Time to fix the Elementalist

J3mo

J3mo

Lion's Arch Merchant

Join Date: Feb 2006

NL

Please contact the Administrator if your date of birth has changed.

Mo/

Quote:
Originally Posted by Electric Sky
the cast and recharge times are just the worst......not to mention the energy required
Elementalists have huuuuge energy + Attunements
I got no problem at all, to be honest im almost always on max ene (Dual Attunements ftw)

Lordhelmos

Lordhelmos

Wilds Pathfinder

Join Date: Apr 2006

Sentients of Shadow (noir)

Me/E

Then ill come hit you with my dervish :P

Katari

Katari

Wilds Pathfinder

Join Date: Aug 2005

Upstate

Me/

Quote:
Originally Posted by J3mo
Elementalists have huuuuge energy + Attunements
I got no problem at all, to be honest im almost always on max ene (Dual Attunements ftw)
The energy cost of spells is far too much to seriously consider running an elite that isn't e-managment. Therein lies part of the problem.

Cjlr

Wilds Pathfinder

Join Date: Aug 2005

SMS

E/Me

Quote:
Originally Posted by J3mo
Elementalists have huuuuge energy + Attunements
I got no problem at all, to be honest im almost always on max ene (Dual Attunements ftw)
And I guess you just avoid the areas where you'll get stripped? Attunements work while they're up, but they're absurdly fragile.

Horseman Of War

Horseman Of War

Desert Nomad

Join Date: Jun 2006

The Cult of Doom

P/

Quote:
Originally Posted by wren e
With the introduction of Nightfall and specifically the Dervish, Anet needs to fix some of the issues that Elementalist have when it is released or the Elementalist will be none played profession ever again.
Somehow I doubt that. Maybe YOU wont play elemental again-


Quote:
Issue #1 - Skill recharge needs to be lowered on many skills
Like what? This is nothing but whining without examples.


Quote:
Issue #2 - Casting times need to be lowered on some skills as well
Like what? And I disagree anyways- they are powerful spells and SHOULD take a good 3 seconds to cast. Maybe you should have played last year, at the beginning, when elementalists were the ones that were too powerful.

Quote:
Issue #3 - Aftercast on PBAoE spells needs to be removed
Didnt they already do this?

Quote:
Issue #4 - Casting cost on some skills also need to be lowered to put them more in line with their effect
I could agree on a few cases- especially the Water Group- because its the least used...

Quote:
Issue #5 - Exhaustion should be removed from some of the skills that it is currently on, really, what where they thinking
They were thinking that those spells are more powerful, and i think it adds a dash of realism to the game...

Quote:
If Anet was to do something about these areas that have been needing to be addressed, then the Elementalist would still be a viable primary profession to choose.
Elementalists are still one of the most popular classes to play, along with rangers and warriors. Somehow I think that there are many people who dont really agree/care with your opinions... with all due respect of course.


My theory is that they need to buff water magic... because the rest is just fine the way it is. So, as far as Water Magic- yes I will agree with your post....

But as far as Nukers (fire&air) I think everything is fine the way it is.

As far as earth goes- exhaustion and after-cast is very important considering the magnitude of the damage on these spells... although I wouldnt mind some casting costs dropped... seems like every good earth skill is 25e+exh... and necessarily so.

Im not trying to be a jerk, seriously... but I really disagree with you that people are going to stop playing Ele's--- they are still the best nuke class hands down and they always will be.

I would say for SOME skills i agree- but like I said- only for the water magic- air and fire are powerful enough as it is.

Irongate

Irongate

Frost Gate Guardian

Join Date: May 2005

In PvE, the real nerf on eles was the AOE scatter effect. Remove that and eles are fine in PvE again. Keep it and you need to introduce spells that don't rely on AOE. AOE in fact becomes quite useless.

In PvP, eles are and have always been useless. They need some real thought put into them. They are probably the most unbalanced (unfortunately on the useless side) class there is.

Cynn Evennia

Frost Gate Guardian

Join Date: Jul 2006

E/Mo

*sigh* Dear Horseman im afraid you havent read a single post in this thread except the one you tried to destroy.

Skill recharge: almost every skill needs this buff. Meteor (30 s), Meteor shower (60 s) and Attunements (45 s) just to point out the most important ones that come to my mind this very instant.

Casting times: 3 secs is ok for you? I disagree, elementalist asre the slowest casters ingame. And besides, 5 SECS is insane and thats the casting time of a Meteor Shower.

Exhaustion: it makes you use an spell once every 30 seconds, thats the time you need to get rid of the exhaustion efect. Better put higher recharge times than penalizing for using the "nice" spells.

Eles as popular class: Yes, the E storage grants you tons of variations, thats why they are popular, but it has no advantage at all in damage.

Fire and Air are fine: read the damage output people have posted here, but since i doubt you will do here i come... How much damage do you inflict on a Mursaat boss with your warrior? Well my most powerful fire spell deals only 21 and Lightning orb with its 25% armor penetration deals 38! is that "fine" for "the best nuke class" when a necro deals 63 dmg with her Gaze?

Dear, Meteor shower is just a cliché. Its a very famous spell but its effectiveness comes from the KD effect, not from the damage.

Sincerely, have you ever played an elementalist in Ring of fire?

Ira Blinks

Banned

Join Date: Feb 2006

Quote:
Originally Posted by Horseman Of War
Somehow I doubt that. Maybe YOU wont play elemental again-
your post clearly indicates that YOU don't play it NOW.



Quote:
Like what? This is nothing but whining without examples.
you haven't made any examples either. All you've said is "eles are fine, stfu and get over it". No they are not. To deny that you must be a fool or just like to argue about obvious things.


Quote:
Like what? And I disagree anyways- they are powerful spells and SHOULD take a good 3 seconds to cast.
Same question to you: Like what?
What are the "powerful" spells eles have? Effect how many of those worth even half of their recharge time and energy cost?

Quote:
Maybe you should have played last year, at the beginning, when elementalists were the ones that were too powerful.
They were overrated by the myth of uber damage. Most people got over it, but you didn't.

Quote:
Didnt they already do this?
No.



Quote:
I could agree on a few cases- especially the Water Group- because its the least used...
Funny thing is that Water spell do about the same direct damage as say Fire. The reason why they suck because of the lack of useful secondary effect like burning and KD. The Freeze could have beed useful if it affected attack speed (or maybe skill activation time) or had reasonable cast time to make sure melee attacker isn't already smashing your face by the time you finished hexing him.
Which brings us back to Fire, which is supposely "fine". So if Fire doesn't do more damage than Water, that means Fire is used for it's secondary effects as support rather than primary source of damage. Which brings us back to point #1: Eles suck as damage dealers.


Quote:
They were thinking that those spells are more powerful, and i think it adds a dash of realism to the game...
Realism, my dear friend, is when lightning strike causes instant death on impact regardless of thikness of armor you wearing. Don't bring realism here, ok?


Quote:
Elementalists are still one of the most popular classes to play, along with rangers and warriors. Somehow I think that there are many people who dont really agree/care with your opinions... with all due respect of course.


My theory is that they need to buff water magic... because the rest is just fine the way it is. So, as far as Water Magic- yes I will agree with your post....

But as far as Nukers (fire&air) I think everything is fine the way it is.

As far as earth goes- exhaustion and after-cast is very important considering the magnitude of the damage on these spells... although I wouldnt mind some casting costs dropped... seems like every good earth skill is 25e+exh... and necessarily so.

Im not trying to be a jerk, seriously... but I really disagree with you that people are going to stop playing Ele's--- they are still the best nuke class hands down and they always will be.

I would say for SOME skills i agree- but like I said- only for the water magic- air and fire are powerful enough as it is.
Again you've said nothing to prove yourself. Your whole argument is based on the fact that elementalists are still used. But that is the issue with misleading game manual or character creation process that makes people think that elementalists are slow and fragile, but powerful damage dealers, which is only true in slow and fragile part.
I still play my ele alot, but that is because I've put lots of time and effort into her and not because I enjoy the fact that having her weilding a bow and two interrupts makes me way more dangerous to opposing team than full load of ele damage spells.

Ristaron

Ristaron

Desert Nomad

Join Date: Mar 2005

Canada, eh?

Legion Of Valhalla

E/

In PvE my ele runs a major fire rune and Elemental Attunement. I never run out of energy before I've blown through a mob of enemies (with help from Stefan and Alesia, the game's tanks/distractions).

In PvP, my ele is easily one of the most useful roles in the party. And that's saying something, as we generally run a very smart build.

Elementalists have their uses, it's up to the player to find them.
And they're not always 'heal party spammer' or 'blindbot'.

dreamhunk

Banned

Join Date: Mar 2006

:P

E/Me

Quote:
Originally Posted by Ristaron
In PvE my ele runs a major fire rune and Elemental Attunement. I never run out of energy before I've blown through a mob of enemies (with help from Stefan and Alesia, the game's tanks/distractions).

In PvP, my ele is easily one of the most useful roles in the party. And that's saying something, as we generally run a very smart build.

Elementalists have their uses, it's up to the player to find them.
And they're not always 'heal party spammer' or 'blindbot'.
please the elemtal needs to be work, anyone whos says the don't is nuts take dam good look at sf,hoh,ra tell me how meny elementals there really are.

how meny elemetals playing a nuker roll in pvp?

elementals are far from doing what they are ment to be doing it is fact!

another thing how would you like it if all other classies had monsters runing away from. If anet did it to the elemtal class they should do it to all the other classies make monsters run away!

Mordakai

Mordakai

Grotto Attendant

Join Date: Aug 2005

Kyhlo

W/

I love the "Well, my Ele is awesome, so it can't be a bad class" argument.

Look, I admire those who enjoy playing the ele, and believe me, I am not insulting or attacking you. But the fact remains, they are not the damage dealers they are supposed to be. So you can take out groups of mobs, so can my Necromancer, a W/Mo, etc., etc. The question is:

Wouldn't you like your Ele to be able to actually do MORE damage than that Necro or Tank, like they are supposed to?

Lordhelmos

Lordhelmos

Wilds Pathfinder

Join Date: Apr 2006

Sentients of Shadow (noir)

Me/E

Well my solution to the problem was to just stop playing an elementalist. I want to deal damage, I want to kill things. I want to see players dying left and right in my cyclone of impending doom. Elementalists just dont do this for me. Elementalists are a squishy target that drop like a little school girls when hit by the big bus of doom. A single hammer combo can maul my elementalist down in 3 swings while a warrior can tank like 25. I spend half the time casting to deal damage that is negatated by the simplist spells like protective spirit or RoF, which could be casted 5 times by the time my chant is over. I wanted to deal pain and not set up magical circles of love while running from the executioners axe for the whole battle; only to die when I gamble to cast my next big spell that hits 2-3 people for a whopping 50 damage. Granted I play a warrior now and simple attacks like triple chop in alliance battles deal more damage than an elementalist can ever dream of. Eviscerate and Executioners Strike on a soft target is insane damage, even when compared to something like obsidian flame.

My giant axe goes into someones head and they die, I like that. Elementalists are just way to overcomplicated in their systematic behavior and the benefits don't out weight the price.

People who are arguing that damage isnt an issue with an elementalist obviously hasn't played another high damage class like a warrior or even a ranger (thumper/touch/spike). You have to understand that its not the single number that matters the most but the DoT.

DoT is everything (unless a spike is organized, to which necros and rangers are much better at). How much damage can you stack over time? In the 3 seconds it takes the elementalist to cast one spell I'm hitting you with my axe every 1.33 seconds or faster and dealing a solid 20-45 damage. On top of that those three hits already half charge my adrenal skills while your still casting one spell thats going to do what? 50-70 at most? I can deal more damage in your casting time than you can do with your final spell. On top of that evis/exe combo nails you for almost 300. In your cast time I can double or even triple your damage at the cost of 0 energy.

Because of bad DoT elementalists are very inefficient at killing things. Sure you can piss me off with spells like blurred vision, blinding flash, water hexes, weakness and wards.... but thats all you can really do besides run and spam heal party (All of which are minor annoyances in comparison to the disability a mesmer is capable of). Doesn't sound like an honorable role to me. Besides there are many counters like plague touch, extinguish, martyr, and spellbreaker to counter elementalist defenses (Not to mention a simple shatter enchant rends just about all of your defenses useless save for a ward.).

Everyone likes to kill stuff... even mesmers. Mesmers trick you into killing yourself, which is great. Rangers find crafty ways to kill you in ways that you could never imagine (touch, thumper). Warriors drive big steely weapons into you and who can argue with that? Necromancers, kill you and themselves but offer solid damage that negatates armor and is hard to stop. Even MONKS kill things with AoE smite in team builds.

And here the manual states that the elementalist deals more damage than any other class? Then why do all tourney eles run chicken and set wards and snares?

Like I said... a powerful spell caster should have people running in fear when the meteors start dropping. With a 5 seconds cast the spell should be devastating. People should see the cast coming and go OH CRAP GET THAT GUY with interrupts because they know its going to hurt. Current elementalists are nothing like that. The only things keeping this class alive are wards, water hex, heal party, and Eprod. I don't see to many flashbot blinders now due to conditions being easier to remove with boonprots and extinguish spammers. Of course theres still the flag runner ele... because thats what eles are good at, you know running. With a cast time of 5 seconds there shouldnt be any reason why ele spells like meteor shower shouldnt totally incapacitate targets dumb enough to stand in the AoE.

Watching an elementalist cast a meteor shower is like watching a monkey climb up a palm tree and start chucking coconuts at you.

Symbol

Jungle Guide

Join Date: Aug 2005

The most effective damage dealing elementalist build I've played is one that uses ether prodigy to spread -8 degen on everyone (via mantra of persistence + conjure phantasm + images of remorse).

Think about that for a second, and realize what the problem is here.

Lordhelmos

Lordhelmos

Wilds Pathfinder

Join Date: Apr 2006

Sentients of Shadow (noir)

Me/E

Quote:
Originally Posted by Symbol
The most effective damage dealing elementalist build I've played is one that uses ether prodigy to spread -8 degen on everyone (via mantra of persistence + conjure phantasm + images of remorse).

Think about that for a second, and realize what the problem is here.
Mark or Rodgort and slinging flares is the best ele degen, along with conjure fire and wanding. Of course one healing breeze/troll/just about any kind of health regen is enough to really null the damage down to nothing.

dreamhunk

Banned

Join Date: Mar 2006

:P

E/Me

elemetals and energy is concerned I hear people are making nacs with energy close to elemtal class! how is that balanced or fair to the elemental class!

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

At an Insit.. Intis... a house.

Live Forever Or Die Trying [GLHF]

W/Me

Quote:
Originally Posted by Mordakai
I love the "Well, my Ele is awesome, so it can't be a bad class" argument.
---
Wouldn't you like your Ele to be able to actually do MORE damage than that Necro or Tank, like they are supposed to?
Bizarrely it seems everyone EXCEPT the elementalists want to buff the elementalists.

Mordakai

Mordakai

Grotto Attendant

Join Date: Aug 2005

Kyhlo

W/

Quote:
Originally Posted by Numa Pompilius
Bizarrely it seems everyone EXCEPT the elementalists want to buff the elementalists.
Like Lordhelmos says, that's because most people who want to be "death dealers" have moved on to other classes.

But I still have an Ele/Mes in "pre-Cantha" that I'd like to kick ass with someday...

Lordhelmos

Lordhelmos

Wilds Pathfinder

Join Date: Apr 2006

Sentients of Shadow (noir)

Me/E

Quote:
Originally Posted by Mordakai
Like Lordhelmos says, that's because most people who want to be "death dealers" have moved on to other classes.

But I still have an Ele/Mes in "pre-Cantha" that I'd like to kick ass with someday...
Yeah its just not satisfying to not be able to kill people... I mean that is the point of PVP right? If I wanted to be a saint or party savior I would be a monk, but the ele has a really stange niche. At the start it seems good but after actually getting a feel for how many flaws the class has it becomes unsatisfying because you feel so limited in what you can do. Other classes have a variety of options that they can use in order to kill or dismember other classes, eles are lacking. I just don't find any satisfaction in running away from the enemy and spamming heal party, or to sit there and pop wards all day while everyone else is having fun bashing skulls in or picking apart the enemy piece by piece with debilitating hexes. It just feels like your stuck on the sideline.

Then everyone is sitting there talking about how cool it was when that guy was running away and you axerated him in the back of the head before he got to the res orb, or how this idiot spellcaster kept killing himself by casting through backfire.

What can you say as an ele? That you slowed them to death? Yeah I pwned the enemy team so hard, hiding behind that rock and casting heal party... they soo couldn't find me meep meep meep...

Morganas

Wilds Pathfinder

Join Date: May 2005

Funny how many people think water is lacking and fire and air are fine. Water is the most useful line the ele has, hex based snares are so much harder to remove than cripple, which is immediately removed with draw conditions or something. Air is only useful for subpar spiking, and fire fills a role a warrior does better, pressure, and a warrior can both pressure and spike.

Cynn Evennia

Frost Gate Guardian

Join Date: Jul 2006

E/Mo

Quote:
Originally Posted by Lordhelmos
Granted I play a warrior now and simple attacks like triple chop in alliance battles deal more damage than an elementalist can ever dream of. Eviscerate and Executioners Strike on a soft target is insane damage, even when compared to something like obsidian flame.
Thats why i ask to have Obsidian Flame free of exhaustion. Cmon its our only armor ignoring spell, let us use it at will ! 10 energy cost and 10 secs recharge would be fine to compensate the non exhaustion.

Quote:
Originally Posted by Symbol
The most effective damage dealing elementalist build I've played is one that uses ether prodigy to spread -8 degen on everyone (via mantra of persistence + conjure phantasm + images of remorse).

Think about that for a second, and realize what the problem is here.
Quote:
Originally Posted by Lordhelmos
Mark or Rodgort and slinging flares is the best ele degen, along with conjure fire and wanding. Of course one healing breeze/troll/just about any kind of health regen is enough to really null the damage down to nothing.
conjure phantasm + images of remorse= -9 degen
mark of rodgort + fire wand spike = -7

Its ironic that the Energy storage attribute makes the elementalist one of the best supporting class ingame but it is useless for damage builds. Kinda sad to see that an E/Me goes Illusion or an E/Mo goes Smiting in order feel she is putting some pressure and/or dealing real damage.

I must confess that twin attunements is a very nice choice, one of the few ones available, and we can keep casting at will. So not everything is wrong with elementalists, but due to the long recharge times on attunements this build is very fragile in PvP; it rules in PvE though if there are not enchant removal foes around like scarabs or shatter mesmers.

wren e

Academy Page

Join Date: Sep 2005

Xen of Onslaught

For those of you that are calling for specifics on how to tweak the Elementalist, instead of just having the areas pointed out that need to be address. I have come up with a very long list of changes that would increase the effectiveness without imbalancing the class (or at least I tried not to get too carried away) so please be patient when reading this. Remeber that these are just my ideas, feel free to add yours.

And FYI, in the interview with Izzy on WoC, he did say that there are many skills that need to be improved, just that they want to do a little at a time to not completely change the feel for the game. I suggest that when each new expansion comes out, that these skills can be changed in mass amounts since the metagame is going to change drastically with the new professions and skills that will be introduced at that time.


Air Magic

Air Attunement - have energy storage effect duration instead of air magic

Arc Lightning - change if foe is suffering from a water hex to any hex

Lightning Hammer - change cost to 20e and lower recharge to 5 (this brings it more in line with orb since that is 15 cast and 5 recharge making this a viable choice between the two)

Gust - change to 1 sec cast and 5 sec recharge and foe suffering from any hex

Glimmering Mark - change condition foes suffer from to Dazed

Lightning Javelin - change cast time to ¼ sec,

Lightning Surge - increase damage to 129

Lightning Touch - change recharge to 5 secs and increase damage to 77 lightning damage and additional 50 damage if foe is suffering from any hex instead of water hex

Mind Shock - remove exhaustion

Ride the lightning - increase damage to 106 at 16 air and lower recharge to 10

Shock Arrow - change damage to 53 at 16 air and increase recharge time to 3 secs

Teinai’s Wind - change recharge to 5 secs and casting time to ¼ sec

Whirlwind - change recharge to 5 secs and casting time to ¼ sec



Earth Magic


Ash Blast – increase damage to 54 at 16 earth and casting time to ¾ sec

Churning Earth - lengthen duration to 10 secs, recharge to 20 secs, area effective in the area, lower damage to 32 at 16 earth, and make it a hex spell with the effects staying with the target foe until time ends or removed

Crystal Wave - change area to nearby, recharge to 10 secs, casting time ¼ sec and remove aftercast

Dragon’s Stomp - change area foes are affected to earshot, knockdown last for 3 secs

Earthquake - change area foes are affected to earshot, knockdown last for 3 secs

Eruption - lengthen duration to 10 secs, recharge to 20 secs, area effective in the area, lower damage to 32 at 16 earth, and make it a hex spell with the effects staying with the target foe until time ends or removed

Earth Attunement - have energy storage effect duration instead of earth magic

Grasping Earth - change recharge to 10 secs

Iron Mist - change recharge to 15 secs

Magnetic aura - change to skill, recharge 15 secs

Shockwave - increase damage to 65 at 16 earth, recharge to 15 secs

Sliver Armor - change recharge to 20 secs

Teinai’s Crystals - change area to nearby, recharge to 10 secs, casting time ¼ sec and remove aftercast

Unsteady Ground - change area of effect to earshot range, knockdown for 3 secs, lengthen duration to 10 sec


Fire Magic

Burning Speed - cost to 15e, recharge 5 secs, for 5…10 sec you are no longer on fire and you move 30%...46% faster. When burning speed ends, you and all adjacent foes are set on fire for 3…9 secs.

Fire Attunement - have energy storage effect duration instead of fire magic

Incendiary Bonds - change adjacent to nearby, increase damage to 92 at 16 fire

Smoldering Embers - change damage to 57 at 16 fire, casting time 1 sec

Bed of Coals - area of effect to earshout range, damage to 51 at 16 fire, recharge to 25 secs

Breath of Fire - make it hex a spell, recharge 20 sec, for 5 secs target and nearby foes are struck for 51 fire damage each sec.

Double Dragon - remove exhaustion, casting time to ¼ sec, recharge to 20 secs, remove aftercast

Fire Storm - change area of effect to nearby, 57 damage at 16 fire, recharge to 20 sec

Fireball - change cast time to 1 sec, recharge to 10 sec, lower damage to 91 and change area of effect to nearby

Flame Burst - increase energy cost to 20e, change cast time to ¼ sec, remove aftercast, change area of effect to in the area

Inferno - change area of effect to nearby, casting time to ¼ sec, recharge to 15 secs, remove aftercast

Lava Arrows - damage to 46 at 16 fire, recharge to 5 secs

Lava Font - change damage to 57 at 16 fire, recharge to 10 secs, area of effect to in the area, remove aftercast

Meteor - recharge at 20 secs, knockdown for 3 secs

Meteor Shower - change damage to 154 at 16 fire, recharge to 40 secs, area of effect to earshout range, have it kd/damge, 3 sec wait, kd/damge, 3 sec wait, kd/damage, 3 sec wait, and kd/damage.

Mind Burn - remove exhaustion, casting cost to 10e

Phoenix - change casting cost to 30e, damage to 142 at 16 fire at your location, area of effect to nearby, damage at target location 91 at 16 fire, add area of effect to target location of in the area

Rodgort’s Invocation - change damage to 154 at 16 fire, casting time to 2 secs

Searing Heat - change to hex spell, damage to 51 at 16 fire, area of effect to in the area, recharge to 20 secs

Star Burst - Change to skill, damage to 175 at 16 fire, casting cost to 15e

Teinai’s Heat - change to hex spell, damage to 51 at 16 fire, area of effect to in the area, recharge to 20 secs


Water Magic


Mirror of Ice – recharge to 5 sec, casting cost to 10 sec

Swirling Aura – recharge to 30 sec

Water Attunement - have energy storage effect duration instead of fire magic

Blurred Vision – recharge to 15 secs

Deep Freeze – casting time to 2 sec, cost to 20e, area of effect to in the are

Frozen Burst – casting time to ¼ sec, recharge to 20 sec, remove aftercast

Ice Prison – remove effect ends if target takes fire damage

Ice Spikes – area of effect to nearby, casting time to 1 sec

Mind Freeze – remove exhaustion

Rust – change to cannot activate Signets

Shard Storm – change damage to 84 at 16 water

Satterstone – change damage to 70 when first struck, 75 when hex ends, recharge to 15 secs

Teinai’s Prison - remove effect ends if target takes fire damage

Icy Prism – change cast time to ¼ sec, target foes action is interrupted, if that was a signet then all that foe’s signets are disabled for 3…9 secs

Maelstrom – change to hex spell, change area of effect to in the area.

Vapor Blade – change damage to 155 at 16 water

Water Trident – change casting cost to 10e, increase damage to 86 at 16 water, increase recharge to 5 secs


Elemetalist Other

Second Wind – remove this spell causes exhaustion. Make it a skill, recharge to 10 secs

Glyph of Lesser Energy – recharge to 15 secs

Glyph of Essence – For 15 secs, your next spell does not cause exhaustion, recharge 20 secs

Glyph of Energy – recharge 10 secs


Glyph of Elemental Power – recharge 2 secs

Glyph of Renewal – recharge 10 secs



Energy Storage


Elemental Attunement – make it a skill

Ether Renewal – duration to 10 secs, energy per enchantment on you to 1…4

Symbol

Jungle Guide

Join Date: Aug 2005

Ok I'll post a more detailed critique after I get some sleep, but here are my thoughts about your changes:

* No elementalist spells should have "earshot" range. This is a moniker reserved specifically for shouts, "in the area" is already quite huge for spells that do 100+ damage per shot.

* Attunements should be linked to their respective attributes, not e storage. They also need a slight reduction in recharge, to say 35 or 40 seconds.

* DoTs. Much too overpowered. If you're going to hugely buff the damage and the AoE there's no way you should make them hexes. Opponents should always have a chance to avoid their effects. Honestly, I'd prefer bumping the AoE's a notch and shorter recharges in some cases.

* Glyphs: Glyphs need shorter cast times (1/4 sec) not shorter recharges (except for GoLE).

I like a lot of your changes, the above are just things I disagree with.

eternal pho

Banned

Join Date: Nov 2005

The Licious Fame Farmers {TLG}

W/E

Maybe because some people don't know how to use them right? o.O

Cynn Evennia

Frost Gate Guardian

Join Date: Jul 2006

E/Mo

I agree with some of the changes you propose, wren e:

1. Remove exhaustion from Mind X.
2. Shorter casting times (following Symbol) and recharge times on Glyphs
3. The idea of making some AoE hexes, just as Tainted flesh and Spiteful spirit work: the effect follows the hexed foe and affects adjacent/nearby allies of that foe.
4. All spells that are now cast in 3 secs should be cast in 2 secs instead, and Meteor Shower on 3 secs instead of the current 5 secs.
5. Lightning hammer with 20 energy cost and 5 recharge: why not if Lightning orb deals the same damage?

The Attunements issue is delicate but urgent. As they are now we need to have twin attunements on to cast continuously, they are very easy to remove and their recharge times are painfully gigantic. I have proposed less recharge times on attunements (15-20 secs) and better percentages of energy back to get rid of the twin attunements and to have the chance to fill the elite slot with a non energy management spell for a change.

And please ANET, make a stance to prevent our enchants to be stripped!

ZenRgy

ZenRgy

Zookeeper

Join Date: Jul 2005

Australian Discussion Posse HQ - Glorious leader

҉ ̵̡̢̢̛̛̛̖̗̘̙̜̝̞̟&#

N/E

Quote:
Originally Posted by Cynn Evennia
I agree with some of the changes you propose, wren e:
5. Lightning hammer with 20 energy cost and 5 recharge: why not if Lightning orb deals the same damage?
Lightning orb is a projectile, this is the penalty for a lower cost.

Horseman Of War

Horseman Of War

Desert Nomad

Join Date: Jun 2006

The Cult of Doom

P/

ey man you all asked 4 nerf u got nerfs u now whine that ur eles subpar

maybe if MORE classes got exhaustion, then eles would automatically be balanced by default

the class isnt THAT messed up- but some minor changes would go a long way...

Ive never been a fan of energy storage anyways- you got 999 energy for what.. all of 10 seconds? then you are stuck in the teens like everyone else.

n/e for the win.
What needs changed in ELEs are the energy storage- its kind of stupid atm... it should give you better regen, not just a bigger pool to dry up.

guffey

guffey

Academy Page

Join Date: May 2005

in front of my computer

uLn

E/Mo

i like the idea of a skill thats stops stripping enchantments. But overall i think the ele is still Superbly effective, you just have to know how to use them.

I think ele attunement is overated by most ppl. yeah it gives you 70% energy back when u cast any elemental spell, but that wont help you at all if you arcane echo meteor shower because now you are so exhausted, you only have half you energy left and it will be gone in 10 seconds. Plus only 1 meteor can hurt enemies at a time. They take damage and get knocked down, stand up and get knocked down with dmg. There is no point to echoing meteor shower because it will mabye give you a single extra hit.

Instead ppl need to learn to use glyph of energy with meteor shower, meaning your still at FULL energy, then casting inciderary bonds, followed by rodgorts invocation, and fireball and by the time the 2nd or 3rd meteor hits their dead... Very fast and very effective. with this fire attunement is enough. and glyph of energy has such a fast recharge time compared to lessar energy, you can use it on rodgorts invocation by the time you get to it.

Ive run this build for a long time in FoW and UW and NEVER had an energy problem at all while the echo nukers were justing sitting there not able to cast anything.

Learn to play an ele, dont complain that there gona be worthless.

Cynn Evennia

Frost Gate Guardian

Join Date: Jul 2006

E/Mo

I guess Spike and Guffey need some directions.

We all here have posted several times that the elementalists have the best e management skills ingame: Ether Prodigy, Ether renewal, Glyph of energy for instance. The problem we are talking about is that without enchantments and e management elites we cannot keep casting at will, and in that way all non energy related elites are useless.

We have not said "eles suck". Please learn to read and open your mind to different opinions beyond the narcissist "omg you are the man you rock show me the light master" speech you seem to be waiting for every new post. We have only said that "eles do not deal real damage to be considered as a threat", thats the point, nothing more, nothing less.

Also we all have acknowledge that elementalists, due to energy storage, are the best support characters. Our complain is because ANET sold the elementalist as THE damage dealer and that lie is what motivates all "eledramatic" threads. Read the Prima guide and the official site, the very first word describing eles is DAMAGE. Warriors, necros, rangers and assassins can deal more damage than an elementalists, so THE damage dealer is below the mean (5th place out of 8): kinda sad and frustrating, no?

I agree that the elementalists are still very popular but for the side effects like KD with Meteor Shower, a cliché spell. Do not say i hate MS, its one of my favourite spells, im just saying that its used more as a KD skill and for making foes move away and lose inertia than for raw damage. (Personal note: 5 secs of casting, 60 recharge and exhaustion do not make me say "i love this game" each time i use MS)

In summary: elementalists have the best e management skills, their huge amount of energy grants them to be the best supporting profession, but they do not deal enough damage to be considered a threat, which is incongruent with the official discourse of ANET.

Symbol

Jungle Guide

Join Date: Aug 2005

I'm actually not a huge fan of reducing attunement recharge to absurdly low levels (<20 secs). Practically infinite energy needs to have a cost afterall.

But damn it, while they're up I want my spell spam to be _fearsome_. If I'm going to spend two or three slots on emanagement and another three on nukes then I want to be doing some serious harm, just like how a warrior will pwn faces if left alone. Currently that isn't the case so...

guffey

guffey

Academy Page

Join Date: May 2005

in front of my computer

uLn

E/Mo

sry i was thinking eveyone was talking PVE for some reason, probably because i am pve and a pve ele owns still..

PvP i can see your point. there pretty handicapped in a battle. Anet should make them what there supposed to be, and if Anet doesn't feel like making them stronger, then i think we will probably loose most eles in PvP except warders...

TheMosesPHD

TheMosesPHD

Jungle Guide

Join Date: Feb 2006

Oregon

Mo Mo Patty Blinks [MoMo]

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Wait wait...I must've missed something. So this thread is about eles having trouble in PvP? Well then I must be mistaken then when I see eles in teams for both PvP and PvE alike all the time. People use eles for warders...AoE pressure...classic water hexing...I still even see air eles from time to time.

A lot of people have posted about how a lot of ele skills aren't useful in PvP and all that jazz but...wait what is it you said? "Every profession has dozens of skills that are totally impracticle and unused in PvP"? Hmmz...so why is it a problem when it's the same for eles?

Cynn Evennia

Frost Gate Guardian

Join Date: Jul 2006

E/Mo

This thread is about eles in both PvP and PvE contexts.

The point in PvE is that even if eles are quite interesting they do not deal as much damage as a warrior, assassin, necro or ranger can. So an ele "owns" is not quite correct, id say an ele "is the coolest supporting class and helps a lot" but an ele cannot "own" because you cannot deal as much DOT than other professions, not to mention what you do with a single spell.

Lets talk about PvE. You can send an apocalypse: Meteor shower, Rodgorts; Incendiary bonds, Fireball but check the costs and the energy/damage ratio:

casting: 5+3+2+2=12 secs
energy: 25+25+15+10=75
damage on a mursaat boss: 21x4 (its real) plus 14x6 (on fire)=86+84+170

A curses necro deals 37 dmg with SS and 42 with mark of pain, both ignoring armor, and spends 25 energy.

37+43=70

Make your tank hit the adjacent boss, and in 3 seconds you will deal 210 damage.

Now, is this comparison clear enough to convince you?

TGgold

TGgold

Wilds Pathfinder

Join Date: Jul 2005

Flying Gophers

Rt/P

But that's not factoring in the AoE.
What if the AoEs hit say, 3 targets. What would it be then?

Anywho, I think that ElE Damage is gimped just by being elemental, but that's another story >_>

Oh yeah, and for the Air spells that trigger on a water hex....keep it that way. WATER = CONDUCTIVE. It's not there just to look pretty.

masteroflife

masteroflife

Krytan Explorer

Join Date: May 2006

Quote:
Originally Posted by TGgold
Oh yeah, and for the Air spells that trigger on a water hex....keep it that way. WATER = CONDUCTIVE. It's not there just to look pretty.
Um... water doesn't conduct electricty. It's the ions that exist in water. it's a common misconception.

Yanman.be

Yanman.be

Banned

Join Date: Dec 2005

Belgium

[ROSE]

A/

wtfpwned him there masteroflife ^^.

ubermancer

ubermancer

Jungle Guide

Join Date: Jul 2005

******************* Refuge From Exile [RFE]

Quote:
Originally Posted by masteroflife
Um... water doesn't conduct electricty. It's the ions that exist in water. it's a common misconception.
Also why its possible to cool your computer in distilled water... assuming you have some way of keeping it distilled.

Samuel Dravis

Lion's Arch Merchant

Join Date: Jan 2006

Mo/Me

Quote:
Originally Posted by ubermancer
Also why its possible to cool your computer in distilled water... assuming you have some way of keeping it distilled.
Much easier to just use oil, however. Don't have to worry about it becoming dangeresque.

Ensign

Ensign

Just Plain Fluffy

Join Date: Dec 2004

Berkeley, CA

Idiot Savants

Water naturally disassociates...

What do terrible chemistry educations have to do with this thread?

Peace,
-CxE

TheMosesPHD

TheMosesPHD

Jungle Guide

Join Date: Feb 2006

Oregon

Mo Mo Patty Blinks [MoMo]

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Well hmmz...an ele may not be able to straight out deal as much damage as a warrior might deal on a single target, but like a couple replies said, many spells are AoE, or have an added effect like burning or a water hex. Also a warrior has to be right up next to the target to be dealing that damage, an ele can stay at the edge of the aggro bubble and still throw out damage. While the warrior has to run from place to place to change targets, having an even harder time doing it in PvP settings where they're being kited, an ele can just turn and hit another spell if it wants to change targets.

All of this, on top of the fact that I don't see any real decline in the use of eles in either PvE or PvP, makes me think you're all making a big fuss over nothing.

Silver_Fang

Lion's Arch Merchant

Join Date: Aug 2006

Manchester UK

Rt/

Quote:
Originally Posted by TheMosesPHD
Well hmmz...an ele may not be able to straight out deal as much damage as a warrior might deal on a single target, but like a couple replies said, many spells are AoE, or have an added effect like burning or a water hex. Also a warrior has to be right up next to the target to be dealing that damage, an ele can stay at the edge of the aggro bubble and still throw out damage. While the warrior has to run from place to place to change targets, having an even harder time doing it in PvP settings where they're being kited, an ele can just turn and hit another spell if it wants to change targets.

All of this, on top of the fact that I don't see any real decline in the use of eles in either PvE or PvP, makes me think you're all making a big fuss over nothing.
In PvE, elementalist is a nuker but they dont have advantage over warrior, Their long duration AoE will scatter the mobs, and warrior dont need to chase after mobs. Yea, Elementalist got burning, but warrior can have conditions like bleeding, KD, deep wound, etc. Most of the time in PvE the warrior is right next to the mob.

And talk about PvP, most Elementalist are not Damage Dealer in PvP but the warrior. i guess most of the top 100 guilds are noob and don't know how to play an elementalist.

Elementalist are being used, but not as a damage dealer as they should be, they are used as support class because of the huge mana pool and glyph. They are used in PvE is because it doesn't really matter much and people always have the mindset of the holy trinity, Tank, Nuker and Healer.

Elementalist dont need to run up to the target, but their casting time is so long that is easier to interupt.