A plea to Anet: pls remove delayed activation from all ele skills
in Elementalist
Posted by: Arheundel.6451
I really believe that removing delayed activation from all ele skills would really solve the 80% of problems, the reason why I love dagger/dagger is because I don’t need to wait several seconds for my skills to take effect, almost everything is instant, therefore I feel as my efforts are rewarded enough.
I think the dmg of dagger/dagger is good enough, it’s the only set I’m truly satisfied, sure I still believe that the risk/reward ratio of FireGrab and Churning Earth is not balanced ( firegrab too long CD if we look at low base dmg non-crit and Churning earth would benefit from a 1s casting time reduction), but I can live with that because the rest of the skills( save RTL which I’d love to see fixed) work as intended with good results.
Now I’m quite on the fence regarding scepter/focus and staff:
1) Scepter:
- Dragon’s tooth: the huge delay in activation completely offset the nice dmg of the skill, you require heavy CC to land it and Anet you know better than me, that heavy CC don’t come cheap ( long CC) therefore it’s really impossible to hit at all a decent PvPer with this skill.
-Shatterstone: this skills is quite aweful, it’s already hard to hit a decent player with it, and the results are insignificant, very low dmg and ridicolous amount of vulnerability applied. Therefore the way I see it or you increase the vulnerability applied ( say 10 stacks ?) or increase the base dmg with an obvious increase in CD
-Ice shard: while there is no delay of activation I still think this skill is bad, it’s bland..no reason at all to cast it..a pure filler skill , so why don’t add a 2s Confusion to it?
-Arc lightning : very low dmg, a nice mechanic but still another filler skill with no real purpose, again why don’t add a condition to it like 2s weakness?
2) Staff:
- Lave font: make it so the entire dmg is applied in one direct strike like a vulcano explosion, all other professions must start to recognize the ele animations and dodge/block accordingly, if the ele is skilled enough he should be rewarded and not punished
-Flame burst: add dmg to it on top of the burning, the 10s CD already guarantee the fact that it can’t be spammed, you could increase the CD by 5s as long as you add a 1.5-1.9 base dmg
-Geyser: add a 3s protection to for the caster and allies in its vicinity, this would actually justify an ele standing there for 2s taking hits rather than being healed for 1.8k and get 5k dmg in return
-Lightning surge: Pls remove the 2s casting, it’s stupid in my opinion to give a 2s casting to a potential interrupt
-Eruption : again pls remove the 3s delayed activation, against skilled opponents they’ll simply walk away from the big ground shaking aoe, reduce the radious maybe but remove the 3s activation
-Shockwave: very awful skill, completely useless unless you sit on the same ground level of your target taking away already the advantage of going staff, my suggestion woud be to give this skill an effect similar to Arcane Wave
-Unsteady ground : pls increase the size of the skill or give it an additional second of cripple, 2s cripple for an easy to avoid aoe ground skill cannot be justified, anybody simply walk out of it before any other skill can have full effect.
The warrior get a skill on half CD which hit multiple foes more reliably and for double the cripple duration
General :
1) Fire Shield ( Focus) = My suggestion would be : grant 2s burning for 6s aura duration at 40s Cd
2) Gale ( Focus)= A 15s CD reduction it’s not a big deal in my opinion as the ele cannot have any other KD outside his own skills ( no KD utilities ) and gale is the only KD for s/f users
3) Signet of Fire = Pls remove the 2s activation, the signet already require the target to sit directly in front of you for the effect to apply, the acivation is so slow that in the majority of situation you’ll get double the dmg you’re giving
4) Signet of Earth/Water= same thing as for signet of fire, pls remove the 2s activation
5) Glyph of storm= maybe the 2s activation here can be justified, but at the very least we should increase the base dmg of the fire and air version or add conditions to them like for water and earth, what about firestorm burn targets for 1s and lightning storm apply 2s weakness?
6) Glyph of elemental power = it’s very bad, the conditions apply only in rare occasion, too unrealiable to be used outside low level PvE, pls increase the chance of activation.
7) Glyph of lesser elemental = why the summon don’t scale in power/toughness with the ele?…They’re not as useful as spirit weapons or as devastating as pet/clones so at the very least they should be really strong for that short amount of time they’re out
In the end I really believe that these changes if implemented would make the ele life that much easier outside dagger/dagger – trident , which in my opinion offer reliable dmg/support in every single element