He said that Mist Form now interrupts you when you rez your team mate but you can still use it to stomp a player. Could have been the other way around, though.
I seriously hope it isn’t the other way around. The whole reason I am running MF+Arcane Shield in WvW is because they can be used to stomp.
you dont know who i am so what do you know about truth.
All I know is that you said " I have builds where i have 0 arcane.", and that is about as big of a warning flag as you can get when talking to an elementalist. There doesn’t exist any good elementalist builds that have 0 points in arcane.
Protection is basically a 33% hp increase
33% damage reduction equals a 50% effective hp increase.
lol. Without traits I would:
- take 50% more damage most of the time.
- only be able to dodge half as often most of the time.
- be moving much slower most of the time.
- not be able to get 10+ might stacks.
- not regenerate an extra 4k health every 10s (more if running with healing gear)
- not be able to get rid of conditions with ease.
- not have +20% crit half most of the time.
how do I say this….you’re probably right that it wouldn’t make a difference for you. For somebody with a GOOD build, it makes a ton of difference
QFT
How much damage does 1 power give you?
DamageMultipliers* WeaponDamage*SkillCoefficient / OpponentArmor
SkillCoefficient ranges from 0.09 (each of the first 3 ticks of Arc Lightning) to 3.25 (Churning Earth)
How much % reduction does 1 armor
Doubling your armor reduces the damage you take by 50%. Work it out from there.
What is the rate of reduced effectiveness as it climbs higher?
Each point of toughness provides the same amount of effective health.
This may be a noob question but, at 7:43-7:44 in your video, it looks like you change skill slot 9 from cleansing fire to mist form while in combat. Is this possible
It is fairly obviously a cut in the video switching to a new scene.
does the 6th effect of rune of dolyak the 30 hp regen stack with the water attribute’s passive regeneration?
Most likely. But there is really no need to know. 30hp/s (that doesn’t scale by healing power no less) is not worth wasting a complete rune set (and it is a waste with the pathetic 2 and 4 bonuses) in any circumstance.
We have as many viable builds as other professions, imo.
Here is basically the full list of PvP elementalist traits. (if you need a filler to reach a bottom tier and none of the listed traits fits well, use a 20% cd trait)
Fire
Spellslinger
Air
Zephyr’s Boon
Earth
Earth’s Embrace
Elemental Shielding
Written in Stone
Water
Soothing Disruption
Cleansing Wave
Powerful Aura
Cleansing Water
Arcane
Elemental Attunement
Blasting Staff
Vigorous Scepter
Final Shielding
Renewing Stamina
Evasive Arcana
Drake’s Breath fits D/D just fine.
If you want to complain about skills that don’t fit D/D, let’s talk about Earth 1 and 3. Those are the only two skills on the whole kitten set that requires a target to work.
Mist form makes you invulnerable to new conditions and attacks, it doesn’t stop existing.
Correction. Mist form makes you invulnerable to new conditions, attacks, boons, traits, etc. (it is subject to half a page of bugs as mist form even prevents traits that specifically name it from interacting with it)
Come on guys, we can do it! A few more and hit the 100 mark! Push harder!
Just add all the incorrect cast times on the tooltips. I have the exact list I measured at home, but here are some examples from memory:
Fireball
Claimed: 1s
Actual: 1.4s
Chain Lightning, Water Blast, Stoning
Claimed: 0.75s
Actual: 1.36-1.38s
Ice Shards
Claimed: 0.75s
Actual: 1s
Dragon’s Claw, Lightning Whip
Claimed: 0.5s
Actual: 1.1-1.15s
Vapor Blade
Claimed: 0.5s
Actual: 1s
There is no consistency at all between the listed cast times and the actual time it takes to cast spells.
I don’t think Doylaks is that great though tbh.
It definitely isn’t. Dolyak is a really crappy rune. The small regeneration is worth ~60 stat points, bringing the total up to ~275 points total. That is basically pure crap.
If you want toughness from your rune, Earth/Forge are far better choices. Divinity is also a better choice as you point out, as D/D makes good use of it all.
Or you could go 2xWater+2xMonk+2xEarth. It reduces your burst defense a bit, but improves your sustained survivability significantly, and it is by far the most group friendly rune setup of the bunch, especially with a 0/10/0/30/30 setup.
I only spec 10 points arcane >.>
http://www.guildhead.com/skill-calc#mcazM9molvMMolvMM0pVxaoaVcsV
Really bad spec.
- The points in air are wasted on inferior traits.
- You split points between two bad minor traits instead of going for a good major trait
- Wasting the 30 point water trait on cantrip mastery is a sin, especially considering cantrip mastery doesn’t even work with mist form.
Agreed, but what can AAnet do,
They could make zerging less efficient
- Make the NPC invulnerability buff actually provide invulnerability.
- Make doors immune to non-siege damage, or at least reduce the non-siege damage dealt by a factor of 10-20.
They could make it more easy for a zerg to die.
- Make AoE effects hit more than 5 players.
- Or if the above isn’t wanted game balance wise, make hostile AoE effects hit the 5 players with the lowest percentage of health remaining.
- Prevent the reviving of defeated players while in combat.
They could make NPCs actually do something besides being nice looking decoration.
- Scale NPC HP and add AoE control effects when more than a few people are attacking.
Let me tell you a story (a kitten cool one, bro):
I was playing on my thief character on my home borderlands, cruising merrily to the garrison that had just been attacked. I’m going up the road away from the nearby supply camp, and suddenly a group of 5 enemy invaders rush over the horizon and plough their way through to my direction. Naturally, I have to use every single skill in my disposal to survive. After landing some damage, I pull off one of my favourite tactics successfully (stealth and then hit a Shadow Refuge WITHOUT going inside it, so the enemy focus on it and nuke the inside of it). I land a monstrous Pistol Whip and nail 2 in one quick sweep. 2 downed, 3 left standing. I quickly immobilise a third and hit Thieves Guild while stealthing with a utility, and again the focus is off me and on to my pals. Another Pistol Whip rush on the 4th and 5th who went to help the others, and 4 out of 5 are now down. The last one has just broken out of the immobilisation and has successfully killed the two thieves (and kitten quickly, very impressive). My shadowsteps and stealths are caught on CD at the same time, so I simply go to AoE the already downed players at my feet before they can cause a bigger problem. Lots of Pistol Whips ahoy. The 5th launches an AoE at me, so naturally, I dodge out of the way. It hits a wolf, who had been hanging around the vicinity and occasionally getting swiped for a while and happened to walk right where I was standing at this exact moment. The wolf dies. 3 out of 4 downed players are rallied. I get instantly bursted by all of them and die before I can blink.
So you downed a bunch of players and didn’t manage to finish any of them off, and then you come here and complain about your own incompetence.
TL;DR – Regardless of mistakes made during/after the fight, I “defeated” him.
No you didn’t. You downed him. Then you failed to finish him off.
And no, everything leading up to that wasn’t pointless. If you had taken less damage, then he wouldn’t have been able to counter-down you, and you would have won.
So, from there you have two options follow a zerg and cap or log out.
As far as I’m concerned, I just logged out.
Amusing how you come to the conclusion that the alternative to running solo is to run with a zerg. What a total lack of imagination.
For the last two days I have run around WvW:ed together with one other person. I have gained several gold in that time and most of the time we spent running around far far away from the zerg.
Two people are more than enough to capture supply camps (actually, I can solo camps, but that is probably not possible with all builds) while hamburgers..err…dolyaks and veteran guards can easily be soloed.
Mobility and survivability are the key factors for any small group in WvW. You have to use your brain and choose your fights. And you need enough survivability to get away when the odds turn against you. If you are lacking in Swiftness, then consider running with Rune of the Centaur, or run with people who can provide you with swiftness.
Of course, if you only went into WvW only to fight players one on one, then you simply clicked the wrong button. sPvP is over that way. WvW is about completing objectives, small and large. And there are plenty of small objectives available that will help your team. (and if you pay attention, you can also get credit for a lot of larger objectives by just showing up at the end, while the zerg does all the work)
I find sticking to 1 attunement isnt wrong, especially in staff build, for pure damage, yourll most likely just stick to fire and a bunch of cantrips. as a healer yourll most likely stay in water, and as support probably earth. and switch to air for oh crap situations.
If your a dedicated healer and you are just switching all over the place when you are trying to heal, your doing it wrong.
lol. Assuming an even 1000 Healing Power (assuming you are a dedicated healer, you should have that much at least). In 18s seconds you can either:
- Cast 12 water blasts and a Geyser for a total of 8814 AoE healing.
Or you could
- Cast Geyser, Combo Eruption+Geyser and trigger Healing Ripple and 9s of regeneration from switching into water (20% duration from runes, 30% from arcane line) for a total of 9831 AoE healing.
- Provide 6.5s protection to your group
- Provide swiftness to your group
- AoE blind the opponents
- Put down a fire combo field…
- …that coincidently deals about the same damage as all the 12 water blasts. (and the same goes for the Eruption)
- And still have time over for a bunch of other stuff such as applying weakness, AoE burning, putting down a Static Field, etc.
In a search, I’ve found a lot of old posts saying it’s broken, since it doesn’t raise Staff #2 (Lava Font) time. I just got it and it seems neither the animation nor the tooltip were affected. What’s the deal?
Lava Font without PF ticks 4 times. Lava Font with PF ticks 5 times.
/end thread
If you use direct damage only, he goes down so fast its not funny.
If you turn off all your bleeds, poisons etc and just use normal attacks, he should be dead before he does his second lot of fire
Good luck turning of your minor traits. In a normal PUG you are lucky if there are actually three people that can deal any damage to the golem at all.
And out of those three, you have to hope that there aren’t any elementalists as they do pathetic damage with attacks that don’t cause condition damage, especially if the are forced to switch attunement now and then, which they will have to to cleanse burning.
The whole ability is so badly designed that it amazes me that it hasn’t been fixed yet. That fight alone has probably lost Anet several tens of thousands of players.
I could go on
No you couldn’t. We all know that 80% of air and fire traits are crap. On the other hand, 90% of all arcane traits are good, as are the majority of water traits and about half of the earth traits.
Arcane Energy doesn’t work with Arcanes/Signets that doesn’t target anything (Arcane Shield, Arcane Power, Arcane Wave, Signet of Restoration)
Is it fun? I’d like an honest reply.
To paraphrase one of the kitten nightcapping proponents, “war isn’t supposed to be fun”. Because that is all their argument comes down to at the end.
Or the traits should be reworked based on DPS, Control, Heal and Tank instead of focusing on each individual attunement. So DPS traits actually benefit ALL attunements.
Ex Power-based Major Trait: 10% increase to all staff dmg instead of just fire damage.
The +damage traits have a huge detrimental effect on the elementalist as a whole. You can stack a huge amount of +damage traits as an elementalist which act multiplicatively with each other, leading to a fairly massive burst build. And the elementalist damage as a whole has been heavily restricted just because that opportunity exists.
The really sad part about this is that each and every one of those +damage trait are actually mathematically inferior to the basic defensive traits. But because the option exists, our damage without those traits is on the lower end of the scale, and our damage with those traits is useless as we would die in a second if targeted.
Then you have the two “one with…” traits that are so utterly horrible that you have to wonder who designed them. It can’t have been someone who plays an elementalist at least. You have to stay in an attunement for ten seconds just to provide their minimal effect? That goes against everything that an elementalist currently represents.
And the third tier fire traits that suffer from the same attunement specific problem. And the movement boosting traits that are useless when most elementalists are doing their best to keep up perma swiftness already.
Or the trait that gives a pathetic 3 crit damage for 10 seconds after using an arcane skill (3 crit damage is the equivalent of about +1.5% damage while critting assuming you have a decent amount of crit damage gear, or less than 1% damage overall for most crit based builds). What is the point of that trait?
And don’t get me started on the traits like the one that give a pathetic 170 toughness while channeling. Seriously, even if it gave an unconditional 170 toughness it would be underpowered. And the precision to healing power trait, what the heck is up with that one?
You have to wonder if no-one at Anet has discovered that it is fairly easy to put rough stat points estimations to traits, and that if you do, it becomes obvious that the major traits worth taking are worth at the very minimum 250 stat points each, often quite a bit more.
Ring of Fire causes burning when foes passes through the walls, not when you cast it.
Also, don’t rely on anything tooltips says (such as duration). It is very much hit and miss regarding which traits/runes/etc update tooltips.
There are plently more abilities that other professions can do that have NO cast time and do more damage than Churning Earth,
Could you please inform me which ones?
Vitality doesn’t scale differently by class. 100 vitality = 1000 hps for any class.
An elementalist adding 500 vitality gets ~50% to his health. A warrior doing the same only gets ~30%.
That means that if a tank warrior is balanced with a tank elementalist, then a glass cannon warrior can be assumed to be stronger than a glass cannon elementalist.
For the record, all items i was wearing was 20+, green when possible.
At the moment i’m specced 5 Air (… going to Bolt to the Hart), 10 Arcana (Final Shielding)
While Final Shielding isn’t a bad trait and often is taken as a 20 point arcane trait, Elemental Attunement is in general better. It is the single best trait that the elementalist has, especially if playing D/D which has the best balanced attunements (allowing frequent swapping without any real disadvantages). And even more so if grouping.
Also, bolt to the heart is only a 5% damage increase on average. If you are playing D/D, then you’ll get a similar amount of damage boost from Zephyr’s Boon while simultaneously also boosting your swiftness uptime significantly. A much better deal.
But the real reason why I wrote this reply was to ask; Why is everyone using the word “kitten”?!
I haven’t really heard anyone using it in a sentence other than in this forum. :|
This forum censors by replacing the offending word with kitten.
Of course, instead of swearing I generally just write kitten immediately nowadays.
What if I’m using a staff at 1200 range?
Don’t worry. Flame Barrier is just as worthless in melee range.
Zephyr’s Speed
Move 10% faster while attuned to air.Why only in Air?
More like most useless trait there is.
It doesn’t even have an effect until at least ~6 seconds after you enter air attunement due to Elemental Attunement trait overriding it. And what kind of crappy elementalist spends more time than that in air?
Healing Ripple
Heal nearby allies when attuning to water.Not bad and not that great either.
Healing Ripple is a top 10 trait when factoring in both minor and major ones.
Bountiful Power
Deal 2% more damage for each boon on you.How often do you have 5 boons on you? 4? 3?
Often? I mean, perma might is in all viable elementalist builds. Perma swiftness is in many. Add in regeneration, protection and fury with decent uptimes. Then depending on the build you’ll often have some vigor uptime as well.
Why are there healing builds when healing gived you nothing?
in Elementalist
Posted by: Wildclaw.6073
I use all combos that are available to me, and even after all that #1 Water on Staff is also healing, and without cooldown.
Every extra second you spend in water is one more second that water attunement doesn’t go on cd, meaning one more second that you have to wait to switch back to Water Attunement for Healing Ripple+Elemental Attunement+Cleansing procs+Eruption Blast Combo.
Water Blast is a horrible horrible spell in almost every situation.
anet wanted the game being : offence >> defence.
And yet pretty much every single viable trait that the elementalist has is defensive in nature?
Can someone post the high dmging staff autoattack screenshot that is from actual PvP? No, I don´t mean WvW, I mean PvP, where everybody has the same lvl and same quality Equip.
Thanks in advance for sharing, much appreciate that
Berserker+Scholar+of Force+30/30/0/10/0 = 2304 Power, 58 crit damage, 1.54 multiplier. Total crit on damage with Staff Fireball (0.85 coeff) on glasscannon clothie:
- 3060-3453
- If stunned or below 25% health: 3671-4143
- If stunned and below 25% health: 4406-4972
- Every might stack adds ~1.5% damage
- Every vulnerability stack adds 1% damage.
- Plate glass cannon takes ~16% less damage
- Clothie using Soldier’s Amulet+Jewel takes ~33% less damage.
- Another ~4.3% damage that I forgot to include, if using the trait in the air tree that boosts crit damage after using arcane skills.
Oh, and you can stack crit damage higher in WvW than you can with the limited armor choices in sPvP.
I have very great healing, i can make my group complete the dungeon more ‘easy’, but i cant do nothing against INSTAKILL
- Weakness/Protection – Turn instakill into a not instakill.
- Blind – Cause the instakill to miss.
- Chill – Cause the instakill ability to recharge slower so people can waste less endurance on avoiding it.
- Slow/Immobilize – Cause that nasty melee mob from reaching its target in the first place.
- Knockdown/Stun – Prevent the instakill from being cast.
- Projectile reflection/destruction – Prevent a ranged instakill from hitting its destination.
- Swiftness – Enable your group member to run faster to escape instant kill abilities. (good vs melee range or ground targeted ones)
- Invulnerabilities – Absorb the instant kill ability yourself without dying. Or in case of earth shield, allow someone else to go invulnerable as well.
- Revive – When everything else for some reason fails.
And those are only the things you can do as an elementalist. Other professions can provide things like group vigor and aegis. Of course, if not everyone in the group helps out supporting and controlling, then you will fail.
Healing is a minor but important part of support and control. However you seem to think that you should be able to support a whole group by yourself just by equipping some healing power. And that is where your problem lies.
On top of that, you have no way of knowing if a ranged mob/boss is going to attack you because there is no “target of target” feature.
If he aims in my direction, then I get the hell out of the way. Fairly simple rule to follow.
In practice though, it’s a miserable experience at times. Too many bosses/mobs get fixated on a single person for seemingly the ENTIRE encounter rendering them useless because all they can do is run away and try to live.
Any mob that focuses on a single target is easy prey. The group should just slow the target, having those not focused burn down the target quickly (using melee weapons if possible for more damage). Meanwhile the focused target should have no problem dealing decent ranged damage while kiting.
If the mob in question has ranged attacks it is a bit more difficult, but against those you have anti-projectile skills that help a lot, and you can also use LoS and things like pillars to even the odds.
In fact, “rendering them useless because all they can do is run away and try to live” sounds very strange. Every single profession in the game can use skills while moving. So there is no such things as being useless just because you are targeted.
basically EVERY melee character
There is no such thing as a melee character. There are melee weapons and ranged weapons, and every profession has access to both.
A large portion of the community doesn’t understand
I knew from the start that grind achievers would be heavily disappointed by GW2, and look, one month passes, and you have a swarm of them complaining on the forums every time a dungeon gets made more difficult or reward farming is prevented.
GW2 is a game aimed at explorers, socializers, performance achievers and competitive killers. It was never meant for grief killers or grinding achievers.
- Elemental Attunement. Any build that doesn’t have this trait is either a 20/10/10/30 group aura build or a garbage can build.
- Cleansing Wave, Vital Striking or Hydromancer’s Alacrity. Pretty much all builds should have 15 points in water. And depending on the encounter, one of the above three traits will tend to be very useful.
- Blasting Staff is really good for staff users as it allows you to hit things easier/more.
So that leaves 35 points that can be put in various places.
- 20-25 Fire if you want to gear power/crit/precision and get Internal Fire+Pyromancer’s Alacrity
- 20-30 points in earth for Serrated Stones and/or Geomancer’s Alacrity for an Eruption focused build.
- 10 points in arcane for Evasive Arcana to provide more blast finishers and healing.
- 10 points in air for Quick Glyphs
- 15 points in water which allows you to pick up one more of the above mentioned traits (or perhaps Soothing Disruption), as well as either Powerful Auras or Cleansing Water depending on the encounter.
There also exists a couple of other possibilities, but the above listed ones are really the most generic ones for staff in dungeons.
kitten that looks fun, build?
He has 976 Healing Power, ~780 condition damage, ~750 Vitality (on top of the base 916) and a bunch of toughness and power. (Mix of Shaman/Cleric/Soldier/Carrion gear plus his trait lines)
His spec looks to be ?/?/30/15+?/15 with the following major traits
- Elemental Attunement
- Earth’s Embrace
- Written in Stone
- Cleansing Wave
There is one more unknown earth trait, as well as 10 more trait points that is probably but not guaranteed to be in Water.
Sigh. Lightning Surge gets a nice AoE raidus buff (seriously, does any decent staff elementalist play without Blasting Staff) and people complain because it also got a distance bug fix.
Yes, it has a relatively long casting time, but that is because of the damage it deals. It is fairly obvious that Anet didn’t want an AoE blind on a lower than 10s cd. So to allow LS to act as a damage filler as well as blind, the cast time had to be relatively high.
That does make it less useful for tactical blinding (go Scepter for that), but as a general spell that both deals damage offensively while also providing a defensive component, it is excellent.
The big problem with air attunement is that Chain Lightning is relatively inferior to Fireball, and with the 3-5 skills being long cds that doesn’t deal any damage at all, that is a big problem.
“There is no need to keep moving”
———————————Yeah right… NOT!
I have stood still for 20+ seconds on the fire elemental. Once the embers are cleared, why not? Do you somehow think that you will dodge faster just because you are strafing?
As you only have access to a smaller part of the room anyway (where you have cleared the embers), the space to strafe in is limited as well.
1) very low latency
2) excellent skills, roughly in the top 5%
3) a good profession build/gear designed for some survivability, but enough burst to get down 1-3 adds quickly if you get aggro while dodging aoes
4) a bit of luck that you don’t dodge one aoe straight into another
Skills, not so much. It is mostly about teamwork and concentration. If you are a couple of decent players that actually focus embers immediately, that makes a HUGE difference.
As for concentration, you need to be focused on dodging out of lava fonts for a good 10 minutes or so. Perhaps that could be called skill. Personally, I would call it good mental/bodily health.
Why should I bother playing when my XP/Karma is capped to some low arbitrary setting when I want to play a lot
If you are playing for XP/Karma rewards, then you are by definition not enjoying yourself, but instead just seeking rewards. So why are you playing in the first place?
The DE karma reduction system is a stroke of genius. It has no effect whatsoever on people who play because they enjoy playing, but it has a huge negative effect on reward chasing behavior.
Preparations
- You need at least three good players in total (it is possible to do with only two players, but it will be riskier and take for longer due to lower dps uptime on the elemental). You can either hope that you get 2 random ones, or bring two friends. Your choice.
- Equip defensive utility (condition removal, stun breakers/survival tools)
- Make sure you have a dedicated dodge key that is always accessible. (ctrl/shift/mouse button)
- Equip a 1200 range weapon.
- Don’t go total glass cannon.
Phase 1 – Getting over that bridge
This is often the most difficult part, especially if there are a lot of fools around. Whatever you do, don’t attack any embers and don’t try to revive any fool (if people die on the bridge, then they will just be of negative value for the fight).
Instead, wait until the bridge is clear of lava fonts and run. Your destination is the area to the right, where you can jump down to the skill point. As you approach that area, phase 2 begins.
Phase 2 – Kill those embers
This phase requires constant movement and a preparedness for dodging. Stay away from the fire elemental and try to keep a decent distance to the embers while killing them as well, as their basic attacks have a relatively short range.
Fortunately, even if you go down, you should get rallied as soon as an ember dies. Make sure to be ready to dodge out of any lava font when that happens.
This phase is why you want at least 3 good players. While it is possible for a level 80 to do it alone, it can be time consuming and risky. And without others helping you, you don’t have the chance of rallying.
Phase 3 – Kill the fire elemental
When all embers near where you can jump down to the skill point are dead, as well as any ember that could possible aggro you when getting closer to the fire elemental, it is time for the final task.
Simply attack the fire elemental from max range while staying alert. The fire elemental can from what I have seen also very occasionally cast a bunch of lava fonts. In addition it also throws out a small moving fire in a line that needs to be avoided unless you enjoy getting downed. Finally, if any embers respawn, back off and kill them first before reengaging the fire elemental.
I have used skills such as Meteor Shower and the warrior rifle adrenaline shot in this phase without any problems. There is no need to keep moving, but always be alert on the dodge button just in case.
If you take damage and want to heal, you can always run to the edge near where you can jump down. It is far enough from the fire elemental that you will go out of combat after a few seconds.
If everything is done properly, you should only have any deaths if someone messes up (while all the fools at the bridge will die constantly and complain about how difficult it is). The fight will probably take 10 minutes in total.
And yes, I have done a whole fire elemental fight without dying with my level 17 warrior.
(edited by Wildclaw.6073)
maybe im just reading it wrong… am i? it just seems….wrong…. that a designer would claim that portals shouldn’t bypass walls… except that… its a portal, and the entire focus of WvW is getting through the doors and walls.
Seriously, try using kitten Lightning Flash. You can’t even teleport over the smallest gap.
In all fairness, portal should work exactly the same. That it doesn’t currently is pure bullkitten Mesmer favoritism.
This bug seems to have something to do with the number of spells cast.
- 2 crits from fireball spamming.
- 3 crits from LF+Fireball spam
- 4-5 crits from LF+Single fireball
- 5 crits from a single LF/GoS.
To add some more info. If I use a single Lava Font on multiple targets, it seems to crit 5 times for the first target, and 4 times for each of the other targets. (a total of 13 crits on three golems).
On the other hand, Meteor Shower only gave 2 crits to a single target. (looks like each meteor counts as its own spell).
As of 2012-09-29 (all testing in PvP lobby)
When interrupted goes on full 30-second cooldown vs. shorter interrupt cooldown.
Most likely intentional. Churning Earth provides an effect (AoE slowing) while channeling. If it could be interrupted, it could be abused. (same as with Ether Renewal)
Boons are not affected by Arcane line’s duration bonuses.
Incorrect. Boons boost the duration.
Bug/Tooltip: Armor of Earth protection and stability have 6s base, not 8s.
Doesn’t give you 5 critical hits like the tooltip states, it gives at most 2.
This bug seems to have something to do with the number of spells cast.
- 2 crits from fireball spamming.
- 3 crits from LF+Fireball spam
- 4-5 crits from LF+Single fireball
- 5 crits from a single LF/GoS.
Doesn’t appear to grant increased damage with boons.
Incorrect. Grants damage with boons. (tested with steady weapon).
Bug: Stability doesn’t count as a boon for Bountiful Power
Lava Font — Function bug
The tooltip states it lasts for 6 seconds however it actually lasts for 4-5 seconds.
The tooltip states 4s like it should. (observed in PvP lobby and Lion’s Arch)
Persisting Flames — Function bug
Does not affect Lava Font
Lava Font ticks 5 times with PF, 4 times without. (tested in PvP lobby)
I’m all up for mounts as long as they move the same speed as the player.
I would very much laugh if Anet actually did introduce Dolyaks as the only mount and had them move at the same speed as the Dolyaks in WvW
ele’s have the damage which compensates for the lower range, they might not be as good as thieves at burst, but their constant switching in elements basically means they have almost no cooldown and they have staff which IS a ranged weapon. I see elementalists running around doing something like 1/4 of a mob bar with a single hit and I doubt they need the health at all.
Meanwhile..please give more love to necro <3
Necromancers deals more direct damage than an elementalist that isn’t in fire attunement. And that isn’t meant as a praise to the Necromancer direct damage capabilities.
There is a reason why the only viable sPvP specs for Elementalist are complete tank/support . There is no point in getting precision+crit damage as that only scales well with fire attunement. There is no point in getting condition damage as that only scales well with earth attunement. And there is no point in getting healing power, because that only scale well with…actually, it does scale fairly well with all our AoE healing and regeneration, but since it competes with our best scaling stat (Vitality) you can only get a bit of it.
So you are left with is Power+Vitality+Toughness. Power, because you need to at least be able to do token damage, and power is the best scaling direct damage stat. Vitality and Toughness because those stats scale well when you have such low base health and armor.
Pls disable the Mesmer skill "Portal" untill you fix the server lode issus
in WvW
Posted by: Wildclaw.6073
Top-of-my-head temporary fix, just put a cap on the number who can go through before it collapses. If you set it to 5, you can still use it for PvE and PvP with a full party.
QFT.
Either give Mesmer portals a five man limit, or remove the AoE target cap from all AoE. Why should Mesmers be the only ones to benefit from unlimited scaling.
Staff -Water – AOE chill area -> Barely any duration, making it pretty useless
Anyone calling 12s (6×2s) chilling applied over an area “pretty useless” has an opinion that is “pretty useless”.
That usually has to do with quickness, which is a ridiculous mechanic in a game where there is plenty of burst/dmg already.
Whoever designed quickness must have had a screw lose. And whatever quality assurance guys let it through testing must have had even bigger screws lose.
Quickness should be nerfed to somewhere around 20-33% instead of 100%, and skills using it rebalanced accordingly.