Glaring issue with elem's.

Glaring issue with elem's.

in Elementalist

Posted by: Storm Wrathe.9674

Storm Wrathe.9674

Q:

My elementalist was my first 80. I played around with it but I noticed after leveling several toons other then how slow mesmers run. Elem was actually harder to level.

attunement swapping was a pain, conjures on 1 min cooldown make for any real say. weapon play style worthless if you have to at some point drop it to say heal yourself.

Then I noticed what the glaring problem is…

every 5 and 15 point traits are completely worthless… unless your in that attunement.

EVERY other class gets 100% bonus of their passive 5 and 15 point traits 100% of the time. Elementals only get the 5% in attunement and some crappy AOE on attunement for 15.

Now to prove a point say your on a new toon you have 25 points to spend, and want all passive 5 traits, any toon. Every 5 point trait in tier 1, every class excite elem get 100% benefit from them all the time. Elem get 5 points worth 25% of the time and 5 if put in arcane pretty much worthless.

if you focus your traits to say fire and earth, you only get 50% bonus from tier 1 passive, and on attunement, which you cant just swap back and forth instantly for that aoe that you might not want putting you in combat.

Fire 5 point makes melee have a chance to burn tho later you can buff that… you don’t have hp, but other classes on 5 point like engineer drop a bomb dodge, 5 points in firearm crits on that bomb 33% chance to bleed, nearly doubling the dmg if it crits not counting crit dmg alone.

And don’t even get me started on the gimmichy conjures. that trait that improves them should be moved to tier 1 for 10 points fire, and change conjures to elem only, no drop. shorten the cooldown to 9-15 secs, and unlimted use.

all attunement f1-f4, and skills 1-5 should share the cooldowns thru all attunement and be balanced by that, long kitten cast times should be adjusted to half that cast time, and cooldowns should be much more suited to 1-5 skills for balance nothing super long.

after all you cant cast water healing rain if they did that if you just cast meteor storm. healing and dmg of that type should be balanced would they do that.

Healing signet of renewal needs changed, as it is, its completely worthless to anyone who knows how bad it really is.

like the warrior signet they base on active skill is the same+healing power. elem is 25 sec war is 20, both have 20% cooldown traits.

where things are broken for elem is, its not passive, it does not benefit from any attunement. and its heal is completely worthless at 100 it will heal about 300 on cast. with cast times counting channeled, which btw do not add any ticks or anything. lower its value and unless you can get skills to actually cast every 1 sec, the passive heal is no good compared to other heals that active heal more, and provide some sort of buff/condition removal.

warriors got their healing signet buffed up cause it was a joke, elem need the same thing. you would be clueless to take anything over ether renewal, or glyph of elemental harmony. even tho earth can make signets passive never turn off its heal is so pathetically week, your better off with either other heals.

and if elems are not going to get a hp buff, they need a little better escape mechanic then just ether renewal. their mobility suffers greatly compared to most other classes. not all situations, but a lot. they don’t have clones, elem pets are long cooldown, and unless your heavy water traited have less survival verses cc’s ether renewal feels then more necessary then optional as its the best way to get away, but you can be interrupted and recc’d during its channel cause you have no real protection casting it.

I mean do other people agree at lest on the trait problem being the biggest glaring issue? I think this needs a lot of discussion here. I mean if passive traits 5, and 15 where to be brought up to more in line balance like other class and have you benefit 100% of the time instead of 50% or 25% of time I think elementalist would have a much smoother leveling process and pvp and wvw would be a bit more balanced. I mean really non of the on attunement trait passives are that powerful that they should be treated as such. if my engineer can get 2 passives that can inflict massive dmg and 2 more to prevent dmg to me.

And elem get either burn melee, OR 10% speed, OR some toughness, OR aoe healing. you get what I mean, that OR hits harder then you can really imagine when you start looking at other classes in the same light.

(edited by Storm Wrathe.9674)

Glaring issue with elem's.

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Posted by: Jabberwock.9014

Jabberwock.9014

Yeah, ele minors are really, really horrible except air and earth attunement switch bonuses, fury on attune, and water heal (which should be a core class mechanic honestly).

Get stoned whenever you want:
Endless Petrification Tonic

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Posted by: storiessave.3807

storiessave.3807

Elementalist mobility is bad? Wat. Elementalists are one of the most mobile professions.

The attunement system is fun, in my opinion. If you don’t like swapping attunements, you probably shouldn’t be playing elementalist, and making skills go on cooldown across all attunements would completely break the profession.

The only problem with the attunement system itself is the long recharge rate – which is why so many builds have to include the Arcane trait line (granted, Evasive Arcana is pretty awesome and makes the line worth investing in just for that, but still).

That said, elementalists definitely need some changes in terms of traits. A lot of the minor ones are pretty lackluster, though I really love the water 15.

Tarnished Coast

Catorii | Lustre Delacroix | Catorii Desmarais | Synalie

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Posted by: Ryld.1340

Ryld.1340

Elementalist mobility is bad? Wat. Elementalists are one of the most mobile professions.

No they’re not.

They’re beaten by Ranger, Warrior, Guardian, Thief, and possibly Mesmer.

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Posted by: Kyskythyn.6471

Kyskythyn.6471

Elementalist mobility is bad? Wat. Elementalists are one of the most mobile professions.

No they’re not.

They’re beaten by Ranger, Warrior, Guardian, Thief, and possibly Mesmer.

Next time a guardian or mesmer chases you down as you RTL and blink away, let me know.

Miss Kysie – S/F condi bunker ele
River of Tears – S/D glass ele
Solo and small group roamer

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Posted by: Taldren.7523

Taldren.7523

Elementalist mobility is bad? Wat. Elementalists are one of the most mobile professions.

No they’re not.

They’re beaten by Ranger, Warrior, Guardian, Thief, and possibly Mesmer.

Next time a guardian or mesmer chases you down as you RTL and blink away, let me know.

Ok, I am letting you know. It just happened to me 15 minutes ago. Guardian chased me down while I was waiting on my 40s cooldowns.

The thing that really bothers me is that Warriors are hitting me harder and more often than I can hit anyone else. It takes me 3.5 seconds of channeling a lightning strike to deal half the damage that the warrior can do in a single string.

Why do they have all that armor, hitpoints, and condition clears/reductions just to hit as hard as we do? What the hell is all our drawbacks for??

80 Elementalist (RotV), 80 Mesmer (RotV)
80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.

(edited by Taldren.7523)

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Posted by: Kaleban.9834

Kaleban.9834

Next time a guardian or mesmer chases you down as you RTL and blink away, let me know.

Seriously? People are still trying, after ALL the nerfs and tonnes of videos proving to the contrary, that Elementalists still have good mobility?

Take a D/D with LF:

Burning Speed – 600 range, 15 sec CD
RtL – 1200 range, 40 sec CD (assuming running away)
LF – 900 range, 40 sec CD

Then take your Guardian, say GS and S/F:

Leap of Faith – 600 range, 15 sec CD
Binding Blade – 600 range pull, 30 sec CD
Flashing Blade – 600 range, 10 sec CD
JI – 1200 range (stunbreaker), 45 sec CD

Obviously, Burning Speed and Leap of Faith are the same in terms of chasing, so they’re a wash. Binding Blade’s Pull is not always reliable, so we strike that. JI outranges LF AND stunbreaks at the cost of a 5 sec longer CD. I’d say the advantage goes to JI there. Flashing Blade has half the range of RtL, but has one quarter the CD (meaning it can be used fourtimes for every one RtL!), doesn’t bug out because its a teleport, and has an AoE Blind. Advantage definitely goes to Flashing Blade.

So just from running the numbers, we see that the Guardian, having higher armor, Aegis, and a variety of defensive skills that include multiple blinds and blocks is also more mobile than the most mobile Ele build you can build for. Does it really make sense to ANYBODY, especially ANet’s devs, that a heavily armored Knight Templar/Paladin style profession is faster and with more teleport style skills than a caster who traditionally would depend on invisibility, blinks and teleports to stay alive on the field?

I don’t want to go and reference every other RPG ever made, but usually the plate armored heavies slog it out, while the wizards are zipping all over the battlefield with their magic, using teleports, dimension doors, flying, etc. This profession design really doesn’t make sense. I don’t care if ANet wants a profession like Thief to be the most mobile from a perception standpoint, mechanically the most fragile professions are always the most mobile, because their survivability depends on not getting hit. Making the Ele, especially in a melee D/D format have sub-par mobility options to half the other professions, while simultaneously having no profession specific skills or mechanics that lend to needed survivability is quite simply poorly thought out design.

Anyone who says otherwise is just shilling for Warriors.

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Posted by: Frye.4608

Frye.4608

In case people don’t know or forgot, THIS is why we received a nerf to 3 mobility skills : https://forum-en.gw2archive.eu/forum/pvp/pvp/The-ele-is-game-breakingly-good-on-spirit

It had nothing to do with being too strong when fighting people or being too mobile in combat. Or anything that was wrong with ele balance. We had already been brought down from ridiculously overpowered to reasonable at that time. The reason was just one map mechanic that was badly designed without eles in mind.

We were unstoppable in mistform + LF + RTL even under the influence of slows. People were possibly right to call us game-breaking. They had to either change the map or change the ele. And they picked the ele cos its easier. It is that simple. And it will last for as long as that map exists. And any discussion anyone might have about ele mobility is completely USELESS.

Learn something every day. So i guess this will be my last post for a bit

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Posted by: ImProVocateur.5189

ImProVocateur.5189

Frye.4608,
the nerf was from more than that.

Blink was nerfed for two reasons: 1) combo with x/d earth5, 2) it allowed quick disengage or escape. Basically, Blink was nerfed because it did what it was designed to do.

Lingering Attunement was disabled, yet not replaced, because it allowed 100% uptime for attunement activation buffs when a player swapped attunements quickly as a style of play. Basically, Lingering Attunement was nerfed because it did what it was designed to do.

RtL allowed an Ele to track a target at rapid speed to engage, or to disengage to approach another target with the quickness. It also allowed the Ele to avoid damage because of the speed factor. Basically, RtL was nerfed because it did what it was designed to do.

MF … same basic story, and the list can go on and on. Get it?