The CD on the 6th piece effect should be increased to 100 secs at least.
In terms of giving signet builds a tiny boost, I approve.
They will need to do a lot more to help the eles however.
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“Critical damage changes” doesn’t necessarily mean nerf, you know.
[img]http://kitchenboy.net/blog/wp-content/uploads/2012/03/Cheese-With-That-Whine.gif[/img]
[img]http://2.bp.blogspot.com/-gPQOUQ3LJmY/TgpdSNkJ56I/AAAAAAAAA-Y/kKPfPHBYrFM/s1600/Whining.jpg[/img]
I thought he meant the minor adept one for some odd reason. My bad.
-Mobility
Elementalist mobility is also quite nice, though it has been nerfed quite a bit. We are usually able to maintain a good amount of swiftness, but it requires taking 20 in Arcana or 10 in Air. Our other skill which provide mobility is Ride The Lightning, Burning Speed, and Lightning Flash. We have access to large amounts of vigor and are also able to dodge a lot which is good.
Currently our mobility is exceeded by Warriors, Thieves, and Rangers.
- We also have Burning Retreat that should count for mobility if Burning Speed does.
- Some of the conjured weapons can increase mobility.
- You forgot Signet of Air for movement increase.
- What about engineers with their jumps, swiftness and their 16-20 sec CD Rocket Boots?
Not to be a poopyhead, but am I the only one here who finds the relatively often seen commercials for “ELEtism” obnoxious? Nothing against you, Mash, but it just gives off the wrong odor when put in thread titles that doesn’t relate to the ele gang you made. That, and it might imprint a bad image in peoples minds, since REAL eletism is a thing to be discouraged in my book.
Again, nothing personal. In the end you can do whatever you want, but I just wanted to point it out. Keep on trucking, mate!
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- New stat combinations for PvP (amulets)
This is soooo crucial to improving build diversity. I am really happy that you are adding combinations. I hope you take the time to make combinations that cater to all professions.
How many will you approximately be adding, Josh?
Fire 4: Complete redo. Takes too long to cast as well. It only works as a mediocre fire field.
Fire 5: Could be changed to something unique. A shield is for protection, yet it does nothing of the sort, Anet.Air 5: Lower CD please. At least 10 secs.
Water 4: Much longer duration, an AoE effect, or a redo entirely. Something with an ice combo field would be encouraged as it works in favor of the defensive/support weapon that it is supposed to be.
What this person said! +1.000.000!
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If you need something a bit sturdy, fair against conditions etc. then you can try this build out. It is tricky to have sustain and good damage (burst), so I made a build that lets you do fair non-crit damage and good condition damage.
Since you are getting into melee range sooner or later, it is nice to put pressure on people with EA dodge burning and hopefully have them eat several Eruptions. You basically have to CC them into eating Eruptions whenever possible, otherwise your main damage will be from Flame Burst and EA fire dodges. Quite funny to play.
http://gw2skills.net/editor/?fEAQFAWhEmmbwR5gjDAEFuYyQRIjUeszM2A-TkAgyCrIaS1krJTTymsNN+A
I agree that we need better CC to solve many problems with long animations and cast times. Dragon’s Tooth is somewhat fine, but needs ground targeting along with better CCs.
But yes, increasing the duration of and adding CCs to the repetoire is vital. We don’t have nearly enough stuns or knock downs in a weapon set to remotely make use of Tempest Defenses damage boost for instance.
I would like to see more immobilize options for the ele and scepter could use a few (many) changes.
Rock Barrier = Remade. Immobilizing the opponent for 4 secs + damage.
Shatterstone = ½ sec cast. 2 secs chill instead of vulnerability.
The only way to keep an opponent in place long enough to land a DT, is to use Signet of Earth with +10% condition or immobilize duration at least. So you have to invest 10 points in fire, use a sigil or runes to be able to (but not likely) to land a DT every 24-30 seconds. Wow!
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What I am saying is that condi ele isn’t and will not be viable in tpvp until we get access to other types of condition damage. Bleeding needs to be applied slightly easier. Currently it won’t work effectively.
Scepter auto attacks in fire and earth are rather cumbersome. The scepter is an odd fellow, because apparently it is the go-to weapon when you want condition, yet we only have two types of conditions to apply and that is difficult enough with the weapons we have as mentioned.
Let’s look what the weapons provide:
Staff has potential, but can only apply burning somewhat reliably. Getting Eruption to land takes a lot of planning, CC skills and a stack of bleeds is easily removed. Much work with little reward. Shockwave should have 4x bleed stacks lasting 5 secs instead of a single one, lasting a whopping 20 secs.
Scepter has painfully slow and doubtful auto attacks in fire and earth and otherwise provides little means of applying condition damage as Dragon’s Tooth is harder to land than Eruption (in my experience).
Dagger mainhand can apply burning well enough with Drake’s Breath, but fails in the bleed department. Why is it that skill 1 and 2 applies one stack of bleeding only but with an insane duration, rather than two-three stacks and shorter duration? (Impale 2x bleed for (4 secs). Ring of Earth 3x bleed (4 secs)).
Dagger and focus offhand doesn’t do much in terms of reliably applying conditions, as Flamewalls main purpose is being a fire field (and you can run across it with swiftness without burning at times, if not all the time) and Churning Earth is tricky to land and on a long CD.
Playing a condition build demands you have EA for the burning and bleed. I have played with sigil of doom too, but it only works mildly well if you have a high enough crit chance to proc Renewing Stamina as you will be needing all the vigor you can get to use EA. You will want to dodge roll in almost all attunements and that can be difficult without sigil of energy.
TL:DR: Yes, we need access to other means of condition damage and have ways to apply bleeding more reliably. Burning is the only thing we’re good at.
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Regarding ele burst.. I think it would be bad for the ele to nerf their weapon skills, as it would have a major impact on Fresh Air and other builds. Currently the build is very high risk, high reward, but the 100-0 is perhaps too fast and the reason for that is arcane utilities.
Something should change for the two offensive arcane skills.
As the person above me stated, the burst gc eles produce is only doable thanks to 2x instant damage utilities. I would like to see Arcane Wave with a 1/4 delay and a small animation + pushback and Arcane Blast be remade into a mobility or defensive utility to avoid too much instant damage and provide arcane with necessary mobility/defense.
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Adder boy Q-tea
Good luck nerfing all the other classes without causing en epic uproar.
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Spec for condition removal..? If dodges would remove one condition, Anet would need to change a lot of utility skills, skills and traits in terms of balance. Some classes with plenty of access to vigor would have the option not to be threatened by condition builds anymore and thereby you have created several professions that can render condition builds useless, diminishing build diversity which is horrible.
There needs to be new amulets as well. Rabids is a very poor choice for the ele, as you will be extremely vitality starved.
A mechanism that kicks in everytime you switch attunements with four different effects.
So basically what you’re saying is: Elemental Attunement and the 5pt attunement traits.
I had to explain it simply to make it clear what I meant.
Yes, like those things you mention, except without investing points in traits (unless for improving certain effects).
Downed state is there to make up for the lack of healers that other mmo games have. If we didn’t have it, we would need a lot more support abilities added to the game. Fights would be over too fast, burst would be king and there would be little point of team support. An ability to toggle down state off in custom arenas would be nice to make use of for dueling, but as I said people would get sick of being 100-0 bursted instantly from a team stealth opener in normal matches. At least now it can be countered with a rez utility or a skill such as shadow refuge to revive.
QFE.
There should never be a jack of all trades profession, unless you wish to exclude said profession from certain things.
Sooo much needs to be done and so little happens.
Funny that they give engineers invisibility but not the class that actually needs it.
Another one of those level 90 builds. So overpowered.
Bountiful power should indeed be 2% damage increase per boon. Perhaps cap it at 5 boons/10% damage, so it has a damage limit like many others.
Enduring Damage is just awful for PvP. 10% damage boost when over 50% endurance so that it can be worth something other places than PvE.
There are too many bad traits to choose from.. just felt like mentioning these two.
There aren’t a lot of options when it comes to SPvP.
Once the elementalist gains an unique profession defense that can be used with all builds, we can have build diversity I believe.
A mechanism that kicks in everytime you switch attunements with four different effects. For these to improve or change in nature you need to use the traitlines, enabling you to alter the effects to become offensive, defensive, supportive, or a mixture of these.
Attunement recharge rate (intelligence) should be replaced with a stat that compliments arcane utilities and/or conjured weapons, like Empathy in Beastmastery compliments companions. Concentration and Intelligence both increase much needed survivability and people are too dependent on them currently (intelligence being of less necessity after the dec 10 patch). Of course it is combined with the three marvels that are Renewing Stamina, Elemental Attunement and Evasive Arcana.
As i’ve been saying for weeks now, Elemental Attunement is a class-defining trait. A caster-only version of it should be baseline, then you can have a 20pt trait for the AOE version.
Couldn’t agree more!
I know what you want to say. Thief has a build problem. But Thief will be a MUST HAVE and stay in high tier pvp because of his mobility.
As said. Reduce RTL to 15 seconds or 20 would also be ok again and ele could actually be viable.
It doesn’t give the ele the defense it needs. It just gives dagger off-hand a bonus to mobility. That won’t be enough for the profession, I’m afraid.
I enjoy this build so far. http://gw2skills.net/editor/?fEAQJAoYhEmmbwx4gjDIkHngLwCjHdQI0hiCPAA-ToAA1CoIqRVjrGTNyas1M+YSA
So, one build can potentially counter another build in 1vs1. I’m not fond of how Diamond Skin turned out, but it would be like facing the former spirit ranger as a burst ele. The ele will die almost every time. Can’t faceroll all builds out there. Try adapting.
Will you be able to craft armors/weapons etc. tomorrow/today after the patch, using your to-be-useless-in-the-future materials?
This thread would be useful in the future..
I sense that the complaints from the rabid (amulet?) necromancers will cause Anet to nerf ele healing to the ground, instead of revising Diamond Skin.
A shame it lies 20 in fire. Would have hoped they at least moved it to adept.
The skill has a nasty design “flaw” which occurs when you place it too close to, or under an enemy. It will not trigger unless you place it a certain distance away from your target and it runs through it. In PvP that is rather much telegraphing.
Given its short duration, I would think Anet could fix it to work more like Line of Warding.
It makes no sense to me that placing it under a target does nothing.
Could you fix it to be more useful, Anet?
Thanks in advance.
This should be in the ele thread.
There may be a few valid points like the warrior for example, but there are too many faults and inane ideas involved that it’s difficult to take seriously.
It’s fine that you suggest things, but some of it just makes no sense whatsoever and appears as random thoughts with no base in reality.
I see several people has pointed out the inconsistencies and flaws of your posts, so I need not bother. Just pointing out that your writing doesn’t come over as objective (biased even), and presents little decent content.
Remove damage from poison? Remove the slow from… CHILL? Good lord… Also, I don’t think you really get the intention behind torment…
The only part of your post that really made sense to me was your evaluation of Warriors. Other than that, I’m going to have to say your post seems somewhat biased. As a mesmer, I can see you really hate conditions. You also seem to dislike thieves, even though they are stuggling right now in spvp are they not? You didnt even mention the nerf to sword and vigor, which is the nail in the coffin for sword/dagger.
are you serious man? whats wrong with my torment suggestion? do you agree with punishing players for moving lolz
It adds tactical play, like Retaliation, you see?
If the opposite team has a thief, he/she will at least be in doubt whom to target first, haha.
OP should wait with all the ranting/complaints until end december, or whenever people will be adjusting to the meta.
They nerfed everything that made the bunker strong, smashing build diversity in the process, sadly.
ELEphantiasis vs. ELEtism..
Fire-air-earth-water-arcane-whaaat?
There are a few builds that would work in hotjoin.
I use S/F 0/0/30/10/30 with some poison options. Works alright, but you have around 100 healing only and few healing skills. Still fun to play if you need an alternative WITH poison.
http://gw2skills.net/editor/?fEAQJArdhEmmbsR3gjDAkCmMeAyIkUeMTO2A-ToAgyCqIGTNmbMzYyisFN6YWB
A more solid option with better survivability is staff 0/0/10/30/30. While you have to time skills in order to make Eruption hit, you can apply burning rather often using EA and dodging in fire. Burning Retreat followed by swapping to air attunement (Burning Retreat with swiftness) will distance yourself to opponents rather effectively.
http://gw2skills.net/editor/?fEAQFAWhEmmbwx4gjDAkHn4CLjChUeMzO2A-TkAgyCrIaS1krJTTymsNN+A
The burning elementalist sounds interesting. Been looking at it and realized you can boost your burning duration by 100%.
Ember’s Might (25%), 3x 15% burn duration from runes (45%) and 30 points in fire (30%).
18 seconds of burning with Signet of Fire for around 12.000. Nothing to take too seriously with condition cleansing.
Are you sure it is Soothing Wave that is getting redesigned and not Soothing Mist? I have seen a few posts by Tyler where he says Soothing Mist, not Wave. If it’s Soothing Wave, then cool beans. Soothing Mist.. ow.
The ranger and engineer has the same amount of health and armor. There is no reason an elementalist and mesmer can’t share the same amount of health.
At least then we wouldn’t be forced into water for health or pick an amulet with vitality. It does limit build diversity currently.
Still wondering why there isn’t any signet synnergy on the horizon. Soothing Wave and Shards of Ice wouldn’t be missed, should they want enable water traits to grant signets MUCH needed condition removal.
Then there is Glyph of Elemental Power and focus. What about those poor puppies?
I would like to see the following:
Fire Magic
+ Power
+ Condition Damage
Earth Magic
+ Toughness
+ Condition Duration
+1
I personally can’t wait for the Soothing Mist + Cleansing Water synergy. I think I will be enough for me to opt out of taking Cleansing Wave.
I’ve already stated my opinion on this matter, but I’m a bit unconvinced by this synergy. Soothing Wave will have a 10s cooldown. That will make Cleansing Water effectively have a 10s cooldown as well.
Yeah well a 3 second cooldown condition cleanse (passive of sort) would be broken as ever
… epic fail post. Thought you meant Soothing Mist. Soothing Wave definitely was a good choice of alteration.
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I personally can’t wait for the Soothing Mist + Cleansing Water synergy. I think I will be enough for me to opt out of taking Cleansing Wave.
I’ve already stated my opinion on this matter, but I’m a bit unconvinced by this synergy. Soothing Wave will have a 10s cooldown. That will make Cleansing Water effectively have a 10s cooldown as well.
Yeah well a 3 second cooldown condition cleanse (passive of sort) would be broken as ever
Edit: Found the source of information.
(edited by Malcastus.6240)
Suggested relocations/changes:
- Air V – Soothing Winds. Increased conversion from 5% to 10%.
- Earth XI – Diamond Skin. This trait has been redesigned. Condition duration is lowered by X%. (25-30%?)
- Water V – Cleansing Wave. Staying at adept tier.
- Water X – Soothing Wave. Moved to adept tier. This trait has been redesigned. Signet of Water passive will remove two conditions instead of one. Signet of Restoration will remove one condition on use.
- Arcane VI – Renewing Stamina. Staying at adept tier.