Does any one else feel that Elementalist skills are kind of... lacking?

Seron Dalar

Academy Page

Join Date: May 2005

Axes High Alumni [AXES]

E/N

Well, I play a hydromancer. The one thing I've noticed is that as soon as I'm targeted by nearly anyone, there's nothing I can do about it. A ranger will interrupt me. A mesmer will interrupt me, Backfire me, or drain me. A warrior will just tear me to pieces-- although with snares and Trident, I can at least keep the warrior away from me. (Not that I can deal any lasting damage to him.)

Deep Freeze does 90 damage at 16 Water, by the way. Ice Spikes does 84. I don't use Shard Storm because it's a projectile, and I hate dealing with line of sight/dodging crap.

Anyway, the problem with hydromancy at least, and probably other lines, is that elementalists have no good way of healing themselves or protecting themselves, plus huge cast and recharge times mean that you can easily be interrupted and have a useless skill slot for 15, 30, even 60 seconds. My secondary is necro, which doesn't help me too much anyway, but even if it wasn't most elementalists take 16 [element] Magic and 13 Energy Storage, leaving 6 attribute points left over, so our element spells have the maximum effect.

Another thing is that frankly, I don't deal all that much damage. Rangers may as well be immune to anything I cast with their freaking 120+ elemental armor (correct me if I'm wrong). Monks can outheal it. Warriors can outlast it long enough to get to me and pound me into submission. Air and fire ele's can outdamage it. Mesmers can interrupt or prevent it. I can usually take down necros, but that's just because they have many of the same problems I do.

Water has four elites. Ward Against Harm is pretty good-- makes fire magic laughable, for instance. Water Trident is solid, although I recently switched to Ward for my standard elite slot. Mist Form is okay, but the 2-second cast time makes it impractical when you're actually under attack, plus you can still suffer all the various effects of physical damage that screw you over (interruption, knockdown, etc.). Mind Freeze is complete crap, nobody ever uses Mind Freeze.

However, water does shine in PvE. Preventing virtually all casting in a decent area for 10 seconds is hugely beneficial. Maelstrom + Ice Spikes + Deep Freeze = a ton of damage, in an area, plus the interruption (which is really more important, otherwise you'd just use fire). Also, I think just because water is so versatile, it can fit into some complex team strategies better than the others. Air is really just spiking damage, and screwing up warriors a little (although Blurred Vision, which is AoE and you can keep up as long as you have the energy, is way better than Blinding Flash). Fire is nothing but AoE damage, not that useful in PvP. Earth... well, okay. I'll grant that earth is as good as or better than water in most respects, but water may have a more reliable damage output.

I just can't believe that in a game like this with so many possibilities, such a versatile line as Water could be useless. Overpriced? Mostly, yes. Unwieldy? Definitely. Useless? I don't think so. If I played in an active PvP guild, I'm positive I could come up with a lot of solid builds utilizing the hydromancer. If anyone can support/refute this, I'd be glad to hear it.

entropy

Wilds Pathfinder

Join Date: Jun 2005

N/W

You may be right But it would have to be a specific build or guild build. What im saying is
#1. Water doesn't do much dmg(I know not everything is about dmg).
#2. Maelstrom is nice other than that I personally dislike about every water skill not WvE or Water trident
#3. Ele elites in general are weak
#4. Basically water is the most defensive elite. But The fact is hexes can be removed. and people can walk out of maelstrom.
#5. Why use water when earth does it just as good if not better in most situations.
ex. Ward against foes. not as slow as Deep freeze but wards can't be removed. Quick cast time not much energy. Same with the other wards. Wards are the *best* ele* skills in the game in my opinion.

Seron Dalar

Academy Page

Join Date: May 2005

Axes High Alumni [AXES]

E/N

1) Does more damage than Earth in PvP, and very high damage + interruption in PvE.
2) Right. Uh, why don't you look at the water line first? There are several good skills. Armor of Mist is excellent. Blurred Vision is good, both it and Rust are pretty good in Competition Arenas. Ice Prison is an excellent snare. Armor of Frost is solid vs. physical, gives the hydromancer 100 armor, which I believe is the same as what most warriors have vs. physical. Two of the four elites are very good, and another is decent. Ice Spikes and Deep Freeze are great in PvE. Even Frozen Burst isn't bad for getting away from warriors.
3) Uh... k.
4) I would say Earth is more defensive. Okay, hexes can be removed... they sure can. And people can walk out of Maelstrom, but especially if you're close to them, have an Ice Prison or Deep Freeze on them, and are hitting them with Water Trident whenever they move, it'll at least take them a while. And since you'd generally cast it on casters, which have little armor, the damage while they're running away adds up. The whole thing perfectly complements, say, fire nukers or knockdown warriors, even if it's not all that amazing in PvP by itself... but it is still good. Besides, while the caster's leaving the Maelstrom, he's not casting.
5) Well, they're just different. If you want earth in a specific build, take earth. Otherwise, water might be better.

Well, Ward Against Foes is better in, say, a chokepoint, but Deep Freeze deals relatively high AoE damage as well (90, like I said). And, Ward might not do you as much good in an open field battle as Deep Freeze, although in a more contained one it ceratinly would.

I dunno. I'm not entirely convinced myself that Water is worthwhile, but I've been using it ever since the Ring of Fire and it's worked out.

Akathrielah

Frost Gate Guardian

Join Date: Jul 2005

Quote:
Originally Posted by Seron Dalar
1) Does more damage than Earth in PvP, and very high damage + interruption in PvE.
2) Right. Uh, why don't you look at the water line first? There are several good skills. Armor of Mist is excellent. Blurred Vision is good, both it and Rust are pretty good in Competition Arenas. Ice Prison is an excellent snare. Armor of Frost is solid vs. physical, gives the hydromancer 100 armor, which I believe is the same as what most warriors have vs. physical. Two of the four elites are very good, and another is decent. Ice Spikes and Deep Freeze are great in PvE. Even Frozen Burst isn't bad for getting away from warriors.
3) Uh... k.
4) I would say Earth is more defensive. Okay, hexes can be removed... they sure can. And people can walk out of Maelstrom, but especially if you're close to them, have an Ice Prison or Deep Freeze on them, and are hitting them with Water Trident whenever they move, it'll at least take them a while. And since you'd generally cast it on casters, which have little armor, the damage while they're running away adds up. The whole thing perfectly complements, say, fire nukers or knockdown warriors, even if it's all that amazing in PvP by itself... but it is still good.
5) Well, they're just different. If you want earth in a specific build, take earth. Otherwise, water might be better.

Well, Ward Against Foes is better in, say, a chokepoint, but Deep Freeze deals relatively high AoE damage as well (90, like I said). And, Ward might not do you as much good in an open field battle as Deep Freeze, although in a more contained one it ceratinly would.

I dunno. I'm not entirely convinced myself that Water is worthwhile, but I've been using it ever since the Ring of Fire and it's worked out.
We are mainly concerning ourselves about the PvP-worthiness of these skills, just about anything works in PvE.

Charcoal Ann

Charcoal Ann

Wilds Pathfinder

Join Date: Jul 2005

In a World of BADGERS!

Eternal Flame Brotherhood

what exactly is wrong with water? cast it on a healer and a single interupt in most situations is enough to do lasting dmg to the enemy team. deep freeze them and they need to spend quite a while (in PvP time) getting out before they can heal again.

the wards are useful. no stripping of them.

i have been told that maneuverability is the winning factor in a PvP battle. i have read the same here. and now you say that massive reductions in maneuverability are useless?
remove hex? deep freeze is on all of the people near the target. thats a lot of energy and time you could be healing. i wouldn't take them most water hexes off. nor would you people, because eles are useless.

why are eles so popular? why are they needed in teams?
answer: because they appear (god forbid) to be useful.

a lot of ele spells are indeed lacking. they are very highly conditional. every class has their share of these skills. eles do however have more than enough spells in every element to fill a skill bar. and be useful.

entropy

Wilds Pathfinder

Join Date: Jun 2005

N/W

Quote:
Originally Posted by Seron Dalar
1) Does more damage than Earth in PvP, and very high damage + interruption in PvE.
2) Right. Uh, why don't you look at the water line first? There are several good skills. Armor of Mist is excellent. Blurred Vision is good, both it and Rust are pretty good in Competition Arenas. Ice Prison is an excellent snare. Armor of Frost is solid vs. physical, gives the hydromancer 100 armor, which I believe is the same as what most warriors have vs. physical. Two of the four elites are very good, and another is decent. Ice Spikes and Deep Freeze are great in PvE. Even Frozen Burst isn't bad for getting away from warriors.
3) Uh... k.
4) I would say Earth is more defensive. Okay, hexes can be removed... they sure can. And people can walk out of Maelstrom, but especially if you're close to them, have an Ice Prison or Deep Freeze on them, and are hitting them with Water Trident whenever they move, it'll at least take them a while. And since you'd generally cast it on casters, which have little armor, the damage while they're running away adds up. The whole thing perfectly complements, say, fire nukers or knockdown warriors, even if it's not all that amazing in PvP by itself... but it is still good. Besides, while the caster's leaving the Maelstrom, he's not casting.
5) Well, they're just different. If you want earth in a specific build, take earth. Otherwise, water might be better.

Well, Ward Against Foes is better in, say, a chokepoint, but Deep Freeze deals relatively high AoE damage as well (90, like I said). And, Ward might not do you as much good in an open field battle as Deep Freeze, although in a more contained one it ceratinly would.

I dunno. I'm not entirely convinced myself that Water is worthwhile, but I've been using it ever since the Ring of Fire and it's worked out.
8vs8 pvp I was meaning. Deep freeze is 70 cold dmg at 12 water magic. I'm not sure what it is at 16 but nevertheless are u kidding me? Armor of earth lasts longer than its recharge unlike armor of mist and armor of frost. The only penalty is speed. Great blurred vision. I said About every water spell. AoF and AoM is not worth 2 skill slots. Or even one for that matter. Armor totally screws water since i've tried it before even with a pretty high lvl deep freeze. I believe i did 70dmg... Earth's crystal wave is 100+ I believe armor ignoring dmg. Obsidian flame is an awesome spell. Where are you getting your facts that water does more dmg than earth. Earth requires a lot of energy to run but its the same with water. I seriously doubt that all 3 of the monks will be stuck in 1 maelstrom... Earthquake+aftershock is 35 energy with exhaustion but massive dmg around you and knockdown.

Mister Furious

Ascalonian Squire

Join Date: Mar 2005

It really pisses me off that I have to use the monk's smiting line to do damage as an elementalist. The whole reason why I chose elementalist in the first place is because I love doing damage. I used to use air exclusively and I really enjoyed it, but after a while, I became frustrated when I would nuke someone down to 15% of their life and then watch their health bar shoot back up to full before I could finish them off. Then, spike teams became the flavor-of-the-month and I was in heaven. Then, everyone figured out how to counter spike teams, so I was effectively neutered.

I began to experiment with the other three elements as well as smiting. Fire is fantastic in PvE, but there is no way in hell that I'd seriously use it in PvP. The casting times are just way too long. I thought water absolutly sucked. As someone above posted, anything water can do, another element can do better. As for earth, when all I did was drop wards, it really helped the team, but I found it to be really boring and I felt like a crappy protection monk. At first I was trying to ward and do damage, but the damage was terrible. People look at the numbers that elementalist spells can do, but they don't subtract the armor reduction from them. They think they're going to earthquake/aftershock people for 225 damage, but in reality it's nowhere close to that. First off, you're not earthquaking anyone. Secondly, if someone does manage to get knocked down right next to you and you get aftershock off, you don't do 140 damage. You do 85 damage that gets reduced to 50 and you do 56 damage that gets reduced to 35. I think a major problem with elementalists is that our damage is reduced so drasticly by armor, but the damage from the other caster classes is not. Perhaps, if armor reduced the damage of holy, death, chaos, ect. it would put elementalists back at the top of the damage dealers.

As far as energy costs go, I think they're so high because we have energy storage so it balances out. The problem is, that's our special attribute, so if it's balanced out then that makes it redundant. It's only really good if you're using spells and skills for another class. Personally, I have no qualms about the energy costs, it's the high cast and recharge times that get me. There's so many skills and even an entire class designed to interrupt and screw with casters and elementalists are the easiest to screw over because our spells take so long to cast. Rangers and mesmers can easily completly lock down an elementalist and make them useless. My guildmates said that it's almost impossible to interrupt a monk, yet intterupting an elementalist trying to cast even a two second spell is nothing. I even interrupt myself sometimes when I try to move away from the warrior ripping me a new one and I hadn't quite finished casting that spell. Of course, it still cost me energy and sometimes even exhaustion to hear that horrible "click" sound and see the sparks fly just before I die. I can live with the energy costs if they'd just lower the cast times a lot and the recharge times by just a little bit.

But, my biggest gripe is that we're outdamaged by most classes, including monks! Why do the healers do more damage than us? In my opinion, the whole smiting line needs to be removed and replaced with something else, perhaps a martial arts self-defense line to help keep the monk alive or something. Then, they can take some of the smiting spells and rework them and give them to elementalists. Maybe change Balthazar's Aura into Lightning Aura or Fire Aura or something. It'd also be nice if we had an enchantment that boosted our spell damage while it was up.

Sorry for the length of the post, but once I start it's hard to stop. My main suggestion is to make it so armor reduces all damage, not just physical and elemental. I used to love playing an ele, and I still do when I PvE, but in PvP I do feel like I'm not making much diffrence.

pyrohex

pyrohex

Frost Gate Guardian

Join Date: Aug 2005

I wish Ele's had more field control skills - for example, Blurred Vision, various Wards, Knockdowns. Throwing down continuous earthquakes with knockdowns in a certain area, or raising up walls of spikes, or pools of water or something. You know, defensive/offensive obstacles for the other team to get annoyed about.

Goonter

Goonter

Krytan Explorer

Join Date: Apr 2005

I personally always felt that smiting elementist was just wrong.
Not because the of the combo itself, but becuase the combo is often better than elemental elementist.
Hell, protection elementist are often better than protection monks.

I like how the rangers primary ties into his other attrubutes so well.
I kind of wish all monk attributes (besides mostly healing) tied into divine favor better.

As far as interrupting goes. Its in debate now that rangers are sort of off the hook with thier new buffs. Maybe that will be reajusted.
But in the meantime, Glyh of Concentration shouldnt be slept on.
Its cheap, quick casting and recharges faster than most spells.
I noticed a PvE enemy that would pull this one out after I dazed him.
Then, I could no longer interpt his loooong casting spell.
He just keep it up, and I just keep plucking useless interrupts.
Bring in Earthquake and Aftershock at 100% efficancy again with this skill.

Symbol

Jungle Guide

Join Date: Aug 2005

Elementalists can do good damage, it's just that they're limited to a few small subsets of skills to do it.

I also think it's really lame that a level 12 zealot's fire matches the dps of a level 16 lava font, fire storm, or searing heat.

Rieselle

Krytan Explorer

Join Date: May 2005

Melbourne, Australia

E/Rt

I agree that pure elems need some work. So whats the soluton?

Do we think that most of the elem spells need to reworked? Or is there some simple mechanic that can be introduced that will fix it all in one go?

Here's some ideas - not necessarily good ones, and not necessarily all at the same time, but...

- Make casting time something you can choose. And then damage scales up as the casting time increases. (Eg - press skill once to start casting, press skill again to fire off the spell. The longer you cast, the more powerful the spell becomes, up to a certain limit) This can be a unique feature of elem spells.

- AOEs that come "from the sky" or similar, (Firestorm, Meteor Shower, Rotgort's Invocation) FOLLOW their target. AOE Spells that make graphical sense to "stay in place" (maelstrom, searing heat, earthquake, lava font etc) have TRIPLE the aoe radius. (Yes, TRIPLE!!!!!! :P )

- Nerf Ether Renewal. And then give all elem spells very low recharge times. Oh, and reduce energy costs across the board. (25->15, 15->10, 10->10 5->5) Elems then have to control their casting to avoid running out of energy. But they can spam away a full energy bar in a short amount of time when they need to.

- introduce a "combo" mechanic. If a target is hit by several different spells from the same element in quick succession, the damage scales up. (Thus giving some use to carrying different spells other than the "optimal" ones.) (and also giving a good alternative to single spell spikes such as orb / obs flame / etc)

- Give some more glyphs that only apply to Elem spells, but ARE REALLY REALLY GOOD. (And spammable - essentially castable before every spell.)

- Elem self-enchants should either: Have long recharge times, but longer durations. Or shorter durations, but shorter recharge times. It makes no sense that monk enchantments can not only be cast on other people, but are often instant recharge (or very fast) and have longer durations too.

- Damage scales up when you are more exhausted

- Incidentally, I hate meteor shower. There's no excuse to have useless "cosmetic" meteors there. Either make them all do (reduced) damage, and make every third one knock down, or make them all do damage + knockdown, but the previously "cosmetic" ones now fall randomly nearby, missing the target (but possibly hitting something else.)


Any thoughts?

Symbol

Jungle Guide

Join Date: Aug 2005

How about the following:

For every point above 12 in a related attribute you get some sort of special effect. This gives people an incentive to play primary elementalists. For fire let it add 1-4 seconds of burning to every fire skill (skills that already add burn damage should have burn lengths increased by the same amount). Mark of Rodgort should now add 1-6 fire damage every time it triggers as well as the burning effect.

For air let it add 2.5% armor penetration per point (also air needs a small boost in base damage). For water let all water spells that inflict slow also inflict a 5% attack speed drop per point. For earth give all damage spells a 5% chance per point of inflicting knockdown.

Rework the ele damage elites to make them worthwhile. In particular mind freeze and mind shock are really bad. Lightning surge should be fixed to work on bosses and have the standard armor penetration.

cookiehoarder

Krytan Explorer

Join Date: Jun 2005

Melbourne, Florida.

[HTR]

If you want to see a good use of fire ele, take a look at [Rift]'s variation of the [Ki] Fire ele.

Seen here
http://files.filefront.com/rifts_Ar...9025;;/fileinfo

Sadly no one thought to interupt the fire ele which is a huge mistake. I do agree with most people. Water is lacking the most.

Goonter

Goonter

Krytan Explorer

Join Date: Apr 2005

I said it before and Ill say it again.

"If i could know with certainty what the AoE is of the skills I use, Id be happy.
Its not that you cant "figure" it. But Id with you could just SEE maybe and indicator on your minimap where your AoEs hit."

Glyph of Concentration and Glyph of Sacrifice both help with interrupting fools. (Concentration is 10x better for lack of penality) So casting time isnt really a problem imo.

I do think if any AoE should follow its target it would be firestorm. Not fast enough to keep a foe in the firestorm, but fast enough to keep the target moving if he doesnt want to be caught in it.

Metero Shower and Maelstorm, maybe, should get an increased AoE.
Metero Shower isnt that bad if you got more than one eley carrying it though.
If you know there is a spot thats going to get attention, have 2 peope cast it with anyone else finishing the job. You just have to make it count or its a hugh waste. But when you do make it count....it counts big.

Maybe a skill that combos nicely with Maelstorm (like earthquake, aftershock) that snares foes keeping them in the location of the storm. There is Deep Freeze, but thats dang expensive for a combo. There is Ice Prison, but that only works with one target. There is Frozen Burst, but "foes adjacent to you" doesnt sound like your going to hit more than one person.

I really cant say much because I dont play with an ele often. But from my little experance these are the types of improvements that would have helped me.
So maybe more improvements can be made.
The only attribute line I think should be touched for cost/cast/recast is Water.
Some built in skills that add defences against hexes for the future would be a big plus too.

But mostly, first and formost...clear AoE damage and discriptions would be a huuuugh bonus.
Next, before buffing elementist, Id nerf secondary smiters. (while maybe buffing primary smiters)
Then, Id work on the skills themselves, scaling thier properties until they feel properly potent.

Akathrielah

Frost Gate Guardian

Join Date: Jul 2005

Air needs a boost in spiking power, at the moment they are moot since you can have an axe warrior or dps ranger stand head and shoulders above air dps.

Fire needs a decrease in casting time and something to improve aoes slightly. There should be a reason why you would want to bring more than 3 fire spells.

Earth is doing ok atm, it currently is the most balanced. Some of the spells could use a little improvement.

Water needs both price and cast time decreased.

cookiehoarder

Krytan Explorer

Join Date: Jun 2005

Melbourne, Florida.

[HTR]

Quote:
Originally Posted by Akathrielah
Air needs a boost in spiking power, at the moment they are moot since you can have an axe warrior or dps ranger stand head and shoulders above air dps.

Fire needs a decrease in casting time and something to improve aoes slightly. There should be a reason why you would want to bring more than 3 fire spells.

Earth is doing ok atm, it currently is the most balanced. Some of the spells could use a little improvement.

Water needs both price and cast time decreased.
Fire-Fine-Find big groups and use sexy dual nukage
Earth-Fine-Find big groups and use sexy kd/as
Air-Fine-Chain in 3 2 1
Water-Needs to be improved-Slow downs ftw!1

Akathrielah

Frost Gate Guardian

Join Date: Jul 2005

Fire - Not fine - Expensive, slow, interrupt bait
Earth - Is ok - If you think KD/AS is any good in high level competetive pvp however, well... it aint

Air - Not fine - Chain in 3 2 1 - opps we didnt kill the target, damage gets healed and you are back to square one. And you just devoted 4-5 slots solely on one class. GG hard counters. Whats this warriors and rangers outdps air anyway ? opps .

Water- Agreed- Needs improvement.

entropy

Wilds Pathfinder

Join Date: Jun 2005

N/W

Quote:
Originally Posted by Akathrielah
Fire - Not fine - Expensive, slow, interrupt bait
Earth - Is ok - If you think KD/AS is any good in high level competetive pvp however, well... it aint

Air - Not fine - Chain in 3 2 1 - opps we didnt kill the target, damage gets healed and you are back to square one. And you just devoted 4-5 slots solely on one class. GG hard counters. Whats this warriors and rangers outdps air anyway ? opps .

Water- Agreed- Needs improvement.
Umm 2 words. Earth spiking...

Goonter

Goonter

Krytan Explorer

Join Date: Apr 2005

Quote:
Originally Posted by Akathrielah
Fire - Not fine - Expensive, slow, interrupt bait

Just in case you didnt read anything Ive posted about it, Glyph of Concentration makes your "cast times" negotable.
You can cast Metero Shower while dazed, through 15 interrupts with it.
It cost 5 energy, cast in 1 second, and recast in 2. You can use it in front of all of your 2 second plus cast skills without skipping a beat.
Its been ignored all this time, but with the new ranger interrupt spikes, its time to dust this skill off and make it common in our eley builds.
Its well worth it.

Lasareth

Lasareth

Aquarius

Join Date: Jun 2005

Somewhere between Boardwalk and Park Place

Fire is awesome for PVE, considering that enemies like staying in one place. Strengthening it would make PVE too easy, so Anet has to work the other skills to be more balanced pvp/pve-wise.

Akathrielah

Frost Gate Guardian

Join Date: Jul 2005

Quote:
Originally Posted by Goonter
Just in case you didnt read anything Ive posted about it, Glyph of Concentration makes your "cast times" negotable.
You can cast Metero Shower while dazed, through 15 interrupts with it.
It cost 5 energy, cast in 1 second, and recast in 2. You can use it in front of all of your 2 second plus cast skills without skipping a beat.
Its been ignored all this time, but with the new ranger interrupt spikes, its time to dust this skill off and make it common in our eley builds.
Its well worth it.
So you want to add in an additional 5 energy and 1 seconds to every spell =p ?

Quote:
Umm 2 words. Earth spiking...
Is very limited.

Phades

Phades

Desert Nomad

Join Date: Jun 2005

Quote:
Originally Posted by Goonter
Just in case you didnt read anything Ive posted about it, Glyph of Concentration makes your "cast times" negotable.
You can cast Metero Shower while dazed, through 15 interrupts with it.
It cost 5 energy, cast in 1 second, and recast in 2. You can use it in front of all of your 2 second plus cast skills without skipping a beat.
Its been ignored all this time, but with the new ranger interrupt spikes, its time to dust this skill off and make it common in our eley builds.
Its well worth it.
Ok first off, why bother with the glyph wasting more of your time on every spell cast when you can go with a mesmer stance instead, taking no time.

Secondly i can eat a snickers in the time it takes meteor shower to cast with dazed on me. Stacking any of the others on top of that and i might be able to press the key and take a piss and come back before its done. Well maybe not a piss, but definatly grab something to drink.

If you havent figured it out yet, the ranger can get you half, if not completely dead in that timeframe depending on what else is going on around you. Being forced into an excessivly long spell to attack with, while being pinned down into one location is a real loser, especially when you can face situations where the casting time lasts longer than the actual effect of the spell. It is not, an ok situation by any streach of the imagination. If healing spells scaled up in the elementalist manner for cost and time to release, there would be alot more dead people in the time frame it takes to get them off. Then you can also argue actual effect for things like meteor shower or malestorm (duration + damage) against the time to release the spell against a physical equivilant and they fail miserably. This is due to the available effect stacking for physical attack users, while casters have very little to alter their effects in addition to the aoe skills being static, while physical attacks are mobile. I think this is mostly due to the monk lines potentially becomming unstopable if such things were added to the class.

Goonter

Goonter

Krytan Explorer

Join Date: Apr 2005

No, I understand that there is something unbalancing with chain interupting and the damage it does.
But I do think this trend is causing people to all want to cast like monks instead of realizing that chain interupting needs to be fixed instead.
There is nothing wrong with long cast times if the spell is potent enough to merit a long cast time.
When interrupting becomes an issue in the metagame (as it has) glyph of concentration for elemenist is a good solution.
+5 energy getting you down? Get some Attunements.
Your a elementist smitter? Yeah, your currently shafted. Partly the consequence of being overpopular and therefore quickly targetted. Partly the consequence that Glyphs dont do much for E/Mo builds.

Mantra of Concentration doesnt compete with Glyph of Concentration at the current moment.
Mantra of Resolve might be better. But if your dazed, (like that happens alot) Id rather go with the glyph. Even without the "dazed" the glyph is cheaper.
1 second cast time is a small window even for interrupt spam.

Elementist and Necros are most vunerable to interrupting and elementist have a built in defence. One thats been over looked, but its a pretty good skill.
And the dazed thing is a bonus not a requirment to use this skill.
You can cast Restore Life for 8 seconds, without a worry. Thats worth 5 energy isnt it?

Anyways, the ranger thing is a slightly different topic than elementists skills are lacking.
But the ranger thing, being that rangers wiped the floor with elementist even before the buff, sort of makes being an elementist that wants to invest in heavy hitting spells sort of non optional, without some spell insurance.

That being said, cast times might be ok, rangers do need fixing.
Cost and Recast might be ok, smitting does need fixing.
Because, there is no reason to be a damage elementist if your not dealing holy damage.
And because, theres no reason to leave Glyph of Concentration off your skill bar if you want to use Metero Shower in the current metagame.
And it seems to be universally agreed, Water needs love.

Phades

Phades

Desert Nomad

Join Date: Jun 2005

Quote:
Originally Posted by Goonter
No, I understand that there is something unbalancing with chain interupting and the damage it does.
But I do think this trend is causing people to all want to cast like monks instead of realizing that chain interupting needs to be fixed instead.
There is nothing wrong with long cast times if the spell is potent enough to merit a long cast time.
Comparitivly speaking, there is no spell short of the resurects that are worth the long time spent casting. Standing around casting for 10s is eons to be killed, knocked down, interupted, or blacked out if any of the cast time slows are active on the character. Even though the spell follows the target, think of just the distance that can be traveled in that time frame without a run speed boost.

Quote:
Originally Posted by Goonter
When interrupting becomes an issue in the metagame (as it has) glyph of concentration for elemenist is a good solution.
+5 energy getting you down? Get some Attunements.
Your a elementist smitter? Yeah, your currently shafted. Partly the consequence of being overpopular and therefore quickly targetted. Partly the consequence that Glyphs dont do much for E/Mo builds.
Not sure where you are going with this, but the mesmer solution takes no time and costs less energy per possible interupt. It also does not risk being interupted its self. E/MO builds arent shafted that bad, because the longest cast time in the builds tends to be zealots fire and ether renewal and just gets faster from there. Wasting another 1.75s on top of 5s is not what id call a good deal even if it was free.

Quote:
Originally Posted by Goonter
Mantra of Concentration doesnt compete with Glyph of Concentration at the current moment.
Mantra of Resolve might be better. But if your dazed, (like that happens alot) Id rather go with the glyph. Even without the "dazed" the glyph is cheaper.
1 second cast time is a small window even for interrupt spam.
I have no clue as to where you get your information from, but at 5 ranks the cost for resolve is the same as the glyph per interupt, at 8 ranks it is 1pt less and at 11 its 2 points less, with a 50/62/74 second duration respectivly. You also get the benefit from the mantra on every skill used, not just spells. You have no arguement here other than not putting points into a secondary skill. Also, depending on the spell used, the glyph's bonus effect of ignoring dazed lessens the shorter the duration of the cast time of the spell. You are breaking even with anything that starts at a 2s cast time.

Quote:
Originally Posted by Goonter
You can cast Restore Life for 8 seconds, without a worry. Thats worth 5 energy isnt it?
Or you can use glyph of sacrifice and not worry about being killed in those 8s spent casting or being interupted and hope that your team isnt getting wiped so badly that requires a res from yourself more than once every 90s.

Quote:
Originally Posted by Goonter
Cost and Recast might be ok, smitting does need fixing.
Because, there is no reason to be a damage elementist if your not dealing holy damage.
And because, theres no reason to leave Glyph of Concentration off your skill bar if you want to use Metero Shower in the current metagame.
And it seems to be universally agreed, Water needs love.
Analyze why zealots fire with monk skills outdamage flare then come back and make this statement again with a straight face. A better suggestion would be why you would want to use meteor shower as the centerpiece skill in a build in the first place in tombs requiring 2-4 support skills to have it run somewhat efficiently.

Goonter

Goonter

Krytan Explorer

Join Date: Apr 2005

Quote:
Originally Posted by Phades
Comparitivly speaking, there is no spell short of the resurects that are worth the long time spent casting.
I dont know if your statement is true. It sounds like an opinion.

Quote:
Standing around casting for 10s is eons to be killed, knocked down, interupted, or blacked out if any of the cast time slows are active on the character. Even though the spell follows the target, think of just the distance that can be traveled in that time frame without a run speed boost.
Nothing takes 10 seconds to cast by itself, and if it you were in a condition where you would take 10 seconds to cast something, why would you want to cast it?
I never meant to impress upon anyone that I thought that this was a good idea.

Quote:
Not sure where you are going with this, but the mesmer solution takes no time and costs less energy per possible interupt. It also does not risk being interupted its self. E/MO builds arent shafted that bad, because the longest cast time in the builds tends to be zealots fire and ether renewal and just gets faster from there. Wasting another 1.75s on top of 5s is not what id call a good deal even if it was free.
If your a E/N maybe the mesmer solution wont work for you.
If your a Me/E maybe you invest in fastcasting instead.
Thats the only direction I can go with that and still look right.
I dont think glyph works for E/Mos either considering thier current effencany without it.
There interrpting isnt kicking there butts, Im sure. But I "chance" inturrping from the spam is still bogus.
I dont care for e/mo smiting, but 2 wrongs (no matter the insignificance) dont make a right.

Quote:
I have no clue as to where you get your information from, but at 5 ranks the cost for resolve is the same as the glyph per interupt, at 8 ranks it is 1pt less and at 11 its 2 points less, with a 50/62/74 second duration respectivly. You also get the benefit from the mantra on every skill used, not just spells. You have no arguement here other than not putting points into a secondary skill. Also, depending on the spell used, the glyph's bonus effect of ignoring dazed lessens the shorter the duration of the cast time of the spell. You are breaking even with anything that starts at a 2s cast time.
Good point.
You heard it here folks.
Make a E/Me, invest in inspirations and vola,
chain interupting isnt your problem.

Quote:
Or you can use glyph of sacrifice and not worry about being killed in those 8s spent casting or being interupted and hope that your team isnt getting wiped so badly that requires a res from yourself more than once every 90s.
Yeah, that works too. You know all the tricks.

Quote:
Analyze why zealots fire with monk skills outdamage flare then come back and make this statement again with a straight face. A better suggestion would be why you would want to use meteor shower as the centerpiece skill in a build in the first place in tombs requiring 2-4 support skills to have it run somewhat efficiently.
What did my face look like when I made that statement?
Besides, you read me wrong. That statment was an example of how to treat long casting spells in the current metagame not an example of a good build. Its ok though. Misunderstandings happen.

I dont completely disagree with you. But Im just saying, Glyph of Concentration was always a good option and now its an important one.
And no one should be upset to use it to survive the current shift with interrupting.
The skill is not crap. It doesnt "rule" like zealots fire, but is pretty effective for protecting +2 second spells, especally for elemenist using elemental spells.

Rieselle

Krytan Explorer

Join Date: May 2005

Melbourne, Australia

E/Rt

Long cast times matter less for interrupting than it does for the fact that the spells aren't worth it. In the amount of time it takes to wind up your big huge spell, a warrior or ranger or smiter can do the same if not more damage, not be exhausted, and not waste all that energy on a spell that everyone can just move out of. (in the case of meteor shower, they even have 2 completely useless meteors to warn them before they even start taking damage!)

Fire spells are good in PvE... that's why I suggested increasing the AOE and/or making them follow the target. Either would not unbalance things in pve too much, whilst helping out in pvp.

Also, compare something like rotgort's invocation to fireball. 25 energy, 5 sec cast time - for exactly the same damage, plus a tiny bit of burning. I dont know how that slipped in there, but I dont see how they can expect anyone to use such a spell.

Bast

Bast

Lion's Arch Merchant

Join Date: Apr 2005

You're supposed to use Rodgort's Invocation? Wtf are you thinking?

FrogDevourer

FrogDevourer

on a GW break until C4

Join Date: Feb 2005

In your shadow

Servants of Fortuna

Quote:
Does any one else feel that Elementalist skills are kind of... lacking?
That's an euphemism. Sure Ele still have a couple of cheap tricks like spiking and the most unbalanced skill in the game, but they just can't be compared to other professions as far as PvP is concerned. For PvE, if a build as stupid as the echo nuker is the best option, you know something is lacking in the elementalist area.

The flare video should be renamed and serve as a newbie tutorial: "never believe a screenshot or a video, try it by yourself, lose, then try to understand why you lost".

Xasew

Krytan Explorer

Join Date: Sep 2005

Storm Bearers[SB]

All elements have means of spiking huge amounts of dmg AND knock down at the same time, except water. All elements are fine except for water. Water needs more dmg.

Phades

Phades

Desert Nomad

Join Date: Jun 2005

Quote:
Originally Posted by Goonter
I dont know if your statement is true. It sounds like an opinion.
Weight the options and make your own decision. Personally i like to look at healing or protection availabilty and cost versus cast or reaction time against the time it takes to get the spell out when speaking about damaging spells. Aside from ele skills, the only spells that really break the 3s barrier are the res skills.

Quote:
Originally Posted by Goonter
Nothing takes 10 seconds to cast by itself, and if it you were in a condition where you would take 10 seconds to cast something, why would you want to cast it?
I never meant to impress upon anyone that I thought that this was a good idea.
There is no need to act like you have backfire on when you dont. The only real issue is that these style of attacks only impact one of the 6 professions heavily. Necros get hit by it as well, but not nearly as bad as eles do.


Quote:
Originally Posted by Goonter
If your a E/N maybe the mesmer solution wont work for you.
If your a Me/E maybe you invest in fastcasting instead.
Thats the only direction I can go with that and still look right.
I dont think glyph works for E/Mos either considering thier current effencany without it.
There interrpting isnt kicking there butts, Im sure. But I "chance" inturrping from the spam is still bogus.
I dont care for e/mo smiting, but 2 wrongs (no matter the insignificance) dont make a right.
Each build acts differently, but only the ele skills largely meet or break the 3s barrier to even being to warrent time wasted using a glyph of concentration. We were talking about ele skills, so im not sure why you would use an ele work around in a situation that doesnt require it.

Quote:
Originally Posted by Goonter
Good point.
You heard it here folks.
Make a E/Me, invest in inspirations and vola,
chain interupting isnt your problem.
Only problem is that the damage via ranger chain interupts have the additional effects occur (damage/dazed)due to the spell/skill being used, opposed to mesmer interupts that have their effects trigger if the spell is actually interupted. This is not the issue here, the time till delivery is. Its not about the time that something could be interupted, its about how long before the effect comes into place against the duration and actual effect of what occurs.
Quote:
Originally Posted by Goonter
Besides, you read me wrong. That statment was an example of how to treat long casting spells in the current metagame not an example of a good build. Its ok though. Misunderstandings happen.
Current metagame has everything to do with a good build as well. Forcing something into a situation it is not suited for, doesn't suddenly make it a good option. Then taking it a step further to lessen how many draw backs it has by loading the skill bar to work around it doesnt make a bad skill good. It merely makes poor skills average and using up more space. Even if the interupt rangers werent envouge, using those types of skills together doesnt make the individual parts worth using.

Quote:
Originally Posted by Goonter
I dont completely disagree with you. But Im just saying, Glyph of Concentration was always a good option and now its an important one.
And no one should be upset to use it to survive the current shift with interrupting.
The skill is not crap. It doesnt "rule" like zealots fire, but is pretty effective for protecting +2 second spells, especally for elemenist using elemental spells.
Well, like others have pointed out in the past there are 2 types of skills. The ones that are used because they are good(or broken) and the ones that arent because they are weaker than the good skills. An easy example is comparing eviserate to cleave. Cleave gets left behind due to the advantages eviserate has. For people planning around specific events or build styles in competitive play, there is never a reason to take a sub-par skill or combination of skills.

Sniper22

Wilds Pathfinder

Join Date: Apr 2005

It seems like a lot of people think their class is underpowered. If you want warriors or rangers to do less damage, just throw in a blinding skill or one of the many other shutdown skills. Elementalists aren't lacking at all IMO.
Lightning is strong and fast
Fire is slower casting but AOE damage
Earth provides defense and skills that ignore armor
Water can slow enemies (like warriors) down and deals an ok amount of damage but if u put things like (maelstorm, ice prison, water trident) it can do a lot
Combining different attributes together. DoT + Gale helps.

entropy

Wilds Pathfinder

Join Date: Jun 2005

N/W

Quote:
Originally Posted by Akathrielah
So you want to add in an additional 5 energy and 1 seconds to every spell =p ?



Is very limited.
It would not be every spell and earth spiking is limited yes but so are all the elementalist skill lines. There are only a few skills worth using but I was just pointing out that earth is effective if coordinated. Better than Air in my opinion.
Its the 2+ second spells that would need glyph of concentration.

My understanding was that resolve prevented you from being interupted at the cost of X energy. Multiple interupts would drain your energy fairly quickly. Along with the fact that its a stance and you would have to wait out the effects. Glyph is only for one spell yes but how many 2+ second skills are you carrying on your skill bar? Also I always thought that glyph protected against interupts no matter how many. Correct me if I'm wrong. But 5 energy is less than 2; 3 energy interupts. With the multiple interupts going wouldn't glyph be the better choice?

neoteo

neoteo

Banned

Join Date: Jun 2005

Macau

www.exilesofdarksteel.com

E/

i do 119 with 16 at fire , i can hardly kill some warriors in competition arenas , but i dont even take my ele to tombs anymore.

but its perfect for questing witch is what i love more.

Brett Kuntz

Brett Kuntz

Core Guru

Join Date: Feb 2005

Quote:
Originally Posted by Lasareth
Water is seriously lacking in all aspects. The others I guess serve one purpose or another. Earth is good, since it provides defense as well as offense.
Water is the best elementalist line out there. If you think it's lacking, or even mediocre, it shows you've never played a Water elem.

Lasareth

Lasareth

Aquarius

Join Date: Jun 2005

Somewhere between Boardwalk and Park Place

So what makes it so good? Tell me I'm wrong as much as you want, but until I see reasoning behind it I have no motivation to believe it. Other than slowing down the enemy, water magic is less effective than earth or air, depending on which setup you choose.

Kampfkeks

Krytan Explorer

Join Date: Aug 2005

Maelstroem is another nice spell.
Well basically water feels like one of those jack of all trade thingies. It can interrupt, it can snare, it can protect. Well and it can do some damage too.


It won't do much without a proper use of your secondary class though. A hydromancer with a Necromancer Subclass really shines when it comes to damage.
Other than that, i think the water line is probably the least exhaustion heavy line. One can build a complete hydromancer that does quite well, without bringing a single exhaustion based spell. So combine that with some Kind of Dual Attunement and you simply will never run out of energy.

But honestly, compared to the other lines... water lacks. Just in every way. However it also is doing good things in everyone of those lines. If only they would fix Mistform (they said they did, but they didn't.. damn it -.-). So basically water is the way to go when you're looking for a slow but steady engine of damage/interruption/snare. And you can overcome some of its weaknesses with the clever use of your secondary (Feast of Corruption + Mass Hex from Icespells anyone? Maybe throw in Soul Barbs?).

Sainte

Sainte

Ascalonian Squire

Join Date: Aug 2005

Well, at this point..

Fire - Rather good if you know how to use it

Air - Still hurts like a mofo, but works 10x better when you go X/E

Earth - Rather defensive, DPS is really low. While you can occasinally hit that Obsidian Flame, you will be doing nothing for the next 5-6 seconds. Melee Spells, KD/AS are horrible in higher level arenas, because you will get eaten up way too fast.

Water - Definately lacking. I tried using water in any combination possible, and the slow effects just arent good enough. Way too many conditions and not enough actual use. Where fire is AoE, Air is target Spike, and Earth is defense, water falls short on its interupt/slows.

Id love to see some tweaking with water skills, maybe actually making then do some damage once in a while, because I can hit harder using Lightining Strike than an Elite like Trident

Deathlord

Krytan Explorer

Join Date: May 2005

PVP Ranger: Does Stuff Fast

XXX

W/Mo

I wouldn't say Water is all to great, but theres a dab of skills that gives it minor decency. Maelstrom is a good interrupter for alot of people, just don't try it on experienced players. Ward of Harm is good for warders. There are also a few Def+ Skills that come with speed that ain't too bad for warriors.

But onto the suggestions department.

: Reply to Rieselle
No, do not make AOE Chase opponents. The reason fire works well in PvE is because of the enemies intelligence. If they lack it, then it'll rule more than anything in the world, if they have alot, then you're useless. That's one of the main aspects of GW. If you build a counter towards something, then you leave yourself open to counters, aka, you have a strength against something, and you have a weakness against something. Personally, I think Homing skills are not only pointless and cheap, but very stupid. If you have two or three elementalists with meteor shower and if all three cast (Without arcane echo) then you have a 24/7 knockdown. If they run, you meteor and they're locked in a KD spam.
Damage scale ups when your exhausted? Exhaustion is a bad thing, not a optional condition you can abuse to "Pwn" enemies.
Combo Mechanic- Changes too much of the gameplay, if ANet put this in, they'd have to allow it for every other class, and come on, ANet is good, but we're talking major change.
Self Enchants- They're FINE. Attunements grant 30% of your energy back for your energy branch. Even with 12 attribute points in air, you still have 55 seconds duration out of 60 cast time. Armor of Earth duration lasts 2x longer than the recharge time. If your opponent has any enchant removals, they'd probably aim for the monks first.
Nerf Ether Renewel + Meteor Shower Cosmetics - Agreed. Fake Meteors are just stupid, and ether renewel has definetly become a seed of abuse.


:Reply to Symbol
The burning condition would make fire horribly overpowered. 1 second of burning causes 14 damage. 4 Seconds would add total of 56, which doesn't seem so bad, until you throw it on a spammable spell such as flare.
The air I agree with definetly. Since they nerfed most of the decent air skills in spike groups (Chain lightning for one) its hardly used much anymore.

My Suggestion- Change Air back to the way it was, improve water spells so they all act as hexes, allowing combo with things such as soul barbs to supply the damage. Fire is fine as it is. Altar maps and relics benefit greatly from AOE attacks.

Symbol

Jungle Guide

Join Date: Aug 2005

Quote:
The burning condition would make fire horribly overpowered. 1 second of burning causes 14 damage. 4 Seconds would add total of 56, which doesn't seem so bad, until you throw it on a spammable spell such as flare.
But you can already do this with mark of rodgort + flare (spam flare and continual burning) and it isn't particularly overpowered.

Quote:
Nerf Ether Renewel + Meteor Shower Cosmetics - Agreed. Fake Meteors are just stupid, and ether renewel has definetly become a seed of abuse.
Ether renewal is only abusive for certain OTHER classes (namely the E/Mo smiter). Since elementalist:
a) can 't load up on useful enchants (while the smiter's two damage skills are enchants)
b) doesn't have a spammable 1/4 second cast spell to fill up energy
c) can't accomplish anything useful by spamming what what no-recharge spells he does have (you can spam flare 5 times for 10 seconds to fill up your energy, but you've just wasted 10 seconds spamming a crappy spell like flare, meanwhile said smiter has been trigger zealot's fire with tons of 1.25 sec casts of divine boon)
d) given the cost of the elementalists spam spells attunement gives comparable amount of energy back

one has to change renewal carefully not to render it useless in comparison to attunement for primary elementalists. Right now I think a scaling cap of 1-4 enchants (like the 1-4 energy per cast) is sufficient, anything more should be contingent on rebalancing the other elementalist skills.

Deathlord

Krytan Explorer

Join Date: May 2005

PVP Ranger: Does Stuff Fast

XXX

W/Mo

Quote:
Originally Posted by Symbol
But you can already do this with mark of rodgort + flare (spam flare and continual burning) and it isn't particularly overpowered.
True, but Mark of Rodgort can be removable, and it costs 25 energy to cast. A Passive 56 damage per flare with little to no way of stopping is different from MOR.