Realistic Easy Tweaks for Elementalists

Realistic Easy Tweaks for Elementalists

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Posted by: Kyon.9735

Kyon.9735

So let’s make a compilation of traits, utilities, and weapon skills that can be realistically tweaked without exerting too much effort for the devs. Don’t expect any of these to be game changing as Anet obviously “doesn’t have the resources” to completely rework eles. Let’s accept it, there’s no way this class can be saved (in terms of PvP/non bunker builds) without a complete rework which would consume a lot of time on their end. Let’s settle for small realistic changes for now.

Keep in mind. Make it realistic, reasonable, short, and simple.

Armor of Earth
• Reduce base CD to 30s
• Reduce stability stacks to 3.
• Reduce protection duration to 3s.

Reasoning: Too much boon corrupt and boon rip to justify 75s CD on a skill that gives 2 boons without traits making the duration and number of stacks negligible. Much needed short CD damage mitigation skill.

Arcane Shield
• Reduce base CD to 45 secs.
• Increase shield charge to 5.
• Ability to self detonate.
• Increase Damage by 33%

Reasoning: 3 charges are too low. Reduce CD bit by bit if still not decent. Increase damage to make it more punishing to players who ignore it. As it stands now, the damage is not decent enough to stop players from ignoring the effects of mindlessly attacking through it.

Tempestuous Aria
• Reduce Shout CD by 20%.
• Shouts Apply 5s of Fury.

Reasoning: DPS trait for Tempests.

Lucid Singularity
• This GM trait needs a complete overhaul so I’ll only be mentioning it.

Ride the Lightning
• Reduce cooldown to 20s.
• Add 1 second Evade Frame

Reasoning: Much needed mobility and defensive buff for offhand dagger.

Ring of Fire
• Increase burning stacks for crossing the threshold to 2.

Drake’s Breath
• Increase burn duration to 3.5s.

Reasoning: These skills were nerfed because of the Celestial Might stacking meta which are now but over.

Cyclone
• Increase velocity to be the same as Dust Devil.

Reasoning: Too slow and radius is small as well to compensate for the speed.

Dust Storm
• Reduce Cast time to 0.5s.

Tidal Surge
• Reduce Knockback Delay to 1s.

Heat Sink
• Reduce Cast time to 0.5s
• Apply 4s fury.

Wildfire
• Increase animation and burning damage by 20%.

Reasoning: General buffs to reduce warhorn clunkiness.

P.S – I skipped scepter buffs because there are already a lot of decent suggestions for it.

(edited by Kyon.9735)

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Posted by: steve.2945

steve.2945

I have 1 suggestion : Wash the pain away’s base CD should be 18 seconds (After the nerf, the heal really doesn’t cut it)

Proud TTS member

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Posted by: Xillllix.3485

Xillllix.3485

WvW Balance:

Staff
- Buff meteor shower damage by 20%
- Buff Fireball speed by 25%
- Buff Chain lightning to 5 opponents and damage by 20%
- Buff Eruption speed by 50% and damage by 20%
- Buff Ice Spike speed by 20%
- Make Lava font insta-tick
- Make Gust aoe targetable 1200 range
- Remove casting time on static field
- Make Shockwave aoe targetable 1200 range
- Stoning, increase damage by 33% and speed by 50%
- Water blast, increase healing by 250%
- Lightning Surge, increase damage by 25%
- Flame Burst, add 8 stacks of burning instead of 2

D/D
- buff all skills damage by 20% except lightning whip
- Undo RTL nerf

Scepter
- redesign with Warhorn offhand trait

Warhorn:
- Add trait that increase Scepter range to 1500 when using Warhorn
- Redesign all the warhorn skills to do something unique and buff damage by 100% since it can only be used with a defensive trait line

Utilities
- Undo Mist Form nerf
- Buff all conjure damage by 25%, undo Ice Bow nerf
- Add healing and protection traits to conjure weaps
- Redesign shouts to do something else than auras
- Redesign Glymph to be fast and useful

Elites
- Make glymph of elemental permanent summon, increase AI speed, make interesting
- Tornado: Make it do something that isn’t a joke
- FGS: Make it good again
- Make Ice Bow Elite with 50% buff (undo nerf)
- Rebound: Scrap and redesign again, it’s still kitten

(edited by Xillllix.3485)

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Posted by: Glenstorm.4059

Glenstorm.4059

ARCANES

Arcane Shield: Cool down reduced to 50 seconds untraited. Blocks all attacks for 3 seconds. Option to detonate Shield early for critical damage. (Final Shielding trait changed to same.)

Arcane Power: Cool down reduced to 30 seconds untraited. for 5 seconds, you gain 180 Power and your attacks are unblockable.

Arcane Blast: Now pierces.

SIGNETS

Signet of Fire: Passive: no change. Active: Double Burning stacks to 4.

Signet of Water: Passive: Cures a condition every 5 seconds. Active: Freeze your foe (Like Ice Bow 5.)

One With Fire trait: Added functionality: Signets grant you Fire Aura upon activation.

CANTRIPS

Mist Form: Cures Chill. Cool down reduced to 60 seconds untraited.

Tornado/Whirlpool: Cool down reduced to 100 seconds untraited.

CONJURE WEAPONS: Charges are eliminated. Conjure weapons disappear 60 seconds after being summoned, and do not disappear after being dropped.

Conjure Earth Shield: Breaks Stun when cast.

Conjure Frost Bow: Skill 1 heal scale with Healing Power improved. Skill 4 also heals allies in range.

Conjurer trait: Reduces Conjure weapon cool down time by 20% (both the individual weapon skills as well as the global Conjure skill.)

GLYPHS

Glyph of Storms: Cool down reduced to 40 seconds untraited.

Glyph of Lesser Elementals/Glyph of Elementals: Cool down reduced to 30 seconds untraited (cool down begins after Elemental dies.)

Glyph of Elemental Power: Cool down reduced to 40 seconds untraited.

Glyph of Renewal: Cool down reduced to 90 seconds untraited. Radius of Renewal of Earth increased to 600.

Inscription trait: Glyphs also cure 1 condition depending on your Attunement. The condition is cured at the end of the Gylph’s cast.

-Fire: cures Chill
-Water: cures Burning
-Air: cures Immobilize
-Earth: cures Weakness

SHOUTS

Tempestuous Aria trait: Also reduces cool down on Shouts by 20%.

EARTH

Rock Solid: Stability stacks increased to 2.

Strength of Stone: Gain Power and Condition Damage equivalent to 8% of your Toughness.

Fear the might of SHATTERSTONE.

(edited by Glenstorm.4059)

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Posted by: Aeolus.3615

Aeolus.3615

WvW Balance:

Staff
- Buff meteor shower damage by 20%
- Buff Fireball speed by 25%
- Buff Chain lightning to 5 opponents and damage by 20%
- Buff Eruption speed by 50% and damage by 20%
- Buff Ice Spike speed by 20%
- Make Lava font insta-tick
- Make Gust aoe targetable 1200 range
- Remove casting time on static field
- Make Shockwave aoe targetable 1200 range
- Stoning, increase damage by 33% and speed by 50%
- Water blast, increase healing by 250%
- Lightning Surge, increase damage by 25%
- Flame Burst, add 8 stacks of burning instead of 2

(snip)

(u know u would melt everyone with those changes?:P)
Still i would not mind some of those changes actually, if the game wasnt already to easy to aoe stuff, classwide in wvw is all that matters, if the aoe/cleave from other were reduced (removed from most autoatacks) that would make some classes have a better defined role in all game modes.
Buff meteor shower damage by 20% if has a longer CD, it would be fine.

And btw that waterfield +250%…. XD, blobs would be a massive tsunami of lag and waterblasts.

Guys wait until ele has traps also and a icy op bow back.

1st April joke, when gw2 receives a “balance” update.

(edited by Aeolus.3615)

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Global change to all ‘wall’ skills: option in options to draw line on field to trigger it.
Global change to all skillshots: option in options to draw line on field to trigger it.

Firstly rename Unsteady Ground to Rock Wall.
Rock wall now push back intialy enemies – huge change.

Secondly no.3 earth staff skill magnetic aura change and rename.
Rename into Unsteady Ground.
Make etherneal field that apply dmg and bleed. If enemy with superspeed move on it he will be kd. Eventualy bonus stack of bleed apply.
Gain magnetic aura.

There goes skill idea it can be rework of one of glyphs or anyother skill.

‘Planet Molding’ = create planet from rock and etc with its own gravitation. Allies that move torward it receive superspeed. Enemies that try escape its gravitation gain slow.
Every 3 s trigger effect associate to attunement.

In fire planet is set ablaze and burns at interval. In water its flooded heal. In air confusion. In earth torment.

Its stationy, but have second use – Move. Its will send flying one enemy when reach destination point.

Conjure Earth Shield give now condi dmg and thoughness.
No. 3 magnetic surge to also cripple.
No. 4 place magnetic shield in the ground and enemies are pulled after delay.

Global change to conjure weapons. Summon your conjures that lay on the ground to your hand by right clicking on them.

Scepter earth 2 rock barier into aoe skill up to 5 allies. Grant thoughness. Twice grant aegis at start and second at end.
Scepter earth 3 now is Earth Shatterer you shatter earth around making blast finisher and blind and creating bulder at that place and in your hand. Maybe one is enough.

Reminder bulder on ele https://wiki.guildwars2.com/wiki/Meteor

(edited by Mem no Fushia.7604)

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Posted by: Xillllix.3485

Xillllix.3485

WvW Balance:

Staff
- Buff meteor shower damage by 20%
- Buff Fireball speed by 25%
- Buff Chain lightning to 5 opponents and damage by 20%
- Buff Eruption speed by 50% and damage by 20%
- Buff Ice Spike speed by 20%
- Make Lava font insta-tick
- Make Gust aoe targetable 1200 range
- Remove casting time on static field
- Make Shockwave aoe targetable 1200 range
- Stoning, increase damage by 33% and speed by 50%
- Water blast, increase healing by 250%
- Lightning Surge, increase damage by 25%
- Flame Burst, add 8 stacks of burning instead of 2

(snip)

u know u would melt everyone with those changes?:P

You know the truth is that it wouldn’t be that OP in WvW, only in PvE.
I’m running around with my Revenant in WvW doing 5k auto attacks at 1200 range, 10-15k+ CoR on a 3 sec cooldown, every other hammer skills ht for 6-7k+ and I got permanent duration of the buffs I need.
All these skills do more damage than my Meteorshower which only kill players unable to dodge out of the red circle. At full zerk spec elementalist meteors barely hit 7-8k (against a completle glass), and we all know the elementalist is just a glass canon when full zerk. For years we could do 12k meteors with meteornado and nobody complained because everyone understood that we had no good elite skills.

All the casting time buff would just be more in line with the speed of HoT which is just faster.

Eruption and Ice Spike need to be easier to land, as they are currently the miss 75% of the time. Eruption should at the very least have a bleeding damage increase and speed increase.

Gust and such are a given, waterblast is so kittenty nobody even use it. The casting time on Lightning surge justify the damage increase. Seriously.

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Posted by: Senario.2038

Senario.2038

I’m going to say that even in PvE Ele is suffering. qT just posted a Gorseval speedrun with 10 people and while this should be one of the two bosses you can and probably should stack eles the fact is they only kept ele around for Orbs. Meaning that Ele dps is that lackluster in any realistic setting that you’re better off taking Thief and Guardian. Only taking ele to deal with mechanics like orbs. Note this is a boss that you should be a top pick for dps but they just replaced almost every ele except one (to deal with shards/orbs) on one of Ele’s two best bosses. The other being Keep Construct.

I’ll leave the active mitigation talk to others who are more familiar with PvP and WvW however lets talk about the usability of PvE builds and how they match up to others. Again, I acknowledge that this forum is mostly PvP however I do think we should take a look at some skills.

I preface this by saying
1) Numbers are based off 25 stacks of might on a PvE build
2) The objective here is to make dagger the weapon you choose if you want dps. If you want to be supporty you should take focus and if you want a good mix you should take warhorn.
3) Burning speed cooldown is changed to 12 sec base, no other changes.
——————————————————————————————————————————————————————-

Warhorn – Warhorn is in a weird place, you want it to be good in PvP yet it is ele’s strongest melee weapon being supporty+damage in PvE. Obviously this is a bit weird as Warhorn has always been a support weapon. You can’t nerf its damage bc lets be honest an autoattacking thief gets 34.5k dps and on a really good day a d/wh ele gets 29k dps. However I think looking at its pre nerf state would give us a bit of insight on changes that SHOULD be made for another weapon…


Offhand Dagger: Now offhand dagger is an interesting thing, it used to be good. We all know that. But now it is a shadow of its former self and you can’t really call it a DPS based offhand ele can take bc wh is better. Needless to say it isn’t a defensive weapon either. So in a game where Focus is full support, Warhorn is a good middle ground of support and dps, what should offhand dagger be?

The answer of course is DPS. But how do you make it match Warhorn (pre nerf, so it is viable)?


FIRE

Ring of Fire – This skill has a bunch of problems. Mainly being super painful to bad players in PvP but also bc it can either do a ton of damage if they are going in and out of the ring or almost nothing bc they aren’t in the ring or they are but not crossing the edge.

Changes

Ring of Fire
-power scaling increased to 1.5 from 1.25.
-Burning application changed to pulse 1 stack of 2 seconds of burning every second for its duration within the ring (including the edge). Base duration of the field unchanged.
-Range normalized to 300 (to match air auto and firegrab)
-Cooldown is now 12 seconds.
-Removed: Constant application of burning by going in and out of the ring’s edge

Reasoning -This change is mainly to add some consistency to the skill while trying to keep the dps realistic. The skill is either a “does too much damage” or “doesn’t do enough” and by changing this we also put it in line with the idea of being a dps weapon. Ultimately the numbers make the tooltip damage…
2021.56 direct damage on cast
3968 damage from burning (all applications, 496 dmg per 2 or 2.5 sec)
and 598.95 dps. On a 10 sec cooldown.

To put this in perspective…
Wildfire does 8005.39 direct damage in 10 pulses and 4960 damage in burning which is 648.2 dps pre nerf and 540.22 dps post nerf. Pre nerf numbers were viable. Post were not.

Now we move onto the next skill.
Fire Grab – This skill is actually almost fine. Almost nothing needs to be changed about it as 20 sec cooldown is ideal when traited. The only change I would make.

-Power Scaling – Upped from 2.8 on burning opponents to 3.0. No other changes

Reasoning – Combined ring of fire and fire grab should in theory out dps warhorn. Dagger being a damage weapon it makes no sense for it to do less than wh especially when neither of these skills offer any real team utility besides fire fields.

-Effective DPS numbers of Fire Grab assuming burning opponent: 3500*1000*(3.0/2597) = 4043.1 / 20 = 202.16 dps
Total approximate fire dps 801.1.
152.9 higher than pre nerf.
———————————————————————————————————————————————————————-

AIR

Ride the Lightning
-Cooldown decreased to 25 seconds. halved on hit.
-Power scaling upped to 2.5 from 1.0
-Added 5 stacks of 10 sec vulnerability

Reasoning – Ride the lightning is an interesting spell in that for some reason it is the only spell that does damage on offhand dagger but it actually does terrible damage.
To put this in perspective

Warhorn’s Lightning Orb has a 0.45 power scaling coefficient however at 3500 might the numbers show that (3500 × 900) x (0.45/2597) = 545.8. And the average times this skill hits is about 14 times on a regular sized enemy. Which of course = 7641.5 damage for this one skill. Before this was on a 16.5 second cooldown which would equal 463.1 dps. Currently it is 382 dps.

By comparison RtL under these changes would do (3500 × 1000) x (2.5/2597) = 3369.27 damage but on a lower cooldown of 10 seconds traited and on hit. Making the dps = 336.9 dps.

-This is significantly lower than Lightning orb however it should be compensated by the fire changes.

Updraft
-Skill Cooldown decreased to 25

Reasoning Cyclone on Warhorn does damage, applies swiftness, and does breakbar damage. So it is essentially better than this skill.

-463.1 dps for old LO on wh
-336.9 dps on proposed changes RtL
-Less damage on RtL by 126.2

EFFECTIVE DPS DIFFERENCE BETWEEN PROPOSED CHANGES AND OLD Pre-NERF WARHORN.
26.7 dps. Actual difference? Probably slightly higher as burst skills tend to be more usable while buffs like harmonious conduit and fresh air are available.
-NOTE: this does not account for the damage change on overload air which I believe should be reverted. However that is unrelated to the proposed changes as they are made assuming nothing changes from now.

If damage is not actually good then…Ring of fire to 8 seconds base field. Otherwise no other changes needed as these changes will put dagger in the range of the damage pre nerf warhorn did which I believe is a good balance for a weapon that is supposed to be a dps spec. (This change is likely not needed).


Unrelated:

Signet of Restoration

-Healing power coefficient dropped to 0.05 from 0.1. Heal per spell raised to 300
-OR healing power coefficient remains the same and raise the heal back to 252.
Reasoning: Signet heals have typically been really high selfish heals. Currently ele’s healing power scaling is really holding it back from getting buffs so it can actually play without investing in Healing power. Healing power is a useless stat and by forcing Ele to invest into it so heavily you essentially make skills unviable for use without it making them useless. 300 puts it in the range of what the other classes can do with their healing signet.

offhand dagger.
Water
Cleansing Wave – Added 8 sec ish of personal regeneration and reduced CD to 35 sec, added personal heal for 1300 (total 1300 self, 1300 to team and self, and 8 sec regen).

Earth
Churning earth gets 2 stacks of stab on activation for 2 seconds.

Healing Ripple
-added damage (low damage)

Edits: Fixed the burning numbers to account for the condi damage might gives you. And various Maths to show how it is not broken.

(edited by Senario.2038)

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Posted by: Kyon.9735

Kyon.9735

So I got an in game mail from Shadowrose (he said his account was banned) so I’m posting it instead. My comments will be in bold.

P.S – I removed the remaining part because he stated that the following changes are not simple tweaks.

Weapon changes:
Scepter:
-Flamestrike: Increased damage by 33%.
-Dragon’s Tooth: Radius increased from 180 to 240.
-Phoenix: Increased projectile width by 25%.

-Shatterstone: Now additionally chills for 3 seconds on detonation.
-Shatterstone: Radius increased from 180 to 240.
-Shatterstone: Cooldown increased from 3 to 4 seconds.
Seems OP for a short CD skill. Can perma stack Chill with a little condi duration bonus

-Water Trident: Cast time reduced to 1/4 from 1/2.

-Arc Lightning: Decreased channel time from 3.5s to 2.5s. Damage unchanged.
-Lightning Strike: Increased damage by 25% in PVP.
The skill deals decent damage right now

-Blinding Flash: Now has a 120 aoe radius around its target (like Comet).
This is actually a really decent one. Blind has greatly lost significance since HoT because a lot of the new skills introduced are AoE and pulsing.

-Stone Shards: Decreased cast time from 1.5s to 0.75s.
-Stone Shards: Reduced aftercast significantly.
-Stone Shards: Bleed duration reduced to 4 seconds from 6.
-Rock Barrier: Projectile release speed increased by 50%.
-Rock Barrier: Animation size increased.
-Dust Devil: Added homing properties.
I think it’s fine as it is

Focus:
-Flamewall: Grants 2 stacks of might for 8 seconds to allies that pass through.
I assume the effect will only be once?
-Flamewall: Increased power scaling significantly.

-Freezing Gust: Chill duration increased from 3 to 4 seconds.
-Freezing Gust: Increased power scaling significantly.
Should be AoE as well

-Comet: Is now ground targeted.
-Comet: Radius increased from 180 to 240.
-Comet: Animation size increased by 100%

Staff:
-Burning retreat: Removes Immobilized.
-Meteor Shower: Cast time reduced to 3 seconds from 3.75.
I’m not sure how it will affect PvE but it’s fine right now in WvW. If anything, it should be nerfed in WvW so it doesn’t cover everything in a tower’s wall.

-Ice Spike: Now falls after 2 seconds from 3.
This skill deals great damage right now and currently has no AoE red circle for enemies
-Frozen Ground: Cooldown reduced to 36 seconds from 40.
-Healing Rain: Cooldown reduced to 40 seconds from 45.

-Chain Lightning: Projectile speed increased by 50%
-Lightning Surge: Cast time decreased to 1 second from 1.5.
-Gust: Added homing properties.

-Eruption: Now cripples foes standing in it as it casts.
-Shock Wave: Bleeding duration decreased from 20 seconds to 10.
-Shock Wave: Bleeding stacks increased to 3 from 1.
Why is this nerfed?

Staff skills across the board had their aftercast diminished.

Dagger:
-Dragon’s Claw: Increased total damage by 20%
-Fire Grab: Normalized with Lightning Touch, now it whiffs considerably less.

-Vapor Blade: Increased projectile speed by 20%
-Vapor Blade: Increased attack speed by 15%
-Frost Aura: Decreased cooldown from 40 to 30 seconds.
-Cleansing Wave: Increased base healing to 2000.
-Cleansing Wave: Decreased healing scaling from 1:1 to 0.75:1
-Cleansing Wave: Decreased cooldown to 35 seconds from 40.

-Lightning Touch: Whiffs less.
-Ride the Lightning: Cooldown decreased to 25 seconds from 40.

-Impale: Range increased to 450 from 300.
Increase power modifier as well.

-Magnetic grasp: Leap is faster and less clunky, especially in the landing part.
-Earthquake: Cooldown reduced to 40 seconds from 45.
-Churning Earth: Can now be channeled while moving.
-Churning Earth: Self movement speed slow: 20%
-Churning Earth: Can now be cancelled earlier for a fraction of AoE and damage depending on how early it was cancelled. (damage ramp up increases every 0.5 seconds, minimum 25%)
This is not a simple tweak.

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Posted by: Aeolus.3615

Aeolus.3615

WvW Balance:

Staff
- Buff meteor shower damage by 20%
- Buff Fireball speed by 25%
- Buff Chain lightning to 5 opponents and damage by 20%
- Buff Eruption speed by 50% and damage by 20%
- Buff Ice Spike speed by 20%
- Make Lava font insta-tick
- Make Gust aoe targetable 1200 range
- Remove casting time on static field
- Make Shockwave aoe targetable 1200 range
- Stoning, increase damage by 33% and speed by 50%
- Water blast, increase healing by 250%
- Lightning Surge, increase damage by 25%
- Flame Burst, add 8 stacks of burning instead of 2

(snip)

u know u would melt everyone with those changes?:P

You know the truth is that it wouldn’t be that OP in WvW, only in PvE.
I’m running around with my Revenant in WvW doing 5k auto attacks at 1200 range, 10-15k+ CoR on a 3 sec cooldown, every other hammer skills ht for 6-7k+ and I got permanent duration of the buffs I need.
All these skills do more damage than my Meteorshower which only kill players unable to dodge out of the red circle. At full zerk spec elementalist meteors barely hit 7-8k (against a completle glass), and we all know the elementalist is just a glass canon when full zerk. For years we could do 12k meteors with meteornado and nobody complained because everyone understood that we had no good elite skills.

All the casting time buff would just be more in line with the speed of HoT which is just faster.

Eruption and Ice Spike need to be easier to land, as they are currently the miss 75% of the time. Eruption should at the very least have a bleeding damage increase and speed increase.

Gust and such are a given, waterblast is so kittenty nobody even use it. The casting time on Lightning surge justify the damage increase. Seriously.

i do belive that, and i said it would be fine if Anet reduced the easy spam aoe of every class, so they can tune up eles to be a true aoe class, but is game is about play what is broken or stack to reach broken momentum anyway, that how Anet hoped to get more players, bring more players back or make player acepting changes because the flavour of easy damage, so every one kills something and feels good.
Rev is pretty much unskilled class, played one had to delete due the amount of joke that is to play with it, i dont like to feel carried when i play, reason i stick to the potato of mace/shield guard.
Eles lost their role to a dumb aoe game that Anet adopted to make game super easy for unskilled players, whatever class they are playing.

Anet should get together with no man sky team lel….. gw2 is more than lost also…

1st April joke, when gw2 receives a “balance” update.

(edited by Aeolus.3615)