The discussion in this thread has caused me to think that the overall power level of the Ele (specifically S/D) is where all the other classes should be brought to.
The reason for this is that the S/D ele’s damage revolves around two key principles:
(1) The S/D ele has low spammable damage. Air1 combined with lightning bolt spam (from Air2 and air-attune) does meaningful damage, but it is not enough to kill someone in any reasonable amount of time.
(2) The S/D ele has powerful burst combos that are telegraphed, risky, and have long cooldowns. Yes, hurl -> earthquake -> lightning flash -> air burst + arcane burst -> updraft -> fire rotation hurts. A lot. But all the initiation skills (earthquake, lightning flash, updraft) have 40+ second cooldowns. The burst skills are telegraphed and leave room for the opponent to stunbreak/bubble. And the burst requires the S/D ele to leave his comfort zone and get right on top of the enemy.
The net result is that you generally don’t expect the S/D ele to win a fight unless he nails his burst combo. In other words, the ele can’t win through spamming low-risk “passive” damage. This means there is room for the opponent to counterplay (by avoiding the ele’s burst), and creates an interesting back-and-forth dynamic in fights. Positioning, timing, and endurance-management become more meaningful.
The problem with the current powerhouse trinity (war/necro/thief), along with many of the other popular builds (spirit ranger, phanta mesmer for duels), is that they function along the complete opposite lines. When you watch these classes fight, you expect them to win even if they never land their burst. Sure, a necro can completely destroy someone with a perfectly executed fear chain, but he can still down someone quickly just by rotating through his low-CD condi skills. And a CC warrior’s F1 skills are on such a low CD that they’re essentially spammable. (Compare warrior’s earthshaker at 8s CD, to ele’s earthquake at 40s CD). Heck, the S/D thief doesn’t even have bursts, he wholly relies on a steady stream of high-damage autoattacks. Duel-specced phanta mesmers don’t burst, either. They summon phantasms and run around to obstruct LOS. Etc. The problem with fighting all of these classes is that they leave little room for counterplay. Dodging either has no meaningful impact (ex: you dodge an S/D thief’s larcenous strike, he autoattacks you just as hard), or it buys you a negligible amount of breathing room (dodge one skullcrack, eat another).
I think combat would be a lot more interesting if these other classes were adjusted (this means buffed and nerfed) to follow the ele’s model of “low passive damage, high burst damage.” For example, warrior F1 skills could be buffed but their CDs increased. So landing an F1 skill would have a major impact on the battle, but it would be riskier to execute due to the CD. Phantasms could have their attack cooldowns refreshed whenever the mesmer interrupts a target, but their base attack cooldowns would be increased to diminish their passive power. Etc. Adjusting these classes this way would open up more room for counterplay and, ultimately, create more room for team-based strategies, too.
Otherwise, if we stick with the current model, we end up seeing very little room for counterplay. Dodging/bubbling/blocking does almost nothing against an S/D thief. You’ll avoid some of his autoattacks, but then he’ll just keep on swinging. What’s the point of playing a high-risk, high-reward build, when you can play a low-risk, high-reward one? There really doesn’t seem to be any — as evidenced by the fact that many of the top teams’ players have swapped to these low-risk, high-reward builds.
(edited by ResJudicator.7916)