The problem of the elementalist:

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Posted by: Batlav.6318

Batlav.6318

I agree with op we need to switch attumnents often but there are very few traits that benefit all elements in some way

heres the problem i got hit for 7k dmg by thief and that was a single hit
combine the hight dmg with teleports and vanish every few seconds..
warriors with heavy armor and good amount of hp can deal over 10k dmg with 2h sword
Necros got their 2nd hp bar they are more tanky and got pets that can help a bit
Mesmers got some vanish and annoying illusions
what eles do is barely reaching 3k dmg on targets with lowered armor with slow casting spells also we have some crapy 5 sec shields that doesnt rly work
and the tools that can help us to survive a lil longer are with over 1 min cooldowns

I know that it is early to do balances but eles needs to do a lot more dmg
Rift got it right Pyromancer build for mages got very high dmg but was easy to be killed
in GW2 we are easy to be killed unless we run away on time like chickens and at the same time our dmg is not high enough

SFR

(edited by Batlav.6318)

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Posted by: wrajjt.2516

wrajjt.2516

Please dont call necro pet a benefit to the class :P

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Posted by: DrTenma.7249

DrTenma.7249

^ the same can be said about attunements.

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Posted by: Erebus.7568

Erebus.7568

gonna keep this going for more awesome comments

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Posted by: darkdoe.2486

darkdoe.2486

What if we changed ele so that instead of elemental attunments we had weapon swaps like other classses, and our weapon sets came with different elemental attacks based on what they were spec’d for.

eg. Staff – ranged dmg. firballs, lightning strikes etc. mainly single target attacks.
staff/focus – mid range CC, so lava rivers, wind tornadoes, earthquake etc
D/D – melee bursty dmg. eg lighting blades, jumping from target to target like a bolt of electricity for med dmg.

just a few eg i thought up on the spot. Thoughts?

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Posted by: Airwolf.5287

Airwolf.5287

I like the idea that you get a mix of elemental damage based on your weapon. So add in those various weapons that the ele class lacks, get rid of the attunement swapping.

You create interesting skills based on the weapon used instead.
Instead of the attunement swapping, add in a charge bar or mana bar whatever you want to call that fills up and you get to use an arcane skill based on your weapon being used.

i.e if a staff is focused on single target attacks, your arcane skill would be a reflect projectiles energy shield or something related to what the staff is about
Using a dagger you would get Arcane Power or something that increase critical chance or attack speed or some sort of pbaoe that does splash damage on attacks for x seconds.
I dunno, I can think of many things.

The attunement swapping sounded like a good idea. Coming from the first Guild Wars playing as an ele for years where you basically focused on one attunement, this seemed like a great idea, but it feels like it’s lacking.

I’m just throwing out suggestions, I’m not looking for a change over change overnight. Just wanted to give my input.

Oh and those conjure weapons really feel like they were filler. They were fun and amusing for 5 mins to show my friends, but I see no use for them.

What would be cool is to have the ability to use the scepter as an offhand with it’s own unique skills just like the Dagger has.

A warrior can dual wield melee weapons, why not have a mage type class dual wield scepters for that awesomeness fantasy that you can do so. =)
Anyway. That is all.

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Posted by: Gelrod.1295

Gelrod.1295

What if we changed ele so that instead of elemental attunments we had weapon swaps like other classses, and our weapon sets came with different elemental attacks based on what they were spec’d for.

eg. Staff – ranged dmg. firballs, lightning strikes etc. mainly single target attacks.
staff/focus – mid range CC, so lava rivers, wind tornadoes, earthquake etc
D/D – melee bursty dmg. eg lighting blades, jumping from target to target like a bolt of electricity for med dmg.

just a few eg i thought up on the spot. Thoughts?

Hell no! That would take away everything good and fun and unique from the elementalist. Just no.

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Posted by: Drew.1865

Drew.1865

There is no problem with this class. The only problem is people who don’t take the time to learn how to play it correctly.

Is GW2 a game or a virtual casino?

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Posted by: Gelrod.1295

Gelrod.1295

There is a problem with the class:

The Elites.

(And some skills/traits are still bugged, but they only need to be fixed)

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Posted by: kasiba.5829

kasiba.5829

I dont even think Arenanet played and tested the Elementalist in PVP… because its just crap…! Like some one said the theif does like 7-8k dmg in 1 blow but we need to do like 3 or 4 hits for that if the hits land on the target because of the slow casting time and animation like the meteor drop..! i wish they start listening to us players and start balancing out things because like this the Elementalist has 2 low DPS and to low surivebility.

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Posted by: Novalight.7568

Novalight.7568

Anet tested eles in sPvP and nerfed them. And then buffed thieves. Coz ppl were crying because certain elementalist specs could disable you and burn you 100-0%. I bet those same people are now laughing on their thieves/warriors pressing n2 key and laughing and offering advice such as “you can dodge” herpkitten

Anyway, imo simplest buff would be, give us necromancer HP pool (since it’s also a clothie) or at least a mesmer one, and see how it goes. More HP with the sucky toughness and bad damage would go well.

Or give me the damage back and I’ll go with the glasscannon spec…if other classes can 1-2 shot people the elementalist needs that option as well (even if you need to make it on certain weapons spec that has for example less cc or defence to compensate the bigger damage).

“GW2 takes everything you love about GW1” – M. O’Brien
“We just don’t want players to grind in GW2” – C. Johanson
“The most important thing in any game should be the player” – R. Soesbee

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Posted by: DiogoSilva.7089

DiogoSilva.7089

The elementalist is not one of the most polished classes in this game. Well, maybe mechanically, it is fine where it is, but when it comes to balance, the devs still haven’t hit the right key.

There’s a lot more problems in our class than mediocre elites, mediocre underwater skills, bugs and a poor downed state. Most of our traits are both directly weaker than others and highly conditional, and this is a mathematical fact, not an opinion that can be argued against. We have a lot of drawbacks to make sure our high skill pool is balanced, but then we have several filler skills, bad auto-attacks, even entire unfocused attunement sets, and our skills are generally weaker and simpler, so the appeal of having more diversity is an illusion, and the reality is that we’ll always need to put more effort to get the same results as other players. But even then, we’re not getting the same results as other players, because changing attunements comes at extreme sacrifices that pidgeonholes us into one, and one thing only, and we’re not even that good at that thing. For example, changing to fire completely removes all our defenses and crowd control for the sake of damage, and then our damage is both lacking and easily avoidable, to the point that a warrior with HB, frenzy and a CC skill can, in one or two seconds, deal more damage than we ever could by chaining 4-5 weapons skills and CC with one utility.

The way the devs have balanced us, is that we are one-trick ponies like warriors, with the exception that, at the cost of passive defense, we can change from one one-trick pony playstyle to another one-trick pony playstyle. Now, this is fine by design, but is at a very problematic balance state. Every single playstyle behind each of our attunements is mediocre at their specific role, and although that could be a mean to balance our diversity, we’re still punished even harder with longer casting times, longer recharges and plain bad auto-attack skills, for no gain in power.

In my opinion, either several of our drawbacks have to go, or they must be justified with a gain in overall power. Also, several of our skills much be fixed, and our auto-attacks should be prominient in our playstyle, and not weak filler skills that downgrades us from 20 skills to 16.

This, of course, is excluding the problematic traits, elites, bugs and downed state. I’d say Elementalists need the most focused attention right now alongside Necromancers.

(edited by DiogoSilva.7089)

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Posted by: rgrwng.4072

rgrwng.4072

i lied the idea of the Elite skills at first, but when i actually started using them, they seemed lackluster.

The tornado elite turns me into a tornado – but the skills you get don’t seem that great, and i think i still get hit for full damage in this form, and when i move (as a tornado) to enemies, the knock back doesn’t occur right away. so i tired it on a aggroed group of maybe 5 enemies. i transformed, then moved to the center of the 5 enemies, and only 2 got knocked back.

the hounds of Balthazar – i thought these were way cool, but 30 seconds is too short if it takes them both 2 seconds to acquire my current target, and attack very slow. their leap is very pronounced, but they do a bit of good damage to certain targets. i feel the hounds should just be summoned, and then they auto find targets to hit at maybe 50% faster speed than right now.

i don’t mind the attunements, but if i had fire equipped, and switched to air (for running around), why does water and earth recharge? shouldn’t it be only fire? maybe my ele would be more of a all-purpose fighter if the other attunements were left alone during the switch, then as an ele, i could go in, throw some fireballs, then switch to water to heal the party there, without hesitation. coupled with slower recharges (even with the +20% rate), most of my skill bar is recharging, and i just have to run around and not get hit until they are ready again.

i have a spec 10/10/10/20/20 ele, but i cannot stand in one place (obviously) for i get downed very quickly. mobility is not much of an issue – i just want to stay alive while casting storms.

i also am having a problem with the air attunement – there was a skill trait that said something like “when you switch to air attunement, a nearby enemy gets hit with a lightning bolt” or something to that effect. i thought it was cool until i started exploring Orr. well i respec’d to not use it, but now the switch effect still is active. it’s under the air attunement traits list.

is there a way to cancel a target without spamming escape until i open the game menu? kind of annoying when i am running around , and accidentally target/aggro something with air attunement, and i start running slower because i am in combat.

(edited by rgrwng.4072)

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Posted by: Gelrod.1295

Gelrod.1295

Anyway, imo simplest buff would be, give us necromancer HP pool (since it’s also a clothie) or at least a mesmer one, and see how it goes. More HP with the sucky toughness and bad damage would go well.

No one would be able to kill an Elementalist with Necromancer health

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Posted by: Erebus.7568

Erebus.7568

Another look at how you could change the ele to easier get synergy and a more balanced state.

i do feel attunement is such a handicap, since its 4 elements you either get 4 mediocratic weapons or 4 good once making it op if every 1 attunement is as good as a weapon from another class, if they are worse it will be up in an actual fighting situation due to the time limit in a fight pressuring your ability to work as effectively as the once the enemy use.

I really feel like the attunement doesn’t feel like the correct way to go for the ele and that’s why I was thinking of a complete change to this and I came up with a system that I think would be pretty nice and give a good flawer to the class. This is a first cast of the ability and got two idea’s not quite sure which one would fit the bes but I am leaning towards the last one nr 2..

First of remove attunements as it is now: then set in a system where you choose on the weapons when equipping them which element you wanna use “fire,earth,water,air” all your weapons and utility skills will know reflect the element you choose; (meaning every skill is actually 4 skills in it but only 1 can be used at any fight and all skills are “attunement” to the same element.)
The element choosen cannot be changed in combat.
The elementalist will now get the ability to Swop weapons; this would allow him to have either same weapon in 2 different attunements (2 staffs equipped one in fire one in water.) or two different weapons either in different elements or same element (double dagger fire, staff air or whatever you find for a good build on it)

The F1 ability:
Idea 1: The f1 special ability should be a setup of a mana pool type spell which gets depleted as you use it.
The way it should work is that when you use f1 it starts depleting this and will stop once you use f1 again.
Now as long as it is on It will add extra effects to all your abilities depending on the ability, this will be stated on the ability when hovering over them, the effect would be different and could be more then one, for example longer duration, more dmg, higher effects, more healing, extra effects like boons/condisions.
The rate of how fast it depletes the mana pool should be static and it would decrease with putting points into arcane allowing you to hold this buff state longer.
Mana would regen slowly when not used and there should be traits to allow it to regen faster when fighting or gain extra mp on dmg/kills.

Idea 2: this would be like a mana pool but this time it would start at 0 and would deplete to 0 with a constant rate when not activated; when activated it would increase in a static rate which could be increase by traits (+- the same as the first idea with this.), when activated your hp would starts to deplete in a static rate together with the mana pool increasing.
The higher the mp the more powerfull your spells and ability becomes more powerfull the higher your manapool goes up (meaning you would get increased duration, dmg, healing, etc. by a x% rate for y% manapool filled) when you have 100% mana your spells adds extra effects like condision/boons or extra effect like burning molten for 4 sec on the impact spot of each meteor from a meteor storm (these effects should be on all spells, weather it’s an extra increase in duration,dmg,etc or an entire new effect added to the ability).
This could add several effect to the ele while removing the biggest problem with him right now “the attunements which forces the 5 abilities effects to be split up on 20, making each one VERY weak in comparison and adding nothing positive when looking at the class in reality.. it looked very cool though, the idea at least, just won’t work much unless you wanna have it be weak at everything or be strong at everything and not just in specific skill setups.”

ps: all traits would have to change to compensate this new setup and it would be MUCH easier to have focused element builds

(edited by Erebus.7568)

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Posted by: DesertRose.2031

DesertRose.2031

is there a way to cancel a target without spamming escape until i open the game menu? kind of annoying when i am running around , and accidentally target/aggro something with air attunement, and i start running slower because i am in combat.

Disable auto attack or auto target (not sure which one it was at the moment).

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Posted by: omgwtfbbq.5374

omgwtfbbq.5374

How every single MMO to date(except for a very few exceptions):
Higher survivability = less damage to compensate
Lower survivability = more damage output/CC

Generally this is how balance is achieved.

How GW2 Elementalist is:
Lowest survivability = lowest damage output(but we can be great support for other classes!)

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Posted by: Stormbringer.5867

Stormbringer.5867

I’ve been watching my friend play a thief and its truly unbelievable how little effort it takes to do damage and to not be forced to spec into survival.

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Posted by: Varielle.9074

Varielle.9074

  • No trait synergy <- REALLY IMPORTANT

I agree with your entire post. The one thing that really stood out as a sore thumb for me was the traits. Just hit a new level and was looking at where to put it in. The more I read the traits the more “WTF” I felt.

Just made the Guardian the other day and I was having a significantly easier time even though I barely made the effort to watch the attacks and dodge.

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Posted by: purplestone.8364

purplestone.8364

I run S/D while solo or in small grps in WvW and staff for sieges. With S/D I can do pretty well in 1v1s. Elemenatlist is a class with a high skill cap, and you really have to do everything perfectly or you will probably lose. I can say if i land immobolize+arcane power and they dont break out of it, that person is dead. However if none of this happens or the player counters it the fight becomes really hard but i just run away and wait for cds and do it again. I also switched from vit/power/cond gear to power/tough/vit gear for pvp and it has helped greatly. I dont really see a problem with the major traits, i really like the ones in air with 20% more dmg to foes below 25% health, 20% more dmg to stunned or knocked down foes, anyway i dont think the traits are the problem. It seems to be either the lack of damage or actual survivability, sure I can probably run away from you and you wont be able to catch me but then i never actually win. I enjoy the Ele and how it is set up, overall i think what would help most is a minor dmg increase to all skills, decrease cd on attunements ( the passive trait in arcane does not help this, just the cd on the other attunements that you didnt switch to which is minimal anyway) and a increase in base hp, or give us weapon swap. I feel the Ele is the highest skill cap class in the game and needs to be executed near perfectly.

I do feel pretty much forced to be specced for max survival in WvW though, with tough gear and 30earth/30water just so if two people decide to focus me i dont die in an instant. However its still enjoyable.

(edited by purplestone.8364)

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Posted by: Myst.9182

Myst.9182

/agree

This is the best explanation I’ve seen so far that I agree with.

Have to say Ele is not completely unplayable but it lacks something, especially in PvP.

And the traits are boring and don’t synergise well at all. You do have to work a lot harder for Ele and for less reward.

Really really wanted to play a Dagger / Dagger Ele. But sadly its probably the worst Weapon combo for Ele atm. : (

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Posted by: Gelrod.1295

Gelrod.1295

Dagger/Dagger is great!

maybe you want to try out this build and see for yourself

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Posted by: Erebus.7568

Erebus.7568

Dagger/Dagger is great!

maybe you want to try out this build and see for yourself

already tried the diff builds posted on the forum and i actually commented some of them too:

you dont seem to realise what balance actually means.
balance is when a you equelly rl skilled and ingame geared and build to other people get around the same successfull results with the same effort and the ele in no way live up to this. (edited the first post in the bottom with a quick note on that since people seem to be too mindless to figure that out themself and discuss weather or not you can make the class work when fighting a specific counter build vs less skilled players which is a obvious result and doenst have anything to do with a balance discussion.)

(edited by Erebus.7568)

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Posted by: Gelrod.1295

Gelrod.1295

When talking about 1v1 situations I win more than 50% fights vs well played thiefs/warriors/nekromancers and loose more than 50% fights vs well played engineers/mesmers/guardians and about 50% vs well played ranger. Doesn’t that sound pretty balanced to you?

Btw… how can you dare to still post about sPvP?…

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Posted by: norael.2104

norael.2104

This post is in response to Gelrod’s nonsense that the Elementalist is all jack and no master in any trade. Lets look at the trait lines themselves for evidence.

You have the Fire line which focuses on power and condition duration. This is obvious because what are the two base components to a fire attack in most cases? DAMAGE (burst) and Burn (dot). So, the fact the line benefits those two is obvious.

What about Air? Precision and Critical Damage. Again, most air attacks are based on burst and cc. In particular, with the option to do more per critical attack chance (precision and critical damage).

Now onto the Earth line. Toughness and Condition damage are its focus. Obviously this follows since many of the Earth abilities are purely defense like Obsidian Flesh and Magnetic Wave. And then there’s the DOT component of many main hand attacks like Impale, Earth of Earth, and Eruption all of which really do most of their damage as a DOT.

Now, the only trait line that justifies any argument of jack of all ‘elements’ is the Arcane Power trait line which focuses on boon duration and attunement cool down reduction. Since all the abilities it would influence are primarily utility slot abilities like the Arcane Shield, Arcane Power, Arcane Wave, and Arcane Blast one can assume these are meant to be the bread and butter of the line with some side benefits for doing so by the attunement switching time reduction.

So, really, only one line out of four justify the jack of all trades thesis so far. Now, unless Gelrod can show me how this is justifiable I can’t see this argument holding any weight. If the Elementalist was meant to juggle attunements there would more inter-elemental bonuses for doing so outside of the Arcane Power trait line. In fact, some elements could be redesigned with a minor change in mind where they are complements or matching elements. Think Earth/Water as a tank spec or even conversely Earth/Fire or Fire/Water for strange mixtures of Tank/DPS or DPS/CC where there are major traits you can select to benefit the other element. I doubt Anet is going to do that this early in the game. Maybe in some future expansion sure, but now not a chance.

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Posted by: elchulo.3148

elchulo.3148

I’m happy that everyone here (except for one fanboy/possible Anet ele programmer) seems to understand how out of balance our profession is. Please fix some of the problems documented here and in several other threads.

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Posted by: Gelrod.1295

Gelrod.1295

This post is in response to Gelrod’s nonsense that the Elementalist is all jack and no master in any trade. Lets look at the trait lines themselves for evidence.

You have the Fire line which focuses on power and condition duration. This is obvious because what are the two base components to a fire attack in most cases? DAMAGE (burst) and Burn (dot). So, the fact the line benefits those two is obvious.

What about Air? Precision and Critical Damage. Again, most air attacks are based on burst and cc. In particular, with the option to do more per critical attack chance (precision and critical damage).

Now onto the Earth line. Toughness and Condition damage are its focus. Obviously this follows since many of the Earth abilities are purely defense like Obsidian Flesh and Magnetic Wave. And then there’s the DOT component of many main hand attacks like Impale, Earth of Earth, and Eruption all of which really do most of their damage as a DOT.

Now, the only trait line that justifies any argument of jack of all ‘elements’ is the Arcane Power trait line which focuses on boon duration and attunement cool down reduction. Since all the abilities it would influence are primarily utility slot abilities like the Arcane Shield, Arcane Power, Arcane Wave, and Arcane Blast one can assume these are meant to be the bread and butter of the line with some side benefits for doing so by the attunement switching time reduction.

So, really, only one line out of four justify the jack of all trades thesis so far. Now, unless Gelrod can show me how this is justifiable I can’t see this argument holding any weight. If the Elementalist was meant to juggle attunements there would more inter-elemental bonuses for doing so outside of the Arcane Power trait line. In fact, some elements could be redesigned with a minor change in mind where they are complements or matching elements. Think Earth/Water as a tank spec or even conversely Earth/Fire or Fire/Water for strange mixtures of Tank/DPS or DPS/CC where there are major traits you can select to benefit the other element. I doubt Anet is going to do that this early in the game. Maybe in some future expansion sure, but now not a chance.

Speccing into one traitline doesn’t neccicarily force you, to mainly play with that attunement, because many traits affect all attunements or even forces you to swich attunements to be effective (for example if you specc into water you usally take “remove a condition when attuning to water” + you’ve got an aeo-heal when attuning to water. That means, if you stay in water attunement these 2 very strong traits will never be activated. Thus you want to use different attunements, to get these effects).
Also traits in fire like “chance to burn on crit” also are active when attuned to air for example.
So you want to swich attunements to be effective.

Also jack of all trades also means, that he can take every position in a tournament with one build. A node defense Guardian is pretty slow and doesn’t deal that much dmg. An offensive Thief on the other hand won’t be able to defend a node effectivly. The Elementalist can defend a node, is fast, can 1v1, can teamfight… and all with one build. Thus an Elementalist is great for a sPvP team, because he can counter the enemy strategy pretty good and if the enemy counters your strategy you can quickly shift your own tactic and so on… few other classes can do that.

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Posted by: norael.2104

norael.2104

Gelrod, it does force you to take advantage of that attunement more so than others. The cross-element traits are fairly rare for elementalists. I should know I have an ele and a mesmer. It was far easier to find traits from other lines that would match well with each other. Whereas with my ele I had to judge if I wanted to boost fire and air or earth and fire, or I just boosted signets over glyphs and so on. It really is a PITA imo to spec an ele.

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Posted by: Gelrod.1295

Gelrod.1295

I use every attunement. Of course, depending on the situation I stay in one attunement a bit longer and in others shorter… but every attunement gets activly used. So I don’t see that problem. And I actually like many of the elementalists traits.

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Posted by: norael.2104

norael.2104

Gelrod, yet you don’t get the benefit of them when out of the attunement outside of the base trait bonus to stats. That’s the problem. There needs to be an inherent ‘lingering attunement’ phase which can be extended by the Arcana trait line, which would benefit both Arcana users and all elemental specs.

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Posted by: Gelrod.1295

Gelrod.1295

Of course I do. With my favourite specc I have:

Auras grant fury+swiftness —> air trait but also helps in water attunement.
Lower Glyph cd --> since it helps my utility/heal skills it also helps in all attunement.
Shorter Cd and regen and vigor for cantrips —> also helps in all attunements.
Buff when attuning + fury when attuning --> swich between attunements now is even better.

I don’t get the 5point minior trait boon when being outside of an attunement… thats right. And I’ve got 10% more dmg in fire attunement, that also only helps when attuned to fire, right. But thats it.

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Posted by: Erebus.7568

Erebus.7568

When talking about 1v1 situations I win more than 50% fights vs well played thiefs/warriors/nekromancers and loose more than 50% fights vs well played engineers/mesmers/guardians and about 50% vs well played ranger. Doesn’t that sound pretty balanced to you?

Btw… how can you dare to still post about sPvP?…

how is this balanced in your eyes? even if you consider yourself avarage of a player your losing to 3 classes, fighting equel with 3 classes and winning vs 1 class (ranger which needs a bit of help as well at this point and ele doesnt count since its your own class)

so you lose to 3 times the classes that we win over and you call it balanced -_-
not to bright are we… and again i have done planty of spvp so stop trolling since its obvious you are a moron with no idea what balance is, you couldn’t even count and see that your winning vs losing rate is 1 to 3 -_- and still you call it balanced

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Posted by: Gelrod.1295

Gelrod.1295

Maybe you learn to read & comprehend… more than 50% fights vs 3 classes = winning vs 3 classes. That means:

Winning vs 3 classes, loosing to 3 classes, equal to 1 class. That is pretty good, no?

Also I’m still wondering how you could have done any sPvP when you don’t know the most simple basics, like everyone getting the same gear+lvl…

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Posted by: Spoon.3826

Spoon.3826

Yesterday I was running around in queen’s dale with my level 15 guardian, taking on 3 centaurs and a random veteran alpha wolf that decided it wanted to try canned food. My guardian did not give a kitten. She just slowly but surely obliterated all of them and came out of the fight with full health.

I was trying to imagine how that fight would have gone with my elementalist… I would have probably been on the verge of death at least 3 times during that fight, running around hitting buttons like a madman, spamming every spell from each attuntement in the desperate hope I could get at least the centaurs down before being able to deal with the wolf.

It’d be great if the Elementalist actually did damage to offset all the other weaknesses.

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Posted by: Varielle.9074

Varielle.9074

Gelrod, yet you don’t get the benefit of them when out of the attunement outside of the base trait bonus to stats. That’s the problem. There needs to be an inherent ‘lingering attunement’ phase which can be extended by the Arcana trait line, which would benefit both Arcana users and all elemental specs.

I get what you mean and that annoys me to no end about the elementalist. Traits seems to work so much easier on my Guardian and Ranger since they are synergistic with one another.

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Posted by: Chaz.8304

Chaz.8304

Things I’ve been getting annoyed with lately with the Ele Class which mostly stems from WvW because I’ve been enjoying that most lately.

-Staff only choice: 1200 range and being so squishy can’t really get closer. No weapon swap means we can’t be versatile to a group battle and a 1/1 (or small sided fight) like other classes with a longbow on one weapon set and a dagger on the other.

-Extremely low base HP pool, in order to push damage out we need a strong precision / power build basically the definition of a glass cannon

-With staffs we have an incredibly slow auto attack and 1 out of 3 attacks get ‘obstructed’ for no reason in open field combat.

-no ultimate worth using in WvW – tornado is nice but still get dominated by people focusing and damaging you

I understand I have no ‘recommendations’ for change and it seems like I’m just whining but I am just pointing out things I’m frustrated with and want to see if others feel the same way. Again my view is mostly based on WvW I know the sPvP most run dagger/scepter and I do too it’s a lot of fun. There are probably some other things I have forgotten which will come back to me playin, see ya out there!

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Posted by: Erebus.7568

Erebus.7568

Maybe you learn to read & comprehend… more than 50% fights vs 3 classes = winning vs 3 classes. That means:

Winning vs 3 classes, loosing to 3 classes, equal to 1 class. That is pretty good, no?

Also I’m still wondering how you could have done any sPvP when you don’t know the most simple basics, like everyone getting the same gear+lvl…

ahh sry i misread.

must have been becouse saying you WIN over 50% vs WELL PLAYED theifs and worriars sounds like a lie and i don’t believe you for 1 second, considering both classes can 3-4 shot you even in tank spec then they are NOT well played if you can win vs them. (especially considered the thief is a direct counter class to the ele.)

but i did misread and sry for that, i assumed you where saying you could equelly fight up with mes,engi,guardian and lost to worriars/thief/etc.

i do know every one gets the same lvl, max equepment WITHOUT STATS on them and will have to rune slot eqeupment and only use one accessory which accumulates for all extra stats you would have due to armor and access, only weapon actually have stats and the runes you can reslot as you wish.

where in the world you have gotten the idiotic idea that i dont know this kitten i have no clue, most be the lack of basic intellect which also makes you say ele is balanced compared to other classes -_-

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Posted by: Erebus.7568

Erebus.7568

Yesterday I was running around in queen’s dale with my level 15 guardian, taking on 3 centaurs and a random veteran alpha wolf that decided it wanted to try canned food. My guardian did not give a kitten. She just slowly but surely obliterated all of them and came out of the fight with full health.

I was trying to imagine how that fight would have gone with my elementalist… I would have probably been on the verge of death at least 3 times during that fight, running around hitting buttons like a madman, spamming every spell from each attuntement in the desperate hope I could get at least the centaurs down before being able to deal with the wolf.

It’d be great if the Elementalist actually did damage to offset all the other weaknesses.

this is a nice example of the main issue: skill lvl vs reward. personally i could easily solo 10-20 mobs on my warrior at around lvl 60+- but if i tried this with my ele back then at that lvl and same gear set i would have gotten destroyed

they really need to fix that on the ele.
i think i wrote quite a few things in my ori post to look into this. and as time have passed i have come up with alot more which could be done which i will make a post on one of these days when i get the extra time^^

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Posted by: Gelrod.1295

Gelrod.1295

i do know every one gets the same lvl, max equepment WITHOUT STATS on them and will have to rune slot eqeupment and only use one accessory which accumulates for all extra stats you would have due to armor and access, only weapon actually have stats and the runes you can reslot as you wish.

where in the world you have gotten the idiotic idea that i dont know this kitten i have no clue, most be the lack of basic intellect which also makes you say ele is balanced compared to other classes -_-

http://i.imgur.com/usuQx.jpg

btw. if you can do an arranged spvp so i can have full gear etc on other classes i would gladly take that fight, which i also stated but sure we just forget and ignore that
(not even sure if we can dual at all even with scenario pvp … but if so i gladly noob around on a necro in a 1v1 against you and even let you fraps it and show how you “so nicely beat me” since i doubt that even against some one like me that barely know how to play a necro can stand a chance vs several invulnerabilities and TONS of dps… ofc you could run always an option but won’t win you a fight.)

Doesn’t that sound like you didn’t know that a few days ago?

must have been becouse saying you WIN over 50% vs WELL PLAYED theifs and worriars sounds like a lie and i don’t believe you for 1 second, considering both classes can 3-4 shot you even in tank spec then they are NOT well played if you can win vs them. (especially considered the thief is a direct counter class to the ele.)

but i did misread and sry for that, i assumed you where saying you could equelly fight up with mes,engi,guardian and lost to worriars/thief/etc.

Apology accepted.

But I can assure you, that I win versus well played Thiefs and Warriors more often than loose (and I even use Zerker Amulett!). Sure they can kill me pretty fast if I let them hit me… but usually I manage to counter them long enough to kill them, though of course it sometimes gets close. And I don’t know, why thief should be a counter to Ele. With D/D I’ve got the best anti-thief skill there is in this game.

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Posted by: Hellmood.2097

Hellmood.2097

I cannot really say anything about the more advanced points of OP, but I DEFINITELY agree that Arenanet failed yet again to make the pure mage class feel more dynamic, more mobile and less sluggish than in most games. I still see myself sitting in the backrow facerolling and looking at chargeup bars most of the time. The Dagger has definitely a more interesting playstyle, but then again, you are way too squishy most of the time to be in front of a monster’s face,

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Posted by: IPrime xPhantom.5097

IPrime xPhantom.5097

Yes there are some things that would be nice like survivability but after a week of tinkering. I am now a lvl 34 and really enjoying it. I loved learning how to effectively take on each situation, and in the end i barely see anybody else rolling an elementalist now. Only point i really would like to stress that even hit me… survivability.

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Posted by: Galrond.5972

Galrond.5972

personally i could easily solo 10-20 mobs on my warrior at around lvl 60+- but if i tried this with my ele back then at that lvl and same gear set i would have gotten destroyed

Get the staff out, place some slowes and bomb them. The staff offers more than enough skills to slow and CC. And mobs arn’t smart enough to move out of red circles.

Scepter and mh-dagger skills need some work. Scepter – as a ranged weapon – forces you to stay close to the enemy to use your firefield for combos and if I think about daggers I imagine burstdmg and not conditions.

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Posted by: Gelrod.1295

Gelrod.1295

The problem is, in PvP more survivability could have pretty OP results, it already is really hard to kill a defensive Elementalist… maybe survivability could be improved a little bit for PvE but stay the same for PvP?

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Posted by: Spoon.3826

Spoon.3826

The problem is, in PvP more survivability could have pretty OP results, it already is really hard to kill a defensive Elementalist… maybe survivability could be improved a little bit for PvE but stay the same for PvP?

We don’t need more survivability. We need to be able to actually do damage. Put the cannon into the GlassCannon part

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Posted by: Gelrod.1295

Gelrod.1295

Not in comparison to other classes… but I’d rather reduce the overall damage than buffing it.

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Posted by: Reefer.8310

Reefer.8310

Id just like them to remove the cd on attunement swapping when out of combat.

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Posted by: Sevati.6724

Sevati.6724

I need to agree with many elemental and engineer complaints. They should be allow to swap weapon sets like the rest of the classes. I could step up on the soar box and go into why I think that should be allowed, but really play the classes for a while and its obvious.

Every other class can switch and with that switch brings greater adaptability in addition to f1-f4 abilities. Keep the cooldowns on 1 to 5 skills, I have no issue with that, but allow swapping.

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Posted by: Erebus.7568

Erebus.7568

i do know every one gets the same lvl, max equepment WITHOUT STATS on them and will have to rune slot eqeupment and only use one accessory which accumulates for all extra stats you would have due to armor and access, only weapon actually have stats and the runes you can reslot as you wish.

where in the world you have gotten the idiotic idea that i dont know this kitten i have no clue, most be the lack of basic intellect which also makes you say ele is balanced compared to other classes -_-

http://i.imgur.com/usuQx.jpg

btw. if you can do an arranged spvp so i can have full gear etc on other classes i would gladly take that fight, which i also stated but sure we just forget and ignore that
(not even sure if we can dual at all even with scenario pvp … but if so i gladly noob around on a necro in a 1v1 against you and even let you fraps it and show how you “so nicely beat me” since i doubt that even against some one like me that barely know how to play a necro can stand a chance vs several invulnerabilities and TONS of dps… ofc you could run always an option but won’t win you a fight.)

Doesn’t that sound like you didn’t know that a few days ago?

must have been becouse saying you WIN over 50% vs WELL PLAYED theifs and worriars sounds like a lie and i don’t believe you for 1 second, considering both classes can 3-4 shot you even in tank spec then they are NOT well played if you can win vs them. (especially considered the thief is a direct counter class to the ele.)

but i did misread and sry for that, i assumed you where saying you could equelly fight up with mes,engi,guardian and lost to worriars/thief/etc.

Apology accepted.

But I can assure you, that I win versus well played Thiefs and Warriors more often than loose (and I even use Zerker Amulett!). Sure they can kill me pretty fast if I let them hit me… but usually I manage to counter them long enough to kill them, though of course it sometimes gets close. And I don’t know, why thief should be a counter to Ele. With D/D I’ve got the best anti-thief skill there is in this game.

Decided to make a nice post even though you don’t deserve it with all your mindless trolling ^^
The pics your posting pretty clearly shows that I was doing something else and not really reading what the idiot was saying, he wrote me when I was at work and demanded a dual “first thought was how can we dual?!, secondly; my necro isn’t max gear/lvl. And third kitten HIM who the kitten does he think he is the little kitten” now combine this with me bein preoccupied with something else the answers are pretty understandable.
And I would think just by looking at them it’s VERY clear that I didn’t consider spvp as my first thought and didn’t really read what he said after the initiated post due to being occupied with more important stuff.
I even road him a few later when I realized it might be durable in spvp; that if he could arrange this I would be up for it, same on his forum trolling several times. And btw he lost to every one that didn’t just blow him off because of his provoking entrance and bad timing.

There is two trolls on the ele forum about ele balance compared to other classes: you and kyros.
Only two that says ele is totally fine which actually play ele and your argument is in a VERY tank heavy close combat build and then getting carried by the team or being lucky and meeting someone which a close tank build is a hard counter too which are not smart enough to actually get some distance.

I still do not believe for a second you win vs GOOD/WELL played thiefs or worriars, the fact you beat them shows their build is kitten or they can’t play at all (or not anywhere near your lvl.) especially since thief is the counter class to the ele and worrier grossly outlast even a tank specced ele and outdmg it while doing so(and dps specced both of them can basicly kill you in 1 combo. And if they got half a brain their not outkited till they are dead before hitting that one combo.. and do realize they can both easily disengage and/or switch weapons to better counter your range/build).

this will properly be my last answer to your trolling since it’s getting quite rediculess, and personal instead off objectively stated upon the ability of the class.

as a last comment i will noted that 2 people saying they are fine vs Every one else saying they need buffing (weather its a lot or a little bit) speaks for itself and there is really not much need to discuss it futher with the two of you since you both think you know better then EVERY ONE else does and thereby your ignorance cannot be reasoned with.

good day to you sir

now to every one else keep the good post comming

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Posted by: Gelrod.1295

Gelrod.1295

Yes, I guess further arguing is of no further use since your argumentation is based on “I can’t do that so its impossible to do!” and “He doesn’t share my opinion, so he must be trolling!” and not on true arguements…
You even repeat some arguments that aren’t true imo, like “Thief is counter to Ele”… I gave a reason why Ele does good versus Thief, you only say “He’s a counter” without any reason. Which argument is better?
Btw, if you read what I wrote, why would you say I have a “very tanky build”… I wrote several times that I run zerker…

Just to make things clear:
I do think there are some things that should be changed. Bugfixes + elite skills + downed skills. But I can’t agree with someone saying Ele is bad, because he isn’t. I would always take an Elementalist over a Warrior for my team… because he does better versus good enemy’s.

(edited by Gelrod.1295)

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Posted by: Erebus.7568

Erebus.7568

Yes, I guess further arguing is of no further use since your argumentation is based on “I can’t do that so its impossible to do!” and “He doesn’t share my opinion, so he must be trolling!” and not on true arguements…
You even repeat some arguments that aren’t true imo, like “Thief is counter to Ele”… I gave a reason why Ele does good versus Thief, you only say “He’s a counter” without any reason. Which argument is better?
Btw, if you read what I wrote, why would you say I have a “very tanky build”… I wrote several times that I run zerker…

Just to make things clear:
I do think there are some things that should be changed. Bugfixes + elite skills + downed skills. But I can’t agree with someone saying Ele is bad, because he isn’t. I would always take an Elementalist over a Warrior for my team… because he does better versus good enemy’s.

^^ never said i couldn’t do it, i can kill any class granted the player behind it is bad enough rl skill wise compared to me…
i am saying the amongt of efford i need to put into it and the skill lvl i need to have compared to just headrolling on a worriar or thief, or necro, or anything really (except rangers, think they need a tiny boost as well) is absurd to have the same effect.

my argument have never been “this CAN’T be done, you simply cannot kill a player of x class” no it have been all along “you cannot kill a EQUELLY skilled and geared player of x class” with a ele
the amongt of skill lvl just to use ALL the attunement correct is the same as it takes to perfectly manage all skills, weapon switching and dodging on any other class (not sure with the engi havent tested it out much), meaning if you add to that a perfect knowledge of skill combo’s, dodging etc. to the ele player we are at such a high rl skill lvl that we are talking the top notch players of other classes, and at this point you will get freaking ripped apart becouse NONE of them is stupid enough to make silly mistakes which can give you a edge as a ele and they do know how to build to counter you and which skills to use when, and what to dodge and when to break cc etc.

the whole issue here is that the skill lvl you need just to be on pair with any other class is absurd and if you say you set an ai to play the game out perfectly with all classes and have the perfect builds to counter whatever class they where fighting in a 1v1 i would say the ele would get destroyed no doubt about it, the survive vs the dps is simply WAY too low compared to other classes.

i did read you said zerker (as i said i don’t believe for one second that you can beat well played (or close to your rl skill lvl played) thief, worriars, especially if your running with zerker, thiefs build for it would +- 1-2 shot you from stealth, just to mention one and worriars wirlwind would destroy your hp and combined with any skills downing you so crazily fast… and i didnt use more example’s of why its a counter becouse its common knowledge which i ofc believe every mmo player to know and have -_-)

(edited by Erebus.7568)