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Posted by: Matt H.6142

Matt H.6142

My intent on this post is to make elementalists masters of the elements again.
Ele Burns needs to hurt the most of all professions. Ele Chill needs to last the longest. I hope to do this by making conditions more viable for elementalists. Take all or some suggestions. I’m not saying these are all needed.

I would introduce a ‘sticky’ burn like the Warrior’s Impale. I think ‘Mark of Rodgort’ would be a good name for this. (GW1 skill name.)
Like Impale, the idea is the mark is put on the foe, and it can’t be cleansed. They will reignite like a trick candle when they cleanse the burn until the mark fades.

Rodgort’s Invocation would be a good name for a clone of necro ‘Blood is Power.’ Give self 10 Might, and burn foe. (Burn self for balance?) Fire IX is good for stacking might, and would be OP with this skill, but I feel too much like a wind up toy with this trait, that winds down when I switch to other elements. This skill offers some leading power and might sustainability. It also means Fire XI is not a requirement when building a power spec.

I’d like to see Chill duration increases in Ele traits, and no other profession.
Introduce the new condition Frostbite, which is a frozen/torment combo. This will allow the return of GW1 skill Winter’s Embrace.
Insert additional GW1 skills that have a situational chill, like if a foe’s endurance is less than your own.

I’ve no complaints with Air.

We need a bleed on Earth focus. Perhaps Magnetic Aura causes reflected projectiles to bleed? It’s the one ele weapon that can’t reach the 20 stack bleed other combos make possible. (As situational as the other weapon combos make getting the 20 stack bleed.)
Gain bonuses for comboing one attunement’s conditions with another. See Ash Blast, blind foes that are burning.

-Gushing/Rant Start-
I’ve returned to my ele, my main, for several hours since Dec 10th. It was a lot of fun, and a lot of frustration. I think the change did open up some build diversity. It was the first time I swore about an opposing ele with meteors hitting for 3-5k.
I’ve done 30 fire/air. 30 Fire/Earth. 20/10/10/30 for an aura build. These were all good for a few situations, but they were all so glass.
I think the profession still suffers from being shoehorned into the glass cannon trope though. Some proud eles say they never lose to a thief, but I doubt that was true if the thief snuck up behind them with a s/d. I think my meteor shower did once wipe a whole party in PVP though. I’m sure an ele is devastating when supported in team match ups, but I only ever play quick matches.
I think we need to see Ele with the most scholar health, and necro with least. I think that would force more Necro diversity as well, because I know when I learned necro had death shroud I wouldn’t invest anything in health/toughness.
-End-

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All Professions Level 80

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Posted by: Matt H.6142

Matt H.6142

I once met a guardian who was passive healing through my damage, and he /laughed at me. -.-

Fort Aspenwood home
All Professions Level 80

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Posted by: cheshirefox.7026

cheshirefox.7026

just a guardian? . .

i can outswim a centaur!
when i’m done on an issue
i start talking in nerglish

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Posted by: Shinenryu.6351

Shinenryu.6351

It happened to me too, but it was a Warrior …

Anyway, I agree with your first post, but your “Rodgort’s invocation” seems too powerful. I don’t think we need this kind of spells, people would just come back and cry about “Ele op”.

#ELEtism

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Posted by: Gokil.2543

Gokil.2543

I honestly don’t like the sound of the ‘mark of rodgort’ idea. Elementalist easily has the most access to burning out of all professions, and I hate the design of impale. Wouldn’t want to copy it even if it meant we became op.

Something very important to note when considering the condi ele, is that burning has absolutely awful condition damage scaling. At the moment this is the biggest issue when trying to build a condi ele.

Burning: 0.25*condition damage +328 damage per second.

That means 1312 condition damage to double burning damage.

Bleeding: 0.05*condition damage + 42.5 damage per second

That means 850 condition damage to double bleeding ticks.

Torment and poison have about the same scaling as bleeding, confusion is in between the two. So burning has 50 percent worse scaling than all other damaging conditions.

Since condi ele is primarily based on rapid applications of burning, he benefits very little from building condition damage, compared to the classic condition professions. Give us either torment in water attunement, poison anywhere or a bleed on crit trait. We don’t need more burning, we need cover conditions and moreover, we need properly scaling conditions. I think a bleed on crit trait would be the easiest way to go about this. If you base a condition build on burning alone, you will find that either that build is not viable, or it is viable but you would be better off just speccing into power, and taking the burning as an extra since it scales so poorly.

Torment on chill sounds interesting as well. What do you think? Make it a master or grandmaster trait. (perhaps grandmaster minor in earth). That would be quite unique, and fitting of the theme of elementalist based on burning and chill:
http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Elementalist
Or perhaps a trait like terror for necromancers, called Biting Cold for example, that makes chill do damage! Easier to balance, and it turns the elementalist into a ‘few conditions but hard hitting conditions’ as opposed to the other classes, which have more of a condispam feel to them.

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Posted by: CMstorm.8679

CMstorm.8679

just an idea. but what if chill was stackable in intensity and if u applied X amount of chill, your target was frozen for 3 seconds?
bad idea?

what do you guys think about the damage/casttime and after cast of mainhand dagger auto attacks?

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Posted by: darkace.8925

darkace.8925

Traits I’d like to see added (names are negotiable):

Fiery Blast – When Burning applied by you ends it deals damage proportional to it’s duration to the target and all nearby enemies.

Unnamed Lightning Trait – ???

Unnamed Earth Trait – While you are attuned to earth your critical hits have a 10% chance to knock your target down for 1 second.

Frostbite – Chill inflicted by you causes damage over time.

Of course, with the current “first in, first out” condition system these might not be so great, but I’d like to see something added to spruce up the elements aspect of the elementalists.

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Posted by: Gokil.2543

Gokil.2543

The chill does damage idea could be an awesome addition. I think it has the most potential out of all the ideas I’ve seen put forth so far.

Maybe we can add some kind of dynamic to burning a chilled target or vice versa. Parallel to how in real life rapidly heating something cold/frozen can damage it severely, this effect is called thermal shock.

http://en.wikipedia.org/wiki/Thermal_shock

So either a trait that makes chill do damage, or a trait that makes having both burning and chill up on a target at the same time have a devastating side effect.

I think I’m gonna start a thread either here or on the balance forum discussing this idea.

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Posted by: CMstorm.8679

CMstorm.8679

Another possible idea/trait: Whenever you chill a target, apply vulnerability (a lot like Shard of Ice, but changed a bit)

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Posted by: LelouchViBritannia.3607

LelouchViBritannia.3607

My two top wishes for eles are more/different conditions and more/different combofields for non-staff users.

I command you to be AWESOME.

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Posted by: Shinenryu.6351

Shinenryu.6351

The chill dealing damage or torment is really interesting, and would add some new builds.

Unnamed Earth Trait – While you are attuned to earth your critical hits have a 10% chance to knock your target down for 1 second.

But I can’t agree with this trait, It seems to me too powerful, or it should have a CD on trait. Perhaps 10 or 20s, it may appears too short, but (as S/D or D/D) we don’t have that much CC (2, in fact, with very high CD).

#ELEtism

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Posted by: darkace.8925

darkace.8925

The chill dealing damage or torment is really interesting, and would add some new builds.

Unnamed Earth Trait – While you are attuned to earth your critical hits have a 10% chance to knock your target down for 1 second.

But I can’t agree with this trait, It seems to me too powerful, or it should have a CD on trait. Perhaps 10 or 20s, it may appears too short, but (as S/D or D/D) we don’t have that much CC (2, in fact, with very high CD).

An internal CD could (and should) certainly be utilized to ensure balance.

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Posted by: Vinteros Asteano.1209

Vinteros Asteano.1209

Instead of raw number buffing, I wouldn’t mind buffing combos between attunements and skills. The firey blast idea sounds great as does the chill one. Going into things like Thermal Shock or something like Air skills do more damage to immobilized targets would be neat.