The Elementalist and 1 range only.

The Elementalist and 1 range only.

in Elementalist

Posted by: MikeWL.3586

MikeWL.3586

Elementalists are supposed to be versatile, I took that as the different attunements would have different ranges and functions.
They have different functions but you are pigeonholed into 1 range which is dictated by your weapon choice.

Weapon swaps are a solution to this problem, but ANet won’t like that one. If they were proposed, attunements still are on a separate cool down to weapon swaps, so switching to fire starts its cool down and switching to staff then from S/D will still have fire on its cool down. It throws more tools into our vast toolbox but these tools can adapt to different situations now.

Range adaptations will be far more useful and imo needed to balance the ele nicely. A D/D build that can swap to staff for whatever sounds quite bad, but when you realise they are locked out of their (nerfed) escape skills in exchange for some healing and AOE it seems a whole lot better.

S/D will be probably more often used, S/F might be seen for once! By adding a weapon swap to the elementalist, the standard D/D bunker build doesn’t change much. They wouldn’t want to swap weapons anyway. But for wanting to actually be useful at multiple ranges, this will be the simpler fix to implement and helps give players more options.

e.g. a D/D gets damaged, runs away and swaps to staff to add some HOT onto its position, can blast the enemies now from afar but has a far more difficult time running away than if it just stayed in D/D.

The Elementalist and 1 range only.

in Elementalist

Posted by: Chaosky.5276

Chaosky.5276

The Elementalist and 1 range only.

in Elementalist

Posted by: maddoctor.2738

maddoctor.2738

Theway I’d prefer doing this (weapon swap) is to let us select certain attunements to go with certain weapon sets, for example, when I’m in Fire Attunement I use Staff, when I’m in Air I use D/D etc, it won’t make Elementalists use 40 skills (which is ridiculous), they will still have the same 20 skills, only some variety in RANGE.
Obviously 2 weapon set tops like all professions.

The other solution is to give us a conjure with 1200 range (much needed) and then fix the conjures to be useful and not total garbage.

The Elementalist and 1 range only.

in Elementalist

Posted by: Serephen.3420

Serephen.3420

Theway I’d prefer doing this (weapon swap) is to let us select certain attunements to go with certain weapon sets, for example, when I’m in Fire Attunement I use Staff, when I’m in Air I use D/D etc, it won’t make Elementalists use 40 skills (which is ridiculous), they will still have the same 20 skills, only some variety in RANGE.
Obviously 2 weapon set tops like all professions.

The other solution is to give us a conjure with 1200 range (much needed) and then fix the conjures to be useful and not total garbage.

For eles to maintain the amount of skills they have now we’d need two attunements per weapon. So d/d may be air/water and staff fire/earth. Personally I think it’d take up to much effort to rework all the weapons and essentially the class by doing that. Out of combat switching would be nice for quality of life. I’d much prefer a revamp to trait lines outside water and arcane which are fine as they are now.

The Elementalist and 1 range only.

in Elementalist

Posted by: stale.9785

stale.9785

I’d been pondering the solution of allowing weapon swapping, but limiting what attunements you can use to two at any one time. Just add a “K” screen, like the rangers have, but instead of the terrestrial and aquatic animal drop downs, they’d be the terrestrial and aquatic attunements you had equiped.

Out of combat, you could swap your two attunements, the same way that rangers can swap pets out of combat.

Seems the easiest way to give us the best of both worlds – attunement dancing and weapon swap.

Reduce the default attunement swap time to 10 seconds, with a load of 30 points bringing it down to 4 seconds.