(edited by Zaviel.1245)
Theorycrafting Elementalist Changes: Weapons
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 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)
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..
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