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Old Apr 16, 2006, 02:28 AM // 02:28   #61
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Quote:
Originally Posted by Aeon221
Oh, and eles should have their own anti interrupt spell. Rangers get one, why shouldn't we?
Glyph of Concentration.
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Old Apr 16, 2006, 02:34 AM // 02:34   #62
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Lol they do you fool. What do you think Glyph of Concentration is? Ignores Daze and cannot be interrupted, its the advanced Mantra of Concentration really in a sense. Whats the rangers anti interrupt? :S

Edit: Wow i was slow.
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Old Apr 16, 2006, 02:20 PM // 14:20   #63
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No Glyph is worth using unless the preceeding skill will make a significant impact, because it only effects the next spell.

Mantra of concentration is actually alot better, Elementist will burn just as much energy casting Glyph concentration over and over, but more importantly, Mantra lasts. If you try to use a Glyph constantly to preserve your spells, you can just as easily be disrupted wile using the glyph for 1 second before every spell, even worse if it is disabled, and it isn't uncommon to for Shutdown builds to bring casting time extenders to make that another 2 seconds casting time with any spell you use it on.

I was actually checking the Area of Effect on most of the DoT spells, and although they weren't originally so, all the DoT spells cast on enemies are all Location effects now. That being said, after much testing, 1 extra step realy isn't enough, still. Expecially for DoT spells that include exhaustion, the area could still stand to be wider, location effects are only 3 steps out from the center.

But, they may not want to make at least those spells with even wider radius. Since most anyone can walk out of these, even with movement imparaments, It may be better and more effective to simply make DoT spells last longer. That way the enemies will have to Run and Stay out, or contend with the damage and effects if they feel they need to advance.

There are alot of ways to improve these elementist skills, I realy wish A.net would accept one.

Last edited by BahamutKaiser; Apr 16, 2006 at 02:22 PM // 14:22..
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Old Apr 16, 2006, 04:53 PM // 16:53   #64
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But which one? If they accept all of them, elementalists will be too powerful.
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Old Apr 17, 2006, 02:40 AM // 02:40   #65
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No matter how long a DoT effect lasts, if you move out of it, it ceases to deal damage. Because very few areas in the game force you to take a certain path, and expecially in PvP, there is almost always room to go around, how long the spell last isn't a big balance issue. The enemy can get out of the spell just as fast as before, and will likely avoid it, unless it isn't strong enough to scare them away. This works just like a ward, it is simply warding with damage. Some skills should cost more in order to maintain Ward like DoT effects, but the easy way to do this is just lower the recast time so you can cast it as soon as it runs out.

Obviously some of them shouldn't be able to cast back to back, Like meteor shower, there are exceptions, but considering the fact that only the first 3 hits are going to land on the enemy in a DoT spell before they can get out, maybe four if they don't catch it quickly, the length of the spell should compensate as a barrier to make up for cost of the spell, knowing that it woln't realy hit the enemy that much.

Firestorm is a prime example, it last 10 seconds, and barly does any damage. Now if they bump the elemental damage for Fire, Earth and Water, the spells may be fine the way they are, but as it stands, Maelstorm may as well not do any damage at all, 12 damage a second is almost meaningless, they might as well just make it block spells, that way players don't realize they are in it til it interrupts them, if it did the damage it says it does, then it would be pretty good.

Accurate damage and more viable AoE are what I'd like to see. Considering the amount of movement a player can make in the time it takes to cast a spell, if they don't catch you and interrupt, and the ability to move out of DoT, there needs to be some improvement. I don't do the testing for A.net, they may think that elementist spells have to be that way, maybe they do. The least they could do is fix it so the spells say they do the damage they are doing now, who knows, things may improve once expansion classes become part of the game, And with larger numbers in PvP battles, there is a chance to hit even more players with each AoE, maybe it will be good enough even if it isn't now.
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Old Apr 17, 2006, 05:30 AM // 05:30   #66
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Quote:
Originally Posted by Winterclaw
But which one? If they accept all of them, elementalists will be too powerful.
I am amazed that you consider just buffing the skills making eles "too powerfull" in your opinion while knowing their current pathetic state.. I got nothing extra to say.
Have a look at Why Nukng Sucks by Ensign.

Regardz
An Elementalist.
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Old Apr 17, 2006, 05:52 AM // 05:52   #67
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i agree with pretty much everyone who has posted before me. eles do need alot of work done to them. i am not just saying this because they are pretty much my favorite class. i am saying this because it really needs to be done. but still my ele is fairly effective and for a while became wrather popular with my friends... he was an e/n.... hydromancer/minion master. i would get alot of minions going and then just slow the enemy down while my minions tore them apart. it worked very well and it still does. but yes ele's need lots of work Anet so i hope you are looking at this thread sometime Gaile.
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Old Apr 17, 2006, 06:23 AM // 06:23   #68
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Hi folks. First time posting, but I've been lurking (and playing) for a long time. My first and only character is an Elementalist. I have no trouble with energy or PvP, yet I still agree completely with the sentiment of this thread because of the sad state of nuking. Mind, I like nuking and still do it by myself when I'm exploring the continent. It's just that nuking as it is now doesn't FEEL right. An elementalist should be rewarded for his dedication to the study in arcane lore, as expressed by ridiculous skill downtimes and Exhaustion, with the power to ensure some time for reflection after the spell's application. This is not so. With the low actual damage and short condition times on most of the Elementalist's spells, the Elementalist tends to need to chain several attack spells together which, on a skill bar with only eight slots available, prevents the Elementalist from putting up any type of reasonable defense. Therefore, the nuking elementalist, with his slow spells, low defense and perhaps one form of protection will spend his career doing one of two things: being interrupted and running. This is hardly what I was hoping to sign up for when making an Elementalist. There are several ways this state could be fixed without changing either the cost or the recharge time of the skills ... these include:

1) Same damage but longer condition duration.
2) Higher damage, same condition duration.
3) Shorter casting time.
4) Spells that create AoE effects that "stick" to targets. (For example, what if Seering Heat said: Hex Spell. Target foe and all foes nearby that foe take 5-35 damage for 5 seconds. When Seering Heat ends, target foe and all foes nearby target foe are set on fire for 1-3 seconds. At least this way one foe would be disposed of, purposefully seperating himself from his compatriots while you move on to the next foe).
5) Spells that have a defensive and an offensive element without diluting both. (Such as a quick casting damage spell that knocks enemies back ... heck just add that effect to Fireball and give Fireball its old recharge time).
6) Most controverial: protections that can't be removed without extra effort, (or more and better wards). Wards, I think, are a perfect fit for elementalists, and need not be party enhancing. Imagine the following: (Melandru's Favor: Earth. Ward Spell. 5 -1- 20. For 1-18 seconds, while the caster remains within the warded area, s/he gains +10-60 armor. or: Call of the Elements: Unlinked. Elite Ward Spell. 5 - 1 - 30. For 30 seconds, while the caster remains within the warded area, s/he gains 50% of the energy cost back on all elemental skills.) The lower casting cost and recharge times compensate for the fact that the elementalist must stay still while using them ... which in turn starts to make the elementalist more akin to the steadfast spellslinger he should be.

Any one of these (although I would prefer two in combination) would help to draw the nuking elementalist back out of his solitary lifestyle and back interacting with the rest of the world. Well, that's all I have to say about it anyway. *gets off soapbox*

Last edited by Zorian Direspell; Apr 17, 2006 at 06:29 AM // 06:29..
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