Greetings, all.
My previous post on this subject wandered off the beaten path a bit. Consequently, I’d like to take this as an opportunity to provide a slightly more reserved suite of suggestions for the Elementalist — suggestions that act as slight variations on pre-established themes, or provide slightly more utility.
I’d like to reiterate that I feel the class is moving in the right direction, and I trust the developers — these are just my two cents.
Feel free to discuss and critique!
Dagger:
- Burning Speed: Evades attacks while in motion
- Ride the Lightning: Evades attacks while in motion
Scepter:
- Dragon’s Tooth: Can be manually targeted
- Ice Shards: Now has a 33% chance to Chill foes for 1 second (Note: this suggestion was inspired by Leuca’s suggestion of splitting Ice Shards into a three-skill chain; though Leuca’s solution was elegant, mine is simpler and achieves a similar result, though with a degree of randomness)
- Water Trident: Removes Burning condition on allies
Focus:
- Fire Shield (effect): Removes Bleeding condition when applied (this would effect to all instances of Fire Shield, including those acquired from combo fields); duration increased from 4 to 7 seconds; Burning duration increased from 1 to 3 seconds (I would also suggest a cooldown reduction, but I don’t overstep)
- Freezing Gust: Chill duration increased from 3 to 4 seconds
Utility:
- Signet of Water: Recharge time reduced to 25 seconds; activation time reduced from 3/4 to 1/2; passive effect also applies a bonus to healing power that scales with level
- Glyph of Storms: Ice Storm comets strike a slightly larger area; Lightning Storm strikes inflict 5 seconds of Weakness; Firestorm strikes inflict 2 seconds of Burning
In addition to the above, I have two additional quibbles with the Elementalist in its current state:
- Fire Grab is on a very long cooldown for what it does (short-range burst). I feel it could use some love, but I have no idea what to do with it. The first thing that comes to mind is a conditional method of shortening its cooldown — but it already has a conditional method of doing more damage. It could perhaps apply a condition, but what condition besides Burning is appropriate? Alternatively, it could perhaps apply a boon, but the only one that comes to mind is Vigor or Fury. If anyone has any ideas, feel free to speak up; this is an excellent place to discuss it.
An observation of replies indicates that there seems to be a degree of consensus that the following skills need significant tweaking or redesign:
- Shatterstone
- Rock Barrier and Hurl (Personal Note: currently, the rocks that comprise Rock Barrier act as charges that are consumed all at once by Hurl; I feel that it would be interesting to consume these charges for both attack AND defense, either by hurling them one at a time OR to absorb damage from incoming attacks. For example: “Rock Barrier: Each rock absorbs 33% of a single incoming attack; when a given rock absorbs an attack in this way, that rock is destroyed.” This way, it would work like Protection that only effects five attacks)
- Staff abilities (earth)
- Freezing Gust (Personal Note: I feel it’s fine as a strictly kiting ability; most Elementalist skills are underpowered by design because, for any given weapon, Elementalists have anywhere between 8 and 20 skills available at a time)
Once again, feel free to discuss and criticize!
(edited by Gaius.2781)