The trade-off for a buff?

The trade-off for a buff?

in Elementalist

Posted by: Prowl.5097

Prowl.5097

I can see the fine line with eleven being overpowered and underpowered. If you take eachset of 5 skills and tune them to make them competitive with other classes, then you probably make the combination of those skills overpowered.

Would you trade the above scenario, a buff to make all skills more comparable, in exchange for an increased cooldown time when switching attunements? If so, how much more time.

Guild Commander of Embers of a Dying Sun
Henett: Elementalist of Fort Aspenwood

The trade-off for a buff?

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Posted by: Gelrod.1295

Gelrod.1295

Attunement Cd is already pretty long… if it got increased even more… Elementalist would loose his class mechanic.

The trade-off for a buff?

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Posted by: Strang.8170

Strang.8170

I´d just focus on giving even more synergy between attunements.
(There is synergy, not enough maybe but there is still lots of it)

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

The trade-off for a buff?

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Posted by: Prowl.5097

Prowl.5097

Synergy could be a great solution. Fire and air, water and electricity, earth and air, whatever other combo’s should kind of feed off each other in a sense. If I use a water spell then use electricity, it should cause additional damage in some sense you would think.

I would just love to see a response from a net saying they are aware there are concerns and they are monitoring the class atleast. Luckily for me I casual player, so by the time I reach 80 there are bound to be changes in place, but I’d still rather see then sooner ratherthan later

Guild Commander of Embers of a Dying Sun
Henett: Elementalist of Fort Aspenwood

The trade-off for a buff?

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Posted by: DiogoSilva.7089

DiogoSilva.7089

I feel that we have a lot of drawbacks to compensate for our strong points, but our strong points aren’t as strong as they should.

We do not have as much diversity and skillset synergy as we should have, and the appeal of our high skill pool is tarnished by several filler/ useless skills.

So you see, the other professions have 5 skills per weapon, and each one of them is really important. We have 20 skills per weapon, but it feels like only half of them really matter.

(edited by DiogoSilva.7089)