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

AndrewSX

AndrewSX

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Join Date: May 2010

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^lol at above. But true. And it isn't so fair for who picked up an Ele reading that. And i'm going to get GWAMM(20+ now) on my main, an ele, just to be able to dedicate at my mez/nec/sin or whatever i want to play.

Also, i'll do not repost here my toughts about agrios or kaleban idea, they're on the thread where's the agrios post.

P.S: anyways,full thread link http://www.guildwarsguru.com/forum/n...72#post5412772

Bright Star Shine

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Quote:
Originally Posted by Kaleban View Post
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.



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.
I don't blame you for not reading through 10 pages of this but: the armor idea has only been suggested like 80 times. Even add Armor penetration to energy storage.

The conditions are rather meh-ish. In my opinion, eles are not meant to spread conditions apart from Burning, and a bit of weakness through Earth magic, and Cracked armor through Air magic. Oh, and blind.

Kaleban

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Quote:
Originally Posted by Bright Star Shine View Post
I don't blame you for not reading through 10 pages of this but: the armor idea has only been suggested like 80 times. Even add Armor penetration to energy storage.
I did read it, many people have suggested the same and this and other threads, and no changes have happened, so reiterating it and re-stating it are the only things the community can do, apart from boycotts and petitions. Don't assume, because you know what that does right?

Quote:
The conditions are rather meh-ish. In my opinion, eles are not meant to spread conditions apart from Burning, and a bit of weakness through Earth magic, and Cracked armor through Air magic. Oh, and blind.
That's your opinion, which I happen to disagree with. IMHO magic spells would be more likely to cause random damage types than anything else, and my suggestions are based on what each element represents and the limited conditions available.

Fire - burns your skin off, which puts you on fire (Burning) makes it incredibly painful to move (Crippled), and makes it extremely easy to cause further injury and third degree burns are a difficult condition to treat (Deep Wound)

Earth - assuming that its some sort of rock pelting you, it bruises you up and makes you less effective in combat (Weakness), a rock smacking you in the head can give you a concussion (Dazed), and a BIG magic rock hitting your chestplate could crack it (Cracked Armor)

Air - debris being whipped through the air can cause lacerations (Bleeding), a strong puff of air into the eyes can make you unable to focus (Blind), and "hard air" can cut the straps on your armor (Cracked Armor). Also, Lightning could cause Knockdown, as from what I've seen it most certainly will knock you flat on your ass if not outright killing you instantly

Water - the bacteria and other stuff present in water most certainly can cause ailments and such, but I find Poison a better analogue than Disease, although both are certainly possible, and since every living mortal creature is generally composed of water, altering that can cause debilitating Weakness and make healing impossible, hence Deep Wound, and these conditions could also be caused by altering or manipulating surface contact water on skin/exoskeleton/whatever

Yes, I'm trying to justify game mechanics with real world analogues, but of course magic doesn't exist in the real world so physics/chemistry/biology reasons must instead be used.

I would suggest you think critically about an issue before flippantly responding.

Bright Star Shine

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Quote:
Originally Posted by Kaleban View Post
I did read it, many people have suggested the same and this and other threads, and no changes have happened, so reiterating it and re-stating it are the only things the community can do, apart from boycotts and petitions. Don't assume, because you know what that does right?
That comment was actually meant as a positive one, never meant to flame with that one.


Quote:
That's your opinion, which I happen to disagree with. IMHO magic spells would be more likely to cause random damage types than anything else, and my suggestions are based on what each element represents and the limited conditions available.

Fire - burns your skin off, which puts you on fire (Burning) makes it incredibly painful to move (Crippled), and makes it extremely easy to cause further injury and third degree burns are a difficult condition to treat (Deep Wound)

Earth - assuming that its some sort of rock pelting you, it bruises you up and makes you less effective in combat (Weakness), a rock smacking you in the head can give you a concussion (Dazed), and a BIG magic rock hitting your chestplate could crack it (Cracked Armor)

Air - debris being whipped through the air can cause lacerations (Bleeding), a strong puff of air into the eyes can make you unable to focus (Blind), and "hard air" can cut the straps on your armor (Cracked Armor). Also, Lightning could cause Knockdown, as from what I've seen it most certainly will knock you flat on your ass if not outright killing you instantly

Water - the bacteria and other stuff present in water most certainly can cause ailments and such, but I find Poison a better analogue than Disease, although both are certainly possible, and since every living mortal creature is generally composed of water, altering that can cause debilitating Weakness and make healing impossible, hence Deep Wound, and these conditions could also be caused by altering or manipulating surface contact water on skin/exoskeleton/whatever

Yes, I'm trying to justify game mechanics with real world analogues, but of course magic doesn't exist in the real world so physics/chemistry/biology reasons must instead be used.

I would suggest you think critically about an issue before flippantly responding.
Well, that shit actually does make sense....

ensoriki

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Kaleban I must disagree.
While Earth causing weakness and Fire burning are already fine and good.
Why are you adding conditions to water, water is already a line that gives a crippling effect via hexes.

Elemental skills do not have much synergy together which is weird, take Master of Magic and then think of capitalizing on the synergy between elements and you'll go "wtf.."
You have burning and Steam...Chilling Winds and water hexes. Iron mist or whatever that skill is and air magic. That's mostly it (probably forgetting a few things) for straight naturally intended synergy.

Anyways what if Intensity itself was changed.
"Your Fire, Earth and Water magic skills have an additional 15...25% armor penetration on foes with 100 or more armor. Your Air magic skills cause cracked armor and bleeding for x seconds."

Elemental Lord could be made
"Your Air,Fire,Earth and water attributes are increased by 3 for your next 2...6 Elementalist skills and you gain 1 energy whenever you use a spell."

The purpose would be that Intensity itself would find it's true merit in Hard mode, while in Normal mode still getting some use for Air Magic and with some enemies that do have 100+ armor in Normal mode, most notably bosses.

Instead of removing the armor effect of monsters globally.

Bright Star Shine

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Quote:
Originally Posted by ensoriki View Post
Kaleban I must disagree.
While Earth causing weakness and Fire burning are already fine and good.
Why are you adding conditions to water, water is already a line that gives a crippling effect via hexes.

Elemental skills do not have much synergy together which is weird, take Master of Magic and then think of capitalizing on the synergy between elements and you'll go "wtf.."
You have burning and Steam...Chilling Winds and water hexes. Iron mist or whatever that skill is and air magic. That's mostly it (probably forgetting a few things) for straight naturally intended synergy.

Anyways what if Intensity itself was changed.
"Your Fire, Earth and Water magic skills have an additional 15...25% armor penetration on foes with 100 or more armor. Your Air magic skills cause cracked armor and bleeding for x seconds."

Elemental Lord could be made
"Your Air,Fire,Earth and water attributes are increased by 3 for your next 2...6 Elementalist skills and you gain 1 energy whenever you use a spell."

Instead of removing the armor effect of monsters globally?
Although this would increase the damage, in my opinion it would be a bad way of doing so. It's not solving the problem, it's mitigating it. You still have to take intensity and elemental lord, whilst other professions DO NOT. They would still be superior. Also, people without NF or Factions would be left out on the buff.

Kaleban

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Quote:
Originally Posted by Bright Star Shine View Post
Although this would increase the damage, in my opinion it would be a bad way of doing so. It's not solving the problem, it's mitigating it. You still have to take intensity and elemental lord, whilst other professions DO NOT. They would still be superior. Also, people without NF or Factions would be left out on the buff.
^This

A profession to be competitive should not be dependent on PvE skills, they should serve to complement, not form the basis of, a profession (i.e. the AP Caller being the only accepted Ele build for damage in HM).

@ensoriki

I'm not adding conditions to water spells, I'm saying that given the horrible effects nature in its various elements can have on people, I'm applying the transitive property to the game and its associated 4-elements system for elementalist skills.

What I'm saying is that adding random condition application to the Elementalists attributes, not skills, would certainly serve to increase their utility as damage dealers, much like increasing critical chance on melee weapons. And while Water Magic as you said has slowing effects, in general PvE play this is not as important, as say, adding conditions that other skills and other professions can work off of.

Instead of making Elementalists only do straight up more damage my creating armor weaknesses in HM mobs, I'm also saying that adding the condition inflicting on Ele attributes will make them MORE valuable in party play, and makes logical sense given what these elements can do in reality.

ensoriki

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Quote:
Originally Posted by Bright Star Shine View Post
Although this would increase the damage, in my opinion it would be a bad way of doing so. It's not solving the problem, it's mitigating it. You still have to take intensity and elemental lord, whilst other professions DO NOT. They would still be superior. Also, people without NF or Factions would be left out on the buff.

Do not what? Have to take Intensity and Elemental Lord? No you can't mean that because that's obvious.
Do you mean taking PvE skills? They don't need to take PvE skills, but they do anyways. You don't need to put points in your attributes either, but you do anyways. Being efficient is just how things are, I see how my suggestion can force you to take certain skills to be efficient, but I wouldn't say that anymore than a monk taking protective spirit to be efficient. If you lower elemental defence across the board like it or not it's not just the elementalist affected. There are plenty of ways for Melee to do elemental damage, and if Elemental damage becomes the new way to increase your damage increase, even if that is bringing Greater Conflagoration for instance to give the melee Fire or a Fire dagger Tang it will be done.

If I go via skills, I can directly push out other professions taking advantage of a global defence decrease by limiting it to Elementalist, and by making Elemental Lord and Intensity efficient for all Elements, I don't restrict any Elementalist into a specific element either. If anything it becomes no different from an Assassin taking Critical Agility, a Warrior (or paragon/dervish & assassin) taking "Save Yourselves".

That may not be a good thing, but it's...standard?

Kaleban

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Quote:
Originally Posted by ensoriki View Post
If you lower elemental defence across the board like it or not it's not just the elementalist affected.
My idea was to lower it only in one or two attribute lines per monster type (i.e. lower armor vs. water/Air for Destroyers) to adhere to internal logic of elemental rock-paper-scissors.

Quote:
There are plenty of ways for Melee to do elemental damage, and if Elemental damage becomes the new way to increase your damage increase, even if that is bringing Greater Conflagoration for instance to give the melee Fire or a Fire dagger Tang it will be done.
Its still more efficient for melee to concentrate on physical damage given the prevalence of physical buffs, or Holy as its across the board. Especially when you consider skills like MoP, Barbs and others, and how mixed mobs would make Eles only partially effective, I highly doubt selective elemental armor penalties among HM mobs will alter the physical meta.

Quote:
If I go via skills, I can directly push out other professions taking advantage of a global defence decrease by limiting it to Elementalist, and by making Elemental Lord and Intensity efficient for all Elements, I don't restrict any Elementalist into a specific element either. If anything it becomes no different from an Assassin taking Critical Agility, a Warrior (or paragon/dervish & assassin) taking "Save Yourselves".

That may not be a good thing, but it's...standard?
The downside to this idea would be the MASSIVE number of skill splits resulting in the Elementalist being a completely different class whether one was playing PvE or PvP, which is counter-intuitive and goes against the premise of GW in the first place. Why do you think ANet and the players are constantly trying to find ways to minimize skill splitting? Hardly standard I think.

ensoriki

ensoriki

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Pray tell why the PvE exclusive skills...are causing a PvP split when for instance the Intensity suggestion it only triggers the armor penetration on 100+ armored foes. PvE exclusive skills aren't causing PvP splits. What was split in PvP because of Critical agility or "Save Yourselves"?
Intensity and Elemental Lord are intended solely for PvE and their effects only affect PvE, so there is no reason for why a PvP split is going to happen.
If they "broke" pvp they're not going to split skills, they're going to tone the the PvE exclusive skills.

Kaleban

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Quote:
Originally Posted by ensoriki View Post
Pray tell why the PvE exclusive skills...are causing a PvP split when for instance the Intensity suggestion it only triggers the armor penetration on 100+ armored foes. PvE exclusive skills aren't causing PvP splits. What was split in PvP because of Critical agility or "Save Yourselves"?
You wouldn't be able to make the Ele efficient with only two skills, and if you did they'd have to be seriously overpowered.

The point is, I can quite easily and competently play a Sin or War without the noted PvE skills.

Even WITH PvE skills, Eles are horribly gimped as damage dealers in HM. This is not a function of poor class design as much as its a poor implementation of HM for a class with little to no armor-ignoring power creep.

As I said before, a class should not be dependent on PvE skills to form its base, they should complement the profession.

ensoriki

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You didn't answer my question. How do PvE Exclusive cause a PvP/PvE skill split. They don't because their effects are fully contained within PvE.
You damn could make the Ele efficient with two skills, you could make them efficient with one skill. I never said to combine EL and Intensity. Hard Mode increases armor, have one skill decrease the armor. Weaken armor already does this, Intensity could do it better.

The suggestion I was making with PvE skills was directly for their damage in Hard mode.

If PvE skills just complemented, they wouldn't be PvE only, they're powerful/Niche skills meant to be contained within PvE.

Yes you can naturally reduce armor on monsters in HM. Or you could make it spell based.

Really if we're just going to talk about armor-affected damage, then why didn't we go deeper than just the Elementalist and ask for Armor affected damage not to blow in Hard Mode. Necromancers cold damage, Dervishes cold & earth damage, among other professions armor affected damage, like the Assassins Shattering assault, all terribly weak in hard Mode.

If your going to say "eles shouldn't rely on PvE skills" then why stop there, why don't we just say "professions should not have to rely on armor ignoring damage in hard mode" period?

Kaleban

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Quote:
Originally Posted by ensoriki View Post
You didn't answer my question. How do PvE Exclusive cause a PvP/PvE skill split. They don't because their effects are fully contained within PvE.
Not a direct cause. If the Ele is ONLY able to be effective with PvE skills, then its obvious its skills are horribly balanced and underpowered, which would necessitate a power boost and an eventual skill split since players in PvP don't have gobs of armor. I've now answered your question twice, reading comprehension FTW.

Quote:
You damn could make the Ele efficient with two skills, you could make them efficient with one skill. I never said to combine EL and Intensity. Hard Mode increases armor, have one skill decrease the armor. Weaken armor already does this, Intensity could do it better.
So what you're suggesting is that every single Ele build in high end PvE revolve around one or two skills to make them effective as damage dealers, instead of balancing the armor ignoring/armor respecting playfield? May be an ok band-aid fix, but sure seems lame to me, especially when you consider that most current Ele damage builds already require three or four utility skills just to function.

Quote:
The suggestion I was making with PvE skills was directly for their damage in Hard mode.
Why should every other class function just fine in HM, but not the Ele, without uber OP PvE skills that form the basis for the class? Why should losing some energy cause so much damage, but having a damned meteor dropped on ones head be able to be shrugged off like it was nothing?

Quote:
If PvE skills just complemented, they wouldn't be PvE only, they're powerful/Niche skills meant to be contained within PvE.
Partially correct. PvE skills are meant to compensate for increased mob difficulty in end game PvE and HM especially. The regular profession skills are balanced around level 20 characters and normal armor levels, which is why Ele damage is fine in NM, since PvP and PvE armor/health is generally the same. The problem arises where these PvE skills define the class, rather than add to capability.

Quote:
Yes you can naturally reduce armor on monsters in HM. Or you could make it spell based.
Selective elemental armor reduction based on lore or logical weakness is both more elegant and more engaging than simply making one or two PvE skills able to brute force an entire profession's skill selection through HM. I'd rather get a kick out of my Invoke Lightning flattening a bunch of Water Djinn because I correctly surmised they were weak to Air magic (lightning even more so), rather than just Intensity spamming and barely even watching what I'm doing.

Quote:
Really if we're just going to talk about armor-affected damage, then why didn't we go deeper than just the Elementalist and ask for Armor affected damage not to blow in Hard Mode. Necromancers cold damage, Dervishes cold & earth damage, among other professions armor affected damage, like the Assassins Shattering assault, all terribly weak in hard Mode.
And if you follow MY suggestion rather than yours, all those problems get fixed simultaneously, rather than having to come up with PvE only versions of Intensity for all those weak attribute lines and skills.

Quote:
If your going to say "eles shouldn't rely on PvE skills" then why stop there, why don't we just say "professions should not have to rely on armor ignoring damage in hard mode" period?
I've already said that, you must be missing the point of most of my posts, perhaps I'm too verbose? Armor ignoring damage is a terrible mechanic to utilize in a game where armor is such an important part. And its only increased over time, making it harder and harder for skills and professions that rely upon armor respecting damage to keep up.

AndrewSX

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Wow, you two really get in the discussion
Anyways, imo the problem is further the damage/armor penetration and shitty PvE skills.
It's matter of how the Elementalist works.

This is what i've gathered a couple of pages ago from all the thread.
http://www.guildwarsguru.com/forum/s...&postcount=163

And one thing is sure: Changing PvE skills and a couple of stupid things wont fix this damn ele. Would be like they've done the derv update w/o introduce flash ench or change myst. Pointless.

ensoriki

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Quote:
Not a direct cause. If the Ele is ONLY able to be effective with PvE skills, then its obvious its skills are horribly balanced and underpowered, which would necessitate a power boost and an eventual skill split since players in PvP don't have gobs of armor. I've now answered your question twice, reading comprehension FTW.
So then they don't cause a pvp/pve split, they just bring attention to the underlying issue.

Let me end this now because if I don't it's going to end up arguing for the sake of arguing. I among others including yourself already suggested an armor decrease on enemies in Hard mode. What I have then done today is give an additional alternative plain and simple, primarily because of a poster last time I was here deciding that lowering one resistance meant that there elementalist was forced to play only one element against a specific monster to be efficient. If you follow the flow of our last few posts, the discussion became more focused on the merit of using a PvE skill as a crutch for a profession.
If you feel that being forced to one or two elements per zone instead of having access to all 4 options of elements in most scenarios and 3 in situations where an enemy (destroyers & Titans) are particularly resistant is fine, so be it. I can't appease everyone.

Quote:
And if you follow MY suggestion rather than yours, all those problems get fixed simultaneously, rather than having to come up with PvE only versions of Intensity for all those weak attribute lines and skills.
I find it funny to see you claim a suggestion that multiple people have shared already as your own instead of just generalizing it. But whatever, im just being argumentative.

Quote:
I've already said that, you must be missing the point of most of my posts, perhaps I'm too verbose?
Far too much for me.

Kaleban

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Quote:
Originally Posted by ensoriki View Post
So then they don't cause a pvp/pve split, they just bring attention to the underlying issue.
Missed the mark.
Quote:
If you follow the flow of our last few posts, the discussion became more focused on the merit of using a PvE skill as a crutch for a profession.
And you see this as a GOOD suggestion? Wow.

Quote:
If you feel that being forced to one or two elements per zone instead of having access to all 4 options of elements in most scenarios and 3 in situations where an enemy (destroyers & Titans) are particularly resistant is fine, so be it. I can't appease everyone.
How many Eles do you know wear Prismatic armor with a 5 attribute line split? It makes perfect sense to me that a character based on elemental damage would pick the best element to use given the situation, just like a Warrior would pick the best weapon (need KD, go Hammer; need PBAoE, go Sword/HB).

In fact, it makes it more fun for me as an Ele player if I were to HAVE to switch builds, keeps the play fresh and engaging, rather than c-spacing mobs with overpowered melee armor ignoring damage.

Quote:
I find it funny to see you claim a suggestion that multiple people have shared already as your own instead of just generalizing it. But whatever, im just being argumentative.
I suggested it in my post, hence my suggestion. My emphasis was meant to show its merit compared to yours, not ownership. I highly doubt any of us are discussing actual original ideas, or something that someone else hasn't already thought up at ANet.

Quote:
Far too much for me.
I apologize if reading is painful for you, I'll try to pare it down some.

ensoriki

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Quote:
And you see this as a GOOD suggestion? Wow.
I have no problem using any one skill, as long as my profession feels like it's description and I can have fun with it.


Quote:
How many Eles do you know wear Prismatic armor with a 5 attribute line split? It makes perfect sense to me that a character based on elemental damage would pick the best element to use given the situation, just like a Warrior would pick the best weapon (need KD, go Hammer; need PBAoE, go Sword/HB).
that's not what he meant. Each element has a flavor, and if he...or she? Likes to play Water elementalist, they're going to always do it unless they hit the few areas where it's resisted.

Quote:
I apologize if reading is painful for you, I'll try to pare it down some.
You have jokes now don't you.

Kaleban

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Quote:
Originally Posted by ensoriki View Post
I have no problem using any one skill, as long as my profession feels like it's description and I can have fun with it.
So I'm sure you'd be happy with an Ele that has one skill:

Nuke - Skill - 5 E 1/2s 5r
- Destroys target and all adjacent targets in a glorious ball of random elemental energy

That skill would define the Elementalist, and you wouldn't need anything else. Kinda boring though.

Quote:
that's not what he meant. Each element has a flavor, and if he...or she? Likes to play Water elementalist, they're going to always do it unless they hit the few areas where it's resisted.
That's like saying you'll play melee with no condition removal in areas with heavy blind. The whole point of the game in PvE is to tailor builds to areas, otherwise there wouldn't be so many skills. I can't believe I'm having to explain the basics.

Quote:
You have jokes now don't you.
Wasn't a joke.

ensoriki

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Quote:
Originally Posted by Kaleban View Post
So I'm sure you'd be happy with an Ele that has one skill:

Nuke - Skill - 5 E 1/2s 5r
- Destroys target and all adjacent targets in a glorious ball of random elemental energy
Don't overexaggerate.
Quote:
That's like saying you'll play melee with no condition removal in areas with heavy blind. The whole point of the game in PvE is to tailor builds to areas, otherwise there wouldn't be so many skills. I can't believe I'm having to explain the basics.
Who asked you to? Do you say this what just to say it or are you saying it for my sake?
http://www.guildwarsguru.com/forum/s...&postcount=106
http://www.guildwarsguru.com/forum/s...&postcount=144

Couldn't be for me. Either I'm once again misunderstanding the direction of your post or your trying to jab at me.
I told you already I suggested the same thing.
http://www.guildwarsguru.com/forum/s...&postcount=102
http://www.guildwarsguru.com/forum/s...&postcount=143
http://www.guildwarsguru.com/forum/s...&postcount=147


Quote:
Wasn't a joke.
Then your needlessly looking for hostilities.

Boogz

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Quote:
Originally Posted by AndrewSX View Post
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:
Quote:
Originally Posted by AndrewSX View Post
1)Change Energy storage: a large energy pool doesn't mean energy management. Idea:Give it this function.
ES sucks, that is true. all options have already been said, give armor penetration, etc; however I doubt this will change they're current situtation in a significant way.

Quote:
Originally Posted by AndrewSX View Post
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:
for do not screw the pvp or give even more insane buff to HM mobs.
Attunements are getting buffed to 1sec cast and lower recharge, seems like ANet does pay attention to this forum

Quote:
Originally Posted by AndrewSX View Post
3)Wards: pretty useless apart defensive circumstances, quite rarely so. Idea:Make them move with caster.
No, the mechanic is fine, the skills that are bad:

-Ward Against Melee isn't good like it was before, I wish they could revert it back to keep it all time for PvE, since it was a big issue on PvP
-Ward of Weariness is crap, nobody can deny that. Make it apply weakness to all foes who enter the ward, instead of elemental damage, and then it might get some use
-Ward Against Foes is fine
-Ward of Stability is fine, excellent on VQing the prophecies areas full of giants
-Ward Against Harm has always been useless, needs a complete rework. I've only seen this skill used at Catacombs of Kathandrax, otherwise, its bad.

buffing them wouldn't fix the ele PvE issue, but would help a lot for support-oriented builds

Quote:
Originally Posted by AndrewSX View Post
4)Glyphs: simply ricoulous as they are now. Idea:...no idea atm.
I really fail to see where glyphs are bad. They're perfectly fine for me, every single one of them, maybe except for Glyph of Energy, wich was killed due to GoE-Gale mesmers at arenas.

Quote:
Originally Posted by AndrewSX View Post
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.
Yeah, PBAoE is incredibily useless. Either they completely kill it or allow eles to cast the PBAoE spells on allies; while this would help, I can see some incredibly issues at PvP with hammer wars.

Kaleban

Kaleban

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Join Date: May 2005

Hot as hell Florida

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Originally Posted by ensoriki View Post
Don't overexaggerate.
Whateva! I do what I want! lol

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Who asked you to? Do you say this what just to say it or are you saying it for my sake?
http://www.guildwarsguru.com/forum/s...&postcount=106
http://www.guildwarsguru.com/forum/s...&postcount=144

Couldn't be for me. Either I'm once again misunderstanding the direction of your post or your trying to jab at me.
I told you already I suggested the same thing.
http://www.guildwarsguru.com/forum/s...&postcount=102
http://www.guildwarsguru.com/forum/s...&postcount=143
http://www.guildwarsguru.com/forum/s...&postcount=147
Then why are you now arguing against it? Or are you playing Devil's Advocate for the lulz?

Quote:
Then your needlessly looking for hostilities.
No just needlessly trying to make a point in a forum argument.

ensoriki

ensoriki

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Join Date: Aug 2006

Canada bro.

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Originally Posted by Kaleban View Post
Then why are you now arguing against it? Or are you playing Devil's Advocate for the lulz?
.
Heres the thing Kaleban, I'm not dismissing the idea, I'm trying to come up with alternatives or at least I was, because I had time on my hands, and felt like trying to come up with a new suggestion that may appease everyone.
The suggestion has been made multiple times so there was no harm in brainstorming something else up.

AndrewSX

AndrewSX

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Join Date: May 2010

Italy, Turin

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Attunements are getting buffed to 1sec cast and lower recharge, seems like ANet does pay attention to this forum
Well, the original post that i linked was on 18th Feb, so don't blame me for attunements(and...i wish Anet really pay attention about eles...).

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No, the mechanic is fine, the skills that are bad:

-Ward Against Melee isn't good like it was before, I wish they could revert it back to keep it all time for PvE, since it was a big issue on PvP
-Ward of Weariness is crap, nobody can deny that. Make it apply weakness to all foes who enter the ward, instead of elemental damage, and then it might get some use
-Ward Against Foes is fine
-Ward of Stability is fine, excellent on VQing the prophecies areas full of giants
-Ward Against Harm has always been useless, needs a complete rework. I've only seen this skill used at Catacombs of Kathandrax, otherwise, its bad.

buffing them wouldn't fix the ele PvE issue, but would help a lot for support-oriented builds
IMO wards have the same issue of traps: they are intended for defensive/long/static way of fight. You can make them as powerful/large as you wish, but till they will be "place and stay" they do not have so much appeal. Yes, some wards are really pointless(and why the only elite ward isn't in Earth line?).
This is why have them move around the caster would make them appealing, useful and playable. W/o any large change to function.

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I really fail to see where glyphs are bad. They're perfectly fine for me, every single one of them, maybe except for Glyph of Energy, wich was killed due to GoE-Gale mesmers at arenas.
You forget that we have a bunch of glyphs. And only 2-3 are useful(lesser energy, swiftness for mantain obby w/o cons, concentration....no this is useful for terra sins in sc) Elemental power is unlinked, essence/sacrifice have stupid drawbacks and, as glyph of energy, are used mostly to cast Meteor shower. Immolation have really few application(with steam, glowing gaze maybe but...nothing else).

I haven't had any good idea about glyphs so far.
Was thinking to make them a manteinance skill that give benefits and drawbacks till you cancel it. For example, GolE could be casted-> reduce energy cost of spells for a certain %(calculated on ES rank) but increasing the cooldown for the same %-> stop acting when you dismiss it. No -1 pip of ene, but something like new eternal aura, that can be dismissed as a monk mantained ench. This is just a silly first idea, but i'll keep thinking..

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Yeah, PBAoE is incredibily useless. Either they completely kill it or allow eles to cast the PBAoE spells on allies; while this would help, I can see some incredibly issues at PvP with hammer wars.
Yup, make them like Ancestor rage or change them to something else.

And, as i was trying to say, all these issues do NOT have any influence on the damage problem.
Ele's uselessness is also in all this stupid mechanics, beyond a sure damage alarm.

And please, if you're going to flame each other go somewhere else. This should be a collaborative discussion.

Boogz

Boogz

Lion's Arch Merchant

Join Date: Feb 2008

Variable Speed Farmers[VsF]

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So, the reason behind elementalists uselessness is their whole mechanic, pretty much dervishes were. The only problem is, the mechanic, although bad, fits perfectly to their role, so I really, really don't know how they can fix this.
My only guess is that energy storage will need a total rework, even if they take out ele's huge mana pool and 25e spells and turn them into something enterily new.

melissa b

Krytan Explorer

Join Date: Oct 2007

I would add a new mechanic to elementalists called enraged. While enraged spell duration is sped up 2x and creates armor penetration. Some examples, while enraged casting flare would cause the projectile to moves twice as fast thus creating armor penetration....while enraged Firestorm would last 1/2 as long so five seconds but the same number of damage strikes so they would happen every 1/2 second and they would have armor penetration. Enraged could be a meter that builds up and lasts for a certain time. They could alter skills to affect enraged such as increase its duration decrease the time it takes to be enraged. Also skills could be altered to contribute to the enraged meter. How the enraged meter would fill or how much armor penetration it would provides would need testing. possibilities could be all spent energy contributes to it, whenever any party member takes damage, kill counts, etc, cast counts etc.

pingu666

Jungle Guide

Join Date: Jul 2006

guildhall

[DETH]

anyone suggested splitting the damage? so for example a 100 damage spell gets changed to 50damage armour ignoring, 50 damage armour respecting, adjust the split as balance needs

not sure how different that is to AP, but at 60al damage would be the same, 100al the damage would go from 50 to 75

and personaly i dont want to run around needing a bunch of iwin pve skills, equaly i dont want ele enemies in hm to be buffed to boss like status

Bright Star Shine

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Belgium

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Quote:
Originally Posted by melissa b View Post
I would add a new mechanic to elementalists called enraged. While enraged spell duration is sped up 2x and creates armor penetration. Some examples, while enraged casting flare would cause the projectile to moves twice as fast thus creating armor penetration....while enraged Firestorm would last 1/2 as long so five seconds but the same number of damage strikes so they would happen every 1/2 second and they would have armor penetration. Enraged could be a meter that builds up and lasts for a certain time. They could alter skills to affect enraged such as increase its duration decrease the time it takes to be enraged. Also skills could be altered to contribute to the enraged meter. How the enraged meter would fill or how much armor penetration it would provides would need testing. possibilities could be all spent energy contributes to it, whenever any party member takes damage, kill counts, etc, cast counts etc.
Again, adding a skill is not solving the problem, it's mitigating it. It does not make up for the fact that others still deal armor ignoring damage.

melissa b

Krytan Explorer

Join Date: Oct 2007

Quote:
Originally Posted by Bright Star Shine View Post
Again, adding a skill is not solving the problem, it's mitigating it. It does not make up for the fact that others still deal armor ignoring damage.
Mechanic change is not adding a skill just like dervishes had +10 armor while enchanted is not a new skill, it's a new mechanic. Are you saying this new mechanic wouldn't be strong enough to compete with armor-ignoring classes for a spot on a pve-pug for hard mode?

AndrewSX

AndrewSX

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Join Date: May 2010

Italy, Turin

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Quote:
Originally Posted by melissa b View Post
Mechanic change is not adding a skill just like dervishes had +10 armor while enchanted is not a new skill, it's a new mechanic. Are you saying this new mechanic wouldn't be strong enough to compete with armor-ignoring classes for a spot on a pve-pug for hard mode?
Idk if this mechanic could grant a spot in a pve-pug, but is sure that the current mechanics don't.

melissa b

Krytan Explorer

Join Date: Oct 2007

Quote:
Originally Posted by AndrewSX View Post
Idk if this mechanic could grant a spot in a pve-pug, but is sure that the current mechanics don't.
Yes it depends on how it were implemented. I specifically left open the variables so that it could be adjusted to a balanced but competitive class. Example...armor penetration of 10% might be too weak and armor penetration of 95% might be too strong. So just have testing done to bring it to a competitive and balanced level with armor-ignoring classes.

Kaleban

Kaleban

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The root cause of the problem is that Ele damage is armor-respecting, while nearly every other character has exclusively or significant amounts of armor ignoring damage.

Hence, the only way to fix it is to either make Ele skills armor ignoring (while retaining elemental "flavor"), drastically reduce the over-population of armor-ignoring damage (i.e. massive nerf to everyone else), alter mob armor to be susceptible to certain types of Elemental damage, or change Energy Storage to include some way of beating mob armor (Air spells have armor reduction so this may be an undesirable overlap).

Probably the best fix would be a modest combination of two or more of the above fixes. I would suggest:

1. Making mob armor reduced vs. themed elements, gives a bit more fantasy/roleplay flavor

2. Reduce armor ignoring damage across the board by around 20-30 percent, as this is a horrible mechanic to include in a game with armor being the main defense mechanic, and contributes massively to power creep. Armor ignoring damage SHOULD have been reserved for a few elite skills, and not slapped onto the majority of nearly every class's skill set.

3. Change energy storage to give some form of benefit relative to the percentage of energy still in the "tank" so to speak. Example: at max energy, an Ele's spells do 50% extra damage and 25% additional armor penetration, at 50% energy, 25% extra damage and 12.5% additional armor pen. Not sure if the engine is designed to handle calculations like this, but it seems to fit with the idea of using latent power to charge up the spells and as the mage gets drained the spells have less effect.

Could have an interesting synergy with e-management skills and Exhaustion, which would count as decreasing the potential max, enabling the damage/armor pen bonuses to last longer.

MithranArkanere

MithranArkanere

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Chaos, Holy and Dark damage should not have been armor-ignoring. And holy should not have dealt double damage to undead.

Instead, undead should have reduced armor vs holy, elementals reduced vs certains elements and/or chaos, plants vs fire and dark, dragons vs certain elements, ghosts vs chaos or lightning, nightmares vs holy, and so on.

Then the damage calculation should not have been so extreme, capping the minimum and maximum damage, so no damage can be reduced too much, and no one-hit kill can happen.

AndrewSX

AndrewSX

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Join Date: May 2010

Italy, Turin

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I'd like to remeber you that different suggestions, even if have the same aim/effect, could have HUGE differences in effort to be achieved.
Atm the most frequent suggestions are:
1-Nerf mob's armor toward one/more/all elements.
2-Nerf armor-ignoring damage.
3-Buff ele in mechanics and skill to achieve superior level of damage.

Let's see:
1-Everytime someone says "Let's give every mob a elemental weakness like destroyers againt cold." you have to think how many type of mob exist in GW. Destroyers<cold it's too easy.
You should find a reasoned weakness for all 100+ species. http://www.guildwiki.org/Category:Bestiary
It's a HUGE work. Mandragor, Tengu, Golems, Mursaat,.... give to ALL of them a plausible weakness to elements would take ages. Expecially if you think how long taken add some "simple" armor/cast and attack speed/higher level, which is our Hard Mode.
Also, the weaknesses should be applied to do not overlap them depending from species distribution. For example, dredges are found toghether with wardens, afflicted (i'm thinking to Morostav trail). But afflicted are found with humans too. And humans are everywhere. And this applies for every specie. It's nearly impossible to do not have a zone where half of mobs are weak against an element and the other half is resistant to it. No, personally i don't like this idea to fix, and it isn't likely to be used imo.

2-Same matter. What could take longer? A well done buff to 1 class or a ponderated nerf to 4+? And remember that also Rangers should have some love, after upcoming paras and smiters.

3-Imo, is the best way. But, as all above, nobody can ensure that Anet will ever decide to do another massive rework to class. Which make me think that Ranger and Eles will remain stupidly underpowered till GW2, when all the problems found in GW1 seems resolved, due to the new concept of profession and game.

Xenomortis

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Join Date: May 2008

UK

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Quote:
Originally Posted by MithranArkanere View Post
Chaos, Holy and Dark damage should not have been armor-ignoring. And holy should not have dealt double damage to undead.
Chaos and Dark damage are not armour ignoring. Both are essentially typeless since nothing has specific armour boosts against them, but they are still affected by base armour.
Not all Holy damage is armour ignoring and the same applies.

Perhaps you are thinking of Shadow Damage? But this is only mentioned in some Necromancer skills.

yitjuan

Lion's Arch Merchant

Join Date: Aug 2007

GMT +8

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Would Spell Penetration help? Let's say , for each point put in the spec you would gain +1% armor penetration , something like Strength.

Tshedd31

Academy Page

Join Date: Sep 2010

We Farm Your [Ectos]

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How about instead of buffing elementalist damage which at this point honestly isn't bad I run searing flames a lot and it's hitting for ~50-106 damage on foes in HM depending on their armor.

Honestly what needs to be done if you don't want to adjust the foes in hardmode by say lowering armor totals and buffing health which would avoid a nerf or buff to any skills as they exist right now. Is a NERF to armor ignoring spells...

Because right now armor ignoring damage skills are being abused in hardmode with everyone running discord necros and control clicking their way to legendary guardian and legendary vanquisher. And in speedclears with mesmers and keystone signet.

Lets be honest theres not a whole lot of challenging areas/things left in this game, so why are we talking about a BUFF to elementalists? Do you honestly want a class that will drop 100+ damage on you with every spell it can cast?

Remember too any change/buff done to elementalist on the human side has to happen on the monster side... and the hardest bosses in this game are already ELEMENTALIST bosses.

So to finish this thread is pointless anet isn't going to buff elementalists, and i hope they don't nerf armor ignoring damage dealing spells. What they should do, if anything really at this point, is change hardmode monsters which at this point have LOWER HEALTH totals than normal mode foes and increased HealthRegen/AI/AttackRate/CastingRate, is to buff hardmode monsters health totals and decrease their armor levels which had been mentioned before me several times by other people perhaps not in this thread but on these forums.

I Am The Fear

I Am The Fear

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Quote:
Originally Posted by yitjuan View Post
Would Spell Penetration help? Let's say , for each point put in the spec you would gain +1% armor penetration , something like Strength.
I think something like that would be the easiest solution.
They could move some potentially abused skills to energy storage and add armor penetration too?
I don't know. haha.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

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Heraldos de la Llama Oscura [HLO]

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Quote:
Originally Posted by Xenomortis View Post
Chaos and Dark damage are not armour ignoring. Both are essentially typeless since nothing has specific armour boosts against them, but they are still affected by base armour.
Not all Holy damage is armour ignoring and the same applies.

Perhaps you are thinking of Shadow Damage? But this is only mentioned in some Necromancer skills.
You know what I meant. Most mesmer skills (those would be considered 'chaos' damage, since no skill deals chaos damage Avatar of Lyssa changes your physical damage to chaos, but doesn't deal it directly), holy damage skills and dark damage skill ignore armor.

And yeah. I meant 'Shadow damage', but like holy and light, they should be both renamed to just 'dark' damage too.

The idea is having no skill with specific type of damage, and no specific type of damage ignoring armor.
Physical: Slashing, Piercing, Blunt.
Elemental: Fire, Cold, Lightning, Earth.
Non-elemental: Chaos, Dark, Holy.

As for the only ways to remove health regardless of armor, there would still be 3: Life stealing, health loss, sacrifice.

And that would be a complete list of ways to lose health: 10 types of damage, and 3 types of non-damage.

Mouse at Large

Mouse at Large

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Join Date: Dec 2005

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If you want more of a challenge from HM ele mobs, go with the ES or attune ideas.

If you want a quick and dirty solution that only affects human ele players, make Intensity alter ele spells to deal Shadow/AP/+bonus damage (and move it to ES, make it maintainable for ele primaries).

But, for goodness sake Anet, do something significant

Tshedd31

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Quote:
Originally Posted by Mouse at Large View Post
If you want a quick and dirty solution that only affects human ele players, make Intensity alter ele spells to deal Shadow/AP/+bonus damage (and move it to ES, make it maintainable for ele primaries).
... Right move a pve only skill to energy storage and have it be more op than any other skill they've ever had. that idea is about as likely to happen as anet hacking my account and giving me 7 stacks of armbraces, maxing all my titles, and giving me a new one "don't you wish you character was hot like me (1)"