Drawback & Cure thread (skills and traits)

Drawback & Cure thread (skills and traits)

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Posted by: Seraskus.6810

Seraskus.6810

Many people complain on Eles. OK. But ANet said that they need data.
I created this thread for telling drawbacks of Ele skills and giving possible cures- all the simpliest way. Please post only similar replies here. Also make sure your suggestions are about curing some ISSUE you noticed while playing (so not like “I think skill x should deal more damage as it would be cooler”). Let’s try to sum up all skill/gameplay issues in 1 thread, ok?
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1. Staff-(Earth) Stoning: Weakens opponent, yet staff is long-range weapon. Other condition would be cool to replace it (small bleeding maybe?)
2. Saff-(Water)Water Blast: Healing radius is very small… It would be a good support skill provided it will be made bigger. It deals no damage after all ^^
3. Staff-(Water)Geyser: Allies often run away from it. Geyser should have combo skill spreading the heal (like Water Wortex shotting heal bolts away or Detonation so that geyser will explode healing nearby allies)
4. Staff-(Air) Gust: Pushing just 1 enemy makes this skill often not useful. Make it “can push up to 3 targets” maybe?

5. Daggers-(Overall): The jump-in and jump-out skills would work better if they had some combo skill to move other way. For example Updraft followed by Air leap and Burning Speed by Burning Retreat. It would add much so precious mobility to daggers.
6. Auras-(Overall): While Magnetic Aura works briliant others are weak. They would use protecting agains the damage as well. After all, WHEN you are hit already it doest make you a big difference, that enemy is chilled for 1 second, does it?

7. Fiery Greatsword (Skill): It takes you your attunments away, which makes it not pupular. It would use changing attunments with you (to also provide you support control and heal skills, not just attack)

Drawback & Cure thread (skills and traits)

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Posted by: Zarron.6420

Zarron.6420

I can still swap attunements with Fiery Greatsword, I also still get the buffs from my Trait; it really is just another way to give melee elementalists another way to beat on things. The conjure weapons are nice because, for example, I can swap to Earth to get the bonus toughness from my traits there -and still do fire-levels of damage.- Or, with Earth Shield, I can have a defensive weapon while in Water and regenerating. Being able to access skill types outside your current attunement is the reason for the conjure skills.

Drawback & Cure thread (skills and traits)

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Posted by: Trump.9803

Trump.9803

I’m yet to see any use of Conjured Weapons beyond the lol-factor

Drawback & Cure thread (skills and traits)

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Posted by: jaif.3518

jaif.3518

Conjured weapons are just kits for Elementalists, and should not have charges.

-Jeff

Drawback & Cure thread (skills and traits)

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Posted by: DOW Mageski.2097

DOW Mageski.2097

I like the Fiery Greatsword, however I find the others to be lacking for damage.
I suppose the lightning hammer is the best none elite for this, however I can still do as much damage or more not using it. I also then get to use the slot it would take.

I think one of two things needs to be done to make the conjure weapons more useful.
1) More charge, and some number counter. Unless I have missed it I never know how many skills I have left in it. I know about the trait for 10 more charge btw, and after trying it decided it was not worth it.
2)Quicker to use, and have auto attack on it already. My suggestion is to have it always spawn at the casters feet, as opposed to being able to place it somewhere. This would help make it easier to use in a fight when you might not have the time to place it on the ground.

Just my opinion also, but the fire axe needs to be massively buffed. it has 1 aeo attack and a field combo for multi targets. So it is a single target weapon. Yet it does not do as much as the lightning Hammer which can hit more then one target.

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