a certain number of conditions on you. But as “shrug it off” is a trait its cooldown is NOT affected by “lung capacity”.
Nope. Every trait that reduces utility cooldowns also reduces cooldown of those traited procs. All but a few bugs, like armor of earth.
Really? Because that cooldown reduction is not reflected in the trait tooltips (I just tested this on my warrior with lung capacity and shrug it off). Also, guild wiki does not list that they are working together (It does list vigorous shouts, but that is something different). I couldn’t find anything about this with a quick google search either.
I am always eager to learn, so can you please give me a link where you got that knowledge from?
Dude just look ingame. Burning fire gets reduced by cantrip mastery. Lots of similar traits on other classes work the same.
They only introduced the idea of traits reducing other trait such as cantrip mastery with the new burning fire trait in the Dec 10. patch. But they are looking to continue this by making all old trait be affect by that also. Example sometime in the future they will make earth embrace trait be affected by cantrip mastery trait. They plan to do this will all professions. Its not a bug they just haven’t implemented it yet
Ele already has great survivability without having to build tanky at all due to trait bonuses and perma regen, protection, stability, and blinks. And you want to buff them more? Insane.
Let’s talk about things the ele is completely OP at. They are the only ranged class in this game that can instanteously burst down a target from ranged offering no counterplay since all the skills at instant cast, while still retaining the evasiveness and survivability due to can trips, blinks, and mobility skills.
Obviously you have a video to support these claims, and I would really appreciate if you could post it. I’d like to see an Elementalist instaneously burst down a target from range with instant cast skills, all while running 3 cantrips. It sounds like a build I need to learn.
He is talking about the S/D full zerk (30/30/10/0/0)build running arcane blast/wave and LF. It has an instant 23k damage. But what he doesn’t realize it is on a 40 second cool down and can only burst down a single target using up all its cool downs. Leaving the ele actually completely defensless and useless after that. Its a gimmick 1v1 build. It has no use in team play what so ever. If you do the math it only averages out to about 650 dmg per second which is actually very low considering I can take Dagger main hand in the same build and spam auto attack(lighting whip) for more dps per second. It is strictly a burst down and either kill or be killed build.
The only problem with scepter i have is really the air 1 AA. With SoR equipped it only ticks once for the heal at the beginning of the attack. If your opponent has retaliation on him it ticks for every tick the AA does. Either fix SoR to tick every time or fix retaliation to tick once either at the beginning or at the end.
Part 2:
Concentration
A Boon, that should improve the unique features for each class differently.
Warriors could gain like 10% more adrenalien while being concentrated
Necros could isntead receive 10% more Life Fore
Virtues could have 10% stronger passive/active Effects
Initiative could recharge 10% faster
Tools could be 10% stronger
Pets could be 10% stronger
Clones/Phantoms could have 10% more Health
Just pointing out that you missed a class. Or do elementalist not get this new boon?
I would like to start with Lingering Elements. First off to get the full effect you need to go 5/5/5/5/15 which is a total of 35 trait points. As being a master minor trait I do not believe I should have to waste half of my trait points to get the full effect. Also on another note lets say you just pick up Lingering Elements (0/0/0/0/15) as it not being a full build (yes I know this) but this trait has no effect what so ever by it self. It has to be paired with other traits to be effective.
Ranger, you’re right that they don’t. I’m saying they should.
Honestly I do not think they should balance for PvE. They have a hard enough time balancing for WvW and sPvP. You should have no problem beating any AI with no brain that is mindlessly following you around and using its skill with any build
They do not balance for PvE(This is included into the WvW balancing) and they said they seperated sPvP and WvW when all they did was nerf healing in sPvP and called it seperated.
I don’t think buffing auras is the key to make elementalist players happy.
I personally was never relying on auras and I don’t really want to.
They should switch around traits abit and get rid of the useless ones. Nothing gamebreaking tho. Don’t want this class ending up being a warrior v. 2.0.
Who said it was the key? No one thing will make all elementalists happy. I don’t think you’ve got an accurate idea of the topic we are discussing. I would like some traits merged to give us some aura buffing traits.
I also agree with Gokil, they’ve saved you a ton. Auras are super unique about elementalist. I love them and would like to make a build around them.
Technically we do have traits already that boost auras but nothing in the water line it self to go along with Powerful Auras. We have 1 in fire(master) 1 in air(adept) 1 in earth(adpet) and 1 in water(grandmaster). So that just happens to be a full build around aruas already (20/10/10/30/0). Admittedly not a very useful build but a build none the less.
There is no campaign against solo roaming. The campaign is against the thieves/warriors/mesmers/elementalist(or any other class) that 1v1 and reset their health when they are losing and then come back for more. Right now the current combat system is messed up. To reset a fight you either have to be out of combat for X amount of time or move X distance away from contact. The problem with that is a warrior can move X distant faster than anyone else so they can reset their health alone with the other person still in combat doesn’t have their health reset and then they rush back in and try to fight again with them now having the advantage. The combat reset system need to be changed in one aspect. The X distance from contact. It needs to be X distance from player to player so both have their health reset and not only one.
Sorry this is a little late but within the build the only thing I don’t want to change is the backpiece and runes.
-As ascended armor has come out I would like to get some ideas of build before I spend all that money on the armor and weapons. I have a build in mind that i came up with that i think has very decent stats.
-In this build I try to minimize condi dmg as much as possible.
-I also do not have food buffs on.
-I would just like some feed back on suggestions to change/alter the build to either keep its same survivability with increasing dmg output.
-I know you cant keep survivbaility the same as it would drop some but if this could be min/maxed that would be great. I am not very good at theory crafting otherwise i would try to do it myself.
-I know ele has a high skill cap and its like 80% player and 20% build. I have been playing since day one. I know my way around the skills and combos.
-BTW this build is going to be used for WvW roaming with 2+ people.
Edit: The trinkets are easily changed as i have 24 commendations and 20 prestine fractal relics and more than 20 laurels+250 badges.
(edited by Ancient Ranger.3276)
Few would give a crap about hills, bay or garri if they did this. The only reason they are strategically important is the waypoints. Holding them for points is secondary to that. A lot of servers wouldn’t even bother trying to hold their BL since the run to the bottom half would be mostly pointless since they could lock down their entry points on BLs easier.
The only way to change that would be put the main respond point in the middle of the map in borderlands. Which i would not be against as it would add a new feel to borderlands and would not be the some old layout. Which i think would bring more people into borderlands simply because of the new layout.
If you server only focuses on EB your most likely losing your matches because unless you can take over all of EB your borderlands has more points than EB.
I’m joining the conversation too if u don’t mind
D/D Ele damage is something not easy to learn, as it comes 80% from the player and 20% from the gear.d/d ele is faceroll machine with zero punishment for mistakes. deal with it.
also condi ele must be s/d, but it still sux cuz all ele’s abilities shares direct damage and condi, there is no pure condi dmg ability. that’s why condi ele sux.
fgj all ele’s builds sux
^
Must have been owned and trolled by a D/D Ele lmao.
You obv don’t play or have even attempted to play a D/D ele. Its no where near a faceroll machine. You actually have to set up your combos and damage. You can’t just spam you skills when the come off cool down. This is why we get nerfed 80% from the player and 20% from the gear since they can’t nerf the player they nerf the class.
If you do celestial gear make sure it is only the armor and weapons. Celestial trinkets are not a good option. I your looking for pure dps zerker trinkets(option for zerker of Valkyrie if you still looking for dps with slight survivability) . If you want a little more tank while still doing some dmg cavaliers trinkets are pretty good. Those are three pretty good options you could always choose different ones depending on your play style.
I play a 0/0/20/20/30 build which is a variation of the classic 0/10/0/30/30 build. But I have learned through my play style, that I can have a base build of x/x/x/20/30 leaving me 20 points to play around with depending on how I am feeling that day.
Edit: Boon duration runes are 2 monk, 2 water, 2 traveler.
(Please don’t hurt me.)
I’m glad you appreciate that we are frustrated, but traditionally the flow of suffering has been from ANet, towards Elementalist Players. When we express our accumulated displeasure impolitely, your team of moderators will not be stingy with punishment. You have all of the authority in this relationship, and frankly this request feels like you’re begging a dog not to bark at you the next time you kick it.
Also, is there some kind of PvE Community Coordinator? Because I don’t give two craps about PvP, and never will, but my class is still broken.
I believe The is a PvE Community Coordinator. But unfortunately for you all class balance is revolved around PVP, so are you might not care for PvP you should still realize that the PvP Community Coordinator responding means much more than the PvE Community Coordinator responding. The only person higher than him responding would be and actually person from the Skill and Balance Team.
Then you agree with both myself and oZii, we both think the cool down needs lowered. We both use the skill over mist form.
Should the skill be buffed (in that skill buffing fashion)? I think so. Does it obviously need it? No because players are most certainly using it.
Yes I was agreeing with you. The only buff I think the skill needs is a lower CD because the dmg output of arcane shield is higher than that of arcane wave or blast. That brings me to arcane blast, as is being compared to arcane wave now after the update.
-Arcane Wave: 30CD,470 Base DMG,900 Range, Blast finisher,AoE.
-Arcane Blast: 20CD,470 Base DMG,1500 Range,Projectile Finisher,Single target.
I think Arcane Blast should get a DMG boost as a buff. To bring it more up to par with the new Arcane Wave.
P.S. Arcane Shield’s base DMG is 504.
oZii, I don’t disagree the cool down is long, but the thing I love most about it is that it nearly always crits, it hits about 2-4k for people I’m crating, and it truly punishes people for attacking me up close. That’s invaluable. I’ve won some close fights because people are concerned about the shield and I can just pound away.
Just pointing this out arcane shield should always crit like arcane wave and blast. But yes i also agree with oZii the cool down is way to long for 3 attacks even in a small group fight (max 5v5) that’s not longer than 2 seconds if you are lucky. In a 1v1 it is most likely 3 seconds long which puts it even with mist form and a little shorter than earth 5 on focus (assuming opponent is attacking you at 1 attack per second.)
For right now like Gorani said play for fun don’t worry to much about builds until like level 75+. Just a hint to play elementalist well you need to attuntment swap its the major class mechanic. Sitting in fire attunment will kill your dps because of our long cooldowns. Again we have 5 different weapon sets combinations try them all out see which one you like the best. To really test the elementalist you need to engage in your game play not just sit there and spam mash buttons 1 and 2. If your looking to level up quickly the utility Lighting Hammer is probably the fastest way.
Yea the first d/d skeleton isn’t that bad 0/10/10/20/0 with 30 points left for wherever. Personally I’ve been running 2 different builds a 0/10/10/20/30 build and a 0/0/20/20/30(pretty much one of the variants of the classic d/d ele) build thee both run pretty well and aren’t as clunky and can be used with different weapon sets. I know the whole point of the patch was to get us out of arcane and water but for my play style those two trait lines help keep me alive. I just hope they don’t nerf them.
If you look at any pve meta build right now, basically all of them have 0 arcane. That’s not to say EA is bad or anything, but do realize: lots and lots of players are surviving without it.
Congratulations you can survive a AI in a simplified game… PvE is kind of a joke in this game that is why Anet doesn’t balance builds and classes around PvE its all to very simple. They revolve balances around PvP, whether that includes WvW or it is just just sPvP is beyond me.
I was wondering if there is a expected release date for EoTM into the live game? Or are you waiting for the beta to be done before you make that date?
I don’t think it’ll arrive before the 21st of January. So they still have some time left.
I figured it would be after 21st of January. I just wanted to know if Anet had like a ball park estimate of when it would be released. Like maybe a Month or even a specific date.
I’m looking for a WvW roaming on the server Gate of Madness. Will be willing to transfer servers if I had some help acquiring the gems if another WvW roaming guild on a different server wants to recruit me. I am a D/D elementalist but also have scepter and staff builds. Either pm in game mail me in game or post on here
(edited by Ancient Ranger.3276)
This is my current build. You could change the back piece to either celestial or cavaliers. That works pretty well you can change armor and trinkets around but my recommendations is stay above 2600 armor and under 500 healing power (after 500 the ratio drop for every profession a lot). Another trait set up with this would be 0/10/10/20/30.
http://gw2skills.net/editor/?fEAQJAoYhEmmbwR5wjDAEFuYyQRIjUekzM2A-jUCBojBkEBkIAI7sIaslhRr6KhlXBVVjIqWZDTGgytA-wThis build is horrible. Low power, average armor, low health and crit damage.
Whenever you want to use celestial stuff, keep them on your armor and weapons as they have far better stat return than celestial trinkets.
A better way than stacking condition removal is to simply make yourself extremely resistant to conditions. Geomancer’s freedom, runes of melandru, and lemongrass food gives you 98% duration reduction against the pesky kinds like immobilize, cripple, and chill. The rest don’t matter much since you’d have adequate health and you SHOULD be making whoever is putting DoT’s on you suffer.
I do not recommend valks and knights due to their low stat return and simply doesn’t really fit with other stats.
http://gw2skills.net/editor/?fEEQJAoYhEmmbyR4wjEAEFucyoQHiCPUekzM2A-jEDBYfIYjBkgAksAhEBI5rIaslhht6KalXBRbDTFjIq2auIa1SBIoyI-w
The BEST d/d build ever made, period.
This build offers massive survivability and damage all in one package, which is perfect for small group play and to an extent zergs. By constantly blasting off ring of fire with earth dodge, 4, and 5, you can stack ludicrous amounts of might. By playing intelligently, you would be an ele with permanent uptime on all boons except protection (this still has pretty long uptime) and stability, giving you 4k power and 1.2k condition damage to go with your survivability.
http://gw2skills.net/editor/?fEEQJAoYhImmbyR3wjDAEFucyQRIbUekzM2A-jkCBYfI4hBkaAksAhCBIJtIaslRFRjVNjIqWnEzkrIa1SBwkyI-w
This build is when you want to simply not die and nothing else. Guaranteed to make you immortal, especially in small group fights where your high survivability, resistance to conditions, and extreme healing makes you a tank to make guardians look bad. Only one issue is lack of damage but, hey, the trade off for immortality is still nice.
I opened your build and my build side by side. Took away all food buffs. And took your advice and changed my knight armor for cavaliers armor. This is what the stats looked like before FOOD BUFFS.
Power: Mine:1563 Yours:1563
Precision: Mine:1164(21%) Yours: 1157(20%)
Toughness: Mine:1881 Yours:1927
Vitality: Mine:1364 Yours:1357
Crit DMG: Mine:61% Yours:75%
As you can see We have the same Power. Practically the same Precision and Vitality(I beat you but only slightly). Your beat me in Toughness by 46. You beat me in Crit DMG by 14%.
When I added FOOD BUFFS you beat me in Power by 3.
For MinMaxing purposes you have the better build but when it comes to practical use our builds come out to be the same.
As I see it Knights does have a big role in both of our builds simply because we don’t have the 100% up time on fury like the classic d/d build.
As for this Statement “This build is horrible. Low power, average armor, low health and crit damage.” It seems to apply to your build also other than the low Crit DMG
(edited by Ancient Ranger.3276)
This is my current build. You could change the back piece to either celestial or cavaliers. That works pretty well you can change armor and trinkets around but my recommendations is stay above 2600 armor and under 500 healing power (after 500 the ratio drop for every profession a lot). Another trait set up with this would be 0/10/10/20/30.
http://gw2skills.net/editor/?fEAQJAoYhEmmbwR5wjDAEFuYyQRIjUekzM2A-jUCBojBkEBkIAI7sIaslhRr6KhlXBVVjIqWZDTGgytA-w
What happens when the noob players gain the wxp to go up to the pro level? and there is only people who don’t WvW a lot and new incoming players in the lower tiers? As there isn’t such a big influx of new player like when the game was released the noob tier would be so underpopulated that it would be no fun and would make the newer players not want to play WvW anymore therefore eliminating the need for a second tier.
What’s happening in April?
I am wondering what you build is between stats and armor and trinkets and stuff
You need to change Arcane Brilliance. If the build editor is right the scaling of the heal is horrible. from a base 3560 heal with no Healing power to 4099 heal with 1700 healing power is really bad.
It not too bad except you literally won’t be able to do anything except for healing. If that is all your focus is then yea stick with it but if your trying more for a heal support you might want to right think the armor.
Edit: I would check to see if the editor is correct Because i have not my self I just took a quick look at your build.
(edited by Ancient Ranger.3276)
RTL is also uneffected by movement speed effects like cripple and chill as well. Even when considering this, it doesn’t really justify a 40s CD if it misses, gets dodged or blocked. The distance nerf and the 15s to 20s CD were pretty justifiable but the double CD on miss was pretty overkill… At the very least they need to get rid of that double CD mechanic when so many other classes can escape much better.
It may be unaffected by movement impairing effects, but then again so is warrior if he takes mobile strikes. And lets not forget their passive immunity to conditions anyway. You’ll never be able to chill, cripple, immobilze a warrior. RTL is also unaffected by swiftness while the other movement skills are, which makes their range far greater than that of RTL. So i’d say considering all that, a complete revert on the nerf is perfectly justifiable. I won’t settle for any less than its original stats unless they significantly increase the damage and make it unblockable. i wouldn’t be opposed to it also stunning on impact since they seem so hell bent on making it an attack move and not an escape move..
Ride the Lighting. Isn’t Lighting instant? The last time I checked it was.
To add onto your “They are hell bent on making it an attack move and not an escape move” I would suggest that the original Stats(or at least the CD) are restored, but instead of a follow your opponent till you hit them or max range an instant teleport to them. Not like lighting flash to where it ground targeting.
If you used RTL with no target you would teleport to the same spot. (Maybe i shouldn’t put this) Now for your counter argument of “Now I can’t run away”. As you turn and run you see a pretty little bunny(Ambient creatures) range:1200 away (don’t know whether its feet, meters, or whatever) now you can teleport that far away. The downside is if there are no pretty little bunnies (Ambient creatures) in sight and only non ambient creatures then that puts you back in combat there for running slower(this one is for Anet since they are hell bent on not giving us any wiggle room).
I was wondering if there is a expected release date for EoTM into the live game? Or are you waiting for the beta to be done before you make that date?
Yea i have never had much luck with a condi Ele i feel they don’t apply them quick enough
Ok lets me this short sweet and to the point.
Need a D/D build for small man roaming WvW party(max 5 people).
Looking for 2 different builds:Support/Bunker and DPS.
If you could min max both together that would be the best if not I don’t mind buying/ making 2 different armor sets.
Either linking or explaining in written for is perfectly fine with me.
Or you could PM/Mail me in game also.
Edit: I would normally figure one out myself but this patch has me all messed up that is why I’m asking for the help.
(edited by Ancient Ranger.3276)
The attunement recharge was never the reason I put points into Arcana. My build is the same pre-post patch. 20 air, 30 water, 20 arcana.
Until I can be survivable enough in other traits to give up either my condition cleanse synergy or my boons, I’m settling here. I don’t feel like I have much of a choice. I hate feeling like the liability to a party, and this build, while not helping the DPS at least saves me the embarrassment of getting picked up all the time.
100% agree
I would rather be bunker then the burden to my party of “hey its time to rez the ele again” and five seconds later “hey its time to rez the ele again”.
I wish thy would change soothing wave to gain regen on aura. That would make aura share builds a little more supportive
I used to be able to tank 3-5 guys no problem even with thieves around with staff, and would oftentimes 1v1 for over a minute with pretty even wins in spvp. Now I can barely hold against one competent player in fights that last under 10 seconds. I don’t know all the changes that’s happened and Anet can disagree but we definitely are much less powerful than before. I’m watching thieves gib players around all over the place, offensive guardians destroying 2 players at once with ease, warriors surviving better than ever, necros actually doing good damage, while I have to do twice the work for subpar performance. And now they move some key survival traits further down our trees?! Does any dev play this class?
The nerf train hit.
P.S. This is a very long train I don’t think we have reached the end of it yet.
Devon/WvW team says, “But we want everyone to be able to play whenever they want.” Why punish 90%+ of the user base who plays during primetime and work/school/whatever during non-prime time. Nighttime protection, alternative maps with no ptt or gtfo.
This is a selfish thought. just because the majority of the population base lives in the United States does not define their prime time as being better than someones else’s prime time that lives half way across the world.
I just happen to live in the United States. On the eastern Coast, but I can not make it to prime time due to my job being at night (7pm-3am eastern time) does that mean I should not be able to play on EB or any of the borderlands? I payed for the game just as you have I should be able to experience it the same way you do.
Also you proposed that non-primetime maps only be EoTM but it just so happens the EoTM is not released yet so what do they do in the mean time? sPvP or PvE?
If they made Arcane Brilliance at range they would have to alter the skill mechanics. ATM with the base heal+ 20% per target up to 5 targets only makes sense as a pbAoE. At range the + 20% per target actually become a little OP because the risk is not there anymore. If they made the skill at range, they would have to bump up the base heal and take away the +20% per target. I do agree that Arcane Wave should have probably stayed a pbAoE. But Anet does not.
Sir, may I interject and offer this observation…
“what the kitten is wrong with giving us a tangible buff?”
We’ve paid the nerf toll numerous times without receiving proportionate compensation!
For what it’s worth I add my support to the original proposition.
We haven’t just played the nerf troll, we have gotten run over by the longest nerf train in history. But this is Anet we are talking about do you think they will ever give us a tangible buff? I would love to see the original posters idea become true but I do not think they will happen because it is a tangible buff so the least I’m hoping for is what I proposed I think Anet will more likely do that than what the original posters idea.
The other thread was getting kind of bogged down by other things, so I decided to draw out some of the agreed upon points for the sake of clarity, into one, easily backed suggestion that we can all get behind, and hopefully get more dev attention thereby.
Arcane Brilliance is now 900 range.
Arcane Wave reverted to pre-patch.
Why: Arcane Wave change may feel better for some ranged players, but it cripples the instacast speed of Dagger builds, while really helping nobody.
Staff: Usually wants the blast finisher on themselves anyways for fast heals/group buffing. More likely to use Brilliance if they need the ranged blast finisher, as they have better built in condition removal and can sacrifice ether renewal.
Scepter: Arcane Blast is built for them. Their might stacking is best in the game already already, and Scepter is designed to be more about single target. Out of everybody they need another blast finisher the least, and again, have stronger condition removal built in, and can thus use Brilliance better if they want it.
Dagger: All fields are placed immediately on the player. Arcane wave used to be immediate response. No matter how “used to it” we get, holding and aiming is going to be slower than just tapping. The weakest build atm, D/D offensive burst, just lost the ability to BurningSpeed/LightningFlash/ArcaneWave. For those of you who don’t play this combo, it relies on casting Flash mid BS, Arriving at Target, and Waving for might and damage before BS hits. Its a core combo, and now its gone. You could wave afterwards, but you’d also lose the might for your true instant FreshAir/Hydromancy/RTL follow up. Unless you think you can aim faster than you can activate 0 Cast Time skills.
TL;DR:
Arcane Wave now feels clunky for D/D Burst, which is also the least able to use Brilliance and the most in need of true 0 time instant activation.We know it feels good for scepters, but ask yourselves if you really need another ranged blast finisher, and if Arcane Blast really isn’t good enough for you.
Arcane Brilliance is now 900 range.
Arcane Wave reverted to pre-patch.
Regardless if you agree with the rest, if you support these changes, please leave a note here.
If they made Arcane Brilliance at range they would have to alter the skill mechanics. ATM with the base heal+ 20% per target up to 5 targets only makes sense as a pbAoE. At range the + 20% per target actually become a little OP because the risk is not there anymore. If they made the skill at range, they would have to bump up the base heal and take away the +20% per target.
I do agree that Arcane Wave should have probably stayed a pbAoE. But Anet does not.
What would be a viable build for WvW after the December 10. As of now Im using S/D mostly fresh air build.
I believe both well end up being stronger.
The classic D/D becomes stronger with the other class nerfs, and if your willing to take a little risk the new healing skill should provide either decent might stacks or if running with a ranger or staff ele in a water field will provide extra healing.
The S/D fresh air build will become stronger as not being able to have to go far into arcane. But also S/D will have open a new build with the changes to the fire trait line. I believe a 25/15/0/0/30 or 25/0/0/15/30 or adding to the fresh air build will be 25/30/x/x/x will be a good burst builds.
I would like to join.
Nothing good in fire tbh. Earth 15 also isn’t much good. So I’d take out the 15 points in fire and put them into earth, water or arcana. If you didn’t spec extra into earth, may as well take 5 points out of that as well.
The place to put them will depend on what weapons/utilities you like to use.
For a balanced build, I went with 0/15/10/15/30, although it’s really just a rehashed version of what’s already in use.
This build(0/15/10/15/30) I have actually switched to from 10/10/10/10/30 and it has worked much better than my original build. The dps is actually more and the sustain is better.
Really, how so? I wasn’t aware fire could give any sustain.
I was actually using fire VI which is 10% more damage when in fire attunment. Which I personally think is more sustained damage but less survivability. Since most of our major dps comes from burning speed and fire grab the 10% increase damage in fire works very well. I’ve actually switched back to 0/15/10/15/30 for the survivability and less because i have noticed the 15 in water is crucial.
sorry for the late reply
Nothing good in fire tbh. Earth 15 also isn’t much good. So I’d take out the 15 points in fire and put them into earth, water or arcana. If you didn’t spec extra into earth, may as well take 5 points out of that as well.
The place to put them will depend on what weapons/utilities you like to use.
For a balanced build, I went with 0/15/10/15/30, although it’s really just a rehashed version of what’s already in use.
This build(0/15/10/15/30) I have actually switched to from 10/10/10/10/30 and it has worked much better than my original build. The dps is actually more and the sustain is better.
I am actually going for full celestial armor, weapons, and jewelry; with divinity runes and a soldiers back piece.
With my traits being spread (or what I like to call rainbowed). My build is 10/10/10/10/30.
My stats on the build are:
Power: 1568
Precision: 1512
Toughness: 1547
Vitality: 1547
Healing: 596
Cond dmg: 596
Crit dmg: +80%
For traits I am running:
Fire: IV or VI
Air: VI
Earth: VI
Water: III or V or VI
Arcane: V, VI, XI
Still deciding on the water and fire trait lines for the adept.
I know its all over the place and not a lot of power toughness or vitality but I think with the way Dev’s want us to play an Ele it might just be good.
Any Tips or suggestions will be welcome.
Especially with my fire and water trait decision.
Edit: This is with no food buffs at all.
Here are the stat combos:
2h weps +79 all stats 10 critical damage
1h weps +40 all stats 5 critical damage
Gloves +15 all stats 2 critical damage
Shoulders +15 all stats 2 critical damage
Boots +15 all stats 2 critical damage
Head +20 to all stats 3 critical damage
Body +45 to all stats 6 critical damage
Legs +30 to all stats 4 critical damage
I like the all stat armor and weapons so for in build crafting at least. Since its going to be 5 days till I am able to make 1 peice
Woo!
I was cowering a little as i was scrolling down the patch notes tbh. I’ll happily take this, cheers!
Btw, how could you introduce the bug to begin with anyway? I’m thinking it was actually a test to see if 10% was actually warranted.
They merged the 2 traits if I remember correctly both gave conditional 5% damage based on distance and 1 based on bleeding target. When they combined the 2 they just kept the 5% damage of 1 of the traits even though the tooltip read 10%.
Thanks for dispelling my ignorance
Actually the 5% damage vs bleeding foes was merged with the +20% bleed duration trait. So that doesn’t explain the half effectiveness.
He is correct. Before the patch the trait used to be deal +5% dmg to foes within 50 range of you. They bumped it up to +10% within 600 range. Which means when they changed it they only changed the tooltip and the distance not the actual dmg.
I am thinking about trying a 0/10/10/20/30 build for D/D with the new fixes to the traits and also trying a 0/15/10/15/30 S/D. I’m for sure runing all stat armor and weapons no matter my build. Even might try to go for a 10/10/10/10/30 D/D cantrip build just to test the waters there. A nice build bunker build that should work with all stat plus do some nice dmg is 0/0/10/30/30 witht he fix to stone splitters doing +10%dmg
For DPS and surviving I suggest either Celestial or Cavaliers. As both are good for surviving and DPS because of the crit damage they bring. The Celestial’s are more overall(Toughness, Vitality, and Healing) surviving, while Cavalier’s uses more damage mitigation (Toughness) for surviving.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.