Theorycrafting Elementalist Changes: Weapons

Theorycrafting Elementalist Changes: Weapons

in Elementalist

Posted by: Zaviel.1245

Zaviel.1245

A continuation of my previous topic here.

Weapons
Main Hand Dagger
Currently the most cost effective weapon an ele has (bugs aside,) good as is.

Offhand Dagger
*Fire: great as is, much burst.
*Air: very fun, and good as is. Ride the Lightning is very fun spell.
*Water: Needs to trade with focus, the focus spells would fit much better into the off-dagger theme. Offhand dagger is about damage, the daze and ranged chill would be great for keeping in range of running foes.
*Earth: Some of the biggest burst the ele has, good as is.

Focus
*Fire: good as is, combo fields are great.
*Air: #5’s CD is a bit high, but other than that good as is.
*Water: As I said above, would be best if traded with offdagger. The focus is more defensive. More would give the frost aura to the auramancer in addition to the others.
*Earth: 4 second godmode and a projectile reflect anyone?

Scepter: probably needs the most work.
*Fire: #1 needs a 1/3 faster cast time, reducing the burn duration caused to 1 second before condition duration boosts would be fine. #3 bird needs to learn to fly faster.
*Air: Equalize the damage on #1 at least a little, for the first 2 seconds you do 0 damage, then godly damage at the end, if you have to roll mid-cast you wasted time. Gross damage should stay the same.
*Water: #1 becomes a projectile finisher, currently it is very underwhelming. Fix the extended channeling on #2, currently it is better to not use it, even when vulnerability stacking.
*Earth: #2 cast faster, increase armor gained, and reduce duration; would become more of a shield than a ‘keep up at all times’ thing. Turn the second activation on #2 to instead hurt nearby enemies and cripple them for 2 seconds. #3 travel faster, if an enemy is charging up a nasty ability your #3 usually doesn’t get there in time for a clutch blind.

Staff
*Fire: good as is.
*Air: Increase damage on #1 but only make it bounce once. Will no longer be able to hit the same target twice but would still be more reliable in a 1-target situation if you don’t want to use fire.
*Water: All around buff for #1, larger radius, increase healing, and an increase scaling with power. The scaling wont effect healing builds, but would make staff water not totally useless when you want to stack power.
*Earth: Turn #1 into a 3-part combo. Stage one is the current form, Stage two is the same but with 20% more damage, Stage three does 10% more than stage two and inflicts 3 stacks of bleeding for 7 seconds. Each stage has a different looking rock, it is silly that no matter where you are or how many times you do it the your rock you pick up is exactly like the one before, it kills immersion.

(edited by Zaviel.1245)

Theorycrafting Elementalist Changes: Weapons

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Posted by: Caffynated.5713

Caffynated.5713

Dagger

Fire
Ring of Fire – 2 seconds of burning to everyone hit by the initial AoE
Fire Grab – reduce damage vs. burning by 20%. Always crits against burning targets. Improve hit detection. Reduce the cooldown to 30 seconds

In glass spec, I average over 9k damage with Fire Grab in WvW against targets with nearly full health. That’s with an actual good spec, not +20% damage when above 90% health, +20% damage when target is below 25% health and 20% damage when target is knocked down. Combined with Burning Speed and Arcane Wave, that can three shot half the people in WvW in a little over 1 second.

Air
Lightning Whip – Improve hit detection
Lightning Touch – Reduce activation from 3/4 to 1/4 so that using it isn’t as disruptive or improve the damage a lot so that using it is effective.

Earth
Impale – Reduce activation time
Churning Earth – Break up the damage from 1 big hit at the end of the channel, and make it so that you hit once per second doing 15% 35% 50% of current damage for waves 1 2 3. The bleed stacks would be applied 1 2 5.

Much like Fire Grab, this ability can hit for > 12k damage (before bleeding is counted) in one hit. It’s overkill. This change both limits the one shot potential, and improves functionality for use outside of flashbombing.

Scepter

Fire
Flamestrike – Increase direct damage by 100%. The skill currently takes a long time to cast and only does about 1.5k damage between a crit and burning on the target.
Dragon’s Tooth – The tooth and red warning circle should not appear until the spell is finished casting. Right now there is too much warning before the tooth falls. Increase the AoE radius to 240.
Phoenix – increase the phoenix movement speed. It’s currently slower than a player can run, making it worthless outside of melee range.

Water
Shatter Stone – This is like a really sad and depressing version of Ice Spike. Maybe it should have similar damage. It even looks and sounds weak.

Air
Arc Lightning – Reduce the channel to 2 seconds with the same damage. Even spamming Lightning Strike, the damage between the two is terrible.

Staff

Fire
Burning Retreat – It would be nice if this was the reverse of Burning Speed. Have a blast at the beginning of the roll backwards.

Air
Lightning Surge – make this an instant cast with a 20 second cooldown
Gust – Increase projectile speed

Earth
Unsteady Ground – 4 stacks of bleeding 6 seconds
Shockwave – increase projectile speed

Focus

Fire
Flame Wall – improve hit detection. I can cast this on a stationary target with the line passing directly under their feet and it doesn’t hit them.

“We recognize that the changes to [ele] will essentially remove it from play. In the future,
we may consider whether or not there is an incarnation of [ele] that would be viable
but balanced. For now, we do not expect it to see serious use.” – ANet

(edited by Caffynated.5713)

Theorycrafting Elementalist Changes: Weapons

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Posted by: boozer.7815

boozer.7815

I see lots of theory crafting posts lately and they are all good for just talking, but what makes any of you think Anet will take any of these ideas to formula?

All just a bunch of hot air IMO..

Theorycrafting Elementalist Changes: Weapons

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Posted by: Arheundel.6451

Arheundel.6451

Leave water OH dagger alone pls, it’s great as it is, your suggestion is obviously bad, I don’t like focus for a particular reason – offensive spells are all single target.

Many people go d/d especially because of the AoE effect on spells and instant cast, let’s leave it as it is, for the rest I like the suggestions about flame grab , lightning touch and churning earth.

Staff:

1) Lightning surge= CD is ok at 10s, I’d rather leave the CD as it is rather than getting an instant cast
2) Burnin retreat = yes good suggestion
3) Unsteady ground = my idea would be to add 6s cripple + 5 stacks of vulnerability and increase radius
4) Shockwave = make it instant, arcane wave effect and radius ( like it was in GW1)
5) Gust = remove the projectile status, change it to ’ push foes back – 400 knockback – 25s CD’

Scepter=

1) Flamestrike = good idea
2) Dragon’s tooth= increase speed, reduce dmg by 30%, increase radius to 240
3) Phoenix = increase speed, reduce dmg by 20%, 15s CD
4) Shatterstone = increase speed, increase dmg by 30%, apply now 10 stacks of vulnerability 5s duration, 6s CD
5) Arc lighning = increase dmg by 30%
6) Dust devil = increase speed of movement, increase radius

These changes would make the scepter more viable in my opinion without entering in the OP realm

Focus

1) Fire shield = 5s duration, 2s burning on each hit, 30s CD
2) Flamewall = increase duration to 10s, increase width
3) Swirling winds = apply 10s swiftness, reflect projectiles, 6s duration, 30s CD

I strongly believe that these changes on the focus are really needed to make it a real option for sPvP and tPvP, seen as the ele need movement speed skills and can’t change weapon in combat; fire shield with those changes would really become strong, the red ball will send a warning to enemies to be careful