Time to fix the ele problem
Tongloid Tarthwood
There seem to be a lot of threads complaining about "the ele problem" as I like to call it. I have tried to stand up for eles and I'm sick of it. Instead of complaing about or trying to prove how utterly more UBER your warrior is to my ele, let's think of some sort of solution rather than poking at a piece of dirt with a stick hoping it'll magically turn into gold. (I have got to use that metaphor more often)
By the way, what we're going for here is a class that does high damage very quickly. I want to be able to outdamage warriors, but still be weak to attacks. A glass cannon is a very good metaphor for that, but please, nobody take it too seriously. I don't want some sort of philosopher coming along and saying that a cannon takes a while to load as the ele should be the same. No bullGO RE like that ok? Every class has it's place. All I want is a class that does high damage very quickly. Warriors have the high damage over medium time, slot and rangers are very versatile and can sorta fit anywhere.
Alright I can think of seven ways to improve eles:
1.Energy Storage.
2.Overpowered Spells.
3.Better wand attacks.
4.Better armour.
5.Shorter cast times.
6.Get rid of exhaustion.
7.All of the above.
Energy Storage
Give eles a ridiculous ammount of energy so they can cast spells all day long without getting their energy depleted. This works using the warriors-are-great-because-they-don't-run-out-of-energy school of thinking. Basicly, if the ele never runs out of energy, they never stop casting high damage spells. The one flaw I see with this is that every other thing would like high-energy and will therefore choose ele because of their high energy and just use their secondary more than the actual ele. Or how about that as you get more levels in energy storage you can energy pips as well? Then we could meet the 8 energy pips that are "required" to out damage warriors.
Overpowered Spells
This idea is brilliant in its simplicity. Give elementalists high damage spells for very little cost and no exhaustion. Then elementalists fulfill their role of high damage and get lots of ele-hate which is a good things aparently because it means they are causing a huge disturbence.
Better Wand Attack
All this does is bring them up to warrior level DPSwise. That means that the warrior is not beating them with DPS and therefore the wammos with brains (what a parodoxical phrase) will have to find some other statistic to bend to their will.
Better Armour
Make 'em less squishy. Give 'em more spell time to unleash their fire fury or lightning lashing.
Shorter Cast Times
Just to stop the whole I-can-beat-your-ele-because-my-warrior-has-a-half-second-cast-time-for-everything people. No-one really likes them so let's kill them all with our 2 second cast time meteor shower and our one second cast time rodgort's invocation.
Get rid of Exhaustion
We need to get rid of exhaustion. I have tons of spells that would be fantastic if we were to get rid of exhaustion and take the spell cost down a bit. How the hell do you expect me to keep up high damage if I can't get enough energy for standing up straight? (Which is quite funny, because the classes can't stand up straight whilst fighting).
All of the above
Do I really need an explanation? All of the above basicly means all of the above. Better armour shorter cast times, overpowered skills and better wand attacks. You can get all these things separetly, but not all at once in an ele build. Let's bring eles back from the slag-pile to rule over Guild Wars again. Yea! I say, Yea!
By the way, what we're going for here is a class that does high damage very quickly. I want to be able to outdamage warriors, but still be weak to attacks. A glass cannon is a very good metaphor for that, but please, nobody take it too seriously. I don't want some sort of philosopher coming along and saying that a cannon takes a while to load as the ele should be the same. No bullGO RE like that ok? Every class has it's place. All I want is a class that does high damage very quickly. Warriors have the high damage over medium time, slot and rangers are very versatile and can sorta fit anywhere.
Alright I can think of seven ways to improve eles:
1.Energy Storage.
2.Overpowered Spells.
3.Better wand attacks.
4.Better armour.
5.Shorter cast times.
6.Get rid of exhaustion.
7.All of the above.
Energy Storage
Give eles a ridiculous ammount of energy so they can cast spells all day long without getting their energy depleted. This works using the warriors-are-great-because-they-don't-run-out-of-energy school of thinking. Basicly, if the ele never runs out of energy, they never stop casting high damage spells. The one flaw I see with this is that every other thing would like high-energy and will therefore choose ele because of their high energy and just use their secondary more than the actual ele. Or how about that as you get more levels in energy storage you can energy pips as well? Then we could meet the 8 energy pips that are "required" to out damage warriors.
Overpowered Spells
This idea is brilliant in its simplicity. Give elementalists high damage spells for very little cost and no exhaustion. Then elementalists fulfill their role of high damage and get lots of ele-hate which is a good things aparently because it means they are causing a huge disturbence.
Better Wand Attack
All this does is bring them up to warrior level DPSwise. That means that the warrior is not beating them with DPS and therefore the wammos with brains (what a parodoxical phrase) will have to find some other statistic to bend to their will.
Better Armour
Make 'em less squishy. Give 'em more spell time to unleash their fire fury or lightning lashing.
Shorter Cast Times
Just to stop the whole I-can-beat-your-ele-because-my-warrior-has-a-half-second-cast-time-for-everything people. No-one really likes them so let's kill them all with our 2 second cast time meteor shower and our one second cast time rodgort's invocation.
Get rid of Exhaustion
We need to get rid of exhaustion. I have tons of spells that would be fantastic if we were to get rid of exhaustion and take the spell cost down a bit. How the hell do you expect me to keep up high damage if I can't get enough energy for standing up straight? (Which is quite funny, because the classes can't stand up straight whilst fighting).
All of the above
Do I really need an explanation? All of the above basicly means all of the above. Better armour shorter cast times, overpowered skills and better wand attacks. You can get all these things separetly, but not all at once in an ele build. Let's bring eles back from the slag-pile to rule over Guild Wars again. Yea! I say, Yea!
Argen
Quote:
Originally Posted by Tongloid Tarthwood
1.Energy Storage.
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Quote:
Originally Posted by Tongloid Tarthwood
2.Overpowered Spells.
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Quote:
Originally Posted by Tongloid Tarthwood
3.Better wand attacks.
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Quote:
Originally Posted by Tongloid Tarthwood
4.Better armour.
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Quote:
Originally Posted by Tongloid Tarthwood
5.Shorter cast times.
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Tongloid Tarthwood
Fine then. I shall add another small thing that says all of the above. Happy now?
Mavrik
Elementals did a great deal of damage in PvE as nukers before the AoE nerf. I used to farm with my Ele all the time before that... with great success I might add.
makosi
My GW manual says the following about eles:
"They can inflict more damage in a single strike than any other profession."
I sympathise with your view because its simply not true. Ever seen a warrior use eviscerate on a mesmer?
"They can inflict more damage in a single strike than any other profession."
I sympathise with your view because its simply not true. Ever seen a warrior use eviscerate on a mesmer?
VGJustice
I think I'd better poke at this post.
That is true, but that's only half the problem. While they have a huge amount of energy, the spells that actually do a respectable amount of damage cost 15, 20, or 25 energy to use. And those spells don't do as much damage as a Warrior or even a Ranger at times.
Again, concider the cost/recharge time on these skills. Sure, they do a great deal of damage, but at what cost? Is the damage comparable to a Warrior just attacking and not using skills? Most times, the Warrior is dealing a higher DPM without skills than the Ele that unloads.
This is simply wrong. If you take Ranger as your primary, then you lose energy storage. Even with Druid's armor, the Ranger simply won't have enough energy to cast spells the way that an Elementalist can. Thus, defeating the purpose of the build. You say "Just make them R/E!". I say, that just makes them a Ranger, not an Ele.
Again, same thing. At this point, they are no longer an Elementalist, and the purpose is defeated.
It seems to me that you don't quite understand the problem. You say (repeatedly) that they should just get a +15e -1 Regen focus and just use that for the initial spike, and change the primary to something else. My problem with that is the fact that an Ele can do this on their own due to Energy Storage, but they simply don't have the offensive power to keep their high damage up. Once they spend their energy, they're done. And the sad part is, even with 16 in their favored attribute, they only deal damage that's on par with a Warrior, and generally that damage is not even comparable to a Warrior not using skills.
Quote:
Originally Posted by Argen
Elementalists already have a huge amount of energy at their disposal. Which is how the Heal Party E/Mo exists. This is something they already have.
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Not sure what you mean by this, elementalist spells are pretty decent at this already: Obsidian Flame, Double Dragon, Mind Shock, Mind Burn, Mind Freeze... |
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Its called a Ranger/Elementalist ups their DPS to a respectable (and them some) level. If you bump their wand speeds, all the other casters would have to get a bump as well. If you are interested in not having enough juice, just purchase a +15, -1 Regen Wand and Offhand, giving them an Extra +30 Energy for the initial spike... |
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Ranger/Elementalist, Warrior/Elementalist, and Assassin/Elementalist (haven't tried it yet), all do this pretty well. If you are interested in not having enough juice, just purchase a +15, -1 Regen Wand and Offhand, giving them an Extra +30 Energy for the initial spike... |
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You know there is an entire class that gets Fast Casting as their Primary ability. They do pretty well with Energy Management issues, but just purchase a +15, -1 Regen Wand and Offhand, giving them an Extra +30 Energy for the initial spike... |
Mysterial
Quote:
Originally Posted by Argen
Elementalists already have a huge amount of energy at their disposal. Which is how the Heal Party E/Mo exists. This is something they already have.
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Not sure what you mean by this, elementalist spells are pretty decent at this already: Obsidian Flame, Double Dragon, Mind Shock, Mind Burn, Mind Freeze... |
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Its called a Ranger/Elementalist ups their DPS to a respectable (and them some) level. If you bump their wand speeds, all the other casters would have to get a bump as well. If you are interested in not having enough juice, just purchase a +15, -1 Regen Wand and Offhand, giving them an Extra +30 Energy for the initial spike... |
Of course, that also requires the spells to actually be doing more damage than a Warrior when you *are* casting. The spell damage pretty generally needs to be increased across the board (not a lot; if Lightning Strike and friends did ~80 and Orb did ~170 it'd be plenty), and the AoE spells simply need to be bigger; there's no excuse for a 25/3/15 spell having "nearby" as a radius; the only reason people put spells like that on their bar is because the other options are even worse. All the DOT spells need to recharge faster, either cost less or do more damage, and replace the "when this spell ends, something that nobody is around for will happen" with secondary effects that are meaningful. The damage elites need to be, well, elite. There needs to be non-elite energy management that's worth a damn. (Why did they add two more elites for that? Did they want to make it look like people take elites other than Ether Prodigy by giving them a couple more options to do the same thing?) For the love of all that's good in the world, they need to stop adding ridiculous target self defensive spells. Nobody used Mist Form so what on earth made them think Mirror of Ice would get played? And finally, "after 3 seconds" is NOT an advantage unless your target is clueless, so stop pricing it like it is.
Whew.
Dr Strangelove
Problem with ele's as I see it:
Long recharge times on spells: Sure that meteor is nice and all, but if you can only cast it once every 30 seconds, why bother?
Necessity of energy management elite: Ele spells are so expensive, yet there are no effective non-elite energy management skills. Filling up half your bar with mesmer skills isn't really a solution, shouldn't you at least have some hope of the class working by itself?
Tiny AoEs: Firestorm sure looks like it sucks when you're hitting at most 2-3 people who can move out of it in a second or so, even when snared.
Low damage: Spells that actually do appreciably damage are few and far between. Most of them just do damage comparable to a tin can with an axe swinging merrily away.
Fix those guys and ele's will be fine. Until then, it's a desperate hunt through my list of skills until I find 8 that work effectively.
My list of craptacular ele skills:
Flare, lava arrows, stone daggers, ice spear, shock arrow - low damage
Breath of fire, firestorm - tiny AoE, high cost, long recharge
Any and all PBAoE except flame burst - long recharges, mediocre damage, and that stupid 1 second thumb up the butt period after casting
The entire line of water skills made to do damage - Vapor blade? For 15 energy I can do 2 flares worth of damage IF the other guy has no enchantments? What the hell Anet?
Unfortunately, I'm depressed now and don't feel like listing more.
Long recharge times on spells: Sure that meteor is nice and all, but if you can only cast it once every 30 seconds, why bother?
Necessity of energy management elite: Ele spells are so expensive, yet there are no effective non-elite energy management skills. Filling up half your bar with mesmer skills isn't really a solution, shouldn't you at least have some hope of the class working by itself?
Tiny AoEs: Firestorm sure looks like it sucks when you're hitting at most 2-3 people who can move out of it in a second or so, even when snared.
Low damage: Spells that actually do appreciably damage are few and far between. Most of them just do damage comparable to a tin can with an axe swinging merrily away.
Fix those guys and ele's will be fine. Until then, it's a desperate hunt through my list of skills until I find 8 that work effectively.
My list of craptacular ele skills:
Flare, lava arrows, stone daggers, ice spear, shock arrow - low damage
Breath of fire, firestorm - tiny AoE, high cost, long recharge
Any and all PBAoE except flame burst - long recharges, mediocre damage, and that stupid 1 second thumb up the butt period after casting
The entire line of water skills made to do damage - Vapor blade? For 15 energy I can do 2 flares worth of damage IF the other guy has no enchantments? What the hell Anet?
Unfortunately, I'm depressed now and don't feel like listing more.
Duke Slytalker
Lemme get this straight, you basically want eles to be the most overpowering class in every way shape and form? I thought thw whole point of this game is that every class has its weak and strong points. As far as not enough energy, have you heard of glyphs? and glyphs also help the fact that they have long casting times.
Besides the whole point of the ele is not to spam meteor shaower and rodgorts, its to deal very large amounts of dmg in a sort amount of time.
And yes eviserate may do more dmg to one target but i'd like to see 1 warr hit 3-5 or more targets with one eviserate, so the whole more dmg in a single strike is collective targets for one attack.
As far as armor, they have 60 base AL same as every caster, and thats not a problem if u know how to stay back and if u have good monks.
And the better wand attacks is rediculose, if u want high DPS from no skills get an assassin/warrior/ranger. Anyway eles arent exactly ment to be wanding ppl to death, and even if they want to they have conjour spells
~Duke~
Besides the whole point of the ele is not to spam meteor shaower and rodgorts, its to deal very large amounts of dmg in a sort amount of time.
And yes eviserate may do more dmg to one target but i'd like to see 1 warr hit 3-5 or more targets with one eviserate, so the whole more dmg in a single strike is collective targets for one attack.
As far as armor, they have 60 base AL same as every caster, and thats not a problem if u know how to stay back and if u have good monks.
And the better wand attacks is rediculose, if u want high DPS from no skills get an assassin/warrior/ranger. Anyway eles arent exactly ment to be wanding ppl to death, and even if they want to they have conjour spells
~Duke~
Mandy Memory
Quote:
Originally Posted by Tongloid Tarthwood
There seem to be a lot of threads complaining about "the ele problem" as I like to call it. I have tried to stand up for eles and I'm sick of it. Instead of complaing about or trying to prove how utterly more UBER your warrior is to my ele, let's think of some sort of solution rather than poking at a piece of dirt with a stick hoping it'll magically turn into gold. (I have got to use that metaphor more often)
Alright I can think of six ways to improve eles: 1.Energy Storage. 2.Overpowered Spells. 3.Better wand attacks. 4.Better armour. 5.Shorter cast times. 6.All of the above. Energy Storage Give eles a ridiculous ammount of energy so they can cast spells all day long without getting their energy depleted. This works using the warriors-are-great-because-they-don't-run-out-of-energy school of thinking. Basicly, if the ele never runs out of energy, they never stop casting high damage spells. The one flaw I see with this is that every other thing would like high-energy and will therefore choose ele because of their high energy and just use their secondary more than the actual ele. Overpowered Spells This idea is brilliant in its simplicity. Give elementalists high damage spells for very little cost and no exhaustion. Then elementalists fulfill their role of high damage and get lots of ele-hate which is a good things aparently because it means they are causing a huge disturbence. Better Wand Attack All this does is bring them up to warrior level DPSwise. That means that the warrior is not beating them with DPS and therefore the wammos with brains (what a parodoxical phrase) will have to find some other statistic to bend to their will. Better Armour Make 'em less squishy. Give 'em more spell time to unleash their fire fury or lightning lashing. Shorter Cast Times Just to stop the whole I-can-beat-your-ele-because-my-warrior-has-a-half-second-cast-time-for-everything people. No-one realy likes them so let's kill them all with our 2 second cast time meteor shower and our one second cast time rodgort's invocation. All of the above Do I really need an explanation? All of the above basicly means all of the above. Better armour shorter cast times, overpowered skills and better wand attacks. You can get all these things separetly, but not all at once in an ele build. Let's bring eles back from the slag-pile to rule over Guild Wars again. Yea! I say, Yea! |
Its sad that you can list off this many things wrong with an ele...Too bad you didnt even scratch the surface of the real problems.
And your theoretical smart wamma will still outdamage your ele because his damage ignores armor.
Quote:
Originally Posted by Argen
Elementalists already have a huge amount of energy at their disposal. Which is how the Heal Party E/Mo exists. This is something they already have.
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Dr Strangelove
Quote:
Originally Posted by Duke Slytalker
Besides the whole point of the ele is not to spam meteor shaower and rodgorts, its to deal very large amounts of dmg in a sort amount of time.
And yes eviserate may do more dmg to one target but i'd like to see 1 warr hit 3-5 or more targets with one eviserate, so the whole more dmg in a single strike is collective targets for one attack. |
Quote:
Originally Posted by Duke Slytalker
And the better wand attacks is rediculose, if u want high DPS from no skills get an assassin/warrior/ranger. Anyway eles arent exactly ment to be wanding ppl to death, and even if they want to they have conjour spells
~Duke~ |
Mysterial
Quote:
Originally Posted by Duke Slytalker
As far as not enough energy, have you heard of glyphs? and glyphs also help the fact that they have long casting times.
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Quote:
Besides the whole point of the ele is not to spam meteor shaower and rodgorts, its to deal very large amounts of dmg in a sort amount of time. |
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And yes eviserate may do more dmg to one target but i'd like to see 1 warr hit 3-5 or more targets with one eviserate, so the whole more dmg in a single strike is collective targets for one attack. |
Argen
I'm not gonna quote everyone who posted back to me... A large amount of quoting already so I'll readdress. I'm an Elementalist player, enjoy the class so on and so forth... I'm in agreement that Ele's need to be upgunned, I'm just not thinking that any of the methods outlined would be viable, they are too easily duplicated by other class combo's.
Eliminate EXHAUSTION would be my first choice. Beyond that, I'm still working on my own ideas on revamping them. The AoE is here to stay, doubt we'll see it leave, so no point in bringing that back up; but I do think it should be applied to all the Kinda-AoE spells such as the Warrior AoE attacks and SS.
Eliminate EXHAUSTION would be my first choice. Beyond that, I'm still working on my own ideas on revamping them. The AoE is here to stay, doubt we'll see it leave, so no point in bringing that back up; but I do think it should be applied to all the Kinda-AoE spells such as the Warrior AoE attacks and SS.
Mysterial
Quote:
Originally Posted by Argen
Eliminate EXHAUSTION would be my first choice. Beyond that, I'm still working on my own ideas on revamping them. The AoE is here to stay, doubt we'll see it leave, so no point in bringing that back up; but I do think it should be applied to all the Kinda-AoE spells such as the Warrior AoE attacks and SS.
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DaerunAxis
Quote:
Originally Posted by Duke Slytalker
And yes eviserate may do more dmg to one target but i'd like to see 1 warr hit 3-5 or more targets with one eviserate, so the whole more dmg in a single strike is collective targets for one attack.
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have you seen triple chop?
anyway, i dont have a problem with high cast times as long as they hit for extreme damage. I wouldnt mind high cast times in pve at all, but buff the AoE size!!
Thunderstorm 30e 4s 40r
Targets in (double size of "Area") are struck by lightning bolts every 2sec for 16...36s for 38....78 dmg. This spell causes exhaustion.
ghezbora
Quote:
Originally Posted by Mysterial
Which is why people are complaining that they are broken. They don't deal large amounts of damage in *any* amount of time. Pick a time period; 2 seconds, 5 seconds, 10, a minute, whatever - a warrior still wins.
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Thus, it seems to make sense that in a perfect world ele's would outdamage warriors over long periods of time. There are two ways to achieve this:
moderate damage, spammable spells -- things like Flame Burst or Fireball. something with a moderate packet size (60-ish) to deny spike, but with enough packets (AoE helps with that) that the total damage output is high and must be dealt with
DoT spells -- these would almost certainly want to be AoE since the only other choice is hex or condition, and that's fine, but the current DoTAoE's are too small and do too little damage
AoE is not a required mechanic, technically, but it helps increase packet number and therefore increase DPS without increasing spike potential. The trick, of course, is that the area must be large enough that you actually do hit more than 1 target. The AoE on stuff like fireball is just bonus freebie, but something like Firestorm better be big.
Long cast-time high-damage spells do NOT accomplish this task, since they would just lead to spike.
Energy Storage should be totally revamped. It should give the elementalist more ability to spam spells, and to me the obvious choice is to do like Expertise: lower the energy cost of spells.
Sientir
Quote:
Originally Posted by Mysterial
Exhaustion, when applied properly, is one of the few good things about the Elementalist mechanics. Can you imagine what spells like Gale and Obsidian Flame would cost if they didn't cause Exhaustion? The problem is that Arenanet apparently got tired of making spells that use it well and just started slapping it on random spells, especially elites, for no good reason.
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On another note, if you use Triple Chop and Cyclone Axe quickly enough in succession, it does trigger AI fleeing, as I recall. Just thought I'd state that.
Getting back to eles (yes, i'm slightly disjointed), AoE size is another issue. That and those oh-so-wonderful AoE spells that do damage (read: alert enemy to use, allowing flee time) and then apply a condition, such as blind, burning, etc. Overall, i think Exhaustion was applyed where it shouldn't be, especially on many elites (they should be ELITE for crying out loud!), and Energy storage doesn't help as much as would be ideal.
The problem, of course, is that you can't just go increasing energy regen pips...eles would be used JUST for that. So...it's a pain figuring out what to do. I do think that all spells with Exhaustion need to criticed to see if they really need that, and to remove it from most elites. Also, AoE spells need a bigger area of effect, especially DoT ones, cast/recharge times need to be re-examined, and PBAoEs should NOT cause you to just stand there with a big fat target sign on you for a second or so.
Relating to Exhaustion, it does serve a similar purpose to "lose all adrenaline" skills of warriors (like Final Thrust, Wild Blow, etc.) One thing to note is that...I can't think of ANY warrior elites that cause a lose of all adrenaline. If applyed to eles, that may make certain elites a tad bit strong (read: ether prodigy), but I think Exhaustion was thrown around a bit...overzealously.
Anyway, congratulations to any who followed that.
Goonter
Im not sure about lower the cost of spells, but rather.. add numerous other skills in Energy Storage that are not elite that aid sufficantly in mantaining energy.
Heres two I came up with:
Fire and Ice Attunement
Enchantment Spell. For 23.. 45 seconds you are attuned to Fire and Water. You gain 15.. 33% of the Energy cost of the skill each time you use Fire or Water magic.
Energy Cost: 10 Activation Time: 2 Recharge Time: 15
(Also Attunements for Fire/Lightning, Fire/Earth, Water/Lighting, Water/Earth, and Lighting/Earth.)
Elemental Might
Enchantment Spell. For 30 seconds you gain +2 energy regen. This enchantment ends if you cast non elemental spells or after you cast 3.. 12 elemental spells.
Energy Cost: 15 Activation Time: 2 Recharge Time: 45
Hows this for a AoE damage spell?
Fire Pop
Spell. Foes in the area take 6.. 36 damage.
Energy: 10 Cast: 2 Recast: 3
36 damage in the area every 5 seconds should be pretty nasty without being ridiculous.
Heres two I came up with:
Fire and Ice Attunement
Enchantment Spell. For 23.. 45 seconds you are attuned to Fire and Water. You gain 15.. 33% of the Energy cost of the skill each time you use Fire or Water magic.
Energy Cost: 10 Activation Time: 2 Recharge Time: 15
(Also Attunements for Fire/Lightning, Fire/Earth, Water/Lighting, Water/Earth, and Lighting/Earth.)
Elemental Might
Enchantment Spell. For 30 seconds you gain +2 energy regen. This enchantment ends if you cast non elemental spells or after you cast 3.. 12 elemental spells.
Energy Cost: 15 Activation Time: 2 Recharge Time: 45
Hows this for a AoE damage spell?
Fire Pop
Spell. Foes in the area take 6.. 36 damage.
Energy: 10 Cast: 2 Recast: 3
36 damage in the area every 5 seconds should be pretty nasty without being ridiculous.
Mandy Memory
Quote:
Originally Posted by Goonter
Hows this for a AoE damage spell?
Fire Pop Spell. Foes in the area take 6.. 36 damage. Energy: 10 Cast: 2 Recast: 3 36 damage in the area every 5 seconds should be pretty nasty without being ridiculous. |
Markaedw
Please my air ele can chain spells with no AoE and no ehaustion for over 100 pts of damage per hit and still hit the entire crowd, then finish them off by knocking them on their collective butts.
Mysterial
Quote:
Originally Posted by ghezbora
Thus, it seems to make sense that in a perfect world ele's would outdamage warriors over long periods of time. There are two ways to achieve this:
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Right now, Elementalists do at best Warrior Frenzy damage (and usually closer to Warrior normal damage) over those 30 seconds, and then unless you take Ether Prodigy you're recharging for about 60.
dgb
Quote:
Originally Posted by Markaedw
Please my air ele can chain spells with no AoE and no ehaustion for over 100 pts of damage per hit and still hit the entire crowd, then finish them off by knocking them on their collective butts.
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draxynnic
Quote:
Originally Posted by Markaedw
Please my air ele can chain spells with no AoE and no ehaustion for over 100 pts of damage per hit and still hit the entire crowd, then finish them off by knocking them on their collective butts.
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Closest way to do what you're saying I can see is by comboing with water - open with a AoE water spell with the slowing effect, hit them with Lightning Touch, then finishing with Whirlwind, spacing out the spells so as not to trigger the AoE panic (possibly finishing with Aftershock if you're willing to go for three elemental lines).
Or is my online sarcasm detector malfunctioning again?
Mandy Memory
Quote:
Originally Posted by Markaedw
Please my air ele can chain spells with no AoE and no ehaustion for over 100 pts of damage per hit and still hit the entire crowd, then finish them off by knocking them on their collective butts.
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Woo eles kill everything instantly! </sarcasm>
Goonter
Quote:
Originally Posted by Mandy Memory
Hahaha, thats ridiculous(ly underpowered). Unless of course that damage ignores armor (I would assume no, because of the "fire pop", it would deal fire damage which = useless)...in which case its decent. Because in all honesty...6 damage every 5 seconds (factoring in armor XD ) is nothing worth taking.
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Its right inbetween Energy Surge in AoE and Lava Arrows in damage.
Its a little expensive to spam, but again, with proper energy spells 10 should be spammable for an elementalist using eley spells.
Mandy Memory
Quote:
Originally Posted by Goonter
maybe knock a second or two of the recharge.
Its right inbetween Energy Surge in AoE and Lava Arrows in damage. Its a little expensive to spam, but again, with proper energy spells 10 should be spammable for an elementalist using eley spells. |
Goonter
I suggest 2 seconds cause its a lot of area, like Energy Surge.
The damage is low enough to go under 10% max damage reduction spells. (an eleys bane)
12 seconds of casting, this would potentually out damage a fireball to more targets.
Its an DotAoE that you can put where you want.
.. I thought it was fairly balanced.
If anything was ridiculous it was the name. "Fire Pop"?
Anyways, the energy spells are undisputedly tight. If you cant spam Fire Pop you may as well have a means to spam Deep Freeze, Searing Heat and Rodgrots Invocation without having to catch your breath so much.
The damage is low enough to go under 10% max damage reduction spells. (an eleys bane)
12 seconds of casting, this would potentually out damage a fireball to more targets.
Its an DotAoE that you can put where you want.
.. I thought it was fairly balanced.
If anything was ridiculous it was the name. "Fire Pop"?
Anyways, the energy spells are undisputedly tight. If you cant spam Fire Pop you may as well have a means to spam Deep Freeze, Searing Heat and Rodgrots Invocation without having to catch your breath so much.
lishi
The fact a warrior might do more damage then a ele is a myth , kiting , stance , ward, evade spell , hex spell etc etc reduce the damage a warrior can deal.
it completely depend con the situation .
it completely depend con the situation .
Zorian Direspell
Finally! A constructive thread for imrpovement of Elementalists! Here we go:
Revamped Elementalist 1.0
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New Primary: Meditation (All skills in storage moved to Meditation)
Meditation: For each point in Meditation that an Elementalist possesses, there is a 5% chance that the Elementalist can not be interrupted or knocked down while casting a spell.
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Reduce all spells's costs to reflect the Ele's loss of e-storage. For example, Flare becomes 4, Fireball is 8, Rodgort's = 12, Meteor Shower = 15 (nothing greater). There is no good reason for all spells costing a multiple of 5.
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Reduce spell recharge times slightly so that ele can deal more damage per second. For example, Fireball = 4s, Rodgort's = 8s, Meteor Shower = 20s
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Keep exhaustion as a special limit on spells like Meteor Shower. This will prevent Elementalsists from simply spamming a spell whenever it shows up again and make them consider the wisdom of casting the spell as soon as it recharges or after enough time has passed so that the sacrifice is worth it. Like Obsidian Flame. I think the choice to exhaust or wait is essential to the elementalist, and ought to be retained.
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Out of combat, have exhaustion fade faster to facilitate the team (which is otherwise burdened by the waiting elementalist. The choice aspect of using an exhaustive spell isn't intriguing outside of combat anyway ... it's just annoying.
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Don't raise damage and keep e-management skills.
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Summon Elementals: This is more like a personal request than a necessary revision ... if necromancers can summon the dead and ritualists spirits, why can't elementalists summon elementals? Make them all elite, one for each element.
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That's it. I think the reasons for most of the revisions are obvious. I'll explain in detail if need be, but for now, i need my sleep.
Revamped Elementalist 1.0
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New Primary: Meditation (All skills in storage moved to Meditation)
Meditation: For each point in Meditation that an Elementalist possesses, there is a 5% chance that the Elementalist can not be interrupted or knocked down while casting a spell.
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Reduce all spells's costs to reflect the Ele's loss of e-storage. For example, Flare becomes 4, Fireball is 8, Rodgort's = 12, Meteor Shower = 15 (nothing greater). There is no good reason for all spells costing a multiple of 5.
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Reduce spell recharge times slightly so that ele can deal more damage per second. For example, Fireball = 4s, Rodgort's = 8s, Meteor Shower = 20s
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Keep exhaustion as a special limit on spells like Meteor Shower. This will prevent Elementalsists from simply spamming a spell whenever it shows up again and make them consider the wisdom of casting the spell as soon as it recharges or after enough time has passed so that the sacrifice is worth it. Like Obsidian Flame. I think the choice to exhaust or wait is essential to the elementalist, and ought to be retained.
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Out of combat, have exhaustion fade faster to facilitate the team (which is otherwise burdened by the waiting elementalist. The choice aspect of using an exhaustive spell isn't intriguing outside of combat anyway ... it's just annoying.
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Don't raise damage and keep e-management skills.
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Summon Elementals: This is more like a personal request than a necessary revision ... if necromancers can summon the dead and ritualists spirits, why can't elementalists summon elementals? Make them all elite, one for each element.
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That's it. I think the reasons for most of the revisions are obvious. I'll explain in detail if need be, but for now, i need my sleep.
Mentalmdc
Quote:
Originally Posted by Argen
Not sure what you mean by this, elementalist spells are pretty decent at this already: Obsidian Flame, Double Dragon, Mind Shock, Mind Burn, Mind Freeze...
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Anna Ryan
Ele was my first character and I'm a pyromancer, though I can easily switch between elements (seen the Mirror of Ice elite ? that one can kick serious butt on casters ) As to this thread, yes, ele's get constantly neglected, SS are always favoured out and you know why ? The damn exhaustion meteor and meteor shower have, as for elite I carry with me it's Energy Boon, I love the skill, but I rarely use it, because again exhaustion. I hate to slow my team down because I need to regen (which doesn't happen often, as I'm not one of those nukers who meteor shower every inch of a map -_-) And is it just me or is there no great elite for ele's ? the fire elite are so laughable, stardust really is funny, wow, 91 damage and 5 energy loose for each other foe you hit with it, hmm, no thanks, I'll stay with Inferno, nice 150 damage to all for 10 energy, slow reload though, but then again, with a little luck I get the 20/20 from the Kindlerock and Rago's Wand. The reload time for each is good I think, only the exhaustion annoys me, remove it from meteor and Energy Boon, and leave it on Meteor Shower, that's the best in my opinion.
And then there is the armor -_- I stand it the frontline quite a bit and enemies love to get to me first, so I have the Cantha elite geomancer and Elite Luxon Battlemage. The Battlemage is my favourite, but still gives only 70 armor against physical attacks, which leaves you weaker with the normal pyro/aero/geo and hydro armor. the geomancer is nice, giving me in some situation 80 armor, but still, warriors outclass that so.
Conclusion: git rid of some exhaustion, get a slight armor boost (+10 would be nice) and people will start respect ele again. As for me, I don't care what others say, I just keep playing my ele.
And then there is the armor -_- I stand it the frontline quite a bit and enemies love to get to me first, so I have the Cantha elite geomancer and Elite Luxon Battlemage. The Battlemage is my favourite, but still gives only 70 armor against physical attacks, which leaves you weaker with the normal pyro/aero/geo and hydro armor. the geomancer is nice, giving me in some situation 80 armor, but still, warriors outclass that so.
Conclusion: git rid of some exhaustion, get a slight armor boost (+10 would be nice) and people will start respect ele again. As for me, I don't care what others say, I just keep playing my ele.
Mandy Memory
Quote:
Originally Posted by Anna Ryan
Ele was my first character and I'm a pyromancer, though I can easily switch between elements (seen the Mirror of Ice elite ? that one can kick serious butt on casters )
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Mirror of ice is good, but its slightly limited. Especially by the fact that it only hits 1 spell.
kvndoom
Quote:
Originally Posted by Markaedw
Please my air ele can chain spells with no AoE and no ehaustion for over 100 pts of damage per hit and still hit the entire crowd, then finish them off by knocking them on their collective butts.
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WasAGuest
I've always believed the AoE update is what killed the player Ele. I know, it's here to stay, and it should stay. It should however, be "fixed".
Fixing the update would go a long ways in fixing the player Ele.
"Player Ele" is said, simply because if you've ever watched the AI use AoE spells, and are playing with henchies, the henchies enjoy a group hug within the AoE effect. However, a player Ele casts an AoE and before the second damage number flies up, the AI is fleeing out of the area. This is always good for a laugh if nothing else.
This also opens up a nice AI exploit. Simply cast the least expensive (energy wise) caster centered spell you have and the AI will run away from you choosing a new target most of the time.
How to fix:
Spells that hit AoE should remain in effect on the foes even if they run out of the area. For example, An Ele casts fire storm. Within the AoE damage still applies as normal but a burn (degen) should be applied so even when (the mobs and players) or if (the henchie group hug) the combatants leave the damage area, the spell is not a waste.
Earth, Water and Air should all have some sort of degen or side effect to being hit with the spell.
Does this make the Ele's too powerful? I think it will make them feared a little bit and Ele's should be feared and respected on the field.
Fixing the update would go a long ways in fixing the player Ele.
"Player Ele" is said, simply because if you've ever watched the AI use AoE spells, and are playing with henchies, the henchies enjoy a group hug within the AoE effect. However, a player Ele casts an AoE and before the second damage number flies up, the AI is fleeing out of the area. This is always good for a laugh if nothing else.
This also opens up a nice AI exploit. Simply cast the least expensive (energy wise) caster centered spell you have and the AI will run away from you choosing a new target most of the time.
How to fix:
Spells that hit AoE should remain in effect on the foes even if they run out of the area. For example, An Ele casts fire storm. Within the AoE damage still applies as normal but a burn (degen) should be applied so even when (the mobs and players) or if (the henchie group hug) the combatants leave the damage area, the spell is not a waste.
Earth, Water and Air should all have some sort of degen or side effect to being hit with the spell.
Does this make the Ele's too powerful? I think it will make them feared a little bit and Ele's should be feared and respected on the field.
SpeedyKQ
The built-in disadvantages to ele's are fine. They're supposed to cast big impressive spells slowly and have energy management as part of their skillbar.
Everyone is making this more complicated than it has to be.
Every ele spell that does damage just needs to do more damage. Maybe 30% or 40% more. They have to be able to out-DPS everything as they were intended to.
Everyone is making this more complicated than it has to be.
Every ele spell that does damage just needs to do more damage. Maybe 30% or 40% more. They have to be able to out-DPS everything as they were intended to.
Gneppe
Just want to post my idea of an ele.
A HUGE and i seriously mean HUGE dmg dealer with medium casting time and medium recharge.. The ele should be the warriors hardest opponent.. Just my idea of the ele.. I tried to play as nuker but damn.. Not worth it..
A HUGE and i seriously mean HUGE dmg dealer with medium casting time and medium recharge.. The ele should be the warriors hardest opponent.. Just my idea of the ele.. I tried to play as nuker but damn.. Not worth it..
FalconDance
I still don't understand how you (Dr. Strangelove) consider 100 pts of damage "low". Stone Daggers on my Air/Earth ele do 50pt each, two daggers, AND they are nearly insta-recharge for 5 energy. So, if nothing else, that's a neat little spammable ~100 pts of damage every however-long-it-takes-to-cast-it. Lightening is usually 25% armor penetration and at 80 or so damage per zap plus 25% penetration, that is also respectable. Obsidian Flame is a sweet little skill and if you're managing your energy even halfway well, the exhaustion it causes is negligible. Even Aftershock or Crystal Wave does nice damage if used properly.
Of course, fire does more noticeable damage (supposedly) and so most eles seems to be pyromancers. And I'll admit, a well-placed Meteor Storm is a joy to behold when annihilating a group of foes. But please don't paint us all with the same brush.
Elementalists are support players. We're the ones who rain the wrath of the elements on the heads of the foe whilst the warriors take the fight to them face to face. Meteor Storm and its ilk should cause exhaustion....it's a helluva spell! Some of the others maybe shouldn't, but there are arguments for and against every one of them.
If you want to be a massive all-in-one godly damage dealer, find a different game. Or better yet, learn how to play your class, whichever class that may be. All classes are capable of dealing a great deal of damage even if it isn't immediately noticeable.
Of course, fire does more noticeable damage (supposedly) and so most eles seems to be pyromancers. And I'll admit, a well-placed Meteor Storm is a joy to behold when annihilating a group of foes. But please don't paint us all with the same brush.
Elementalists are support players. We're the ones who rain the wrath of the elements on the heads of the foe whilst the warriors take the fight to them face to face. Meteor Storm and its ilk should cause exhaustion....it's a helluva spell! Some of the others maybe shouldn't, but there are arguments for and against every one of them.
If you want to be a massive all-in-one godly damage dealer, find a different game. Or better yet, learn how to play your class, whichever class that may be. All classes are capable of dealing a great deal of damage even if it isn't immediately noticeable.
Undivine
I'm against buffing the ele's spells, as quite frankly, they scare me.
I'll say this though, the ele shouldn't try to compete with the warrior at what the warrior does. He should have his own specialties. One of the things I personally (as a monk) think the ele is best at is causing large damage to multiple foes at once. Monks have a hard time healing that. I think there should be more spells that cause AOE damage in one-shot, like Fireball or Chain Lightning. In fact, I don't think damage over time AOEs are as nerfed as people say they are, if one uses them correctly.
As for PvP, well that's fine. There eles have all sorts of other utilities. They're actually pretty good at spike damage against targets that you cannot physically get to, and with certain spells you can spike an enemy with which you don't have direct line-of-sight.
Though, the ele's spells could use slightly less penalties. I often wonder why the game has spells that cost 15 energy and 25 energy, but never ever 20 energy.
I'll say this though, the ele shouldn't try to compete with the warrior at what the warrior does. He should have his own specialties. One of the things I personally (as a monk) think the ele is best at is causing large damage to multiple foes at once. Monks have a hard time healing that. I think there should be more spells that cause AOE damage in one-shot, like Fireball or Chain Lightning. In fact, I don't think damage over time AOEs are as nerfed as people say they are, if one uses them correctly.
As for PvP, well that's fine. There eles have all sorts of other utilities. They're actually pretty good at spike damage against targets that you cannot physically get to, and with certain spells you can spike an enemy with which you don't have direct line-of-sight.
Though, the ele's spells could use slightly less penalties. I often wonder why the game has spells that cost 15 energy and 25 energy, but never ever 20 energy.
Tongloid Tarthwood
Quote:
Originally Posted by Markaedw
Please my air ele can chain spells with no AoE and no ehaustion for over 100 pts of damage per hit and still hit the entire crowd, then finish them off by knocking them on their collective butts.
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I've listened to your suggestions and the one thing that seemed like a brilliant idea is just to eliminate exhaustion. No other class had a ridiculous penalty like that and elementalist skills would be brilliantly fine. I have 8 pretty decent fire skills I could be taking, but I don't take them for fear of exhaustion. I'm going to be adding take away exhaustion to the list and also changing energy storage so that it gives more pips of energy and not just more max energy.
Keep up the posting.
Mysterial
Quote:
Originally Posted by FalconDance
I still don't understand how you (Dr. Strangelove) consider 100 pts of damage "low". Stone Daggers on my Air/Earth ele do 50pt each, two daggers, AND they are nearly insta-recharge for 5 energy. So, if nothing else, that's a neat little spammable ~100 pts of damage every however-long-it-takes-to-cast-it.
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Quote:
Lightening is usually 25% armor penetration and at 80 or so damage per zap plus 25% penetration, that is also respectable. |
Quote:
Obsidian Flame is a sweet little skill and if you're managing your energy even halfway well, the exhaustion it causes is negligible. Even Aftershock or Crystal Wave does nice damage if used properly. |
Quote:
Elementalists are support players. We're the ones who rain the wrath of the elements on the heads of the foe whilst the warriors take the fight to them face to face. Meteor Storm and its ilk should cause exhaustion....it's a helluva spell! Some of the others maybe shouldn't, but there are arguments for and against every one of them. |
Quote:
Originally Posted by Undivine
I'll say this though, the ele shouldn't try to compete with the warrior at what the warrior does. He should have his own specialties. One of the things I personally (as a monk) think the ele is best at is causing large damage to multiple foes at once. Monks have a hard time healing that. I think there should be more spells that cause AOE damage in one-shot, like Fireball or Chain Lightning. In fact, I don't think damage over time AOEs are as nerfed as people say they are, if one uses them correctly.
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