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Schindler's Elementalist [Feedback]


Malcastus.6240

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SCHINDLER'S ELEMENTALIST

I've been wanting to

things that interfere with the joy of playing the elementalist and hopefully provide some usable feedback.

Been playing since launch (almost exclusively SPvP ranked and unranked) and took a break from the game around HoT. Returned a year ago and have had time to theorycraft and try many variations of the Elementalist in SPvP, WvW and PvE, which is great fun.


Index

**1. Amulets in SPvP.

  1. Weapons.
  2. Utilities.
  3. Traits.**

As a class with 11k'ish health, you face unfair limitations when creating builds. In my experience, you need at least 15k in order to stand a decent fighting chance. Just about enough health to react to threats. Since the elementalist is bereft of vitality (and toughness), you will have to find get it from either amulet, runes or traits. Here is where frustration starts to occur, because limitations set in and rule out 50% of the amulets. How is that fair?You can't return to the past and invest 5 point in Water for a vitaily boost. The Elementalist really needs a boost in base health, is what I'm saying.

Of course you can go Weaver, use Master's Fortitude with Grieving Amulet (example) and Divinity Runes to just climb above 15k health, but then you're limited to playing that elite specialization.


1: Amulets in SPvP


Since only 50% of amulets have vitality, the options for non-Weavers have been halved and even Weavers realistically only have few options.It has gotten harder to customize your stats, as the options have decreased over time (no more +7% crit chance sigils). The major nerfs didn't make it easier, as several skills were hit too hard. You could add more amulets to the game with a wider stat spread to accomodate those professions with lacking options. But what stats?

A Ranger with Greatsword and Longbow can easily grab a power/crit amulet, since it fits the power theme of the weapons. Most classes I've played have weapons that revolve around either condi (Mesmer Staff) or power (Mesmer GS) so the pick of an amulet becomes easy, but the elementalist has a mix of both in every weapon.

  • Staff: Mainly power.
  • Scepter: A strange hybrid, from sluggish condi auto-attacks to lightning fast mini zaps.
  • Dagger MH: Hybrid (with Weaver, leaning towards power).
  • Sword: Hybrid, but favors power.

Then we have utilities and traits that further enhance the power and condi side of things, like Arcane, Fire, Earth, Weaver and Tempest.Elementalists should have more amulet options, if stuck with current base health.

Example:1000 Power500 Precision500 Vitality500 Healing500 Condition Damageor700 Power400 Precision400 Vitality400 Toughness400 Healing700 Condition Damage

Options that offer room to better use the many mechanics of the game. In WvW you can customize your setup to the smallest detail, but SPvP hasn't got those luxuries. They keep getting removed. Since the Elementalist profession doesn't have the ability to flip a switch between POWER or CONDI, magically seperating the two damage types, it could use more amulets that support it.


2. Weapons (SPvP)

I want to make notes about some of the weapon skills that make an impression and highlight things that could use developer attention and love.


Staff

The recent nerfs went somewhat overboard with some of the staff skills, to the point where you're not a real threat to your enemy anymore. It's slow to wield (which is fine), but the impact that skills have in SPvP does in no way reflect that. Fun factor increases by 100% if played with LR (nerf Tornado, Weaver disables and remove Aura Share for the sake of LR staff).


FIRE

  • Lava Font: Needs a small damage boost, or AoE increase.

  • Flame Burst: Not sure what to make of this skill. One of the few condition damage skills that feels out of place and should be replaced. Might as well make staff condition free. Or change it to create a brief smoke field that blinds.

  • Meteor Storm: Change the number of impacts to a controllable number, so it's easier to balance. Like 3 impacts. 1st does x damage, 2nd does x damage, 3rd, does more damage plus an effect. Buff the damage and make its AoE smaller. We need to feel some OOMPH with staff with at least some of its skills.

FIRE/AIR

  • Plasma Blast: A bit slow. Perhaps make it deal 10% more damage when detonating within 500 units, or give it a detonate ability that does less damage, but covers a greater AoE.

AIR

  • Chain Lightning: The idea is neat, but works poorly. It could use a severe projectile speed boost and a small damage boost on first impact. It's lightning, not a scarf you're tossing.

  • Lightning Surge: In dire need of a damage boost. With a full second cast time plus very clear animation, the skill feels immensely underwhelming. Beside CL, It's the only damage skill in air (without LR). Surely it needs impact. Make it single target and increase the damage, so it feels rewarding and important to land. Blindness could be the only AoE thing about it.

  • Gust: Feels lackluster and too narrow. Meh without LR.

  • Windborne Speed: Could use a chill effect or superspeed. Staff is slow and could use mobility to compensate. Remember the low base health/toughness limitations.

AIR/WATER

  • Monsoon: The worst sort of trickle there is. The Freezing Gust of staff. Air, or rather lightning and water should be a strong combo. I hate my life whenever necessity demands I cross those two elements.

WATER

  • Ice Spike: Weak. Same with LS, it needs to be important to land and dangerous to get hit by. The few conditions you apply won't stick for long on good opponents and takes time to apply.

WATER/EARTH

  • Lahar: Could use a short immobilize, instead of cripple. It feels weak currently.

EARTH

  • Eruption: It's good in a hybrid/condition build, but it's the only good condition skill staff has. Can be hard landing it. The bleeding should be removed and damage increased.

  • Unsteady Ground: Amazingly fun with LR. It would be fine as it is, ONLY if other skills like Lava Font, Lightning Surge, Ice Spike etc. had a bigger impact.

  • Shock Wave: Shockingly meh. This should be a good mobility, defense or damage skill. Mobility (underground) might be most needed for staff.


Scepter

The scepter is the weapon I want to love, but can't. Earth and air being the main reason. This weapon feels very uneven to wield, nothing like the smoothness of D/D (especially prior to recent Updraft change). It could use some love in air and earth.


FIRE

  • Dragon's Tooth: Needs to be faster and deal less damage.

  • Phoenix: Impact damage should be increased. Dumbledore is rolling in his grave.

AIR

  • Lightning Strike: Needs more damage. That, or let it be a skill that enhances Arc Lightning (auto attack). It can be a channeled skill that basically is a stronger Arc Lightning when used while channeling AL. The play will be timing it with the beginning of your auto attack, for maximum damage. If you activate it at the 3 second mark of AL's 3½ channel duration, you would only gain ½ a second of it's damage, wasting the skill potential, unless timed correctly.Blinding Flash: Perhaps something that zaps you 600 units and blinds? It currently is rather underwhelming.

EARTH

  • Stone Shards: Probably my most disliked skill (alongside Rock Barrier). The feel of it is abysmal. 1...2.................3? Does this mean anything to you? :)It feels random when it fires. What about a quick barrage instead? Anything else is better.

  • Rock Barrier: It just doesn't belong. It's a slow defensive tool with good burst damage. The Rock Barrier and Hurl part should be combined into one fluid action.

  • Dust Devil: It could use some bleeding damage.


Sword

Feels a bit lackluster in terms of burst damage now. Some nerfs were a bit too servere. Skipping sword.


Dagger (mainhand)

The greatest joy for me is D/D or D/F. Nothing is smoother in terms of gameplay. While the two breath skills slow things down, it doesn't ruin it. However, it was nerfed too hard in several places. The damage that dagger MH is lacking, really is evident when playing core D/F.


FIRE

  • Dragon's Claw: Needs small damage boost.

AIR

  • Convergence: Needs damage boost.

WATER

  • Vapor Blade: Needs damage boost. It has always felt underwhelming. Could be fun to combine with Piercing Shards, but it needs a boost.

  • Cone of Cold: Needs damage boost or chill. You neither heal, nor damage well with this. Away with healing and add chill. Cone of cold sounds chilly.

EARTH

  • Ring of Earth: Needs damage boost.

Dagger (offhand)


FIRE

  • Fire Grab: Your target must be burning in order to do the SAME burst damage as Burning Speed. The hitbox feels off and the CD is 10 longer than BS. Needs a good damage boost.

AIR

  • Updraft: Needs a shorter delay. Wish it was instant.

WATER

  • Cleansing Wave: Could use a ½ second cast time, or a healing boost.

Warhorn


WATER

  • Tidal Surge: Needs a longer range.

3. Utilities

Conjure weapon, signets and arcane utilities could use a facelift in these testing times.


CONJURE FROST BOW

  • Water Arrow: It's too slow, which makes Water Arrow stacking a pain.Change Water Arrow to Ice Arrow and remove the healing element, then boost the projectile speed with less of an arc and add vulnerability or bleeding. It would make it fun.

CONJURE FLAME AXE

  • Explosive Lava Axe: Needs small damage boost.
  • Flame Leap: Needs damage boost.

SIGNETS

  • Signet of Air: It would be more appealing if it was centered on your character, instead of requiring a target to function. It would help a lot.
  • Elite Signet: Can you make us one?

ARCANE

  • Arcane Blast/Wave/Power: Damage is needed on AB and AW, and AP could use a slightly shorter CD.
  • Elite Arcane: Can you make us one?

4. Traits

The 300 second passive traits should be removed, in favor of traits that create synnergy with arcane utilities, aura's and conjured weapons. The elementalist tools need a hand.


  • Final Shielding: Your arcane skills reduce CD on Lightning Flash by 2 seconds (1 second ICD).
  • Gale Song: Shouts receive sonar, granting precision for x seconds.
  • Earth's Embrace: (Swap places with Strength of Stone) Conjured weapons are instant cast and breaks stun (10 seconds ICD on stunbreak), but only creates one weapon.
  • Soothing Ice: No idea. Not appealing currently.
  • Powerful Aura: Auras are shared with your elementals. Increase damage by 5% while auras are active.
  • Strength of Stone: Would work better with arcane, if the 3 sec ICD was removed. Otherwise it needs a small boost.

These are points I feel are worth looking at. Perhaps core elements should be fixed first, then adjust the elite specializations accordingly.Feedback is welcome.

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I gotta admit, the 5% damage buff on powerful aura sounds pretty awesome.

Vapor blade and cone of cold definitely need buffs. I would rather increase the healing of CoC than damage. Dagger Ele's could use sustain buffs.

Regarding amulets, I really wish Cele was a thing. 460 is too low. Maybe 500 across the board. I'm sure other classes could find a way to abuse it, which is sad cause Ele would be the one class that truly needs it. Ele is too stat delendent.

An Elite signet or Arcane skill that's only accessible to core Ele would be pretty cool

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@"ollbirtan.2915" said:Ele isn't the only class with 11k base HP

Guardian has blocks that enhance the lifespan behind the 11k HP wall while thieves have stealth and 1200 range insta teleport disengage..ele has....heals? And please don't start mentioning "evades" like every weapon skill on ele has evades in it or every ele traitlines is weaver. On ele you will end up facetanking a great deal of dmg, because it can't either be avoided or your couple of evade skill or long CD block utility are unusable

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I'm merely correcting your error - Ele has the same amount of HP like Guards and Thieves. Mechanics have nothing to do with base HP here. Also, I'm not an Ele hater - I play the class myself. Just hate to see your post that has many good points tainted by the 'lowest HP' misinformation.

Cheers.

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@ollbirtan.2915 said:

@ollbirtan.2915 said:Ele isn't the only class with 11k base HP

It's the only profession with 11k base HP, AND a light armor, while thieves and guards can rely on a medium and a heavy armor. That's the difference.

You can't be serious ----- when did armor class matter in GW2?

Dunno. Maybe since a heavy amor gives much more base Toughness than a light one ?

You're the one who cannot be serious here bro x)

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