Skill change suggestions 3/19/06
Mared Text
This thread is aimed at making existing skills usefull in all aspects of play: pve, random arena, team arena, hoh, and gvg through the alteration of the only variables on skills that anet seems willing to change.... cost, cast time, recharge time, and damage. This thread will mostly be earth ele skills. If you want to argue with any of my changes or ask why I thought a certain change was appropriate feel free to speak.
As a general statement for the earth ele many of the earth ele skills in their current forms are not very good due to the fact that many of them have a negative aspect built into the use of the spell. If a skill is flawed or very conditional then it should be very powerful in my opinion, unfortunatly, earth skills are not.
Suggestions-
Kinetic Armor: 5 energy cost, 30 second cooldown.
Ward against elements: 5 energy cost.
Stone daggers: 1/2th second cast time.
Obsidian flesh {e}: Lasts 45 seconds at 16 earth.
Earth attunement: Cooldown 30 seconds.
Stoning: 10 energy. Or a way to apply weakness to the enemy within the earth line.
Magnetic aura: Cooldown 30 seconds.
Crystal wave: 10 energy cost. 5 second cooldown.
Earthquake: 150 damage at 16 earth.
Thats all I have time for right now. Most of these will have to probably be buffed even further but I think this is a good start.
As a general statement for the earth ele many of the earth ele skills in their current forms are not very good due to the fact that many of them have a negative aspect built into the use of the spell. If a skill is flawed or very conditional then it should be very powerful in my opinion, unfortunatly, earth skills are not.
Suggestions-
Kinetic Armor: 5 energy cost, 30 second cooldown.
Ward against elements: 5 energy cost.
Stone daggers: 1/2th second cast time.
Obsidian flesh {e}: Lasts 45 seconds at 16 earth.
Earth attunement: Cooldown 30 seconds.
Stoning: 10 energy. Or a way to apply weakness to the enemy within the earth line.
Magnetic aura: Cooldown 30 seconds.
Crystal wave: 10 energy cost. 5 second cooldown.
Earthquake: 150 damage at 16 earth.
Thats all I have time for right now. Most of these will have to probably be buffed even further but I think this is a good start.
Haggard
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Originally Posted by Mared Text
Stone daggers: 1/2th second cast time.
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However i don't agree with obsidian flesh, this would make this skill waaaay too powerful, you could have it running all the time, which would put other classes at a vast disadvantage.
Earth is powerful enough as it is, its just under-used.
Mared Text
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Originally Posted by Haggard
This would make machine gun mesmers (fast casting and stone daggers spammage) much more powerful and probably worth it.
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However i don't agree with obsidian flesh, this would make this skill waaaay too powerful, you could have it running all the time, which would put other classes at a vast disadvantage. |
Also if I may point out, you can keep obsidian flesh up currently almost 100 percent of the time. Only with a 3-5 second downtime.... How often do you see it now? Yeah, exactly.
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Earth is powerful enough as it is, its just under-used. |
Symbol
If you support buffing stone daggers, do you also support buffing flare and possibly ice spear?
Earth only needs minor tweaks IMO. It's mostly a utility line and the utility is pretty good. Fire needs the most attention, then air, then water, and finally earth.
Earth only needs minor tweaks IMO. It's mostly a utility line and the utility is pretty good. Fire needs the most attention, then air, then water, and finally earth.
Mared Text
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Originally Posted by Symbol
If you support buffing stone daggers, do you also support buffing flare and possibly ice spear?
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Earth only needs minor tweaks IMO. It's mostly a utility line and the utility is pretty good. Fire needs the most attention, then air, then water, and finally earth. |
As far as your order of elementalist skill lines that need to be tweaked, that has nothing to do with this post at all. I never said which line I thought needed to be changed first, I just did some earth skills because thats what I felt like. If thats your reason for argueing you make baby Jesus cry :-(
Symbol
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The only utility in earth that is good is wards. Ward against melee and ward against foes... and very rarely ward against elements. If you think that haveing 2 decent skills makes it a "pretty good" utility line.... I guess we just think differently or something. I see a total of 4 or so skills used out of a skill line on a consistant basis and I see how bad the other skills are and I think "buff bad skills". You see the same thing and you think "good line, no reason to buff skills, not like this game would get better with MORE GOOD SKILLS or anything like that". |
If you want to fix stone daggers, increase the damage. A cast time decrease would make it even more inefficient energy wise than it already is.
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As far as your order of elementalist skill lines that need to be tweaked, that has nothing to do with this post at all. I never said which line I thought needed to be changed first, I just did some earth skills because thats what I felt like. If thats your reason for argueing you make baby Jesus cry :-( |
Eclair
Crystal Wave: Making the recharge 5 seconds would make it somewhat abusive with a fast cast mesmer and echo/arcane echo.
Earthquake: I'd say take out the exhaustion, considering it already costs 25 energy.
Earthquake: I'd say take out the exhaustion, considering it already costs 25 energy.
Mared Text
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Originally Posted by Symbol
I never said it doesn't need buffs. I said it only needed minor tweaking.
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The defensive enchants are fine |
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the wards are fine |
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even the elite is decent (though the speed reduction is too much ,it should be along the lines of Armor of Earth). |
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The only thing earth is really lacking is damage, and you'd be better off attacking that by fixing earthquake, stoning and eruption rather than stone daggers. If you want to fix stone daggers, increase the damage. |
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A cast time decrease would make it even more inefficient energy wise than it already is. |
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I just found it odd that you'd mention earth and neglect all the other lines entirely, when they need way more attention. |
Vermilion Okeanos
Sure, let's just put everything we want and name it "Suggestion".
/sarcasm
Please consider about game balance before making suggestion purely for self interest.
/sarcasm
Please consider about game balance before making suggestion purely for self interest.
Mared Text
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Originally Posted by Vermilion Okeanos
Sure, let's just put everything we want and name it "Suggestion".
/sarcasm Please consider about game balance before making suggestion purely for self interest. |
LightningHell
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Originally Posted by Mared Text
Name one ele defensive enchant that is used in a serious gvg match or even regularily in hoh or teams. Kinetic armor? No way. Armor of earth? No. Obsidian flesh? Hell no.
The elite isn't even close to being decent, compare it to other available elite options like ether prodigy or elemental attunement. Obsidian flesh falls short even in arena and pve, it will be a cold day in hell before its ever seen in a serious gvg match. |
I've also seen a top guild run one, but when, don't ask me. I forget.
Mared Text
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Originally Posted by Eclair
Crystal Wave: Making the recharge 5 seconds would make it somewhat abusive with a fast cast mesmer and echo/arcane echo.
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Earthquake: I'd say take out the exhaustion, considering it already costs 25 energy. |
Peewee
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Originally Posted by Mared Text
Kinetic Armor: 5 energy cost, 30 second cooldown.
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Quote:
Originally Posted by Mared Text
Ward against elements: 5 energy cost.
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Quote:
Originally Posted by Mared Text
Stone daggers: 1/2th second cast time.
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Quote:
Originally Posted by Mared Text
Obsidian flesh {e}: Lasts 45 seconds at 16 earth.
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Quote:
Originally Posted by Mared Text
Earth attunement: Cooldown 30 seconds.
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Quote:
Originally Posted by Mared Text
Stoning: 10 energy. Or a way to apply weakness to the enemy within the earth line.
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Originally Posted by Mared Text
Magnetic aura: Cooldown 30 seconds.
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Quote:
Originally Posted by Mared Text
Crystal wave: 10 energy cost. 5 second cooldown.
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Quote:
Originally Posted by Mared Text
Earthquake: 150 damage at 16 earth.
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FalconDance
Ok, I may be new to the Elementalist profession and certainly to Earth skills, but I don't understand what is wrong with Stone Daggers as-is. A little more damage would be nice, of course, but it has a low energy output and quick cast time. Hell, yesterday I did almost as much damage in Kryta and the Maguuma with the Daggers as I did with my usual lightening......if Mantra of Lightening was cast by the foe, I threw rocks at them and pounded them into submission !
Personally, I think that Enervating Charge and Stoning could use a bit of decrease in energy cost.....together they make a nice little package.
Personally, I think that Enervating Charge and Stoning could use a bit of decrease in energy cost.....together they make a nice little package.
Rogmar
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Originally Posted by Peewee
This could be improved, but why improve it over all the other attunements?
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Can you really not make the connection that all the skills he listed are earth?