Elementalist Scepter/dagger combo Improvement
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)
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.
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.
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.
Dragon’s Tooth is hugely important and powerful, last I checked. Sure, maybe not in 1v1, but 1v1 isn’t a game type.