12 seconds is too low, and you know it. If they removed the damage from it and reduced the cooldown to 30 seconds, I’d be a lot happier with it.
It doesn’t work for Elementalist yet. At all. Just grab Evasive Arcana with a Sigil of Energy.
8/10 I really really like the color combination of the fur and armor. Nice job.
(edited by Ryld.1340)
Fire Traits
Sunspot -> Now Inflicts Burning for 2 seconds around you after Attuning to Fire as well.
Burning Rage -> Recharges Fire Attunement when you deal damage to a target below half health. (5 second cooldown)
Lava Tomb -> Burning you inflict lasts 33% longer.
Pyromancer’s Alacrity -> All your weapon skills recharge 20% faster while attuned to fire.
Conjurer -> Conjured Weapons do not have a charge limit. Conjuring a weapon counts as a Blast Finisher (At both you and conjured location)(Still has timer.)
One With Fire -> Gain benefit of Flame Barrier while not in Fire.
Air Traits
Zephyr’s Speed -> Swiftness duration increased by 10%
Weak Spot -> Replaced with Fresh Air
Quick Glyphs -> Added Effect: Glyph cast times become instant.
One with Air -> Move 25% faster while Attuned to Air
Inscription -> Air Bonus changed to 2 seconds of Quickness
Aeromancer’s Alacrity -> All your weapon skills recharge 20% faster while Attuned to Air.
Air Training -> Swapped with Tempest Defense. Changed to: Gain 10% bonus critical damage for 5 seconds after you deal critical damage. (5 second cooldown)
Storm Wrath -> When you gain Swiftness, you gain Fury for 3 seconds
Earth Traits
Stone Flesh -> Gain 1 toughness per level at all times. Gain double the amount while attuned to Earth.
Earthen Blast -> Damage removed. Cripple time increased to 6 seconds. Larger area.
Strong as Stone – Recharge Earth Attunement when taking more then 10% of max health in damage
Enduring Damage -> Moved to Grandmaster -Take 10% less damage.
Geomancer’s Alacrity -> All your weapon skills recharge 20% faster while attuned to Earth
Earthbound -> New Trait: Grand master – Earthen Blast now applies 2 seconds of Immobilize as well.
(I really do feel as if Earth traits are in a strong position.)
Water Traits
Soothing Mist – Regenerate Health in an Area around you at all times.
Healer’s Covenant – Replaces Bountiful Power. Recharge Water Attunement when you or a nearby ally drops below 33% health. (5 second cooldown)
Aquamancer’s Alacrity – Moved to Adept. All your weapon skills recharge 20% faster while attuned to Water.
Cantrip Mastery – Added Effect: Gain +40 healing for each Cantrip on cooldown
(Water Traits are strong as well)
Arcane Traits
Blasting Staff – Made Baseline
I really can’t think of any. Any ideas here, let me know. I’m all out of creative juice.
Staff, sorry. And conditions are a problem, which is why I was thinking about Vit or Tough.
Should I be aiming for as a pure defensive bunker ele? I play solo a good anoint of the time, sadly. I’m currently running cleric, but should I go shaman? Soldier lacks healing power, but has both vit and toughness.
Oh why isn’t there a good bunker stat group like how there’s the perfect offensive one (zerker)?
too bad EVERYONE has it
So you don’t like it because it’s popular?
So you want them to introduce an easy to obtain good look staff skin (read: Zenith) that everyone will use and then BECAUSE everyone is using it because of reasons said above, you will dislike it and want a new skin?
Supply camps are way too easy to roll right now with only 2-3 people, even with maximum upgrades. Is there any chance of implementing better defensive upgrades? Perhaps a fence that has a gate or two. Maybe archers and more varied NPC’s?
On a related note, is it also possible to have the Supervisor upgrade to 82 when the upgrade is purchased?
Pretty sure the op said this somewhere, I mean I could be quoting someone else but I don’t think so:
3. It would allow other traits in Water/Arcane to be buffed or reworked to make them more interesting.
It would allow other traits in Water/Arcane to be buffed or reworked to make them more interesting.
Things could be reworked or buffed such as (just some ideas):
- Stop drop and roll: Dodge rolling removes burning, chilled and heals nearby allies(Cooldown: 10 seconds) – This heal would be the same as EA water dodge, but would not remove a condition. This move would not be 50% less in PvP
- Elemental Attunement: Water – You and nearby ally’s heal when changing to water (stacks with healing ripple) – No longer provides regen (or provides 50% or 75% less regen)
- Evasive Arcana: Water – Dodge rolling in water causes chill
- Evasive Arcana: All – The cooldown for each spell has been reduced / removed
Switching the heal from Evasive Arcana with a chill won’t kill the elementalist, as long as suitable buffs are handed out.
Obviously if all of the above changes were issued then the ele would be brokenly op. But if you could get the Stop Drop and Roll heal for 20 points and free 30 points from Arcane then that would make a few more builds viable.
You do have to understand that just because something is nerfed, a buff is NOT given in compensation. This is a major problem for most of the Elementalist’s troubles. I can guarantee you with 95% certainty that if they changed EA’s roll to a chill, the most we might get is Soothing Winds buffed from 5 to 7%.
What’s a good Charr RP name for a Healer who uses Water Magic? Currently no Warband, so I don’t have anything to base it off of. Unless I should go with a title? _ the Mender? Waterpaw, Wetmend, Lifegiver, etc.
Doesn’t work at all as far as I can tell. Tested in combat. On other people. While damaged.
So…. we have the trait tempest defence which gives us 20% more dmg on stunned foes and knocked foes… but why doesn’t it apply to all disables like the warrior trait for example? Just find it a bit weird
… could make so many fun builds with it on my ice bow in pvp for dueling n so
. So yea, was just wondering
The Warrior Trait only applies to stuns.
And it would nerf the elementalist extremly hard. Heal is his only defense.
Huh? I don’t know how you play your elementalist, but mine has all kinds of crowd control. Is crowd control not a form of defense?
It is, but it’s not nearly effective enough to stop you from taking lots of damage.
Just as healing isn’t nearly effective enough to restore lots of taken damage. Staying alive usually isn’t a matter of relying on one thing. Thus I pointed out the hyperbole of the emboldened statement.
I understand that, but it’s healing and control together that helps keep the Elementalist alive. You take out the healing without a ton of control, and you’re dead. You take out the control without a ton of healing, and you’re dead. Elementalists have a ton of neither and a moderate amount of both. Changing EA’s Water Dodge to a Chill is losing out on a LOT of Healing for a very small amount of control.
And it would nerf the elementalist extremly hard. Heal is his only defense.
Huh? I don’t know how you play your elementalist, but mine has all kinds of crowd control. Is crowd control not a form of defense?
It is, but it’s not nearly effective enough to stop you from taking lots of damage.
I’m not insulting you, I’m just saying that I don’t see how you think Lightning Surge is okay. It’s not. It’s usually just a waste of a cast time. The other attunements in staff are really strong on their own and with each other. Air is the only one that feels like it doesn’t fit right besides just Static Field.
lightning surge does ok damage when built for it
i don’t understand why people keep asking for shorter times and more damage
that could be said for Any skill
i really think it could use a vulnerability aoe added onto it
chain lightning needs a distance increase, i don’t know where someone got it in their heads that everything on elem needs to be 1200, it should also cause vulnerability
chain can cause vuln per hit like ‘stoning’ causes weakness and surge can cause a stack of it from an aoe blast.. even if it’s just a 2 stacki also don’t know how they justify the absurdity of ‘each attunement does something, but nothing is shared’ when it is so blatantly obvious ‘switching attunements is a necessity’
fire – burn water – vuln air – blind earth – bleedwould it kill them to put some vulnerability into air?
honestly, if i want to use that.. what am i supposed to do?
ice spike and water blast something to death? i don’t think sothe problem isn’t air is a ‘filler’ attunement
the problem is staff elem is a ‘filler’ character
we are there to add a little extra to more privileged professions
Staff itself doesn’t feel like a ‘filler’ of any kind. Only Air feels like it should be fixed a little. All of the other attunements feel really strong to me. I don’t think you play Staff at all to say that Lightning Surge is okay in any way, because it really, really isn’t.
However, about the damage thing, I sort of feel that doesn’t really apply to Staff. For Staff, you go Fire for direct damage and Earth of over time damage. Air feels like it’s supposed to be the more evasive and controlling part of staff with Windborne Speed, Gust, and Static Field. Changes to Lightning Surge (making it much faster to apply and a better AoE ground targeting) and Gust (adding a small evade mechanic to it).
Just a note though, Magnetic Aura isn’t possible in any way other then the skill. There’s no Earth field.
The more I play Staff, the more I realize that Air feels like a filler attunement swap that I rarely use out of need and more of to just get out of another attunement. 4 and 5 feel like solid abilities while 1-3 feel incredibly…useless. So, after thinking for a bit, I’d like to propose the following changes.
Add application of Vulnerability to Chain Lightning
Lightning Surge reworked to a ground target (size of lava font) with a half second cast time that explodes after half a second for a blind, blast finisher, and moderate damage.
Gust reworked. Added a one second cast time and knocks back anyone in a 90 degree cone in front of you. Evades while casting and uses Blazing Speeds animation.
(edited by Ryld.1340)
I use Staff in PvP and always have.
However, I don’t see how you “win” a fight against any sort of competent D/D user. There’s no way you should be able to kill them if they have half a brain with your spec. You just don’t possibly do enough damage.
Bunker Staff Elementalist
What are people’s stances on these guys? I see a lot of complaining about D/D Ele’s and I hear nerfs are coming, but I play Staff and I’m hoping I don’t hit by the bat too hard at the same time.
I have this problem sometimes after using Burning Retreat as an Elementalist.
Less AoE while increasing the single target damage and maintaining support/control
What do you mean by playstyle, I think attunements give you 4 playstyles. Take staff for instance – Fire – damage and burn, Water – chill, apply vurn, heal and regen, Air – blind, daze, knockback and gain swiftness, Earth – apply bleed immobilize, cripple and weaknes, Avatar state – eh…w8…
You might want to play an Elementalist then. Staff’s playstyle is Ranged Control and AoE damage. D/D is Single Target and Melee. All the attunements focus towards that a bit. I could’ve done better, yes, on the skills I made, but I was trying to give a general idea of it.
Um, you have variety of 20 skills + ability to summon weapons…and you say that you have a lack of weapons=)
Unlike other classes, we can’t change our playstyle in combat. We currently have Staff, D/D, and S/D as our only real playstyles. While each other class has more combinations. It isn’t the skills themselves, but the playstyles availble that matter.
They’re called attunements. For each weapon, you have 20 different abilities, well almost because some overlap. Everyone else has 10 (2 weapons x 5 abilities). What’s the problem again?
Attunements don’t change playstyles.
Wards in GW1
Um, you have variety of 20 skills + ability to summon weapons…and you say that you have a lack of weapons=)
Unlike other classes, we can’t change our playstyle in combat. We currently have Staff, D/D, and S/D as our only real playstyles. While each other class has more combinations. It isn’t the skills themselves, but the playstyles availble that matter.
So I love playing Staff Support Elementalist, but I’ve noticed something that most every other class has that we don’t. None of our utilities actually help our allies. And no, conjured weapons don’t count!
So I was thinking, why not Wards from GW1? They were great!
AoE Stability, Protection, Regeneration, Cripple, and so on!
Just curious as to what you guys think. Would be great to have something to use other then Cantrips in a dungeon.
Elementalist (and Engineers) really feel like they lack in the weapon choice areas. I was thinking about this and realized that the feeling of an Arcane Archer was missing from the game. Seeing as how I played Bow Ele/R in the first GW, I’m surprised it took me so long to realize this. I was thinking of some skills that would combine well with the class’s weapons while providing a unique playstyle not found amongst the staff item as more of a Skirmisher which would play somewhat similar to D/D or S/D but giving a different feel to it and being based at a 900-1200 range.
Fire Attunement
1. Lava Arrows (Fires 2 projectiles.)
2. Glowing Shot (Extra damage if target is moving.)
3. Searing Arrow (Ground Target AoE Damage over X seconds.. Applies burning if enemy is inside area at the end of AoE effect.[Fire Field])
4. Mark of Rodgort (For the next X seconds, your arrows cause Y seconds of burning.)
5. Inferno (AoE burst skill. Does extra damage the more people[Blast])
Water Attunement
1. Water Arrow (Similar to Ice Bow #1 and Water Blast)
2. Ice Shot (Gives allies near target Renegeration for X seconds. If target is moving, either Cripples/Chills/or Knockdown. Not sure which. )
3. Ice Prison (Similar to Ice Bow #5, but shorter duration)
4. Frigid Armor (You gain Protection and Clears Burning.)
5. Maelstrom (Targeted Large-Area causes Chill and Damage[Ice Field])
Air Attunement
1. Shock Arrow (Restores X% of your energy.)
2. Roaring Wind (Knockdown)
3. Favorable Winds(Nearby Allies gain Swiftness and Vigor)
4. Blinding Streak (Arrow leaves Light-Combo trail behind it, blinding target and enemies who pass through.)
5. Thundershot (Shadowstep ability)
Earth Attunement
1. Stone Arrow (Damage)
2. Power Draw (Deals extra damage.)
3. Crystal Surge (Damage + X stacks of Bleeding for Y seconds.)
4. Magnetic Shot (Block while charging attack, on release, Daze for 1 second)
5. Shard Storm (AoE Damage and applies Cripple [Blast])
Mostly just curious on what you would think of a playstyle similar to this.
Risk Free Repositioning: Teleporting, shadow stepping, portals, knockbacks, etc. Anything that gets you from point A to B easier or faster than the other guy without some major drawback is going to be overpowered.
The Major Drawback is that you now have a stun-breaker on Cd.
6. Free/Safe Actions: Every option that is made available to a player has must have some form of penalty and/or exploitable weakness attached to it. Nothing should be safe only safer.
What do you mean by this?
You need to look more into the abilities of a Guardian if you think they can only block once every 40 seconds. Also, they have a few more source of health regen along with a decent amount of enemy control to mitigate incoming damage.
The difference is that Guardians can block and have a naturally higher armor. We don’t.
Just because he was roaming doesn’t mean he couldn’t have an outside source of regen for a few ticks. However, if he’s specced for Soothing Distruption (atleast 10 Water) and used 1-2 Cantrips along with what I said earlier, it’s not unbelievable that he couldn’t have that high of a duration.
Boons are what Elementalists do. It’s why Null Field, Corrupt Boon, Corruption Well, and things like that are what beats them pretty handily. Another good way to beat an Ele is to immobilize, but you have to know when to do it. If you catch them right after they swap into or out of Water Attunement, they have to use a cantrip to hopefully remove it.
The reason many Ele’s are so tanky is because of their boons. The two things are related. However, where were you? In a group with other people giving out the buffs as well?
High Vigor can easily be achived with 20 Arcane. And Swiftness is an easy thing for D/D, Staff Elementalists. The Regeneration you say was probably an outside source (Engineer Healing Turret?), + Recent Water Attunement (10 Arcane) + Glyph Heal in Water.
What you probably didn’t see though was a large amount of Might or extended Protection duration.
Don’t try to compare Warrior skills to any other class. They’re just not on a the same level.
In all seriousness though, Signet of Restoration gives you a heal for everything you do. Including switching Attunements, Dodging with Evasive Arcane, using a Utility. All of that. It can provide better burst healing then SoH even if you don’t use it.
Teleports work like Shadow Steps in this game similar to GW1. You can only teleport if the place you want to go is within X units of pathfinding to the destination. So you can teleport to a floor above you, but only if you’re somewhere near the stairs. If the game can’t pathfind to where you want to go, it won’t teleport you.
Hope this clears it up.
One immobilize at the right time is all that is needed to stop an ele bunker in it’s tracks. Literally.
This is incredibly true. If I’ve already switched from Water and Air, there’s little I can do but burn a cantrip.
thank you to for those replies, anyone got a staff specific one as well?
As Staff (and Ele in general), I find myself moving less from rotations and more towards skill-pairing depending on the situation.
On Offence there’s…
Shockwave + Lava Font + Flame Burst
Static Field + Frost Field + Meteor Shower
and on Defense
Eruption + Geyser
Windborne Speed + Burning Retreat
You get the idea.
Does Chill affect the CD of Weapon Switching?
Other classes (save for Thief) have to cut their survivability for damage, but not Guardians…
Mesmers don’t really have to cut their survivability much either.
However, Guardians totally do.
While you can use outside programs for this…it would be really useful for RP’ers.
It’s 10-12 CST where Arena Net HQ is.
This IS after hours.
While it would be absolutely amazing to have staves change based on attunements, I would really like to see the other 3 versions of the Fire Staff in the game, please.
Should change out Glyph of Storms for Lightnign Flash then change Aquamancer’s Alcrity to Soothing Distruption
The underwater stats dont’ work when not underwater, and that’s more imporatnt, your hood and staff don’t apply underwater, so you should get a rune for your water breather if you’re going for a set.
As of the stats, you have two main diffferent choices. You can go support/tanky with Toughness/Healing Power/ Power or you can go Berserkrs and be a glass cannon but do larger amounts of damage.
Just curious, what is your reasoning for taking 20 earth over the 30 arcane for Evasive Arcana? And even with that 20 eath, why the Cd talent instead of Geomancer’s freedom?
… could make so many fun builds with it on my ice bow in pvp for dueling n so