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Old May 10, 2006, 06:58 PM // 18:58   #1
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Default Time to fix the ele problem

There seem to be a lot of threads complaining about "the ele problem" as I like to call it. I have tried to stand up for eles and I'm sick of it. Instead of complaing about or trying to prove how utterly more UBER your warrior is to my ele, let's think of some sort of solution rather than poking at a piece of dirt with a stick hoping it'll magically turn into gold. (I have got to use that metaphor more often)

By the way, what we're going for here is a class that does high damage very quickly. I want to be able to outdamage warriors, but still be weak to attacks. A glass cannon is a very good metaphor for that, but please, nobody take it too seriously. I don't want some sort of philosopher coming along and saying that a cannon takes a while to load as the ele should be the same. No bullGO RE like that ok? Every class has it's place. All I want is a class that does high damage very quickly. Warriors have the high damage over medium time, slot and rangers are very versatile and can sorta fit anywhere.

Alright I can think of seven ways to improve eles:

1.Energy Storage.
2.Overpowered Spells.
3.Better wand attacks.
4.Better armour.
5.Shorter cast times.
6.Get rid of exhaustion.
7.All of the above.

Energy Storage

Give eles a ridiculous ammount of energy so they can cast spells all day long without getting their energy depleted. This works using the warriors-are-great-because-they-don't-run-out-of-energy school of thinking. Basicly, if the ele never runs out of energy, they never stop casting high damage spells. The one flaw I see with this is that every other thing would like high-energy and will therefore choose ele because of their high energy and just use their secondary more than the actual ele. Or how about that as you get more levels in energy storage you can energy pips as well? Then we could meet the 8 energy pips that are "required" to out damage warriors.

Overpowered Spells
This idea is brilliant in its simplicity. Give elementalists high damage spells for very little cost and no exhaustion. Then elementalists fulfill their role of high damage and get lots of ele-hate which is a good things aparently because it means they are causing a huge disturbence.

Better Wand Attack
All this does is bring them up to warrior level DPSwise. That means that the warrior is not beating them with DPS and therefore the wammos with brains (what a parodoxical phrase) will have to find some other statistic to bend to their will.

Better Armour
Make 'em less squishy. Give 'em more spell time to unleash their fire fury or lightning lashing.

Shorter Cast Times

Just to stop the whole I-can-beat-your-ele-because-my-warrior-has-a-half-second-cast-time-for-everything people. No-one really likes them so let's kill them all with our 2 second cast time meteor shower and our one second cast time rodgort's invocation.

Get rid of Exhaustion
We need to get rid of exhaustion. I have tons of spells that would be fantastic if we were to get rid of exhaustion and take the spell cost down a bit. How the hell do you expect me to keep up high damage if I can't get enough energy for standing up straight? (Which is quite funny, because the classes can't stand up straight whilst fighting).

All of the above
Do I really need an explanation? All of the above basicly means all of the above. Better armour shorter cast times, overpowered skills and better wand attacks. You can get all these things separetly, but not all at once in an ele build. Let's bring eles back from the slag-pile to rule over Guild Wars again. Yea! I say, Yea!

Last edited by Tongloid Tarthwood; May 11, 2006 at 04:12 PM // 16:12..
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Old May 10, 2006, 07:30 PM // 19:30   #2
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Quote:
Originally Posted by Tongloid Tarthwood
1.Energy Storage.
Elementalists already have a huge amount of energy at their disposal. Which is how the Heal Party E/Mo exists. This is something they already have.

Quote:
Originally Posted by Tongloid Tarthwood
2.Overpowered Spells.
Not sure what you mean by this, elementalist spells are pretty decent at this already: Obsidian Flame, Double Dragon, Mind Shock, Mind Burn, Mind Freeze...

Quote:
Originally Posted by Tongloid Tarthwood
3.Better wand attacks.
Its called a Ranger/Elementalist ups their DPS to a respectable (and them some) level. If you bump their wand speeds, all the other casters would have to get a bump as well. If you are interested in not having enough juice, just purchase a +15, -1 Regen Wand and Offhand, giving them an Extra +30 Energy for the initial spike...

Quote:
Originally Posted by Tongloid Tarthwood
4.Better armour.
Ranger/Elementalist, Warrior/Elementalist, and Assassin/Elementalist (haven't tried it yet), all do this pretty well. If you are interested in not having enough juice, just purchase a +15, -1 Regen Wand and Offhand, giving them an Extra +30 Energy for the initial spike...

Quote:
Originally Posted by Tongloid Tarthwood
5.Shorter cast times.
You know there is an entire class that gets Fast Casting as their Primary ability. They do pretty well with Energy Management issues, but just purchase a +15, -1 Regen Wand and Offhand, giving them an Extra +30 Energy for the initial spike...
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Old May 10, 2006, 07:31 PM // 19:31   #3
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Fine then. I shall add another small thing that says all of the above. Happy now?
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Old May 10, 2006, 07:33 PM // 19:33   #4
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Elementals did a great deal of damage in PvE as nukers before the AoE nerf. I used to farm with my Ele all the time before that... with great success I might add.
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Old May 10, 2006, 08:12 PM // 20:12   #5
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My GW manual says the following about eles:

"They can inflict more damage in a single strike than any other profession."

I sympathise with your view because its simply not true. Ever seen a warrior use eviscerate on a mesmer?
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Old May 10, 2006, 08:32 PM // 20:32   #6
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I think I'd better poke at this post.

Quote:
Originally Posted by Argen
Elementalists already have a huge amount of energy at their disposal. Which is how the Heal Party E/Mo exists. This is something they already have.
That is true, but that's only half the problem. While they have a huge amount of energy, the spells that actually do a respectable amount of damage cost 15, 20, or 25 energy to use. And those spells don't do as much damage as a Warrior or even a Ranger at times.

Quote:
Not sure what you mean by this, elementalist spells are pretty decent at this already: Obsidian Flame, Double Dragon, Mind Shock, Mind Burn, Mind Freeze...
Again, concider the cost/recharge time on these skills. Sure, they do a great deal of damage, but at what cost? Is the damage comparable to a Warrior just attacking and not using skills? Most times, the Warrior is dealing a higher DPM without skills than the Ele that unloads.

Quote:
Its called a Ranger/Elementalist ups their DPS to a respectable (and them some) level. If you bump their wand speeds, all the other casters would have to get a bump as well. If you are interested in not having enough juice, just purchase a +15, -1 Regen Wand and Offhand, giving them an Extra +30 Energy for the initial spike...
This is simply wrong. If you take Ranger as your primary, then you lose energy storage. Even with Druid's armor, the Ranger simply won't have enough energy to cast spells the way that an Elementalist can. Thus, defeating the purpose of the build. You say "Just make them R/E!". I say, that just makes them a Ranger, not an Ele.

Quote:
Ranger/Elementalist, Warrior/Elementalist, and Assassin/Elementalist (haven't tried it yet), all do this pretty well. If you are interested in not having enough juice, just purchase a +15, -1 Regen Wand and Offhand, giving them an Extra +30 Energy for the initial spike...
Again, same thing. At this point, they are no longer an Elementalist, and the purpose is defeated.

Quote:
You know there is an entire class that gets Fast Casting as their Primary ability. They do pretty well with Energy Management issues, but just purchase a +15, -1 Regen Wand and Offhand, giving them an Extra +30 Energy for the initial spike...
It seems to me that you don't quite understand the problem. You say (repeatedly) that they should just get a +15e -1 Regen focus and just use that for the initial spike, and change the primary to something else. My problem with that is the fact that an Ele can do this on their own due to Energy Storage, but they simply don't have the offensive power to keep their high damage up. Once they spend their energy, they're done. And the sad part is, even with 16 in their favored attribute, they only deal damage that's on par with a Warrior, and generally that damage is not even comparable to a Warrior not using skills.
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Old May 10, 2006, 09:02 PM // 21:02   #7
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Quote:
Originally Posted by Argen
Elementalists already have a huge amount of energy at their disposal. Which is how the Heal Party E/Mo exists. This is something they already have.
Heal Party E/Mo's have nothing to do with the maximum energy boost of Energy Storage and everything to do with Ether Prodigy.


Quote:
Not sure what you mean by this, elementalist spells are pretty decent at this already: Obsidian Flame, Double Dragon, Mind Shock, Mind Burn, Mind Freeze...
Obsidian Flame is the only one of those that is any good at all. Mind * do average damage even compared against other Elementalist spells let alone other classes. And oh yeah, they have ridiculous conditionals and Exhaustion on top of it. The #1 thing that bugs me about the Elementalist class is that excepting energy management, their elite spells aren't elite; they're slightly more efficient/faster conditional spells that I have to think hard to even come up with cases where it's better than the non-elite equivalent. Unlike, say, most Mesmer elites, where nobody's going to argue which is better of Energy Tap and Energy Drain or Energy Burn and Energy Surge.

Quote:
Its called a Ranger/Elementalist ups their DPS to a respectable (and them some) level. If you bump their wand speeds, all the other casters would have to get a bump as well. If you are interested in not having enough juice, just purchase a +15, -1 Regen Wand and Offhand, giving them an Extra +30 Energy for the initial spike...
I don't think upping wand damage is the right answer because in a best case you just make them Rangers with a different projectile, but Elementalists do need something useful that happens when they're not casting. For example, I've lately been of the opinion that Elementalists should have increased energy regeneration when not casting, which would allow people to actually execute the "glass cannon" idea that's been frequently implied for Elementalists without spending over a minute sitting there recharging energy afterwards.

Of course, that also requires the spells to actually be doing more damage than a Warrior when you *are* casting. The spell damage pretty generally needs to be increased across the board (not a lot; if Lightning Strike and friends did ~80 and Orb did ~170 it'd be plenty), and the AoE spells simply need to be bigger; there's no excuse for a 25/3/15 spell having "nearby" as a radius; the only reason people put spells like that on their bar is because the other options are even worse. All the DOT spells need to recharge faster, either cost less or do more damage, and replace the "when this spell ends, something that nobody is around for will happen" with secondary effects that are meaningful. The damage elites need to be, well, elite. There needs to be non-elite energy management that's worth a damn. (Why did they add two more elites for that? Did they want to make it look like people take elites other than Ether Prodigy by giving them a couple more options to do the same thing?) For the love of all that's good in the world, they need to stop adding ridiculous target self defensive spells. Nobody used Mist Form so what on earth made them think Mirror of Ice would get played? And finally, "after 3 seconds" is NOT an advantage unless your target is clueless, so stop pricing it like it is.

Whew.
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Old May 10, 2006, 09:26 PM // 21:26   #8
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Problem with ele's as I see it:

Long recharge times on spells: Sure that meteor is nice and all, but if you can only cast it once every 30 seconds, why bother?

Necessity of energy management elite: Ele spells are so expensive, yet there are no effective non-elite energy management skills. Filling up half your bar with mesmer skills isn't really a solution, shouldn't you at least have some hope of the class working by itself?

Tiny AoEs: Firestorm sure looks like it sucks when you're hitting at most 2-3 people who can move out of it in a second or so, even when snared.

Low damage: Spells that actually do appreciably damage are few and far between. Most of them just do damage comparable to a tin can with an axe swinging merrily away.

Fix those guys and ele's will be fine. Until then, it's a desperate hunt through my list of skills until I find 8 that work effectively.


My list of craptacular ele skills:

Flare, lava arrows, stone daggers, ice spear, shock arrow - low damage
Breath of fire, firestorm - tiny AoE, high cost, long recharge
Any and all PBAoE except flame burst - long recharges, mediocre damage, and that stupid 1 second thumb up the butt period after casting
The entire line of water skills made to do damage - Vapor blade? For 15 energy I can do 2 flares worth of damage IF the other guy has no enchantments? What the hell Anet?
Unfortunately, I'm depressed now and don't feel like listing more.
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Old May 10, 2006, 09:28 PM // 21:28   #9
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Lemme get this straight, you basically want eles to be the most overpowering class in every way shape and form? I thought thw whole point of this game is that every class has its weak and strong points. As far as not enough energy, have you heard of glyphs? and glyphs also help the fact that they have long casting times.

Besides the whole point of the ele is not to spam meteor shaower and rodgorts, its to deal very large amounts of dmg in a sort amount of time.

And yes eviserate may do more dmg to one target but i'd like to see 1 warr hit 3-5 or more targets with one eviserate, so the whole more dmg in a single strike is collective targets for one attack.

As far as armor, they have 60 base AL same as every caster, and thats not a problem if u know how to stay back and if u have good monks.

And the better wand attacks is rediculose, if u want high DPS from no skills get an assassin/warrior/ranger. Anyway eles arent exactly ment to be wanding ppl to death, and even if they want to they have conjour spells

~Duke~
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Old May 10, 2006, 09:33 PM // 21:33   #10
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Quote:
Originally Posted by Tongloid Tarthwood
There seem to be a lot of threads complaining about "the ele problem" as I like to call it. I have tried to stand up for eles and I'm sick of it. Instead of complaing about or trying to prove how utterly more UBER your warrior is to my ele, let's think of some sort of solution rather than poking at a piece of dirt with a stick hoping it'll magically turn into gold. (I have got to use that metaphor more often)
Alright I can think of six ways to improve eles:

1.Energy Storage.
2.Overpowered Spells.
3.Better wand attacks.
4.Better armour.
5.Shorter cast times.
6.All of the above.

Energy Storage

Give eles a ridiculous ammount of energy so they can cast spells all day long without getting their energy depleted. This works using the warriors-are-great-because-they-don't-run-out-of-energy school of thinking. Basicly, if the ele never runs out of energy, they never stop casting high damage spells. The one flaw I see with this is that every other thing would like high-energy and will therefore choose ele because of their high energy and just use their secondary more than the actual ele.

Overpowered Spells
This idea is brilliant in its simplicity. Give elementalists high damage spells for very little cost and no exhaustion. Then elementalists fulfill their role of high damage and get lots of ele-hate which is a good things aparently because it means they are causing a huge disturbence.

Better Wand Attack
All this does is bring them up to warrior level DPSwise. That means that the warrior is not beating them with DPS and therefore the wammos with brains (what a parodoxical phrase) will have to find some other statistic to bend to their will.

Better Armour
Make 'em less squishy. Give 'em more spell time to unleash their fire fury or lightning lashing.

Shorter Cast Times

Just to stop the whole I-can-beat-your-ele-because-my-warrior-has-a-half-second-cast-time-for-everything people. No-one realy likes them so let's kill them all with our 2 second cast time meteor shower and our one second cast time rodgort's invocation.

All of the above
Do I really need an explanation? All of the above basicly means all of the above. Better armour shorter cast times, overpowered skills and better wand attacks. You can get all these things separetly, but not all at once in an ele build. Let's bring eles back from the slag-pile to rule over Guild Wars again. Yea! I say, Yea!
With all of this...an ele might be worth playing...well except for #1. Energy storage is worthless.

Its sad that you can list off this many things wrong with an ele...Too bad you didnt even scratch the surface of the real problems.

And your theoretical smart wamma will still outdamage your ele because his damage ignores armor.



Quote:
Originally Posted by Argen
Elementalists already have a huge amount of energy at their disposal. Which is how the Heal Party E/Mo exists. This is something they already have.
Actually...heal party E/mo exists because of ether prodigy. If that single spell wasnt linked to energy storage, no one would bring an ele.
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Old May 10, 2006, 09:40 PM // 21:40   #11
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Quote:
Originally Posted by Duke Slytalker
Besides the whole point of the ele is not to spam meteor shaower and rodgorts, its to deal very large amounts of dmg in a sort amount of time.

And yes eviserate may do more dmg to one target but i'd like to see 1 warr hit 3-5 or more targets with one eviserate, so the whole more dmg in a single strike is collective targets for one attack.
Erm... you mentioned two of the least crappy ele skills there are. May I ask what skills your highness is using to outdamage those? Also, warriors just got triple chop, which tends to outdamage fireball, making me cry, stomp my feet and jump up and down. Pretty much the only skills worth looking at for what you're talking about are fireball, rodgort's, and the EQ/AS combo.

Quote:
Originally Posted by Duke Slytalker
And the better wand attacks is rediculose, if u want high DPS from no skills get an assassin/warrior/ranger. Anyway eles arent exactly ment to be wanding ppl to death, and even if they want to they have conjour spells

~Duke~
Better DPS is exactly the problem here. Very, very few ele builds can out DPS a warrior even when using skills, and those builds that can are shutdown faster than a flare spammer runs out of energy (fast).
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Old May 10, 2006, 09:45 PM // 21:45   #12
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Quote:
Originally Posted by Duke Slytalker
As far as not enough energy, have you heard of glyphs? and glyphs also help the fact that they have long casting times.
There are exactly two glyphs that help with energy. One of them is elite and is used as much for the Exhaustion negation as it is for energy, and the other one is OK but is underpowered because it's a no attribute skill.

Quote:
Besides the whole point of the ele is not to spam meteor shaower and rodgorts, its to deal very large amounts of dmg in a sort amount of time.
Which is why people are complaining that they are broken. They don't deal large amounts of damage in *any* amount of time. Pick a time period; 2 seconds, 5 seconds, 10, a minute, whatever - a warrior still wins.

Quote:
And yes eviserate may do more dmg to one target but i'd like to see 1 warr hit 3-5 or more targets with one eviserate, so the whole more dmg in a single strike is collective targets for one attack.
I'd like to see you do that with any Elementalist spell in a PvP match. Aside from a random lucky shot once in every couple dozen casts or so, the only case where it happens is when multiple enemy teams are fighting over a dais in HA.
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Old May 10, 2006, 09:52 PM // 21:52   #13
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I'm not gonna quote everyone who posted back to me... A large amount of quoting already so I'll readdress. I'm an Elementalist player, enjoy the class so on and so forth... I'm in agreement that Ele's need to be upgunned, I'm just not thinking that any of the methods outlined would be viable, they are too easily duplicated by other class combo's.

Eliminate EXHAUSTION would be my first choice. Beyond that, I'm still working on my own ideas on revamping them. The AoE is here to stay, doubt we'll see it leave, so no point in bringing that back up; but I do think it should be applied to all the Kinda-AoE spells such as the Warrior AoE attacks and SS.
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Old May 10, 2006, 10:28 PM // 22:28   #14
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Quote:
Originally Posted by Argen
Eliminate EXHAUSTION would be my first choice. Beyond that, I'm still working on my own ideas on revamping them. The AoE is here to stay, doubt we'll see it leave, so no point in bringing that back up; but I do think it should be applied to all the Kinda-AoE spells such as the Warrior AoE attacks and SS.
Exhaustion, when applied properly, is one of the few good things about the Elementalist mechanics. Can you imagine what spells like Gale and Obsidian Flame would cost if they didn't cause Exhaustion? The problem is that Arenanet apparently got tired of making spells that use it well and just started slapping it on random spells, especially elites, for no good reason.
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Old May 10, 2006, 11:21 PM // 23:21   #15
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Quote:
Originally Posted by Duke Slytalker
And yes eviserate may do more dmg to one target but i'd like to see 1 warr hit 3-5 or more targets with one eviserate, so the whole more dmg in a single strike is collective targets for one attack.

have you seen triple chop?

anyway, i dont have a problem with high cast times as long as they hit for extreme damage. I wouldnt mind high cast times in pve at all, but buff the AoE size!!

Thunderstorm 30e 4s 40r
Targets in (double size of "Area") are struck by lightning bolts every 2sec for 16...36s for 38....78 dmg. This spell causes exhaustion.
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Old May 10, 2006, 11:32 PM // 23:32   #16
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Quote:
Originally Posted by Mysterial
Which is why people are complaining that they are broken. They don't deal large amounts of damage in *any* amount of time. Pick a time period; 2 seconds, 5 seconds, 10, a minute, whatever - a warrior still wins.
This seems to be the issue to me. If we agree ele's should be viable damage dealers, they must outdamage warriors over some time period. Short time period is already dominated by rangers, so that would add nothing to the game.

Thus, it seems to make sense that in a perfect world ele's would outdamage warriors over long periods of time. There are two ways to achieve this:

moderate damage, spammable spells -- things like Flame Burst or Fireball. something with a moderate packet size (60-ish) to deny spike, but with enough packets (AoE helps with that) that the total damage output is high and must be dealt with

DoT spells -- these would almost certainly want to be AoE since the only other choice is hex or condition, and that's fine, but the current DoTAoE's are too small and do too little damage

AoE is not a required mechanic, technically, but it helps increase packet number and therefore increase DPS without increasing spike potential. The trick, of course, is that the area must be large enough that you actually do hit more than 1 target. The AoE on stuff like fireball is just bonus freebie, but something like Firestorm better be big.

Long cast-time high-damage spells do NOT accomplish this task, since they would just lead to spike.

Energy Storage should be totally revamped. It should give the elementalist more ability to spam spells, and to me the obvious choice is to do like Expertise: lower the energy cost of spells.

Last edited by ghezbora; May 10, 2006 at 11:35 PM // 23:35..
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Old May 10, 2006, 11:51 PM // 23:51   #17
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Quote:
Originally Posted by Mysterial
Exhaustion, when applied properly, is one of the few good things about the Elementalist mechanics. Can you imagine what spells like Gale and Obsidian Flame would cost if they didn't cause Exhaustion? The problem is that Arenanet apparently got tired of making spells that use it well and just started slapping it on random spells, especially elites, for no good reason.
That has got to be one of my biggest gripes with eles. It seems like every elite, or at least 75%+ of them cause Exhaustion. I personally don't think that Elites SHOULD cause exhaustion, except in extreme cases. That brings up another issue, which is...Why is it that EVERY SINGLE (except Elemental Attunement) elite ele energy management spell causes Exhaustion?! It's like a slap in the face. You almost have to bring some sort of energy management elite, because regular spells don't have super strong ones, but....why should your method of gaining energy decrease the amount of energy you can gain? Ether Prodigy makes sense, just simply because it would be a tad bit too powerful otherwise (5 seconds of +6 regen on anyone is potent, so it is good to make that not a viable option). That and...what on EARTH is up with PBAoEs? Why is there that second freeze period? You already have to be in the enemy's face, not a favorable location for a spellcaster. So...why is it you should be basically stunned for a moment after using your PBAoE spell?

On another note, if you use Triple Chop and Cyclone Axe quickly enough in succession, it does trigger AI fleeing, as I recall. Just thought I'd state that.

Getting back to eles (yes, i'm slightly disjointed), AoE size is another issue. That and those oh-so-wonderful AoE spells that do damage (read: alert enemy to use, allowing flee time) and then apply a condition, such as blind, burning, etc. Overall, i think Exhaustion was applyed where it shouldn't be, especially on many elites (they should be ELITE for crying out loud!), and Energy storage doesn't help as much as would be ideal.

The problem, of course, is that you can't just go increasing energy regen pips...eles would be used JUST for that. So...it's a pain figuring out what to do. I do think that all spells with Exhaustion need to criticed to see if they really need that, and to remove it from most elites. Also, AoE spells need a bigger area of effect, especially DoT ones, cast/recharge times need to be re-examined, and PBAoEs should NOT cause you to just stand there with a big fat target sign on you for a second or so.

Relating to Exhaustion, it does serve a similar purpose to "lose all adrenaline" skills of warriors (like Final Thrust, Wild Blow, etc.) One thing to note is that...I can't think of ANY warrior elites that cause a lose of all adrenaline. If applyed to eles, that may make certain elites a tad bit strong (read: ether prodigy), but I think Exhaustion was thrown around a bit...overzealously.

Anyway, congratulations to any who followed that.
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Old May 10, 2006, 11:52 PM // 23:52   #18
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Im not sure about lower the cost of spells, but rather.. add numerous other skills in Energy Storage that are not elite that aid sufficantly in mantaining energy.

Heres two I came up with:

Fire and Ice Attunement
Enchantment Spell. For 23.. 45 seconds you are attuned to Fire and Water. You gain 15.. 33% of the Energy cost of the skill each time you use Fire or Water magic.
Energy Cost: 10 Activation Time: 2 Recharge Time: 15

(Also Attunements for Fire/Lightning, Fire/Earth, Water/Lighting, Water/Earth, and Lighting/Earth.)

Elemental Might
Enchantment Spell. For 30 seconds you gain +2 energy regen. This enchantment ends if you cast non elemental spells or after you cast 3.. 12 elemental spells.
Energy Cost: 15 Activation Time: 2 Recharge Time: 45


Hows this for a AoE damage spell?

Fire Pop
Spell. Foes in the area take 6.. 36 damage.
Energy: 10 Cast: 2 Recast: 3

36 damage in the area every 5 seconds should be pretty nasty without being ridiculous.

Last edited by Goonter; May 10, 2006 at 11:55 PM // 23:55..
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Old May 11, 2006, 12:36 AM // 00:36   #19
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Quote:
Originally Posted by Goonter
Hows this for a AoE damage spell?

Fire Pop
Spell. Foes in the area take 6.. 36 damage.
Energy: 10 Cast: 2 Recast: 3

36 damage in the area every 5 seconds should be pretty nasty without being ridiculous.
Hahaha, thats ridiculous(ly underpowered). Unless of course that damage ignores armor (I would assume no, because of the "fire pop", it would deal fire damage which = useless)...in which case its decent. Because in all honesty...6 damage every 5 seconds (factoring in armor XD ) is nothing worth taking.
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Old May 11, 2006, 12:44 AM // 00:44   #20
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Please my air ele can chain spells with no AoE and no ehaustion for over 100 pts of damage per hit and still hit the entire crowd, then finish them off by knocking them on their collective butts.
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