Ele balance theory
The last MMO I played was called Allods Online. Their mage class had 3 elements to use spells from: fire, lightning, and ice/frost. I can’t remember exactly, but I think fire/lightning was a PvE spec for AoE and single target damage while Frost was used with one of the other two in PvP for its control effects. Every class in the game had 3 talent grids, and for the mage the talent grids each represented an element. The class mechanic for the mage was entropy, in which using your elemental spells built up energy in the entropy slot for that element, and you could use them for a myriad of effects when they filled. In the talent grid there were traits called frostfire or icelightning or whatnot that would double your entropy gain for those elements but completely disable the third element, both in your ability to use spells from the third element or gain entropy towards it. It seemed odd to me at the time, but that was how you optimized your builds in that game.
I don’t think I’d like to see a similar system in GW2. I like being rewarded (in pvp anayway) for being relatively well rounded, but thats not to say that high risk/high reward doesn’t have its place.
Taking a break from GW2 to play various
Nintendo games..
I like your idea of a certain lock out of sorts
Perhaps a way to boost the damage?
Stick to element for x time and gain y
Eg. Stick to water for 90 sec gain 30% crit/ crit dmg against vuln foes
Something to make it viable and potentially damaging for those who prefer to go for one element then doing the dance between
Yet, dancing could still be an option if one wishes to take it
Ele is a ‘jack of trades’ class kinda like the engi perse
Being able to fill all roles
Perhaps giving a superiority of one element rather then a ‘mastery over all’ will allow it to flourish
We see geomancers within the game world – why not specialize on earth magic to such power?
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May I have more then one response with such an idea?
If you could master any of the four elements, what would it be?
What changes to that trait line would you give it to make that single element useful to stay in for prolonged periods?
earth, it needs a spike dmg and more healing…
^ thank you sir/ madam/ non-binery!
What are your thoughts on how this would be accomplished?
Perhaps as with the necro trait?
Dot % dmg = healing?
Spike damage on the other hand may be a little harder…perhaps a trait dedicated to applying high stacks of bleed/ torment/ cripple to add significant pressure to attacks on 15? second cd?
It’d be more dangerous to go up against a geomancer if that were the case
Maybe make the dagger auto like a close range version of the earth trident skill to make it more aggressive
Make the dagger auto of water agressive consider how supporty water is already
Boost the damage, stacks of vuln and projectile speed significantly – keep it piercing but remove the return – think of them as shruikan of vapor to cause enemies harm vs the staff which is all about healing
Having 25 skills is the main reason I play Ele
Every attunement has it’s purpose and should stay that way, no need to dumb down the proffesion
The idea isn’t to dumb it down
If you want to keep to dancing then you can
But if you want to single out a specific element to excel at and gain more buffs by staying that element then you can
By no means am I advocating to stop the dance
I’m just wanting to see more element specific moves rather then dancing because I think it would give the elementalist a bit more depth in terms of things to get out of certain skills
Seems every time I try and have a discussion on this topic people are rather negative, though there are the hopeful few which gives me a little more hope
how about this for a good arcana gm trait:
The longer you stay in one atunement the stronger a certain effect becomes?
like in fire you burn all nearby foes the longer you stay in fire the bigger the radius that people get burned at becomes. In air it just ups your movementspeed by 1% every second, earth you move slower but you gain toughness and a form of retaliation that ups in strength the longer you’re attuned to earth and in water since we already have a passive heal have something like condition duration is upped the longer you stay in water. (would work wonders for chill builds).
Those are just some ideas off the top of my head, you guys might have cooler ideas.
^ now that’s an idea!
think more things for specifics!
I think elementalists will become boring if this ever happens. Sticking to just one element doesn’t have any sort of randomness to it nor any outplaying potential (maybe some) but you will be incredibly easy to read when matched up against solid enemies.
What attracts me about the elementalist is that the class is so much fun to play with all the attunement hopping and the more you play it the more you memorize and gain momentum of when to switch inbetween attunements in the most crucial of situations especially in WvW and organised raids with a raid leader.
I support the way elementalists are now because they offer boons in form of protection, swiftness, might and regeneration to allies on attunement swaps which is incredible considering fighting against enemies with active retaliation, the regeneration from switching into water attunement can nullify a portion of the damage done to you by the retal.
WvW <3
I think elementalists will become boring if this ever happens. Sticking to just one element doesn’t have any sort of randomness to it nor any outplaying potential (maybe some) but you will be incredibly easy to read when matched up against solid enemies.
What attracts me about the elementalist is that the class is so much fun to play with all the attunement hopping and the more you play it the more you memorize and gain momentum of when to switch inbetween attunements in the most crucial of situations especially in WvW and organised raids with a raid leader.
I support the way elementalists are now because they offer boons in form of protection, swiftness, might and regeneration to allies on attunement swaps which is incredible considering fighting against enemies with active retaliation, the regeneration from switching into water attunement can nullify a portion of the damage done to you by the retal.
I agree that the current state of elementalists is great and the gameplay is engaging, fun and rewarding to learn. That’s why I said it could be a grandmaster trait in arcana. Seeing as all of the people that like the atunement hopping they will almost always go for Evasive Arcana but when someone doesn’t like atunement hopping (very few of those but they exist) it’d be nice to offer them a different fun grandmaster trait in the Arcane traitline. Though I’m guessing that’d go against the atunement recharge reduction you get from that traitline… Maybe have it be 4 different grandmaster traits each in their respective traitlines? As in we’ve got a trait for reducing recharge and increasing damage per atunement why not have one that also lets you get aditional benefits from staying in one atunement. Each atunement would also give different situational bonuses. Its not a one thing wins all.
^ I like your thinking!
There aren’t many of us that would like a single element to stay in – but my mate was saying he’d love to cosplay as one of the firebending generals in avatar
Twould be interesting to see a dancer vs elemental specific