Water traits give more dmg than fire traits now. — Guild Wars 2 Forums

Water traits give more dmg than fire traits now.

Vova.2640Vova.2640 Member ✭✭✭

Great balance Anet. 10/10.

Comments

  • steki.1478steki.1478 Member ✭✭✭✭

    Fire still gives you a lot of burns and cdr on most damaging skills. It's finally acting as a hybrid power/condi spec rather than full power one. Now they just need to do something with power overwhelming (% power -> condi damage) because there's almost no need to ever use it.

    Deso's favorite FROG
    Master of afk and kiting
    The God of Pips and Gud Deeps
    Froggo himself

  • I don't know why this trait even exists in water. Isn't water supposed to be about healing and condition removal, maybe some control with chill. Vulnerability and increased damage by it would fit much better in the air line.

  • LazySummer.2568LazySummer.2568 Member ✭✭✭

    @lLobo.7960 said:

    @LazySummer.2568 said:

    @steki.1478 said:
    Fire still gives you a lot of burns and cdr on most damaging skills. It's finally acting as a hybrid power/condi spec rather than full power one. Now they just need to do something with power overwhelming (% power -> condi damage) because there's almost no need to ever use it.

    How about we stop this hybrid damage nonsense (just like the melee mage bs) because it has and will never work except on condi mirage of all things and look where that got them. You're either too strong or purposely made weak because you get the double "advantage".

    How about we having options?

    you get the current class that stays bad then because too many types of damage + too many skills means it can do too many different things so gotta keep it balanced. That's also how we're so diverse right now having only sword builds so have fun.

  • Jski.6180Jski.6180 Member ✭✭✭✭

    It will be nerfed in time they are normalizing ele dmg they been doing it for some time nerf a major dmg effect with a buff to another dmg effect to ease ppl into the new dmg output that anet feels the class should be doing. Mark my words when this is all said and done ele will not be the top dps class any more for the most part its not.

    See ELE forms and you will get my views.

  • Stallic.2397Stallic.2397 Member ✭✭✭

    It's funny how the water spec is now overloaded with benefits.

    Buffs are great, but I gotta say, I wasn't expecting a traitline used heavily for ele's to get even more buffs.

    Add that to the cleansing wave buffs we got last patch. No doubt Anet wants Ele's to rely solely on healing power to achieve anything in this game

  • I'm willing to entertain a water/air/weaver build. But... I don't find much utility in it. The only open slot is the grandmaster line, but the weaver can't make much use out of Soothing Power, Powerful Aura, and Cleansing water. A zerker weaver can't make much use out of any of them.

    "Self awareness is knowing when you're sitting at the throne of ignorance." --Leo G.

  • Zilong.1407Zilong.1407 Member ✭✭

    i love it. I've been wanting more damage in both water traits and weapon skill for a long time now.

  • MyPuppy.8970MyPuppy.8970 Member ✭✭✭✭
    edited July 14, 2019

    I'm planning to play DD Fire/Water/Air. I wish investing in a traitline also granted a cd reduction of respective attunement, but baseline CDR on weapon skills sounds good enough. Too bad it doesn't benefit dual skills. This lack of synergy is what makes me want to drop weaver out. I'm gonna miss ToF though, and core elites feel useless.

  • NICENIKESHOE.7128NICENIKESHOE.7128 Member ✭✭✭

    I'm curious about water/air/tempest dps in raid that provide some added bonus to group though, since grandmaster trait is still free for aura share/cleanse with the 2 damage buff. It'll give the raid group some adaptability, especially for groups that healers struggled or unable to adapt to situations.

    [RED] Crimson Sunspears...your small family guild since 2015.

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

    I don't see the issue with this? Water has some bursty skills on it so having traits that augment them makes sense, no? Some people use that traitline because they're supports, they could do with a little bit of additional damage for sure. Don't be so narrowminded tot hink that supports aren't supposed to deal damage. Bad supports don't, that's why they're bad or at the very least not played.

    Bite me.

  • steki.1478steki.1478 Member ✭✭✭✭

    @NICENIKESHOE.7128 said:
    I'm curious about water/air/tempest dps in raid that provide some added bonus to group though, since grandmaster trait is still free for aura share/cleanse with the 2 damage buff. It'll give the raid group some adaptability, especially for groups that healers struggled or unable to adapt to situations.

    Fire spec still gives 150 power and 10% damage outside of fire attunement (+300 power while in fire) and 20% cdr of fire skills which is pretty big. Water skills are useless and you barely even attune to water to use extra 10% damage.

    Deso's favorite FROG
    Master of afk and kiting
    The God of Pips and Gud Deeps
    Froggo himself

  • Ultramex.1506Ultramex.1506 Member ✭✭✭

    Well at least i can play ice shaman now

  • NICENIKESHOE.7128NICENIKESHOE.7128 Member ✭✭✭

    @steki.1478 said:

    @NICENIKESHOE.7128 said:
    I'm curious about water/air/tempest dps in raid that provide some added bonus to group though, since grandmaster trait is still free for aura share/cleanse with the 2 damage buff. It'll give the raid group some adaptability, especially for groups that healers struggled or unable to adapt to situations.

    Fire spec still gives 150 power and 10% damage outside of fire attunement (+300 power while in fire) and 20% cdr of fire skills which is pretty big. Water skills are useless and you barely even attune to water to use extra 10% damage.

    I'll give you the CD one, which is a big thing. But in terms of damage buff water offers 10% Piercing Shards and 10% Flow like Water. This is only slight worse than fire traitline, which has 10% Pyromancer's Training, 4% empowering flames and 4-8% Power Overwhelming (assuming full zerk + food + 25 might). Obviously if min-max damage you'll go for fire for the reduce CD + extra burns + persisting flames, but water doesn't lose out that much in terms of damage while offering nice synergy to tempest aura share.

    [RED] Crimson Sunspears...your small family guild since 2015.

  • steki.1478steki.1478 Member ✭✭✭✭

    @NICENIKESHOE.7128 said:

    @steki.1478 said:

    @NICENIKESHOE.7128 said:
    I'm curious about water/air/tempest dps in raid that provide some added bonus to group though, since grandmaster trait is still free for aura share/cleanse with the 2 damage buff. It'll give the raid group some adaptability, especially for groups that healers struggled or unable to adapt to situations.

    Fire spec still gives 150 power and 10% damage outside of fire attunement (+300 power while in fire) and 20% cdr of fire skills which is pretty big. Water skills are useless and you barely even attune to water to use extra 10% damage.

    I'll give you the CD one, which is a big thing. But in terms of damage buff water offers 10% Piercing Shards and 10% Flow like Water. This is only slight worse than fire traitline, which has 10% Pyromancer's Training, 4% empowering flames and 4-8% Power Overwhelming (assuming full zerk + food + 25 might). Obviously if min-max damage you'll go for fire for the reduce CD + extra burns + persisting flames, but water doesn't lose out that much in terms of damage while offering nice synergy to tempest aura share.

    You get 300 power when you cast those fire skills which is big. It's comparable to 10% damage while in water attunement, but water doesnt have any useful dps skills, while fire ones are the part of rotation.

    It's definitely viable to play FA tempest with either fire, arcane or water spec, but I still think that fire is the most reliable one for dps because the buffs are consistent and part of the rotation. Arcane (and water to some degree) rely on good supports, but they also bring decent self sustain so they are definitely more newbie friendly, while bringing comparable dps numbers.

    Deso's favorite FROG
    Master of afk and kiting
    The God of Pips and Gud Deeps
    Froggo himself

  • Yannir.4132Yannir.4132 Member ✭✭✭✭

    Makes you wonder whether a Core Ele with Fire/Air/Water will be the highest DPS ele build after the patch.

  • Yannir.4132Yannir.4132 Member ✭✭✭✭

    @steki.1478 said:
    Fire still gives you a lot of burns and cdr on most damaging skills. It's finally acting as a hybrid power/condi spec rather than full power one. Now they just need to do something with power overwhelming (% power -> condi damage) because there's almost no need to ever use it.

    @Irenio CalmonHuang.2048 said:
    Hey all - the Elementalist notes were missing an entry from the initial posting:

    • Power Overwhelming: This trait has been reworked. It now grants 150 bonus power while the elementalist has at least 10 stacks of might. This power bonus is doubled while attuned to fire.

    Sorry about that - it was a change made early, but with the note coming in a bit late. That should be all the notes.

    btw, in case you didn't see it.

  • steki.1478steki.1478 Member ✭✭✭✭

    @Yannir.4132 said:

    @steki.1478 said:
    Fire still gives you a lot of burns and cdr on most damaging skills. It's finally acting as a hybrid power/condi spec rather than full power one. Now they just need to do something with power overwhelming (% power -> condi damage) because there's almost no need to ever use it.

    @Irenio CalmonHuang.2048 said:
    Hey all - the Elementalist notes were missing an entry from the initial posting:

    • Power Overwhelming: This trait has been reworked. It now grants 150 bonus power while the elementalist has at least 10 stacks of might. This power bonus is doubled while attuned to fire.

    Sorry about that - it was a change made early, but with the note coming in a bit late. That should be all the notes.

    btw, in case you didn't see it.

    I did, that comment was before they updated the notes. Comment above yours also addresses it ;)

    I made a suggestion somewhere for it to give extra power, but less condi per might stack, but they decided to just give extra power on 10 might instead, which is a lot better for ele.

    Deso's favorite FROG
    Master of afk and kiting
    The God of Pips and Gud Deeps
    Froggo himself

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

    Well, granted that PvP players complained that they were pigeonholed in water and didn't have enough damage, I don't find surprising that at some point they would put more damage into the water traitline to try to soothe the complaints.

    That said I wouldn't be surprised to see the core PvE ele build being "viable" in PvE end game after this patch.

  • steki.1478steki.1478 Member ✭✭✭✭

    Considering that ele is a hybrid class by nature, its core specs should be focused on both offense and defense in some way.

    Fire has defense in form of cleanses and blind. Offense is obvious.

    Water has offense from vuln. It would be great if it had GM trait focused on offense as well, for example have some damage proc when you chill someone (works great with frost aura). Defense is obvious.

    Air defense comes from superspeed, but it would be nice to have a mobility+support based GM trait like quickness on superspeed application. Even master traits could use something like that. Offense traits are very obvious.

    Earth is all around balanced between offense and defense, but it's generally very weak spec because none of those are as impactful as other specs.

    Deso's favorite FROG
    Master of afk and kiting
    The God of Pips and Gud Deeps
    Froggo himself

  • CETheLucid.3964CETheLucid.3964 Member ✭✭✭
    edited July 15, 2019

    Water was one of the weakest attunements outside of healing and switching to it was always a huge risk outside of that. Even with all the buffed damage traits, it's not like water is going to unseat the DPS attunements. It's a good change overall and the fact that it has interplay with other elements is all the better.

  • NICENIKESHOE.7128NICENIKESHOE.7128 Member ✭✭✭
    edited July 15, 2019

    @steki.1478 said:

    @NICENIKESHOE.7128 said:

    @steki.1478 said:

    @NICENIKESHOE.7128 said:
    I'm curious about water/air/tempest dps in raid that provide some added bonus to group though, since grandmaster trait is still free for aura share/cleanse with the 2 damage buff. It'll give the raid group some adaptability, especially for groups that healers struggled or unable to adapt to situations.

    Fire spec still gives 150 power and 10% damage outside of fire attunement (+300 power while in fire) and 20% cdr of fire skills which is pretty big. Water skills are useless and you barely even attune to water to use extra 10% damage.

    I'll give you the CD one, which is a big thing. But in terms of damage buff water offers 10% Piercing Shards and 10% Flow like Water. This is only slight worse than fire traitline, which has 10% Pyromancer's Training, 4% empowering flames and 4-8% Power Overwhelming (assuming full zerk + food + 25 might). Obviously if min-max damage you'll go for fire for the reduce CD + extra burns + persisting flames, but water doesn't lose out that much in terms of damage while offering nice synergy to tempest aura share.

    You get 300 power when you cast those fire skills which is big. It's comparable to 10% damage while in water attunement, but water doesnt have any useful dps skills, while fire ones are the part of rotation.

    It's definitely viable to play FA tempest with either fire, arcane or water spec, but I still think that fire is the most reliable one for dps because the buffs are consistent and part of the rotation. Arcane (and water to some degree) rely on good supports, but they also bring decent self sustain so they are definitely more newbie friendly, while bringing comparable dps numbers.

    Yeah 300 power when in fire + another 150 power from empowering flames minor trait. That's 450 power which is roughly 450/3550=12.6% damage boost when considering the standard SC build for tempest + 25 stacks of might. Along with 10% of pyro's training that's a good 22.6% damage buff from fire traitline when attune to fire and 18.4% buff when not in fire, so it is very comparable to straight up 20% buff from water as calculated below.

    https://snowcrows.com/raids/builds/elementalist/tempest/power/

    Some people also kind of forget that this change allows piercing shards to work on non-water attunement by 10%, so you don't have to swap to water skills even if you trait for water line. Couple that 10% from piercing shard with 10% from the new Flow Like Water (10% damage when >75% health) it is still a good 20% damage buff.

    Interestingly if you see this rotation video you'll notice tempest doesn't use fire as often, so the CD doesn't play that much into it.

    So yeah I'd still go for fire/air/weaver if I'm just going for balls-to-walls dps on ele. But water/air/tempest is probably the better tempest dps/support hybrid build if tempest is your dig.

    EDIT: fixing broken link, I gave up on build editor lol

    [RED] Crimson Sunspears...your small family guild since 2015.

  • steki.1478steki.1478 Member ✭✭✭✭

    @NICENIKESHOE.7128 said:

    @steki.1478 said:

    @NICENIKESHOE.7128 said:

    @steki.1478 said:

    @NICENIKESHOE.7128 said:
    I'm curious about water/air/tempest dps in raid that provide some added bonus to group though, since grandmaster trait is still free for aura share/cleanse with the 2 damage buff. It'll give the raid group some adaptability, especially for groups that healers struggled or unable to adapt to situations.

    Fire spec still gives 150 power and 10% damage outside of fire attunement (+300 power while in fire) and 20% cdr of fire skills which is pretty big. Water skills are useless and you barely even attune to water to use extra 10% damage.

    I'll give you the CD one, which is a big thing. But in terms of damage buff water offers 10% Piercing Shards and 10% Flow like Water. This is only slight worse than fire traitline, which has 10% Pyromancer's Training, 4% empowering flames and 4-8% Power Overwhelming (assuming full zerk + food + 25 might). Obviously if min-max damage you'll go for fire for the reduce CD + extra burns + persisting flames, but water doesn't lose out that much in terms of damage while offering nice synergy to tempest aura share.

    You get 300 power when you cast those fire skills which is big. It's comparable to 10% damage while in water attunement, but water doesnt have any useful dps skills, while fire ones are the part of rotation.

    It's definitely viable to play FA tempest with either fire, arcane or water spec, but I still think that fire is the most reliable one for dps because the buffs are consistent and part of the rotation. Arcane (and water to some degree) rely on good supports, but they also bring decent self sustain so they are definitely more newbie friendly, while bringing comparable dps numbers.

    Yeah 300 power when in fire + another 150 power from empowering flames minor trait. That's 450 power which is roughly 450/3550=12.6% damage boost when considering the standard SC build for tempest + 25 stacks of might. Along with 10% of pyro's training that's a good 22.6% damage buff from fire traitline when attune to fire and 18.4% buff when not in fire, so it is very comparable to straight up 20% buff from water as calculated below.

    https://snowcrows.com/raids/builds/elementalist/tempest/power/

    Some people also kind of forget that this change allows piercing shards to work on non-water attunement by 10%, so you don't have to swap to water skills even if you trait for water line. Couple that 10% from piercing shard with 10% from the new Flow Like Water (10% damage when >75% health) it is still a good 20% damage buff.

    Interestingly if you see this rotation video you'll notice tempest doesn't use fire as often, so the CD doesn't play that much into it.

    So yeah I'd still go for fire/air/weaver if I'm just going for balls-to-walls dps on ele. But water/air/tempest is probably the better tempest dps/support hybrid build if tempest is your dig.

    EDIT: fixing broken link, I gave up on build editor lol

    You're forgetting burning precision and increased duration on wildfire. You can even see on 00:25 that wildfire could be used if he ran fire spec instead of arcane (which also gives 20% damage). The only reason why benchmark is using arcane is because it's easy for pro guilds to achieve that amount of boons and keep them up constantly (because they phase bosses extremely fast as well). Anywhere else it's unreliable and worse than fire (even though fire currently has lower value than fire after patch, just because of global dps traits).

    Water tempest will probably be better alternative to arcane because you can share shocking aura (or even fury if it's lacking somehow) and increase group sustain slightly. ~5-10% dps difference between water and fire isnt important unless you're speedclearing anyway.

    Deso's favorite FROG
    Master of afk and kiting
    The God of Pips and Gud Deeps
    Froggo himself

  • Axl.8924Axl.8924 Member ✭✭✭✭

    Anyone have a build ready for when the changes come?

    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 ✭✭✭
    edited July 16, 2019

    D/D would make most use of the change imho. The ability to have 2 trait lines with global benefits would be nice... could be 3 without Arcane. Will miss ToF though PepeHands

    Fire Weaver would be my go to, but after enjoying D/D core.

    Might also try Tempest even though I am against its design, but... yeah.

    Arcane is lovely with the lower attunements CD and Evasive Arcana, however, I may try letting go of it - will need to search into runes and sigils more for that.

    I might try Water/Fire and Fire/Air for Staff in WvW for comparison, will surely try the 3 lines in PvE deeps. But I still think Fire/Air ftw because of lower CD.

    Pull the strings. Watch them dance.

  • Stallic.2397Stallic.2397 Member ✭✭✭

    Water weaver is a lot more fun given the damage increase. Plus, pulsing primordial stance with Air increases damage by 10%, so you hit harder almost all the time

  • Fire Specialization is not dead after all = see Power Overwhelming

  • Shao.7236Shao.7236 Member ✭✭✭

    Those changes are to not make elements solely focused on one aspect. Which is more than welcomed because it encourages different playstyles rather than feel like one specialization is a must have.

  • Stallic.2397Stallic.2397 Member ✭✭✭
    edited July 16, 2019

    This might be premature, but has anyone tried fresh air weaver/scepter with piercing shards instead of arcane traitline? There's plenty of vulnerability access in that weapon set. Creates a more roundabout burst instead of just using air combo.

  • steki.1478steki.1478 Member ✭✭✭✭

    @Stallic.2397 said:
    This might be premature, but has anyone tried fresh air weaver/scepter with piercing shards instead of arcane traitline? There's plenty of vulnerability access in that weapon set. Creates a more roundabout burst instead of just using air combo.

    Burst is a bit higher, but if you fail to kill then you have 0 chance of making it alive. With arcane there's at least some minimal chance of escaping or kiting.

    Deso's favorite FROG
    Master of afk and kiting
    The God of Pips and Gud Deeps
    Froggo himself

  • Einlanzer.1627Einlanzer.1627 Member ✭✭✭✭

    Water deserves to have some DPS. Water for ele has a long history of giving up too much damage for the utility it offers.

  • lLobo.7960lLobo.7960 Member ✭✭✭

    @Stallic.2397 said:
    This might be premature, but has anyone tried fresh air weaver/scepter with piercing shards instead of arcane traitline? There's plenty of vulnerability access in that weapon set. Creates a more roundabout burst instead of just using air combo.

    The lack of arcane means no protection.
    You will have to rely on ToF and heals from water attune and evades to survive...
    It might have higher burst, but it will be very vulnerable to burst itself.
    Not only that, but you will also loose swiftness from air and regen from water... arcane is just too important for a burst build.

    It might work better as core (water/air/arcane), the loss of the attunements GC from weaver makes up for the loss of dual skills. Still very risky build

  • fuzzyp.6295fuzzyp.6295 Member ✭✭✭

    Wait, why are we complaining about this? Water has needed some diversity for a long time. Speaking as a core PvP/WvW Ele, I always felt hindered by choosing Water, but it was necessary in order to keep up with the cleansing. But that was all it was good for, condi cleanse. It was a burden to have to choose it, hurting our overall DPS because it was a completely defensive line. However with the recent changes to Fire and Water, I can honestly say that the chains that bound us so often to Water and Arcane are finally starting to weaken. I feel more flexible in my build choices as of late. That's a good thing.

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

    @fuzzyp.6295 said:
    Wait, why are we complaining about this? Water has needed some diversity for a long time. Speaking as a core PvP/WvW Ele, I always felt hindered by choosing Water, but it was necessary in order to keep up with the cleansing. But that was all it was good for, condi cleanse. It was a burden to have to choose it, hurting our overall DPS because it was a completely defensive line. However with the recent changes to Fire and Water, I can honestly say that the chains that bound us so often to Water and Arcane are finally starting to weaken. I feel more flexible in my build choices as of late. That's a good thing.

    I feel the same way, it was so refreshing to play core in pvp without cleansing in Water and arcane.

  • I tried without Arcana, and it works as well :)
    very squishy but good dps

  • bbop.9706bbop.9706 Member ✭✭✭

    Anyone know what the exact build is?

  • Auburner.6945Auburner.6945 Member ✭✭✭
    edited July 17, 2019

    @bbop.9706 said:

    Anyone know what the exact build is?

    There is the FA buff so it's 3-2-2 in Air. There is also Soothing Mist and thus 2-3-X (X is preferably 3, but either pick the GM traits add no damage). Tempest is 3-3-3. Same gear as pre-patch.

    Roul replaced Arcane with Water, because Water now provides 20% or more damage modifiers while Arcane is still desperate to provide 12-14% worth of modifiers.

    Pull the strings. Watch them dance.

  • bbop.9706bbop.9706 Member ✭✭✭

    @Auburner.6945 said:

    There is the FA buff so it's 3-2-2 in Air. There is also Soothing Mist and thus 2-3-X (X is preferably 3, but either pick the GM traits add no damage). Tempest is 3-3-3. Same gear as pre-patch.

    Roul replaced Arcane with Water, because Water now provides 20% or more damage modifiers while Arcane is still desperate to provide 12-14% worth of modifiers.

    Nice, thanks!

  • CETheLucid.3964CETheLucid.3964 Member ✭✭✭

    Feels good. I like it.

  • lLobo.7960lLobo.7960 Member ✭✭✭

    @Auburner.6945 said:

    @bbop.9706 said:

    Anyone know what the exact build is?

    There is the FA buff so it's 3-2-2 in Air. There is also Soothing Mist and thus 2-3-X (X is preferably 3, but either pick the GM traits add no damage). Tempest is 3-3-3. Same gear as pre-patch.

    Roul replaced Arcane with Water, because Water now provides 20% or more damage modifiers while Arcane is still desperate to provide 12-14% worth of modifiers.

    Yea, I tested the air/water/tempest in fotm T4 and CMs last night and its great for group. DPS is not as high as weaver (mostly my fault with overloads in wrong phases), but using aura-share and aura heal traits does not decrease the dps and it provides a ton of group-wide auras and heals.
    The build help with keeping the group constantly healed and improves group dps nicely with the new static charge.

  • Auburner.6945Auburner.6945 Member ✭✭✭

    @lLobo.7960 said:

    @Auburner.6945 said:

    @bbop.9706 said:

    Anyone know what the exact build is?

    There is the FA buff so it's 3-2-2 in Air. There is also Soothing Mist and thus 2-3-X (X is preferably 3, but either pick the GM traits add no damage). Tempest is 3-3-3. Same gear as pre-patch.

    Roul replaced Arcane with Water, because Water now provides 20% or more damage modifiers while Arcane is still desperate to provide 12-14% worth of modifiers.

    Yea, I tested the air/water/tempest in fotm T4 and CMs last night and its great for group. DPS is not as high as weaver (mostly my fault with overloads in wrong phases), but using aura-share and aura heal traits does not decrease the dps and it provides a ton of group-wide auras and heals.
    The build help with keeping the group constantly healed and improves group dps nicely with the new static charge.

    I actually might have missed this. Probably Water 2-3-2 is better because of Powerful Aura's synergy with Tempest's traits, which contributes to group healing/utility as a DPS.

    Pull the strings. Watch them dance.

  • NICENIKESHOE.7128NICENIKESHOE.7128 Member ✭✭✭

    @bbop.9706 said:

    Anyone know what the exact build is?

    Traitline at 02:01
    And yeah water and tempest GM are free for choice without any dps loss.
    As for gear he most likely run all berserkers but 2 assassin trinkets + accuracy sigil to maximize precision.

    [RED] Crimson Sunspears...your small family guild since 2015.

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