12 Aug 2006 at 04:27 - 6
Kaida has a severly narrow perspective of elementist. First of all, you can get your energy pool well into 100 energy with some good items and high energy storage, in which case 5 and 6 dips of exhaustion are managable, as well as the use of Glyph of Energy to break down one good exhaustion skill, or often 2 if they have long recasts.
Elementist already have the ability to spam certain spells, their highest spike damage spells in Lightning can deal plenty of damage, with energy management to cover their near endless barage. Other elements do less damage with either AoE or additional effects in return, these skills should not be unspamable because they deal damage to a group, on a group only if your talented enough or the enemy is dumb enough to stay in tight groups, AoE damage should not be limited further in recast.
It is rather obvious that we disagree with the current elementist balance, the topic brung up over and over, saying that alterations would change the game balances is like saying bread is made out of wheat, duh. I think that many, not all, elementist capabilities are deficient and unbalanced compared to other classes output. There is always room for improvement, whether it is balanced or not, and we are suggesting an improvement to something we believe is gimped. If you disagree I will glady debate that with you, notice the title says debate, but making a completely obvious statement isn't a defense for elementist current state.
Note, Elementist already can put out several hundreds of points of damage constantly with lightning magic and dual attunements, 80% reduction of 15 energy (Lightning Orb) is 3 energy, 1-3 energy spells out of a 80+ energy pool is pretty much constant assault. It is the many other skills which need to be addressed, the DoT spells in fire have retarded recast, the AoE spells either cost too much in energy or recast to compete in damage with Lightning spam or other AoE options, Earth spells like Earthquake take to long to be used properly with a good Aftershock. And the cost of exhaustion on skills like obsidian flame are just a bit high compared to Blood Spikes which deal damage and return health wile ignoring armor as a standard.
The cost of Elementist spells in Exhaustion and recast on many skills, not all, are a bit weak compared to simular abilities and attacks from other classes. Sure Elementist can deal as much damage as a Warrior if he spams Lightning, but a Warrior deals that much damage and survives massive amounts of damage as well, elementist drop like flies. When you match up Fire and Earth efficiency to other classes it is a bit hard to make comparisons, but the general conclusion is that they are not good enough, DoT and AoE damage are extremely situational, and that situation should play to their advantage, not to the assumed effectiveness of the spell.
Elementist are not universally broken, but there are certain things which can surely be improved, if you automaticly assume that there isn't, then your already wrong, because there is always something to improve.
I pretty much mentioned all of your observations already and you repeated them in a rant of narrow perspective, so save us your lack of insight, I'm sure there is a grave somewhere that your should be protesting at right now, the rest of us would like to have a realistic debate on the state of elementist and how it could be improved.
As for Trylos explaination, I don't see how 1 energy regen breaks anything, because it would give elementist an advantage over monk with one of his skills? I think the ability to use a few of other classes skills with more proficiency is a norm. Touch Ranger, Mesmer Lightning Spam, Barrage Assassin. Monk has an irrefutable advantage with Divine Favor which Elementist can not match, giving them +1 energy regen to match their high energy pool and high skill costs is rather nominal, they have the weakest armor class which means they can be cut down the easiest, in turn they should have some sort of useful energy boosting armor comparable to their situation, a balanced advantage IMO, different obviously, but I doubt it is broken. You will have to point out more significant examples to change my mind, 1 extra maintainable enchantment doesn't overpower monks primary based energy maintenance mangement skill. Exhaustion reducing runes would be better, but I don't see how +1 energy regen breaks elementist.
I think Elementist is well with his own energy mangement skills, I just think they need some improvement, a normal exhaustion remedy glyph would go a long way, and more reliability among Elementist energy management skills would make a big difference. I still think the 1 second cast time on glyphs is broken, you spend an entirely extra skill slot just to boost the effectiveness of one skill at a time, and it cost extra time to prep.
I have other more significant grievances about Elementist, but I am staying up too late, Night.