Churning Earth

Churning Earth

in Suggestions

Posted by: DarnDevil IV.2143

DarnDevil IV.2143

I have battled my guild mates for a while using DD elementalist, and I have come into conclusion that in its current state, churning earth is not worth using. It is really easy to dodge at the right time.

What I suggest is making it again a charge skill, or make it a 2 phase skill with first one activating the skill and the second skill stopping it early, with a minimum cast time of 1/4 seconds.

The damage could be split so that if used immediately (1/4 sec cast time) it will deal only 2 stacks of bleeding and 1/4 of the direct damage that it deals now.

Every second channeled after the 1/4 cast time (+3 seconds when fully casting) would add 1/4 of its current damage and 2 stacks of bleeding resulting in 8 stacks of bleeding and 1/1 of its current damage when fully casted.

The damage and cast time would be the same when fully casted, but having the ability to cast it early would make it viable against skillful players and make some interesting choices for the DD player.

NOTE: The damage could also be added in 1/2 sec intervals with 1 stac of bleeding and 1/8 of churning earth’s current damage added every extra half sec casted, resulting in the same total damage as now but rewarding for every half second instead of full second casted.

Churning Earth

in Suggestions

Posted by: Alissah.9281

Alissah.9281

I think this thread wil have more succes in the elementalist forum.

I still like hurning earth fo might stacking :P.

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Churning Earth

in Suggestions

Posted by: ExTribble.7108

ExTribble.7108

Churning Earth + Lightning Flash = Guaranteed hits if you learn to time it.

As an elementalist main, I’d rather they keep it as is. It’s a useful blast finisher, and if they change the functionality to what you’re suggesting it’ll probably remove that. Spreading out the damage over time doesn’t help either as you don’t want to remain rooted while monsters/people tear your face open just to get max damage. Learn to time it and you’ll see it’s quite good as is.

The only change I’d suggest is that if you cancel it mid-way and you haven’t inflicted the cripple on any enemies within range that you don’t get stuck with the full recharge :/

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Churning Earth

in Suggestions

Posted by: DarnDevil IV.2143

DarnDevil IV.2143

Churning Earth + Lightning Flash = Guaranteed hits if you learn to time it.

As an elementalist main, I’d rather they keep it as is. It’s a useful blast finisher, and if they change the functionality to what you’re suggesting it’ll probably remove that. Spreading out the damage over time doesn’t help either as you don’t want to remain rooted while monsters/people tear your face open just to get max damage. Learn to time it and you’ll see it’s quite good as is.

The only change I’d suggest is that if you cancel it mid-way and you haven’t inflicted the cripple on any enemies within range that you don’t get stuck with the full recharge :/

It is just a little odd to me that as an elementalist main you say churning earth + lightning flash is a guaranteed hit. Lightning flash does not affect to the cast time and people will count and dodge even when you flash (I do this all the time, count to three and dodge).

My suggestion would make churning earth a blast finisher with 1/4 sec cast time at will, but if used that way, it will do minor damage.

Churning Earth

in Suggestions

Posted by: Conncept.7638

Conncept.7638

This is how it originally was, still have no idea why they changed it.