Hi everyone,
I am Glorfyndel, I am an experienced elementalist player (spend more than 4000 hours on my main elementalist). I play most of the time fresh air because i like chanllenge.
Well, thoses times I saw that some population of elementalists in-game are being bored by the support role. In the other hand arenat net seems to be really interrested on make changes for elementalist power based builds. By the way, thank you arena net to show this interrest on the elementalist. You change the dragon tooth, the auto attack on fire (I can use it sometimes now) and you buffed the auto attack in air.
Then, I created this post to analyse and make and easier (sometimes complex) propositon for a few changes in elementalist that can bring more gameplay.
1) Why elementalist are soo good as support:
—> The elementalist is a class that has a low pull hp and low pull armor. So we need a lot more stats than others (maybe all stats thats why celestial amulet is so broken on elementalist). But the lack of stats is not the only reason, the other reason is that we dont have a huge quantity of avoidable skills. I mean the few avoidable skills we can take have and insane CD (mist form, arcane shield, obsidian flesh, ride of the ligthing).
—> Conclusion, elementalist have to play tanky in order to survive because their ability to survive is the healing power scaling. So, as many of ur heals are in AOE, we are the support preferential class in GW2.
2) An effective way to make changes on elementalist:
—> In this paragraph. As many people judge me as one of the most experienced fresh air in-game, I will made some suggestion for you arena net. I am prepared to anwser you if you wanna make conctat with me to discuss. My ideas here are order by increasing difficulties.
Changes:
—> Reduce cooldown on arcane shield of 75 sec to 40-45 sec and reduce final damage as well. The important think is the block, not the dammage, this is an avoidable ability that could make the arcanes comeback again.
—> Reduce cooldown of ride the lightning from 40 sec to 20 sec (even if we hit a target let the 20sec). I understand that this ability was too strong during the D/D elementalist empire period. But now is just a mobility dash (is not even a blast or a heal or and evade) so you have to normalize this coolsown in order to make the dagger off hand come back.
—> Reduce the scaling healing on the healing skills. Maybe you can increase the base heal. But overall, healing power should increase the regeneration buff more than healings abilities itself.
—> For the comeback of the scepter people need something really interresting to play it. I mean something that could challenge other weappons set. Then, I propose to make a big change on the roc barrier skill to make it block the next 3 attacks. And remove the thoughtness buff and the attack.
—> For the warhorn, the problem is more complex. This weappon need animation speed. The 4 water need to bump enemies instantly. And the air projectil on 5 air skill need speed. And, finaly, remove the water area mouvement of the 5 water skill tomake easier the combos blast in it (like the engineer).
Those are the ideas I have hear most of time.
I made this post in a serious way.
Please dicuss about this in the same way.
Thank you
(edited by GLOR.2489)