Elementalist Scepter/dagger combo Improvement

Elementalist Scepter/dagger combo Improvement

in Profession Balance

Posted by: LaCatNera.3276

LaCatNera.3276

Hello All

I have been playing elementalist almost since release and have been triyng all possible builds and weapon sets at our disposal.
They have been making changes to the class, some were good and many bad ones but I want just talk about the scepter/dagger combo here.
The scepter works well with the dagger as an combo, the main problem here is ring of fire which makes us enter melee range just to cast it. This makes not much sense with a main hand ranged scepter.

The main goal I have is to change either dragon tooth to get a better targeting system or get us a way to make ring of fire ranged so we don´t have to get in melee range just to set the ring.

Change suggestion:

SCEPTER

- Dragon´s tooth –
Drooping the tooth faster makes it easier to hit our targets

-Shatterstone-
Make it a blast finisher to get another option to combo with scepter

-Arc lightning-
Increase a little bit the mediocre damage it does

DAGGER

-Ring of fire-
Give us a Trait in which we could choose to get ground targeting like the necromancer “Focused rituals”

-Ride the lightning-
Decrease the cooldown on the skill. It does not make us stronger to have a little bit more mobility

TRAIT:

Give us a trait that gets us fury in the water route.

Please leave your comments and suggestions here so we can discuss this topic more.

Thanks

Elementalist Scepter/dagger combo Improvement

in Profession Balance

Posted by: BlackBeard.2873

BlackBeard.2873

I agree that scepter does need some change, as it is only decent in a fresh-air spec, which generally just gets wrecked by thieves and thus are only really viable when a thief isn’t present. The reason for this is that the sustained damage on scepter is TERRIBLE without all the extra air-procs.

I would like them to make shatterstone do just about anything.

A slightly shorter CD on RtL would be excellent (maybe 15/30 or 20/30 for hit/miss), but after they fix strength runes so that D/D isn’t unreasonably OP.

What I would do is thus decrease the power of the air on-swap procs (especially b/c its instant/unavoidable) and put a good deal more damage on the other autos. Air is the only decent auto on scepter, and is very slow as most of the damage is backloaded to the end of the channel (which is fine). Fire auto is only good for setting up fire-grab. Water/earth auto are generally pretty bad for anything other than proccing fresh air. Water is decent in melee range, but past 300 range good luck getting more than 1 or 2 of the 3 bolts to hit.

I do think dragon’s tooth and ring of fire are just about fine, although a slight reduction on the cast time (keep the same drop-delay on it) could be o.k. Its really situational right now (zoning and downed cleave mostly), even though I think its meant to make up for the poor sustained damage. Ring of fire really plays into the style of dancing in and out of melee range, which is very strong when done properly.

I don’t eles need more cheap fury, the 1-pt in arcana is already huge access to fury compared to a lot of classes, and it comes really cheap.

(edited by BlackBeard.2873)

Elementalist Scepter/dagger combo Improvement

in Profession Balance

Posted by: Einlanzer.1627

Einlanzer.1627

My main problem with Scepter is also my main problem with Staff – Air attunement on both feels very weak. Arc Lightning, Chain Lightning, Lightning Strike, and Lightning Surge all do substandard damage (with Lightning Surge being one of the most atrociously tuned skills in the game). The RTL cooldown nerf was also probably not necessary.

Elementalist Scepter/dagger combo Improvement

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

I don’t think Dragon’s Tooth needs to drop more quickly. It’s a very powerful effect, and powerful effects should have delays which give the target an opportunity to get out of them.

Shatterstone could use a fiddle somewhere, but I’m not sure where. I don’t know if making it a Blast Finisher will actually be either good or meaningful. In spvp and the like, it might not really do very much, but in wvw, it’d be huge. Personally, I think that Water needs some fiddling to make it into a worthwhile damage option.

Arc Lightning damage buff could be nice. It completely locks you out of other skills while it’s firing, and it takes something like 4 seconds to fully wind up… It just doesn’t fit into the game. A skill like this can work but the reward for letting it charge is nowhere near what it needs to be I don’t think.

On fury in Water, I dunno. Personally I reckon something that plays off Chill would be cool.

Nalhadia – Kaineng

Elementalist Scepter/dagger combo Improvement

in Profession Balance

Posted by: LaCatNera.3276

LaCatNera.3276

Good suggestions here.
The options we have as ele are a not really versatile. The devs wanted to get a “Balanced class” with the ele which could provide a little bit of all with attunements, the problem is that if we wanted to play a focused part like doing damage or healing effectively we get really big diminishing return. Classes like the warrior or Mesmer can stick with a really defensive build and still be better at almost everything that a ele.
My feeling is that the class is not playing a “Role” in this game were it cant be replaced other that for our ice bow.

I agree that our air damage or at least or auto attack is needing improvements, the skill could become a chain reaction an make contact with lets say 3 close enemy’s giving it aoe and making it like the auto on staff.

Elementalist Scepter/dagger combo Improvement

in Profession Balance

Posted by: Carighan.6758

Carighan.6758

Dragon’s Tooth is hugely important and powerful, last I checked. Sure, maybe not in 1v1, but 1v1 isn’t a game type.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.