Vovin, r65 Warrior
Guild: V A E V I C T I S [HEX]
I noticed some changes were made to weapon sets in other professions. I was under the impression the Dec.10th update would focus on balancing trait lines only. Why was the elementalist left out of this discussion? We’ve proposed many times that our weapon skills be revised (e.g., focus).
Clearly, it’s too late to suggest major changes in skill functionality, but perhaps we can argue for some simple last minute adjustments.
As a long time x/focus elementalist, I genuinely recommend the following:
FOCUS
1. Fire shield: reduce CD to 25 seconds to match shocking aura; and/or increase the might duration from each hit to 20 seconds instead of 10.
2. Freezing gust: as supericeman suggested in another thread, replace the 3 second chill with a 1-2 second freeze; or reduce its CD to 20 seconds; or increase chill duration.
3. Comet: this skill needs to have its velocity increased (currently, it’s far too slow and easily predicted for the mild 2 second daze it produces).
4. Gale: reduce the CD to 35-40 seconds; and/or make it unblockable; and/or increase the knockdown duration from 2 to 3 seconds. Something needs to be done with this skill (and quickly). A 50 second CD for an easily telegraphed attack that only produces a 2 second knockdown with no damage whatsoever is weak.
Those are my own last minute hopes for dec 10th. What’s your last minute wish list? Remember to keep this as clear, realistic, and concise as possible.
I’m with you Gesamtkunstwerk, I’d also like to see some changes to our crazy long cooldowns on our offhand weapons. I run scepter/x, s/d got two knockdowns to enable dragons tooth but I’d like to see the focus get a rewamp aswell since I really enjoy using it but it’s just too weak at the moment.
Cooldown reduction on offhand weapons for elementalists!
Agreed focus needs changes on cd’s and effects. Focus fire 4/5 need to be completely changed. As for dagger, bring Rtl to its former glory even if it’s 1st nerf stage with 20 sec cd and 15 on hit.
Revert RTL nerf maybe?
D/D needs some love too..
Its not getting anything this patch….
( i wouldn t try the build with 0 arcana >.> ….. lol)
p.S: where did u see weaponskill changes?
(edited by LordByron.8369)
Faster landing skills all i m wishing since BWEs
All of our weapon sets suffer from cooldown issues. Focus needs to be completely reworked though… would be nice maybe if it could rip boons off foes in fire attunement? & focus air 4… whirl finisher.
Cast times are also odd on some abilities, especially blinds. Also the abilities you can’t move while casting… bleargh
All auras should be blocking projectiles.
Stability on dagger earth 3, dagger air 4 either leap or blast finisher
in utility skills, would really like to see all of our stun break abilities cap out at 1 minute cooldown max.
Spear, in and out of water, with block
(edited by Oniyui.8279)
RTL 25 second CD. No pathetic double CD like the rest of the existing skills in the entire game.
I would say weapon swap, but they’d probably remove attunement swap procing swap sigils in its place. Though it’d still be better to have weapon swap.
And old RTL cd. With conditions where they are, and stackable immobilize, we need to have our break-outs. Especially if we’re going to stop using evasive arcana after patch.
RTL 25 second CD. No pathetic double CD like the rest of the existing skills in the entire game.
Actually, I do think the double cd idea is not bad if it was on all classes across the board. Rewarding defense, punishing mindless use of skills, this game has too many big hitters anyways. Funny enough, Anet put the double cd on the most telegraphed skill in the game if used at range. Currently it’s often best used for dps in melee range.
Focus could really use some rework on its skills.
Fire 4 = no idea really that doesnt make it a dagger 4. Maybe burn a boon each time it applies burning. Keeping the current 1s duration.
Fire 5 = double stacks, keep might duration.
Water 4 = Make it aoe and increase damage or freeze enemy in place (like icebow skill) for 1s and increase damage. If not increasing damage make it add vulnerability (~5-10 stacks for 5s).
Water 5 = faster velocity
Air 4 = no change
Air 5 = add some minor damage, reduce casttime to 1/2s, reduce cd to 40s
Earth 4/5 = totally fine
My wish would be that Anet rethinks their concept of the Ele.
Spread EA amongst 5 pt traits to define your role with your build a bit further. Move the current good 5 pt (water/ post-patch earth) traits to 15, rework bad 15 pt traits to be worthy of the master position, move 15 pt traits to 25 and rework them as well. E.g. current earth/fire 15 are too similar, replace the earth one with a stronger effect as 25pt.
From 5-30 trait points there should be a scheme to each traitline, from decent (those that support jack-of-all-trades kind of builds) to good (role defining) traits. Going deep water means you want to heal and support, why is there a minor dmg boost at 25? Choosing other traitlines will net you more dmg just from the actual stats.
I was wondering if Chill affects initiative, weapon swap, adrenaline or etc? i know for a fact that it affects attunement swap and is really overpower against eles.
So i guess if it does affect the rest of the classes like that is k if not, it shouldn’t affect eles or at least it should affect other classes i guess.
My last minute wish is to revert all changes and leave the Elementalist class alone.
The buffs of our terrible traits to be bad instead of terrible doesn’t offset moving all of our good traits to master level or higher so we have no chance to have any build diversity.
I would like RTL back on a 20 second CD… that is all … im very excited for all of the upcoming changes and cant wait to test out some new stuff!
see attachment
1. RtL cooldown reduced to 25 seconds from 40.
2. RtL is kept at 1200 range.
3. Fire Aura now has a 30 seconds cooldown from 40
4. Gale now has a 40 seconds cooldown from 50
5. Freezing gust now adds 3 stacks of vulnerability for 10 seconds
6. Improve ele’s base vitality by 90
7. Arcane Wave can now be right clicked to switch between instant cast and ground target (no, the custom options won’t make it the same)
8. Lightning touch casting time reduced to 1/2 seconds from 3/4
9. New Arcane heal is unblockable
10. We get a real elite skill
10.1 Attunements have no cooldowns for 15 seconds
10.2 Gain a massive stat bonus based on attunement chosen + bonus effects
10.3 Get a different and powerful moveset where all elements are combined (like a conjure / elixir X) Only your autoattack is based on your attunement
11. Glyph of elemental whatevr (current elite) is now a normal ability, lasts 30 seconds and still heals / stuns / protects but for a lesser amount.
12. Glyph of lesser elemental removed
13. Shatterstone cooldown increased to 3 seconds
14. Shatterstone casting time reduced to 1/4 seconds
15. Lingering attunements work in the way it’s intended
16. Lingering attunements only lasts 4 seconds.
17. Cleansing fire is a stun breaker again
18. Cleansing fire now does base damage on top of burning
19. Armor of earth cooldown reduced to 75
20. Same with the armor of earth trait
21. Mist form cd reduced to 60
22. Glyph of storms cd reduced to 50
23. Arcane shield cd reduced to 70
24. Diamond skin is deleted and reworked
Sigh
(edited by Razor.6392)
Can you imagine the amount of QQ from warriors if their “get outta dodge” skills on gs or s/x were nerfed with the same kind of double CD as RTL? Errrrrrmagerrrrd… that would be beautiful to see if they don’t plan on fixing RTL.
I was wondering if Chill affects initiative, weapon swap, adrenaline or etc? i know for a fact that it affects attunement swap and is really overpower against eles.
So i guess if it does affect the rest of the classes like that is k if not, it shouldn’t affect eles or at least it should affect other classes i guess.
You might want to try playing other classes. It would give you a better understanding of the way their mechanics work, and might be a welcome reprieve from the difficulties of Ele.
To answer your question, chill decreases movement speed and all skill recharges by 66%. It affects basically anything with a cooldown, including: utilities; heals; elites; and the class skill recharge, a category which unfortunately includes attunement swapping. Because it affects movement speed, it also affects the reach of leaping skills like Heartseeker.
It does not affect teleport range or initiative regeneration, and also does not affect adrenaline regen.
Can you imagine the amount of QQ from warriors if their “get outta dodge” skills on gs or s/x were nerfed with the same kind of double CD as RTL? Errrrrrmagerrrrd… that would be beautiful to see if they don’t plan on fixing RTL.
If that ever came to pass, I’m be willing to bet that FGS mobility would also end up on the chopping block.
A revert on all our unjustified nerfs since beta. Combine geomancer’s freedom and earth’s embrace, move them down to adept. Combine rock solid with the new diamond skin, move it to master. New gm earth trait similar to fresh air that activates whenever we cause bleeding on a foe that also causes all bleeds we apply to add torment as well. Make elemental attunement inherent to the class and replace it with a skill that gives auras on attunement. Make arcane line give boon duration and aura duration, reduce base attunement cooldown to 9 seconds. combine stop,drop, and roll with the cleansing wave from evasive arcana and replace the cleansing wave in evasive arcana with frozen ground. Oh, and finally fix arcane abatement so it works in water attunement. It’s never worked even once since the game started.
(edited by Nikkinella.8254)
RTL 25 second CD. No pathetic double CD like the rest of the existing skills in the entire game.
Actually, I do think the double cd idea is not bad if it was on all classes across the board. Rewarding defense, punishing mindless use of skills, this game has too many big hitters anyways. Funny enough, Anet put the double cd on the most telegraphed skill in the game if used at range. Currently it’s often best used for dps in melee range.
Focus could really use some rework on its skills.
Fire 4 = no idea really that doesnt make it a dagger 4. Maybe burn a boon each time it applies burning. Keeping the current 1s duration.
Fire 5 = double stacks, keep might duration.
Water 4 = Make it aoe and increase damage or freeze enemy in place (like icebow skill) for 1s and increase damage. If not increasing damage make it add vulnerability (~5-10 stacks for 5s).
Water 5 = faster velocity
Air 4 = no change
Air 5 = add some minor damage, reduce casttime to 1/2s, reduce cd to 40s
Earth 4/5 = totally fine
My wish would be that Anet rethinks their concept of the Ele.
Spread EA amongst 5 pt traits to define your role with your build a bit further. Move the current good 5 pt (water/ post-patch earth) traits to 15, rework bad 15 pt traits to be worthy of the master position, move 15 pt traits to 25 and rework them as well. E.g. current earth/fire 15 are too similar, replace the earth one with a stronger effect as 25pt.
From 5-30 trait points there should be a scheme to each traitline, from decent (those that support jack-of-all-trades kind of builds) to good (role defining) traits. Going deep water means you want to heal and support, why is there a minor dmg boost at 25? Choosing other traitlines will net you more dmg just from the actual stats.
If flamewall (focus 4) removed boons when foes passed through them, I would consider that a fix for this skill… it would be beautiful in my opinion.
I’d love for them to realize that their nerfs were superfluous, and shouldn’t have happened.
It was a kitten L2P issue, and trust me, everybody knows how to fight an elementalist now, so we’re disadvantaged in way more than one area.
When you see a D/D elementalist you know what they can/will do.
When you see a mesmer, you press the oh kitten button because you have no clue what they’ll do, even with a GS out.
So we need to be STRONGER not weaker than the other classes for how telegraphed we are. It isn’t our faults that people took a while to adjust to our class.
Please in some way take the curse off our heads and revert some of the changes, like RTL, bountiful power and several others.
I’d kill for an increase in vitality, but I will say I love each and every one of D/D’s skills, even fire grab.
I’d love for them to realize that their nerfs were superfluous, and shouldn’t have happened.
They love it, every time they see a thief or warrior destroy an ele in full ascended gear in a few seconds they must be thinking “kitten we did a great job with balance”.
the buff to fgs cast is very welcome at least lets hope there isn t any hidden nerf
see attachment
(edited by cheshirefox.7026)
^They also need to combine rock solid and geomancer’s freedom, as well as combine stop, drop, and roll with the cleansing wave from evasive arcana and replace the cleansing wave on EA with frozen ground. Also make elemental attunement inherant to the class but only effect the ele. Then give us a trait in master to repace elemental attunement that says “elemental attunement now effects up to 5 allies”.
see attachment
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