*shrug* who knows....maybe this flamey style argument is more desirable

Beat_Go_Stick
Trylo
Originally Posted by Ensign
I also know that if you try and fight a warrior with an air ele, straight up, you will lose. With an Ether Prodigy guy, you have roughly 2-3 minutes to live.
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Master Fuhon
Originally Posted by Beat_Go_Stick
ok, this thread has become far from anything anyone can get ideas out of. I made this in an attempt to actually allow those wanting to suggest something to be considered and discussed.
*shrug* who knows....maybe this flamey style argument is more desirable ![]() |
Originally Posted by Master Fuhon
Then that makes this a problem with death hurting a caster (energy and health) more than it hurts a warrior (health). Ressurection skills do not favor the caster when he must regen.
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Phades
Originally Posted by Ensign
You can go through the skill lists, skill by skill, and suggest changes. But what's more important than individual changes is understanding what you're looking at.
You're looking at skills that aren't going to have their effectiveness augmented. There's no buff stacking or metamagic involved. Each one needs to be evaluated in comparison to what other *characters* are realistically going to output, not other skills. Because those other characters *do* get to augment their skills. |
Originally Posted by Ensign
You're looking at a list of skills that the profession has to live and die by. They aren't warriors who can fall back on autoattacking, or rangers who can put up a preparation and cause chaos. An effect that can only be used every minute on a warrior is fine because he can keep busy in the meantime - an elementalist skill that can only be used once a minute needs to be devastating because he's not going to be doing anything in the meantime.
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Originally Posted by Ensign
There needs to be an understanding that energy storage just lets you frontload the character more, it is not energy management. There is absolutely no reason for an elementalist skill to cost more just because it is an elementalist skill. If you wouldn't make a mesmer or necromancer pay 25 for a spell than an elementalist isn't either. At the same time, elementalists need some non-elite emanagement options badly. Mesmers can run a wide variety of elite spells for different purposes because they are so naturally efficient and have the Inspiration line to take care of their energy needs. Elementalists need a similar, if not greater set of options as the class is so energy hungry. Ether Prodigy should be an option for the most energy hungry of elementalists, not a requirement of running the class.
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Originally Posted by Ensign
You're looking at a profession that is naturally hosed by armor more than any other in the game. Any effects that you can give the class to inflict the damage they say they do are treasured like gold. Any effects that are productive without dealing damage similarly get around that problem. Changes to game mechanics that make elementalists less hosed by armor go a long way.
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Originally Posted by Ensign
In other words, the counters are already structurally in place. The game can handle it. The 140 on Lightning Orb shouldn't be a holy grail of balance concerns when Rangers are spiking for 250.
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Undivine