Ele suggestions to help it's PvP state.

Ele suggestions to help it's PvP state.

in Elementalist

Posted by: sephiroth.4217

sephiroth.4217

Q:

A few suggestions, I know these suggestions might not sit well with a lot but I feel it’s rather important for Elementalists. I’ll try to explain the suggestions a little.

-The ability to dodge while overloading.
Currently there is a lot of AoE, there is also a lot of dazes/stuns and generally hard CC with HoT builds especially in PvP. All Overloads are Melee range. The ability to dodge raises skill floor due to letting players enabling themselves instead of adding more passive stability stacks to Harmonious Conduit.

-Return Diamond Skin to it’s former glory.
The original complaint was that Diamond Skin and Celestial Amulet shut down all counterplay to condition builds. The removal of Celestial Amulet was a big enough hit to that combo that should have rendered Diamond Skin viable again. Diamond Skin kept a lot of condition builds in check for PvP, currently now there is that many condition builds running rampant through PvP to a point to where it’s almost sickening. Since this removal some Amulets have been added that should see no problems with the old Diamond Skin functionality, Vipers for example. Another point to bring into this is DH traps, due to those the Ele is pretty much forced into Stone Heart, returning Diamond Skin to it’s former glory means people could actually choose to counter the 2 DH or the 2 condi berserkers/Mesmers with a venom share thief.

-Remove CD on attunement swapping
I don’t mean Fire > Earth > Fire with no cooldowns, what I mean is currently on D/D build if you Ring Of Fire to Water for Blast then to Earth for more blasts there is a CD on attunement swapping between those attunements which means I cannot rotate my skills to my full potential, I’m held back by the game itself.

-Raise base health pool by at least 2k or implement a trait to raise base health.
Pretty much self explanatory, would allow much more builds to be viable too.

-Buff Fire/Air/Arcane trait lines for respective builds.
Buff Fire to be aimed at power/condition focused builds, Give Air some condition removal because it’s already a fantastic line for power builds and Give Arcane that much needed buff towards the potential it already has to be the Hybrid crit/condition.

All in all I think this is a fantastic class, but a few tweaks could really help see this class being played to it’s full potential. Currently there is a bit of build diversity, but with Tempest/Water/Earth synergizing too well for certain reasons I don’t think many newer players will stray far from the Menders aura heal spam builds.

I posted it before and was surprised to receive mails and questions about it, but the class has a lot of potential. One of the tricks I posted about Elementalist utilities available to the class is the ability to drop an Air Overload that Pulsates Immobilize.
To do that you must have Arcane equipped, Elemental Surge trait. Equip Arcane Power.
Air Overload > Earth > Arcane Power. Rather easy combo, if you’re playing a Sage Amulet then Fire Overload would be suited better for fast burn stacks or immobilize people in the fire field, what ever combo works best for what ever situation you can think of. The class already has more potential than most to be played at a higher skill level, just a few things are holding it back.

If anyone has some simple suggestions to help improve Ele gameplay please make them

-I’m not the best player, just an Avid Ele player.

I mostly play for the new Free-For-All arena in PvP lobby.
….. And Elementalist.

(edited by sephiroth.4217)

Ele suggestions to help it's PvP state.

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Posted by: FrownyClown.8402

FrownyClown.8402

1. As a channeling skill i disagree. Fire 2 and water 2 for dagger would cancel if you dodged.

2. I agree diamond skin needs a buff. With hybrid set-ups I would be happy if they removed the 75% health limitation.

3. Nope. The current attunement swapping is fine and argueably helps you manage your cooldowns. It also counts as a skill so it could make the healing signet op.

4.Its a nice idea but would be too similar to guardian trait. If it was implemented it could be added to soothing power or possibly even be added to fire traitline.

5. Fire and maybe arcane need buffs. I think its mostly tuning down other classes that would give potential to more builds.


Bad Elementalist

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Posted by: Mrzout.7308

Mrzout.7308

I think, that allowing switch elements during overload without interrupt would solve the problem with Tempest, so it no longer ruin “core design of Elementalist(however its good, or bad)”.

Balance Tempest after that change (traits, weapons).

Ele suggestions to help it's PvP state.

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Posted by: Exciton.8942

Exciton.8942

I think tempest trait line needs a bit rework. Off-hand dagger needs slight buff.

Off-hand dagger mostly needs some CD reduction. Reduce frost aura, RTL, earthquake CD to 30 sec. I don’t know if RTL should receive evade frame. It might be too much with 12 sec CD if traited and also hit the oponent.

For tempest GM trait, everyone is picking elemental bastion. The other two traits feel kinda meh.

Lucid Singularity can be changed to some new condition cleanse trait so you cleanse conditions every second when you are overloading.

I also don’t like 40% protection being baseline for tempest. It means as long as you pick tempest, you will need to pick either earth or arcana for the protection boon. The 40% protection boon trait can be integrated into a new GM trait together with the passive Sand Squall.

To compensate the defense loss, let tempest gain 10% damage mitigation during and after overload for a short time. This can be either a major master trait or minor master/GM trait. There are quite a few overloading related trait, just combine and rearrange them to the right place.

(edited by Exciton.8942)

Ele suggestions to help it's PvP state.

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Posted by: katniss.6735

katniss.6735

The first 2 on OP’s list seem reasonable. However there is a talent there for stab on overload, but most don’t take that because they lose regen and vigor (potentially for allies if you’re nice). There are a lot of changes for eles in the past that don’t make any sense anymore because of the things that made them overpowered pre-hot aren’t even an issue anymore. I always use stone heart now. I hate current diamond skin. I don’t consider diamond skin good sustain at all with the amulets we have now.

As for arcane skills, the choices we have to use are all bad now outside of auto arcane shield at low health. The fact that there’s a talent to proc condis on arcane skill use doesn’t make much of any sense considering we aren’t a condi class and they do practically no damage when applied. I’d rather they did a guaranteed blind or lightning strike to align with burst builds.

Server: Maguuma – Leafy Lass – Elementalist (WvW)
Guild: Bill Murray [Bill]/ [DERP]
twitch.tv/mlgw2

Ele suggestions to help it's PvP state.

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Posted by: Mr Godlike.6098

Mr Godlike.6098

Some of these are really nice…but our dev is more interested in supreme healbot…

I have one issue that I would love to be resolved – how ele supposed to survive in post-HoT environment 1v1 against anything on any kind of amulet besides mender or magii…

…that all.

Was depressed ele…now depressed druid
Kawaleria (KW)

(edited by Mr Godlike.6098)

Ele suggestions to help it's PvP state.

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Posted by: Jhoul.6923

Jhoul.6923

To be honest there is so much power creep that by undoing all the nerfs pre-HoT it would be good enough.

Also I believe Dagger~off-hand~Water 5 does not scale Heal with Healing Power.

Ele suggestions to help it's PvP state.

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Posted by: Jski.6180

Jski.6180

I think ele simply dose not fit into the current meta any more of constions dmg. What ele needs is a way to deal with endless healing and endless boon stacking. I suggest making fire if you build fire line to have a “boon burn away” effect in that if ele apply burning to a person that person gets a -% to there boon duration. As for endless healing where ele needs to go full glass to even start to put a dent in some what bunker build classes is to add in earth line a means of making there bleeds have a -% healing effect or a “toxic earth” effect.
That or comply fix other classes who can put out more then 3 constions dmg types and classes who have well over 1k healing per sec.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Ele suggestions to help it's PvP state.

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Posted by: Jhoul.6923

Jhoul.6923

Some of these are really nice…but are dev is more interested in supreme healbot…

I have one issue that I would love to be resolved – how ele supposed to survive in post-HoT environment 1v1 against anything on any kind of amulet besides mender or magii…

…that all.

This ++

Ele do hit hard, we just wont last much without off-hand foci and the support build.