Another look at how you could change the ele to easier get synergy and a more balanced state.

Another look at how you could change the ele to easier get synergy and a more balanced state.

in Elementalist

Posted by: Erebus.7568

Erebus.7568

Another look at how you could change the ele to easier get synergy and a more balanced state.

i do feel attunement is such a handicap, since its 4 elements you either get 4 mediocratic weapons or 4 good once making it OP if every 1 attunement is as good as a weapon from another class, if they are worse it will be UP in an actual fighting situation due to the time limit in a fight pressuring your ability to work as effectively as the once the enemy use.

I really feel like the attunement doesn’t feel like the correct way to go for the ele and that’s why I was thinking of a complete change to this and I came up with a system that I think would be pretty nice and give a good flawer to the class. This is a first cast of the ability and got two idea’s not quite sure which one would fit the bes but I am leaning towards the last one nr 2..

First of remove attunements as it is now: then set in a system where you choose on the weapons when equipping them which element you wanna use “fire,earth,water,air” all your weapons and utility skills will know reflect the element you choose; (meaning every skill is actually 4 skills in it but only 1 can be used at any fight and all skills are “attunement” to the same element.)
The element choosen cannot be changed in combat.
The elementalist will now get the ability to Swop weapons; this would allow him to have either same weapon in 2 different attunements (2 staffs equipped one in fire one in water.) or two different weapons either in different elements or same element (double dagger fire, staff air or whatever you find for a good build on it)

The F1 ability:
Idea 1: The f1 special ability should be a setup of a mana pool type spell which gets depleted as you use it.
The way it should work is that when you use f1 it starts depleting this and will stop once you use f1 again.
Now as long as it is on It will add extra effects to all your abilities depending on the ability, this will be stated on the ability when hovering over them, the effect would be different and could be more then one, for example longer duration, more dmg, higher effects, more healing, extra effects like boons/condisions.
The rate of how fast it depletes the mana pool should be static and it would decrease with putting points into arcane allowing you to hold this buff state longer.
Mana would regen slowly when not used and there should be traits to allow it to regen faster when fighting or gain extra mp on dmg/kills.

Idea 2: this would be like a mana pool but this time it would start at 0 and would deplete to 0 with a constant rate when not activated; when activated it would increase in a static rate which could be increase by traits (+- the same as the first idea with this.), when activated your hp would starts to deplete in a static rate together with the mana pool increasing.
The higher the mp the more powerfull your spells and ability becomes more powerfull the higher your manapool goes up (meaning you would get increased duration, dmg, healing, etc. by a x% rate for y% manapool filled) when you have 100% mana your spells adds extra effects like condision/boons or extra effect like burning molten for 4 sec on the impact spot of each meteor from a meteor storm (these effects should be on all spells, weather it’s an extra increase in duration,dmg,etc or an entire new effect added to the ability).
This could add several effect to the ele while removing the biggest problem with him right now “the attunements which forces the 5 abilities effects to be split up on 20, making each one VERY weak in comparison and adding nothing positive when looking at the class in reality.. it looked very cool though, the idea at least, just won’t work much unless you wanna have it be weak at everything or be strong at everything and not just in specific skill setups.”

ps: all traits would have to change to compensate this new setup and it would be MUCH easier to have focused element builds

Another look at how you could change the ele to easier get synergy and a more balanced state.

in Elementalist

Posted by: Razarei.2809

Razarei.2809

No. The style of the ele is fine. The attunement swapping is the best thing about the ele class. All we need are bug fixes, better trait syngery, and better stat scaling for damage, that is all!

Elementalist – Blárp, Razarei, 55HPMonk, Need More Defense
Revenant – Master Blárp [Desolation]

Another look at how you could change the ele to easier get synergy and a more balanced state.

in Elementalist

Posted by: Erebus.7568

Erebus.7568

No. The style of the ele is fine. The attunement swapping is the best thing about the ele class. All we need are bug fixes, better trait syngery, and better stat scaling for damage, that is all!

how would this balance it?. either you get to the point where each attunement is as powerfull as a weapon set which will make him OP in the end. or you get on the side where several attunements are useless (basicly better to just have my idea with 2 free to choose elements and range) or as the last one that the 4 attunements together with the correct switching and casting is as good as the two weapons aka one weapon at the current range you are which means your wasting SOO much extra time and apm AKA you lose by default just becouse of that -_-
apm is a huge factor, its not just a question of rl skills its also a time factor if class X can survive for X seconds against Y dps, while holding a dps himself of Z
your X with the enemy’s Z result would need to be at least on pair with your enemy’s X with your Z factor as his y or you will lose. (assuming its a perfect play and build from both sides.)

this i dont think can be done with 4 weapon switches/attunements vs only 2 without giving the ele twice the options making it have counters for stuff which the one with 2 wouldnt be able making it op instead of UP but never real balanced.
when the system is build around swopping between 2 weapons and range of skills is locked to the weapon you choose as a static 4 attunements seems to break this and make it nearly impossible to balance.

thinking a lot about it and i havent been able to find a reasonable buff which sets the ele in pair with other classes without making it op in the long run.
so i end up with a either up or op solution but never balanced unless i remove the current attunement system

(edited by Erebus.7568)

Another look at how you could change the ele to easier get synergy and a more balanced state.

in Elementalist

Posted by: Sharpe.1485

Sharpe.1485

Getting rid of attunements seems like an extremely radical step that Anet would not be willing to take – and I don’t see it as needed either…

All we really need is our damage increased across all attunements (especially Air), and increased in such a way that it takes into account how easy/hard it is to actually hit.
I mean you can WALK out of flame tooth – you dont have to dodge, or run, you can just walk. then after 3 seconds it falls down and does 2k if it doesnt crit.

Comparing that to other classes skills that simply push a button, and it instantly connects without needing to consider ANYTHING else and can do 5 times that damage, it’s clear what we need.

Traits should be reworked too so you don’t WASTE a 30 point trait line when you’re attunned to another element.
Or if they insist on making traits active only for that specific element, at least make them worthwhile…