Hello everyone !
You know… Sometimes I read someone in this forum saying “OMG ELE IS BROKEN” and stuff like that, but there is something that feels wrong, FOR ME… i was born believing that Elementalists (Or Mages, or Wizards) are CONTROLLERS, not STRIKERS.
For those used to those D&D terms (and NO, I’m not comparing both games, I’ll just use the names), Elementalist feels like a STRIKER+LEADER, instead of a CONTROLLER. Explaining what that means:
- Striker is the Damage guy, meaning you can dish out lots of damage.
- Leader is the support guy, meaning you can buff, protect and heal your team.
- Controller mean you can control the battlefield (stopping movement, preventing them their actions, denying an area and status like immobilize, stun or daze, for example.
I would be OK with this, if someone said: “ANet decided that Ele should be a triggerhappy damage-dealing class that rains death”, but people constantly say that “Ele’s control is good”. That is why the tag is: [I am a Noob], by the way =)
From my noob’s point of view, Necromancers (which everyone says that sucks, is broken, everyone can do their job better) is way more a Control guy than the Ele, and that is why I’ve started playing Necromancer. It felt WAY MORE powerful in the subject of Crowd Control.
OK, Necro have it’s problems in other areas, but the Terrormancer can CC badly:
- Reaper’s Mark (Staff 5)
- Doom (Death Shroud 3)
- Spectral Wall (Utility)
- Reaper’s Protection (Trait)
- Flesh Golem’s Charge (Elite)
- Not to mention if you are using Rune of Nightmare, which gives you a 50% chance of triggering a 1 sec Fear when you are struck (once in 60 secs, but …)
And those are only FEARS, that take away the control of the character. They also have access to other stats, like Chill or Weakness, like Chillblains.
Considering you have traits to boost the time duration, you can not only damage (all Fears cause damage from Terror and all the Condi’s ticks normally while Feared) but “lock” your enemies for more than 10 seconds if you would line up everything. Is it useful? Nope. It’s better to stop combos 4 times in a combat than line up one CC-chain, except in specific scenarios.
While playing Elementalist (which is the “usual mage type character”) I have:
- Frozen Ground (Staff 4)
- Gust (Air 3)
- Static Field (Air 5)
- Unsteady Ground (Earth 4)
- Shockwave (Earth 5)
Aside from Air 5 (that stuns… for TWO seconds…), all the other options do not take away the enemies actions. Shockwave immobilize, but that means nothing when you are a Power Ranger and can attack from range. Static Field stuns for 2 seconds, but you need to use Gust, because that same ranger won’t move inside the Field.
Let’s consider I’ll leave Staff (mainly a support weapon) to use Scepter + Focus and we lose all Staff spells described up there for:
- Freezing Gust (Water 4)
- Comet (Water 5) – can you actually hit someone without using Gale (which should be user to Dragon’s Tooth, from what I’ve played)
- Blinding Flash (Air 3)
- Dust Devil (Earth 3)
- Gale (Air 4)
Not to mention that Blindness may last longer than the other conditions, but the affect only 1 hit/miss.
The way I see it, Necro’s CC just beats Ele’s CC in EVERY situation. Why people say that Elementalist’s control is good?
Of course, Ele have access to A LOT of other things, like area healing, combo fields, huge area damage, Utility, but that is not my point.
Am I missing something?
Thank you everyone for reading this far and for those who are willing to help!
PS: An Extra question: I’ve tried to do that “Fresh Air” build and I’ve killed a lot but… 90% of my time I’m using Air 1 and Air 2. Is this how it is supposed to be played? Because it seems boring as hell. It feels like having access to a whole armory, but only one or two weapons are actually good. The others feels like decorations on a pretty wall =)
PS again: Don’t flame me, please =/ I’m a noob. I said that in the topic’s name =/