Originally Posted by Cynn Evennia
Eles can deal good damage but after the first hit people become aware of them and voila! neverending inters coming up because of their slow casting, and then they are useless.
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Yes 5 secs recharge would make a 200 dmg hit a threat but let me tell you that if you use distracting shot (8 secs recharge) on it then Orb has 25 secs recharge. Add Savage with its 5 secs recharge and then the ele is totally neutralized. |
You can put a ranger in that elementalists face and totally stop him from using orb everytime he tries to cast. But you're essentially trading one character for the other, so apart from the damage you're doing with savage shot it's not really an advantage. And while you can quite easily have 5 or more elementalists on the other team spiking with orb you can't practically take more than 2 or 3 interrupters on your team to stop them. Furthermore air has BF, good luck stopping an orb spike with physical interrupts when you have that many opponents equipped with blind.
IMO huge blanket changes to the class like ES adding % damage are a bad idea. What's needed is careful skill tweaks to go through and make sure spells are costed appropriately in terms of costs, recharges, and casting times.
Since fire needs the most work, I'm going to post a list of changes to the fire line, with fireball as my gold standard:
Incendiary Bonds: Cost reduced to 10, AoE increased to "nearby".
Currently compared to fireball this costs 50% more, has more than twice the recharge, and is a delayed impact with a very visible animation (thereby allowing enemies to run before it triggers). The only reason people take this is because there aren't any other half-decent nukes in the fire line besides Fireball and RI.
Firestorm. Damage increased to 5...35 (in line with the other DoTs). Recharge reduced to 10 secs.
Pitiful AoE and horrible recharge make this a nonstarter in pretty much any situation. Now it should be useful to at least force people to move.
Breath of Fire: Recharge reduced to 10 seconds.
See a trend here? The DoT spells are potentially interesting because they have an "area control" mechanic, but in practice it never works because the recharges are too long. My intent is to allow you to harass people with these spells, much like a warrior can stop people from casting by forcing them to kite. If they move, great, they aren't doing anything. If they don't, even better! They're being roasted, putting tremendous pressure on enemy monks.
Searing Heat: Increase burn duration to 1...5 secs. Increase AoE to "in the area". Decrease recharge to 25secs.
This is meant to be another, "if you don't move, you die" spells but it's not very scary. Above changes would force people to move the instant it started up, or eat the full damage and the 5 sec burn at the end. Should be great for forcing people out of wards.
Meteor: Increase AoE to "nearby". Reduce recharge to 20secs.
A strong effect (heavy hit + KD), completely neutered by the horrid recharge and crap AoE.
Meteor Shower: Increase AoE to "nearby". First hit arrives at 2 seconds. Add another hit at the very end.
This skill is almost totally pointless in PvP since people can just run out before the first meteor lands. The above changes would allow it to trap an unaware opponent, but would allow present-minded foes to escape easily.
Rodgort's Invocation: Increase AoE to "in the area".
It's a damage skill that costs 25E. The above change would actually make it 25E worth of "scary".
Immolate: Increase burning to 1...5 seconds.
Immolate is one of those skills that you use because you have to, because there's no other alternative. The idea is to make this a good semi-spammable skill to squeeze out some pressure while your big guns are recharging.
Flame Burst: Remove the retarded PbAoE aftercast.
This skill is almost perfect. It hits an area roughly 1.5x the size of fireball, and costs 50% more. It casts much faster and has a faster recharge, but is PbAoE. The only thing that needs doing is removing the horrendous lag after it completes.
Inferno: Remove PbAoE aftercast. Reduce recharge to 10 seconds. Increase AoE to "nearby".
Terrible recharge makes this very unappealing. The above change would make inferno a cheaper, heavier hitting flame burst with twice the recharge, a fair tradeoff IMO.
Lava Font: Increase recharge to 6 secs. Increase duration to 8 seconds. Increase AoE to "nearby".
This is an interesting skill. I can see where A.net was going with this, sort of a mobile area denial (a fire elementalist's offensive counterpart to a ward), but:
a) "Adjacent" range is pitiful. I'm going to deny you the three foot circle around myself? BFD.
b) It doesn't last long enough. I don't want to have to spend all my time casting 2s lava fonts.
Mark of Rodgort: Reduce cost to 15.
This skill has been through 3 buffs, but no one uses it. On paper the 25E cost is compensated by the long duration. But fire doesn't have any cover hexes and in practice it will never last that long vs a team with hex removal. So in any sort of organized setting the duration change doesn't really accomplish anything. Putting it at 15E would mean that even if it does get removed, you're still getting a healthy amount of damage from it. It also makes it semi spammable with good e-management, enough so you could incorporate it into a hex stacking team build or some such.
Star Burst{E}: Reduce recharge to 5 seconds. Add "target touched foe is set on fire for 1...5 seconds".
This skill is currently too weak in comparison to flame burst. Since it's an elite you have to forego elite energy management which is a huge sacrifice.
Double Dragon{E}: Remove exhaustion. Reduce recharge to 15 seconds.
I don't think I need to go into why this is a horrible elite...
Mind Burn{E}: Remove exhaustion. Reduce cost to 10.
You can't get any decent pressure out of this because of the cost and exhaustion (remember, no elite energy management!), and the damage is mostly conditional. That needs changing.
Now I'm sure there are skills I missed, but the above list is should provide a pretty good base for people to build a decent variety of effective fire elementalists. I tried to stay away from damage buffs, and focused more on making these skills attractive in other ways.