A skill-by-skill listing of Elementalist skills that need fixing
Zuranthium
The one blanket statement I want to preface this with is that PBAOE spells (Aftershock, Inferno, etc.) should NOT have twice the after-cast time as compared to normal spells. Maybe 1/4 second extra but nothing more.
AIR
Air Attunement - Decrease recharge to 30 seconds and cast time to 1 second and set energy gain as 40%.
Chain Lightning - Increase to 15 energy and a 15 second recharge but remove exhaustion and decrease to a 2 second cast.
Glimmering Mark - Decrease cast time to 1/4 second.
Gust - Reduce to a 7 second recharge and 3/4 second cast time.
Invoke Lightning - Remove the "if not under the effects of an enchantment" conditionality.
Lightning Hammer - Reduce to 15 energy.
Lightning Orb - Make the spell "follow" your target a bit better than a normal projectile.
Lightning Surge - Give the damage 25% armor penetration and reduce to a 1 second cast.
Mind Shock - Cause knockdown even if the energy requirement is not met.
Ride the Lightning - Remove exhaustion and make the damage equal to Lightning Orb.
Teinai's Wind / Whirlwind - Increase AOE to "Nearby", plus slight damage increase and recharge decrease (equal to Gust for both, just to streamline these wind-type spells).
Thunderclap - Decrease to 5 energy and a 1 second cast.
Windborne Speed - Decrease casting time to 3/4 of a second.
EARTH
Churning Earth - Reduce to 20 energy, 2 second cast, and 15 second recharge.
Crystal Wave / Teinai's Crystals - Increase AOE to Nearby and decrease recharge to 15 seconds.
Dragon's Stomp / Earthquake - Increase AOE to "In The Area".
Earth Attunement - Decrease recharge to 30 seconds and cast time to 1 second and set energy gain as 40%
Ebon Hawk - Decrease casting time to 1 second and cause weakness ALWAYS.
Eruption - Reduce to 20 energy and a 15 second recharge and change secondary effect to 4 seconds of blindness on every hit.
Glowstone - Reduce recharge to 5 seconds.
Iron Mist - Decrease to 5 energy and slight duration increase to 5 + Attribute Rank.
Magnetic Aura - Reduce recharge to 45 seconds.
Obsidian Flesh - Increase armor bonus to +60.
Sandstorm - Reduce to 10 energy.
Shockwave - Increase damage to a max of 60 per hit at 16 Earth Magic and decrease recharge to 15 seconds.
Sliver Armor - Slight duration increase to 5 + (Attribute Rank/2) and slightly increase blocking % to 25 + (Attribute Rank multiplied by 2).
Stone Sheath - Decrease recharge to 10 seconds.
Unsteady Ground - Reduce to 10 energy and a 15 second recharge.
FIRE
Bed of Coals - Reduce to a 20 sec recharge.
Breath of Fire - Reduce to a 1 second cast and 15 second recharge.
Burning Speed - Have the duration scale with your Fire attribute (up to 10 seconds at 14 Fire, 11 seconds at 16 Fire) and cause it to set you on fire for 3 seconds instead of the entire duration.
Double Dragon - Reduce to 10 energy and a 15 second recharge, and have the second damage hit come 1 second after the first instead of 2 seconds after.
Fire Attunement - Decrease recharge to 30 seconds and cast time to 1 second and set energy gain as 40%
Firestorm - Increase the AOE to Nearby and decrease to a 20 second recharge.
Flame Djinn's Haste - Small duration increase (up to 13 seconds at 14 Fire, 14 seconds at 16 Fire).
Incendiary Bonds - Increase the damage to be equal to Fireball.
Lava Font - The update to the skill was just not what needed to be done; it's still fairly useless as a 2 second cast. Change it to a 1 second cast and drop the damage a bit.
Meteor - Increase to 10 Energy but decrease to a 2 second cast and 20 second recharge.
Meteor Shower - Increase AOE to nearby (no joke).
Mind Blast - Decrease casting time to 3/4 of a second and give 1/2 energy bonus even when requirement is not met.
Mind Burn - Reduce burning duration by 1 second but cause it even if the energy requirement is not met.
Phoenix - Decrease to a 2 second cast and have the projectile damage be equal to the PBAOE damage.
Rodgort's Invocation - Increase damage to be equal to Inferno.
Savannah Heat - Reduce energy cost to 10 and recharge to 15 seconds.
Searing Heat / Teinai's Heat - Decrease to 20 energy and a 15 second recharge, and change secondary effect to 4 seconds of burning on every hit.
Starburst - Increase damage to be equal to Inferno.
WATER
Armor of Frost - Reduce recharge to 30 seconds.
Frozen Burst - Reduce to a 20 second recharge.
Ice Prison / Teinai's Prison - Reduce cast time to 1 second.
Ice Spikes - Decrease recharge to 12 seconds.
Icy Prism - Decrease to 5 energy and a 1/4 second cast.
Icy Shackles - Should cause a base movement reduction of 30% no matter what, plus an extra 30% per enchantment on the target (max of 90%).
Maelstrom - Increase AOE to nearby.
Mind Freeze - Cause snare effect even if the energy requirement is not met and increase damage on each hit to 5 + (Attribute Rank multiplied by 3).
Rust - Reduce to a 1 second cast and 10 second recharge.
Shard Storm - Change to a regular hex/damage spell instead of being a projectile.
Shatterstone - Decrease casting time to 1 second and cause the second burst to interrupt the foe.
Swirling Aura - Decrease to 5 energy and a 1/4 second cast, and increase to a 75% block rate.
Vapor Blade - Cause 75% damage vs. enchanted foes instead of 50%.
Ward Against Harm - Decrease to 10 energy and slightly increase the overall bonus vs. non-fire damage (set it to half of the bonus vs. fire).
Water Attunement - Decrease recharge to 30 seconds and cast time to 1 second and set energy gain as 40%.
Water Trident - Reduce to a 2 second recharge.
ENERGY STORAGE
Elemental Attunement - Change duration to 10 + (Attribute Rank multiplied by 4) and reduce recharge to 30 seconds.
Energy Boon - Slight decrease in energy gain but remove the exhaustion.
Ether Renewal - 1 second duration increase.
NO ATTRIBUTE
Glyph of Essence - Should cause you to lose 10 energy instead of all energy.
Second Wind - Add 5 energy to the amount given back.
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Random funny note - Teinai must have been a bad mage because I think all of his spells need a boost, LMAO.
AIR
Air Attunement - Decrease recharge to 30 seconds and cast time to 1 second and set energy gain as 40%.
Chain Lightning - Increase to 15 energy and a 15 second recharge but remove exhaustion and decrease to a 2 second cast.
Glimmering Mark - Decrease cast time to 1/4 second.
Gust - Reduce to a 7 second recharge and 3/4 second cast time.
Invoke Lightning - Remove the "if not under the effects of an enchantment" conditionality.
Lightning Hammer - Reduce to 15 energy.
Lightning Orb - Make the spell "follow" your target a bit better than a normal projectile.
Lightning Surge - Give the damage 25% armor penetration and reduce to a 1 second cast.
Mind Shock - Cause knockdown even if the energy requirement is not met.
Ride the Lightning - Remove exhaustion and make the damage equal to Lightning Orb.
Teinai's Wind / Whirlwind - Increase AOE to "Nearby", plus slight damage increase and recharge decrease (equal to Gust for both, just to streamline these wind-type spells).
Thunderclap - Decrease to 5 energy and a 1 second cast.
Windborne Speed - Decrease casting time to 3/4 of a second.
EARTH
Churning Earth - Reduce to 20 energy, 2 second cast, and 15 second recharge.
Crystal Wave / Teinai's Crystals - Increase AOE to Nearby and decrease recharge to 15 seconds.
Dragon's Stomp / Earthquake - Increase AOE to "In The Area".
Earth Attunement - Decrease recharge to 30 seconds and cast time to 1 second and set energy gain as 40%
Ebon Hawk - Decrease casting time to 1 second and cause weakness ALWAYS.
Eruption - Reduce to 20 energy and a 15 second recharge and change secondary effect to 4 seconds of blindness on every hit.
Glowstone - Reduce recharge to 5 seconds.
Iron Mist - Decrease to 5 energy and slight duration increase to 5 + Attribute Rank.
Magnetic Aura - Reduce recharge to 45 seconds.
Obsidian Flesh - Increase armor bonus to +60.
Sandstorm - Reduce to 10 energy.
Shockwave - Increase damage to a max of 60 per hit at 16 Earth Magic and decrease recharge to 15 seconds.
Sliver Armor - Slight duration increase to 5 + (Attribute Rank/2) and slightly increase blocking % to 25 + (Attribute Rank multiplied by 2).
Stone Sheath - Decrease recharge to 10 seconds.
Unsteady Ground - Reduce to 10 energy and a 15 second recharge.
FIRE
Bed of Coals - Reduce to a 20 sec recharge.
Breath of Fire - Reduce to a 1 second cast and 15 second recharge.
Burning Speed - Have the duration scale with your Fire attribute (up to 10 seconds at 14 Fire, 11 seconds at 16 Fire) and cause it to set you on fire for 3 seconds instead of the entire duration.
Double Dragon - Reduce to 10 energy and a 15 second recharge, and have the second damage hit come 1 second after the first instead of 2 seconds after.
Fire Attunement - Decrease recharge to 30 seconds and cast time to 1 second and set energy gain as 40%
Firestorm - Increase the AOE to Nearby and decrease to a 20 second recharge.
Flame Djinn's Haste - Small duration increase (up to 13 seconds at 14 Fire, 14 seconds at 16 Fire).
Incendiary Bonds - Increase the damage to be equal to Fireball.
Lava Font - The update to the skill was just not what needed to be done; it's still fairly useless as a 2 second cast. Change it to a 1 second cast and drop the damage a bit.
Meteor - Increase to 10 Energy but decrease to a 2 second cast and 20 second recharge.
Meteor Shower - Increase AOE to nearby (no joke).
Mind Blast - Decrease casting time to 3/4 of a second and give 1/2 energy bonus even when requirement is not met.
Mind Burn - Reduce burning duration by 1 second but cause it even if the energy requirement is not met.
Phoenix - Decrease to a 2 second cast and have the projectile damage be equal to the PBAOE damage.
Rodgort's Invocation - Increase damage to be equal to Inferno.
Savannah Heat - Reduce energy cost to 10 and recharge to 15 seconds.
Searing Heat / Teinai's Heat - Decrease to 20 energy and a 15 second recharge, and change secondary effect to 4 seconds of burning on every hit.
Starburst - Increase damage to be equal to Inferno.
WATER
Armor of Frost - Reduce recharge to 30 seconds.
Frozen Burst - Reduce to a 20 second recharge.
Ice Prison / Teinai's Prison - Reduce cast time to 1 second.
Ice Spikes - Decrease recharge to 12 seconds.
Icy Prism - Decrease to 5 energy and a 1/4 second cast.
Icy Shackles - Should cause a base movement reduction of 30% no matter what, plus an extra 30% per enchantment on the target (max of 90%).
Maelstrom - Increase AOE to nearby.
Mind Freeze - Cause snare effect even if the energy requirement is not met and increase damage on each hit to 5 + (Attribute Rank multiplied by 3).
Rust - Reduce to a 1 second cast and 10 second recharge.
Shard Storm - Change to a regular hex/damage spell instead of being a projectile.
Shatterstone - Decrease casting time to 1 second and cause the second burst to interrupt the foe.
Swirling Aura - Decrease to 5 energy and a 1/4 second cast, and increase to a 75% block rate.
Vapor Blade - Cause 75% damage vs. enchanted foes instead of 50%.
Ward Against Harm - Decrease to 10 energy and slightly increase the overall bonus vs. non-fire damage (set it to half of the bonus vs. fire).
Water Attunement - Decrease recharge to 30 seconds and cast time to 1 second and set energy gain as 40%.
Water Trident - Reduce to a 2 second recharge.
ENERGY STORAGE
Elemental Attunement - Change duration to 10 + (Attribute Rank multiplied by 4) and reduce recharge to 30 seconds.
Energy Boon - Slight decrease in energy gain but remove the exhaustion.
Ether Renewal - 1 second duration increase.
NO ATTRIBUTE
Glyph of Essence - Should cause you to lose 10 energy instead of all energy.
Second Wind - Add 5 energy to the amount given back.
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Random funny note - Teinai must have been a bad mage because I think all of his spells need a boost, LMAO.
BahamutKaiser
I agree that most Elementist skills are just a little weak and a little expensive for their effect, especially since Elementist can often second another class and use cheaper skills for more damage and more potent effects.
But the General use of many of their skills is what I think needs the most improvement. Generally reducing the cast time on spells and allowing most nearby and location spells to be cast on any target would be a significant improvement to the way Elementist can be used. Aside from that, all self targeting AoE skills on Elementist should hit at least nearby foes, an Elementist should never need to be point blank to hit something, that is for Zealots Fire Monks who can do it right.
But the General use of many of their skills is what I think needs the most improvement. Generally reducing the cast time on spells and allowing most nearby and location spells to be cast on any target would be a significant improvement to the way Elementist can be used. Aside from that, all self targeting AoE skills on Elementist should hit at least nearby foes, an Elementist should never need to be point blank to hit something, that is for Zealots Fire Monks who can do it right.
Align
This would make it so you NEED to shut down an ele, or else you'll suffer.
I cant decide if I like it or not. The pyro in me says "YES PLZ", but there'll be a huge negative backlash from all the defenseless newcomers getting scorched.
I cant decide if I like it or not. The pyro in me says "YES PLZ", but there'll be a huge negative backlash from all the defenseless newcomers getting scorched.
frojack
Very interesting. In bold...
(Anything not commented, I either agree or have no oppinion on)
(Anything not commented, I either agree or have no oppinion on)
Quote:
Originally Posted by Zuranthium
The one blanket statement I want to preface this with is that PBAOE spells (Aftershock, Inferno, etc.) should NOT have twice the after-cast time as compared to normal spells. Maybe 1/4 second extra but nothing more.
AIR Chain Lightning - Increase to a 15 second recharge but remove exhaustion. Conjure Lightning - Decrease to a 45 second recharge and increase the damage to 5 + rank in attribute. Damage increase could open up abuse by other classes. Enchantment Duration should probably drop to 45 with recharge at 30. Enchantments taking more than 30 seconds to recharge are really silly. Especially with all the 'hate' currently flying around... Glimmering Mark - Reduce to a 1/4 second cast and 10 second recharge. Gust - Reduce to a 1 second cast and 7 second recharge. Lightning Hammer - Reduce to 15 energy. Lightning Javelin - Decrease to a 3/4 sec cast, make the projectile arc normal instead of like a longbow, and give a small damage increase (equal to shock). Lightning Orb - Make the spell "follow" your target better than a normal projectile. I'd say that would be over-powered. This spell does huge damage (well, relative to other elementalist spells). It really needs to be dodgeable. We all know that while people strafe or run, they are not doing anything else Lightning Touch - Reduce to 10 energy. Lightning Surge - Give the damage 25% armor penetration. Mind Shock - Cause knockdown even if the energy requirement is not met. Not sure about this one. It's pretty good anyway. Killed a lot of people with this as it is. See no real reason for the buff. Ride the Lightning - Remove exhaustion and make the damage equal to Lightning Orb. Shock Arrow - Remove the recharge time and increase damage to 10 + (Attribute Rank multiplied by 2). Teinai's Wind / Whirlwind - Slight damage increase (equal to Gust) and slight recharge decrease to 7 sec. EARTH Ash Blast - Increase damage to 10 + (Attribute Rank multiplied by 3). I would also decrease recharge to 5 seconds. This is after all, a utility spell. The damage is negligle. Even with the buff. Churning Earth - Reduce to 20 energy, 2 second cast, and 15 second recharge. I'd say 1 second. AOE like this are really quite useless, unless you can string in a snare. 2+ second Cast times prohibit this... Crystal Wave / Teinai's Crystals - Increase AOE to Nearby and decrease recharge to 10 seconds. Dragon's Stomp / Earthquake - Increase AOE to "In The Area". Eruption - Reduce to 20 energy, 2 second cast, and 15 second recharge. Again, 1 second. It's supposed to be utility I guess. Problem is of course, is that in the time it takes to cast, you'd probably be dead... Grasping Earth - Remove the armor bonus it gives to hexed foes. Iron Mist - Slight duration increase to 5 + Attribute Rank. Magnetic Aura - Decrease recharge to 45 seconds. Again defensive enechantments like this should all follow the Sliver Armour example. Fairly short duration and short recharge. I'd say 11 and 30 respectively for this. Maybe even 25 on the recharge since it's only melee. Shockwave - Increase damage to a max of 60 per hit at 16 Earth Magic and decrease recharge to 15 seconds. I'd say 70 per hit. The proximity problem makes this a tricky one to use offensively. Defensively, your attackers have the armour to make you wish you'd used a different elite. Sliver Armor - Increase overall duration to 1 + Attribute Rank and slightly increase blocking % to 25 + (Attribute Rank multiplied by 2). I'd say it's fine as it is. It's really quite powerful. The Duration and recharge work quite well also. It seems to be at the sweet spot. If anything I'd say reduce cast-time to 3/4 like Armour of Earth, and increase Blocking percentage to 62 (like Armour of Earth's multiplier. Unsteady Ground - Reduce to 10 energy and a 15 second recharge. Again, cast time to 1 second. Ward Against Elements - Reduce to 10 energy. FIRE Bed of Coals - Reduce to a 20 sec recharge. Breath of Fire - Reduce to a 1 second cast and 15 second recharge. Burning Speed - Make it a stance. Conjure Flame - Decrease to a 45 second recharge and increase the damage to 5 + rank in attribute. ...same as Lightning... Double Dragon - Remove the exhaustion, reduce to 10 energy and a 15 second recharge, and have the second damage hit come 1 second after the first instead of 2 seconds after. Firestorm - Increase the AOE to Nearby and decrease to a 20 second recharge. Incendiary Bonds - Increase the damage to be equal to Fireball. Inferno - Reduce to a 10 second recharge. Lava Arrows - Remove the half range component and increase damage by 6 points. Lava Font - Reduce to a 1 second cast time. Meteor - Increase to 10 Energy but decrease to a 2 second cast and 20 second recharge. Mark of Rodgort - Reduce to 20 energy and cause burning on all adjacent foes when activated. Over-powered. I'd say even elite worthy. Constant -7 degen is huge armour ignoring damage. That's on top of it's 5 second rechage and 1 second cast... Meteor Shower - Increase AOE to nearby (no joke). Mind Burn - Reduce burning duration by 1 second but cause it even if the energy requirement is not met. Phoenix - Decrease to 10 energy, 2 second cast, 20 second recharge, and have the projectile damage be equal to the PBAOE damage. Rodgort's Invocation - Increase damage to be equal to Inferno. Searing Heat / Teinai's Heat - Decrease to 20 energy, 2 second cast, 15 second recharge, and increase burning to 5 sec. Smoldering Embers - Reduce casting time to 1 second. WATER Armor of Frost - Remove the negative penalty against fire damage and reduce the recharge to 30 seconds. Conjure Frost - Decrease to a 45 second recharge and increase the damage to 5 + rank in attribute. Frozen Burst - Reduce to a 20 second recharge. Ice Prison / Teinai's Prison - Reduce to a 1 second cast. Ice Spikes - Slight damage increase (equal to Deep Freeze). Icy Prism - Decrease to 5 energy and slighty increase damage (equal to Ice Spear). I'd personally trade the damage and energy for a 1/2 or 1/4 second cast Maelstrom - Increase AOE to nearby. Mind Freeze - Cause snare effect even if the energy requirement is not met and increase damage on each hit to 5 + (Attribute Rank multiplied by 3). Rust - Reduce to a 1 second cast and 10 second recharge. Shard Storm - Slight damage increase (equal to Ice Spear). Shatterstone - Reduce to 10 energy and a 1 second cast, make the first hit of damage equal to the second, and cause each hit to interrupt the foe's action. Good change! Though I'd up the damage to 84 maxed for each burst. There are 3 whole seconds to mitigate the damage Swirling Aura - Decrease to 5 energy, 1/4 second cast, 45 second recharge, and increase to a 75% block rate. I'd give this a 10 second duration, 20-25 second recharge, 1/4 second cast, but leave the evade percentage at 50% Vapor Blade - Reduce to 10 energy. Ward Against Harm - Decrease to 10 energy and slightly increase the overall bonus vs. non-fire damage (set it to half of the bonus vs. fire). Water Trident - Reduce to a 2 second recharge. ENERGY STORAGE -- suggestion -- simply being an Elementalist and having this attribute should give the caster 15% energy back on any ELE spell they cast. Basically 1 less energy for 10cc spells, 2 energy for 15cc, 3 energy for 20cc, and 4 energy for 25cc. Energy Boon - Slight decrease in energy gain but remove the exhaustion. Ether Renewal - 1 second duration increase. NO ATTRIBUTE Glyph of Lesser Energy - Reduce to a 20 second recharge. Glyph of Elemental Power - Should give you 3 energy back when the spell is cast. Second Wind - Add 5 energy to the amount given back. ---------------- Random funny note - Teinai must have been a bad mage because I think all of his spells need a boost, LMAO. |
Zuranthium
Quote:
Originally Posted by Align
This would make it so you NEED to shut down an ele, or else you'll suffer.
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Responses for Frojack:
Conjure "Element" Spell Line - It's only a 4 damage increase, I don't think that makes it abusable at all. Just playable. It would be most powerful on an Assassin but any less than 12 in Dagger or 13 in Crit Strikes hampers either their damage or their energy management, making it an equal tradeoff if they want to pump a ton of points into an elemental line.
Defensive Enchantments - A shorter duration but an even quicker recharge could work too. You'd definitely wanna keep Swirling at 75% though. Whatever the change I think they should be able to be up for at least half the time...so Sliver does need a bit of an increase (my suggestion might have been slightly too much but at the same time I don't even think so because it's a more specific skill and many builds would continue running Armor of Earth anyway).
Mark of Rodgort - It's not constant -7 degen...the degen is conditional. If the spell flat out said "cause burning on target and all adjacent foes for 30+ seconds and reapply this burning every 3 seconds", hell yes, that would be overpowered.
Lightning Orb - It does 21 more damage than Fireball for 50% more energy. For a 15cc spell I think it needs a little something extra. It only sees so much play on Elem runner bars because there simply isn't anything better. If there was a spell that was an exact copy of Fireball in the Air line, I'm pretty sure that spell would always be used instead.
Shockwave - I wanted to cap the spell at 60 so that Spirit Bond doesn't make it worthless. Telporting E/A's could do great Aftershock + Shockwave spikes if PBAOE's weren't gimped.
Churning Earth, Unsteady Ground, Searing Heat, etc. - They would be overpowered at a 1 second cast time if you still want to keep the low recharge. Breath of Fire is fine at a 1 second cast because the AOE is only adjacent.
TadaceAce
Bravo, I like this guy, are you the same guy that did the assassin skills? Anet listen to this guy. Very well thought out, these buffs would make eles deal more sustained damage while still keeping their spike capability at a good level.
Zuranthium
Yes, I did the Assassin write-up as well.
Oh a GW forum
So, because you play an ele you want half the ele skills to get a buff?
Doesn't work that way... anet has beta testers for a reason. I don't see how you are qualified to declare that all these skills NEED "fixing"...
Doesn't work that way... anet has beta testers for a reason. I don't see how you are qualified to declare that all these skills NEED "fixing"...
Flopjack
For real, it honestly doesn't sound like you look closely enough at Ele skills or the attributes the skills are under.
Zuranthium
Quote:
Originally Posted by Oh a GW forum
So, because you play an ele you want half the ele skills to get a buff?
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I've looked at the skills quite closely, actually. I have played this game since its release and have a firm knowledge of how they all work within each sect of the game. My goal going into all of these changes is that every single skill in the game needs to be playable in GvG and/or HA.
80% of these skills never see play in serious PvP. That alone should be enough for anyone to question if they are balanced well enough. I say "no" and these are my solutions. It will only help if you discuss and give thoughtful input instead of just being afraid of change and saying "no way!" without giving any kind of supporting argument or thinking about why these skills never see play.
For anyone who knows the game in-depth I believe that almost all of these changes are pretty much no-brainers that NEED to happen if skill balance is of any concern (even if you don't agree with the exact change I listed). There are definitely some changes that I can see being contentious and I would love to explain my point of view to anyone who has a different viewpoint and hear their opinions as well.
inscribed
I outright dismiss anyone who says elementalists don't need a buff in their damage capabilities. With the exception of a very few skills, elementalist are completely lacking in damage dealing compared with other classes. Every other class, with the exception of possibly a mesmer, can out damage them.
Look up the thread "Why nuking sucks" in the elementalist forums if you are unconvinced.
I agree with most of the skill changes listed, more or less. Something needs to be done in any case, otherwise elementalists will forever be locked into their 'support/heal bot' role.
Look up the thread "Why nuking sucks" in the elementalist forums if you are unconvinced.
I agree with most of the skill changes listed, more or less. Something needs to be done in any case, otherwise elementalists will forever be locked into their 'support/heal bot' role.
BahamutKaiser
There are weak skills in every class, but a barage of weak skills makes the class weak. Even if the class has "some" combinations which are strong, with only a few strong combinations compared to dozens in other classes, it is overall a weaker class.
I think it is natural to point out Assassins skill weakness and Elementist skill weakness because these are the ones which suffer disapproval the most. And no matter how good some of thier builds are, their overall skill pool has less productive builds to choose from than other classes, which is why they are disliked in whole.
Improving weak skills in all classes would be a great asset to the game. And starting with the ones who need improvements the most is the most rational thing to do. Only a moron does maintenance on the working wheel before fixing the flat. It is one thing to balance your tires when they are all in working condition, it is another thing to overlook a flat or damage tire for a working one.
I think the most promenant weakness throughout all classes is massive skill recharge on certain skills. It basicly makes them part time skills, and using one of your 8 skill slots for something your only getting part time use out of will always suck. If the skill doesn't have an exagerated effect, it shouldn't have ridiculously large costs and recasts, and some recast are so long that you simply can't justify that much output, either the damage needs to go up, or the cost and recast need to go down. This is most prevalent in elementist, who spends twice as much cost for the same output as other classes, which totaly counters the usefulness of their Primary, putting them at a clear disadvantage. And if your trying to convince others that 2 energy managment skills and a maxed primary is a fair ability to compete with other classes who simply put out just as much (and sometimes more) with thier cheaper skills, than your just bonkers.
But unlike alot of classes, I still think Function is just as much a problem as Frequency for this class. Although simply being able to recast DoT spells Frequently would make it rather useful. It really makes no sense to wait 30 seconds to recast Fire Storm.
I think it is natural to point out Assassins skill weakness and Elementist skill weakness because these are the ones which suffer disapproval the most. And no matter how good some of thier builds are, their overall skill pool has less productive builds to choose from than other classes, which is why they are disliked in whole.
Improving weak skills in all classes would be a great asset to the game. And starting with the ones who need improvements the most is the most rational thing to do. Only a moron does maintenance on the working wheel before fixing the flat. It is one thing to balance your tires when they are all in working condition, it is another thing to overlook a flat or damage tire for a working one.
I think the most promenant weakness throughout all classes is massive skill recharge on certain skills. It basicly makes them part time skills, and using one of your 8 skill slots for something your only getting part time use out of will always suck. If the skill doesn't have an exagerated effect, it shouldn't have ridiculously large costs and recasts, and some recast are so long that you simply can't justify that much output, either the damage needs to go up, or the cost and recast need to go down. This is most prevalent in elementist, who spends twice as much cost for the same output as other classes, which totaly counters the usefulness of their Primary, putting them at a clear disadvantage. And if your trying to convince others that 2 energy managment skills and a maxed primary is a fair ability to compete with other classes who simply put out just as much (and sometimes more) with thier cheaper skills, than your just bonkers.
But unlike alot of classes, I still think Function is just as much a problem as Frequency for this class. Although simply being able to recast DoT spells Frequently would make it rather useful. It really makes no sense to wait 30 seconds to recast Fire Storm.
NeHoMaR
Quote:
Originally Posted by Zuranthium
Shockwave - I wanted to cap the spell at 60 so that Spirit Bond doesn't make it worthless.
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Similar thing happen in Nightfall, with necro skills that counter the "overpower" of Paragons.
draxynnic
Comments inline, using underlines:
As a general comment: There does seem to be some nice stuff for elementalists coming in Nightfall. We may find that the Ele is less obviously in need of buffing when the other stuff comes in.
Quote:
Originally Posted by Zuranthium
The one blanket statement I want to preface this with is that PBAOE spells (Aftershock, Inferno, etc.) should NOT have twice the after-cast time as compared to normal spells. Maybe 1/4 second extra but nothing more.
AIR Chain Lightning - Increase to a 15 second recharge but remove exhaustion. I think the Nightfall elite Invoke Lightning is looking to do what you're angling for here - and that has a condition on losing exhaustion! If you don't have any other exhaustion-related skills on your bar, think of this as more of a 30 second recharge skill, with the ability to cast faster in a pinch. Conjure Lightning - Decrease to a 45 second recharge and increase the damage to 5 + rank in attribute. My W/E would love that change! Seriously, I don't think a damage increase is really needed - I think it's intent is to provide a little boost during downtime between spells (one that doesn't cost 5e/second, that is!), but wanding still shouldn't be your main damage output! Shorter recharge would be nice, though, to give a little leeway in when to reapply it, and to make enchantment-hate a little less painful. Glimmering Mark - Reduce to a 1/4 second cast and 10 second recharge. Shorter recharge would be nice, especially when the enemy tends to die before the hex runs its course. I don't think a casting time decrease - especially one so drastic - is really necassary, though. And when you get down to it... wouldn't it be only fair to let the pack get one or two swings every 15 seconds where they can actually see? Gust - Reduce to a 1 second cast and 7 second recharge. Seems reasonable. The main benefit is hard enough to pull off as it is without the hex you're basing it off getting stripped (or simply expiring) while you're halfway through casting. Lightning Hammer - Reduce to 15 energy. This would just make it Lightning Orb without the miss chance. I agree that it's overpriced in the energy stakes, but 15 is a little low. It's a shame that we don't seem to have 20e skills - maybe some secondary effect, like a small AOE effect around the target doing half damage or a Lightning Javelin like interrupt of attacking targets, could make it a little more attractive? Lightning Javelin - Decrease to a 3/4 sec cast, make the projectile arc normal instead of like a longbow, and give a small damage increase (equal to shock). Looks good - only reason I've ever heard of anyone using this one after gaining a few levels under their belt (it does have decent damage at low Air attribute scores, but how often does that matter at level 20?) is simply to put another air damage skill to add to the spiking, and there are so many better options. And as a means of damage mitigation, the interrupt is greatly inferior to Enervating Charge - giving it a decent chance to reactively interrupt attack skills, however, would go a long way to improving its utility. Lightning Orb - Make the spell "follow" your target better than a normal projectile. Are you trying to make this and Lightning Hammer virtual duplicates? Seriously, it's not really needed - the chance to miss is why it doesn't cost as much as the Hammer. Lightning Touch - Reduce to 10 energy. My W/E would like this one too - especially when pet Elementalist heroes that can carry Water AOEs become available... Lightning Surge - Give the damage 25% armor penetration. Never really used this one, so I'll nocomment it Mind Shock - Cause knockdown even if the energy requirement is not met. Again, no experience, no comment - except that I expect careful choice of targets can make sure the requirement is met ;-) Ride the Lightning - Remove exhaustion and make the damage equal to Lightning Orb. Agreed. I can't think of many reasons you'd want this as it is rather than simply taking an Assassin secondary. Being an elite skill and having Exhaustion is a big price to pay - the exhaustion makes it very expensive for most non-Elementalists, and most Elementalists that have reason to get that close would probably rather shadowstep. Shock Arrow - Remove the recharge time and increase damage to 10 + (Attribute Rank multiplied by 2). Seems to be a decent adjustment Teinai's Wind / Whirlwind - Slight damage increase (equal to Gust) and slight recharge decrease to 7 sec. I always thought of the damage of this one to be secondary to the area knockdown. Can't really see how much difference this would make, so no other comment EARTH Ash Blast - Increase damage to 10 + (Attribute Rank multiplied by 3). My first reaction was that that was too much, then I realised that the skills I was comparing it against (Stone Daggers and Flare) did a little more damage than I thought they did - so this boost would only make it equivalent to the other two in damage, with the conditional effect balanced by the longer recharge. However, I'd say a more significant change would be to decrease the cast time to make it easier to achieve the conditional effect. Churning Earth - Reduce to 20 energy, 2 second cast, and 15 second recharge. Lack of experience -> No comment Crystal Wave / Teinai's Crystals - Increase AOE to Nearby and decrease recharge to 10 seconds. These are pretty nasty skills as they are because of the large amounts of armour-ignoring damage. I don't think a recharge decrease is really necassary. Dragon's Stomp / Earthquake - Increase AOE to "In The Area". My elementalist primary says yes. My other characters ask "Aren't Jade Brotherhood mobs bad enough as they are?" Eruption - Reduce to 20 energy, 2 second cast, and 15 second recharge. Again, no comment. Grasping Earth - Remove the armor bonus it gives to hexed foes. This is referred to as flavour for the skill. With a bit of coordination with your party, you can make this armour bonus irrelevant. Iron Mist - Slight duration increase to 5 + Attribute Rank. Owwww... Do you know how painful it is to be hit with a 90% speed reduction hex? Magnetic Aura - Decrease recharge to 45 seconds. Agreed Shockwave - Increase damage to a max of 60 per hit at 16 Earth Magic and decrease recharge to 15 seconds. Hrrmn. Possibly. I found it nice enough as it is, however. Sliver Armor - Increase overall duration to 1 + Attribute Rank and slightly increase blocking % to 25 + (Attribute Rank multiplied by 2). Have you, by any chance, met a Shiro'ken Elementalist boss? They're painful enough as it is unless you have an enchantment-stripper who's really on the ball... Unsteady Ground - Reduce to 10 energy and a 15 second recharge. I think that would be an excessive buff. It's pretty powerful as it is - one of the few DOTAOEs I've really paid much attention to since the AI adjustment Ward Against Elements - Reduce to 10 energy. Hrrmn. Yes, at 15 energy, it does seem expensive compared to Ward Against Melee FIRE Bed of Coals - Reduce to a 20 sec recharge. Allowing you to have it up half the time... but is that a bad thing, since Lava Font can be kept up indefinitely? Breath of Fire - Reduce to a 1 second cast and 15 second recharge. Yeah, I've wanted to be able to be able to cast this one more often myself. Not sure the reduction in casting time is really necassary, though - currently, it's equivalent to Fireball, which I think is about right for what it does. Burning Speed - Make it a stance. Agreed Conjure Flame - Decrease to a 45 second recharge and increase the damage to 5 + rank in attribute. See Conjure Lightning Double Dragon - Remove the exhaustion, reduce to 10 energy and a 15 second recharge, and have the second damage hit come 1 second after the first instead of 2 seconds after. Um... This one does a goredengineload of damage as it is, and the delay means it doesn't set off the AOE code (not on it's own, anyway). I think the price is pretty decent for two Infernos in quick succession. Firestorm - Increase the AOE to Nearby and decrease to a 20 second recharge. AOE increase could work. I don't think the recharge time reduction would really be necassary then, though. Incendiary Bonds - Increase the damage to be equal to Fireball. Include the burning, and it's already doing more damage than Fireball - and armour-ignoring, to boost. I think this one's fine as it is. Inferno - Reduce to a 10 second recharge. I think ANet was going for a certain balance between Flame Burst and Inferno - one that can be done regularly at high cost, one that can be done infrequently but relatively cheaply for its damage. This would probably upset that balance. Lava Arrows - Remove the half range component and increase damage by 6 points. Not sure about the damage increase, but I'll agree that the half range is annoying Lava Font - Reduce to a 1 second cast time. Not sure either way on this one Meteor - Increase to 10 Energy but decrease to a 2 second cast and 20 second recharge. Again, not sure either way Mark of Rodgort - Reduce to 20 energy and cause burning on all adjacent foes when activated. Too nasty. While I previous poster did point out that the effect was conditional, it's not exactly a hard condition to fill, especially with some party coordination Meteor Shower - Increase AOE to nearby (no joke). Could actually work Mind Burn - Reduce burning duration by 1 second but cause it even if the energy requirement is not met. See Mind Shock Phoenix - Decrease to 10 energy, 2 second cast, 20 second recharge, and have the projectile damage be equal to the PBAOE damage. I think any balancing of this skill should start with a reduction in the cast time - at present, it's far too easy to run away from. Given that, the other changes may not be necassary, and the energy cost decrease is certainly unnecassary - consider the equivalent cost of firing off Fireball and Inferno. Rodgort's Invocation - Increase damage to be equal to Inferno. In my experience, Rodgort's is powerful enough as is. Searing Heat / Teinai's Heat - Decrease to 20 energy, 2 second cast, 15 second recharge, and increase burning to 5 sec. These skills do need a little more bang for their buck, yes, but I'm not convinced all THAT is necassary... Smoldering Embers - Reduce casting time to 1 second. Slightly more powerful than Flare, significant recharge time, easily-avoided conditional effect... yeah, seems to be a fair adjustment. WATER Armor of Frost - Remove the negative penalty against fire damage and reduce the recharge to 30 seconds. Again, the penalty is flavour - just be careful who you use it against. Being able to keep it up longer would be nice, though. Conjure Frost - Decrease to a 45 second recharge and increase the damage to 5 + rank in attribute. See...yeah, you know Frozen Burst - Reduce to a 20 second recharge. I can agree with this one. Ice Prison / Teinai's Prison - Reduce to a 1 second cast. Seems reasonable Ice Spikes - Slight damage increase (equal to Deep Freeze). That [/i]is[i] a slight increase. Simple enough to leave it as it is - the snaring effect is probably the more important effect. Icy Prism - Decrease to 5 energy and slighty increase damage (equal to Ice Spear). Probably a little much. I'd probably say that a casting speed increase is probably more important to make it a decent signet-interrupt - the rest is really secondary. After all, Mesmer interrupts don't do ANYTHING unless there's something to interrupt... Maelstrom - Increase AOE to nearby. Fair enough Mind Freeze - Cause snare effect even if the energy requirement is not met and increase damage on each hit to 5 + (Attribute Rank multiplied by 3). As the other Mind spells - although I will note that this one is one of the more annoying Mind skills from the perspective of the target. At least as is there is a CHANCE of avoiding the hex part. Rust - Reduce to a 1 second cast and 10 second recharge. Making it even easier to keep it on everything? Shard Storm - Slight damage increase (equal to Ice Spear). See Ice Spikes Shatterstone - Reduce to 10 energy and a 1 second cast, make the first hit of damage equal to the second, and cause each hit to interrupt the foe's action. No to the interrupt part. As for the rest... maybe. It is elite, after all. Swirling Aura - Decrease to 5 energy, 1/4 second cast, 45 second recharge, and increase to a 75% block rate. Hrrmn. Reasonable Vapor Blade - Reduce to 10 energy. Agreed Ward Against Harm - Decrease to 10 energy and slightly increase the overall bonus vs. non-fire damage (set it to half of the bonus vs. fire). Seems reasonable Water Trident - Reduce to a 2 second recharge. Hrrmn. Not sure about this one. ENERGY STORAGE -- suggestion -- simply being an Elementalist and having this attribute should give the caster 15% energy back on any ELE spell they cast. Basically 1 less energy for 10cc spells, 2 energy for 15cc, 3 energy for 20cc, and 4 energy for 25cc. I disagree. At the very MOST, it should be 1%/rank - make you have to put in the ranks to gain the benefit. We don't want it to be simply 'just because you're an Elementalist, you get this bonus', which it would be if it only required one rank. Energy Boon - Slight decrease in energy gain but remove the exhaustion. How much, exactly, is 'slight'? One does have to be careful here not to give free energy away - I think the general idea is that when it comes time to use Energy Boon, the exhaustion cost doesn't really matter anyway. Ether Renewal - 1 second duration increase. No comment due to lack of experience NO ATTRIBUTE Glyph of Lesser Energy - Reduce to a 20 second recharge. Would be useful Glyph of Elemental Power - Should give you 3 energy back when the spell is cast. Nah. It's already giving you a nice benefit. Second Wind - Add 5 energy to the amount given back. In order to offset the casting cost? Seems reasonable. ---------------- Random funny note - Teinai must have been a bad mage because I think all of his spells need a boost, LMAO. |
Brother Redmund
Quote:
Originally Posted by Zuranthium
Lightning Hammer - Reduce to 15 energy. |
Dr Strangelove
I'm unsure on a few of these. Most wouldn't be that imbalancing however, considering how imbalanced warrior and sin damage is already. I wholeheartedly agree on the aftercast thing. Who thought that would be a good idea? If anything, they should have a low aftercast so you can run like hell.
Quote:
Originally Posted by Zuranthium
The one blanket statement I want to preface this with is that PBAOE spells (Aftershock, Inferno, etc.) should NOT have twice the after-cast time as compared to normal spells. Maybe 1/4 second extra but nothing more.
AIR Chain Lightning - Increase to a 15 second recharge but remove exhaustion. Conjure Lightning - Decrease to a 45 second recharge and increase the damage to 5 + rank in attribute. Don't think the damage needs a boost, but 60 second recharge with 60 sec duration is pretty stupid. Glimmering Mark - Reduce to a 1/4 second cast and 10 second recharge. Gust - Reduce to a 1 second cast and 7 second recharge. Lightning Hammer - Reduce to 15 energy. 15 energy or 5 sec recharge or increased damage would all be ok on this one Lightning Javelin - Decrease to a 3/4 sec cast, make the projectile arc normal instead of like a longbow, and give a small damage increase (equal to shock).This is already a halfway decent skill, you spam it at people for the random chance of interrupts. The damage is already equal to lightning strike with less recharge Lightning Orb - Make the spell "follow" your target better than a normal projectile. No way, this is a nice spell already Lightning Touch - Reduce to 10 energy. Another idea would be to make it a spell so ele energy management works on it. But really, it just needs a recharge reduction since you have to build your entire build around it Lightning Surge - Give the damage 25% armor penetration. Mind Shock - Cause knockdown even if the energy requirement is not met. The real killer on mind spells is the exhaustion. get rid of that, increase the cost and the recharge and you're good Ride the Lightning - Remove exhaustion and make the damage equal to Lightning Orb. Shock Arrow - Remove the recharge time and increase damage to 10 + (Attribute Rank multiplied by 2). Teinai's Wind / Whirlwind - Slight damage increase (equal to Gust) and slight recharge decrease to 7 sec.these aren't used for damage. In fact, mostly warriors use it in PvE, where it's a great skill EARTH Ash Blast - Increase damage to 10 + (Attribute Rank multiplied by 3).damage doesn't matter much. It needs a faster casting time to be able to catch KDed people though Churning Earth - Reduce to 20 energy, 2 second cast, and 15 second recharge. 25 e is ok it is a nice damage AoE if nothing else Crystal Wave / Teinai's Crystals - Increase AOE to Nearby and decrease recharge to 10 seconds. On one hand, these are decent spells already. On the other, they have major drawbacks that would indicate a great effect, which they don't have. Dragon's Stomp / Earthquake - Increase AOE to "In The Area". Eruption - Reduce to 20 energy, 2 second cast, and 15 second recharge. same as churning Grasping Earth - Remove the armor bonus it gives to hexed foes. still worthless Iron Mist - Slight duration increase to 5 + Attribute Rank.still not so hot. It's easily removed Magnetic Aura - Decrease recharge to 45 seconds. Shockwave - Increase damage to a max of 60 per hit at 16 Earth Magic and decrease recharge to 15 seconds. No way, this does nice damage already Sliver Armor - Increase overall duration to 1 + Attribute Rank and slightly increase blocking % to 25 + (Attribute Rank multiplied by 2). While the duration does suck, it can be nice for farming builds as it is. I'm unsure Unsteady Ground - Reduce to 10 energy and a 15 second recharge.I never understood why ele elites cost so much energy. Using them means not using elite energy management, and thus blowing it all on your elite spell Ward Against Elements - Reduce to 10 energy. FIRE Bed of Coals - Reduce to a 20 sec recharge. Breath of Fire - Reduce to a 1 second cast and 15 second recharge. Burning Speed - Make it a stance. Conjure Flame - Decrease to a 45 second recharge and increase the damage to 5 + rank in attribute. Double Dragon - Remove the exhaustion, reduce to 10 energy and a 15 second recharge, and have the second damage hit come 1 second after the first instead of 2 seconds after.starburst is still better Firestorm - Increase the AOE to Nearby and decrease to a 20 second recharge. Incendiary Bonds - Increase the damage to be equal to Fireball. Inferno - Reduce to a 10 second recharge. Lava Arrows - Remove the half range component and increase damage by 6 points. Just tossing the half range thing would be ok. Lava Font - Reduce to a 1 second cast time. Meteor - Increase to 10 Energy but decrease to a 2 second cast and 20 second recharge. Mark of Rodgort - Reduce to 20 energy and cause burning on all adjacent foes when activated. 25 energy if it causes burning on all adjacent foes, 10 energy if it stays as it is. It really sucks to reapply this. Meteor Shower - Increase AOE to nearby (no joke).No joke? This does a job and does it well. Leave it alone. Mind Burn - Reduce burning duration by 1 second but cause it even if the energy requirement is not met. Same as mind shock, exhaustion is the problem Phoenix - Decrease to 10 energy, 2 second cast, 20 second recharge, and have the projectile damage be equal to the PBAOE damage. 15 energy is ok since it's fireball + inferno, although the recharge and cast time suck Rodgort's Invocation - Increase damage to be equal to Inferno. Searing Heat / Teinai's Heat - Decrease to 20 energy, 2 second cast, 15 second recharge, and increase burning to 5 sec. For this and eruption, I prefer the idea of them causing burning or blindness on every hit for a couple seconds. Smoldering Embers - Reduce casting time to 1 second. WATER Armor of Frost - Remove the negative penalty against fire damage and reduce the recharge to 30 seconds.30 seconds still makes this suck Conjure Frost - Decrease to a 45 second recharge and increase the damage to 5 + rank in attribute. Frozen Burst - Reduce to a 20 second recharge. Ice Prison / Teinai's Prison - Reduce to a 1 second cast. Ice Spikes - Slight damage increase (equal to Deep Freeze). Icy Prism - Decrease to 5 energy and slighty increase damage (equal to Ice Spear). Maelstrom - Increase AOE to nearby. Mind Freeze - Cause snare effect even if the energy requirement is not met and increase damage on each hit to 5 + (Attribute Rank multiplied by 3). Rust - Reduce to a 1 second cast and 10 second recharge. Shard Storm - Slight damage increase (equal to Ice Spear). Shatterstone - Reduce to 10 energy and a 1 second cast, make the first hit of damage equal to the second, and cause each hit to interrupt the foe's action.Maybe with the interrupts this would be ok, still not so hot Swirling Aura - Decrease to 5 energy, 1/4 second cast, 45 second recharge, and increase to a 75% block rate. Vapor Blade - Reduce to 10 energy. Ward Against Harm - Decrease to 10 energy and slightly increase the overall bonus vs. non-fire damage (set it to half of the bonus vs. fire). Water Trident - Reduce to a 2 second recharge. ENERGY STORAGE -- suggestion -- simply being an Elementalist and having this attribute should give the caster 15% energy back on any ELE spell they cast. Basically 1 less energy for 10cc spells, 2 energy for 15cc, 3 energy for 20cc, and 4 energy for 25cc. so with dual attunements you get 95% back? I'm unsure, but it does suck as it is. The only reason to bring it is for a few skills in the line. Of course, the same could be said of strength Energy Boon - Slight decrease in energy gain but remove the exhaustion. Ether Renewal - 1 second duration increase. This will stay nerfed into oblivion thanks to dervishes and smiters. Way to go guys NO ATTRIBUTE Glyph of Lesser Energy - Reduce to a 20 second recharge.But then it won't be the pip glyph! Glyph of Elemental Power - Should give you 3 energy back when the spell is cast. Doesn't need energy, but since you have to cast it every time, a bonus of 4 might be better Second Wind - Add 5 energy to the amount given back. ---------------- Random funny note - Teinai must have been a bad mage because I think all of his spells need a boost, LMAO. |
Riotgear
I can't believe you didn't list Blurred Vision as needing a recharge reduction. :P
It also has a rather huge recharge. 5e + exhaustion would actually suit it quite well, but as it is now, it's ridiculous to run hammer without dual attunements. Are there ANY other spike skills that cost 25 energy?
I could argue for specific skill changes, but I think the problem with the class runs deeper than that.
- Too many skills are needed to keep the same effects going persistantly
- Too many skills have side-effects or conditions that ruin their usefulness
- None of the skill lines pack the diversity of lines like Curses, Wilderness Survival, or Domination Magic
- There's very little synergy with other professions' skill lines, and the synergy among the class's own lines is limited.
- Basic attunements are fragile, recharge slow, and not even good enough to spam the good spells in any particular line, yet all of the skill costs are balanced around them.
- Elemental damage is spikey, yet easily mitigated.
In general, I think the problem is that most other ranged classes either simply do more damage, cause very harmful side-effects, or more often, both. The strategic use of ele skills aside from wards and gale is rather limited, so either that needs to be improved (i.e. more fire spells that cause burning, more diverse water hexes, more conditions/knockdown stuff in air), or the damage needs to be buffed significantly.
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Originally Posted by Brother Redmund
There is a reason this spell costs 25; it has precisely the same effect (dmg and armor pen.) of lightning orb, but like lightning strike or enervating charge, cannot miss the target. I suspect this is why it costs 25 energy, whereas orb costs less but can be strafed ^^
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I could argue for specific skill changes, but I think the problem with the class runs deeper than that.
- Too many skills are needed to keep the same effects going persistantly
- Too many skills have side-effects or conditions that ruin their usefulness
- None of the skill lines pack the diversity of lines like Curses, Wilderness Survival, or Domination Magic
- There's very little synergy with other professions' skill lines, and the synergy among the class's own lines is limited.
- Basic attunements are fragile, recharge slow, and not even good enough to spam the good spells in any particular line, yet all of the skill costs are balanced around them.
- Elemental damage is spikey, yet easily mitigated.
In general, I think the problem is that most other ranged classes either simply do more damage, cause very harmful side-effects, or more often, both. The strategic use of ele skills aside from wards and gale is rather limited, so either that needs to be improved (i.e. more fire spells that cause burning, more diverse water hexes, more conditions/knockdown stuff in air), or the damage needs to be buffed significantly.
Zuranthium
Some responses to things multiple people have questioned:
Glyph of Elemental Power - It increases the damage of the average spell by like 12 damage. 5 energy for 12 damage is horrible. It has a place for some spike builds but I was trying to give it a broader use.
Lightning Orb vs Lightning Hammer - Even with both at 15e I believe they'd be balanced. Hammer always hits while Orb would have a partial miss chance but the difference is in the recharge times...5 sec on Orb and 15 sec on Hammer.
Phoenix - I realize my change just turns it into a Fireball with an added PBAOE damage component. But, once again, the difference is in the recharge times. 20 seconds means that both Fireball and Inferno are going to be superior most times and this will remain a speciality skill.
Inferno - If Aftershock can do 177 damage every 10 seconds than this most certainly should be a 10 sec recharge. Flame Burst would still definitely be better for some builds because it hits a larger area and recharges quicker.
Ice Spikes/Ice Shards/Whirlwind/Ice Prism - The extra damage is mostly symbolic, really. Just trying to get all the spell lines with a certain parameter for these spells. For Ice Shards specifically I don't think the 5cc Ice Spear should be doing more damage.
Incendiary Bonds - It's doing 7 more damage than Fireball right now. Perhaps a little bit more when you account for a part of the damage being burning that ignores armor. However, it costs 5 more energy and has twice the recharge of Fireball. For the small amount of extra damage it does that's not worth it...needs to be increased.
Eruption/Searing Heat - I agree that the effects should be applied on every hit. I thought about that myself but bailed out when typing this up...I don't know why now.
Energy Storage Attribute - Spreading the bonus out across the attribute ranks would be better, I agree with whoever said that. A base of 2% + 1% per rank would be good.
Glyph of Elemental Power - It increases the damage of the average spell by like 12 damage. 5 energy for 12 damage is horrible. It has a place for some spike builds but I was trying to give it a broader use.
Lightning Orb vs Lightning Hammer - Even with both at 15e I believe they'd be balanced. Hammer always hits while Orb would have a partial miss chance but the difference is in the recharge times...5 sec on Orb and 15 sec on Hammer.
Phoenix - I realize my change just turns it into a Fireball with an added PBAOE damage component. But, once again, the difference is in the recharge times. 20 seconds means that both Fireball and Inferno are going to be superior most times and this will remain a speciality skill.
Inferno - If Aftershock can do 177 damage every 10 seconds than this most certainly should be a 10 sec recharge. Flame Burst would still definitely be better for some builds because it hits a larger area and recharges quicker.
Ice Spikes/Ice Shards/Whirlwind/Ice Prism - The extra damage is mostly symbolic, really. Just trying to get all the spell lines with a certain parameter for these spells. For Ice Shards specifically I don't think the 5cc Ice Spear should be doing more damage.
Incendiary Bonds - It's doing 7 more damage than Fireball right now. Perhaps a little bit more when you account for a part of the damage being burning that ignores armor. However, it costs 5 more energy and has twice the recharge of Fireball. For the small amount of extra damage it does that's not worth it...needs to be increased.
Eruption/Searing Heat - I agree that the effects should be applied on every hit. I thought about that myself but bailed out when typing this up...I don't know why now.
Energy Storage Attribute - Spreading the bonus out across the attribute ranks would be better, I agree with whoever said that. A base of 2% + 1% per rank would be good.
Zuranthium
Quote:
Originally Posted by draxynnic
As a general comment: There does seem to be some nice stuff for elementalists coming in Nightfall. We may find that the Ele is less obviously in need of buffing when the other stuff comes in.
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Riotgear
Quote:
Originally Posted by Zuranthium
Lol, I dunno if you're sarcastic or not. 20 seconds is fine for a spell with a potential 21 second duration that can potentially hit multiple people. It's no SHADOW OF FEAR but that's not what this line specializes in either.
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Chilling Winds may make things slightly more interesting.
Zuranthium
I didn't say that a skill line should specialize in one specific thing (damage aside)? We basically agree but I think you misunderstood.
Chilling Winds doesn't look very promising in it's current form, imo. It needs to be 5e and semi-spammable or stick with the current numbers and hit an area instead of just one target.
Chilling Winds doesn't look very promising in it's current form, imo. It needs to be 5e and semi-spammable or stick with the current numbers and hit an area instead of just one target.
Kha
Quote:
Originally Posted by draxynnic
As a general comment: There does seem to be some nice stuff for elementalists coming in Nightfall. We may find that the Ele is less obviously in need of buffing when the other stuff comes in.
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Their attributes are too specific in what they do, and they need a better bit of diversity to make them both PvE and PvP friendly. I still use my elementalist a lot, and though she is quite powerful, it's annoying that I have to use dual attunement to even try to match my Necromancer in power. Someone pointed out in this thread or another that multiple elementalists provide a great amount of damage, especially compared to multiple SS necros that can't be effective because you can't multi-hex something. While this is true, a profession shouldn't have to rely on more of its kind in a group to be effective.
I haven't really thought enough and focused enough on the faults of the skills so won't bother commenting on them individually, but the OP and many other posters have pointed out very clear problems and possibly solutions. I don't want elementalists to become these huge damage dealers that own everything. I love the balance of GW and I'm happy that there isn't one class that overpowers the others. I just would like the elementalist to be more diverse and creative to play instead of having to rely on a few specific skills and attributes to make it effective in PvE and then in PvP.
frojack
Quote:
Conjure "Element" Spell Line - It's only a 4 damage increase, I don't think that makes it abusable at all. Just playable. It would be most powerful on an Assassin but any less than 12 in Dagger or 13 in Crit Strikes hampers either their damage or their energy management, making it an equal tradeoff if they want to pump a ton of points into an elemental line. |
Quote:
Defensive Enchantments - A shorter duration but an even quicker recharge could work too. You'd definitely wanna keep Swirling at 75% though. Whatever the change I think they should be able to be up for at least half the time...so Sliver does need a bit of an increase (my suggestion might have been slightly too much but at the same time I don't even think so because it's a more specific skill and many builds would continue running Armor of Earth anyway). |
I hate being interrupted personally, but I accept that this is the scissor-paper-stone relationship at work. Just because it's broken elsewhere, doesn't mean we should further damage it. The same goes' for Sliver. In short it's a great skill. One of the few skills in the Elemental line that just feels 'right'. While other classes have a general base value of 75% for evasion/blocking, that is their specialty. They 'should' have better options in this regard. Just as no defence buffs can really equal that of the elemental line. Especially with the coming skills in Nightfall. No other class can achieve more armour, only one other class can become completely invulnerable to spells. If Stoneflesh Aura stays as it is, no other class can match the raw damage reduction either (I'm not however, arguing the validity of Obsidian Flesh, just acknowledging it). It rubs both ways.
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Mark of Rodgort - It's not constant -7 degen...the degen is conditional. If the spell flat out said "cause burning on target and all adjacent foes for 30+ seconds and reapply this burning every 3 seconds", hell yes, that would be overpowered. |
With a 5 second recharge, you could keep entirely separate groups burning constantly (PvP or PvE). Energy cost is not an argument. Not in the face of the damage you get in return. With SS all you need to do is stop acting to mitigate it's damage. Failing that, hex removal. MoR requires both condition removal and hex removal for instant relief. To do nothing is to die.
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Lightning Orb - It does 21 more damage than Fireball for 50% more energy. For a 15cc spell I think it needs a little something extra. It only sees so much play on Elem runner bars because there simply isn't anything better. If there was a spell that was an exact copy of Fireball in the Air line, I'm pretty sure that spell would always be used instead |
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Shockwave - I wanted to cap the spell at 60 so that Spirit Bond doesn't make it worthless. Telporting E/A's could do great Aftershock + Shockwave spikes if PBAOE's weren't gimped. |
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Churning Earth, Unsteady Ground, Searing Heat, etc. - They would be overpowered at a 1 second cast time if you still want to keep the low recharge. Breath of Fire is fine at a 1 second cast because the AOE is only adjacent. |
All you need to do is simply move out of the AOE. All of a sudden you have mitigated the damage. Why should I have to wait 2 seconds and spend a lot of energy, for something that may not even hit for higher than 37 damage?
For whoever said this, Mind Shock/Burn, should never, ever not have exhaustion linked to them. They are far too powerful. If you think Hammer warriors are good at knockdown, unlocking Mind Shock would make them look tame. Mind Burn similarly shouldn't be spammable without consequence. Exhaustion is such an interesting mechanic. It's something that just hasn't been explored properly.
xcutioner
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Originally Posted by Zuranthium
80% of these skills never see play in serious PvP.
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Sorry, but your assertion that your suggested change isn't over-powered is just false. What you propose is an AOE version of Mark of Rodgort. -7 degen is just ridiculously good. Maintaining the condition with a fire spec'ed elementalist is a breeze (screw other classes for a second). If this didn't cause scatter, elementalists would have a non-elite, (albeit slightly weaker) version of Spiteful Spirit, in terms of damage. How does that not deserve to be an elite? |
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With a 5 second recharge, you could keep entirely separate groups burning constantly (PvP or PvE). Energy cost is not an argument. Not in the face of the damage you get in return. With SS all you need to do is stop acting to mitigate it's damage. Failing that, hex removal. MoR requires both condition removal and hex removal for instant relief. To do nothing is to die. |
BahamutKaiser
Depicting Aftershocks maximum damage value which requires knockdown is totaly bias. Knockdown is a very difficult effect to produce, especially on a group, the skill should hit a wider radius as it is.
Exagerated recast is the general theme of all poweful skills in the game. High energy and recast times are 2 costs, and if you add exhaustion, that is actually 3 costs, with that much cost, it is just riduculous to justify the truely mediocre damage output these spells do. And if you really want to get technical, High Casting Times are another cost, allowing easier interruption, and slowing the delivery of the spell as well. In all honesty, if skill A has twice as much energy cost, twice as much recast, twice as much casting time, and perhaps even exhaustion than skill B, than skill A should be at least 4 times more powerful. And on a related note, the damage done by AoE attacks is partially credited to the ability and situations required to hit several targets, and cost just as much in control as it does in energy, you can't debit energy for the amount of possible damage an AoE spell can do when half the work is placing it on more than one target. When you consider all factors, your typically paying 4 to 5 times more for effective elementist skills than simple ones, or skills from other classes. The skills deal less damage, and take a reduction against armor which is often from base to half damage, and cost more than equivalents in other classes which ignore armor, and sometimes even steal health, at simular recasts and higher actual damage figures.
66% more energy and 200% more recast time makes Lightning Hammer a Joke. It doesn't do enough damage regularly to merit anything, even with a frequent recast, it doesn't hit often enough to be worth 25 energy. The only way you could justify that cost is if Lightning Hammer could be cast as often as Lightning Orb, or at least close (7 seconds) That way the only real prohibition against spamming Lightning Hammer would be cost.
The balance is really ridiculous, using 50%-100% more energy for the same damage and twice as much recast on elementist skills compared to other classes is ridiculous. Elementist uses Obsidian Flame to deal high ignore armor damage, and pays 5 energy and 10 points in Exhaustion. For those of you who don't understand exhaustion, it recharges 4 times slower than normal energy, or basicly 1 point of energy regeneration, that is basicly 4 times the cost in max energy. Yet Necromancer can use Blood and Shadow Damage spells for nearly the same damage, and exceptionally cheaper cost, wile getting not only ignoring armor damage, but life return on many of their blood skills, offering basicly 60% of the same damage and 60% of the damage in healing, for less cost. Can you do the simple math there? Elementist pay more for less.
Improving the Radius of self targeting AoE skills and releasing the target options of all location+ spells would be an outstanding improvment to Elementist. But the overall cost and value of the skill slot itself, and the casting time and recharge of a skill are very significant oversights in Elementist, and even some other classes. Twice the recast is worse than Twice the Cost, yet spells regularly cost 4 times more for the same or slightly better effects, it is a serious disability.
Exagerated recast is the general theme of all poweful skills in the game. High energy and recast times are 2 costs, and if you add exhaustion, that is actually 3 costs, with that much cost, it is just riduculous to justify the truely mediocre damage output these spells do. And if you really want to get technical, High Casting Times are another cost, allowing easier interruption, and slowing the delivery of the spell as well. In all honesty, if skill A has twice as much energy cost, twice as much recast, twice as much casting time, and perhaps even exhaustion than skill B, than skill A should be at least 4 times more powerful. And on a related note, the damage done by AoE attacks is partially credited to the ability and situations required to hit several targets, and cost just as much in control as it does in energy, you can't debit energy for the amount of possible damage an AoE spell can do when half the work is placing it on more than one target. When you consider all factors, your typically paying 4 to 5 times more for effective elementist skills than simple ones, or skills from other classes. The skills deal less damage, and take a reduction against armor which is often from base to half damage, and cost more than equivalents in other classes which ignore armor, and sometimes even steal health, at simular recasts and higher actual damage figures.
66% more energy and 200% more recast time makes Lightning Hammer a Joke. It doesn't do enough damage regularly to merit anything, even with a frequent recast, it doesn't hit often enough to be worth 25 energy. The only way you could justify that cost is if Lightning Hammer could be cast as often as Lightning Orb, or at least close (7 seconds) That way the only real prohibition against spamming Lightning Hammer would be cost.
The balance is really ridiculous, using 50%-100% more energy for the same damage and twice as much recast on elementist skills compared to other classes is ridiculous. Elementist uses Obsidian Flame to deal high ignore armor damage, and pays 5 energy and 10 points in Exhaustion. For those of you who don't understand exhaustion, it recharges 4 times slower than normal energy, or basicly 1 point of energy regeneration, that is basicly 4 times the cost in max energy. Yet Necromancer can use Blood and Shadow Damage spells for nearly the same damage, and exceptionally cheaper cost, wile getting not only ignoring armor damage, but life return on many of their blood skills, offering basicly 60% of the same damage and 60% of the damage in healing, for less cost. Can you do the simple math there? Elementist pay more for less.
Improving the Radius of self targeting AoE skills and releasing the target options of all location+ spells would be an outstanding improvment to Elementist. But the overall cost and value of the skill slot itself, and the casting time and recharge of a skill are very significant oversights in Elementist, and even some other classes. Twice the recast is worse than Twice the Cost, yet spells regularly cost 4 times more for the same or slightly better effects, it is a serious disability.
lishi
Quote:
Originally Posted by BahamutKaiser
Depicting Aftershocks maximum damage value which requires knockdown is totaly bias. Knockdown is a very difficult effect to produce, especially on a group, the skill should hit a wider radius as it is.
Exagerated recast is the general theme of all poweful skills in the game. High energy and recast times are 2 costs, and if you add exhaustion, that is actually 3 costs, with that much cost, it is just riduculous to justify the truely mediocre damage output these spells do. And if you really want to get technical, High Casting Times are another cost, allowing easier interruption, and slowing the delivery of the spell as well. In all honesty, if skill A has twice as much energy cost, twice as much recast, twice as much casting time, and perhaps even exhaustion than skill B, than skill A should be at least 4 times more powerful. And on a related note, the damage done by AoE attacks is partially credited to the ability and situations required to hit several targets, and cost just as much in control as it does in energy, you can't debit energy for the amount of possible damage an AoE spell can do when half the work is placing it on more than one target. When you consider all factors, your typically paying 4 to 5 times more for effective elementist skills than simple ones, or skills from other classes. The skills deal less damage, and take a reduction against armor which is often from base to half damage, and cost more than equivalents in other classes which ignore armor, and sometimes even steal health, at simular recasts and higher actual damage figures. 66% more energy and 200% more recast time makes Lightning Hammer a Joke. It doesn't do enough damage regularly to merit anything, even with a frequent recast, it doesn't hit often enough to be worth 25 energy. The only way you could justify that cost is if Lightning Hammer could be cast as often as Lightning Orb, or at least close (7 seconds) That way the only real prohibition against spamming Lightning Hammer would be cost. The balance is really ridiculous, using 50%-100% more energy for the same damage and twice as much recast on elementist skills compared to other classes is ridiculous. Elementist uses Obsidian Flame to deal high ignore armor damage, and pays 5 energy and 10 points in Exhaustion. For those of you who don't understand exhaustion, it recharges 4 times slower than normal energy, or basicly 1 point of energy regeneration, that is basicly 4 times the cost in max energy. Yet Necromancer can use Blood and Shadow Damage spells for nearly the same damage, and exceptionally cheaper cost, wile getting not only ignoring armor damage, but life return on many of their blood skills, offering basicly 60% of the same damage and 60% of the damage in healing, for less cost. Can you do the simple math there? Elementist pay more for less. Improving the Radius of self targeting AoE skills and releasing the target options of all location+ spells would be an outstanding improvment to Elementist. But the overall cost and value of the skill slot itself, and the casting time and recharge of a skill are very significant oversights in Elementist, and even some other classes. Twice the recast is worse than Twice the Cost, yet spells regularly cost 4 times more for the same or slightly better effects, it is a serious disability. |
gale , shock , the infamous earthquake aftershock combo etc etc.
even by itself its pretty decent , fast cast , decent damage , 10 energy , decent recharge.
about the ele - necro thing.
you if i give you lets say a skillbar for a elementalist (lets say the the old eq/af warder for HA) and with a necro you manage to do the same thing better , then you can say unfair , but comparing sigle skill without considering the entire line its poitless.
Phoenix Arrows
What I agree on:
Glimmering Mark, Lightning Orb, Ride The Lightning, Shock Arrow, Ash Blast, Magnetic Aura, Ward Against Elements, Lava Arrows, Smoldering Embers, Frozen Burst, Swirling Aura, Ward Against Harm.
The rest would become too overpowered, with an example as Rodgort's Invocation.
Glimmering Mark, Lightning Orb, Ride The Lightning, Shock Arrow, Ash Blast, Magnetic Aura, Ward Against Elements, Lava Arrows, Smoldering Embers, Frozen Burst, Swirling Aura, Ward Against Harm.
The rest would become too overpowered, with an example as Rodgort's Invocation.
BahamutKaiser
It isn't enough to just knock them down, first of all, you have to be adjacent to them, and second of all, knockdown typically last for one second, so you have to activate aftershock quickly.
As a seasoned elementist, I know only jokers try to make it with earthquake, it takes an additional skill to decrease the casting time in order to activate it fast enough to knock them down before they run away. Almost all other knockdowns only work on one enemy which means the added damage only works on one. Basicly the only good setup for a group aftershock is Whirlwind or Tenais Wind, which will knockdown all adjacent foes if they are attacking, and than you can hit all of those with aftershock. Furthermore, pumping skills in more than 2 attributes for elementist usually means alot of lost power, it means less damage for the amount of energy spent, and often less energy on account of less points in Energy Storage, and less energy manamgent due to weaker attributes as well.
Final difficulty, even though most defensive skills are in the Earth Attribute, Elementist is a fragile class, and moving in for point blank attacks is dangerous, Even if your using the usual Armor of Earth to brunt attacks, if your victim to enchantment stripping than you basicly get owned, end of story. There are alot of mix matched skills you can use from different attributes to meet the effects for powerful combos, but they are rarely powerful enough to compensate for the cost and reduction of power caused by spreading your attributes.
Returning to my point, Pretty much all self targeting AoE skills for Elementist should at least hit the Area around him, if not nearby, Adjacent is simply not good enough. Aftershock should deal damage in an area, and added damage to nearby knocked down enemies. Lava Font should hit enemies in an Area, and last at least 5 seconds so you can finish recasting it before it ends. And many others. Elementist is simply not ment to be shoulder to shoulder with anything, and if they have any adjacent damage spells, they should have some exagerated damage, and by that I mean about double what they currently are, he is certainly going to receive that much damage if he gets hit with melee attacks.
As a seasoned elementist, I know only jokers try to make it with earthquake, it takes an additional skill to decrease the casting time in order to activate it fast enough to knock them down before they run away. Almost all other knockdowns only work on one enemy which means the added damage only works on one. Basicly the only good setup for a group aftershock is Whirlwind or Tenais Wind, which will knockdown all adjacent foes if they are attacking, and than you can hit all of those with aftershock. Furthermore, pumping skills in more than 2 attributes for elementist usually means alot of lost power, it means less damage for the amount of energy spent, and often less energy on account of less points in Energy Storage, and less energy manamgent due to weaker attributes as well.
Final difficulty, even though most defensive skills are in the Earth Attribute, Elementist is a fragile class, and moving in for point blank attacks is dangerous, Even if your using the usual Armor of Earth to brunt attacks, if your victim to enchantment stripping than you basicly get owned, end of story. There are alot of mix matched skills you can use from different attributes to meet the effects for powerful combos, but they are rarely powerful enough to compensate for the cost and reduction of power caused by spreading your attributes.
Returning to my point, Pretty much all self targeting AoE skills for Elementist should at least hit the Area around him, if not nearby, Adjacent is simply not good enough. Aftershock should deal damage in an area, and added damage to nearby knocked down enemies. Lava Font should hit enemies in an Area, and last at least 5 seconds so you can finish recasting it before it ends. And many others. Elementist is simply not ment to be shoulder to shoulder with anything, and if they have any adjacent damage spells, they should have some exagerated damage, and by that I mean about double what they currently are, he is certainly going to receive that much damage if he gets hit with melee attacks.
Flopjack
I agree some... or many Ele spells need buffing, more like tweaked. But are you guys really overlooking all the TRIPLE DIGIT NUMBERS IN DAMAGE this badly!?!? In this thread, it's been said ele need to be more diverse, trying to compare them to a Necromancer or a Mesmer. Well, this may be a shock to you guys, but they just aren't Necromancers.
Yup, just soak that all in for a second.
Shadow of Fear is a good spell! Why doesn't an Ele have a similar spell? Because Curses specialize in weakening and withering away enemies to mush. Elementlists can't do that. They aren't supposed to do that! They blast crap away with the elements!
Do you realize the majority of Fire Spells each hit for well over 100 fire damage? I can easily squeeze out 100s of damage with Fire Magic in PvE, Fort Aspenwood and even HA. (People and NPCs stay in AOE all the time, ya just gotta lay down enough of it.) I have done it many times and all it takes is a little aiming and prediction. (Which is all the more reason AOE spells should be able to be cast on the ground. They enable you to place flags in Nightfall, AOE spells should be able to be cast the same way, you Shift+click the spell or something, then you get your Adjacent, Nearby or in the Area circle to place where you want it to slam.)
Elementalists aren't going to be some great hexer where they can disable people. They are Primarily damage!
Air - Spiking, Knockdowns easy blinding.
Water - Snares, hexes, armor boosts
Earth - Defensive, Wards and buffs, general damage and nuking, Paticually high damage under certain requirements.
Fire - Blam stuff away because your ticked off. Nuking, Nuking, burning, Nuking, everything dies... nuking.
I know people already know this, but I really think it needed to be layed out again. Some of the Earth spell buffs in this thread basically make the Spells like Fire nuking! Earth will never out damage or nuke as good as Fire, BECAUSE IT'S NOT SUPPOSED TO!!!
Lightning Orb doesn't deal enough damage? 140ish damage isn't enough to a 60 armor target? What?! Air = armor pen! No better single person spiking out there! Lightning Surge > Orb > Strike = well over 300 damage in 4 seconds! Plus a knock down to maximize your spike!
After Shock covers everyone in your area? WHAT THE HECK? What is wrong with you people? Ok, let's make Deathly Swarm hit 59 targets too.
"I have energy problems..."
If you have energy problem with an Ele, when no one is targeting you, you are just stupid, or suck as using mana. But usually when it comes to Ele, it's both. I hardly EVER use dual attunemnts and don't run out of energy! A PvE build I use with Fire Magic consists of two 25 mana spells, one 15 mana, and three 10 mana spells. Mind you I am CONSTANTLY casting. There seriously isn't a time when I am not casting SOMEthing which ensures damage, (save for the few times I mess up my cast order and ALL of my spells are recharing.)
It just seems like people want Eles to deal 300 damage when they want, on who they want. With a side of Ice cream.
...ok I'm done. There are many things that were on my mind about this topic, but I lost them for now and I'm not even sure the things I said here came out in text correctly anyways... bah, I''ll be surprised if anyone even reads this post.
Yup, just soak that all in for a second.
Shadow of Fear is a good spell! Why doesn't an Ele have a similar spell? Because Curses specialize in weakening and withering away enemies to mush. Elementlists can't do that. They aren't supposed to do that! They blast crap away with the elements!
Do you realize the majority of Fire Spells each hit for well over 100 fire damage? I can easily squeeze out 100s of damage with Fire Magic in PvE, Fort Aspenwood and even HA. (People and NPCs stay in AOE all the time, ya just gotta lay down enough of it.) I have done it many times and all it takes is a little aiming and prediction. (Which is all the more reason AOE spells should be able to be cast on the ground. They enable you to place flags in Nightfall, AOE spells should be able to be cast the same way, you Shift+click the spell or something, then you get your Adjacent, Nearby or in the Area circle to place where you want it to slam.)
Elementalists aren't going to be some great hexer where they can disable people. They are Primarily damage!
Air - Spiking, Knockdowns easy blinding.
Water - Snares, hexes, armor boosts
Earth - Defensive, Wards and buffs, general damage and nuking, Paticually high damage under certain requirements.
Fire - Blam stuff away because your ticked off. Nuking, Nuking, burning, Nuking, everything dies... nuking.
I know people already know this, but I really think it needed to be layed out again. Some of the Earth spell buffs in this thread basically make the Spells like Fire nuking! Earth will never out damage or nuke as good as Fire, BECAUSE IT'S NOT SUPPOSED TO!!!
Lightning Orb doesn't deal enough damage? 140ish damage isn't enough to a 60 armor target? What?! Air = armor pen! No better single person spiking out there! Lightning Surge > Orb > Strike = well over 300 damage in 4 seconds! Plus a knock down to maximize your spike!
After Shock covers everyone in your area? WHAT THE HECK? What is wrong with you people? Ok, let's make Deathly Swarm hit 59 targets too.
"I have energy problems..."
If you have energy problem with an Ele, when no one is targeting you, you are just stupid, or suck as using mana. But usually when it comes to Ele, it's both. I hardly EVER use dual attunemnts and don't run out of energy! A PvE build I use with Fire Magic consists of two 25 mana spells, one 15 mana, and three 10 mana spells. Mind you I am CONSTANTLY casting. There seriously isn't a time when I am not casting SOMEthing which ensures damage, (save for the few times I mess up my cast order and ALL of my spells are recharing.)
It just seems like people want Eles to deal 300 damage when they want, on who they want. With a side of Ice cream.
...ok I'm done. There are many things that were on my mind about this topic, but I lost them for now and I'm not even sure the things I said here came out in text correctly anyways... bah, I''ll be surprised if anyone even reads this post.
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Pretty much everything you said about elementalist damage was wrong. Air single target spiking is mediocre, nuking sucks, and elementalist damage is bad in general.
Riotgear
Quote:
Originally Posted by Flopjack
Shadow of Fear is a good spell! Why doesn't an Ele have a similar spell? Because Curses specialize in weakening and withering away enemies to mush. Elementlists can't do that. They aren't supposed to do that! They blast crap away with the elements!
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Speaking of whammos, the whole problem with water is that it was practically designed for running warriors around in circles, except it's all easily-mitigated elemental damage, which is more intuitively used against casters. Yet that not-particularly-useful combination seems to justify massive energy costs and recharge times among the entire line. More on why water needs improvement below.
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Do you realize the majority of Fire Spells each hit for well over 100 fire damage? |
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I can easily squeeze out 100s of damage with Fire Magic in PvE, Fort Aspenwood and even HA. (People and NPCs stay in AOE all the time, ya just gotta lay down enough of it.) |
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Elementalists aren't going to be some great hexer where they can disable people. They are Primarily damage! Air - Spiking, Knockdowns easy blinding. |
As for not being a great hexer, there's not much other justification for running the water line as a primary. Cripshot does roughly the same job with one skill slot. The difference is that cripshot can also pack energy denial, degen, and numerous interrupts, while water doesn't even have a decent cover hex to prevent its best spells from getting pwned by Blessed Light.
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Lightning Surge > Orb > Strike = well over 300 damage in 4 seconds! Plus a knock down to maximize your spike! |
Pretty much everything you've said requires three things: First, no one is bothering to attack you or even try to interrupt you. Second, the confrontation is going to be over within 10 seconds and it'll be 30+ seconds to the next one. Third, your target is level 20 and has 60 armor. Any other situation, the cracks start to show.
fallot
Mind Shock is too powerful it it causes knockdown everytime. The Mind spells already got a big reduction in recharge, I think they're fine now.
LightningHell
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Originally Posted by Riotgear
Pretty much everything you've said requires three things: First, no one is bothering to attack you or even try to interrupt you. Second, the confrontation is going to be over within 10 seconds and it'll be 30+ seconds to the next one. Third, your target is level 20 and has 60 armor. Any other situation, the cracks start to show.
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Zuranthium
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Originally Posted by frojack
The reason I say keep it at 50% is quite simply because of balance. If a ranger is spec'ed out to interrupt casters, he should be able to do just that with a fair amount of success (unless the caster goes out of their way to use the better evasion methods of other classes). There's a reason skills like Guardian or Aegis max out at around 50%. I hate being interrupted personally, but I accept that this is the scissor-paper-stone relationship at work.
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Originally Posted by frojack
Just because it's broken elsewhere, doesn't mean we should further damage it. The same goes' for Sliver. In short it's a great skill.
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Originally Posted by frojack
Sorry, but your assertion that your suggested change isn't over-powered is just false. What you propose is an AOE version of Mark of Rodgort. -7 degen is just ridiculously good. Maintaining the condition with a fire spec'ed elementalist is a breeze (screw other classes for a second). If this didn't cause scatter, elementalists would have a non-elite, (albeit slightly weaker) version of Spiteful Spirit, in terms of damage. How does that not deserve to be an elite? With a 5 second recharge, you could keep entirely separate groups burning constantly (PvP or PvE). Energy cost is not an argument. Not in the face of the damage you get in return. With SS all you need to do is stop acting to mitigate it's damage. Failing that, hex removal. MoR requires both condition removal and hex removal for instant relief. To do nothing is to die.
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Originally Posted by frojack
Again, irrelevant point. Spirit Bond makes lot's of damage elites pointless. Why should Shockwave be any different? All in all, that's a weak argument to cap the damage...
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Originally Posted by frojack
Why would these be any more over-powered at 1 second than at 2? AOE spells are generally rubbish. Only a few have any real use.
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Originally Posted by frojack
For whoever said this, Mind Shock/Burn, should never, ever not have exhaustion linked to them. They are far too powerful. If you think Hammer warriors are good at knockdown, unlocking Mind Shock would make them look tame. Mind Burn similarly shouldn't be spammable without consequence. Exhaustion is such an interesting mechanic. It's something that just hasn't been explored properly.
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Zuranthium
Quote:
Originally Posted by fallot
Mind Shock is too powerful it it causes knockdown everytime. The Mind spells already got a big reduction in recharge, I think they're fine now.
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For an ELITE that's exactly what Mind Shock should be doing.
frojack
Symbol:
Last I checked SS is also adjacent. What's your point? Also, MoR is 25 energy for a reason; Anet seemingly want it to be the sole preserve of elementalists (well, in terms of not using everything you have on 1 spell), and that burning is just very cool.
You do if your under 50 hp. 'Instant relief' is what I wrote. 4 seconds of burning is around 50 damage. Remove just the hex and you still have to suffer upto around 50 damage.
Incidentally, if you want to cover MoR cheaply, a nice spell to use is Rust. While you have to contend with the 2 second cast-time, with just 4 or 5 (can't remember which) points in water it out-lasts it's recharge and gimps signets. Which is 15 seconds.
SS and MoR:
SS does no damage if the hex is removed.
MoR does no damage if the Hex is removed. However it can deal upto around 50 damage if the condition remains.
SS does zero damage if the hexed target doesn't act.
MoR will keep on burning, no matter what they do.
SS can out-damage MoR by far. This however is dependant upon human or artificial stupidity.
Zuranthium:
Your completely correct about just blinding them. I would in fact say Blurred Vision is a more desirable option for a hydromancer as hex removal is less common and attribute issues. Swirling at 50%, even with the proposed changes (yours or mine) pales in comparison to other block/evade options. It's a lot worse than the good warrior/ranger stances, and a little worse than monk block/evasion enchantments. Sounds about right to me.
Well it all comes down to context. It may not be a great blocking skill compared to skills outside the elemental line, but it certainly is compared to whats in it.
That's true. It is costly. However the armour ignorant damage you get in return is certainly worth it. Compared to what else fire has to offer, this would be far better for 'nuking' at high AL levels and high-end pve, than the junk people use currently. In fact an Elite version of MoR is a great elite idea .
Spirit of Rodgort [E]. 15 energy. 3/4 cast. 5-10 second recharge.
Target Foe and all adjacent foes are hexed with Rodgort's Spirit for 5-15(at 16)seconds, and suffer burning for 1-4 seconds whenever struck by fire damage.
Maybe over-powered but I like it .
Fair enough. Though Shockwave still has very limited use. Especially as an elite skill. Being 'up-front' as a caster (even an armour elementalist) is in most situations, suicidal.
Exactly . With a 1 second cast, they may actually be a little usefull at hurting people. I don't think it would be over-powered at all. You might actually see some new, interesting builds, based around snares+aoes. There are so few currently usable at the moment, which is a real shame.
It certainly is debatable. However I still believe constant knockdown, -7 burning for 7 seconds is too much. Meeting the condition is only difficult against other elementalists. Everyone else is easy pickings. All you have to do is watch your energy levels and be wise about when you use it. Without the condition, other classes could seriously abuse them.
anyways, we seem to be generally on the same page with these buff ideas. So I guess. Which is always a good thing. Here's hoping Anet take something from it.
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Because spiteful does far more damage than MoR, and adjacent range AoE is pathetic outside of PvE clusterRED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOs. I'd much rather have MoR be 15E, 1/4sec cast than the proposted suggestion though. |
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What are you talking about? You don't need condition removal for a 4 sec burn. Hex removal is more then enough consider MoR's 25E cost and the fact that the elementalist has no cheap, spammable cover hexes available. |
Incidentally, if you want to cover MoR cheaply, a nice spell to use is Rust. While you have to contend with the 2 second cast-time, with just 4 or 5 (can't remember which) points in water it out-lasts it's recharge and gimps signets. Which is 15 seconds.
SS and MoR:
SS does no damage if the hex is removed.
MoR does no damage if the Hex is removed. However it can deal upto around 50 damage if the condition remains.
SS does zero damage if the hexed target doesn't act.
MoR will keep on burning, no matter what they do.
SS can out-damage MoR by far. This however is dependant upon human or artificial stupidity.
Zuranthium:
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Swirling is only going to be up half the time (unless you get a 20% fast recharge) and only protects against projectiles. Even with the changes I proposed it's going to be a specific spell that won't see a huge amount of play. I don't think it's good logic to say "if a ranger is supposed to interrupt he should be able to do that almost always". I mean, cmon, you could just spam blind on the Ranger and it would work even better than Swirling. |
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Eh? I don't think it can be called a great skill. For 11 (13) seconds you cause enemy warriors to get on a different target if they don't want to take lots of damage. Compared to Armor of Earth it's really pretty much useless right now for serious PvP. |
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Energy cost certainly is a factor; it's not a cheap spell. To keep separate groups burning constantly you would have to keep Mark up on both of them and continually switch between them with different damage spells. It's really not that easy and it's certainly not constant -7 degen. You can get interrupted, you can get energy denied...there's lots of things that limit the spell and make it less powerful than it might seem on paper. When everything lines up nicely it certainly is a lot of damage and that's what Fire Magic deserves to do. Damage, damage, damage. Aside from Burning Speed the entire line has absolutely no other functions. |
Spirit of Rodgort [E]. 15 energy. 3/4 cast. 5-10 second recharge.
Target Foe and all adjacent foes are hexed with Rodgort's Spirit for 5-15(at 16)seconds, and suffer burning for 1-4 seconds whenever struck by fire damage.
Maybe over-powered but I like it .
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I thought 60 was a perfect number anyway...that way it's still always going to do at least a bit more damage than Aftershock, which is what should be happening since this is an Elite spell. The fact that it just happens to say "HAHA" to Spirit Bond is incidental and pretty nice. |
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Okay, lol, but the goal here is to make them useful. 1 second is just a bit much I think. You could Gale + AOE spike for silly amounts of damage that gets around both Prot Spirit and Spirit Bond if they were 1 second casts. |
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Yes, I agree. But I definitely do think their secondary effects need to always happen. Your elite should be realiable - you have it on your bar because it does something necessary for your build. Mind Shock knocks down, Mind Burn sets people on fire, and Mind Freeze super-snares. Those effects should always be there when you use them . These spells are basically Elite versions of OBSIDIAN FLAME and yet that non-elite is a more reliable spell at the moment. |
anyways, we seem to be generally on the same page with these buff ideas. So I guess. Which is always a good thing. Here's hoping Anet take something from it.
Riotgear
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Originally Posted by Zuranthium
You could Gale + AOE spike for silly amounts of damage that gets around both Prot Spirit and Spirit Bond if they were 1 second casts.
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However I still believe constant knockdown, -7 burning for 7 seconds is too much. |
If you want a simple, balanced change to make them tremendously more useful, here it is: If the condition fails, DON'T CAUSE EXHAUSTION! Seeing an elite wind up being an exhausting Flare is absolutely pathetic.
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but I accept that this is the scissor-paper-stone relationship at work. |
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SS can out-damage MoR by far. This however is dependant upon human or artificial stupidity. |
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Originally Posted by Frojack
Last I checked SS is also adjacent. What's your point? Also, MoR is 25 energy for a reason; Anet seemingly want it to be the sole preserve of elementalists (well, in terms of not using everything you have on 1 spell), and that burning is just very cool.
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You do if your under 50 hp. 'Instant relief' is what I wrote. 4 seconds of burning is around 50 damage. Remove just the hex and you still have to suffer upto around 50 damage. Incidentally, if you want to cover MoR cheaply, a nice spell to use is Rust. While you have to contend with the 2 second cast-time, with just 4 or 5 (can't remember which) points in water it out-lasts it's recharge and gimps signets. Which is 15 seconds. |
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SS does no damage if the hex is removed. MoR does no damage if the Hex is removed. However it can deal upto around 50 damage if the condition remains. SS does zero damage if the hexed target doesn't act. MoR will keep on burning, no matter what they do. SS can out-damage MoR by far. This however is dependant upon human or artificial stupidity. |
In PvE enemies will happily cast/attack through spiteful, which is why it blows everything else away in terms of damage.
Zuranthium
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Originally Posted by Riotgear
On that note, I'm wondering how much potential Searing Flames has as some sort of AOE spike. While it is rather expensive, funnelling several copies of it on to one target means they AND anyone near them is going to taste some serious pain, and then you can do it AGAIN two seconds later.
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Originally Posted by frojack
SS does zero damage if the hexed target doesn't act.
MoR will keep on burning, no matter what they do. |