Elementalist stats problem fixed?

Elementalist stats problem fixed?

in Elementalist

Posted by: Yashuoa.9527

Yashuoa.9527

Here are some ideas to fix the problems that Elementalists have, with needing to many different stats (with the removal of Celestial amulet).
Especially DPS elementalists in pvp.

1.
All classes their base hp, increased by 560 vit at 80.
At least in pvp.
WIth how much dmg has increased in HoT, and bunkers being tackled in the patch, I think this would be right. It would open up more amulet choices, because you wont need vit on it. Some classes their base hp is so low, they cant really roll without the 560 vit, which limits them in amulet choice.

2.
Elementalist having both their power and condition spells, scale by power or condition.
Whatever is highest. We cant make a build with only power or condition, like other classes. Our attunements, overloads and such have both power and condition spells.
With this change, we can remain hybrid (power and condition), without an overneed for stats. As we would only need either power or condition dmg to boost both.

3.
Make Ferocious winds in air specialisation, give a lot more ferocity from precision in pvp than pve. From 7% to 40% or so (can cap it so that you cant get over a certain number combined with amulets and such, if one were to use Marauder for example).

Now DPS ele can pick for example (some other classes might like it too btw):

Make this new amulet.
Power: 1050.
Precision: 1050.
Toughness: 560.
Healing power : 560.

There are some other amulet options too (Knight, Rabid and the new Paladin, if you feel you dont want the extra healing power and rather have more toughness/vit and a little bit less precision and ferocity).

As DPS ele with air specialisation, you will gain quite some ferocity from your precision and than some extra from the new preview patch fresh air trait (250 ferocity for 5 seconds, when swapping to air).

4.
Bunker Eles, will miss out on the ferocity boosts, so they wont be made to strong, because they run earth, water, tempest (no air ferocity boosts). They will benifit from point 1. and 2. though, which is okay I think.
They will have more amulet choice now too.

These thread changes will help DPS ele the most.

5.
Simple changes, so that Celestial amulet removal is no problem.

What do you think about these ideas?

(edited by Yashuoa.9527)

Elementalist stats problem fixed?

in Elementalist

Posted by: reikken.4961

reikken.4961

1.
All classes their base hp, increased by 560 vit at 80.
[. . .]
Make this new amulet.
Power: 1050.
Precision: 1050.
Toughness: 560.
Healing power : 560.
[. . .]
What do you think about these ideas?

“Give ele celestial back, and more damage, and give everyone else more health”

nope, not a solution

Elementalist stats problem fixed?

in Elementalist

Posted by: Yashuoa.9527

Yashuoa.9527

1.
All classes their base hp, increased by 560 vit at 80.
[. . .]
Make this new amulet.
Power: 1050.
Precision: 1050.
Toughness: 560.
Healing power : 560.
[. . .]
What do you think about these ideas?

“Give ele celestial back, and more damage, and give everyone else more health”

nope, not a solution

Bunker Ele wont have it back.
No ferocity. They might not even go for this amulet with precision.

Dps ele will have it sorta back, but they need it (when was the last time you say a dps ele build in pvp?) and
everyone would have this baseline vit,
so its not the same situation.

(edited by Yashuoa.9527)

Elementalist stats problem fixed?

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Posted by: reikken.4961

reikken.4961

all ferocity is is damage
1000 power is roughly equal to 560 power + 560 precision + 560 ferocity
1050 power + 1050 precision is way more damage no matter how you slice it

Elementalist stats problem fixed?

in Elementalist

Posted by: Yashuoa.9527

Yashuoa.9527

all ferocity is is damage
1000 power is roughly equal to 560 power + 560 precision + 560 ferocity
1050 power + 1050 precision is way more damage no matter how you slice it

Ele has both power and condition spells though. Not only power.
Regardless of roughly, also depends on scaling of your spells. Hard to say how it roughly is.

Anyway regarding bunker ele.
The idea could be modified.
If the stats would be to much.

In point 2.

1 power could give 0.5 condi (instead of 1) if you have more power than condi and the other way around if you have more condi than power.

That way dmg is lowered, compared to the previous idea.

Regarding DPS ele.
Dont you think that they need the rest of the change?
They dont even work atm with Celestial.

You could also lower the ferocity idea in the air specialisation if the dmg is still to much.

As said the idea could be modified. The stats can be tuned.
Its just the general idea that I wanted to bring in.

(edited by Yashuoa.9527)

Elementalist stats problem fixed?

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Posted by: reikken.4961

reikken.4961

Well of course they don’t work with celestial. Celestial doesn’t have enough damage. Soldier’ hits harder. And soldier’s, in turn, does little more than half as much damage as berserker’s.

What ele needs is not a change of stats, but rather a change in abilities. It either needs a way to function in close range with a glassy build, or needs reliable ranged damage. Suggestions like the scepter buffs and decreasing the cooldown of arcane shield are a good start.

Elementalist stats problem fixed?

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Posted by: Alekt.5803

Alekt.5803

[u]
3.
Make Ferocious winds in air specialisation, give a lot more ferocity from precision in pvp than pve. From 7% to 40% or so (can cap it so that you cant get over a certain number combined with amulets and such, if one were to use Marauder for example).

7% is clearly not enough. At 7% conversion, it never beats Assassin’s Presence (https://wiki.guildwars2.com/wiki/Assassin's_Presence), which grants 150 ferocity to nearby allies at 600 radius when in combat. Additionnally, Ferocious Winds is a trait inside the offensive line of a tier 3 hp + light armored class; technically the most squishy you can be. Ferocious Wind is without a doubt a lackluster trait. But, to push it to 40% conversion (while giving a slap to the face to the players who play marauder amulet) is not the way to go. 10 % conversion seems good enough for ferocity; then I another 10% conversion could be added where precision turns into additional healing power.

Alerie Despins