Aug 26, 2005, 05:37 AM // 05:37
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#121
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Academy Page
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wtf!! i was playing just now and there was an announcement(blue font) that pvp extreme will start in about 2 hours!! is that a joke? did somebody screw up at anet? i should capped a screenie but it said that the announcement is already at guidwars.com, but it still aint.
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Aug 26, 2005, 05:40 AM // 05:40
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#122
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Forge Runner
Join Date: Jul 2005
Location: Grind is subjective
Guild: learn this please
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official changes are up
whee
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Aug 26, 2005, 05:55 AM // 05:55
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#123
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Academy Page
Join Date: May 2005
Location: Farnham, Quebec, Canada
Guild: The Phoenix Brotherhood [TPB]
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Oh damn, looks like Prot bond didn't escape the nerfbat massacre
Quote:
Protective Bond: Energy lost per hit increased to 6..3
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PS: You can check the full list out here.
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Aug 26, 2005, 06:19 AM // 06:19
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#124
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Academy Page
Join Date: Jul 2005
Profession: W/
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that's based on the 0-15 scale, it did get nerfed.
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Aug 26, 2005, 07:17 AM // 07:17
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#125
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Academy Page
Join Date: May 2005
Location: Farnham, Quebec, Canada
Guild: The Phoenix Brotherhood [TPB]
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Quote:
Originally Posted by Jake
that's based on the 0-15 scale, it did get nerfed.
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That's what I said, doofus!
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Aug 26, 2005, 07:43 AM // 07:43
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#126
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Academy Page
Join Date: Jul 2005
Profession: W/
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Meh... thought you said it avoided the nerfbat... I'm tired.
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Aug 26, 2005, 08:34 AM // 08:34
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#127
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Desert Nomad
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Quote:
Originally Posted by Ensign
See that's the thing. Elementalists are good at spikes, right? Well, not really. They're good at spikes that consist of *a single spell*. After that cast times and recharge times completely hedge them out compared to Warriors or Rangers who simply attack faster.
Let's look at very short, spike style timeframes - say, two seconds. The very best an Air Elementalist can do within that time is a Lightning Orb followed by a Lightning Strike. Against a Monk that's 210 damage, 140 from the Orb and 70 from the Strike at level 16. Really easy to calculate, 210 damage over 1.75 seconds for 120 spike DPS.
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Actually you would need to look at the time from the first spell impact of when to start the timer. It doesnt change a whole lot, but also use say archane echo with lightning orb instead of being forced to change skills. Being able to chain orbs would be akin to a ranger being able to chain damage via preperation+enchantments+attack skills+spirits+bowstring ect. The difference is that the ranger damage still fits under protective spirit, while the elementalist does not and yet all the "bonus" damage the ranger inflicts does not also get applied to AL resistance. That needs to get adjusted to where either the ranger adds all the damage together (see strength of honor) versus dealing in seperate pieces (see the conjure series). I have also noticed that the seperate pieces can ignore things like iron mist. There is also the question of the difference in refresh timers between ranger skills and others, but that is a different discussion really as there really isnt an "aftercast" involved with attack skills.
As far as your rhetorical question is concerned, there is gale, but it does reduce dps, but can be used to create limited knockdown lock, even though it is counterable.
Quote:
Originally Posted by Ensign
As I see it, the *only* reason to run a 'normal' Elementalist is because there is more block and evade and other physical hate than you can avoid, so you start running markedly inferior characters just because they can get around it.
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True, but rangers can work around that via aoe arrow attack options like kindle, which needs to be stopped. There are also fewer methods that stop ranged attacks specifically. There is no ward against projectiles, for instance. The first and last time i tried to use swirling aura, i had the luck to get a ranger with kindle not liking the way i looked and every attack the ranger fired landed .
Quote:
Originally Posted by Ensign
Meteor Shower and Maelstrom? Definitely. Those skills are dangerous, not as much for damage, but for the disruption and havoc they bring to the battlefield. Firestorm shouldn't even be mentioned in this conversation - that skill is flat out unplayable in PvP, the damage is abysmal and the only reason you should ever use it is because you can train big mobs to clump up and stand in it in PvE.
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You would still need to take it in the context of the trap implication. Yeah one firestorm wouldnt do much, but what about 7-10 in the same location? Yeah the areas of effect are not that big (traps feel bigger when the timer runs out and self trigger), but the effect would be similar in application. The idea is kinda silly as that many spell animations in that kind of density could lag people out like spirit spam did, but something does need to be done about the persisting spells of that nature that dont bypass armor, have a meaningful side effect, have massive cast times, have massive recast times, and other drawbacks from use when the target can just walk out of the aoe.
Quote:
Originally Posted by Ensign
The Elementalist can deal just as much if not more damage with the Smiting line than a Monk, since you have the energy to power it. You should try it, Zealot's Fire is the best element.
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The problem with zealots fire, is that you are doing something else and getting the bonus effect of damage from each cast. Considering the duration of zealot's fire combined with the uptime versus downtime, it should be more flare like scaled . In other words, single target affected (no aoe) and probably half the damage it does currently as it is a triggered effect similar to the conjure line, but not dependant on the target to actually do anything. I am still rather shocked that smiting also got the damage shields and balthazar's aura instead of an elementalist. Those kinds of things is something i would have expected from the fire elementalist line as it is almost completely devoid of enchantments/hexes.
Quote:
Originally Posted by Ensign
I'm not really concerned with that for spikes - I'm concerned with how much damage I can pack into, say, 2 seconds. Warriors and Rangers just have great attack speeds and attack speed boosts, while Elementalists are stuck having to go through the entire cast animation every time. Give Elementalists a Tiger's Fury for casting speed and I'll shut up on this argument right now.
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That sounds more like a targeted mesmer buff to me under the fast casting attribute.
Quote:
Originally Posted by Ensign
I don't think they'd ever disappear entirely - there's still great stuff like Wards, and Gale, and Ether Renewal is still retardedly overpowered. But there's not a lot to 'em so if the perks of running some of the Elementalist secondaries weren't there anymore they'd be reduced to niche secondary professions. Still present, but not really.
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Ether renewal is retardedly overpowered when used with the monk lines of spells. It is fine in any other format. I think that is more of a reflection on the power monks weild personally.
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Aug 26, 2005, 09:22 AM // 09:22
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#128
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Ascalonian Squire
Join Date: Aug 2005
Guild: Vampire Counts
Profession: Me/
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and there were no buffs to enchantment removal... let the healing balls begin
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Aug 26, 2005, 12:41 PM // 12:41
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#129
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Frost Gate Guardian
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Quote:
Originally Posted by Phades
Actually you would need to look at the time from the first spell impact of when to start the timer. It doesnt change a whole lot, but also use say archane echo with lightning orb instead of being forced to change skills. Being able to chain orbs would be akin to a ranger being able to chain damage via preperation+enchantments+attack skills+spirits+bowstring ect. The difference is that the ranger damage still fits under protective spirit, while the elementalist does not and yet all the "bonus" damage the ranger inflicts does not also get applied to AL resistance. That needs to get adjusted to where either the ranger adds all the damage together (see strength of honor) versus dealing in seperate pieces (see the conjure series). I have also noticed that the seperate pieces can ignore things like iron mist. There is also the question of the difference in refresh timers between ranger skills and others, but that is a different discussion really as there really isnt an "aftercast" involved with attack skills.
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Ensign did look at the amount of time it took from Lightning Orb impact to Lightning Strike hit. 2 seconds: Lightning orb hit -> Lightning orb aftercast (.75 sec) -> Lightning Strike activation (not instant, rounded to .25 sec) -> lightning strike cast time (1 sec) -> lightning strike hit. Two seconds.
Rangers don't get owned by prot spirit, but they have their own counter from shielding hands (which absolutely castrates the separate small damage packets, but minimally affects big elementalist hits). A "fix" to that isn't the answer.
A straightforward fix is making elementalist spells/spellcasting buffable, like how warriors/rangers are (and I'm not counting crap like MoR or TC, though those certainly help). Personally I'd like to see some more creative options, though, in making elementalist damage dealing not hinge on only straight direct damage spellcasting.
Quote:
Originally Posted by Phades
That sounds more like a targeted mesmer buff to me under the fast casting attribute.
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I see no problems with having some Energy Storage linked casting speed buff (well, as long as you have a corresponding nerf to stupid crap like Ether Renewal. And no, this imaginary casting speed buff shouldn't be elite.).
Quote:
Originally Posted by Phades
Ether renewal is retardedly overpowered when used with the monk lines of spells. It is fine in any other format. I think that is more of a reflection on the power monks weild personally.
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What, you advocate some nerf as to how Monks use their spells rather than rebalancing one elite?
Last edited by Keure; Aug 26, 2005 at 12:53 PM // 12:53..
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Aug 26, 2005, 04:49 PM // 16:49
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#130
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Desert Nomad
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Quote:
Originally Posted by Keure
Ensign did look at the amount of time it took from Lightning Orb impact to Lightning Strike hit. 2 seconds: Lightning orb hit -> Lightning orb aftercast (.75 sec) -> Lightning Strike activation (not instant, rounded to .25 sec) -> lightning strike cast time (1 sec) -> lightning strike hit. Two seconds.
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The only problem with that, is there is dead time for one job, while there is none in the "rounded" time frame.
Quote:
Originally Posted by Keure
Rangers don't get owned by prot spirit, but they have their own counter from shielding hands (which absolutely castrates the separate small damage packets, but minimally affects big elementalist hits). A "fix" to that isn't the answer.
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The problem is that is the only method that does large damage and small packets. Even so, the overall loss is more like hitting a target with life bond against caster AL targets, opposed to a 160ish spell or damage effect getting chopped down to the 40pt range and being unavailable for longer periods of time than the next bow attack. The same could be said for the heavy hitting, large arenalin cost skills. Rangers have the luxury of relativly low cost, quick use/reuse, and flexible attack range.
Quote:
Originally Posted by Keure
A straightforward fix is making elementalist spells/spellcasting buffable, like how warriors/rangers are (and I'm not counting crap like MoR or TC, though those certainly help). Personally I'd like to see some more creative options, though, in making elementalist damage dealing not hinge on only straight direct damage spellcasting.
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I dont see any mechanics currently that would support something like that, unless you are suggesting that elementalists start getting stances or shouts. The glyphs are fairly unique, but they are far too limited, uptime consuming, and non-stackable. The best you could hope for would be cross elemental synergy ala lightning touch, but that particular skill is horribly underpowered. I would expect something like that to be parallel to healing touch in strength, if not greater considering how conditional it is, the energy cost, and the recharge time.
Quote:
Originally Posted by Keure
I see no problems with having some Energy Storage linked casting speed buff (well, as long as you have a corresponding nerf to stupid crap like Ether Renewal. And no, this imaginary casting speed buff shouldn't be elite.).
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It doesnt fit the theme, while ether prodigy, renewal, and restoration do. This is the same premis as to why chain lightning was toned back.
Quote:
Originally Posted by Keure
What, you advocate some nerf as to how Monks use their spells rather than rebalancing one elite?
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The thing is, monks using ether renewal has jack and squat to do with ether renewal being what it is. It is elementalists taking advantage of the lack of down time, low cost, and combined with a wide selection of enchantments that inflate the skill beyond what it would do with any other job combination. Monk skills have no direct parallel or opposition for use time, effect, reuse time, and cost. This is why they are able to be abused by the elementalist and is the reason for the problem. This is why cross class balancing has to occur as well as balancing within the same class between different skill lines.
Last edited by Phades; Aug 26, 2005 at 04:52 PM // 16:52..
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Aug 26, 2005, 05:01 PM // 17:01
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#131
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Ascalonian Squire
Join Date: Jul 2005
Guild: Warriors of the Blade
Profession: E/Me
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Quote:
Meteor: lowered Energy cost to 5
Fireball: lowered Energy cost to 10 and recharge time to 7
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Everyone knows fire was (and still is) underpowered in PvP, BUT it's the best ele attribute in PvE, and now it becomes even more powerfull.
It's just stupid that Anet only cares about PvP, and doesn't even think about PvE at all.
And of course all ele's will be switching to Fire when more PvE content comes out with not-fire-immune monsters...
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Aug 26, 2005, 05:08 PM // 17:08
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#132
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Desert Nomad
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The new energy cost for meteor doesnt matter much, the more limiting factors it has is the cast time and recast times. I never had to worry about exhasution as a fire elementalist, due to how slow cycling their spells were, compared to say air for instance.
Also, 1 knockdown delivered after 3s cast time, with fireball damage is not that super for disrution or damage.
They did up the efficency though and gave slightly more damage per second with the fireball change. This really isnt something to complain about.
Hell a ?/e using malestorm powered with glyph of energy has more disruption power than meteor and it is ready just as often.
Last edited by Phades; Aug 26, 2005 at 05:10 PM // 17:10..
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Aug 26, 2005, 09:08 PM // 21:08
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#133
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Quote:
Originally Posted by Phades
Actually you would need to look at the time from the first spell impact of when to start the timer.
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Well I used the time from when the first spell finishes casting to the time when the second spell finishes casting - the actual cast time of the first spell was discounted completely. I didn't consider the flight time of a Lightning Orb though that could be taken into account - I guess I'm too used to doing that particular spike with Chain Lightning to think about it.
Quote:
Originally Posted by Phades
It doesnt change a whole lot, but also use say archane echo with lightning orb instead of being forced to change skills.
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You could do that but it makes the spike a whole lot weaker because of the longer casting time of Lightning Orb - 280 damage over 2.75 seconds or 101 Spike DPS. If you can even consider something that lasts almost 3 seconds a spike - a Monk has to be asleep for him not to respond to the second Orb.
Quote:
Originally Posted by Phades
Being able to chain orbs would be akin to a ranger being able to chain damage via preperation+enchantments+attack skills+spirits+bowstring ect.
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Well, no, not really, because while Warrior and Ranger hits come in either simultaneously (from damage buffs) or in very quick succession (less than a second after the previous hit), the Elementalist chains have extremely obvious gaps in the damage. A Quick Shot guy lands 5 arrows in 2 seconds. The Eviscerate -> Executioner's spike doesn't even take a full second. Orb followed by Orb takes 2.75 seconds, which gives you plenty of reaction time. I treat two seconds as a general maximum for a real damage spike, after that you're going back and forth with the Monks.
Quote:
Originally Posted by Phades
The difference is that the ranger damage still fits under protective spirit, while the elementalist does not and yet all the "bonus" damage the ranger inflicts does not also get applied to AL resistance.
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All the damage stacks get reduced by Shielding Hands, though. Different offense, different solutions. I really don't see a problem.
Quote:
Originally Posted by Phades
There is also the question of the difference in refresh timers between ranger skills and others, but that is a different discussion really as there really isnt an "aftercast" involved with attack skills.
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Sure, recharges are a different discussion that I wasn't looking at, but we could and the Elementalist will get smoked. I was looking solely at short-term damage spikes (under two seconds), and in that realm Elementalists really don't distinguish themselves even if intuitively they would.
Quote:
Originally Posted by Phades
As far as your rhetorical question is concerned, there is gale
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Which is one of only two Air spells that I've used in the last two months. The other is Windborne Speed which has some fun utility on Relic maps.
Quote:
Originally Posted by Phades
True, but rangers can work around that via aoe arrow attack options like kindle, which needs to be stopped. There are also fewer methods that stop ranged attacks specifically.
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Sure, Rangers are the hardest of the 3 attack classes to hate out - sure there's stuff like Aegis and Guardian and Shielding Hands and all that gets used, but there's your Protection Monk. Not a lot you can do beyond that. Stuff like Shields Up gets heavily nullified by Kindle or Greater Conflag or elemental bowstrings. Then you have stuff like Incendiary Arrows which interrupts even if it's blocked or evaded, or Ignite Arrows which doesn't care about anything, really. Your damage options are just great.
Quote:
Originally Posted by Phades
Yeah one firestorm wouldnt do much, but what about 7-10 in the same location?
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What about 7-10 copies of an actually good skill in the same location?
Quote:
Originally Posted by Phades
but something does need to be done about the persisting spells of that nature that dont bypass armor, have a meaningful side effect, have massive cast times, have massive recast times, and other drawbacks from use when the target can just walk out of the aoe.
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Well the option right now is just 'relegate that skill to PvE', but I can't say I exactly like that option when the mechanic in question is a pretty big part of the Fire line.
Quote:
Originally Posted by Phades
Considering the duration of zealot's fire combined with the uptime versus downtime, it should be more flare like scaled
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Well, hey, we could sit here and talk about what we think the skill *should* do, but it doesn't do what we think it should do, it does what it says it does in game. What it does happens to be downright retarded. Now the people who balance this here game here decided, for whatever reason, that the skill wasn't a problem, so I guess they're fine with Smiting being the best element. So at least for the time being Zealot's Fire needs to be a key argument in any Elementalist debate because that skill alone beats out just about everything that an Elementalist can dish out with its own skills.
Quote:
Originally Posted by Phades
That sounds more like a targeted mesmer buff to me under the fast casting attribute.
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Could be, but they probably wouldn't put it anywhere because it steps on the Fast Casting attribute too much. To have the same kind of effect as Tiger's Fury you'd need a stance that gave the equivilent of around 9-10 levels of Fast Casting, and even then things wouldn't catch up because of that pesky aftercast. With aftercasts you'd need something like a level 20 FC equivilent to make Air Spike hit as hard as a Ranger. Yeah, right, don't see that coming.
Quote:
Originally Posted by Phades
Ether renewal is retardedly overpowered when used with the monk lines of spells.
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You added a bunch of extra words there. Ether Renewal is retardedly overpowered. The only thing you need to make it overpowered is a second enchantment so that you get back 10 energy per cast. With another enchantment on your character and spells with a one second cast time, you're getting back ~60 energy per cast of Ether Renewal. Add another enchantment (say, running Conjure + Attunement + Ether Renewal), and you're getting back ~90 energy per cast. Every 30 seconds. Hi, I'm retarded.
Perhaps the point is that Ether Renewal sucks with Elementalist skills, because Elementalist skills are overcosted, underpowered, slow, and on long cooldowns that give them no synergy with Ether Renewal. That I can agree with. Ether Renewal is going to be overpowered in any build that can run multiple enchantment and some fast casting spells. It's really that simple. That the Elementalist can't take advantage of this in any meaningful way is just yet another knock on the class.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Aug 27, 2005, 01:19 AM // 01:19
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#134
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Academy Page
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Quote:
Originally Posted by Ensign
Air Spike fell out of the metagame once people started preparing for it - it is not a strategy that deals with even a token amount of resistance well at all.
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Im not advocating that pure air gank is still effective strategy for the meta game. Im simply saying that air dmg is still good enough to be usable. for the sakes of example, in the last month of sB playing Tombs (before spirit spamming became FotM) we were using 2-3 air eles among other ways of dealing dmg. Even though most of the better teams at the time caught up with the strategy to counter air spikes our build was still very effective. Dummy targets + switching targets + aoe dmg (smite) opens opportunities for a successful spikes. As far as one-trick-ponny builds go, hey are all easy to counter whether you run eles, wars, or rangers.
Quote:
Buffing up damage that much (around 20%) would put Air Spike on par with what a buffed Warrior can do.
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Well lets take a look at LS dealing 85 dmg as in one of your examples. Energy cost of LS under AA will be 3 energy. If you Echo LS you will be able to do 170 dmg on a target with 60AL about every 5 seconds and it will only cost 6 energy, +5 energy from Echo. Considering that you are working with about 73-80 energy pool means that you have unlimited energy pool to simply spam this one spell. Now if you compare an air ele with 85 dmg LS to a warrior, air ele is gonna look insanely good. For one a prot monk can always tell who is going to be a target when playing against a warrior team. However, thats not the case with with ranged attacks, so monks can only response to dmg rather than preventing it a head of a time.
Quote:
If Air Spike did enough damage to potentially one-hit kill an unprepared target, then teams will have to prepare for it and bring proactive defenses and plans of attack for Elementalist teams. <...> Making teams bring a copy of Fertile to diffuse the first couple spikes, or a Mesmer that can take out a spiker to let the Monks keep up, to a Ward, or a bunch of other things you can do to beat up an Elementalist spike group - is forcing a team to bring at least one of those answers too much to ask?
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Well putting Protective Spirit on after the initial volley was never an effective plan against Chain + Lingering, or even against Warrior or Ranger spikes these days. You need to get it up before then, you need a proactive defense like Aegis or a Ward or a Fertile. In the case of an Elementalist spike team, *one* Mesmer can almost singlehandedly beat their build. They need everyone functioning properly to instakill, and if you lock down even a single opponent, it's GG.
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From my experience, people already bring counters to spike dmg including the ones you have mentioned.
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Honestly, I don't think either of the proposed skills would be worth echoing. They aren't anything special like Chain Lightning was (the big draw of that skill wasn't just that it spiked hard, but it spiked hard on *several targets*), and don't deal damage that any experienced team hasn't seen already.
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In my opinion Chain wasnt all THAT GREAT before the nerf. While its a good "first spike" spell you simply couldnt keep up spamming it unlike Orb, thus making Orb more appealing for Echoing it in the long run.
I believe its the AoE ele spells should be tweaked to make them usable in high end PvP rather than single target spells that can add up a decent spike already.
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Aug 27, 2005, 02:26 AM // 02:26
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#135
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Desert Nomad
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Quote:
Originally Posted by Ensign
Well I used the time from when the first spell finishes casting to the time when the second spell finishes casting - the actual cast time of the first spell was discounted completely. I didn't consider the flight time of a Lightning Orb though that could be taken into account - I guess I'm too used to doing that particular spike with Chain Lightning to think about it.
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I dunno, typically by the time the orb hits the aftercast has already sorted its self. I suppose the monks on the other team could predict who the orb in flight will strike.
There is a problem with arguing damage up front and reversing it into damage over time. In every instance in a rpg, typically damage up front takes a back seat to damage over time, while in virtually every other game the reverse is true because of how it nullifies potential damage over time. You outlined this problem earlier with scaling comments earlier.
Quote:
Originally Posted by Ensign
All the damage stacks get reduced by Shielding Hands, though. Different offense, different solutions. I really don't see a problem.
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Compare uptime versus downtime, then judge it against the overal effect against attacks that dont have less of a pause between hits. A better comparison would be to judge a spell hit like orb, that happens to get thrown out by rof, while a rapid chain of hits via physical means getting soaked into mark of protection. Even that comparison isnt all that great.
Quote:
Originally Posted by Ensign
Sure, recharges are a different discussion that I wasn't looking at, but we could and the Elementalist will get smoked. I was looking solely at short-term damage spikes (under two seconds), and in that realm Elementalists really don't distinguish themselves even if intuitively they would.
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Which is essentially why elementalists are forced to do all their damage up front or not at all basically. It is partially also my angle against monks who are not forced to do all of their healing up front, or protection up front, so to speak, they only have to prevent that last of damage. They are limited by skill options and aftercast; even warriors have to wait for their big damage dealers. This is why i cant understand how people stated that rangers suck(ed) for so long prior to the previous NR change (not the current one).
Quote:
Originally Posted by Ensign
Which is one of only two Air spells that I've used in the last two months. The other is Windborne Speed which has some fun utility on Relic maps.
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Strange choice for windborn, i would have guessed armor of mist before that one. Better duration and defense, not as sustainable, but having to stop as often to use. Must have been a NR consideration.
Quote:
Originally Posted by Ensign
Sure, Rangers are the hardest of the 3 attack classes to hate out - sure there's stuff like Aegis and Guardian and Shielding Hands and all that gets used, but there's your Protection Monk. Not a lot you can do beyond that. Stuff like Shields Up gets heavily nullified by Kindle or Greater Conflag or elemental bowstrings. Then you have stuff like Incendiary Arrows which interrupts even if it's blocked or evaded, or Ignite Arrows which doesn't care about anything, really. Your damage options are just great.
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I guess im the only one that sees a problem with that, oh well.
Quote:
Originally Posted by Ensign
What about 7-10 copies of an actually good skill in the same location?
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Overkill, but you get the idea. The way that particular skill, like others, is scaled very poorly.
Quote:
Originally Posted by Ensign
Well the option right now is just 'relegate that skill to PvE', but I can't say I exactly like that option when the mechanic in question is a pretty big part of the Fire line.
Well, hey, we could sit here and talk about what we think the skill *should* do, but it doesn't do what we think it should do, it does what it says it does in game. What it does happens to be downright retarded. Now the people who balance this here game here decided, for whatever reason, that the skill wasn't a problem, so I guess they're fine with Smiting being the best element. So at least for the time being Zealot's Fire needs to be a key argument in any Elementalist debate because that skill alone beats out just about everything that an Elementalist can dish out with its own skills.
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I didnt expect apathy from you, as change can happen. I am just holding out the small hope that there is not some kind of religous angle involved with the design concepts here. Ive seen arguments elsewhere that would suggest that monks(clerics, priests whatever) should be all powerful, but they werent in other formats. You might have seen some of them before the ,"my character weilds the power of god" kind of thing trying to justify it. Fortunatly in this game one character cant do everything at the same time that is available to the character, but there are plenty of setups that do more than others with the same skill slots. Usually these are more of the multi-purpose style skills opposed to simple synergies.
Quote:
Originally Posted by Ensign
Could be, but they probably wouldn't put it anywhere because it steps on the Fast Casting attribute too much. To have the same kind of effect as Tiger's Fury you'd need a stance that gave the equivilent of around 9-10 levels of Fast Casting, and even then things wouldn't catch up because of that pesky aftercast. With aftercasts you'd need something like a level 20 FC equivilent to make Air Spike hit as hard as a Ranger. Yeah, right, don't see that coming.
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Wouldnt that be like saying a skill under expertise that mimics expertise stepping on the toes of expertise? The class posessing the skill in this instance wouldnt gain much benefit from it, but could lend it to other classes. It would only really benefit necros and elementalists and perhaps the occasional restore life spell, but beyond that it would be rather marginal.
Or you could just take the bat back out again and give rangers something to really be upset about. That wouldnt be the best solution though considering the quantities monks are able to heal and prevent.
Quote:
Originally Posted by Ensign
You added a bunch of extra words there. Ether Renewal is retardedly overpowered. The only thing you need to make it overpowered is a second enchantment so that you get back 10 energy per cast. With another enchantment on your character and spells with a one second cast time, you're getting back ~60 energy per cast of Ether Renewal. Add another enchantment (say, running Conjure + Attunement + Ether Renewal), and you're getting back ~90 energy per cast. Every 30 seconds. Hi, I'm retarded.
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Hmm, i know you are just presenting an argument here, but unless you are running the "stupid" spells out of the elementalist line to power renewal through casts you arent getting those kinds of numbers. There are plenty of 2-5s casts and many of them cant be cast in a chain by themselves 5-60s recast time and some of them drop the top end of the pool down with exhaustion reducing the efficiency. At best you might break even depending on which lineup you are choosing to use for those 10-12 seconds renewal is active. That would be like trying to rate the attunements as retarded because they create some efficency out of rather ineffecient spells for around 60s depending on skill level. Only spell that really stands out to be a non-monk skill and spammable would be wastrels worry, but that ranks up there with flare. No, its the monk skills that break that particular one, most notably in conjunction with zealots fire, which you name off as the elementalist's element. Not only does it serve to feed the energy, but with every cast it helps to deal damage while some other effect is occuring.
Quote:
Originally Posted by Ensign
Perhaps the point is that Ether Renewal sucks with Elementalist skills, because Elementalist skills are overcosted, underpowered, slow, and on long cooldowns that give them no synergy with Ether Renewal.
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Bypassing the frustration aspect of this section, but i believe there is a reason why diversion spam is more effective against the monk lines and while interuption is more effective against necros and eles. Yeah i know it can be worked around, but the target selection for the style of disruption is what is important.
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Aug 27, 2005, 04:27 AM // 04:27
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#136
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Quote:
Originally Posted by -z|o-
for the sakes of example, in the last month of sB playing Tombs (before spirit spamming became FotM) we were using 2-3 air eles among other ways of dealing dmg.
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Right, you soften up a bunch of targets using attacks with a lot of splash damage (smiting and conditions being some of the better ones), then fire off 'partial spikes' at those weakened targets, effectively one-hit killing them with a couple of orbs. I still like that strategy (albeit with Axe Warriors instead of Air Elementalists, no prot on a gank), and Elementalists are still decent in that strategy (it's a one hit kill, not a two hit kill), but what I'm not happy with is their uselessness outside of situations where you'd want to use more than one skill on a single target.
Quote:
Originally Posted by -z|o-
Well lets take a look at LS dealing 85 dmg as in one of your examples. Energy cost of LS under AA will be 3 energy. If you Echo LS you will be able to do 170 dmg on a target with 60AL about every 5 seconds and it will only cost 6 energy, +5 energy from Echo.
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Numbers are a bit off here. Air Attunement will save you one energy on 5 energy skills, three on 10, five on 15, and 7 on 25. So LS will cost you, 4 per shot. Strike has a five second recharge and one second cast meaning the strike/strike combo goes off once every six seconds while the Echo is in effect, for 170 (proposed) damage every 6 seconds. That gives us a 170/6 or 28.3- DPS under Echo/Strike. For comparison, plain Sword hits are 25.6 DPS at 16 attribute, Axe hit are 26.6 DPS, Hammer 29.3, and Shortbow shots 20.5. These numbers are actually convenient, as 2 Lightning Strikes every 6 seconds is 8 energy per 6 seconds or exactly 4 pips of energy usage.
Would spending all of your base energy be worth dealing damage on par with the Tiger's Fury + Shortbow combo (30.7 DPS)? I wouldn't think so.
Quote:
Originally Posted by -z|o-
For one a prot monk can always tell who is going to be a target when playing against a warrior team. However, thats not the case with with ranged attacks, so monks can only response to dmg rather than preventing it a head of a time.
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Which makes the first second or so of ranged damage more dangerous under target switching, but equally (less?) dangerous under enchantment removal. But I agree, ranged damage is fundamentally more dangerous than melee damage. Of course this is compensated by the sustainability of melee damage, in addition to it spiking harder than I'd even dare propose Elementalist damage spiking. Hence the need to get creative with secondary effects or diffuse damage or efficiency or, hell, anything to make me want to use these skills over Ranger or Warrior stuff.
Quote:
Originally Posted by -z|o-
From my experience, people already bring counters to spike dmg including the ones you have mentioned.
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The prepared teams already do, sure. Which is why I ask why the standard for elementalist spikes apparently operates around giving a fair chance to these naked targets that you never actually see anywhere. From where I'm sitting, a naked target should be simply blown away by a well coordinated set of Chains or Orbs, and players who have set up the minimum defenses, be they Wards or Spirits or Stances or whatever, should still be concerned about getting dropped if they slack off and fail to respond to the initial volley.
Quote:
Originally Posted by -z|o-
In my opinion Chain wasnt all THAT GREAT before the nerf.
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I didn't think it was really that great either, merely that it was a solid skill that, because of people being unprepared for it, made it the right tool to spike people out with. Now that it's gone we're left with stuff like Lightning Strike and Orb that, while certainly *playable*, I consider more as filler skills than anything that I truly want to play.
Quote:
Originally Posted by -z|o-
I believe its the AoE ele spells should be tweaked to make them usable in high end PvP rather than single target spells that can add up a decent spike already.
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Agreed, and I think that buffing up AoE skills to make them PvP playable is fundamentally 'safe' - players can spread out to mitigate the damage heavily, and the AoE gives enough of an extra effect that the damage can be kept at 'fair' levels. Water is similarly in a good place because of all the secondary effects that come with it. Air is the one that I focus on, not just because it was a popular spike strategy for a while, but because it's the hardest one to figure out how to make fit in competitive PvP. Maybe it'll always be the one-hit kill line and nothing more - I guess there are worse fates given that there are ways to work one-hits on softened targets into several builds. If that's the case, though, it needs skills that are serious threats of one-hit killing targets, not the watered down, balanced away from one-hit-kill nukes that we have to work with now.
Quote:
Originally Posted by Phades
I dunno, typically by the time the orb hits the aftercast has already sorted its self.
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It's a bit over .5 seconds flight time at maximum range. Average that somewhere between point blank and max and you ~.25-~.35 seconds of average flight time, which do put the damage spike numbers up but it's still something comparable to what we've been discussing already. I don't want to discount flight time entirely, because it *does* make for a more effective spike at times, but it doesn't push Air over the top when compared with, say, Quick Shot spikers.
Quote:
Originally Posted by Phades
I suppose the monks on the other team could predict who the orb in flight will strike.
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To an extent, sure. But you can figure that out just by looking at who they're facing when they start casting. There are other things to look at as well though to give you an idea, but generally teams aren't super spread out for the first couple volleys so they're just going to hit whoever they hit.
Quote:
Originally Posted by Phades
There is a problem with arguing damage up front and reversing it into damage over time.
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Sure, damage up front is always going to be preferable to damage over time so it gets kinda sketchy when you start trying to convert one into another. Still, for the purposes of very short timeframes I think you can make a comparison - not in terms of long term DPS, as that doesn't apply to spikes, but in terms of 'how much damage can I cram into 1-2 seconds.' That's the length / reaction time that you usually have to deal with so anything you can cram into that can be considered a 'spike'.
Quote:
Originally Posted by Phades
Which is essentially why elementalists are forced to do all their damage up front or not at all basically.
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So they need to be designed one way or another. The either need to distinguish themselves better up front or over time so they don't fall into the ugly two-hit trap they're in now. They either need more damage or more efficiency - the latter is going to step on the toes of other classes too much, so, from here, it looks like harder spikes at a higher cost would make more sense for the line.
Quote:
Originally Posted by Phades
Strange choice for windborn, i would have guessed armor of mist before that one.
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Windborne Speed is target ally, not target self. The guy carrying the relic doesn't carry Windborne himself - an Elementalist on the team tosses it on him as he runs by. It's a great tactical spell - you can effectively toss Sprint on any of the other seven members of your team as needed, cheaply and at the cost of a single skill slot. In fairness the skill requires excellent teamwork and outstanding field awareness, and isn't a must-run by any means, but it's a lot better than a lot of people give it credit for.
Quote:
Originally Posted by Phades
I guess im the only one that sees a problem with that, oh well.
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No, I see a problem alright, I just kinda rambled there. *laughs*. That a lot of supposed Ranger-counters are simply ineffective (Shields Up being dodged by elemental weapons in particular) is an issue and one that I hope they address. On the other hand, though, a good deal of Ranger hate was hex based, and that got hedged out by Nature's Renewal. While I still see NR being used by Ranger-heavy teams, hexes that shut down Rangers might have an opportunity to make a comeback now. So yeah, the lack of options for dealing with Ranger teams is an issue, but not one that I can really get worked up about because there are counters available.
Quote:
Originally Posted by Phades
I didnt expect apathy from you, as change can happen.
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It wasn't anger as much as frustration at this round of nerfings missing a couple balance problems that I consider to be *blindingly obvious*. Zealot's Fire at level 12 deals 37 AoE damage on top of whatever the spell effect normally is, at practically no energy or time cost. It's such a good effect that people are looking not to add it to their normal spells, no, they're using a skill that oftentimes does absolutely nothing, just to get the bonus effect.
Just imagine if Divine Boon worked the way Zealot's Fire did:
Prophet's Broken-Ass Boon:
Enchantment Spell. 10 Energy, 1 Second Cast, 30 Second Recharge
For 60 seconds, whenever you use a skill on an ally, that ally is healed for 25-61 points. Linked to Divine Favor.
Think every Monk in the world would use that skill? I do too. And I think Zealot's Fire is *even better*.
*ahem*
Quote:
Originally Posted by Phades
I am just holding out the small hope that there is not some kind of religous angle involved with the design concepts here.
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I don't think it's a religious angle at all. I think the reasons why Elementalists are built the way they are is readily apparent - look at the general populace of Guild Wars. A majority of players stand in Firestorm, go into battles unprotected, and can't make a high damage Warrior or Ranger to save their lives. As far as the vast majority of Guild Wars players are concerned, *Elementalists are high damage characters*. They dish out one hit kills and bring down Meteor Showers while Warriors flail at each other with Healing Breeze and Gladiator's Defense, and Rangers pluck away with their Storm Bow and normal attacks.
The problem as I see it was a failure to account for growth. Warriors and Rangers are being increasingly optimized with skill combinations and attack buffs to make them into ever-evolving killing machines. Elementalists have changed very little since January - max your elemental attribute and cast the best spells *in sequence*. So while the Elementalist might be balanced against the now-ancient Warriors and Rangers of the late 2004 alpha test, they are just downright awful against their modern brethern, with little to no room to get better.
Quote:
Originally Posted by Phades
Wouldnt that be like saying a skill under expertise that mimics expertise stepping on the toes of expertise? The class posessing the skill in this instance wouldnt gain much benefit from it, but could lend it to other classes.
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Well that was my problem with a fast casting skill under Fast Casting - it isn't going to work too well on a Mesmer secondary since they can't exactly pump Fast Casting. Having a skill under an attribute that does exactly the same thing as that attribute - well, hey, I guess they have those in the abstract (weapon skills that add damage), but I'm not about to rally around them as a good idea.
I can see them approaching the problem from other standpoints, though, either other mechanics (cutting down on aftercasts) or just putting slight twists on skills (spells cast faster, but take more energy / longer to recharge). Things like that keep the primary attribute 'unique' while still letting the practical effects through to be shared.
Quote:
Originally Posted by Phades
Or you could just take the bat back out again and give rangers something to really be upset about.
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Not going to happen - it's too systematic a problem that can't be nerfed with a single skill change. What I'd hope for is a series of buffs to bring most Elementalist skills up to the power level of Fireball, then an expansion that introduces metamagical concepts that'll let you make an Elementalist fly.
Quote:
Originally Posted by Phades
Hmm, i know you are just presenting an argument here, but unless you are running the "stupid" spells out of the elementalist line to power renewal through casts you arent getting those kinds of numbers.
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I'm not even, really. 30/60/90 might require a bit of a stretch, but 25/50/75 for 15/40/65 net is not only perfectly reasonable but was fairly common until Nature's Renewal was fixed.
With Conjure Lightning and Air Attunement up, Ether Renewal -> Orb -> Strike -> Chain -> Orb -> Strike pays for all of those spells cast, and nets you another 30 energy in the process, on top of whatever regen you normally had. Repeating that process is going to net you upwards of six pips of regen. That's not even under maximized usage - just look at what the Protective Bond and Smiting builds do with Ether Renewal to see just how sickening that skill can be. It's ridiculous under casual usage, and just gets better from there.
Quote:
Originally Posted by Phades
That would be like trying to rate the attunements as retarded because they create some efficency out of rather ineffecient spells for around 60s depending on skill level.
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Right, when the correct rating is that these skills are trash because they only help you cast Elementalist skills. The power of Ether Renewal is that it gives you retarded amounts of energy to use on good spells.
Quote:
Originally Posted by Phades
Only spell that really stands out to be a non-monk skill and spammable would be wastrels worry
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You don't need to have a single fast cast spell with no recharge to use with Ether Renewal. You just need a set of 1-2 second cast time spells with reasonable recharges. The Smiting Monk might just mash on Draw Conditions, but an Ether Renewal based Protection Monk uses Ether Renewal into RoF into Aura of Restoration into Protective Spirit into another RoF into Mend Ailment into Armor of Earth into you get the point. As long as skills with fast cast times are good (and they will continue to be), then Ether Renewal will continue to have its place.
Quote:
Originally Posted by Phades
Not only does it serve to feed the energy, but with every cast it helps to deal damage while some other effect is occuring.
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Yeah, that build is dumb. But it isn't that build alone that makes Ether Renewal overpowered. It just takes an already brokenly-abusive energy engine and pushes it up to plaid.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Aug 27, 2005, 06:59 AM // 06:59
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#137
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Academy Page
Join Date: Jul 2005
Profession: W/
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I'm pretty used to the wizard vs rogue debate in terms of dps but eles vs warriors isn't really that different. I've always felt the elementalist role damagewise was to be a bit below the maximum melee potential, but on par with archery with much better burst damage. Melee has to put themselves into a much more dangerous enviroment as opposed to eles/rangers so they deserve the best potential dps to a single target.
The major elementalist advantage however (over rangers in particular).. should come from their Area Effect spells. If eles were given a much stronger AoE game in GW I think they'd have better uses. Right now I don't think the Ele AoEs are remotely close to being the threat they should be, damagewise. The Ele PBAoEs are pretty good but the target based AoEs/Rains are downright terrible other than the ones with good side-effects. The damage is pathetic, the cast time/recast times are pathetic, they're just bad. Right now as a warrior sometimes I just stand in rains because I really don't give a shit, they do nothing and I'd rather just kill the guy than run out and do something else. That should NEVER be the case, if you stand in a firestorm for more than 3 reps you should be feeling the effects because it should be doing way more than a single target nuke.
A few ways I think to fix ele AoEs are to make them do pitiful to moderate damage to the selected target, but anyone around the target gets hit HARD. That makes sure the hard hitting aoes can't just be used as a single target spike and thus can be given unique energy cost/cast time/recast numbers and whatnot. Increase the AoE radius (especially on rains) some maybe to ward size range perhaps? Damage on rains needs to be buffed, right now they just don't invoke any fear at all. I feel that rains should be strong enough to create like.. a ghetto blockade that says you shouldn't run through that without getting raped (sorta like those ether wards in ring of fire I guess.)
Eles should beable to sorta control the movement of the battlefield and they definately should have the power to demolish anyone who wants to pile up their whole team within the radius of 1 ward. It is sad that right now I'm more worried about balthazaar's aura/zealots than I am ele aoes.
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Aug 27, 2005, 12:28 PM // 12:28
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#138
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Desert Nomad
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Quote:
Originally Posted by Ensign
So they need to be designed one way or another. The either need to distinguish themselves better up front or over time so they don't fall into the ugly two-hit trap they're in now. They either need more damage or more efficiency - the latter is going to step on the toes of other classes too much, so, from here, it looks like harder spikes at a higher cost would make more sense for the line.
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Even if they start giving elementalists stronger up front spells, you know they are going to be countered by a 25ish cost and a 5 second cast (or more) time with a 30-60 second refresh and even then it would probably barely mirror the overall effect of a word of healing, which would probably just get abused even further by skills like prot spirit. Elementalists shouldnt be one shot wonders either. This is part of the problem with all the elementalists lines. Sure a couple of them are good, but the elementalists is forced to wait a long time before they can use them again and are typically rather vulnerable while they do compared to every other class in the game. The aftercasts never bothered me as much as the overly long cast time and refresh times.
Quote:
Originally Posted by Ensign
Windborne Speed is target ally, not target self. The guy carrying the relic doesn't carry Windborne himself - an Elementalist on the team tosses it on him as he runs by. It's a great tactical spell - you can effectively toss Sprint on any of the other seven members of your team as needed, cheaply and at the cost of a single skill slot. In fairness the skill requires excellent teamwork and outstanding field awareness, and isn't a must-run by any means, but it's a lot better than a lot of people give it credit for.
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Here is the box, here is ensign outside the box. Doh, my bad. The duration for that spell is still on the short side for my taste, but it can be easily run by a non-elementalist primary, just like the 4 air attribute points used for gale to always work.
Quote:
Originally Posted by Ensign
No, I see a problem alright, I just kinda rambled there. *laughs*. That a lot of supposed Ranger-counters are simply ineffective (Shields Up being dodged by elemental weapons in particular) is an issue and one that I hope they address. On the other hand, though, a good deal of Ranger hate was hex based, and that got hedged out by Nature's Renewal. While I still see NR being used by Ranger-heavy teams, hexes that shut down Rangers might have an opportunity to make a comeback now. So yeah, the lack of options for dealing with Ranger teams is an issue, but not one that I can really get worked up about because there are counters available.
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Sure you could hit him with things like blurred vision and spirit shackles, but there is not a whole lot more than that in the hex department and even then those arent that hard to keep down. Actually only spirit shackles would be close enough to ranger specific.
Quote:
Originally Posted by Ensign
With Conjure Lightning and Air Attunement up, Ether Renewal -> Orb -> Strike -> Chain -> Orb -> Strike pays for all of those spells cast, and nets you another 30 energy in the process, on top of whatever regen you normally had. Repeating that process is going to net you upwards of six pips of regen. That's not even under maximized usage - just look at what the Protective Bond and Smiting builds do with Ether Renewal to see just how sickening that skill can be. It's ridiculous under casual usage, and just gets better from there.
Right, when the correct rating is that these skills are trash because they only help you cast Elementalist skills. The power of Ether Renewal is that it gives you retarded amounts of energy to use on good spells.
You don't need to have a single fast cast spell with no recharge to use with Ether Renewal. You just need a set of 1-2 second cast time spells with reasonable recharges. The Smiting Monk might just mash on Draw Conditions, but an Ether Renewal based Protection Monk uses Ether Renewal into RoF into Aura of Restoration into Protective Spirit into another RoF into Mend Ailment into Armor of Earth into you get the point. As long as skills with fast cast times are good (and they will continue to be), then Ether Renewal will continue to have its place.
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I am starting to see a pattern here. The pattern is that elementalist skills are bad, but ether renewal shines with good (read monk) skills. I believe this is what i stated earlier. With your first example, you can do that with a minimal 10% enchantment wrapping upgrade. If you are running any other element line, it would require the use of flare, stone daggers, or ice spear in order to gain similar efficency. Even with the surplus energy you are looking at a lightning strike followed by an orb shortly there after and whatever the other non-res skill in the bar happens to be followed by alternating orb and strike. Like attunements, that kind of gain is not what id call overpowered considering the options left available after the renewal cycle.
Looking at the other lines for the "good spells" you're left with a buff bot necro doing something to the effect of renewal->order of pain->dark fury->dark pact->order of pain. Which works with a 20% enchantment upgrade and the healing aspect from renewal is just as useful as the energy regen and probably more valuable due to the life sacrifies involved. Yeah there would be almost no time to do anything else due to the duration of the spells involved in the chain making the other 3 skill slots fairly pointless in the build and only there for emergencies. *oops on the vampire bit*
For a mesmer it would be something like renewal->diversion->shame->arcane conodrum followed by using whatever surplus was available to power the next diversion. This still uses over half the bar and only allowing for buffs in the remaining slots to power renewal with (ignoring teamate support of course) and like the necro is built to a very specific purpose.
Then there is the overly abusive monk builds that make the aforementioned look silly in comparison. The parity between those styles is not even close for the same kind of balance conversation. The necro version would still have health issues if aura of restoration wasnt used and possible energy issues via disruption, while the mesmer example i feel mesmer primaries would do better by being able to react rather than try to spam due to fast casting. Also, stating that the total energy regain possible is out of line by making the ~6 pip comparison doesnt really wash either as prodigy, while having side effects, does a regen of 4, the damage is removed by an orison or aura of restoration (chain casting implied), it lasts longer (26-30 seconds 12-16 skill + wrapping), and refreshes every 5 seconds opposed to 30 seconds for renewal. So, if you dont have to spam it the exaustion will do nothing and the only large hurt from it will come if you didnt have to cast/arent in danger anyway. The two do parallel each other, so if one is out of balance both of them are. Yeah it doesnt fit with a healing ball team, but whatever again monk skills throwing the balance idea out. When the only real unqie part of the elementalist line lies within manipulating the energy bar for beneficial gain, that happens to compliment the large energy pool, is the point you might as well begin scrapping the class entirely as it would be just a high energy pool clone of one of the others leading to longer streaches of downtime.
** double oops forgot one thing
Quote:
Originally Posted by Ensign
Well that was my problem with a fast casting skill under Fast Casting - it isn't going to work too well on a Mesmer secondary since they can't exactly pump Fast Casting. Having a skill under an attribute that does exactly the same thing as that attribute - well, hey, I guess they have those in the abstract (weapon skills that add damage), but I'm not about to rally around them as a good idea.
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There are plenty of skills that help a warrior that dont make alot of sense to run on a warrior primary. It is really only rangers that have the freedom to pick and choose how and what to do, due to expertise efficiency and a large number of self augmentations already within the class. Preperation, stances, spirits, and attack skills, the only thing that is missing are enchantments.
Last edited by Phades; Aug 27, 2005 at 01:18 PM // 13:18..
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Aug 27, 2005, 02:58 PM // 14:58
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#139
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Frost Gate Guardian
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Quote:
Originally Posted by Jake
I'm pretty used to the wizard vs rogue debate in terms of dps but eles vs warriors isn't really that different. I've always felt the elementalist role damagewise was to be a bit below the maximum melee potential, but on par with archery with much better burst damage. Melee has to put themselves into a much more dangerous enviroment as opposed to eles/rangers so they deserve the best potential dps to a single target.
The major elementalist advantage however (over rangers in particular).. should come from their Area Effect spells. If eles were given a much stronger AoE game in GW I think they'd have better uses. Right now I don't think the Ele AoEs are remotely close to being the threat they should be, damagewise. The Ele PBAoEs are pretty good but the target based AoEs/Rains are downright terrible other than the ones with good side-effects. The damage is pathetic, the cast time/recast times are pathetic, they're just bad. Right now as a warrior sometimes I just stand in rains because I really don't give a shit, they do nothing and I'd rather just kill the guy than run out and do something else. That should NEVER be the case, if you stand in a firestorm for more than 3 reps you should be feeling the effects because it should be doing way more than a single target nuke.
A few ways I think to fix ele AoEs are to make them do pitiful to moderate damage to the selected target, but anyone around the target gets hit HARD. That makes sure the hard hitting aoes can't just be used as a single target spike and thus can be given unique energy cost/cast time/recast numbers and whatnot. Increase the AoE radius (especially on rains) some maybe to ward size range perhaps? Damage on rains needs to be buffed, right now they just don't invoke any fear at all. I feel that rains should be strong enough to create like.. a ghetto blockade that says you shouldn't run through that without getting raped (sorta like those ether wards in ring of fire I guess.)
Eles should beable to sorta control the movement of the battlefield and they definately should have the power to demolish anyone who wants to pile up their whole team within the radius of 1 ward. It is sad that right now I'm more worried about balthazaar's aura/zealots than I am ele aoes.
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Your argument may make some sense in a PvE environment, but in PvP all classes are in an equal amount of danger more or less at the start, with warriors given higher inate armor to compensate for the fact they must close with the enemy before being able to dole out damage. However once the battle starts, all of the squishier targets are in more danger than your hardened ones. This isn't some silly computer ai you are dealing with, content on pounding away at the first target that comes into range. Human opponents will specifically concentrate their firepower on whatever target of oppurtunity arises whose removal will cause the great harm to your team. In other words that mesmer/elementalist/monk/necro of yours is going to be hit first and hit hard.
This is one of the reasons why conditions are around, allowing you to disable the more armored targets, of course this being easily removed most of the time.
So no, Elementalists should not be below warrior damage. Elementalist in this game, from taking a look at their skill set tries to be consistent top rated damage at the cost of being grossly inefficient. But as Ensign pointed out they simply aren't.
AoE spells are used more for disruption rather than straight out damage in this game (Meteor Showers and Maelstrom being the best of the bunch) and for area denial/punishment.
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Aug 27, 2005, 04:27 PM // 16:27
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#140
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Academy Page
Join Date: Jul 2005
Profession: W/
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Ok I was too vague with what I said, I assumed too much. Warrior's have to put themselves in a much more dangerous enviroment in guild wars I basically meant --> you have to charge your opponents, you have to be in their wards, you have to be inside their pbaoe ranges in order to beable to attack, you have to beable to chase your opponent down. Guild wars takes care of this by having a large amount of skills that affect melee only as opposed to ranged damage. Warrior's have the highest potential but are kept in check by all the danger they have to put themselves into (in this case, the many melee only counters that exist). If a warrior is snared, he can't do any damage. If AoEs weren't so terrible in this game, someone standing inside their own firestorm or eruption or something should make warriors pay for doing so as well which is the main argument for me saying "putting yourself in danger in order to beable to do damage". Right now the only skill that seems to really beable to do that is balthazaar's aura but that's because it ignores armor (which means the damage is threatening enough) and can move around with the target. An ele isn't gonna care about BA on someone, he can just run off for a bit then blow his energy as soon as he's safe, losing not much potential dps, warrior on the other hand... every second he isn't doing shit counts (lack of adrenaline gain makes this worse.)
I don't know why I'm saying all this crap, all I'm saying is ranged damage is safer and less prone to being countered which it is.
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