Idea: lets offer up changes to the class (one per person)

Idea: lets offer up changes to the class (one per person)

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Posted by: Ralloff.7359

Ralloff.7359

So a lot of people feel the elementalist is underpowered. Hell I feel that way. But I don’t feel it’s as bad as some are making it out to be. And I definitely don’t think many want some of the drastic changes suggested in other threads. I thoroughly enjoy my elementalist as a matter of fact. However I do see we are a but weak compared to other classes and need some tweaks. I emphasis tweak(is that silly?). We have some obvious problems with overall dps and survivability but anything too big will easily make us OP I feel. That said, my idea is that we all offer up 1 single change to the class(perhaps a themed set) that we feel would be most important. Just 1 per person. Hopefully if we ask for some small stuff first we can get the attention our class needs(kinda). I’ll start.

I’d like some more power to the aoe heals on the staff. It’d give us some more survivability as well as some better contributions in dungeons/events.

PS: Let’s please not talk about Spvp. That can get depressing.

/Surprised/Surprised/Surprised/Surprised
Leader of the 3 man Pop Up Pirates(POMF)
Pretty OK Elementalist

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Posted by: ThiBash.5634

ThiBash.5634

The main problem when balancing the staff is the fact that almost everything’s a combo field. Sure, the heals on the staff may feel weak, but a rapid firing ranger firing through it gains large amounts of regeneration. That’s probably why the base heal is quite weak (especially on Geyser).

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

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Posted by: Flennel.9524

Flennel.9524

I think the first set of tweaks should be traits. They should promote active attunement swapping and not limit it.
For example:
Zephyr’s speed: 10% while attuned to air and ~10 seconds after.
Instead of having 5% more damage to burning or bleeding foes, it should either be combined or linked to a weapon.

Currently you you can either use your traits 25% of the time, or use your profession at 25% of its potential.

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Posted by: kohppa.3758

kohppa.3758

100% agree. I feel that even with maxed out healing traits, runes, and accessories the heals for elementalist are still unrealistically low. T_T

I can’t handle not being able to heal for much.

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Is the elementalist a little weak? Yes, I agree, it is, and I agree that it won’t need drastic changes (when it comes to buffing, because traits/ downed state could very well get something more drastic). People usually get the idea that the elementalist is very weak because, while it is indeed weaker than normal, there are other professions that are stronger than normal, and people directly compare the worst with the best, giving the idea that the elem needs a much bigger buff than it truly needs. But in reality, a few general buffs for the elem and a few general nerfs for the best professions sohuld be enough to make things more fair, imo,

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Posted by: Nicomachiavelli.3046

Nicomachiavelli.3046

Weak at what? The only way in which we are potentially weak is in sPvP. PvE does not seem to need any changes. Even sPvP is debatable. How do you feel weak? If you’re playing staff while soloing, then you’re not playing to the strengths of your class. Staff is, quite obviously, a better choice for group play. D/D and S/D are much better options, but you’ll have to be quick with your fingers.

Aside from a few bug fixes and our downed skills, the main thing that needs changing is that people need to know that the Elementalist is HARD.

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Posted by: Ralloff.7359

Ralloff.7359

@Nicomachiavelli: I’ve played extensively with every weapon build and found staff played better against groups of mobs. I simply don’t like daggers on the elementalist. That said, this thread is for suggestions, not arguing. none of us feel like the elementalist is crazy weak, just that some buffs to certain aspects of the class would be nice.(such as the downed state)

/Surprised/Surprised/Surprised/Surprised
Leader of the 3 man Pop Up Pirates(POMF)
Pretty OK Elementalist

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Posted by: purplestone.8364

purplestone.8364

I used to think Ele was pretty underpowered. I stuck with it though and after learning the class more and more I feel it is actually pretty powerful. Currently I am enjoying the class thoroughly and dont really see any need for improvement with the exception of maybe a few traits.

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Posted by: Ralloff.7359

Ralloff.7359

I see people saying traits but what type would you like to see? And I’ve seen this in a lot of treads, people suggesting trait changes but no specifics. And @ Flennel, I agree, they should combine some of the bleeding burning traits into general condition buffs.

/Surprised/Surprised/Surprised/Surprised
Leader of the 3 man Pop Up Pirates(POMF)
Pretty OK Elementalist

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Weak at what? The only way in which we are potentially weak is in sPvP. PvE does not seem to need any changes. Even sPvP is debatable. How do you feel weak? If you’re playing staff while soloing, then you’re not playing to the strengths of your class. Staff is, quite obviously, a better choice for group play. D/D and S/D are much better options, but you’ll have to be quick with your fingers.

Aside from a few bug fixes and our downed skills, the main thing that needs changing is that people need to know that the Elementalist is HARD.

Weak in the sense that everything you do, is done faster and better with other professions. BTW, I use D/D and S/D. I’m specced offensively, and it takes me about twice the time to kill than a warrior. The elementalist is weak when it’s compared to other professions. Try to play any other, and you’ll be able to finish most enemies without even weapon swapping. That’s why elementalists are rarely seen at spvp: spvp is the format that directly puts professions against each other.

The elementalist is hard to master, but it’s not that hard to play. A mesmer is possibly harder to learn and about as hard to master, and it gets far better results at spvp and pve. Sometimes I take my Guardian or my Mesmer for pve, and there’s almost no single enemy that survives the full 5 skills of a single weapon. It’s crazy, and happens especially often with the Guardian. guardian also requires some degree of skill to master it, and I’m far from mastering it as much as I am with my elementalist, but I don’t even need it. I press 3 buttons, and I’m moving to my next enemy. The moment I come back to my elementalist, here I am, swapping through all attunements, bursting with RTL + Updraft + Burning Speed + Ring of Fire + Arcane Wave + Drake’s Breath + Fire Grab + Earthquake + Churning Earth, and the risen enemy is still left at about 1/3 of his HP, and I’m left to survive while my skills recharge, while the warrior next to me deals the same amount of damage with a single Hundred Blades and Whirlwind Attack, thrice as fast, and with no worries about defense.

What should determine the difficulty of pve is the content, aka, the enemies, the dungeons, etc. Not the profession. Elementalist is supposed to be pretty easy to play with. Their skills are straightforward, their utilities are straightforward, their traits are straightforward, and their downed state is so straightforward that it automatically kills you (ya, couldn’t resist). They’re hard to master, but they’re not hard to play. Even a mesmer is harder for a newb to grasp, with all their indirect, anti-play or disruptive skills.

(edited by DiogoSilva.7089)

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Posted by: Seraskus.6810

Seraskus.6810

Gust would use changing into something, that can push multiple foes. Bestly from multiple sides. Like a wind explosion from the given place.

Now this skill is nearly useless. After such change it would be used to push escaping foes back to aoe fields. And if it was additionally blast or whirl finisher it would be able to spread AoE effects curing the main flaw of (for example) geyser.

(edited by Seraskus.6810)

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Posted by: Ralloff.7359

Ralloff.7359

@ Seraskus Yeah, I would def like a knockdown or something, but at the same time I feel like it would make air a little ridiculous. Like it has the blind, which I find useful, as well as the speed buff and huge stun field making it a good chase attunment in WvW. If we had a knockdown kitten would be obnoxious. On the other hand, it does feel like an extra skill whos only use is to punch mobs into the stun field. Having it be a finisher is a pretty good idea though, and Id be pretty happy with the same gust with finisher effects.

/Surprised/Surprised/Surprised/Surprised
Leader of the 3 man Pop Up Pirates(POMF)
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Posted by: Nicomachiavelli.3046

Nicomachiavelli.3046

@ DiogoSilva

A warrior or mesmer might have single-target damage (I’ve only played mesmer to any significant degree), but most ele spells besides the spammables (1) are AoE, even with lightning. I’m getting pretty late into the story, and while I might not be able to down a single enemy very quickly, I can in fact down a large group of enemies with relative ease; I just have to have the right defensive skills available to be able to survive long enough to cast.

A sample D/D combo against a large group might be (using F/A/E/W to indicate element and # to indicate which skill) A4, A5, A3, E5, Arcane Shield, E4, E2, W3, W4, W2, F3, F4, F2, F5, and then proceed as needed from there. Every single skill in that combo has the potential to hit multiple targets, and D/D is the most focused damage weapon set you can get.

So no, I don’t think our damage is that low. Besides, running fire, I usually kill a single pretty quickly, anyhow, and I’m 71.

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Posted by: DaedalusDragon.3754

DaedalusDragon.3754

I keep wanting to give this game a shot but EVERY SINGLE TIME that I get on I am more and more upset about the elementalist. I can’t even fight solo in Orr without implementing some kind of tactic that revolves around going down. If I go full glass cannon, I do medium damage and die when an undead lobs its arm at me. If I go full survivability, I do negative damage… and my survivability is STILL crappy.

@Nicomachiavelli
Just wait. You aren’t even at endgame yet. I would also like to know how those masses of enemies don’t teleport to you (yeah, they do that) and eat you alive. I have had an elementalist at 80 for about a week and a half and I have genuinely given up on it. The elementalist, when compared to any other class with any build, just straight up sucks. Your attack pattern is 14 attacks long and after all of that your enemies may still not be dead. That is 7/10ths of our skills…. You have to press 18 buttons (with attunement swapping) to kill a group. Do you realize how pathetic that is? (not that you are, it is a good combo TBH…) Have you tried another class? My heavily defensive level 22 guardian can do more damage than my ele ever did with full glass cannon build at level 22.

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Posted by: DJSkittles.7196

DJSkittles.7196

Staff ihas come pretty easy for me. I have yet to use it in spvp, but its amazing in PVE and anything with group presence. Just make sure you grab arcane wave and evasive arcana. You will have 6 blast finishers. I can heal myself and everyone near me back to full health in a matter of seconds, and keep a permanent stack of 9-13 stacks of might for anyone in range. I can get way more stacks of might with my scepter (sometimes in the 20s) but I don’t get as good of group heals. Ever since I have switched to my new build, I have been able to tackle all skill points solo easily. many veterans that had once given me trouble go down easily. I am level 70 right now, and I have yet to pop my heal in anything other than WvW, and one meta event since switching to this build. I even got my monthly survivor today. You all can say “well your not even level 80 yet.” True, I might be in for a tough time in Orr, but I feel im doin pretty good right now, and I feel pretty strong and fearless when I can just run into any mob and take them all out, I don’t mass damage, but I never die.

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Mesmers… have limited AoE, although their (great)swords handle several mobs nicely while you’re kept protected by pushing them back, or by blurred frenzy, etc. Warriors, however, if I’m not wrong, their greatsword hits multiple foes, and they probably have more weapons for aoe too.

Thing is, an elementalist can have good aoe options, but you require to waste so much time doing so many skills, while still interrupting your damage combos to survive, that sometimes fightning so many is plain suicide.

Let’s keep in mind that general pve is easy, that’s why non-elementalist professions breeze through most of it. When things start to become hard, mostly against the risen, or for dungeons, then the situation changes. Enemies start to have too much HP, which means you’ll blow out your bursts and have to wait for their high recharges, and they’ll sometimes stun/ immobilize/ push you to them and disable you. Although there are specific skills we can take against that, those skills are under high recharge, and whn you’re up against 3-4 enemies at the same time using stuns frequently while taking big chunks of your HP, it’s pretty much suicide.

And then we see our fellow warriors, with twice our hp, an inherent 20% defense bonus from heavy armor, that can deal higher aoe damage than us for half the time, with skills that recharge in 8 seconds, and it becomes disheartening to use an elementalist.

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Posted by: Pandemic.1032

Pandemic.1032

Staff ihas come pretty easy for me. I have yet to use it in spvp, but its amazing in PVE and anything with group presence. Just make sure you grab arcane wave and evasive arcana. You will have 6 blast finishers. I can heal myself and everyone near me back to full health in a matter of seconds, and keep a permanent stack of 9-13 stacks of might for anyone in range. I can get way more stacks of might with my scepter (sometimes in the 20s) but I don’t get as good of group heals. Ever since I have switched to my new build, I have been able to tackle all skill points solo easily. many veterans that had once given me trouble go down easily. I am level 70 right now, and I have yet to pop my heal in anything other than WvW, and one meta event since switching to this build. I even got my monthly survivor today. You all can say “well your not even level 80 yet.” True, I might be in for a tough time in Orr, but I feel im doin pretty good right now, and I feel pretty strong and fearless when I can just run into any mob and take them all out, I don’t mass damage, but I never die.

Where are you getting 6 blast finishers from with a staff? Earth eruption is 1, Arcane wave is 1, and Evasive Arcana is 2. Thats 4, what are you using for the other 2?

Pandemic (VOTF and SUN)
Ex Boon Control, Red Guard, Black Company, The Blackhand Order
Several pvp and WvW World / Europe various MMO game firsts

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Staff ihas come pretty easy for me. I have yet to use it in spvp, but its amazing in PVE and anything with group presence. Just make sure you grab arcane wave and evasive arcana. You will have 6 blast finishers. I can heal myself and everyone near me back to full health in a matter of seconds, and keep a permanent stack of 9-13 stacks of might for anyone in range. I can get way more stacks of might with my scepter (sometimes in the 20s) but I don’t get as good of group heals. Ever since I have switched to my new build, I have been able to tackle all skill points solo easily. many veterans that had once given me trouble go down easily. I am level 70 right now, and I have yet to pop my heal in anything other than WvW, and one meta event since switching to this build. I even got my monthly survivor today. You all can say “well your not even level 80 yet.” True, I might be in for a tough time in Orr, but I feel im doin pretty good right now, and I feel pretty strong and fearless when I can just run into any mob and take them all out, I don’t mass damage, but I never die.

Where are you getting 6 blast finishers from with a staff? Earth eruption is 1, Arcane wave is 1, and Evasive Arcana is 2. Thats 4, what are you using for the other 2?

Earth skill #4 and #5.

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Posted by: Ender.3508

Ender.3508

Said this a few other times but haven’t ever seen anyone mention it: stacking combo fields e.g. Lay down W3, W4, W5 in rapid succession and arcane wave inside it grants 2 aoe heals and aoe frost armor.

That, and make certain combos more powerful bc 2sec of frost armor is f/ useless.

Kretna 80 Elementalist
ex – The Midnight Syndicate [Dark]
Maguuma

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Posted by: Pandemic.1032

Pandemic.1032

Staff ihas come pretty easy for me. I have yet to use it in spvp, but its amazing in PVE and anything with group presence. Just make sure you grab arcane wave and evasive arcana. You will have 6 blast finishers. I can heal myself and everyone near me back to full health in a matter of seconds, and keep a permanent stack of 9-13 stacks of might for anyone in range. I can get way more stacks of might with my scepter (sometimes in the 20s) but I don’t get as good of group heals. Ever since I have switched to my new build, I have been able to tackle all skill points solo easily. many veterans that had once given me trouble go down easily. I am level 70 right now, and I have yet to pop my heal in anything other than WvW, and one meta event since switching to this build. I even got my monthly survivor today. You all can say “well your not even level 80 yet.” True, I might be in for a tough time in Orr, but I feel im doin pretty good right now, and I feel pretty strong and fearless when I can just run into any mob and take them all out, I don’t mass damage, but I never die.

Where are you getting 6 blast finishers from with a staff? Earth eruption is 1, Arcane wave is 1, and Evasive Arcana is 2. Thats 4, what are you using for the other 2?

Earth skill #4 and #5.

Ah ok; you mean on a dagger. soz thought you meant on the staff.

Pandemic (VOTF and SUN)
Ex Boon Control, Red Guard, Black Company, The Blackhand Order
Several pvp and WvW World / Europe various MMO game firsts

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Posted by: skjutengris.6923

skjutengris.6923

not underpowered but require skill to be used effectivly.

I run a condition D/D build and find it works well.
able to put air into, mass stun, ring of fire, and slow aoe, and then run in circles and done a ton of dmg and able to get in and get out.

I dont find it underpowered except down state.

I primary play w3 and have had no issue with any class and met 2 even 4 and hold my own agaisnt them. which they likely never told anyone about.

Nightcapping needs to go away its a broken system.

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Posted by: DaPala.5346

DaPala.5346

There are 4 main points the ele needs some love

  1. The downed state, 2 needs a CC that interrupts stomps
  2. We need more damage/burst on many skills (nearly every class’s auto and burst skills do waaaaay more damage, while not having to be coordinated as perfectly); mainly talking about scepter as a whole and dagger lightning skills – also more fields outside of staff
  3. Also D/D needs more forms of survivability/mobility/CC to be comparable to other classes weaponsets – as of now its go in and never come out
  4. Many traits need work, many Grandmaster traits are utter trash, also we need more encouragement to attunementswap, since traiting a certain way makes some attunements WAY more attractive to stay in than swapping to others (even more so without lingering elements)

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Posted by: DaPala.5346

DaPala.5346

Said this a few other times but haven’t ever seen anyone mention it: stacking combo fields e.g. Lay down W3, W4, W5 in rapid succession and arcane wave inside it grants 2 aoe heals and aoe frost armor.

That, and make certain combos more powerful bc 2sec of frost armor is f/ useless.

As far as I know only the last field triggers… :/

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Staff ihas come pretty easy for me. I have yet to use it in spvp, but its amazing in PVE and anything with group presence. Just make sure you grab arcane wave and evasive arcana. You will have 6 blast finishers. I can heal myself and everyone near me back to full health in a matter of seconds, and keep a permanent stack of 9-13 stacks of might for anyone in range. I can get way more stacks of might with my scepter (sometimes in the 20s) but I don’t get as good of group heals. Ever since I have switched to my new build, I have been able to tackle all skill points solo easily. many veterans that had once given me trouble go down easily. I am level 70 right now, and I have yet to pop my heal in anything other than WvW, and one meta event since switching to this build. I even got my monthly survivor today. You all can say “well your not even level 80 yet.” True, I might be in for a tough time in Orr, but I feel im doin pretty good right now, and I feel pretty strong and fearless when I can just run into any mob and take them all out, I don’t mass damage, but I never die.

Where are you getting 6 blast finishers from with a staff? Earth eruption is 1, Arcane wave is 1, and Evasive Arcana is 2. Thats 4, what are you using for the other 2?

Earth skill #4 and #5.

Ah ok; you mean on a dagger. soz thought you meant on the staff.

No, Staff’s 4th skill is a combo finisher too. I actually thought the 5th was too, but it seems not.

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Posted by: Lord Xaldin.4807

Lord Xaldin.4807

Lightning Flash. This seems odd, I know. But it just doesn’t make sense to me

Compare it to Blink from the mesmer. Both are usable while channeling, both are 900 range, both are teleports, but Blink has a 30 second cooldown, and Lightning Flash has a 45 second cooldown. Why? Lightning Flash deals, something like 500 damage at level 80… really?

It’s the little things like this that upset me most about the Elementalist.

(edited by Lord Xaldin.4807)

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Posted by: Wasselin.1235

Wasselin.1235

Is it fair to make something weak just because it’s a combo field? I think a lot of elementalist skills “pay” too much for the combo field benefit, especially a skill like geyser. It does almost nothing on it’s own. It has a base duration of 2 seconds!!

Staff Earth 4 (unsteady ground) is not a combo finisher. Staff Earth 5 (Shockwave) is a physical projetile finisher.

“Please find my dear friends… Dead or Alive” -redmakoto

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Posted by: Rhyse.8179

Rhyse.8179

When you can self-combo in the field, it’s completely fair. With a little planning, and anticipating the need so I don’t burn the cooldowns early, I can heal from roughly 30% to 90% in about 2 seconds. Eruption, Geyser, Arcane wave. And it heals any allies nearby at the same time. Also, allies can combo off it for even more burst heals if you are coordinated.

“I care nothing for a festering industry that wantonly refuses to
provide a service that I’m willing to purchase.” – Fortuna.7259

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Posted by: CC Eva.6742

CC Eva.6742

Community Coordinator

Hi there.

I changed the thread title just to make it a little bit more inviting to every one.

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Posted by: Zagdul.1502

Zagdul.1502

I would love a unique option to gear swap mid combat so I can go from healing <> damage.

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Posted by: Middlebud.7295

Middlebud.7295

I’d really love it if there were a choice at some point (no idea where it’d be) that allowed you to either choose one of the elements as your primary, or to choose a balanced (arcane) approach. The single element approach would remove the cooldown from that attunement entirely, and improve the auto-attack damage of said element as well. The balanced approach, on the other hand, would reduce the cooldown of each attunement by 25% and increase all their auto-attack damage by 25% of the single attunement increase.

I just think such a change would really free up the gameplay to feel more fluid. You would still be able to pull off long combo chains, but you could also segment them if you wished. Right now it sometimes feels like “PRESS ALL THE BUTTONS!!!” even when I’m not necessarily in need of all the buttons. And if you’re absolutely smitten with how things are now, you’d still have the balanced approach to keep essentially the same playstyle.

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Posted by: Aether McLoud.1975

Aether McLoud.1975

Give us a completely revised downed state. All our downed skills suck.

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Posted by: Victor.5819

Victor.5819

Weapon swapping during combat with longer CD than other class.
Staff is OK for long distance combat, but the long casting time kills ele in close combat. You cannot auto-attack when running away from enemy, so no much damage could be done during kiting.

Dagger/Dagger is OK for close combat, faster CC, and burst damage. But the distance is short and the danger in melee range of mobs or some other classes is huge.

There are really some other great suggestions to Elementalist in the forum. Really need a quicker workaround, or else it’s a bad start to be OP in BWE (for 3×3 days) and then UP for at least 30 days or months.

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Posted by: Stalefish.7615

Stalefish.7615

From a strictly sPvP tournamnet perspective.

Downed State needs to change to immobilize to an interupt. The downed state should not be in any way be different between classes actually.

these are the general changes to skills i see needed:

1. Focus fire aura 20sec cd (40 sec is just random) Bigger area on daze.

2. Dragon tooth instant cast! animation time should be there still. Why is the heavy hit combo for elementalist the ONLY ONE that can be dodged EVEN when chained with a launch?! that is ridiculus and this change would not be inbalanced if you compare the dmg to abilitys as Granade Barrage or hundred blades or the sword thing for mesmers! having to use stun breakers and stability and condition removal and dodges to get out of the big attacks is what this game is all about. That is a requierment when facing every other class than elementalist. The AOE factor is unrelevant since most heavy hitters for other classes are also AOE. Also the Dragon should be instant cast and ground target! (prehapskitten longer cd).

3. Staff just need shorter cast times in earth2 and lightning2, pushback in lighting should be same as lichform! then it would be balanced!

but most of all i just want the old Meteor shower back!!!! it was so awesome!!! just look how beautiful it is!! : http://www.youtube.com/watch?v=zNAITjKJusw&feature=relmfu

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Posted by: Diabolos.5493

Diabolos.5493

The problem with Elementalist is simple, the class requires a great deal of skill to play and enjoy properly. The Elementalist can be just as strong as any other class, you however are going to need to put in twice as much effort to be just as good as other classes. If nothing else that is the problem with Elementalist. Imagine you and someone else are both given a puzzle. Whoever finishes the puzzle first wins. However you are given a 500 piece puzzle and the other guy is given a 250 piece puzzle. I am sure anyone who plays Elementalist at L80 knows what I am getting at.

So the real question is how to fix this? Buff Elementalist and you risk giving elitist players a class that can destroy any other just to make average players able to compete on even ground. If I was to suggest one thing I would ask desperately to have our base hp raised. To wear light armor AND have the lowest base hp in the game is just painful.

I also want to point out that I think a lot of people underestimate how good the down skill abilities can be. Granted you really have to be a skilled player to pull them off. I do however think that the #2 skill could be tweaked a little, it really is far to difficult to use while being useless if you were killed by a melee type player. The #1, #3, and #4 skills however are completely fine and need nothing done to them.

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Posted by: Looria.8019

Looria.8019

100% agree. I feel that even with maxed out healing traits, runes, and accessories the heals for elementalist are still unrealistically low. T_T

I can’t handle not being able to heal for much.

No profession in the game is supposed to be able to heal effectively other players. If you go down that road we can just have trinity back.

you are supposed to be able to throw few heals, heal few k and thats it. Not to be able to keep others alive for ever without them needing to avoid getting hit.

Idea: lets offer up changes to the class (one per person)

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Posted by: Arcane.4950

Arcane.4950

Fix “Evasive Arcana” working with Dodge Roll in Earth attunement.

This bugfix alone would make Elementalist so much more viable.

Idea: lets offer up changes to the class (one per person)

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Posted by: MarzAttakz.9608

MarzAttakz.9608

I’d like trait synergies to be looked at, something along the lines of not affecting single attunements so much. With some number crunching ArenaNet can revert the ball’s up called Beta Weekend 3. Cooldowns and animation speeds could use some tweaks too.

And my biggest gripe is combo fields, the supposed huge advantage we have. I’m hoping that in the future combo field effects will be stackable i.e. different fields can be finished together for multiple effects.

I’m sure you can co-ordinate field usage in a tight krewe but for general pugging and/or zerging good luck actually using your field for the purpose you placed it since someone else is likely to be dropping another over it (looking at you Mesmer and Asuras).

YOU KNOW THERE AIN’T NO REST FOR THE WICKED, TILL WE CLOSE OUR EYES FOR GOOD.

Once proud member of Extraordinary Gentlemen [EXG]{DESO4LIFE}

Idea: lets offer up changes to the class (one per person)

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Posted by: Arcane.4950

Arcane.4950

I also want to point out that I think a lot of people underestimate how good the down skill abilities can be. Granted you really have to be a skilled player to pull them off.

Worst downed state of any class, regardless of playerskill.

Any decent player will stomp an ele straight away and there is nothing you can do about it.

Idea: lets offer up changes to the class (one per person)

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Posted by: Naryoril.6507

Naryoril.6507

Make that Air does what it should do according to ANets description:

“By harnessing wind and lightning, elementalists can target specific foes with focused, high-damage attacks. "

Especially on the staff, this couldn’t be further from the current reality with only 2 spells that deal damage at all, they deal both AoE damage, which is lower than the damage of any fire spell with shorter cast time and cool down.

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Posted by: Loco.4561

Loco.4561

Honestly I don’t know where to start, there are so many things that need fixing. I really love my elementalist but honestly, the will to log on and play it is fading fast. It would be nice if the broken / buggy abilities were fixed first, I think that’s the most important thing. Fix the class so abilities at least work, then look at the other problems.

Mashup Bootleg ~ WvW Mesmer
Cyrus Glitch – sPvP/tPvP Mesmer
Doctor Loki – sPvP/tPvP/WvW Power Necro

Idea: lets offer up changes to the class (one per person)

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Posted by: Sinth.1836

Sinth.1836

Weapon swapping out of combat, with a cool down if necessary. This is just for convenience. I think weapon swapping in combat is asking a bit much.

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Posted by: nimajneb.3871

nimajneb.3871

>.> I’ve not noticed any problems with the class myself. In fact, I generally find I can take on more mobs (PvE only here, I don’t PvP at all yet) with my elementalist than I can with my thief. I should note that it got much better after I set aside my staff fixation and started working with dual daggers. I’d say experiment with other weapons and atunements before calling for a overall class buff. Just my two bits on the matter.

Oh and as for the downed state, I’ve yet to be in a situation where ANY of my downed abilties have saved me on any of my characters regardless off class. Pretty much if I drop and it’s not within a hit or two of being dead itself, I am screwed. Often though, that’s my own fault for biting off more than I can chew.

Idea: lets offer up changes to the class (one per person)

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Posted by: Seraskus.6810

Seraskus.6810

@ Ralloff
About this “Gust —> aoe push”: It could be made to push people without knocking down, could it not?

@ nimajneb
The overall class is very fun and stuff, but it would use a number of single-skill/trait tweaks. That’s what this thread is for, sir!

Idea: lets offer up changes to the class (one per person)

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Posted by: Grevender.9235

Grevender.9235

Ele needs only some minor tweaking, but if I had to choose just one for the sake of thread’s title:

- we need to deal more damage

Idea: lets offer up changes to the class (one per person)

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Posted by: Looria.8019

Looria.8019

@Grevender – Very specific, nice.

I would just like to remind everybody in here that this thread will NOT be taken seriously by any dev unless the feedback in it is constructive and as specific as possible. “We need to deal more damage” as useful information as if I would write “My sister is 13 yo.”

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Posted by: Grevender.9235

Grevender.9235

@Grevender – Very specific, nice.

I would just like to remind everybody in here that this thread will NOT be taken seriously by any dev unless the feedback in it is constructive and as specific as possible. “We need to deal more damage” as useful information as if I would write “My sister is 13 yo.”

.,;.::.,,. there, make good use of them.
Btw, I don’t think Devs need my opinion on which damage multiplier tweak, I am confident they knows their work, and am sure they are trying to gather some info about what the player base would modify in order to feel satisfied.

Idea: lets offer up changes to the class (one per person)

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Posted by: Looria.8019

Looria.8019

Thats where you are wrong. Unless you pin point every single skill that you feel is too weak and suggest changes to that skill, your feedback is pretty much useless.

Keep in mind that balancing classes is not just about increasing multiplier of some skills and decreasing multiplier of other skills. Its much more complicated process and the more specific you can be, the easier you make it for devs, the sooner you can actually expect some change to happen.

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Posted by: Aerian.2751

Aerian.2751

I think that the single biggest problem with the Elementalist is the downed state abilities. Mist Form can be nice in PvP if people aren’t paying attention but it doesn’t stop mobs in PvE from just following you for 3 seconds before they finish you off. The immobilize on the number 2 is completely useless though. In PvE, ranged mobs are already at range and immobilizing them doesn’t stop them from shooting you to death and melee mobs are usually already close enough to kill you when you get downed that the immobilize doesn’t keep them away. In sPvP, the immobilize might stop a ranged player from stomping you for a few seconds but in my experience, most fights take place in relatively short range on top of the point where the second or so before you can use the immobilize is enough for them to close the distance to be able to stomp you.

So my suggestion to fixing the downed state is to either change the number 2 ability entirely to be a knockdown (call a meteor from the sky that knocks them down maybe) or change it so that every tick of the current ability has a chance to knock them down (30% maybe). Either option would make both PvE and sPvP much better in my opinion.

With that though, I think that Vapor Form should also have a slight health regen (enough to equal a single cast of the Necro’s Life Leech downed state ability) so that in PvE it gives us a tiny bit of extra survivability so that when the mobs follow us for 3 seconds, its not just delaying the inevitable but giving us a chance to do enough damage to possibly have a chance at rallying. In sPvP, it’s not likely to make nearly as much of a difference because of the cooldown but it still would add that tiny bit of extra help. I know that Vapor Form already resets the downed state health bar to 50% or so but that second 50% never seems to last as long and I don’t think it’s quite enough so an extra little bit like the amount done by the necro’s life leech seems reasonable to me.

I know that’s 2 ideas and not one but they are both for fixing the downed state which is one thing so it still counts…

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Posted by: DivineBeing.2086

DivineBeing.2086

…To wear light armor AND have the lowest base hp in the game is just painful…

Hmm, I think you’re on to something there actually.

They wanted to get rid of this “Trinity Mentality” by allowing everyone to essential be their own healer, tank, damage dealer, pretty much to be the jack of all trades.

Well, the problem is classes like Elementalist was the “Damage Dealer” of the Trinity. To counter their amazing damage dealing abilities they would be forced to wear low physical defense armor (light armor) and/or low health. This caused them to be the commonly known as glass cannon.

That’s where the problem lies. Sure, we can deal some good damage like other classes (albeit it takes 5x more key strokes to deal the same damage but the point is in my post is that we can), BUT wearing light armor, virtually no utility skills that could allow for a pet (besides our glyph of elemental which doesn’t last long and has a long cd) to take the damage for us, along with having extremely low toughness and health makes us much more difficult to play.

Fix the above and honestly I will be fine. I am alright with having to push 15 buttons to deal damage. I know others disagree and that’s fine. There is no wrong or right answer. I just prefer to have a challenging class rather than #2, #2, #2, #2 like a boss.

Blackgate
Lightdivinity – Level 80 Bunker Elementalist
Reshaos – Level 80 Power Necromancer

Idea: lets offer up changes to the class (one per person)

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Posted by: Svenn.5209

Svenn.5209

The air staff attunement just feels generally weak. The #1 is really good, and the #2 is okay. The rest of the skills just generally feel weak. The #3 and #5 don’t work half of the time it seems (I watch people run right through the #5 constantly and nothing happens). The main use I’ve found for this attunement is keeping up swiftness for extended periods.

I also feel like most of our utility skills are pretty weak. The signets in particular are all very weak. The passive effects on all of the signets are too minor to really make any difference and the active effects are not worth it. Signet of Earth, for example, gives 90 toughness and can be activated to immoblize. 90 Toughness is almost entirely unnoticeable and immobilize in general is fairly weak, especially in PvP.

I love this class but I do feel like we are just generally weaker than most, especially when it comes to burst damage. I can do a slow burn (no pun intended) and some decent AoE damage but I haven’t found any good options for burst damage.

Svenn Ethir – Seeds of War – Stormbluff Isle