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#1 magisterludi1st

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Posted 22 November 2012 - 08:56 AM

Hi  ,  guys

I've  some  ideeas  based  on  our  class  problems :  

1st  problem :  Fire

At  the  moment  ,  the   elementalist  have  3  traits :

Ember's  might  :  Deal  5%  extra  damage  to  burning  foes
Inner  Fire  :  Increase  damage  10%  while  attuned  to  fire
Burning  rage  :  Deal  5%  more  damage  to  burning  foes

With all 3  traits  ,  is 20% damage increase . This  isn't  much  ,  for  the  space  occupied  on  the  trait  line .  An  increase of  Inner  Fire  to  20%  will  be  more normal ,  IMO . Air/Water  lines  already  have  this  increase  in  damage  on  only  one  trait

Ember's  rage  :  Deal  20%  more  damage   while  attuned  to  fire  

2nd  problem  : Glyph  of  Elementals  .

This  glyph  is  a  utility  and  ,  also  a  elite  .  In  this way , create  confusion  and  is  also  OP .  IMO , should  be  only  one  version  
Elite :  Increase  duration  and  damage
Utility  :  Less  duration  and  damage

3rd problem  :  Conjured  weapons

1 . From  the  creation  ,  the  elementalist  class  doesn't  have  weapons  swapping  ability  because  it  ill  be  very  confusing   and  powerful ,  but  we get  weapons  as utility . I  would  prefer   weapons  swapping  ability
2.  Majority  of  these  weapons  skills  are  already  on  our  weapons where  can  be  accesed  quicker ,  so I don't wait  60s  for  them

What  is your  opinion ?

Edited by magisterludi1st, 28 November 2012 - 09:18 AM.


#2 Gecko

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Posted 22 November 2012 - 09:23 AM

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#3 kozeljko

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Posted 22 November 2012 - 09:48 AM

None of your complaints seems valid, well can't say that for the first, since I have no idea how much damage that does and if 10% would make it OP.

2 Elementals at once? Seems fine. You lose on utility though.

for the third questin/problem: Simply NO

EDIT: Please make your text readable.....

Edited by kozeljko, 22 November 2012 - 09:48 AM.


#4 Fenice_86

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Posted 22 November 2012 - 10:15 AM

View PostGecko, on 22 November 2012 - 09:23 AM, said:

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  day

lol lol lol

:lol:

Edited by Fenice_86, 22 November 2012 - 10:15 AM.


#5 MisfitAndy

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Posted 22 November 2012 - 10:40 AM

I think your one valid point is the fact that they broke the fire traits up as they did.

Would it really be overpowered to have a second or third tiered trait say "10 % more damage while attuned to fire and an additional 10% damage to burning foes?"

That would open up a minor and a major trait for additional improvements.

I don't find the elemental elite and the non-elite to be confusing.  One even says lesser.  If you choose to be able to have two elementals out, you lose a utility spot, so I think that balances out fairly well.

As for your third point, I guess I didn't follow.  But, I think that all of the conjures should be consolidated into ONE ability that changes the weapon based upon what attunement you are in when you cast it!  We already have this with other utilities, such as glyphs.  It would make much more sense to be in fire, and conjure flame axe, or air, and conjure lightning hammer, or water, and conjure frost bow, or earth, and conjure rock shield or whatever that thing is called.  I'm not sure why they chose to not do it this way, that way if you are choosing to spec for conjures they become more versatile and don't take up all of your utility slots.

#6 Fenice_86

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Posted 22 November 2012 - 02:21 PM

View PostMisfitAndy, on 22 November 2012 - 10:40 AM, said:

As for your third point, I guess I didn't follow.  But, I think that all of the conjures should be consolidated into ONE ability that changes the weapon based upon what attunement you are in when you cast it!  We already have this with other utilities, such as glyphs.  It would make much more sense to be in fire, and conjure flame axe, or air, and conjure lightning hammer, or water, and conjure frost bow, or earth, and conjure rock shield or whatever that thing is called.  I'm not sure why they chose to not do it this way, that way if you are choosing to spec for conjures they become more versatile and don't take up all of your utility slots.

Cause they dont have enough fantasy to provide some serious skills, they are barely able to copy/paste em from GW1

#7 MisfitAndy

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Posted 23 November 2012 - 05:08 AM

Furthermore, why don't they change all of the traits that say "10% damage while attuned to....?"

Make the one in the fire line "10% damage while attuned to fire AND 10% damage to burning targets."

Air line "10% damage while attuned to air AND 25% damage to knocked down targets."

Earth line "10% damage while attuned to earth AND 10% damage to bleeding targets."

Water line "10% damage while attuned to water AND 10% damage to vulnerable targets."

The way that they are set up now, it shuts down attunement swapping.  If you combine that bonus with another bonus that is useable in all attunements, it might actually make them more flexible and encourage attunement swapping.

Place them as second tiered traits if they are "too OP" so you can't just trait for all of them.

Edited by MisfitAndy, 23 November 2012 - 05:10 AM.


#8 magisterludi1st

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Posted 23 November 2012 - 09:24 AM

Andy  ,  you're  conjured  weapons   ideea  is   excellent  ,  IMO ,  because  not  only  free  space  ,  but  also  have  a  great  utility .

#9 Aetou

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Posted 23 November 2012 - 10:10 AM

Ember's Might, etc., need to be improved to be the same as the equivalent traits for other classes (10%, not 5%.)  Making it so you lose access to the + vs. burning trait in return for a bigger when not swapping attunements is just bad - it punishes good players to reward the bad.  Your other changes seem rather... weird too.  Not really following them due to the awful formatting.

#10 SpelignErrir

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Posted 24 November 2012 - 09:26 PM

Your only valid complaint is the first one. The others don't make any sense O_o

#11 Dominique de Lombre

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Posted 24 November 2012 - 10:39 PM

View PostMisfitAndy, on 23 November 2012 - 05:08 AM, said:

Furthermore, why don't they change all of the traits that say "10% damage while attuned to....?"

Make the one in the fire line "10% damage while attuned to fire AND 10% damage to burning targets."

Air line "10% damage while attuned to air AND 25% damage to knocked down targets."

Earth line "10% damage while attuned to earth AND 10% damage to bleeding targets."

Water line "10% damage while attuned to water AND 10% damage to vulnerable targets."

The way that they are set up now, it shuts down attunement swapping.  If you combine that bonus with another bonus that is useable in all attunements, it might actually make them more flexible and encourage attunement swapping.

Place them as second tiered traits if they are "too OP" so you can't just trait for all of them.

I like this. When I used my bleed build, I always felt like switching attunements was a waste of potential damage. I only switched to water for group healing or fire to bring down objects (since they can't be affected by cond. i.e. bleed)

#12 FrancisCrawford

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Posted 25 November 2012 - 02:50 AM

These damage traits -- I assume they're for direct damage only, rather than condition damage also. I've never thought of a build in which +damage vs. bleeding targets was important.

#13 magisterludi1st

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Posted 26 November 2012 - 05:35 AM

A  great  improvement  ,  IMO  ,  will  be  to  change  the  cantrips  too ,  based  on  the  attunement .  If you  go  fire  ,  you  can  use  cleasing  fire  ,  for  lighting  ,  lightning  flash  and  so  on .

What  do  you  think ?

#14 Bloggi

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Posted 26 November 2012 - 06:26 AM

View Postmagisterludi1st, on 26 November 2012 - 05:35 AM, said:

A  great  improvement  ,  IMO  ,  will  be  to  change  the  cantrips  too ,  based  on  the  attunement .  If you  go  fire  ,  you  can  use  cleasing  fire  ,  for  lighting  ,  lightning  flash  and  so  on .

What  do  you  think ?

Interesting suggestion. Not sure what others think about this, but I personally don't wish to see my utility bar cantrips change with every attunement. We should have the flexibility to choose a specific cantrip to be used across the board with all attunements.

#15 Aetou

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Posted 26 November 2012 - 06:31 PM

View PostXekk, on 26 November 2012 - 06:26 AM, said:

Interesting suggestion. Not sure what others think about this, but I personally don't wish to see my utility bar cantrips change with every attunement. We should have the flexibility to choose a specific cantrip to be used across the board with all attunements.

Indeed.  I'm weird and like Blinding Flash - I want it available while fighting in Earth.

#16 magisterludi1st

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Posted 28 November 2012 - 07:17 AM

I'm  sorry  guys  , The  last  post  it  was  a  wrong  suggestion  .  I  didn't  think  too  much  on  it Also  ,  thank  you  for  your  opinions  and  suggestions .

Edited by magisterludi1st, 28 November 2012 - 07:24 AM.


#17 magisterludi1st

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Posted 01 December 2012 - 06:59 AM

What  do  you  think  about  unifying  both  fire  conjured  weapons  , the  lava  axe  and  fire  sword  in  one  utility  skill ? IMO , will  be  more  useful and simpler to  use .

#18 Rumstein

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Posted 02 December 2012 - 05:28 AM

My recommendations for changes would be this:

Put fire sigils passive on air sigil (crit chance), and change fire passive to +power.

Either ditch air 5 points +10% move speed and change zephyrs to a flat bonus, or increase (thieves get +25%...)

Make fire and earth +dmg traits affect condition damage

Get rid of lava axe, put fiery great sword in its place with reduced damage.

Make a new elite conjure that changes based on attunement like elemental.

Rework tornado completely.




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