Bringing this up because of a change that may occur on the december 10th patch (stickied above) has made a matter which has been important since launch even more important.
Attunements are supposed to be the ele equivalent of weapon swapping are they not?
Why then are they affected by chill and proc confusion? More often than not elementalists have to switch attunements to cleanse, if they do not have cleansing wave (a trait which will possibly be made more difficult to obtain on december 10th), attempting to cleanse confusion kills them, as the confusion procs upon attunement swapping as if it is an ability rather than a weapon swap. Additionally, chill does far more than slow the skills on recharge, its affecting attunements prevents you from getting to skills you haven’t even used yet.
Now I’m all for something being done about cleansing wave, if a trait is flat-out required for every single build in a class, something needs to be done about it. But this needs to be fixed first or the attunement swap changes coming on the 10th may be all for naught as every player is forced in to the water tree just to keep from constantly dying to conditions.
1st bolded part: because when elementalist start spending trait points, the f1-f4 “attunement swaps” ALSO become spells. and it’s the spell status that triggers confusion and chill side effects. all of the elemental 15 point minor traits convert the swaps into spells, and so does elemental attunement trait. any other trait that triggers off of attunement swap also changes the swap into a spell.
2nd bolded part: what do you mean? do you mean that chill is affecting the recharge of attunement swapping to just the element you swapped into? or do you mean slowing the recharge of the global attunement swap? or do you mean slowing the recharge of the weapon skills associated with the attunement you just swapped into?
what i think you’re saying: because chill affects the cooldown of water attunement when i swap into water attunement, i lose the ability to use the water weapon skills i haven’t used because i immediately swapped out of water (because i only wanted the AoE condition removal), because the water weapon skills are now gated behind a longer recharge to get back into water attunement (because of chill).
I’d say the fact that you can swap to four weapon sets as opposed to the general 2 weapon sets balances out things like confusion/chill affecting it.
That makes no sense, elementalist is the bottom tier class right now in every single game mode. We can use a staff in WvW, and give people conjures in dungeons, that’s pretty much all we have at this point that competes with any other class in usefullness. Having 20 abilities versus 10 does not add to our power in any way shape or form, it just adds to the complication of playing, which I and a lot of players like and consider fun, but which we would appreciate not punishing us for playing correctly, for example, trying to remove a condition causing the condition to kill us.
Also why isn’t this in the elementalist forums?
Because it’s largely about the Dec 10th changes which were discussed here in GD and are currently stickied at the top of the page.
I don’t really like how elementalists play, so I’m not an expert on them. However, the ability to swap between 20 abilities doesn’t help you out at all? Really? You see no benefit to having twice as many available abilities as the rest of the professions?
Also, I’m in no way arguing that it’s fair or that it’s working, and I can’t change how the profession plays as I don’t have an Anet tag. I was merely offering a suggestion that makes sense to me. Especially given that I used to main an engineer, who can have up to four different weapon kits, at the cost of all their utility slots.
i am responding to the bolded part , about the misconception that elementalists have twice the skills of other classes. most people forget to add in the fact that many melee weapons have chain-skill-auto-attacks. many people totally ignore the class mechanic skills of other classes (like death shroud, guardian virtues, mesmer shatters) that also add abilities to the classes. sure, ele’s have 20 weapon skills, but other classes’ f1-f4 skills are just as powerful. the guardian virtues are basically 4 free signets. engineer kits provide them with even MORE weapon skills than ele’s have. sure, ele’s can fill their utility bars full of conjures, too… but lumping a general statement that ele’s always run with twice as many skills available is an insult to every other class in the game. in my bacon deficient opinion of course.
(edited by Forgotten Legend.9281)