Hopeful ideas for the 25 new skills for elementalists
Fox Reeveheart
From what I have heard, each core class will be getting 25 new skills or something along that line.
For the elementalist, I have a hope for something along the basic line of more elemental resistance or immunity.
Geo gets earth resistance and/or immunity, same goes for hydros and water, etc.
I mean if they are so adept at their form of magic, they should be able to combat AGAINST that element as well, right?
I mean hydros get stuff like mist armor or stuff along that line to completely negate damage. Its actually not that bad of a stretch to make a skill like
Frozen Blood
Water Magic
For 10-25 seconds you recieve no damage from water magic.
of course there would be a version for earth, air, and fire.
Another cool idea for eles would be a combo of defense and offense in a earth spell, something like....
Jagged skin
Earth magic
For 30 seconds, you receive 20 armor and enemies that attack you in melee recieve 15-25 damage per attack.
Of course this would be an elite skill.
For the elementalist, I have a hope for something along the basic line of more elemental resistance or immunity.
Geo gets earth resistance and/or immunity, same goes for hydros and water, etc.
I mean if they are so adept at their form of magic, they should be able to combat AGAINST that element as well, right?
I mean hydros get stuff like mist armor or stuff along that line to completely negate damage. Its actually not that bad of a stretch to make a skill like
Frozen Blood
Water Magic
For 10-25 seconds you recieve no damage from water magic.
of course there would be a version for earth, air, and fire.
Another cool idea for eles would be a combo of defense and offense in a earth spell, something like....
Jagged skin
Earth magic
For 30 seconds, you receive 20 armor and enemies that attack you in melee recieve 15-25 damage per attack.
Of course this would be an elite skill.
Mandy Memory
Isnt this a suggestion?
But really...I would rather have a new line of magic rather than adding on the the 4 crappy ones they have...
But really...I would rather have a new line of magic rather than adding on the the 4 crappy ones they have...
LaserLight
As opposed to making those four lines less crappy? No thanks, give me skills like Ride the Thunder that one can center a build on and let me at it :-P
The problem with most Elemetalist skills is that very, very few of them are primary skills, the sort of thing you'd center a build on doing. Obsidian Flame is, Wards to a lesser degree are, but really very little else. Elementalists are a class filled to the brim with good supporting skills which nobody but an El primary can really use that well because they cost a bloody fortune, but with very few Finish the Job type skills. It's why most of them are shunted into tertiary roles like Wardmaiden or an Energy Storage-ed version of an out-class profession.
Which, frankly, bites.
The problem with most Elemetalist skills is that very, very few of them are primary skills, the sort of thing you'd center a build on doing. Obsidian Flame is, Wards to a lesser degree are, but really very little else. Elementalists are a class filled to the brim with good supporting skills which nobody but an El primary can really use that well because they cost a bloody fortune, but with very few Finish the Job type skills. It's why most of them are shunted into tertiary roles like Wardmaiden or an Energy Storage-ed version of an out-class profession.
Which, frankly, bites.
Vermilion Okeanos
I hope they get some serious AoE control, which was suppose to be their point.
According to the few skills around, seems like a few interesting one... although I forgot the name, it was something like "anyone in this area with increased speed are knockdown".
Just an example.
According to the few skills around, seems like a few interesting one... although I forgot the name, it was something like "anyone in this area with increased speed are knockdown".
Just an example.
Andy_M
I'd like an elite fire/meteor spell that tracks the target. Might make fire eles worth using again.
Pyrrhus
The thing is AoE used to be great but sinse the nerf the use of ele's has decreased greatly. The nerf seems, to me anyway, to destroy what ele's were about - damaging high amount of enemies with a spell that has a huge energy cost.
A new line of magic is what they need none of this trying to add to the old rubbish.
A new line of magic is what they need none of this trying to add to the old rubbish.
Mercury Angel
I'll withhold judgment until we see what, if any, balance changes are made after the GWWC. Hopefully it'll be an eye opener to just how many skills nobody uses except in gimmick/niche builds (that often fail), and we'll see some major adjustments. Then again, they might wait, or never change anything despite the warning signs.
I hope that if not a change in the very near future, we'll get a notice for some changes come factions preview time.
I hope that if not a change in the very near future, we'll get a notice for some changes come factions preview time.
Retribution X
we KNOW there won't be a new line of magic, because then players w/o factions would have a disadvantage.
LaserLight
To me, Elementalists were always supposed to be the second barel to a Guild's gun. Offense these days is led almost purely by Warriors, when there should be Elementalists which are just as dangerous.
The things were always meant to be magical cannons, expending lots of energy to deal disturbing amounts of damage. It's why they have Energy Storage; some Elementalist skills would completely obliterate a normal Energy bar.
But it didn't really work. There are so few skills which Elementalists ca use to truly do the sort of damage one would think a master of elemental magic can, and many of those are stationary AoE spells that are about as useful as Dwayna's Light. Moderate area denial, little more. Even Fire Magic, the most destructive element, has remarkably few real cannons. Rodgort's Invocation and Mind Burn are the only ones I can bring to mind right now.
What Anet needs to do is increase Elementalist damage to match, or in my opinion slightly exceed, Warrior damage, and without having to resort to Obsidian Flame alone to do it. After all, Warriors have a multitude of defensive options, heavy armor, and Adrenal skills to augment their damage capabilities, which Elementalists have none of. So turn the guys into the battleship-sinking spell-cannons they need to be, Anet. Turn Els back into offensive players and not just Wardmaidens.
The things were always meant to be magical cannons, expending lots of energy to deal disturbing amounts of damage. It's why they have Energy Storage; some Elementalist skills would completely obliterate a normal Energy bar.
But it didn't really work. There are so few skills which Elementalists ca use to truly do the sort of damage one would think a master of elemental magic can, and many of those are stationary AoE spells that are about as useful as Dwayna's Light. Moderate area denial, little more. Even Fire Magic, the most destructive element, has remarkably few real cannons. Rodgort's Invocation and Mind Burn are the only ones I can bring to mind right now.
What Anet needs to do is increase Elementalist damage to match, or in my opinion slightly exceed, Warrior damage, and without having to resort to Obsidian Flame alone to do it. After all, Warriors have a multitude of defensive options, heavy armor, and Adrenal skills to augment their damage capabilities, which Elementalists have none of. So turn the guys into the battleship-sinking spell-cannons they need to be, Anet. Turn Els back into offensive players and not just Wardmaidens.
Eclair
I'd say make some spells have the ability to CHANGE the TERRAIN. For example, maybe a fire spell called Summon Volcano or something, and make the ground below the target player explode, dealing AoE fire damage, but also creating a pool of lava around where the place exploded.
For water magic, there could be Summon Whirlpool, where you create a water vortex at target player's location, and people who are inside would be pulled along the whirlpool's torrents towards the center.
For earth, maybe Summon Earth Rift, and you can create a large chunk of rock that pops out of the ground that deals initial damage, but also serves as a wall/obstacle.
For Air, Summon Tornado, and you'd have these large tornados that randomly shoot through the arenas, pulling in players (friend and foe alike) and tossing them away, doing damage on impact.
It'd definately open up a whole new way of playing ^^, although balancing these would be a bitch.
For water magic, there could be Summon Whirlpool, where you create a water vortex at target player's location, and people who are inside would be pulled along the whirlpool's torrents towards the center.
For earth, maybe Summon Earth Rift, and you can create a large chunk of rock that pops out of the ground that deals initial damage, but also serves as a wall/obstacle.
For Air, Summon Tornado, and you'd have these large tornados that randomly shoot through the arenas, pulling in players (friend and foe alike) and tossing them away, doing damage on impact.
It'd definately open up a whole new way of playing ^^, although balancing these would be a bitch.
Ristaron
Quote:
Originally Posted by Eclair
I'd say make some spells have the ability to CHANGE the TERRAIN. For example, maybe a fire spell called Summon Volcano or something, and make the ground below the target player explode, dealing AoE fire damage, but also creating a pool of lava around where the place exploded.
For water magic, there could be Summon Whirlpool, where you create a water vortex at target player's location, and people who are inside would be pulled along the whirlpool's torrents towards the center. For earth, maybe Summon Earth Rift, and you can create a large chunk of rock that pops out of the ground that deals initial damage, but also serves as a wall/obstacle. For Air, Summon Tornado, and you'd have these large tornados that randomly shoot through the arenas, pulling in players (friend and foe alike) and tossing them away, doing damage on impact. It'd definately open up a whole new way of playing ^^, although balancing these would be a bitch. |
hahahaha, /signed for the Tornadoes alone!
Mandy Memory
Quote:
Originally Posted by Retribution X
we KNOW there won't be a new line of magic, because then players w/o factions would have a disadvantage.
|
Lady Lozza
I actually would hope they might buff ele armour but yes, the idea of elemental resistance (per element) is a good one.
I kinda like the tornados too
I kinda like the tornados too
CKaz
wasn't it something silly like 15 elite 10 regular tho? or did I flip that?
either way with so many elites, meaning so many ways to knock out what we already need and only allow one, what can they really do?
so we get 10-15 regular skills across 4 lines to give the ele a much needed injection?
was really disappointed when I heard just 25, and so many elites (= less options for builds)
so we have golems coming for the necro - how about elementals for ele???
how about some damage shields -
one style absorbs x damage, one style dishes out y damage while we're hit
how about some of that we can pass out?
eles (and particularly mesmers) have little to pass out to the party
more wards for eles wouldn't hurt either, even in other lines (ie water only elite ward)
either way with so many elites, meaning so many ways to knock out what we already need and only allow one, what can they really do?
so we get 10-15 regular skills across 4 lines to give the ele a much needed injection?
was really disappointed when I heard just 25, and so many elites (= less options for builds)
so we have golems coming for the necro - how about elementals for ele???
how about some damage shields -
one style absorbs x damage, one style dishes out y damage while we're hit
how about some of that we can pass out?
eles (and particularly mesmers) have little to pass out to the party
more wards for eles wouldn't hurt either, even in other lines (ie water only elite ward)
The Great Al
howbout some better animations when casting spells, too
LaserLight
Remembered the reason we can be entirely guaranteed that Elementalists won't get a new skill line.
They already have five skill lines: four element lines and Energy Storage. No Guild Wars character class will have more than five skill lines, methinks, because juggling Runes for that many lines would suck. If someone decided (for some god-only-knows reason) to utilize all five El skill lines, he'd be forced to forgo a Rune for either one of the lines or Vigor. Yes, kinda shoddy reasoning, but even now the five-line guys (El, Warr) only have that many lines because they're basically sub-types within the char. Ye can't really make Sword and Hammer skills work together without a lot of wasted effort, and El skills tend to fall inside two, at best, element lines. Adding a sixth line on top of all that, which would also require no new skills in the other lines, would be folly.
With that said...I'm all for Elemental Summons and more varieties of defense, though I doubt we'll see the latter. Earth has plenty of defensive oomph, but really, some extra variety in Elementalist skills would be much appreciated.
They already have five skill lines: four element lines and Energy Storage. No Guild Wars character class will have more than five skill lines, methinks, because juggling Runes for that many lines would suck. If someone decided (for some god-only-knows reason) to utilize all five El skill lines, he'd be forced to forgo a Rune for either one of the lines or Vigor. Yes, kinda shoddy reasoning, but even now the five-line guys (El, Warr) only have that many lines because they're basically sub-types within the char. Ye can't really make Sword and Hammer skills work together without a lot of wasted effort, and El skills tend to fall inside two, at best, element lines. Adding a sixth line on top of all that, which would also require no new skills in the other lines, would be folly.
With that said...I'm all for Elemental Summons and more varieties of defense, though I doubt we'll see the latter. Earth has plenty of defensive oomph, but really, some extra variety in Elementalist skills would be much appreciated.
The Great Al
we should get some better primary-only elem skills
LaserLight
I doubt that'll happen. Energy Storage, while far too powerful to not be a primary attribute, is entirely a supporting skill line. You'll get support and energy management skills in there, but not much else. No, the primary focus is going to be on the damaging lines, which isn't really a bad thing.
Vermilion Okeanos
It is really not hard to make energy storage into a offensive line, or even team support line.
Ether Nova- Elite Enchantment spell. Use all remaining energy to create a shock wave causing whatever energy that was used, ignoring all magical and armor resistance. You gain +1.....6 energy regen for 1.....18[21] seconds.
Ether Transfer- Elite Enchantment spell. All nearby allies suffer exhaustion. Target ally gain +10 max energy for each ally in the area for 5.......30 sec.
All up to imagination. Now, it is all up to the dev team to see if elementalist should have those.
Personally, I say... why not?
Ether Nova- Elite Enchantment spell. Use all remaining energy to create a shock wave causing whatever energy that was used, ignoring all magical and armor resistance. You gain +1.....6 energy regen for 1.....18[21] seconds.
Ether Transfer- Elite Enchantment spell. All nearby allies suffer exhaustion. Target ally gain +10 max energy for each ally in the area for 5.......30 sec.
All up to imagination. Now, it is all up to the dev team to see if elementalist should have those.
Personally, I say... why not?
David Lionmaster
Quote:
Originally Posted by Eclair
I'd say make some spells have the ability to CHANGE the TERRAIN. For example, maybe a fire spell called Summon Volcano or something, and make the ground below the target player explode, dealing AoE fire damage, but also creating a pool of lava around where the place exploded.
For water magic, there could be Summon Whirlpool, where you create a water vortex at target player's location, and people who are inside would be pulled along the whirlpool's torrents towards the center. For earth, maybe Summon Earth Rift, and you can create a large chunk of rock that pops out of the ground that deals initial damage, but also serves as a wall/obstacle. For Air, Summon Tornado, and you'd have these large tornados that randomly shoot through the arenas, pulling in players (friend and foe alike) and tossing them away, doing damage on impact. It'd definately open up a whole new way of playing ^^, although balancing these would be a bitch. |
water eles can have a move that makes a patch of ice appear that acts like the ice that slows people down if they are stationary.
im not too sure about tornado, although that would be funny to see. random lightning strikes in random locations maby?
the earth rift would be kinda unfair. a team could easily block a path, much like the spirit block. i could see an earth tremble attack that causes people to be knocked down if they stay stationary too long.
these spells could be called natural disasters.
LaserLight
We already have a bunch of terrain-altering spells, and are about to get a ton more.
They're called Spirits :P
Anyways. As far as Elementalists having 'natural disaster' types spells, those are handled in a general way by stationary DoTAoE spells like Maelstrom and Meteor Shower. They've got the big guns already, in droves. They have the big guns in such droves, in fact, that what is needed are spells that do other things. Kinda like how Water Magic has snare spells and Earth Magic has defensive spells? Really, Earth Magic and (to a lesser extent) Water Magic are the only Elementalists spells which have even close to the proper skill balancing the attributes should have. Air and Fire are virtually nothing but damage, and this is without the justification of being a weapons mastery line. Aside from their Conjures, both Air and Fire have maybe three skills apiece at best, if I remember properly, that aren't some form of damage, and most of those are bigger spells.
Variety, Anet! Variety!
They're called Spirits :P
Anyways. As far as Elementalists having 'natural disaster' types spells, those are handled in a general way by stationary DoTAoE spells like Maelstrom and Meteor Shower. They've got the big guns already, in droves. They have the big guns in such droves, in fact, that what is needed are spells that do other things. Kinda like how Water Magic has snare spells and Earth Magic has defensive spells? Really, Earth Magic and (to a lesser extent) Water Magic are the only Elementalists spells which have even close to the proper skill balancing the attributes should have. Air and Fire are virtually nothing but damage, and this is without the justification of being a weapons mastery line. Aside from their Conjures, both Air and Fire have maybe three skills apiece at best, if I remember properly, that aren't some form of damage, and most of those are bigger spells.
Variety, Anet! Variety!