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Originally Posted by Cuilan
Exactly what? Scatter gives the ability to make the game's AI change targets or to run off to their deaths without damaging while giving damage.
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Exactly that scatter does not qualify as protection. Its a ridiculous grasp at straw argument. I could bring a mesmer hero and interrupt every spell and blind everything but I wouldn't call it "protection", even though I am prevent them from doing damage while damaging them also....there's a reason why the term "utility" exist. Similarly, I can make enemies "run away" simply by kiting in a certain way every time they come close...its still not real protection though.
The main point is that whether or not you classify scatter as "protection" doesn't really matter, useless is useless. I have a dozen different ways to prevent damage rather than using expensive, long cast time, long recharge "terror" spells. That 10-25 energy spell would have been much better used to cast some armor ignoring damage spells and kill the mobs as quickly as possible.
Quote:
Originally Posted by Adam Ko
I'm not an expert with elementalists, but I have to suggest.. how about tuning down on the casting time for some water spells? Or perhaps add more versatility towards elemental spells? As it stands, very few elementalists can play two elements at a time as there are greater cons than pros. Perhaps buff a few skills, or create new skills, that will better promote the use of chaining elemental spells.
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As much as I like this idea, the work that needs to be done to make it possible would be even greater than just trying to buff the damage. The current single element eles already need to bring 2-3 energy management skills, which usually include an element specific Glowing Gaze equivalent. Multi element would require 5 slot for it to work, unless the plan is to bring only 30+ recharge spells....