Elementalists [Hard Mode]: Ideas on how to Buff them.

Mouse at Large

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Quote:
Originally Posted by Essence Snow View Post
Imo, the time spent on the "intensity" rework was wasted and could have been better allocated to something actually usefull.
I don't think you can do something particularly useful in under 5 minutes......

Essence Snow

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Quote:
Originally Posted by Kunder View Post
What? You think my version was still underpowered?
Sry..I missed the wording...next "spell"...I was thinking you meant just adding 3-5secs of cr to it's current version.

The way you suggested...is actually OP, imo now that I understand it correctly.

AndrewSX

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Agree. But the real problem is that any real eles rework would take an effort similar to the derv's one, and i'm not confident that it would happen before GW2 release. And anyway, only a Intesity change can't really resolve eles problems.

Summing up some ideas in this thread:
1)Change Energy storage: a large energy pool doesn't mean energy management. Idea:Give it this function.
2)Change Attunements: they're the real(and poor..) e-management of an ele, but they're very vulnerable for cast(2 sec) and last/recharge(around 1 min/45 sec) and obviously are strippable. A neutralized attunement(interruption/strip) is a usless ele for 45 sec. Idea:giving ES the e-management role, attunements can be turned in buffs of any kind(APenetration, damage, cast/rechrgee, ect), without them at least an ele isn't totally lost.
Doing so, as suggested before, add the clause:
Quote:
You don't have any benefit from this enchantement if you cast an ele's skill on a foe of your same level or lower.
for do not screw the pvp or give even more insane buff to HM mobs.
3)Wards: pretty useless apart defensive circumstances, quite rarely so. Idea:Make them move with caster.
4)Glyphs: simply ricoulous as they are now. Idea:...no idea atm.
5)PBAOE: simply unusable in general pve, requires meele range, wich is deadly for a caster in HM. Idea: make them at least target allies, like Ancestor's rage(still, we would have 10+ skill with same functionality).
-Plus, there's a need of an overall rework of skills, because some of them have really no use. PvE eles skills are quite meh(yes, even the "less then a day old" intensity). Water magic is good for snares, but for everythig else...meh. Half of Earth magic is to prot yourself, good only for farming/tanking. Air is too much single target, and rarely you'll be really able to spike somethig only with it. Fire...is Aoe. Mostly adiacent. And cause massive scatter. Nothing else to say.

Now i'll go to play my derv and mez(real nuker).

Xiaquin

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As the profession I learned the game on, I'm disappointed. The new Intensity seems unnecessary since the low-powered single-target spells it's intended to help are just that, too weak to care about adding AoE anyway. I guess they really wanted to get rid of flat damage buffs, but the upkeep and damage returns are just sad.

I wonder if it could work something like Fingers of Chaos, to single out professions with various effects, rather than just be a band-aid via cracked armor or AP.

Quote:
Originally Posted by Kunder View Post
Rangers will always be pretty well off as long as Barrage exists and can be comboed with things like splinter weapon/EBSoH/OoP/GDW. They can even run SY to replace an imbagon in the party while doing it. EoE also is pretty effective. So they have a niche and can actually function well in a group.
Agreed for the most part, but Barrage isn't effective everywhere. Single target can't be ignored, which is partly the error with the new Intensity.

Swingline

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I like the idea of making ES the eles e management and the attunements should boost the damage of the ele.

ES: You have +3 maximum energy and gain +2% energy when you cast an elemental spell per rank of ES.

Fire Attunement: For XX Seconds your fire spells deal +15% damage and +1% per rank in Fire Magic.

The other Attunements would be just like fire attunement except they would be to the proper element.

HigherMinion

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Quote:
Originally Posted by AndrewSX View Post
Well, AP isn't there to recharge ele's spell, but PvE skills, mostly EVAS and Norn shouts. Shouts->EVAS->AP and lot of times the mob is dead before cast a 2 sec spell. Then repeat.

And about ER, please don't call it a "Elementalist bar". Minimun 6 skills are from monk prof or pve. It's good, but it's a huge nonsense.

As i said in another thread:
It's not a nonsense? Anything with a better energy pool than monks will perform just as well. Ritualists, Paragon and Dervish can all heal as well as the monk. Why not the ele? They have always had ways of scraping together energy for any spells, rather than just elements. Prism, Mind Blast, ER. Soul Reaping and now dervs are going to be stronger power healers than ERs and monks...

Kunder

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Quote:
Originally Posted by Essence Snow View Post
Sry..I missed the wording...next "spell"...I was thinking you meant just adding 3-5secs of cr to it's current version.

The way you suggested...is actually OP, imo now that I understand it correctly.
If anything cracked armor is more important then the rest of the skill. Cracked armor is +41% damage to everything armor respecting, including ally attacks. Being able to activate only 1 time per second doesn't even matter outside of pulsating AoEs, eles can only cast their big spells once every 3-4s or so anyway. Perhaps it should go up to a 2s between activation, so that DwG doesn't get too overpowered (though it would be better to nerf DwG instead).

Essence Snow

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Quote:
Originally Posted by Kunder View Post
If anything cracked armor is more important then the rest of the skill. Cracked armor is +41% damage to everything armor respecting, including ally attacks. Being able to activate only 1 time per second doesn't even matter outside of pulsating AoEs, eles can only cast their big spells once every 3-4s or so anyway. Perhaps it should go up to a 2s between activation, so that DwG doesn't get too overpowered (though it would be better to nerf DwG instead).
They way u suggested..at least how I took it...the dmg from intensity would be mutiplied per pulse...

Let's take SH for example.....the 1st pulse would add +xx aoe dmg and cracked armor. The second pulse would hit for xx dmg(at lower al, b/c of cracked) + the xx aoe dmg(which is now greater due to cracked al and the nature of the skill). So by the last pulse the dmg would become quite significant.

Kunder

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If you had a 100 damage spell against a 100 armor enemy, you would do 50 damage without intensity, and 70 damage +35 AoE with intensity.

AndrewSX

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Quote:
Originally Posted by HigherMinion View Post
It's not a nonsense? Anything with a better energy pool than monks will perform just as well. Ritualists, Paragon and Dervish can all heal as well as the monk. Why not the ele? They have always had ways of scraping together energy for any spells, rather than just elements. Prism, Mind Blast, ER. Soul Reaping and now dervs are going to be stronger power healers than ERs and monks...
It's a nonsense IMO because it's everything left to eles: something that they shouldn't even do. I mean, ele's skills are almost ALL (except less than 10 under ES, water and few others) damage-oriented. If eles could be the ultimate caster damage dealer, i'd have no problem to say "Hey, huge energy with ER = huge prots. Let's abuse it!" when you get bored to blow up stuff.
But damage is crappy, and this mean that 80%+ of eles skills are crappy, 'cause their aim is purely damage, and the entire profession is crappy. And then we have that to be really effective in HM eles are forced to use AP(and when you have to face heavy hex removal/prot from enemy monks is really meh) or to rely on ER to prot/heal.
THIS is the nonsense: there's no choice, AP or ER or you'll be simply a unnecessary member of a team.
You can heal as resto Necro or Rit: but both have loads of ways to be useful, expecially in damage(rits have also ST, for protting). Even mesmers and monks outdamage eles. This is why when you lok around, you'll see most of ele go -/Rt(for sos), -/A(for AP) or -/Mo(as ER). And the first category is the most populated by far.

P.S:Also, i guess that ER can be the only real user of some Protection prayers skills, with 10/15 ene cost and 1 to 5 sec recharge. Infinite energy = spam, but i'd prefer spam damage, not prots.

Kaleban

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Best solution to buff Eles in HM is to nerf monster armor.

That way, you don't have to crazy buff Ele damage and do multiple skill splits.

Simply send an intern to tweak spreadsheets lol.

Maybe give all HM monsters -40 (or more) armor vs. a single element, so that Elelmentalists have to tailor their bars to be effective in certain areas.

jazilla

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The only skill I noticed that gained a nice boon from Intensity is Invoke Lightning. The Earth line is rendered useless because of a complete lack of single targeted spells that do enough elemental damage to be useful in conjunction with this skill(doesn't work with Obby Flame as it isn't elemental damage). This skill also doesn't work with Energy Blast. The other skills that benefit from it don't do enough damage to warrant using a skill slot on a bar to make this useful.

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Quote:
Originally Posted by Kaleban View Post
Best solution to buff Eles in HM is to nerf monster armor.

That way, you don't have to crazy buff Ele damage and do multiple skill splits.

Simply send an intern to tweak spreadsheets lol.

Maybe give all HM monsters -40 (or more) armor vs. a single element, so that Elelmentalists have to tailor their bars to be effective in certain areas.
Exactly. I'm actually NOT in favour of tweaking Intensity / Elemental Lord / other enchantments to make them "buff" eles because one of the biggest reasons I find eles underwhelming is that they have to cast a ridiculous amount of "prep" skills.

In many occasions I've had my attunements, cover enchant, and elemental lord all run out just as my group is charging into the next group. So I spent like 4 seconds casting Attunement -> Elemental Lord -> Cover Enchant -> Glyph of Lesser Energy or Elemental Power....and by the time I finished all the lower armored mobs are dead and I'm left with nuking 100+ armor warrior class mobs for ~50 damage >.>

Just Sai

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aotearoa

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buff the mindset
trying to lead a pve group with a backline class cant end well
delete all the cliche meta pvx builds and try something totally fresh
they make great hexers

UnChosen

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Quote:
Originally Posted by Just Sai View Post
buff the mindset
trying to lead a pve group with a backline class cant end well
delete all the cliche meta pvx builds and try something totally fresh
they make great hexers
I can't tell if you're joking or not. Great hexers? It would be more believable if you say eles are great healers or great tankers.

Just Sai

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aotearoa

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why?
because thats what everybody else says?
stale and stagnant imo

half a bar can spike freeze slow burn blind and kd with 4 slots to spare

UnChosen

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And I would need Spike, KD, Blind, Burning, or Snare why? Melee with their 100+ DPS >>>>>>>>>> Spike. And I couldn't careless if mobs are KD, Blind, or Snared when they're hitting my minions and killing themselves with Death Nova in the process.

HigherMinion

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Quote:
Originally Posted by AndrewSX View Post
It's a nonsense IMO because it's everything left to eles: something that they shouldn't even do. I mean, ele's skills are almost ALL (except less than 10 under ES, water and few others) damage-oriented. If eles could be the ultimate caster damage dealer, i'd have no problem to say "Hey, huge energy with ER = huge prots. Let's abuse it!" when you get bored to blow up stuff.
But damage is crappy, and this mean that 80%+ of eles skills are crappy, 'cause their aim is purely damage, and the entire profession is crappy. And then we have that to be really effective in HM eles are forced to use AP(and when you have to face heavy hex removal/prot from enemy monks is really meh) or to rely on ER to prot/heal.
THIS is the nonsense: there's no choice, AP or ER or you'll be simply a unnecessary member of a team.
You can heal as resto Necro or Rit: but both have loads of ways to be useful, expecially in damage(rits have also ST, for protting). Even mesmers and monks outdamage eles. This is why when you lok around, you'll see most of ele go -/Rt(for sos), -/A(for AP) or -/Mo(as ER). And the first category is the most populated by far.

P.S:Also, i guess that ER can be the only real user of some Protection prayers skills, with 10/15 ene cost and 1 to 5 sec recharge. Infinite energy = spam, but i'd prefer spam damage, not prots.
PvP eles are for damage, Hard Mode eles are for support (in PUGs).
And you're very wrong about the support skills. Apart from all the water snares and Maelstrom rupts and Rust... You have Wards in Earth line; Eruption, blind spam; Churning Earth, etc. These are all much better abused with better energy management with an instant recharge(i.e. Assassin's Promise) compared to any other elementalist elite, even a supportive one.

Anet will cry if they have to destroy their model of professions because too many nukers cry about not being able to nuke for 1337 damage. I know loads of people ingame who still use SF because they're bad at change/abusing mechanics.

Running ER prot is completely different to running a monk. One conserves energy until it's needed, the other is forced to spam ten times a second to maintain energy. However, it is an amazing option for eles, but it's a shame you all have your nuking hats on still.

If you WANT to see big damage, run a 100b warrior with mark of pain. Alternatively, a mesmer deals more damage AoE now.

AndrewSX

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Quote:
PvP eles are for damage, Hard Mode eles are for support (in PUGs).
Agree about PvP role of eles...thank to the little armor (compared to HM mobs eh) they are indeed the Damage dealers. This is sure, and i've never said there's a problem in pvp.
Quote:
And you're very wrong about the support skills.
Well, as you said, that's water...umh, snares(mostly deep freeze) and maelstrom, that's all. And about wards, they're effective, rigth but have 2 huge problems now: requires that your party clump toghether in the ward(and in HM pve this means that the first AoE will wipe lol) and they're static, wich means that or you're playing in defence(very rare) or you're pulling apart mob by mob (very long and boring way to play); in other words, with tons of substitutes(ST, imba,....ok also ER) wards are't really appetible to play.
Quote:
Alternatively, a mesmer deals more damage AoE now.
Congrats, you've finally seen the problem. But i'd say "mez, rits, necs, monks..."

UnChosen

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Join Date: Mar 2006

Quote:
Originally Posted by HigherMinion View Post
PvP eles are for damage, Hard Mode eles are for support (in PUGs).
And you're very wrong about the support skills. Apart from all the water snares and Maelstrom rupts and Rust... You have Wards in Earth line; Eruption, blind spam; Churning Earth, etc. These are all much better abused with better energy management with an instant recharge(i.e. Assassin's Promise) compared to any other elementalist elite, even a supportive one.

Anet will cry if they have to destroy their model of professions because too many nukers cry about not being able to nuke for 1337 damage. I know loads of people ingame who still use SF because they're bad at change/abusing mechanics.

Running ER prot is completely different to running a monk. One conserves energy until it's needed, the other is forced to spam ten times a second to maintain energy. However, it is an amazing option for eles, but it's a shame you all have your nuking hats on still.

If you WANT to see big damage, run a 100b warrior with mark of pain. Alternatively, a mesmer deals more damage AoE now.
The problem is that all of their support are unneeded or unwieldy in PvE. I would appreciate wards of they're larger (in PvE) and follows the players around. That way you won't have people doing group hugs in a ward begging to be Meteor Showered (monster MS actually works).

Maestrome shouldn't be 2 second cast + Exhaustion + 30s cooldown. It should be 0.25s cast, no exhaustion, 15s cooldown and reduced damage. Then it'll actually work as an interrupt...make it into an ultra expensive "panic" that doesn't always hit and would scatter enemies.

Same with Eruption, it should have a very short cast time so that the ele could instantly blind a mob before they start hitting your team or scattering out of range.

Churning Earth either need to have its effect extended (so that you can actually cast another DoTAoE after that) or it should have very fast cast time so that you can use it as a "snare" after you cast something like meteor shower. They should do the same thing with every other water snare. Then Eles could do meteor shower -> 0.25s cast Deep Freeze snare to lock down mobs.

If its something like that then I could understand having the ridiculous armor....but its not.

Quote:
Originally Posted by HigherMinion View Post
PvP eles are for damage, Hard Mode eles are for support (in PUGs).
Not exactly. GvG and RA eles are for support, FA/JQ/AB eles are for CAPPING, and HA eles are for damage. FA/JQ/AB eles do utter crap damage, its just the mechanics caters to them doing short burst of AoE and then running off to another shrine or dying and resing with full energy to cast their expensive spells again.

Kashrlyyk

Kashrlyyk

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Join Date: May 2005

Intensity seems to be bugged. If I use Intensity and then cast Flare at the "suit of 100 armor" on the Battle Isle it deals damage to the two armors next to it.

But if I do the same with Dragon Stomp only the 100 armor suit is hit with the bonus damage.

MithranArkanere

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Quote:
Originally Posted by HigherMinion View Post
PvP eles are for damage, Hard Mode eles are for support (in PUGs).
And you're very wrong about the support skills. Apart from all the water snares and Maelstrom rupts and Rust... You have Wards in Earth line; Eruption, blind spam; Churning Earth, etc. These are all much better abused with better energy management with an instant recharge(i.e. Assassin's Promise) compared to any other elementalist elite, even a supportive one.

Anet will cry if they have to destroy their model of professions because too many nukers cry about not being able to nuke for 1337 damage. I know loads of people ingame who still use SF because they're bad at change/abusing mechanics.

Running ER prot is completely different to running a monk. One conserves energy until it's needed, the other is forced to spam ten times a second to maintain energy. However, it is an amazing option for eles, but it's a shame you all have your nuking hats on still.

If you WANT to see big damage, run a 100b warrior with mark of pain. Alternatively, a mesmer deals more damage AoE now.
It's not "in HM they are for support", it's "all that's left for them in HM is support".

Anet won't cry if they try to 'destroy their model of professions' because no one wants that. What people want for the elementalist is their model of profession BACK, not destroyed:

Quote:
Originally Posted by The Guild Wars Manuscripts
Elementalists summon the powers of earth, air, fire, and water and command them at will. They can inflict more damage in a single strike than any other profession. Earth Magic summons quakes and eruptions, encases enemies in stone, or protects allies. Air Magic harnesses the power of tempests to strike foes down with lightning or enable allies to run like the wind. Fire Magic manifests flames, fireballs, molten lava, and even meteors to burn enemies to a crisp. Water Magic conjures mist and ice to slow enemy movement and attacks, blur vision, protect allies against magic, and inflict cold damage on enemies. Elementalists have access to Energy regenerating skills, and when chosen as a primary character, they can increase their maximum Energy over time. The wise Elementalist avoids becoming surrounded, but keeps a local area-of-effect spell on hand just in case.
They are supposed to be able to deal more damage in a single strike than any other profession. Period.
With my assassin I can deal over 120 in a single strike. With my mesmer well over 180.

With my elementalist I'm lucky If I deal more than 60.

Of course eles have a big deal of support, but if you see their sheer number of direct-damage spells, saying that they are 'just for support' is a mistake, in any mode and format. If they are not good at dealing damage in any format, that's something to be fixed, not a reason to use something else.

And as for the E/Mo bonders, they are one of the reasons why I'd rather allow only 3 skills from the secondary profession in the skill bar.
Elementalists directly healing and protecting others? Madness!

Some healing in water magic, like +1 regen in a ward against harm, or healing 5..22 to nearby allies when you are struck under the effects of Swirling Aura, or even healing adjacent allies for 50..150% of the cost of the spell you cast under the effect of Water Attunement would be fine by me.

But forfeiting your own profession to follow around some dummies that can't survive on their own?
That's not an elementalist. That's a shame.

HigherMinion

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Elementalists have a large pool of energy to do with as they please.

No one bats an eyelid when a necro abused Soul Reaping as a monk, or any other bar. What you can do is based on your energy management; not profession.

Also... DPS=/=single strike.

Elementalists have AoE damage, which is direct. Mark of Pain is not direct AoE damage, it must be triggered. RoJ is just better than Savannah Heat due to Burning and Chaos Storm is weak.

There is alot of cry over eles, and re-reading the guide doesn't help to justify their lame damage.

Kunder

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Join Date: Nov 2010

Quote:
Originally Posted by Kashrlyyk View Post
Intensity seems to be bugged. If I use Intensity and then cast Flare at the "suit of 100 armor" on the Battle Isle it deals damage to the two armors next to it.

But if I do the same with Dragon Stomp only the 100 armor suit is hit with the bonus damage.
I presume this is because as with all single-use effects that occur during an instantaneous multiple-trigger, the effect may not always be triggered at the targeted enemy but instead at one of the others that was hit 'first' by game logic.

Kashrlyyk

Kashrlyyk

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Join Date: May 2005

Quote:
Originally Posted by Kunder View Post
I presume this is because as with all single-use effects that occur during an instantaneous multiple-trigger, the effect may not always be triggered at the targeted enemy but instead at one of the others that was hit 'first' by game logic.
You mean with AoE spells the possible targets are put in a list from left to right and the first entry is hit first? Oh crap.

Kunder

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Join Date: Nov 2010

Quote:
Originally Posted by Kashrlyyk View Post
You mean with AoE spells the possible targets are put in a list from left to right and the first entry is hit first? Oh crap.
I have no idea what order it is. I highly doubt its left to right, if anything its probably NW-to-SE or something along the lines, not dependent on your view.

Mashiyu

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Join Date: Mar 2010

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Quote:
Originally Posted by Kunder
I presume this is because as with all single-use effects that occur during an instantaneous multiple-trigger, the effect may not always be triggered at the targeted enemy but instead at one of the others that was hit 'first' by game logic. (...)
I have no idea what order it is. I highly doubt its left to right, if anything its probably NW-to-SE or something along the lines, not dependent on your view.
Sounds plausible. Intensity doesn't need a target, since it works with target-less spells like DwG and AR. Didn't someone say that Intensity triggers on the PBAoE effect of Phoenix rather than on the projectile-AoE?

btw: Isn't in Minecraft something like the south-east rule?

Xiaquin

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Quote:
Originally Posted by HigherMinion View Post
Apart from all the water snares and Maelstrom rupts and Rust... You have Wards in Earth line; Eruption, blind spam; Churning Earth, etc.
Tryptophan Signet, Technobabble, Sneak Attack, Ymlad, SY, TntF, GDW; the list goes on and they're all easier to use/abuse.

Quote:
Anet will cry if they have to destroy their model of professions because too many nukers cry about not being able to nuke for 1337 damage. I know loads of people ingame who still use SF because they're bad at change/abusing mechanics.
Anet changed their own model by neglecting the most basic function of an RPG: a big damage caster that has to respect armor while others do not.

Quote:
Originally Posted by HigherMinion View Post
RoJ is just better than Savannah Heat due to Burning
Are you sure it's not the (higher) holy damage. lower recharge and the fact that SH has to bake on an enemy before it starts to do big damage? Spells like RoJ, MoP, Spiteful Spirit aren't just more powerful, they're more efficient.

HigherMinion

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Quote:
Originally Posted by Xiaquin View Post
Tryptophan Signet, Technobabble, Sneak Attack, Ymlad, SY, TntF, GDW; the list goes on and they're all easier to use/abuse.
PvE skills. can't run on heroes, etc. Doesn't work with my PvP comparison. I already thought it them, but Trypt is only Adjacent, Technobabble also Adjacent, Sneak Attack does no +damage and is Single Target only. Ymlad is meh without AP, SY is OP, TNtF is unnecessary and cannot compare to any elementalist skill. GDW is a Weapon spell. It takes nothing but Gust away from elementalists.



Quote:
Anet changed their own model by neglecting the most basic function of an RPG: a big damage caster that has to respect armor while others do not.
This is a PvP game, based on team play and synergy within the party and countering. Anet's model was for physical damage to be prevalent in possible DPS.

Quote:
Are you sure it's not the (higher) holy damage. lower recharge and the fact that SH has to bake on an enemy before it starts to do big damage? Spells like RoJ, MoP, Spiteful Spirit aren't just more powerful, they're more efficient.
No. Mark of Pain is more efficient. Spiteful Spirit is in the same bag as Shitter Flames, it's just in a different package.

Kunder

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Join Date: Nov 2010

The reason RoJ is better than SH is because its armor ignoring damage. Holy is just cake ontop of that vs undead . SH will do about 100-150 damage max on a HM mob (maybe 200 vs some casters with lower armor). RoJ hits about 330 with the burning. Ohh, and RoJ is in smiting which has spells that are actually useful (gogo SoH +26 damage per hit) while fire magic only has shitty spells that are at best 1/2 as strong as SH and require your bar to be half dedicated to energy management in the first place.

Xiaquin

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Quote:
Originally Posted by HigherMinion View Post
PvE skills.
Maelstrom is 25/2/30, adjacent, restricted to initial location and causes exhaustion. Most Water snares are adjacent. Blind is blind. Ymlad outclasses several water snares and synergizes with other skills that need a condition present. Tntf/SY was being compared to defensive wards; those are also restrictive (like Maelstrom) and offer weaker protection by comparison.

Quote:
This is a PvP game, based on team play and synergy within the party and countering. Anet's model was for physical damage to be prevalent in possible DPS.
What about Painful Bond (and spiritway in general)? Well, I guess if this is a PvP game, you can ignore that, or the entire topic of PvE and PvE-only skills with this latest update.

Cuilan

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Quote:
Originally Posted by Kunder View Post
The reason RoJ is better than SH is because its armor ignoring damage.
Your reason for Ray of Judgement being better is that it's armor ignoring, but then you mention how it deals more damage. The reason is that it deals more damage then.

Kunder

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Join Date: Nov 2010

Quote:
Originally Posted by Cuilan View Post
Your reason for Ray of Judgement being better is that it's armor ignoring, but then you mention how it deals more damage. The reason is that it deals more damage then.
Its not a higher damage spell, its simply armor ignoring which makes it better against high armor targets. There is a fine distinction there. SH is just fine against lvl 20 enemies.

Cuilan

Cuilan

Forge Runner

Join Date: Mar 2008

Me/

So what happens when a non-ignoring skill does more damage (overall)?

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

Quote:
Originally Posted by Cuilan View Post
So what happens when a non-ignoring skill does more damage (overall)?
It means you let the eles ER...

UnChosen

Wilds Pathfinder

Join Date: Mar 2006

Now that 7 Heroes are out...I took the opportunity to try out every combinations of Eles build I could think of. NONE of them compared to the build composed of other classes. Just looking around the forum I haven't seen one person making a hero build that has a focus on elementalist. The few that even has an ele hero in their build all have a common build...ER Prot.

Eles skills should be changed so that they have synergy with other eles...Similar to soul reaping stacking, paragon shout stacking, spirits stacking, etc.

AndrewSX

AndrewSX

Jungle Guide

Join Date: May 2010

Italy, Turin

Lake

E/

Well...there are like 5 skills in ele lines that have sinergies with others....(chilling wind, steam, elemental flame, earthen burden- or whatever) and the only other kind of sinergy i can think about is like Derv with avatar of balth+SF, enfeeble blood+stonig or such..still very weak. Expecially considering that as always they are all devoted to increase damage(or add little utility) and not buff/help team...

The reason because you can see only ER as HM eles is that it is:
1-the best sinergy so far. ER+AoR+(optional)Ele lord+ 2/3 or more ench = lolol infinite ene to spam prots.
2-it's the only thing at least useful a ele can do in HM. Yesterday i was doing Boogrot HM, and the MAX damage i got was 35. By Rogdort Invocation at 14 Fire(listed aroud 100 damage). 50 if standing in a EbsoH(eh, no more BuH also...). Even AP wasn't a option then...rolling a ER was the only way to be useful.
3-teorically, the best sinergy having more eles is the stack of damage (AoE expecially). Pity it is ridicolous....ridicolous damage x 3 eles = 3 wasted team slot. Roll 2 roj (aoe dmg and lot of utility) and a ER instead...

agrios

agrios

Krytan Explorer

Join Date: May 2006

South America

Naked Stalkers of America[Nude]

W/

What say you about that?

http://www.guildwarsguru.com/forum/s...2&postcount=27

Kaleban

Kaleban

Jungle Guide

Join Date: May 2005

Hot as hell Florida

[Wckd]

Me/

Fine then lol.

Reduce HM monster armor along one or two elemental lines(Destroyers weak to Water/Air, Plants weak to Fire/Air) so that Ele damage in the vulnerable lines is MORE than melee damage.

Add a "spell critical" effect based on the amount of points in the attribute line (i.e. 12 Air gives 12% chance) that adds some effect to the damage.

Quote:
Originally Posted by agrios
Additionally, what really could add some spice is if every elemental spell should have a "luck effect" associated. For example: all fire spells could have some probability (to say, 1% to every 2 points in the associated attribute) of inflicting burning. In the same way, water could slow, all earth could blind or weaken, and all air could crack armor or daze.
Thats a good start, but I would expand upon it a bit. Much like the skill Air of Superiority, any time a Elemental spell is cast, the game would roll against the Spell Critical chance (12% at 12 for example) and then roll against a few random effects from each elemental sub-table, picking 1:

Fire - Burning, Crippled, Deep Wound
Earth - Weakness, Dazed, Cracked Armor
Air - Bleeding, Blind, Cracked Armor
Water - Poison, Weakness, Deep Wound

Then certain Ele skills could be modified, much like Critical Eye or WoTA for Sins to affect Ele spell critical chance above and beyond the inherent attribute chance.

jazilla

jazilla

Desert Nomad

Join Date: Aug 2006

Guernsey Milking Coalition[MiLk]

E/Me

Don't the class descriptions for Elementalists in GW1 and Gw2 say they do massive amounts of damage? All Anet needs to do is fix the descriptions for when you are making a character to say: "Elementalists use the forces of Air, Fire, Water, and Earth to do moderate damage to enemies. They cast Wards to protect, snares to slow, and glyphs to modify their mediocre skill set. This class is great for new players without Hard Mode yet, but isn't a class you will want to play long term because other classes outshine it with a plethora of armor ignoring skills that have faster recharges and casting times."

That way, they don't have to change them back to being the main damage dealers and anytime someone says they need a buff, ArenaNet can just tell us that they do what their class description says to a tee.