Elemental Weakness (Ele only condi)
I think Fire/Chill/Weakness-Blind/Blood-Cripple are enough for making sense as elementalists.
But I think we should be able to combo those conditions more efficiently i.e. Burning->Chill/Chill->Burning => Thermal Shock (Damage+weakness/broken armor or 10 stacks of vulnerability)
If there was to be a specific condition for us, i would like it to be Electrified (1s stunned each time you cast a spell/skill)
Also, Water Field+Electify->Chain Lightning (foes in water field electrified for 2-3s)
Churning Earth channeling+Electrify->Lightning shower (Lightning damage + foes caught in CE stunned for 1s)
It’s so good to dream sometimes.
Nerfentalist of Augury Rock
Yes I also had the idea of having a “thermal shock” trait, something like you deal 10% more damage on targets that are affected by burn and chill at the same time.
Edit: they could even implement it as an aoe debuff: all targets within 360 radius of you suffer 10% more damage if they are affected by burn and chill.
Retired elementalist theorycrafter
Yes I also had the idea of having a “thermal shock” trait, something like you deal 10% more damage on targets that are affected by burn and chill at the same time.
Edit: they could even implement it as an aoe debuff: all targets within 360 radius of you suffer 10% more damage if they are affected by burn and chill.
I can see it like that as well:
[Thermal Shock] +10% damage on targets that are affected by burn and chill at the same time
[Elemental aura] Whenever you’re surrounded by an Aura, you deal +10% damage to foes affected by Thermal Shock.
Nerfentalist of Augury Rock
looks good to me!
Retired elementalist theorycrafter
These sound like great ideas and I’m sure with Arena Net’s long standing history of taking player ideas and implementing them we will see them in game shortly!
Does this game even have elemental damage? I thought all direct damage was the same, if it is they should introduce damage types
No elemental/magical damage/resistance/penetration whatsoever. I regret that.
Nerfentalist of Augury Rock
And we have another needlessly complex change to the game! And what did they win this time? That’s right Larry, their suggestion will not be implemented as soon as possible!
What you’re suggesting is simply vulnerability in a different flavor.
Ever considered that not having damage types is a good thing? Rather than having mobs with specific resistances that require specific party setups, ArenaNet decided it would force parties into certain compositions and wisely decided not to implement it.
For you others, we HAVE elemental damage types, but they come in the form of combo fields rather than damage types. And it works MUCH better.
I find a lot of truth in what ThiBash is saying
And I like your sig good sir
Also some mobs are immune to burn, while others are immune to blind etc
Retired elementalist theorycrafter
I wouldn’t mind being immune to a specific condition. Also, everyone should be stunned by my beauty, having to close their eyes to fight, and thus perma blind.
Nerfentalist of Augury Rock
New master level traits:
Frostbite- Chill deals damage
(0.10 * Condition Damage) + (1.5* Level) + 5 damage per second
Putrid Flame- when you inflict burning you inflict poison as well.
details tbd
Would it really be that bad to have damage types? I mean it would bring a level of strategy to the game, and if you think about it why doesn’t a fire elemental take more damage when I throw ice/water at than when I hit it with fire.
Edit: I really like that frostbite trait Navzar sounds like it would be fun
@ThiBash yeah I kinda think you’re right here.
Nonetheless I do feel that true Ele condi builds are not viable compared to other professions which is sad since since we have so many traits regarding conditions.
And I like the idea about Thermal Shock but also leave the current 2x +5% more dmg while burning in the Fire tree.
(edited by Nabuko Darayon.9645)
Would it really be that bad to have damage types? I mean it would bring a level of strategy to the game, and if you think about it why doesn’t a fire elemental take more damage when I throw ice/water at than when I hit it with fire.
It wouldn’t be bad per se, but it would add extra complexitiy to game balance. For example, a warrior would do the same against all bosses, but a necro would be virtually useless against Tequatl. To me, making things more complicated doesn’t neccesarily mean an improvement and this is one change I can personally live without. It just doesn’t add anythign for me funwise, but it would be one more balance headache added.
And it only makes sense for the 4 classic elements. In the aforementioned example, what would make more sense? The necro dealing more damage to undead (because he’s the master of death) or less (because he deals dar damage to them)?
Well this might be nitpicky, but in gw1 most non-physical and non-elemental damage didn’t have any weaknesses or advantages. So a necro dealing dark damage wouldn’t worry about creature resistences. I liked having damage types cause it gave a reason understand the mobs beyond just avoiding the pull or that one big attack