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Old Jul 29, 2006, 03:25 PM // 15:25   #1
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Default A star just fell in lament for all eles...

Why? Because the enchantment hate in this game is growing. The dervish will force most current elementalists to reconsider their builds heavily. Well perhaps not the Prodigy guys...

Avatar Of Grenth: Foe loses an enchantment each time they are struck. (It's a form of a god, and has a 2 minute downtime. We'll see how it goes)

Intimidating Gaze: If you hit a foe with less hp than you, they lose an enchant and it ends. (Conditional. Not so bad. 20 second recharge to.)

Winds Of Disenchantment You lose all your enchantments. For each one, a random 'nearby' foe lose (only) 1 enchantment. (Meaning 4 nearby foes could lose an enchant. Very strong but still not so bad. Also 20 second recharge.)

Rending Touch: Both you and 'touched' foe lose an Enchant. (Um... Wow. 10 second recharge. A touch 'spell'. This could be very good for removing monky problem enchants and hurting the effectiveness of eles. Well again, we'll see what happens)

I bet a lot of ele's will be wishing certain enchantments become skills instead .
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Old Jul 29, 2006, 03:51 PM // 15:51   #2
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People are playing less and less elementalist due to allot of enchant removal and that EoE "nerf" back in the day. Well, I do hope SOME people countinue playing them.
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Old Jul 29, 2006, 03:57 PM // 15:57   #3
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I pretty much only play elem...but yeah, certain things need to happen by the time chapter 3 comes around for Elems to still be viable characters in the game. Damage? dervishes will do better pbaoe. necros do better single target damage and it's shadow damage. Support? Paragons. Nuking? not nearly as good after the nerf, but fire is basically the only usable element.
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Old Jul 29, 2006, 04:11 PM // 16:11   #4
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hmm interesting

i'd say wait til the game arrives before declaring ele's a dead char as there are many good skills in the game which dont get alot of use.
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Old Jul 29, 2006, 04:19 PM // 16:19   #5
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the elemntal class will not die, Yes elemetal class suffered alot. i am sure anet will figure how to balance everything.

mages should be very powerful
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Old Jul 29, 2006, 04:21 PM // 16:21   #6
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Quote:
Avatar Of Grenth: Foe loses an enchantment each time they are struck. (It's a form of a god, and has a 2 minute downtime. We'll see how it goes)
Whenever they are struck by an attack skill

Also Elementalists were already weakened, pretty much.
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Old Jul 29, 2006, 04:21 PM // 16:21   #7
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i dont use much enchantments on my ele (just elemental attunement), as i tend to just spike the hell out of the monsters and move on
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Old Jul 29, 2006, 04:26 PM // 16:26   #8
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naw its not the end of the world for elementalists.....theyre powerful, and very fun to play. maybe a nerf here and there, but they will fix it up when nightfall starts
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Old Jul 29, 2006, 04:30 PM // 16:30   #9
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calm down, nightfall is comming and so are new skills for every1, maybe a skill to prevent enchant removal?
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Old Jul 29, 2006, 04:45 PM // 16:45   #10
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ya or just use some glyphs... Ive always like glyphs better anyways but i started playing as a mesmer/necromancer for my first character... so I was always leary about using stupid enchantments by the time i tried ELE Because I was using Desecrate Enchantments with Echo before you guys even got your first ectoplasm (so to speak).
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Old Jul 29, 2006, 07:57 PM // 19:57   #11
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I DO think that at least the atunements and the aura of restoration enchantments must become skills.

1 in case of aura of restoration: Ele don't has any other good NON elite form of selfhealing.
2 enchantment stripped = low energy ele
3 desecrete enchantments + ele with their "superior" selfheal = death ele



Seeming as things are now ele MAY have the most energy, BUT their allmost all their skills Cost a hell lot of energy... And the results of those high energy skills aren't even as effective as a few adrenal build warrior skills....
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Old Jul 29, 2006, 08:17 PM // 20:17   #12
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meh, my nuker uses glyphs in PvE so i wont miss it, but my fav build for PvP is air magic+dual attunement T.T
*really starting to hope we get some kinda enchant removal protection*
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Old Jul 29, 2006, 08:19 PM // 20:19   #13
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I'm fine with that. My ele uses only one enchant, echo (not for a nuke either, but I instead echo an energy managment skill).

Eles need to start approaching the game like monks. They need to start concerving energy more and using 5-15 energy spells instead of 25 energy spells all the time. They need to carry +15 weapon slots for use in a jam. They need to be secondary mesmers for more reasons then just l337 echo ms.

In my opinion, the average ele prior to the nuking nerf was fairly unskilled. Few unstood energy management like they should. I saw too many meoteor showers cast after the mob was already dead. I think the average ele player has improved tremendously since that nerf (as far as I can tell with all the pugs I've been in). I see more earth and air eles now, and even a few hydromancers.

My ele's (my primary character) build has adapted with Factions. It will have to adapt again with Nightfall. That's just the way the game works.
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Old Jul 29, 2006, 09:25 PM // 21:25   #14
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My ele has very rarely if ever used enchanments. So it makes no difference to me. Glyph of energy FTW
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Old Jul 29, 2006, 09:30 PM // 21:30   #15
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Quote:
Originally Posted by HawkofStorms
I'm fine with that. My ele uses only one enchant, echo (not for a nuke either, but I instead echo an energy managment skill).
So you are going to use that same build for every situation including HoH, GvG, TA, Randoms and against all PvE mobs? I just want you to try your build in some of those other situations and then tell me how it works. I promise you that it won't be an effective build in every situation.

By the way, you don't need to be a mesmer for energy management. There are elmentalist and necro skills that can do the same thing just as well if not better.

Quote:
Originally Posted by HawkofStorms
Eles need to start approaching the game like monks. They need to start concerving energy more and using 5-15 energy spells instead of 25 energy spells all the time. They need to carry +15 weapon slots for use in a jam. They need to be secondary mesmers for more reasons then just l337 echo ms.
It's funny that you mention monks here because the only decent use for an ele in GvG is as a Heal Party spamming flag runner.

I don't think every elementalist SHOULD HAVE to be a mesmer secondary. In fact, neither does ANet. Every chance they get they talk about combining different classes together for new builds.

More, I don't think every ele SHOULD HAVE to carry +15 items just to compete. And I don't think any of what you just said was what ANet intended.

Quote:
Originally Posted by HawkofStorms
In my opinion, the average ele prior to the nuking nerf was fairly unskilled. Few unstood energy management like they should. I saw too many meoteor showers cast after the mob was already dead. I think the average ele player has improved tremendously since that nerf (as far as I can tell with all the pugs I've been in). I see more earth and air eles now, and even a few hydromancers.
Before factions I had to actually think about my builds. Now, my only real option is one of two dumbed down builds (air or earth). In fact, the skill of the class is what originally drew me to it. It's way easier (as far as builds and thinking go) for me to be an ele now than it was then. (I will agree with you about the MS too late thing. That's an example of lack of skill.)

Quote:
Originally Posted by HawkofStorms
My ele's (my primary character) build has adapted with Factions. It will have to adapt again with Nightfall. That's just the way the game works.
I agree with you on this point. I myself have adapted. Though I only use my ele for PvE now since he's next to worthless in all forms of PvP.

Bottom line, elementalists are uncommon, even very rare outside of PvE. There's a reason for that.
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Old Jul 29, 2006, 09:42 PM // 21:42   #16
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Elementalists have enchants?
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Old Jul 29, 2006, 10:06 PM // 22:06   #17
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My W/E earth tank
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Old Jul 30, 2006, 12:28 AM // 00:28   #18
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This event kind worried me; at times seemed that these 2 single classes can surpass every other in any matter, self healing, dmg dealing, support, etc. Recharges and casting times really need to be reworked if they want balance, or they should better give the core professions a big boost and rework around the almost never-seen skills. We are on the way to the 3rd chapter and mesmers and elementalists only have 1 way to heal themselves other than secondary profession and now they come up with a innate atribute that heals and returns energy at the same time? Rts and Assassins were pretty much fine and balanced imho, but these 2 new classes are way too far from being.

Regarding to elementalists now, I agree in adding a few energy management _skills_ for them, or reworking on skills and dmg. Do you ever see an hidromancer kill something alone? Quite hard, even in pve; some nerfs were based on spikes that frequentely happened due to high dmg (the very old air spike), but then, spirit bond, prot spirit, infuse would do the job, just needed time for people to develop familiarity with these skills. It turned up that only fire and eventualy air are used in pve, and earth and water as tactical skills in pvp, binded to energy issues, that leads to the enchantment problem. So yeah, they should give it some thought.
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Old Jul 30, 2006, 01:12 AM // 01:12   #19
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i am not sure why eles are the target of most of the unhappy updates which gw encounters.
with factions, they came up with OoA, ( Order of Apostasy ) to remove enchantments, and now these new chars.

i have yet to see a nuker doing sufficient damage to kill someone. a monk can take my damage in any ele form and laugh, tells me he is going to heal himself and then heals. mind u, i was spiking or nuking most of the time this monk spoke.

Not that i suck at eles, but i definetly find them very very fragile in most cases. attunements were made better, but definetly the nightfall chapter is going to force more hate against my eles. I have noticed the foes in pve areas as well, which encounter foes with enchantments first by removing them and then pick up the next priority target.

Ele hate and reworking issue has been discussed long before nightfall even existed. Ensign's posts have cleared it very well indeed that eles need to be buffed by far in most of the areas, be that their energy management system or their skills (spells mostly)

Expertise is by far stronger energy engine when compared to ele mana pool.

All skills ( Attack, traps, preperations, and for some lame reason, touch necro skills which i see fitting in none of the categories mentioned above ) have a reduced cost when spent into expertise.

On the other hand, ele mana pool is neccessary due to the fact that we have huge energy cost spells, a lame energy regen for such a high energy pool ( others might find me wrong here ) and a huge cast time. need atleast 2 attunements to keep us full ( means 2 skill slots devoted just to energy on top of the attribute points spent in Energy Storage Attribute ).

Well, this all seems a *bit* (understatement) unfair.
Specially the part where we are forced to use Skills or Spells to deal with our extremely high costing spells. We are given just 8 slots you know? and devoting atleast 1 or 2 just to deal with our energy storage on top of the attribute point consumtpions.... Well, You can all drive the conclusion at this point i believe.
I will quit my nagging here.

Regardz
An Elementalist.
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Old Jul 30, 2006, 04:42 AM // 04:42   #20
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Alot of neccessary elementist energy and health management revolves around enchantments which have long recast, so all this enchantment removal will be devistating, and the attacks a Dervish does outmatches just about any DoT spell for damage.

I can still see Elementist being able to blind dervish, and also being of great effectiveness with water magic which will now keep the 3 melee classes from reaching him, and perhaps some of these dervish enchantments will become very effective cover enchantments for Elementist, knowing that there is so much removal going on, a self AoE "enchantment" which just yeilds further effect upon removal may be just the cover he needs. Still, I have never been content with Elementist effectiveness with DoT spell capabilities and function, as well as the enchantment status of many neccessary energy management skills.

I still hope they decrease the recast time on some of those assassin teleports too, with those whirling warheads running around it will be more important than ever for Assassins to use proper hit and run, I can only imagine the kind of damage that a flock of NPC dervishes will put on the front line of battle.
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