Suggestions that could revolutionize Ele

Suggestions that could revolutionize Ele

in Elementalist

Posted by: Mbelch.9028

Mbelch.9028

I’ve been quiet on the forums. I’ve been watching, but quiet, as the state of competitiveness in group and solo play has been so imbalanced and in flux.

As Elementalist is currently — in my humble opinion — the worst competitive class in both PvP and WvW, I think we as an Elementalist community have an obligation to suggest (ahead of the inevitable balance patch) fixes that may be implemented.

The simplest suggestion that came to my head, and the heads of others who have played the class for years? Remove cooldowns on swapping attunements.

Hear me out: If nothing else is changed on the class, this is actually a great idea. It allows Tempest to remain unchanged mostly, as you need to stay in a class for a while to use your special abilities.

To those who don’t play the class, it immediately makes the class viable again by making it unpredictable.

So you see a projectile coming at you after you leave earth? Great, swap back to earth. See an opportunity to gap close? Boom. Fire and burning speed.

Obviously, there should still be a cooldown on the boon/effect on attunement swaps to keep it in line. Otherwise, I think this could be implemented right now to make it a viable class for both staff, d/d, d/f and s/f, s/d.

I was told by a developer on Thursday that developers read every forum thread, so I encourage the Elementalist community to not only engage in spirited positive debate on what changes could be made to make the class viable again, but also make your voice heard on the state of the class.


P.S. I know the above idea isn’t a likely one, but I still personally believe in its application. I respect those who disagree with me — please do the same!

-Nex, [FEAR] Elementalist
https://www.youtube.com/user/GW2FearGaming

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Posted by: Dahir.4158

Dahir.4158

pls make condi ele great
been playing it for 2 years now and have been able to fight most classes evenly despite using a massively underrated build.
buff condi ele pls much appreciated xxx

Broski

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Posted by: Mbelch.9028

Mbelch.9028

pls make condi ele great
been playing it for 2 years now and have been able to fight most classes evenly despite using a massively underrated build.
buff condi ele pls much appreciated xxx

Do you have suggestions for how to do this?

I personally don’t support condis, but I don’t mind having a condi build viable in the interest of equality.

-Nex, [FEAR] Elementalist
https://www.youtube.com/user/GW2FearGaming

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Posted by: Dahir.4158

Dahir.4158

Add new conditions via traits or skills. (maybe Lightning Touch and Ring of Earth)

Bring back the Mercenary Amulet for pvp cos that was the only amulet my build actually worked well with… Sage is mediocre—I want my toughness back because baseline stats suck.

Bring this fire trait back so it can work well with the Tempest trait Invigorating Torrents https://wiki.guildwars2.com/wiki/Fire's_Embrace

BUFF THE SIGNETS BUFF THE SIGNETS BUFF THE SIGNETS BUFF THE SIGNETS -
Buff the signets so that they’re actually useful. In the whole of pvp, wvw, and even roaming, I’ve only seen people use Signet of Earth; this signet is the most useful out of them all. You’ll never see anyone use Water. Fire is used for the lols and maybe in pve. Air is used for speed when running to an objective.
BUFF THE SIGNETS BUFF THE SIGNETS BUFF THE SIGNETS BUFF THE SIGNETS

If only you brought in some kind of signet elite instead of Rebound, something that would focus on conditions.

I actually like Evasive Arcana because it gives two burning stacks when you dodge in Fire. Maybe when I dodge in Earth you’d make it so that it deals Torment (2 stacks pls) instead of Bleed? That would make for some interesting build diversity.

Not really a fan of Lightning Touch tbh. Weakness is meh, I want something better.

FIX MAGNETIC GRASP FIX MAGNETIC GRASP FIX MAGNETIC GRASP
Always out of bloody range— the most buggiest skill in gw2.

Glyph of Elemental Power has the potential to be such a great skill. Buff it pls. Give more burns or something… reduce cooldowns… add something new to it.

Don’t touch Cleansing Fire.
Don’t touch Cleansing Fire.
Don’t touch Cleansing Fire.

Fix Conjures.

My elementalist was created 3 years 11 months ago.
Played for 8,485 hours.
Listen to me, ArenaNet.
I know what I’m talking about.

Broski

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Posted by: Tomiyou.3790

Tomiyou.3790

You make traitlines like Fire, Air and Arcane much, much stronger, while also buffing everything that is not shout. This way bunker tempest either has to give up his aoe healing with shouts, condi cleanse and healing of water or protection and cd reduction from earth.

Srsly tho, it’s so easy to balance this game, but anet won’t listen to reason. This could apply to any class too. For example:
Anet gives Elemental Surge 50% reduced CD. A dps build would benefit much from this, as Arcane block is suddenly on a 30s CD (at 30s CD, it becomes a very good ability, but it requires you to pick up the trait) Bunker tempest would have to pick arcane traitline (dropping either water or earth), but still the only useful skill for it would be Arcane block, therefore it wouldn’t be worth to pick up Arcane just for the grandmaster. DPS builds on the other hand, would explode with possiblities (glass staff ele in WvW, sustaining with blasts from arcane on water fields; fresh air ele would now have very good burst and would be worth picking up in PvP; mightstacking would become a thing on a glassy build).
Cantrips could have their Fire trait buffed, making Fire suddenly worth picking up again when running cantrips! Glyphs are in Air traitline so buffing it wouldn’t buff the bunker tempest.

This can be done to every class and every build: engi rifle in Firearms (making firearms worth picking up on a burst rifle build), guardian hammer trait (the current meta variant would have to choose between 3 condis removed on F2 + more healing, or a burst heavy hammer trait, so again, it wouldn’t buff meta dragonhunter).

All of this can be achieved by simple number buffs, but if they really wanna do something for their game, numbers are not gonna be enough.

(edited by Tomiyou.3790)

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Posted by: Wolfric.9380

Wolfric.9380

Agreed. I also think a lot can be done very easy… I don´t see the will to do it.

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Posted by: Supreme.3164

Supreme.3164

I’ve been quiet on the forums. I’ve been watching, but quiet, as the state of competitiveness in group and solo play has been so imbalanced and in flux.

As Elementalist is currently — in my humble opinion — the worst competitive class in both PvP and WvW, I think we as an Elementalist community have an obligation to suggest (ahead of the inevitable balance patch) fixes that may be implemented.

The simplest suggestion that came to my head, and the heads of others who have played the class for years? Remove cooldowns on swapping attunements.

Hear me out: If nothing else is changed on the class, this is actually a great idea. It allows Tempest to remain unchanged mostly, as you need to stay in a class for a while to use your special abilities.

To those who don’t play the class, it immediately makes the class viable again by making it unpredictable.

So you see a projectile coming at you after you leave earth? Great, swap back to earth. See an opportunity to gap close? Boom. Fire and burning speed.

Obviously, there should still be a cooldown on the boon/effect on attunement swaps to keep it in line. Otherwise, I think this could be implemented right now to make it a viable class for both staff, d/d, d/f and s/f, s/d.

I was told by a developer on Thursday that developers read every forum thread, so I encourage the Elementalist community to not only engage in spirited positive debate on what changes could be made to make the class viable again, but also make your voice heard on the state of the class.


P.S. I know the above idea isn’t a likely one, but I still personally believe in its application. I respect those who disagree with me — please do the same!

We have been giving suggestions for years! We have been asking for a viable dps burst for years! We have been asking to give eles some much needed dmg reduction utilities!

We have been asking for loads of things…they never listen and we’ve received Tempest…..what else there is to say?…I just change class and be done with it

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Posted by: FrownyClown.8402

FrownyClown.8402

whats the point? I know they took some of my minor suggestions but nothing that made a difference. Anet would rather make us bad instead of break the class


Bad Elementalist

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Posted by: Mr Godlike.6098

Mr Godlike.6098

yup they read our suggestions over 4 seasons and keep nerfing class to the ground….in season 5 more nerfs and magi/mender removal

Was depressed ele…now depressed druid
Kawaleria (KW)

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Posted by: Wolfric.9380

Wolfric.9380

The picture looks clear. They bring down each class to one viable build that is dictated by the elite. Other builds are not cared or if they start to shine destroyed.
This makes balancing very easy and straight forward for PvP. Classes will be carrying the base posibilities and new elite bring more variants.

Diversity and build freedom at the bottom.

Unfortunately for A-Net a lot on non pro pvp players need that flexibility to keep exitement in the game.

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Posted by: Mbelch.9028

Mbelch.9028

It’s good to see you all, some for the first time in a year or more.

Thanks for submitting buff ideas. I realize how demoralized the Ele community is. Trust me.

My Ele rarely gets played other than just purely for fun. Even then, I get frustrated.

I think it is pretty clear we are getting buffed this patch, however. It would not make sense to nerf or leave Elementalist alone.

So realize this is our opportunity to lay out solid suggestions in one location for the ‘balance’ team.

-Nex, [FEAR] Elementalist
https://www.youtube.com/user/GW2FearGaming

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Posted by: Xillllix.3485

Xillllix.3485

1- Tempest should have a grandmaster trait that increase the speed of attunement swap by 50% after an overload while also giving 3 seconds of quickness and 6 seconds of alacrity.

It could be on a 45 seconds internal cooldown.

2- you should be able to dodge and swap attunements while overloading

3- Meteorshower should have a chance to knockdown your opponent (like in guild wars 1)

4- Ice Spike, Dragon Tooth, Eruption need 50% faster cast time

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Posted by: Clownmug.8357

Clownmug.8357

I have a few suggestions, but they’re only based on my experiences from roaming in WvW. In WvW it seems like I always need a certain amount of toughness, vitality and healing power, as well as ample condition removal in order to survive. I’ve come to this conclusion because it seems like there aren’t any decent options for sustain other than healing yourself.

If I don’t have enough vitality I get insta-gibbed before I can use any healing. If I don’t have enough toughness then I need to have more healing. If I have no healing power then my healing is too weak. And without any condition removal, no amount of healing can save me. Therefore my suggestions are mostly based on the idea of improving sustain without relying on healing, so that more build options are possible.

Skill Suggestions

Ride the Lightning: Remove situational cooldown mechanic and add evade during attack animation
Glyph of Elemental Power: Add an Endure Pain/Signet of Stone type effect for 4 seconds while staying in attunement
Arcane Shield: Change to block all attacks for 2.5 seconds and explode at the end if block occurred
Lightning Flash: Change to area damage and add blind nearby enemies effect
Signet of Restoration(Active): Should also remove 2 conditions
Signet of Water(Passive): Change to grant 2 seconds of resistance every 10 seconds
Signet of Water(Active): Change to chill nearby enemies and remove conditions for each one chilled.
Wash the Pain Away: Add condition specific removal: Bleed first pulse, burning second, and torment third
Eye of the Storm: Add effect to blind nearby enemies
Tornado/Whirlpool: Add increased movement speed (+66%)

Trait Suggestions

Blinding Ashes: Should revert cooldown back to 5 seconds
Inscription: Should grant 5 seconds vigor in addition to the other boons
Diamond Skin: Change to 50% chance to remove a condition when struck (5 second cooldown) (no health threshold)
Speedy Conduit: Add increased swiftness effectiveness (+50% movement speed)
Tempestuous Aria: Increase weakness duration to 6 seconds
Lucid Singularity: Should also add an additional effect to each overload
Lucid Singularity(Fire): Evades attacks within radius
Lucid Singularity(Water): Destroys projectiles that hit bubble
Lucid Singularity(Air): Lightning attacks blind enemies
Lucid Singularity(Earth): Blocks attacks within radius

(edited by Clownmug.8357)

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Posted by: Dahir.4158

Dahir.4158

Clownmug, nice suggestions.

Broski

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Posted by: Mbelch.9028

Mbelch.9028

I have a few suggestions, but they’re only based on my experiences from roaming in WvW. In WvW it seems like I always need a certain amount of toughness, vitality and healing power, as well as ample condition removal in order to survive. I’ve come to this conclusion because it seems like there aren’t any decent options for sustain other than healing yourself.

If I don’t have enough vitality I get insta-gibbed before I can use any healing. If I don’t have enough toughness then I need to have more healing. If I have no healing power then my healing is too weak. And without any condition removal, no amount of healing can save me. Therefore my suggestions are mostly based on the idea of improving sustain without relying on healing, so that more build options are possible.

Skill Suggestions

Ride the Lightning: Remove situational cooldown mechanic and add evade during attack animation
Glyph of Elemental Power: Add an Endure Pain/Signet of Stone type effect for 4 seconds while staying in attunement
Arcane Shield: Change to block all attacks for 2.5 seconds and explode at the end if block occurred
Lightning Flash: Change to area damage and add blind nearby enemies effect
Signet of Restoration(Active): Should also remove 2 conditions
Signet of Water(Passive): Change to grant 2 seconds of resistance every 10 seconds
Signet of Water(Active): Change to chill nearby enemies and remove conditions for each one chilled.
Wash the Pain Away: Add condition specific removal: Bleed first pulse, burning second, and torment third
Eye of the Storm: Add effect to blind nearby enemies
Tornado/Whirlpool: Add increased movement speed (+66%)

Trait Suggestions

Blinding Ashes: Should revert cooldown back to 5 seconds
Inscription: Should grant 5 seconds vigor in addition to the other boons
Diamond Skin: Change to 50% chance to remove a condition when struck (5 second cooldown) (no health threshold)
Speedy Conduit: Add increased swiftness effectiveness (+50% movement speed)
Tempestuous Aria: Increase weakness duration to 6 seconds
Lucid Singularity: Should also add an additional effect to each overload
Lucid Singularity(Fire): Evades attacks within radius
Lucid Singularity(Water): Destroys projectiles that hit bubble
Lucid Singularity(Air): Lightning attacks blind enemies
Lucid Singularity(Earth): Blocks attacks within radius

Some of these suggestions are fantastic.

I particularly like the Diamond Skin change. These are mellow buffs that could really make a difference.

Great job. I hope ANet is truly reading this list.

-Nex, [FEAR] Elementalist
https://www.youtube.com/user/GW2FearGaming

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Posted by: Xillllix.3485

Xillllix.3485

I have a few suggestions, but they’re only based on my experiences from roaming in WvW. In WvW it seems like I always need a certain amount of toughness, vitality and healing power, as well as ample condition removal in order to survive. I’ve come to this conclusion because it seems like there aren’t any decent options for sustain other than healing yourself.

If I don’t have enough vitality I get insta-gibbed before I can use any healing. If I don’t have enough toughness then I need to have more healing. If I have no healing power then my healing is too weak. And without any condition removal, no amount of healing can save me. Therefore my suggestions are mostly based on the idea of improving sustain without relying on healing, so that more build options are possible.

Skill Suggestions

Ride the Lightning: Remove situational cooldown mechanic and add evade during attack animation
Glyph of Elemental Power: Add an Endure Pain/Signet of Stone type effect for 4 seconds while staying in attunement
Arcane Shield: Change to block all attacks for 2.5 seconds and explode at the end if block occurred
Lightning Flash: Change to area damage and add blind nearby enemies effect
Signet of Restoration(Active): Should also remove 2 conditions
Signet of Water(Passive): Change to grant 2 seconds of resistance every 10 seconds
Signet of Water(Active): Change to chill nearby enemies and remove conditions for each one chilled.
Wash the Pain Away: Add condition specific removal: Bleed first pulse, burning second, and torment third
Eye of the Storm: Add effect to blind nearby enemies
Tornado/Whirlpool: Add increased movement speed (+66%)

Trait Suggestions

Blinding Ashes: Should revert cooldown back to 5 seconds
Inscription: Should grant 5 seconds vigor in addition to the other boons
Diamond Skin: Change to 50% chance to remove a condition when struck (5 second cooldown) (no health threshold)
Speedy Conduit: Add increased swiftness effectiveness (+50% movement speed)
Tempestuous Aria: Increase weakness duration to 6 seconds
Lucid Singularity: Should also add an additional effect to each overload
Lucid Singularity(Fire): Evades attacks within radius
Lucid Singularity(Water): Destroys projectiles that hit bubble
Lucid Singularity(Air): Lightning attacks blind enemies
Lucid Singularity(Earth): Blocks attacks within radius

Some of these suggestions are fantastic.

I particularly like the Diamond Skin change. These are mellow buffs that could really make a difference.

Great job. I hope ANet is truly reading this list.

I don’t like the Diamond Skin idea at all. We don’t need more “on hit” traits on a class that dies in 2 hits.
Diamond Skin was fine and interesting until they nerfed it to hell to promote their condi-cheese meta.

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Posted by: Fashion Mage.3712

Fashion Mage.3712

I don’t like the Diamond Skin idea at all. We don’t need more “on hit” traits on a class that dies in 2 hits.
Diamond Skin was fine and interesting until they nerfed it to hell to promote their condi-cheese meta.

This.

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Posted by: Clownmug.8357

Clownmug.8357

I don’t like the Diamond Skin idea at all. We don’t need more “on hit” traits on a class that dies in 2 hits.
Diamond Skin was fine and interesting until they nerfed it to hell to promote their condi-cheese meta.

This.

It was just one idea. Another idea would be to just copy Adaptive Armor. Maybe without the toughness stacking, and just have massive condi damage reduction instead.

The pre-nerf Diamond Skin was awesome though. I miss being able to hard counter almost every condi build. =P

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Posted by: Mr Godlike.6098

Mr Godlike.6098

Here are some old post from this year with many suggestions how to make our life’s a little bit happier made by more than few people…nothing changed (only for worse) so this posts are still valid:

https://forum-en.gw2archive.eu/forum/professions/elementalist/Changes-to-help-DPS-builds-in-PvP/first#post6267834

https://forum-en.gw2archive.eu/forum/game/pvp/PVP-Tempest-initial-design-is-outdated/first#post6273457

https://forum-en.gw2archive.eu/forum/professions/elementalist/Let-s-talk-about-future-season-4-ELE/first#post6224529

https://forum-en.gw2archive.eu/forum/game/pvp/Glass-tempest-concept/first#post6142915

Edit: There is literally no point in writing same thing over and over year because (yes) nobody from devs care…

Was depressed ele…now depressed druid
Kawaleria (KW)

(edited by Mr Godlike.6098)

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Posted by: Aiglos.2907

Aiglos.2907

Shatterstone needs another stack of vulnerability…

Fear the might of Shatterstone!

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Posted by: Coldtart.4785

Coldtart.4785

Obviously, there should still be a cooldown on the boon/effect on attunement swaps to keep it in line. Otherwise, I think this could be implemented right now to make it a viable class for both staff, d/d, d/f and s/f, s/d.

There’s an extra possible benefit from a design point of view that you sorta touched on here; putting cds on attunement swap based traits lets you balance them with individual cds instead of them all having to be balanced around a 10s/8.5s attunement cd.

That could let some of them be way more potent but at the cost of a longer cd and others more spammable but weaker.

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Posted by: Wolfric.9380

Wolfric.9380

i think it would not make ele superpowerful, but it would increase manual skill to get maximum out, which might see some exeptional ele´s. I fear if you then balance on esl level ele gets unplayable in lower tiers.

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Posted by: Supreme.3164

Supreme.3164

I have a few suggestions, but they’re only based on my experiences from roaming in WvW. In WvW it seems like I always need a certain amount of toughness, vitality and healing power, as well as ample condition removal in order to survive. I’ve come to this conclusion because it seems like there aren’t any decent options for sustain other than healing yourself.

If I don’t have enough vitality I get insta-gibbed before I can use any healing. If I don’t have enough toughness then I need to have more healing. If I have no healing power then my healing is too weak. And without any condition removal, no amount of healing can save me. Therefore my suggestions are mostly based on the idea of improving sustain without relying on healing, so that more build options are possible.

Skill Suggestions

Ride the Lightning: Remove situational cooldown mechanic and add evade during attack animation
Glyph of Elemental Power: Add an Endure Pain/Signet of Stone type effect for 4 seconds while staying in attunement
Arcane Shield: Change to block all attacks for 2.5 seconds and explode at the end if block occurred
Lightning Flash: Change to area damage and add blind nearby enemies effect
Signet of Restoration(Active): Should also remove 2 conditions
Signet of Water(Passive): Change to grant 2 seconds of resistance every 10 seconds
Signet of Water(Active): Change to chill nearby enemies and remove conditions for each one chilled.
Wash the Pain Away: Add condition specific removal: Bleed first pulse, burning second, and torment third
Eye of the Storm: Add effect to blind nearby enemies
Tornado/Whirlpool: Add increased movement speed (+66%)

Trait Suggestions

Blinding Ashes: Should revert cooldown back to 5 seconds
Inscription: Should grant 5 seconds vigor in addition to the other boons
Diamond Skin: Change to 50% chance to remove a condition when struck (5 second cooldown) (no health threshold)
Speedy Conduit: Add increased swiftness effectiveness (+50% movement speed)
Tempestuous Aria: Increase weakness duration to 6 seconds
Lucid Singularity: Should also add an additional effect to each overload
Lucid Singularity(Fire): Evades attacks within radius
Lucid Singularity(Water): Destroys projectiles that hit bubble
Lucid Singularity(Air): Lightning attacks blind enemies
Lucid Singularity(Earth): Blocks attacks within radius

Great suggestions…if only they’d implement at the very least Lucid Singularity and Arcane shield suggestions I’d b happy…shame we’ll never seen anything even remotely close to this list..ever..

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Posted by: Xillllix.3485

Xillllix.3485

I have a few suggestions, but they’re only based on my experiences from roaming in WvW. In WvW it seems like I always need a certain amount of toughness, vitality and healing power, as well as ample condition removal in order to survive. I’ve come to this conclusion because it seems like there aren’t any decent options for sustain other than healing yourself.

If I don’t have enough vitality I get insta-gibbed before I can use any healing. If I don’t have enough toughness then I need to have more healing. If I have no healing power then my healing is too weak. And without any condition removal, no amount of healing can save me. Therefore my suggestions are mostly based on the idea of improving sustain without relying on healing, so that more build options are possible.

Skill Suggestions

Ride the Lightning: Remove situational cooldown mechanic and add evade during attack animation
Glyph of Elemental Power: Add an Endure Pain/Signet of Stone type effect for 4 seconds while staying in attunement
Arcane Shield: Change to block all attacks for 2.5 seconds and explode at the end if block occurred
Lightning Flash: Change to area damage and add blind nearby enemies effect
Signet of Restoration(Active): Should also remove 2 conditions
Signet of Water(Passive): Change to grant 2 seconds of resistance every 10 seconds
Signet of Water(Active): Change to chill nearby enemies and remove conditions for each one chilled.
Wash the Pain Away: Add condition specific removal: Bleed first pulse, burning second, and torment third
Eye of the Storm: Add effect to blind nearby enemies
Tornado/Whirlpool: Add increased movement speed (+66%)

Trait Suggestions

Blinding Ashes: Should revert cooldown back to 5 seconds
Inscription: Should grant 5 seconds vigor in addition to the other boons
Diamond Skin: Change to 50% chance to remove a condition when struck (5 second cooldown) (no health threshold)
Speedy Conduit: Add increased swiftness effectiveness (+50% movement speed)
Tempestuous Aria: Increase weakness duration to 6 seconds
Lucid Singularity: Should also add an additional effect to each overload
Lucid Singularity(Fire): Evades attacks within radius
Lucid Singularity(Water): Destroys projectiles that hit bubble
Lucid Singularity(Air): Lightning attacks blind enemies
Lucid Singularity(Earth): Blocks attacks within radius

Great suggestions…if only they’d implement at the very least Lucid Singularity and Arcane shield suggestions I’d b happy…shame we’ll never seen anything even remotely close to this list..ever..

All Anet will do is a few number change as usual. Since HoT beta they haven’t added new functionality except when they redesigned the kittening amazing Rebound skill that supposedly does something in some battle context nobody ever encountered.

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Posted by: Wolfric.9380

Wolfric.9380

yey rebound… look an headbutt and cry …
Totaly easy 20sec CD elite, instant aura depending on attuement would have pleased us and been a good elite.

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Posted by: Zicarous.2134

Zicarous.2134

1 place for all idea’s i like!!

heres mine…

Conjure’s!!!!!!!!

Fire Axe;
Conjure a Fix Axe and throw it at target foe.
On Impact damage, burn, kd.

Ice Bow;
Conjure Ice Bow and Barrage Target Location.
Damaging, bleeding and chilling foes.

Conjure Lightning Hammer;
Conjure Lightning Hammer and leap at target foe.
Damaging, dazing foe, create static field.

Conjure Earth Shield;
Conjure Earth shield and create wall of of the ground for 4 seconds (channel cannot move)
Second function shatter the wall early to damage, cripple and bleed foes.

Conjure Fiery Great Sword;
Conjure Fiery Great sword and pierce the ground with it, this creates a shock wave that will damage and burn foes on impact and leave a fire field behind.
(if used on top of downed enemy will finish)

Trait changes to give 2 stacks of might 20 seconds when use a conjure (instead of extra charges)

enjoy only 1 im not sure on is elite.. think conjures do need a full redesign as i don’t see need for them.

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Posted by: Ancient Ranger.3276

Ancient Ranger.3276

i think it would not make ele superpowerful, but it would increase manual skill to get maximum out, which might see some exeptional ele´s. I fear if you then balance on esl level ele gets unplayable in lower tiers.

They should never be balancing on ESL level. They should be balancing all classes around the average player skill level. If they are balancing on ESL level that would mean that lower skill cap classes are much more effective than higher skill cap classes when played at average skill levels.

Éleura Elementalist’s on YB
Elementalist
#Ele

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Posted by: Supreme.3164

Supreme.3164

i think it would not make ele superpowerful, but it would increase manual skill to get maximum out, which might see some exeptional ele´s. I fear if you then balance on esl level ele gets unplayable in lower tiers.

They should never be balancing on ESL level. They should be balancing all classes around the average player skill level. If they are balancing on ESL level that would mean that lower skill cap classes are much more effective than higher skill cap classes when played at average skill levels.

Perfect analysis !

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Conjurer Fire Volume
Gain fire aura and 10 more charges and 7% increased dmg while wielding.
Conjurer Water Volume
Remove condition when gaining conjure and heal and blast.
Conjurer Air Volume
Remove movement’s impairemends when gaining conjure and gain superspeed and quickness.
Conjurer Earth Volume
Remove voulnerablity, gain protection, resistance, aegis.
Conjurer Arcane Volume
8% dmg while wielding and gain arcane shield (with its cd).

minor in master tier should be Cleansing Water from dagger5
major in master tier Called Cleansing Water -.- remove

Written in Stone using signets make blast finisher in your location.
Serrated Stones signets apply 2 stacks of bleed.

Water Hitter
Ciriticaly hitting enemy in water remove condition from you (5s cd).
That enemy gain multiple conditions: slow, chill and 3 stacks of bleed.

Elemental Surge ferocity also to allies.
Arcane Power also to allies.
Rock Barrier also to allies.

Pyromancer’s Puissance gain retaliation when attune to fire.

Electric Discharge:
-dagger 450 range but blinds
-scepter 950 range
-Staff/trident underwater 1200 range

Tempest Defense
-dagger Shocking Aura
-scepter Shocking Aura + Static Field
-staff Shocking Aura
-trident underwater Shocking Aura + Lightning Cage

Burning Fire wielding dagger offhand make cantrips recover faster from cd.

Shockwave charge underground evading attacks.

Magnetic Leap make it shadowstep/teleport, don’t remove combo finisher.

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Posted by: Coldtart.4785

Coldtart.4785

They should never be balancing on ESL level. They should be balancing all classes around the average player skill level. If they are balancing on ESL level that would mean that lower skill cap classes are much more effective than higher skill cap classes when played at average skill levels.

The mere possibility that balance would change based on the level of play is already a problem that needs to be solved. Difficulty in competitive games must come from opposing players, not the mechanics.

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Posted by: Supreme.3164

Supreme.3164

[Trait Change] Stone Heart

I feel as the GM trait Stone Heart is too restrictive and too easily exploited by the enemy, the trait was good in the past pre-HoT where burst professions has all but a couple of devastating combos that you could mitigate by switching at the right time but now…Burst professions have access to auto-attacks with broken dmg, something like rev, war or thief can put tremendous pressure by simply auto-attacking

The trait doesn’t represent anymore a valid defensive option, we need something that offers similar effects but on a general condition.

Stone Heart – Blocks all attacks for 2s when struck , CD 30s

What do you guys think?

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Posted by: Wolfric.9380

Wolfric.9380

Hi

No I think stone heart is good as ist is. Yes i recognised that thiefs do a lot damage just by auto even when i am in earth. But Stone heart is still good damage control. I delays the fight, because your can´t burst in earth but also are worn down much slower by power builds. If you wan´t to make it better than do it indirect by giving earth a bit more punch like +20% condi duration instead ot the -10% damage reduction (360).

(edited by Wolfric.9380)

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Posted by: cgMatt.5162

cgMatt.5162

Give Cleansing Water the Smite Condition treatment by allowing 2 condition removal and we won’t be forced into Earth for Diamond Skin to stay competitive. Opens up more options, though I suppose using them together would still make a superbunker.

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Posted by: Mr Godlike.6098

Mr Godlike.6098

Maybe not a much input but toughness dependence of ele’s is most horrible problem in my opinion so I purpose:

- .swaping to earth gives you 3s or 2s invulnerability
- .elemental shielding : scrap protection – gives us 1 aegis on aura

Was depressed ele…now depressed druid
Kawaleria (KW)

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Posted by: Jski.6180

Jski.6180

An easy one to help eles a lot is to make one with fire work on all auras not just fire. As things stand one with fire only working on fire aura would be like Zephyr’s Boon only working on lighting auras or Elemental Shielding only working with earth auras. Even the +33% duration should work on all auras because its more then just a Major Adept but a full on Major Master.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: Mem no Fushia.7604

Mem no Fushia.7604

S/f have unreasonable trade=off that allow to stack might:
-dt hight dmg delayed blasts,
-pheonix only dmg in fire blasts,
- comet one of two inerrupts (no matter how looking at it slow) blasts,
- magnetic aura – condi removal/projectile def blasts
where blasts? on wall, to blast wall with pheonix you need land it like aircraft, to land comet pinpoint dot on line.
do you wanna utilize 100% of its potential? enemy must be there and agree to do things the way you want. Perfectly standing on flame wall, using his vital skill just to be inerrupted by our comet, throw strongest conditions/projectiles just to let us counter it with earth 4. After all of that its 100% and probably we wanna competetive.
Utilizing that weapon set to its max is just unreasonable, becouse demand inentional lossing from our enemies. In stacking in pve works fine.

Add aoe launch to glyph of elemental power it will be strong glyph.

Idea to arcane shield blocking all attacks posted above, the minuses would be: less dynamic burst, making long block’ skills to migitate any amount of dmg in time doesn’t feel more competetive when i see mesmers. Use unblockable skills to dmg / rupt when they do it. I understand blocking to have breath, but its simply not that what will make it feel fresh and ok, even if it will be viable.

Idea to remove prot on aura and give aegis, very ineresting, but idk if viable.

Remove dust devil. Add dust bind – enemy is marked for 1,5s, all ally attacks on him are unblockble. No dmg. Instant. Something fresh. Would encourage scepter and ele in role of marksman. How about that?

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Posted by: Supreme.3164

Supreme.3164

Maybe not a much input but toughness dependence of ele’s is most horrible problem in my opinion so I purpose:

- .swaping to earth gives you 3s or 2s invulnerability
- .elemental shielding : scrap protection – gives us 1 aegis on aura

-Aegis is crap given the CD on auras, it’d be a very bad trade off
-2/3s invulnerability on swap to earth is vastly OP and would make even the worst player out there , an unkillable monster as long as he’s use a d/f earth build with loads of healing/toughness

I’d rather leave the bunker ele who invest in earth a viable option, we can’t deny that it’s still effective when used properly so let’s leave it as such.

At this point it would favourable for eles to improve the current trait lines/utilities and add a power elite specialisation

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Posted by: Guizao.4167

Guizao.4167

I wouldn’t post everything again but here are some couple things I’d like them to think about: https://forum-en.gw2archive.eu/forum/professions/elementalist/Things-to-be-addressed/first#post6357905

It’s all about THE COLORS