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Posted by: Duke Blackrose.4981

Duke Blackrose.4981

Most profession boards seem rather decisive about which weapons they would like to see added to their profession, but the Elementalist seems more scattered – and with good reason. Aside from the Engineer, we have the fewest available weapon sets while being one of the professions that could logically use the most weapons in interesting ways. I’ve seen swords, torches, maces, greatswords, hammer, longbow, and rifle suggested.

So let’s put it to the vote – Choose one 2h weapon or two MH/OH weapons that you would like to see added to the profession in a future update. Nothing is not a valid answer. Think of it as a game, if nothing else.

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Posted by: daver.8324

daver.8324

Sword and Pistol, not quite sure what kind of abilities they’d have but having a S/P is kitten to me.

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Posted by: Vayra.3290

Vayra.3290

I don’t really care what weapons are, so long as the implementation of the weapon is enjoyable. That said, I think shortbow, axe, hammer and greatsword are all out due to conjured weapons.
Sword could be fun for a more single-target oriented melee spec.

The Unnamed[ThUn] – Desolation
Vayra – Elementalist
Forkrul Assail – Mesmer

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Posted by: ryan.5106

ryan.5106

I think a lot of people get wrapped up in the weapon itself. I don’t think it really matters what the weapon is, the abilities attached to it are what’s important. I don’t know if you all noticed but the lightning whip ability doesn’t exactly resemble a dagger.

I think what everyone is really asking for is another set of combat options. Personally, I’m having trouble thinking of anything that could be added to the profession that hasn’t already been addressed in some manner by another weapon set. Perhaps a new weapon that combines the abilities of our other weapons? Could be over powered or laughably underpowered depending on how it was approached.

I don’t really care for ground targeted abilities, but I prefer long ranged weapons. So while I’m playing my elementalist I gravitate towards D/D because I despise ground targeting more than I mildly dislike close combat, but a new weapon with a skill set that combines the general theme of daggers with the range of a staff? That would be pretty cool, imo.

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Posted by: daver.8324

daver.8324

I think a lot of people get wrapped up in the weapon itself. I don’t think it really matters what the weapon is, the abilities attached to it are what’s important. I don’t know if you all noticed but the lightning whip ability doesn’t exactly resemble a dagger.

I think what everyone is really asking for is another set of combat options. Personally, I’m having trouble thinking of anything that could be added to the profession that hasn’t already been addressed in some manner by another weapon set. Perhaps a new weapon that combines the abilities of our other weapons? Could be over powered or laughably underpowered depending on how it was approached.

I don’t really care for ground targeted abilities, but I prefer long ranged weapons. So while I’m playing my elementalist I gravitate towards D/D because I despise ground targeting more than I mildly dislike close combat, but a new weapon with a skill set that combines the general theme of daggers with the range of a staff? That would be pretty cool, imo.

I pretty much agree with all you said, Im still trying to think of the abilities that come with a sword and pistol that are unique.

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Posted by: Lert.6287

Lert.6287

I’d like to point out that while we don’t have many weapon sets, we do have many skills.

But to follow the rules and to play the ’’game’’:
if anything fits it’d be probably only warhorn for some odd reasons.

Engineer / Piken Square
Former Team Psy [Psy] member/ [BNF] guest
YT Channel

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Posted by: Leo G.4501

Leo G.4501

As ryan mentioned, it’s not so much what weapon as it is what combat style. I’m not sure if some awesome scepter build has come out that makes scepter air a decent target-based ranged option (I realize arc lightning is now a ‘beam’ though) but as is, I feel that staff seems like a more support/ranged ground-targeted weapon and scepter tries to be a mid-ranged/target+ground-target weapon, but it feels like we’re missing a rather simple foe-targeted based ranged set akin to say a Rifle Warrior or shortbow Ranger.

Just mainly a pewpewpew set with some CC tools to keep foes off you. I’ve already made a thread in the past about Longbow for elementalist and it sort of fits since we do have a conjured bow but there are two types of bows so just make the other one…

A rifle or pistol-main could also hold the same function visually and conceptually, a mage with elemental bullets isn’t new but an Arcane Archer is more common and there isn’t a profession I’d describe as one in the game yet.

I’ve also seen more suggestions for more advanced tactics taking more field effect tricks bundled in a weapon like sword or torch which also sound fun. A warhorn used to summon elemental constructs and storms maybe?

But my vote is going to be for a ranged target set/longbow.

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Posted by: Chaosky.5276

Chaosky.5276

As ryan mentioned, it’s not so much what weapon as it is what combat style. I’m not sure if some awesome scepter build has come out that makes scepter air a decent target-based ranged option (I realize arc lightning is now a ‘beam’ though) but as is, I feel that staff seems like a more support/ranged ground-targeted weapon and scepter tries to be a mid-ranged/target+ground-target weapon, but it feels like we’re missing a rather simple foe-targeted based ranged set akin to say a Rifle Warrior or shortbow Ranger.

15char
all my 15char

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Posted by: xbaunx.6438

xbaunx.6438

I vote for a greatsword, 1200 range single target burst DPS -or- weak single target DPS + CC options.

I would just like some long-range damage. If ANet has it’s heart set on staff-for-support then give us a different damage-oriented long-range weapon. A lot of people are complaining about the shortcomings of Staff, I agree with them although I feel I could manage it if I wasn’t locked-out of my attunements.

With that said, I think it’s a considerable mistake to deprive this class of an effective long-range damage dealer. The whole “traditional back-line roles” description of the Scholar types found on the wiki is part of the problem people are having with Elementalist. The profession is attracting players who prefer and expect to play long-range combat and giving them a nearly melee ranged D/D for the meta.

the following assumes that our strength is meant to be our long-range AoE, which is my opinion because no other class has the variety of AoE/combo fields at 1200 range that we do

With regards to Staff (and long-range in general), we are the Masters of AoE but are hindered by weak DPS outputs and high swap cooldowns. I expect weak AoE DPS because no developer is going to design a class that can burst down five targets on a point. I don’t expect swap cooldowns on a class that can only use 1 weapon set.

Every class has it’s strengths and it seems like the intention was to give Ele the strongest long-range AoE but I think it’s being delivered poorly. It feels like playing a weapon that has the potential for perfect synergies but is being weighed down by ball and chain (swap cooldowns). IMO, If you need a group to be effective at something you are supposed to be strong at, something is amiss.

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Posted by: Crossplay.2067

Crossplay.2067

Screw weapons! I want martial arts! The avatar series already shows how it can be done!

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Posted by: andyMak.6985

andyMak.6985

I want dual staffs.. pew pew

Gandelf did it

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Posted by: CrazyAce.3842

CrazyAce.3842

I think a greatsword that would somewhat resemble how the Mesmer’s greatsword functions would be beneficial and add a lot of variety to the “viable” builds, which seem very limited at the moment (although extremely effective within those limited options).

Fire: the AOE DPS attunement, moderate long-range AOE damage with burning-inducing attacks. Maybe similar to how the Engineer’s pistol’s autoattack has a small AOE area, but make it longer range (like 1000 range).
Water: the support/healing attunement, perhaps it could work similar to the Guardian’s GS with a medium range charge (one that chills instead of blinds) and some small healing/cleansing AOEs.
Lightning: the stun/CC attunement, with moderate single target damage, with perhaps some swiftness buffs (as usual). Maybe a conal AOE knockback like the Mesmer’s GS 5.
Earth: the usual protection buffs, with bleeds. High single target damage, but shorter range than the fire attunement. Maybe another knockback/blowout skill in addition to a crippling skill.

^Just ideas. I would love a GS for my elementalist. It would make me feel like I’m not restricted to either staff or D/D.