Jump to content
  • Sign Up

secretsauce.7689

Members
  • Posts

    10
  • Joined

  • Last visited

secretsauce.7689's Achievements

  1. 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.
  2. 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.
×
×
  • Create New...