Should ele auras be strengthened? — Guild Wars 2 Forums

Should ele auras be strengthened?

Axl.8924Axl.8924 Member ✭✭✭✭

I was talking to a person in gw2 who plays ele, and we were sparking ideas, so I decided to make this

Here is my list of characters i got so far:

Elementalist 80 with tempest:Talman nul
Necromancer 80 with reaper:Zex vokar
Mesmer level 80 no chrono yet:Klanga voosh.
Level 80 Ranger with druid spec Jedkhan.

Should ele auras be strengthened? 82 votes

Yes: Improve them such as make the auras stronger longer duration and such with adjustments so its not overpowered and separation for pve and spvp.
70% 58 votes
Just longer durations, no buffs needed
12% 10 votes
No its fine as is
3% 3 votes
Other option
13% 11 votes

Comments

  • Axl.8924Axl.8924 Member ✭✭✭✭

    I voted personally yes, because I want to see aura eles be a thing in pve. I think auras are eles strongest thing, so it should stand out.

    Here is my list of characters i got so far:

    Elementalist 80 with tempest:Talman nul
    Necromancer 80 with reaper:Zex vokar
    Mesmer level 80 no chrono yet:Klanga voosh.
    Level 80 Ranger with druid spec Jedkhan.

  • Auburner.6945Auburner.6945 Member ✭✭✭

    I want to see auras actually having a 'powerful' impact in the game, not a one-time use like conjures. For tempest you provide auras that last for a short time and can be easily played around + there is no consistency for a tempest especially whether it's a support or a damage dealer so once the enemy dodges them, you're on cooldown. For core ele and weaver, they are to be the most selfish versions of a profession ever, you provide nothing to your allies and with last update and less boons provided, Arcane trait line is dead, which even more prevents ele from providing any boons.

    Ele is not a staff cleave pet that needs their owner to feed them well so they can do wonders.

    I would love to see ele have built in auras within the skills. All utilities are pretty much a one-time use like conjures (conjure weapons are awful anyway), blasts that give nothing else but pure physical damage (don't tell me that ele has to keep a field up every time they wish to use a skill), or signets that almost have no use, glyphs are terrible (ele can't go condi without so much build up, glyph of storms is an exception and it's still on a high cooldown). Nothing from ele's utilities provide any aura to maintain a good uptime of them for either yourself or allies except 'Tempest' (so not all of Ele can have auras that much), but imagine giving away all your utility slots to have a 20-35s cooldown shout skill that is easily played around and a one-trick thing.

    You simply can't put auras in utilities because these pretty much change according to the mode or situation, would rather have them built in the weapons or remove themed trait lines and start thinking of ele as an aura class because attunement themed trait lines encourages camping the 2 attunements you traited for, so what's the point of 4 attunements then. Make auras provide untouchable buffs, +x% outgoing dmg, -x% incoming dmg, corrupt/steal/strip a boon for upcoming 2 attacks, stun, reflect. Improve ele's boon uptime or make stacking auras reward with boons, swapping attunements will be rewarding then, and for 'Unravel', make it a core ele F5 skill with charges to allow easily swapping attunements without getting hardly punished for it.

    I would love auras to allow ele to control the surrounding, when i think of a control or a support mage class, (and please forget the jack of all trades concept, each profession has 3 ways to go now able to fill in all roles uniquely), my eyes fall on revenant. Now with easier access to auras and ability to have different types of them at once, you can adjust the duration and effectiveness, but you can't improve or increase duration of something that is barely there in the first place.

    In the end, that's how I would love to view auras

    Pull the strings. Watch them dance.

  • Axl.8924Axl.8924 Member ✭✭✭✭
    edited December 27, 2018

    I agree on the uptime thing.seeing how you have fewer sources for keeping uptime, I want to see some changes.

    I don't know if this will click with everyone, but in everquest the fire shield does quite a bit of damage, but what if it was made to be triggered through arcane shield and you could have some sort of build up somewhere to give it to others more easily for support? the usage of auras and shields more easily access and stronger would improve tempest.

    Here is my list of characters i got so far:

    Elementalist 80 with tempest:Talman nul
    Necromancer 80 with reaper:Zex vokar
    Mesmer level 80 no chrono yet:Klanga voosh.
    Level 80 Ranger with druid spec Jedkhan.

  • Auras will never play a big role in PvE as long as they're purely defensive. Neither a longer duration, nor a stronger effect will change this. Giving auras a +X% outgoing damage mod would instantly make them meta, but it would also mean new power-creep.

    I was thinking about making auras auto-detonate when they run out or are overwritten. That way their detonation mechanic wouldn't be limited to one skill on one weapon on one profession. The added damage would also be easyer to balance than a +X% damage mod that stacks with everything else in the game.

    No skin should be exclusive to gem-store rng boxes.
    What really happened with mount skins

  • Axl.8924Axl.8924 Member ✭✭✭✭
    edited December 28, 2018

    I still think something has to be done in order to make auras more desirable for support, especially since auras are eles, especially tempests biggest unique things.

    A bunch of classes can give might protection and stuff like that, even stability, but auras? That is a ele only thing.

    What if on top of the 10% defense you also improve healing on healing classes? It is in the healing area after all. You could limit the amounts of tempests that can stack that effect to 1 if its too overpowered.

    What if fire shield instead of giving burning gave some sort of bonus to condi users giving it a bonus to duration of condis? You could change its name to burning aura or something and

    What if you could give stone heart to others as a effect, making it so they cannot be crit? just throwing around ideas.

    They could just lower the cd on dagger dagger frost aura to 20 seconds, that would help.

    Here is my list of characters i got so far:

    Elementalist 80 with tempest:Talman nul
    Necromancer 80 with reaper:Zex vokar
    Mesmer level 80 no chrono yet:Klanga voosh.
    Level 80 Ranger with druid spec Jedkhan.

  • voted 1. Auras are the usp of the tempest, they should be powerful, but at the moment they are far far too susceptible to interrupts which makes the build weak. On top of this, the usp of the build has long cooldowns.

    "Any path that narrows future possibilities may become a lethal trap. Humans do not thread their way through a maze; they scan a vast horizon filled with unique opportunities." - The Spacing Guild Handbook.

    Beware the meta!

  • Jski.6180Jski.6180 Member ✭✭✭✭

    Auras that ele give out and auras that are on ele only other classes should and can have auras but they just should not be as strong as ele. Auras should be to ele as stab is to gurds a class effect that others get but not at the same level. The auras them self should have a few effects then just passive on hit they need boost effects depending on the aura type. As well as adding in more dentantaion effects that you can build for.

    See ELE forms and you will get my views.

  • Abelisk.4527Abelisk.4527 Member ✭✭✭✭
    edited December 28, 2018

    What if the stability trait for Tempest where you gain stability on overload had an additional effect: "Allies gain stability when gaining an aura"? Possibly a GM trait, switching places with Lucid Singularity (which noone uses anyway). This would also make Staff a strong weapon because you could be able to blast into the water 4 skills which is tremendous (Arcane Brilliance heal could see a lot more use too). It would syngerize extremely well with Powerful Auras, granting group stability on demand with Feel the Burn as well as Rune of Earth if you're taking that.

  • I voted Other. I think Auras are in a fine place, but I think the GrandMaster Trait Powerful Aura in the Water line should find its way in the Arcane Trait line. I feel like this would bring more diversity to aura-centric builds. Sure there might have to be trimming and tweaking to make sure it doesn't become something like the SoI Mesmer did, but in the long run it will make the archetype more interesting to play.

  • Zhaid Zhem.6508Zhaid Zhem.6508 Member ✭✭✭
    edited January 2, 2019

    ICD or effect should be revisited to be deterrent or to sustain more.
    Shocking aura, is good; but why 2sec icd ? Fire aura; really who cares to burst an elem with fire aura ? You get 2 (1sec) burning, wow no, pls no wow I gonna die.
    The only Above Average aura is the magnetic one. Auras need you to get hurt to affect, it seems to me a sustain mechanical; but effects are boring, no one cares about
    And a F5 skill would help to "Transmute " auras you applie to yourself or allies. I mean, what the point of the fire spec if I need to play with a focus to transmute the aura?
    Stop put traits on auras when you need 5 specs to make a decent build around them and when you have in reality poor access to auras nor leap combo finisher with core and weaver. Fury and Swiftness in air and ... ah no no more aura in the spec, condi removal in fire + fire aura, protection in earth, aura sharing in water + frost auras, the rez thing in arcane ... chose wisely.
    Why not make something like Peak-Performance and Rampage with Conjured weapons ? You earn an aura based on the weapon every time you use a 2-3-4-5 skill (with the CD this is not that much "OP")
    Swap the Aura sharing from Water spec with the Aura healing from tempest ; because tempest should have the choice to be a buffer or a healer, and not the obligation to use water and so be a healer. And because it's logical.

    Schoking, keep the 2sec icd but add superspeed for 2sec.
    Fire aura : burning and dmg
    Frost and light aura : 10% everytime you get hit (no icd) increase chill base duration
    Magnetic aura : no idea ... add bleeding per projectile.
    Add chaos armor to elem (in arcane spec or something)
    Tempest : add an unique effect to auras like lesser Harmonious Conduit and/or the +33% duration from the runes.

  • InsaneQR.7412InsaneQR.7412 Member ✭✭✭✭

    I think longer durations on fire, water, aether and light auras (even if not on ele) could be easily doubled.
    Earth and lightning are quiet strong on 4s so i would keep them.
    On the other hand id say boons on aura traits should somewhat improved or have an aspect that also benefits aura detonation.

  • witcher.3197witcher.3197 Member ✭✭✭✭

    Aura related traits maybe, but not the auras themselves. Unlike boons/conditions, auras have 0 counterplay in PvP so I wouldn't want to see them buffed directly.

  • Dadnir.5038Dadnir.5038 Member ✭✭✭✭

    I think the major issue of auras is that they "aren't fun to play or play against" like all the effect that proc when you are stuck.
    Modifying auras so that they proc their effect when you hit a foe and moving some effects onto other skills would probably be better.

    • Fire aura: Burn (2-3s) and gain might (10s) whenever you hit a foe (1 second ICD). This allow to increase the burn base duration.
    • Static aura: Daze (1/4s) and apply vulnerability whenever you hit a foe (1 second ICD).
    • Frost aura: Take 10% less damage from foes, apply chill whenever you hit a foe (1 second ICD).
    • Magnetic aura: changed to Earth aura, prevent incoming critical hits and apply bleed (6-8s) whenever you hit a foe (1 second ICD).

    Change stone heart into magnetic core, allowing auras on you to deflect/destroy projectiles.
    Lesser elementals's active skills from the lesser glyph of elemental grant an aura based on their element to the elementalist instead of the current effects. (4 second aura on a 15s CD should be fine)

  • Auburner.6945Auburner.6945 Member ✭✭✭

    For auras to be useful, I think they need a trait line focused on nothing but them and utilities to support the fact that ele has auras. Auras also need any offensive value value as well as good defense, detonation effect applying a condi and some damage based on the aura seems like a good idea but not enough for offensiveness because you will need to be in melee range which may only work for tempest as it shares them to others that can face tank, with some modifications to the auras things should brighten up. Allowing core ele and so weaver to access auras is great, while as a tempest maximizing and sharing them would be perfect. The whole profession needs a rework: remove attunement themed trait lines and replace them by other useful ones that actually fit the class, trying to fit many things in fire spec for example so that ele doesn't get blown up would be unfair for other professions as well as water/air/earth lines, and thus the trait line will remain the same forever, carrying all multipliers while giving no defence whatsoever.

    Pull the strings. Watch them dance.

  • Infusion.7149Infusion.7149 Member ✭✭✭

    The only aura I feel the effects of is magnetic aura. Firstly because 4-5s of reflecting all projectiles helps immensely vs ranged projectiles, but also because its transmute skill is on staff. It helps that it's a blast finisher that provides protection too.

    Fire aura is too short for it to be useful, typically. Its transmute is on focus offhand. I don't see why this couldn't outright add burning to attacks within a certain range while it is up.
    Frost aura is too short , essentially you obtain a short chill and -10% incoming damage. Transmute aura skill on dagger offhand gives short regen. This would be far more interesting if it mitigated or stopped burning and bleeding damage or something akin to that.
    Shocking aura is extremely clumsy in PvE without transmuting it, mediocre in WvW and probably okay as a secondary effect in PvP. It's on dagger mainhand which has fallen out of favor a bit.

    I'd like to see powerful aura incorporated into tempest traitline but realistically I don't see anything like that happening.

    WvW tempests usually run powerful aura if dagger+warhorn.

  • Zenix.6198Zenix.6198 Member ✭✭✭

    I voted for longer duration but now that I think abou it ....

    Wouldnt it be fun if they actually had some close range pulsing effects for enemies / allies?

    Like when a player has fire aura, they pulse burning in melee range on an X second interval
    Frost aura heals the player and pulses chill in melee on an interval
    Shocking aura, damage and a very short daze on an interval (altho maybe like a 2 second interval)
    Earth aura, bleed/cripple/blind (choose any) on an interval

    Would be a fickle to balance tho.
    Since, what about 5 players with fire aura hugging one enemy.
    Also, would we want to keep the unique aura mechanics? (like the reflect from earth aura or the -10% dmg from frost aura)

    But I always thought it would be fun if auras had a more "active gamplay"-component to them ....LIke people would seriously want to back up / you would actually want to melee as much as possible, when an aura is applied.

  • ROMANG.1903ROMANG.1903 Member ✭✭✭

    I do think eles need a buff but I'd rather have a good gameplay update (viable elite skills, reworked summoned weapons, survivability buff in PvE, reworked Tempest to make it interesting instead of "spam Overload Air") rather than having a buff on auras, which are completely uninteresting in a gameplay perspective (I'd like that all auras weapon skills be replaced).

  • lLobo.7960lLobo.7960 Member ✭✭✭

    Here are the changes I'd like to see to auras in the ele:

    Baseline:
    - remove the ICD on static, frost and fire aura. If someone wants to unload on you while you have an aura, let them suffer the consequences (currently 1s ICD).

    On traitlines (major traits):
    - Fire adept: powerful auras - Auras you apply give might (2 stacks for 10s). Fire auras pulse might (1 stack for 10s every second);
    - Fire master: Smothering fire - Fire auras you apply last longer (33%) and pulse resistance (1s every second);
    - Air adept: Zephyr's Boon - Grant boons (fury and swiftness) to allies you grant auras to. Glyphs apply boons based on your attunement;
    - Air master: Zephyr speed - Static auras you apply pulse superspeed (3s every 3s). Apply quickness (3s) when you apply superspeed;
    - Earth adept: Rock Solid - Gain stability when attuning to earth. Magnetic auras you apply pulse stability (1s every second);
    - Earth master: Elemental Shielding - Grant protection when applying an aura to yourself or an ally. Protection you apply have improved damage reduction;
    - Water adept: Soothing Ice - Gain frost aura when critically hit. Frost auras you apply give regeneration (3s);
    - Water Master: Invigorating Auras - Auras you apply heal allies and also grant vigor;
    - Arcane Master: Final Shielding - Create an Lesser Arcane Shield when your health drops below the threshold. Arcane shield is now an aura;
    - Tempest Master: Elemental Bastion - Receive an aura at the start of your overloads based on attunement. Auras you apply last 33% longer;
    - Tempest Grandmaster: Tempestuous Auras - When you apply an aura to yourself, apply the same aura to 10 allies.

    So now water has the heal on auras and tempest has the aura share. Makes sense thematically and lets tempest be a support with or without water (offensive support) , while core ele and weaver can use the aura heal for sustain.
    Fire can now try to resist conditions by maintain fire aura for resistance, leaving water to be the traitline for cleansing and fire for resisting condis. Two different playstyles with pros and cons...
    Air can use auras to provide quickness and fury that can be shared with the group if you run tempest, or used for yourself on a burst build (by using other sources of superspeed as tempest shout or weaver traits).
    Arcane can change arcane shield into an aura, providing boons on its activation, or even sharing with the group (with tempest) giving it some nice group utility.

  • MyPuppy.8970MyPuppy.8970 Member ✭✭✭✭

    @lLobo.7960 said:
    Here are the changes I'd like to see to auras in the ele:

    Baseline:
    - remove the ICD on static, frost and fire aura. If someone wants to unload on you while you have an aura, let them suffer the consequences (currently 1s ICD).

    On traitlines (major traits):
    - Fire adept: powerful auras - Auras you apply give might (2 stacks for 10s). Fire auras pulse might (1 stack for 10s every second);
    - Fire master: Smothering fire - Fire auras you apply last longer (33%) and pulse resistance (1s every second);
    - Air adept: Zephyr's Boon - Grant boons (fury and swiftness) to allies you grant auras to. Glyphs apply boons based on your attunement;
    - Air master: Zephyr speed - Static auras you apply pulse superspeed (3s every 3s). Apply quickness (3s) when you apply superspeed;
    - Earth adept: Rock Solid - Gain stability when attuning to earth. Magnetic auras you apply pulse stability (1s every second);
    - Earth master: Elemental Shielding - Grant protection when applying an aura to yourself or an ally. Protection you apply have improved damage reduction;
    - Water adept: Soothing Ice - Gain frost aura when critically hit. Frost auras you apply give regeneration (3s);
    - Water Master: Invigorating Auras - Auras you apply heal allies and also grant vigor;
    - Arcane Master: Final Shielding - Create an Lesser Arcane Shield when your health drops below the threshold. Arcane shield is now an aura;
    - Tempest Master: Elemental Bastion - Receive an aura at the start of your overloads based on attunement. Auras you apply last 33% longer;
    - Tempest Grandmaster: Tempestuous Auras - When you apply an aura to yourself, apply the same aura to 10 allies.

    So now water has the heal on auras and tempest has the aura share. Makes sense thematically and lets tempest be a support with or without water (offensive support) , while core ele and weaver can use the aura heal for sustain.
    Fire can now try to resist conditions by maintain fire aura for resistance, leaving water to be the traitline for cleansing and fire for resisting condis. Two different playstyles with pros and cons...
    Air can use auras to provide quickness and fury that can be shared with the group if you run tempest, or used for yourself on a burst build (by using other sources of superspeed as tempest shout or weaver traits).
    Arcane can change arcane shield into an aura, providing boons on its activation, or even sharing with the group (with tempest) giving it some nice group utility.

    That makes too much sense to be implemented one day, but I like the idea.

  • I believe Auras are strong as is- the issue is the lack of trait synergy that really helps other skills shine on other classes.

    We could use an Aura Duration trait in Water or something; add it to the Powerful Auras trait since it wouldn't be too strong. This would allow us to stack insanely high aura duration in something like PvE or PvP- but that's just a ridiculous idea personally. 33% + 33% + 25% for Fire Shield would be an example of what I mean.

    Eh, anyways. We've got something new to our Auras called Transmutes; should we have more traits revolved around that sort of mechanic? It would definitely help us out more than just buffing our passive bonuses to Auras like Fire Aura granted Fury or something silly. We don't really need that.

    Let me show some examples of what I'd actually like to see:

    • Smothering Auras: This trait is pretty much perfect for replacing Regeneration clearing on Tempest.
    • Zephyr's Boon: Give this a Transmute effect such as grant Superspeed to nearby allies and drop the Swiftness when gaining an aura since it's an Adept.
    • Elemental Protection: Transmutes grant additional Protection.
    • Powerful Auras: Transmutes reapply the aura to allies. Strictly Allies; don't need a vicious infinite cycle of auras-- although it could happen anyway with a bunch of smarties using a lot of Tempests.
    • Invigorating Torrents: Transmutes grant a small amount of healing. Yay, synergy with Powerful Auras and stuff!

    Anyway, those are just pipe dreams; I don't think any of these could be realistic without toning down some other skills.

    Hello, welcome to the game; I main Elementalist, Vingam Securis.

  • Leo G.4501Leo G.4501 Member ✭✭✭✭

    I always wondered if the devs or anyone else came up with some of the ideas I have for stuff like this. I can only assume, those that spend so much more time on this game than I do likely already came up with such ideas and scrapped them.

    Just an off the wall idea: Remove stacking auras. That is, elemental auras will replace an aura of another element (and Chaos/Light will replace each other). You could create a mechanic similar to transmute that either auto-desctructs the replaced aura before applying the new one to allies or add in some unique element like a Fire+Frost Aura creates a "Fog/Steam Aura" (depending on which replaces what) that grants evade frames or a Fire+Air Aura creates a "Caustic/Backdraft Aura" that immobilizes and reduces damage.

  • sephiroth.4217sephiroth.4217 Member ✭✭✭✭

    I think they're great utility skills and extremely undervalued

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  • sephiroth.4217sephiroth.4217 Member ✭✭✭✭

    @ROMANG.1903 said:
    I do think eles need a buff but I'd rather have a good gameplay update (viable elite skills, reworked summoned weapons, survivability buff in PvE, reworked Tempest to make it interesting instead of "spam Overload Air") rather than having a buff on auras, which are completely uninteresting in a gameplay perspective (I'd like that all auras weapon skills be replaced).

    Spamming Air overload must be a PvE thing?

    Not to brag, but I put together a puzzle in 4 days and the box said 2-4 years.
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  • apharma.3741apharma.3741 Member ✭✭✭✭
    edited January 13, 2019

    Chaos Armor Give yourself random boons and your foe random conditions whenever you are struck.

    Fire Shield Enveloped in a fiery shield that burns foes, grants might each time you are struck (1-second cooldown per attacker).

    Frost Aura Chill foes that strike you (only once per second for each attacker); incoming damage is reduced by 10%.

    Light Aura When struck, you gain retaliation. Incoming condition damage is reduced by 10%. (Cooldown: 1s)

    Magnetic Aura Reflect projectiles with magnetic energy.

    Shocking Aura Stun nearby attacking foes with an electric shock (only once per 2 seconds for each attacker).

    From https://wiki.guildwars2.com/wiki/Aura

    Given that chaos armour isn't technically an aura and it and light aura isn't common on ele it just leaves the others. In my opinion all of them are fine except maybe fire aura, I'd like to see the ICD for that reduced to 1/2s.

    They also buffed a lot of them by letting you transmute them and they have really good transmute effects.

    I'd personally like to see the passive frost aura's leave traits though. Tempest gets tons of frost aura from water and tempest which makes attacking them really obnoxious and they're passively activated.

  • Jski.6180Jski.6180 Member ✭✭✭✭
    edited January 13, 2019

    @apharma.3741 said:
    Chaos Armor Give yourself random boons and your foe random conditions whenever you are struck.

    Fire Shield Enveloped in a fiery shield that burns foes, grants might each time you are struck (1-second cooldown per attacker).

    Frost Aura Chill foes that strike you (only once per second for each attacker); incoming damage is reduced by 10%.

    Light Aura When struck, you gain retaliation. Incoming condition damage is reduced by 10%. (Cooldown: 1s)

    Magnetic Aura Reflect projectiles with magnetic energy.

    Shocking Aura Stun nearby attacking foes with an electric shock (only once per 2 seconds for each attacker).

    From https://wiki.guildwars2.com/wiki/Aura

    Given that chaos armour isn't technically an aura and it and light aura isn't common on ele it just leaves the others. In my opinion all of them are fine except maybe fire aura, I'd like to see the ICD for that reduced to 1/2s.

    They also buffed a lot of them by letting you transmute them and they have really good transmute effects.

    I'd personally like to see the passive frost aura's leave traits though. Tempest gets tons of frost aura from water and tempest which makes attacking them really obnoxious and they're passively activated.

    Its an aura now Chaos armor its effected by the longer aura duration it seems i not tested it for the effect though. Now only if ele could give out Chaos armor with out an mez in the group.

    Bit of an update to this only the rune set is effecting it nothing else. Not sure if that a bug or not. Would be kind of nice for the ele class if chaos armor was an aura though it would be realy powerful with powerful auras.

    See ELE forms and you will get my views.

  • MyPuppy.8970MyPuppy.8970 Member ✭✭✭✭

    What I dislike is the inconsistency of combos.

    Leap+elemental field -> Elemental aura
    Leap+water field -> healing
    Leap+lightning field -> dazing strike

    Some blasts through some fields give a boon or an effect while others give an aura.

    What I would like:

    1- stop calling fire aura a shield. It doesn't protect you in any way what-so-ever. Or make Fire Shield actually shield you.
    2- Elementalist lacks elemental fields (other than fire). Many fire fields accross every weapon set, quite some water fields, not so much ice field, one or two usable lightning fields, zero earth field (maybe because the ground you're walking on is actually a carpet), zero air field (maybe because the air you're breathing is actually vacuum), zero arcane field.
    3- more auras. Why no water aura? Remove a condition or heal each strike. Air aura? Destroy or block projectiles (even at 50% chance, I belieave there was a GW1 skill that did that). A way to get magnetic aura through an earth field maybe?

    There is so much possibilities with this class, but Elementalist just feels like a pyromancer. And yet no one traits fire.

  • Dadnir.5038Dadnir.5038 Member ✭✭✭✭
    edited January 13, 2019

    @sephiroth.4217 said:
    I think they're great utility skills and extremely undervalued

    What you say is right and at the same time wrong. You are right because on the paper an effect that punish the attacker and reinforce you is a very good thing that can only be sought out by all players. You are wrong because in the context of GW2 and especially the elementalist relying on those effect is bound to cause your fall.

    It's stupid but GW2 just isn't the kind of game where you want to be hit and elementalist is probably the worst profession to choose if you were to want to be hit. The elementalist being the one to have the most access to auras just make things awkward for the players for this very reason. If you add the fact that ultimately a player is often a very selfish being that seek personnal efficiency before even thinking of group efficiency, auras just end up having no place in the game.

    That's one of the reason I advocate aura to become proactives effects instead of reactive effect. It's not fun to have to let players attack you to benefit from something, nor is it adapted to the elementalist's design as a whole.

    I think that in GW2 as a whole, the only profession that really have a defense philosophy matching with the auras philosophy is the necromancer. On other professions such effects hoover from somewhat usefull to totally wasted.

    Edit: That said, I'm not saying that there is no way to take advantage of aura with the elementalist, especially in a power heavy meta. However, I'm not sure the gameplay involved would be attractive for most elementalist nor do I think that elementalist's players are ready to build for it.

  • sephiroth.4217sephiroth.4217 Member ✭✭✭✭
    edited January 14, 2019

    @Dadnir.5038 said:

    @sephiroth.4217 said:
    I think they're great utility skills and extremely undervalued

    What you say is right and at the same time wrong. You are right because on the paper an effect that punish the attacker and reinforce you is a very good thing that can only be sought out by all players. You are wrong because in the context of GW2 and especially the elementalist relying on those effect is bound to cause your fall.

    It's stupid but GW2 just isn't the kind of game where you want to be hit and elementalist is probably the worst profession to choose if you were to want to be hit. The elementalist being the one to have the most access to auras just make things awkward for the players for this very reason. If you add the fact that ultimately a player is often a very selfish being that seek personnal efficiency before even thinking of group efficiency, auras just end up having no place in the game.

    That's one of the reason I advocate aura to become proactives effects instead of reactive effect. It's not fun to have to let players attack you to benefit from something, nor is it adapted to the elementalist's design as a whole.

    I think that in GW2 as a whole, the only profession that really have a defense philosophy matching with the auras philosophy is the necromancer. On other professions such effects hoover from somewhat usefull to totally wasted.

    Edit: That said, I'm not saying that there is no way to take advantage of aura with the elementalist, especially in a power heavy meta. However, I'm not sure the gameplay involved would be attractive for most elementalist nor do I think that elementalist's players are ready to build for it.

    They're great if used properly. You don't wanna soak up big hits for example on fire aura, you want to aim for lots of little hits and save a frost aura for fighting other elementists.. use static to fight melee builds and magnetic aura when you are about to get slammed by projectiles..

    Try and combine effects too like weakness, regen, protection and frost aura..

    Not to brag, but I put together a puzzle in 4 days and the box said 2-4 years.
    Please allow team queue with rewards again at our own discretion.
    06210311 251521 121512

  • Blocki.4931Blocki.4931 Member ✭✭✭✭

    I still believe they should count as boons. Boon duration would become more powerful for Ele, where it's a pretty poor stat due to awful boon coverage and at the same time give them a place in the game through the plethora of traits that scale on the amount of boons you have, technically turning each of the auras into a 2% damage increase.

    Bite me.

  • sephiroth.4217sephiroth.4217 Member ✭✭✭✭
    edited January 14, 2019

    @Blocki.4931 said:
    I still believe they should count as boons. Boon duration would become more powerful for Ele, where it's a pretty poor stat due to awful boon coverage and at the same time give them a place in the game through the plethora of traits that scale on the amount of boons you have, technically turning each of the auras into a 2% damage increase.

    Then they would be corruptable..?
    Id love to boost it with concentration but the drawback would be giving more ammunition to Necro.

    Having access to Light Aura or Field would be nice too, at least from my DD Tempest.

    Not to brag, but I put together a puzzle in 4 days and the box said 2-4 years.
    Please allow team queue with rewards again at our own discretion.
    06210311 251521 121512

  • Axl.8924Axl.8924 Member ✭✭✭✭

    Actually magnetic aura is very strong you guys are quite right about that. Having lower cd or more duration might make it too strong.

    Here is my list of characters i got so far:

    Elementalist 80 with tempest:Talman nul
    Necromancer 80 with reaper:Zex vokar
    Mesmer level 80 no chrono yet:Klanga voosh.
    Level 80 Ranger with druid spec Jedkhan.

  • Auburner.6945Auburner.6945 Member ✭✭✭

    The issue with auras whether they are useful or not is that they exist on certain weapons with a specific attunement, not like ele can pop them right away once they are struck or about to be, the effect might be magical but the weapon and the attunement you're set on at that time pretty much nullify the situation, better off with dealing more damage before dying than getting into an attunement and a weapon for as questionable survivability. Auras need to be reworked in terms of effectiveness and allowing it to be offensive, accessing them at any time without major losses, shouldn't be weapon specific that much (more like you do so, you get so), also the effects shouldn't always encourage getting hit for a class that dies from 2 hits when going for damage or applies 0 pressure for the period of healing because the aura works that way, more like ele should be able to use them for other purposes.

    Pull the strings. Watch them dance.

  • Auras are nice but they NEVER stood out as being amazing from the start. The power creep has ruined them. I agree to a small buff AND longer durations. Making auras overall better rather than applying to more people might be the way to go. I could see either though.

  • MyPuppy.8970MyPuppy.8970 Member ✭✭✭✭

    Delete fire aura on picking up conjure. Has anyone ever thought for a moment this would be a hell of a choice? I don't even understand the point of this trait. Make something else along the other traits burning precision and cleansing fire? Burn your foes everytime you cleanse a condition? Transfer a condition everytime you burn a foe? Increased crit chance against burning foes?

    I mean, how can ele still afford so many useless traits, with no useful synergy whatsoever?

  • Stand The Wall.6987Stand The Wall.6987 Member ✭✭✭✭
    edited January 22, 2019

    I think overloading an aura removing the aura is dumb and should go. for the longest time I thought it was a bug lol.

    Te lazla otstra.
    nerf list

  • @LegoBrave.6147 said:
    Auras are nice but they NEVER stood out as being amazing from the start. The power creep has ruined them. I agree to a small buff AND longer durations. Making auras overall better rather than applying to more people might be the way to go. I could see either though.

    Truth. Aura's haven't seen much change since the games beginnings. Frankly almost all of our trait-lines have been hit in nerfs years ago that these days, if reverted would still be underpowered back when anet gutted d/d cele ele. Magnetic aura is the most potent one we've got going for us in a group setting, with shocking aura in a close second, and if you can transmute SA, it's maybe stronger than magnetic aura. (Transmute can crit for reasonable damage, 2000-3000, and also stuns the enemy again lol)

    Fire & Frost aura however are so 2012 at the moment as far as passive effects go. they'd be a welcome strong addition if you could either stack an auras duration up to a cap of say 8-12 seconds, or maybe keep it as is where it can't stack, and extend the duration to 6 seconds base, and 7.98 seconds duration w/ radiance runes.

    fire aura's passive potency could stand to be buffed, 2 incoming might per strike maybe. and extend base burning duration on foes to 2-3 seconds.
    or you make it a more formidable effect where if your struck your enemy has 3-5 stacks of burn applied for 1 second, applying a liberal amount of damage if specced for it.
    (with an icd of course.) would make people think twice before attacking you with fire aura up, if they could commit & take the punishment, or die. also has counterplay via resistance & some other sources im sure i'm not thinking of off the top of my head.

  • Chasind.3128Chasind.3128 Member ✭✭✭
    edited January 23, 2019

    Ele is a jack of all trades, master of none
    They don't have enough condi clear; if you build them like a tank they do 0 damage, if you want damage then you down like a wet noodle. If you want in between you do nothing to offer anything beneficial to either dps or support.

    There are classes that offer better support and utility where ele lacks in all experiences except some aspects of DPS, weaver can achieve high numbers still with damage based stats.

    Ele is a high skill cap class but the bar is set extremely low, it's like when you make that really awesome class that CAN do really well, but you only allow them to do some of the things when they're actually meant to do more. A potentially amazing class that is managed by blind and deaf developers.

    Tempest is that middle class, they can offer some support and a little bit of damage, but don't expect to be pulled off of the bench compared to druids/ soulbeasts or firebrands, scourges/ reapers or mesmers or engineers. These classes specialize in more specific areas where ele is a little bit of all but these classes do it much, much better.

    Tempest needs an overhaul in boons. Give Tempest Resistance and Alacrity.
    Give Staff Elementalist the old Meteor Shower it used to have, where the hitbox was much larger-- don't increase the damage just increase the hitbox and make the skill cast quicker.
    Warhorn needs a complete rework, make the skills EoA aura and burst based and not useless animations you have to track. (Looking at you Tidal Surge & Water Globe and Cyclone and Lightning Orb.) Or make the skills/ animations work much faster.

    Boost the damage and lower the CD's of Sword, make elemental swapping more rewarding instead of a must in order to survive.
    Elementalist right now and for a long time has fallen short of decent when it comes to boons/ support.

  • Zhaid Zhem.6508Zhaid Zhem.6508 Member ✭✭✭
    edited January 23, 2019

    The primordial thing to do is to exchange Powerful Aura from Water with Elemental Bastion from Tempest. It would be a buff both to core/weaver and to tempest.
    Tempest should have the choice to be a healer/bunker or a (power) buffer with for example Fire-Air, and not be stucked with Water to share auras.

    Edit: if you give alacrity and resistance to tempest (which is nice) I just stop to play weaver. Resistance should be core, in earth lane for example or with the fireshield trait for example.

  • Khailyn.6248Khailyn.6248 Member ✭✭✭

    The thing I would like to see from auras is having them on more weapon slots for easier access and variety during an encounter.

  • Mithos.9023Mithos.9023 Member ✭✭✭

    @Khailyn.6248 said:
    The thing I would like to see from auras is having them on more weapon slots for easier access and variety during an encounter.

    Oh god everything but this. In their current iteration Auras are incredibly bad as weapon skills. Or at least some are. Imaging having fire Aura on more than focus, it is already a wasted slot there. I don’t want to imagine having this trash somewhere else too. Without a rebalance of the auras I would even go so far and say remove at least fire aura as a skill completely it is simply never worth it.

    Not to mention that the new aura conversion did nothing to improve the base problem. They should have made active skills out of theme that do an effect first and then apply the aura. The whole transmute is simply made to fail. While an active skill might help to improve the auras as weapon skills, then they would still suck if you get them from a different source. So, some improvement on the auras themselves might still be needed.

    But that is part of why I voted that auras should be strengthened. Not only are they not worth their slot on the weapons but additionally the different auras have a gap in power between them wider than the Atlantic Ocean. I still think fire aura should pulse some damage for example.

  • MyPuppy.8970MyPuppy.8970 Member ✭✭✭✭

    Even in 2012 Fire Aura was useless.

  • Khailyn.6248Khailyn.6248 Member ✭✭✭

    @Mithos.9023 said:

    @Khailyn.6248 said:
    The thing I would like to see from auras is having them on more weapon slots for easier access and variety during an encounter.

    Oh god everything but this. In their current iteration Auras are incredibly bad as weapon skills. Or at least some are. Imaging having fire Aura on more than focus, it is already a wasted slot there. I don’t want to imagine having this trash somewhere else too. Without a rebalance of the auras I would even go so far and say remove at least fire aura as a skill completely it is simply never worth it.

    Not to mention that the new aura conversion did nothing to improve the base problem. They should have made active skills out of theme that do an effect first and then apply the aura. The whole transmute is simply made to fail. While an active skill might help to improve the auras as weapon skills, then they would still suck if you get them from a different source. So, some improvement on the auras themselves might still be needed.

    But that is part of why I voted that auras should be strengthened. Not only are they not worth their slot on the weapons but additionally the different auras have a gap in power between them wider than the Atlantic Ocean. I still think fire aura should pulse some damage for example.

    I never said not to strengthen them too. The whole transmute thing was a step in the right direction, but they have a long way to go. IMO warhorn should have been the aura weapon, so at least if others didnt like them then there would be other weapons to use.

  • Dadnir.5038Dadnir.5038 Member ✭✭✭✭

    @MyPuppy.8970 said:
    Even in 2012 Fire Aura was useless.

    2012 burn dealt a lot more damage than 2019 burn. Which make 2012 fire aura somewhat better than 2019's.

  • Jski.6180Jski.6180 Member ✭✭✭✭

    @Dadnir.5038 said:

    @MyPuppy.8970 said:
    Even in 2012 Fire Aura was useless.

    2012 burn dealt a lot more damage than 2019 burn. Which make 2012 fire aura somewhat better than 2019's.

    It use to have -20% condi duration tide to it too though i do not think it ever worked right.

    See ELE forms and you will get my views.

  • primatos.5413primatos.5413 Member ✭✭✭

    Pls put "aura-share" into the Tempest traitline (where it belongs imo), stop forcing us to trait water...Thankz

  • What they can do is have a grandmaster trait in tempest traitline which lets us choose between defensive aura (like they are right now) and offensive auras (new type) if we go for that specific trait.
    Offensive aura can be like.
    Fire aura - pulse burning for the duration aura is up.
    Water aura - pulse chill
    Lighting aura - pulse blind
    Earth aura - pulse cripple or weakness
    Light aura - pulse vulnerability
    Chaos - pulse random conditions
    All in 150-200 range of target. Slightly more than melee range in general.

  • Mithos.9023Mithos.9023 Member ✭✭✭

    @Khailyn.6248 said:
    I never said not to strengthen them too. The whole transmute thing was a step in the right direction, but they have a long way to go. IMO warhorn should have been the aura weapon, so at least if others didnt like them then there would be other weapons to use.

    Seems I got your intentions wrong. But now I think I understand where your idea is coming from.
    It has to do with the transmute skill of the auras?
    Nevertheless, that is the only thing I guess where more access would be profitable. But the transmute skills have more problem than just being bound to the aura skill and with this to a specific weapon as well. As you have to cycle attunements you won’t be in the specific element most of the time even if you might get an aura and transmuting would be needed. With being limited to one attunement while you have to switch constantly it feels like our own class design works against them and blocks the transmute skill from ever becoming useful.
    I don’t think auras being moved to every weapon would solve this as they still are blocked by 3 of 4 attunements. Overall as they are they became skills that are used the moment you use the corresponding aura skill as otherwise there won’t be a chance to fire them anyway. Get the aura, get one or two procs from it if at all and then fire the transmute simply because you can not use them tactical otherwise anyway.
    I wish it was more like the guardian torch skill Zaelot’s flame. But that will never be the case as you can’t skill for aura transmute, you can’t choose to focus on it as you always equip 3 additional attunements that block your access. It would work if auras were somewhere else and not on the weapon sets.
    At least this are my thoughts on the transmutation skills in general. They did not much to help auras and they need work even if auras should be rebalanced.

  • Khailyn.6248Khailyn.6248 Member ✭✭✭

    @Mithos.9023 said:

    @Khailyn.6248 said:
    I never said not to strengthen them too. The whole transmute thing was a step in the right direction, but they have a long way to go. IMO warhorn should have been the aura weapon, so at least if others didnt like them then there would be other weapons to use.

    Seems I got your intentions wrong. But now I think I understand where your idea is coming from.
    It has to do with the transmute skill of the auras?
    Nevertheless, that is the only thing I guess where more access would be profitable. But the transmute skills have more problem than just being bound to the aura skill and with this to a specific weapon as well. As you have to cycle attunements you won’t be in the specific element most of the time even if you might get an aura and transmuting would be needed. With being limited to one attunement while you have to switch constantly it feels like our own class design works against them and blocks the transmute skill from ever becoming useful.
    I don’t think auras being moved to every weapon would solve this as they still are blocked by 3 of 4 attunements. Overall as they are they became skills that are used the moment you use the corresponding aura skill as otherwise there won’t be a chance to fire them anyway. Get the aura, get one or two procs from it if at all and then fire the transmute simply because you can not use them tactical otherwise anyway.
    I wish it was more like the guardian torch skill Zaelot’s flame. But that will never be the case as you can’t skill for aura transmute, you can’t choose to focus on it as you always equip 3 additional attunements that block your access. It would work if auras were somewhere else and not on the weapon sets.
    At least this are my thoughts on the transmutation skills in general. They did not much to help auras and they need work even if auras should be rebalanced.

    yep you got it. sums up my thoughts exactly.

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