Ele weapon switch idea
Nope. The point of an Elementalist is that it’s the master of all 4 elements. Your idea would mean the Elementalist would lose either 2 elements or you would be limited to using D/D in Fire and Water and Staff in Lightning and Earth. Your idea would mean a complete revamp of the Elementalist which isn’t likely to happen.
I support the original elemental style, as is. Having a swap set that would be on a much larger CD would be cool though. That said, it would be pretty overpowered and I wouldn’t recommend it be implemented, just an interesting idea.
I wouldn’t mind a weapon swap that can only be used when out of combat, would help on the convenience side of things.
I would hope that when anet brings trait loadouts it includes weapon switch for ele and engie too (along with armor changes).
Being able to pick and choose the skills in each attunement out of Ele’s pool of 60 weapon skills would be so incredibly OP and unbalanced that I’m finding it hard to even take the OP serious.
god having fire and water on staff and earth and lighting on d/d or d/f would be brutal and over powered as hell in WvW
I wouldn’t mind a weapon swap that can only be used when out of combat, would help on the convenience side of things.
And yet ele and engi er the 2 classes that use least bagspace to carry extra weapons due to the limited selection they can use compared to how many the got equipped, most other classes use at least double the bagspace if not more for spare weapons
You guys really think it would be broken? I’m not talking about assigning the skills per skill I’m just saying setting 1 to 4 of the attunements to one of two (max) weapon sets.
You guys really think it would be broken? I’m not talking about assigning the skills per skill I’m just saying setting 1 to 4 of the attunements to one of two (max) weapon sets.
Most definitely. The weapons all do different things:
Staff is long-range, large-area spells, with a good mix of damage and support. Combo fields! Woo!
It lacks ways to deal with foes who are nearby – two of its CC skills rely on foes running into them to function, and the other is hardly an accurate projectile.
At the opposite end, we have D/D. Short-range spells, again good damage and support but not of the kind that allies can interact with – and you have to be right next to them and your foes to do things.
Okay so what if we took the high, sustained DPS from Staff Fire, the water and ice fields from Staff Water, and the mobility and control available to D/D with their Air and Earth? Earthquake and Updraft to keep people inside a Meteor Shower?
How about S/D for Fire, Air and Earth… and just taking Staff for those water fields? Can you say ‘frequent high burst heals while dishing out damage and control in close quarters’?