(Dev FeedBack) Elementalist Core Spec ERRORS

(Dev FeedBack) Elementalist Core Spec ERRORS

in Elementalist

Posted by: Jaetara.4075

Jaetara.4075

I was reading the changes and at first I had the feeling we are getting boosted but as I continued with Earth, Water and Arcana line I was getting the feeling that most of the changes were nerfing instead of boosting and many traits make little of a sence or reason to use them.
Then I said to my self “ok lets check other classes, maybe everyone is like that” and this realy made me furious! OMG for Ranger, Engineer and Mesmer! But I won’t focus on them here, I just want to point out the huge Elementalist errors. And I promise to be fair, there were things that I was happy to see or changes that obviously should happen like the trait Ferocious Winds or Elemental Attument as Minor.

Specific trait ERRORS:

Conjurer : A fire aura on conjured?! What auras have to do with conjured… when you use a conjured you lack mostly your elemental identity, unless you go Arcana line for Elemental Attument and Evasive Arcana, you have no access to your elements, you are really vulnerable.
Example on how this trait could work:
Depending on the element you are attuned, holding a conjured weapon gives you toughness on earth, power on fire, precision on air, vitality on water (you figure the numbers). Conjured weapons have 10 more charges.

Stone Flesh: Earth line, in my opinion, is the weakest and most useless of all, after the changes. I believe Stone Flesh (+150 toughness) should be passive at any attument and not only while on earth. So a more defensive build could be possible.

Geomancer’s Defense: Good, interesting trait but 360 range?! This is too low, that means if you want to receive less damage you have to breathe on your enemy, how is this defensive? 500 range would make more sense…

Rock Solid: Only to nearby allies? Anyways still, this trait has very low duration giving no reason of using it.

Diamond Skin: Who is ever above 90% while in battle?! Good trait but not for a Grand master… If it was on above 80% or at least 85% could make it more useful.

Soothing Mist: This is already too weak and it gets even weaker by reducing it’s range. I don’t get why this change, most classes get healing boosted elementalist noooooo.

Aquatic Benevolence: I understand the nerf to 15% healing boost since it is a Minor now, but only for the allies?

Piercing Shards: Who deals damage while on water? Skills that deal damage are too few or too weak.
This trait would make sense as: Your spells deal 20% more damage to vulnerable foes. Vulnerability lasts 33% longer (at any attument!).

Stop, Drop, and Roll: Nah… so many other better ways to clean those conditions. This is a wasted slot. We lost Stone Splinters, an interesting trait in my opinion, maybe this could fit here?

Soothing Power: Wait what?! Why someone will pick that Grand Master trait, just to boost an already weak skill… This could get better by adding the Soothing wave gain regeneration on critical hits), that got erased, to it.
Or replace it with Shard of Ice (Arcane or Signets cause vulnerability), while adding something extra to that trait like application of weakness as well. Shard of Ice is needed anyways, else what is the point of Piercing Shards, we don’t have enough vulnerability application without it.

Bountiful Power: Grand Master really? Who would pick that over Evasive Arcana or Elemental Surge? Lets say you have 5 boons on you (rarely you ’ll have more) then you deal 10% more damage, with classes that strip you this trait is useless… so weak! This trait could get better with an addition of boons last 10-15% longer. But again who will pick this?!

Overall ERRORS:

Where is Blasting Staff? (other weapon traits are missing as well but no one will really miss them…)
Where is Linger Elements?
Where is Stone Splinters?
Glyphs and Signets still weak and useless!
Cantrips get bit stronger, Fresh Air gets bit better and Auras are the new trend. Still too few viable options. So, I am in general disappointed…

(edited by Jaetara.4075)

(Dev FeedBack) Elementalist Core Spec ERRORS

in Elementalist

Posted by: Laraley.7695

Laraley.7695

Blasting staff – baseline
Linger elements – gone
Stone Splinters > geomancer’s defense (kinda a bad one)

(Dev FeedBack) Elementalist Core Spec ERRORS

in Elementalist

Posted by: Pyrotechnic Hell.3209

Pyrotechnic Hell.3209

why should ANet Change there trend of Ele Hate since the start of gw1, Nerf or a complete lack of recognition to fix what needs to be fixed.
when the patch hits my ele will be retired.

(Dev FeedBack) Elementalist Core Spec ERRORS

in Elementalist

Posted by: Valento.9852

Valento.9852

They’re unable to balance elementalists. They can’t. Eles have been losing their identity for a long time, it will render the class crappy and generic very soon.

Attempts at ele specs:
Shaman
Conjurer

(Dev FeedBack) Elementalist Core Spec ERRORS

in Elementalist

Posted by: savacli.8172

savacli.8172

Piercing shard can’t apply to all attunements. Think about it, Air Spec allows us to place vulnerability with crits by ourselves, and nearly all groups have access to vulnerability one way or another. Thus, that would guarantee a flat 20% damage boost which is too much for an adapt. Similar “x% damage as a result of being [condition]” on other classes only offer 10% damage boost. That much I can see being more reasonable, but even then the trait may need to go up a level.

(Dev FeedBack) Elementalist Core Spec ERRORS

in Elementalist

Posted by: Vinteros Asteano.1209

Vinteros Asteano.1209

You do know that if you change into water attunement after casting say, Meteor Shower, you can get the piercing shard buff.

If our damage mods weren’t gated by attunement, they would be broken

(think back to the builds during meteornado).

EDIT: A lot of the traits you’re complaining about are perfectly fine. Overall, I’m happy about the changes and I look forward to hearing more about tempest.

(Dev FeedBack) Elementalist Core Spec ERRORS

in Elementalist

Posted by: Alkahell.9562

Alkahell.9562

The conjure suggestion is a good one , i would like to see at least one more trait for conjured weapons.
The earth line is really really weak ,it will not be picked by almost anyone.
Soothing mist should be at least twice as potent in its regular form.
Lingering elements should be a minor somewhere.
I have read most of the class changes and i play all classes but i believe that ele will have a hard time facing most if not using one of the two meta builds that there will be.
I would like some stronger stuff for signets/glyphs cause they seem to be in game just to be not picked so that there can be an illusion of choices(you still can try them but meh..).

(Dev FeedBack) Elementalist Core Spec ERRORS

in Elementalist

Posted by: Wolfric.9380

Wolfric.9380

Oh yes i look at glyphs and ist a pitty. Somewhat cool but always loose against cantrips …
For me personally change the position with stop,drop, and roll ;-). That would be huge and i can imagine more glyph users. (yes i know it will break a bit tieing glyphs to Air.).

(Dev FeedBack) Elementalist Core Spec ERRORS

in Elementalist

Posted by: Wolfric.9380

Wolfric.9380

An the conjurer skill is poor. I can´t realy see it will be taken over Burning Fire or Burning Precision.
substitute the fire aura for a -20% recharge on conjures and make them instant cast.