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Dennis.8036

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Posts posted by Dennis.8036

  1. @"Arheundel.6451"

    I myself play staff heal tempest as my absolute main (and earn hate from enemies and my own team xD, i don´t blame them though) in tpvp and I´m doing quite ok with it. I played healing FB either and have to say that healingwise, both professions are perfectly viable, the tempest has a great benefit in healing allies without the need for them to stay directly near or in front of you. I can cast a condi cleansing healing rain to my entire group while staying somewhere else completely.

    Firebrand, however, is definitely better when it comes to self-sustain, definitely better in mitigating damage and definitely better in preventing severe wombocombos through a reliable group cc breaker. therefore I will agree with you that support wise, the firebrand is simply better because he has more support options.

     

    https://www.bilder-upload.eu/bild-18ef1d-1552689622.jpg.html

     

    on this match, i healed a solid million with my staff support tempest, here is the quite unorthodox build i use.

     

    http://gw2skills.net/editor/?vFAQFAWn0XCFOgNYCGRAcYiFVAroJGByAud1waalIAsAKAA-j5wHQBD8BAAgLAg8KDAA

     

    the way i mitigate damage on my team is by using ccs.

    -->rebound while ensuring an aoe shock aura

    -->unsteady ground to interrupt churging, jumping skills or simply hinder enemy from running

    -->Static field, undodgable stun, even able to interrupt revenant sword 3 or thief's daggerstorm

    -->Earth shield skill3 solid aoe daze

    -->Earth shield skill4 solid aoe pull

    -->Staff air 3, simple push

    these are quite some nice options to ensure solid ccs, the barrier from earth shield and the oh shit invul from skill5 are quite nice to survive burst if slight predicted.

    I agree on you that all these l2p comments you had to suffer are utter bullcrap. When it comes to shine in wvw or pvp, skill is always a nice companion, no matter what you play. A support firebrand isn´t really less challenging in my opinion since boon reversal is way more punishing for a support FB as for a support tempest. but the FB has way better ways to escape stunlock.

    So i´d rather like to agree with you that the FB is the better supporter since he is way more versatile in his ways to support. Supporting isn´t just raw healing and condiremoval, and in all the other categories, especially the boons, the FB simply outshines tempest. The effort you have to pull off to be nearly comparable to a FB are so high that it makes simply not rewarding enough.

    While i dig the tempest's design since it is my main class and i just simply love it^.^ , i cannot deny that it is burdened with flaws compared to other classes.

  2. > @"shinta.8906" said:

    > i wonder where my critic on this spec went to... also another user stated completly right that this wont work without getting core ele right.

    >

    > this concept is renedead 0,2 and i gonna repeat that over and over and i dont care if u delete that.

    >

    > this concept needs hard carry and would be still in a spot other classes allrdy fullfill without the need to get carried. its the same as warhorn concept that basicly had a good range hate uptime on cost of casttime but than everyone became instant, unblockable and huge rangespikes.

    >

    > the biggest problem of this spec is scepter and dagger mainhaind. both subpar and both in need of a big overhaul. you can eventually play it on staff but why shield than? and why not take other classes that dont need that sort of support?

    >

    > the spec with promised "big casttimes" also shows that u havnt read any critic so far that concerns ele problems.

    >

    >

    >

     

    Your actually commenting on the first post of this, your first comment is on the second;) The actual post still exists, I just made a second one because I went over the idea for traits and shield skills. The post you commented on first still exists, I just didn´t know how to edit to add the ideas I had:)

  3. > @"shinta.8906" said:

    > hold on...

    > i see no core eles.

    > i see no tempests that heal.

    > and i dont see weaver that do damage others cant compete ith wayway easier.

    >

    > im btw playing pvp and wvw.

    >

    > from what i know of pve thief only spams 1 and druid heals. if not druid others gonna do it way better and way before tempest.

    >

    >

    > to the desgin of shaman.

    > weapon: shield OH

    >

    > if shield OH is the weapon ele is left with dagger and scepter.

    > dagger has bad to mediocre mobility, range and dmg.

    > scepter has bad damage without weaver, mediocre range and a questionable efficiency of applying it (juststealth4head).

    > both weapons would need a serious overhaul before they are able to run shield.

    >

    > im happy to see ele gets finally some cover condis. the amount of them is not enough though as we are forced (pvp) in running atleast energy sigill and have only one more spot left for another cover condi on a sigill. we cant boonrip either so just apply resistence and 111 the "shaman" back to narnia.

    >

    >

    > looks sooo good on paper. again. but we had that. a few times allready. this spec needs carry to carry while other classes can do it alrdy without the need to carry them.

    >

    > i like the fact that the totems are planned as ventari tablets. more speed piano on ele.

    > i question the efficiency of the wards though. are they gonna die in a fraction of a second like renegade's or do they do some instant mojo like mesmers?

    >

    > the whole game developed to be some misanthropic experience. there s not much teamplay left and no "combo" fields of use. why does it look like this whole spec needs dead serious teamwork? and if i got the teamwork with the wards kinda useless in teamfights?

    >

    >

    > looks like renedead 0.2 but with "long casttimes"

    >

    >

     

    I never talked about core eles:) Therefore I don´t really think that core specialization would still be a thing when a third specc would come out.

    As for the tempest, I myself play tempest heal and am quite successfull with it, even in pve tempest heal is especially used when it comes to groups which are not used to mechanics as the tempest offers tremendous amounts of healing.

    Weaver may be inferior to many other classes when it comes to dmg, but the traits of weaver have dmg written all over it, whether it actually works or not^^ And in pve dmg-weaver is still a thing in contents as fractals and sometimes even raids.

     

    I agree that with shield OH, the Mh weapons leave poor options, my other thoughts were scepter off-hand, or the ability to use the staff as a melee weapon when archon is used. The wards are planned as areas which pulse efficiency upon activation, I go with instant mojo. The duration of them is planned to be at least a while XD.

     

    But you are right that many classes outshine in efficiency here and there, I used to be modest while thinking about it XD. But the elementalist itself is here and there not that good developed.

     

    As for the teamplay, this part depends on the people you decide to play with. As for pvp, I go with the misanthropic experience XD.

  4. With a specialization emitting immense healing (tempest) and pure damage (weaver)

     

    the archon focusses on buffing its allies. each attunement grants acces to elemental reverberations, each one granting buffs. A new feature will be introduced, the buff focus. A profession specific buff which allows to increase the duration of boons and conditions further, even past the 100% limit. The boons pulsing from reverberations are not supposed to pulse at the same time, more in a pattern of 3 seconds (In example for earth: first pulse grants prot, the next resistance, and the next stability). The reverberation takes effect immediately upon changing into one attunement.

     

    --> reverberation of earth: The solid ground you´re standing on itself engulfs you, granting damage reduction both ways while pulsing protection, resistance and stability.

    --> reverberation of air: The air you breath sharpens your mind, granting the new buff focus on beginning (not permanently) while also increasing the critical strike chance and damage. Pulsing alacrity, fury and quickness

    --> reverberation of water: Elemental streams purify the very essence of yourself and allies, increasing healing received and outgoing boon duration. Its pulses remove conditions, heal over time granting regen and vigor.

    --> reverberation of fire: Elemental flames kindle the very essence of your soul. Your strikes and the strikes of your allies are supported with flames, dealing minor damage and applying minor burning to enemies struck (counting for the archon's condition damage and duration). Its pulses grant might and retaliation

     

    The reverberations can be manifested as totems, so the buff can be kept up while switching the attunement. The manifestation takes a long cast time which decreases the longer you stay in the current attunement.

    The archon can wield a shield (I want the flameseeker prophecies for my ele so kitten badly :( ) gaining acces to mantras:)

    If all four totems are placed, the archon can turn into an elemental avatar for ten seconds granting all aforementioned buffs with doubled potency, pulsing focus for the entire duration:) This process will destroy the totems, the blast will grant the buffs again for a longer time while damaging the enemies.

    The totems however will have a mediocre radius (like 360 yard) and can be placed elsewhere like the ventari tablet from

    the revenant.

    The mantras may include the following.

     

    Healing skill: Echo of tides. A mantra channeling for 2 3/4 sec (similar to firebrand) with three charges with the last one being stronger. A little fountain resonates from your feet (radius similar to geyser) pulsing healing and regen per second and removes a condition from everyone standing in every 2 seconds for 4 seconds, combofield water. The last charge creates a big flood (radius similar to healing rain) healing per second while granting regen, removing a condition every second. Downed allies are revived for 7% health every 2 pulses.

     

    Utility 1: fictile echo: same channeling mechanic, same amount of charges. Each activation criplles and weakens enemies, granting two seconds of magnetic wave to the caster (magnetic wave is a buff on focus 4 on earth, reflecting projectiles and breaking stuns for the caster. The mantra does the same, without removing conditions) The last charge immobilizes enemies, is a combo finisher blast and grants magnetic wave (2 sec) for you and nearby allies as well as stability, protection and resistance, breaking stuns for each allie affected.<

     

    Utility two: icy echo: same channeling mechanic, same amount of charges. each activation applies chill and slow. The last charge creates a huge ice field, pulsing the aforementioned conditions, while granting regen and vigor for allies

     

    Utility three: Energizing echo: same channeling mechanic, same amount of charges. Each activation dazes the enemies for 1 second while granting quickness and superspeed. The last charge stuns each enemy affected for two seconds, while leaving a static field (With the same unblockable stunfeature) which grants the aforementioned boons pulsing for 3 seconds for everyone standing in it. The size is a bit larger than the staff-variant.

     

    Utility four: Scorching echo: same channeling mechanic, same amount of charges. each activation grants might and fury while burning each enemy affected. The last charge applies the boons twice in potency, granting each allie a magmatic charge which supports their next strike to deal additional flame-dmg and applying 2 stakcs of burning (counting on the elementalists condition dmg+duration)

     

    Elite skill: Phonetic confluence: same channeling mechanic, same amount of charges, Each charge grants focus, breaking stuns for the caster while turning 3 conditions on each affected allie into boons, granting a new buff called elemental harmony for 5 seconds, which heals each target affected each time they get a boon. The last charge breaks stuns for everyone, turning 5 conditions into boons.

     

    The potency of the mantras is slightly increased when activated while in avatar-form.

     

    As for the traits I have the following idea:

     

    As for the traits

     

     

     

    First minor: Archon--> The elementalist gets acces to the aforementioned features.

     

     

     

    top adept: lucid sound--> You cannot be interrupted while channeling a mantra

     

    top master: tempestuous cacophony--> The last charge of a mantra creates a vast blast, damaging each enemy while afflicting a condition reminiscient to the mantra's element.

     

    top grandmaster: constituent memory--> Each boon of your reverberations is pulsed twice before the pattern moves to the next one

     

     

     

    Second minor: Elemental reflection--> Each active totem increases allies stats for 80 points (earth toughness/vit, water healing power, air ferocity and fire power/cond dmg.)

     

     

     

    Mid adept: Tethered--> Your totems cannot be moved anymore, but their radius increases up to 600 yards

     

    Mid master: Final ascend--> The duration of your elemental avatar is increased, grant barrier to yourself and allies upon entering and leaving avatar

     

    Mid grandmaster: Sheltering currents--> each time you grant regeneration, you also grant aegis

     

     

     

    Last minor: Solid disengagement--> Each time a totem is placed it grants all of its boons immediately to you and all allies.

     

     

     

    Bottom adept: Rupturing thoughts--> Your totems pulse damage each time they grant a boon, Everytime you cause a boon you afflict the opposite condition (For example you gain might, you cause weakness)

     

    Bottom master: imitating shelter--> While wielding a shield, each boon you grant is granted again after two seconds passed. (only once of course) (synergy with constituent memory)

     

    Bottom grandmaster: dissonant melody--> Each time you cause burning, you also cause torment (One sec internal cooldown to prevent insane torment stack via glyph arcane combo). Each time you cause bleeding, you also cause poison. (Same goes for this).

     

     

     

    Last but not least, the shield skills:

     

    Fire skill 4: Elemental flame--> Enchant the weapons of yourself and your allied, causing the attacks to deal direct damage while applying burning for three seconds

     

    Fire skill 5: Double dragon--> You create a ward which protects yourself and each allie standing in it. After an attack got successfully blocked, you deal massive damage to foes around you, granting retaliation for allies

     

     

     

    Water skill 4: Frigid armor--> You and your allies gain a frigid armor which removes inhibiting conditions, grants a bit of barrier and reduces any damage taken by 20% for 5 seconds.

     

    Water skill 5: Glowing Ice--> You create a large frozen ward for 6 seconds around you, healing allies standing inside every second, granting 15 energy every 2 seconds while negating projectiles.

     

     

     

    Air skill 4: Intensity--> Enchant your allies with static energy while stunning your targeted opponent for 2 seconds, causing the next hit to deal 70% of its damage as aoe damage. If only one foe is present the skill does either nothing (in pvp or wvw) Or causes the attack to deal its original damage twice (in pve)

     

    Air skill 5: Second wind--> You loose all your boons, granting them to your allies and causes minor damage for each boon lost this way. Loosing boons this way afflicts you with overcast which prevents for four seconds that you can gain any kind of boons.

     

     

     

    Earth skill 4: Iron mist-->for ten seconds, you and your allies gain increased toughness. Each time you get hit, the duration between the boon pulse intervals is decreased for one second (internal cooldown of 1 sec to prevent ridiculous condi spam via rupturing thoughts)

     

    Earth skill 5: Ward of stability--> A great ward of stability which pulses said boon plus protection each second for ten seconds

     

     

     

     

     

    Let me know what you think :) Any kind of criticism is welcome:)

  5. As for my favourite profession, the elementalist-->Archon

    With a specialization emitting pure healing (tempest) and pure damage (weaver)

    the archon focusses on buffing its allies. each attunement grants acces to elemental reverberations, each one granting buffs. A new feature will be introduced, the buff focus. A profession specific buff which increases the damage dealt both ways while reducing the damage taken both ways.

    --> reverberation of earth: The solid ground you´re standing on itself engulfs you, granting damage reduction both ways while pulsing protection, resistance and stability.

    --> reverberation of air: The air you breath sharpens your mind, granting the new buff focus on beginning (not permanently) while also increasing the critical strike chance and damage. Pulsing swiftness, fury, quickness and alacrity

    --> reverberation of water: Elemental streams purify the very essence of yourself and allies, increasing healing received and outgoing boon duration. Its pulses remove conditions, heal over time granting regen, aegis and vigor.

    --> reverberation of fire: Elemental flames kindle the very essence of your soul. Your strikes are supported with flames, dealing minor damage and applying minor burning to enemies struck. Its pulses grant might and retaliation

    If waited long enough, the reverberations can be manifested as totems, so the buff can be kept up while switching the attunement.

    The archon can wield a shield (I want the flameseeker prophecies for my ele so damn badly :( ) Or a scepter in the off-hand, gaining acces to mantras:)

    If all four totems are placed, the archon can turn into an elemental avatar for ten seconds granting all aforementioned buffs with doubled potency, pulsing focus for the entire duration:) This process will destroy the totems, the blast will grant the buffs again for a longer time while damaging the enemies.

    The totems however will have a great radius (like 1200 yard) and can be placed elsewhere. But can also be destroyed from enemies. (Not pve-aoe though) :)

    The mantras may include the following.

     

    Healing skill: Echo of tides. A mantra channeling for 2 3/4 sec (similar to firebrand) with three charges with the last one being stronger. A little fountain resonates from your feet (radius similar to geyser) pulsing 950 healing and regen per second and removes a condition from everyone standing in every 2 seconds(with no healing power) for 4 seconds, combofield water. The last charge creates a big flood (radius similar to healing rain) healing 1200 per second while grantin regen for 5 seconds, removing a condition every second. Downed allies are revived for 7% health every 2 pulses.

     

    Utility 1: fictile echo: same channeling mechanic, same amount of charges. Each activation criplles and weakens enemies, granting two seconds of magnetic wave to the caster (magnetic wave is a buff on focus 4 on earth, reflecting projectiles and breaking stuns for the caster. The mantra does the same, without removing conditions) The last charge immobilizes enemies, is a combo finisher blast and grants magnetic wave (2 sec) for you and nearby allies as well as stability, protection and resistance, breaking stuns for each allie affected.<

     

    Utility two: icy echo: same channeling mechanic, same amount of charges. each activation applies chill and slow. The last charge creates a huge ice field, pulsing the aforementioned conditions, while granting regen and vigor for allies

     

    Utility three: Energizing echo: same channeling mechanic, same amount of charges. Each activation dazes the enemies for 1 second while granting quickness and superspeed. The last charge stuns each enemy affected for two seconds, while leaving a static field (With the same unblockable stunfeature) which grants the aforementioned boons pulsing for 3 seconds for everyone standing in it. The size is a bit larger than the staff-variant.

     

    Utility four: Scorching echo: same channeling mechanic, same amount of charges. each activation grants might and fury while burning each enemy affected. The last charge applies the boons twice in potency, granting each allie a magmatic charge which supports their next strike to deal additional flame-dmg and applying 2 stakcs of burning (counting on the elementalists condition dmg+duration)

     

    Elite skill: Phonetic confluence: same channeling mechanic, same amount of charges, Each charge grants focus, breaking stuns for the caster while turning 3 conditions on each affected allie into boons, granting a new buff called elemental harmony for 5 seconds, which heals each target affected for 150 (without healing power) each time they get a boon. The last charge breaks stuns for everyone, turning 5 conditions into boons.

     

    The potency of the mantras is slightly increased when activated while in avatar-form.

     

    Let me know what you think :D

  6. > @"secretsauce.7689" said:

    > I am actively reading through the 14 pages of this but it is long and I just wanted to throw my 2 cents in, I know I am a bit late to this thread and somebody might even have already said what I am about to say but I'll just leave it here anyway.

    >

    > As a support Staff Elementalist in spvp I have always looked at Flame burst (Fire Staff 3) skill and wondered what the purpose of it was on Staff outside of the Minor Grandmaster trait Burning Rage in the Fire trait line.

    > I feel like if a Staff Elementalist wants to make use of Burning Rage then we shouldn't have a skill entirely dedicated to just burning on a primarily power based weapon, instead one of our other skills should just inflict burning on the side some kind of way.

    > Flame burst could be replaced to be something more defensive or useful utility wise like Phoenix for Scepter or even have said skill inflict burning as well as having some utility.

    > Flame Burst could also have similar damage to Eruption (Earth Staff 2) in which it inflicts a condition and does power damage but it would still be lacking because Eruption is also a Blast Finisher whereas Flame Burst is not.

    >

    > Next I would have to address is Lightning Surge (Air Staff 2) It is LITERALLY just Lightning Strike and Blinding Flash from Scepter but with a cast time, it should probably be an entirely different skill honestly, or be updated to have some kind of lingering effect that causes constant damage to further separate it from those 2 skills, but I don't really know what you could do with this one.

    >

    > Next one is kind of a wild suggestion but if Shock Wave (Earth Staff 5) was replaced with Grasping hands (Downed skill 3) I feel like it would be more useful although I don't know how balanced it would be and some adjustments would have to be made if they were swapped probably.

    >

    > Last but certainly not least, the Staff weapon for Elementalist having cast times is fine I do like the concept but even our basic attacks feel like they have cast times, especially Fireball (Fire Staff 1), I'd like to see the cast times for at least the auto attacks of Staff be toned down, or maybe even receive an auto attack rework like Guardian Staff did although that would be excessive and not necessary.

     

    I really like your ideas. Moreover sometimes I thought that the radius of geyser could be increased maybe a bit? It doesn´t have to be like the guardians water field, but the same size as mesmer and necro's wells would be nice:). Furthermore I wish healing rain would also gain a small healing component, not too much, something 500 health per sec, but its name is healing rain and not regenerating rain:D

  7. > @"Zuko.7132" said:

    > Elementalist is in a bad place in pvp for two reasons.

    > 1. Elementalist base stats and active defenses are terrible forcing eles to run survivability amulets, which makes them useless

    > 2. Elementalists don't do anything better than another profession can and have weak traits.

    >

    > How to fix?

    > * Give each core trait line a purpose that provides a viable role for ele.

    > * Boost Elementalist survivability through trait lines

    >

    > **Fire**

    > Fire trait line will be focused around might/damage, auras, and boon removal

    >

    > * Minor Traits

    > 1. Burning Precision: 50% Chance on crit to inflict burning for 2 seconds, 3 sec icd per enemy,

    > 2. Sunspot: Same as before except it now removes a boon from all enemies it hits.

    > 3. Burning Rage: keep the same, but add burning a foe grants 10 endurance, 5 sec icd

    >

    > * Adept

    > 1. Empowering Aura: Auras grant 200 power, effect does not stack

    > 2. Extreme Might10 extra Power and Condition Damage per might stack for ele only

    > 3. Cleansing Flames: Burning an enemy removes a boon, 5 sec icd per enemy

    >

    > * Master

    > 1. Pyromancers Training, keep the same,

    > 2. Smoothering Auras: keep the same, but add removing a condition from an ally grants 10 endurance

    > 3. Cauterize: Removing a boon inflicts damage

    >

    > * Grandmaster

    > 1. Burning Strength: Gain 3 stacks of might for 10 seconds when you burn a foe. 2 sec icd. Deal 10% more damage while under the effects of might.

    > 2. Explosive Purification: Create a fire explosion when striking a burning enemy that deals damage and removes 5 boons from all enemies hit. 15 sec icd.

    > 3. Powerful Aura: Any aura you grant yourself is granted to nearby allies, auras grant fury and might

    >

    > **Air**

    > Air trait line will be focused on vulnerability, cc, mobility, and critical damage

    >

    > * Minor

    > 1. Zephyr's Speed: Keep the 25% movement speed buff but also add 3 seconds of superspeed upon attuning to air.

    > 2. Electric Discharge: Keep the Same

    > 3. Raging Storm: keep the same

    >

    > * Adept

    > 1. Zephyr's boon: Fury grants an extra 10% crit chance

    > 2. Crippling Weakness: Applying Weakness inflicts cripple and 3 stacks of vuln for 3 seconds

    > 3. Speedy Demise: Deal 7% more damage while under the effects of superspeed

    >

    > * Master

    > 1. Aeromancers Training: Keep the same

    > 2. Tempest Defense: Keep the same

    > 3. Inscription: Keep the same, but add casting a glyph grants a buff to nearby allies that causes their next 3 attacks cast Electric discharge

    >

    > * Grandmaster

    > 1. Fresh air: keep the same

    > 2. Lighting rod: keep the same, but add electric discharge dazes for 1 second

    > 3. Bolt to the Heart: Electric discharge now applies 7 stacks of vuln for 10 seconds and Critical hits have a 50% chance to cast electric discharge 3 sec icd, the Electric Discharge applies a five second effect on your target that increases your damage to them by 15%

    >

    > **Earth**

    > Earth trait line will be focused on personal protection, stability, signets, blasts, and condition protection

    >

    > * Minor

    > 1. Protective Blast: Gain Protection for 3 seconds when performing a blast finisher

    > 2. Earthen Blast: keep the same but is now a blast finisher

    > 3. Geomancer's defense: Keep the same

    >

    > * Adept

    > 1. Elemental Shielding: keep the same

    > 2. Earth's embrace: keep the same

    > 3. Stable Signet: Signets grant 1 stack of stability for four seconds

    >

    > * Master

    > 1. Geomancer's Training: keep the same

    > 2. Rock Solid: Gain stability on attuning to earth, stability grants 200 toughness

    > 3. Punishing Blast: Blast finishes cripple and weaken foes for 2 seconds

    >

    > * Grandmaster

    > 1. Stone Heart: Protection reduces critical damage to the elementalist by 33% aoe 5 sec weakness when critically hit, 20 sec icd

    > 2. Written in Stone: Keep the same

    > 3. Diamond Skin: Remove a condition when struck while under the effects of protection receive 33% less condition damage while under the effects of protection(3 sec icd)

    >

    > **Water**

    > Water trait line is focused around support through healing, condition hate, and chill

    >

    > * Minor

    > 1. Soothing Mist: keep the same

    > 2. Healing Ripple: keep the same

    > 3. Aquatic Healing: Healing is 15% more effective both to allies and you

    >

    > * Adept

    > 1. Soothing Ice: Keep the Same

    > 2. Conditional Healing: Heal yourself and allies 2% more for each condition on them or you

    > 3. Stop, Drop, and Roll: Dodging removes a damaging and non-damaging condition from nearby allies

    >

    > * Master

    > 1. Soothing Disruption: Keep the Same but boons are now aoe

    > 2. Cool Relief: Foes you chill pulse healing to allies while chilled

    > 3. Aquamancers training: Keep the same, but remove damage boost and add remove condi from allies on water attune

    >

    > * Grandmaster

    > 1. Cleansing Water: Keep the same

    > 2. Soothing Power: Soothing Mist is 100% more effective, Healing to allies is 25% more effective

    > 3. Chilling Vulnerability: Gain frost aura for 4 seconds on attuning to water, Applying chill applies 3 stacks of vulnerablity for 8 seconds, Vulnerability now reduces the damage the enemy deals instead of increasing the damage they take

    >

    > **Arcane**

    > Arcane trait line focuses on boons, evasion, arcanes skills, and random stuff

    >

    > * Minor

    > 1. Arcane Prowess: keep as is

    > 2. Elemental Attunement: Keep as is

    > 3. Elemental Enchantment: Keep as is

    >

    > * Adept

    > 1. Renewing stamina: keep as is

    > 2. Arcane Precision: keep as is

    > 3. Arcane Abatement: increase healing

    >

    > * Master

    > 1. Arcane Ressurection: Good for support I guess, leave alone.

    > 2. Elemental Contingency: leave as is

    > 3. Final Shielding: Leave as is

    >

    > * Grandmaster

    > 1. Evasive Arcana: Leave as is

    > 2. Elemental Surge: Leave as is

    > 3. Bountiful Strength: Deal increased damage for each boon you have. Gain 2 endurance when you gain a boon.

    >

    > **Tempest**

    > Do tempest stuff better

    >

    > * Minor

    > 1. Singularity: Keep the same

    > 2. Stable Conduit: Gain stability when starting an overload

    > 3. Hardy Conduit: Keep the same

    >

    > * Adept

    > 1. Unstable Conduit: keep the same

    > 2. Latent Stamina: Applying vigor grants 20 stamina, Gain Vigor when starting and completing an overload.

    > 3. Gale Song: Keep as is, but add shouts grants 3 seconds of quickness and 5 seconds of swiftness

    >

    > * Master

    > 1. Invigorating Torrents: Keep as is

    > 2. Tempestuous Aria: Reduce shout cooldown by 20% the next attack of allies affected by a shout inflict 3 seconds of cripple and weakness and slow

    > 3. Speedy Conduit: Overloads are available two seconds earlier and channel 25% faster

    >

    > * Grandmaster

    > 1. Unstoppable Singularity: keep as is, but add overloads grant superspeed and inflict cripple chill and immob for 3 seconds upon completion.

    > 2. Elemental Bastion: keep as is

    > 3. Imbued Melodies: Gain 300 concentration, completing an overload grants Protection, aegis, stability, and regen for 3 seconds to allies.

    >

    > **Weaver**

    > Don't really know what to do with this, but I have a few ideas.

    > * Woven stride: Gaining swiftness or superspeed removes condis, nix the regen, heal while under the effects of swiftness

    > * Boost barrier application all around

    >

     

    I like a lot of these ideas, but there are some, especially for tempest, i´d like to suggest.

    When I compare tempest to weaver, then I see the possibility for ele to play either support (with tempest) Or pure dmg (with weaver), since the dmg output from tempest is far behind the dmg outpot from weaver.

    But when I look at most used support classes like chrono/druid in pve, or firebrand in pvp/wvw, I come to notice that they just have to sneeze into their party to grant them a quantouple amount of boons.

    So with tempest I wonder why the overcharges won´t be able to grant boons to allies surrounding the ele?

    For example overload earth may grant stability, protection and resistance to party members, overload air applies swiftness, quickness and alacrity, overloading water removes conditions while granting regen and vigor, and overloading fire grants fury, might and retaliation.

    These boons may have a duration of 3sec with four ticks while overcharging. This may seem strong, but if I think about the duration of the cast the overcharges have, this seems most reasonable to me.

    Further to the transmuting of auras. This was a nice idea, but why can´t tempest transmute the auras applied by shouts with the shouts? this would underline the aura-aspect from tempest and make the shouts feel like something. For now the shouts don´t appear rather strong to me as you have to watch multiple synergetic aspects fro other traitlines as well to take great use of them. Transmuting auras on all affected allies would give the entire thing a complete different feeling^.^

     

    As for weaver, I´m actually quite happy with this class in pve, but the dmg got nerfed a bit too vast compared to the skill it needs to master. While I´m quite thankful for the ability to play sword dagger to deal damage, the nerfs on staff were ridiculous at some point. the viability of scepter is very debatable, same goes to dagger mainhand.

    In pvp I come to wonder why weaver needs to perform either as fresh air, which isn´t really a rewarding way of playing it, or as a sword/dagger hybrid. Which may be a bit sturdier, but the work this weaver can do is better performed by other classes. In roaming a mesmer or thief works better, same goes with spellbreaker/soulbeast, and in team fights it gets outperformed by holosmith/scourge. Fighting against a deadeye is a pain in the butt, but this is something many classes have to experience^^. So you have the opportunity to choose either mediocre burst damage, which is mostly done better by mesmer or engineer, or you´re tanky but not as tanky as a druid/soulbeat/spellbreaker, compelling you to linger with mediocre viablity during the entire match.

     

    As for arcane, I agree that most of the traits are fine the way they are, but I wonder whether elemental contingency could be changed, causing the boons you generate to affect more allied targets, so the boons you generate can affect 10 allied targets. The ability to affect 10 targets is something i´d like to see in more professions in general. Give the scourge the ability to apply barrier to 10 targets, give the firebrand the ability to grant his boons to 10 targets, same goes to tempest. We saw the beginning of this in the herald changes. I´d love to see the acceptance of more support classes in raids except for druid.

     

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