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[WVW] Elementalist skill (churning earth)
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I don’t like it. Seems somewhat overpowered.
Tayln, I think a lot of people had good ideas in making the user control the charging of the skill.
So if it charges for three seconds, you have the max damage given. If one second, you get some fraction of that. It gives a great measure of unpredictability, and it isn’t any more powerful than it is now.
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To P Fun Daddy:
This is what happens right now…every elementalist player uses churning earth together with lightning flash, but I agree that it could be overpowered, so damage numbers can be tweaked to compensate the teleporting.
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To Mbelch:
That seems a very nice idea, perhaps even compatible with this…longer concentration more damage and lower port distance perhaps?
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To Mbelch:
That seems a very nice idea, perhaps even compatible with this…longer concentration more damage and lower port distance perhaps?
Actually, that could work if it scaled to the point that at max strength you can’t port. Would definitely be an interesting change.
Yeap seems like a great compromise…at max strength no port it would serve as a mobility increase at lower cast times (Elementalists need that) and at large cast times it can be used as an attack.
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It doesn’t synergise with the name or the concept of earth attunement so let’s look at why we use lightning flash with churning earth…
1) The cast time is too long
2) The ease of avoiding the damage by simply walking or dodging on the count of three
How to make it more reliable without requiring a teleport?
1) Reverting it to a charged skill meaning the enemy no longer counts to three and dodges, power and effects called based on charge duration.
2) Cripple is insufficient cc for this skill, remove the bleed stacks and replace it with
2a) Instant 1 second cripple on trigger, ticking at 0, 1, 2 seconds
2b) Apply a 1 second immobilize at 1.5 second mark
2c) Apply a daze, stun or knockdown on final burst at 3 second mark
The reason for instating cc ticks at those intervals is to punish someone who stays in the AOE. You only get the strong CC components for fully charging and successfully hitting opponents.
The numbers and tick intervals can be tweaked for balance but the underlying concept is to add tools to make avoidance more difficult and to punish targets who don’t react in a timely fashion.
Bleed damage is useless, we don’t run condition builds, and won’t until there are drastic changes made to the class.
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It doesn’t synergise with the name or the concept of earth attunement so let’s look at why we use lightning flash with churning earth…
1) The cast time is too long
2) The ease of avoiding the damage by simply walking or dodging on the count of threeHow to make it more reliable without requiring a teleport?
1) Reverting it to a charged skill meaning the enemy no longer counts to three and dodges, power and effects called based on charge duration.
2) Cripple is insufficient cc for this skill, remove the bleed stacks and replace it with
2a) Instant 1 second cripple on trigger, ticking at 0, 1, 2 seconds
2b) Apply a 1 second immobilize at 1.5 second mark
2c) Apply a daze, stun or knockdown on final burst at 3 second markThe reason for instating cc ticks at those intervals is to punish someone who stays in the AOE. You only get the strong CC components for fully charging and successfully hitting opponents.
The numbers and tick intervals can be tweaked for balance but the underlying concept is to add tools to make avoidance more difficult and to punish targets who don’t react in a timely fashion.
Bleed damage is useless, we don’t run condition builds, and won’t until there are drastic changes made to the class.
The bleeds probably won’t be removed, as they seem to want earth to be mostly condition damage.