Dream dps ele changes

Dream dps ele changes

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Posted by: Jekkt.6045

Jekkt.6045

Profession Skills
Elementalist

  • Flamestrike – Scepter Fire Auto
    Cast time reduced from 1.25s to 0.5s. Burning duration reduced from 3s to 1,5s.
    Lower casting times for a better synergy with fresh air. overall the casting time of flamestrike was too long. burning duration reduced to keep condi balance.
  • Dragon’s Tooth – Scepter Fire 2
    Time for impact halved.
    This skill is too much risk vs reward, while the impact time might have been justified in the past it isn’t anymore today.
  • Flamewall – Focus Fire 4
    Duration decreased to 5s from 8s. Cooldown increased to 30s from 20s. Each time you pass flamewall you remove the condition chill. passing through flamewall has an internal cooldown of 1s.
    Compared to ring of fire and wildifre, flamewall is a bit underpowered. giving it the ability to remove chill fits thematically and is something new.
  • Ice Shards – Scepter Water 1
    Added 3s of vulnerability per ice shard, resulting in a total of 3 stacks per auto attack.
    Water usually provides vulnerability and with this it improves the damage of a scepter ele. the auto attack speed of ice shards is already fast enough.
  • Shatterstone – Scepter Water 2
    Increased cooldown from 2s to 25s. Removed vulnerability. Increased radius to 240 from 180. Added 1s of chill per pulse and a 1s stun on the final explosion. Increased damage so that it crits for around 5k*. (explosion time reverted to the old duration).
    Shatterstone always fellt like a filler skill that doesn’t have any meaningful impact at all. with this change it becomes a good tool for kiting and area denial or burst – for the price of a long cooldown.
  • Freezing Gust – Focus Water 4
    Same effect + if the target is already chilled you deal increased damage with this skill, but the 3s chill of freezing gutst are not applied. bonus damage* on the level of lightning strike (scepter air 2).
    Rewarding improvement to ele’s damage at the price of the control effect.
  • Comet – Focus Water 5
    Decreased cast time to 0.25s from 0.75s.
    Casting time reduced to make it more reliable for interrupting enemy key skills.
  • Arc Lightning
    Sped up the duration to 2.25s from 3s.
    As stated above, general buff for all scepter autos.
  • Lightning Strike – Scepter Air 2
    Added a 0.75s delay before the skill hits its target. Added a visual effect to indicate which target will be hit: a small black cloud will appear over the target. Increased damage so that it crits for around 3-3,5k*.
    More risk and more reward. players often complained that this skill has no counterplay. this way the skill gets counterplay but is also more punishing if you don’t evade it.
  • Stone Shards – Scepter Earth Auto
    Split up into individual stone shards. Cast time reduced to 0.25s from 1.25s. Base damage increased so that each stone shard crits for around 300-400 damage*. Bleeding duration reduced to 3s from 6s.
    Faster auto to improve fresh air synergy. bleeds reduced to keep condi balance.
  • Rock Barrier – Scepter Earth 2
    Increased duration to 60s from 30s.
    Qol improvement.
  • Mist Form – Cantrip Utility
    Cooldown reduced to 60s from 75s.
    The cooldown is too long.
  • Arcane Shield – Arcane Utility
    Cooldown reduced to 60s from 75s. (same for the arcane trait Final Shielding)
    Same as above, cooldown is too long.
  • Glyph Of Elemental Harmony – Glyph Heal
    Added effect: after using this skill, incoming direct damage and condi damage is reduced by 20% for 7 seconds. Casting time decreased to 0.75s from 1.25s.
    The new effect adds something fresh that no other ele heal currently provides and helps against enemy focus.
  • Arcane Brilliance – Arcane Heal
    Increased the damage* to match the numbers of Arcane Blast and Wave.
    Increased the healing from 3500 to 5500 and reduced the bonus healing per target hit to 10%.
    In PvP this skill was never used because you rarely hit 5 targets and it didn’t deal enough damage to warrant its usage offensively. the healing amount gets increased to match other healing skills, and the damage to an amount where it is worth of being an offensive heal skill.
  • Tornado – Arcane Elite
    Cooldown reduced from 150s to 120s. Function changed to summon a tornado based on the current attunement at the target location for 15s. The tornado deals damage, launches enemies in it every 5 seconds for 600 range and applies conditions to enemies every 3 seconds:
    Water -> 1s of chill every 3s.
    Fire -> 2s of burning every 3s.
    Earth -> 1s of blind every 3s.
    Air -> 10 stacks of vulnerability (3s) every 3s.
    Transformations are bad for an elementalist because you lose your important skills to either support allies or kill enemies. compared to rampage and lich form, tornado’s damage was just way too low and its cc not great either, while making you an easy target for enemies. tornado gets changed in a way that works better with the ele’s kit, fits the attunement theme while still staying true to tornado’s function.

*Suggested damage numbers with a marauder amulet.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

(edited by Jekkt.6045)

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Posted by: Wolfric.9380

Wolfric.9380

This feels power oriented. Fire and earth auto should be condi focused. So this won´t be dream changes for me.

My would be more this:
Fire: Decrease castign to 1s. Reduce direct damage 20%. (so its only a 5% boost and does more burn).

Dragon tooth: Decrese castign time to 1/2

Arc lightning: Lower channel would be great …

Shatterstone: Increased radius (240)

Stone shards: Faster aftercast and poison instead of bleed on the last hit (like necro)

Rock barrier: Permanent duration or 60s is also fine.

Dust devil: Instant cast.

Focus:
Reduce CD on fire shield to 30s and add 10s furry.

Reduce gust CD to 30

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Posted by: Jekkt.6045

Jekkt.6045

scepter is just not a condi weapon, even if it can work sometimes.. neither is it a hybrid weapon.

it shares the same problems like d/d thieves which was also supposed to be a hybrid weapon and yet fails completely at it.

i would say an either or is what scepter needs. i’m sure one day we’ll get a condi elite specialisation.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

(edited by Jekkt.6045)

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Posted by: Wolfric.9380

Wolfric.9380

I see it as hybrid weapon. And if we migth get sword and a condi spec i would still want a ranged condi weapon = scepter. My changes would promote both a bit but nothing to much.

(edited by Wolfric.9380)

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Posted by: reikken.4961

reikken.4961

fire 1: —
fire 2: instant cast (still has the drop delay)
fire 3: --

water 1: —
water 2: instant cast (still has the delay)
water 3: impact delay (after casting) removed

air 1: total time reduced from ~4 sec to 2 sec. Total damage reduced by 30%, total number of hits halved.
air 2: cooldown reduced to 3 sec (from 5). damage reduced to 1.0 (from 1.2)
air 3: —

earth 1: initial cast reduced by 0.4 sec (cuts total time from 1.9 to 1.5.)
earth 2: cooldown reduced to 10 sec (from 15). Number of projectiles reduced to 3 (from 5), with damage per projectile unchanged. Toughness per stone increased to 80 to compensate. Cast time halved.
earth 3: travel speed doubled

focus:
fire 5: shield duration increased to 15 seconds (so that it’s not a buff to triggering aura traits more often, but still makes it an actually useful skill). maybe also increase burn duration to 1.5 s.
no other changes needed
maybe @ water 5: reduce cooldown to 20s, half cast time and impact delay, reduce daze to 1s

(edited by reikken.4961)

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Posted by: lucadiro.4519

lucadiro.4519

For me focus water 4 should be an “freezing burning retreat” working exactly like fire staff 4 but leaving an ice field… In this way we could use it defensively, evading and blasting it for frost aura, or as a mobility skill

Parabrezza

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

I would add to scepter pull or teleport.

To focus I suggest some wvw oriented changes: tag and cleave.
2skills in fire to change to do that.

Fire wall increase significantly range from 900 to 1500. Its maybe ridiculous increase, but would shine in tagging enemies. Optionaly destroy projectiles, but increase height to make it visible and do it w/o making so much ‘visual noise’. Optionaly triple dmg ratio.

Fire Aura. Let’s rework it.
Make it 3s channeling skill that will root you. Remain 900 range.
Make it ground target.
During first second its create in 240radious ball.
When 1s hit its make explosion for high dmg and create fire ball (like in dungeons, but size of asura’s height to not make ’visual noise).
During rest of time you channel that fire ball to move to you dealing dmg to any enemy that its pass.
When its reach you it remove 1 condition from you per unique enemy that ball hit during its move.
In that moment it grant you fire aura.

(edited by Mem no Fushia.7604)

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Posted by: Swiftwynd.1685

Swiftwynd.1685

Profession Skills
Elementalist

  • Flamewall
    Duration decreased to 5s from 8s. Cooldown increased to 25s from 20s. Destroys projectiles and applies one might for 7s for each destroyed projectile.
  • Ice Shards
    Added 4s of vulnerability per ice shard, resulting in a total of 3 stacks per auto attack.
  • Shatterstone
    Increased cooldown from 2s to 25s. Removed vulnerability. Increased radius to 240 from 180. Added 1s of chill per pulse and a 1s stun on the final explosion. Increased damage by ~300%. (currently crits for ~1500 on light golem)
  • Freezing Gust
    Chills now aoe around the target, up to 3 targets.
  • Lightning Strike
    Added a 0.75s delay before the skill hits its target. Added a visual effect to indicate which target will be hit: a small black cloud will appear over the target. Increased damage by ~250%. (currently crits for ~2000 on light golem)

I love most of your suggestions, but I would tweak the above suggestions a tad:

Flamewall

Duration decreased to 5s from 8s. It now Converts and then Reflects enemy projectiles into burning projectiles that Burns foes for 5 seconds each hit. The pass-through burning effect greatly increased but no longer pulses burning on foes in area, pass-through effect cannot trigger more than once per second. Cooldown increased to 25s from 20s.

This would basically be like an offensive version of Natural Convergence on the Druid’s staff, and would “convert” enemy projectiles into condition dealing projectiles with low power damage (so unlike other Reflects, it would not use the foe’s power damage, just your Condition Damage.)

Ice Shards
Added 5s of vulnerability per ice shard, resulting in a total of 3 stacks per auto attack, which takes 1 full second to cycle. Applies an additional 5s Vulnerability per hit against Chilled foes and its damage is increased by 15% against Chilled foes. Now also a physical projectile so it can be reflected/blocked and use combo fields.

This would make Ice Shards a very powerful Vulnerability stacking tool when combined with a high Chill up-time skill set and would provide good, sustained damage while in Water Attunement with Piercing Shards.

I would also like to see the following added to the Piercing Shards trait which would impact a lot of Water builds with various weapons, but would be particularly helpful for the Scepter with the above changes:

Piercing Shards: While attuned to water, your spells deal more damage to vulnerable foes. Vulnerability lasts longer. Gain 50 Healing Power each time you apply Vulnerability to a foe. Max stacks 10.

Damage Damage Increase: 20%
Vulnerability Duration Increased: 33%
“Piercing Shards” Increased Healing Power per stack (6s): 50 Healing Power
Maximum Stacks: 10

This would allow power builds to utilize their Water attunement even without building for Healing Power in their amulets if they manage to stack some Vulnerability, allowing for a greater variety of builds to utilize water attunement. The new “way to sustain” for non-celestial builds would be to stay in water long enough to build up Vulnerability stacks to then use your healing abilities on yourself or on allies. Would be very potent on “brawlery” builds which incorporate toughness and vitality.

Shatterstone
Increased cooldown from 2s to 10. Removed vulnerability. Increased radius to 240 from 180. Added 1s of chill per pulse and a 1s stun on the final explosion. Increased damage by ~300%. (currently crits for ~1500 on light golem)

10 seconds (6.66 with Trait) is perfectly fine for a ground targeted highly televised skill. These are the types of skills which should require a dodge roll or some defensive to be used if the foe remains in the area, so I don’t think such a high recharge is necessary. Your suggestion would play very well into my changes to the auto attack, as the Chill would help stack Vulnerability faster before the final burst of the “Ice Block” type Stun. This also works well when paired with my change for Freezing Gust:

Freezing Gust
Chills aoe around the target, up to 3 targets, and base damage increased. If primary target is already Chilled, it instead Stuns the target for 1 second and deals additional damage.

This makes Freezing Gust a great combo skill with Scepter or Dagger abilities, and can set up other skills once Chill has already been applied. From range, this also combos well with Signet of Water (which is currently better then Freezing Gust in every way, ironically). Might want to consider giving Comet a SIGNIFCANTLY higher damage scaling, but have it require a longer delay before it hits the foe, which would make it good to combo with Freezing Gust (or Shatterstone!) as a set up for it.

Lightning Strike
Added a 3s delay before the skill hits its target. Added a visual effect to indicate which target will be hit: a small black cloud will appear over the target. Increased damage by ~250%. (currently crits for ~2000 on light golem). This damage is doubled if the target is isolated with no allies in range (minions count as allies).

I think Lightning Strike would be amazing if it was a huge “tell” and a mechanic to play around it. Giving the foe a 3 second window to “find something” to deal with the effect is more than fair, while the Isolation mechanic (similar to Khaziks if you know League of Legends) gives it a neat, new mechanic of encouraging your foes to gather up to reduce the damage if it cannot be evaded in other ways. Way more fair than the current implementation which is instantaneous without any counterplay options.

Eager to hear your thoughts, particularly on the “scepter/focus” Water build potential with the above changes.

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Posted by: Henrik.7560

Henrik.7560

S/F is really underpowered, here’s why

Scepter

Fire auto – double the damage, reduce the cast time, reduce burn duration if needed.
Fire 2 – Reduce hit delay by 33%
Fire 3 – +50% damage, increase its movement speed.
Water auto – double the damage.
Water 2 – Quadripple the damage, double the vulnerability, set cooldown to 10s
Water 3 – Reduce cast time, grant it ‘unblockable’.
Earth auto – double the damage, reduce the cast time.
Earth 2 – reduce cast time, reduce cooldown, fix bug that sets it full cd if used out of range
Earth 3 – reduce cast time
Air auto – +50% damage
Air 2 – +33% damage

Focus
Fire 4 – 10x the damage
Fire 5 – reduce cooldown by 15s at least
Air 5 – reduce cast time, reduce cooldown
Water 4 – double chill duration, reduce cast time

Wahorn
Fire 5 – double the burning duration, double the damage, make firefields appear faster
Air 4 – make this actually unblockable as it says, revenants are blocking this skill.
Air 5 – double the damage
Water 5 – make this pulse condition cleanse as well, reduce its duration by 1 second.
Earth 4 & 5 – Reduce cast time

Arcane Bastion [AB]
Elementalist Mesmer Ranger
Sea of Sorrows

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Posted by: Jekkt.6045

Jekkt.6045

i would like to revitalize this thread. i would like for dps ele to be viable in pvp (afaik it is already very viable in pve) but some skills are too weak and the scepter is outdated and could use some buffs, especially the auto attacks and shatterstone. i tried to give some skills impactful effects instead of just number buffs.

yesterday i looked through my old suggestions and reworked some of them, and i feel like my proposed changes could put dps scepter eles in a quite good spot. i take it that many ele players are unhappy with the current healer role in pvp so an alternative would be appreciated.

feel free to share your ideas or concerns

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

i would like to revitalize this thread. i would like for dps ele to be viable in pvp (afaik it is already very viable in pve) but some skills are too weak and the scepter is outdated and could use some buffs, especially the auto attacks and shatterstone. i tried to give some skills impactful effects instead of just number buffs.

yesterday i looked through my old suggestions and reworked some of them, and i feel like my proposed changes could put dps scepter eles in a quite good spot. i take it that many ele players are unhappy with the current healer role in pvp so an alternative would be appreciated.

feel free to share your ideas or concerns

Its looks very nice and agree on way how you desrcribe problems of those skills. In current state I would try it out, becouse if they don’t do massive changes it will be very poor.

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Posted by: Wolfric.9380

Wolfric.9380

Yes so many eles and for such a long time wish for scepter buffs. Not cosmetic ones …

Fire auto 1sec cast. (If to strong reduce direct damage 20%)
Fire 2: 1/2 casting time not 1sec

Air auto: Make it a 1/2 cast single shot that deals a bit less then lightning whip.

Earth auto: Make it an attack chain (1/2 cast per shot) with the last hit being poision not bleed.
Earth 2: reduce cast time to 1/2
Earth 3: Instant cast

Water: Reduce trident CD to 15 sec.

(edited by Wolfric.9380)

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Posted by: Alekt.5803

Alekt.5803

I don’t like how staff is not included. The utility buffs are very thin at best. Please try not to buff Focus even more.

For Tornado. Make it a Signet. Signet of Wind which reduces the effect of movement debilitating conditions by 20%. First tick of the tornado is immediate, pulsing stability raised up to 3, unnaffected by movement conditions, and those can’t be applied during Tornado.

The Glyph of Elemental Harmony simply needs flat heal bonus and a cast time reduction. You had it right there.

Arcane Brillance. I like how you reduced the per target bonus and made it baseline into the skill. I would personnally keep the damage as it is, but reduce the cooldown drammatically to make it the “low cooldown” heal of the elementalist.

Weak Spot could do it’s vulnerability with 100% chance on crit. And / Or raise the stack by 2, up from 1.

Electric Discharge Raise the range to 1200, from 900, at least when wearing staff to match with the range of the weapon.

Lightning Rod Also upgrades the Electric Discharge’s lightning bolt to a Lightning Rod bolt. Applying weakness and increased damage.

Since Staff has not been included yet, I’ll make my round.

Lava Font. First tick of damage is now immediate. (Damage remains unchanged)

Lightning Surge Reduce cooldown to 5 seconds, down from 10 to better match with Fresh Air cooldown and the other number 2 skill cooldowns.

Windborne Speed Now also cleanses slow.

Shockwave Increase damage by 50%. Reduce cooldown to 20 seconds down from 30. Raise the bleeding stacks to 3, up from 1 while reducing the bleeding duration to 8, down from 20.

Alerie Despins

(edited by Alekt.5803)

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Posted by: Jekkt.6045

Jekkt.6045

the reason why i did not include staff is because i rarely play it. i don’t want to suggest stuff for a weapon that i haven’t played much lately because i might not see well enough what staff needs.

for focus, i think if you compare dagger and focus you have the problem that some skills on focus are rather weak or uninspired. i understand that buffing focus kicks warhorn even further out but that’s no reason tbh, it’s even more reason to buff warhorn. again, i don’t play warhorn enough so i won’t suggest buffs for that weapon either.

of course suggestions for staff and warhorn are also welcome in this thread

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

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Posted by: Alekt.5803

Alekt.5803

the reason why i did not include staff is because i rarely play it. i don’t want to suggest stuff for a weapon that i haven’t played much lately because i might not see well enough what staff needs.

for focus, i think if you compare dagger and focus you have the problem that some skills on focus are rather weak or uninspired. i understand that buffing focus kicks warhorn even further out but that’s no reason tbh, it’s even more reason to buff warhorn. again, i don’t play warhorn enough so i won’t suggest buffs for that weapon either.

of course suggestions for staff and warhorn are also welcome in this thread

Focus is the strongest weapon in the entire game, probably.

Alerie Despins

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Posted by: Jekkt.6045

Jekkt.6045

i would say dagger is in general a lot stronger than focus. there is literally not a single bad skill on it. churning earth might not be the best skill but after its buff it is at least acceptable.

by function focus is currently more viable because it makes you survive longer and you don’t need to be a fast bruiser anymore. on focus you either have the really strong ones like obsidian, or the weak ones like freezing gust while on dagger all of them are equally impactful.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

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Posted by: Alekt.5803

Alekt.5803

i would say dagger is in general a lot stronger than focus. there is literally not a single bad skill on it. churning earth might not be the best skill but after its buff it is at least acceptable.

by function focus is currently more viable because it makes you survive longer and you don’t need to be a fast bruiser anymore. on focus you either have the really strong ones like obsidian, or the weak ones like freezing gust while on dagger all of them are equally impactful.

Sure. There are weak spells with extremely strong ones. Just look at how loaded Magnetic Wave is. (Great damage, low cooldown, instant cast, staff-quality AoE radius, long duration cripple, reflection without clear visual that is 1 sec less than aura, clear 3 condition, blast finisher).

Then, look at Magnetic Aura from staff. (Instant, aura, reflect for 4 seconds, longer cooldown)

One word. Fairness.

Alerie Despins

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Posted by: reikken.4961

reikken.4961

magnetic wave is hilariously strong. obsidian flesh is strong
and then the rest of focus is good/average (air) or weak (water and fire)

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Posted by: Shadowflare.2759

Shadowflare.2759

i would say dagger is in general a lot stronger than focus. there is literally not a single bad skill on it. churning earth might not be the best skill but after its buff it is at least acceptable.

by function focus is currently more viable because it makes you survive longer and you don’t need to be a fast bruiser anymore. on focus you either have the really strong ones like obsidian, or the weak ones like freezing gust while on dagger all of them are equally impactful.

Sure. There are weak spells with extremely strong ones. Just look at how loaded Magnetic Wave is. (Great damage, low cooldown, instant cast, staff-quality AoE radius, long duration cripple, reflection without clear visual that is 1 sec less than aura, clear 3 condition, blast finisher).

Then, look at Magnetic Aura from staff. (Instant, aura, reflect for 4 seconds, longer cooldown)

One word. Fairness.

See, I used to think like you, when I was mainly playing scepter fresh air during the D/D era. But that was stupid thinking, and it’s still stupid now.

Focus is only maybe a contender for best weapon when you look at it in a vaccuum. Other classes are able to stack just as much damage mitigation/defensive abilities, if not more than the focus, if built properly.

There’s not really much of a reason to ask for nerfs to focus just because it’s a cornerstone of the current ele meta, due to a desperate need to build defensive in almost every way. If the other classes hadn’t been powercreeped to this degree, you wouldn’t even see focus used so much. Why else do you think the past ‘OP ELE’ era was D/D, not D/F? Cele D/Ds didn’t even need to take the earth trait line either during its time.

If you want staff, and if I want scepter, to be buffed, then all we can ask for is that. Buffs to underpowered weapons. But really, unless Anet wakes up and makes drastic changes to core ele functionalities, I doubt we’ll get any significant buffs.

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Posted by: Jekkt.6045

Jekkt.6045

i would say dagger is in general a lot stronger than focus. there is literally not a single bad skill on it. churning earth might not be the best skill but after its buff it is at least acceptable.

by function focus is currently more viable because it makes you survive longer and you don’t need to be a fast bruiser anymore. on focus you either have the really strong ones like obsidian, or the weak ones like freezing gust while on dagger all of them are equally impactful.

Sure. There are weak spells with extremely strong ones. Just look at how loaded Magnetic Wave is. (Great damage, low cooldown, instant cast, staff-quality AoE radius, long duration cripple, reflection without clear visual that is 1 sec less than aura, clear 3 condition, blast finisher).

Then, look at Magnetic Aura from staff. (Instant, aura, reflect for 4 seconds, longer cooldown)

One word. Fairness.

warhorn earth 4, sand squall
Apply protection to you and your allies, then increase the duration of all boons currently existing on you and your allies. Gain magnetic aura.

i find it funny that warhorn gets skills like that while other, older weaponsets just have normal auras on the same cooldown (30s, magnetic aura on staff, even though on staff the aura lasts 1s longer according to wiki).
and then in the end warhorn is still last in the food chain mostly because imo it doesn’t synergize as well as the other weapons.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

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Posted by: Alekt.5803

Alekt.5803

i would say dagger is in general a lot stronger than focus. there is literally not a single bad skill on it. churning earth might not be the best skill but after its buff it is at least acceptable.

by function focus is currently more viable because it makes you survive longer and you don’t need to be a fast bruiser anymore. on focus you either have the really strong ones like obsidian, or the weak ones like freezing gust while on dagger all of them are equally impactful.

Sure. There are weak spells with extremely strong ones. Just look at how loaded Magnetic Wave is. (Great damage, low cooldown, instant cast, staff-quality AoE radius, long duration cripple, reflection without clear visual that is 1 sec less than aura, clear 3 condition, blast finisher).

Then, look at Magnetic Aura from staff. (Instant, aura, reflect for 4 seconds, longer cooldown)

One word. Fairness.

warhorn earth 4, sand squall
Apply protection to you and your allies, then increase the duration of all boons currently existing on you and your allies. Gain magnetic aura.

i find it funny that warhorn gets skills like that while other, older weaponsets just have normal auras on the same cooldown (30s, magnetic aura on staff, even though on staff the aura lasts 1s longer according to wiki).
and then in the end warhorn is still last in the food chain mostly because imo it doesn’t synergize as well as the other weapons.

It has a long cast time for an aura as reactive as Magnetic Aura. Warhorn does not have invulnerability or reliable peel options. Even the Cyclone got its unblockable removed.

Alerie Despins

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Posted by: Jekkt.6045

Jekkt.6045

i would say dagger is in general a lot stronger than focus. there is literally not a single bad skill on it. churning earth might not be the best skill but after its buff it is at least acceptable.

by function focus is currently more viable because it makes you survive longer and you don’t need to be a fast bruiser anymore. on focus you either have the really strong ones like obsidian, or the weak ones like freezing gust while on dagger all of them are equally impactful.

Sure. There are weak spells with extremely strong ones. Just look at how loaded Magnetic Wave is. (Great damage, low cooldown, instant cast, staff-quality AoE radius, long duration cripple, reflection without clear visual that is 1 sec less than aura, clear 3 condition, blast finisher).

Then, look at Magnetic Aura from staff. (Instant, aura, reflect for 4 seconds, longer cooldown)

One word. Fairness.

warhorn earth 4, sand squall
Apply protection to you and your allies, then increase the duration of all boons currently existing on you and your allies. Gain magnetic aura.

i find it funny that warhorn gets skills like that while other, older weaponsets just have normal auras on the same cooldown (30s, magnetic aura on staff, even though on staff the aura lasts 1s longer according to wiki).
and then in the end warhorn is still last in the food chain mostly because imo it doesn’t synergize as well as the other weapons.

It has a long cast time for an aura as reactive as Magnetic Aura. Warhorn does not have invulnerability or reliable peel options. Even the Cyclone got its unblockable removed.

well so there’s potential for a buff, reduce sand squall casting time to 1/4s. but what i meant was that they transitioned from simple auras to more “complex” effects. as you say, warhorn peel is meh and it neither offers disengages like dagger nor invulnerability. cyclone was sadly never unblockable, just a wrong tooltip.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

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Posted by: Alekt.5803

Alekt.5803

i would say dagger is in general a lot stronger than focus. there is literally not a single bad skill on it. churning earth might not be the best skill but after its buff it is at least acceptable.

by function focus is currently more viable because it makes you survive longer and you don’t need to be a fast bruiser anymore. on focus you either have the really strong ones like obsidian, or the weak ones like freezing gust while on dagger all of them are equally impactful.

Sure. There are weak spells with extremely strong ones. Just look at how loaded Magnetic Wave is. (Great damage, low cooldown, instant cast, staff-quality AoE radius, long duration cripple, reflection without clear visual that is 1 sec less than aura, clear 3 condition, blast finisher).

Then, look at Magnetic Aura from staff. (Instant, aura, reflect for 4 seconds, longer cooldown)

One word. Fairness.

warhorn earth 4, sand squall
Apply protection to you and your allies, then increase the duration of all boons currently existing on you and your allies. Gain magnetic aura.

i find it funny that warhorn gets skills like that while other, older weaponsets just have normal auras on the same cooldown (30s, magnetic aura on staff, even though on staff the aura lasts 1s longer according to wiki).
and then in the end warhorn is still last in the food chain mostly because imo it doesn’t synergize as well as the other weapons.

It has a long cast time for an aura as reactive as Magnetic Aura. Warhorn does not have invulnerability or reliable peel options. Even the Cyclone got its unblockable removed.

well so there’s potential for a buff, reduce sand squall casting time to 1/4s. but what i meant was that they transitioned from simple auras to more “complex” effects. as you say, warhorn peel is meh and it neither offers disengages like dagger nor invulnerability. cyclone was sadly never unblockable, just a wrong tooltip.

Unblockable fits the wind theme. Saw anyone raising a shield to defend against a force pushing? It was such an insult to see Warhorn getting the cut while Focus got the amazing buff on Gale. (Lets not speak about that 1 sec knockdown, it was never truly changed; you’re CCed for 3 seconds)

Alerie Despins

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Posted by: Jekkt.6045

Jekkt.6045

people complained during the beta, people complain now, people will complain in the future. warhorn was already destined to fail because 1. they gave us a warhorn, one of the most unspectacular weapons while most of the community asked for a fast high dps melee range weapon like sword and 2. because it has to compete with 2 strongest and most versatile offhand weapons in the game.

i think there is almost no chance for warhorn to ever compete with dagger or focus. you either have to overtune its skills in such a way that you’re almost forced to take it, or redesign its skills in a way that it doesn’t compete with dagger and focus anymore.

warhorn was supposed to be the melee range support bruiser weapon.. and yet you have strange skills on it that make no sense, like lightning orb. other skills that kinda are support skills just feel weak. i dare to say water is the only real good attunement on warhorn, earth being okayish and fire and air obsolete sadly.

another flaw is that most of your support comes from shouts and auras so warhorn isn’t really needed and it’s way better to pick an offhand that keeps you alive, lets you safestomp with an invul and block projectiles aoe. after all, a dead support doesn’t support anymore.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

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Posted by: Roman God of War.6953

Roman God of War.6953

Profession Skills
Elementalist

*Suggested damage numbers with a marauder amulet.

Cool ideas man! Very, very different. I think my only complaint if I saw this in game is taht some of my old gimmicky builds might go obsolete. but i think that these changes would offer alot of new fun stuff to do. especially on the DPS side.

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Easy mode to repair is – is to normalize dragon tooth and pheonix to what revenant have with coalescence of ruin and drop the hammer. So just swap dragon tooth cd with cd of pheonix. Rest is buffing autoattacks to do 3k dmg with 2,9k+ power and with all modifiers.