Things to be addressed!

Things to be addressed!

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Posted by: Guizao.4167

Guizao.4167

First and foremost: I won’t give up of elementalist! It was once a really beautiful profession with so many potencials and possibilities that, unfortunately, they changed it and and did it badly. Some will argue that Guild Wars 1 and Guild Wars 2 are two different games, and to a certain extent I agree with it, but when I look back at Guild Wars 1 I see how it is better than Guild Wars 2 in many aspects, including build diversity. Please, bear with me. Just take your time to read everything I wrote. Everything here regards the core elementalist, because, like some people, I don’t like Tempest, not even in concept.

Okay, so I wanna touch many things regarding our profession that devs seem to ignore a lot, but I won’t develop any further analysis here. It doesn’t matter to me what ArenaNet will think about this post, I will keep posting until you guys get thing!

Let’s begin:

1) Scepter: this weapon is really weak and no matter how you guys decide to buff Shatterstone it won’t be a viable choice. The weapon itself has a lot of potential against single targets but need a few tunes up in most skills. SINCE the elementalist in Guild Wars 2 is a jerk jack-of-all-trades I don’t really think we should have a single weapon dedicated for damage, other for condition damage and so on. I think we should have multifaceted weapons that really channel the powers of the elements. I know that earth focus #4 and #5 are like, the most beloved skills right now, but we can do much better!

  • Flamestrike: I like what you guys did to this autoattack, but the damage and condition damage don’t compensate for the channeling speed.
  • Dragon Tooth: kitten skill, only useable in PvE and sometimes in WvW (except roaming). Nothing wrong with the damage or burning, but it’s the easiest skill to avoid.
  • Phoenix: good skill for burst. I don’t have anything more to say.
  • Ice Shards: medium damage besides being three projectiles, not good.
  • Shatterstone: need to blow up faster.
  • Water Trident: increase the regeneration and add a knock back to it (remember it back in Guild Wars 1?)
  • Arc Lightning: good skill.
  • Lightning Strike: could use a damage increase.
  • Blinding Flash: 10 secs CD…really?
  • Stone Shards: projectiles too avoidable. Could use an increase on their speed.
  • Rock Barrier: cooldown too long and additional toughness will not suffice.
  • Dust Devil: could use additional conditions, like slow or torment or confusion.

2) Dagger (main-hand/off-hand)

  • Dragon’s Claw: very little damage and the most unacceptable fact about this skill is it being a projectile skill. Either add unblockable to it or change it completely.
  • Drake’s Breath: good skill.
  • Burning Speed: good skill but long cooldown.
  • Ring of Fire: good skill but long cooldown. Could use other improvements as well.
  • Fire Grab: unreliable skill based on how fast and safely you can cast it, but the damage is great.
  • Vapor Blade: little but too little damage and those projectiles are slow. Better increase their velocity.
  • Cone of Cold: little healing coupled with little damage and long cooldown.
  • Frozen Burst: could increase the damage a bit.
  • Frost Aura: frost aura reduces incoming damage by 10% and right now dagger elementalists, which are not that kitten healbot tempest, don’t have enough skills to brawl against scrappers. And the CD is hella long!
  • Cleasing Wave: ONE CONDITION CLEANSE IN A 40SECS CD SKILL IS WAY TOO MUCH!
  • Lightning Whip: man this skill hurts more than staff’s air AA and I do not accept this.
  • Lightning Touch: why can’t this skill slow targets?
  • Shocking Aura: good one.
  • Ride The Lightning: just tell why you guys nerfed this beautiful thing? A skill that used to give important mobility, roughly taken away from its capabilities for the sake of what?
  • Updraft: another good example of important skills gated by huge cooldowns
  • Impale: damage way too low.
  • Ring of Earth: long cooldown with little bleeding application (one stack…). 4 secs are enough and 3 stacks of bleeding would be nice.
  • Magnetic Grasp: good skill.
  • Earthquake: cooldown way too long.
  • Churning Earht: cooldown way too long. Could apply Magnetic Aura while you’re channeling.
It’s all about THE COLORS

Things to be addressed!

in Elementalist

Posted by: Guizao.4167

Guizao.4167

3) Focus

  • Flamewall: nothing to say about this one. But crossing it should be a dangerous thing, right?
  • Fire Shield: this aura is really lacklusting.
  • Freezing Gust: should be a frontal AoE.
  • Comet: good skill.
  • Swirling Winds: good skill.
  • Gale: cooldown way too long.
  • Magnetic Wave: a skill that greatly outperform many water skills is just unacceptable.
  • Obsidian Flesh: nice skill, but 50s CD?

4) Staff: my signature weapon, the one weapon that I fell in love back in 2012, oh so many good memories! I also like scepter btw, but not as much as I like staff.

  • Fireball: I know this skill hits a lot sometimes but why does it take 1 second to cast? Why not 3/4? And it could hit up to 5 targets.
  • Lava Font: okay, this one gets me on my nerves and I’ll tell you why: the damage is great but: the initial damage doesn’t occur right after the font appears and this is bad and last but not least the damage output is slow! it tickes slowly!
  • Flame Burst: lame skill. Could use or additional burning or apply torment.
  • Burning Retreat: good skill but I don’t like the 20s cd. If it’s imperative for a staff ele to maintain its distance for its own safety, then let us do it.
  • Meteor Shower: used to be better, way better, even back in Guild Wars 1. Now the skill can’t cleave nicely. If you guys think the damage is great, then it’s okay but why did you have to nerf it to just hit 3 targets? Why can’t it knock foes back, like in the video at your Elementalist page?
  • Water Blast: skill with the lowest damage in game.
  • Ice Spike: same case as with Dragon Tooth.
  • Geyser: for such an ephemeral skill like this, it could use an increased healing and decrease cooldown.
  • Frozen Ground: applies little chill and the cooldown is huge.
  • Healing Rain: could apply resistance to payoff the enormous cooldown.
  • Chain Lightning: hits very little and projectiles travel too slowly.
  • Lightning Surge: damage a bit low and cooldown way too high.
  • Gust: this skill’s been a problem since game’s release. It should push everyone around the caster or be more precise and fast on its travelling path. Could also use a cooldown decrease.
  • Windborne Speed: good skill. I think it should also remove slow.
  • Static Field: an important skill in many situations but with a tremenduous cooldown.
  • Stoning: not good but not a bad skill either. Could apply bleeding.
  • Eruption: takes way too long to explode. Damage and bleeding are okay.
  • Magnetic Aura: our only defense against projectiles with a colossal cooldown! UNACCEPTABLE!
  • Unsteady Ground: could use another rework: for foes that fail to cross it, grants a short magnetic aura for the caster. For foes that succeed in crossing it, they are crippled. Lower cooldown would be appreciated.
  • Shock Wave: MUST be unblockable.

Now the traitlines:
Fire Magic: could offer survavibility because its damage increases and other things don’t actually help the elementalists.
Water Magic: really nice traitline but some traits could get a rework.
Air Magic: much better than fire magic in its current state and this is really disappointing. Some traits like Tempest Defense could be applied when you’re inflicted with Taunt.
Earth Magic: this traitline should protect us from both damage and condition damage. Why can’t it grant us some resistance (buff)?
Arcana: important traitline just like the other four and it SHOULD never be obligatory. It could use a few reworks because I feel that the arcane aspect of any kind of mage in any kind of MMORPG or other games should improve the mage’s overall capabilites.

Profession’s skills:

  • Glyphs: some of them are really underperforming like Glyph of Elemental Power.
  • Conjures: unusable because they’re very weak and offer little to the elementalist.
  • Arcane: Arcane Power could use a rework, like all of your attacks will deal critical damage for the duration of the skill or your attacks will become unblockable for the duration of the skill. The other skills except for Arcane Blast must receive a cooldown reduction, specially Arcane Shield.
  • Signets: some are underperforming, like Signet of Water.
  • Cantrips: good skills to improve our survavibility but the cooldowns are just too much.

So guys, what do you think? Are some ideas too overpowered? Let me know please!

It’s all about THE COLORS

Things to be addressed!

in Elementalist

Posted by: steve.2945

steve.2945

I have only 1 idea, fireball should “also” cause burning..because its a fireball..lmao.

Proud TTS member

Things to be addressed!

in Elementalist

Posted by: Guizao.4167

Guizao.4167

I have only 1 idea, fireball should “also” cause burning..because its a fireball..lmao.

Not fun at all. Sad this is the only thing you have to offer

It’s all about THE COLORS

Things to be addressed!

in Elementalist

Posted by: steve.2945

steve.2945

I have only 1 idea, fireball should “also” cause burning..because its a fireball..lmao.

Not fun at all. Sad this is the only thing you have to offer

well, I doubt anet will change anything, but it makes perfect sense anyway.

Proud TTS member

Things to be addressed!

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Posted by: Guizao.4167

Guizao.4167

I have only 1 idea, fireball should “also” cause burning..because its a fireball..lmao.

Not fun at all. Sad this is the only thing you have to offer

well, I doubt anet will change anything, but it makes perfect sense anyway.

It sure does.

It’s all about THE COLORS

Things to be addressed!

in Elementalist

Posted by: Fashion Mage.3712

Fashion Mage.3712

If it applies burning, then chances are its base damage will be nerfed.

Things to be addressed!

in Elementalist

Posted by: Guizao.4167

Guizao.4167

If it applies burning, then chances are its base damage will be nerfed.

Pretty much.

It’s all about THE COLORS

Things to be addressed!

in Elementalist

Posted by: steve.2945

steve.2945

I have only 1 idea, fireball should “also” cause burning..because its a fireball..lmao.

Not fun at all. Sad this is the only thing you have to offer

well, I doubt anet will change anything, but it makes perfect sense anyway.

It sure does.

Just typing that makes me groan..I’m worried for the ele’s future.

Proud TTS member

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Posted by: SconeOfDoom.8213

SconeOfDoom.8213

Hmmmm. To begin this post, let me start by saying that’s I’ve only been playing GW2 for about two and a half months. However, in that time I’ve also played over 400 hours for about 5 hours per day, and 300 of those hours are on Elementalist, so I have picked up on some things.

Also, I will format this come tomorrow, as it’s long and probably needs it but I am too tired now. That being said, let’s start this off:

I agree a lot about how Scepter just needs some love. I haven’t played hardly any PvP, but there is absolutely no situation in which I wish I was using scepter instead of staff or dagger. Elementalist only has one two-handed weapon, two mainhand weapons, and three offhand weapons, for a total of six total weapon slots possible. There is absolutely no reason that any of these weapon sets shouldn’t be viable in at least a specific situation, otherwise that just further shrinks the pool.

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Posted by: SconeOfDoom.8213

SconeOfDoom.8213

As far as dagger goes:
-Dragon’s Claw either needs to deal more damage per individual hit or needs to get rid of the split projectile is the change that it needs. Elementalists are the squishiest class in the game at a base level, and to hit all 3 strikes on a normal hitbox you have to be WAY too close for comfort. Otherwise it’s fine IMO.
-Burning Speed is fine. It has a bit of a long CD, but it leaves a fire trail as a field and it has a good amount of burst damage.
-Ring of Fire could be better based on CD length. Maybe increase the burning to two stacks on pass through, but as it’s a ring it’s pretty easy to get at least one hit.
-Fire grabs consistency is the only problem
-Vapor Blade just needs to speed up. It’s not meant to deal much damage, but it’s a long range Vulnerability stacker. It just needs a speed increase to reliable hit mobile targets just to make it on par with things like Revenant sword auto, etc.
-Cone of Cold just needs a slight buff.
-Frozen burst if fine as it’s a 3 second chill that’s also a blast finisher.
-With the nerfs to Auramancer, Frost Aura needs a CD reduction.
-I agree that Cleansing wave either needs more condition cleanse, a lower cooldown, or an added effect, maybe a knockback or regen like Tidal Surge, which does almost the same level of healing, knocks back, and grants regen, with a 5 second lower CD, and you can even trait to have regen remove conditions.
-Lightning whip should be stronger for most situations. It’s shorter range so it’s more risky, and Staff AA can hit up to 3 targets, and only one of them has to be in range, so your bounce can hit target up to even 1500 range. Low DPS doesn;t matter if the enemy is doing no DPS to you.
-Lightning touch is fine, earth is more about the cripple and slowing your targets
-Updraft could use a bit shorter CD, only really good for breaking the Defiance bar or escaping combat.
-Impale’s damage would be fine, if Condi Elementalist was even close to viable. An 8 second bleed stack on auto isn’t that bad, except when your only other bleeds are Ring of Earth (only one stack), Churning Earth, and Earth Overload. As is, Ring of Earth requires you to be close to hit, meaning it’s hard to use to stack bleeds, meaning you will only reasonably have about 20 bleed stacks at a time. When I fractaled earlier today, our lone Necromancer was able to get up to a peak of 100 bleed stacks on Old Tom because our druid was healing the minions. Need I say more?
-Ring of Earth’s projectile block is incredibly hard to time, and not that consistent. Either the wall duration needs to be lengthened slightly to more consistenly block projectiles or it needs to deal two stacks of bleeding IMO.
-I agree, Earthquake’s CD is way too long.
-Churning Earth is fine. Cripples, blast finishes, and gives 8 stakcs of bleed on only a 35 second CD, ot’s better than most other offhand dagger skills already.

Focus:
-Flame wall should be thicker for more burning applications or should inflict 2 stakcs of burning, as such now it’s only good for blasting might or on stationary targets.
-Fire shield is decent in concept with Aura synergy, but they just nerfed Auramancer because they don’t want Ele to be able to do everything, and this skill got left behind. Ele’s can’t survive many hits to begin with in PvE, so the 4 or 5 might stacks you gain as you die aren’t worth much. Needs to also burn attacker or grant 2 stacks of might or something, Idk.
-Freesing Gust is really weak compared to Grozen burst (AoE chill, blast finisher, 12 second CD) and Flash-Freeze (ranged multi-target chill that also grants a frost aura), needs slight CD buff
-Yes needs a bit of CD reduction, but not much, knockdown is a really strong CC effect, especially for 2 seconds
-Please don’t change Magnetic wave, I loves it
-Obsidian Flesh is 4 seconds of invulnerability! This means that you take no damage, cannot receive conditions, cannot be CC’d, basically you can get away with anything but falling to your death while this is active. Deserves the 50 second CD.

Things to be addressed!

in Elementalist

Posted by: SconeOfDoom.8213

SconeOfDoom.8213

Staff:
-Fireball is fine, if anything the travel delay could be lessened by like .1-.2 seconds, hitting 3 targets at 1200 range is good enough.
- I agree that Lava font’s initial tick should come a bit closer to the initial cast, but that’s it. If you want it to tick faster, I would make it tick twice as fast but deal half damage per tick, which would make it much more viable against moving targets (think final boss on Chaos fractal- UGH).
-Flame burst could use a third stack of burn is all, just enough to make it worth using to keep burning uptime.
-Burning Retreat’s CD is fine. It’s your get-out-of-jail free card in a sense, since it has such a long travel distance and is an evade. If you need to use this skill more than once every 20 seconds then you either need more survivability from other skills based on the encounter (and believe me, you have access to them!) or just work on your positioning. After all, every one of your weapon abilities is 1200 range, so use the range!
-I haven’t watched the video, but Meteor shower is fine as is. It has 24 impacts, and each can hit 3 targets, for up to a total of 72 hits, which is more than any other ability in the game as far as I know. It also only has a 30 seconds CD. If it also knocked back it would be the MOST OP ability in the game by far, and it woulda been nerfed to it’s current state about a week after release.
-Water blast isn;t meant to damage. There’s a reason that it has an AoE heal on impact. It’s fine, even good for emergency healing where you untarget and hit the ground or a nearby wall.
-I have less problems with Ice Spike than with Dragon’s Tooth, since it has a larger impact radius, but I wouldn;t mind a slight damage reduction for an increased cast speed.
-Geyser is fine. Decent heal while in zerker gear but also is a combo field which you can blast for regen. Would be nice if it healed more consistently on allies that run through it though.
-Frozen ground’s low chill amount is fine because it’s over such a large readius, but not for the length of a 40 second CD. Maybe make it 32 seconds.
-Healing Rain is fine, covers a HUGE radius, gives 9 stacks of regen over 6 seconds and cures 3 conditions on up to 5 seconds, worth the 40 second CD
-Chain lightning could use a slight damage buff, since the majority of the time that you hit 3 targets with it, you would also hit the three targets with Gireball, but for more than 1k damage more. Only strong when there are 2 targets side by side so that you can bounce from one target to the next and back again, but still the damage isn’t comparable to Fireball. Only needs slight buff though.
-Gust would be fine if it was more consistent. I would make it an instant ability, no reason to have it be a projectile when Updraft and Gale aren’t. 400 knockback is actually a really strong CC, expecially for a class that can sit at 1200 range.
-Slow is a very special condition, applied by very few abilities. Windborne Speed is fine as is.
-Static Field is great as is. Can affect up to 10 targets, but most importantly, it’s unblockable! That makes it worth using in and of itself. Not willing to trade that or the 2 second stun for a shorter CD.
-Stoning shouldn;t apply bleeding, but is fine as is. People underestimate weakness until they are hit with it before they die shortly after.
-Eruption is fine, as it is a very wide radius ability, making it flexible when placing it with fields for blasting, and has a very short CD for the damage it does.
-Nowadays, Magnetic Aura is not our only projectile defense. You also have Earth Overload, Aftershock and Rebound, Just with Magnetic Aura and Earth Overload, you get 9 seconds of reflect every 30 seconds if traited, which is actually pretty good.
-I wish Unsteady Ground worked better as well. Would be nice if it actually had some use for breaking Defiance Bars, should be changed to knock back targets that cross it instead of preventing targets that cross it to fix that, if it did that it would be worth the 30 second CD but as is could be 25 seconds.
-I agree that shockwave should be unblockable

Things to be addressed!

in Elementalist

Posted by: SconeOfDoom.8213

SconeOfDoom.8213

Traitlines:
- Fire: I dunno what you are talking about, but the Fire traitline is even more must-have then Tempest if you are running any kind of staff build. Fire is fine as is.

-Water: Perfectly fine as well. I don’t know what things that you think could use a change, but it can provide good condition cleanse, healing over time, regeneration, and even aura sharing. I don’t know what more you could want out of a healing-based trait line.

-You’re right in that Air is very strong right now. Ferocious Winds, Weak Spot and either Fresh Air or Bolt to the Heart are vital to any DPS build that you run regardless of weapon. I just wish that Fire was on par with Air for non-staff builds.

-I agree that the Arcane line in general could use the most work. In any competitive setting in PvE, a full berserker Elementalist should be around 60% crit chance without signet of fire, fury, Spotter, or food and nourishment, etc. In raids, the fact that Arcane spells always crit is a given anyways. I agree that Arcane Shield could use a CD reduction, but not too much. After all, it does stunbreak and explode for damage, and it’s CD can be reduced by 20% (down to 48 as of now) if you are running arcane.

-Earth: It already grants bonus toughness while attuned to earth, just saying. It also reduces the amount of damage you take from foes in close range, and can be traited to apply protection and stability, it does have some condition removal but not much as that should be Water’s job as the healing trait line, and can even protect you from ever being critically hit! Would be a solid trait line in PvE if you really need survivability, but probably not needed. Elementalist needs more active defense than passive defense in PvE. However, this is a very strong trait line in PvP if memory serves.

Things to be addressed!

in Elementalist

Posted by: SconeOfDoom.8213

SconeOfDoom.8213

Utilities:
-Glyphs: Glyph of Elemental power if actually fine as is. Not needed if you are going full DPS, but it can be really usefull in some situations. For example, I occasionally run this is my party really lacks break-bar, as the chill, cripple and weakness all slowly chip away at it, and it also acts as a stunbreak. Useful for fights where you need to range with staff against a mobile target where they often move outside of Glyph of Storms and Lava Font because it helps keep burning stacks passively. Most importantly, it;s a Stunbreak on a 30 second CD, so it;s extremely useful in fights where you know that you’ll be hard CC’d a lot. The only Glyph I would change at all would be Glyph of renewal, and that;s because in GW2 channeling an ability for over 3 seconds is very hard, especially if the ability is meant to revive allies which means that there are less targets to take aggro. Very few uses overall, could use a cast-time buff of maybe half a second to make it worth taking in specific encounters.

-Conjures: Ice bow is actually in a fine spot now. I wish that it wasn;t nerfed so hard, but that being said it’s still actually a really good conjure if you need break-bar or against large targets. Earth Shield could actually be viable if it took up Utility slots instead of weapon slot, but since it doesn’t it’s best use is for breaking bars, which Frost Bow does better. Focus offhand also can give invulnerability. The only thing Earth Shielf offers is a pull. Just doesn;t mesh well with current Elementalist and I don’t know how I would change it. Flame Axe combines a lot of skills from many fire weapons, mostly on a shorter CD. Unfortunately, the onlt really useful abilities would be Burning Retreat or Flame Leap, but you already have Burning retreat on staff and Burning Speed on Dagger, so there’s no real reason to take it unless you need the mobility for traveling. Would have to make the damage on the auto comparable to Fireball to make it worth an utility slot, to use in between lava fonts to blast finish and leap in to Ring of Fire and Dash back out to stack some good burning. Lightning Hammer is in a decent spot right now with a launch, dash, lightning storm and another Static Field, which is super useful as I mentioned before. Better than Icebow against multiple targets for CC but worse against single targets.

-Signet: These probably need a bit of work too. Signet of Water curing a condition only once every ten seconds isn;t worth it taking, you would be better off taking the Water Trailine instead of sacrificing a utility slot if you actually need the condition removal badly enough to take it. Signet of Earth also isn;t that good, as the Elementalist has super low base health. a little bit of toughness won’t prevent too many of your deaths unless you are stacking up on toughness. Signets of Air and Fire are good right now.

-Cantrips: The only Cantrip that I think needs a CD reduction is Armor of Earth. Armor of Earth is super strong, but only for 6 seconds. Then you’re left without a Utility slot for the next 69 seconds. Mist Form could use a bit of a CD reduction, but not much. The reason being is that if you are ever in a situation where you require the survivability that Vantrips can grant you more than once every 50-60 seconds, you should either dedicate even more survivability to your bar, or swap up your traits. Except when toing timed things like Raids or Collection challenges like defeating Mai Trin in under 25 minutes, surviving is more important than dealing max DPS. If you seriously can’t survive, swap up for survivability, low DPS over 6 minutes is better than max DPS over the 2 minutes you would have otherwise been alive.

Man, this was a long post, and I shoulda gone to sleep hours ago, but oh well. Also keep in mind that most of my opinions are based on PvE stuff, and were made keepin in mind that the Elementalsit always has access to 20 weapon skills at all times, and is still currently best DPS in optimal setting, with Thief being the only real contender. As such, if the Elementalist is getting buffed, then most other classes should be getting overall buffed too, otherwise Elementalists will be all that’s left at the top.

I will also come back tomorrow to edit this a bit for better formatting and to clean up any errors, be they in writing or judgement made by my now sleep deprived brain.

Things to be addressed!

in Elementalist

Posted by: Guizao.4167

Guizao.4167

Man, this was a long post, and I shoulda gone to sleep hours ago, but oh well. Also keep in mind that most of my opinions are based on PvE stuff, and were made keepin in mind that the Elementalsit always has access to 20 weapon skills at all times, and is still currently best DPS in optimal setting, with Thief being the only real contender. As such, if the Elementalist is getting buffed, then most other classes should be getting overall buffed too, otherwise Elementalists will be all that’s left at the top.

Thanks for posting! Some of what you said I agree, but I don’t like the state of some skills like Magnetic Wave, Meteor Shower and some others. Meteor Shower could hit more consistently and I don’t think the knock-back would make it OP. Fire traitline isn’t near as good as Arcane or Air in terms of damage when it comes to PvP. It offers zero survavibility and most traits there are really ridiculous (Power Overwhelming for example).
When I first wrote it I wasn’t considering Tempest because I don’t like and core elementalist need to be buffed so I really appreciate the change on Magnetic Aura. I wouldn’t sacrifice Air or Arcane over Tempest in my staff dps build. I’d rather go core ele all the way.
Most of what I wrote is based solely about PvP.

It’s all about THE COLORS

Things to be addressed!

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Posted by: SconeOfDoom.8213

SconeOfDoom.8213

I think that’s where our main differences lie. I haven’t played PvP, but I put in about ten hours into WvW this past week so I can understand where you are coming from on a lot of these things. To be honest, ANet just needs to go all out by making skills different in PvE and PvP, rather than just some changes like making Lava Font last shorter in PvP I think (or its CD is longer, one of the two). That in and of itself would solve so many game health problems, especially since when you go in and out of PvP it already saves separate builds so you don’t have to swap around every single time.

We can always hope that they will do this, and as a result, balance the game better overall. Would be so nice.

Things to be addressed!

in Elementalist

Posted by: Mem no Fushia.7604

Mem no Fushia.7604

Make chain lightining like in gw1. Only on foe cast. Lightning strike from above and bounce on foes. Not projectile.

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Posted by: juno.1840

juno.1840

I love staff as well but most skills are very very slow to cast and are difficult to land when dueling. I know other players will say “but staff is not for PvP”… yeah I get that — but maybe it could be with some quality of life changes.

The biggest being make my auto-attacks easier to land. I don’t have much control over them other than how far away I am from my foe. Even when I start my cast close to an opponent, they can usually get outside of 1200 range before the cast time and projectile travel time completes. That’s just silly.

Part of me thinks that someone in ANet was thinking “hey, wanna see something funny? Watch this…”

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Posted by: Guizao.4167

Guizao.4167

I think that’s where our main differences lie. I haven’t played PvP, but I put in about ten hours into WvW this past week so I can understand where you are coming from on a lot of these things. To be honest, ANet just needs to go all out by making skills different in PvE and PvP, rather than just some changes like making Lava Font last shorter in PvP I think (or its CD is longer, one of the two). That in and of itself would solve so many game health problems, especially since when you go in and out of PvP it already saves separate builds so you don’t have to swap around every single time.

We can always hope that they will do this, and as a result, balance the game better overall. Would be so nice.

It would make our profession very competitive but I doubt devs will do most of these adjustments any time soon. They once claimed they read every topic and post on the forums…well, it has been 4 yours and no serious changes have been seen.

I love staff as well but most skills are very very slow to cast and are difficult to land when dueling. I know other players will say “but staff is not for PvP”… yeah I get that — but maybe it could be with some quality of life changes.

The biggest being make my auto-attacks easier to land. I don’t have much control over them other than how far away I am from my foe. Even when I start my cast close to an opponent, they can usually get outside of 1200 range before the cast time and projectile travel time completes. That’s just silly.

I don’t get that – trust me. In the PvP scenario, warriors’ weps are useful to them, necro’s weps are useful to them (expect for axe), mesmers’ weps are useful to them and so on. Why wouldn’t staff be a viable wep for eles? It has the most diversity skills of all of our weps and most people underestimate its potential, and this I can understand because the wep itself needs serious buffs.

It’s all about THE COLORS

Things to be addressed!

in Elementalist

Posted by: Guizao.4167

Guizao.4167

Make chain lightining like in gw1. Only on foe cast. Lightning strike from above and bounce on foes. Not projectile.

Ahhh GW1 showing GW2 how things are done. I like this version better. GW2’s chain lightning is very lackluster.

It’s all about THE COLORS