Yeah what about tomorrow? I know on the 17th there will be a Ready Up twitch steam with balance Q&A but what about tomorrow?
Inconsequent classdesign is the biggest weakness of the elementalist.
There is absolutely nothing which balances the lack of survivability, low health pool, low damage, too situational weaponskills and the weakness of several weapons (focus having too big cooldowns, is not direct enough; staff – WAY too slow or too little damage).
There must be something which balances weakness in general. I just see one thing which “kinda” tries to balance the whole situation as far as I understood ArenaNet by reading patch after patch: 4 elements instead of 2 weaponsets.
Sadly all of those elements are just weaker than usual weaponskills of other professions.
Those are all covered in the main post.
Which mechanic do you think Elementalists should capitalize on as their main “source” of survivability?
IMHO auras should be rebalanced to function as true active defenses for elementalists. Shocking Aura already does that for melee attackers, the problem is conditions and ranged attackers coupled with the fact that the only anti-range aura is staff exclusive.
I don’t understand why we have no glyph that simply gives us an aura depending on attunement, opening up all auras for all weapon choices.
I am still baffled about the fact that we don’t have a glyph that gives an aura depending on attunement. Seeing as auras are supposed to be our active defense.
GoEP just screams “I want a redesign to be a useful stunbreaker!”. Simply make it give an aura depending on attunement.
I feel that signets could be kinda effective as utilities if only fire’s embrace (fire aura on signet use) would be moved down to adept tier. It would open up a lot of aura builds using signets as utilities.
I agree that our elite skills are attrociously bad. A pet, a transform and another weapon that reduces our skills from 20 to 5? Yuck.
Both traits are designed badly and offer a very binary gameplay that’s boring. But the engineer trait is completely OP giving them immunity when they really need it, shortly before dying. The Ele trait on the other hand is completely useless.
How I avoid getting CC’d/chunked? I usually end up burning one of my Cantrips to survive it… but the damage he takes is well worth it.
Which will be healed back up by healing signet in 6 seconds.
if you want to use it to stop bursts then avoid the trait it is not worth it especially with the low HP in your build.
most thieves run bas venom with lyssa which grants stability and even if they dont you will receive the backstab regardless since the aura will activate after you get stunned and wont stop the incoming burst. warriors can have stability auto proc on incoming cc and 2 utilities which grant stability.
you can go for elemental shielding to make it actually guard better against burst.I used this trait in a aura-share team fighter D/D Elementalist and it didn’t turn out too well.
0/30/10/30/0
The Shocking Aura is quite nice and it does provide a good amount of boons to the team, but the lack of vigor is very noticeable.
Funny how one of the devs posted in the chat (when the dec. 10 changed were announced) that one of the new builds the changes opened up in their internal testing was 0/30/10/30/0 d/d aurashare.
As you said the build is completely unviable. Show how far away from the real ele the developers are.
I main an elementalist. Whenever I get fed up of pvp I simply do some soloqueue on my warrior which I’ve played like 5 hours max and wreck faces with it. FYI I played the ele since launch and it still performs way worse than the warrior I just started.
I honestly think it’s a bad idea, like every idea that takes away options from gameplay. The problem with dodge spam isn’t that you have 2 dodges, it’s perma-vigor + energy sigils.
This would mean reworking ALL the stuff-happens-on-dodge traits. Especially grandmaster traits like Evasive Arcana.
The real question is, why is there no Power/Precision/Toughness gear in pvp?
I think eles are the only class to have a grandmaster trait that gets deactivated underwater. I have no idea why Evasive Arcana doesn’t work underwater.
Having traits that proc on getting hit on the class with least HP and armor is already a joke. Then having that proc being offensive instead of defensive makes it even more ridiculous.
I tried pretty much every possible combination with the trait. None work. Mostly because you either lack the condition removal from water or the protection and regen from elemental attunement which means you pretty much explode when burst down without CC (which happens a lot actually).
If only the trait that gives you a fire aura when using signets was adept instead of master tier that would open up a lot of aura build options.
(edited by LelouchViBritannia.3607)
Agony, the idea behind this is, if you didn’t dodge anything, that means you didn’t think it through when you used dodge […]
There’s also dodging to get a traited buff or effect (Evasive Arcana, Thief Might+Swiftness etc).
(edited by LelouchViBritannia.3607)
We agree. There were some PvP-only changes for professions that made sense in a previous meta, but not so much now. I expect we’ll be looking very closely at some of these skills over the next few weeks.
Thanks for this reply! Good to know that you’ll be taking a look at those nerfs and if they still are really needed.
crosses all fingers and toes that Ride the Lightning is also included in those nerfs (cooldown wink wink nudge nudge) that will be looked at
I think the first thing to put eles back on track should be to undo some of the early pvp-only nerfs we got. Like healing signet passive, cleansing water cooldown and the double RTL cooldown. Undoing those 3 things alone would do a lot for eles in pvp.
There needs to be some kind of ingame tutorial and/or requirement for tournaments. Solo queue is full of people fighting for the orb on spirit watch while the other team holds all 3 points, and team queue is full of 4x rank 1 teams with default outfits.
With the influx of all the pve players wanting rewards, us pvp-only player don’t have any gamemode that provides a challenging and fun solo experience anymore.
I have no problem with new players coming into pvp, but they need to learn before going into tournaments. And hotjoin simply is not the right place for that because it’s just a zergfest with noone holding points.
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.
The developers always say they only make skills different in pve/wvw and pvp as a last resort.
So before further balancing is done, shouldn’t those differences be eliminated first and use that state as a new balancing point for pvp then?
Like for example elementalist healing signet 50% pvp only nerf on the passive (I still find it strang to have the signet show 213 healing on the tooltip yet as soon as you equip it in the heart of the mists the healing goes down to 173) or the 5 seconds cleansing water cooldown that is only in pvp?
Have it remove conditions when it triggers: Engineers have very, very poor condition removal, and no access to the full condition clear that almost every other class has access to.
Elixir C?
At least in europe at primetime soloq seems to pop much faster than teamq. I usually have around 2-5 minutes waittime in soloq, while 5-10 or even more in teamq.
The best way to improve arcane power? Fix all the bugs so that it actually lets the 5 next skills crit instead of just burning speed because the flamedrops take up all 5 crits. Some skills take up a charge, some take up 2 some take up 5 it’s completely obscure.
I can see the point that it opens up burst capabilities for builds that have low precision or low damage weapons.
It’s just that Elemental Surge is SUCH an interesting mechanic, especially on instant skills, so baking it into the skills seemed natural. But nobody will ever take Elemental Surge because it competes with Evasive Arcana which is just leaps and bounds better at granting you offense, defense and soft cc. Maybe if Elemental Surge moved down to master tier…
Well , I have 2 necros , guardian , thief , mesmer , engineer , ranger and warrior .
It’s time to level an elementalist , I tried it in 2012 ( didn’t it weaker than that others ).
I hope that it got buffed since then.What do you think about my build ? Will d\d with PVT gear be great ?
You’re in for a rough ride. Ele got nerfed HARD since 2012.
I completely disagree that instant kill burst that is made up for by pretty much 100% chance to die after is interesting or adds depth to pvp.
First, the point that it gives ele a unique role in pvp. It doesn’t really because even full zerker fresh air borders on being unviable for tpvp (I’d say it is and I’d much rather have a balanced ele that doesn’t insta-die on my side if I must have an ele). Mostly because other glasscannons simply do it better. A thief has maybe 70-80% of the burst a full zerker fresh air ele has, but that burst is repeatable every ~10 seconds and that thief also has like 90% more defense because of stealth and/or evades and blinds while the ele has nothing after he did his 1 combo. So thief is preferred because he doesn’t transform the game in a 4vs5 for the next ~50 seconds after he used his burst (that while less than fresh air is still more than good enough).
Second, the point that it adds depth to pvp. I’d say it does the complete opposite. Too much instant cast spells are always bad for MMOs because they simply have no counterplay. You either are lucky and dodge at the right time and live (and the ele dies most probably) or you aren’t and you’re instantly down without any chance to react.
That’s simply not fun game design and, while the ele combo if not macro’d might take some form of skill, the whole binary state of the gameplay takes away a lot of skill through counterplay and the usual back-and-forth of 1v1s and teamfights.
And again I think that binary state is what makes it boring to watch in a tournament too. You can assume that top players have a 100% chance of landing the combo through muscle memory, so the only variable in the gameplay is wheter the enemy happens to hit dodge at the exact moment he needs to live of not.
(edited by LelouchViBritannia.3607)
Another thing I always wondered, especially after reading that eles where the first class to be designed in alpha.
Do we only have such a low amount of different boons and conditions by design or because at the time eles were developed other boons haven’t been designed yet?
We only have 6 different boons available although we are supposed to be jack of all trades. Might, Swiftness, Protection, Regeneration, Vigor, Fury. We get absolutely no poison, torment, retaliation or aegis.
It seems other classes have access to more different boons and conditions than we have. Engineers aren’t really about retribution damage, yet they have a grandmaster trait that gives them retribution and they also have access to pretty much all conditions. Mesmers aren’t really about protection and aegis yet they have a grandmaster trait that gives it to them. Warriors aren’t really about fear as a CC yet they have a single skill that fears.
Why do eles always seem to be shoehorned into a few different boon/condition concepts?
Fresh Air works very nicely with D/D Soldier. The #15 air trait and the good auto-attack lead to higher sustain damage, and there’s still room to invest on arcana and on water or earth (for Rock Solid). You can have a 17k ele with 2.6k armor critting up to 3-4k or more, while still having very reliable condition removal and rez/ finish ability with Ether Renewal + Rock Solid.
Are those pvp numbers? Care to share the build?
Would you please explain why arcane skills as they currently stand are bad for the game? I for one liked the little bit of depth the auto crit aspect brought to buildcraft, and would hate to see it go. Are eles oneshotting people really so common that they have started to make people mad?
If you use a all-out zerker fresh air build and use the whole instant combo, you’re pretty much oneshotting every class in pvp. Though the rotation is mostly macroed and of course makes you deadweight for the next ~50 seconds because all your air, earth and utility skills are on cooldown, you have no stunbreak and no more damage left.
It’s a dumb build that either gets countered by a lucky dodge that makes the whole instant combo fizzle and you die, or the enemy gets instantly downed and you’ll probably die trying to stomp or finish them.
When eles are capable of complete instant kills – no matter if they are deadweight after – other classes surely aren’t supporting our claims that we need defensive buffs.
I like the efforts towards making the condi ele viable, but I feel like signets are a more apparent choice to steer towards being mainly condi-oriented, rather than arcanes, since written in stone is in the condi line, and condis promote a more bunkery playstyle due to requiring less stat investments.
The elite sounds cool, but still not very powerful. What about a signet that refreshes all you attunements on activation, or grants all boons, much like lyssa runes do. Feels like it makes a little more sense, although it would probably be too strong.
I tried to give signets and arcanes a mix of conditions to open up mix-and-match builds and honestly thought the elite signet was to powerful that’s why I gave it more than a second casttime (it IS 4 good conditions at the same time, though only single target at least).
The point was mainly to give ele a lower cooldown elite, something which IMHO all classes should have so that they can benefit from runes that have on-elite bonuses.
My fiery norn Ele. Looked a long time for suitable pants for her
I thought the whole esports thing was pretty much off the table by now? With the new goal now being making the game enjoyable for as many players as possible first?
Attachments:
How about making the active something like Last Stand that warriors in wow had?
Nerf the passive a bit, and then have this as signet active:
- Increases your maximum health by 33% for 10 seconds. Your current health percentage stays the same. Gained health is lost when duration runs out (to a minimum of 1 health).
This would give the option to use the signet active before big burst damage is incoming preemptively for the max health boost, or use it when low on health to buy 10 seconds with a huge burst heal that is only temporary and locks them out of the passive hot for 16 seconds after.
Here’s my breakdown of all Utility-Spells:
Heals:
I’d say ele-heals aren’t that bad but some are obviously better than others. Something has to be done to make every heal a viable pick.
- Signet of Restoration: Quite useless in PvE since you’ll usually get hard hits in PvE that have to be healed via burst-heal. Conditions and smaller portions of damage are rare so you’d either produce overheal or don’t heal fast enough. In PvP it’s unviable since the nerf – it lacks utility (like condi-remove, boon-creation, blast finisher) and doesn’t compensate this with superior heal.
- Glyph of Elemental Harmony: Decent Burst-Heal but I’d say the CD is too long for the amount it heals when it’s compared with heal-spells of other classes.
- Ether-Renewal: Best Heal for PvP because of the condition-cleanse. High Risk because of the long chanel but also quite good reward -> well balanced skill. I’d love to see something like a damage-reduction while chaneling though. When playing zerker it usually just removes conditions and doesn’t heal anything because you’ll eat a huge load of damage while you chanel.
- Arcane Brilliance: Bad design. Unnecessary complicated spell. The additional damage is only usefull for zerker-eles but at the same time it profits from many enemies standing around you (something you should avoid as zerker-ele). The range is way too small and both the damage and healing are too low to ever pick this spell (additionally damage can be dodged/blocked/blinded/etc). It has it’s niche for staff-eles but even with a water-field and 2 targets around you it will heal less than the Glyph for example.
IMHO, Signet simply needs to be unnerfed. Glyph is pretty awesome as-is, though it could use a few more seconds of protection in earth. We are just forced into Ether Renewal through low health and the condition meta.
I’m still not sure on arcane brilliance though. I’ve toyed around with a fresh air + 4 arcanes + elemental surge build with a mix of condition and burst damage that seemed like it could go somewhere.
To be fair, pretty much every class needs this. Though granted, some more than others.
No, I should be allowed to stack toughness and healing power and simply facetank all the enemies without having to think about dodging, moving and situational awareness.
At the same time I should be able to clear the content just as fast as those people who go full glass in order to maximise damage and take the time to learn to dodge and learn the encounters.
Could someone make a Wishlist/complaint-list in the new subforum “Balance”??
We could bundle all Ele problems and the Threadstarter could intensify all the information in the first post.
Therefore, devs must pay more attention to our complaints and queries.Could someone native speaking do that?
I’ve written up at least my own personal wish list on the balance forums
https://forum-en.gw2archive.eu/forum/professions/balance/PvP-The-Elementalist-Manifesto
Dodge-spamming aside, aren’t they already rewarded for by not being hit?
Cleansing Ire requires 20 in defense, a dps sacrifice for a situational cleanser that requires successful hit to work (LB is the exception).
So what? Every other class needs to use a utility slot and/or (mostly and) traits to get not nearly as much cleansing as warriors get by cleansing ire.
And point per point, Mesmer have better cleanser that warrior. They remove 4 conditions (100% chance) every 10 seconds while heal themselves.
Mesmer Mantra heal isn’t viable though so nobody uses it making this point vain.
IMHO Arcane skills should have something like elemental surge baked into them and be more about conditions/boons – and have the damage completely removed.
Diamond skin is bad and boring. It should probably simply convert 1 or 2 conditions into boons when earth attuning.
Like here: https://forum-en.gw2archive.eu/forum/professions/balance/PvP-The-Elementalist-Manifesto
TRAITS:
Fire Adept Minor – Cauterization
- Replaces Flame Barrier
- Condition duration of conditions on you is reduced by 10% while you are attuned to fire. Does not stack with Melandru or Hoelbrak runes 6 set bonus.
Fire V – Burning Precision
- Moved to Master tier
- 100% chance on crit to burn for 4 seconds
- Cooldown increased to 10 seconds
Fire VII – Pyromancers Alacrity
- Now also increases fire attunement recharge by 20%
- Now also reduces cooldown on weapon skills gained from conjured flame axe and fiery greatsword
Fire IX – Fire’s Embrace
- Moved to Adept tier
- When you activate a signet you gain a fire aura
Fire X – One with Fire
- Reworked
- Gain 3 seconds of retaliation whenever you take more than 10% of your maximum health in damage in a single hit
Fire XI – Kindle the Flames
- New grandmaster trait
- Applying burning now also applies poison
Fire XII – Pyromancers Puissance
- Merged with Persisting Flames
- Fire spells grant you might and blast finishers on your fire fields also grant Fury for 10 seconds in addition to might
- No longer makes fire fields last longer
- Now also includes weapon skills gained from conjured flame axe and fiery greatsword as fire spells that grant you might
Air Adept Minor – Zephyr’s Speed
- Reworked
- Gain 5 seconds of vigor when you deliver a critical hit.
- 10 seconds cooldown
Air IV – One with Air
- Increased Superspeed duration to 2.5 seconds
- Now also removes crippled, chilled and immobilized when attuning to air.
Air VII – Arcane Lightning
- Reworked
- Inflict blind when you deal damage with an arcane skill
- Blind enemies around when you gain Arcane Power
Air IX – Aeromancer’s Alacrity
- Now also increases air attunement recharge by 20%
- Now also reduces cooldown of weapon skills gained from conjured lightning hammer
Air XI – Tempest Defense
- Now also increases damage against launched enemies and enemies knocked back by 20% so more abilities (e.g. Updraft) can enable the bonus.
Earth IX – Geomancer’s Freedom
- Now also grants 2 seconds of protection when you are crippled, chilled or immobilized.
Earth X – Geomancer’s Alacrity
- Now also increases earth attunement cooldown recharge by 20%
- Now also reduces cooldown on weapon skills gained from conjured earth shield
Earth XI – Diamond Skin
- Reworked
- Attuning to earth converts 2 conditions into boons
- 20 seconds cooldown
Water II – Shard of Ice
- Reworked
- Automatically cast Frozen Ground (Staff Water #4) around you when attuning to water.
Water VIII – Aquamancer’s Alacrity
- Now also increases water attunement recharge by 20%
- Now also reduces cooldown on weapon skills gained from conjured frost bow
Water XI – Cleansing Water
- No longer has a cooldown in pvp
Arcane II – Arcane Potency
- Replaces Renewing Stamina
- Your combo fields last 20% longer
Arcane III – Final Shielding
- Reduced cooldown to 50 seconds
Arcane IV – Arcane Focus
- Replaces Vigorious Scepter
- Focus skills grant you 1 stack of might for 5 seconds
Arcane VI – Windborne Dagger
- Increases movement speed by 25% while wielding a dagger in the mainhand OR offhand
Arcane XII – The Conjuring
- Replaces Elemental Surge
- Your conjured weapons now only replace their respective attunement skill instead of all your weapon skills
- You can instantly conjure weapons but you no longer spawn a second weapon for allies
(edited by LelouchViBritannia.3607)
With all the named documents and named threads hanging around the pvp forum in the last weeks I’d thought I’d chime in with my own.
Elementalists have a few high-tier “must-have” traits, and a lot of mediocre, bad or just extremely situational traits that don’t get used much. The same is true for utilities. Cantrips find heavy use in pvp, lightning hammer rules pve, but other conjures, signets and glyphs tend to be sidelined.
Goal of this thought experiment was to make cantrips a bit more interesting now that they lost stunbreaks and mistform healing, bring the other utilities up to cantrip level, and upen up more new build options through new traits. Also do away with passive traits like diamond skin and give eles more options for combo fields to leverage (though water fields are still staff exclusive). Last but not least the arcane skills were changed completely, doing away with the cheap instant burst that is a) not good for the game and b) probably holding ele balance changes back.
Don’t become fixated on the exact numbers, they are more or less placeholders.
This is not the greatest post in the world, no, this is just a tribute.
SKILLS:
Armor of Earth:
- Cooldown reduced to 60 seconds
- Duration reduced to 4 seconds
Mistform:
- Cooldown reduced to 50 seconds
- Removes crippled, chilled and immobilized when cast
- Duration reduced to 2.5 seconds
Cleansing Fire:
- Reworked
- Burn your open wounds and extinguish the flames, curing all conditions and leaving behind a smoke field for 2 seconds that blinds enemies
- No longer burns foes
- Cooldown increased to 45 seconds
- Casttime increased to 0.5 seconds
Lightning Flash:
- Range increased to 1200
Arcane Shield:
- Cooldown reduced to 50 seconds
- Does not automatically crit anymore
- Now a blast finisher when it explodes
Arcane Blast:
- Damage slightly reduced
- Does not automatically crit anymore
- Cooldown increased to 25 seconds
- Range reduced to 1200
- Does damage and causes different conditions depending on the attunement it was cast in:
- Fire: Burning, Water: Torment, Air: Weakness, Earth: Immobilize
Arcane Wave:
- Does not automatically crit anymore
- Cooldown increased to 40 seconds
- Casttime increased to 0.5 seconds
- Range increased to 1200
- Does damage in the target area and leaves behind a combo field for 4 seconds, depending on the attunement it was cast in:
- Fire: Fire field, Water: Ice field, Air: Lightning field, Earth: Smoke field
- No longer a blast finisher
Arcane Power:
- Reworked
- Empowers your current attunement, granting you a different boon depending on the attunement it was cast in:
- Fire: Fury, Water: Retaliation, Air: Vigor, Earth: Aegis
- Cooldown still 45 seconds
*Whirlwind: *
- Removed
- Replaced by Signet of the Elements
Signet of the Elements
- Replaces Whirlwind as a new elite skill
- Signet Passive: Increases boon duration by 20%
- Signet Active: Inflict burning, torment, weakness and bleeding on your foe
- Range: 1200
- 1.25 seconds casttime
- 60 seconds cooldown
Signet of Restoration
- Increased passive healing per cast to 310
- Increased active heal to 4300
Signet of Water
- Active now causes torment instead of chill
Glyph of Storms:
- Cooldown reduced to 45 seconds
- Range increased to 1200
- Firestorm now causes burning, Icestorm chills, Lightningstorm blinds, Earthstorm bleeds
*Glyph of Elemental Harmony: *
- Increased base healing to 5100
Glyph of Elemental Power:
- Reworked
- Grants you an aura depending on the attunement it was cast in:
- Fire: Fire aura, Water: Frost aura, Air: Shocking aura, Earth: Magnetic aura
- Instant cast
- Cooldown reduced to 35 seconds
- Breaks stuns
Glyph of Renewal:
- Cooldown reduced to 135 seconds
Glyph of Lesser Elementals:
- Cooldown reduced to 30 seconds
Glyph of Elementals:
- Cooldown reduced to 90 seconds
I see Dragon’s Tooth as a skill designed to give an additional blast finisher, pressure enemies who have to stay in place (either ressing or downed or holding a point) and to force dodges. Also it is one of the few attacks that can be casted without line of sight, so you can continue to pressure your opponent from behind a ledge while he can’t touch you.
This is how I see Dragon’s tooth too and I really like this skill even with high delay attack.
Or I try to use it when i saw an enemy dodge two times i knockdown then dragon’s tooth, phoenix, arcane blast+wave, lightning strike, blinding flash.
Yeah I think dragon’s tooth is perfectly OK but for one single problem: Our own crowd control gives too short knockdowns for dragon’s tooth to land. Enemies can simply dodge after getting up after updraft and dodge the tooth. Updraft should force them to use a stunbreaker to dodge the tooth.
Warrior still weak to conditions, except for some combinations of weapons and traits.
Lissa help a lot, but have long CD.The class could be useless if all players just put 2 or 3 conditions and and kill. Like Necros and Thieves, the warrior’s weakness must be a specific strategy, and still being.
So warriors weakness is getting ganked by 5 players at the same time? That’s not a weakness at all. Every class is supposed to pretty much instantly die against 3+ players. Only warriors don’t.
“Warriors still weak to conditions”? WHAT? They can remove 3 conditions every 10 seconds no other class has such amazing condition removal. Oh and they also do damage and/or crowd control while removing those conditions.
I’m still not sure if the developer really think about how our traits interact when making ele changes. For example moving elemental attunement to master was a rather heavy indirect nerf for the water grandmaster trait cleansing water. Because without elemental attunement we don’t have any sources of regeneration besides healing glyph (if you don’t use staff which isn’t viable in pvp). So if you want to make good use of a grandmaster trait, you actually have to spend 20 points in another tree too. And even then it still has a 5 seconds cooldown…
Water II – Shard of Ice
- Reworked
- Automatically cast Frozen Ground (Staff Water #4) around you when attuning to water.
The biggest problem is IMO is actually the active heal. If we reduce the passive without doing something to make the active useful, we are just creating a different problem. Truly the active on this skill right now is in the following place. When I see someone press it I think “No No No don’t do that!” We are discussion some options here so if you want this to be constructive give suggestions towards improving the active. Reducing the passive is easy to do but we will not do it without solving the other problem. Also we will not greatly reduce it because it is giving Warriors a sense of sturdiness that we want their profession to have. Without strong heals, Warriors feel too much like everyone else. Setting them apart with strong heals has been good for changing their playstyle feel, but we agree it needs some tweaks.
Jon
Sturdiness?
Let me get this straight, does that mean that warriors are dumb-proof and made to outclass any other profession in terms of survivability by design?
Alas, that seems to be the gist of it.
I’d be interested in a dev answer on this too, mainly because:
- Necromancers still have mobility as a weakness
- Thieves still quickly die to focusYet warriors lost their weakness to condition and are now the true jack of all trades (which eles lost meaning they now have no class role anymore).
Because they overbuffed necros at some points. Condispam got hold of tournaments.
If condispam gets hold of tournaments, the only class that is weak against conditions will be useless. Especially because warrior go melee, where necros crap their marks. So Anet decided to make warriors more resistant to conditions in order to make them useful.
Then things went out of hand.
Sounds like the logical thing to do in that situation would simply be to nerf necros down again instead of upping everyone’s condition removal…
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.
I’d be interested in a dev answer on this too, mainly because:
- Necromancers still have mobility as a weakness
- Thieves still quickly die to focus
Yet warriors lost their weakness to condition and are now the true jack of all trades (which eles lost meaning they now have no class role anymore).