Time to fix the ele problem
Trylo
If your half decent, you wont be getting hit when kiting, and obviously you dont move until you have laid down your 4-6 seconds snare.
Divineshadows
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Originally Posted by Ensign
I have seen an awful lot of elementalists, and a few exceptionally good ones (I make a point of watching Dan Jang play ele through obs mode, he's an outstanding player). Played right, they are indeed very useful characters. I would know. But they are not *offensive* characters. The job of a well-played ele is somewhere around 80-90% defense. Once you realize that you're a fancy monk that can toss an Orb when it's called for, you can start playing the class well.
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Everytime I see an elementalist in PvP that thinks they are a spiker, I die a little bit. It is just like everytime I see a beastmaster or thumper in PvP that has chosen to bring a bear as their pet.
Undivine
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Originally Posted by Trylo
1) Thanx undivine, your doing a good job holding off the masses
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Fitz Rinley
I am curious with all the DPS comparisons how the Ele and Warrior compare against classes whose skills have no impediments. Mesmer chaos damage cannot be blocked with armor. Dark damage dealt by ritualists and necromancers also cannot be blocked with armor. Lightening only has armor penetration benefits. Shadow damage (many nec spells) ignores armor and directly affects target. Life draining skills directily affect target. A new Mesmer non-elite skill does 8 degen, add that to migraine, and the new burden spell with energy regain, and I strongly suspect they become one of the most fearsome classes on the board. (Not that they were inconsequential before - just to Interrupt myself.)
The fact remains that an Ele whose damage is 50-75% evadable in AoE, whose casting time makes them easily interupted on virtually every skill that has any damage dealing potential, whose energy is just a health regen for the enemy or equally eliminated by other skills, and whose casting time makes them little more than damage dealers to the corpses, needs some work.
Fitz
The fact remains that an Ele whose damage is 50-75% evadable in AoE, whose casting time makes them easily interupted on virtually every skill that has any damage dealing potential, whose energy is just a health regen for the enemy or equally eliminated by other skills, and whose casting time makes them little more than damage dealers to the corpses, needs some work.
Fitz
Roupe
I think the strongest argument that the Elementalists are "underpowered" is that ANet had to TRIPPLE the damage dealt from Elementalist bosses, for them to be a challenge, If the bosses would have done as little damage as normal player elementalist -they would be total pushovers.
Blinding flash is also easily removed with various condition removal, that is both cheap & fast
Blinding flash is also easily removed with various condition removal, that is both cheap & fast
Vexx007
I also find my Ele(1st char) underpowered. I must also mention in complete fairness that I am playing a pyromancer and that I have little to no experience in the other elements.
The idea I got of an Ele when I first bought the game and read through the manual is that he will be the best damage dealer over range, with low armor, and a warrior will deal slightly less melee damage, with high armor. Sadly this was not true for the Ele.
I really and truelly believe that the Ele is an broken class. So what should I recommend to fix this?
1) I like the idea of extra energy regen pips, for more points in Energy Storage.
2) Another nice idea, add conditions to all spells. Say for instance all fire spells cause burning, lightning spells cause blinding/knockdown(?), earth weakness/knockdown(?) and water slowdown/heal(?). And leave the damage as is. This option might be overpowered but atleast it is an constructive idea.
3) As for the AoE spells, MS and FS AoE should definitely be increased to hit enemies atleast 2-3 times while running away. MS should knockdown as soon as the first meteor animation hits the ground. I feel that to comment on the other elemental branchess' (sp?) AoE spells would be unfair since I have no experience using them.
I would also like to mention that exhaustion is unique to an Ele and I really like it, it adds a kind of authenticity to the Ele. Lastly, I am glad that I am not a ANET Guild Wars skill balancer.
The idea I got of an Ele when I first bought the game and read through the manual is that he will be the best damage dealer over range, with low armor, and a warrior will deal slightly less melee damage, with high armor. Sadly this was not true for the Ele.
I really and truelly believe that the Ele is an broken class. So what should I recommend to fix this?
1) I like the idea of extra energy regen pips, for more points in Energy Storage.
2) Another nice idea, add conditions to all spells. Say for instance all fire spells cause burning, lightning spells cause blinding/knockdown(?), earth weakness/knockdown(?) and water slowdown/heal(?). And leave the damage as is. This option might be overpowered but atleast it is an constructive idea.
3) As for the AoE spells, MS and FS AoE should definitely be increased to hit enemies atleast 2-3 times while running away. MS should knockdown as soon as the first meteor animation hits the ground. I feel that to comment on the other elemental branchess' (sp?) AoE spells would be unfair since I have no experience using them.
I would also like to mention that exhaustion is unique to an Ele and I really like it, it adds a kind of authenticity to the Ele. Lastly, I am glad that I am not a ANET Guild Wars skill balancer.
jagwire
My elementalist build solod the guild hall yesterday, I took out the body guards in less than 5 seconds, its not hard. You have to incorperate the armor bonuses from the other spells like armor of earth and kinetic armor. Keep those spells on and your good for armor, with aura of restoration it even makes your health balance out. I don't go anywhere without aura of restoration. If you don't think then damage output is good, you have to keep the enemies inside the aoe "long casting" spells using something to slow them down.
The Great Al
I think meteor shower needs to be fixed as well - it says for 10 seconds foes are struck for x damage each second, but it certainly does not seem as though they get hit 10 times, unless im misreading something.
also, burning needs to occur on more spells, and it needs to either last longer or have more of an effect
also, burning needs to occur on more spells, and it needs to either last longer or have more of an effect
makosi
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Originally Posted by The Great Al
I think meteor shower needs to be fixed as well - it says for 10 seconds foes are struck for x damage each second, but it certainly does not seem as though they get hit 10 times, unless im misreading something.
also, burning needs to occur on more spells, and it needs to either last longer or have more of an effect |
Trylo
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I must also mention in complete fairness that I am playing a pyromancer and that I have little to no experience in the other elements. |
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A new Mesmer non-elite skill does 8 degen |
ps. Anyone who says ele hexes can be removed easily, why arnt they removed??? Why not just make everything either a domination mesmer, war, monk or channeling rit? Would it be a better game?
Meteor shower doesnt need to be fixed, it needs to be put in that cabinet with aura of restoration and ether renewal. The dead after ascalon cabinet.
Glyph of renewal + meteor does much more effective damage IMO.
Burning does not need to occur in more spells, it just needs to... no you need to see some other ele spells than fire. Fire only helps assassins and wars in close range with inferno and others.
Cjlr
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Originally Posted by Trylo
1) CAN ANY caster outdamage a war without using ANY SKILLS??? NO! i swear your not listening, at all.
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=Trylo]4) Just up all ele spell by like 50% and itd fix so many problems..... |
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Originally Posted by Trylo
When you play an ele for a year, like me, in PVP + PVE, you realize whats effective and whats not. AOE nerf, good idea IMO. And my first char = ele.
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Trylo
ok, there is a problem with fire magic. its not a good offensive line compared to just about any other class. Im not sticking up for fire, but for the supporting ele.
ELES are not supposed to be that person doing 500 damage in a hit. Wars do their eviscerate for roughly 200 some for the deep wound. Im not arguing that. Im not arguing fire magic is good and does massive amounts. IMHO fire magic is not worth anything. If everyone thinks MS is amazing, they haven tried some good ele builds before. If they are trying to fix MS, good luck, youll need it.
Eles were created to outdamage anything. They obviously didnt hold this promise to us. The warrior can easily outdamage an ele, and usually quickly. The ele really is an advancing monk and utility, but very valuable none the less. Try playing with a warding spike ele, they can get 100+ AL easily and for a very little cost. Im really serious, just go try and play a warding ele, you migh find it really is a big help to your team, especially if you know what youre doing.
A Gust {E} air/water ele IS the best snare in the game. Try being a war or sin and live through being slowed by 33% half the time and sitting on your butt the other half. Its not fun, especially if the ele coorinates with a monk to stop opposing wars/rangers/sins. If im an ele, i really dont care about other eles on the other team, most of the time they ARE pyros or air eles with MS or no KDs. It doesnt work, btw. They kinda suck.
ps ~ the quote thing isnt working anymore, ive been trying to get it to but it never seems to quote the person anymore?
ELES are not supposed to be that person doing 500 damage in a hit. Wars do their eviscerate for roughly 200 some for the deep wound. Im not arguing that. Im not arguing fire magic is good and does massive amounts. IMHO fire magic is not worth anything. If everyone thinks MS is amazing, they haven tried some good ele builds before. If they are trying to fix MS, good luck, youll need it.
Eles were created to outdamage anything. They obviously didnt hold this promise to us. The warrior can easily outdamage an ele, and usually quickly. The ele really is an advancing monk and utility, but very valuable none the less. Try playing with a warding spike ele, they can get 100+ AL easily and for a very little cost. Im really serious, just go try and play a warding ele, you migh find it really is a big help to your team, especially if you know what youre doing.
A Gust {E} air/water ele IS the best snare in the game. Try being a war or sin and live through being slowed by 33% half the time and sitting on your butt the other half. Its not fun, especially if the ele coorinates with a monk to stop opposing wars/rangers/sins. If im an ele, i really dont care about other eles on the other team, most of the time they ARE pyros or air eles with MS or no KDs. It doesnt work, btw. They kinda suck.
ps ~ the quote thing isnt working anymore, ive been trying to get it to but it never seems to quote the person anymore?
Cjlr
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Originally Posted by Trylo
ok, there is a problem with fire magic. its not a good offensive line compared to just about any other class. Im not sticking up for fire, but for the supporting ele.
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The problem is that all of the game-universe material says that elementalists are for damage. The manual says it; the trainers say it; common sense says it. You don't learn mastery over the elements in order to conjure up a soft breeze and a gentle spring rain. It's freaking firebombs and earthquakes you're after. If you want to be in a supporting role, you pick a Monk, or to a lesser extent, a Mesmer, Necromancer, or Ritualist.
Quote:
Originally Posted by Trylo
ELES are not supposed to be that person doing 500 damage in a hit. Wars do their eviscerate for roughly 200 some for the deep wound. Im not arguing that. Im not arguing fire magic is good and does massive amounts. IMHO fire magic is not worth anything. If everyone thinks MS is amazing, they haven tried some good ele builds before. If they are trying to fix MS, good luck, youll need it.
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Even you can see the problem. You said, "fire magic is not worth anything." Direct quote. Surely you can see that, in a game like Guild Wars, there should not be inviable attribute lines. Fire magic ought to have it's place, along with anything else. Or should Hammer Mastery be useless, too? How about Channeling? Or Domination Magic?
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Originally Posted by Trylo
ps ~ the quote thing isnt working anymore, ive been trying to get it to but it never seems to quote the person anymore?
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Fitz Rinley
One of the consistant problems I observe is the question of ''ought to.'' Some here quote the box/book saying the Ele ought to be highest damage dealer because this is what they wrote. Nice legalism, I would even buy it as valid. Some say the Ele is only a support class and imply it should have no other function. Some are quoting mathematics to prove their point, which again I buy. However, what is completely overlooked is the entertainment value of the game is conceptual, not factual.
Elementalists are refered to as mages, wizards, and nukers. If what they do does not meat the expectation then they are a broken class. If, as someone said (and I have no link to verify this with) ANet did have to triple the damage of Ele bosses for them to be a challenge, then they should have done the same for players, or at least raised it 150% to 200%. If the class is not capable of being a mage, wizard, and/or nuker for the casual player - then it breaks the expectation and is broke. Thus it needs fixing.
Fitz
Elementalists are refered to as mages, wizards, and nukers. If what they do does not meat the expectation then they are a broken class. If, as someone said (and I have no link to verify this with) ANet did have to triple the damage of Ele bosses for them to be a challenge, then they should have done the same for players, or at least raised it 150% to 200%. If the class is not capable of being a mage, wizard, and/or nuker for the casual player - then it breaks the expectation and is broke. Thus it needs fixing.
Fitz
Trylo
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Originally Posted by Cjlr
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Originally Posted by Trylo ps ~ the quote thing isnt working anymore, ive been trying to get it to but it never seems to quote the person anymore? I didn't seem to have any problems with it... |
Yes, Anet needs to just up the damage A LOT on fire skills if they would even be considered by me, but then everyone would complain about air magic skills and how they should do more damage since they are the original spike. But air already does enough with KDs and (Blinding Flash, Lightning Javelin) etc.
I like hammer mastery, btw. Same with Beast Mastery. I guess i just got the short end.
Roupe
I think the opinion that the elementalist could at least "play" a tank and get heavy armor bonus, ad focu on assisting the rest with some stationary wards is kinda weak.
First of all movement is key to victory read "Kiting and Damage Mitigation Through Movement",
http://www.guildwarsguru.com/forum/s....php?t=3041944
thus suggestions that the Elementalist should put up wards that isnt moving, or use armor spells that hinders the Elementalists own movement is IMO null.
Second, Even if the armor is great, since The Elementalist has low hitpoints, degens penetrating it, will quickly kill the Elementalist
Third, In a Random team, Honestly Dont you desire a Monk or Warrior in the team instead, of an Elementalist?
Their usefullness would be much more appreciated as warders if the wards that Elementalist put up had a much larger area, similar to that of spirits,
As it stands now they have to rely on their secondary proffesion (often monk), and (or) do damage for weakening( not killing )foes for others to kill.
First of all movement is key to victory read "Kiting and Damage Mitigation Through Movement",
http://www.guildwarsguru.com/forum/s....php?t=3041944
thus suggestions that the Elementalist should put up wards that isnt moving, or use armor spells that hinders the Elementalists own movement is IMO null.
Second, Even if the armor is great, since The Elementalist has low hitpoints, degens penetrating it, will quickly kill the Elementalist
Third, In a Random team, Honestly Dont you desire a Monk or Warrior in the team instead, of an Elementalist?
Their usefullness would be much more appreciated as warders if the wards that Elementalist put up had a much larger area, similar to that of spirits,
As it stands now they have to rely on their secondary proffesion (often monk), and (or) do damage for weakening( not killing )foes for others to kill.
Trylo
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Originally Posted by Roupe
since The Elementalist has low hitpoints
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You have a good point about Kiting and moving hindering, Try frost armor and fire resistant ele armor?
ps ~ that thread you posted should be crammed in any kiters head by... the time they start. its basic info.
Cjlr
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Originally Posted by Trylo
Thanks for that, it made me feel all good inside.
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Originally Posted by Trylo
But air already does enough with KDs and (Blinding Flash, Lightning Javelin) etc.
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Originally Posted by Trylo
I like hammer mastery, btw. Same with Beast Mastery. I guess i just got the short end.
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Beat_Go_Stick
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Originally Posted by Buoyancy
I'm not sure why you're proud of the fact that you're ignorant and have refused to do basic research about the topic you're debating. Anyways, the thread is located at: Why Nuking Sucks
Thank you....and I was actually trying more to point out the fact that your tone was insulting than claiming to be ignorant. Your whole "read the WHOLE THREAD and if you don't, you have no clue" comment was rather elitist and painted you as way too full of yourself. And guess what. It hurts less than eviscerate+executioner's strike. Yet the 5 point condition removal that comes after the warrior combo is more effective than the 5 point Orison or Reversal that comes after the Ele spike. *shrug* it's nice to look at things as black & white but the game as a whole is a bit more complex than that. More on this in a little bit... Actually, that would be a good start towards balancing their squishiness with their current lack of damage capability. No, it would remove any down-side to their high damage/heavy effect skills and unbalance a whole mess of spells. Lessening Exhaustion or increasing the rate of healing based on your Energy Storage skill would be much more acceptable (it would still need to be tested vs. possible over-empowerment) but everyone who wants Elementalists to be buffed doesn't really seem to think about balance, just about making their class uber. There are changes I could see and welcome in the Ele class but everything I see people recommend is simply outrageous and over the top. They definetly need faster casting and recharge times. After all, even the best elementalist damage over time currently falls behind the best warrior damage over time. Yeah....and what else can a Warrior do? You guessed it, nothing. A Warrior has a single ability. A single job. A single thing they can do. They need to be within melee range to do it so they should be able to do it well, I would think. And that energy buffer is absolutely useless once you've spent it. Are you expecting your opponent's to be so incompetent that they can't manage to survive through the roughly 400 damage that 100 energy will provide an elementalist? What? 400 pts of damage from a 100 energy pool? I don't know what skills you're using but 100 energy + 4 pips of e-regen is enough to maintain that minute of Flare you mentioned should you choose to do it (though you would be near 0 energy once finished). How is that 400 damage? Flare spam requires 8 pips of energy regen to maintain, and causes no more damage than an autoattacking warrior. I'd also be curious to see it compared to the DPS of an autoattacking Ranger just to see how it measured up to a ranged attack instead of a melee one... |
I said it above and I'll say it again, a Warrior can do one thing. Damage. They have little to no energy or regen so other support style builds are impractical. They have no ranged attacks that they can perform consistantly aside from Gale and that is mainly used to get them close enough to start doing damage or to interrupt the anti-damage of their target. In the end, all they are is a point blank monster that has only 1 purpose in this game....pressure the enemy and make them use up their energy by preventing them from doing what they do better than any other class. Damage.
What would the purpose of a Warrior be if someone else could do damage just as well from a distance while simultaneously able to do a whole mess of other things? Reference Ether Renewal Smiter, Air Spiker, Heal Party Spammer, etc. vs. the single Warrior build in multiple forms: Damage Dealer.
Why should Elementalists, in addition to the utilitarian aspect of their class, be able to outdamage every other class? It makes no sense to say they should. Would you prefer they remove all the hexes, all the wards, all the utility and just buff their damage so they are ranged Warriors? Ridiculous! Come on, I could just as easily start a Mesmer thread that says "Rangers can interrupt more consistantly and cheaply with Distracting Shot, Savage Shot, and Punishing Shot than we can with our 15 energy interrupts...so fix our class!" but it would be just as closed-minded and unilateral a view as saying that the Elementalist class is "broken" just because it can't do more damage than every other class in the game.
I won't say reading that thread was a waste of time. It was actually quite interesting, but to assume that every other point of view is moot and unenlightened (as you were doing) just because they aren't making the same comparison you obviously are (straight up damage vs. damage) is idiotic.
I maintain my opinion that Elementalists are NOT broken just because they cannot outdamage a Warrior without running out of energy.
I maintain my opinion that they are useful in ways other classes could never be and are, therefore, a very viable class to play.
I maintain my opinion that people who focus entirely on nuking and expect/demand that they be the best damage dealers on the planet are missing what it really is to be an Elementalist.
Prove to me that Elementalists are not up to par with other classes in ways other than JUST DAMAGE and I will reconsider those opinions. As it is, when I PvP with one, I sure as hell don't feel like a 5th wheel or a liability better replaced by another class.
Buoyancy
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Originally Posted by Beat_Go_Stick
Ok, so I read your Nuking Holy Bible and found pretty much exactly what I figured I would find (people agreeing that Warriors do more damage but split on whether or not Elementalists are "broken"...sound familiar?) and exactly what I've heard time and time again from Elementalists who want to be ranged Warriors on crystal meth.
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What would the purpose of a Warrior be if someone else could do damage just as well from a distance while simultaneously able to do a whole mess of other things? Reference Ether Renewal Smiter, Air Spiker, Heal Party Spammer, etc. vs. the single Warrior build in multiple forms: Damage Dealer. |
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Why should Elementalists, in addition to the utilitarian aspect of their class, be able to outdamage every other class? |
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Would you prefer they remove all the hexes, all the wards, all the utility and just buff their damage so they are ranged Warriors? |
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I won't say reading that thread was a waste of time. It was actually quite interesting, but to assume that every other point of view is moot and unenlightened (as you were doing) just because they aren't making the same comparison you obviously are (straight up damage vs. damage) is idiotic. |
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I maintain my opinion that Elementalists are NOT broken just because they cannot outdamage a Warrior without running out of energy. |
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I maintain my opinion that they are useful in ways other classes could never be and are, therefore, a very viable class to play. I maintain my opinion that people who focus entirely on nuking and expect/demand that they be the best damage dealers on the planet are missing what it really is to be an Elementalist. |
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Prove to me that Elementalists are not up to par with other classes in ways other than JUST DAMAGE and I will reconsider those opinions. |
Divineshadows
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Originally Posted by Buoyancy
How are elementalists useful in ways that other classes could never be? Why would you play an E/? instead of a M/E, N/E, or Mo/E if all you wanted was the utility spells?
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Beat_Go_Stick
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Originally Posted by Buoyancy
Would you care to point out some official documentation that states that elementalists are supposed to be utility and support classes?
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Only one false statement on that page and it's only false if you count a Deep Wound as damage and not a condition. Nowhere in there does it say "Elementalists are the best damage dealers in the game". The description A.Net provides sounds like a combination of utility and damage to me.
As for the rest, it will have to wait 'till Tuesday since I'm off work Have a good 3-day weekend
ps - Mo/N was only my first (of 7 total) character. Guru doesn't allow you to list more than one...
Francis Crawford
Elementalist isn't the only class that plays very differently in PvP than PvE. In PvE, necros are mainly about MMing and SS, neither of which is nearly as powerful in PvP. Tactics rocks in PvE and Hammer sux; in PvP it evidently is the other way around. Barrage dominates PvE for rangers; I'm not aware that it's a big factor in PvP.
In most of the cases I cited, a principal reason for the difference is the same -- number of enemies on the field. In PvE you typically are outnumbered by inferior enemies (even if they are higher level). Thus AoE such as SS or nukes is more useful in PvE than in PvP, and their are more corpses for MMs. And warriors need more defense, while hammer shutdown isn't as useful as it is in PvP.
And that's generic PvE; solo farming is of course a third matter. I routinely farm with AL 222, a -2 damage when enchanted shield, 230+ energy per minute (all but 50-90 of which is available for offense), and 1700+ points of self-healing per minute. I don't see any need to fix or buff that at all.
But I will confess that SS and Barrage make elementalists' generic PvE AoE pale by comparison, and I'd like to see that evened up.
In most of the cases I cited, a principal reason for the difference is the same -- number of enemies on the field. In PvE you typically are outnumbered by inferior enemies (even if they are higher level). Thus AoE such as SS or nukes is more useful in PvE than in PvP, and their are more corpses for MMs. And warriors need more defense, while hammer shutdown isn't as useful as it is in PvP.
And that's generic PvE; solo farming is of course a third matter. I routinely farm with AL 222, a -2 damage when enchanted shield, 230+ energy per minute (all but 50-90 of which is available for offense), and 1700+ points of self-healing per minute. I don't see any need to fix or buff that at all.
But I will confess that SS and Barrage make elementalists' generic PvE AoE pale by comparison, and I'd like to see that evened up.
Phades
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Originally Posted by Beat_Go_Stick
http://www.guildwars.com/gameplay/pr.../elementalist/
Only one false statement on that page and it's only false if you count a Deep Wound as damage and not a condition. Nowhere in there does it say "Elementalists are the best damage dealers in the game". The description A.Net provides sounds like a combination of utility and damage to me. As for the rest, it will have to wait 'till Tuesday since I'm off work Have a good 3-day weekend ps - Mo/N was only my first (of 7 total) character. Guru doesn't allow you to list more than one... |
If your opening paragraph contains this information, it would only dillude people into thinking the class is designed to deal damage well. Instead it has a vast array of methods to deal damage poorly. Also, the fact remains that deep wound does deal virtual damage when applied and this kills people. You can not dismiss this aspect. You can not also dismiss how ranger damage, while bufffed, will outspike an elementalist before the elementalist can finish casting 1 lightning orb. Furthermore you must also aknowledge that elementalist damage is "what you see is what you get". There are no hidden tricks or combinations to make a fireball, lightning orb, obsidian flame, etc do more than its listed damage reliably ever. In fact, when it comes to the dot aoe spells, you have to engineer situations to cause them to do reliable damage at any given moment. Then there are other frustrations, such as any skill that applies a hex as a side effect, can not target a spirit. This causes a very large portion of ice skills that could be used to help thin out spirit groups to become relegated to only player targets.
The earth adding strength to allies bit made me laugh. Im still looking for any damage augmentation for any ally in any of the elementalist lines. The lightning line talks about specific "high powered" damage attacks. This sadly puts elementalists into direct competition with the real damage dealing classes. Fire talks about, wow more damage. Ill just move on to water which is the only line that begins to sound like a team support addition, but it loses credibility with the "and even protects allies from other forms of magical attack" bit. You get one skill, that is eliete, that protects the caster of the skill only against "other forms of magical attack" opposed to allies. Its like the writer started to write about elementalists, then finished the sentance while talking about ritualists, monks, or mesmers. It continues with this bit of false info "The primary Elementalist attribute, Energy Storage, gives the Elementalist the highest maximum Energy in the game. This makes other professions that use a lot of Energy, like the Monk or the Mesmer, natural choices for an Elementalist's secondary class." Now, considering the skill prices, the individual in question has some issues. The monk is the cheapest energy cost to effect character outside of spirit use or adrenaline use (this is assuming it excludes expertise reductions as well), while mesmer has the nifty inspiration line that does nice things like remove enchantments or hexes while giving the caster energy.
To be honest, the entire description was innacurate except for fire having lots of aoe damage and energy storage giving a higher base energy pool. Yet, you somehow pulled utility out of the following: "Elementalists can inflict more damage in a single strike than any other profession", "triggers quakes and volcanoes", "targeting specific foes with a focused, high-damage attack", "Fire magic is often considered the most purely destructive form, inflicting searing pain and damage on multiple enemies", and "inflicts freezing cold damage".
Do not try to kid anyone, even the existing skill ratios that dictate otherwise. It is the players that use it as a support class by manipulating the very few support skills that are somewhat unique to the profession with monk skills to create this situation. If ether prodigy didnt exist, people would not play the profession as a primary profession competitivly.
If you were to compare this to the warrior listing, you would find that the warrior isnt nearly as misleading, but it should have the following statements within it as well: ,"can inflict more damage in a single strike than any other profession.", "targeting specific foes with a focused, high-damage attack", "granting allies greater speed", and "even protects allies from other forms of attack".
To the other individual who was attempting to split hairs about energy and warriors, they do happen to get IAS skills along with the zealous mod, which is far better than the 1 pip of regeneration it is exchanged for. Combined with the option to change weapons as needed and adrenalin, you have a very flexable means of approaching a situation assuming you arent trying to stop and cast spells instead of melee.
Ensign
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Originally Posted by Buoyancy
How are elementalists useful in ways that other classes could never be?
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I would say Blinding Flash but I would stick that on a mesmer with attunements if Ether Prodigy didn't exist. You can put Wards on lots of different guys, and Deep Freeze works fine at 0 spec.
So really, the answer is Ether Prodigy.
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Originally Posted by Phades
Then there are other frustrations, such as any skill that applies a hex as a side effect, can not target a spirit.
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Peace,
-CxE
Trylo
The ele was made not for damage over a minutes time. A war cannot outdamage an ele within the first 10 secs of battle, and that is all it takes for a good ele to kill an opponent. You might be able to get a pentrating attack in or sever artery in 10 secs, but that doesnt stack to a good highdealing SMART ele who knows who the other teammates are attacking. An ele and war work very well together by applying pressure to a monk with the war, then having a spike on an enemy caster, and he should be dead before an average monk would have their energy back. Its about teamwork.
Phades
Quote:
Originally Posted by Ensign
This was a recent change actually. A month or so ago you could cast hexes or enchantments on spirits all you wanted, the spirit would simply never recieve the effect. Now you can't even target the things. I don't think it was intentional, but this was a non-trivial nerf to the water line.
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Still, i find it rather stupid that the spirits will get affected by the damage component if they are in the radius of the effect, but you cant target them directly.
Ensign
The only ele build I know of that can kill a single target in 10 seconds or less is a Mind Shocker with extra, non-standard attack skills - and even then, only if you don't start counting until the first Orb *finishes* casting.
A warrior has no problems killing a single target in less than 10 seconds using only skills commonly used in GvG. You can charge and unload an Eviscerate in 10 seconds if you want to play the theory game.
The windup time of the first Orb, and the time it takes a warrior to run to a target are roughly equivilent.
Peace,
-CxE
EDIT - a Mind Burner with PBAoE attacks could potentially kill a soft target in under 10 seconds.
A warrior has no problems killing a single target in less than 10 seconds using only skills commonly used in GvG. You can charge and unload an Eviscerate in 10 seconds if you want to play the theory game.
The windup time of the first Orb, and the time it takes a warrior to run to a target are roughly equivilent.
Peace,
-CxE
EDIT - a Mind Burner with PBAoE attacks could potentially kill a soft target in under 10 seconds.
Mandy Memory
Quote:
Originally Posted by Trylo
The ele was made not for damage over a minutes time. A war cannot outdamage an ele within the first 10 secs of battle, and that is all it takes for a good ele to kill an opponent. You might be able to get a pentrating attack in or sever artery in 10 secs, but that doesnt stack to a good highdealing SMART ele who knows who the other teammates are attacking. An ele and war work very well together by applying pressure to a monk with the war, then having a spike on an enemy caster, and he should be dead before an average monk would have their energy back. Its about teamwork.
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anonymous
A Warrior under no negative effects would hit more during 10 seconds. Cant forget the normal attacks in bulding up adrenaline. Most good warriors have some attack speed buff, so as stated above you should be able to get evicerate and possibly executioners off, plus the damage from the normal attacks.
Ensign
Quote:
Originally Posted by Mandy Memory
Keep your AS around 1 second and you can unload a eviscerate, and maybe follow it up with an executioners if you have an adrenal booster all within 10 seconds.
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Hammer is a bit more weird, as you get eight hits (nine if you start counting from first damage). You can't fit a good adrenal chain into the eight hit combo, but on the nine it works out nicely - Irresistible, four hits, Irresistible, Forceful, Heavy, Crushing. That comes out to 694 plus a Deep Wound just inside of a 10 second window - albeit with a second warmup.
For comparison, air guy is going to get in two Orbs (the first one at 0 cast time since you start counting once it casts), a Mind Shock, and three Strike equivilents into a 10 second window - slipping in a fourth strike if you get a ton of fast casts in the process, call it half a strike on average to be generous. That's 665 on average, no Deep Wound, double fast cast gear.
Note to get this result you need Orb, Strike, Mind Shock, and a supplemental attack - Javelin, or Arc Lightning + Enervating Charge. This flurry costs you roughly 65-70 energy depending on what you use.
As I said, a purely 10-second damage window Air guy is comparable to what an Eviscerate + Executioner's axe guy can put out, and is not in the same league as a hammer.
Peace,
-CxE
Ezekial Bain
I am consistently baffled by the general "OMFG Ele's suxorz after teh AOE nerf" attitude.
I run a Pyromancer (with Monk secondary) and never have any problems getting into groups, as well as feeling I consistently out-damage most of my team mates (save perhaps a Minion Masters with a big collection of freaks). With 'Elemental Attunement' I rarely ever find I'm running low on energy, the combined damage of Incendary Bonds followed by Fireball is simply devestating a lot of the time (Incendary Bonds tends to go off exactly the time Fireball hits, giving a big AOE spike and also inflicting burning... OW!). With Elemental Attunement that effectively only costs 17 energy.
Also, everyone still loves Meteor Shower, and for real nasty death you can follow it up with the I.Bonds/Fireball spike.
Perhaps one of the reasons my Ele does so well is I carry a 20/20 staff, giving 20% chance that spells are cast twice as fast and that they recharge twice as fast. Having 1 in 5 Meteor Showers cast in 2.5 seconds is pretty nice and a 1 second fireball likewise hurts and comes out of nowhere.
I'm increasingly thinking that this "Ele's suck" attitude must be an America only thing. Everyone in Europe seemingly still likes and respects Elementalists (though there is still a prejudice towards anyone who isn't using fire magic).
Heck, myself and many others will still take Cynn/Orion/Argo along in their hench team. The many high-damage AOE spells Ele's have are just great for missions like Vizunah Square...
SPOILERS: Also, the Ele spell on the last two missions is just fantastic and one of the key abilities to defeating Shiro.
I run a Pyromancer (with Monk secondary) and never have any problems getting into groups, as well as feeling I consistently out-damage most of my team mates (save perhaps a Minion Masters with a big collection of freaks). With 'Elemental Attunement' I rarely ever find I'm running low on energy, the combined damage of Incendary Bonds followed by Fireball is simply devestating a lot of the time (Incendary Bonds tends to go off exactly the time Fireball hits, giving a big AOE spike and also inflicting burning... OW!). With Elemental Attunement that effectively only costs 17 energy.
Also, everyone still loves Meteor Shower, and for real nasty death you can follow it up with the I.Bonds/Fireball spike.
Perhaps one of the reasons my Ele does so well is I carry a 20/20 staff, giving 20% chance that spells are cast twice as fast and that they recharge twice as fast. Having 1 in 5 Meteor Showers cast in 2.5 seconds is pretty nice and a 1 second fireball likewise hurts and comes out of nowhere.
I'm increasingly thinking that this "Ele's suck" attitude must be an America only thing. Everyone in Europe seemingly still likes and respects Elementalists (though there is still a prejudice towards anyone who isn't using fire magic).
Heck, myself and many others will still take Cynn/Orion/Argo along in their hench team. The many high-damage AOE spells Ele's have are just great for missions like Vizunah Square...
SPOILERS: Also, the Ele spell on the last two missions is just fantastic and one of the key abilities to defeating Shiro.
Undivine
Quote:
Originally Posted by anonymous
A Warrior under no negative effects would hit more during 10 seconds..
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In fact, everyone who throws out numbers on the warrior's damage need a caeteris paribus clause. The warrior can potentially do that damage under sterile conditions on a target that isn't moving or doing anything to avoid it or having any of his friends do anything to protect him. When you factor in all the ways people try to survive, a proper ele does the damage. The whole point of spike, after all, is that you don't see it coming and it happens very suddenly. I can see a warrior spike coming a mile away.
For those who say that all the other classes are there to facilitate the warrior's damage, that is a very warrior-centric view of combat. Really, you can have the ele be the main damage dealer and your group can keep his energy high, his body clean of conditions, and his mind un-hexed. You can make most any class the central character.
Goonter
If you want to place the test in subject into the heat of battle, eleys really are a glass cannon. Except, they are no more cannon than a warrior... which makes them just glass.
granted they have a range advantage. But shutting them down compared to the amount of effort and energy it takes to shutdown a warrior is more in favor to the warrior in my experance.
So they are both cannons, one has armor and one has range.
Monks typically lose more energy healing a warrior threat over an elementalist. Its also more expensive to keep a eley alive and properly casting than a warrior. Counterers typically lose more energy debilitaing a warrior than an elementalist. ...the only thing a eley has going for them is the fact that they are underdogs. People prep for the warrior threat because its real. The elementalst is a "trick" that subverts the normal defences. Id put money on it, if elementalist were to ever become popular again, it wouldnt last long. Once the idea is to build a defence counter to an eley, that build is doomed completely. No player skill, just paper beats rocks doomed.
Example: look at the longivity of lighting spike (or any eley strong build) vs. iway.
(im talking pvp, in pve dealing damage in large numbers with eleys still rock)
granted they have a range advantage. But shutting them down compared to the amount of effort and energy it takes to shutdown a warrior is more in favor to the warrior in my experance.
So they are both cannons, one has armor and one has range.
Monks typically lose more energy healing a warrior threat over an elementalist. Its also more expensive to keep a eley alive and properly casting than a warrior. Counterers typically lose more energy debilitaing a warrior than an elementalist. ...the only thing a eley has going for them is the fact that they are underdogs. People prep for the warrior threat because its real. The elementalst is a "trick" that subverts the normal defences. Id put money on it, if elementalist were to ever become popular again, it wouldnt last long. Once the idea is to build a defence counter to an eley, that build is doomed completely. No player skill, just paper beats rocks doomed.
Example: look at the longivity of lighting spike (or any eley strong build) vs. iway.
(im talking pvp, in pve dealing damage in large numbers with eleys still rock)
Phades
Quote:
Originally Posted by Undivine
In fact, everyone who throws out numbers on the warrior's damage need a caeteris paribus clause. The warrior can potentially do that damage under sterile conditions on a target that isn't moving or doing anything to avoid it or having any of his friends do anything to protect him. When you factor in all the ways people try to survive, a proper ele does the damage. The whole point of spike, after all, is that you don't see it coming and it happens very suddenly. I can see a warrior spike coming a mile away.
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As for the 1s cast time skills available to an ele, the majority of them are outpaced by a warrior without using any skills what so ever.
Quote:
Originally Posted by Undivine
For those who say that all the other classes are there to facilitate the warrior's damage, that is a very warrior-centric view of combat. Really, you can have the ele be the main damage dealer and your group can keep his energy high, his body clean of conditions, and his mind un-hexed. You can make most any class the central character.
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Bokocasso
Guys, I've been reading your suggestions about how to improve this wonderful profession, and frankly speaking I find most of them rather imbalanced. To be honest, elementalists are quite useful but on the other hand, they are kinda useful mostly in PvE. ANet are trying to nerf things that are imba, but I believe they should take into consideration boosting some skills as well.
To begin with, the elementals are four and I've seen sever skills that people use in pvp. There are some, that are going to be used... never, because of their inefficiency. The casting time is really a problem, any migrane mesmer can shut down completely any ele. The fact that eles don't do that much dmg as they are said to be doing is a good reason to boost the casting time. If you are lucky enough to cast a spell without getting interrupted you can probably kill lots of npc's, but how about real people that can actually MOVE and avoid the meteors? ... Boosting is gona help, and do you people think that we are gona see any of it soon?
Energy storage - there is nothing special to be mentioned here, I agree that there must be a convenient energy management skill, that does not cause exaustion or kills you when it ends, or at least not an elite one. And a simple improvement with the amout of energy you can "carry" with you would be helpful. For example 120 energy with 4 pips.
The danger zone of skills. The range they have - this is a great minus to the destructive power of elementalists - low range. Anyone can run away from an incoming meteor shower, but what if they couldn't run away without at least getting hit once... ? Just some ideas, nothing else but a "nearby" range to all spells would be appreciated. And I think it still would be imbalanced tho.
I can't say I am not satisfied with the defensive part of the elemental skills, but a few additions would be nice to have.
On a second thought, imagine all the things you want to see improved... get improved. Anyone would want to play elementalists. It would be imbalanced. A slight touch of boost will be nice.
To begin with, the elementals are four and I've seen sever skills that people use in pvp. There are some, that are going to be used... never, because of their inefficiency. The casting time is really a problem, any migrane mesmer can shut down completely any ele. The fact that eles don't do that much dmg as they are said to be doing is a good reason to boost the casting time. If you are lucky enough to cast a spell without getting interrupted you can probably kill lots of npc's, but how about real people that can actually MOVE and avoid the meteors? ... Boosting is gona help, and do you people think that we are gona see any of it soon?
Energy storage - there is nothing special to be mentioned here, I agree that there must be a convenient energy management skill, that does not cause exaustion or kills you when it ends, or at least not an elite one. And a simple improvement with the amout of energy you can "carry" with you would be helpful. For example 120 energy with 4 pips.
The danger zone of skills. The range they have - this is a great minus to the destructive power of elementalists - low range. Anyone can run away from an incoming meteor shower, but what if they couldn't run away without at least getting hit once... ? Just some ideas, nothing else but a "nearby" range to all spells would be appreciated. And I think it still would be imbalanced tho.
I can't say I am not satisfied with the defensive part of the elemental skills, but a few additions would be nice to have.
On a second thought, imagine all the things you want to see improved... get improved. Anyone would want to play elementalists. It would be imbalanced. A slight touch of boost will be nice.
Zoolooman
You could fix the elementalist problem in PvE by reversing the "AI update" that made most AoE fire skills impotent.
Wildi
The biggest problem is: Eles don't do shit damage with elemental spells to lvl 20-28 enemys.
AND in gw factions you don't fight against lvl 3 enemys (whee my fireball did 300 dmg), you fight lvl 20-28 mobs (omg my 100 dmg fireball didn't do 30 dmg)
Necros have shadow damage, its great, 40 shadow damage deals usually 40 shadow damage or more to lvl 3 and 40 shadow damage or more to lvl 28 mobs.
Eles don't have this. E/N anyone ?
AND in gw factions you don't fight against lvl 3 enemys (whee my fireball did 300 dmg), you fight lvl 20-28 mobs (omg my 100 dmg fireball didn't do 30 dmg)
Necros have shadow damage, its great, 40 shadow damage deals usually 40 shadow damage or more to lvl 3 and 40 shadow damage or more to lvl 28 mobs.
Eles don't have this. E/N anyone ?
Bokocasso
Shadow damage ignores armor. And lv 20-28 enemies have elemental defence. Oh and, fire skills are not impotent, meteor shower still helps nuking. The greates use of eles in GvG is defence now. Their capacity makes them great monk supporters. But I don't think fixing the "AI update" is going to make eles better in pvp...
Zoolooman
Quote:
Originally Posted by Bokocasso
Shadow damage ignores armor. And lv 20-28 enemies have elemental defence. Oh and, fire skills are not impotent, meteor shower still helps nuking. The greates use of eles in GvG is defence now. Their capacity makes them great monk supporters. But I don't think fixing the "AI update" is going to make eles better in pvp...
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But it would be a great step forwards. Currently a good trapper will deal more damage to massed PvE enemies than a good elementalist. Doesn't that strike you as a bit silly?