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Dennis.8036

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Posts posted by Dennis.8036

  1. @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

  2. @Zuko.7132 said:Elementalist is in a bad place in pvp for two reasons.

    1. Elementalist base stats and active defenses are terrible forcing eles to run survivability amulets, which makes them useless
    2. Elementalists don't do anything better than another profession can and have weak traits.

    How to fix?

    • Give each core trait line a purpose that provides a viable role for ele.
    • Boost Elementalist survivability through trait lines

    FireFire trait line will be focused around might/damage, auras, and boon removal

    • Minor Traits

      1. Burning Precision: 50% Chance on crit to inflict burning for 2 seconds, 3 sec icd per enemy,
      2. Sunspot: Same as before except it now removes a boon from all enemies it hits.
      3. Burning Rage: keep the same, but add burning a foe grants 10 endurance, 5 sec icd
    • Adept

      1. Empowering Aura: Auras grant 200 power, effect does not stack
      2. Extreme Might10 extra Power and Condition Damage per might stack for ele only
      3. Cleansing Flames: Burning an enemy removes a boon, 5 sec icd per enemy
    • Master

      1. Pyromancers Training, keep the same,
      2. Smoothering Auras: keep the same, but add removing a condition from an ally grants 10 endurance
      3. Cauterize: Removing a boon inflicts damage
    • Grandmaster

      1. Burning Strength: Gain 3 stacks of might for 10 seconds when you burn a foe. 2 sec icd. Deal 10% more damage while under the effects of might.
      2. Explosive Purification: Create a fire explosion when striking a burning enemy that deals damage and removes 5 boons from all enemies hit. 15 sec icd.
      3. Powerful Aura: Any aura you grant yourself is granted to nearby allies, auras grant fury and might

    AirAir trait line will be focused on vulnerability, cc, mobility, and critical damage

    • Minor

      1. Zephyr's Speed: Keep the 25% movement speed buff but also add 3 seconds of superspeed upon attuning to air.
      2. Electric Discharge: Keep the Same
      3. Raging Storm: keep the same
    • Adept

      1. Zephyr's boon: Fury grants an extra 10% crit chance
      2. Crippling Weakness: Applying Weakness inflicts cripple and 3 stacks of vuln for 3 seconds
      3. Speedy Demise: Deal 7% more damage while under the effects of superspeed
    • Master

      1. Aeromancers Training: Keep the same
      2. Tempest Defense: Keep the same
      3. Inscription: Keep the same, but add casting a glyph grants a buff to nearby allies that causes their next 3 attacks cast Electric discharge
    • Grandmaster

      1. Fresh air: keep the same
      2. Lighting rod: keep the same, but add electric discharge dazes for 1 second
      3. Bolt to the Heart: Electric discharge now applies 7 stacks of vuln for 10 seconds and Critical hits have a 50% chance to cast electric discharge 3 sec icd, the Electric Discharge applies a five second effect on your target that increases your damage to them by 15%

    EarthEarth trait line will be focused on personal protection, stability, signets, blasts, and condition protection

    • Minor

      1. Protective Blast: Gain Protection for 3 seconds when performing a blast finisher
      2. Earthen Blast: keep the same but is now a blast finisher
      3. Geomancer's defense: Keep the same
    • Adept

      1. Elemental Shielding: keep the same
      2. Earth's embrace: keep the same
      3. Stable Signet: Signets grant 1 stack of stability for four seconds
    • Master

      1. Geomancer's Training: keep the same
      2. Rock Solid: Gain stability on attuning to earth, stability grants 200 toughness
      3. Punishing Blast: Blast finishes cripple and weaken foes for 2 seconds
    • Grandmaster

      1. Stone Heart: Protection reduces critical damage to the elementalist by 33% aoe 5 sec weakness when critically hit, 20 sec icd
      2. Written in Stone: Keep the same
      3. Diamond Skin: Remove a condition when struck while under the effects of protection receive 33% less condition damage while under the effects of protection(3 sec icd)

    WaterWater trait line is focused around support through healing, condition hate, and chill

    • Minor

      1. Soothing Mist: keep the same
      2. Healing Ripple: keep the same
      3. Aquatic Healing: Healing is 15% more effective both to allies and you
    • Adept

      1. Soothing Ice: Keep the Same
      2. Conditional Healing: Heal yourself and allies 2% more for each condition on them or you
      3. Stop, Drop, and Roll: Dodging removes a damaging and non-damaging condition from nearby allies
    • Master

      1. Soothing Disruption: Keep the Same but boons are now aoe
      2. Cool Relief: Foes you chill pulse healing to allies while chilled
      3. Aquamancers training: Keep the same, but remove damage boost and add remove condi from allies on water attune
    • Grandmaster

      1. Cleansing Water: Keep the same
      2. Soothing Power: Soothing Mist is 100% more effective, Healing to allies is 25% more effective
      3. Chilling Vulnerability: Gain frost aura for 4 seconds on attuning to water, Applying chill applies 3 stacks of vulnerablity for 8 seconds, Vulnerability now reduces the damage the enemy deals instead of increasing the damage they take

    ArcaneArcane trait line focuses on boons, evasion, arcanes skills, and random stuff

    • Minor

      1. Arcane Prowess: keep as is
      2. Elemental Attunement: Keep as is
      3. Elemental Enchantment: Keep as is
    • Adept

      1. Renewing stamina: keep as is
      2. Arcane Precision: keep as is
      3. Arcane Abatement: increase healing
    • Master

      1. Arcane Ressurection: Good for support I guess, leave alone.
      2. Elemental Contingency: leave as is
      3. Final Shielding: Leave as is
    • Grandmaster

      1. Evasive Arcana: Leave as is
      2. Elemental Surge: Leave as is
      3. Bountiful Strength: Deal increased damage for each boon you have. Gain 2 endurance when you gain a boon.

    TempestDo tempest stuff better

    • Minor

      1. Singularity: Keep the same
      2. Stable Conduit: Gain stability when starting an overload
      3. Hardy Conduit: Keep the same
    • Adept

      1. Unstable Conduit: keep the same
      2. Latent Stamina: Applying vigor grants 20 stamina, Gain Vigor when starting and completing an overload.
      3. Gale Song: Keep as is, but add shouts grants 3 seconds of quickness and 5 seconds of swiftness
    • Master

      1. Invigorating Torrents: Keep as is
      2. Tempestuous Aria: Reduce shout cooldown by 20% the next attack of allies affected by a shout inflict 3 seconds of cripple and weakness and slow
      3. Speedy Conduit: Overloads are available two seconds earlier and channel 25% faster
    • Grandmaster

      1. Unstoppable Singularity: keep as is, but add overloads grant superspeed and inflict cripple chill and immob for 3 seconds upon completion.
      2. Elemental Bastion: keep as is
      3. Imbued Melodies: Gain 300 concentration, completing an overload grants Protection, aegis, stability, and regen for 3 seconds to allies.

    WeaverDon't really know what to do with this, but I have a few ideas.

    • Woven stride: Gaining swiftness or superspeed removes condis, nix the regen, heal while under the effects of swiftness
    • Boost barrier application all around

    I like a lot of these ideas, but there are some, especially for tempest, i´d like to suggest.When I compare tempest to weaver, then I see the possibility for ele to play either support (with tempest) Or pure dmg (with weaver), since the dmg output from tempest is far behind the dmg outpot from weaver.But when I look at most used support classes like chrono/druid in pve, or firebrand in pvp/wvw, I come to notice that they just have to sneeze into their party to grant them a quantouple amount of boons.So with tempest I wonder why the overcharges won´t be able to grant boons to allies surrounding the ele?For example overload earth may grant stability, protection and resistance to party members, overload air applies swiftness, quickness and alacrity, overloading water removes conditions while granting regen and vigor, and overloading fire grants fury, might and retaliation.These boons may have a duration of 3sec with four ticks while overcharging. This may seem strong, but if I think about the duration of the cast the overcharges have, this seems most reasonable to me.Further to the transmuting of auras. This was a nice idea, but why can´t tempest transmute the auras applied by shouts with the shouts? this would underline the aura-aspect from tempest and make the shouts feel like something. For now the shouts don´t appear rather strong to me as you have to watch multiple synergetic aspects fro other traitlines as well to take great use of them. Transmuting auras on all affected allies would give the entire thing a complete different feeling^.^

    As for weaver, I´m actually quite happy with this class in pve, but the dmg got nerfed a bit too vast compared to the skill it needs to master. While I´m quite thankful for the ability to play sword dagger to deal damage, the nerfs on staff were ridiculous at some point. the viability of scepter is very debatable, same goes to dagger mainhand.In pvp I come to wonder why weaver needs to perform either as fresh air, which isn´t really a rewarding way of playing it, or as a sword/dagger hybrid. Which may be a bit sturdier, but the work this weaver can do is better performed by other classes. In roaming a mesmer or thief works better, same goes with spellbreaker/soulbeast, and in team fights it gets outperformed by holosmith/scourge. Fighting against a deadeye is a pain in the butt, but this is something many classes have to experience^^. So you have the opportunity to choose either mediocre burst damage, which is mostly done better by mesmer or engineer, or you´re tanky but not as tanky as a druid/soulbeat/spellbreaker, compelling you to linger with mediocre viablity during the entire match.

    As for arcane, I agree that most of the traits are fine the way they are, but I wonder whether elemental contingency could be changed, causing the boons you generate to affect more allied targets, so the boons you generate can affect 10 allied targets. The ability to affect 10 targets is something i´d like to see in more professions in general. Give the scourge the ability to apply barrier to 10 targets, give the firebrand the ability to grant his boons to 10 targets, same goes to tempest. We saw the beginning of this in the herald changes. I´d love to see the acceptance of more support classes in raids except for druid.

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