[Suggestions] Elementalist Weapon Skills Review

[Suggestions] Elementalist Weapon Skills Review

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Posted by: Shadow Dragon Ad.2409

Shadow Dragon Ad.2409

I would like to preface this post by saying that although Elementalist could do with some improvement I do not believe they are in the dire state that seemingly the rest of this sub forum do <3 This post will need to be split over a lot of comments because I’ll be covering pretty much everything about Elementalist weapons, due to its length I will be splitting it up with spoilers to stop I being a complete wall of text (if enough people say the spoilers make it hard to read I’ll turn it into normal text)

I have mostly been running Dagger/Dagger Elementalist personally however I feel I have enough experience with the profession to comment on the other weapons.

Scepter


  • Flamestrike - This skill is fine where it is, the direct damage isn’t particularly impressive but the permanent burning it can provide is very nice
  • Dragon’s Tooth - Right now this skills damage cast time and drop time are all fine in my opinion however it could do with being ground targeted (even if this caused an increase to its recharge from say 6 seconds to 8-10)
  • Phoenix – I love this skill and it’s great where it is though it does needs its tooltip updating to show the correct duration of Vigor it provides

  • Ice Shards - Currently pretty useless, I would like to see a small amount of healing per projectile that hits (say 50/ea with a very low co-efficient such as 0.03 so with a clerics amulet it would be healing for ~75 per hit)
  • Shatterstone - This skill is probably one of the weakest skills for Elementalists right now. I would like to see the damage doubled and have it apply a short chill (1 second max) so it’s worth spamming. This would probably warrant a 3 second cooldown which I’m happy to trade off
  • Water Trident - Despite the very lack luster damage this skill is great where it is because of how large the healing is and that it is AoE (with 900 range)

  • Arc Lightning - Great auto attack for your downtime as well as spamming stuff in air, doesn’t need changing
  • Lightning Strike - Another great skill, deals decent damage doesn’t interrupt Arc Lightning and has a short recharge, doesn’t need changing
  • Blinding Flash - Also a great skill however I would like to see the Blind duration reduced to 4-5 seconds due to it being an instant cast spell and on such a short recharge compared to the blind duration.

  • Stone Shards - Fine where it is, stacks a lot of bleeds if it hits but can be easily avoided
  • Rock Barrier —> Hurl - A nice downtime skill but not really useful for much else apart from lots of combo finishers
  • Dust Devil - Could do with increased projectile speed
Shadowplasm – Thief
Daphne Laureola – Necromancer

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Focus


  • Flamewall - Probably the weakest Elementalist skill right now, it does pitiful damage very little burning along with a long cast time (compared to Ring of Fire). Reducing the recharge to 15 seconds changing to cast time to ½ second doubling the damage from standing in it by about 4x (allowing you use it to punish people for trying to rez downed people) as well as giving it 2 seconds of burning per tick should help boost it into a useful place.
  • Fire Shield - Currently the worst Aura for Elementalists I would love to see the recharge reduced to 20 seconds. The reasoning behind this is you can get a lot of access to Fire Aura (pretty much 15 seconds continually with not much downtime) so buffing the duration/burning could cause balance issues)

  • Freezing Gust - Currently an alright skill however I’d like to see it have a radius around the foe (of say 180-240) and maybe an increase to the damage
  • Comet - A good skill imo, really helpful for controlling downed enemies and allies as well as the blast finisher being applied where you are when you cast it so it’s a reliable blast finisher

  • Swirling Winds - Brilliant skill especially in team fights
  • Gale - Another amazing skill however it could do with a 40-45 second recharge

  • Magnetic Wave - Seriously amazing skill only change I would like is a visual indication around your character when the reflect is up
  • Obsidian Flesh - Completely OP but don’t tell anyone o.o
Shadowplasm – Thief
Daphne Laureola – Necromancer

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Dagger (Main Hand and Off Hand)


  • Dragon’s Claw - Would love to see this skill pierce targets
  • Drake’s Breath - Since the hitbox seems to have improved (or maybe I’m better at hitting it) I think it’s fine
  • Burning Speed - This skill is overall in a good place damage wise imo but one thing it could do with is having an extra second of Burning added to the explosion so you can reliably hit a Fire Grab that benefits from the Burning because right now without condition duration the burning is over before your Fire Grab hits
  • Ring of Fire - In a good place right now
  • Fire Grab - Hit Box fixed, really nice where it is

  • Vapor Blade - In a fine place
  • Cone of Cold - Fine with the hit box fix
  • Frozen Burst - Right now this skill deals around half the damage of Sigil of Hydromancy which also has a 9 second cooldown. Frozen Burst does have the benefit of you being to choose when you want to trigger it without any side effects (i.e. switching weapons) however it has a ~50% longer cooldown and half the damage. In light of it being more reliable I would like to see the damage boosted by 20-30%
  • Frost Aura - Currently Fine
  • Cleansing Wave - Fine where it is

  • Lightning Whip - Since the buff last patch this is really nice
  • Lightning Touch - Probably the worst skill on Dagger currently, it hit’s for about 40% of the damage of Lightning Whip (when both parts hit) and suffers from the same targeting problems as Fire Grab. I’d like to see the damage doubled and maybe an increase in the weakness duration because currently you’re just better off auto attacking than using it
  • Shocking Aura - Really love this skill and think it’s great
  • Ride the Lightning - I love this skill but right now it has the problem of stunning you in certain circumstances. The way it works currently is it predicts where the enemy is going to be when you would hit and sends you in that direction. If they change direction then you reach where they would have been, you stop moving and Ride the Lightning continues until it has completed its 2 second duration (1 second per 600 range). This would be easy to fix by making it so Ride the Lightning automatically detonates/ends when you reach where they would be regardless of if an enemy is hit or not.
  • Updraft - Love this skill as well but it would be nice to have a timer for the knockdown in the tooltip

  • Impale - Would like to see 400 range on this
  • Ring of Earth - Would like to see 2 bleed stacks with 6 seconds rather than 1 with 12 seconds to make this skill feel more direct
  • Magnetic Grasp - The pulling is still quite clunky but other than that it’s a great skill
  • Earthquake - Great skill overall
  • Churning Earth - Like it where it is.
Shadowplasm – Thief
Daphne Laureola – Necromancer

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Staff


  • Fireball - Nice damage good radius on explosion and as with all staff skills an amazing range
  • Lava Font - Same as above
  • Flame Burst - Burning duration is good along with range and recharge
  • Burning Retreat - I would love to see this skill work in a similar way to Burning Speed just reversed. When you use Burning Retreat it deals damage in a 240 radius around where you start it, around the same damage as Ring of Fire. This would help you punish people who get close to you.
  • Meteor Shower - Very nice skill, given that if it’s interrupted it summons less meteors rather than none I see no problems with it

  • Water Blast - What I would like to see with this skill is that it heals the allies it passes through including you (for half the healing it does when it hits a target) to promote proper positioning and to stop it being pretty useless
  • Ice Spike - Fine where it is
  • Geyser - Could do with a small nerf to the healing but not much
  • Frozen Ground - This skill could do with having a small damage component but overall a nice skill
  • Healing Rain - In a fine place where it is (though the tooltip needs updating iirc). The main problem with Staff support right now is the number of blast finishers they can put out in such a short period of time allowing for mass area healing.

  • Chain Lightning - Fine where it is especially due to the way it bounces
  • Lightning Surge - A 1 second cast time would be better for this skill but it’s not needed
  • Gust - Faster projectile speed would be really nice as well as a short weakness (say 3-5 seconds)
  • Windborne Speed - Fine where it is
  • Static Field - Fine as it is however please let me dodge through it without getting stunned o.o

Shadowplasm – Thief
Daphne Laureola – Necromancer

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[Suggestions] Elementalist Weapon Skills Review

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Posted by: Shadow Dragon Ad.2409

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I’m briefly going to go over a few utility skills and traits that I think need changing but I’ll make a more indepth post about them at a later date

Utilities

  • Glyph of Elemental Power - Right now this applies conditions based to the attunement you cast it in, I would like to see it cause conditions based on the attunement you are when you use a skill, for example in water your skills cause chill and in fire your skills cause burning whilst the glyph is up
  • Arcane Power - Currently bugged to only allow 2 attacks to crit, however I’d like to see it increase critical damage whilst active (by say 15-25%) to make I a viable pick for burst specs
  • Lightning Flash - Compared to Blink this is currently subpar so I’d like to see the recharge dropped to 35 seconds
  • Cleansing Fire - Would like to see a 40 second recharge on this

Traits

Fire

  • Fire’s Embrace - I would like to see this moved to the adept tier and the trait Burning Precision to be moved to the Master tier and boosted to a 50% chance with a 2-3 second burning.

Air

  • Grounded - This doesn’t apply to updraft because it’s a launch effect
  • Zephyr’s Boon - Currently there’s an anomaly with this skill giving 10 seconds o fury and swiftness when you use Shocking Aura but all the other auras only give 5. I would like a 7-8 second duration per aura.

Water

  • Powerful Aura - I would love to see this trait get an extra addition to it, originally I wanted reduced aura cooldown but that would conflict with the attunement cooldown traits so I settled on increasing the duration of auras by 20% (this means Shocking Aura has a 6 second duration and Frost Aura an 8.4 second duration) just to make it more desirable.

Arcana

  • Evasive Arcana - Currently there is no internal recharge on the blast finisher from this trait (it triggers in every attunement). This is one of the problems with staff support because it can quickly put out 3 AoE healing blast finishers for ~3k more healing than it should be able to. I feel adding an internal recharge of 10 seconds to the blast finisher would help mitigate most of the problems with staff support.

Something related to the Arcana tree that could do with changing is the attunement recharge rate. Right now it’s 15 seconds base with ~9 seconds with 30 in Arcane. Because of how powerful the passive benefit from the Arcana trait line it’s pretty much mandatory in most builds to take 20-30 points into it. I would like to see a base recharge of 12 seconds with the Arcana passive being cut in half meaning it’s no longer mandatory but in builds where you want to be switching lots it’s still strong

Shadowplasm – Thief
Daphne Laureola – Necromancer

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Posted by: Curring.9752

Curring.9752

I agree with almost everything, though there are a few things;

  • Water trident: I was thinking it could be turned into a 1 second water field, so the trident would come out of the ground then do a pulse heal, I just feel like the scepter was missing a water field. Would this be too much?
  • Flamewall: I feel that it might become too much if everything was changed like that maybe keep the C/D the same but change everything else.
  • Magnetic Grasp: I just want the bug fixed where if you cast it you’ll do the animation but will get stuck at the target for a second or two unable to do anything.
  • Ice Spike: Shouldn’t this be a blast finisher? It acts the same as dragons tooth in a way.
  • Unsteady Ground: I think it should apply a more prominent cripple, it is very easy to avoid and is only 2 seconds, maybe buff it up to 4 second cripple too.
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Posted by: Pratelic.6185

Pratelic.6185

i love elementalist, i only use staff so i don’t know about the rest, everything you said with it makes good sence to me apart from the static field dodgy thing. in my opinion if they dodge into it then the moment they’ve stopped (and they are still slightly in it) should be stunned. if you’ve dodged through the whole of it then i agree with you

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Posted by: Shadow Dragon Ad.2409

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I agree with almost everything, though there are a few things;

  • Water trident: I was thinking it could be turned into a 1 second water field, so the trident would come out of the ground then do a pulse heal, I just feel like the scepter was missing a water field. Would this be too much?

Since scepter isn’t as support focused as staff I don’t think this would be appropriate

  • Flamewall: I feel that it might become too much if everything was changed like that maybe keep the C/D the same but change everything else.

Probably but without testing I’m on the fence about this one

  • Magnetic Grasp: I just want the bug fixed where if you cast it you’ll do the animation but will get stuck at the target for a second or two unable to do anything.

Yup would love to see that bug fixed

  • Ice Spike: Shouldn’t this be a blast finisher? It acts the same as dragons tooth in a way.

Yup definitely agree

  • Unsteady Ground: I think it should apply a more prominent cripple, it is very easy to avoid and is only 2 seconds, maybe buff it up to 4 second cripple too.

Agree on this one as well

Shadowplasm – Thief
Daphne Laureola – Necromancer

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Posted by: Haette.2701

Haette.2701

While I want to see bugfixes before any balance passes, I do have a few thoughts and responses to your ideas.


Ice Shards: I’m not fond of healing, it sounds too much like the staff. Making it a 20% projectile finisher would be nifty, it spams faster than any other spell we have and would be good at that.

Shatterstone: All I want for this skill is to have it reverted to the beta days when it had a 1/2 second cast time. It was like having a second autoattack and made the water scepter a really unique weapon. Weaken it if that’s necessary to keep it in line.

Arc Lightning/Lightning Strike: These two work fine and are an interesting trick, I’m just not a fan of having two skills that do basically the same thing. Doesn’t seem right to have an autoattack that requires two buttons.

Flame Wall: I wish this did the Ring of Fire thing and lit up anyone that walked through it, rather than just people who sit in it forever.

Fire Shield: Needs to last longer. No other aura is weaker than the version of it you can get for free from performing a combo.

Freezing Gust: Duration’s a little on the short side, but it’s not terrible.

Magnetic Wave: Reflect graphic please!

Burning Speed: Fine as is, but I wouldn’t mind an evade effect like Burning Retreat has. I’d even be willing to trade the explosion damage for that.

Lightning Touch: Needs… something. I don’t know what, it just seems lackluster. Maybe a couple stacks of confusion or something.

Ride The Lightning: Detonate option or better pathing, that’s all.

Ring of Earth: 2 stacks of bleeding for 6-8 seconds? It’s not bad at all, just a little slow to do anything.

Magnetic Grasp: Just fix the “magnetic hug” glitch.

Burning Retreat: This is totally fine, it’s got a free evade attached to it and there’s plenty of other damage in the bar.

Ice Spike: Why isn’t this a blast finisher?

Healing Rain: Has some graphic/size glitches.

Eruption: I don’t mind the delay, but the cast time is pretty horrendous. A shorter cast time with the same explosion delay doesn’t strike me as overpowering, and would be far more comfortable to use.

Unsteady Ground: Similar problem as Flame Wall, this should drop a good cripple and bleed on anyone that passes through instead of requiring people to stand in it to see any real effect.

Glyph of Storms: Fire and Air storms have zero utility and IMO their damage doesn’t make up for that.

(edited by Haette.2701)

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Posted by: Leo G.4501

Leo G.4501

Don’t think there was much comment on combos. I like that Elementalist has that to play with moreso than other damage classes. I just wish they had a bit more variety to them.

Most of my experience comes from Staff and Dagger/Dagger but with the Staff, your main blast finishers are the slow-effecting Eruption and Arcane Wave/Blast. I actually think that’s fine since you have the option of creating lots of combo fields. Dagger feels like it’s missing more fields or finishers. You’re basically looking at Ring of Fire and Burning Speed as your only field and Churning Earth or Earthquake as your finishers and I think Vapor Blade is a projectile finisher.

Yeah, I’d either try to give it a balance like Staff which has 2 finishers and 6 fields by adding some fields to Dagger or make Dagger the ‘finisher’ weapon combo and lopside its ratio of finishers/fields from 3/2 to something like 5/2.

Some candidates:
Water #5- Cleansing Wave = a good choice for a Blast Finisher that also heals allies.

Water #3- Frozen Burst = could be a blast finisher or an Ice combo field if you boost the duration of the ice patch a bit.

Air #4- Ride the Lightning= could be a jump finisher since we don’t get any of those outside of conjured weapons, if I’m not mistaken.

Air #5- Updraft= another place for a jump finisher perhaps?

Earth #3- Magnetic Grasp= jump finisher? Why not?

Yeah, these are mainly focused on Water and Air because both have neither finishers (Vapor Blades?) or fields.

I’m sure more could be said about other weapon abilities but I mainly use Dagger for general play and staff for when I want to hang back.

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Posted by: Rhyse.8179

Rhyse.8179

Mostly agree- staff specialist so no comments on other weapons. I have some comments to OP and others but quote isn’t working so I’ll pile them in.

Ice Spike Blast Finisher: This would make OP heals sine there are 2 water fields in the same attunement.

Eruption Cast Time: The cast time is effectively instant; you can cast another ability or attunement immediately and the explosion will still go off.

Glyph of Elemental Power: Casting in a different attunement is it’s only appeal (weakness on fireballs? I’ll take one of those, thanks). The problem is it’s low proc rate, low duration of conditions, and internal cooldown mean that an on-crit weapon sigil will proc more reliably then a skill taking up a slot- that’s pretty bad. At least one of those things needs to be seriously relaxed.

Water Blast: Good suggestion. Alternately (or concurrently), it’s heal radius should be increased. Currently it’s useless for both damage and healing, especially since mob’s hitbox sizes vary and even melee classes will often not get the heal.

Gust: The pushback is a nice interrupt, but otherwise this skill is identical to shockwave. It fires a slow projectile along the ground that’s used to create a gap. This should be changed to something like a PBAOE knockdown. This would be a good way to put a finisher (whirl) in the lightning line as well.

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Posted by: Haette.2701

Haette.2701

Good point on Ice Spike.

About Eruption, I know you can change attunements just like with any other channel/cast time, but breaking the cast does stop it from exploding.

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Posted by: Eurosdown.6072

Eurosdown.6072

Glyph of elemental power is fine as is. With all the attunement switching we have to do, if the condition changed with attunement you might have to sacrifice a useful condition (weakness/chill) for the sake of using an earth/fire cooldown which would suck. Proc rate could be a tad higher.

Eruption is not fine just because you can use instants. Being rooted for that long, especially as d/d, is just asking for pain. That and the cast is so obvious anyone can easily avoid it, essentially wasting it.

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Posted by: Shadow Dragon Ad.2409

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Ice Shards: I’m not fond of healing, it sounds too much like the staff. Making it a 20% projectile finisher would be nifty, it spams faster than any other spell we have and would be good at that.

I think it’s fundamentally different from the staff because it’s not a PBAoE heal and it only heals you when you’re hit, though having it as a projectile finisher would be nice

Arc Lightning/Lightning Strike: These two work fine and are an interesting trick, I’m just not a fan of having two skills that do basically the same thing. Doesn’t seem right to have an autoattack that requires two buttons.

I enjoy the way it works but that might just be me o.o

Fire Shield: Needs to last longer. No other aura is weaker than the version of it you can get for free from performing a combo.

I have to disagree with the length increase just because of how many Fire Aura’s you can get

Burning Speed: Fine as is, but I wouldn’t mind an evade effect like Burning Retreat has. I’d even be willing to trade the explosion damage for that.

afaik they added this in the betas but it may not be functioning =/

Ride The Lightning: Detonate option or better pathing, that’s all.

I dislike the idea of having a detonate button personally and the pathing is fine currently, it just needs to detonate when it reaches where they would be

Magnetic Grasp: Just fix the “magnetic hug” glitch.

Yup

Burning Retreat: This is totally fine, it’s got a free evade attached to it and there’s plenty of other damage in the bar.

I think it would really benefit from a small AoE when you use it because right now it doesn’t really feel too useful

Ice Spike: Why isn’t this a blast finisher?

There could be problems with blast finishers + water fields but I’d like to see it tested really

Eruption: I don’t mind the delay, but the cast time is pretty horrendous. A shorter cast time with the same explosion delay doesn’t strike me as overpowering, and would be far more comfortable to use.

As I’ve already said I think this skill is fine where it is since it hits like a truck and the area denial on it is massive

Shadowplasm – Thief
Daphne Laureola – Necromancer

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Posted by: Shadow Dragon Ad.2409

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Glyph of elemental power is fine as is. With all the attunement switching we have to do, if the condition changed with attunement you might have to sacrifice a useful condition (weakness/chill) for the sake of using an earth/fire cooldown which would suck. Proc rate could be a tad higher.

The main problem with this one is that often in specs you’ll be running you might want say burning on your attacks for a burst (D/D) but that means you have to pre cast it in fire switch to air and wait for the cooldown to come back up on fire before you engage which not only makes it harder to jump into a fight without people noticing it also means you’ve used a fair chunk of the glyphs duration.

Eruption is not fine just because you can use instants. Being rooted for that long, especially as d/d, is just asking for pain. That and the cast is so obvious anyone can easily avoid it, essentially wasting it.

You’re thinking of churning earth not eruption <3 churning earth is fine where it is considering it’s useful for forcing a dodge as well as being area denial and forcing focus on you

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Daphne Laureola – Necromancer

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Posted by: Shadow Dragon Ad.2409

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Don’t think there was much comment on combos. I like that Elementalist has that to play with moreso than other damage classes. I just wish they had a bit more variety to them.

Most of my experience comes from Staff and Dagger/Dagger but with the Staff, your main blast finishers are the slow-effecting Eruption and Arcane Wave/Blast. I actually think that’s fine since you have the option of creating lots of combo fields. Dagger feels like it’s missing more fields or finishers. You’re basically looking at Ring of Fire and Burning Speed as your only field and Churning Earth or Earthquake as your finishers and I think Vapor Blade is a projectile finisher.

Yeah, I’d either try to give it a balance like Staff which has 2 finishers and 6 fields by adding some fields to Dagger or make Dagger the ‘finisher’ weapon combo and lopside its ratio of finishers/fields from 3/2 to something like 5/2.

Some candidates:
Water #5- Cleansing Wave = a good choice for a Blast Finisher that also heals allies.

Water #3- Frozen Burst = could be a blast finisher or an Ice combo field if you boost the duration of the ice patch a bit.

Air #4- Ride the Lightning= could be a jump finisher since we don’t get any of those outside of conjured weapons, if I’m not mistaken.

Air #5- Updraft= another place for a jump finisher perhaps?

Earth #3- Magnetic Grasp= jump finisher? Why not?

Yeah, these are mainly focused on Water and Air because both have neither finishers (Vapor Blades?) or fields.

I’m sure more could be said about other weapon abilities but I mainly use Dagger for general play and staff for when I want to hang back.

Honestly I think that it’s fine the way it is finishers wise (though I’d like to see a leap finisher on Burning Speed). D/D is very much about burst and close combat where as staff is more a long range drop AoE fields so it’s understandable that it would have more fields (and finishers).

Also Magnetic Grasp is already a leap finisher o.o

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Daphne Laureola – Necromancer

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Posted by: Leo G.4501

Leo G.4501

Never realized Magnetic Grasp was a jump finisher…guess because even though it’s a nice option, it’s still a poor one. MG is sort of slow and still has its bugs and it doesn’t do much damage either…basically, I use it for the utility of its immobilize and distance closer than for a finisher. But it’s nice we have that option.

And I still don’t think Dagger is quite where it needs to be primarily because it’s lack of fields or finishers in 2 of its elements (do Air and Water have any fields or finishers?) while Staff or pretty much any of the weapons will have fields in it.

Just to clarify, I’m not asking for more fields and finishers in Dagger, I’m asking for more fields OR finishers in Dagger…and any weapon combo that currently lacks in either. This is all primarily for utility as Elementalist is suppose to have lots of it.

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Posted by: Curring.9752

Curring.9752

D/D is very much about burst and close combat where as staff is more a long range drop AoE fields so it’s understandable that it would have more fields (and finishers).

Also Magnetic Grasp is already a leap finisher o.o

D/D Has two blast finishers and the staff only has one and the scepter has the most blast finishers when coupled with dagger.

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Posted by: Shadow Dragon Ad.2409

Shadow Dragon Ad.2409

D/D Has two blast finishers and the staff only has one and the scepter has the most blast finishers when coupled with dagger.

Actually Staff has 3 finishers, 2 Projectile (Shockwave and Stoning) and 1 Blast (Eruption) where as D/D only has 2 Blast finishers (Earthquake and Churning Earth (which isn’t really going to be sued as a blast finisher in a fight))

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Posted by: Haette.2701

Haette.2701

I have to disagree with the length increase just because of how many Fire Aura’s you can get

Ah, I don’t mean to increase the duration from all sources, just the one from the focus spell.

I dislike the idea of having a detonate button personally and the pathing is fine currently, it just needs to detonate when it reaches where they would be

It may or may not be a pathing issue, but I meant the problem where it sometimes stops moving for no reason and you’re stuck in place with no way to cancel it. A detonate option is just the easy fix for that, ideally it never happens at all. Having it miss or overshoot if juked seems like a natural trade for that much mobility.

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Posted by: Curring.9752

Curring.9752

D/D Has two blast finishers and the staff only has one and the scepter has the most blast finishers when coupled with dagger.

Actually Staff has 3 finishers, 2 Projectile (Shockwave and Stoning) and 1 Blast (Eruption) where as D/D only has 2 Blast finishers (Earthquake and Churning Earth (which isn’t really going to be sued as a blast finisher in a fight))

Actually, re-read what I wrote, I was talking about blast finishers only.

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Posted by: Shadow Dragon Ad.2409

Shadow Dragon Ad.2409

Actually, re-read what I wrote, I was talking about blast finishers only.

Well you seemed to be implying D/D had more finishers than Staff, which it doesn’t.

Shadowplasm – Thief
Daphne Laureola – Necromancer

(edited by Shadow Dragon Ad.2409)

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Posted by: Didge.6175

Didge.6175

I play mostly staff as well. I agree that the base cool down switching attunements should be reduced by a most 2 seconds. My spec is 30 Fire, 10 Air, 10 Water, 20 Arcana and my rotation is long but fairly simple. I try to keep a perma stack of 6 might using my personal combos, keeping the earth DoT up on CD, and all my fire skills on CD. There is usually a moment in between rotations that im forced to just auto attack for a few seconds because everything is literally on CD. I think that with a short reduction this would help smooth out a rather common dps rotation.

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Posted by: Shadow Dragon Ad.2409

Shadow Dragon Ad.2409

Added and changed a couple of things in the OP:

Staff


  • Stoning - Currently has a duration of 3 seconds not the 1 listed on the tooltip

Arcana

  • Evasive Arcana - Currently there is no internal recharge on the blast finisher from this trait (it triggers in every attunement). This is one of the problems with staff support because it can quickly put out 3 AoE healing blast finishers for ~3k more healing than it should be able to. I feel adding an internal recharge of 10 seconds to the blast finisher would help mitigate most of the problems with staff support.
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Daphne Laureola – Necromancer

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Posted by: Navzar.2938

Navzar.2938

Evasive arcana: The fact that it can activate in every attunement is what makes evasive aracana good. It probably wouldn’t be worth taking if the 10sec cool down applied to all attunements, Finishers is its most important purpose on a staff, since you don’t want to be rolling into your enemy. Besides, you have to remember that its a grandmaster trait and doing that much dodging also sacrifices all of your stamina. All that being said, a 5 sec cooldown wouldn’t be too unreasonable if the burst heal is that much of a problem.

I also think 4x damage on flamewall would be OP, 2sec burning would be and/or a smaller damage boost is ok.
I’d rather give ice spikes a damage boost or utility than a heal
Unsteady ground needs a cripple buff rather than damage
Fractional healing for things water strike travels through is an awesome idea
Definitely agree with flame aura buff. Something like apply 1sec burn to foes within 120-180 radius each sec would by nice.
I agree on a small radius for freezing gust (120ish), since its only 3sec

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Posted by: Aiglos.2907

Aiglos.2907

Added and changed a couple of things in the OP:

Staff


  • Stoning - Currently has a duration of 3 seconds not the 1 listed on the tooltip

Arcana

  • Evasive Arcana - Currently there is no internal recharge on the blast finisher from this trait (it triggers in every attunement). This is one of the problems with staff support because it can quickly put out 3 AoE healing blast finishers for ~3k more healing than it should be able to. I feel adding an internal recharge of 10 seconds to the blast finisher would help mitigate most of the problems with staff support.

Yeah I completely disagree with your Evasive Arcana suggested change. Agree with Navzar, if that sort of burst healing is a problem then a small cooldown should suffice. Again this is why I dislike skills not being split for PvE.

It’s currently an awesome trait in PvE (and it actually feels like a Grandmaster Trait, it’s one of the best that the ele has, especially for staff users). Bear that in mind too, it is a Grandmaster trait.

Otherwise I think Dragon’s Tooth and Icespike could use a faster drop time…

Fear the might of Shatterstone!

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Posted by: Selo.1250

Selo.1250

This is just Staff from WVW DPS perspective


  • Fireball - Useless in WvW most of the time. A VERY clear visual effect (huge fireball flying towards you) and since its so slow, enemy players just have to move slightly to the side to avoid it
  • Lava Font - Decent “extra” damage, but without larger AoE trait, its not worth it, and really only usefull on keep defence
  • Flame Burst - Only good if you have condition damage build
  • Burning Retreat - Hardly ever use it more then as an escape
  • Meteor Shower - Very situational. In open fields you wont hit much, its more used to hold of enemies then do damage. Most of the time people just run through it anyways. The damage is so spread out it wont kill anyone. In keep defence you will have a hard time getting it of, with the long activationtimer, you get sniped by rangers every time you show your face. More usefull then in open areas, but compared to barrage its not much better since barrage is an AoE pulse and meteor only hits where the meteors land.

  • Water Blast - Same problem as fire basicly, only that it does MUCH less damage* Ice Spike - Does decent damage, but as the only dps skill in water you kinda feel its a waste of time switching attunement to water just to use that one skill.
  • Geyser - Fine where it is
  • Frozen Ground - Could have a larger AoE to be honest, most of the time people just dodge roll over it to avoid it, could also have a longer upkeep duration.
  • Healing Rain - Fine, heals for quite crap on its own though, unless your healing specced, use it mostly for condition removal

  • Chain Lightning - Only useable NR1 skill on the run since its homing in on targets. Problem is that it bounces everywhere and you often end up pulling every moa/ascalon soldier in the area*
    Does decent damage but not nearly enough to really kill anyone.
  • Lightning Surge - Only time it was usefull, was when it had a bugged range
  • Gust - Misses most of the time. If the enemy moves a little to the side, it wont hit.
  • Windborne Speed - As our only speedboost, it should add even more speed, we dont have any other source of runningspeed in combat except this one skill, which means that we almost never can run away from fights OR chase anyone
  • Static Field - Cant be placed upon an enemy to stun, enemies have to run through it, also easily dodged through

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Posted by: MrQuizzles.6823

MrQuizzles.6823

Frozen Burst needs more than just a 20-30% damage buff. At level 80 with some 1400 power, it hits for 200 damage. 200. I don’t think there’s a damaging skill out there that hits for less. It needs to deal 5-10x as much damage to be even marginally worthwhile.

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Posted by: Shadow Dragon Ad.2409

Shadow Dragon Ad.2409

Frozen Burst needs more than just a 20-30% damage buff. At level 80 with some 1400 power, it hits for 200 damage. 200. I don’t think there’s a damaging skill out there that hits for less. It needs to deal 5-10x as much damage to be even marginally worthwhile.

Imo the chill it gives means it doesn’t need much more damage, on a dummy in heart of the mists i was hitting ~300 with it. a 30% damage boost would put it at ~400 damage along with a 3 second chill a 1/4 cast time and a 15 second cooldown which means it’d definitely be worth casting

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Daphne Laureola – Necromancer

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Posted by: MrQuizzles.6823

MrQuizzles.6823

But there’s just a dearth of damage-dealing in water attunement in mainhand dagger. Dagger is supposed to be the high-damage weapon, but water attunement just doesn’t play along with that. Neither off-hand weapon can add very much damage to it, and Frozen Burst deals virtually no damage at all. That just leaves Vapor Blade and Frost Breath, which aren’t spectacular damage dealers.

Regardless of whether or not water is supposed to be the support attunement, the state of water for daggers just doesn’t gel with what daggers are supposed to be doing.

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Posted by: Siv.4351

Siv.4351

Reliability of many skills is just too low, thus the performance of the profession as a whole suffers. Many skills honestly do enough damage, its just the reliability of getting that damage out is so poor, it gives the impression of ‘underpoweredness’. Of course, I’m not saying that no skills at all need damage boosts, but the issue of skills being so unreliable should be addressed before mucking about with damage values.

Examples:
Drakes Claw (mainhand dagger, fire attune) needs all 3 claws to hit for it to be worthwhile. If you are standing at any distance not point-blank, you are only doing a third of the potential damage.

Vapor Blade (mainhand dagger, water attune) does half of its potential damage if and when the blade fails to return for the second hit due to hitting environmental blocks.

Breath skills all have horrible hitbox issues when you and/or targets are moving. Same with Fire Grab, Lightning Whip & Lightning Touch.

Arc Lightning (Scepter) does pitiful damage leading up to the last stages of its damage packet. If you need to dodge at any time during the skill channel, you lose the bulk of its damage.

Condition removal is pretty much everywhere, and capable of clearing entire stacks/durations of conditions, making condition builds less viable. Or even not viable at all.
The way Burning works from multiple sources is also problematic.

If making some of these gimmicky skills reliable is too difficult (like the Vapor Blade back and forth) just drop the gimmick. Using Vapor Blade as an example again- just have it detonate at the end of its animation for the return damage. Bingo, now you don’t have to try and fix the issue of environmental blocks that cripple the skill.

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Posted by: Burrfish.6408

Burrfish.6408

Lots of great stuff in this thread, I can hardly believe the overall rationality of most suggestions here.

Anyways:

Flamewall I’d love to see a CD reduction, and have it strip boons. That’s just my personal preference, but this skill seriously needs some help.

Fire shield Perhaps add might or retaliation to this. It’s extremely lackluster in its current state.

Lightning touch Vulnerability? 2-3stacks? I think that’d be an acceptable addition.

Ring of Earth I completely agree with splitting this into 2 stacks of 6s each. It’s not a terrible skill currently, but I do wish it brought a little more punch.

As far as the debate over blast finishers, namely Ice Spike goes, I don’t think that it should be a blast finisher right now. Evasive Arcana builds already put out an insane amount of burst healing (and will probably be nerfed because of it) and adding a blast finisher to staff’s water skills will only compound the issue.

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Posted by: Leo G.4501

Leo G.4501

Well, vaporblade does offer 2 stacks of vulnerability per cast and I find the breath attacks are pretty decent because of their range and arc usually allows me to attack from some range whereas most of my dagger skills force me closer.

Some of the quirks I can understand are problematic and should be changed but others are fine how they are. The channel on breath attacks and such, for instance, a lot of people don’t care for and usually cut it short but I think capitalizing on channeling, like having more and better traits for channeling (+channeling speed, more toughness while channeling, chance of retaliation for a successful channel the longer the channel is, etc) would give those abilities a bit more utility breadth-wise which is probably what is best rather than I-win skills that just pwn things when you click them.

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Posted by: Aether McLoud.1975

Aether McLoud.1975

Lightning touch should be instant and blind IMHO. Dagger/Dagger lacks a blind.

Also I think we should get some combo fields besides fire in our other weapon setups besides staff. Sure let staff be the best combo weapon with having access to ice and lightning fields, but at least give water fields to dagger and/or scepter too.

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Posted by: Shadow Dragon Ad.2409

Shadow Dragon Ad.2409

Updated the list and will do post patch as well <3

Shadowplasm – Thief
Daphne Laureola – Necromancer

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Posted by: Navzar.2938

Navzar.2938

For a moment there I thought someone just necroed a thread :p Guess I’ll give it another read ^^
Could you perhaps show which parts where updated?
Edit: why do you want geyser nerfed?

(edited by Navzar.2938)

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Posted by: Atomic Sharks.7250

Atomic Sharks.7250

Mostly agree- staff specialist so no comments on other weapons. I have some comments to OP and others but quote isn’t working so I’ll pile them in.

Ice Spike Blast Finisher: This would make OP heals sine there are 2 water fields in the same attunement.

Eruption Cast Time: The cast time is effectively instant; you can cast another ability or attunement immediately and the explosion will still go off.

Glyph of Elemental Power: Casting in a different attunement is it’s only appeal (weakness on fireballs? I’ll take one of those, thanks). The problem is it’s low proc rate, low duration of conditions, and internal cooldown mean that an on-crit weapon sigil will proc more reliably then a skill taking up a slot- that’s pretty bad. At least one of those things needs to be seriously relaxed.

Water Blast: Good suggestion. Alternately (or concurrently), it’s heal radius should be increased. Currently it’s useless for both damage and healing, especially since mob’s hitbox sizes vary and even melee classes will often not get the heal.

Gust: The pushback is a nice interrupt, but otherwise this skill is identical to shockwave. It fires a slow projectile along the ground that’s used to create a gap. This should be changed to something like a PBAOE knockdown. This would be a good way to put a finisher (whirl) in the lightning line as well.

if you compare dragon’s tooth and ice spike ice spike is worse than dragon’s tooth without the blast finisher. so how would making ice spike a blast finisher OP?

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Posted by: Navzar.2938

Navzar.2938

Atomic, its because it would buff ele bunkers even more by allowing them to add yet another blast combo to their water fields.

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Posted by: Shadow Dragon Ad.2409

Shadow Dragon Ad.2409

For a moment there I thought someone just necroed a thread :p Guess I’ll give it another read ^^
Could you perhaps show which parts where updated?
Edit: why do you want geyser nerfed?

Personally I want geyser nerfed a small amount because of how easy it is to get the full healing out of it, not a major nerf or anything but around 10% reduction just a little tweak

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Daphne Laureola – Necromancer

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Posted by: gymdawg.6347

gymdawg.6347

One more thing that I think should be changed in Utilities is the magnetic shield. I think it’d be a lot more viable if it gave a boost to toughness.

As for the auras, I think they need a minor buff, either in duration, or in effect. frost and shocking aura in particular.

Other than that, the changes said here are all solid

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Posted by: Navzar.2938

Navzar.2938

I think shocking aura is perfectly fine. Fire shield is what needs buffing. Suggested change: buff duration to 5sec, additional effect: apply 1 second burn to foes in melee range every second.

(edited by Navzar.2938)