(edited by cheshirefox.7026)
Season 3
now to consider staff mobility and aura access:
upcoming changes are being made to elemetnalist’s ‘line of fire’ skills
does “burning retreat’s” fire field serve a purpose? the damage will be negligible post patch.. and a fire field is accessible through lava font
should this skill be changed to a forward motion that grants might? should the fire field be removed? or left as is with a fire aura added to it?
now, assuming burning retreat remains a backwards motion skill, should a slight rush forward be added to ‘windborne speed’
i remember when the game launched and magnetic aura did not reflect projectiles.. so in essence, it did nothing.. it looks and sounds cool, it even does a seemingly great job under certain circumstances.. it reminds me of a non-skill, even though it isn’t.. in fact it might be too powerful.. really though, what could be added to this to make it more interesting in a wider variety of builds: retal, protection, maybe an unprecedented stun break
i’m taking a quick moment this morning to point out two non-skills
gust – long disliked by many, it has had its rework and was in some instances useful.. but as the game slowly evolves, this skill is more than ever a bit useless.. i think a ground targeted, short distance blowout would be an impressive rework
lightning surge – it would be shallow to baselessly ask for a faster stronger skill.. this skill provides a fair amount of damage when there is zerk behind it and the aoe blind is good support.. unfortunately it is a rather long cast time and you need to baby it that it doesn’t get cut off and fails to land.. what is so shacking about this skill is it is the only one that actually comes out of the elementalists staff! jokes aside, it’s a skill you want to use and then most of the time regret activating
nonononono…
I don t want more thoughness ._. i don t want to be a waterbot tank.
I just want an elite…..maybe that reduces some cooldowns.
then i can go with my dps.
Have you tried this:
http://gw2skills.net/editor/?fFAQFAWhMM6ZW5wzBrEBCAGxsQTIUAQcK4CcELNHA-TFCEABJcBASZ/BMV/hJlWNpMBQlgtpDAgHAQAAEAH9oH9oH9odzbezbezbWKARFGB-w
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.
i put this thread down for quite awhile, i still think elementalist, staff in particular is entirely underwhelming the way it fits into this game.. i just kind of rolled over and played a cleric build for a long time aiming to just blend into the background and offer mild damage and support.. anyway, i noticed a striking contrast in 2 good traits and how they hopelessly lack versatility.. lets just look at the ‘earth’ mage to begin with.. probably the the tankiest most beefed up defense grandmasters in the game, right? sadly no, the deeper you go into the earth line the more you are gambling basically on the off chance you’ll fall into a situation where your build will ‘work’ ..earth 5pnt is one of those splendid damage modifiers, but when is an elementalists endurance full.. i think the reasoning is ‘alright, we’ll get a tanky earth mage and they’ll do condition damage while keeping mostly to that attunement’ ..it gets even more disappointing as you enter the end of the traitline.. stay attuned to this, stay above health for this.. you decide you want to stop gambling and you look at the only reliable earth grandmaster and realize.. this shouldn’t be a grandmaster, this should be tacked on somewhere earlier in the line.. even putting it at the 5pnt would be better.. it doesn’t speak as well to build diversity, but sadly you are probably going to run into more elementalists running a signet than one with full endurance who is infact benefiting from a power boost while deep in the earth traitline. . . . anyway, i’ll move on to that other trait i noted.. this one is 2pnt arcane.. if you are far enough in a traitline you will get a blasting affect on attunement swap and having even a small boon of fury is going to help, right? well, the earth 3pnt is weak and the water doesn’t apply damage.. this trait really only speaks to elementalists who change attunements at a high rate and are invested in offense.. this is fine, i say give it to them, because they will need traitpoints in other lines.. but, the sad thing is a trait that should speak to the majority of elementalist players is lingering elements and they piled that into the 4pnt arcane section.. this, is just sad and i think it would do better to merge it with the 2pnt arcane.. it seems like i want to just give things away for free but it’s really a step toward balance.. if doing this supposedly adds something to a build that tips it toward absurdity, i think it would do them better to take a look at that particular build.. keep in mind they had to tone down an entire stat in this game. . .