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Originally Posted by 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 .
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Bottom line is that eles cant sustain the damage. Every break in using a skill to potentially compare to warrior damage not using skills causes any total warrior defense from one source to be laughable. See here
http://www.guildwarsguru.com/forum/a.../t-113319.html
You are also forgeting interupts, which people largely do not have to bring specifically for elementalist skills, because many of them simply arent dangerous to warrent it. Coincidentally, elementalist skills are also the easiest to interupt out of all professions by percentage of skills and overal time spent casting per skill at the high end. What is funny is how mesmers get armor bonuses while casting, yet they have many of the fastest casting skills on top of their primary attribute further reducing that casting time, yet a bonus like that would seem to make the most sense for elementalists who spend the most time casting.
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Originally Posted by Undivine
I'm against buffing the ele's spells, as quite frankly, they scare me.
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I hope you are referencing the named elementalist npcs that are level 24 or above or in groups greater than 8. Most of the ele spells dont hit hard enough or deliver a secondary effect worth the casting time/energy cost of the skill or is far too limited in recast time or exhaustion.
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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.
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Considering shelter exists and has an area of effect that by far truncates anything an ele can sling, the point is rather moot. Even still, if the target of the spell spreads out 3-4 body lengths from his allies, then there is no issue of cross over damage from ele spells. This only takes a half second to do as well.
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Originally Posted by Undivine
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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All of the DOT aoes need to be buffed or have the game mechanics changed with them. You are paying for the aoe in time, cost, recast, and in most instances exhaustion for a marginal gain in the ability to strike more than one target. You would have an argument if elementalist spells functioned in areas like the spirits affect or have text that reads like heal party, where it just auto hits the entire enemy team regardless of distance or positioning, or cast in less than a second catching the opponent off guard. These are the types of things the elementalist has to compete against when facing off against semi intellegent opponents on top of trying to balance casting with staying power. For hard numbers you can go back to the archived link provided above for reference.
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Originally Posted by Undivine
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.
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That is the assassin's area of expertise actually.
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Originally Posted by Undivine
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.
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Ask the question of why exhaustion is always 10e regardless of the initial energy cost before this one. Then ask why expertise is a passive skill for rangers, while its an active skill for all other professions and far more limited. Before you go down the path of, "eles get energy storage, so its the same thing" its not. The moment energy storage gives bonus pips of regeneration innately, give a comparable zealous mod upgrade to elementalists, and remove exhaustion from spells completely, then you have an argument.
What gets me is that parties routinely overcome named monster challenges with simple damage neutering techniques such as prot spirit and shelter against un-nerfed elementalist damage, but players are not allowed to weild such power as elementalists that would acutally cause them to be comparable to warrior damage output in most circumstances.