Bag full of ideas

Bag full of ideas

in Elementalist

Posted by: Kulvar.1239

Kulvar.1239

I’ll not explain again the flaw of the Elementalists. You all know them (lack of sustainability, underpowered skills, lack of interests for some utilities).

But I like to dream of a better world, a better game too. And I love Elementalist (despite its flaws).

Here’s what I dream to see in a patch note. Who knows, it can provide ideas to Arena.net.

STAFF – FIRE
Fireball, the first hitted foe take 10% more damages
Meteor Shower, when the first meteor fall, all foes in the large area Burn for 2s
STAFF – WATER
Water Blast, if no allies are healed, the spell do 100% more damages
Ice Spike, the spell is now a Combo Finisher : Blast
STAFF – AIR
Lightning Surge, the spell also apply 1s of Daze to the targeted foe
Gust, the spell knockback 400 units away all foes around 240 units of the caster
STAFF – EARTH
Eruption, when the rocks sprouts, foes in the area are Crippled for 1s

TRAITS – ARCANA
Arcane Precision, the trait work “on hit” instead of “on critical hit”

And you, what do you dream to see ? (please be realistic, +9000% damages on fireball isn’t !)

(edited by Kulvar.1239)

Bag full of ideas

in Elementalist

Posted by: Deneb.2697

Deneb.2697

STAFF – WATER
Water Blast, if no allies are healed, the spell do 100% more damages
Ice Spike, the spell is now a Combo Finisher : Blast
STAFF – AIR
Gust, the spell knockback 400 units away all foes around 240 units of the caster

these would be enough
burning meteor shower make sense, but it is not essential.

I’ll add that:
Teleport: stun/interrupt all players in teleport landing location
stun will be really nice, but blind would be good too

Bag full of ideas

in Elementalist

Posted by: Kulvar.1239

Kulvar.1239

By the time I finish to cast it, foes already leave the area. It’s why I would love to see a little global burning at the beginning.

Bag full of ideas

in Elementalist

Posted by: rhodoc.2381

rhodoc.2381

I d love to see change on Lightning Surge, Gust, Eruption and Ice Spike to be more reliable and usefull

[VcY] Velocity – Gargamell

Bag full of ideas

in Elementalist

Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I would like to see the attunement cool down traits given something extra. Why is it other classes get cool down reduction AND for example stat increases?

Pyromancer’s Alacrity – 20% skill reduction and 250 Power
Aeromancer’s Alacrity – 20% Skill reduction and 250 Ferocity
Geomancer’s Alacrity – 20% skill reduction and 250 Condition Damage
Aquamancer’s Alacrity – 20% skill reduction and 250 Healing Power

I have gone with the 250 instead as you don’t spend as much time in the attunement and it having 10-13 second cool down.