Bad Elementalist
The Elementalist Problem
Bad Elementalist
I could see a problem with 30 fire 30 air berserker builds having too much heals. Testing would need to be done and ratios adjusted accordingly. Lets say the heal on critical scales with healing power by .75. 600 hp would give 400 hp every 3 seconds. And lets say for fire it is 20 heal per second for 5seconds and stacks 5 times. In 6 seconds it would be 1200. Enough for sustainibility but not a match for other heals
Bad Elementalist
That could encourage different gear for more healing. Just think of all the builds and ganeplay it could open up
Bad Elementalist
I call an ele a noob if he spends most of the time in on fire attunement and/or has signets equipped. In my opinion all signets are totally useless (in PvE). For each signet there exists a better alternative:
- Instead of the Healing and Water Signet, use Ether Renewal to heal more points and remove ALL conditions and Glyph of Storms to chill multiple enemies for more than 4s.
- The passive effect of Air Signet is useless in combat and for the active effect you can also use Glyph of Storms on earth attunement for mass blinding.
- The bonuses given by the passive effects of the Fire and Earth Signets are too low for character stats on the scale of 10^3.
- The active effect of fire signet is useless too because a mob burns already most of time even without this signet.
- The active effect of the earth signet is not totally useless. It’s very good in PvP but for fighting mobs in PvE it’s not woth taking with you. There are seldom times where you have to immobilize a mob. You get more benefits from simply using Arcane Wave as an additional Combo Finisher.
Argh wrong thread, my post should ne placed in “The ‘wrong way’ to play ele”…
Interesting ideas, but Im afraid those chances could come with imbalancing issues.
IMO those are the main problems about ele traits:
1. Fire/Earth/Air traits are much more weaker than those in Water and Arcana. I think many people would sacrifice traits from water/arcana if only there would be viable options in the other trait lines. E.g. I would sacrifice healing for more burst damage. But the fire traits are horrible.
2. All our anytimers are sooo bad compared to other professions. The damage is mediocre and we got no chains. I play both ele and warrior, both with balanced item builds. My warriors 1h sword crits for 2k/2k/4k (+ bleeds), my eles air1 crits for 1.4k/1.4k. Thats pathetic.
IMO those bad anytimers force us to go deep into arcana to reduce attunement cooldowns. Our 2-5 skills are mostly on high cooldowns which is ok, because we have 20 skills. But after using 2-5 you are forced to swap attunement because skill 1 is a waste of time. So you feel to be forced to go for 20-30 arcana to reduce attunement cooldowns.
Solutions:
- bring our anytimers damage en par with the other professions + add chains
- completely rework fire traits (the whole line is crap)
- rework few traits from air + earth to bring those lines en par with water/arcana
I’m sure we would see many new and less healing oriented builds after those changes.
(edited by teg.1340)
I tend to disagree on some ofcwhat you said. Fire does suck. But lightning would get other traits like 20% more damage on stun and knockdowns. Makss it better with less cd. Earth would need more auto attack dps I think. I can see imbalances happening but hey ele as it is now is worse off
Bad Elementalist
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I agree with this, the water/earth/arcana trait lines are so good that it overshadows Fire and somewhat the Air one.