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Old Mar 13, 2006, 08:29 AM // 08:29   #1
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Default The recent fire buff

All i see these days are pyromancers. Where did every other ele go?

Anet, was this fire buff really necessary? It's just a pain in the royal arse, buff the water line if anything, fire is just too friggin common.

So basically, reduce the power of fire a little bit (not to what it was before, but less than it is now) and maybe increase the lesser used elements (*cough water cough*)...all i see now is incendiary bonds searing heat, meteor...maybe a fireball here and there....

So, has anyone noticed this, or, i'm open to your opinions, just no outright flaming.
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Old Mar 13, 2006, 08:32 AM // 08:32   #2
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I think all the elementals skills need a good buff. If not I think they should just delete the hole class.
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Old Mar 13, 2006, 02:57 PM // 14:57   #3
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I don't think they should scale back fire at all. Honestly, many of the skills in the line are still garbage *coughFirestormcough*, and the prevalence of fire can most likely be attributed to all the people who were put off since the AoE update rushing back to try it out again.

With that said, I doubt you'll ever see as many water eles as other types simply because so few people in the game like to play support classes. The idea is that the elementalist is this nuking god, and when you look at their skills, fire leaps out as the damage dealer.

Whether or not I like or agree with that mindset, it's what I see out there. I'd love to see some more buffs to the elementalist, but unless water suddenly got tons of damage out of nowhere (bad idea), it will probably never be as popular as fire.

Quote:
Originally Posted by dreamhunk
I think all the elementals skills need a good buff. If not I think they should just delete the hole class.
That or rework them altogether.
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Old Mar 13, 2006, 07:25 PM // 19:25   #4
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I think it depend on where they are use. Not sure how things are in PvP, but for PvE, since mob still run away when when hit by AoE, which in term may arggo even more mobs that would result unforturnate event.
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Old Mar 13, 2006, 07:33 PM // 19:33   #5
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Huh? Fire buff? What fire buff are you talking about? I don't know about you, but I saw Firestorm lose 2 seconds of cast time (meaningless), Rodgort's Invocation get 7 points of damage (meaningless), Searing Heat gets 6 points of damage per second (meaningless), Inferno get 26 points of damage (marginal), Flame Burst get 11 points of damage (marginal), and Mark of Rodgort 15 seconds off recharge (the only really useful change in the bunch, and even that not as good as it seems due to energy costs).

That's not much of a buff, more like a token change, like "hey, we know these skills mostly suck, but we won't do much because we set up a new ladder season right afterwards and don't want to risk going too far."
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Old Mar 13, 2006, 07:46 PM // 19:46   #6
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I don't think that water needs a HUGE buff...but here's my view (I love to play water ellys):

at least double the slow duration on powers like Ice Spikes and Ice Shards (from 5 seconds to 10 seconds), and add ~15-25 max damage to the set.

Reduce all energy costs of spells with 25+ energy cost by 5 points.

And for god's sake, REMOVE EXHAUSTION FROM MAELSTROM.
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Old Mar 13, 2006, 08:02 PM // 20:02   #7
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I prefer my Geomancer to smoldering old pyromancers.
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Old Mar 13, 2006, 09:53 PM // 21:53   #8
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Well, my first character was and Ele and now she is a pretty good monk with alot of energy that can nuke a bit. She has a good focus that can get her energy to 99 and the exhaustion is not too much of a problem if she only cast MS once or twice per fight. She can Heal party for about 59. I quit using FS, and my mesmer quit using Chaos Storm because it has the same effect as FS. I usually play with one other person and we uses 4 henchies to farm the Furnace. Each of us will come out with about 5k in cash and loot if we finish the whole thing and kill about 11 bosses. The one in the forest is a bit time consumming. The Greens are mostly junk, I wish they never started them. All they did is create farming focuses. Realisticly if we are keeping the Greens any level 28 boss should be capable of dropping a green. It would keep people doing other parts of the game. Tombs is a joke soon you won't be able to give the stuff away. And the new green in the desert in a week it will be worth about 1k maybe. The greens were a fix of some kind, a bad one. They completely ruined the gold market. I don't do PvP, I think it's boring.
Basicly I think they need to rethink the whole aspect of Ele atributes and how the skills fit into the atributes. Why do some classes have 5 atributes and others only four. Equating hammer or axe with fire or water is not quite the same thing. A warrior will be eqully effective if he brings eithor and would not even consider putting some in hammer and axe, but and ele might like to have skills from more than one area of expertise. Or making each area of atribute equal for an Ele. So there would be a MS level hit spell in each atribute and a protect in each atribute. If fire were equal to air the way axe is to sword this would be better. It would also make more people want to play the other atributes of Ele. I can tell you how mad I get when I cast my MS and it gets interupted by an arrow and I still loose the energy and get exhausted. I'd love to bring some of the protect skills of water or earth but who can afford to use more than 3 atributes. I'm using fire, energy and healing where a warrior can use axe, strength and tactics and benifit from my healing him.
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Old Mar 13, 2006, 09:58 PM // 21:58   #9
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Reduce Fire? I think it still needs some buffing. As Dream said, all the elemental spells still need a buff.
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Old Mar 13, 2006, 11:37 PM // 23:37   #10
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Quote:
Originally Posted by Bloodied Blade
I don't think that water needs a HUGE buff...but here's my view (I love to play water ellys):

at least double the slow duration on powers like Ice Spikes and Ice Shards (from 5 seconds to 10 seconds), and add ~15-25 max damage to the set.

Reduce all energy costs of spells with 25+ energy cost by 5 points.

And for god's sake, REMOVE EXHAUSTION FROM MAELSTROM.
LOL you must be joking.

Neither of those skills need a longer duration. Ice spikes is aoe so can do a 6 second slow on multiple targets. Hitting 2-3 targets will give a 12-18 seconds of slowness. You are crazy if you think ice shards should be increased to 10. It recharges in 10 seconds with a 1 sec cast. You could keep a target constantly snared with a hex. That would be so much worse than cripple shot and that was reduced for a reason.

The buffs to fire seem small but they are in balance. They have to account for a team of 8 spiking the same spell on a target. Then they can know how much they need to increase or decrease.

Take the a 10 dmg increase to a spell. With 8 eles that would be an 80 dmg increase. 80 dmg is not marginal by any means. Now take all the dmg increase and multiply by 8. They are all within balance for the current game.
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Old Mar 14, 2006, 12:34 AM // 00:34   #11
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Quote:
Originally Posted by twicky_kid
LOL you must be joking.

Neither of those skills need a longer duration. Ice spikes is aoe so can do a 6 second slow on multiple targets. Hitting 2-3 targets will give a 12-18 seconds of slowness. You are crazy if you think ice shards should be increased to 10. It recharges in 10 seconds with a 1 sec cast. You could keep a target constantly snared with a hex. That would be so much worse than cripple shot and that was reduced for a reason.
Crippling Shot was nerfed because a) it kept *multiple targets* slowed constantly and b) because it was damn near free for a Ranger with enough Expertise. You could spam it all day. You can pretty much never say that about Elementalist spells, at least not ones with any real effect. Ice Spikes and Shard Storm are both bad spells, although I'd decrease recharge rather than increase duration. Water elementalists have serious problems casting because their skill recharges are even worse than the other lines and they're waiting for skills to recharge all the time.

Quote:
The buffs to fire seem small but they are in balance. They have to account for a team of 8 spiking the same spell on a target. Then they can know how much they need to increase or decrease.

Take the a 10 dmg increase to a spell. With 8 eles that would be an 80 dmg increase. 80 dmg is not marginal by any means. Now take all the dmg increase and multiply by 8. They are all within balance for the current game.
Not really, when you consider that a few ranger spikers can vastly outdamage any Elementalist spike by a huge margin. Even in the arenas I'd rather have a Ranger spamming Savage/Punishing/Distracting rather than a so-called Elementalist "spiker" (which rarely has any real spiking potential solo). Not to mention that 8 elementalists would be slaughtered by any real build.

If you want all the numbers to back that up, go read Ensign's thread "Why Nuking Sucks". It's really pretty obvious when you take the time to look at it.
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Old Mar 14, 2006, 01:10 AM // 01:10   #12
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Quote:
Originally Posted by Bloodied Blade
I don't think that water needs a HUGE buff...but here's my view (I love to play water ellys):

at least double the slow duration on powers like Ice Spikes and Ice Shards (from 5 seconds to 10 seconds), and add ~15-25 max damage to the set.

Reduce all energy costs of spells with 25+ energy cost by 5 points.

And for god's sake, REMOVE EXHAUSTION FROM MAELSTROM.
All your mention are what water spell used to be during BWE and WPE (except the energy part). It was clearly overpowering every other element out there, the nerf was justifiable.

Soul Barb + any old water spell = 120+ dmg
Mael storm was casted triple times by mesemer.
etc
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