Design Pass: Elementalist

Design Pass: Elementalist

in Elementalist

Posted by: Anari.2137

Anari.2137

Conjure Weapons
Reworked: Conjure Weapons are now passive. 50% Chance on Bleeding, Burn effect to summon a weapon which will immediately attack the enemy and dissipate adding 5 additional stacks to the target. Water And Air Will Report the Same effects, but will add direct damage or healing.

Overloads
Fire: Burn damage increased to 1100 over 3 seconds..
Water: Initial Heal Increased to 3,250, Finishing Heal Decreased to 1,250 Base.
Air: Lightning Strike Damage Increased To 900 Base Per a Strike.
Earth: Bleeding increased to 1600 Over 8 Seconds.

Fire
Traits:
Empowering Flame: + 150 Power and 10% Burning Duration.
Sunspot: 500 Base Damage
Burning Rage: Burns deal 30% more damage
Tier 1:
Tier 2:
One With Fire: Each time you apply burning effect to enemies you gain 150 HP.
Tier 3:

Water
Traits:
Aquatic Benevolence: Swapped Places with Soothing Power.
Tier 1:
Stop,Drop, and Roll: Radius Increased to 400.
Tier 2:
Soothing Disruption: Heal Is not a Direct Heal, for 800 HP (Base)
Tier 3:
Soothing Power: Swapped Places With Aquatic Benevolence.

Air
Traits:
Electric Discharge: 50% Chance on hit to Strike Your Foe With Lightning dealing 600 (Base) damage.
(Weak Spot) : Lighting Strikes Now Deal Strikes 3 Times.
Tier 1
(Zephyrs Boon) Zephyrs Strike: When Changing to air, you stun near by enemies for 1 second.
One With Air: Speed Increased to 6 Second Duration.
Ferocious Winds: 20% of Precision is converted to Ferocity.
Tier 2:
Inscription: 20% Recharge Rate of Glyphs. Elementals and greater elementals Now Have 150% Hp and 100% more damage and glyph of Storms lasts 5 seconds longer and its radius is increased by 200 radius.
Tier 3:
Fresh Air: + 250 Ferocity and 100 Power.

Earth
Traits:
Stone Flesh: Now Grants Protection (30%) Permanently While in Earth Form.
Earthen Blast: Damage Increased to 1100, and Blinds the Targets.
Geomancer’s Defense: Reduced Damage From Foes With in 120 Radius by 20%.
While Attuned to Earth
Tier 1:
Armor of Earth: Now Grants Stability and Reflection.
Serrated Stones: Damage Increased: 20%, Bleeding +20% Duration.
Elemental Shielding: Provides: + 350 Toughness To Yourself and Allies in 600 Yards [Instead of 40% Protection]
Tier 2:
Strength of Stone: 30% Of Toughness Converted to Condition Damage
Tier 3:
Diamond Skin: Removes 2 Conditions Every Second When Below 45% HP.
Stone Heart: When Attuned to earth, You and allies in 600 radius cannot be critically Struck.
Written In Stone: Now Also Grants + 200 Vitality.

Tempest
Trait:
Unstable Conduit: Now grants Aura When Starting Overlord.
(Speedy Conduit): Eye of the Storm: After completing the Overload All allies are granted quickness for 8 seconds.
Hardly Conduit: Now Grants Stability, instead of Conduit when starting overloads.
Tier 1:
Tier 2:
Invigorating Torrents: + 15% Spell Power. (instead of Other stuff)
Tier 3:

Trinkets
Ether Renewal: 4500 Healing, and remove 10 conditions 1/4 Cast, 20 Sec Cd.
Arcane Brilliance: Damage increased to 2500. 1/4 Second Cast, 20 Sec Cd
Signet of Restoration: 500 Health a Cast. 1/4 Second Cast, 20 Sec Cd
Glyph of elemental Harmony: Summons A Random Elemental, Grants 5000 HP, and 2 Random Boons.

Signets are set to 20 Second CD
Arcane Waves are set to 15 Second CD
Catrip are set to 25 Second CD
Glyphs are set to 25 Second CD.
Conjure Weapons are set to 15 Second CD (Passive Condition based Triggering)
Shouts are set to 20 Second CD.
Ultimates are set to 75 Second CD, Except Greater Elementals which are set to 30 Second CD.

That should Sum it up.
Weapons need some tweaking but i am on a win streak in spvp atm, so ill finish them later.

(edited by Anari.2137)

Design Pass: Elementalist

in Elementalist

Posted by: Fay.2357

Fay.2357

Ooh Ooh another one

Stone Flesh: Now Grants Protection (30%) Permanently While in Earth Form.

Seems balanced.

(edited by Fay.2357)

Design Pass: Elementalist

in Elementalist

Posted by: Varezenem.2813

Varezenem.2813

Ooh Ooh another one

Stone Flesh: Now Grants Protection (30%) Permanently While in Earth Form.

Seems balanced.

It surprises me every. Single. Time.

Senbu Ren[Wind]
Herald of Ventari

Design Pass: Elementalist

in Elementalist

Posted by: FrownyClown.8402

FrownyClown.8402

How long have you been playing this game?


Bad Elementalist

Design Pass: Elementalist

in Elementalist

Posted by: Fay.2357

Fay.2357

How long have you been playing this game?

Forum history extends 3 months or so.

Design Pass: Elementalist

in Elementalist

Posted by: Anari.2137

Anari.2137

Yes, its almost as good as permanent 40% Which they have now, for themselves and allies, right?

I gave earth 30%, so it can potentially do some form of bunker/bleed building. Thats why i buffed the condi damage it gains from toughness, So a unique Earth Bunker/bleed build was possible

I felt that earth was really being left in the dust a lot behind the other specs, followed closely by fire.

So my design position was

- Buff the damage that air and fire do, one being condition based, and the other heavily build on precision and ferocity.

- Play with water a little to provide some more utility. Like swapping talent with trait to make aura’s apply automatically so the end choice between talents was harder to pick, providing more potential for diversity.

- Air got some heavy damage oriented changes to talents, so they are much more competitive as a main spec, even allowing people to favor scepter combinations (As the channeled auto will really work well with the lightning strike changes providing some very nice damage output from a power build).

- tempest got a little more options to support less support oriented builds.

Design Pass: Elementalist

in Elementalist

Posted by: Alekt.5803

Alekt.5803

I find it incredible how some people write down rework ideas for elementalist that are completely over-the-top broken, while also being completely cancer (30% chance to stun for 1 sec when in air, mate)

Alerie Despins

Design Pass: Elementalist

in Elementalist

Posted by: Anari.2137

Anari.2137

I find it incredible how some people write down rework ideas for elementalist that are completely over-the-top broken, while also being completely cancer (30% chance to stun for 1 sec when in air, mate)

Mate, you need to learn to pay attetion.

Its 30% Chance on critical Strike.

Even if you have 100% Chance to Crit (which i think like 89% is soft cap for most classes) you still will only stun once every 3-4 attacks (well the may says that, but its realistically every 5-6).

That is not over powered at all. It just gives air a little time to Kite, cc etc.

here is a suggestion
Try something like

“hey mate, i think this might be op, do you think we can change it? how about making it a slow instead”.

You know i am not stuck on these changes fully, i just want to try to help ele go back to damage(aka cele ele), and while keeping the possibility to bunker (even better then now if only in earth).

Just for you i’ll change it

Design Pass: Elementalist

in Elementalist

Posted by: Chaith.8256

Chaith.8256

Conjure Weapons are now passive, so.. there’s still the problem that they go in the active utilities spot. So a player using conjures will have no usable utilities, and instead be granted a bunch more instant procs.

Lazy, brainless as hell, these procs will either be too ineffective to sacrifice intelligently using that utility slot on something else or it’ll be a passive RNG death, loathed by all. How can these abilities possibly ever be good if you just slot them and forget them with zero management?

Air Overload damage per strike, currently base 226, increased to 900. 400% buff? Hey I think this may not be necessary, think it’d be smarter to not make Elite specs even more the only way to do things?

Arcane Brilliance, damage increased to 2500 from 133. Just a chill 1,880% increase. You know that Eviscerate and Kill Shot stage 3 base damage is 1,066 and 1,328 respectively? Do you know what kind of damage & crit modifiers you can tag that with? We’re talking like, with WvW buffs hitting people for 25k in a 240 radius with your heal.

If you want to make DPS Ele a consideration in PvP, I suggest starting with some improvements to the Scepter mainhand weapon. Changes that will empower the weapon to do more meaningful pressure, but still offer enemies a shot at countering (no buffs to Lightning Strike.)

You have the right idea in that the community would like additional playstyles in PvP for Ele, instead of being healbot.

Unfortunately in fulfilling this, you’ve violated mortal sins.

  • Stop the spammy passive powerful effects with no play.
  • Stop improving the dependency of Elite Spec mechanics further.
  • Stop suggesting we add insane levels of base damage onto skills, or if not at base, disclose what power level the ability is scaled to that you’re suggesting.
Forum Lord Chaith
Twitch.tv/chaithh
New Twitter: @chaithhh

Design Pass: Elementalist

in Elementalist

Posted by: Sigmoid.7082

Sigmoid.7082

I keep seeing in OPs suggestions for classes " change base damage to this" or " x condition does y damage over z seconds"

Do you know that both of these things are impossible because of how they scale and the formula behind them.

Design Pass: Elementalist

in Elementalist

Posted by: Fay.2357

Fay.2357

I keep seeing in OPs suggestions for classes " change base damage to this" or " x condition does y damage over z seconds"

Do you know that both of these things are impossible because of how they scale and the formula behind them.

Yeah, this is also good to note. “Base damage” is not a concept that exists in GW2 (except maaaybe on funky things like damage from utilities, cause those act really weird).

Design Pass: Elementalist

in Elementalist

Posted by: Keadron.9570

Keadron.9570

The actual balance update release date is being announced tomorrow

Design Pass: Elementalist

in Elementalist

Posted by: Wolfric.9380

Wolfric.9380

Feels like heavy power creep …. I know you wrote about significant changes, but it mostly needs slight tweaks acros all classes not this. You mean it good but this gets out of control very easy…

Design Pass: Elementalist

in Elementalist

Posted by: Yannir.4132

Yannir.4132

Earth
Traits:
Stone Flesh: Now Grants Protection (30%) Permanently While in Earth Form.
Earthen Blast: Damage Increased to 1100, and Blinds the Targets.
Geomancer’s Defense: Reduced Damage From Foes With in 120 Radius by 20%.
While Attuned to Earth
Tier 1:
Armor of Earth: Now Grants Stability and Reflection.
Serrated Stones: Damage Increased: 20%, Bleeding +20% Duration.
Elemental Shielding: Provides: + 350 Toughness To Yourself and Allies in 600 Yards [Instead of 40% Protection]
Tier 2:
Strength of Stone: 30% Of Toughness Converted to Condition Damage
Tier 3:
Diamond Skin: Removes 2 Conditions Every Second When Below 45% HP.
Stone Heart: When Attuned to earth, You and allies in 600 radius cannot be critically Struck.
Written In Stone: Now Also Grants + 200 Vitality.

There is so much powercreep going on in this post that I’ll just use earth as an example. I don’t think you even understand some of the these terms you are using. “Geomancer’s Defense: Reduced Damage From Foes With in 120 Radius by 20%.
While Attuned to Earth” for example, greatsword melee range is 130 so this would basically do nothing when at max melee range. Adjust the range to 240, and have it apply only when under 25% health.

-Stone Flesh: Just no, no protection on this trait. When eles can alrdy have perma protection up, what do u even need this for? We don’t need any more of it.
-Earthen Blast: The Blind is ok, as long as it has an ICD. Leave the damage as it is on eles currently, it’s not meant to be a meaningful damage component.
-Armor of Earth: It is alrdy a massively powerful skill, it doesn’t need reflection on it. The only reason it’s not used is because auramancers want the perma protection from Elemental Shielding. When you are not an auramancer, you go for this trait instead of ES.
-Serrated Stones: The damage increase is way too high. It can be a flat 5% increase in damage, 10% to bleeding foes or 15% while in Earth Attunement. The bleeding time increase works but not here. It needs to move elsewhere.
-Elemental Shielding: No. Guardians already do this, and only with +150. Besides, remaking this trait would destroy auramancer builds. While I don’t particularly like auramancing, we shouldn’t destroy the playstyle on purpose.
-Strength of Stone: 30% is way too high again. When you stack toughness as your main stat, let’s say +900 from amulet and +175 from runes, this would alrdy result in +600 condi damage. It gives you a whole another stat. 10% is the absolute maximum here. Or you can increase bleeding dmg by 30%. (guardians can increase burn damage, necros have dmg on chill, this could work as well)
-Diamond Skin: Condi removal doesn’t fit the flavor of earth spec. If you insist on changing this, it could prevent condi application when under 33%/50% health, but doesn’t remove any of them, and existing condis would keep ticking. Personally I think Diamond Skin is good as it is.
-Stone Heart: Umm, no. This would totally shut down any builds that rely on crits. It’s fine as it is.
-Written in Stone: Don’t give it a flat +200 Vit. Instead, it could give +100 Vit per signet you have on cooldown. (same number as warriors who have signet precision)

There’s a fundamental flaw in your thinking. You think you are giving classes progression, which you do, but GW2 is about horizontal progression, not about vertical progression. That’s why everybody hates powercreep in this game.

When you look at other games they have powercreep but it fundamentally belongs to WoW for example. When you get a level cap increase, it automatically ups your numbers in everything. In GW2, 80 is the max lvl, it is forever going to be the max level. And the max power level for a lvl 80 character is alrdy set, you cannot start upping those numbers via specs or skill changes. 1200 dmg is about the max dmg for any given once hitting skill.

PS. 30% chance on crit to stun when in Air Attunement?! So what happens when you Overload Air(or just plain scepter AA), which hits you like twice per second? This needs like a 90 sec ICD or not happen at all.

Yannir for males. (guard,thief,war,ele)
Sonya for females. (necro,rev,ranger,mes,engi)
All classes lvl 80.

(edited by Yannir.4132)

Design Pass: Elementalist

in Elementalist

Posted by: Asrat.2645

Asrat.2645

Thats it. Im done talking to you.
I truly tried to reason with you and I believe unlike most people I have been nice and tried to be supportive and I always tried to change your point of view, not to disencourage you from balancing in general.
But you just dont listen. At all. You are so convinced of your own supremacy and your view is so biased…whatever qualifications you may posses, they dont apply to guild wars 2.

This changes would be op on a currently underpowered class. But what they would do to the elementalist…
I wish you all the best and I hope you have fun at what you are doing, but you are not in a position to suggest changes.
I hope when you still play the game in half a year you can laugh about all this. ^^

Design Pass: Elementalist

in Elementalist

Posted by: Fay.2357

Fay.2357

Thats it. Im done talking to you.
I truly tried to reason with you and I believe unlike most people I have been nice and tried to be supportive and I always tried to change your point of view, not to disencourage you from balancing in general.
But you just dont listen. At all. You are so convinced of your own supremacy and your view is so biased…whatever qualifications you may posses, they dont apply to guild wars 2.

This changes would be op on a currently underpowered class. But what they would do to the elementalist…
I wish you all the best and I hope you have fun at what you are doing, but you are not in a position to suggest changes.
I hope when you still play the game in half a year you can laugh about all this. ^^

Honestly, the amount of patient persistence you showed in these threads was astounding, I’m rather impressed.

Design Pass: Elementalist

in Elementalist

Posted by: bigo.9037

bigo.9037

why do i keep seeing this anari guy post all around the pvp forum all the time as if hes some kinda genius that knows everything about every class? and then being dismissive of any kinda criticism..

you know, just because someone doesnt respond in a nice way doesnt mean everything they say is bullkitten.

Chaith is 100 % right about pretty much everything he said and you should really read through it.

it seems to me youre some kinda beginner dragon hunter player who has trouble with a few things in pvp and thinks everyone else has too…? (you wrote your DH rework in a way that strongly suggested that you were playing it yourself )

give it some time. you will learn.. practice makes perfect, and it takes a while.

Design Pass: Elementalist

in Elementalist

Posted by: Mark.1679

Mark.1679

As a hardcore ele player. This is waayyy to OP. We allready got enough sustain.
And of all the things you are changing, you keep our elites the same 0.o?!

D/F frontline for [PUSH]

Design Pass: Elementalist

in Elementalist

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I find it incredible how some people write down rework ideas for elementalist that are completely over-the-top broken, while also being completely cancer (30% chance to stun for 1 sec when in air, mate)

Mate, you need to learn to pay attetion.

Its 30% Chance on critical Strike.

Even if you have 100% Chance to Crit (which i think like 89% is soft cap for most classes) you still will only stun once every 3-4 attacks (well the may says that, but its realistically every 5-6).

That is not over powered at all. It just gives air a little time to Kite, cc etc.

here is a suggestion
Try something like

“hey mate, i think this might be op, do you think we can change it? how about making it a slow instead”.

You know i am not stuck on these changes fully, i just want to try to help ele go back to damage(aka cele ele), and while keeping the possibility to bunker (even better then now if only in earth).

Just for you i’ll change it

Hey mate, sigil of intelligence gives 100% chance to crit for 3 attacks after weapon/attunement swap and is on a moderately low cool down.
Hey mate..ele already has 100% fury up time when they want..
Hey mate combine this with perplex runes and ele will be creating a tidal wave of confusion stacks every 3 seconds with shocking aura.
Hey mate..you’ve just designed the most toxic roaming build in wvw that anyone could imagine.
hey mate,..lets remember these balance changes will affect every other aspect of the game outside of HotM.

Design Pass: Elementalist

in Elementalist

Posted by: Salamander.2504

Salamander.2504

To echo what others have said: there is no such thing as “base damage” except in the case of conditions, which are calculated as base damage+coefficient*condition stat. Power damage is calculated as weapon stat*power stat*damage coefficient/toughness. So you need to get into the habit of speaking in damage coefficients or your new base damage numbers are meaningless. You can get a sense for typical damage coefficients on the wiki.

Design Pass: Elementalist

in Elementalist

Posted by: reikken.4961

reikken.4961

lol

design pass apparently means “buff as hard as possible”

Design Pass: Elementalist

in Elementalist

Posted by: Jekkt.6045

Jekkt.6045

my changes for more viable dps play (not all weapons included, mostly about scepter)

https://forum-en.gw2archive.eu/forum/professions/elementalist/Dream-dps-ele-changes/first#post5921122

feel free to leave a comment. been playing main ele for over 2 years.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Design Pass: Elementalist

in Elementalist

Posted by: Glacial.9516

Glacial.9516

I’d still very much like to see Conjures as a weapon swap that was talked about in another thread. The basic idea if I recall was:

-Conjure would persist for 60 seconds or X uses.
-Swap between Conjure and Main weapon(s) on 9s cd.
-Can drop/cancel the conjure early by ‘activating’ the utility again.
-Forfeits the 2nd Conjure that would spawn on the ground.
-Conjuring a weapon would replace any existing conjured weapon.

(And perhaps Conjurer trait could decrease the cooldown of conjured weapon skills)

On topic:
Most of the trait changes seem wildly unnecessary or too strong. Fresh Air didn’t even need the +250 Ferocity that it got, let alone another 100 power. And a stun on air swap combined with fresh air is excessive.

I could get behind the Aquatic Benevolence and Soothing Power swap thematically (15% Outgoing heals vs 100% Soothing Mist buff). It’s seemed odd to me that the Soothing Mist buff is a GM trait. I don’t know what kind of implications the swap might have, however.

Also um, holy crap.

(Speedy Conduit): Eye of the Storm: After completing the Overload All allies are granted quickness for 8 seconds.

8s of QUICKNESS when completing an overload? We’d be able to maintain perma quickness with little to no effort. Did you mean Swiftness?

(edited by Glacial.9516)

Design Pass: Elementalist

in Elementalist

Posted by: Memories Lost.7634

Memories Lost.7634

Sooo tl;dr you want ele to become an unstoppable god and ruin every game mode that exists?
K.

Design Pass: Elementalist

in Elementalist

Posted by: Anari.2137

Anari.2137

You guys need to learn to run math because you start making statements like this.

The Elementalists damage is subpar. The only reason you think its effective is because the ele has perma 40% Dr. If you remove that, i promise you the class will be really bad.
It will be in the position warrior is in right now.

Design Pass: Elementalist

in Elementalist

Posted by: Dadnir.5038

Dadnir.5038

Even if you have 100% Chance to Crit (which i think like 89% is soft cap for most classes)

The Elementalists damage is subpar.

You sure know how to joke. I advise you to “play” a bit more each and every profession in every game mode before saying such things.

- There is only one cap to the crit chance and it’s 100%. If you are above 100% you are just wasting stat in precision. There are sigils, boons and traits that specifically increase your crit chance. For example, a Reaper could reach 100% crit chance with absolutely no precision on it’s gear.

- While the elementalist tend to lack “direct burst” damage, it’s ability to stack area of effect make him reach the top tier of the dps chart. beside warrior are not bad in regard of dps. All of your misconceptions seem related to PvP gameplay issue where people know what kind of attack they should avoid (should I say : “where ennemies use their brain”?)

No core profession should be balanced around an optional elite specialization.