What changes would you like to see?
#61
Posted 19 September 2012 - 02:28 PM
- Focus needs some mobility skill
- Arcane power needs to be fixed (why does burning speed take all 5 charges?)
#62
Posted 19 September 2012 - 04:07 PM
Edited by Cyrkle, 19 September 2012 - 04:07 PM.
#63
Posted 19 September 2012 - 07:59 PM
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
Posted 23 September 2012 - 01:39 AM
Downed #2, enough said
#65
Posted 23 September 2012 - 10:39 AM
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
Edited by Phantaram, 23 September 2012 - 10:40 AM.
#66
Posted 23 September 2012 - 05:14 PM
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
Posted 29 September 2012 - 10:59 AM
#68
Posted 30 September 2012 - 02:16 AM
#69
Posted 30 September 2012 - 10:24 AM
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
Posted 30 September 2012 - 10:15 PM
Coldznap, on 29 September 2012 - 10:59 AM, said:
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
Posted 01 October 2012 - 10:25 AM
Edited by Coldznap, 01 October 2012 - 12:35 PM.
Also tagged with one or more of these keywords: future, changes, buff, elementalist, brainstorming
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