Hi there, have you met Engineer?
Kidding aside, I’m an engineer who’s trying to roll an Elementalist and seriously I’m loving it. Elementalists and Engineers are quite similar, with elems changing attunements and engineers changing kits to fit in the situation. The only difference is elems do massive damage while we engineers did crap damage pre-patch and post patch.
I’ve tried to play Engi, but the class just don’t fit my expectations (I’m basically more a “caster” person or the “kitten” person – Thieves etc.
). I agree that Ele can push out some impressive damage, yes. But you’re so weak in the terms of defence and survival with those builds, that you can hardly do a high-lvl content with those. Thieves/warriors/guardians are much more survivable even in the zerker equipment and GC build, so they are better for pure dmg role… However we have some superior support/control abilities and that really counts if played correctly
Anet is very fast in fixing “overpowered” Elementalist bugs but very slow (they are still all there) in fixing important issues. Funny
Also noticed that, but it doesn’t seem fair to our proffesion, some bugs are waiting to be fixed for months
I like the Ascalonian Ghastly Daggers, the faint glow is the last thing your victim sees
For those interested in my stats:
1653 – Toughness
2572 – Armor
Care to prove that? Just number listing doesn’t get you much belief in these forums (you know, every troll here has listed numbers – not saying that you are one of them though).
At the end, it’s unfortunately still WvW, the game cannot be balanced according to that, but if your stats are true, that’s quite a burst, surely. But I’m yet to perform this myself with my Thief, never managed to hit for that much, even the GC character… (but they died anyway, because of low HP).
I feel your pain though, my Elementalist has similar stats to yours and if this happened to me, I would be kinda p****d off too.
What on earth swiftness is useful for? considering as you are engaged in battle its disabled?
It’s not disabled, just much less effective in combat…
lol :
this is also quite tanky…
any other thief wants to complain about D/D?
This depends on the Elementalists equipment and build, If he is full valkyrie, he can have those 18K+ HP without tanky spec, maybe some points to the water tree, but according to that backstab dmg, he has very probably basic toughness (916 I believe), So he is only another type of Glass cannon character, which traded precision on Equipment for Vitality, which is not such loss, because he can have permafury with Zephyr’s boon. Good try though
Edit: Also, this is WvW, so those numbers mean nothing, because of how much critdmg you can stack there….
Welcome to the club!
DaPhoenix is handing out autographs in that corner over there, Arheundel is crusading for Elementalist Rights out back, Bit’s busy streaming some WvW action in the video lounge, LordByron and STRanger are headbutting a certain thief in the cage. Rainshine and MajorMelchett are enjoying retirement after maintaining our list of bugs broke them. I think Crunchy Gremlin, Aether McLoud, ThiBash, Cosmic Teapot and Creslin are in the tool shop sharpening their daggers.
PlasmaCutter is branding “ELE4LIFE” on our newer members as we speak, just make sure you don’t ask him to brand your forehead, he’s been drinking a little too much lately after whispered rumours of further “fixes” to the club!
Nice overview bro
However I refuse the headbutting part, my head would hurt from that
STRanger, as i stated before i don’t play eles, and while i understand this is an immediat disqualifiaction for some of you, i believe you can understand that field experience is not equal to nothing, like you don’t need to play a thief yourself to grasp how to counter a backstab burst or death blossom spam.
Now if you’re still willing to hear me despite this fact, i would argue that the 40s skills you mention are not more essential to you than a 50s shadowstep is for a sin (i did not take a higher number in order to qq fight).
Yes we have initiative, but you play a thief and you know it is an actual dynamic global CD for us and by no means a source of infinite pressure bypassing the rules of the cooldowns that apply for everyone.The issue you mention about the lack of options for eles is indeed an important issue and i would of course be happy to see you guys get more options in the future, as much as i’m happy to hear pistols may get some love by the 14th.
The trait synergy is not exclusive to your class, for instance i for one find that putting initiative boosts under trickery, a line made fore DoTs, is a very awkward design decision especially toward pistols which dont require any initiative to play around bleeding stacks (although it’s true the extra headshots come in handy).
Now being not an expert in the matter i will simply acknowledge what you say, although this is more of an overall ele issue rather than this particular d/d build we’re throwing kitten at each others faces about.
A cannot disagree with this, there are much more issues with classes than those with Elementalists, of course. The Thief proffesion have it’s issues too.
That’s why I often repeat: “the issue #1 with the whole game are the bugs, be it the class mechanic ones or the skills/traits ones. when those are fixed (which is really the long-run), then the balance issues can be discussed/adressed.”
Simply put, the half-working-as-intended game cannot be balanced before it is fixed.
But according those CDs you mentioned, I meant the weapon skills mainly, not the utilities (like that shadowstep you’re mentioned). Eles have huge CDs on utilities too, like any other proffesion, but no class have as high CDs on weapon skills as the eles have.
The intetion in this is really clear (more skills, bigger CDs), but if the devs want this applied, the class should work as they intended first (versatility caster), which unfortunately Eles are only if they invest those 30 arcane points at this state….
This class dependency on attunement switching is so great, that the 15s CD is holding this purpose back big time.
However I feel your pain as a Thief, when everybody is complaining about quite impressive burst you can do and the culling/rendering issues (which are not Thiefs’ fault at all), even if a lot of players abuse this to their advantage constantly.
People just don’t see the downsides, only the strong sides of those builds and the videos everywhere are pretty much supporting this whining, even though those are cutted clips of awesomeness and don’t show the other side of the coin, when the player screwes up and end up owned hard….
OPness is kinda the matter of player, not the class imho.
Well all right, have fun with your 0/0/30/30/10 thief build i’m looking forward to hear from your results then, since nothing seems essential to the thief mechanic.
On a side note i still don’t see where the necessity of 30’ing arcane has anything to do with the issues i mentionned about d/d eles, which is sad because i’d be happy to learn, although it seems most of you are more busy trying to discredit me rather than contradict my arguments.
Well, I suppose that you never played an Ele, because if you had played it, you would know the problem of attunement swapping CD and that forcing to go 20-30 points to arcane tree to compensate for it, which leaves you with 40-50 trait points for building (that the first drawback of this class, that renders a lot of theoretically good builds unusable).
A lot of Elementalist spells have HUGE CD’s, over 40 seconds or such, which any other proffesion don’t have and our auto-attacks and low CD abilities (I’m talking about weapon skills mainly) have significantly lower damage than equal abilities on other proffesions. I understand this, because we have 20 abilities, instead of 10 like the other proffesions. There is a “but” however, which is often overlooked, and guess what?
It is the attunement switching CD again, which is 5 seconds longer than weapon switching base CD. Count this together with the fact that every single attunement is oriented for some main purpose (water – support/healing, Earth – defensive/bleeds etc) and you will logically come to a conclusion, that something doesn’t fit here…
And that is the problem #3, the traits itself.
There is very little synergy between traits for the Elementalist proffesion (the little synergy we have are basically the builds which most of the Eles are running – D/D bunker/auramancer). So this makes some of the traitlines not worth the point investment, because the class is based on versatility, and that can be achieved only by reducing that 15sec switch CD to a minimum, and that makes the Arcana traitline much more attractive then f.e. the Fire traitline (which is basically only good as a passive bonus to power/cond. duration, the traits are very bad in there, especially when compared to other classes – for example Thief which I also play, so I know what I’m talking about).
I hope that I made this issue clear to you and maybe convinced you to actually try Elementalist to see this issues for your own.
Edit:
Also if you look at the traits for Ele, you will see that we don’t have much traits which are giving a flat bonuses (like +10% dmg against target with condition, looks familiar?), every line pretty much gives advantage to a certain attunement, that means the Eles are basically disadvantaged by theirs’ count of abilities. It’s like having 4 weapon sets with bigger CD’s and lower dmg abilities with every traitline supporting only one of them and the fifth traitline, which is kinda beneficial to all. Which one would you choose?
(edited by STRanger.5120)
The actual formula is that you recharge 60% faster, not that the cd is reduced 60%. So it is 15 (base CD) divided by 1.6 (160% recharge speed) which equals 9.375 second cooldown.
I hope you realise you’re actually throwing discredit at what you’re poorly trying to defend here.
You’re forced into arcanes ? oh bummer, thieves are forced into critical strikes for damage or trickery for conditions, when it’s not actually both :‘( But we still have one more than you do right :’(
Oh and, i didn’t see your moderator tag by the way, care to drop the little chiefling attitude ?
You are comparing apples with oranges here, buddy…. comparing the condition damage trait line necessity to the arcane necessity for our class mechanic. Try to think about your own arguments before you post, pretty please :-)
When the time, when the Thieves will be forced to reduce their Steal CD to be effective comes, then this argument will make sense.
Ohh, and you’re quite lucky that I’m not a moderator, really lucky…
Enjoy the class bro
And on what you’d increase the CD?
Can’t you see that eles are forced to go 30 in Arcane to use their own mechanic? Show me another profession whose main mechanic become effective only after being treated,Uh i’m not sure i understand, it’s the same for every class…
You’ve basically admitted that you have no idea how Elementalist works by this reply. Therefore you lost any right to post in our forum, thanks for your contribution, see ya on another class forums….
I think it’s funny that people think Elementalists have 150 trait points to spend, perception is that they can burst, bunker, tank, heal, yeah they can if traited.
Ppl think the same about Thieves, sure thing, those 30/30/30/30/30 + 10 utility slots builds are really getting out of hand
weapon skill unlocks bug out pretty often, yeah
One time my level 80 thief completely un-unlocked Cloak and Dagger (darkened, 0% unlocked), and I was in a fractal where killing things didn’t actually count as killing things, so I had to leave the fractal, leave lion’s arch, go to a nearby field and kill something before I could go back to lion’s arch and back to the fractal with all of my weapon skills
The C&D un-unlocking was caused by the recent patch (damage nerf), the devs probably changed the ability in the way that it counts as a new ability (or reset the ability status due to some issues they probably had while testing the patch).
Might stacking indeed is troublesome, but burning retreat has long enough field for eruption+dodge after it, i´m not sure if that´s the case without longer fields trait though.
Yes, that´s the issue which bothers me right now. I think that the Burning retreat is long enough, but it must be done perfectly, which is often difficult in the heat of battle and you don´t have the room for this in some cases. Also if you want to do some dmg by this stacking combo, it is very complicated to hit…
Nevermind, we will se what Anet does in the next patch, I suppose that I will try D/D even if it don´t fit my imagination of the caster classThis is a huge problem with staff eles; they were spoiled on the old evasive arcana. In this situation, you could stack mass might, mass aoe heal, mass aoe buff with protection or fury/swiftness (both if you had the right traits), and now they are unable to do all these things.. at the same time. If you want might stacks, bring arcane wave and a sigil of battle; if you want healing, get a sigil of life or energy. You will still have a bit of ability in your other category but there needs to be some definition of specialization here; the number of free might stacks you could get just by running a sigil of energy was stupid, as was the number of free aoe heals by just dodging around like a stupid bouncy ball in your healing rain. You want the ele to be diverse but reject the idea of anything that doesn’t include mass amounts of blast finishers. The ele wasn’t made to be a one-trick pony, so don’t keep it that way.
I agree with you, that’s why I written that the bugged EA was ridiculously OP, but I don’t think that the finisher was intended to be only in Earth attunement, I believe that the finisher was intended in all attunements, but should be on CD like the dodge-spells are, so that the dodge-spamming in fields should be negated by this…
Hehe…funny that the one you ‘want’ is the one with the shortest skirt. :-)
It’s funny, but it has nothing to do with the skirt, it’s mainly the chest piece which I like, looks simply very good on the Human Elementalist. I like my character looking good, this is Guild Wars, so armor skins is some kind of prestige here
I know Anise (http://wiki.guildwars2.com/wiki/Anise) wears the armor to the right, I’ve also wondered where and how to get it, it does look great.
Yes, Countess Anise has the chest item from that armor, her set also looks very good. It’s too bad that those skins are forbidden for players, it would be fair if this was as an cultural set or so, like the Logan’s armor for example….
As far as I can tell, from left to right:
-Ascalonian light armor (dungeon reward)
-Vigil heavy armor.
-Miss-match of different pieces across the world.
-Ascalonian medium armor (dungeon reward)
-Haven’t seen it ingame yet.:( The last one is the one I want, haven´t seen it either, except of this screenshot and the mesmer skills introduction video. This really sux, really nice set…
Yup, it looks pretty cool, it may have been an early concept for the karma light armour. Maybe they can go back to it and release it.
That would be awesome, if this set will be implemented. Please think about it Devs, a lot of light armor users would be so happy for this one imho
As far as I can tell, from left to right:
-Ascalonian light armor (dungeon reward)
-Vigil heavy armor.
-Miss-match of different pieces across the world.
-Ascalonian medium armor (dungeon reward)
-Haven’t seen it ingame yet.
:( The last one is the one I want, haven´t seen it either, except of this screenshot and the mesmer skills introduction video. This really sux, really nice set…
Especially the one on the right side? Players, Devs, anyone? I just like that skin
Might stacking indeed is troublesome, but burning retreat has long enough field for eruption+dodge after it, i´m not sure if that´s the case without longer fields trait though.
Yes, that´s the issue which bothers me right now. I think that the Burning retreat is long enough, but it must be done perfectly, which is often difficult in the heat of battle and you don´t have the room for this in some cases. Also if you want to do some dmg by this stacking combo, it is very complicated to hit…
Nevermind, we will se what Anet does in the next patch, I suppose that I will try D/D even if it don´t fit my imagination of the caster class
I didn’t like D/D leveling up, because you don’t get an XP bonus for taking longer to kill things.
This is not true, you know?
“An exploration bonus is earned based on how long a creature has been alive in the world.”
Healing rain, eruption, dodge.
Geyser, dodge, eruption, lavafont.
Geyser dodge, arcane wave for mobile targets.Even only earth finisher is enough to make EA worth it for me again, support staff here btw.
Old EA was ofcourse significantly better, but new version is useful enough to make me put the extra 10 points in arcana.
Healing rain, eruption, dodge. – This one is weird, I doubt that you can do this effectively in dungeons for example, it is too slow to do it as a reaction to a situation and you should have tha ability to predict future to cast it before the situation when this healburst is needed comes.
Also I had in mind something more offensive, like might stacking, this change effectively busted eruption in this, because you are no longer able to use eruption and the EA simultaneously with Lava font, which was pretty effective way to stack might and actually do some damage (because as we know, Staff damage sucks hard since the BWE great nerf). So therefore Staff is just more pigeonholed into support role (healing mainly) rather then be able to fulfill any other role, which is sad.
Shouldn´t casters (with low armor and HPs) be able to do some significant ranged dmg, like other classes can?
I feel that the staff was lacking an interesting, specific skill sequence like that before.
Unfortunately no, it doesn´t. You just had more options of the interesting, specific sequences than now, because you were not forced to switch to Earth every time for the finisher (I refer to the fact that all of the EA spells were finishers, not to that bug which caused that every dodge was a finisher, to be clear, that was ofc hugely OP)
Wrong. It’s exactly because you must switch to earth, that you have a specific sequence now. With the old EA, there were no sequences, you simply created a field, and dodged, created a field, and dodged. You did not have to sacrifice anything for a specific sequence. It was very out there.
Any example of specific and effective sequence for staff? The need to switch into earth attunement basically made Eruption blast finisher useless in the combination with EA imho…
Eavasive Arcana is balanced at the moment. The blast finisher in earth makes you able to keep 20+ might at all time when build correctly. And it gives an aoe heal in a water field. Combine the water heal + water dodge with a switch to earth and dodge again and you can chain heal for about 25-40% HP (depending on stats) of the total health. This alone makes us the best support class ingame when it comes to buffing/healing.
And I think alot of you also forget the fact that the air dodge is an AoE blind. The damage the skill does is nothing but the oppurtunities it creates make up for the low damage.
So basically, yes it is worth the 30 points. Btw 30 in arcana also gives +30% boon duration.
Again, with the D/D weapon set, or maybe with the Scepter. But Staff is overlooked again…
If they remove quickness you will hardly land a successful PW or HB and Flurry for Warriors. They will need to revamp all such skills
Yes, but that´s solvable and it will beat the issues which quickness is causing globally, aka make those skills much easier to balance.
at first, they dont glow in the day
they glow only in the night
I think that it´s more like they glow in the dark, then in the night (from my experience).
When I go to the dungeon for example, they usually glow, when I go out, they don´t, so I seems that the effect is bound to the light, not the timeIf you are referring to AC weapons, the glow is bound to the night, not the ambient light. However, they also glow 100% of the time in AC. Sylvari will also glow 100% of the time in AC, which simply means the dungeon is in a permanent state of night.
Well, that explains a lot
Thanks for the clarification
Some points need a change. Thiefs arent weak but they arent perfect either.
- Dagger Storm is kinda underpowered now.
- Pistol Whip is good right now, not too OP but i still think the stun animation should be reduced.
- Death blossom deals too much with a bleeding build.
You´re joking about those, right?
Dagger storm seems fine to me, if used correctly.
Pistol whip is kinda weak in the terms of dmg, when taking in consideration the long animation and the ini cost.
Death blossom is fine as it is, however only good for Condition builds, it does no good with DD builds…
the stealth mode is a joke, more time on the “cant-be-stealth” debuff . (sorry cant remember the name I cant see it, the time is short on it…)
I dont know if he’s hacking or not. But if is not, seriously that class and any class with stealth is really OP…
The revealed debuff is 3 seconds and the stealth can go up to 3 seconds if you trait it. WvsWvsW is known to have the issue of not showing the target player right away. That is in fact a wvsw issue and not a class issue.
^^This
Seriously ppl, don´t post this complain over and over again, it has been told a thousand times before, that this is not Stealth problem, but the server/rendering issue. Therefore it has nothing to do with the class or any other class with stealth abilities, got it?
Thanks for finally understanding this.Acutally, the server/rendering issue is only 1/2 of the problem.
It is a stealth mechanic problem, or at least in my opinion. The reveal debuff only applies if the thief attacks from stealth regardless if the thief is in combat or not. You can CnD for 3 sec of stealth or 4 sec if traited, wait for stealth to end and CnD again for another 3-4 sec, then you can use Hide in the shadow for another 3-4 sec. By this time you have enough init for another CnD. (this is just an example as there are different combinations for extending stealth).
You add in server/rendering issue in WvW which gives thieves a .5-1 sec delay coming out of stealth…now you can see how frustrating it is to fight a thief.
Is it working as intend? Probably but I can’t say for certain. Maybe they will fix it where all stealth triggers reveal once it ends. Who knows. In the meantime, deal with it.
If you use this technique, you´re no threat to anyone, because you´re doing basiccaly no damage, expecially after C&D nerf.
If you think that Ele is UP, you probably don’t know how to play. Prove me wrong.
If you think that Ele = D/D, then you´re wrong, the class have also other weapon sets, which are really UP compared to D/D.
Prove me wrong…
at first, they dont glow in the day
they glow only in the night
I think that it´s more like they glow in the dark, then in the night (from my experience).
When I go to the dungeon for example, they usually glow, when I go out, they don´t, so I seems that the effect is bound to the light, not the time
I don’t think we need a blast finisher on every attunement. What would be more interesting in my opinion would be to just make each attunement’s dodge effect more interesting. Water is pretty sound, but it should have the heal toned down like they did to our 15 Water trait. Earth seems relatively decent. Fire and air however are just paltry; there is no incentive to dodge in any of those elements to trigger evasive arcana. Fire could create small aoe damage and a small flame ring (just as an example) and Air could pulse a blind with a small AoE swiftness. In this kind of setup, one attunement damages/sets up combo field, another debuffs+buffs, another heals/removes a debuff, and the last is a debuff+combo finisher.
You should count in the other weapon sets than D/D, friend. I understand that for D/D, the blast finisher on Earth is sufficient, however try to play staff ele and you will see the problem (staff ele don´t have reliable blast finisher on their weapon set, eruption is like “pray to hit something” spell) and if you want to actually stack some might, you cannot use eruption and the EA at once, which sux, at least not in a useful and reliable way (to actually hit with those and do some dmg also…)
I haven´t seen this skin outside of AC vendor. But it can be the AC dagger, they don´t glow when sheathed or on preview screen.
My point is my trap didnt make him in combat, is frustrating, server or not.
3 sec is really short. I did nothing in this fight no skill in his part, wow I mean WOW.
What has the combat flag to do with stealth? At least in this game? This is now WoW, you know?
On another topic i think Cnd precast -> steal into stealth should be changed so that using steal interrupts the casting of CnD.
That´s obviously intended, other classes are using similar technique too, for example Churning Earth —> Lightning flash.
the stealth mode is a joke, more time on the “cant-be-stealth” debuff . (sorry cant remember the name I cant see it, the time is short on it…)
I dont know if he’s hacking or not. But if is not, seriously that class and any class with stealth is really OP…
The revealed debuff is 3 seconds and the stealth can go up to 3 seconds if you trait it. WvsWvsW is known to have the issue of not showing the target player right away. That is in fact a wvsw issue and not a class issue.
^^This
Seriously ppl, don´t post this complain over and over again, it has been told a thousand times before, that this is not Stealth problem, but the server/rendering issue. Therefore it has nothing to do with the class or any other class with stealth abilities, got it?
Thanks for finally understanding this.
5 skills for one utility slot sounds great.
Losing access to 20 skills for 5 doesn’t.
You do not loose access, you use the conjure for what you need it for (Much like swapping to an attunement, use the skills and get back out), also you can still swap what attunement you’re in while using them. Heres and example, I was in sPvP at the Graveyard point I was getting low and my water attunement was still in cooldown so I popped the shield and spammed the 5 button like I don’t know what then while I was in the invun state I was able to switch to water (Which healed me), dropped the shield and then get off my heal rotation.
The problem is that the conjuring is not fast enough to be used like an instant utility ability. If it was (the targetting also does the delay part in it, not everybody wants the ground targetting without a circle cursor), I think that it will increase the usefullness of those…
I feel that the staff was lacking an interesting, specific skill sequence like that before.
Unfortunately no, it doesn´t. You just had more options of the interesting, specific sequences than now, because you were not forced to switch to Earth every time for the finisher (I refer to the fact that all of the EA spells were finishers, not to that bug which caused that every dodge was a finisher, to be clear, that was ofc hugely OP)
Ya, it is very shameful that the Elementalist cannot even soften the earth, slow the fall with fire, manipulate the air, or liquify the ground.
Anyway, the biggest issue BY FAR that the Elementalist faces is:
ATTUNEMENT RECHARGE RATE INCREASE FROM ARCANE.
Sorry for that caps, but I cannot emphasise this enough. Attunement recharge needs to be 9 seconds baseline, and this trait bonus changed to something else. It is ridiculous how powerful and essential Arcane is because of this bonus.
Personally, I think it should be 12s base, and reduceable to 10s via Arcane 30. But yes, I agree with you! And I even went into an aside about this when I talk about Arcane stat bonuses.
I believe that the attunement CD (15secs/9.375secs) should start at the moment when an elementalist enter the attunement, not when he leave it, that would fit much better to the class description as a “caster which can quickly adapt to any situation”, because a situation when you need specific attunement, but have is locked by CD is so common. This way the ele will be able to return back to the previous attunement quickly once, then the CD will apply.
Yes, the staff got hit by this change the most I think, the only reliable finisher is Arcana wave now (switching to earth attunement for finisher is very limiting in the terms of comboing) and the eruption is badly usable because of the huge delay, especially in the dungeons/PvP where everything moves unexpectedly.
I hope for some good news for the Staff Eles, even if we are the minority
Still that gives me a lot more options on my sigils, so thanks for letting me know about it. I guess my question now would be: Is 3 20s stacks of might every 10 seconds better or worse than just using a +5% damage Sigil of Force. Does anyone know the math on this?
That´s very hard to tell I think, because the Might also increases the Condition dmg (which is commonly used even by Direct dmg eles), bt the +5% dmg sigil doesn´t.
Also a good point I completely forgot about. I’m fairly new to using my blast combos to get might. I managed to get all the way to 80 in PvE without learning how to use combo fields…
Also as someone calculated, the approx value of one might stack is +-1% in pure dmg increase at lvl 80, so I will go for the might stacking sigil, couse you can maintain 6 stacks permanently with it, with about 2 secs of 9 stacks (if you are switching perfectly).
Still that gives me a lot more options on my sigils, so thanks for letting me know about it. I guess my question now would be: Is 3 20s stacks of might every 10 seconds better or worse than just using a +5% damage Sigil of Force. Does anyone know the math on this?
That´s very hard to tell I think, because the Might also increases the Condition dmg (which is commonly used even by Direct dmg eles), bt the +5% dmg sigil doesn´t.
One thing I saw recently surprised the heck out of me. I was checking stats without armor for info to respond to another thread. My 80 ele’s base power (no traits, no gear at all) was 916. I then checked my 80 Necro in the same fashion. With no gear, the Necro was at power 1306. Traits were 30 points, for plus 300 Power. Assuming the trait is adding just 300, that would make power = 1006, 90 higher than the Ele’s.
Has anyone else noticed this, and does else anyone think it’s odd?
What about this? http://wiki.guildwars2.com/wiki/Deadly_Strength
Or you had only 30 points in power line and nothing else?
Staff heals seem to weak now, especially since Water 5 has a long cast time and it makes you stand still.
Absolutely agreed, it´s very easy to get yourself killed because of that staying-still requirement, also it kinda forbids any situational use because of this, and it´s not even that good for the huge CD it has…
I vote for root removal for this skill at least.
Edit: Arcane 9 Windborne Dagger +15% speed. Does it stack with zephyrs speed +10% ?
Sorry man, but Windborne dagger doesn´t work at all, unlike so many other traits/skills on Ele, which are “just” broken…
Are you aware that you got back only one of the 4 blast finishers it was originally intended to provide? And you are forced to be in earth attunement to have it (yes, the worst possible attunement we could have it in – due to eruption delay…)
Yes I am happy because this change brings back a mechanic which I found incredibly fun and I am sure you will find a nice way to use that blast finisher as a staff user
I also hope, but it kinda discourages me when the devs broke a trait while fixing it (intended?), and then fix-nerf it (i know that every-dodge-blast finisher was bugged, and agree to fix, but I believe that all attunement dodge-spells originally should have the blast finisher.), and see ppl actually applauding them for this nerf? That doesn´t make sense to me to be honest.
I was excited to play the staff ele the dodging-blasting style (and would be still if the EA has blasts on all attunements, with unintended blasts removed – 10secs CD on each), but be forced to one attunement to have it kills this playstyle and i think it´s not worth investing 10 more points into Arcana line unfortunately
its really good for DD
unfortunately mistform and RTL new bugs are so huge that all my hapiness went down the drain……At least i hope they will be number 1 on fixlist of everything considering how much they impact the class.
I don´t know if you mean D/D or DD, but anyway, if it´s good only to one weapon set, it´s bad, and if you mean DD – Direct damage, then you´re wrong, it deals low dmg for a 30 point trait (look at the warriors 5-point trait, which he has in the power traitline, where DD traits belong….)
The new bugs also kinda took my opinion on devs down, I don´t think that the classes can be fixed this way
Are you aware that you got back only one of the 4 blast finishers it was originally intended to provide? And you are forced to be in earth attunement to have it (yes, the worst possible attunement we could have it in – due to eruption delay…)