Concerns about Elementalist - Page 12 — Guild Wars 2 Forums

Concerns about Elementalist

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  • It's depressing that even when you land your rotation you most likely won't deal more dmg than an brainafk class... the ele really needs to be buffed a lot in every single way

  • MyPuppy.8970MyPuppy.8970 Member ✭✭✭✭
    edited November 20, 2018

    No more concerns? Did ele got buffed while i'm away?

  • Dahir.4158Dahir.4158 Member ✭✭✭

    @MyPuppy.8970 said:
    No more concerns? Did ele got buffed while i'm away?

    Unintended buff through rune changes. Everything else, no.

    Broski Supreme - Borsk Carry Effect

  • I am actively reading through the 14 pages of this but it is long and I just wanted to throw my 2 cents in, I know I am a bit late to this thread and somebody might even have already said what I am about to say but I'll just leave it here anyway.

    As a support Staff Elementalist in spvp I have always looked at Flame burst (Fire Staff 3) skill and wondered what the purpose of it was on Staff outside of the Minor Grandmaster trait Burning Rage in the Fire trait line.
    I feel like if a Staff Elementalist wants to make use of Burning Rage then we shouldn't have a skill entirely dedicated to just burning on a primarily power based weapon, instead one of our other skills should just inflict burning on the side some kind of way.
    Flame burst could be replaced to be something more defensive or useful utility wise like Phoenix for Scepter or even have said skill inflict burning as well as having some utility.
    Flame Burst could also have similar damage to Eruption (Earth Staff 2) in which it inflicts a condition and does power damage but it would still be lacking because Eruption is also a Blast Finisher whereas Flame Burst is not.

    Next I would have to address is Lightning Surge (Air Staff 2) It is LITERALLY just Lightning Strike and Blinding Flash from Scepter but with a cast time, it should probably be an entirely different skill honestly, or be updated to have some kind of lingering effect that causes constant damage to further separate it from those 2 skills, but I don't really know what you could do with this one.

    Next one is kind of a wild suggestion but if Shock Wave (Earth Staff 5) was replaced with Grasping hands (Downed skill 3) I feel like it would be more useful although I don't know how balanced it would be and some adjustments would have to be made if they were swapped probably.

    Last but certainly not least, the Staff weapon for Elementalist having cast times is fine I do like the concept but even our basic attacks feel like they have cast times, especially Fireball (Fire Staff 1), I'd like to see the cast times for at least the auto attacks of Staff be toned down, or maybe even receive an auto attack rework like Guardian Staff did although that would be excessive and not necessary.

  • Lonami.2987Lonami.2987 Member ✭✭✭

    @foozlesprite.8051 said:
    I hate to suggest weapon swapping on an already-complex class, but I would /really/ like to have a ranged option when using sword. The only thing I can do if running around with bounties and getting phase-shifted into range is drop an ice bow and hope I don't get downed or somebody doesn't pick up the other one so I can keep holding one until it recharges. And that requires a utility slot to be expended on a frankly disappointing 'weapon.'

    It doesn't have to be weapon-swapping, but some way to extend my range, even temporarily, without a utility slot sacrificed would be a godsend.

    Elementalist needs a whole redesign, the four attunements are restraining us and leaving us behind.

    I say limit attunement selection to two, remove conjures, and give us weapon swap. More about this idea here.

  • @secretsauce.7689 said:
    I am actively reading through the 14 pages of this but it is long and I just wanted to throw my 2 cents in, I know I am a bit late to this thread and somebody might even have already said what I am about to say but I'll just leave it here anyway.

    As a support Staff Elementalist in spvp I have always looked at Flame burst (Fire Staff 3) skill and wondered what the purpose of it was on Staff outside of the Minor Grandmaster trait Burning Rage in the Fire trait line.
    I feel like if a Staff Elementalist wants to make use of Burning Rage then we shouldn't have a skill entirely dedicated to just burning on a primarily power based weapon, instead one of our other skills should just inflict burning on the side some kind of way.
    Flame burst could be replaced to be something more defensive or useful utility wise like Phoenix for Scepter or even have said skill inflict burning as well as having some utility.
    Flame Burst could also have similar damage to Eruption (Earth Staff 2) in which it inflicts a condition and does power damage but it would still be lacking because Eruption is also a Blast Finisher whereas Flame Burst is not.

    Next I would have to address is Lightning Surge (Air Staff 2) It is LITERALLY just Lightning Strike and Blinding Flash from Scepter but with a cast time, it should probably be an entirely different skill honestly, or be updated to have some kind of lingering effect that causes constant damage to further separate it from those 2 skills, but I don't really know what you could do with this one.

    Next one is kind of a wild suggestion but if Shock Wave (Earth Staff 5) was replaced with Grasping hands (Downed skill 3) I feel like it would be more useful although I don't know how balanced it would be and some adjustments would have to be made if they were swapped probably.

    Last but certainly not least, the Staff weapon for Elementalist having cast times is fine I do like the concept but even our basic attacks feel like they have cast times, especially Fireball (Fire Staff 1), I'd like to see the cast times for at least the auto attacks of Staff be toned down, or maybe even receive an auto attack rework like Guardian Staff did although that would be excessive and not necessary.

    I really like your ideas. Moreover sometimes I thought that the radius of geyser could be increased maybe a bit? It doesn´t have to be like the guardians water field, but the same size as mesmer and necro's wells would be nice:). Furthermore I wish healing rain would also gain a small healing component, not too much, something 500 health per sec, but its name is healing rain and not regenerating rain:D

  • Dante.1763Dante.1763 Member ✭✭✭✭

    @Lonami.2987 said:

    @foozlesprite.8051 said:
    I hate to suggest weapon swapping on an already-complex class, but I would /really/ like to have a ranged option when using sword. The only thing I can do if running around with bounties and getting phase-shifted into range is drop an ice bow and hope I don't get downed or somebody doesn't pick up the other one so I can keep holding one until it recharges. And that requires a utility slot to be expended on a frankly disappointing 'weapon.'

    It doesn't have to be weapon-swapping, but some way to extend my range, even temporarily, without a utility slot sacrificed would be a godsend.

    Elementalist needs a whole redesign, the four attunements are restraining us and leaving us behind.

    I say limit attunement selection to two, remove conjures, and give us weapon swap. More about this idea here.

    Really starting to agree with you. Getting locked into one weapon range is at this point of the game terrible, and its becoming more and more so as the game progresses.

    Ember Wandertooth(SB), Lucina Fallenflame(Weaver), Kianda Redpaw(Guardian), Kingslayer, Light in the Dark.
    Why Guild Wars is called Guild Wars

  • steki.1478steki.1478 Member ✭✭✭✭

    @Dante.1763 said:

    @Lonami.2987 said:

    @foozlesprite.8051 said:
    I hate to suggest weapon swapping on an already-complex class, but I would /really/ like to have a ranged option when using sword. The only thing I can do if running around with bounties and getting phase-shifted into range is drop an ice bow and hope I don't get downed or somebody doesn't pick up the other one so I can keep holding one until it recharges. And that requires a utility slot to be expended on a frankly disappointing 'weapon.'

    It doesn't have to be weapon-swapping, but some way to extend my range, even temporarily, without a utility slot sacrificed would be a godsend.

    Elementalist needs a whole redesign, the four attunements are restraining us and leaving us behind.

    I say limit attunement selection to two, remove conjures, and give us weapon swap. More about this idea here.

    Really starting to agree with you. Getting locked into one weapon range is at this point of the game terrible, and its becoming more and more so as the game progresses.

    They could just rework mainhand weapon skills to have multiple range options. Dagger skills 1 and 2 on fire and water can be ~600 range. Scepter fire (or water) and earth autos can work in a ~400 range wide cone (like icebow 3). Staff water and earth autos can be similar to old guard's staff autos, with rework of eruption (shockwave as well) to be some kind of pulsing aoe around caster so earth becomes more melee friendly. Sword fire (earth maybe as well) auto could work on a similar way like FGS auto.

    These are just random ideas, but having different range options on same weapons would be a nice upgrade, especially to melee builds.

  • fuzzyp.6295fuzzyp.6295 Member ✭✭✭

    I've been thinking a bit about Weaver and how to balance it out with Elementalist. I had a thought. I think one of the reasons Elementalist is hurting so much is because when put together with Weaver, it has in the past been extremely powerful. I think thats why we lost alot of our damage on attunement swapping abilities, like Arcane Fury and Electric Discharge.

    So I was wondering, how would people feel if Arena-Net were to go through a lot of the Weaver Traits and rework them to specifically take effect while the Weaver is wielding 'Blade Weapons', so either a Sword or Dagger? This could push Weaver towards what it probably should have been at the start: a powerful, melee spellsword. By making most of the traits of Weaver work only with swords or daggers, it might allow them to return some damage to core Ele through other traits and skills since Weavers would no longer feel they have to pick Weaver to deal decent DPS. Meanwhile, Weavers's will now be able to have some fairly useful abilities that can make it competitive in either single target DPS with sword and perhaps give it some decent survivability traits now that they wouldn't have to worry about Staff Weavers using all the extra damage abilities.

    It's just a small thought and I didn't really think about how it would change the traits. But I dunno about you guys, I would rather see Weaver lose as lot of its Staff and Scepter DPS in order to allow it to truly shine as a Melee Spellsword which is what the class should really be. And in return, hopefully Arena-Net would feel comfortable returning some damage to Core Ele to make that competitive once again.

  • It's funny that many ppl want to take everything I enjoy about the ele... cycling through all 4 elements combined with conjures, fields, leaps, explo...

    Personally I'd love to see some Aurabuff with defensive, supportive and offensive catabilities... like stacking duration, combining them with each other and interacting with different combofields by blasting them with an explofinisher...

  • Here's a thought.

    The Elementalist was I believe the first designed profession for the game right? The concept, weapon selection and attunement mechanics were first. But here's the thing, the class was initially designed and built before skills had cooldowns. I think everyone who mains the class remembers the Elementalist Skills video where a female elementalist just keeps casting Meteor Shower on a couple of Ettins until they die.

    So the problem is the profession NEEDS to have access to any of its skills at any time (i.e. NO cooldowns) to justify its lack of any sort of baseline mechanic like Shroud or Stealth. It's clear this was initially the idea, that an Ele could instantly attune to Water to heal, or Earth for a defense skill, and not be "locked out" of critical skills.

    The introduction of cooldown mechanics was never integrated into Elementalist design, and this is very easily seen in comments about the Weaver's mechanic locking out the 4 and 5 skills behind an extra Attunement CD. And also explains the dilution of effects on skills to lukewarm milk-drinker levels of anemia. Introducing cooldowns to the class SHOULD have forced the dev team to ramp up individual skill effects and/or add a variety of effects to each skill. Instead, they water each skill and trait down to below what other professions have with the justification that the Ele has double the skills. This is rather blind because you can't activate skills twice as fast as other professions.

    So yeah, the problem is not with numbers or stats but the fact the Elementalist was NEVER designed properly from the get-go, at least once the cooldown mechanic was introduced to the game's core. I would say the best solution is two-fold:

    1. Eliminate cooldowns on Attunements. Not individual skills, just the ability to switch. Effects like Overloads on Tempest can still have an ICD to avoid abuse.
    2. Give each Attunement a focus. Fire is heavy AoE skills with Burning. Air is only single target skills with Vulnerability and hard CC. Water should be similar to the Druid's Astral skills, just healing and AoE CC. Earth should be HEAVILY Condition focused with strong defensive skills.

    Of course, there can be some variation across weapon types, so a Dagger would for example be point blank skills for melee range while a Staff would ONLY have AoE skills. Give each aspect of the Elementalist, whether traitline, weapon or Attunement a defined reason for being used, rather than just everything being a hodge-podge jumbled mess.

  • I've run an ele since GW2 released and agree that the class is "virtually" useless without a supporting cast-------------and even then (in PvE /WvW) they are the FIRST target for ANY opponent (and the quickest, easiest "kill"). Why??? Because EVERY ONE of their skills is a RANGED skill-----------offering NO benefit in close combat. Yes, everything CAN be cast, but "cooldown"s minimize the effectiveness of ALL of the ele's skill sets-----------and trying to change attunements??? Not until AFTER you've rezzed at a waypoint!!!
    IMO--------as it exists today------------the "ele class" should carry a big sign----------"Oh, please, kill me quick"!!!

  • Zhaid Zhem.6508Zhaid Zhem.6508 Member ✭✭✭
    edited November 25, 2018

    If they touch the F# skills I delete my elementalist. I don't want a cheap sweetened elem for afk players.
    Gameplay is FUN ! DON'T TOUCH THE ATTUNEMENT'S SWAP. Weapons are ...okai (pls stop nerfing staff, pls), I don't think we need to up dmg, may be low some CD *and casting times, revise target tracking, and it'll be fine. The specs are a bit too focused on weapons skills and respective element, not enough on utility skills, it looks like an old design template, as if we had for warrior Mace Spec: _minor traits on the swap, major traits on skills #1, #2 _ etc.
    From my point of view the weakness are the utility skills : Too weaks too useless, can't sustain or help to dps properly, never reviewed. We had nerfs on conjure weapon because of PvE, now it's dead. Glyphs are a joke. And stances ... stances ... Aqua stance : I'm laughing, or crying, I don't know ; Unravel : too clumsy, in the idea it's good, but why give the boon on the primary element ? Why refresh only one CD ? Why not rather 50% cd reduc ? Stone resonance (and weaver's barriers) : need healing power, It pulses, it doesn't last long, 50 sec cd, it doesn't really help. Arcane : Arcane Blast a bit weak / or slow ? Arcane shield, a bit weak too.

    I don't want "+15% dmg" or "Grant 25 mights and quickness and fury" (like holo/soulbeast/rev) on every traits and skills, but without a proper review of utility skills we'll be stucked in water's spec and attunement for the rest of GW2's life.

  • Thanks to all the nerfs, former "glass canon" is now just "glass target". In a group environment, I often feel like elementalists are dead-weight for parties/teams. On top of now mediocre DPS, we are also still squishy. So now, what are we even good for? Absolutely nothing.

    "Elementalists are multifaceted spellcasters who channel elemental forces, making fire, air, earth, and water do their bidding. What they lack in physical toughness, they make up for in versatility and the ability to inflict massive damage."

    Maybe you should update that description since it's no longer true. We lost that "versatility" thanks to CDs on skills and we no longer "inflict massive damage". We might as well be someone's "Ranger pet".

    Either give us back our "massive damage" or remove the restrictive CDs on skills and up our health for more survivability, otherwise we're just "glass shields" for our parties/team. There are lots of great suggestions from others, so just fix ele, don't make them the outcasted class no one wants in their group because the way they are now, they are doomed to solo play, dying lonely deaths in some caves somewhere in the open world.

  • today, in wvw, while running with a small group, I dropped weaver in favour of tempest and it was so much better...

    says pretty much all.

  • Spvp as a casual player, I feel my only role is Support.
    Yeah I can do dmg, but I feel other professions has faster access to CC, survivability and burst.
    Amd the access to weapon swap is huge, it makes them able to range then melee... where we are kinda trapped beside conjuring weapons.
    Never understood why we are not tier 2 even tier 3 health.. adn necro should be tier 1 with great selfsunstainable with minion, life steal, curses etc. Though I like my all vitality necro.

    Tbh I never understood fully the choice between health tier especially with traits.. why couldnøt trait dictate it? Like the roles you removed, which was a bald move, and maybe not the smartest move (but that is just my view).
    Why can’t earth be a viable tank condi spec, granting higher health tier, toughness and condi.
    And as one mentioned, it feels wird to throw elements of fire, earth etc. And have to spec for giving their respective condition.
    The minor skills with 33% chance should imo be reworked, since you reworked sigils with same rng.

    But hey if you want innovation, why not make earth grant access to tier 2 health and heavy armor (I know this wouldn’t work, and would break set and collections) and lets us be a bit more tanky.

    Or give us something to in weaver to offset the missing steal/ambush dmg, so we can feel like magical dualist/assassins!)

    All in all I am still having fun with weaver dmg in pve, though it is a bit low, and tempest support in spvp.
    You are doing the right thing, I’ve seen that with your slow but steady guardian changes (thanks for the 25% movement speed :D finally xD).
    So do not let these threads disencourage you, but give yu inspiration.. for frustration come from a passionated community, and if it is vocal, it cares.

  • @Kaleban.9834 said:
    Here's a thought.

    The Elementalist was I believe the first designed profession for the game right? The concept, weapon selection and attunement mechanics were first. But here's the thing, the class was initially designed and built before skills had cooldowns. I think everyone who mains the class remembers the Elementalist Skills video where a female elementalist just keeps casting Meteor Shower on a couple of Ettins until they die.

    So the problem is the profession NEEDS to have access to any of its skills at any time (i.e. NO cooldowns) to justify its lack of any sort of baseline mechanic like Shroud or Stealth. It's clear this was initially the idea, that an Ele could instantly attune to Water to heal, or Earth for a defense skill, and not be "locked out" of critical skills.

    The introduction of cooldown mechanics was never integrated into Elementalist design, and this is very easily seen in comments about the Weaver's mechanic locking out the 4 and 5 skills behind an extra Attunement CD. And also explains the dilution of effects on skills to lukewarm milk-drinker levels of anemia. Introducing cooldowns to the class SHOULD have forced the dev team to ramp up individual skill effects and/or add a variety of effects to each skill. Instead, they water each skill and trait down to below what other professions have with the justification that the Ele has double the skills. This is rather blind because you can't activate skills twice as fast as other professions.

    So yeah, the problem is not with numbers or stats but the fact the Elementalist was NEVER designed properly from the get-go, at least once the cooldown mechanic was introduced to the game's core. I would say the best solution is two-fold:

    1. Eliminate cooldowns on Attunements. Not individual skills, just the ability to switch. Effects like Overloads on Tempest can still have an ICD to avoid abuse.
    2. Give each Attunement a focus. Fire is heavy AoE skills with Burning. Air is only single target skills with Vulnerability and hard CC. Water should be similar to the Druid's Astral skills, just healing and AoE CC. Earth should be HEAVILY Condition focused with strong defensive skills.

    Of course, there can be some variation across weapon types, so a Dagger would for example be point blank skills for melee range while a Staff would ONLY have AoE skills. Give each aspect of the Elementalist, whether traitline, weapon or Attunement a defined reason for being used, rather than just everything being a hodge-podge jumbled mess.

    The problem is certain think will need an ICD too then because with a water trait you gain 2k health when you switch to water or you get boons for switching attunements but if there was no CD you could literally spam water and air for example and get full health instantly and infinite regen, same with fire for might, would get 25 stacks of might instantly

  • @Dennis.8036 said:
    I really like your ideas. Moreover sometimes I thought that the radius of geyser could be increased maybe a bit? It doesn´t have to be like the guardians water field, but the same size as mesmer and necro's wells would be nice:). Furthermore I wish healing rain would also gain a small healing component, not too much, something 500 health per sec, but its name is healing rain and not regenerating rain:D

    Sorry took me a while to get back to you on this, Geyser has a radius of 240 and all the Well skills from both Chronomancer and Necromancer have a radius of 240 as well, although I can understand why you would be disappointed at the radius size I'd have to say I think Geyser is fine.

    As for Healing Rain I understand what the devs were going with when they created this skill, a giant condition cleansing cloud is good but the issue is that power creep has put it in a place where it feels low impact or just downright irrelevant, at least for spvp.
    It lasts 6 seconds, curing 1 condition every 2 seconds, it is simply too slow for the burst nature of condition damage in spvp nowadays and is a worse version of Super Elixir (cures 1 condition per second, heals over time after the initial tiny burst heal, and lasts almost twice as long), and Null field (strips boons from enemies and conditions on allies per second) on a higher cool down albeit without expending a utility slot (although kinda iffy with super elixir since that also comes with 4 other skills as well).

    It pretty much requires you to have the Major Grandmaster Trait Cleansing Water to be good, I would like to see it cleanse a condition every second and either keep the regeneration how it is now (once per 2 seconds) or make it only apply regeneration at the very beginning (with a longer duration to at least match up with the duration of Healing Rain) to balance it out so that its not a condition cleansing powerhouse with the Cleansing Water trait selected.

    PS. If they do follow through with these changes they should probably rename it "Cleansing Rain" instead of Healing rain since that would be more accurate.

  • shinta.8906shinta.8906 Member ✭✭✭
    edited November 26, 2018

    my latest concern is that the leaked shaman design becomes true and we gonna be renegod 0.2 on longbow for xpac3

  • Jski.6180Jski.6180 Member ✭✭✭✭

    Tempest nearly 4 years of being rushed out and still no real update and counting.

    We have have other non gw2 events now so that a thing though.

  • Extra HP or vitality should be baseline when using sword on weaver, and not one of the traits we can chooce.

    Anyway, my biggest concern is that arenanet wil listen to the wrong people, and ruin the class because of it.

  • @shinta.8906 said:
    my latest concern is that the leaked shaman design becomes true and we gonna be renegod 0.2 on longbow for xpac3

    Can you link it? :o

  • Blue.1207Blue.1207 Member ✭✭✭

    @Mini Crinny.6190 said:

    @shinta.8906 said:
    my latest concern is that the leaked shaman design becomes true and we gonna be renegod 0.2 on longbow for xpac3

    Can you link it? :o

    There is no leak.

  • shinta.8906shinta.8906 Member ✭✭✭
    edited December 2, 2018

    there is. i send u. the leak also stated 2 days before the shaman concept appeared in ele section about this exact spec to be happen (funnily my and another users critic on it got deleted).

    i only chose to not post the leak to eventually avoid to spoil someones joy.

  • MyPuppy.8970MyPuppy.8970 Member ✭✭✭✭

    @steki.1478 said:
    Reposting my comment from other thread:

    Ele is already balanced in the way that 1 skill has only one role compared to other classes which have multiple uses per skill. Reason? Ele has 20 weapon skills, other classes have 10. What's not balanced is that ele still has a lot higher cooldowns AND cast times on those skills.

    There's balance in regard that aoe healing has to be lower than self sustain that other classes have, but why is every single healing weapon skill and water trait aoe?

    Considering that all base damage and heal values are awful and ele heavily relies on both specializations and gear stats to be considered playable, there needs to be some changes when it comes to traits:

    1) Nerf/removal of modifier traits with buffs on base values. This way ele doesnt need to rely on 50% damage bonus from fire and air, and builds who dont use those specs won't hit like a wet noodle.
    2) Addition of offensive traits/weapon skills in defensive elements and defensive traits/skills in offensive elements so eles can have at least some breathing room without having to completely respec to get just a bit of offense or a bit of defense. Smothering auras is a perfect example of this.
    3) More global traits (traits that dont work only in specific attunements, but all the time; they can just work better in said attunement) and less relying on ICD, RNG and attunement (at once!!!). Why is this mess of a trait- arcane precision in game?

    A perfect solution would be a mix of all 3, but even one of those could improve the class a lot for start.

    I agree those are the three most important yet non functionnal points. Always grinned at the trait arcane "precision". More like arcane lottery. Anyway, there is so much things mechanicaly wrong, any fix to any of the three points above would be a great improvement.

  • I my view the biggest problem is the elemental attuneme t.
    While they also make it fun to play elemental, they also make them hard to master/understand (not a bad thing), lock us out of weapon swapping, and makes it hard to balance.

    A more boring system would have been active aura that modified a few skills, with arcane being our primery.
    But that would imo kill the unique feeling and fun.

    Are more “stiff” line in traits could maybe help here.
    Where trait, more than elements made your specilization.
    Make eater and earth go dps if they want, do not punish camping in one element (well exception being weaver), but reward players who can change in between.
    And this lead us to CD of attunements, which can be punishing by misclicks, lower them as a it is, since I find CD reducing traits to be boring anyway (as well as flat dmg% to specific elements).

    Also make Conjure weapons “kits” or with no timer for the elementalist, it has been suggested several times and will bypass:
    Us not being able to bring both range and melee without equipments swapping.

    And still force us to make tactical choices as it takes up a utility slot.

    Maybe even remove the static elements and let then change with attunement.

    So to sum it up, in my perfect world:

    Rework attunement traits to represent “roles” rather than element (even though I like the current flavor/theme of the traits).

    Make Conjure weapons kits/bundles with no limites for the caster, to help divercity in like WvW, or just Open World.

    Insure more effecient elemental camping, but highly reward skilled players and macromanagement (it is in some case already like this)

    But this is ofc just some thoughts.

  • I just want lava font to be back where it was. I understand meteor shower but the nerf to lava font not only hurt staff weavers, but hurt staff core elementalist.

  • There are lots of skill in a much worse state than lava font. Not a priority.

  • Dahir.4158Dahir.4158 Member ✭✭✭

    Nice interaction from the ArenaNet staff after 15 pages full of ideas and suggestions. Some communication wouldn't go amiss.
    @Gaile Gray.6029
    @Ben Phongluangtham.1065

    Broski Supreme - Borsk Carry Effect

  • zencow.3651zencow.3651 Member ✭✭✭
    edited December 9, 2018

    Boon uptime is another problem with how ele fits in the current state of the game in PvP. Originally, the stat deficits ele had were made up by it's boon generation especially protection and it's fire fields were important to generate might. However, the ele is now left in the dust in comparison with holosmith and soulbeasts who can maintain a permanent 25 stacks of might/protection/vigor/swiftness/fury with respectively high superspeed and quickness uptimes without messing with their ability to remain on the offense.

    On the contrary to the ele's design around adaptability and versatility, it's tools and 'cheats' are not enough to put it up to par competitively, it essentially devolves to very predictable patterns of attunement in play that becomes exploited by opponents who know the flaws of this class and it's elite specs.

  • Dante.1763Dante.1763 Member ✭✭✭✭

    @Dahir.4158 said:
    Nice interaction from the ArenaNet staff after 15 pages full of ideas and suggestions. Some communication wouldn't go amiss.
    @Gaile Gray.6029
    @Ben Phongluangtham.1065

    Oh no, we wont hear anything, its not unexpected of course, after fifteen pages and multiple patches since and no changes that where meaningful, my ele is completely reserved for RP purposes at the moment and until some changes are made its all it will be used for, its depressing to think that the class that got me playing this franchise is in such a terrible condition, but hey, maybe they are hiding something and it will come out this week in these "surprising" reveals they have planned, i highly doubt it but i have a little hope left.

    Ember Wandertooth(SB), Lucina Fallenflame(Weaver), Kianda Redpaw(Guardian), Kingslayer, Light in the Dark.
    Why Guild Wars is called Guild Wars

  • Milosz.5938Milosz.5938 Member ✭✭
    edited December 10, 2018

    @chesayki.8425 said:
    Thanks to all the nerfs, former "glass canon" is now just "glass target". In a group environment, I often feel like elementalists are dead-weight for parties/teams. On top of now mediocre DPS, we are also still squishy. So now, what are we even good for? Absolutely nothing.

    "Elementalists are multifaceted spellcasters who channel elemental forces, making fire, air, earth, and water do their bidding. What they lack in physical toughness, they make up for in versatility and the ability to inflict massive damage."

    Maybe you should update that description since it's no longer true. We lost that "versatility" thanks to CDs on skills and we no longer "inflict massive damage". We might as well be someone's "Ranger pet".

    Either give us back our "massive damage" or remove the restrictive CDs on skills and up our health for more survivability, otherwise we're just "glass shields" for our parties/team. There are lots of great suggestions from others, so just fix ele, don't make them the outcasted class no one wants in their group because the way they are now, they are doomed to solo play, dying lonely deaths in some caves somewhere in the open world.

    First of all, I have to say that language filltering is working here (I mean common ele forum) ... which surprise me a lot. Im not sure if it's automatic or not. If "not" very good - that's mean someone still reading posts in ele's forum at least reported one hehe - please do not report this :) Thank you for understanding . And that opinion (quoted one) is really very close to my heart and my feelings. That's absolutly true.... someone probably forget about elementalists.
    All the best for all elementalists & try to not lost your hope..
    Have a good day/night.

    I feel like Boon Master. No! Wait! I'm elementalist...

  • Ow i can promise you they are still monitored / filtered by the post monkeys, they aren't getting paid enough to get proper information or responses around, but they sure are to remove threads and even impose bans on constructive criticism while reporting it as "insult", it got me so frustrated i actually mailed the picture to 3 english literature professors >.> ima allow you to have an educated guess on the results x)

    P.S. put your money elsewhere, better games deserving time out there than this one
    PS #2, yes, i only use this forum when i have nothing else to do with my life :3

  • Stallic.2397Stallic.2397 Member ✭✭✭

    The only good thing about 12/11 is that they are buffing Ele. Tempest support and even a little bit of scepter. But these changes are so small compared to the real problems. Ele still won't reach sPvP meta.

    Then again, it was a PvE focused update. When is sPvP coming?

  • Jski.6180Jski.6180 Member ✭✭✭✭

    Not much of a buff but its something i guess all but it one of the rarest effect of the ele kit (why not auras hitting 10 targets something core and tempest would get a lot more use out of then the 5 sec cast time 20 sec cd effect hitting 10 targets.)

    Its worded super odd as well is that the boon only (not all the overloads have boons) or is it the cc / dmg effects as well?

    Its something but not realty that much so far and super limented in real game play effect if that the only 10 target support ele going to get.

  • steki.1478steki.1478 Member ✭✭✭✭

    As other thread comments said: nerfs to other classes are buffs to ele. A lot of builds got nerfed this patch, while ele got some pretty minor buffs. At the end of the day, it's still in a bit better spot than before patch.

  • @Gaile Gray.6029 said:
    Those of you who care about the ele and its balance, please join this thread and continue to add your thoughtful and constructive comments. Thank you.

    The recent changes are heading in the right direction, but if you want Ele to be a truly viable support, aurashare should be to 10 ppl, the trait in fire spec that clears condis when it applies auras, should not be in fire, that is a DPS spec, not a support spec. Trying to add support to a DPS spec seems silly to me. It should either be in water/arcane/earth. And last, could earth overload PLEASE pulse stability to allies? I'm not asking for massive amounts of group stability, but pulsing it on earth overload seems reasonable.

  • Dante.1763Dante.1763 Member ✭✭✭✭

    @Stallic.2397 said:
    The only good thing about 12/11 is that they are buffing Ele. Tempest support and even a little bit of scepter. But these changes are so small compared to the real problems. Ele still won't reach sPvP meta.

    Then again, it was a PvE focused update. When is sPvP coming?

    No staff changes, so not much of a pve focused update outside of making support tempest slightly better(which is a good thing), but our DPS builds are all still outclassed by a ton, and most of the comments and complaints that have been brought up here are still true. its a small step in the right direction but they have a way to go yet.

    Ember Wandertooth(SB), Lucina Fallenflame(Weaver), Kianda Redpaw(Guardian), Kingslayer, Light in the Dark.
    Why Guild Wars is called Guild Wars

  • @lLobo.7960 said:
    Heal on aura needs to go back to water, and aurashare to tempest. This way, tempest can aurashare offensive buffs and core/weaver can use auras to sustain.

    Traitlines need to give more boons to auras:
    fire - might to all auras, and resistance to fire auras.
    Air - fury, swiftness to all auras, and quickness and superspeed to electric auras.
    Water - vigor and regen to all auras, heal on auras, extra regen on frost aura.
    Earth - protection on all auras, stability on magnectic aura.
    This will give tempest the possible role of offensive buffer while doing decent dps (no need to trait water) and give core ele and weaver new ways to self-buff and sustain opening possible combos with fire/earth.

    I like the idea of swapping aurashare into tempest !

    For the rest of the traits... why not making one only specific trait that grants boon depending on the aura you apply . And this boon would be more or less strong depending on how often that aura can be applied :

    • Shocking aura (rare) : grants alactrity And/or fury
    • Magnetic aura (decently rare) : protection and/or resistance
    • Frost Aura (pretty common) : regen and/or vigor
    • Fire Aura (common) : might and/or celerity

    That Way you have only 1 GM trait ... or master trait and you have free slots for trait that could improve core ele in each trait line .

  • lLobo.7960lLobo.7960 Member ✭✭✭

    @Nath Forge Tempete.1645 said:

    @lLobo.7960 said:
    Heal on aura needs to go back to water, and aurashare to tempest. This way, tempest can aurashare offensive buffs and core/weaver can use auras to sustain.

    Traitlines need to give more boons to auras:
    fire - might to all auras, and resistance to fire auras.
    Air - fury, swiftness to all auras, and quickness and superspeed to electric auras.
    Water - vigor and regen to all auras, heal on auras, extra regen on frost aura.
    Earth - protection on all auras, stability on magnectic aura.
    This will give tempest the possible role of offensive buffer while doing decent dps (no need to trait water) and give core ele and weaver new ways to self-buff and sustain opening possible combos with fire/earth.

    I like the idea of swapping aurashare into tempest !

    For the rest of the traits... why not making one only specific trait that grants boon depending on the aura you apply . And this boon would be more or less strong depending on how often that aura can be applied :

    • Shocking aura (rare) : grants alactrity And/or fury
    • Magnetic aura (decently rare) : protection and/or resistance
    • Frost Aura (pretty common) : regen and/or vigor
    • Fire Aura (common) : might and/or celerity

    That Way you have only 1 GM trait ... or master trait and you have free slots for trait that could improve core ele in each trait line .

    This would be a bit too much for a single trait, IMO.
    And considering the latest post from Irenio talking about how booms will be handled in the future, I think it would go a bit against their view.

    The different traitlines giving specific and thematic aura buffs allows the elementalist to choose what buffs to give (self or others with share) based on the specs he chooses.
    This lets eles choose what boons to give based on their elemental traitlines without leting them give all the boons (as stated by Irenio to be not the way they are going forward)

    Furthermore, moving the aurashare to tempest and the aura heal to water you let tempest become an offensive buffer (fire/air/tempest) and you let core ele use auras for sustain.
    Giving fire auras a pulsing resistance buff lets ele have another way of dealing with conditions by trying to maintain resistance (by chaining fire auras) instead of cleansing everything. This lets the ele be more offensive (with fire instead of water) but makes it very vulnerable to corrupts/boom strip.

  • @Zelse.9780 said:
    Yet more staff nerfs, thanks for nothing. Leaving this game. You lost a very high paying customer.

    Did the same...
    I think this is the only way to push devs to listen, vote by money

  • Zelse.9780Zelse.9780 Member ✭✭
    edited December 12, 2018

    @AlexPlay.8436 said:

    @Zelse.9780 said:
    Yet more staff nerfs, thanks for nothing. Leaving this game. You lost a very high paying customer.

    Did the same...
    I think this is the only way to push devs to listen, vote by money

    I agree. As a person that spends at least $70 biweekly, my money could better be used else where. And as a person who tries to push for staff elementalist's relevancy because I care for the weapon profession this is heartbreaking when we try to show our concern and to only be responded with a slap on the face. I'm pretty sure there are other mmos out there that cater to their classic spellcasters. And I'm just done with this franchise.

    Patch after patch, it's nothing but a disappointment. And I'm honestly done with these flavor of the months type BS.

  • anything else I missed?

    Yeah, the downed skills.
    Can you rally with them?
    Other classes has much better skills with a decent damage.

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