Elementalist: "A Model Class." (3/8)

Elementalist: "A Model Class." (3/8)

in Profession Balance

Posted by: Swagg.9236

Swagg.9236

Updates to mainly [Burning Speed] and [Signet of Restoration] with some additional number tweaking.

There’s a lot of numbers behind the [Signet of Restoration] suggestion, but the main principle is that even though it may be “underpowered,” it’s still a skill that encourages the player to never use the active. It is an unfortunately common design that should really be addressed. In any case, the suggestion gives more options to [Signet of Restoration] by making it more like a glyph which work to make the active more appealing than just relying on the passive ability.

Elementalist: "A Model Class." (3/8)

in Profession Balance

Posted by: Mbelch.9028

Mbelch.9028

Every so often I use the active in a duel without much consequence. Although 50% of the time it will result in my death, as I only use it when I’m in the 15% health range when I’m just bursted out of water.

-Nex, [FEAR] Elementalist
https://www.youtube.com/user/GW2FearGaming

Elementalist: "A Model Class." (3/8)

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Terrible idea for the Signet of Restoration Passive. Keep the passive the way it is now just tweak it so that its not terrible. Having to swap attunements to get a little heal is rather weak. You swap attunements for the skills not because you need to be healed.

The active sounds interesting. Personally i would change them a bit though.

Fire – Make it so that it is critical damage and that it inflicts burning.
Water – Make it grant Regeneration and is a Water field for allies as well
Air – Seems okay. Maybe have it proc 2seconds of Fury as well(?)
Earth – Make it grant Stability and Protection rather than Weakness

The radius could be improved a bit, maybe 240range

As for the Arcane skills…you want to make them WORSE…
Arcane Blast, Arcane Wave and Arcane Shield changes are all TERRIBLE.

You are trying to ruin the class with SO many of your change ideas. I suggest playing the class before trying to think of change ideas because if you did play the class then you would be able to tell why so many of your changes are pretty awful.

Signet of Fire – Interesting Passive, remove the blast requirement and make it when you burn foes and it could be great. Say 3 second Fury with a 1second ICD. The active i don’t really like i like the current active myself.

Signet of Earth – Terrible Passive, protection duration is way to low to make it any use and the active is just as bad.

Signet of Water – Passive is meh. You are going from having a condition removed every 10 seconds to adding a requirement to remove it. Terrible idea. Would be better if it turned a Condition into a boon every 10seconds. The active is meh as well, make it so that the active converts ALL conditions into Boons for there duration (affected by boon duration) – 90second cool down, instant cast. Boon now a great Signet.

Glyph of Renewal – Terrible glyph, a .25second cast time reduction will not fix all the issues that crappy skill has.

Glyph of storms – again terrible skill a cool down reduction is not enough to make people want to use it.

Glyph of Elemental Power – Personally i liked the way the skill was. The Auras would need to have a MUCH longer duration to make it worth while. The condition application needs to stay 25% chance to trigger the condition with a nice duration as well is MUCH better than your idea. Make each of the Auras last 10seconds, seeing as they have the ICD anyway, increase the cool down back to 45 seconds and keep the current condition application and it would be fine.

Elementalist: "A Model Class." (3/8)

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Posted by: Cush.4063

Cush.4063

I’m sorry but some of these changes are pretty insignificant. Ele’s base hp really has to be brought up to offer it more build diversity and then I might agree with you more on these changes. But the fact that D/D isn’t even viable in PvP at the moment because you have to for more vitality and toughness than damage thus your attacks are not that strong, thus you still get killed before you can kill them. There needs to be more sustain in general, you didn’t even give us the evade frames on Burning Speed. SO like I said, unless you give us higher base hp/toughness then these changes aren’t significant enough to help the Ele out. If you increase the base hp/toughness than this would be a lot more significant. +1 for the effort though.

Elementalist: "A Model Class." (3/8)

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Posted by: Swagg.9236

Swagg.9236

Terrible idea for the Signet of Restoration Passive. Keep the passive the way it is now just tweak it so that its not terrible.

First off, let’s just get this out of the way: “just tweak it so that its not terrible,” is not really a valid suggestion, idea or point in any way. Moreover, reading through the rest of your post, it’s littered with comments like this. Saying things like that is not going to get anything done whatsoever. You’re simply speaking your opinion and then not backing it up with anything. It’s hot air.

If you’re going to respond, think about what you want to say, identify the central point behind a person’s argument or contribution and then make a statement based on that. Don’t just voice your opinion because it’s never enough.

Having to swap attunements to get a little heal is rather weak. You swap attunements for the skills not because you need to be healed. [/quote]

I did enough work to make sure that the healing per second of the new [Signet of Restoration] passive is on par with the current [Signet of Restoration] average healing per second of Scepter/Dagger in PvE. I was thinking of making the healing even higher than it is now, but the original level that I was debating would have outpaced my current re-work of [Healing Signet]’s passive healing per second, so I decided against it.

In any case, tying the passive to attunement swap is an effort to make [Signet of Restoration] into a more active-use ability that revolves around attunement management. It’s more thought-provoking and engaging than simply pressing weapon skill buttons.

The active sounds interesting. Personally i would change them a bit though.

Fire – Make it so that it is critical damage and that it inflicts burning.

The blast finish is enough for support and utility. It isn’t meant to do damage. Giving [Signet of Restoration] access to a blast finisher is already a threat in and of itself to the viability of [Arcane Brilliance]. Any more and it wouldn’t be fair to the other skill.

Water – Make it grant Regeneration and is a Water field for allies as well

I don’t want to make this skill a clear-cut better choice over [Glyph of Elemental Harmony].

Air – Seems okay. Maybe have it proc 2seconds of Fury as well(?)

Same as above.

Earth – Make it grant Stability and Protection rather than Weakness

Same as above.

As for the Arcane skills…you want to make them WORSE…
Arcane Blast, Arcane Wave and Arcane Shield changes are all TERRIBLE.

Having to time and/or aim one’s attacks really is something that most GW2 players seem to not enjoy. It’s a shame given this game’s dynamic fundamentals that contribute to how players can move and personally mitigate incoming damage with clutch skill use.

You are trying to ruin the class with SO many of your change ideas. I suggest playing the class before trying to think of change ideas because if you did play the class then you would be able to tell why so many of your changes are pretty awful.

Again, that’s your opinion without any back-up. These changes are meant to force players to aim and time their skills instead of simply getting by on instant-cast crutches; it’s about making skill, timing and positioning bigger factors in GW2 combat.

Elementalist: "A Model Class." (3/8)

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Posted by: Swagg.9236

Swagg.9236

Signet of Fire – Interesting Passive, remove the blast requirement and make it when you burn foes and it could be great. Say 3 second Fury with a 1second ICD. The active i don’t really like i like the current active myself.

That would make the passive better than a Grandmaster trait. No. The active is more area denial, damage, burning and also an additional fire field.

Signet of Earth – Terrible Passive, protection duration is way to low to make it any use and the active is just as bad.

A twenty percent base up-time on protection is very strong. Given that it triggers on evasion, it would be possible to dodge into combat as an Elementalist and then eat a lot of ambient damage without necessarily dying due to the brief respite from protection.

A [Static Field]-style skill that immobilizes foes is incredibly strong movement control.

Signet of Water – Passive is meh. You are going from having a condition removed every 10 seconds to adding a requirement to remove it.

Yes, that’s the point.

Terrible idea.

More opinions. Making skills actively triggered only puts more emphasis on a player’s timing, positioning, and resource management skills. It promotes a more skillful GW2 overall.

The active is meh as well, make it so that the active converts ALL conditions into Boons for there duration (affected by boon duration) – 90second cool down, instant cast. Boon now a great Signet.

While [Contemplation of Purity] is a strong skill, it’s also very one-dimensional and also innately selfish. The new chill-inflicting water-field that heals allies is much more versatile and helpful to the party overall.

Glyph of Renewal – Terrible glyph, a .25second cast time reduction will not fix all the issues that crappy skill has.

[Glyph of Renewal], as all resurrection skills, is incredibly powerful. Calling a skill that is able to turn around entire encounters with the press of a button “crappy” is a clear misunderstanding of the opportunities that this skill can create. A 3-second base-line for rez skills is a pretty fair base-line that allows players to secure ranged rezzes without denying opponents the opportunity to counter it.

Glyph of storms – again terrible skill a cool down reduction is not enough to make people want to use it.

Maybe not, but it deserves it. Do you have any ideas?

Glyph of Elemental Power – Personally i liked the way the skill was. The Auras would need to have a MUCH longer duration to make it worth while. The condition application needs to stay 25% chance to trigger the condition with a nice duration as well is MUCH better than your idea. Make each of the Auras last 10seconds, seeing as they have the ICD anyway, increase the cool down back to 45 seconds and keep the current condition application and it would be fine.

I was actually planning on just removing this suggestion. It’s a strong skill on its own with its own niche applications. While it does indeed not really function well as a stun-breaker given its effects, it shouldn’t really be changed just because of that.

Elementalist: "A Model Class." (3/8)

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Posted by: Swagg.9236

Swagg.9236

Updates to [Ring of Fire], [Glyph of Elemental Harmony] as well as some number tweaking.

Elementalist: "A Model Class." (3/8)

in Profession Balance

Posted by: Swagg.9236

Swagg.9236

Addition of a few trait updates. I’m also playing with some radii (skills and traits) in order to make aiming more of a factor when using AoEs.