Ele & thief main (full ascended)
Down with the braindead faceroll classes.
(edited by Razor.6392)
I came up with this a few days ago, pretty simple actually ANet!
Increase the base damage of some abilities.
-Lightning whip (12% increase) (currently it has 400-450 base damage x2)
-Ride the lightning (15% increase) (currently it has 675-725 base damage)
-Lightning touch (25% increase) (currently it has 400 base damage)
-Fire D/D autoattack (15% increase) (currently it has 275-300 base damage x3)
^Those calculations are done with 1900 base power.
Voila! This doesn’t benefit bunker eles because they aren’t big on crit chance / damage numbers, but it helps glass eles greatly to make up for what they lost.
It wouldn’t hurt… would it? Currently I’m forced to take 20% cooldown reduc. on my air traits now instead of +10% damage…
(edited by Razor.6392)
Damage isn’t an issue with eles, its delivering it.
Damage isn’t an issue with eles, its delivering it.
please elaborate…?
if this has to do with “can’t do damage while you’re dead” then tough luck, I don’t think ANet will reverse any change.
First off all, buffing auto attacks doesn’t do anything on elementalists. They are the sole class that almost never uses them. Second of all, Puandro is right saying that landing ele burst is the problem. Dragons Tooth → pheonix has a stupidly long delay, like a hundred blades with all of the damage on the last strike. Fire grab is also….. not accurate, if your moving or your target is moving… its not hitting for what ever reason.
The S/D set is technically the epitome of bursting. Staff skills have too long of a delay, and is mostly damage over time, while d/d has too many channel skills. The only problem is how hard it is to land a proper S/D burst. Fixing it would really just entail making fire grab hit more consistently, decreasing dragons tooth delay, and increasing phoenix missile speed by a bit. Even better, they could make grounded work with blowout skills like updraft, its kinda useless atm.
First off all, buffing auto attacks doesn’t do anything on elementalists. They are the sole class that almost never uses them. Second of all, Puandro is right saying that landing ele burst is the problem. Dragons Tooth -> pheonix has a stupidly long delay, like a hundred blades with all of the damage on the last strike. Fire grab is also….. not accurate, if your moving or your target is moving… its not hitting for what ever reason.
The S/D set is technically the epitome of bursting. Staff skills have too long of a delay, and is mostly damage over time, while d/d has too many channel skills. The only problem is how hard it is to land a proper S/D burst. Fixing it would really just entail making fire grab hit more consistently, decreasing dragons tooth delay, and increasing phoenix missile speed by a bit. Even better, they could make grounded work with blowout skills like updraft, its kinda useless atm.
It’s a good thing that none of my proposed changes involve scepter spells…
D/D Lightning 1 never lands anyway…it needs better range before dmg. RTL, lightning touch, and Fire 1 need more power scaling, not base power; otherwise, bunker builds are getting buffed on it.
doesn’t every spell scale equally on power?
o_O
I really didn’t know that
No attacks in GW2 have BASE Power like other games its only scaling.
well, my estimations are based on 1900 power which is a pretty decent amount on it’s own.
as you can see, the base damage on certain abilities, for 1900 power, is horrifyingly low… so that’s why I think it should be buffed.
All skills in GW2 have a sort of base power that scales with level and the defining attribute (healing power, power, condition dmg).
If scaling was all equal, certain skills would be alot more powerful, especially all the dagger 1 skills. If everything had equal base power, the reverse would happen. Burst skills would be exponentially stronger than autos.
The use of of both in conjunction allows devs to easily keep skills aligned across levels and builds. It’s really a math thing and I hate math. Anyway, the formula is something like this:
(Base Damage * Power Scaling * Level Scaling * Might * Enemy Vulnerability)/((Enemy Armor + Armor Buff) * Armor Scaling * Protection) = Damage Dealt
well, my estimations are based on 1900 power which is a pretty decent amount on it’s own.
as you can see, the base damage on certain abilities, for 1900 power, is horrifyingly low… so that’s why I think it should be buffed.
That’s because scaling on said skills are terrible. If there is a large difference between 1,400 power and 1,900 power and still the damage is horrible, then you blame base power. But if that were really the case, then bunker d/d builds wouldn’t even make a dent in anyone’s health bar.
(edited by International.7980)
improve scaling then! that’s what I meant in theory.
Attacks dont have base power and you guys dont get it. Also that is not the damage formula.
It’s kinda hard to get if you aren’t really explaining it. Either base damage exists as a pure form or base damage is function of weapon damage multiplied by a skill coefficient. Obviously base damage in pure form has to exist in some cases like the arcane utility skills (which has no relation to weapons).
For example: In DC Universe Online, damage was a function of:
(Weapon Damage * Skill Coefficient) + (Dependent Stat * Skill Stat Scaling) = Skill Damage
(edited by International.7980)
GW2 uses a skill coefficient.
Power * weapon damage * coefficient / target armor
For example:
Fire grab is 1.75/2.8 vs. burning
The elementalists focus is in a crappy state and all I see is a greater desire to improve D/D
Well can’t blame ya, probably don’t know your Focus exists.
What focus? Ooh, u mean my trebuchet blocker!
To be honest, i´d rather improve Staff, Scepter and Focus damage so it can at least compare with D/D damage. D/D would still have the mobility as a bonus.
Focus is not a damage offhand, stop trying yo make it so.
D/D Lightning 1 never lands anyway…it needs better range before dmg.
It seems to me that Air #1 has been greatly improved with the latest patch. It hits much more reliable than before in wvw.
D/D Lightning 1 never lands anyway…it needs better range before dmg.
It seems to me that Air #1 has been greatly improved with the latest patch. It hits much more reliable than before in wvw.
Yep, I agree. Hitting inanimate targets are now doable with Air 1. Rejoice!
you guys going off topic lol
D/D Lightning 1 never lands anyway…it needs better range before dmg.
It seems to me that Air #1 has been greatly improved with the latest patch. It hits much more reliable than before in wvw.
Yep, I agree. Hitting inanimate targets are now doable with Air 1. Rejoice!
Air 1 also works much better for moving targets.
To be honest, Ele Glass Cannon is not in need of help. If you are playing D/D, try to be mobile. Don’t go for extended fight. Bring cantrip for escape. The dmg is not as high as a thief but we have AoE dmg and CC. We don’t need high number on Auto attack because we rarely have to use them unlike many other professions that rely heavily on auto atk for dmg.
Scepter skills are not that hard to land. Even if DT doesn’t land all the time, it helps to zone, to bait dodge and clean trashs (clones, pet, turret, minion,….) And if it hit, it hurts.
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