Elementalist: Ready-up evaluation

Elementalist: Ready-up evaluation

in Profession Balance

Posted by: Grimreaper.5370

Grimreaper.5370

What SHOULD have been nerfed:

-Celestial amulet(SPvP) healing potential slightly reduced (subtract points from healing power and add them to offensive stat lines.)

What SHOULD have been reworked (For the sake of functionality!):

-Magnetic Grasp (Doesn’t function properly % amount of the time. It wont land!)
-Churning Earth (Not a viable ability to use in many scenarios)
-Fire grab/lightning touch (Very very slight increase in hitbox size)
-Vapor Blade (will not ever hit a strafing target further away than ~400 units)
-Dragon’s Tooth (Needs the option for where to cast it)
-Shatter Stone (Similar problem as Churning Earth)
-Gust (similar problem as vapor blade)
-Ice Spike (Too much time given to react and avoid/dodge)
-Eruption (Same problem as Ice Spike)
-comet (slightly too long of a delay before landing)

Traits that still need more work done on them:
-Elemental Contingency (Evasive Arcana is still far superior)

Changes that were unnecessary:
-Burning speed and burning retreat changes.
(The burning trails from these skills require an opponent to either be CC’d or be a complete idiot to stand in them, the burning trails also did not do enough additional damage to be a concern in the first place)

MORE IMPORTANTLY, this patch for the elementalist will not shake the meta(PvP). Why is this? We have multiple traits to provide great defensive AND offensive boons to our cantrips (which are already very powerful by themselves) and hardly any traits at all to benefit from signets and glyphs.

Traits which benefit Cantrips:
-Spell slinger (Provides 3 might stacks per cantrip used)
-Burning fire (Instantly removes 3 conditions when 3 are applied + burn target)
-Cantrip Mastery (reduces cd by 20%)
-soothing disruption (gain vigor and regen boons upon using cantrip)

IMO Glyphs signets need additional traits that provide defensive/offensive properties if they are going to shake the meta

(edited by Grimreaper.5370)

Elementalist: Ready-up evaluation

in Profession Balance

Posted by: Sagat.3285

Sagat.3285

What SHOULD have been nerfed:

-Celestial amulet(SPvP) healing potential reduced (subtract points from healing power and add them to offensive stat lines.)

The other classes have so much healing man ele pales in comparison maannn the celestial is op on them boooyyy.

Back to the serious you might need that healing after patch lol compare all the skill bar so far lol(specifically the recent one…) I’m so impatient for guard and necro.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

Elementalist: Ready-up evaluation

in Profession Balance

Posted by: Grimreaper.5370

Grimreaper.5370

What SHOULD have been nerfed:

-Celestial amulet(SPvP) healing potential reduced (subtract points from healing power and add them to offensive stat lines.)

The other classes have so much healing man ele pales in comparison maannn the celestial is op on them boooyyy.

Back to the serious you might need that healing after patch lol compare all the skill bar so far lol(specifically the recent one…) I’m so impatient for guard and necro.

Perhaps, we will see. As of now I’m disgusted by the amount of defense provided by celestial amulet when equipped on an elementalist.

I JUST WISH THEY WOULD FIX POORLY DESIGNED SKILLS! >.<

Oh and was the burning speed and retreat nerf really needed? You can’t get most people to even stand on the fire trail for more than a second. I’m assuming its nerfed with lightning Flash as well now.

(edited by Grimreaper.5370)

Elementalist: Ready-up evaluation

in Profession Balance

Posted by: Sagat.3285

Sagat.3285

What SHOULD have been nerfed:

-Celestial amulet(SPvP) healing potential reduced (subtract points from healing power and add them to offensive stat lines.)

The other classes have so much healing man ele pales in comparison maannn the celestial is op on them boooyyy.

Back to the serious you might need that healing after patch lol compare all the skill bar so far lol(specifically the recent one…) I’m so impatient for guard and necro.

Perhaps, we will see. As of now I’m disgusted by the amount of defense provided by celestial amulet when equipped on an elementalist.

I JUST WISH THEY WOULD FIX POORLY DESIGNED SKILLS!

I’m going to be honest I’m tired of this game being all about burst power or condi (only power in pve). So many traits,gear,skills and set up not used because the game pushes you to damage the main tanks are seen in conquest(tank guard,turret engi..and are hated) and WWW.

Most of the community want to see all damage power or condi and complain at any sight of tank even a mix burst/tank(shout war,…) they want fights to end quick. I kinda feel that it might changed first with change of conquest and pve content but I’ll keep hoping.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

Elementalist: Ready-up evaluation

in Profession Balance

Posted by: Grimreaper.5370

Grimreaper.5370

What SHOULD have been nerfed:

-Celestial amulet(SPvP) healing potential reduced (subtract points from healing power and add them to offensive stat lines.)

The other classes have so much healing man ele pales in comparison maannn the celestial is op on them boooyyy.

Back to the serious you might need that healing after patch lol compare all the skill bar so far lol(specifically the recent one…) I’m so impatient for guard and necro.

Perhaps, we will see. As of now I’m disgusted by the amount of defense provided by celestial amulet when equipped on an elementalist.

I JUST WISH THEY WOULD FIX POORLY DESIGNED SKILLS!

I’m going to be honest I’m tired of this game being all about burst power or condi (only power in pve). So many traits,gear,skills and set up not used because the game pushes you to damage the main tanks are seen in conquest(tank guard,turret engi..and are hated) and WWW.

Most of the community want to see all damage power or condi and complain at any sight of tank even a mix burst/tank(shout war,…) they want fights to end quick. I kinda feel that it might changed first with change of conquest and pve content but I’ll keep hoping.

I can agree with a lot of what you’re saying, but allow me to list a few scenarios that bother me when it comes to a celestial ele bunker.

-Never ending ele vs ele fights
-being able to completely outheal the dps many builds can dish out.

With that being said maybe nerfing the celestial amulet isn’t the answer, and rather increasing the damage some (classes + build) can achieve is the answer. Which is where this patch seems to be going.

IMO this game would be a lot better off if it was completely balanced around the idea of:
who ever dodges/avoids(mainly dodge) the most burst in a fight, wins

Instead of

I can outlast you in a dps race so I win

(edited by Grimreaper.5370)