I think we can all agree that, regardless of your view on elemental damage and the purpose of the Elementalist, there is definitely room for improvement in the class. A certain space where it seems like A.Net could add something cool without making the class overpowered. So I'll begin with a nice set of ideas posted by....
Originally Posted by Dingo Dave
I agree that they aren't teribly efficient, but why all this ridiculous arguing - why not something totally radical
Each of the Elementalist skills has a little added Fire Magic - For every 4 levels every fire spell you cast does an extra 1 second of burning on target. Air Magic - For every 4 levels every air spell you cast does an extra 1 second of weakness on target. Earth Magic - For every 4 levels every earth spell you cast does an extra 1 second of poison on target. Water Magic - For every 4 levels every water spell you cast does an extra 1 second of 33% speed reduction on target. Energy Storage - For every 4 levels you gain 1 extra pip of energy regen. |
Fire - I like it. Monks can still counter it but it gives them a serious reason to remove the burning condition. The only problem I could see is that spells like Flare would suddenly become the best damage dealers in the game....It would take some testing and tweaking (like maybe an additional text to spells that spam that says "This spell does not set the target on fire") but it's something to think about. It may seem a little powerful at first glance but, hey, they are masters of fire
Air - Weakness is pretty severe when you consider air spells are highly spammable...the way you suggest, an unchecked ele could easily keep weakness on 2 warriors and possibly a ranger at the same time. Maybe 1 second for 9 levels of air so someone could get 2 seconds worth if they were really lucky? Even with 1 second of weakness, a level 16 air ele could keep weakness on 1 target pretty much indefinitely...
Earth - Poison? Doesn't make much sense....honestly, I think Earth is one of the lines that doesn't really need a buff. Armor ignoring attacks, Wards, KD, Armor buffs....it's a solid defensive line with a nice offense already. Maybe +5 armor for the caster for 1 second per 4-5 levels or something like that?
Water - Again, a little too powerful. Water speed reductions are pretty brutal (best thing about that skill line already) and don't need a buff, imo. Maybe a clause that makes the spells like icy ground? If your target is standing still when hit by a damaging water spell, he is slowed by 33% for 1 second for every 4 levels (maybe cancel it out if they are hit by fire damage)? That way it can only hit if they are standing still and will only slow them for 3-4 seconds. Chain casting would have little to no effect since the person could start moving again.
Energy Storage - That should be +1 pip for every 8 levels....5-6 pips of natural energy regen is huge. Being able to spec 16 Air + 13 Energy Storage and get a regen of +7 would be waaaaaaay too much. Another idea would be to have higher levels of Energy Storage reduce exhaustion...maybe reduce it by 1 point for every 3 levels of ES for a maximum of 5?
Let's continue on this line of thought instead of focussing on what an Elementalist should or shouldn't be. There is definitely room for improvement without overpowering the class (redundancy FTW! ). We just have to step back and realize that until we stop demanding they be the best fill in the blank, nothing will happen to them at all. Let's make them more useful (though I still honestly think they aren't bad as they are now) instead of trying to turn them into what A.Net obviously doesn't want them to be.
Try to keep comments and ideas constructive. There's nothing wrong with disagreeing but, if you do, please say why and try to come up with something else instead of the standard 1-line reply