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What changes would you like to see?

future changes buff elementalist brainstorming

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#61 AetherMcLoud

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Posted 19 September 2012 - 02:28 PM

- Dagger Air #2 is extremely weak and should be changed to either a blind or a daze (both would make sense getting hit by lightning).
- Focus needs some mobility skill
- Arcane power needs to be fixed (why does burning speed take all 5 charges?)

#62 Cyrkle

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Posted 19 September 2012 - 04:07 PM

Give us a guaranteed interrupt for the first time someone tries to down us. It can either be a blink or just a plain interrupt, I don't care. When you are jammed in on a point during a teamfight the root is just not cutting it and it is a massive disadvantage to be the only class that can't straight up stop a down cast.

Edited by Cyrkle, 19 September 2012 - 04:07 PM.


#63 NitelL

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Posted 19 September 2012 - 07:59 PM

I think I might be the only one here who feels like any buffs to the ele would put it in OP territory. Generally feel okay with the ele for most parts sans some bugs. I do D/D on PvP, S/D on PvE and Staff on WvW.

Real changes:
RTL pathing fix.
Downed skill change - some way to interrupt.

I don't think churning earth should have a lower casting time. Sure its terribly long, but you can still pull it off. Dragon's tooth should not have its drop time reduced either - its already a pretty good deterrent now if you use it on nodes. (People see the animation and run off the node.)

Some rework of traits would be great but again if too many good changes happen I believe the ele would be deep in OP territory.

Fun change:
Meteor Shower knocks down just like in GW1. ;P

#64 Rimirara

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Posted 23 September 2012 - 01:39 AM

Casting time and attack speed shortened for staff skills, particularly the AE so it'd improve our hit rate
Downed #2, enough said

#65 Phantaram

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Posted 23 September 2012 - 10:39 AM

Scepter.
Fire Attunement: Good where it's at.
Water Attunement: #2 - Shatterstone - Reward for hitting it needs to be increased or the cast time needs decreased
Air Attunement: Good where it's at.
Earth - Not completely sure how I feel about earth scepter, suppose it's good where it's at, the damage on the twister could be increased a bit because currently I hardly ever use it and when I do I'm not sure if it was a mistake or actually useful. Make it cripple instead of blind and I'd use it for sure, blinds aren't good unless they are on demand and twister is pretty slow.


Staff.
Fire Attunement: Good where it's at.
Water Attunement: Good where it's at.
Air Attunement: One of the problems with staff is you can't run anything but a support build at the moment, it's just not strong enough if you are looking to be optimal, and I believe air could use some damage buffs here to make a damage staff build viable. Make #1 do slightly more damage, Make #3 do a good bit of damage, maybe increase the damage slightly on #2 also.
Earth Attunement: Give it the same treatment as Air, Make #5 and #4 do some more damage.

Dagger main hand needs some work but I'm not sure what buffs I'd give it, and Focus is probably the worst weapon we have so I'm sure arena net is looking at focus.

Dagger offhand is our best weapon and every single skill is extremely useful.

As others have said before, buff our downstate :P

Edited by Phantaram, 23 September 2012 - 10:40 AM.


#66 Drekor

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Posted 23 September 2012 - 05:14 PM

I just started playing the elementalist and really only have Pve and WvW experience with it thus far but...

1) Increase base health to mid tier - Elementalists don't have the survivability of a thief or guardian(you can dump mesmers down to the low tier!). Have enough utility and tricks to not justify top tier though.

2) Conjures need to lose their charges and just use duration, 30s base and +100% duration from trait(instead of +10 charges).

3) Conjures need to be combined, whatever attunement you're in when cast is what you get (ie air attunement will summon hammer). Once you've summoned it you can switch attunements to whatever you want and retain the original weapon.

4) Get rid of the roots on all casts, we don't have the durability to be able to stand still for really any length of time.

5) Ground targettable dragon's tooth.

6) Air damage buffs, especially for scepter and dagger (staff not so much)

7) Change downed state #2 to be mist form, #3 can be changed to an AoE channeled root

8) Scepter Fire #1 needs to just be direct damage or have it's burn changed to only 1s and increase DD, it doesn't make much sense to have such a power based weapon choice/attunement to have such a condition based auto.

9) Increase the angle of "cone" AoE's to prevent misses when circle strafing.

10) a WvW friendly elite would be nice... currently none of them are appealing.

Edited by Drekor, 23 September 2012 - 05:16 PM.


#67 Coldznap

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Posted 29 September 2012 - 10:59 AM

Just switched to Scepter and dropped Dagger main because skill 2 on three attunements (fire,water,air) doesn't reward you too much after getting in melee range, in fact you risk getting hit by 100b, pistol whipped, evicerated etc. I hope they either change skill 2 on both fire & water to a cone like spread or increase the skill animation. Having a 2s Blind on Dagger Air 2 would help with stomps.

#68 AetherMcLoud

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Posted 30 September 2012 - 02:16 AM

Focus Air 4 should give swiftness in addition to destroying projectiles.

#69 LemuriaBlaize

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Posted 30 September 2012 - 10:24 AM

Honestly, I feel elementalists are terribly shortchanged in the DPS department unless you go with dual daggers. Staff has some strong AoE moves, but the single target attacks are very slow to fire and deal only moderate damage. In the time it takes to throw a single fireball, a thief, warrior or even guardian has comboed you for twice the damage you dealt.

One of our biggest drawbacks on elementalist is also our greatest strength. We can switch between attunements giving us a large range of skills, but at the cost of not being able to swap weapons like the majority of other classes. Staff, as a result of this, makes for a terribly weak sPvP choice since our good only good skills (AoE's) have long charge times.

I tried several builds in sPvP and all of them paled in DPS unless I went dual dagger. The weapon restriction is painfully obvious to me and something needs to be looked at to keep things more balanced.

#70 abr4

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Posted 30 September 2012 - 10:15 PM

View PostColdznap, on 29 September 2012 - 10:59 AM, said:

Just switched to Scepter and dropped Dagger main because skill 2 on three attunements (fire,water,air) doesn't reward you too much after getting in melee range, in fact you risk getting hit by 100b, pistol whipped, evicerated etc. I hope they either change skill 2 on both fire & water to a cone like spread or increase the skill animation. Having a 2s Blind on Dagger Air 2 would help with stomps.

Fire 2 on dagger mh is one of the strongest skills in the game for sustained damage and it's also aoe. Water 2 is only slightly weaker since it's missing a burn, but at the same time it's healing you for 800 to 1200 hp every 10 seconds. Pretty *ing good if you ask me.

Air 2 I agree with, should be cone, just like fire and water. Single target weakness that is hard to aim with is pretty underwhelming, but tbh I can live with it since d/d is pretty strong to begin with.

Edited by abr4, 30 September 2012 - 10:17 PM.


#71 Coldznap

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Posted 01 October 2012 - 10:25 AM

There's a lot of situations (opponent not slowed, immobilized, KD, etc.) when it's hard making both dagger fire 2 & water 2 stick and since  it's a slow channeled ability imo you can't just cast it and do other things immediately. Most of the time I would just swap to water for quick heal/dispell and switch to other attunements quickly. The other thing is, I'd like to stomp/help stomp someone without having to use a utility when using dagger mainhand (i.e. blindstomp).

Edited by Coldznap, 01 October 2012 - 12:35 PM.






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