S/F ele changes, suggestion

S/F ele changes, suggestion

in Elementalist

Posted by: Yashuoa.9527

Yashuoa.9527

Logged in today. Saw the ground target Dragon’s tooth change being live.
I prefer it ground target, I like that, so its a buff for me (and so it is for many I have read), but it feels as if the scepter buffs and this change still need some extra.

Dragon’s tooth.
Dragon’s tooth is already a casttime spell.
It having a LONG delay on top before it falls from the sky, seems a bit of an overkill.
I dont mind that it has a delay before it falls, but that delay should be SHORTand not long as it currently is. So that it becomes more reliable to hit an enemy with.

Currently you need the enemy to be in a long cc, in order to hit them at all, or they need to walk/stand in it and not defend against it in those 2 seconds.

However basically every decent player can avoid it, (if they are not in a cc that they cant break), due to the casttime and 2 seconds long waittime before it hits, giving way to much time to avoid it). Making the delay shorter will allow for less time to react and you could use it out of shorter ccs.

Shatterstone.
Than the next spell I want to talk about is Shatterstone.
Why would an enemy, stand in the shatterstone for 2 seconds?
Its radius is even quite small and if you actually get hit by it, than it doesnt matter much because its dmg is not to write home about.

It needs something extra. Like the 2 seconds before it goes off, being pulses, that already do something. Being it dmg, healing, regenerating, chilling, condition cleansing (with internal cd) etc.

Buff it up in general.
What S/F could use is to just buff it up in general.
Like higher dmg and healing, lower cooldowns on some survival spells.
You could do that small step by step and see where it brings it.

What are your views on this?

(edited by Yashuoa.9527)

S/F ele changes, suggestion

in Elementalist

Posted by: Wolfric.9380

Wolfric.9380

A lot of threads for scepter buffs already running. I can repeat my suggestions here too if it matters -)

Fire auto: Don´t increase damage, decrease casting time so the burn part gets pushed.

Air auto: Add a condition on the last hit of the channel chain (e-g. 2s confusion, blind, ..)

Earth auto: increase flight speed a bit and give the last hit poison instead of bleed. Or make it 8s bleed duration.
Dust Devil: instant cast
Rock barrier: 1/2 casting time.

Shatterstone: Increase radius.

S/F ele changes, suggestion

in Elementalist

Posted by: Yashuoa.9527

Yashuoa.9527

A lot of threads for scepter buffs already running. I can repeat my suggestions here too if it matters -)

Fire auto: Don´t increase damage, decrease casting time so the burn part gets pushed.

Air auto: Add a condition on the last hit of the channel chain (e-g. 2s confusion, blind, ..)

Earth auto: increase flight speed a bit and give the last hit poison instead of bleed. Or make it 8s bleed duration.
Dust Devil: instant cast
Rock barrier: 1/2 casting time.

Those would be nice addtional changes.
I like the earth poison especially.
The autoattacks could use some love indeed.

What do you think of my suggestions?

S/F ele changes, suggestion

in Elementalist

Posted by: Avador.8934

Avador.8934

My scepter changes (Based on the new changes, so count them too):
- Fire:

  • AA: decrease casting time to 3/4 sec. Probably the worst aa in entire game. Mainly because so long casting time for so low damage.
  • Dragon’s Tooth: Aftercast time (before landing) reduced to 1/4 sec. Nobody is stupid enough to stand in its blast radius.
  • Phoenix: Great skill. No changes needed.

- Water:

  • AA: Decrease damage by 15%. When shards hit enemy, you are healed for a small amount. Make it feel more like WATER aa.
  • Shatterstone: Radius increased to 200. Now has 3 pulses. 1st and 2nd pulse deals some damage and 2 stacks of vulnerability, last pulse (that shattering like now) deals more damage (about 30% more than now) and apply condition to enemies (weakness/3 stacks or vuln/bleeding <- one of these maybe?). Cd increased to 3 or 4 sec. This is now one of the worst skills ever. That delay is very noticeable and damage is very low. Only thing that Shatterstone is useful now is to stack vuln at non moving foes.
  • Water Trident: Also removes 1 condition. Healing from regeneration increased a little. Pretty nice skill. However I still feel it needs something.

- Air:

  • AA: Increase base damage. Decrease difference between damage in first and last stage. When fully chanelled, inflict weakness on your target for 2 sec. This skill just feels really clunky. Nobody will ever channel it fully when he can swap to fire for higher damage or to water/earth for some support. It’s casting time is just too long with a little reward. If you want long casting time, improve the reward.
  • Lightning Strike: Great skill. No changes needed.
  • Blinding Flash: Also hits up to 2 additional enemies around your target (radius 180). Even it can be pretty useful, it still needs a little improvement.

-Earth:

  • AA: Decrease casting time to 3/4 sec. Same problem as fire aa.
  • Rock Barrier: Decrease casting time to 3/4 sec. Changed animation so that those rocks are circling around you (Like in Armor of Earth). Sorry but I just don’t like how it looks like. But who knows, maybe someone does.
  • Hurl: Each strike inflict cripple. I think that cripple is really needed here.
  • Dust Devil: Increase radius a little.

Focus changes:

  • Flamewall: Decrease casting time to 1/4 sec. Increase burning duration.
  • Fire Shield: Decrease cd to 20, or at least 30 sec.
  • Freezing Gust: Increase damage, or instead make it chill nearby foes as well.

If at least half of these changes ever happens, I would be more than satisfied.

I am lazy to write it over and over. So sorry for my English.