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Old May 14, 2006, 07:28 PM // 19:28   #1
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Default Elementalist Factions Skills

Ok I think I speak for everyone playing an Ele when I say we got totally shafted on the new skills. Theres only a handful worth really putting in your skillbar. Anyway heres some suggestions to make some of these new faction skill really worth something:

Lightning Hammer: Add a KD effect, for 25 cost this is way too high for 2 second cast instant hit spell that is exactly the same as lightning orb. This skill is dying to get a KD added to it. This would make it more useful to all eles in KD builds and wouldn't be cheap due to the cost.

Vapor Blade: Have Vapor Blade remove an enchantment when it deal half damage. Come on now, eles have no attacks that can strip enchantments just removing one wouldnt hurt and maybe to make it fair the spell's recharge can be upped to 10. Either that or make the damage armor piercing. I mean this spell is useless as it is because almost everyone is always enchanted and the damage is still not armor piercing so even without enchantments the damage vapor blade deals still doesn't cut it. There's no point in using this skill as it is now.

Energy Boon: Change this spell to become a normal skill instead of elite. Theres no point in swapping Second Wind or Energy Boon for prodigy. You can't cure exhaustion and depending on these two skills for energy management just gets you in trouble later.

Smoldering Embers: Burn duration needs to be higher. Or how about rechanging the skill to say if the opponent is moving while smoldering embers ends smoldering embers is renewed for X number of seconds. Then the cost can be upped to 10 or the recharge time can be upped.

This is just my two cents on some of the new skills.
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Old May 14, 2006, 08:12 PM // 20:12   #2
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I agree with everything here but Energy Boon. It should be boosted but it still should be an elite.

/signed
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Old May 14, 2006, 09:08 PM // 21:08   #3
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we have enough e-management elities really...
Aside from that: Energy for life = fair trade off. Energy for exhaustion = sick joke.
Besides at lvl13 energy storage you'd get 19 energy from this spell. Not exactly leet when most of ele spells are 15-25 energy. Now subtract 5 energy you've wasted casting it and exhaustion and you left with pile of crap which probably wouldn't make it onto my skillbar even if it wasnt elite spell.

to OP:
Also you forgot that Lightning Orb has 5 seconds recharge and Lightning Hammer 15, which makes it even more useless.

Totaly agree on Smoldering Embers. We already have Immolate which does 3 seconds of burning with no conditions. If you add condition you have to up burning time significantly.

Last edited by Ira Blinks; May 14, 2006 at 09:11 PM // 21:11..
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Old May 14, 2006, 09:24 PM // 21:24   #4
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I think some of the elemental skillls rock, but they could be alot better. There was not alot of new skills for elemental they could have been better.
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Old May 14, 2006, 10:18 PM // 22:18   #5
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Lightning Hammer is not a projectile
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Old May 15, 2006, 12:40 AM // 00:40   #6
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Improved accuracy isn't worth 10 energy and 3 times longer recharge, the worst part about elementist is not being able to use powerful skills often enough to make an impact, if you can only fling it 4 times a minute then you can't realy get a good smack in.

I think 25 energy would be an acceptable cost for Lightning hammer if you could reuse it, being able to ensure it hits, and attack through barriers is an advantage, but with 15 second cast time, it isn't very valuable, I would rather repeat lightning strike twice for a fraction(2/5) of the cost.

I hope at some point they get around to adding new types of skills, like the channeling skills I suggested recently.
http://www.guildwarsguru.com/forum/s....php?t=3031830

And It would be realy nice if they added a good exhaustion removal skill in energy storage, something that is reasonably cost effective and readily reuseable. A glyph which overcomes the effect of exhaustion or at least cuts it in half wouldn't be bad either.

There are good uses for alot of elementist skills, but there are alot of natural situations which make many skills and builds obsolete, expecially compared to other classes. It seems elementist just gets charged more because he is richer in energy, yet he just runs out and then can't do anything anymore.

I would realy appreciate a permenant energy regen skill too, a skill that increases energy regeneration by a little bit just by being equipted, based on energy storage. With 1-3 points of regeneration, it would provide the amount of regen an elementist needs to accompany his large energy reserves.

Last edited by BahamutKaiser; May 15, 2006 at 12:52 AM // 00:52..
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Old May 15, 2006, 03:53 AM // 03:53   #7
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Yeah with the energy boon thing I was more or less trying to point out a problem in there being no normal skills to help an elementalist with energy management. It seems that if you want to play an effective elementalist you have to have some kind of energy booster. With skills like obsidian flame, EQ, and Maelstrom rampant in the incurable exhaustion (which kills the point of having high energy in the first place) it seems like trying to use ither elite spells like Shockwave, Mirror of Ice, or Shatterstone is simply going to hurt you since you wont have any way to manage your exhaustion and dwindling energy. I would suggest some kind of normal skill that makes a life sacrifice for energy or something of that sort. Elementalists are already hurting as it is and being a spent cannon after 30 seconds doesn't help much either. Whats the point of having all these nice elite high grade skills when you have to sacrifice all your good ways of managing energy to use them?
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Old May 15, 2006, 04:02 AM // 04:02   #8
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Being able to put a second earthquake on the skill bar seemed to be the most "useful" thing added offhand for eles with the expansion. The ranged blind if they are k/d really needs to be .75s though on the cast time. Its not like eles get stonefist gauntlets or anything to really streach out the k/d duration to give a little breathing room to get the spell off sucessfully.

I feel the way the channeling skill set for the ritualist feels like its by far more setup to stream out spells consistaintly while performing other effects than the majority of elementalist skills. There are a few useful ones here and there, but sadly the most useful elementalist skills appear to be energy manipulation. The irony is that an elementalist must use them in order to maintain a parity with other professions in terms of energy recovery rate verus pool size. This is ignoring entirely the exhaustion issue or the skill energy costs involved. The biggest insult to this is the ranger expertise being passive, while combining with the zealous weapon mod amplifying the regen pips innately and effectivly increasing pool size; but that is an entirely different conversation.
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