Aug 03, 2006, 09:34 PM // 21:34
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#1
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Wilds Pathfinder
Join Date: Apr 2006
Guild: Sentients of Shadow (noir)
Profession: Me/E
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Edge of Extinction: Elementalists in danger of dying out? (Ideas for Ele-Improvement)
We all know about all the ele-drama going on about the elementalist class swirling the bowl in light of the new classes. I will say that the class fails in its role as a mass damage dealer (Taken from Ensign's thread showing the not so cool numbers done by elementalist damage skills due to long cast times and lack of solid DPS.). Most elementalists currently act as a psuedo-support class in high level play, but the coming of paragons with superior support skills and the dervish with enchantment hate + better AoE poses the question as to what is going to happen to the class once nightfall hits?
The manual states the the elementalist class is supposed to deal more damage to a single target than any other class (taken from the factions manual), but this of course in untrue when compared to a warrior (who additionally has no cast time and exhaustion problems.). Further more, the weak armor and lack of survival skills makes the class completely dependant on a monk or secondary class. Playing a monk, I know how difficult it is in order to keep an elementalist alive in comparison to any other class. With this weakness, ensigns numbers shown that "nuking damage" isn't worth the natural downfalls an elementalist has. Furthermore the primary attribute of energy storage and the elementalists' large pool of energy becomes worthless once you cast a few expensive spells. The natural +4 energy regen just isn't enough to manage the massive bar of energy an elementalist has. Having 70 energy proves worthless when you can't effectively manage anything past 40. I call this the "glass cannon effect" in which an elementalist is pretty useless after the first bout of casting without ether prodigy, second wind, of glyph of energy. In guild wars having alot of energy doesn't matter, but maintaining energy does. This is why just about every elementalist runs one of these three elites and nothing else.
Personally I would not like to see eles get shafted again in nightfall as they were in factions. Some work really needs to get done to save this class from dropping of the edge of high level play altogether. Doing some thinking I came up with some constructive skills ideas that might help solve some of the current pitfalls that are keeping the elementalist from function like it should (as stated in the factions manual.)
PERSONAL IDEAS:
ENERGY STORAGE:
*Why not up the elementalists natural E-regen to 5 pips? Seems fair to me and trying to manage an 80 energy pool with 4 pips is laughable. Its like watching a wammo cast mending on himself at 15 health. Elementalists NEED a more powerful and natural form of energy management in order to function properly. Seeing an ele with 5 pips of regen seems very fair and more functional to me. The spell costs are already extreme and the cast times as well.
Forced Renewal:
You gain 2-5 life for each point of exhaustion you are suffering. Forced Renewal causes exhaustion.
<Skill, Cost: 5, Casting Time: 0, Recharge: 10>
NOTE: The exhaustion caused by Force Feed counts toward the total amount gained, allowing the skill to heal for a minimum of 30-50.
Glyph of Recovery:
The next spell you cast will not cause exhaustion and cause you to recover 20-60 health.
<Glyph, Cost: 5, Casting Time: 1, Recharge: 15>
Prismatic Aura:
For 9-12 seconds if you are struck with an elemental attack, half of the damage is redirected to a nearby foe.
<Enchantment Spell, Cost: 10, Casting Time: 3/4, Recharge: 25>
NOTE: If there is no nearby foe, you take full damage from the elemental attack.
Energize Hexes:
For 9-12 seconds you gain +2 energy regen for each hex you are suffering.
<Skill, Cost: 5, Casting Time: 3/4, Recharge: 30>
Circle of Concentraton:
For 20 seconds create a casting circle at your location. Any allies standing in the circle cannot be interrupted while casting spells but lose 7-5 energy each time an interruption is prevented. Any allies standing in circle concentration when it ends gain 12-17 energy.
<Casting Circle, Cost: 10, Casting Time: 1, Recharge: 30>
NOTE: Casting circles are as large as the adjacent ring at island of the nameless.
FIRE:
Circle of Flames:
For 20 seconds create a casting circle at your location. Any allies standing in the circle cast fire spells for 33% less in cost. Any foes that touch the circle of flames are set on fire for 1-3 seconds.
<Casting Circle, Cost: 10, Casting Time: 1, Recharge: 30>
NOTE: Elemental casting circles deduct the energy from the spell before it is cast, so using things like aura of restoration and elemental attunements with a circle would mean you get less health and energy back due to the spell cost being cut down before the effects of the attunement and aura taking place.
Volcano {Elite}
Cause a volcanic eruption at target foe's location. Target foe and foes in the area are struck for 17-105 fire damage and set on fire for 1-3 seconds. After 3 seconds, any foes still standing in the area are struck by and additional 17-105 fire damage and knocked down from falling debris. This spell causes exhaustion.
<Spell, Cost: 25, Casting Time: 3, Recharge: 45>
AIR:
Circle of Winds:
For 20 seconds create a casting circle at your location. Any allies standing in the circle cast air spells for 33% less in cost. Any foes near the circle of winds are randomly struck by obelisk lightning for 5-25 damage with 25% armor penetration every 3 seconds.
<Casting Circle, Cost: 10, Casting Time: 1, Recharge: 30>
NOTE: Only one random foe is struck every 3 seconds, the circle has the same properties as an obelisk.
Thunderstorm:
For 9-12 seconds target foe is hexed with thunderstorm. Every 3 seconds one random foe near the target is struck by a bolt of lightning that deals 5-25 damage with 25% armor penetration.
<Hex Spell, Cost: 15, Casting Time: 2, Recharge: 20>
EARTH:
Circle of Stones:
For 20 seconds create a casting circle at your location. Any allies standing in the circle cast earth spells for 33% less in cost. Any allies standing in the circle of stones gain 20 armor and cannot be knocked down.
<Casting Circle, Cost: 10, Casting Time: 1, Recharge: 30>
Sandstorm:
For 5 seconds you invoke a sandstorm at the target foe's location. All foes near the area are struck for 5-28 earth damage each second. If any foes are knocked down in the sandstorm they become blinded for 10 seconds.
<Spell, Cost: 25, Casting Time: 3, Recharge: 30>
WATER:
Circle of Mist:
For 20 seconds create a casting circle at your location. Any allies standing in the circle cast water spells for 33% less in cost. Any allies standing in the circle of mist gain 40 armor against fire and also gain a 50% chance to evade arrows, spears, and magical projectiles.
<Casting Circle, Cost: 10, Casting Time: 1, Recharge: 30>
Ice Comet:
Send out a ball of Ice that strikes the target and adjacent foes for 3-61 cold damage. If the struck enemies are bleeding, they become slowed by 66% for 5 seconds.
<Spell, Cost: 15, Casting Time: 2, Recharge: 10>
NOTE: Yes blood freezes (:
NON-ATTRIBUTE:
Conservation:
For 8 seconds, the next spell you cast costs nothing and fails. You gain energy equal to the spells casting cost. The conserved spell takes 2 seconds for each point of energy you gain to recharge.
<Skill, Cost: 0, Casting Time: 0, Recharge: 3>
NOTE: One of my favs, sacc your meteor shower for emergency energy.
Circle of Quickening (Elite):
For 20 seconds create a casting circle at you location. Any allies standing in the circle cast spells 33% faster. Any allies standing in circle of quickening when it ends will cast their next spell instantly.
<Casting Circle, Cost: 10, Casting Time: 1, Recharge: 30>
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Aug 03, 2006, 10:04 PM // 22:04
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#2
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Forge Runner
Join Date: Nov 2005
Location: Among dead bodies.
Guild: The Republic of Sky Pirates
Profession: E/
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Nice ideas you have. I particulartly like the 5 pip regen to ele primaries. The cost of ele spells may be balanced, but 4 regen... not funny. Also having to 'waste' your elite for a potentially suicidal skill (Ether Prodigy) isn't that great either. You might want to check some of the skill ideas in the thread 'Create a Skill', although there are loads of stupid skills there. I think some ppl (including me oc) have come up with decent ideas.
Imo anet are afraid to buff eles b/c they can become very powerful... but THAT's the point! Eles should have highest dmg but being the most squishy at the same time. Squishy and weak is just lame. An ele can't move and is 100% dead if there are anti-cast mesmers and warriors. Glyph of concentration? They would interrupt that 1st or just knock you down.
Last edited by prism2525; Aug 03, 2006 at 10:12 PM // 22:12..
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Aug 04, 2006, 12:33 AM // 00:33
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#3
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Wilds Pathfinder
Join Date: Jan 2006
Location: south mississippi
Guild: Warriors Of Melos WOM
Profession: E/N
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Total Agreement
I total agree with you both on this. My main character is an Elementalist/Necromancer. They need to do something about the regen rate of the energy and reset the skills so they will recharge faster. I have 83 energy points myself (the cost to my health is enormouse due to then beign supers) and the exhaustion can catch me pretty quick. The most frustrating thing is using my skills then having to wait for them to recharge before they can be used again. Changing the recharge times to more acceptable levels is the only thing that I can see will save the Elementalist from going the way of the Do-Do. I will continue to use my E/N until the time comes that he is totaly useless due to nerfs.
As the book says the Elementalist is the biggest damage dealer and should have the ability to do that damage, at this time after a few skills are used the Elementalist becomes useless. I say change this problem and the Elementalist wont die but become what they were meant to be. The profession to fear and respect.
Also the armor does need a boost, i cant count how many times in Guild Battles that I have become a liability to the team instead of the one to watch out for.
Thanks for listening to my rant.
Mega Mouse
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Aug 04, 2006, 12:35 AM // 00:35
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#4
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Wilds Pathfinder
Join Date: Aug 2005
Guild: SMS
Profession: E/Me
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Quote:
Originally Posted by Lordhelmos
I decided to put all of my supremely insightful commentary inside the quote, because I'm lazy.
We all know about all the ele-drama going on about the elementalist class swirling the bowl in light of the new classes. I will say that the class fails in its role as a mass damage dealer (Taken from Ensign's thread showing the not so cool numbers done by elementalist damage skills due to long cast times and lack of solid DPS.). Most elementalists currently act as a psuedo-support class in high level play, but the coming of paragons with superior support skills and the dervish with enchantment hate + better AoE poses the question as to what is going to happen to the class once nightfall hits?
They're gonna get screwed!
The manual states the the elementalist class is supposed to deal more damage to a single target than any other class (taken from the factions manual), but this of course in untrue when compared to a warrior (who additionally has no cast time and exhaustion problems.). Further more, the weak armor and lack of survival skills makes the class completely dependant on a monk or secondary class. Playing a monk, I know how difficult it is in order to keep an elementalist alive in comparison to any other class. With this weakness, ensigns numbers shown that "nuking damage" isn't worth the natural downfalls an elementalist has. Furthermore the primary attribute of energy storage and the elementalists' large pool of energy becomes worthless once you cast a few expensive spells. The natural +4 energy regen just isn't enough to manage the massive bar of energy an elementalist has. Having 70 energy proves worthless when you can't effectively manage anything past 40. I call this the "glass cannon effect" in which an elementalist is pretty useless after the first bout of casting without ether prodigy, second wind, of glyph of energy. In guild wars having alot of energy doesn't matter, but maintaining energy does. This is why just about every elementalist runs one of these three elites and nothing else.
I wouldn't care that they were a glass cannon if the cannon were actually capable of dealing good damage. Having 70 energy does make a difference when compared to 40, but, it's true, only in the first few minutes. Or even seconds. Prodigy is great, but Glyph of Energy only makes you run out slightly slower and as for Second Wind, the less said the better. Attunements work great for slowing down your rate of consumption but good luck keeping one up for any significant length of time.
ENERGY STORAGE:
*Why not up the elementalists natural E-regen to 5 pips? Seems fair to me and trying to manage an 80 energy pool with 4 pips is laughable. Its like watching a wammo cast mending on himself at 15 health. Elementalists NEED a more powerful and natural form of energy management in order to function properly. Seeing an ele with 5 pips of regen seems very fair and more functional to me. The spell costs are already extreme and the cast times as well.
Being able to spam crappy skills doesn't count as a solution. If you're going to fix something, fix it. Don't prop it up on a crutch and call it a good day's work.
Forced Renewal:
You gain 2-5 life for each point of exhaustion you are suffering. Forced Renewal causes exhaustion.
<Skill, Cost: 5, Casting Time: 0, Recharge: 10>
NOTE: The exhaustion caused by Force Feed counts toward the total amount gained, allowing the skill to heal for a minimum of 30-50.
I like this, but not if you're going to make it self-fueling. That seems a little powerful. And make it a spell. Just because. And how about an elite version:
Ether Recrudescence (or maybe Ether Resurgence, if Recrudescence is too much of a mouthful):
You gain 2-7 health and 1-2 energy for each point of exhaustion you are suffering. This skill causes exhaustion.
<Spell, Cost: 10, Casting Time: 1/2, Recharge: 40>
Glyph of Recovery:
The next spell you cast will not cause exhaustion and cause you to recover 20-60 health.
<Glyph, Cost: 5, Casting Time: 1, Recharge: 15>
Sounds like the elite version of Glyph of Energy - but that's already an elite skill.
Prismatic Aura:
For 9-12 seconds if you are struck with an elemental attack, half of the damage is redirected to a nearby foe.
<Enchantment Spell, Cost: 10, Casting Time: 3/4, Recharge: 25>
NOTE: If there is no nearby foe, you take full damage from the elemental attack.
Good, good...
Energize Hexes:
For 9-12 seconds you gain +2 energy regen for each hex you are suffering.
<Skill, Cost: 5, Casting Time: 3/4, Recharge: 30>
Maybe make the regen scale as well - 1...2? 1...3?
Circle of Concentraton:
For 20 seconds create a casting circle at your location. Any allies standing in the circle cannot be interrupted while casting spells but lose 7-5 energy each time an interruption is prevented. Any allies standing in circle concentration when it ends gain 12-17 energy.
<Casting Circle, Cost: 10, Casting Time: 1, Recharge: 30>
NOTE: Casting circles are as large as the adjacent ring at island of the nameless.
These casting circle thingies - they sound like they would be elite if they were implemented. I don't know if that's good or bad, but they certainly sound like they would be if they were implemented.
FIRE:
Circle of Flames:
For 20 seconds create a casting circle at your location. Any allies standing in the circle cast fire spells for 33% less in cost. Any foes that touch the circle of flames are set on fire for 1-3 seconds.
<Casting Circle, Cost: 10, Casting Time: 1, Recharge: 30>
NOTE: Elemental casting circles deduct the energy from the spell before it is cast, so using things like aura of restoration and elemental attunements with a circle would mean you get less health and energy back due to the spell cost being cut down before the effects of the attunement and aura taking place.
Volcano {Elite}
Cause a volcanic eruption at target foe's location. Target foe and foes in the area are struck for 17-105 fire damage and set on fire for 1-3 seconds. After 3 seconds, any foes still standing in the area are struck by and additional 17-105 fire damage and knocked down from falling debris. This spell causes exhaustion.
<Spell, Cost: 25, Casting Time: 3, Recharge: 45>
Ew. Basically this is Rodgort's Invocation but with exhaustion, and it's elite. Add the knockdown to the first hit and the burning to the second and we'll talk.
AIR:
Circle of Winds:
For 20 seconds create a casting circle at your location. Any allies standing in the circle cast air spells for 33% less in cost. Any foes near the circle of winds are randomly struck by obelisk lightning for 5-25 damage with 25% armor penetration every 3 seconds.
<Casting Circle, Cost: 10, Casting Time: 1, Recharge: 30>
NOTE: Only one random foe is struck every 3 seconds, the circle has the same properties as an obelisk.
Thunderstorm:
For 9-12 seconds target foe is hexed with thunderstorm. Every 3 seconds one random foe near the target is struck by a bolt of lightning that deals 5-25 damage with 25% armor penetration.
<Hex Spell, Cost: 15, Casting Time: 2, Recharge: 20>
AoE that follows the target? I'm glad someone else thought of this. It'd be better as "target foe and one foe near target foe", IMO.
EARTH:
Circle of Stones:
For 20 seconds create a casting circle at your location. Any allies standing in the circle cast earth spells for 33% less in cost. Any allies standing in the circle of stones gain 20 armor and cannot be knocked down.
<Casting Circle, Cost: 10, Casting Time: 1, Recharge: 30>
Sandstorm:
For 5 seconds you invoke a sandstorm at the target foe's location. All foes near the area are struck for 5-28 earth damage each second. If any foes are knocked down in the sandstorm they become blinded for 10 seconds.
<Spell, Cost: 25, Casting Time: 3, Recharge: 30>
Nothing special. In fact, it's like eruption. Almost exactly like eruption. Slightly better, but still.
WATER:
Circle of Mist:
For 20 seconds create a casting circle at your location. Any allies standing in the circle cast water spells for 33% less in cost. Any allies standing in the circle of mist gain 40 armor against fire and also gain a 50% chance to evade arrows, spears, and magical projectiles.
<Casting Circle, Cost: 10, Casting Time: 1, Recharge: 30>
Ice Comet:
Send out a ball of Ice that strikes the target and adjacent foes for 3-61 cold damage. If the struck enemies are bleeding, they become slowed by 66% for 5 seconds.
<Spell, Cost: 15, Casting Time: 2, Recharge: 10>
NOTE: Yes blood freezes (:
I'm leery of anything requiring that sort of synergy. Because unless you add something like this
- Obsidian Maquahuitl:
Obsidian Maquahuitl strikes for 30-90 damage if it hits. If it hits, target foe and all adjacent foes begin bleeding for 4-10 seconds.
<Spell, Cost: 15, Casting Time: 5/4, Recharge, 30> -
elementalists can't actually cause bleeding themselves.
NON-ATTRIBUTE:
Conservation:
For 8 seconds, the next spell you cast costs nothing and fails. You gain energy equal to the spells casting cost. The conserved spell takes 2 seconds for each point of energy you gain to recharge.
<Skill, Cost: 0, Casting Time: 0, Recharge: 3>
NOTE: One of my favs, sacc your meteor shower for emergency energy.
Love the concept, but I think it could use a little tinkering.
Glyph of Conservation:
For 5 seconds, the next spell you cast fails, and you gain an amount of energy equal to twice the cost of the spell. Glyph of Conservation adds 1 second to that spell's recharge time for each point of energy gained this way.
<Glyph, Cost: 5, Cast Time: 1/2, Recharge: 20>
After all, you gotta spend money to make money.
Circle of Quickening (Elite):
For 20 seconds create a casting circle at you location. Any allies standing in the circle cast spells 33% faster. Any allies standing in circle of quickening when it ends will cast their next spell instantly.
<Casting Circle, Cost: 10, Casting Time: 1, Recharge: 30>
I'd change it to, "Any allies casting a spell when Circle of Quickening ends will have their cast completed instantly."
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Turns out I'm not allowed to only add stuff in quotes after all - curse you, GWG! I had to add this line of spam!
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Aug 04, 2006, 12:43 AM // 00:43
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#5
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Forge Runner
Join Date: Jan 2006
Location: Toronto
Guild: Hopping
Profession: Mo/A
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If this is addressed to Anet, you might as well give up.
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Aug 04, 2006, 01:01 AM // 01:01
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#6
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Academy Page
Join Date: May 2006
Location: anywhere in GW
Guild: ONL Our Name is Legion
Profession: Mo/Me
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I think they are very good concepts. The circles may be somewhat over powered imho.... makes a few elite or shrink some benefits from themeg energy. Come on a ward minimum is 10- these seem to be glorified wards.
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Aug 04, 2006, 01:15 AM // 01:15
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#7
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Lion's Arch Merchant
Join Date: May 2006
Location: Awesometon.
Guild: Ministry of Fate [MoF]
Profession: W/
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I agree, I hate runnin out of energy. 4 pips doesn't make up for the huge energy loss and the strain of maintaining it at even the best of times. I personally just run Elemental Attunement and whatever other Attunement dependin on the element I'm using and this for me is OK at the moment. However, I would still like to see somethin done to combat the problem that would allow me to take a different elite for a change. I rarely play my ele nowadays though, but a few tweaks from ANet would entice me and a very large number of players to return to playin as the profession which should indeed be feared and respected .
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Aug 04, 2006, 01:21 AM // 01:21
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#8
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Ascalonian Squire
Join Date: May 2006
Location: London
Profession: R/N
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I do agree with what u say,I have a E/Mo,and it is so hard trying to stay alive.
No matter what skills u got up,yes the recharge time needs looking at as does the casting.
Im sure its happened to many people when your about to cast a big spell ,that by the time you have done so the enemy are dead "great".
I must admit the armour I found ,a bit strange,when you consider where you have to go.
For example pyro armour is ok against fire,but then you hit the shiverpeaks,and a lot of the damage your getting is cold,so I ended up with 2 sets of armour,it can be expensive.
It would be nice if there was a way round this.
I would love to see more skills added,so there is more choice.
I know that I'm going of topic,but I do not want to see anymore cities in anymore addons that Arena net do.
The one in factions is gigantic,and for me,I felt like a door to door salesman,rather than a hero adventurer,or blazing a trail.
I love the small towns,villages,and open spaces,to me thats what this game should stay as.Put some nice dungeons,and dark forests in there too,just stay away from the cities pleeeeeeze.
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Aug 04, 2006, 02:23 AM // 02:23
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#9
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Wilds Pathfinder
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It seems like the best way to buff ele's would be boosting their wand damage to something that would pose a significant threat. Ele wands are also effected by various armor bonuses, and there will be more armor sets with such bonuses come nightfall on the dervish and paragon.
Their spike skills are almost as good as a warriors, and don't need buffed, or else spikes would risk becoming overpowered. Their energy management would be fine if not for the fact that they're completely useless while waiting for skill recharge. Buff all elementalist weapons, and now they can pressure, and be a core damage dealing class in place of warriors, rather than being limited to utility characters or subpar spikers.
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Aug 04, 2006, 02:25 AM // 02:25
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#10
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Wilds Pathfinder
Join Date: Oct 2005
Location: pit of brimstone
Guild: Squad Six Six Six [ssss]
Profession: A/Me
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i think the original idea they stuck to with release was probably based on aura of restoration... i mean sure its plausable ... gain more health by casting more expensive stuff to stay alive, and it be a interesting way to stay balanced and such while doing alot of damage like they should.... ok....... but
its an enchantment - gets ripped off by any decent player who knows what they are doing with enchant strips. ok..... fine
spells take awhile to cast, ok fine
spells recharge so slowly (counter productive)
they cost huge amounts while at the same time removing your energy pool (again, counter productive)
they cast too slow to gain health for the questionable way to play
they may get casts off, but then they are stuck on recharges to do anything.
the class just lacks the power to any part of the game - pve - fights are quick and never long (unless theres a problem) and repetitive (not always time for you to wait there for 2 mins to be useable) you know its true..
pvp... lol a joke, you only get your advantage from the beginning -then your dead weight. its just lame for a core class to be patheticly useless on its own. all other classes can actually handle and deal with their weaknesses in more than one way. an ele has earth magic, more armor, some water magic, more armor, ok... but their all enchantments and you cant have a bar full of enchantments to cover those vital ones? and they still all recharge after a year and day while you try to do something else? lol like.. fight? lol
gah i hope they dont get shafted again either.....
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Aug 04, 2006, 02:54 AM // 02:54
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#11
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Krytan Explorer
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The two new proffesions outshines the elementalists.
And the monsters elementalists in faction are good damage dealers, but then again their attributes are double or tripple.. People tend to avoid them.
Anet has clearly improved the monster elementalist, to make them more challenging -unlike normal elementalist. I think player elementalist should also get to do twice as much damage as they do now.
Otherwise they will be only used because they look & sound nice, or by people that belives what the elementalist description says.
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Aug 04, 2006, 03:22 AM // 03:22
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#12
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Desert Nomad
Join Date: Aug 2006
Location: 668 the neighbor of the beast
Guild: TFK
Profession: A/
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for the love of ele
Damage dealer? not any more. I could rant and gripe but I wont.
How bout dual class skills. not just for ele but all proffs. Make them elite if u want.
e/n
Fire Golem: cost 25 cast time 3 recharge 30
create Fire golem (standard degen for minion) everytime u cast a fire based spell it heals golem for spell cost
e/r
Wendigo: cost 15 cast time 6 recharge 10
summon wendigo spirit (all damage is ice) all damage steal life for (3-20 secs)
when wendigo dies caster is slowed for (8-3 secs)
e/a
shadow flames: cost 10 cast time 1 recharge 10
teleport to target foe, target foe and surrounding take X-XX damage,
(think inferno)
ok I am done now thank you
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Aug 04, 2006, 04:53 AM // 04:53
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#13
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Forge Runner
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I agree with this mostly. But I dont' like the idea with the circle of fire constantly setting people on fire. It's the anti-melee ward if ward against melee wasn't enough.
And also, the 5 energy regeneration isn't the best idea because then the monks would get screwed. There would be no monks, just eles with tons of energy and they spam healing like non-other.
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Aug 04, 2006, 05:30 AM // 05:30
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#14
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Wilds Pathfinder
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Quote:
Originally Posted by gameshoes3003
I agree with this mostly. But I dont' like the idea with the circle of fire constantly setting people on fire. It's the anti-melee ward if ward against melee wasn't enough.
And also, the 5 energy regeneration isn't the best idea because then the monks would get screwed. There would be no monks, just eles with tons of energy and they spam healing like non-other.
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Ether prodigy gives an ele healer 10 energy regen anyway... it just doesn't work... using pure heal spells doesn't work at all in pvp, and prot spells don't work at all without DF namely boon.
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Aug 04, 2006, 05:33 AM // 05:33
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#15
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Frost Gate Guardian
Join Date: Feb 2006
Guild: Order of the Soulflame
Profession: W/Rt
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I kind of like the idea of eles getting another pip of regen. I don't play one, but I don't particularly like losing all my adrenaline while their energy recharges.
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Aug 04, 2006, 10:25 AM // 10:25
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#16
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Wilds Pathfinder
Join Date: Jan 2006
Location: south mississippi
Guild: Warriors Of Melos WOM
Profession: E/N
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OOO nice
I find the idea of a fire golem appealing. I run a E/N build and i use the golem for extra dmg(almost the only to make up for the wait times between castings). But instead of healing the golem have him set on fire so that whenever an enemy touches or is touched by the golem they are set on fire also. Could become quite a threat within the PVP arena's that way. I also dont like the one sided armor sets. I prefer to stick with one set for as long as i can get away with then upgrade. I realy do not have the space to keep several sets of armor so they need to address that issue. Make an uber set of armor that protects the Elementalist from all elements, but limit it to only those that have certian setups(16 fire point nukers for example) and have the looks coincide with that setup. Plus more armor points are a must. As the Elementalist is now they get creamed everytime they show their faces in the arenas and within GVG battles, truly unfair to a class that is supposed to be the greatest threat within the game. And the weapons could use a boost also maybe a fwew more points so as not be hitting someone for 5-6 points while they are hitting you for over 30.
Thats my rant
Mega Mouse
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Aug 05, 2006, 01:23 PM // 13:23
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#17
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Desert Nomad
Join Date: Aug 2006
Location: 668 the neighbor of the beast
Guild: TFK
Profession: A/
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Quote:
Originally Posted by MegaMouse
I find the idea of a fire golem appealing. I run a E/N build and i use the golem for extra dmg(almost the only to make up for the wait times between castings). But instead of healing the golem have him set on fire so that whenever an enemy touches or is touched by the golem they are set on fire also. Could become quite a threat within the PVP arena's that way. I also dont like the one sided armor sets. I prefer to stick with one set for as long as i can get away with then upgrade. I realy do not have the space to keep several sets of armor so they need to address that issue. Make an uber set of armor that protects the Elementalist from all elements, but limit it to only those that have certian setups(16 fire point nukers for example) and have the looks coincide with that setup. Plus more armor points are a must. As the Elementalist is now they get creamed everytime they show their faces in the arenas and within GVG battles, truly unfair to a class that is supposed to be the greatest threat within the game. And the weapons could use a boost also maybe a fwew more points so as not be hitting someone for 5-6 points while they are hitting you for over 30.~~~
ele armor does suck. supposedly its to make up for the amount of damage that they can deal but as thats been nerfed....
On the golem idea. how bout being able to capture one as a pet. ele must be primary and to capture a certain kind of elemental or golem you must have a certain lvl in that elem skill. ie 12 in fire to cap a fire golem. (speaking of was anyone else disappointed in the fire golems shown in cantha?)
Armor idea: Fire ele gets armor that when ever he/she is on fire, not taking damage but able to do damage to those around him. (or ice, air etc) keep the AR at 60 but punish them for hitting you.
Thats my rant
Mega Mouse
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~the rat on a mission~
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Aug 05, 2006, 07:17 PM // 19:17
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#18
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Frost Gate Guardian
Join Date: Jul 2006
Guild: Dark Guild of War [dgw]
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I think that all an ele needs are
1)more armor piercing or armor ignoring damage or
2)more damage in general (so armor doesn't negate most of it)or
3)more spells that are good, but don't cause exhaustion or high casting times or
4)more spells that don't cost so much energy(or else where is the advantage?)or
5)extra pip or two of energy regen
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Aug 06, 2006, 03:05 AM // 03:05
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#19
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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I like the ideas you have for Elementist, some of them are very good.
The circles are a new thing, and since Elementist already have wards, I suggest that they be some kind of ward, and I would also think some of them are too powerful.
Energy Storage isn't just for added energy to cast spells, it acts as a buffer which contributes plenty of energy to use even after suffering from 2 or 3 exhaustion spells, it basicly makes exhaustion spells a poor choice for any other class without making them cost so much that other classes can't even cast them because of their limited energy pool. My problem with Exhaustion is that I think the exhaustion effect is too determental, another exhaustion removing Glyph which is not elite would be a great addition, but if it isn't elite, I don't think it should do anything but remove exhausiton from the next spell. Or they could add another effect to energy storage which reduces the amount of Exhaustion suffered from this condition, either way, I think Exhaustion needs to be reduced, or the spells with exhaustion need to be improved.
I like the idea of self targeting DoT type spells, the truth is many elementist spells would be much better off it they hit at your own location instead of an enemies. Because of the long cast time, enemies have a great deal of time to possition your DoT in a useless location. I think being able to cast certain DoT and AoE spells on oneself and allies would be a better fix, because it would improve the exsisting DoT spells giving them some tactical control over their casts. DoT spells and many AoE spells are useful because they cover a location and all enemies at that location, many of them arn't useful if they target an enemy who will move to an unfavorable location wile you are casting. I think any spell which hits a "location" should be targetable on any unit, enemy, allie or self.
With or without that kind of addition, it would also be nice to make some Fire Wards which just do DoT at your location, since they can't target enemies they could last longer and maybe do more damage, I think more defensive use of DoT damage is what would make Elementist significantly more useful, and it wouldn't hurt if he had some wind type location healing or location regen for allies, like a Healing Over Time spell.
I have been pointing out elementist weakness since the beginning, their skills arn't effective enough to match other classes, not because they don't hit hard, but because they don't hit where you need them too, and because they cost too much, or have such long recasts. I think spells like Firestorm should have a recast as short or nearly as short as their lasting time, I can understand Meteor Shower, 60s is still alot, but Firestorm, Searing Heat, and Eruption, they don't need to be 30 seconds and plus.
Assassin also joins Elementist for poor skill use, I really don't care how balanced Anet thinks it is, it doesn't work the way players want it too, and it isn't effective enough to use regularly, they simply need to be altered to fit more enjoyable gameplay, somebody please listen.
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